Follow TV Tropes

Following

History Main / CelShading

Go To

OR

Is there an issue? Send a MessageReason:
None


Be careful when tossing terms around; Cel Shading applies first and foremost to the way the ''lighting'' is rendered. Conventional rendering can still utilize flat colors, simplistic textures, and cartoonish figure proportions. Likewise, Cel Shading can as realistically-proportioned and textured as any hand-drawing. And ''actual'' hand-drawn animation or media is never an example, for obvious reasons.

to:

Be careful when tossing terms around; Cel Shading applies first and foremost to the way the ''lighting'' is rendered. Conventional rendering can still utilize flat colors, simplistic textures, and cartoonish figure proportions. Likewise, Cel Shading can as realistically-proportioned and textured as any hand-drawing. And ''actual'' hand-drawn animation or media is never an example, for obvious reasons.
Is there an issue? Send a MessageReason:
None


Cel Shading is a type of computer animation primarily seen in video games that imitates the visual style of hand-drawn comics and cartoons (generally inked sketches painted with flat color tones). In layman's terms, it replaces the shading gradient of 3D rendering with flat colors, as seen in the picture. The style was pioneered with the SegaDreamcast game ''JetSetRadio'', the first game to use 3D polygons to produce a cartoony look. Any drawing style can be imitated, ranging from video game adaptations of {{Anime}} and Western cartoons, to classical paintings such as the game ''{{Okami}}''.

Cel Shading can also be useful to render specific items in an otherwise traditionally-drawn production, if a given scene would be too complicated and work-intensive to animate by hand, such as a rotating object or an EpicTrackingShot traveling down the length of a massive vehicle. In these cases, it's important to calibrate the renderer's style and framerate to match the rest of the production, to minimize the effect of ConspicuousCG (i.e, an item that is ''too'' detailed or ''too'' smoothly animated visually clashing with the rest).

to:

Cel Shading is a type style of computer animation primarily seen in video games rendering that imitates the visual style look of hand-drawn comics artwork and cartoons (generally inked sketches painted with flat color tones). animation. In layman's terms, it replaces the shading gradient of 3D conventional rendering with flat colors, as seen in the picture. The style was pioneered with the SegaDreamcast game ''JetSetRadio'', the first game to use 3D polygons to produce a cartoony look. Any drawing style can be imitated, ranging from video game adaptations of {{Anime}} and Western cartoons, to classical paintings such as the game ''{{Okami}}''.

''{{Okami}}''. While the style is not exclusive to video games, it is often seen there since this is the only way to produce a hand-drawn look with polygons.

Cel Shading can also be useful to render specific items in an otherwise traditionally-drawn a hand-drawn animated production, if a given scene would be too complicated and work-intensive to animate by hand, such as a rotating object or an EpicTrackingShot traveling down the length of a massive vehicle. In these cases, it's important to calibrate the renderer's style and framerate to match the rest of the production, to minimize the effect of ConspicuousCG (i.e, an item that is ''too'' detailed or ''too'' smoothly animated visually clashing with the rest).

Changed: 2544

Removed: 888

Is there an issue? Send a MessageReason:
None


Cel Shading is a type of automated rendering that imitates the visual style of hand-drawn comics and cartoons (generally inked sketches painted with flat color tones); cel-shading generally reduces the calculations of light and shadow effects to one or two solid color tones at a time, and often combines this with visible black rendered outlines around objects and characters to visually distinguish them from a scene's background.

Of course, as there are many different styles of traditional drawing and animation, there is an equally wide variety of styles to Cel Shading, depending on the desired effect: cel-shading can emulate anything from simple SaturdayMorningCartoon to detailed, feature-film quality animation; it can also be combined with PaintingTheFourthWall when emulating comics or manga, and can emulate other visual techniques (such as oil or watercolor painting) as well.

What is usually ''not'' emulated in the cel-shading rendering is the comparatively low framerate of hand-drawn animation: While people will generally accept cartoons that run on only 12 to 14 frames per second (with traditionally-animated films bumped to the 18-24 range), videogames that incorporate cel-shading must generally render at least 30 frames per second (if not a full 60) to be considered effective.

Cel Shading can also be useful to render specific items in an otherwise traditionally-drawn production, if a given scene would be too complicated and work-intensive to animate by hand -- like an EpicTrackingShot traveling down the length of a massive vehicle. In these cases, it's important to calibrate the renderer's style and framerate to match the rest of the production, to minimize the effect of ConspicuousCG (i.e, an item that is ''too'' detailed or ''too'' smoothly animated visually clashing with the rest).

