His problem is that the geometry (if you take its shading literally) is impossible to represent in a 3d system. The same object is neither infront of, behind, or level to itself at the same time... its all three.
To the question: You might get away with blendshapes/animated textures to fake the shading. (Set it to the illumination channel in the shader so it doesn't light with the renderer, similar to a skybox)
But that probably violates the purpose.
Last edited by Phopojijo; 30-05-2006 at 08:05 PM.