Absolutely outstanding tutorials. Our studio changed their entire pipeline to integrate Blender as the render engine so we could achieve these non photorealistic results. Thank you for putting these together David
Thanks a lot for the blend file . Sometimes they do a tutorial but don't give out the blend. It doesn't mean we are lazy but sometimes you get lost or confused and using a blend file as reference is a great help! Thanks a lot!
Thank you so much for all your tutorials. It's not common to see people going deeply into details. Not just "do this and that and this again".... It's precise and clear. Thanks again :)
It is years after this video was put up. So, sorry for coming SO late to this. You all at Lightning Boy Studio have been one of many who make me still not lose heart in learning blender. That said. I've been following from episode one in 4.1.1 blender. I'm skill... enough, to jump over any hiccups that might come between the two versions. But... when the sudden changes between each episodes mount to this level I had to download the project file just to keep up. Between the prior to last and last episode there was the change of "Back light" to "kick light", okay, not that big of a deal, as it was the only name change and thus I could figure out what was going on. But now, Specular size?! And how the shader we were building had changed so drastically?! I... I'll say this, I'm truly happy I am learning something about PBR shaders, and that you provide the project file to pick up from. Because that would have knee capped me learning for the day, at least. Now, it feels less like I'm building something along side the tutorial and more just playing along while the masters play, but I am still learning tricks to help me figure out my own style.
Jususchrist!!! Is the most fucking fascinating nodes, math, fisics and lighting tutorial i have ever seen. You are a wonderfull genius man. Very thanks!!!
Having finished this part of the Toon Shader Tutorial, I'm very glad I didn't get disheartened. You all have some awesome tips that still work here in version 4.1.1 of Blender. Sorry if my prior comment might be upsetting, but I don't like to not stay the truth of the matter and how I'm feeling. But also, I do like to follow up when things change. Thank you for putting this information on the net for free. I hope your game you all made did well honestly.
That was a seriously deep dive into areas I didn't even know existed. And also an exceptional contribution to the community. Thanks, and looking forward to the next parts :)
Quick tip, to get a straight edge when scaling press 0 after choosing the axis. Eg. scale y 0 or scale x 0. perfectly straight edges. I've been looking for a toon hair tutorial like this, so happy right now.
Thank you for the tip! Yes, we actually found out about this about 2 days after filming this video, hehe. Can't believe we've been making 180 deg. rotations sing ctrl snap for so long instead of just typing the number. So much quicker! :)
Minute 13:31: Yowza! Thank you for sharing a much-needed technique for 2.82! Great video!
3 года назад+1
I love David's energy! Looking forward for more BTS of your project! Would even love to see the animation process, vfx, anything! Thanks for putting out this content here.
Thanks for the kind words! You'll be happy to hear that our next tutorials will focus on exactly that - a bit less about building shaders (which we covered a lot already), and more about our animation process in general, how to setup characters, facial rig, VFX and all that.
3 года назад
@@LightningBoyStudio that’s exciting! looking forward to that!
If you decide to use the workflow of unwrapping with the "unwrap from view" I can give you a quick hint to increase the speed with a little trick: there is a function if you rightclick in the image viewer which is called " Align auto " if you rightclick that function and add it to your quick favourites (called with q) you can simply select the verticles or edges which show in the same direction (horizontal or vertical) and use align auto. Hope I could help
Much helpful tutorial from this video. Its been a year I learned blender and wish to make a short Animation with toon shader. To let you know, I started learning anatomy, Modelling and animation stuff because I was inspired by La Gouffre and Spring. La Gouffre is very heart touching, and I loves the cgi and plot very much. Thank you for that award winning video and this Tutorial. I'm hoping to make short animation to deliver important message like yours.
Man this was such a cool series of tutorials. Thank you for taking the time to make them. I really like how you structured your videos and how each one builds directly off of each other. I was able to create a similar toon shader and it's helped me a lot with understanding how to achieve good customizable non-pbr materials.
