Toony outlines

Using inverted parts, I managed to make some toony outlines. :swag:

The place

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Borderlands

Opps…

forgot how you make inverted bricks. * size by -1?

I believe it is like
Part.CFrame = Part.CFrame:Inverse()

I believe it is like
Part.CFrame = Part.CFrame:Inverse()[/quote]

Nah, that just inverts the CFrame.

Personally I don’t know how OP did this.

It’s a block mesh with scale Vector3.new(-1,1,1) but a little more than 1 so it shows up.

This was first done more than two years ago btw. There are plenty of free-model “cel-shading” outline scripts you guys could take a look at <:

Example old place:

Edit: Devious’s is actual parts. Hax.

Ah, so more instances and more memory use.

The effect looks cool though.

[quote] It’s a block mesh with scale Vector3.new(-1,1,1) but a little more than 1 so it shows up.

This was first done more than two years ago btw. There are plenty of free-model “cel-shading” outline scripts you guys could take a look at <:

Example old place:

[/quote]

Mine is actual parts.

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Oh snap. I assume there’s no performance difference because they’re all anchored + lightweighted anyway. Unless someone wants to prove my assumption wrong by performing stress tests d: