PERFECT Anime/Toon Shading in Blender 4.0!

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  • čas přidán 7. 07. 2024
  • SImple Normal Tools: vertexarcade.gumroad.com/l/si...
    Abnormal: github.com/bnpr/Abnormal
    In this video I show you how to make Perfect Anime/Toon shading by editing the normals. This method allows us to edit the normals of a model without having to manually edit them. It uses Data Transfer modifiers in a creative way to make easy smooth shading with custom normals.
    00:00 Intro and Explanation
    01:38 Blender Setup
    03:09 Defining Shadow Zones
    05:04 Editing Topology
    06:39 Editing the Normals
    08:32 Fine Tuning Normals
    10:26 Smooth Normals Explained
    11:09 Smooth Normals Setup
    12:57 "Painting" the Shadow Transitions
    15:24 Fixing Bad Shading while animating
    16:26 Custom Normals for body
    16:51 Permanent Shadow Zones
    17:11 Outro
  • Krátké a kreslené filmy

Komentáře • 163

  • @rajabwali3373
    @rajabwali3373 Před 6 měsíci +184

    Years of searching good anime shadow methods and this is the first tutorial that explains everything smoothly. Thanks!

    • @apolloinparadise
      @apolloinparadise Před 6 měsíci +2

      lol I mean if it helps this video is only a week old 😅

    • @user-zi7oi2dl9o
      @user-zi7oi2dl9o Před 6 měsíci

      ,.​@@apolloinparadise

    • @taranjk1
      @taranjk1 Před 6 měsíci +4

      literally same, there are so many clunky or very long tutorials that aren't good at explaining.
      This vid is a godsend for information and speed.

    • @WHF.Resale
      @WHF.Resale Před 6 měsíci +1

      @@taranjk1 I do not like normal editing if you see how the shadows is working it breaking the functionally. For Example if they put a cube in from on the face here to see how it handles the casted shadow off it will not function correctly.

    • @opiniggao-opn9638
      @opiniggao-opn9638 Před 6 měsíci

      Agreed

  • @SalamaAhmed-pj3jv
    @SalamaAhmed-pj3jv Před 4 měsíci +44

    Wow, I finally got it. I started to think that good anime shading is one of the top secrets that no one wants to share their knowledge about so that they remain superior. Thank you a lot. I really appreciate that you weren't selfish.

    • @Kiozoh
      @Kiozoh Před 3 měsíci +4

      so true when I was learning there was no resources, this video is so great and understandable for not only me and new people wanting to learn about anime modeling.

  • @_zurr
    @_zurr Před 6 měsíci +96

    I remember the GDC talk about GuiltyGear Xrd doing this and how it was done, and I've been searching for a way to do this fast enough to be good to iterate on, and it's glad to see more people show ways to achieve it.

  • @baran9086
    @baran9086 Před 5 měsíci +3

    I have seen a lot of toon shading videos with custom normals in blender, but this has to be the best. You explained everything very well and even for a beginner its very easy to understand. Very nice!

  • @HayashiKaiji
    @HayashiKaiji Před 4 měsíci +1

    HOLY SHIT, AFTER LITERALLY YEARS AND YEARS AND YEARS. FINALLY A VIDEO THAT EXPLAIN HOW THIS WORKS!
    I always got some bits and pieces here and there and already had an idea how it worked, but it's nice to finally see it in detail.

  • @user-mu8ui7ke5f
    @user-mu8ui7ke5f Před 6 měsíci +6

    your normal editing add-on is the best christmas gift I've ever recieved bro XD
    CANT THX YOU ENOUGH FOR THIS!

  • @Lunarsong.
    @Lunarsong. Před 6 měsíci +6

    My friend, reaching your channel today was a miracle, it's the first time I've seen someone willing to share knowledge about this topic to help people, in general, to create better character shadows. I hope your channel grows to a million and your life will be full of happiness Thanks again for sharing this.💯

  • @bigboss9150
    @bigboss9150 Před 6 měsíci +3

    What an incredible way to approach a solution to a problem. Great work.

  • @MashuStar
    @MashuStar Před 6 měsíci

    I did this twice with all manual movement of each normal a couple years ago. I'm glad you found a way to make it more streamlined. :D

  • @kallenemvalts8754
    @kallenemvalts8754 Před 6 měsíci +4

    I remember attempting something like this years ago, but back then I lacked the general expertise to get anywhere with it. Might give it another go now!

