Yep, I haven't seen too many other people do the outline like this. Most people want the shader to generate an outline, but you can do it better yourself.
@@kenonerboy I like this one the most cause you can modify the outline for every angle posible, so it's easier to make it thicker or thinner as you desire.
Solidify modifier-based outline creates a lot of unwanted visual artifacts. In my other videos, many people have asked me how come my outlines look so clean. It's because I clean them up, lol. :D I do everything manually.
at first by how it started i was worried this tutorial was gonna be "heres how to make a toon shaded 3d spider: first download a spider 3d model, then apply a toon shader" thankfully it was not that
I find it easier to get the toon outline mesh by using a solidify modifier with even thickness checked, that way your starting mesh will always be equally far from the inner mesh
Also want to add that you should duplicate your model for backup. After you apply your solidify tool, you can move the verts of the solidified layer to get an even stronger, more hand-drawn style if you don't want even thickness. Check it looks right / believable in a 3d space by constantly moving the model and camera around when doing this
Such a satisfying spider model. I don't know what's happening, but I'd like to. Looking forward to more tutorials, I love hearing you explain your process.
i absolutely love how the model looks! i love spiders and stylized 3D. i especially love the varied thickness of the outline. the eyes of the spider are so cute and the skull looks so cool
Entikai!! I’m obsessed with your work! I want to create a fishing game on Roblox, and it would be amazing if you could make a step-by-step tutorial for fish and fishing rods!
Thank you so much, I really appreciate it! And thank you about your suggestion, it sounds fun. Right now I'm working on another character. After that I'll decided what my next project will be. Kind regards.
Thank you for your content! Very inspiring work. My husband and I are making a game together. This toon style shading is exactly what I've been searching for!! I'm a traditional artist, new to blender. I've had a difficult time seeing how I could mix the 2 and you've provided the best example of that I've seen yet! Excited to see what you put out next 😊.
I'm really happy you found the content useful. I'm currently working on the new video and procrastinating a bit, but comments like these make me want to do my best. Good luck on your Game Dev journey, I'm hoping to make a game of my own in the future as well.
Oh wow, this actually looks amazing! I would love to see something like that in more Videogames, it truely gives the Character something very unique :O (I know there are some games with toon shaders, but I have seen none that look this stable and drawn while turning the Character, usually it makes everything look weirdly flat or just ... 3D but Outlined, but this actually looks convincingly 2D. Genshin could learn something from this in my opinion)
I have been having such a hard time trying to get perfect out lines in the 3d viewport. the technique you used was absolutely genius.Thank you so much for this tutorial.
Hello! I'm a new subscriber! I've not done 3d modeling since 2012 when I was in Uni but I must admit I keep getting a desire to try it again to see how much has changed in 12 years! I'd love to be able to make something stylish like this, it's so cute. Amazing work! 🥰
Two Things could be done easier: -The Black-Hull can be automated with the Solidify-modifier and a material offset. Only Drawback is, that every single material needs a coresponding black entry -The Texture-optimizing can be automated with Texture-Backing between different UV-Layers, so you don't have to shift the Artwork around.
i think rather than retrying the texture in ilustrator, its better to make new UV it you want to reorganize it. then bake it using new UV, it will safe more time that way. Anyway, i really love the way you do the outline.
wow i never thought of using another mesh for an outline lol, this might actually be more optimized than using a post processing shader for games too (not sure)
@entikai Thanks for this video! I love your workflow. I was doing the tutorial alongside but the material modifier panel look different in Blender 4.1. Like the specular has its own panel inside surface and I couldn't make it work. Are you planning on create a new step-by-step tutorial in 4.1????
I haven’t updated my blender yet because I am using a lot of third-party add-ons which takes some time to catch up with Blender’s updates schedule. So I’m always few versions behind waiting for my add-ons to catch up. But yes, eventually I’m going to switch to new versions of Blender.
