Creating an Anime Cel Shader in Blender 2.8 (Part 4) | Project Feline Indie Game Devlog #15

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  • เผยแพร่เมื่อ 1 ต.ค. 2024

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  • @RaymondCripps
    @RaymondCripps  5 ปีที่แล้ว +141

    Thank you all so much for watching! I apologise in advance if I didn't spend sufficient time covering each part in detail; learning to create this on my own was quite the challenge as there aren't many resources outside of the 2015 GDC talk discussing proper cel shading for 3-d anime characters, so I hope this video helped you to better understand the cel shading used in Guilty Gear Xrd and Dragon Ball FighterZ!
    For your convenience, I've timestamped each segment if you'd like to backtrack to any point of the video!
    0:00) Introduction
    1:34) The Core Pillar of Cel Shading
    2:26) How the Shader Works with Textures (Breakdown)
    2:40) The Base Map
    2:46) The SSS Map
    3:00) The ILM Map (Overview)
    3:17) The ILM Map (Red Channel)
    3:27) The ILM Map (Green Channel)
    3:56) The ILM Map (Blue Channel)
    4:16) The ILM Map (Alpha Channel)
    4:20) The Inverted Hull
    4:51) Modifying the Vertex Normals and Vertex Groups
    6:35) Tutorial
    15:47) The Result!
    16:18) Conclusion
    You can catch up on the previous parts here:
    • Part 1 - Starting the Base Model: th-cam.com/video/iHoCMiUD5-Q/w-d-xo.html
    • Part 2 - Finishing the Model: th-cam.com/video/fyZIWahSRBA/w-d-xo.html
    • Part 3 - Texturing: th-cam.com/video/7ENqECyQZuc/w-d-xo.html
    and you can keep up-to-date with the Dev Log series in this playlist: th-cam.com/play/PLwv43wkNGxP26aMPNSDfbLVO_Vcx7IFHy.html
    Project: Feline is being developed using Unreal Engine 4, and I will be re-creating the shader demonstrated here into UE4's material editor in a future video.
    Enjoy!

    • @locallylocal
      @locallylocal 5 ปีที่แล้ว

      Hi! I would just like to ask about how to make ILM maps? You only showed how to make the green channel, but what about the other channels? What does an ILM texture map look like? I'm working on my own NPR character and I'm clueless as to how to make an ILM texture map, I couldn't find any info on google.

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว +2

      @@locallylocal Thanks for your question, I will be covering this in it's own video very soon, be sure to Subscribe do you don't miss it!

    • @rezaocang4125
      @rezaocang4125 5 ปีที่แล้ว

      I wonder if this tutorial will work for the other things like building, tree, sky, or else

    • @_WeHaveFun_
      @_WeHaveFun_ 5 ปีที่แล้ว

      The guilty gear way of doing this breaks a lot functionality it is not a proper method for 3d anime since there has never be set standard for how it should be done. Everything comes to down the artist wants do. Also in the 2d version of anime was created with everything under the artist control since everything drawn.colored, Shaded, and Animated with Full 100% control over everything this expected standard for achieving a proper 3d anime. So that means being able to control to blender 100% for 3d anime.

    • @vaflov
      @vaflov 5 ปีที่แล้ว +1

      In blender 2.80 there is a node that does e similar anime style effect to what you are doing here. For reference: m.th-cam.com/video/MyxWDHy4ppY/w-d-xo.html . You could maybe use it to make other assets in your game have this aesthetic without spending much time on them at all.

  • @charcoalangel7536
    @charcoalangel7536 5 ปีที่แล้ว +453

    Would be hilarious if in the final game there was a cheat code you could type in that would allow you to play as the test model version Gabriella.

    • @ap1evideogame44
      @ap1evideogame44 5 ปีที่แล้ว +40

      yeah that would be great. I love the derpy looking smirk in that model's face

    • @MastermindAtWork
      @MastermindAtWork 5 ปีที่แล้ว +17

      That would be dope

    • @andreiqwer388
      @andreiqwer388 5 ปีที่แล้ว +23

      should be part of a hidden very low graphics setting

    • @usedsoup9269
      @usedsoup9269 4 ปีที่แล้ว +16

      @@andreiqwer388
      Graphics-
      Beautiful
      Very High
      High
      Med
      Low
      Very Low
      *wat*

  • @rightyloosey8554
    @rightyloosey8554 5 ปีที่แล้ว +373

    You should make a cutscene to show off the new character model when the game starts.

    • @JakeMcNeal
      @JakeMcNeal 5 ปีที่แล้ว +4

      I agree that would be really cool.