Be careful when tossing terms around: Cel-shading applies first and foremost to the way the ''lighting'' is rendered; the accompanying black outlines (while closely associated) are technically a separate step in the rendering, and these are both entirely separate from a model's actual level of detail (i.e. polygon count and texture complexity) and artistic style (figure proportions and/or caricatures). Works can utilize solid-color model textures and exaggerated character styles without incorporating cel-shaded rendering (thus, not cel-shaded), and by the same token, works can utilize cel-shaded rendering even with realistically proportioned and textured character models. And ''actual'' hand-drawn animation or media is never an example of cel-shading, even though older animation was painted on actual cels (from which the term "cel-shading" derives).

Often uses {{Chiaroscuro}}.

to:

Cel Shading is a type of automated rendering computer animation primarily seen in video games that imitates the visual style of hand-drawn comics and cartoons (generally inked sketches painted with flat color tones); cel-shading generally reduces tones). In layman's terms, it replaces the calculations shading gradient of light and shadow effects to one or two solid color tones at a time, and often combines this with visible black rendered outlines around objects and characters to visually distinguish them from a scene's background.

Of course, as there are many different styles of traditional drawing and animation, there is an equally wide variety of styles to Cel Shading, depending on the desired effect: cel-shading can emulate anything from simple SaturdayMorningCartoon to detailed, feature-film quality animation; it can also be combined with PaintingTheFourthWall when emulating comics or manga, and can emulate other visual techniques (such as oil or watercolor painting) as well.

What is usually ''not'' emulated in the cel-shading
3D rendering is with flat colors, as seen in the comparatively low framerate of hand-drawn animation: While people will generally accept cartoons that run on only 12 to 14 frames per second (with traditionally-animated films bumped to picture. The style was pioneered with the 18-24 range), videogames that incorporate cel-shading must generally render at least 30 frames per second (if not a full 60) SegaDreamcast game ''JetSetRadio'', the first game to use 3D polygons to produce a cartoony look. Any drawing style can be considered effective.

imitated, ranging from video game adaptations of {{Anime}} and Western cartoons, to classical paintings such as the game ''{{Okami}}''.

Cel Shading can also be useful to render specific items in an otherwise traditionally-drawn production, if a given scene would be too complicated and work-intensive to animate by hand -- like hand, such as a rotating object or an EpicTrackingShot traveling down the length of a massive vehicle. In these cases, it's important to calibrate the renderer's style and framerate to match the rest of the production, to minimize the effect of ConspicuousCG (i.e, an item that is ''too'' detailed or ''too'' smoothly animated visually clashing with the rest).

Be careful when tossing terms around: Cel-shading around; Cel Shading applies first and foremost to the way the ''lighting'' is rendered; the accompanying black outlines (while closely associated) are technically a separate step in the rendering, and these are both entirely separate from a model's actual level of detail (i.e. polygon count and texture complexity) and artistic style (figure proportions and/or caricatures). Works can utilize solid-color model textures and exaggerated character styles without incorporating cel-shaded rendered. Conventional rendering (thus, not cel-shaded), and by the same token, works can still utilize cel-shaded rendering even with realistically proportioned flat colors, simplistic textures, and cartoonish figure proportions. Likewise, Cel Shading can as realistically-proportioned and textured character models. as any hand-drawing. And ''actual'' hand-drawn animation or media is never an example of cel-shading, even though older animation was example, for obvious reasons.

The name comes from the cels hand-drawn cartoons were traditionally
painted on actual cels (from which the term "cel-shading" derives).

Often uses {{Chiaroscuro}}.
to. {{Chiaroscuro}} is an oft-used visual effect.
Is there an issue? Send a MessageReason:
Namespace


* ''Game/{{Ultimate Spider-Man}}'' used a version that looked a bit more like a comic-book rather than a cartoon.

to:

* ''Game/{{Ultimate ''VideoGame/{{Ultimate Spider-Man}}'' used a version that looked a bit more like a comic-book rather than a cartoon.
Is there an issue? Send a MessageReason:
None


http://static.tvtropes.org/pmwiki/pub/images/cel-shaded-animation.jpg

to:

http://static.[[quoteright:312:http://static.tvtropes.org/pmwiki/pub/images/cel-shaded-animation.jpg
jpg]]
Is there an issue? Send a MessageReason:
None


* The {{MTV}} ''Comicbook/{{Spider-Man}}'' series produced by MainframeEntertainment was computer animated, but done using cel shading.

to:

* {{MTV}}'s ''{{Spider-Man The {{MTV}} ''Comicbook/{{Spider-Man}}'' series New Animated Series}}'', produced by MainframeEntertainment was computer animated, but done using cel shading.
Is there an issue? Send a MessageReason:
None


* ''{{ReBoot}}'' had an episode in a game based on ''[=~Pokémon~=]'' and ''DragonBall Z'' and the entire world was cel shaded, even the main characters when they rebooted into game characters.

to:

* ''{{ReBoot}}'' had an episode in a game based on ''[=~Pokémon~=]'' ''{{Pokemon}}'' and ''DragonBall Z'' and the entire world was cel shaded, even the main characters when they rebooted into game characters.
Is there an issue? Send a MessageReason:
None


* ''Ultimate Spider-Man'' used a version that looked a bit more like a comic-book rather than a cartoon.

to:

* ''Ultimate Spider-Man'' ''Game/{{Ultimate Spider-Man}}'' used a version that looked a bit more like a comic-book rather than a cartoon.
Is there an issue? Send a MessageReason:
None


* ''PunchOut!!'' for the Wii features this look.

to:

* ''PunchOut!!'' ''PunchOut'' for the Wii features this look.
Is there an issue? Send a MessageReason:
None


* Envy's true form in ''{{FullmetalAlchemist}}: Brotherhood'' is cel shaded CGI.

to:

* Envy's true form in ''{{FullmetalAlchemist}}: ''FullmetalAlchemist: Brotherhood'' is cel shaded CGI.
Is there an issue? Send a MessageReason:
None



to:

* ''AsurasWrath''
Is there an issue? Send a MessageReason:
None


* ''StreetFighterIV'' has adopted a sort of inkbrush look.

to:

* ''StreetFighterIV'' ''VideoGame/StreetFighterIV'' has adopted a sort of inkbrush look.
Is there an issue? Send a MessageReason:
None


* ''{{Robotech}}: Battlecry''.

to:

* ''{{Robotech}}: Battlecry''.''VideoGame/RobotechBattlecry''
Is there an issue? Send a MessageReason:
None


* ''Fear Effect'' is an odd example: It used special textures to fake the look of cel-shading, but the characters weren't actually lit by anything. While it uses a completely different technique from cel-shading, in execution it looks identical.

to:

* ''Fear Effect'' ''FearEffect'' is an odd example: It used special textures to fake the look of cel-shading, but the characters weren't actually lit by anything. While it uses a completely different technique from cel-shading, in execution it looks identical.
Is there an issue? Send a MessageReason:
None


* ''TransformersEnergon'' used cel shading for the CGI transformers.

to:

* ''TransformersEnergon'' used cel shading for the CGI transformers. How well they did [[SpecialEffectsFailure is a whole other matter entirely]].

Changed: 3073

Removed: 467

Is there an issue? Send a MessageReason:
let\'s try polishing the article some more.


Cel Shading is a type of rendering style. The way light interacts with a rounded surface is usually very continuous; however, drawing such continuous gradients on an animated cell is very time consuming. So most lighting on characters tends to be very discontinuous; a round surface is implied via having half of it be fully lit and the other half being dark. Characters also tend to have outlines, which help them stand out more from the background.

Cel shading as a rendering technique is an approximation of this designed to imitate a cartoon. As there are many cartoon drawing styles, there are also many cel shading rendering techniques. These range from a totally flat Warner Bros. style cartoon to highly detailed but stylized high-end animation quality. There are even techniques that emulate comic book, manga, or older visual arts styles like painting.

What is usually not emulated in the rendering technique is the comparatively choppy framerate that most hand-animated cartoons are drawn to. While a live action film usually does around 24 frames per second (the digital age has seen it rise significantly), an animated film does well at 18 and TV shows are closer to 12-14, modern videogames use 30 as a bare minimum. People tend to expect cartoons to be choppy, so cel shading tends to look a little unusual until you get used to it.

Sometimes this technique is used for a specific item when the product is traditionally drawn anyway, usually something that would be overly complicated to animate normally, like an EpicTrackingShot traveling down the length of a massive vehicle. Usually to avoid ConspicuousCG this requires an adjustment of both framerate and the level of detail on the item. Too much detail or too smooth of a framerate and it will clash with the main animation.

It's also possible using various techniques to simulate the black outline many cartoon characters have (see the page image). While it's an entirely different technique from cel-shading, the two are usually used alongside each other.

