The word is "cel shading." Especially considering my longtime study of biology, I cringe every time I see someone refer to "cell shading." That mistake-term actually applied to my last animation job; I was doing medical animation which required me to create materials/shaders which evoked the appearance of cells.
At any rate, the best way right now is to have a copy of the mesh, expanded slightly along the polygon normals, flipped, and colored black. This accomplishes the black outlines; to get the stark lighting/shading you will either need to play with the ambient light or use a spherical environment map to fake it. To expand on the latter suggestion, create a texture which is white for the top two thirds and grey in the bottom third, load this image as a spherical environment map with "multiply" blending, apply it to your model as the second texture layer, and set the model to fullbright.
At any rate, the best way right now is to have a copy of the mesh, expanded slightly along the polygon normals, flipped, and colored black. This accomplishes the black outlines; to get the stark lighting/shading you will either need to play with the ambient light or use a spherical environment map to fake it. To expand on the latter suggestion, create a texture which is white for the top two thirds and grey in the bottom third, load this image as a spherical environment map with "multiply" blending, apply it to your model as the second texture layer, and set the model to fullbright.