Graphic Styles
Graphics
Image-Mapping
Image-Mapping, is a quick and easy way for Video-Game developers to create graphics of any kind. Image-Mapping is achieved from taking a 3D object, and wrapping an image around it. The reason it is called Image-Mapping, and not Image-Wrapping is because you can wrap more then one image around the 3D object. Anytime there is more then one image, or when the image has properties pertaining to a specific portion of the image; it is called Mapping.
Image-Mapping is a quick and easy way for Video-Game developers to create graphics of any kind. Allowing the developer to use minimal effort to create some of the most appealing games (visually) easy.
This has no positive, or negative effect in regards to Reflection-Mapping.
However the problems with Image-Mapping occur when the object changes. Whether it is the rotating, stretching, or shrinking of any portion of the object; because this will distort the image.
Zelda Games that use Image-Mapping: Ocarina of Time, Majora's Mask, Twilight Princess
Cell-Shading
Cell-Shading is a long process to create graphics. Cell-Shading is achieved from the developer making tiny 3D objects; example cubes, prisms, pyramids, etc... . The developer then colors each object. Once each object is colored (this can also be done before coloring), the developer will group the smaller objects into one large object, creating an object that we (the user) interact with in the video game.
This allows the resulting video-game to be distorion-free.
This has no positive, or negative effect in regards to Reflection-Mapping.
This way of generating graphics for a video-game is generally really long, and tiresome for developers. Resulting in (most of the time) poorer graphic quality.
Zelda Games that use Cell-Shading: Windwaker, Four Swords Adventures, Phantom Hourglass, Spirit Tracks, & Skyward Sword.