Hey I been stuck trying to make the leg at 3:05 for a pretty long time. I've tried mye best folowing what you said, but I cant manage to create anything near as good as what you made. There is also a cut where your leg changes and I have no idea what you did before that. Could you help me or tell me what you did or any tips or something? Cause i really want to make this model, but this part is runing it for me.
So for modeling the leg, the only tip I have is to keep at it. Eventually it will turn out good. You can also go to my ArtStation (google Entikai ArtStation) and then open the spider in your browser and use it as a reference. You will be able to view it in 3D so turn around and look from all sides. I hope that helps.
It definitely could. However, there is a trade-off. With the square UV technique, you lose the ability to draw curved lines. Basically you can only draw straight lines and the benefit is, you get infinite resolution on those straight lines. But you wouldn’t be able to draw the skull element that I drew on my spider.
Dude I've been searching for an effect like this for a long time. I knew about backface culling, but all the tutorials I saw did it in an automated way, which leads to ugly artifacts, particularly at intersections or complex shapes. I never thought to just do it manually. It feels so obvious now.
Finally someone that understands why you want to work manually. Most people tell me I should just use solidify. Which, like you say, creates bad visual artifacts. Manual is the way to do it.
Question: I'm pretty new to 3D, and I noticed you incorporated the over head highlight to the texture...could you just do 1 color and light the model in the scene?
I'm new to Blender and have only done the Donut tutorial so far. Do you think you could make a tutorial on how you handle the UV texturing part? I've watched a few tutorials, but none of them seem to match the way you did it. I've been trying to recreate the spider you made, but I'm a bit lost, especially with the second part of the legs (the banana-shaped ones with the extruded section). I’m struggling to put the parts together in a way that looks good, they never quite fit right. Do you have any tips that could help? Thanks!
So when it comes to Blender basics, I haven't really planned to make a tutorial on that, since there is a lot of that already on TH-cam. But it could happen if there is a demand for it from the community on my channel. Unwrapping UVs is one of those easy things, but kind of boring and repetitive to do. I think you will get a hang of it. Modeling the spider leg - yeah, that's the hardest shape to make, but it's not difficult. Just play with it until it looks good. And it's ok if your early models aren't perfect. Don't get discouraged. I have a hard drive full of my early models that look really bad since I didn't know what I was doing. But I just kept modeling every month and completing my models no matter how bad they looked. I also made sure to archive them so I can look back on my progress. It took me about 2 years until I felt like I've gotten good at it. But I'm still learning new stuff every day. Some people on TH-cam get good in 2 - 3 months, I'm a slow learner I guess.
Sir, will you do another episode for this, for the animation? So as you said in the video that the outlines are meshes, I wonder how to deal with them in rigging process and animation.
I am planning to do it. Rigging is easy. Both outline and the main mesh should have the same edge flow and should be weight painted the same way. So when animated, they move together.
I personally keep the mesh and the outline separate. Since the outline is pretty much a duplicate of the mesh, but slightly larger, you just have to make sure that the weight painting on both of them is identical.
I duplicated my mesh and scaled it up, flipped the normals etc, but when I go to material I don't see the back face culling anywhere, am I missing something? I've checked so many videos and I still don't see the option for me
I followed the tutorial and it worked really well but when I tried to rig the character the outline got influenced in weird ways. Could you make a follow up to explain the rigging process you used to make everything move at the same time?
Yep. The good news is, there is a way to rig this art style with no problem. I will very likely make a dedicated video explaining that process. It's pretty easy actually.
@@Entikai Does this method (duplicate the object, resize, flip normals, backface culling) work in Blender 4.2 Cycles? I followed your steps exactly and the backface culling is not working. I can't see through the object.
@@andrewmcintosh9832 It's possible that cycles doesn't support it, I haven't switched and tested yet. But the good news is, all the Game Engines do support this method and it works perfectly inside of them.