  • @dragosoprea8354
    @dragosoprea8354 Před 6 měsíci

    this is the best anime toon shading tutorial i've ever seen

  • @jeansamson4079
    @jeansamson4079 Před 2 měsíci

    In just 17 min wow. This is is a goldmine of information. Thank you soo much!

  • @sugarydespair
    @sugarydespair Před 5 měsíci

    oml thank you for this! I've tried a few different ways of doing this and none have worked how I want it to. This is easier to understand

  • @ezraho8449
    @ezraho8449 Před 6 měsíci +2

    Great video. I knew about this concept from analyzing the shadows in Genshin Impact and the like but this is the first video I've seen break down the method.

  • @ChimpyDev
    @ChimpyDev Před 3 měsíci

    yup i am totally here for the shadows

  • @Sant182
    @Sant182 Před 6 měsíci +1

    Super clear and comprehensive, thanks

  • @kevdiat
    @kevdiat Před 6 měsíci

    This is a gold mine of information!

  • @EricDeSantis
    @EricDeSantis Před 6 měsíci +1

    Very informative, makes so much more sense on how to approach after these explanations.

  • @LloydVincent11
    @LloydVincent11 Před 6 měsíci +1

    Good method with a high level of control and a bunch of great tips mixed in. Thank you sir!

  • @namuzed
    @namuzed Před 6 měsíci

    I've seen this done before, but your video was _much_ easier to follow.

  • @xinoHITO
    @xinoHITO Před 6 měsíci +1

    YESSSSSSSSSSSSSSSSSSSS I WAS WAITING FOR THIIIIIS

  • @alexandrepv
    @alexandrepv Před 6 měsíci

    Absolutely amazing! Thank you!

  • @SophieBordoni
    @SophieBordoni Před 6 měsíci +3

    I was literally studying this type of shading on my own , mostly taking inspiration from guilty gear , and i was really struggling .. watching multiple videos , all different , and trying to put all the pieces together, and then this gem comes out , you have no idea how helpful this was :3 , none talked about the snappy normals , which was exactly what i wanted to achieve.

  • @Gazing-09
    @Gazing-09 Před měsícem

    Thank you so much for making this video.

  • @T.J.Hloyka
    @T.J.Hloyka Před 6 měsíci +2

    Вау...
    Просто вау.
    Это видимо мне и нужно было все эт годы.
    Спасибо!!!

  • @Mrwuck88
    @Mrwuck88 Před 12 dny

    nice and clear, the explanation is good! thank you!👍

  • @itsmeellema
    @itsmeellema Před 6 měsíci +1

    This is just freaking amazing. Thank you soooooo much! It's just what I needed 🙌😁

  • @user-jq4tz9qi7h
    @user-jq4tz9qi7h Před 5 měsíci

    thank you very much. In Chinese internet I am hard to find anything to create good anime stylized shadow like this. this video help me a lot! Thank you again❤❤

  • @ElRotura
    @ElRotura Před 6 měsíci +1

    An amazing art master that creates a game changer method. Thanks a lot for share your knowledge with all the people, you are too nice to us :)
    Have an amazing day, and hope all your dreams come true in this life!

  • @SkiLLsZ
    @SkiLLsZ Před 2 měsíci

    Awesome as hell

  • @TitorJaraba
    @TitorJaraba Před 6 měsíci

    Exactly what I was looking for. Thank you so much for this video.

  • @finanz21
    @finanz21 Před 6 měsíci +1

    Thanks for this tutorial, I will try it on my models

  • @Betruet
    @Betruet Před 6 měsíci

    Amazing tutorial. Thanks so much

  • @volyann3109
    @volyann3109 Před 6 měsíci

    its great to hear someone pronouncing z correctly

  • @ToniMortero
    @ToniMortero Před 6 měsíci

    Thank you so much for sharing this! Now I see a chance to learn how to edit those ****normals.. Great video!

  • @MeinCouch123
    @MeinCouch123 Před 6 měsíci

    This was a really good video, algorithm finally sent something good 👍👍

  • @alecmackintosh2734
    @alecmackintosh2734 Před 6 měsíci +8

    Im happy theres more tutorials on how to do this. I've gone with the SDF face shadows instead personally, because it makes transitions really easy and it works well in vrchat.

    • @TheWiseChickens
      @TheWiseChickens Před 6 měsíci

      I'm sorry, what does SDF mean?