    • @bennettjax8132
      @bennettjax8132 5 ปีที่แล้ว +8

      ohhh shit that idea might happen

  • @Vector_Lotus
    @Vector_Lotus 5 ปีที่แล้ว +679

    This is literally the best tutorial possible to achieve this shader.

    • @O_Godz
      @O_Godz 5 ปีที่แล้ว +9

      Agreed

    • @mongobongo1147
      @mongobongo1147 5 ปีที่แล้ว +21

      Definitely! Much easier to understand than the original 2015 presentation.

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว +28

      Thank you, I'm glad you've found it helpful!

    • @cr1ms0n10
      @cr1ms0n10 4 ปีที่แล้ว

      yes

    • @AMan-ct1gu
      @AMan-ct1gu 4 ปีที่แล้ว

      @@RaymondCripps you inspire me

  • @razorchan8918
    @razorchan8918 5 ปีที่แล้ว +195

    I sadly know almost nothing of blender or coding but I just love watching your videos. Keep the good content going!

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว +10

      Thank you!

    • @razorchan8918
      @razorchan8918 5 ปีที่แล้ว +2

      true

    • @deddrz2549
      @deddrz2549 5 ปีที่แล้ว +6

      @@razorchan8918 plus blender is completely free, so even if you don't know if you wanna get into this stuff or not, you're not wasting money if you decide it's not for you and there's no risk in trying it out!

    • @ProximoK
      @ProximoK 5 ปีที่แล้ว +8

      Go to blender guru . Begin the journey. We have coffee and doughnuts.

    • @link-kun5974
      @link-kun5974 5 ปีที่แล้ว

      Start learning now! I'm now on my way to create my first donut with BlenderGuru. Got a long way to go but eventually I trust I'll get better.

  • @CrastiGoesToTheBigCity
    @CrastiGoesToTheBigCity 5 ปีที่แล้ว +247

    this guy doing more than yandere dev did in 5 years lmao

    • @cutemath8225
      @cutemath8225 5 ปีที่แล้ว +15

      is that guy still alive? :O

    • @cutemath8225
      @cutemath8225 5 ปีที่แล้ว +3

      @@xaracen7207 really?

    • @lalaicyling8429
      @lalaicyling8429 5 ปีที่แล้ว +3

      @@cutemath8225
      Still alive and working

    • @infinithoughts4002
      @infinithoughts4002 5 ปีที่แล้ว +12

      I haven't kept up with Yandere Simulator in awhile. Does Yandere Dev still use the unity assets?

    • @charcoalangel7536
      @charcoalangel7536 5 ปีที่แล้ว +14

      @@infinithoughts4002 Yep. Along with some MMD models.

  • @YowLife
    @YowLife 3 ปีที่แล้ว +38

    I may need this tutorial for when I try out blender myself.

    • @blind_drunk_chris
      @blind_drunk_chris 3 ปีที่แล้ว +1

      why wait?

    • @lo7115
      @lo7115 3 ปีที่แล้ว +1

      Jump into it already, man. You can do ittttt

    • @flinn9090
      @flinn9090 3 ปีที่แล้ว

      looking forward to ur 3d animations

  • @rob0nemusic369
    @rob0nemusic369 5 ปีที่แล้ว +29

    Hi ! I tested your shader and I find some issues with that. First, I noticed that it is based on the diffuse BSDF shader. I tested it, and the result is what I thought: the math nodes are taking the half of the light intensity from the shader, so that means that every time I'll change the light intensity from the scene, then the shadow size will change, and that's not what we want. Plus, if we have a very bright environnement ( like a frost landscape ), the shadow will be in the top of the character. Another problem, is that this shader doesn't realy allows us to choose the colors for the different tones. Even if their is a SSS, it's not enough because we can't have something like light beige for the base color and strong Orange for the shadow.
    So, it's more about a personal taste, but I prefer to do a shader based on a normal vector that diffine where is the light comming from ( so, we'll never have issues about shadow size that is always changing or strange light direction ), and choose every tone of color for every materials with an emmission shader base.
    Of course, it depends on your tastes and your constraints, but I personnaly prefer to change the colors for every scene ( I noticed that, most of the time, the colors of the characters only change when there is strong environnement variations like when the characters are in the dark, or when there is a very strong light comming in from of them.
    So, I just wanted to tell you about what I think about these shader technique, and though I think it' not perfect, I still realy enjoy it and I love your work

    • @tenebraecrow
      @tenebraecrow 4 ปีที่แล้ว

      I'm struggling to fix it rn, and... I guess it's impossible. Too bad, I love the result ;-;

    • @DemonicDevilDiran
      @DemonicDevilDiran 4 ปีที่แล้ว +1

      I'd love to see anything you came up with on directional lighting; I'm struggling right now trying to figure out how to replicate GG's 90 degree method but I don't have a clue as of now.

