Turning Photo Realistic Textures into Anime Style Shaders in Blender [EEVEE] - Comfee Tutorial

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  • čas přidán 5. 07. 2024
  • Welcome to the Comfee Mug Channel! Using this tutorial you can turn nearly any hard surface PBR texture into an NPR Anime Shader in mere minutes, allowing you to bring your anime renders to life that much faster! This may not work with all PBR shaders, of course, but it is a very easy way to make all sorts of anime inspired shaders on the go. I hope you enjoy this tutorial and learn something new!
    Follow along in this tutorial’s project file with me:
    drive.google.com/file/d/1uncv...
    Check out my Anime Outlines Tutorial here:
    • Top 3 Anime Outline Te...
    Support me and get quality anime assets in return:
    / comfeemug
    Join the Comfee Community:
    / discord
    Matthew 7:24 “Everyone then who hears these words of mine and does them will be like a wise man who built his house on the rock. And the rain fell, and the floods came, and the winds blew and beat on that house, but it did not fall, because it had been founded on the rock.”
    Video Chapters:
    0:00 Intro
    1:07 Setup
    2:04 PBR Wood to Anime Wood Process
    4:32 PBR Rock to Anime Rock Process
    6:19 An Extra Tip
    8:03 Outro
  • Jak na to + styl

Komentáře • 170

  • @funnynoob-minecraft5657
    @funnynoob-minecraft5657 Před 21 dnem +34

    will it be possible to do this with any texture?😮

    • @ComfeeMug
      @ComfeeMug  Před 21 dnem +33

      @funnynoob-minecraft5657 Yes, with a few exceptions like glass and other transparent/translucent materials. But I tried to outline the steps as clearly as possible so that you can use this for nearly every hard surface material and get a good result. I hope you enjoy it and find it useful! 😆

    • @arrowpace
      @arrowpace Před 20 dny +7

      @@ComfeeMug this is what I wanted to hear wohooo !!!
      ~~

    • @chiweyufortune
      @chiweyufortune Před 19 dny +1

      Yeessssss finally 🎉❤

  • @sumicmusic
    @sumicmusic Před 20 dny +40

    Something that is worth noting is that many anime actually already use photorealistic textures as they are in backgrounds, and depending on the style you're going for it might not always be necessary at all to stylize your textures :)

    • @ComfeeMug
      @ComfeeMug  Před 20 dny +13

      @sumicmusic Oh hey, Sumi! Glad to see you here 😁 Very true, a lot of anime use realistic textures. Though I would say that they usually have painted touchups over the realistic textures to give them the painted look. Either way, there are plenty of styles within the anime artform 😄

  • @endrebaklund7497
    @endrebaklund7497 Před 15 dny +7

    The "noise" you see in (at least older) anime is the paper grain from the paper the images were drawn on, so if you want to reflect that you could use a paper texture rather than noise for the final step.

  • @IllyasArt
    @IllyasArt Před 21 dnem +22

    >Comfee Mug uploads.
    We will be there, no matter what!

    • @ComfeeMug
      @ComfeeMug  Před 21 dnem +3

      @IllyasArt You guys have all made it so fun for me to make these videos and share them with you! I am so thankful and honored by your support 😄

  • @mrmackendopler
    @mrmackendopler Před 19 dny +5

    Bruh, you truly are a magic mug man. I’ve never even thought about seeing if there was a way to change realistic looking textures to stylized, and yet you have a tutorial for it, awesome!

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +2

      @mrmackendopler Thank you so much, man!! I'm so glad I could open up more possibilities for you and your renders 😆

  • @CassBOTRR
    @CassBOTRR Před 21 dnem +5

    President Joe Biden has announced that Comfee Mug's new video will be top priority for Congress, eagerly waiting tomorrow for the release.
    "It's simply amazing," says Biden, "that you could just make an anime-style shader in Blender from a photo-realistic image."
    No further information from Speaker Mike Johnson have been forwarded, but we will update on this exciting news as soon as we can.

    • @ComfeeMug
      @ComfeeMug  Před 21 dnem +1

      @CassBOTRR Oh my goodness, I couldn't stop laughing when I read your comment, haha 🤣 I will be eagerly awaiting the exciting news update!

  • @cwgochris71
    @cwgochris71 Před 13 dny +1

    Man, you are an absolute natural at making videos! I'm sure you worked hard on this one. The sentence at 5:50 about the color stops must have required a lot of work... but the video just flows as smooth as water flowing over a pebble. Great voice and delivery, too. I look forward to seeing more of your videos about Anime shaders!

