Hi guys and gals,
I have a decent knowledge in 3D modeling and sculpting. Mainly I use Maya, Modo and ZBrush. However, I have never used these apps for toon shading, mostly for modeling/sculpting and realistic rendering.
Since I'm a point and click "junkie" for many years now...grown up playing games such as Monkey Island, Full Throttle, Days of the Tentacle, Broken Sword etc... I always wanted to get my fingers in making PnC games.
That being said, I need some help from experienced makers. For reference I will use "The Next Big Thing" game. Please take a look at the attached images.
I was playing with cel shading on characters and I've got a pretty decent results, not perfect but close. But, my concerns are mainly with environments. Don't know where to start to achieve something similar to the building and laboratory from two screenshots that I provide.
So, I came here to gather all the info. Can someone explain principles and process used for cel shading environments in games such as "The Next Big Thing".
For example, If I use only toon shaders in Maya or non-photo realistic rendering in MODO, well, I can't get even close results. Just 2, 3, 5 tones and it looks pretty much flat, not sure what I'm doing wrong.
1. Should I use cel shading with UVs so I can texture details that you can see on the floor, walls, desks etc., so it doesn't look so flat?
2. After that, should I make a final touch in Photoshop?
3. What about lighting the scene and shadows?
If someone can help me and guide me through process of making assets and environments with this approach, I will be very grateful.
Thank you in advance.
Kind regards,
Deni