    • @alecmackintosh2734
      @alecmackintosh2734 Před 6 měsíci

      @@TheWiseChickens signal-distance field or something. Basically in our case it uses a texture that goes from white the back as a gradient. It then compares the light and face vectors to determine where to use the shadow.

    • @bashattack2414
      @bashattack2414 Před 6 měsíci

      @@alecmackintosh2734 is it possible to use this method to shade the face on the X and Y axis? Since it normally follows the Z axis rotation...

    • @alecmackintosh2734
      @alecmackintosh2734 Před 6 měsíci

      @@bashattack2414 technically yes but I wouldn't just because you'd have to blend them

  • @mrzingy4856
    @mrzingy4856 Před 5 měsíci

    Great video thanks for making this so much easier to understand!!!

  • @YouluC
    @YouluC Před 6 měsíci +55

    This is pretty impressive, thanks for uploading! I’ve been meaning to try out toon shading but like you said, it’s pretty painful.

    • @VertexArcade
      @VertexArcade  Před 6 měsíci +9

      Well hopefully this process will make it a bit more simple!

  • @Creathrod
    @Creathrod Před 6 měsíci

    Thanks for making this video

  • @iluv3dcr
    @iluv3dcr Před 6 měsíci

    Vertex Arcade, Thanks for sharing your wisdom

  • @pn4960
    @pn4960 Před 6 měsíci

    Thank you so much ! You are doing a tremendous job

  • @meeke7545
    @meeke7545 Před 6 měsíci

    very useful tut... .thanks....

  • @junimeme5626
    @junimeme5626 Před 6 měsíci

    Amazing tutorial. I will definitely try this in the near future, but I gotta make at least 3 cups of coffee for it.

  • @blackgearcompany347
    @blackgearcompany347 Před 6 měsíci

    It's fantastic

  • @dailyfunnytv358
    @dailyfunnytv358 Před 5 měsíci

    god sent

  • @DramaIndustrialComplex
    @DramaIndustrialComplex Před 6 měsíci

    You guys check a project called division of existence, it was done by blender. And the Shader was fully done in blender and seems to me they have the most advance knowledge on anime blender.. Considering the project was almost 6 years ago and the shading still is top.

  • @zealous4121
    @zealous4121 Před 6 měsíci

    This is actually an expensive trick, so I'm holding onto this method. Certain indie groups value this method a great deal

    • @VJK102
      @VJK102 Před měsícem

      What do you mean by an expensive trick?

  • @mb0133
    @mb0133 Před 6 měsíci +2

    aw nice npr

  • @chidorirasenganz
    @chidorirasenganz Před 5 měsíci

    I think an easier way to control normals is through normal maps. Tangent maps for animated characters, object normal maps for movable objects and maybe world space for environments.
    Height/Bump maps could be used as well for a more low fi method

  • @brandonjacksoon
    @brandonjacksoon Před 6 měsíci

    Liked and subscribed!

  • @Asier0070
    @Asier0070 Před 6 měsíci +1

    I have seen some of the process on Twitter this is very good congrats!

  • @MangaGamified
    @MangaGamified Před 6 měsíci

    I thought this was another "Model/Sculpt an anime figure" tutorial, but it has some rare tuts others don't teach.

  • @noblephantasms7250
    @noblephantasms7250 Před 6 měsíci

    Hope you make a tutorial on making a Toon Shader for Blender 4.0

  • @vatti9999
    @vatti9999 Před 5 měsíci

    Could a custom painted normal map do the same thing as well, or would that break when being animated?

  • @Toastyeo
    @Toastyeo Před 5 měsíci

    can you do a tutorial on how you made the hair please

  • @jamaalsineke2405
    @jamaalsineke2405 Před 5 měsíci

    Really cool.How would I transfer this perfect lit model transfer to Unreal Engine or Unity for games?

  • @gonglory3807
    @gonglory3807 Před 6 měsíci

    Amazing work ! Thank you very much ! Have you tried to export your model in an other software to see if the normal work the same way ? Specially a game engine like unity or UE5?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      Yeah, they definitely work in Unity, you just need to disable Normal Recalculation in the Mesh import settings. I haven't tried it in Unreal, but I'm sure the setting is somewhere

  • @givemeaw
    @givemeaw Před 5 měsíci

    Ive got an idea similar to your metod, what if we bake normal map of the head, then just paint special zones with average color on the normal map?