  • @getchicken5279
    @getchicken5279 Před 19 dny +2

    Seriously impressive. Thank you so much. I use Blender a lot, but since i hate procedural textures (they look bad when i make them), i always use texture paint which is a pain in blender

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @getchicken5279 I'm so glad you found my video useful! I hear you, using texture paint has always been super difficult for me, so I'm so glad this tutorial could make the stylization process easier 😄

  • @Second.Studio
    @Second.Studio Před 20 dny +3

    You’re genuinely a gift to the blender community! Keep it up 🎉🔥

    • @ComfeeMug
      @ComfeeMug  Před 20 dny +2

      @Second.Studio You're too kind, thank you so much!! 😊

  • @ojas339
    @ojas339 Před 20 dny +3

    I have seen so many channels, but you are really something else, stupendous. I request you- Please upload at a faster rate 😝😝

    • @ComfeeMug
      @ComfeeMug  Před 20 dny +2

      @ojas339 Thank you so much, this is such a huge complement to give!! Thank you 😋 I'm currently trying to get a few months ahead of schedule, so hopefully I will be able to release more videos faster soon! We'll see :D

  • @Hermes-0731
    @Hermes-0731 Před 20 dny +2

    I was finding tutorial to learn this cause i saw some timelapse videos where they used this method.
    To my surprise i see comfees video on this posted 15 min ago😂.
    What a coincidence waiting for your complete tutorial series.

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      @Hermes-0731 I'm so happy you found my video, and at the perfect time too!! I can't wait to share more tutorials and anime stylized tips with you in the future 😄

  • @artcafezone
    @artcafezone Před 19 dny +2

    This is the first video of yours that I have ever watched, and you have earned a new subscriber.

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +2

      @artcafezone Thank you so much, I am honored to have you in the community! I hope you enjoy the rest of my content 😄

  • @AquaRaps
    @AquaRaps Před 18 dny +1

    love how professional this is!! Keep it up!!

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @AquaRaps Thank you so much, I definitely will 😄

  • @qwqwerertyty
    @qwqwerertyty Před 19 dny +5

    5:40 - When making light falloffs with color ramp, instead of stretching node, it's often much easier to multiply input color by some value greater than 1 (e.g. using mix color node set to multiply). There will be 1 node more in your node setup, but it will drastically simplify gradient fine-tuning. Make sure not to multiply by extreme values, because it affects how much light is needed to get nice highlights.

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +3

      @qwqwerertyty Oh very interesting! I can't wait to try this!! Would you get the same level of control over the specific placement of the color stops with this method?

    • @qwqwerertyty
      @qwqwerertyty Před 17 dny

      ​@@ComfeeMug yes, this method allows you to use whole color ramp instead of tiny portion, when using dark textures. Value that you need to set as multiplier is different every time, so you can use math node set to 'greater than' with multiplied color connected to value, and factor set to 1. Than you can start adjusting multiplication, and make sure, that you don't get any white spots from math node (it means that you're clipping). Also you should disable color clip in mix color node.

    • @justduckyart
      @justduckyart Před 10 dny +1

      @@qwqwerertyty is there a benefit to using a color mix node set to multiply rather than just a math node set to multiply on the Brightness/Contrast node output?

    • @qwqwerertyty
      @qwqwerertyty Před 10 dny

      @justduckyart Actually yes, there is. Let's for example take coloured image texture that's dark, or dimly lit (makes sense when using color ramp or anything else). We need to 'map' our colors to take whole 0-1 spectrum (because in video example it's dimly lit, you have to work with tiny portion of color ramp 0 - ~0.15 instead of full 0-1). Best way to 'map' colors is multiplication, because it 'stretches' linearly. B/C node can do the work, but it will distort our spectrum. The problem with Math node - is that it can only process one value (it will work as 'RGB to BW' node). You can split color in channels, multiply values separately, and combine it back. But it's VERY unpractical in MOST cases. So the best solution is to use color multiplication, which can be done by connecting Value node to one of Mix Color input sockets, or by changing that socket's color directly (increase value in HSV, or set all values in RGB). You can set values greater than 1 if you click on value and type it on KB.

    • @justduckyart
      @justduckyart Před 10 dny

      @@qwqwerertyty Thanks for the explanation. Just to make sure I have this straight, the B/C output goes into one of the mix color (multiply) sockets. I can then adjust the value of the other mix color socket directly or use a math node connected to the socket to adjust the 'value', yes? (I have the factor of mix color set to 0.5)

  • @teukuandriansaputra2513

    LETS GOOO
    this what im waiting for

  • @pv8685
    @pv8685 Před 5 dny

    i thought when i saw the video: an average tutorial that might be come handy in the future... i watched it and now i know its and impressive tutorial that will have its use for sure! thank you!