    • @uni_tby
      @uni_tby 4 ปีที่แล้ว

      (I don't have a clue whats going on here, but i'll act like i do!) Er... um... YEAH! SCIENCE!

    • @4ether607
      @4ether607 4 ปีที่แล้ว

      words yeah...

  • @Toria_T_
    @Toria_T_ 5 ปีที่แล้ว +55

    These videos make me want to create my own game, even tho I literally can't program or model for my life XD

    • @heejoonshin4223
      @heejoonshin4223 5 ปีที่แล้ว +7

      Toria_T I’m not sure about game development, but if you spend enough time 3d modeling, it can be pretty fun and easy, and they’re tons of tutorials for programming too, though I’m not really interested in programming at the moment

    • @origamishadow2655
      @origamishadow2655 5 ปีที่แล้ว +3

      You can. I knew nothing about Unity3d. A few months later I made a mini game.

    • @plasticflower
      @plasticflower 5 ปีที่แล้ว +12

      Creating something basic is way simpler and easier than the things shown in this video. And there's a lot of tutorials even for complete beginners. Try it out, it's a lot of fun and a lot more rewarding than only playing games, because you'll have created something that other's can play (even if it's just the simplest of games) AND you can pick up some skills in programming or modeling or drawing along the way.

    • @origamishadow2655
      @origamishadow2655 5 ปีที่แล้ว +4

      @@plasticflower not all heroes wear capes

    • @junipermysticvlogs3516
      @junipermysticvlogs3516 4 ปีที่แล้ว +2

      Duuuddee people who don’t know how to make games but want to make them should just, gang up and make a game

  • @Oblivion4eg
    @Oblivion4eg 5 ปีที่แล้ว +12

    Ok, so this guys took three years to develop this look and style to use in their game
    Let's copy it in 17 min video...
    ps: legend, rly

  • @torbammoyer3322
    @torbammoyer3322 5 ปีที่แล้ว +25

    13:30 - slightly triggered from you calling it RBG instead of RGB as everyone does. :)

  • @RenSan0
    @RenSan0 5 ปีที่แล้ว +16

    Have you tried using the shader in UE4 ?
    is it as simple as recreating the nodes from blender?

    • @notsoclearsky
      @notsoclearsky 5 ปีที่แล้ว +4

      Cell shading in ue4 are much more easy to create. Do a quick search on TH-cam and you'll get top notch shaders with least efforts.
      Btw I'd suggest using unity for anime style renders. UE4 rules in photorealism but unity is still a champion in the field of NPR.

  • @zevac
    @zevac 4 ปีที่แล้ว +3

    lol, when they removed shader to rgb in 2.9

  • @turtlehub2731
    @turtlehub2731 5 ปีที่แล้ว +16

    it would be cool if a blue glow to the feline suit.

  • @danielk1560
    @danielk1560 4 ปีที่แล้ว +6

    So, I got the math part right on my own. I would just like to find a way to do this without having to make all those texture maps...
    But a great work anyway!

  • @saramurtas1826
    @saramurtas1826 5 ปีที่แล้ว +2

    Hey, thank you for the great tutorial! There are a couple things I didn’t really understand.. what are you referring to when you talk about specular occlusion in the different ILM map values? I haven’t found much info on it online.. do you know where I could read more about it?:) thank you in advance!

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว +2

      I’ve just done a video exclusively on the ILM map: th-cam.com/video/M-vcICwlI4w/w-d-xo.html

    • @saramurtas1826
      @saramurtas1826 5 ปีที่แล้ว

      @@RaymondCripps Thank you!

  • @FuwaNekoNya
    @FuwaNekoNya 4 ปีที่แล้ว +4

    Omg my head hurts from PTSD of 3D modelling and texturing, holy shit.
    Amazing tuitorial tho. Hope i can get into 3D again..

  • @Viskovitz
    @Viskovitz 5 ปีที่แล้ว +7

    oh boy, I was waiting for something like this since i saw that GDC conference!

  • @ZhaoP
    @ZhaoP 4 ปีที่แล้ว +1

    How were you able to export the vertex paint channel for the ILM map around 3:50? Did you bake your vertex paint using cycles?

  • @ArtofWEZ
    @ArtofWEZ 5 ปีที่แล้ว +19

    Does the shader port over to unreal well? :)? or is it better to do in the game engine?