  • @trendingvibes555
    @trendingvibes555 Před 6 měsíci +1

    If there is an addon then pls make one tutorial on that for toon shading, like you say Abnormal addon

  • @snark567
    @snark567 Před 6 měsíci

    Really interesting video. I can definitely see it being feasible for a small scale project but anything bigger would be dragged down by how repetitive and time consuming this is. Unless you're really dedicated to having the perfect anime aesthetic or you work in a big team I wouldn't bother.
    I still saved the video as this could perhaps be used for more than just faces, like helping direct the lighting on specific static props in the background for example.

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      Yeah it is somewhat time consuming but I've made so many of them now that I can probably finish one in about an hour or so, from start to finish. And you would only really do this style of custom normals for your main characters

  • @klausbdl
    @klausbdl Před 5 měsíci

    does this work when you import to a game engine? I assume it does, but I cant test it now

  • @mokunachoi
    @mokunachoi Před 6 měsíci

    This is awesome! Thank you for sharing! I would like to put this into Unity, so in the "Fixing bad shading while animating" section, it looks like we need that other head as a reference for shading, would I need to hide that head somehow while having it in unity?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      In Unity you can choose to disable the Recalculation of Normals in the model import settings! There should be a checkbox to disable normal recalculation, it's been a while since I've used Unity but the setting is there somewhere!
      Just had a quick look and you need to change Blend Shape Normals from Calculate to None. I'm not sure how it would work with a rig with face bones, but you can definitely disable the shape key normal recalculation

    • @erichance8222
      @erichance8222 Před 6 měsíci

      @@VertexArcade thank you again for an amazing video! Really terrific explanations. Would this same idea apply in Unreal as it does in unity? (keeping the blender normal directions by telling it not to recalculate, normals, etc.)

    • @VertexArcade
      @VertexArcade  Před 6 měsíci +1

      Yeah it should, I haven't tried it in Unreal but I'm sure there's a setting somewhere to stop it from recalculating!

  • @RioSkywalker
    @RioSkywalker Před 3 dny

    It's been a few years since I studied 3D, but I'm still a beginner.
    Still, I had a lot of questions, so I was always looking for them, and thank you for making a good video that answered what I was really curious about.
    I really have a question!
    If you duplicate the original like that and give perfect toon shading through the vertex information value,
    To create that effect, 'one flattened duplicate face and a sphere (for natural shading)' are these two objects kept in the 'hidden' state and continued to be used together with the original??? Sorry I'm a 3D beginner
    Or bake? Would it be possible to use the same technique to permanently reflect that shading in the original and delete those two unnecessary ones?

  • @deadsetanime7102
    @deadsetanime7102 Před 4 měsíci

    I'm wondering why not adjust the lighting per scene and bake onto the surface, shadow and all. Or just don't use lighting at all but model for the effect and simply use vectored zones. Either way works well.

  • @amruzaky4939
    @amruzaky4939 Před měsícem

    How do you even figure this out brooo🤯🤯🤯🤯🤯🤯🤯🤯🤯

  • @weekendswithjullian
    @weekendswithjullian Před 6 měsíci

    can you show how to upload this in ue4 or ue5?

  • @ToruSatoBull2
    @ToruSatoBull2 Před 6 měsíci

    Gulty gear strife is a great case of study

  • @stresseddude
    @stresseddude Před 6 měsíci

    I'm curious. Some say don't use face data to a mesh that isn't it's exact same, but I want to use the normals aspect on a model that cannot have it's face edited (rigged) (otherwise I would have to import/export vertex and open close the bone to have the hundreds of shapekeys and vertex groups it has to still work). Is there a data transfer modifier setup that allows me to just transfer the data from edited normals face to a mesh with no normals edited?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci +1

      What you could do is duplicate the model and apply the armature so that it isn't rigged anymore. You can then edit the normals for this mesh, and because it's exactly the same as the rigged mesh you can copy the normals like I showed in the video

  • @ConchStreetStories
    @ConchStreetStories Před 4 měsíci

    The only question that remains is, and i think its the most importand, do they get to to export this to an Game Engine, like Unity 3D or Unreal?