  • @oilcubebottle6389
    @oilcubebottle6389 Před 19 dny +2

    Your channel is a literal gem

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +1

      @oilcubebottle6389 Ah I'm so glad my channel is useful to you 😊

  • @arrowpace
    @arrowpace Před 21 dnem +3

    seems like this one's gonna be awesome...as always mr. mug surprises us with cool stuff ^_^

    • @ComfeeMug
      @ComfeeMug  Před 21 dnem +1

      @arrowpace I hope you like it, haha, I'm kinda nervous 😅

  • @appleua4807
    @appleua4807 Před 8 dny

    I really like the editing of this video. Its interesting and easy to understand. Good job and thank you

  • @torrellwright6144
    @torrellwright6144 Před 20 dny +1

    Been looking for something like this forever.
    It’s really powerful

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      @torrellwright6144 I'm so glad you found my tutorial! Thank you for the encouragement 😄

  • @Tremori_A
    @Tremori_A Před 20 dny +3

    This is gonna save so much memory compared to generative methods

    • @ComfeeMug
      @ComfeeMug  Před 20 dny +1

      @Tremori_A That was the goal, I'm so glad I could help 😄

  • @CGDASH
    @CGDASH Před 20 dny +6

    Nice one. I also always try to convert the PBR to NPR (I really like doing that).
    nice video.

    • @ComfeeMug
      @ComfeeMug  Před 20 dny +1

      @CGDASH Thank you! Yeah, it's a fun technique to use; makes a lot of work so much simpler 😄

  • @futabadoesCG
    @futabadoesCG Před 4 dny

    This is exactly what I need! Thank you

  • @RomeoJMonte
    @RomeoJMonte Před 18 dny +2

    Thank you so much for this video!!! This was exactly what I needed for my project LOL.. doing awesome work Christian!!

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @RomeoJMonte I'm so glad my video could help! Very excited for your projects 😄

  • @eligijuspranskunas3509
    @eligijuspranskunas3509 Před 16 dny +1

    thats awesome! i was looking for this ages.

    • @ComfeeMug
      @ComfeeMug  Před 9 dny

      I'm so glad you found this tutorial helpful!!

  • @user-ls2ps6ck2g
    @user-ls2ps6ck2g Před 20 dny +1

    My dream is finally come true because i always want a tutorial like this.thank you so much Comfee Mug❤❤❤❤

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      @user-ls2ps6ck2g I'm so glad I could help 😆

  • @nilldeep
    @nilldeep Před 16 dny +1

    Exactly what I need to know 💥

    • @ComfeeMug
      @ComfeeMug  Před 9 dny

      I'm so glad I could help!! Very excited for your projects 😆

  • @katface5906
    @katface5906 Před 20 dny +1

    Very nice 👍🙂 I usually just threw the color image into a Mix color set to multiply with the [Diffuse>Shader to RGB>Color Ramp] into the factor, and some shading color in the left over socket. This looks a lot better in terms of results, nice work 🤗

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +1

      @katface5906 Ah I used to do the exact same thing! So glad I could help with this 😁 And thank you for your support!!

  • @caygm
    @caygm Před 20 dny +1

    Dayummm this is such a game changer for my projects! Thank you mann

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      @caygm I'm so happy this tutorial is such a big help to you!! I'm very happy to share my knowledge 😄

  • @screenkiduniya3717
    @screenkiduniya3717 Před 21 dnem +4

    No seriously no i cant believe. I have no words for your appreciation, aeriously this will be insane

    • @ComfeeMug
      @ComfeeMug  Před 21 dnem +2

      @screenkiduniya3717 You just being here is more than enough appreciation for me, thank you so much for how supportive and encouraging you have continually been ☺

    • @screenkiduniya3717
      @screenkiduniya3717 Před 20 dny +2

      @@ComfeeMug bro seriously I am just a guy who has little high goals and is wandering to make it come true. It's you who is making this true

  • @StriderWolf
    @StriderWolf Před 19 dny +1

    thanks again magic mug man

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @StriderWolf Of course! I'm so glad you like it 😆

  • @jaybryan5808
    @jaybryan5808 Před 20 dny +1

    /*takes a massive sip at the comfee mug exquisite content*/ another jolly good serving my good Sir

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      @jaybryan5808 Haha, I'm so glad you enjoy the Comfee Mug's signature brew 😄🍵

  • @ceejey1586
    @ceejey1586 Před 20 dny +1

    I had the same feeling with the noise, especially with 80s and 90s anime sometimes even having chromatic aberration, so I added it all in the compositor, but that white noise tip is great for more control!

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +1

      @ceejey1586 Yes, 80s and 90s era anime has some of my favorite stylized backgrounds! I can't wait to get into learning to compositor, it sounds so useful!!

  • @paulwasera5751
    @paulwasera5751 Před 20 dny +3

    I think this has been one of the very best tutorials I've encountered so far
    And not because it's comfee mug we are talking about, but how he really sits down and like relates to the things we want to achieve then makes a tutorial about them
    Very many thanks from me and from those who can relate with me
    From the so many textures out there, there's finally a way to integrate them to the anime vibe

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +1

      @paulwasera5751 Wow, I am so honored by your comment! I am very thankful for your kindness and encouragement 🥰
      I will strive to continue to bring such value with my tutorials. I hope you are doing well, my friend! And thank you again!!

  • @umbrellasquid9669
    @umbrellasquid9669 Před 15 dny

    I would love to see a video where you combine all the techniques on your channel and create a full scene

  • @Cassieuwu
    @Cassieuwu Před 20 dny +1

    Thank you again 💕

    • @ComfeeMug
      @ComfeeMug  Před 20 dny +1

      @Cassieuwu I'm glad you like it!

  • @azure8247
    @azure8247 Před 19 dny +2

    Unless you plan on just rendering still images i wouldnt use so many nodes to modify the look of the original texture (since you will most likely have dozens if not more of these active on a single scene at the same time). The more complex your shader is, the longer your animations will take to render (assuming you render anything longer than a minute). For an animation studio i think it would make more sense to open up an image editor and spend less than a minute posterizing the image to reduce detail and adjust the levels to fix contrast. You could even automate this with a script to do this operation on loads of diffuse textures in an instant. Of course i would still add the noise and other generated effects with the shader nodes since that fine detail gets lost with bitmaps once you zoom in.

    • @MangaGamified
      @MangaGamified Před 18 dny +1

      Thanks, I always forgot the taxes in render times. Somewhere along the way, I found baked textures + on low poly/PS1 models was my fave project. I always get tempted on Blender art styles / animation.
      I'm curious about this posterizing the image, I've looked up examples and they look so CG(I mean the literal computer generated).
      Also I render in game engines so I wont have to rerender every animation.

    • @azure8247
      @azure8247 Před 18 dny +1

      @@MangaGamified Posterizing is just reducing the number of colors, the same as he did with the color ramp to make the colors banded and more cartoony looking. Also if you use game engines then yeah you dont have to worry too much about shader complexity because your objects will share the same one so its more efficient.

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @azure8247 Very true, you do need to look out for render time and processing power if you're planning on having more dynamic camera movements. But this does give a greater level of control over specific objects in a given scene. I really like your suggestion to posterize a scene! I've never heard of that before and am definitely going to look into that more 😄 Thank you for sharing!

  • @AwkwardPain
    @AwkwardPain Před 20 dny +1

    I have floundered around trying a bunch of different ways to do this in the past, this is just a lot more simple than anything I came up with that actually looked good.
    Also, If you didn't want to change all of your shaders to add the noise, you get almost the same effect if you do this in the compositor. BUT, depending on how you are mixing 2d vs 3d that might not be the best way of doing it!

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +1

      @AwkwardPain I'm so glad I could help you out with this tutorial! That's what I'm hearing; that you can use the compositor for a really good noise result, as well as do many other things. I can't wait to try it out! Thank you for sharing, and for your support!!

  • @uiteh7036
    @uiteh7036 Před 19 dny +3

    really awesome video. what if i wanted to export this in other softwares like unity? would i have to make the shader on unity instead? or is there a way to "bake" this shader into a material?

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +1

      @uiteh7036 I'm so glad you liked it! Yes, great question; all you would need to do is make an image texture for the color output of the shader, and one for the bump map. Then plug those into a diffuse and bump map equivalent in the gaming engine of your choice 😄 You may need to skip the first diffuse and shader to RGB in the process to get an image texture for those 👍

  • @tciddados
    @tciddados Před 20 dny +2

    5:35 a useful tip here to have color stops not quite as bunched up in situations like this is using the Map Range node before the color ramp. Then you can convert the 0-0.2 range you're actually using to 0-1, and get use out of more of the color ramp's range without having to stretch the node.

    • @keyofvoid1787
      @keyofvoid1787 Před 19 dny +1

      How do I use the map range in this case, what number should I use? And what about the color ramp? How should I change it to match?

    • @tciddados
      @tciddados Před 19 dny +2

      @@keyofvoid1787 From top to bottom, map range takes in 5 values: the value to transform, the min/max "From" range, and the min/max "To" range. For this specific use case, you want to put Map Range directly before the color ramp node, and then use values:
      Value: Connect the value which you were going to connect to the color ramp fac input originally
      From min: 0
      From max: In this example it's approx 0.2, but this would be whatever value your topmost colorstop exists at
      To min: 0
      To max: 1
      Output: Connect this to the color ramp Fac input
      Color ramp node itself: move each color stop to its position times 5 (because this mapping enlarges the used space by 5), which should put the uppermost color stop near the .9-1 area, but this would be up to personal preference/tweaking.
      Basically, what map range does is it takes the "From" range, checks where the Value rests within it percent-wise, and then converts that to a number that's that percent along the "To" range. Because the Factor input of Color Ramp expects a 0-1 value, but all the color stops in this example exist in the 0-0.2 range of that input, if you do this it basically "enlarges" the small range to fit the whole actually-used value space of the color ramp factor.

    • @keyofvoid1787
      @keyofvoid1787 Před 19 dny +1

      @@tciddados I more or less, got it, thanks! The hardest part to understand is the conversion from numbers to colors, like, 0.9-1 would be almost white, yeah?

    • @tciddados
      @tciddados Před 19 dny +2

      @@keyofvoid1787 Pretty much, black=0 and white=1. I don't know the *exact* conversion rate for dark/light (it's not just (R+G+B)/3, it takes into account color lightness) though, but 0.9 would be slightly off-white, yeah. But importantly for this example it doesn't actually matter, because in the example used in this vid, the BrightnessContrast->Color Ramp node setup is already doing a color-to-number conversion (because ColorRamp's input is a 0-1 numerical value, not a color). So Map Range is just intercepting that conversion that's already happening, and modifying it.

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @tciddados I love your input on these kinds of things, as you give an alternate way of getting a similar result if people want to try a different way. Thank you for sharing this! 😄

  • @YOUCANTDOTHATONTELEVISION

    I was using niji journey to get cartoon/anime textures by feeding it URLs from megascans and cgtextures. Also I was just using the emission shader which was good to keep things cartoony but bad because you lose having any lighting you may want.

  • @user-dh1tm9ml1m
    @user-dh1tm9ml1m Před 20 dny +1

    감사합니다!!!

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @user-dh1tm9ml1m 천만에요!
      그리고 제 한국어를 용서해주세요. 나는 번역기를 사용 중이다. 당신이 잘 지내길 바랍니다!

  • @MelizzanoDaquila
    @MelizzanoDaquila Před 20 dny +1

    You're the best!

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      @MelizzanoDaquila haha, thank you 🥰

  • @leangkimseng123
    @leangkimseng123 Před 16 dny

    You are truly good at it. Thanks for sharing . Hope next time you can show many more good stuff. For my personal request, I would like you to show us anime fire, rain and character shader if you can share. Wish you good luck and more successful in life.

  • @CeceMelchor
    @CeceMelchor Před 13 dny

    it's the "heheh" laugh at the end for me

  • @TheShinyShrimp
    @TheShinyShrimp Před 20 dny +1

    thannks u da best keep it up ur a grate help u da best

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      Thank you so much @TheShinyShrimp I really appreciate your encouragement!!

  • @evil3dsponge580
    @evil3dsponge580 Před 12 dny

    Do you have a step by step video show how you setup the realistic PBR wood texture?

  • @cocojumbo7756
    @cocojumbo7756 Před 17 dny +1

    Will these nodes will work if we export it into some game engines?

  • @oniplexCarbon
    @oniplexCarbon Před 8 dny +1

    Oooo, i only used Color ramp and just tweak some option, this is so much more better... Also Any idea on how to add Reflection to diffuse node? 🤔 i only used your Metal Cel shader to add Glows. Also love your Channel, You're a God ❤❤❤❤

  • @Marco-mg1yn
    @Marco-mg1yn Před 19 dny +1

    Thank you so much! It is literally what I was looking for but I have a question. Does it work with textures with base color and emission, like lava? I am tryin but I cant connect them properly

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @Marco-mg1yn Ooo, you have a very good question! You would do everything the same way I showed in this tutorial, specifically for the smooth texture option so that you can retain the difference in solid rock and lava (if you can) and then you would need to make a black and white mask to separate what would be emitting light (like the lava) and what wouldn't. But if the whole shader is lava and no rock, yes, just replace the final diffuse with an emission. Lava is still able to catch some shadows, so leaving the first diffuse should be good if you just change the color of the shadows with the color ramp or mix color the way you see fit.
      I hope this helps 😄

    • @Marco-mg1yn
      @Marco-mg1yn Před 18 dny

      Thank you for the help. Yeah in the end i managed to do it by making one shader for rocks with the diffuse like in the tutorial and one other with the emission for the lava. And then connected both to a mix shader with Bw mask connected to the factor of the mix shader. It worked pretty well the only problem is that you should find 2 different materials,one for molten lava and one for rocks, to make it look good and then mix them with a bw map.

  • @tuantran-sb6ic
    @tuantran-sb6ic Před 19 dny +1

    thankyou for the video, i learn alot from you. Can i ask if this possible to do in cycle? i know the " shader to RBG" , in cycle dont have this node, i've been use the toon shader node, but i wont der if that was the correct way to do it, all i did is plug the image testure to the toon shader...

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @tuantran-sb6ic That is a really good question! If you are able to use the toon shader instead of the shader to rgb then I think that is an excellent option! But I don't know how it would look as I have never actually worked in cycles. That being said, if I get enough requests, I will definitely make a full tutorial series for anime style in cycles so that you have that option too 😄

    • @tuantran-sb6ic
      @tuantran-sb6ic Před 17 dny

      @@ComfeeMug thankyou, i'll wait for the video.

  • @Oni_Animations
    @Oni_Animations Před 9 dny

    Does this shader also acknowledge mutiple light sources? I know you said it will us the light color?

  • @BleakInsights
    @BleakInsights Před 13 dny

    Can you tell me how to use effects in Grease Pencil?

  • @Frydmmy
    @Frydmmy Před 17 dny

    which version of blender did you use> why i cant open your files?

  • @Artoons-discoveries
    @Artoons-discoveries Před 20 dny +1

    Finally wait is over and I meet my good teacher

    • @ComfeeMug
      @ComfeeMug  Před 20 dny +1

      Hey @Artoons-discoveries it's so good to see you again! Welcome to class 😄

    • @Artoons-discoveries
      @Artoons-discoveries Před 20 dny

      @@ComfeeMug thanks Please keep uploading such content I am your biggest fan

  • @SammieWeiss
    @SammieWeiss Před 18 dny +1

    Huh, maybe I'll use this as a texture for Splatoon weapons in my renders

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +1

      @SammieWeiss I keep hearing about your Splatoon renders, you got me SOOOOO curious!! Thank you for enjoying the video, I hope it helps! 😄

  • @mewmew4536
    @mewmew4536 Před 21 dnem +2

    literally tweaking i want this tutorial right now

    • @ComfeeMug
      @ComfeeMug  Před 21 dnem

      @mewmew4536 Oh no, sorry to make you wait 😅

    • @mewmew4536
      @mewmew4536 Před 21 dnem +1

      @@ComfeeMug it comes at such a perfect time, i was literally looking for something like this the other day

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      @@mewmew4536 Hah, I'm so glad this is what you've been looking for... at least, I hope it will be, haha 😋

  • @shadowxb202
    @shadowxb202 Před 15 dny

    Can you make a video on texture tiling if possible? I think it would go really well with this tutorial. Because, when you have a model that circles around and joins at a certain point, if the borders of UV Map's are not extended to the end of the island, the texture on the models seems like a cut, which is awful. And when you do extend them, most of the times, you won't be able to pack UV's inside and island!
    And thanks for this wonderful tutorial!

  • @XINN1X
    @XINN1X Před 20 dny +1

    Great video! Could you make one about different methods for making shadows look good on characters? The biggest issue with animating 3D models in a 2D style is the shadows the on the character. Theres many methods like custom normals with the abnormal addon, the geometry nodes custom normal setup the dillon goo studio uses and also masking textures to decide where shadows should be but theres no tutorial covering them and easy setup

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      @XINN1X Thank you so much, and absolutely!! I plan on making a whole anime character tutorial series in the future, and the different ways of changing the normals for anime accurate shading will be a very high priority in that tutorial series 👍

  • @levaniigagiladze2956
    @levaniigagiladze2956 Před 14 dny

    light is affecting my textures too much any tip on this? shadows make base diffuse image texture dissapear into color, and light shows them up again

  • @Alaabale
    @Alaabale Před 19 dny +1

    what do you think is the best way to make this into a game engine? I am thinking baking it.
    and another cool way I use is use painting filter on photo editor it works the best when applied to normal maps

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +1

      @Alaabale That's a fantastic question! I would definitely convert the color texture into an image texture for your specific models, as well as make an image texture for the bump mapping so that your gaming engine can have that information as well. It may be a couple more steps, but I do believe this should work 👍
      Oh, and I LOVE your tip here! I can't wait to try the painting filter, I've never used it before 😆

    • @Alaabale
      @Alaabale Před 17 dny

      @@ComfeeMug thanks I will try it

  • @rookiethecat2227
    @rookiethecat2227 Před 20 dny +1

    man this is very helpful
    will you do any 90s anime tutorial in the future?