    • @felipeticov
      @felipeticov 5 ปีที่แล้ว

      I really want to know this

    • @erichbauer3991
      @erichbauer3991 5 ปีที่แล้ว +1

      I'm probably wrong here but I looked up toon shading in unreal a bit ago and the tutorials all used post processing, not shaders/materials, to create the effect. There was one more complex tutorial that I'll have to look at again to be completely sure. Then again Raymond has way more experience than me so it'll probably work

    • @thanatosinstinctrising9287
      @thanatosinstinctrising9287 5 ปีที่แล้ว +9

      I imagine it must port over, otherwise he's kind of wasted a lot of his time.

    • @grizeldiSLO
      @grizeldiSLO 5 ปีที่แล้ว

      I'm not familiar with Unreal's shader system, but I think any engine which can use custom shaders should be able to run a ported version of the shader described here.

    • @schottky2990
      @schottky2990 5 ปีที่แล้ว +1

      @@erichbauer3991 Exactly, the only way of doing cel shading in Unreal (without having to modify the engine itself) is to use post processing and some tricks to recover the lighting informations, the result is not that great though.
      The only way of replicate the Blender result is to modify the shader code of the engine, which is quite complicated: :(

  • @scott_3336
    @scott_3336 5 ปีที่แล้ว +6

    Hey, I am not into game Dev myself anymore, but I am into blender ^^ nice video btw. keep going

  • @mina86
    @mina86 5 ปีที่แล้ว +8

    You seem to be forgetting the most important thing: eyes need to be visible through hair.

  • @somerandomontheinternet5845
    @somerandomontheinternet5845 5 ปีที่แล้ว +10

    Well done bro these vids are awesome

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว +1

      Thank you for watching!

    • @somerandomontheinternet5845
      @somerandomontheinternet5845 5 ปีที่แล้ว +1

      @@RaymondCripps it's really cool to see how much you've done with the project, it's awesome to see how much hard work you've put into this.

  • @soranin9017
    @soranin9017 5 ปีที่แล้ว +16

    Hello Raymond are you by any chance looking for an animator for your game? I’d love to help out!

  • @Lozoot2
    @Lozoot2 5 ปีที่แล้ว +3

    This is freakin awesome - but remember kids, the final model *needs* to be complimented with good animation. If it's too floaty and slow, you get that "bad cg" feel. If it's too smooth with a lot of motion tweens, it just looks... Wrong. You can have the most beautiful model, but it can be destroyed in seconds by bad animation.

  • @Vashie
    @Vashie 5 ปีที่แล้ว +1

    This is a great shader but sadly it is no where near as 2D as the Guilty Gear team made their shader look. I've seen so many of these shaders now that get this far but something Arc systems does just adds a level of magic, no one else can reach. Good video tho I appreciate the tutorial.

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว +1

      Thanks, but I'm just one person after all, not a AAA studio like Arc System Works. Hope you found it helpful :)

  • @morgan0
    @morgan0 ปีที่แล้ว +1

    3 years late but wouldn’t it be better to multiply the threshold result with the specular? that way when it’s white, the specular is left as is, but when it’s black, it’s not there, and then add it to the base (or another blend mode that lightens)

  • @seanmatthewgarcia2876
    @seanmatthewgarcia2876 3 ปีที่แล้ว +1

    What are the colors for in ilm map? Like is blue=shadow green=color base lit parts?

  • @mateuszkusz5593
    @mateuszkusz5593 4 ปีที่แล้ว +1

    I am super lost. Didn't know shaders are this complicated.

  • @user-bf7td1gn3t
    @user-bf7td1gn3t 5 ปีที่แล้ว +13

    I clicked as fast as I could. :O

    • @azertic4057
      @azertic4057 5 ปีที่แล้ว +2

      congrats . u got an iphone 11

  • @RTJ3DCosplay
    @RTJ3DCosplay 5 ปีที่แล้ว +1

    how do we do the maps without photoshop?????
    and
    on behalf of everyone here:
    thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
    us anime fans who 3d model needed this !!!!

    • @amberko8710
      @amberko8710 5 ปีที่แล้ว +1

      im preety sure that any art program works, doesn't have to be strictly photoshop.

  • @oluwasegunsouza1287
    @oluwasegunsouza1287 5 ปีที่แล้ว +4

    Can you like curl the tail so it will look natural

  • @greyarena418
    @greyarena418 5 ปีที่แล้ว +3

    It’s so cool to see how the game has progressed from just a couple of doodles for when you was in high school to something that could be passed as AAA. Really wanna know how you make your thumbnails too

  • @Vector_Lotus
    @Vector_Lotus 5 ปีที่แล้ว +3

    I am quite confused on what you mean by a "ILM Map" Can you explain more in detail on how this map is made? I am kinda confused on the this part.