  • @decora6260
    @decora6260 Před 4 měsíci

    I wish one day blender can make custom shadow by animation and AI calculation, we have animation down, now for smoother transition with AI😂

  • @gabrielrogelio6252
    @gabrielrogelio6252 Před 6 měsíci

    Does it still work with rotating the light source up and down? Like if I wanted the character to be lit from below?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      When fine tuning the normals you would just need to also rotate the sun up and down and then rotate the normals only along the X axis

  • @Amelia_PC
    @Amelia_PC Před 6 měsíci +4

    Awesome tutorial! Thanks!
    It's interesting that despite the advancements in technology, 3D programs still struggle to execute cel shading the way we want. Even with the cutting-edge tech available today (such as NVidia Omniverse AI, a powerful UE5 material system, many great addons, etc), achieving cel-shading that truly resembles 2D artwork remains challenging.
    I mean, c'mon! With all this technology available, we still don't have a ready-to-go addon or similar?

    • @Gear_Snack
      @Gear_Snack Před 6 měsíci +2

      I think it's because most graphics actively strive for photo-realism compared to hand drawn which requires a very different technical workflow. The normals for instance is due to the lighting not having cel rendering in mind. I've done some NPR work, I need to try this videos workflow when it comes to character modelling before I can say more on the subject.

    • @Amelia_PC
      @Amelia_PC Před 6 měsíci +1

      @@Gear_Snack Agreed. All tech is aiming for realism.
      Creating cel-shaded normals with Data Transfer works like a charm (smooth hi to low poly), but it's the animation stage where I go all-in, squeezing and warping body parts to bring that organic expressiveness to life. But wow, does it ever take it out of me (And it's boring -___- )

    • @Gear_Snack
      @Gear_Snack Před 6 měsíci +1

      @@Amelia_PC True, because of the way rigging is set up, using squash and stretch is difficult which is a problem as it's a key principle in 2D animation.

    • @chidorirasenganz
      @chidorirasenganz Před 5 měsíci +1

      I think it’s because a lot of time folks are going about things in the “wrong” or more difficult way. I think the easiest way to get cel shaded normals is to use either a tangent normal map or a height/bump map. That way you can intuitively control the shapes and you can achieve a higher resolution without a lot of geometry

    • @Amelia_PC
      @Amelia_PC Před 5 měsíci +1

      @@chidorirasenganz I think the animation is the hardest part of recreating a 2D look. Even Arc System Works's animations, with their great work, still look 3D.
      (I was trying to replicate the 90s cartoon flat color style, so I'm not dealing with shading now. Phew, one less headache )

  • @ruvansnaya
    @ruvansnaya Před 4 měsíci

    2:24 how i create a new material there?

  • @uierilima8907
    @uierilima8907 Před 3 měsíci

    How do I create a cell shaded transparent?

  • @blackcube4
    @blackcube4 Před 4 dny

    Awesome but how would I use such a model in other software?

  • @ConchStreetStories
    @ConchStreetStories Před 4 měsíci

    What if you turn the sun up and down, the shadow only goes from one side to a other

  • @DavysArtCorner
    @DavysArtCorner Před 6 měsíci

    Dude, you just broke my brain! I just finished a character project in UE5 that is rendered in a BotW-styled cell shader and I kinda wish I had this tutorial when I was working on it. I got around it by animating the lights positions and intensity in UE5 but it's not fool-proof.
    How would you transfer something like this in a game engine? Is this process software agnostic enough to do that?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      Well hopefully for your next project this will be helpful! Yeah, these normals will transfer over to Game Engines but if you animate the face using Shape Keys you'll need to disable the Recalculation of Normals, and for armature face animation you'll need to do some research because I'm not sure how to do that

  • @Whosmstn
    @Whosmstn Před 4 měsíci

    if anyone is having shadows issues just disable shadows from the sun

  • @alan3d975
    @alan3d975 Před 6 měsíci +4

    Pretty informative video, and you cover quite a bit of subjects too, but I'd highly discourage againts using the mark as sharp or spliting/seprating your mesh as you'd just be spliting the normals and causing posible issues down the line on the shading on the outlines generated from that mesh. If you wanna have an easy way to select the shadows you can simply mark as seam, asuming you are not currently on the UV Unwraping stage of course, it won't affect the look of the shading and won't change the actual UV Mapping unless you Unwrap yourself. If you don't wanna do that, another easy method is to create a temporary vertex group simply for quick selection of specific vertices, it should not affect rigging as long as the name isn't the name of a bone or parented object used to animate the character.
    Another thing is that you didn't add support loops to the shadows, that will help with the shading transition and shape. And for those who find Abnormal bothersome you can also simply edit normals by pressing Alt+N, and should be plenty options to change the direction of the vertex normals.
    Also, here's a translated slide of how Arc System Works aproaches modeling and a bit on custom normals, at the end of the slide theres links to the other translated articles (Erase spaces within periods, hopefuly this comment wont be marked as spam lol)
    docs. google .com/presentation/d/1WUvd9s8d_5ENBnbSpXo6ajdeTGODPr6S/