    • @ComfeeMug
      @ComfeeMug  Před 20 dny +2

      @rookiethecat2227 I'm so glad you liked it! And yes, the 90s anime style is my favorite era of anime, and I think I just "cracked the code" for it in a project I've been working on. That tutorial, and tutorial series hopefully, will be coming out very soon 😆

    • @rookiethecat2227
      @rookiethecat2227 Před 20 dny

      @@ComfeeMug holy shit!

  • @LucyCat-om9wo
    @LucyCat-om9wo Před 7 dny

  • @konomexplays
    @konomexplays Před 20 dny +1

    Ahahahahaha. Just what I needed.

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @konomexplays I'm so glad this was useful!!

  • @blankAschente
    @blankAschente Před 8 dny

    another detail past noise is kagenashi in its several levels

  • @shaz4ever924
    @shaz4ever924 Před 4 dny

    Hello, where did you get your free materials from?

  • @edens1568
    @edens1568 Před 18 dny +1

    😢😢😢comfe I can't open the file that was in the description it helps me?

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @edens1568 Oh shoot, let me double check the link and make sure it's still working. Were you able to download it?

  • @sechs6
    @sechs6 Před 18 dny +1

    The NPR materials you created are the coolest I've seen, but I'm wondering.. would they work on humanoid models? I am referring to skin, hair, eyes, etc.
    I think for hard surface objects it's great but not for organic beings, I'd like to see how you create NPR materials for characters, I think that's the real challenge.

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +1

      @sechs6 Thank you so much, I'm so happy you liked them!! Hmm... That's a really good question, and to be honest with you, I didn't actually think about how this would affect skin-like materials. The smooth texture method would be your best bet if you wanted to try it for skin, but I do think a character would benefit from a dedicated tutorial for skin and other shaders and materials. Which is why I plan on making a full anime/stylized character creation course from scratch in blender in the future. It may be a little bit before I do that, but I hope you stick around for the ride 😁

    • @sechs6
      @sechs6 Před 17 dny

      @@ComfeeMug I'm very happy to know that you will do tutorials on the characters, I'm not sure that an Anime style does justice to your NPR style which is very artistic, almost like a painting. Maybe it would be closer to an "Arcane like" effect but with your own personal touch. I'm subscribed to your channel so I'll definitely be there ;)

  • @TarachandPhoolmali
    @TarachandPhoolmali Před 13 dny

    In next video you can make japanese roof texture

  • @screenkiduniya3717
    @screenkiduniya3717 Před 20 dny +2

    Any tips on achieving that MAPPA look

    • @ComfeeMug
      @ComfeeMug  Před 20 dny +2

      @screenkiduniya3717 Mappa has such a great style, I'm still working out the details on how to replicate it, but I think I almost got it! I'll do some more tests and hopefully make a video on that some time soon 😆

    • @screenkiduniya3717
      @screenkiduniya3717 Před 16 dny

      ​@@ComfeeMug waiting for it

  • @Kurock1000
    @Kurock1000 Před dnem

    How much more of a pain to do this in ue5 than blender?

  • @XINN1X
    @XINN1X Před 21 dnem +1

    will this include shadows?

    • @ComfeeMug
      @ComfeeMug  Před 21 dnem +2

      @XINN1X Yes, the self cast shadows will be stylized :D

    • @arrowpace
      @arrowpace Před 20 dny +2

      @@ComfeeMug 🤩

  • @kori.mp4
    @kori.mp4 Před 9 dny

    i bet u can do a gojo voice impression

  • @LucyCat-om9wo
    @LucyCat-om9wo Před 7 dny

    Yoo
    I found a blender saint😂

  • @nkanyisoinnocentkhwane3752

    I thought getting *90000* Assets from Hisanimation was the most important video I've ever seen 😳 Nah, this is unreal

    • @filmvagabond7032
      @filmvagabond7032 Před 20 dny +1

      Customary rewatch to practice these God tier tips

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      @nkanyisoinnocentkhwane3752 Wow, 90000??? That's insane!!! I have no idea how my tutorial could ever live up to that, but I will endeavor to try 😅 Thank you so much!

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      🙏

    • @nkanyisoinnocentkhwane3752
      @nkanyisoinnocentkhwane3752 Před 20 dny

      @ComfeeMug I'm a horder when it comes to assets so being able to kitbash different things is such a time saver you have no idea 💚🙌🏾 Patreon worth every penny

  • @mrblonde7688
    @mrblonde7688 Před 20 dny +1

    the only problem i see with this is how would you bake it :(

    • @ComfeeMug
      @ComfeeMug  Před 18 dny +1

      @mrblonde7688 I am a little unfamiliar with the baking process. Would making image textures be easier? You could just take out the diffuse nodes and make image textures that way to just put into any other shader node.