Be careful when tossing terms around. Cel shading is about light rendering, not modeling or textures. If a work has flat-color textures and cartoonish body proportions, but has a realistic light-and-shadow rendering engine, it's not cel shaded; nor is it if it uses actual hand-drawn animation. If there's no real-time lighting at all, it's definitely not cel shading. On the same note, characters with realistic looks or proportions can be cel shaded just as easily.

to:

Cel Shading is a type of automated rendering style. The way that imitates the visual style of hand-drawn comics and cartoons (generally inked sketches painted with flat color tones); cel-shading generally reduces the calculations of light interacts and shadow effects to one or two solid color tones at a time, and often combines this with a rounded surface is usually very continuous; however, drawing such continuous gradients on an animated cell is very time consuming. So most lighting on visible black rendered outlines around objects and characters tends to be very discontinuous; a round surface is implied via having half of it be fully lit and the other half being dark. Characters also tend to have outlines, which help visually distinguish them stand out more from the background.

Cel shading
a scene's background.

Of course,
as a rendering technique is an approximation of this designed to imitate a cartoon. As there are many cartoon different styles of traditional drawing styles, and animation, there are is an equally wide variety of styles to Cel Shading, depending on the desired effect: cel-shading can emulate anything from simple SaturdayMorningCartoon to detailed, feature-film quality animation; it can also many cel shading rendering techniques. These range from a totally flat Warner Bros. style cartoon to highly detailed but stylized high-end animation quality. There are even be combined with PaintingTheFourthWall when emulating comics or manga, and can emulate other visual techniques that emulate comic book, manga, (such as oil or older visual arts styles like painting.

watercolor painting) as well.

What is usually not ''not'' emulated in the cel-shading rendering technique is the comparatively choppy low framerate that most hand-animated of hand-drawn animation: While people will generally accept cartoons are drawn to. While a live action film usually does around 24 that run on only 12 to 14 frames per second (the digital age has seen it rise significantly), an animated film does well at 18 and TV shows are closer (with traditionally-animated films bumped to 12-14, modern the 18-24 range), videogames use that incorporate cel-shading must generally render at least 30 as frames per second (if not a bare minimum. People tend to expect cartoons full 60) to be choppy, so cel shading tends considered effective.

Cel Shading can also be useful
to look a little unusual until you get used to it.

Sometimes this technique is used for a
render specific item when the product is traditionally drawn anyway, usually something that items in an otherwise traditionally-drawn production, if a given scene would be overly too complicated and work-intensive to animate normally, by hand -- like an EpicTrackingShot traveling down the length of a massive vehicle. Usually vehicle. In these cases, it's important to avoid calibrate the renderer's style and framerate to match the rest of the production, to minimize the effect of ConspicuousCG this requires (i.e, an adjustment of both framerate and the level of detail on the item. Too much detail item that is ''too'' detailed or too smooth of a framerate and it will clash ''too'' smoothly animated visually clashing with the main animation.

It's also possible using various techniques to simulate the black outline many cartoon characters have (see the page image). While it's an entirely different technique from cel-shading, the two are usually used alongside each other.

rest).

Be careful when tossing terms around. Cel shading around: Cel-shading applies first and foremost to the way the ''lighting'' is about light rendered; the accompanying black outlines (while closely associated) are technically a separate step in the rendering, not modeling or textures. If and these are both entirely separate from a work has flat-color model's actual level of detail (i.e. polygon count and texture complexity) and artistic style (figure proportions and/or caricatures). Works can utilize solid-color model textures and cartoonish body proportions, but has a realistic light-and-shadow exaggerated character styles without incorporating cel-shaded rendering engine, it's (thus, not cel shaded; nor is it if it uses actual cel-shaded), and by the same token, works can utilize cel-shaded rendering even with realistically proportioned and textured character models. And ''actual'' hand-drawn animation. If there's no real-time lighting at all, it's definitely not cel shading. On animation or media is never an example of cel-shading, even though older animation was painted on actual cels (from which the same note, characters with realistic looks or proportions can be cel shaded just as easily.
term "cel-shading" derives).

Changed: 343

Removed: 242

Is there an issue? Send a MessageReason:
this is not a videogame trope, it\'s an animation trope. Why do I even need to remove that tone from the article description?


Cel Shading is a type of rendering style used by video games to make them look like a hand-drawn cartoon, rather than a more photorealistic (or something [[RealIsBrown approximating]] [[UncannyValley it]]) look. The way light interacts with a rounded surface is usually very continuous; however, drawing such continuous gradients on an animated cell is very time consuming. So most lighting on characters tends to be very discontinuous; a round surface is implied via having half of it be fully lit and the other half being dark. Characters also tend to have outlines, which help them stand out more from the background.

