(Also Teasers of our new character model)
This effect is achieved by storing the normal of the face that each vertex is associated with in the vertex information. Then using that normal, scaled by a strength input, as an offset for the vertex.
A baneling model using flat shading in my custom gl engine. This is an art style I am crazy about :D
These are some VERY early screenshots from my very first DirectX graphics engine from last summer.
Top: First time messing with Sine UV modulation
Left: Messing with different projections
Middle: Messing with Sine UV modulation and binding it into the velocity of a monster
Right: Working on getting alpha to work and draw orders, along with some simple distance based lighting