Thank you for these amazing tutorials. The shader is great and I learned so much about building shaders in general. Would love to see more. The face rig of dinomancers would be interesting to me.
@@LightningBoyStudio also, since u have unwrapped the hair. Do you need to do a color atlas for the colors? Im really a beginner on the texturing subject.
So, um, I have just found this channel. I don't do things that would require an outline very much, yet somehow this is still a fantastic goldmine that is enormously helpful? Hello? How is content this good allowed in our universe?
YT started to throw your videos at me now. I don't even remember to like videos that I really liked - I like your videos simply because they are impressive.
This is incredible! Thanks a lot for bringing us this amazing content! I'm sure I'm going to need this in the future! Came here from reddit and I'll definitely watch the other parts too!
This is a wonderful tutorial, seriously this is great. I can't wait to try this out. Thank you so much and I'll make sure to link your channel when I share any projects using this shader.
Well I'll be damned, an actually useful tutorial. Much better than the fake anisotropic with the tangent and fresnel nodes! Works great on curve hair, thanks.
You probably know this by now, but there is an addon that will straighten the UVs for you. I think there is a way to do it using the Follow Active Quads method of unwrapping too, but I just use the addon because it's easy. Thanks for the tutorial.
Awesome content! I've used your tips in my last project (posted some videos on my channel) Really looking forward to your next video! I'm really excited about what topic you guys decide to cover next.
Great tutorial. I was able to entirely avoid using a UV map by using Generated Coordinates into a Mapping Node set to Texture. Set x and Y loc to 0.5. Feed that into a Gradient Texture node set to Radial. Connect that to your Noise texture nodes. Next connect the Generated Coordinates into your Separate XYZ node and use the Z vector instead of Y. Did this on Blender 2.79b.
@@LightningBoyStudio Image with relevant nodes selected: imgur.com/CaBxTTx. Thank you for indulging my noob comment. I'm sure you know exactly what I'm about to write. I had a chance to play around with this some more. The texture I generated is fixed on the object origin. Since I was using a sphere, it looked identical to what you produced. However, if the mesh is moved or otherwise displaced, the texture will not move with it. So it does work. But only in a limited capacity.
@@yuwish6320 Yeah ok, we see. One reason we decide to go with UVs is in part because one of our characters has a pony tail, so the flow of the anisotropic won't always be in the same direction. That's another example where the generated texture coordinates wouldn't work.
I started my Blender Journey 2 days ago, 2 days of watching youtube later and i feel confident in opening the programme. My little girl is 4 and i hope to learn a new skill i can pass on to her early years in regards understanding computer animation. I succesffully made a shiney ball thanks to episode 1 ! i love how you explain the effects and how the mechanics work and why you add each node. Superb guidance Anywhere we can watch your feature project ?
Thanks so much for the kind words! It's really sweet that you want to pass on these skills to your daughter. We hope the channel will continue to help in that regard! :) Our Dinomancers project is still very much in development. At the moment, we're a small team of 3 doing this part time so it's not going to happen without the help of a bigger studio. We're doing everything we can to refine our pitch and script, but it's not coming out any time soon, unfortunately. In the meantime, you might enjoy watching our previous short film Le Gouffre if you haven't seen it already! ruclips.net/video/fx2vv2YlKR0/видео.html
Love your work! This has been the best set of toon shader tutorials I've come across! Take my sub! :) I'd love to see how the characters were created too! Thanks!
