love seeing this tutorial with all default blender tools. only issue i'm seeing is the cheek side with the light on it has a reverse shadowed rembrandt triangle now. I think that can be removed in the shader though.
Really helpful video! And as a pokemon fan, the music makes it better. I really love how you included the Verdanturf music. One of my favorite gen 3 themes
Very curious to see how you rig a face with that kind of topology. I know that in flat NPR shading like this, topo doesn’t really matter a whole lot in the same ways it would in other cases. But it seems very limiting for deformations apart from the mouth.
@Mochyu I know of a way to fix this. You need two copies of the face mesh (I'll name them m1 and m2). You rig the m1 normally (with head and face bones and all) but for m2, you will only need to rig it to the head bone, no facial bones. After that, you apply the normal editing shown in the video to m2. You put a data transfer modifier on m1. On the modifier settings, point the source to m2. Check face corner data. Under face corner data, select custom normals. And select the mapping to topology. Hide m2 and you are done. The idea here is to have a main face mesh (m1) and a proxy face mesh (m2). The proxy mesh is the one to hold the edited normals and the main mesh will copy the normals of the proxy. The proxy mesh is only rigged to the head while the main mesh is fully rigged. This way, when you move the jaws or eyelids, the shading will not break because the main mesh is copying the shading from the proxy mesh.
This has helped me out so much! Such a great explanation. Quick question: do you recommend editing the normals before or after editing shape keys? Or are you constantly adjusting the normals as you go?
i think the mouth like that , it has some beneficial for some mouth expression (wtf i cant even talk or choose word in here) like you can make the mouth super wide like smirking or wavy A or E ( i see some anime when they scream their mouth is A but weavy), and maybe :3 saving some poly count ?
Hihi i know i abit late to ask my question, izit possible to export it to maya or can straight doing in maya? Sry dor ask stupid question and thank for this tutorial.
it will affect it. One thing i did was split the mouth section that is all triangulated subdivide the body to get that smooth result and re attach the mouth again then set the triangles around the mouth again.
Well ok, but how do i make it receive shadows from other objects(like hair)? because if even if enable this after manipulations with normals it looks all jaggy
bro did u find a way to combine this method with SK?. I tried to set up some face expressions with the basis custom normals edited but when i blend into the new shape key the normals gets distorted. I tried some data transfer to correct the shape key normals and it works but when i go back to basis now custom normals from basis are broken in a never ending loop any idea how to work with custom normals and shape keys properly?.
I kept having problems where the mesh normals gets super messed up whenever the mesh deform. (Ie, shape keys and armatures) Do you have any solutions for that?
You can select the middle vertices and set them as sharp so they won't look wierd with the mirror modifier
love seeing this tutorial with all default blender tools. only issue i'm seeing is the cheek side with the light on it has a reverse shadowed rembrandt triangle now. I think that can be removed in the shader though.
was wondering the same thing although i got no clue how u would remove that with the shader... kindly share pls :3
@@maple-blade cool. havent had time to try yet, but if I get it going I'll make a youtube video
Really helpful video! And as a pokemon fan, the music makes it better. I really love how you included the Verdanturf music. One of my favorite gen 3 themes
Thanks for showing us this simple method, I'll definitely use this technique
Fantastic man!!! Is the first time that I see this method!!
Lol, I always thought normals were just about turning red faced blue. But there was another layer. Thank you.
This is fantastic. Can't wait to see the next video.
Very curious to see how you rig a face with that kind of topology. I know that in flat NPR shading like this, topo doesn’t really matter a whole lot in the same ways it would in other cases. But it seems very limiting for deformations apart from the mouth.
I agree with you, and yes, for some reason, if specific vertices are moving, the shading is always broken. I hope there is a solution to that problem.
@Mochyu I know of a way to fix this. You need two copies of the face mesh (I'll name them m1 and m2). You rig the m1 normally (with head and face bones and all) but for m2, you will only need to rig it to the head bone, no facial bones.