@@Entikai Thanks for the response. Yea you can achieve a similar effect with grease pencil but it doesn't work with the Panoramic camera so I ended up just using a curve for the edges. Doesn't look as good as your method but it will have to do.
Hmm, i haven't gotten to the point that i know how to function substance painter the same as something like illustrator, i know i can move things around but i don't know if i'm able to use the same level of vector detail in it. All to say, i know my UV layout before hand because i meticulously work on it so i won't have to do it again, doesn't always workout the way i want to because it is art, but usually it's in a good place. Very good tutorial, i definitely took some thing away from it (:
I noticed at one point that you selected two edges, and then filled, but then pressed something to fill the other areas around it? It was when you were outdenting one of the legs, so how did you do that?
@entikai hi i tried using ur approach but i have often lighting problems do you know a fix for that (for example because i cant post pictures here :P) when you create a ico sphere -> duplicate it scale it up flip normals and add the toon material - it will have many artifacts. Maybe normal lighting settings arent suited for this? Thx a lot for the video it helped me very much
Try this. Go to your material. At the very top of the material properties, there is a "Surface" field. It's set to "Principle BSDF". Click on that word "Principle BSDF", and a drop down menu should appear. Change it to "Emission". Change the color to black. I hope that helps.
noob question: when I do a subdivision modifier on the cube, the edit box stays in a cube shape rather than the subdivided shape as shown in 0:22. Is there a setting that I need to change to get it that way?
On the modifier itself, on the very top there is a button that has an icon of a square with 4 vertices. If you hover over it, you get a tooltip that says "Display modifier in Edit mode.". Toggle that button On. I hope that helps.
@@Entikai oh, sorry i meant the red box you have around the subdivided cube. mine still looks like an orange cube, rather than the red outline that flows around the subdivided cube you have in 0:22
@@Entikai oh wow! that's actually super neat, haha, thanks! By the way, this tutorial is amazing! thanks for uploading, it's the exact kind of style I've been looking to do for my games. I'd gladly pay for a series/course explaining more step by step on how this stuff is achieved (if you ever think of doing something like that)!
That's an interesting way to do the outline (more customizable than doing it using Solidify and applying it as a secondary material) Multiple ways to do the job.
Technically, Solidify and all of those paid Toon Shader Materials do the exact same thing but make it harder to customize the outline. And since I want mine stylized and cleaned up, I decided to ditch the Solidify and just do it manually.
Bro you did a better outline effect than all the tutorials I watched, like simple, straight forward and even you can adjust it!!
Yep, I haven't seen too many other people do the outline like this. Most people want the shader to generate an outline, but you can do it better yourself.
@@Entikai just use the solidify modifer
@@kenonerboy I like this one the most cause you can modify the outline for every angle posible, so it's easier to make it thicker or thinner as you desire.
Ok now I see some disadvantages, like when you want to change the shape of the mesh, you have to remake the outline or tweak it.
Solidify modifier-based outline creates a lot of unwanted visual artifacts.
In my other videos, many people have asked me how come my outlines look so clean. It's because I clean them up, lol. :D I do everything manually.
people with arachnophobia will be so thankful that you didn't give it two of it's eight legs so that they can't be scared of it
Exactly! I thank him! 🤣
Well if Nintendo can do it, he can do it (pokemon spiders with 6 legs as well)
Amazing how accurate this is
@@GMezquitaBaptista they are fucked up shaped insects and not arachnids.
Damn mate, that Illustrator / Blender workflow tip was incredible, never heard of it before! Sick!
I agree, it's amazing, this will make my life way more easier xD
at first by how it started i was worried this tutorial was gonna be "heres how to make a toon shaded 3d spider: first download a spider 3d model, then apply a toon shader"
thankfully it was not that
Man I really like your style, the shapes, the proportions, the techniques, simple yet they pack a heavy punch.
I watched exactly 1 minute of this video, and it explained how to make a better toon material then some tutorials that spend 10 minutes on it.