    • @bowmanruto
      @bowmanruto 5 ปีที่แล้ว

      same that part seemed like the only part of this that was not program agnostic, I assume the gaps in my knowledge as to what a ILM map is and douse are down to me never having even touched photoshop as I've found better alternatives for my use cases for less or even free

    • @rob679
      @rob679 5 ปีที่แล้ว +1

      GIMP can do it too. Most programs that deal with raster graphics I think have this function. In GIMPs case, go to Channels switcher next to Layers (stacked colored cards icon). You will see Red, Green, Blue channels. Select just one of them, then paint with greyscale. The same principle as bump map, white mean full influence, black zero influence. When done, hide the channel and paint over next one. As video stated, better paint black&white in Blender directly, with Texture or Vertex paint tool, export the image, then paste it in the channel itself. You will save a lot of headaches.

  • @deadmelon0143
    @deadmelon0143 5 ปีที่แล้ว +10

    actual title: Doing Mathematical Programming in Blender's Shader Editor

  • @susiwani7954
    @susiwani7954 4 ปีที่แล้ว +6

    Me : Lets make this
    10 years later
    Me : Finally i make it a Cube!!!

  • @mikeysaurlol
    @mikeysaurlol 5 ปีที่แล้ว +17

    Damn boi she THICC,
    great video once again! Love your content Raymond :)
    Edit: oh btw cool points if you remember me from like every other video lol

    • @ArnoldsKtm
      @ArnoldsKtm 5 ปีที่แล้ว +3

      She's hardly thick. Ehh, whatever, the word has lost it's meaning long time ago.

  • @marcfuchs6938
    @marcfuchs6938 4 ปีที่แล้ว +1

    Great tutorial. Shame for me is, I started with Blender 2.79, achieving an anime look with raytraced shadows was so simple there. Now I am not that advanced since then, not having worked with nodes so far (everything was so easy with the Blender Render), this seems like quite the hassle to go through. However, I will need to do that, but since you seem to have covered this topic specifically for game characters (with no raytraced shadows), I am wondering how to generate perfectly sharp shadows, which don't interfer but harmonically work with the surface shading. I am also gonna need to find out, how to generate this hair shine in real time rendering, since it's supposed to change with scene / light source. Also animating the hair is a thing..........

  • @shimapancyra
    @shimapancyra 5 ปีที่แล้ว +4

    totally buying it on the first release on steam

  • @cho8974
    @cho8974 5 ปีที่แล้ว +2

    Thank you for sharing your shading technique, great stuff! I especially like the part about using RGBA channel of Texture as a way to control the shading, I never though you can do it that way. I've been adding detail such as specular and shadow for stylized characters by layering multiple UV Maps, works great but takes considerably amount of time though it's a good alternative for me at the time since drawing was an absolute nightmare for me, but not anymore haha! Anyway googling the term yields nothing to me, do you mind to elaborate more about the ILM Map?
    Also just a little sidenote for those who might stumble upon this trouble in Blender in the future. At around 08:57, Shader to RGB Node is a node exclusive for Eevee engine and it will not work on either Workbench and Cycles, it has something to do with how Eevee uses rasterization technique to render while Cycles uses Ray Tracing.
    Cheers and best of luck!

  • @deanerdaweiner3829
    @deanerdaweiner3829 5 ปีที่แล้ว +1

    Btw the anime he used in the first minute as an example is the shelter by porter robinson music video

  • @deddrz2549
    @deddrz2549 4 ปีที่แล้ว +1

    I also watched the GDC talk, it was really great! I was wondering if int he future you might want to apply another technique that they used to make the linework? instead of having texture-based linework that they drew on the models, most of the lines were actually from the UV map of the model itself, with one section of the body that would have lines being UV mapped to one square of color on the texture, then being brought of the boundaries of the square to let outlines show on the seams of the model. This way when the model is up close there won't be any pixelation as the lines black part of the texture that represents the lines are straight along the x or y-axis of the texture, and the edges of your character that would have lines are built into the geometry of the model itself. I hope that made sense lol, the part of the presentation that talks about it is here: th-cam.com/video/yhGjCzxJV3E/w-d-xo.html

    • @RaymondCripps
      @RaymondCripps  4 ปีที่แล้ว

      I already gave this a go, ultimately I decided for a more contential texturing method to save on time. You can watch my texturing process here: th-cam.com/video/7ENqECyQZuc/w-d-xo.html

  • @jannyboi260
    @jannyboi260 5 ปีที่แล้ว +1

    lost track but i think im ok

  • @locallylocal
    @locallylocal 5 ปีที่แล้ว +1

    Sorry I'm a bit new to texturing; at the ILM map you only showed how you made the GREEN channel, how do you make the other channels? Particularly the red and the blue ones? And how is all these channels stored in a single map?