Cel shading as a rendering technique is an approximation of this designed to imitate a cartoon. As there are many cartoon drawing styles, there are also many cel shading rendering techniques. These range from a totally flat Warner Bros. style cartoon to highly detailed but stylized high-end animation quality. There are even techniques that emulate comic book, manga, or older visual arts styles like painting. It is often used in licensed games based on cartoon or (more rarely) comic book licenses to give the game a bit of authenticity.

Some WesternAnimation shows take on this style as well, but even though ''SouthPark'' is done on computers and uses a flat animation appearance, it is not considered cel shaded (though there were several 3D games licensed from it which were.)

to:

Cel Shading is a type of rendering style used by video games to make them look like a hand-drawn cartoon, rather than a more photorealistic (or something [[RealIsBrown approximating]] [[UncannyValley it]]) look.style. The way light interacts with a rounded surface is usually very continuous; however, drawing such continuous gradients on an animated cell is very time consuming. So most lighting on characters tends to be very discontinuous; a round surface is implied via having half of it be fully lit and the other half being dark. Characters also tend to have outlines, which help them stand out more from the background.

Cel shading as a rendering technique is an approximation of this designed to imitate a cartoon. As there are many cartoon drawing styles, there are also many cel shading rendering techniques. These range from a totally flat Warner Bros. style cartoon to highly detailed but stylized high-end animation quality. There are even techniques that emulate comic book, manga, or older visual arts styles like painting. It is often used in licensed games based on cartoon or (more rarely) comic book licenses to give the game a bit of authenticity.\n\nSome WesternAnimation shows take on this style as well, but even though ''SouthPark'' is done on computers and uses a flat animation appearance, it is not considered cel shaded (though there were several 3D games licensed from it which were.)\n



Sometimes this technique is used for a specific item when the product is traditionally drawn anyway, usually something that would be overly complicated to animate normally, like an EpicTrackingShot travelling down the length of a massive vehicle. Usually to avoid ConspicuousCG this requires an adjustment of both framerate and the level of detail on the item. Too much detail or too smooth of a framerate and it will clash with the main animation.

to:

Sometimes this technique is used for a specific item when the product is traditionally drawn anyway, usually something that would be overly complicated to animate normally, like an EpicTrackingShot travelling traveling down the length of a massive vehicle. Usually to avoid ConspicuousCG this requires an adjustment of both framerate and the level of detail on the item. Too much detail or too smooth of a framerate and it will clash with the main animation.



Be careful when tossing terms around. Cel shading is about light rendering, not modeling or textures. If a game has flat-color textures and cartoonish body proportions, but has a realistic light-and-shadow rendering engine, like modern Mario and Sonic titles, it's not cel shaded; nor is it if it uses actual hand-drawn animation. If there's no real-time lighting at all, it's definitely not cel shading. On the same note, characters with realistic looks or proportions can be cel shaded just as easily.

to:

Be careful when tossing terms around. Cel shading is about light rendering, not modeling or textures. If a game work has flat-color textures and cartoonish body proportions, but has a realistic light-and-shadow rendering engine, like modern Mario and Sonic titles, it's not cel shaded; nor is it if it uses actual hand-drawn animation. If there's no real-time lighting at all, it's definitely not cel shading. On the same note, characters with realistic looks or proportions can be cel shaded just as easily.
Is there an issue? Send a MessageReason:
Madly DOMO troping



to:

* Another MMORPG, [[DreamOfMirrorOnline Dream of Mirror Online]]
Is there an issue? Send a MessageReason:
None



to:

* The 3D segments of ''InvaderZim'' use cel-shaded spaceships, planets and stuff.
Is there an issue? Send a MessageReason:
Adding Mabinogi (Video Game/MMORPG)



to:

* The MMORPG ''Mabinogi''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''[[ChoroQ Choro Q Works]]''
Is there an issue? Send a MessageReason:
This trope has been renamed.



The name (if you weren't redirected), For The Cel Of It, is JustForPun. Not to be confused with anything to do with {{Cell Phone}}s.
Is there an issue? Send a MessageReason:
None


* ''SlyCooper'

to:

* ''SlyCooper'''SlyCooper''
Is there an issue? Send a MessageReason:
None


** There are even ''UnrealTournament 1999'' custom skins that go for a cel-shaded look...which looks unusually convincing given that [[GameEngine UnrealEngine1]] doesn't even support programmable shaders at all, or even hardware transform & lighting. (It was originally designed with 3dfx cards in mind, after all.)

to:

** There are even ''UnrealTournament 1999'' ''UnrealTournament'' custom skins that go for a cel-shaded look...which looks unusually convincing given that [[GameEngine UnrealEngine1]] Unreal Engine]] doesn't even support supported programmable shaders at all, or even hardware transform & lighting. (It was originally designed with 3dfx cards in mind, after all.)

Changed: 280

Removed: 301

Is there an issue? Send a MessageReason:
None


* ''TheLegendOfZeldaTheWindWaker'' famously used this, causing fans to declare it RuinedFOREVER before it was released. While there were still complaints about the game when it came out, none of them ended up being about the art style. (At least the ones [[TheyChangedItNowItSucks anybody listened to.]])
** To be fair with the fans, early pictures were not nearly as well-made as the released game. Anyone who remembers the infamous early "link winking" picture (which seems to have vanished off the Internet) may thank the ArtEvolution gods.
*** [[http://www.zeldawiki.org/File:Overview2.jpg Here it is.]]

to:

* ''TheLegendOfZeldaTheWindWaker'' famously used this, causing fans to declare it RuinedFOREVER a huge backlash before it was released. While there were still complaints about and shortly after release. It didn't help that the game when it came out, none of them ended up being about the art style. (At least the ones [[TheyChangedItNowItSucks anybody listened to.]])
** To be fair with the fans, early pictures were not nearly as well-made as the released game. Anyone who remembers the infamous early "link winking" picture (which seems
was originally going to have vanished off the Internet) may thank the ArtEvolution gods.
***
look like [[http://www.zeldawiki.org/File:Overview2.jpg Here it is.]]this]]
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* ''KatamariDamacy'' games usually have no shading, period.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** [[http://www.zeldawiki.org/File:Overview2.jpg Here it is.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TeamFortress2.

Added: 12057

Changed: 83

Is there an issue? Send a MessageReason:
None


[[redirect:ForTheCelOfIt]]

to:

[[redirect:ForTheCelOfIt]]http://static.tvtropes.org/pmwiki/pub/images/cel-shaded-animation.jpg

Cel Shading is a type of rendering style used by video games to make them look like a hand-drawn cartoon, rather than a more photorealistic (or something [[RealIsBrown approximating]] [[UncannyValley it]]) look. The way light interacts with a rounded surface is usually very continuous; however, drawing such continuous gradients on an animated cell is very time consuming. So most lighting on characters tends to be very discontinuous; a round surface is implied via having half of it be fully lit and the other half being dark. Characters also tend to have outlines, which help them stand out more from the background.

Cel shading as a rendering technique is an approximation of this designed to imitate a cartoon. As there are many cartoon drawing styles, there are also many cel shading rendering techniques. These range from a totally flat Warner Bros. style cartoon to highly detailed but stylized high-end animation quality. There are even techniques that emulate comic book, manga, or older visual arts styles like painting. It is often used in licensed games based on cartoon or (more rarely) comic book licenses to give the game a bit of authenticity.

Some WesternAnimation shows take on this style as well, but even though ''SouthPark'' is done on computers and uses a flat animation appearance, it is not considered cel shaded (though there were several 3D games licensed from it which were.)

What is usually not emulated in the rendering technique is the comparatively choppy framerate that most hand-animated cartoons are drawn to. While a live action film usually does around 24 frames per second (the digital age has seen it rise significantly), an animated film does well at 18 and TV shows are closer to 12-14, modern videogames use 30 as a bare minimum. People tend to expect cartoons to be choppy, so cel shading tends to look a little unusual until you get used to it.

Sometimes this technique is used for a specific item when the product is traditionally drawn anyway, usually something that would be overly complicated to animate normally, like an EpicTrackingShot travelling down the length of a massive vehicle. Usually to avoid ConspicuousCG this requires an adjustment of both framerate and the level of detail on the item. Too much detail or too smooth of a framerate and it will clash with the main animation.

It's also possible using various techniques to simulate the black outline many cartoon characters have (see the page image). While it's an entirely different technique from cel-shading, the two are usually used alongside each other.

Be careful when tossing terms around. Cel shading is about light rendering, not modeling or textures. If a game has flat-color textures and cartoonish body proportions, but has a realistic light-and-shadow rendering engine, like modern Mario and Sonic titles, it's not cel shaded; nor is it if it uses actual hand-drawn animation. If there's no real-time lighting at all, it's definitely not cel shading. On the same note, characters with realistic looks or proportions can be cel shaded just as easily.

Often uses {{Chiaroscuro}}.