You can get each group input as a separate small item by dragging out the input node and typing input. Then just rename it in the side bar. This way the list of inputs wont be this giant
i would love to see an anime eye tutorial using node groups like this !!!! my one issues are the eyes , lightings and pupils ect i cant make the anime eys respond the way i would like
Awsome tutorial i was finding these tutorial from long time, i hope you will make more tutorials on it😊😊. Grand THANK YOU. But actually i was having some problem with setting up the lighting while i having many objects in my viewport.😅😅😅
This shader tutorial is mind blowing. This whole series has been mind blowing!! I just want to thank you for putting out these videos on nodes that I can actually wrap my head around for once. btw, did you mean to delete the scene .blend file linked in the description? I really would've liked to go through it
I managed to reproduce in unity, with some differences after all some of these nodes are not available there. I don't understand much shader math so what I did was trial and error, the transform node wasn't working for me in unity, but I got the result using the node viewdirection multiplied by a vector3(x=0,y=1, z= 0), as unity inverts y and z in this case I put the value in y, the -1 of the video was not giving the expected result but the +1 was, after that I just used the node sample gradient instead of the color ramp
Excellent tutorial thus far, the only thing Im stuck is trying to apply this to my model hair which has a different material. Does someone know if I have to redo the whole shader for each material or can I somehow apply it just for the hair? edit: i just read a comment saying that you can append it later, will try it thanks!!!
Hello, I have a question but first thank you so much for this tutorial series it was the most comprehensive tutorial on this subject and the least confusing from anything I have every seen! :D But my question is in part 3 how was the scratch and pock marks on the armor done and how were the eyes and face done on that armored boy? And is it possible if you make a series on from step 1 the modeling and all the way to a toon shaded cartoon character just like that armored boy or that man in episode 1? Because even with these tutorials its hard for me to figure out how to get to that point, but thank you very much!
Hi Samantha, thank you, we are glad you like our videos! The eyes and mouth of our characters are done using Grease Pencil, a tool in Blender that allows to draw in 3D space. We will probably make a video on this topic eventually. As for the textures, David shows how he makes them from 33:00 to 39:00. It's just a quick overview of how he did the hair, but the same principle can be used for all the textures. You could also use specific colors instead of masks if you want. Hope that helps! The reason we don't do more is because of how time consuming it is to make videos like this. Our main objective is to make our own show, and if we spend too much time making tutorials we will never be able to finish our project. Cheers and thanks for the kind words.
@@LightningBoyStudiothank you for the thorough response, does that mean with grease pencil you color paint the iris and the line art of the eyes? Also do you have a patreon? I would love to support you guys as like you said this is time consuming but I really feel your content is worth paying for. I haven't had a teacher as good as you to learn what I want in blender for. Almost all the tutorials I watch assumes you have knowledge of things but you do it so step by step that I can understand it, I am totally willing to pay for it. Without people like you I dont think I can learn blender I think I would have to give up.
"does that mean with grease pencil you color paint the iris and the line art of the eyes?" Correct! It's great that you want to support us, thanks! We are keeping an eye out for how many people mention Patreon. Like anything, setting up a Patreon account takes time, so we would want to be sure enough people would support it before doing it. Don't give up! It can be hard to learn but it's worth the time. And keep an eye out for our next video for more tricks in Blender : )
I know this tutorial is two years old but I had a question. Can you change out the texture coordinate using the uv and separate xyz node that controls the direction of the hair highlight with the texture coordinate of the normal or object with a gradient texture node with radial type of gradient. It looks like that works for me cause I'm always concerned about being able to bake textures. I always have the modifiy uvs so to have a shader that is uv dependent is limiting. Let me know if it is an adequate or reasonable substitute, im trying to learn and understand blender's shader nodes, it seems to be as powerful as everything else in the market but to complex to use! You guys are amazing by the way! Love everything you guys do! If dinomancers becomes a show or game I will definitely check it out!
This is *BRIIIIIIIIIILIANT! Thank you for tutorial. Next video idea for you. How about anime splatters emerging from centre or from side or from corner? Perhaps splatters moving in different different directions?