"It's the same old vork we've done a million times"
6:00
Speak for yourself dracula, I'm a fresh green newbie 😳
this is actually a nice tutorial for general modeling
and i have never seen anybode use backface culling for outlines
People use it all the time, but they use it with solidify
Its also common practice in roblox
I find it easier to get the toon outline mesh by using a solidify modifier with even thickness checked, that way your starting mesh will always be equally far from the inner mesh
Also want to add that you should duplicate your model for backup. After you apply your solidify tool, you can move the verts of the solidified layer to get an even stronger, more hand-drawn style if you don't want even thickness. Check it looks right / believable in a 3d space by constantly moving the model and camera around when doing this
The edge to curve outline idea was so cool. Blew my mind.
Such a satisfying spider model.
I don't know what's happening, but I'd like to.
Looking forward to more tutorials, I love hearing you explain your process.
WOW!! 1st 40sec I already learned a new trick. DOPE LINE ART TECHNIQUE
OMG THIS VIDEO IS AMAZING!!
I'LL LEARN A LOT FROM THIS, THANK YOU!
This is the best too. Shader iv ever seen. All toon shaders you can tell are 3D still but this looks like actually 2d animation
i absolutely love how the model looks! i love spiders and stylized 3D. i especially love the varied thickness of the outline. the eyes of the spider are so cute and the skull looks so cool
Entikai!! I’m obsessed with your work! I want to create a fishing game on Roblox, and it would be amazing if you could make a step-by-step tutorial for fish and fishing rods!
Thank you so much, I really appreciate it! And thank you about your suggestion, it sounds fun. Right now I'm working on another character. After that I'll decided what my next project will be. Kind regards.
Looks Amazing!!
Awesome, you know, you can put the outline using a solidify modifier of course is less customizable but not destructive
This Toon effect is amazing bro
Thank you so much for the method you mentioned at the end of the video, helps me a lot!!
Very impressive spider!!
You can make the outlines with the solidify modifier.
There are tutorials on TH-cam
I like the model btw. Looks like one of the spiders from Jak 3
This is really cool information, and that spider looks fantastic.
This video was fun to watch and it also inspired me to try modeling for myself. Also the tip at the end of the video was amazing.
Wow, looks very hand made, great look
Very cool, as a begginer, there were plenty of helpful tips! Thank you!
Thank you for your content! Very inspiring work. My husband and I are making a game together. This toon style shading is exactly what I've been searching for!! I'm a traditional artist, new to blender. I've had a difficult time seeing how I could mix the 2 and you've provided the best example of that I've seen yet! Excited to see what you put out next 😊.
I'm really happy you found the content useful. I'm currently working on the new video and procrastinating a bit, but comments like these make me want to do my best. Good luck on your Game Dev journey, I'm hoping to make a game of my own in the future as well.
Oh wow, this actually looks amazing!
I would love to see something like that in more Videogames, it truely gives the Character something very unique :O
(I know there are some games with toon shaders, but I have seen none that look this stable and drawn while turning the Character, usually it makes everything look weirdly flat or just ... 3D but Outlined, but this actually looks convincingly 2D. Genshin could learn something from this in my opinion)
I have been having such a hard time trying to get perfect out lines in the 3d viewport. the technique you used was absolutely genius.Thank you so much for this tutorial.
Hello! I'm a new subscriber! I've not done 3d modeling since 2012 when I was in Uni but I must admit I keep getting a desire to try it again to see how much has changed in 12 years! I'd love to be able to make something stylish like this, it's so cute. Amazing work! 🥰
You can do it, just give it a shot! 😃
You're all so talented
Keep up the great work
Technically speaking you made an Ant, spiders have 8 legs
Also since spiders don't have mandibles, but ants do.
