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1[[quoteright:312:[[Website/{{Wikipedia}} https://static.tvtropes.org/pmwiki/pub/images/cel-shaded-animation.jpg]]]]
2[[caption-width-right:312:Picture taken from [[https://en.wikipedia.org/wiki/Cel_shading Wikipedia,]] representing a spacesuit from ''Franchise/{{Tintin}}''[='=]s "Destination Moon" saga.]]
3
4Cel Shading is a style of computer rendering that replaces the shading gradient of conventional rendering with flat colors and shadows (as seen at right). In layman's terms, it imitates the look of hand-drawn artwork and animation. The style was codified with the Platform/SegaDreamcast game ''VideoGame/JetSetRadio''.
5
6While the style is not exclusive to VideoGames, it is often used there since this is the only way to produce a hand-drawn look via computer polygons. In other media, Cel Shading can be useful to render specific items in a hand-drawn production, if a given scene would be too difficult to animate by hand, such as a rotating object or an EpicTrackingShot traveling down the length of a massive vehicle. There are also animated series produced exclusively via cel shading, usually for similar reasons. When mixing cel shading with traditional animation, it's important to calibrate the renderer to avoid [[TwoDVisualsThreeDEffects visually clashing with the rest of the production]] (i.e. being ''too'' detailed or smoothly animated).
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8Be careful when tossing terms around; Cel Shading applies first and foremost to the way the ''lighting'' is rendered. Conventional rendering can still utilize solid colors, simplistic textures, and cartoonish caricatures (e.g. ''Franchise/TheIncredibles'' or the 3D ''Franchise/SuperMarioBros'' games). Likewise, Cel Shading can be as realistically-proportioned and textured as any hand-drawing. ''Actual'' hand-drawn media is never an example, for obvious reasons, nor are cels drawn on computers in a manner similar to conventional animation. If a CGI cartoon is not exactly cel-shaded, but still has a "hand drawn" appearance, it may fit under PaintedCGI.
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10The name comes from the cels that hand-drawn cartoons were traditionally painted on. {{Chiaroscuro}} is an oft-used visual effect.
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12----
13!!Examples:
14[[foldercontrol]]
15
16[[folder:Anime and Manga]]
17* ''Manga/{{Appleseed}}'' -- The 2004 movie and its sequel, ''Ex Machina''.
18* From the same production team, ''Anime/{{Vexille}}''.
19* ''Manga/{{Berserk}}'' had a 2012-13 movie trilogy adaptation which tried to blend lots of 3D character models and objects for the big army and action scenes with traditional 2D animation, using shaders to make the colors, shadows, and textures look more two-dimensional.
20* ''Anime/Berserk2016'' is a hybrid between 3D CGI and 2D hand-drawn anime. The 3D characters and objects are filtered through a cel shader that turns the shadows into solid blocks of color instead of smooth gradients to make them look more like 2D cartoons. A particular feature is that the shadows are filled with a linear hatching effect which simulates shading with a pen or pencil, and the same hatching effect is applied to the shadows that appear on any 2D models to create a more uniform look.
21* ''Anime/DawnOfTheSeeker'' (also by the same people) uses cel shading for the human characters but photorealistic rendering for the environments and the monsters.
22* ''Anime/TransformersEnergon'' used cel shading for the CGI transformers. How well they did [[SpecialEffectsFailure is a whole other matter entirely]]. Occasionally, the CGI would be replaced with traditional animation, creating an even worse jarring effect -- and worse yet -- it blew the CGI out of the water.
23* ''Anime/GhostInTheShellStandAloneComplex'' used excellent cel shading on the CG Tachikomas. Other CG vehicles tended to be rather more obvious.
24* ''Anime/FreedomProject'', which had character designs by Creator/KatsuhiroOtomo.
25* ''Anime/CodeGeassAkitoTheExiled'' uses cel shading on its highly detailed Knightmare Frames with very good results.
26* ''Manga/InitialD'' Fourth Stage uses cel shading to great effect, compared to the very obvious 3D of earlier stages.
