When I got to 3:43, I noticed these odd shadows on my sphere and I tried troubleshooting to find out where they were coming from. Eventually I found out that I could solve the problem by setting Shadow Mode to None for the outline material. I was going to comment here that if anyone was having trouble, they could solve it that way... and then I got to 4:52. Nice, thorough tutorial! I'm appreciating the effects of what I've done so far, and I'm eager to continue!
I like this "bug" if it's around in the next versions I'll suggest keeping it as a "feature" I'm a big fan of graffiti, it's kind of a nice look in certain situations.
@@FriskAnimation Oh wow nice! I'm glad my comment was at least able to help someone out. Even with the knowledge that sometimes the solution will come later on, it's tempting to try to troubleshoot and make sure each step goes perfectly, haha
@@rsher_digital-art Good point! That "bug" is actually the shadows from the invisible material forming the outline shape around the main object; even though backface culling makes sure we can't see it, it's still a material and it can still form shadows on top of the actual material within.
I cannot believe you gave this away for free. It feels like a little piece of gold. Thank you so much. I'm so glad I found you. You're tutorials are so well done. I've learned so much. I can't wait to explore your channel more!
We had a lot of fun with the inverted normals outline when we made tokyoplastic. Great to be revisiting this technique in Blender. Killer tutorials man, love them!
Just want to say your content is incredible and you are an amazing instructor. I know this content is from 2020 but it's still very valuable here in 2022.
Thank you so much for sharing your knowledge, I'm going to use these awesome techniques introduced in these videos on my Uni project. I got stuck for a few days to figure out how to achieve 2D animation looks effect and I'm pretty new to Blender. These tutorials save my life! I'll share them with my peers as well. Again Thank you so much!
thank you so much for these, have been trying to figure out how to get this sort of effect for a while with little luck. this looks great, gonna try it out tonight. thanks!
Amazing work, this is pure gold and it's really inspiring, most people didn't even bother in sharing this kind of tricks and knowlegde for free. The entire material in this channel is worth to watch and specialy this kind of tutorials are lifesavers. I really hope the best for you and your projects, you're really breathtaking.
Thanks so much for sharing this! I'v been searching for a easy to use, native to evee (no external scripts, etc) NPR material for the longest time, and this is perfect! The best part is you explained in an easy to understand way how this all comes up! awesome stuff! do keep creating! cheers
I regret I didn't find you guys sooner. I had an absolute blast watching (and many simultaneous emotions) watching Le Gouffre and it will not be the last time either. Well deserved wins, congratulations! You guys as a small team making your dreams come true is a real inspiration. It made my wildest dreams and hopes I tend to not entertain seem more tangible and less silly (I'm old, new at 3D and animation, but I have always loved it so, so much) Also you are a very good teacher! Thank you for going into what things do or actually modify/change and why. This really helps with learning. I took a peek at your commercial shader and will definitely buy in the future!
Just a heads up, if you have multiple materials on an mesh, you need to create duplicate outline materials and place them after each material in the list. This is because solidify is looking at the order of each material in the material index offset, so if you enter 1, it's looking for the next one of each specific material and use that, so it will look all messed up and only one material will have the outline.
An easy solution is to set your material index offset to something like 99. Then as long as you make sure the outline material is the last material in the list, it should just work.
Great tutorial. Part 1 worked perfectly. Here, the solidify modifier blocks my lights, so my sphere is in full shadow -- not full black like the outline color, but the shadow color from part 1.
BUT -- changing the shadow mode from opaque to none fixes this problem. I would say that next time I'll watch the whole video before commenting, but I'm not sure I can make that promise. Thank you Lightning Boy!
3:12 When I activated backface culling I got weird shadow problem in the middle of each light falling on object. I fixed it by changing shadow mode to 'none'. Don't know why it works but it worked. EDIT: Ohh you explained it later.
For outline colour I would bind it to base colour parameter and darken it with math node. Amount of darkening would be another parameter. It is basically what we see on most of these demo toons: same hue and saturation for base and outline. They only differ in brightness.
The reason for the shadow glitch is simple: your rim is casting a shadow onto your toon shader. Make a thick enough rim or enable Contact Shadows in your light source, and you'll see the whole thing go dark. For very thin rims with no contact shadows, the light source mostly "clips through" and doesn't properly shade the object from the sun.
I absolutely love these tutorials! When it comes to toon shaders there's just one issue that I haven't been able to solve... Do you know any trick that could draw a line between intersecting meshes? I don't like it when the line disappears when things touch.