😂😂
Wow.. a good blender tutorial without download and all done.. congratulations🎉
This is the most useful video I've ever seen in my entire life; thank you for sharing such a thorough explanation of your workflow 🙏
This looks ridiculously good
I imagine this spider pokes itself in the head a lot by mistake
amazing workflow!!! love it
I need more of this, longer version
Wonderful tutorial and great refresher! Makes me nostalgic for the time when I first started learning 3D modeling through TH-cam tutorials.
gonna see if I can do someting like this my self, its an very interesting and cute style, thanks for teaching us
This was such an AMAZING tutorial my man. Keep up the fantastic work!!! ❤❤❤
Amazing video. So many nuggets of useful information!
This is awesome! I absolutely love it and the approach to it. Thank you for this video I’ll definitely be coming back to do this myself!
Two Things could be done easier:
-The Black-Hull can be automated with the Solidify-modifier and a material offset. Only Drawback is, that every single material needs a coresponding black entry
-The Texture-optimizing can be automated with Texture-Backing between different UV-Layers, so you don't have to shift the Artwork around.
we need lore for this, it looks sick.
love your accent, and your work
cleanest cel shader ever
This is actually a good idea. I loved it.
this spider looks like a spore creature to be onest.
Toon shade looks so awesome!!
Really nice workflow ! thanks you for sharing !
You are a legend. This video is so amazing!
i think rather than retrying the texture in ilustrator, its better to make new UV it you want to reorganize it. then bake it using new UV, it will safe more time that way. Anyway, i really love the way you do the outline.
Awesome video. I would love to try this one day.
In my search for a cute spider reference I discovered the wonder that is the peacock spider, so thank you for that.
Googling now. Wait, what?
Miss your videos, your models were fantastic.
I'll soon start posting again. I have a new video in the works.
So frightening! Lol.
Awesome work :)
Tough crowd xD. Very good job on this gg's ❤
wow i never thought of using another mesh for an outline lol, this might actually be more optimized than using a post processing shader for games too (not sure)
I used it and now its my favorite 3d model thanks soooooo much
@entikai Thanks for this video! I love your workflow. I was doing the tutorial alongside but the material modifier panel look different in Blender 4.1. Like the specular has its own panel inside surface and I couldn't make it work. Are you planning on create a new step-by-step tutorial in 4.1????
I haven’t updated my blender yet because I am using a lot of third-party add-ons which takes some time to catch up with Blender’s updates schedule. So I’m always few versions behind waiting for my add-ons to catch up. But yes, eventually I’m going to switch to new versions of Blender.
Could you, please, advise at 2:54 what did you do, how you managed to duplicate the vertices so they became independent?
You can the V key to split the vertices.
@@Entikai thanks
Awesome cartoon spider!
Cool video, but that spider is missing 2 legs
This one lost a pair in a fight.
Poor, cute spider 😂
Office michael voice:
"Nooooo! Please god noooooo"
Now it has become an "insect"
Cool comment, but it’s also missing eyes depending on the species.
Hey I been stuck trying to make the leg at 3:05 for a pretty long time. I've tried mye best folowing what you said, but I cant manage to create anything near as good as what you made. There is also a cut where your leg changes and I have no idea what you did before that. Could you help me or tell me what you did or any tips or something? Cause i really want to make this model, but this part is runing it for me.
You've figured out that shortcut "V" splits the edge, but maybe some other people are wondering the same.
@@Entikai ?
So for modeling the leg, the only tip I have is to keep at it. Eventually it will turn out good. You can also go to my ArtStation (google Entikai ArtStation) and then open the spider in your browser and use it as a reference. You will be able to view it in 3D so turn around and look from all sides. I hope that helps.
That shader is crisp.
If Miguel (Spiderman 2099) got bitten by a spider, this is probably what it would’ve looked like
Nice work
This video was helpful and inspiring! Liked, subbed and saved for later
PLEASE do more in depth blender tutorials
4:20 i saw in a presentation abouit guilty gears artstyle that they do inner lines via black bars on the UV map. could that work?