    • @locallylocal
      @locallylocal 5 ปีที่แล้ว +1

      If someone could point me in the right direction as to how to create ILM maps that'd be really great.

    • @locallylocal
      @locallylocal 5 ปีที่แล้ว +1

      Like what does the image texture look like? Does it have Red, Blue and Green colors?

  • @thanatosinstinctrising9287
    @thanatosinstinctrising9287 5 ปีที่แล้ว +1

    Random question (well, it is related). Is it possible to swap out UV unwraps? (If that makes sense).
    I'm just thinking, it'd be cool to use the technique for the nice line work, but then have those lines over some additional line work, drawn on the character. I'm talking about for a short animation, not a game.
    Render everything out with the lines and a hard shade, then render it out, swap the UV unwrap for another one which makes it easier to add extra details - render the animation again, then overlay the line work with a multply... If I'm explain I myself properly.

  • @Smash_ter
    @Smash_ter 4 ปีที่แล้ว

    If you wanted those vectors use Adobe illustrator

  • @FlamingFoxProd
    @FlamingFoxProd 5 ปีที่แล้ว +2

    I've never once been this early to a video... Uh... I don't know what to say.

  • @cynerix9543
    @cynerix9543 5 ปีที่แล้ว +1

    how should i say this....... LOVED IT!
    how do you plan to move the shader that you just created into your game engine (Unity & UE4)?

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว

      Thanks for watching! Shouldn't be too difficult, the shader is quite simple and only uses generic math functions. I'll be doing a follow-up video in future about implementation to UE4.

    • @cynerix9543
      @cynerix9543 5 ปีที่แล้ว

      @@RaymondCripps then it should be ok! Anyways thanks for your great videos. They fill me up with great motivation.(probably not important but i'm working on an anime game too except i can't do videos yet. Cause i'm learning c# for unity). Love your work👍❤

  • @bowmanruto
    @bowmanruto 5 ปีที่แล้ว +1

    the only parts I found hard to follow where the ILM map but I got the jist of it, the thing that really stumped me was the weight paints to determine the the thickness of the outline... I thought weight paints where something only used for rigging so confused is me.... aside form that excellent video

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว +2

      Each bone does use a vertex paint channel to control their influence on the model, but you can create your own vertex paint channels for any number of purposes! I simply plugged my custom "line art thickness" channel into the "outline thickness" for the solidify modifier.

    • @bowmanruto
      @bowmanruto 5 ปีที่แล้ว

      @@RaymondCripps thank you very much, gonna take me a bit of time to figure out how to make that not interfere with anything else I've already got set up but thats super useful

  • @DonVigaDeFierro
    @DonVigaDeFierro 4 ปีที่แล้ว

    Man, what an insane amount of work! Holy fuck! Excellent video and presentation.
    TH-cam took long enough to recommend me this video! I'm subscribing!

  • @Morenob1
    @Morenob1 4 ปีที่แล้ว

    Is it hard to put animation into the character? Can you also use mocap and limit the frames, will it achieve anime because that will be allot easier than drawing each frame also making 3D Backgrounds with painting textures. Because DB FighterZ cutscenes are so satisfying to watch only the story mode has boring camera angles.

  • @xantishayde-walker4593
    @xantishayde-walker4593 5 ปีที่แล้ว +2

    Man, good work on that Toon Shader Material. It looks spectacular! One question on that though...how do you get it into Unreal? This problem is the reason I don't try too hard on making awesome materials in Blender because I have no idea how to get them into Unreal. When you try and import an FBX with these kinds of Materials on it, all it does is make Material Slots on the Model. I know this is because Unreal uses a different Node setup than Blender.
    Some insight into how you do this would be amazing.
    Thanks again for the amazing content and keep up the good work, Raymond.

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว +1

      Thanks for watching! As long as your software of choice has similar math functions in its shader editor then re-creating it should be easy. I’ll be covering this for Unreal in a future video!

    • @xantishayde-walker4593
      @xantishayde-walker4593 5 ปีที่แล้ว

      @@RaymondCripps I'm happy to watch your stuff. It's really informative and fun. Also, thank you! See I don't have the patience to remake materials, at least for now. *stares off into the distance* I just remembered that after joining Unreal Slackers Discord, there is a guy on there working on a direct pipeline between Blender and Unreal. He's got the Materials working, still working on Models. It's called Brigge. The only problem is that it's still in Development. You can get updates on their progress and sign up for Beta Testing here: gawain.industries/ I saw this and was sooooo excited. Hope you are too! Well, there ya go, man. Hope it helps save you some extra work.