  • @Xoms_dev
    @Xoms_dev Před 6 měsíci

    Is this method allows to somehow export this shading setting to game engine (particularly Unity)? If no then is there a way to do this inside engine?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      In Unity, in the Mesh options, you can set Recalculate Normals to None, so the normals won't be recalculated when the mesh changes

  • @hapitoons1515
    @hapitoons1515 Před 6 měsíci

    Me watching knowing I won't use any of this great knowledge because I don't have blender 🍿

  • @Nekotico
    @Nekotico Před 6 měsíci +1

    what about if u animate it, the transition doesnt look that right, or is there a way? ill go wih more simplistic normals and the rest is texture or light maps

    • @VertexArcade
      @VertexArcade  Před 6 měsíci +1

      15:24 I explain how to animate here! In a game engine you would just have to make sure that you disable the Recalculation of Normals

    • @Nekotico
      @Nekotico Před 6 měsíci

      @@VertexArcade ohhhh makes sence! thanks for sharing, gonna chek it out

  • @Onyhh
    @Onyhh Před měsícem

    Any idea how to use this method with shape keys?. When i deform the face of my character the custom normals gets distorted. I tried some data transfer to keep the custom normals on the shape key and it does transfer properly but when i go back to original shape the custom normals that previously were working fine now are broken.
    EDIT - seems it works fine for you when u data transfer from the B face to A face. But for some reason when i do and i turn the value of the shape key to 1 the normals still break >_

  • @Iriaizanami2
    @Iriaizanami2 Před 6 měsíci

    I like Dorohedoro

  • @Damian_h
    @Damian_h Před 6 měsíci

    bro i got used to blender 3.6 and mostly some rigging addons that i use there that wont work in 4.0. It is posible to apply this technology on blender 3.6? or im forced to update version.

    • @VertexArcade
      @VertexArcade  Před 6 měsíci +2

      This technique will work with most versions of Blender! The 4.0 in the title is just to grab people's attention as it's the newest version!

    • @Damian_h
      @Damian_h Před 6 měsíci

      @@VertexArcade my man~

  • @mikeleonard805
    @mikeleonard805 Před 6 měsíci

    You need to produce an instructional course on the process you use for anime. This and your shape key selector are get tools. I would love to see how you would integrate them, and use these techniques for animated scene.

  • @johnrider9063
    @johnrider9063 Před 5 měsíci

    can add this model in gmod

  • @byucknahthered3914
    @byucknahthered3914 Před 5 měsíci

    Okay, but if the model is being used for something like a game and is viewed from the side wont the faces be really flat? Like it looks great from the front but if you are looking at the same model from the side wont it look flat and weird?

    • @EmiliyaS-fh1zj
      @EmiliyaS-fh1zj Před 5 měsíci

      No because changing the normals only changes the way shadows behave, it doesn't change the shape of the model. See the model at an angle at 14:00, it retains its shape at any angle while only the shadows change

    • @byucknahthered3914
      @byucknahthered3914 Před 5 měsíci

      @@EmiliyaS-fh1zj okay, because when he first flattened it all it looked like it made the model flat. Sorry, I'm a newb when it comes to modeling so I appreciate the explanation

  • @jinxhijinx1768
    @jinxhijinx1768 Před měsícem

    The only problem is that this only works along the horizontal, how to you get good normals for both horizontal AND vertical light rotation.

  • @TheLuisberg
    @TheLuisberg Před 6 měsíci +1

    Isn’t there a map of the anime shading you can apply to the mesh without so much as making a mark or a cut

    • @VertexArcade
      @VertexArcade  Před 6 měsíci +1

      Yes, you could technically use an Object Space Normal map to force the different parts of the face to point in different directions, but that method would only apply to Blender because it happens in the shader. You would then have to set up a special shader in any other software/game engine to get it work. This method changes the normals for the faces so you can use it any software and the normals will stay this way

    • @TheLuisberg
      @TheLuisberg Před 6 měsíci

      @@VertexArcade oh okay I’ll stick with blender. I feel like it’s a different chore to do in other software.