27* Envy's true form in ''Anime/FullmetalAlchemistBrotherhood'' is cel-shaded CGI. Also the various animated suits of armor.
28* ''[[Manga/TwoThousandOneNights TO]]'' (a two-episode anime that can be found on Netflix) is animated entirely with cel-shading, and looks very similar to ''VideoGame/StreetFighterIV'''s artstyle.
29* ''Anime/{{Kakurenbo}}: Hide and Seek'' is mainly cel-shading.
30* Some scenes in ''Anime/KirbyRightBackAtYa'' are rendered in cel-shaded 3D. [[TwoDVisualsThreeDEffects The show alternates between traditional animation and cel-shading a lot]].
31* In ''Anime/SailorMoonCrystal,'' the switch to 3D animation used for team shots during the opening and for the heroine's TransformationSequence is cel-shaded, but that doesn't prevent it from being fairly obvious, due to the flatter aesthetic of the traditionally animated NoodlePeople character designs. Complaints about this causing UnintentionalUncannyValley lead to [[AuthorsSavingThrow Season 2 and beyond switching to using traditional animation completely]].
32* ''Anime/SuzysZooDaisukiWitzy'' employs this trope so well that it is impossible to tell that it's actually CGI without checking the credits, or catching several very small quirks (ie, the characters turning wouldn't be that fluid if it was 2D animation).
33* ''Anime/{{Macross}}'' series from ''Anime/MacrossFrontier'' onward use this to render the mecha. It's relatively well-done, if still somewhat conspicuous.
34* Creator/PolygonPictures uses this for the second ''Anime/GhostInTheShell1995'' movie, ''Manga/KnightsOfSidonia'', ''Manga/{{Ajin}}'', ''Manga/{{Blame}}'' and ''Manga/FistOfTheBlueSky''. They're also responsible for the cel-shading of American animated shows ''WesternAnimation/TronUprising'' (where their style originated from) and ''WesternAnimation/TransformersRobotsInDisguise2015'', as well as the less obvious ''WesternAnimation/TransformersPrime'' and ''WesternAnimation/StarWarsTheCloneWars''.
35* ''Manga/LandOfTheLustrous'' uses this and is considered one of the best examples of cel-shading in anime ever. Possibly in part because it gives off an intentional UncannyValley to the characters, who are either gems that just so happen to physically resemble humans, divine ghost-like beings, or [[spoiler:an android]].
36* ''Anime/TheMysteriousCitiesOfGold'': The second and third seasons are fully animated with cell-shading.
37[[/folder]]
38
39[[folder:Asian Animation]]
40* The characters in ''Animation/SweetsFairy'' are CGI, but are cel-shaded to give them a 2D look.
41[[/folder]]
42
43[[folder:Films -- Animated]]
44* ''WesternAnimation/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.
45* The wildebeest stampede from ''WesternAnimation/TheLionKing1994'' was created this way, and took about ''two years'' to animate.
46* ''WesternAnimation/{{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. That said, the oil painting look can be seen in some of the backgrounds. It's especially evident in some of the forest scenes.
47* "Literature/TheSteadfastTinSoldier" segment of ''WesternAnimation/Fantasia2000''.
48* The Hydra in ''{{WesternAnimation/Hercules}}''.
49* On ''WesternAnimation/TreasurePlanet'', cel shading was used for John Silver's cyborg parts and for the RobotBuddy character B.E.N. CG backgrounds were specially rendered to look like moving oil paintings.
50* Drix from ''Film/OsmosisJones'', to show that he was a synthetic drug in an organic world.
51* ''Animation/ArjunTheWarriorPrince'' was created using this technique.
52[[/folder]]
53
54[[folder:Films -- Live-Action]]
55* ''Film/TheAdventuresOfRockyAndBullwinkle'': The titular characters are animated this way when they come to the real world, though others, such as the animated weasel serving as a test subject for the CDI and Boris, Natasha, and Fearless Leader when they are zapped by the CDI near the end of the film, are animated in traditional 2D animation.