    • @mrblonde7688
      @mrblonde7688 Před 17 dny

      @@ComfeeMug I tried one method in which everything you have connected from nodes in eevee change to cycles and make it bake on a empty image, you can get a little bit the effect but it looks like if you would have washed your canvas (if this description make sense), anyways this is more a blender problem than anything else. I wish they could allow to bake shaders from eevee. I'm starting to like a lot substance painter for texturing is easier and you usually get what you see on the software

  • @nubiferanota
    @nubiferanota Před 17 dny

    hol up-- we can stretch the color ramp??????? gamer changer

  • @ramalshebl60
    @ramalshebl60 Před 20 dny +1

    Christian = The G.O.A.T

    • @ComfeeMug
      @ComfeeMug  Před 20 dny +1

      @ramalshebl60 Haha, thank you 🥰 You and everyone in this community will always equal The GOAT for me; I couldn't do any of this without you all here!

    • @ramalshebl60
      @ramalshebl60 Před 20 dny

      ​@@ComfeeMug such a humble creator

  • @cenackful
    @cenackful Před 5 dny

    u talking about chainsaw man, u right, but for me it looks almost exactly like my hero academia animation background, mostly ont trees and buildings🤭

  • @ramalshebl60
    @ramalshebl60 Před 20 dny +1

    i'm like number 199 😂😂😂

    • @ComfeeMug
      @ComfeeMug  Před 20 dny

      @ramalshebl60 I think you're saying you were the 199th subscriber of mine, and yes, you have been here for so long and I am so thankful for the support you have shown me from the beginning of this channel. Thank you 😊

    • @ramalshebl60
      @ramalshebl60 Před 20 dny

      ​​@@ComfeeMug nah i found ur channel when u had like 1K-2K subs i believe, but on this particular video i was the 199th person to like the video 👍🏼
      regardless, the white noise tip is golden especially because it was used in classical art... anyways, will always support you bro ❤️

  • @kitsunemusicisfire
    @kitsunemusicisfire Před 16 dny

    Its a really cool tutorial, and i love your work, but what's the point of making an anime styled game if you, ya know, dont want it drawn? What makes anime good is that it each artist has their own style and quirks to make it feel more personal and full of life. Not drawing it yourself kinda defeats the purpose.

  • @avidadolares
    @avidadolares Před 16 dny

    Re: animation, styles and techniques. This is not exclusive to "anime" and not sure why you insist on calling it an "anime style" (maybe thats your channel thing, plus for the algorithms-fyi, I'm new to your channel). The shaders give it a "Cartoon" effect" or just line drawing effect, which is more accurate than saying an "anime effect" since its not an exclusive "Anime" thing, which is just a subgenre style of cartoons anyway. The cheats used to get the parallax are used all the time in many cartoons and have been for decades (even in Bambi etc back in the 1940s) and didnt need to be 3D elements. So some of those elements in those example scenes are 100% not 3D (or need to be) to get that parallax effect...like the curtain of the train definitely isnt 3D.Its why there is a lot of grain/texture/noise in them as they are single painted elements on separate layers. *The seats yes, are 3D though. This is just a multiplane trick/cheat used all the time in many cartoons and even live action with plates or painted mattes (the original Star Wars used it a lot). You can get away with a lot with multiplane techniques of flat images. So using 3D can sometimes be overkill, and even detrimental to the scene if too realistic, for things that can easily just be a single layer flat image and cheated with multiplaning.
    I know this extends beyond maybe the scope of the video, but it may be misleading to those who think cartoons /anime need to use that much 3D in them. It really depends on the shot and what elements are in it, but 2D images could be used for many of these shots if done correctly with planning...and they are a lot more quick to do than modeling a 3D element that is only seen for a few seconds.

  • @peterbelanger4094
    @peterbelanger4094 Před 12 dny

    Back in the day, anime used to be cool. But then a bunch of millennial and z weebs came along and ran it into the ground and burned it out. You kids RUINED anime!

  • @Freefiresadwq
    @Freefiresadwq Před 7 dny +1

    Hello @Comfee Mug, Is it possible to contact you privately, please?

    • @ComfeeMug
      @ComfeeMug  Před 7 dny

      @Freefiresadwq Hi, yes, if you would like you can join my discord and send me a direct message 😊 Thank you for reaching out, I'll get back to you as soon as I am able!
      Here's an invitation to my discord: discord.gg/C42uVqP5PK

  • @j_c_93
    @j_c_93 Před 20 dny +1

    Thanks again, Christian!

    • @ComfeeMug
      @ComfeeMug  Před 18 dny

      @j_c_93 Of course, I'm glad I could help!