Achieving Kirby's Stylized Material in Blender [Shader Tutorial]

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  • Опубликовано: 1 ноя 2024

Комментарии • 6

  • @zerbietheslug5219
    @zerbietheslug5219 Год назад +9

    I have found an alternate way of achieving the outline effects. In an animation that I'm working on, the outlines are made by applying a solidify modifer with flipped normals set to a material with inverted hull
    The material's colors come from multiplying the character's texture with itself and connecting them to an emission node. It's similar to how the game does it, as I've noticed that the outline colors project a darker version of the character's textures. It's more apparent with things like the in-game masks, you can actually see some of the character's faces projected onto the outlines
    Of course one issue with this method is that if you want to achieve the effect of having outlines shown only on the outside of the character, you may have to assign the modifier to a vertex group and tweak around with it until you get a desired result.
    EDIT: This does not appear to be the case, as there seems to be an effect where the outline "shell" will have the parts facing the camera become transparent. I have yet to find any blender tutorial where you can achieve a similar effect
    Apparently in an interview with the developers they seemed to have taken a similar approach to this in their game.

  • @averageboi
    @averageboi Год назад +3

    3:06 Zero?!
    In all seriousness, awesome tutorial! A lot I've seen have a problem where they just drag on and on, but your scripts are tight!

  • @lukez5745
    @lukez5745 Год назад +3

    the man is back with the tutorials! :)

  • @3d3rbart
    @3d3rbart Год назад +1

    amazing

  • @rasmuspedersen4891
    @rasmuspedersen4891 Год назад +1

    nice :O

  • @leEvilIdiot
    @leEvilIdiot 6 месяцев назад

    no toon shader in my case _(