How did you come up with this? Is it just a lot of sperimentation? I can sometimes come up with with cool effect using different nodes, but this is on a completely different level
I've making add-ons to save coloramps, first instance was for saving weight paint coloramps. I guess making one for nodes is also useful. I've already got it working. Yet need to decide if I should combine these add-ons or keep them separately
Don't understand why blender doesn't come with this feature. Same goes for curves. I've also made an addon to save the curves of color adjustment panel in the render panel
Are you guys planning for more tutorials? I would wanna learn some more about those characters sculpting process. The blue armored knight is my fav lol
@@LightningBoyStudio welcome id love to see a tutorial on anime eyes making fhe puples respond and adding the shimmer i cant get then to work in eveee please
These tutorials are amazing. I've never seen anybody else explaining how shader nodes work as clearly as he does. There's one little detail that I haven't quite figure out. I thought what the Vector Transform node does is calculating what the world space down vector is inside the camera space at given rotation of the camera. In that case the result can be any vector. But in the demonstration in the video, the color only turns from black to blue, meaning only the B of RGB is changing, meaning only the Z value of the vector's XYZ is changing. At this point I've no idea what transform is being made. Understanding this transformation is not necessary though, I'm just curious.
Ps why don't youse magic to straighten those uv islands of the hair. You could also use quad unwrap. Once you have one quad setup in the uveditor, select it and then use activate quads
How the hell is this free? Thanks so much for this.
Man out of the 2+ years ive been using blender this is the best Toon shader solution ive ever seen. Thank you so much for sharing these.
Exactly! And I just paid for 2 other toon shaders within the past week. This one is definitely the best!
This is the type of videos that we want....Please keep going we can't find this complete information in other channels...
Thanks! Glad to see there is demand for these. We have more videos planned so your wish will be granted! : )
AGREED!!!!
@@LightningBoyStudio SO EXITED!!!! thanks a lot guys we all really appreciate what you do
@@LightningBoyStudio are this low poly characters? How did you made them? Does it works for 2.9?
Absolutely outstanding tutorials. Our studio changed their entire pipeline to integrate Blender as the render engine so we could achieve these non photorealistic results. Thank you for putting these together David
Thanks a lot for the blend file . Sometimes they do a tutorial but don't give out the blend. It doesn't mean we are lazy but sometimes you get lost or confused and using a blend file as reference is a great help! Thanks a lot!
Thank you so much for all your tutorials. It's not common to see people going deeply into details. Not just "do this and that and this again".... It's precise and clear. Thanks again :)
It is years after this video was put up. So, sorry for coming SO late to this. You all at Lightning Boy Studio have been one of many who make me still not lose heart in learning blender.
That said. I've been following from episode one in 4.1.1 blender. I'm skill... enough, to jump over any hiccups that might come between the two versions. But... when the sudden changes between each episodes mount to this level I had to download the project file just to keep up.
Between the prior to last and last episode there was the change of "Back light" to "kick light", okay, not that big of a deal, as it was the only name change and thus I could figure out what was going on.
But now, Specular size?! And how the shader we were building had changed so drastically?! I... I'll say this, I'm truly happy I am learning something about PBR shaders, and that you provide the project file to pick up from. Because that would have knee capped me learning for the day, at least.
Now, it feels less like I'm building something along side the tutorial and more just playing along while the masters play, but I am still learning tricks to help me figure out my own style.
Jususchrist!!! Is the most fucking fascinating nodes, math, fisics and lighting tutorial i have ever seen. You are a wonderfull genius man. Very thanks!!!
Having finished this part of the Toon Shader Tutorial, I'm very glad I didn't get disheartened. You all have some awesome tips that still work here in version 4.1.1 of Blender.
Sorry if my prior comment might be upsetting, but I don't like to not stay the truth of the matter and how I'm feeling. But also, I do like to follow up when things change.
Thank you for putting this information on the net for free. I hope your game you all made did well honestly.
Amazing work, thanks for sharring.
That was a seriously deep dive into areas I didn't even know existed. And also an exceptional contribution to the community. Thanks, and looking forward to the next parts :)
Appreciate the comment. Thank you! :)
I cant say how much I’m grateful for this tutorial series!
