Original Post
ok i know the concept of cel shading and the lines around it, but the line doesnt look smooth when the model is low poly and line is thick. now i recently saw that they made counter strike models cel shaded look without alter the game engine. basicly, it just have a black outline on models. so i downloaded the models, milkshape it, and found out how its done. for example we create a cube in 3d. color it say in blue duplicate the cube, make it slightly bigger, and color it in black, reverse all faces for the black cube. know ingame, u cant see back of the faces, so u see throug the black cube. u will see the blue cube, and the other half of the black cube which is slightly bigger than the blue cube, and thus looks like a black outline. i think this method produces nice looking lines that are drawn by black polygons and easy to implement. this also allow much more controls over the lines, u can have different color lines for different model parts, (say u can have brown outlines for face, and black outlines for clothes) easiy to control the thickness, u can even have thiner lines for eyes/lips, and thicker lines for guns. the downside of this method is that it doubles the polycount for the model. but it shouldnt be because most back faces are ignored. drawing lines in classic cel shading method is slow too. so what u guys think? does this method will eventualy replace the method we currently use to draw lines?