56* Films such as ''Film/TomAndJerry2021'', ''Film/ChipNDaleRescueRangers'' and the currently-pending ''Film/CoyoteVsAcme''[[note]]the only screenshots from it so far are one where the Road Runner is running in the desert and another where Wile E. Coyote is seated in the courtroom with his lawyer.[[/note]] also use cel-shaded CGI for the animated characters in the real world to give them the impression of having jumped straight out of 2D animation. Unlike the ''Rocky and Bullwinkle'' example above, they do not have motion blur applied to them when moving.
57[[/folder]]
58
59[[folder:Live-Action TV]]
60* In one episode of ''Series/{{Warehouse 13}}'' featuring a virtual reality game, the "in-game" scenes were subtly rendered with cel shading techniques to help distinguish them from the outside reality.
61[[/folder]]
62
63[[folder:Video Games]]
64* ''VideoGame/AttackOfTheMutant'' is one of the earliest and most primitive uses of this technique, actually [[OlderThanTheyThink predating the usually-cited Trope Maker by three years]].
65* ''VideoGame/BendyAndTheInkMachine'' uses a cel-shaded sytle that [[{{Retraux}} imates the look of early 30s animation]] and includes hand-drawn textures.
66* ''VideoGame/JetSetRadio'', and its follow-up ''Jet Set Radio Future''. In fact, the first ''Jet Set Radio'' [[TropeMaker 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.
67** ''VideoGame/SonicShuffle'', released around the same time as ''Jet Set Radio'', did the same.
68* ''VideoGame/TheSimpsonsGame''
69* ''VideoGame/RedSteel 2'' does this, which actually makes the game look better on the Wii than if they were to go for a realistic style.
70* ''Franchise/TheLegendOfZelda'':
71** ''VideoGame/TheLegendOfZeldaTheWindWaker'' [[TropeCodifier famously used this,]] (although it was mixed with slightly realistic lighting and effects as well as relatively detailed textures) causing a huge backlash from the {{Fandom}}/FanDumb before and shortly after release, when some gamers grew fonder of the style. Nintendo used a similar cel-shading style with the Nintendo DS Zelda games (namely ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]''), tailored for the DS's lower hardware capacity.
72** ''VideoGame/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 ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]''. [[HistoryRepeats It got the same initial reaction]].
73** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' use a Cel Shading style as well, though they use a much more powerful graphical engine, stylistically reminiscent of the [[https://en.wikipedia.org/wiki/Gouache gouache]] watermedia.
74* ''VideoGame/FireEmblemPathOfRadiance'' and its direct sequel ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'' both used cel-shading in cutscenes that at times looks almost exactly like traditional animation. This returned for ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''[[VideoGame/FireEmblemFates Fates]]'', and appears to be the franchise style nowadays. A still from one of the cutscenes could pass for hand-drawn animation.
75* ''VideoGame/CelDamage''
76* ''[[VideoGame/ChoroQ Choro Q Works]]''
77* ''VideoGame/MusashiSamuraiLegend''
78* ''VideoGame/DarkChronicle''
79* ''VideoGame/DragaliaLost'' took this leap in September 2020 for its [[MilestoneCelebration two-year anniversary]], completely overhauling the game's graphics.
80* ''VideoGame/RogueGalaxy''
81* ''VideoGame/{{Killer7}}''
82* ''LemmingballZ''
83* ''Anime/FutureBoyConan'' Platform/PlayStation2 game
84* ''VideoGame/TheWolfAmongUs'' does this in a manner similar to a graphic novel, mostly so it can look like its source material, ''ComicBook/{{Fables}}''.
85* ''VideoGame/SlyCooper''
86* ''VideoGame/SteambotChronicles''
87* ''VideoGame/ViewtifulJoe''
88* ''VideoGame/GoGoHypergrind''
89* ''VideoGame/StrongBadsCoolGameForAttractivePeople'' adopts the style of its parent web animated series ''WebAnimation/HomestarRunner''.