Thanks for the comprehensive and thorough tutorials on toon shading! You're a talented teacher and i hope to see more of this kind of content in the future! I'm looking forward to seeing more of your game given how beautiful this art style is!
Amazing stuff. So much of this is new to me, but I feel like watching these videos I am not only learning how to do new things, but learning why they work the way they do. Thank you very much. On to part 3.
Thanks Kada than, really appreciate it! We personally love when tutorials take a bit more time to explain why things work the way they do. When you learn not just to copy but to really understand, it's a lot easier to remember and get creative afterwards to do your own custom features. Cheers!
You Are AMAZING! Thank You SO much for sharing your knowledge! Everything is clear! Perfect! Hope you'll also do tutorials to explain how you draw your elements on these cel shading render and how it's possible to have texture behind...Example: a t-shirt with logos on it and/or scars on the skin! Thank You from Paris - FRANCE!!!
Thank you! We're planning at least 4 more for this particular shader, but we have a lot of ideas on other tricks we could share as we start making actual animated shots.
Really really usefull videos :) I have a question or request. Is it possible to do the toon shader and outline for smoke/fire etc animations? Is the workflow any different? Will my PC explode while doing it (Im upragding my PC to a solid consumer workstation - R9 3900X/RTX 2070 - but that will take another month or two)? :)
We have yet to test toon shaded effects, so we can't answer you for now. Our Dinomancers project Is very FX heavy though, so we'll likely get to test some of these things at some point in the future.
Backface culling to yes and Shadow mode to None is at Material panel under Setting> , Normals can be flipped just in the modifier settings under panel Normals >Flip. (+ I subscribed :) )
It's very difficult to generate good outlines on sharp cubes using the shader graph only. We're still trying to figure it out ourselves! If you absolutely need to, it can still work but you might get some weird results depending on the cube angle. We would also suggest adding as large a bevel as you can on the edges, that will help get more pleasing outlines.
Thank you for your detailed tutorials. I learned a lot from your video. I have a question. Your character has beautiful details like scacrs over toon shader. How do you make those partially transparent texture shaders over toon shader, could show us the nodes? Thanks again!
if the lineart isn't appearing with solidify or is showing up on the inside, your mesh might be inside out and going into edit mode > select all > mesh > normals, and choosing flip or recalculate outside should fix it!
Hi, first time I am watching one of your videos, instant subbed I also think you would be a great streamer/coach* /e: Live-FAQ would be very interesting!
Yes, that talk was very inspiring! We've tried normal editing but didn't feel like we gained much for our particular style. There's an addon called Abnormal which let you do that, if you're interested: ruclips.net/video/SXtDITRFnA8/видео.html
Thank you for the excellent tutorial. This has been a huge help and one of the most accessible yet effective cell shaders i've found while trying to learn. One problem, I've set up the 3-light shaders and standard outline from Parts 1 and 2 (no dynamic outline). I am trying to upload the .fbx of my character into Mixamo but it doesn't appear to want to take it anymore. Has anyone else encountered this issue before?
Hi Lightning Boy Studio! Thanks for this awesome in-depth tutorial. I have some questions though. I am not aiming to achieve variable outlines. Just uniform outline but regardless of zoom, using backface culling. So that when I zoom in, the line doesn't get thicker, and when I zoom out, the line doesn't disappear. I managed to achieve it by driving the solidify modifier value to the distance between the object and the active camera, but I would need to redo the whole thing for as many objects I have... Even if I manage to copy the modifier, I have to reselect the object. I tried using "self" in "Use Self" in the drivers, but I read that it got deprecated in 2.8x, and it didn't work. Maybe in your tutorial you have the answer, but I missed it, or maybe there's a simple way to bind the driver to self + camera but I don't know about it?? (I googled for hours, no avail). Another question is whether we can achieve inner lines with creases using backface culling too. Thanks!
Hi Josh! I wish we could help, but we're as much in the dark as you are regarding outlines with screen-based width... :( Let us know if you find a better solution!
Maybe it's because I'm on the latest version of blender, but as soon as I use the solidify modifier and turn on backface culing to show stuff, it covers up my picture. In other words, all of my lights vanish. As if they are being covered up somehow. Edit: Nvm. Changing the shadow mode to "None" fixed that!
Thx for your tutorials. They're amazing. How would you add some noise to the outline ? I did some things with the displacement modifier but it's on the whole mesh.
