vtastek: Some of those looks really nice! I think it needs a thinner outline if that is possible, to show maybe a little more detail..
Personally i'm all for cellshading (i know many people despise it in games). It creates a more coherent graphical style i think.. looking forward to Borderlands, love its comic book artwork/style ..
hey vtastek, can you do a cel shade with no black outline? Or a much thinner one? Great shots btw.
Cel 3 shot has no outlines, reducing mipmaps is responsible for that shot. I am just giving outlines from shader. The method finds edges and gives them those outlines, as other shaders, you can tweak every part of it, outlines are no exception. But the method captures less edges if you do that. I tweak it until I captured a good portion of edges and line thickness was just right for me. Really make you sense the existing of the pen.
Yes, the oblivion local map has a sepia shader over it by default. Bleh.
You need to reduce the textures more. Detail throws off cel shading. Another thing I would suggest: turn OFF your water shader. Then, you could create a 'water' texture http://img.photobucket.com/albums/v339/EnzoDragon/THELEGENDOFZELDA-9.jpg using http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=181 approach, perhaps?
Mipmaps are not under my control, there are some textures I want more detail and some should go all the way.
One thing is distant land and morrowind is not using the same mipmap leveling(a possible bug?). That's why distant land shots shows more detail, but I particularly liked it because it gives some sketchy feeling and that level of detail is something I want to see for distant land, so I kept it. (Lucky coincidence.) And the oily water looks is a nice addition too. I don't see the point in TLoZ's shots. But the final look is still depended on your custom texture mods(including water mods.)
Cel shading is an early design choice where you should provide custom textures and custom lighting to make it work correctly. But I think I balanced it right. I switched my other edge detection algorithm with a specific toon shader edge detection. I can release it as is under CCL.
(Edge detection is slow but not as much as SSAO.
You should be safe.)
My other approach however might be costly but I am not there yet, cel shading is not the only way to achieve non-photorealistic rendering, I am more interested in the effects of http://laicart.files.wordpress.com/2008/11/whatdreamsmaycome.jpg It is actually a post process effect(an oscar winning one!), I think it can be done. Or at least a watercolor-brush strokes shader. That way I can have all the details I want without fiddling with mipmaps.