90* ''{{VideoGame/XIII}}''
91* ''VideoGame/ShinMegamiTenseiIIINocturne'' and both ''VideoGame/DigitalDevilSaga'' games.
92* ''VideoGame/DragonQuest'' entries ''[[VideoGame/DragonQuestVIII VIII]]'' and ''[[VideoGame/DragonQuestIX IX]]''.
93* ''VideoGame/NoMoreHeroes'' and the sequels ''VideoGame/NoMoreHeroes2DesperateStruggle'', ''VideoGame/TravisStrikesAgainNoMoreHeroes'' and ''VideoGame/NoMoreHeroesIII''.
94* ''VideoGame/WildArms3'', done to hide the fact that the models are almost [=PS1=]-quality. All subsequent ''VideoGame/WildArms'' games utilize it much better, however.
95* ''VideoGame/PrinceOfPersia2008'', another painted-style approach.
96* ''VideoGame/BreathOfFireDragonQuarter''.
97* ''VideoGame/UltimateSpiderMan2005'' used a version that looked a bit more like a comic-book rather than a cartoon.
98* ''VideoGame/ZoneOfTheEnders: The Second Runner'' used a subtler version to give the visuals a unique style.
99* The ''Franchise/{{Naruto}}: Ultimate Ninja'' series
100* The ''VideoGame/DragonBallZBudokai'' and ''[[VideoGame/DragonBallZBudokaiTenkaichi Budokai Tenkaichi]]'' series, starting with the second one. (The [=GameCube=] version of the first ''Budokai'' had something ''like'' cel-shading, though.) This continues into ''VideoGame/DragonBallFighterZ'' and ''VideoGame/DragonBallZKakarot''. ''VideoGame/SuperDragonBallZ'' also uses cel-shading, being visually based on the manga.
101* ''VideoGame/BombermanOnline''
102* ''VideoGame/BombermanJetters.'' Interestingly, the Japanese version of the game ''wasn't'' cel-shaded.
103* ''Manga/{{Bleach}}: Shattered Blade''
104* ''VideoGame/ValkyriaChronicles'': Looks like a chiaroscuro drawing painted with watercolors.
105* ''VideoGame/PunchOut'' for the Wii features this look and manages to make all characters move at 60 FPS, except in the cutscenes showing Mac training with Doc Louis. The game's overall art style harkens back to old-school American comics.
106* ''VideoGame/ChromeHounds'' uses cel-shading in a subtle manner, similar to ''VideoGame/ZoneOfTheEnders 2''.
107* ''Film/UnderTheSkin''
108* ''WesternAnimation/{{Futurama}}''
109* ''VideoGame/RobotechBattlecry''
110* ''Anime/DigimonDataSquad: Another Mission'', [[MarketBasedTitle released in English as]] ''VideoGame/DigimonWorldDataSquad''.
111* ''VideoGame/MegaManXCommandMission''
112* ''VideoGame/AutoModellista'' is notable as one of the first auto racing game to use cel shading.
113* ''Drift City'', an auto racing MMORPG
114* The second and third ''Anime/FullmetalAlchemist2003'' video games on the [=PS2=] use cel-shaded graphics, and look a lot better than the first one for it.
115* ''[=GioGio's=] Bizarre Adventure'', the [=PS2=] adaptation of ''Manga/JoJosBizarreAdventureGoldenWind'', uses a game engine called "Artistoon" to imitate Creator/HirohikoAraki's manga art style.
116* ''VideoGame/{{Atelier Rorona|The Alchemist of Arland}}''
117* ''VideoGame/TheFairlyOddparentsBreakinDaRules'' uses this to imitate [[WesternAnimation/TheFairlyOddParents the series it's based on]].
118* ''VideoGame/NarutoClashOfNinja''
119* The MMORPG ''VideoGame/{{Mabinogi}}''
120* Another MMORPG, ''VideoGame/DreamOfMirrorOnline''
121* Done very well in ''VideoGame/ChampionsOnline''.