Quick tip, to get a straight edge when scaling press 0 after choosing the axis. Eg. scale y 0 or scale x 0. perfectly straight edges. I've been looking for a toon hair tutorial like this, so happy right now.
Thank you for the tip! Yes, we actually found out about this about 2 days after filming this video, hehe. Can't believe we've been making 180 deg. rotations sing ctrl snap for so long instead of just typing the number. So much quicker! :)
Minute 13:31: Yowza! Thank you for sharing a much-needed technique for 2.82! Great video!
I love David's energy! Looking forward for more BTS of your project! Would even love to see the animation process, vfx, anything! Thanks for putting out this content here.
Thanks for the kind words! You'll be happy to hear that our next tutorials will focus on exactly that - a bit less about building shaders (which we covered a lot already), and more about our animation process in general, how to setup characters, facial rig, VFX and all that.
@@LightningBoyStudio that’s exciting! looking forward to that!
If you decide to use the workflow of unwrapping with the "unwrap from view" I can give you a quick hint to increase the speed with a little trick: there is a function if you rightclick in the image viewer which is called " Align auto " if you rightclick that function and add it to your quick favourites (called with q) you can simply select the verticles or edges which show in the same direction (horizontal or vertical) and use align auto.
Hope I could help
That's a useful tip, thank you! We're still getting adjusted to Blender, we've only been using it for a year or so.
Much helpful tutorial from this video. Its been a year I learned blender and wish to make a short Animation with toon shader. To let you know, I started learning anatomy, Modelling and animation stuff because I was inspired by La Gouffre and Spring. La Gouffre is very heart touching, and I loves the cgi and plot very much. Thank you for that award winning video and this Tutorial. I'm hoping to make short animation to deliver important message like yours.
Man this was such a cool series of tutorials. Thank you for taking the time to make them. I really like how you structured your videos and how each one builds directly off of each other. I was able to create a similar toon shader and it's helped me a lot with understanding how to achieve good customizable non-pbr materials.
Best Blender tut channel
Just wanted to say that you're awesome for taking the time to share this information!
my mind just blew away-
thanks a lot sir🛐
This is the most valuable tutorial series I've ever seen! It's really helpful! Thank you so much for sharing!
Thank you for these amazing tutorials. The shader is great and I learned so much about building shaders in general. Would love to see more. The face rig of dinomancers would be interesting to me.
Thanks Philipp! We haven't dug deep into face rigging/animation yet, but I'm sure we'll be able to do a tutorial about it somewhere down the line.
@@LightningBoyStudio looking forward to this facial rig. did you guys use texture or geometry for eye and mouth for the blue helmet guy. Thanks.
@@manihackboy It's all done with the Grease Pencil. So technically, geometry!
its crazy i havent found this cannel sooner
Finally! Been waiting for this! Hair modeling is stressing me out. now with hair colors tutorial! thanks so much!
Yes it can be pretty hard to get hairs to look right. Happy to help!
@@LightningBoyStudio also, since u have unwrapped the hair. Do you need to do a color atlas for the colors? Im really a beginner on the texturing subject.
@@HonestGameReviews215 It's not necessary, but we do it this way to have more control over the colors
So, um, I have just found this channel.
I don't do things that would require an outline very much, yet somehow this is still a fantastic goldmine that is enormously helpful?
Hello? How is content this good allowed in our universe?
Why youtube got only a like button , I wanna hit that love react 100 times
Just finished these videos - absolutely amazing tutorial. Thank you SO MUCH for taking your time and explaining the shader logic...so helpful.
Esto es un verdadero tutorial y no un acto de presunción.
Muchas gracias. De lo mejor.
Saludos desde la mística Xaman Ha
YT started to throw your videos at me now. I don't even remember to like videos that I really liked - I like your videos simply because they are impressive.
Follow active quads to make square UVs
Thank you for this video. It's incredible!
I love your work and style!... These tutorials are pure gold, thank you very much for sharing them!... Keep'em coming!!
