PERFECT Anime/Toon Shading in Blender 4.0!

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  • Опубликовано: 24 ноя 2024

Комментарии • 177

  • @SalamaAhmed-pj3jv
    @SalamaAhmed-pj3jv 9 месяцев назад +74

    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 7 месяцев назад +5

      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.

  • @rajabwali3373
    @rajabwali3373 11 месяцев назад +223

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

    • @apolloinparadise
      @apolloinparadise 11 месяцев назад +2

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

    • @독한고-m6p
      @독한고-m6p 11 месяцев назад

      ,.​@@apolloinparadise

    • @taranjk1
      @taranjk1 11 месяцев назад +6

      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 11 месяцев назад +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 10 месяцев назад

      Agreed

  • @_zurr
    @_zurr 11 месяцев назад +112

    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.

  • @ปรอยฝน
    @ปรอยฝน 10 месяцев назад +9

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

  • @Cakemagic1
    @Cakemagic1 9 месяцев назад +2

    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.

  • @YouluC
    @YouluC 11 месяцев назад +56

    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  11 месяцев назад +8

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

  • @baran9086
    @baran9086 10 месяцев назад +4

    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!

  • @knaksi
    @knaksi 11 месяцев назад +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!

  • @alecmackintosh2734
    @alecmackintosh2734 11 месяцев назад +9

    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 11 месяцев назад

      I'm sorry, what does SDF mean?

    • @alecmackintosh2734
      @alecmackintosh2734 11 месяцев назад

      @@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.

    • @bashartz
      @bashartz 11 месяцев назад

      @@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 11 месяцев назад

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

  • @ezraho8449
    @ezraho8449 11 месяцев назад +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.

  • @bigboss9150
    @bigboss9150 11 месяцев назад +3

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

  • @sugarydespair
    @sugarydespair 10 месяцев назад

    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

  • @alan975-s7f
    @alan975-s7f 10 месяцев назад +6

    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/

  • @Lunarsong.
    @Lunarsong. 11 месяцев назад +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.💯

  • @JimbabweOfZimbabwe
    @JimbabweOfZimbabwe 8 месяцев назад

    yup i am totally here for the shadows

  • @SophieBordoni
    @SophieBordoni 11 месяцев назад +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.

  • @RickAstleyGaming404
    @RickAstleyGaming404 Месяц назад

    To anyone having issues your subdivision could be messing it up, I applied it and then tried rotating the normals and it works perfectly

  • @ZealousP3
    @ZealousP3 11 месяцев назад +1

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

    • @VJK102
      @VJK102 6 месяцев назад +1

      What do you mean by an expensive trick?

  • @volyann3109
    @volyann3109 11 месяцев назад

    its great to hear someone pronouncing z correctly

  • @EricDeSantis
    @EricDeSantis 11 месяцев назад +1

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

  • @dragosoprea8354
    @dragosoprea8354 11 месяцев назад

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

  • @红茶白兰地-l7x
    @红茶白兰地-l7x 10 месяцев назад

    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❤❤

  • @MashuStar
    @MashuStar 10 месяцев назад

    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

  • @namuzed
    @namuzed 11 месяцев назад

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

  • @jeansamson4079
    @jeansamson4079 7 месяцев назад

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

  • @robfrydryck127
    @robfrydryck127 13 дней назад

    looks really good

  • @chidorirasenganz
    @chidorirasenganz 10 месяцев назад

    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

  • @finanz21
    @finanz21 11 месяцев назад +1

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

  • @ElRotura
    @ElRotura 11 месяцев назад +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!

  • @xinoHITO
    @xinoHITO 11 месяцев назад +1

    YESSSSSSSSSSSSSSSSSSSS I WAS WAITING FOR THIIIIIS

  • @LloydVincent11
    @LloydVincent11 11 месяцев назад +2

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

  • @DramaIndustrialComplex
    @DramaIndustrialComplex 11 месяцев назад

    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.

