I love the cell shading look and it’s so easy to do, sure you can go more complex but I think this is enough 🙂
For those who don’t know how and wish to know how this was made you just in Vray ( that is what i’m using 😛 ) add in a composite into your Self-illumination slot. And in your composite you create a Gradient Ramp and set the gradient Type to Lighting and Interpolation to Solid. This means that based on your lighting it will get a color from your gradient ramp, so highlight will get the colors from the right of the gradient and shadows will get colors from the left. Interpolation to solid just means there wont be any gradient just solid colors.
You could use a falloff instead of gradient map but with a gradient map you just have more control over your colors 🙂 I then added a “shadow pass” that is just the same as the gradient we just added but this one is just black to white and then set that layer to multiply in your composite. Now this isn’t really neccessary since you can just make an extra color on the first gradient and make it darker but whatevva 🙂
After that “pass” I added something we can call a rim light but it isn’t really since it’s not just adding a “rim” to the outer edges. This one was a Falloff Map with the falloff type set to Fresnel. Then just made a hard curve in mix curve graph… black and white obv. this layer is set to Screen.
Last one is a Ambient Occlusion with a Vray Dirt. And there is two Spot lights, one for casting a shadow, this one have excluded the object for Illumination and the second spot light is used to get the colors from the gradients, this one have no shadow. You can use Global illumination to get some nice looks since that would bounce lights and give some cool highlight but it’s not used here.
Longest post evva! A cookie is coming shortly if you read all of this mess 😛
Shader can be downloaded at the free Vray shader page.