This is incredible! Thanks a lot for bringing us this amazing content! I'm sure I'm going to need this in the future!
Came here from reddit and I'll definitely watch the other parts too!
Awesome, glad it was worth for us to post it there! ; )
Welcome to our channel!
This is a wonderful tutorial, seriously this is great. I can't wait to try this out. Thank you so much and I'll make sure to link your channel when I share any projects using this shader.
Thank you! Anytime someone shares our content is a great help to us!
The more we reach people, the better.
Watching all of your videos is very amazing, very detail, simple, organized and neat. Really love it! Please keep it up 😊
Well I'll be damned, an actually useful tutorial. Much better than the fake anisotropic with the tangent and fresnel nodes! Works great on curve hair, thanks.
You probably know this by now, but there is an addon that will straighten the UVs for you. I think there is a way to do it using the Follow Active Quads method of unwrapping too, but I just use the addon because it's easy. Thanks for the tutorial.
Awesome content! I've used your tips in my last project (posted some videos on my channel)
Really looking forward to your next video! I'm really excited about what topic you guys decide to cover next.
Thanks! And your character looks great, keep up the good work! :)
Great tutorial. I was able to entirely avoid using a UV map by using Generated Coordinates into a Mapping Node set to Texture. Set x and Y loc to 0.5. Feed that into a Gradient Texture node set to Radial. Connect that to your Noise texture nodes. Next connect the Generated Coordinates into your Separate XYZ node and use the Z vector instead of Y. Did this on Blender 2.79b.
Mind sharing your scene or a screengrab? We'd love to take a look.
@@LightningBoyStudio Image with relevant nodes selected: imgur.com/CaBxTTx. Thank you for indulging my noob comment. I'm sure you know exactly what I'm about to write. I had a chance to play around with this some more. The texture I generated is fixed on the object origin. Since I was using a sphere, it looked identical to what you produced. However, if the mesh is moved or otherwise displaced, the texture will not move with it. So it does work. But only in a limited capacity.
@@yuwish6320 Yeah ok, we see. One reason we decide to go with UVs is in part because one of our characters has a pony tail, so the flow of the anisotropic won't always be in the same direction. That's another example where the generated texture coordinates wouldn't work.
I started my Blender Journey 2 days ago, 2 days of watching youtube later and i feel confident in opening the programme. My little girl is 4 and i hope to learn a new skill i can pass on to her early years in regards understanding computer animation.
I succesffully made a shiney ball thanks to episode 1 ! i love how you explain the effects and how the mechanics work and why you add each node. Superb guidance
Anywhere we can watch your feature project ?
Thanks so much for the kind words! It's really sweet that you want to pass on these skills to your daughter. We hope the channel will continue to help in that regard! :)
Our Dinomancers project is still very much in development. At the moment, we're a small team of 3 doing this part time so it's not going to happen without the help of a bigger studio. We're doing everything we can to refine our pitch and script, but it's not coming out any time soon, unfortunately. In the meantime, you might enjoy watching our previous short film Le Gouffre if you haven't seen it already! ruclips.net/video/fx2vv2YlKR0/видео.html
You're teaching skills is amazing. I learned a lot. Thank you so much.
Love your work! This has been the best set of toon shader tutorials I've come across! Take my sub! :)
I'd love to see how the characters were created too!
Thanks!
All videos are pro level. Good job. Very helpful
Please keep making tutorials, I just discovered your videos they are amazing!
More to come! Stay tuned ; )
You can get each group input as a separate small item by dragging out the input node and typing input. Then just rename it in the side bar. This way the list of inputs wont be this giant
Wow, this channel is amazing. Keep up the great work!
These videos are amazing! Also your models look really great!
thank you for the tutorial . I hope will get to shading characters skin next , this info is so valuable thank you for putting the time in it .