  • @Sant182
    @Sant182 11 месяцев назад +1

    Super clear and comprehensive, thanks

  • @T.J.Hloyka
    @T.J.Hloyka 11 месяцев назад +2

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

  • @kevdiat
    @kevdiat 11 месяцев назад

    This is a gold mine of information!

  • @ToniMortero
    @ToniMortero 11 месяцев назад

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

  • @MeinCouch123
    @MeinCouch123 11 месяцев назад

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

  • @junimeme5626
    @junimeme5626 11 месяцев назад

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

  • @iluv3dcr
    @iluv3dcr 11 месяцев назад

    Vertex Arcade, Thanks for sharing your wisdom

  • @pmlstk
    @pmlstk 11 месяцев назад +2

    aw nice npr

  • @Mrwuck88
    @Mrwuck88 5 месяцев назад

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

  • @MrZingyGuy
    @MrZingyGuy 10 месяцев назад

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

  • @Gazing-09
    @Gazing-09 6 месяцев назад

    Thank you so much for making this video.

  • @MangaGamified
    @MangaGamified 11 месяцев назад

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

  • @pistoawita
    @pistoawita 11 месяцев назад +1

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

  • @EggsToMe
    @EggsToMe 3 месяца назад

    This is really good!

  • @SkiLLsZ
    @SkiLLsZ 7 месяцев назад

    Awesome as hell

  • @TitorJaraba
    @TitorJaraba 11 месяцев назад

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

  • @Asier0070
    @Asier0070 11 месяцев назад +1

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

  • @Creathrod
    @Creathrod 11 месяцев назад

    Thanks for making this video

  • @dailyfunnytv358
    @dailyfunnytv358 10 месяцев назад

    god sent

  • @홍복기-q1t
    @홍복기-q1t 4 месяца назад

    너무 너무 감사합니다!😀

  • @Goob42069
    @Goob42069 3 месяца назад +1

    Tip, you don't have to do this topology method, you can just normal paint!

  • @Amelia_PC
    @Amelia_PC 11 месяцев назад +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 10 месяцев назад +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 10 месяцев назад +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 10 месяцев назад +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 10 месяцев назад +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 10 месяцев назад +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 )

  • @alexandrepv
    @alexandrepv 11 месяцев назад

    Absolutely amazing! Thank you!

  • @Betruet
    @Betruet 11 месяцев назад

    Amazing tutorial. Thanks so much

  • @givemeaw
    @givemeaw 10 месяцев назад

    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?

  • @patnor7354
    @patnor7354 2 месяца назад

    Helpful

  • @TechGamerAndHacker
    @TechGamerAndHacker 8 дней назад

    Nice tutorial,
    just a question my character's head is already rigged and has multiple shape keys if I use knife tool to cut the face for shadows would it not break the shape keys and rig?

  • @pn4960
    @pn4960 11 месяцев назад

    Thank you so much ! You are doing a tremendous job

  • @deadsetanime7102
    @deadsetanime7102 9 месяцев назад

    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.

  • @rafaelgarcia1435
    @rafaelgarcia1435 2 месяца назад +1

    At 05:5 the video uses a mirror modifier, but when i use it, it will duplicate my model, is there a way to edit simultaneously the vertex without duplicating the model?

  • @RioSkywalker
    @RioSkywalker 4 месяца назад

    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?

  • @brandonjacksoon
    @brandonjacksoon 10 месяцев назад

    Liked and subscribed!

  • @blackgearcompany347
    @blackgearcompany347 11 месяцев назад

    It's fantastic

  • @snark567
    @snark567 11 месяцев назад

    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  11 месяцев назад

      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

  • @numsp028
    @numsp028 3 месяца назад

    too hard for my little brain but you explained well. 🤯😢😂😎👍🏽

  • @gonglory3807
    @gonglory3807 11 месяцев назад

    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  11 месяцев назад

      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

  • @jamaalsineke2405
    @jamaalsineke2405 9 месяцев назад

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

  • @blackcube4
    @blackcube4 4 месяца назад

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

  • @Bamamarama
    @Bamamarama Месяц назад

    Wow

  • @Toastyeo
    @Toastyeo 10 месяцев назад

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

  • @naiknaik8812
    @naiknaik8812 3 месяца назад

    can you export these custom normals as a image so you can play with it on external software ?? i feel like that someone could make the transitions better than just fiddling with it on blender

  • @DavysArtCorner
    @DavysArtCorner 11 месяцев назад

    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  11 месяцев назад

      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

  • @ZacAttackk
    @ZacAttackk Месяц назад

    2:36 If you can't find the Shader to RGB node, you HAVE to be in EEVEE render mode.