122* ''VideoGame/AsurasWrath'': Made to look more like Hindu and Buddhist art than a Cartoon, and not quite as pronounced as other examples, but it's occasionally noticeable.
123* ''VideoGame/TheDarkness 2'' has a cel-shaded look, apparently to remind players of it's comic book origins.
124* ''VideoGame/SealOnline''
125* ''VideoGame/PennyArcadeAdventures: On the Rain-Slick Precipice of Darkness'' (the first two episodes, anyway)
126* ''VideoGame/PokerNightAtTheInventory'' uses this on the [[WebAnimation/HomestarRunner Strong Bad]] and [[Webcomic/PennyArcade Tycho]] models.
127* ''VideoGame/EternalSonata'' uses very thin outlines around the character models.
128* The VideoGame/TalesSeries uses this frequently, perhaps most notably in ''VideoGame/TalesOfVesperia'' and ''VideoGame/TalesOfSymphonia''.
129* ''VideoGame/Klonoa2LunateasVeil'', the original version, uses cel shading.
130* ''VideoGame/GravityRush''
131* ''VideoGame/FurFighters''
132* ''VideoGame/NiNoKuni'', the art for the game was done to such an extent to mimic hand-drawn animation. Given Creator/StudioGhibli had involvement, it makes sense.
133* Nearly every Creator/ArcSystemWorks game since 2014, starting with ''VideoGame/GuiltyGear Xrd'', uses this in place of traditional 2D sprites. In addition to cel shading the character models, also animated them with minimal tweening making them move just like traditional 2D sprites would (or as close as is possible with 3D models) as well as giving it a "Cartoony Anime" look.
134* ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros. for Nintendo 3DS]]'' does something similar. This had previously been used for trophies based on ''The Wind Waker'' in ''Brawl''.
135* The PC version of ''VideoGame/SheepDogNWolf'', although mostly just for the characters and some of the objects.
136* ''VideoGame/AHatInTime''
137* ''VideoGame/GanbareGoemon: Toukai Douchuu Ooedo Tengurigaeshi no Maki''
138* ''VideoGame/VectorThrust'', possibly the only example for this in a flight simulator.
139* ''VideoGame/PokemonXAndY'' uses cel shading for virtually every 3D model, both in the overworld and during battles, where it's much more noticeable. The ''VideoGame/PokemonRubyAndSapphire'' remakes do this as well, since they're based on the same engine.
140* ''VideoGame/MadWorld'' combines this with DeliberatelyMonochrome to give the artstyle an overall ''Comic/SinCity''-esque feel to it.
141* ''Guise of the Wolf'' uses cel-shaded to provide objects with obtrusive thick black outlines.
142* ''VideoGame/MysteryOfMortlakeMansion'' has elements of both this and oil painting.
143* A far more obscure game by the name of ''Doctor Hauzer'' for the 3DO is likely the Ur-Example, being released in ''1994'', six years before being codified in video games by ''VideoGame/JetSetRadio''
144* The ''VideoGame/{{Neptunia}}'' series uses heavily-shaded models to give the characters an anime-inspired look. This is most easily seen in dungeons where you can play around with the camera. Otherwise, the visual novel-esque cutscenes tend to use either shaded CG stills or sprites.
145* ''Anime/CrossAnge: Rondo of Angel and Dragon Tr.'', one of the few VisualNovels to attempt this effect in order to replicate the look of the show.
146* ''VideoGame/LegoDimensions'' does this for the worlds based on 2D animated franchises like ''WesternAnimation/TheSimpsons'', ''WesternAnimation/ScoobyDooWhereAreYou'', and ''WesternAnimation/AdventureTime''. Characters from those worlds aren't cel-shaded outside of them, and characters from outside those worlds gain cel shading when they enter.
147* ''VideoGame/TeenageMutantNinjaTurtlesMutantsInManhattan'' has a cel-shaded art-style, giving it a comic book aesthetic.