The name (if you weren't redirected), For The Cel Of It, is JustForPun. Not to be confused with anything to do with {{Cell Phone}}s.
----
!!Examples:

[[AC:Anime and Manga]]
* ''{{Appleseed}}'' -- The 2004 movie and its sequel, ''Ex Machina''.
* ''TransformersEnergon'' used cel shading for the CGI transformers.
* ''GhostInTheShellStandAloneComplex'' used excellent cel shading on the CG Tachikomas. Other CG vehicles tended to be rather more [[ConspicuousCG conspicuous]].
* ''Freedom'', which had character designs by KatsuhiroOtomo.
* ''InitialD'' Fourth Stage uses cel shading to great effect, compared to the ConspicuousCG of earlier stages.
* Envy's true form in ''{{FullmetalAlchemist}}: Brotherhood'' is cel shaded CGI.
** Also the various animated suits of armour.

[[AC:VideoGames]]
* ''{{Goosebumps}}: Attack of the Mutant'' was, apparently, one of the first games to use cel-shaded graphics.
* ''TheSimpsonsGame''
* ''RedSteel 2'' does this, which actually makes the game look better on the Wii than if they were to go for a realistic style.
* ''TheLegendOfZeldaTheWindWaker'' famously used this, causing fans to declare it RuinedFOREVER before it was released. While there were still complaints about the game when it came out, none of them ended up being about the art style. (At least the ones [[TheyChangedItNowItSucks anybody listened to.]])
** To be fair with the fans, early pictures were not nearly as well-made as the released game. Anyone who remembers the infamous early "link winking" picture (which seems to have vanished off the Internet) may thank the ArtEvolution gods.
** ''TheLegendOfZeldaSkywardSword'' also has a cel-shading style (made to look like an impressionist painting rather than a cartoon), but set on characters with proportions more in line with ''TwilightPrincess''. [[HistoryRepeats It got the same initial reaction]].
* ''JetSetRadio'' and its follow-up ''Jet Set Radio Future''
** In fact, the Dreamcast version of ''Jet Set Radio'' [[TropeCodifier developed the basic technique for cel shading in videogames for the first time.]] It was the earliest true 3D game to deliberately incorporate manga-esque cel shading into its graphics engine.
* ''CelDamage''
* ''[[MusashiSamuraiLegend Musashi: Samurai Legend]]'', loose sequel to ''BraveFencerMusashi''
* ''DarkCloud 2''
* ''RogueGalaxy''
* ''{{Killer7}}''
* ''LemmingballZ''
* ''FutureBoyConan''
* ''SlyCooper'
* ''SteambotChronicles''
* ''ViewtifulJoe''
* ''Strong Bad's Cool Game For Attractive People'' adopts the style of its parent web animated series HomestarRunner.
* ''{{XIII}}''
* ''{{Okami}}'' and ''{{Okamiden}}'' - In this case it's more like "classical Japanese painting shaded"
* ''ShinMegamiTenseiNocturne'' and both ''DigitalDevilSaga'' games.
* ''TalesOfSymphonia'', ''TalesOfVesperia'' and ''TalesOfGraces''. Playing one after the other shows how Namco's cel-shading abilities [[ArtEvolution got better and better.]]
* ''DragonQuest [[DragonQuestVIII VIII]]'' and ''[[DragonQuestIX IX]]''.
* ''NoMoreHeroes'' [[NoMoreHeroes2DesperateStruggle and its sequel.]]
* ''{{Wild ARMs 3}}'', done to hide the fact that the models are almost PS1-quality. All subsequent ''WildArms'' games utilize it much better, however.
* The 2008 ''PrinceOfPersia'' game, another painted-style approach.
* ''BreathOfFire: Dragon Quarter''.
* ''Ultimate Spider-Man'' used a version that looked a bit more like a comic-book rather than a cartoon.
* ''ZoneOfTheEnders: The Second Runner'' used a subtler version to give the visuals a unique style.
* The ''{{Naruto}}: Ultimate Ninja'' series
* The ''{{Dragonball}} Z Budokai'' and ''Budokai Tenkaichi'' series, starting with the second one. (The Gamecube version of the first ''Budokai'' had something ''like'' cel-shading, though.)
* ''{{Bomberman}} Jetters.'' Interestingly, the Japanese version of the game ''wasn't'' cel-shaded.
* ''{{Bleach}}: Shattered Blade''
* ''ValkyriaChronicles'': Looks like a chiaroscuro drawing painted with watercolors.
* ''StreetFighterIV'' has adopted a sort of inkbrush look.
* ''PunchOut!!'' for the Wii features this look.
* ''ChromeHounds'' uses cel-shading in a subtle manner, similar to ''ZoneOfTheEnders 2''.
* A good deal of [[http://xenoaisam.wordpress.com/ XenoAisam]]'s custom ''UnrealTournament2004'' skins are celshaded; this makes them stick out, as not only are they not affected by lighting, but ''[=UT2004=]'' itself is not celshaded.
** There are even ''UnrealTournament 1999'' custom skins that go for a cel-shaded look...which looks unusually convincing given that [[GameEngine UnrealEngine1]] doesn't even support programmable shaders at all, or even hardware transform & lighting. (It was originally designed with 3dfx cards in mind, after all.)
* ''UnderTheSkin''
* ''{{Futurama}}''
* ''{{Robotech}}: Battlecry''.
* ''{{Digimon Savers}}: Another Mission'', [[MarketBasedTitle released in English as]] ''DigimonWorld Data Squad''.
* ''MegaManX: Command Mission''
* ''AutoModellista'' is notable as the only auto racing game to use cel shading.
* The second ''FullMetalAlchemist'' video game uses cel shaded graphics and looks a lot better for it.
* ''AtelierRorona''
* ''[=~Action Doom 2: Urban Brawl~=]'' is an interesting example - cel shading in the ''{{Doom}}'' engine! It's done by having all the sprites drawn with thick black outlines, and all the level geometry surrounded with black wafer-thin rectangles visible only from the inner side, thus making the map geometry look like it's got a black outline too no matter what angle it's viewed from.
* ''NarutoClashOfNinja''