It definitely could. However, there is a trade-off. With the square UV technique, you lose the ability to draw curved lines. Basically you can only draw straight lines and the benefit is, you get infinite resolution on those straight lines. But you wouldn’t be able to draw the skull element that I drew on my spider.
Dude I've been searching for an effect like this for a long time. I knew about backface culling, but all the tutorials I saw did it in an automated way, which leads to ugly artifacts, particularly at intersections or complex shapes. I never thought to just do it manually. It feels so obvious now.
Finally someone that understands why you want to work manually. Most people tell me I should just use solidify. Which, like you say, creates bad visual artifacts. Manual is the way to do it.
Great model and a great video. When are you uploading again?
I should upload again in December, but I'm hoping to start posting regularly next year.
Yo that was good, at one point I also made the same spider but could you make one simple video of how you animated it ?
Yep, I sure can! At some point I'll show how you can rig and animate a model of this kind. Spoiler alert, it's easy!
I really liked a great finish. I would like you to bring us a video on how to add those animations to the spider.😲😳
How do you modify the curve form at 2:42 ? I can't find how to have similar shape for the leg
In the edit mode, select a vertex. Use the shortcut ALT + S to scale the geometry at that vertex.
Congratulations! 🎉
1:12 How do you make it into this shape?
I just pulled on the verts, nothing special. :D
Question: I'm pretty new to 3D, and I noticed you incorporated the over head highlight to the texture...could you just do 1 color and light the model in the scene?
I'm new to Blender and have only done the Donut tutorial so far. Do you think you could make a tutorial on how you handle the UV texturing part? I've watched a few tutorials, but none of them seem to match the way you did it.
I've been trying to recreate the spider you made, but I'm a bit lost, especially with the second part of the legs (the banana-shaped ones with the extruded section).
I’m struggling to put the parts together in a way that looks good, they never quite fit right. Do you have any tips that could help?
Thanks!
So when it comes to Blender basics, I haven't really planned to make a tutorial on that, since there is a lot of that already on TH-cam. But it could happen if there is a demand for it from the community on my channel. Unwrapping UVs is one of those easy things, but kind of boring and repetitive to do. I think you will get a hang of it.
Modeling the spider leg - yeah, that's the hardest shape to make, but it's not difficult. Just play with it until it looks good. And it's ok if your early models aren't perfect. Don't get discouraged. I have a hard drive full of my early models that look really bad since I didn't know what I was doing. But I just kept modeling every month and completing my models no matter how bad they looked. I also made sure to archive them so I can look back on my progress. It took me about 2 years until I felt like I've gotten good at it. But I'm still learning new stuff every day. Some people on TH-cam get good in 2 - 3 months, I'm a slow learner I guess.
great work!
Sir, will you do another episode for this, for the animation?
So as you said in the video that the outlines are meshes, I wonder how to deal with them in rigging process and animation.
I am planning to do it. Rigging is easy. Both outline and the main mesh should have the same edge flow and should be weight painted the same way. So when animated, they move together.
@@Entikai How about weight painting?
Say we talk about a leg and its outline, will they be combine as one object and parented to a bone?
I personally keep the mesh and the outline separate. Since the outline is pretty much a duplicate of the mesh, but slightly larger, you just have to make sure that the weight painting on both of them is identical.
@@Entikai Thank you, Sir.
Looking forward to seeing the sequel.
I loved this!!! thanks you!!!
Blender? All i can do is a cylinder. Amazing work!
Amazing video, very helpful.
Perfect video
Hey, I was wondering if you could make a beginner tutorial showing many hot keys and how to actually do lots of the stuff you do?
So far, I’ve mostly focused on intermediate level tutorials, but I might do a beginner tutorial in the future if there is enough demand for it.
This was fantastic!
anyone else see the giant enemy spider?
Just one word: wow!!!