    • @TheLuisberg
      @TheLuisberg Před 6 měsíci

      Also another question. That add on of yours. Does it automatically apply the lines on the mesh or would I still have to do it manually and it’s just only for the normals?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      You still have to cut the lines, all it does is turn the Copying and Pasting Vector steps into a single button press

    • @TheLuisberg
      @TheLuisberg Před 6 měsíci

      @@VertexArcade ohh

  • @hpwaitingforu3432
    @hpwaitingforu3432 Před 3 měsíci

    what was inside the Texture node group at 2:25

    • @VertexArcade
      @VertexArcade  Před 3 měsíci

      Nothing important, that just has some textures in it, but I made it into a Node Group so that the Shader Editor wouldn't be messy with all of the Texture Coordinate and Mapping nodes

    • @hpwaitingforu3432
      @hpwaitingforu3432 Před 2 měsíci

      @@VertexArcade ah alright, so its just a simple base color with texture coordinate

  • @authorminator1579
    @authorminator1579 Před 6 měsíci

    2:35
    Did you just say "shader to orgy-b node"? 😂
    Anyways, great tutorial.

  • @starlord1521
    @starlord1521 Před 6 měsíci

    Would this work on vroid models?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      Yeah it should! You would have to see if there's a way of turning off Normal Recalculation, because that's what causes the bad shadows, but there should be some way of doing it

  • @elagrimm5913
    @elagrimm5913 Před 6 měsíci +1

    where did you get nami from? rip it from odyssey?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      I didn't personally rip it, I just searched for a Nami 3D model and found this one om DeviantArt!

    • @elagrimm5913
      @elagrimm5913 Před 6 měsíci

      Oooh I see, then I'm still a little confused by your mirror modifier, I'm guessing you just deleted one side to make it work then?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      Yeah exactly, in Edit mode I just selected half of the mesh and deleted it

    • @elagrimm5913
      @elagrimm5913 Před 6 měsíci

      Wish it were that easy for league models lol

    • @VertexArcade
      @VertexArcade  Před 6 měsíci

      Well what you could do is isolate the face of a League model and then just do the mirror modifier on that instead of the whole body. Obviously it would depend on the character, but I'm sure most of them are symmetrical

  • @Alphawolfinify
    @Alphawolfinify Před 6 měsíci

    Does this method also apply to vroid or 3D vtuber?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci +1

      It looks Vroid just makes models, so then yes you could bring that model into Blender and modify the face like this, but after that, it depends on the software you use. I know for certain that Unity can keep the Normals but not sure about software

    • @Alphawolfinify
      @Alphawolfinify Před 6 měsíci

      @@VertexArcade the programm will be v see face. Planning to create my own model it's how i got on your video great work by the way shared it with friends

    • @VertexArcade
      @VertexArcade  Před 6 měsíci +1

      I believe VSeeFace is made with Unity so you might be able to Disable the normal recalculation but I haven't played around with it so I'm not too sure!

  • @cricket6600
    @cricket6600 Před 27 dny

    Was auto smooth removed from blender?

    • @VertexArcade
      @VertexArcade  Před 27 dny

      No, Shade Smooth is still there, just Right click the model and it should be at the top of the list

  • @xxerbexx
    @xxerbexx Před 6 měsíci

    The problem with this is that its to performence intensive also is only working inside blender.
    Also changing the normals from there default will mean that shadow does not align with shading.
    if it works for you it works for you. but there are some pretty big downsides to adjusting the normals like that.

    • @VertexArcade
      @VertexArcade  Před 6 měsíci +1

      This model will work in other software, you would just have to make sure that the engine/software doesn't recalculate the normals. For example, in Unity, you can turn off Normal Recalculation meaning the normals will stay flat.
      And also, this method is how most of the great anime/cel shaded style games are made (Guilty Gear, Dragon Ball etc)

  • @lil.shaman6384
    @lil.shaman6384 Před 6 měsíci

    Couldn't you just use the original head Mesh instead of a sphere for the transitions?

    • @VertexArcade
      @VertexArcade  Před 6 měsíci +1

      You could, but then you start introducing those ugly shadows again. You could play around with it and try using different meshes, that's the beauty of the Data Transfer method, it allows you to mess with it without manually editing normals

    • @lil.shaman6384
      @lil.shaman6384 Před 6 měsíci

      @@VertexArcade I definitely will I never considered using these in that way, still a great video though

  • @SpectroShadow
    @SpectroShadow Před měsícem

    those who wanted to see Nami ONLY