Thanks so much! Hum, good question. Noise would be difficult to do in realtime. You could probably displace the fresnel-based version in the shader editor, but you'll have a hard time changing the outer edge generated by the Solidify modifier without displacing the whole mesh. You might have better luck with Freestyle and compositing the outline separately in this case.
First, really appreciate it that you make this good tutorial!😄 And I'm using CYCLES engine to try to make this fine outline.But it seems that it will lead to a strange problem--The model is not interfered with the light anymore, creating no shadow and highlight. I really want to know what causes this problem, thanks in advance!
I love those outlines you have in the skull! I have been looking for a tutorial like this but haven't been able to find it. All tutorials that I find are with the solidify method, but the edges which are not in the silhouette are not having an outline :(
Fellow blender brother, Love this tutorial, very insightful, but you need some nodewrangler in your life right now, it has really good shortcuts like being able to preview specific nodes instantly connect them quickly and frame stuff really quickly, plus it's right there in your add-on preferences, just activate it itll make your life easier
You're welcome Infotoons! Yes you can have multiple materials on an object with an outline. Just apply each material using different face selections. The Solidify modifier will evaluate each material one by one to determine the color of the outline, so in the Material panel, just make sure to constantly alternate between shaded materials and emission (outline) materials. For instance, if you want a fully black outline for your character, place a black emission material after each of the shaded materials. You can also choose a different color of outline for each material like we do here; dark brown for the skin, black for the skull, dark yellow for the pants, etc.
I just want to thank u for this series of videos and i want to ask, u guys something.... Can u make a video talking about the texture paint in the model ???
For those in 2.90+, flip normals is now normals/flip. Backface culling has been moved to the material panel.
He should pin this
Thanks a lot!
@Runax ゲーム Same
@Runax ゲーム Same as well
When I got to 3:43, I noticed these odd shadows on my sphere and I tried troubleshooting to find out where they were coming from. Eventually I found out that I could solve the problem by setting Shadow Mode to None for the outline material. I was going to comment here that if anyone was having trouble, they could solve it that way... and then I got to 4:52. Nice, thorough tutorial! I'm appreciating the effects of what I've done so far, and I'm eager to continue!
Damn I'm lucky to find your comment out! I had the same issue and got worried, thank you a lot!
I like this "bug" if it's around in the next versions I'll suggest keeping it as a "feature" I'm a big fan of graffiti, it's kind of a nice look in certain situations.
wow i found this.. im so relieved 😌
@@FriskAnimation Oh wow nice! I'm glad my comment was at least able to help someone out. Even with the knowledge that sometimes the solution will come later on, it's tempting to try to troubleshoot and make sure each step goes perfectly, haha
@@rsher_digital-art Good point! That "bug" is actually the shadows from the invisible material forming the outline shape around the main object; even though backface culling makes sure we can't see it, it's still a material and it can still form shadows on top of the actual material within.
I cannot believe you gave this away for free. It feels like a little piece of gold. Thank you so much. I'm so glad I found you. You're tutorials are so well done. I've learned so much. I can't wait to explore your channel more!
We had a lot of fun with the inverted normals outline when we made tokyoplastic. Great to be revisiting this technique in Blender. Killer tutorials man, love them!
Just want to say your content is incredible and you are an amazing instructor. I know this content is from 2020 but it's still very valuable here in 2022.
Thank you so much for sharing your knowledge, I'm going to use these awesome techniques introduced in these videos on my Uni project. I got stuck for a few days to figure out how to achieve 2D animation looks effect and I'm pretty new to Blender. These tutorials save my life! I'll share them with my peers as well. Again Thank you so much!
I still haven't gotten myself to actually try toon shading. Hopefully this motivates me to because the results are great ! 😀😀😀
You've changed my life with your channel guys. Thanks sooo much!!!
thank you so much for these, have been trying to figure out how to get this sort of effect for a while with little luck. this looks great, gonna try it out tonight. thanks!
Amazing work, this is pure gold and it's really inspiring, most people didn't even bother in sharing this kind of tricks and knowlegde for free. The entire material in this channel is worth to watch and specialy this kind of tutorials are lifesavers. I really hope the best for you and your projects, you're really breathtaking.
Really enjoying your content. Love your version of toon shading for cycles.
