Some work in progress shots of the Blue rendering style. At present, we're using a normal map based shading system, that uses dynamic lighting along with a custom lighting solution in order to produce the effect we're after.
Notably, areas that are lit are shown as very white, and this is very much correct. Areas in shadow are actually shaded using the normal map and a reflection vector, and are shaded using the emissive channel. At present though, the black shading is a little limited; you'll notice that specular reflection exists in the lit view, whereas the shadowed shading does not contain any specular. This makes the black player easier to distingiush from the shadowed background than the white player is in light. Still needs some work, but I'm not yet sure how to achieve a specular reflection effect on a mesh that isn't actually lit; I'll work it out.
Next on my list of million things to do, is get a map layout prepared for Wigz to paint over....
Edited by ambershee, 11 June 2009 - 09:49 AM.