148* A tech demo for ''VideoGame/MetalGearSolid2SonsOfLiberty'' (available on the ''The Document of Metal Gear Solid 2'' bonus disc) shows a cel shading effect being applied to a model of Mei Ling (from ''VideoGame/MetalGearSolid VR Missions''), as part of early experiments to capture Yoji Shinkawa's hand drawn style. The cel shading effect ended up being used in ''Metal Gear Solid 2: Substance'''s VR training missions to represent enemy soldiers.
149* ''VideoGame/CartoonNetworkRacing'' utilizes this to make the characters look more like their animated counterparts.
150* ''VideoGame/NeedForSpeedUnbound'' uses CelShading for the characters, [[RogerRabbitEffect blended with CGI environments]].
151* ''VideoGame/HiFiRush''
152* ''VideoGame/MikaAndTheWitchsMountain''
153* ''VideoGame/DigimonAdventurePSP'' uses this to make the game resemble the art style of [[Anime/DigimonAdventure the anime that it's based on]].
154* ''[[VideoGame/TheIdolmaster The iDOLM@STER Starlit Season]]'' shows the anime idol art style into life.
155[[/folder]]
156
157%%[[folder:Web Animation]]
158%%* ''WebAnimation/{{RWBY}}''
159%%[[/folder]]
160
161[[folder:Webcomics]]
162* ''Webcomic/{{Terra}}'' uses bits of this this as part of its art style. Helps that it's drawn on a computer.
163[[/folder]]
164
165[[folder:Western Animation]]
166* ''WesternAnimation/TheDragonPrince'' is a cel-shaded show, the lower framerate is meant to mimic that of traditionally animated shows, with some of the backgrounds and visual effects being drawn traditionally.
167* ''WesternAnimation/TheDrinkyCrowShow'' uses cel-shading to resemble a SubvertedKidsShow or an old comic strip.
168* Because of their bigger budgets, post-revival episodes of ''WesternAnimation/FamilyGuy'' use cel-shaded CG for things like cars and moving backgrounds.
169* The CGI parts of ''WesternAnimation/{{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. Notably, it was one of, if not the first, to attempt this on a large scale.
170* The 3D segments of ''WesternAnimation/InvaderZim'' use cel-shaded spaceships, planets and stuff.
171* ''WesternAnimation/IronManArmoredAdventures'', whose animation is outsourced to French company Method Animation in cooperation with DQ Animation. Method Animation would later provide CGI to Creator/{{Zagtoon}} shows including ''WesternAnimation/MiraculousLadybug'' and ''WesternAnimation/ZakStorm'', and DQ Animation would later provide CGI for ''WesternAnimation/MilesFromTomorrowland'', ''WesternAnimation/CaspersScareSchool'', and a few conspicuous rip-offs of Disney films.
172* ''WesternAnimation/ReBoot'' had an episode in a game based on ''Franchise/{{Pokemon}}'' and ''Anime/DragonBallZ'' and the entire world was cel-shaded, even the main characters when they rebooted into game characters.
173* ''WesternAnimation/RegalAcademy'' is animated in cell-shaded CGI with {{Animesque}} elements.
174* ''WesternAnimation/{{Skyland}}'': A weird middle ground between [[{{anime}} cartoon]] style and {{realism}}.
175* Creator/{{MTV}}'s ''WesternAnimation/SpiderManTheNewAnimatedSeries'', produced by Creator/MainframeEntertainment was computer animated, but done using cel shading.
176* In the ''WesternAnimation/SpongeBobSquarePants'' episode "Sandy, [=SpongeBob=], & The Worm", this was used in one shot when Sandy & [=SpongeBob=] were running away from the giant worm.
177* ''WesternAnimation/StarWarsCloneWars'': The CGI vehicles.
178* ''WesternAnimation/StarWarsResistance'' stands out from its predecessors ''The Clone Wars'' and ''Rebels'' by adopting this kind of animation style.
179* ''WesternAnimation/StormHawks'' is an AllCGICartoon, with every character and creature being rendered to look like a 2D cartoon. Animation-wise, the show is one of the best looking examples of its kind.
180* The end goal of ''WesternAnimation/TheLongLongHoliday'' is to look like a traditionally animated series by employing the Cel Shading technique.
181* ''Franchise/{{Transformers}}'':
182** ''WesternAnimation/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.
183** The sequel series to ''Prime'', ''WesternAnimation/TransformersRobotsInDisguise2015'', uses more cel-shading than its predecessor.
184* ''WesternAnimation/TronUprising''. Helps considering that the show takes place in a digital world with digital characters, which helps invoke UncannyValley in a good way.
185[[/folder]]
186
187[[folder:Other]]
188* A software called [[https://www.youtube.com/watch?v=as1RIDef6fs Dance×Mixer]].
189* UsefulNotes/MikuMikuDance
190* 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]].
191* The opening to ''Series/CanadasWorstDriver'' is presented through this.
192[[/folder]]
193
194[[folder:Not cel-shading, but often mistaken for it]]
195* ''VideoGame/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.
196* ''VideoGame/TeamFortress2'' uses a lighting system (Phong shading) which falls somewhere between cel-shading and realistic lighting. While the line between lit and unlit is stronger than a realistically-lit scene, it's also fuzzier than a cel-shaded one. The game's shaders also include ones for directional ambient light sources above and below the characters in addition to the standard lighting (ambient lighting is usually just handled by adding a constant amount of light to all lighting calculations regardless of the direction a surface is pointing so shadowed surfaces don't turn out black). This was inspired by, of all things, the advertising art of J.D. Leyendecker, who worked for ''The Saturday Evening Post''. This additionally gives the game a sort of "Americana" feel, like that of a WWII ad, or manly pulp magazine.
197** During more than a decade of constant updates, the game lost some of the [[{{VideoGame/HalfLife2}} HL2's]] effects such as reflections on weapons and thus it looks even more "cartoony" now.
198* At the time Disney made ''WesternAnimation/TheGreatMouseDetective'', a method for placing [=CGI=] directly into an animated film didn't exist. The clock's gears were created as wire-frame graphics, printed out and [[{{Rotoscoping}} traced]] onto the animation cels. Retroactively, this achieves exactly the same look as modern-day cel-shaded animation, but is technically more reminiscent of ''[[WesternAnimation/SpiderManSpiderVerse Spider-Verse]]'''s PaintedCGI technique. Disney would additionally utilize this technology two years later for the vehicles and [[BigApplesauce New York City skyline]] in ''WesternAnimation/OliverAndCompany''.
199* Disney's Deep Canvas technology [[PaintedCGI took rendered computerized backgrounds and rotoscoped digital coloring over them, making them appear hand-drawn]]. The technology was developed for the film ''WesternAnimation/{{Tarzan}}'', and then reused in ''WesternAnimation/AtlantisTheLostEmpire'', ''WesternAnimation/TreasurePlanet'' (which also used cel-shading, as mentioned above), and a few small elements in ''WesternAnimation/BrotherBear'' and ''WesternAnimation/HomeOnTheRange''.
200
201* ''VideoGame/{{Okami}}'' uses a fairly unique rendering method involving flowing liquid shadows (and outlined models) meant to look like ink. Although in still shots it looks slightly similar to cel-shading, the actual technique, and the appearance in motion, is completely different (notably it isn't tied to light sources, instead being closer to ambient occlusion). The same applies for ''VideoGame/{{Okamiden}}''.
202
203* The ''VideoGame/SonicRush'' series (and the DS version of ''VideoGame/SonicColors'') puts outlines around Sonic, Blaze, and other characters who appear in 3D, but the models themselves have little to no shading.
204
205* Toon Link in ''VideoGame/SuperSmashBrosBrawl'' is frequently claimed to be cel-shaded befitting [[VideoGame/TheLegendOfZeldaTheWindWaker his source material]], but from a technical perspective, he uses the same shading as everyone else.
206
207* ''WesternAnimation/{{Klaus}}'' is often mistaken for cel-shaded CGI. It is actually animated traditionally with shading that makes the characters ''look'' 3D.
208[[/folder]]
209

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