  • @V-Theory331
    @V-Theory331 5 ปีที่แล้ว +1

    Question:
    Will this technique also work in Autodesk Maya?
    Edit: Oh. Nevermind, you have already answered the question.

    • @SilverXLB
      @SilverXLB 5 ปีที่แล้ว +1

      This method works great in ShaderFX.

    • @V-Theory331
      @V-Theory331 5 ปีที่แล้ว

      @@SilverXLB
      Cool I'll give it a try.
      Thanks for the tip

  • @タケシサトシ
    @タケシサトシ 4 ปีที่แล้ว

    凄い、日本のアニメキャラクターみたい! やっぱり天気の子は外国でも人気なんだなあ

  • @zz9mzal
    @zz9mzal 3 ปีที่แล้ว +1

    It's too complicated for me… ☹

  • @federalcasemaker
    @federalcasemaker 5 ปีที่แล้ว +2

    Try to make a level game that feels like an open world game like Astral Chain

  • @theonlysinisharm
    @theonlysinisharm 5 ปีที่แล้ว +1

    Memes and Twitter in the same sentence...
    I KNOW WHAT I MUST DO!!!

  • @beware5159
    @beware5159 4 ปีที่แล้ว +2

    dude how to create SSS MAP?

  • @leeroyjenkns5182
    @leeroyjenkns5182 5 ปีที่แล้ว +1

    It's an interesting way of making outline using solidify, but boost from 30k tris to 50k sounds like a lot
    It gives the best look out of all solutions though

  • @dunamisgh393
    @dunamisgh393 4 ปีที่แล้ว

    I'll really appreciate to see a video on only the nodes for the shading....for now it only looks like rocket science to me...

  • @Affax
    @Affax 5 ปีที่แล้ว +2

    Your stuff is so cool! This game will be really good!

  • @Justathereptile
    @Justathereptile ปีที่แล้ว

    sorry for asking this question again if I already did but how did you make the colored light to reflect off of the shader in blender.

  • @Justathereptile
    @Justathereptile 3 ปีที่แล้ว

    Is it possible to apply a color ramp if you wanted to add something like a soft shading?

  • @Nox_Atra
    @Nox_Atra 4 ปีที่แล้ว

    Can I asked why she have one cat ear? Of course you don't need to tell if it is a spoiler or something.

  • @baibai8038
    @baibai8038 4 ปีที่แล้ว

    If i can use blender. 😔
    I want to make m1918 girls frontline..
    But i just know the skin of basic... Of blender. 😭

  • @anubisplays3657
    @anubisplays3657 4 ปีที่แล้ว

    thats not cel-shading
    thats like borderlands that faux cel-shading that they use. Proper cel-shading actually makes it look 2d. Just saying.

  • @rob679
    @rob679 5 ปีที่แล้ว +1

    In case you just do it for the animation in Blender itself, you can do final touches by hand draw some details with Grease Pencil with snap to face mode. GPencil strokes can be rigged with bones now.

  • @projectknm8670
    @projectknm8670 5 ปีที่แล้ว +1

    Claps. You get ALL of the claps for this, it's looking amazing~
    As soon as I can properly model the characters I have planned (I'm still stuck on how to model hair ^^; ), I'm definitely gonna try out this type of shade method.

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว +1

      Thanks! Good luck with the character :)

  • @thunderglitcher
    @thunderglitcher 5 ปีที่แล้ว +8

    Hey look! A genuine creator!
    Awesome!

  • @ariane.margaret
    @ariane.margaret ปีที่แล้ว

    This is amazing!!!! I don't know much yet but I want to learn this! I know basic blender but i will study nodes to be able to understand their uses in a logic way. Saving this vid for future reference.
    I know i so much to learn but can you share some tips please? Thank you

  • @DDDaxton2000
    @DDDaxton2000 5 ปีที่แล้ว

    This tutorial is quite good and explains things much better than many others I see (the specular tricks work so well!), but I'm concerned about two things. It seems that this system does not accept colored lighting influence at all in Blender, as it only changes the length of the lighting and not the color of the parts it's hitting.
    How/Could the shader be changed to accept lighting like that?
    Secondly, is there a way to add normal maps onto this shader, in case the models you work with have those? Whether you answer or not, thank you very much for this tutorial, it works very well and we're grateful for it. Sorry if the answers to these are complex or too hard to explain through text.