Another way to square the UVs is to use the UvSquares addon, a big timer saver lol
all these videos are super neat and useful! keep up the good work 👍
I've learned so much from you and I'm only on my 4th video!
okay, u deserved a sub now..
i would love to see an anime eye tutorial using node groups like this !!!! my one issues are the eyes , lightings and pupils ect i cant make the anime eys respond the way i would like
Awsome work bro, I'm glad that I finnaly found a good tutorial, keep up the good work 💞
Really enjoyed the tutorial! Especially 27:54
Guys, i love this kind of character style, can you please make a tutorial about modeling or sculpting or painting a character like that
We'll do a tutorial next month that shows our process on making such a character with our new shader. Stay tuned!
@@LightningBoyStudio I can t wait
These are amazing. I have subbed please keep creating this awesome content!
Thanks ! very awesome tutorial !!!
Awsome tutorial i was finding these tutorial from long time, i hope you will make more tutorials on it😊😊. Grand THANK YOU. But actually i was having some problem with setting up the lighting while i having many objects in my viewport.😅😅😅
I only wish I could like this video 1.000.000 times.
This shader tutorial is mind blowing. This whole series has been mind blowing!! I just want to thank you for putting out these videos on nodes that I can actually wrap my head around for once.
btw, did you mean to delete the scene .blend file linked in the description? I really would've liked to go through it
Thanks a lot Sharkalien, glad this is helpful to you! And yes sorry, we deleted that scene by mistake. Thanks for pointing it out. Should be back now.
10/10 channel
OMG that so cool, Thx verymuch LightBoyStudio that's so helpfully😭
I managed to reproduce in unity, with some differences after all some of these nodes are not available there. I don't understand much shader math so what I did was trial and error, the transform node wasn't working for me in unity, but I got the result using the node viewdirection multiplied by a vector3(x=0,y=1, z= 0), as unity inverts y and z in this case I put the value in y, the -1 of the video was not giving the expected result but the +1 was, after that I just used the node sample gradient instead of the color ramp
A BIIIG FAN! thank you so much for sharing!!!!
Thank you! Glad you like our channel!
thanks for these videos, this series is very good and you teach very well!
Excellent tutorial thus far, the only thing Im stuck is trying to apply this to my model hair which has a different material. Does someone know if I have to redo the whole shader for each material or can I somehow apply it just for the hair? edit: i just read a comment saying that you can append it later, will try it thanks!!!
Thank you so much for this incredible content. I genuinely really appreciate it.
Hi,
Wonderful tutorials. I have a question - Your model is amazing, but outline which is drawn are those textured painted ?
Thank you! More video please~
Working on it! :)
Very nice tutorial!
Hello, I have a question but first thank you so much for this tutorial series it was the most comprehensive tutorial on this subject and the least confusing from anything I have every seen! :D But my question is in part 3 how was the scratch and pock marks on the armor done and how were the eyes and face done on that armored boy? And is it possible if you make a series on from step 1 the modeling and all the way to a toon shaded cartoon character just like that armored boy or that man in episode 1? Because even with these tutorials its hard for me to figure out how to get to that point, but thank you very much!
Hi Samantha, thank you, we are glad you like our videos!
The eyes and mouth of our characters are done using Grease Pencil, a tool in Blender that allows to draw in 3D space. We will probably make a video on this topic eventually.
As for the textures, David shows how he makes them from 33:00 to 39:00. It's just a quick overview of how he did the hair, but the same principle can be used for all the textures. You could also use specific colors instead of masks if you want.
Hope that helps! The reason we don't do more is because of how time consuming it is to make videos like this. Our main objective is to make our own show, and if we spend too much time making tutorials we will never be able to finish our project.
Cheers and thanks for the kind words.
@@LightningBoyStudiothank you for the thorough response, does that mean with grease pencil you color paint the iris and the line art of the eyes? Also do you have a patreon? I would love to support you guys as like you said this is time consuming but I really feel your content is worth paying for. I haven't had a teacher as good as you to learn what I want in blender for. Almost all the tutorials I watch assumes you have knowledge of things but you do it so step by step that I can understand it, I am totally willing to pay for it. Without people like you I dont think I can learn blender I think I would have to give up.
