I'm having a hard time trying to grasp the tones of cel shading, they are so random and appear to have no continuity with each other.
This is either a technical question or an artistic one, it's over udk, but not on how to implement it in udk, so I chose the parent folder.
My cel shader in udk looks like this.
Its a light vector split into 4 bands basically. First one being 1, second one being .75, and so on. At first I thought this would probably be the hardest thing to implement into udk instead of being the easiest, but as I started using color things started to look differently from the source material. My models skin would divide the light evenly, while the real characters skin would darken less in the red and more in the blue and green.
Take for example Link
His first band is 255 - 235 - 167
His 2nd band is 204 - 176 - 103
Difference of 51 - 59 - 64
But mine would be 60 - 60 - 60
Or something like that, but all colors would decrease evenly.
In this example the blue channeled darkened the most and the red channel darkened the least.
This guy, I don't know who he is, but I know he's from that Dreamcast game.
The orange shirt
68 - 65 - 6
Is there some formula for the way a color shades? Cause no matter how many colors I sample, nothing really follows some pattern. I mean it has to be done in the shader right? They wouldn't have a second texture or something that says how something would shade? Cause I've sampled eyes which are pure white that shade differently than a pure white shirt. It's maddening.