  • @hapitoons1515
    @hapitoons1515 11 месяцев назад

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

  • @mascarademermelada8746
    @mascarademermelada8746 4 месяца назад

    15:55 Is there other solution for fixing the normals when animating? Because that is great inside blender but it doesnt work if you need to export to a game engine like Unity or Unreal :c

  • @mokunachoi
    @mokunachoi 11 месяцев назад

    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  11 месяцев назад

      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 11 месяцев назад

      @@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  11 месяцев назад +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!

  • @lauraamantay4536
    @lauraamantay4536 2 месяца назад

    please someone help, i have error when I rotate normal direction from third mesh, referance(second) mesh's data tranfer modifier write that their topology do not match. But i changed only normal rotation and nothing else. How can i fix it?

  • @mikeleonard805
    @mikeleonard805 11 месяцев назад

    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.

  • @decora6260
    @decora6260 9 месяцев назад

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

  • @HudsonsDiary
    @HudsonsDiary 3 месяца назад

    How do you have the annotation bar that lets you access the notes and change the color of the annotation?

  • @ConchStreetStories
    @ConchStreetStories 8 месяцев назад

    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?

  • @vatti9999
    @vatti9999 10 месяцев назад

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

  • @ConchStreetStories
    @ConchStreetStories 8 месяцев назад

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

  • @Nekotico
    @Nekotico 11 месяцев назад +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  11 месяцев назад +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 11 месяцев назад

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

  • @jinxhijinx1768
    @jinxhijinx1768 5 месяцев назад

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

  • @Onyhh
    @Onyhh 6 месяцев назад

    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 >_

  • @amruzaky4939
    @amruzaky4939 5 месяцев назад

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

  • @Whosmstn
    @Whosmstn 9 месяцев назад

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

  • @ToruSatoBull2
    @ToruSatoBull2 11 месяцев назад

    Gulty gear strife is a great case of study

  • @TheLuisberg
    @TheLuisberg 11 месяцев назад +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  11 месяцев назад +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 11 месяцев назад

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

    • @TheLuisberg
      @TheLuisberg 11 месяцев назад

      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  11 месяцев назад

      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 11 месяцев назад

      @@VertexArcade ohh

  • @dakidokino
    @dakidokino 11 месяцев назад

    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  11 месяцев назад +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

  • @elagrimm5913
    @elagrimm5913 11 месяцев назад +1

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

    • @VertexArcade
      @VertexArcade  11 месяцев назад

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

    • @elagrimm5913
      @elagrimm5913 11 месяцев назад

      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  11 месяцев назад

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

    • @elagrimm5913
      @elagrimm5913 11 месяцев назад

      Wish it were that easy for league models lol

    • @VertexArcade
      @VertexArcade  11 месяцев назад

      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

  • @uierilima8907
    @uierilima8907 8 месяцев назад

    How do I create a cell shaded transparent?

  • @klausbdl
    @klausbdl 10 месяцев назад

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

  • @authorminator1579
    @authorminator1579 11 месяцев назад

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

  • @ruvansnaya
    @ruvansnaya 9 месяцев назад

    2:24 how i create a new material there?

  • @gabrielrogelio6252
    @gabrielrogelio6252 11 месяцев назад

    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  11 месяцев назад

      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

  • @byucknahthered3914
    @byucknahthered3914 9 месяцев назад

    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 9 месяцев назад

      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 9 месяцев назад

      @@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