"does that mean with grease pencil you color paint the iris and the line art of the eyes?" Correct!
It's great that you want to support us, thanks! We are keeping an eye out for how many people mention Patreon. Like anything, setting up a Patreon account takes time, so we would want to be sure enough people would support it before doing it.
Don't give up! It can be hard to learn but it's worth the time. And keep an eye out for our next video for more tricks in Blender : )
Awesome.
this is amazing!!!! GREAT WORK, thankyou so much
I know this tutorial is two years old but I had a question. Can you change out the texture coordinate using the uv and separate xyz node that controls the direction of the hair highlight with the texture coordinate of the normal or object with a gradient texture node with radial type of gradient. It looks like that works for me cause I'm always concerned about being able to bake textures. I always have the modifiy uvs so to have a shader that is uv dependent is limiting. Let me know if it is an adequate or reasonable substitute, im trying to learn and understand blender's shader nodes, it seems to be as powerful as everything else in the market but to complex to use! You guys are amazing by the way! Love everything you guys do! If dinomancers becomes a show or game I will definitely check it out!
This is *BRIIIIIIIIIILIANT! Thank you for tutorial.
Next video idea for you. How about anime splatters emerging from centre or from side or from corner? Perhaps splatters moving in different different directions?
Glad you like our tutorials so far!
We have the next couple of topics planned out for our videos, but maybe down the line.
How did you come up with this? Is it just a lot of sperimentation? I can sometimes come up with with cool effect using different nodes, but this is on a completely different level
God Trutorial ! Thank you !
Jajajaja... at this point in the Toon Shader, my computer simply quit blender.
Awesome knowledge of shaders and how to use.
I've making add-ons to save coloramps, first instance was for saving weight paint coloramps. I guess making one for nodes is also useful. I've already got it working. Yet need to decide if I should combine these add-ons or keep them separately
Don't understand why blender doesn't come with this feature. Same goes for curves. I've also made an addon to save the curves of color adjustment panel in the render panel
Ah yes thank you so much, i too broke to buy those stylized arc system works course.
Would be really cool if we could use an empty to address the vectors of items. Is that possible already?
Ty so much, your videos are very helpful
Are you guys planning for more tutorials? I would wanna learn some more about those characters sculpting process. The blue armored knight is my fav lol
awesome!
Great video, thank you!!!
I really love your content!
quick tip for u , scal on x / y to 0 to straighten thosel ines perfectly very fast do one line at a time
Good tip, thank!
@@LightningBoyStudio welcome id love to see a tutorial on anime eyes making fhe puples respond and adding the shimmer i cant get then to work in eveee please
@RTJ3DCosplay We have plans to cover facial in later tutorials!
These tutorials are amazing. I've never seen anybody else explaining how shader nodes work as clearly as he does.
There's one little detail that I haven't quite figure out. I thought what the Vector Transform node does is calculating what the world space down vector is inside the camera space at given rotation of the camera. In that case the result can be any vector. But in the demonstration in the video, the color only turns from black to blue, meaning only the B of RGB is changing, meaning only the Z value of the vector's XYZ is changing. At this point I've no idea what transform is being made. Understanding this transformation is not necessary though, I'm just curious.
This is so cool!
This is amazing!!, thanks!!!
Awesome thanks for this Great Tutorials.
Thank you very much.
Ps why don't youse magic to straighten those uv islands of the hair. You could also use quad unwrap. Once you have one quad setup in the uveditor, select it and then use activate quads
Great tutorial! I'd like to see how you did copper's face animation
i wish you made a lightning boy shader tutorial on how to do this tbh, just got the shader
Tip
you can use the uv squares addon
Great tip, thank you!
Thank you, sir
30:50 there is an addon-on called UV Squares that does this step with one click.
Thanks for the tip!
Powerful. ❤