[[AC:WesternAnimation]]
* The {{MTV}} ''Comicbook/{{Spider-Man}}'' series produced by MainframeEntertainment was computer animated, but done using cel shading.
* ''{{ReBoot}}'' had an episode in a game based on ''[=~Pokémon~=]'' and ''DragonBall Z'' and the entire world was cel shaded, even the main characters when they rebooted into game characters.
* ''TheDrinkyCrowShow''.
* ''{{Skyland}}'': A weird middle ground between [[{{anime}} cartoon]] style and {{realism}}, leading down into the UncannyValley.
* The CGI parts of ''{{Futurama}}'', such as the Planet Express ship and the New New York backdrop, are cel-shaded so well that in some scenes, the ''animation staff'' (in the DVDCommentary) can't tell what's CG and what's hand-drawn.
* Because of their bigger budgets, post-revival epsiodes of ''FamilyGuy'' use cel-shaded CG for things like cars and moving backgrounds.
* ''IronManArmoredAdventures''
* ''TheIronGiant'': The Giant is CG, and fits perfect with the traditionally-animated human characters and landscapes. This is largely because the animation team added subtle imperfections to the Giant's outline and framerate to make it more closely resemble traditional animation.
* ''StarWarsCloneWars'': The CGI vehicles.
* The wildebeest stampede from ''TheLionKing'' was created this way.
* {{Disney}}'s ''{{Tangled}}'' was originally supposed to look like an oil painting on canvas, but the technology was never perfected, so it ended up being done with conventional computer animation. However, the look is much softer and more fluid than any movie that's come beforehand, and the character designs are a very good translation of Disney 2D.
* ''TransformersPrime'' is animated in CG, but the overall look of the show emulates elements of both regular CG and Cel Shaded graphics. What is done is in addition to the "hard line" shadow they also added a third level, a reflective highlight to the metal forms, and so achieving a "cel shaded but not quite cel shaded" look to it. The regular humans have a bit more of a traditional CG appearance, but the hard shadow is still apparent and they have slightly exaggerated proportions to better blend with the hyper-stylized robots.

[[AC:Other]]
* A software called [[http://www.youtube.com/watch?v=as1RIDef6fs Dance×Mixer]].
* Character-poser software such Poser and Daz Studio, and full animation suites such as Carerra and [=3DSMax=], have a cel-shader packaged or available as an optional extra. 3D Custom Girl features cel-shading by default. The last one is used more for producing hentai images, but [[{{Rule34}} so are all the others]].


[[AC:Not cel-shading, but often mistaken for it]]
* ''{{Borderlands}}'' used black outlines and textures with penciled-in lines to give the game a stylized ComicBook-esque look, but the lighting and shading was done realistically.
* ''KatamariDamacy'' games usually have no shading, period.
* ''Fear Effect'' is an odd example: It used special textures to fake the look of cel-shading, but the characters weren't actually lit by anything. While it uses a completely different technique from cel-shading, in execution it looks identical.
* At the time Disney made ''TheGreatMouseDetective'', a method for placing [=CGI=] directly into an animated film didn't exist. The clock innards were created as wire-frame graphics, printed out and rotoscoped onto the animation cels. Retroactively, this achieves exactly the same look as modern-day cel-shaded animation.
----

Top