>>290721171
This is a matter of how toon shaders compute their outlines. UTS2 has two methods, normal and position scaling. Normal scaling takes the normal direction and uses it to create inverted faces a specified distance from the faces below it, and position scaling, well, scales the positions. For meshes built of intersecting quads, these methods of outline will produce the mess you see there. You would need a shader that outlines around the edges of the object, but doesn't draw outlines that would occlude the mesh. I don't know any by name.