Thanks so much for sharing this! I'v been searching for a easy to use, native to evee (no external scripts, etc) NPR material for the longest time, and this is perfect! The best part is you explained in an easy to understand way how this all comes up! awesome stuff! do keep creating! cheers
I regret I didn't find you guys sooner. I had an absolute blast watching (and many simultaneous emotions) watching Le Gouffre and it will not be the last time either. Well deserved wins, congratulations! You guys as a small team making your dreams come true is a real inspiration. It made my wildest dreams and hopes I tend to not entertain seem more tangible and less silly (I'm old, new at 3D and animation, but I have always loved it so, so much)
Also you are a very good teacher! Thank you for going into what things do or actually modify/change and why. This really helps with learning.
I took a peek at your commercial shader and will definitely buy in the future!
Just a heads up, if you have multiple materials on an mesh, you need to create duplicate outline materials and place them after each material in the list. This is because solidify is looking at the order of each material in the material index offset, so if you enter 1, it's looking for the next one of each specific material and use that, so it will look all messed up and only one material will have the outline.
An easy solution is to set your material index offset to something like 99. Then as long as you make sure the outline material is the last material in the list, it should just work.
Great tutorial. Part 1 worked perfectly. Here, the solidify modifier blocks my lights, so my sphere is in full shadow -- not full black like the outline color, but the shadow color from part 1.
BUT -- changing the shadow mode from opaque to none fixes this problem. I would say that next time I'll watch the whole video before commenting, but I'm not sure I can make that promise. Thank you Lightning Boy!
@@ingramsmart No worries Gavin! This kind of comment is always helpful, even if just to help others who find themselves in the same situation.
3:12 When I activated backface culling I got weird shadow problem in the middle of each light falling on object. I fixed it by changing shadow mode to 'none'. Don't know why it works but it worked.
EDIT: Ohh you explained it later.
Smart thinking to have figured it by yourself! This bug had us puzzled for a while. :)
For outline colour I would bind it to base colour parameter and darken it with math node. Amount of darkening would be another parameter. It is basically what we see on most of these demo toons: same hue and saturation for base and outline. They only differ in brightness.
I neglected to say how helpful your tutorials have been, btw. Many thanks. It's a clever approach.
The reason for the shadow glitch is simple: your rim is casting a shadow onto your toon shader. Make a thick enough rim or enable Contact Shadows in your light source, and you'll see the whole thing go dark. For very thin rims with no contact shadows, the light source mostly "clips through" and doesn't properly shade the object from the sun.
You made one of the best tutorials I've ever watched. Thank you so much!!
I absolutely love these tutorials! When it comes to toon shaders there's just one issue that I haven't been able to solve... Do you know any trick that could draw a line between intersecting meshes? I don't like it when the line disappears when things touch.
Sillis perkule! sinäkin täällä.
Thanks for the comprehensive and thorough tutorials on toon shading! You're a talented teacher and i hope to see more of this kind of content in the future!
I'm looking forward to seeing more of your game given how beautiful this art style is!
Thank you! Happy to hear you're enjoying our content! :)
Amazing stuff. So much of this is new to me, but I feel like watching these videos I am not only learning how to do new things, but learning why they work the way they do. Thank you very much. On to part 3.
Thanks Kada than, really appreciate it! We personally love when tutorials take a bit more time to explain why things work the way they do. When you learn not just to copy but to really understand, it's a lot easier to remember and get creative afterwards to do your own custom features. Cheers!
Thanks a lot for your tutorials, this is exactly what I needed!
the first time i start understand shaders in a tuto, great video!
You Are AMAZING! Thank You SO much for sharing your knowledge! Everything is clear! Perfect! Hope you'll also do tutorials to explain how you draw your elements on these cel shading render and how it's possible to have texture behind...Example: a t-shirt with logos on it and/or scars on the skin! Thank You from Paris - FRANCE!!!
Haha, thanks Maxime! We'll show how to do that in the next few tutorials!
I love your toon shader tutorials, thank you so much!
These tutorials are amazing. I really hope there's a lot more!
Thank you! We're planning at least 4 more for this particular shader, but we have a lot of ideas on other tricks we could share as we start making actual animated shots.
@@LightningBoyStudio Awesome, can't wait
I can't believe you're giving this away for free. This is awesome, thank you so much.
This is the kind of video i was trying to find. Thank you so much for publish it !
Damn the toon shading looks great here, most animations with toon shadings seem to always look a bit meh to me, but this is awesome looking
Agreed, his results look awesome
perfect shader i have seen so far 😍
Really really usefull videos :) I have a question or request. Is it possible to do the toon shader and outline for smoke/fire etc animations? Is the workflow any different? Will my PC explode while doing it (Im upragding my PC to a solid consumer workstation - R9 3900X/RTX 2070 - but that will take another month or two)? :)
We have yet to test toon shaded effects, so we can't answer you for now. Our Dinomancers project Is very FX heavy though, so we'll likely get to test some of these things at some point in the future.
@@LightningBoyStudio glad to hear that :)
This is aMAzing dude.
Backface culling to yes and Shadow mode to None is at Material panel under Setting> , Normals can be flipped just in the modifier settings under panel Normals >Flip. (+ I subscribed :) )
Can I same process do on the cube because i need the outline on the cube without solidify modifier only shader nodes ...so any way to do that?
It's very difficult to generate good outlines on sharp cubes using the shader graph only. We're still trying to figure it out ourselves! If you absolutely need to, it can still work but you might get some weird results depending on the cube angle. We would also suggest adding as large a bevel as you can on the edges, that will help get more pleasing outlines.
@@LightningBoyStudio thanks ❤️
thoroughly informative tutorial!! much appreciated!!! i do find background music unnecessary and distractive though...
thank you guys from lighting boy studio
Thank You for adding such a beautiful tutorial.... This is a service to Humanity :D
Yes! I learned many things from this tutorial .. I've tried it and it works .. thanks a lot !
Brilliant Tutorial David! Learning so much from your tutorials
Thank you for these videos, they are incredible, thank you very much!
Thank you for your detailed tutorials. I learned a lot from your video. I have a question. Your character has beautiful details like scacrs over toon shader. How do you make those partially transparent texture shaders over toon shader, could show us the nodes? Thanks again!
Thank you for this helpful tutorial :D!! Very nice to follow and I'm learning new concepts in Blender which is good!
this magic tutorials this characters are so beautiful with this shaders.
An absolutely fantastic tutorial, thank you!
Such a cool idea!
I though you wanted to use weight proximity first... But it is much better.
You have really practical videos. Thank you and Happy blending:)
Absolutely amazing! I can’t wait to employ these techniques. I am now subbed and awaiting new tutorials :) cheers!
Great Step-By-Step tutorials. Thank you!!
I love it. Thank you so much!
Thx for making these tutorials
quick question , how do i apply this material to all of the objects in the entire colllection without having to apply them individually?
thanks
phenomenal
absolutely amazing tutorial man.. wow!!!
This is just what I was looking for. Ty!
Good video
Can't wait until the asset browser comes out and I can just easily put this material on anything without hassle at all!
Yes, that asset browser will be a godsend. We're looking forward to it too! :)
if the lineart isn't appearing with solidify or is showing up on the inside, your mesh might be inside out and going into edit mode > select all > mesh > normals, and choosing flip or recalculate outside should fix it!
I appreciate your teachings
Hi, first time I am watching one of your videos, instant subbed
I also think you would be a great streamer/coach*
/e: Live-FAQ would be very interesting!
Thanks for the sub! The idea of doing Live-FAQs is interesting. We'll discuss it internally.
Im soooo thankful for this. You have no idea!!!
Super Great Tutorial! Thank you so much!
Cool! thank you for your tutorials))
Mindblowing
I feel dirty watching this tutorial for free. Thank you for sharing!
Top quality content. Subbed ;)
Does this work with UV maps as well? And where should I plug this in he nodes? Anyways, amazing tutorials man! You're saving my theses film!
Wow, amazing tutorials, thank you!
This is so just what I needed, thanks!
thanks for your great tutorial 🙏
Ooh there are some cool tricks here, thanks!
David:"hey guys,it's..."
Me: GOD IS HEEEEERE!!!
did you watch the guilty gear xrd tech talk? they flatten some normals to achieve a more traditional, drawn toon look.
Yes, that talk was very inspiring! We've tried normal editing but didn't feel like we gained much for our particular style. There's an addon called Abnormal which let you do that, if you're interested: ruclips.net/video/SXtDITRFnA8/видео.html
Tks man! awesome job and tutorials!
Amazing job
Thank you for the excellent tutorial. This has been a huge help and one of the most accessible yet effective cell shaders i've found while trying to learn. One problem, I've set up the 3-light shaders and standard outline from Parts 1 and 2 (no dynamic outline). I am trying to upload the .fbx of my character into Mixamo but it doesn't appear to want to take it anymore. Has anyone else encountered this issue before?
glad I found your channel
it is rare but RUclips algorithm does score some times.
This is massive! Thanks a lot!
Hi Lightning Boy Studio! Thanks for this awesome in-depth tutorial. I have some questions though. I am not aiming to achieve variable outlines. Just uniform outline but regardless of zoom, using backface culling. So that when I zoom in, the line doesn't get thicker, and when I zoom out, the line doesn't disappear.
I managed to achieve it by driving the solidify modifier value to the distance between the object and the active camera, but I would need to redo the whole thing for as many objects I have... Even if I manage to copy the modifier, I have to reselect the object. I tried using "self" in "Use Self" in the drivers, but I read that it got deprecated in 2.8x, and it didn't work.
Maybe in your tutorial you have the answer, but I missed it, or maybe there's a simple way to bind the driver to self + camera but I don't know about it?? (I googled for hours, no avail).
Another question is whether we can achieve inner lines with creases using backface culling too.
Thanks!
Hi Josh! I wish we could help, but we're as much in the dark as you are regarding outlines with screen-based width... :( Let us know if you find a better solution!
xD thank you to the 300 people subscribing ? this channel will go to the moon :D
Maybe it's because I'm on the latest version of blender, but as soon as I use the solidify modifier and turn on backface culing to show stuff, it covers up my picture.
In other words, all of my lights vanish. As if they are being covered up somehow.
Edit: Nvm. Changing the shadow mode to "None" fixed that!
ohh you too. Sad... °^°
Oh boy... you save my life. Thank U very very very much.
Thx for your tutorials. They're amazing.
How would you add some noise to the outline ? I did some things with the displacement modifier but it's on the whole mesh.
Thanks so much! Hum, good question. Noise would be difficult to do in realtime. You could probably displace the fresnel-based version in the shader editor, but you'll have a hard time changing the outer edge generated by the Solidify modifier without displacing the whole mesh. You might have better luck with Freestyle and compositing the outline separately in this case.
Lightning Boy Studio ok.thx.
Awesome!!! Thank you!!
First, really appreciate it that you make this good tutorial!😄
And I'm using CYCLES engine to try to make this fine outline.But it seems that it will lead to a strange problem--The model is not interfered with the light anymore, creating no shadow and highlight. I really want to know what causes this problem, thanks in advance!
If this problem only appears when using Cycles, we can't really help you. We've only been playing with Eevee so far.
There is no shader to rgb node in cycles, so this toon shader can only be made in Eevee
I love those outlines you have in the skull! I have been looking for a tutorial like this but haven't been able to find it. All tutorials that I find are with the solidify method, but the edges which are not in the silhouette are not having an outline :(
Fellow blender brother, Love this tutorial, very insightful, but you need some nodewrangler in your life right now, it has really good shortcuts like being able to preview specific nodes instantly connect them quickly and frame stuff really quickly, plus it's right there in your add-on preferences, just activate it itll make your life easier
Thanks for the tip! We started using it in Part 6.
You guy are amazing
man you are a lifesaver learned a lot!
Thank you! You are great!
No npr shader came with this quality in youtube
Awesome tutorial
Perfect next part! Tx!
This is really great stuff! :)
Thanks a lot fot these tutorials. It helps me a lot :)
Thank you for the tutorial. Is there a way to get an outline on an object with more than one material assigned to it?
You're welcome Infotoons! Yes you can have multiple materials on an object with an outline. Just apply each material using different face selections. The Solidify modifier will evaluate each material one by one to determine the color of the outline, so in the Material panel, just make sure to constantly alternate between shaded materials and emission (outline) materials. For instance, if you want a fully black outline for your character, place a black emission material after each of the shaded materials. You can also choose a different color of outline for each material like we do here; dark brown for the skin, black for the skull, dark yellow for the pants, etc.
@@LightningBoyStudio This will help me out in an animation I'm working on. Thanks again.
Amazing tutorial, thank you
I just want to thank u for this series of videos and i want to ask, u guys something.... Can u make a video talking about the texture paint in the model ???
Thanks Guilherme! We'll definitely do one about texture painting. Not sure which part yet but it will come, we promise! :)
@@LightningBoyStudio OMGGGGG!!!! I LOVE U MY FRIENDSSSSS 😍😍😍
Thank you so very much!
hey man thanks so much for sharing this. made me finally upgrade from cycles lol.
Very nice, thanks !