After that, you apply the normal editing shown in the video to m2. You put a data transfer modifier on m1. On the modifier settings, point the source to m2. Check face corner data. Under face corner data, select custom normals. And select the mapping to topology. Hide m2 and you are done.
The idea here is to have a main face mesh (m1) and a proxy face mesh (m2). The proxy mesh is the one to hold the edited normals and the main mesh will copy the normals of the proxy.
The proxy mesh is only rigged to the head while the main mesh is fully rigged. This way, when you move the jaws or eyelids, the shading will not break because the main mesh is copying the shading from the proxy mesh.
@@brielviola5811 Wouldn't this still break when exporting to game engines? Clever solution for inside blender though
@@Greenman4890just manually edit vertices w/blendshapes.
the answer is “you don’t, you manually edit vertices w/blendshapes instead”
This has helped me out so much! Such a great explanation. Quick question: do you recommend editing the normals before or after editing shape keys? Or are you constantly adjusting the normals as you go?
chill lofi beats to catch pokemon to
This was just what I needed. Thank you for this!
Pokémon Center theme!! your videos are amazing!
This is genius! Thank you. However, a question arises. How to make a smooth gradient?
great tutorial! thanks for the vid
Yooo it's gunsblazing secret account. Cool stuff!
Amazing video. Keep it up man
Thank you !
Amazing tutorial!
awesome, thanks!!
i think the mouth like that , it has some beneficial for some mouth expression (wtf i cant even talk or choose word in here) like you can make the mouth super wide like smirking or wavy A or E ( i see some anime when they scream their mouth is A but weavy), and maybe :3 saving some poly count ?
Yep, both true
You are the best dude!! Thank you!
Is there anyway to transfer this to unreal engine? It’s hard to find a clean cel shaded look like this for it
helped alot, thank you!
How do you get the cel shaded look though? I can't use this tutorial without being able to see that shadow
what about shape keys :C? is possible make them without break the normals ?
Really helpful. This will make things easier. Thanks
Hihi i know i abit late to ask my question, izit possible to export it to maya or can straight doing in maya? Sry dor ask stupid question and thank for this tutorial.
confused what your doing with the mirror modifier, do I hide half of the face or what?
Man this is incredible. But the topology will be a pain
I cant apply modifiers because I have shape keys...
What should I do?
Anyway, can you do shape keys for facial expressions?
You could try the plugin SKkeep which allows you to apply modifiers even if you have shape keys
so how do you fix this then if your face is rigged and your moving it?
This is Genius
Thank you alot
but when we use subdivision surface it's not effect to it
it will affect it. One thing i did was split the mouth section that is all triangulated subdivide the body to get that smooth result and re attach the mouth again then set the triangles around the mouth again.
i can't find the shadow option in blender 4
Well ok, but how do i make it receive shadows from other objects(like hair)? because if even if enable this after manipulations with normals it looks all jaggy
I am in edit mode and I do not have the option to show normals, there are non of the 3 buttons you have Blender 4.1
how about normals for anime shading with soft shadows and no shaders?
awesome
fantastic
Question, does this work on other blender versions like 4.0 or just this one only? I'm having trouble finding the modifiers tab on version 4.0
bro did u find a way to combine this method with SK?. I tried to set up some face expressions with the basis custom normals edited but when i blend into the new shape key the normals gets distorted. I tried some data transfer to correct the shape key normals and it works but when i go back to basis now custom normals from basis are broken in a never ending loop any idea how to work with custom normals and shape keys properly?.
hi bro❤ how can i get this working in unity urp
where is the shading method?
does this mess up when using shapekeys?
It does and really bad. Im having this problem right now.
I kept having problems where the mesh normals gets super messed up whenever the mesh deform. (Ie, shape keys and armatures)
Do you have any solutions for that?
me looking at the shading. HEY that's how i draw anime!
Gold
just too k a look at the home room teacher from SV;s model and realized they went full pbr for that game
👏🏼👏🏼👏🏼👍🏼
Damn its based af
I guess this is an old method of yours, and your new method is using the data transfer modifier.
does this work on roblox
bgmなんか聞いたことあるなって思ったらポケモンか
amazing