2:54 It took me soo long to find out that you can use V to seperate vertices
I duplicated my mesh and scaled it up, flipped the normals etc, but when I go to material I don't see the back face culling anywhere, am I missing something? I've checked so many videos and I still don't see the option for me
FOUND IT!! haha
I followed the tutorial and it worked really well but when I tried to rig the character the outline got influenced in weird ways.
Could you make a follow up to explain the rigging process you used to make everything move at the same time?
Yep. The good news is, there is a way to rig this art style with no problem. I will very likely make a dedicated video explaining that process. It's pretty easy actually.
@@Entikai well thank you.
@@Entikai Does this method (duplicate the object, resize, flip normals, backface culling) work in Blender 4.2 Cycles? I followed your steps exactly and the backface culling is not working. I can't see through the object.
@@andrewmcintosh9832 It's possible that cycles doesn't support it, I haven't switched and tested yet. But the good news is, all the Game Engines do support this method and it works perfectly inside of them.
@@Entikai Thanks for the response. Yea you can achieve a similar effect with grease pencil but it doesn't work with the Panoramic camera so I ended up just using a curve for the edges. Doesn't look as good as your method but it will have to do.
Hmm, i haven't gotten to the point that i know how to function substance painter the same as something like illustrator, i know i can move things around but i don't know if i'm able to use the same level of vector detail in it.
All to say, i know my UV layout before hand because i meticulously work on it so i won't have to do it again, doesn't always workout the way i want to because it is art, but usually it's in a good place.
Very good tutorial, i definitely took some thing away from it (:
I noticed at one point that you selected two edges, and then filled, but then pressed something to fill the other areas around it? It was when you were outdenting one of the legs, so how did you do that?
There is a built in addon called F2, and it let's you do that by pressing "F" key in the edit mode.
@@Entikai Hell yeah, thanks!
@entikai hi i tried using ur approach but i have often lighting problems do you know a fix for that (for example because i cant post pictures here :P) when you create a ico sphere -> duplicate it scale it up flip normals and add the toon material - it will have many artifacts. Maybe normal lighting settings arent suited for this? Thx a lot for the video it helped me very much
Try this. Go to your material. At the very top of the material properties, there is a "Surface" field. It's set to "Principle BSDF". Click on that word "Principle BSDF", and a drop down menu should appear. Change it to "Emission". Change the color to black. I hope that helps.
@@Entikai hmm sadly nothing changed i will figure it out. thx a lot for the video :)
Ah yes, the famous 6-legged spider.
noob question: when I do a subdivision modifier on the cube, the edit box stays in a cube shape rather than the subdivided shape as shown in 0:22. Is there a setting that I need to change to get it that way?
On the modifier itself, on the very top there is a button that has an icon of a square with 4 vertices. If you hover over it, you get a tooltip that says "Display modifier in Edit mode.". Toggle that button On. I hope that helps.
@@Entikai oh, sorry i meant the red box you have around the subdivided cube. mine still looks like an orange cube, rather than the red outline that flows around the subdivided cube you have in 0:22
Ah, that's my custom theme I made. It's just an aesthetic I prefer, it doesn't do anything.
@@Entikai oh wow! that's actually super neat, haha, thanks!
By the way, this tutorial is amazing! thanks for uploading, it's the exact kind of style I've been looking to do for my games. I'd gladly pay for a series/course explaining more step by step on how this stuff is achieved (if you ever think of doing something like that)!
Glad to hear it! It will likely happen in future.
This is amazing! Quick question - does anyone know if using this method for outlining would work with a Blender to Unreal Engine workflow?
It would. I tested it in Unreal, Unity and Godot.
This looks good, i wish i could make models that good, i make sculpts in Dreams for the PlayStation 4
That's an interesting way to do the outline (more customizable than doing it using Solidify and applying it as a secondary material)
Multiple ways to do the job.
Technically, Solidify and all of those paid Toon Shader Materials do the exact same thing but make it harder to customize the outline. And since I want mine stylized and cleaned up, I decided to ditch the Solidify and just do it manually.