  • @RealDTSM
    @RealDTSM 3 ปีที่แล้ว

    3:18 ILM Red Channel (Specular)
    3:38 ILM Green Channel (Ambient Occlusion)
    4:00 ILM Blue Channel (Specular Occlusion)

  • @theendisnear2398
    @theendisnear2398 6 หลายเดือนก่อน

    I still don't get the difference between red and blue channel, both sounds similar :/ I tried to put red only and it works for highlight, but what are blue for? why do you put blues on neck and armpit?

  • @jello788
    @jello788 5 ปีที่แล้ว +1

    Better than Peria Chronicles already lol
    Their shadows were horrible

  • @v.037
    @v.037 3 ปีที่แล้ว

    Time to make full dive game with anime stuff and import in otakus brain

  • @beanietasticday
    @beanietasticday 4 ปีที่แล้ว +1

    I wish I was smart enough to do this awesome process... :(

  • @tosswang
    @tosswang 4 ปีที่แล้ว +1

    oh...really cool! this is the most great video I have seen for introduing the cartoon shading.

  • @badashphilosophy9533
    @badashphilosophy9533 3 หลายเดือนก่อน

    this is really really amazing result, now i have to watch all the parts. i am so new to blender i dont know anything but i would love to be able to do this for my characters, you are a legendd for sharing this, even if u dont know it lol. now i just have to figure out how to enable notifications

  • @slamuraijamdown8340
    @slamuraijamdown8340 5 ปีที่แล้ว

    Actually forked off a branch of ue4.23 to get this working in the deferred renderer. Going to try it in the forward renderer also. Works good with 1 directional light but figuring out a decent way to deal with other lights.

  • @yaboileon3758
    @yaboileon3758 2 ปีที่แล้ว

    I know this video is from years ago but another really good looking game that looks like anime is Genshin Impact. Just wanted to throw that out there for possibly even more inspiration for the game

  • @retinas
    @retinas 5 ปีที่แล้ว +2

    Gosh! Seeing your progress makes me so proud of you man! Keep it up bro

  • @hponeuser
    @hponeuser 3 ปีที่แล้ว

    Thankyou i am actually planning my own manga i cant draw well but 3d is my profession so i will use ur method fo cell shading for making my scenes and characters

  • @tommymccloud2881
    @tommymccloud2881 4 ปีที่แล้ว

    Is the FBX Model with this Methode compatible with Unity and Unreal?

  • @jascrandom9855
    @jascrandom9855 5 ปีที่แล้ว

    I know that this is supposed to be for a Game asset, but i wonder how she would look like using Freestyle and with a lot more vertexes, because the straight lines and edges kinda give it away.

  • @omegawii
    @omegawii 5 ปีที่แล้ว +1

    Because you continue to support linux, I'm donating to your cause. Keep up the excellent work. ;)

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว

      Thank you so much for the support!

  • @21syaf
    @21syaf 5 ปีที่แล้ว

    you know, shader is not the problem when it comes to 3d anime, its the animation, traditional anime use hand drawing to animate the character, giving it a little jagged yet smooth animation illusion, I think with a little exploration in term of that will give 3d anime more authentic look. like how spiderman into the spiderverse experiment with animation frame rate and all

  • @njgamer69
    @njgamer69 2 ปีที่แล้ว

    Raymond Cripps please make tutoral Anime Cel Shader blender to untiy

  • @gargargar7496
    @gargargar7496 3 ปีที่แล้ว

    Thank you so much for sharing this and now I have courage to deal with the mysterious rgb channel again

  • @aidenb3069
    @aidenb3069 5 ปีที่แล้ว +1

    It needs jiggle physics

  • @gamedragonify
    @gamedragonify 4 ปีที่แล้ว

    I tried following this for my own models, but I'm having an issue with it.
    The shader doesn't react to the color of the lights in my scene. Changing the light color just makes the shows bigger or smaller as if I was just adjusting the power of the lights. Any idea what might've caused this?

    • @RaymondCripps
      @RaymondCripps  4 ปีที่แล้ว

      That is an intended feature of the shader, as in most anime productions the color of character lighting is manually controlled by a color artist. The coloring used in anime shaders for 3D is far from perfect. However, as I stated in the video, it is not perfection you want, but the focus on the artist's intention-that is what makes it believeable. The team from which I learned these shading techniques, Arc System Works, deliberately made the shader unresponsive to world lighting, and able to be controlled manually by the artist, as did I for this reason.

  • @Petsofwarcraft
    @Petsofwarcraft 5 ปีที่แล้ว

    As a technical artist myself, while it IS pretty in Blender, that work should have been done in the final project (ie Unreal4).

    • @RaymondCripps
      @RaymondCripps  5 ปีที่แล้ว

      I will be re-creating the shader demonstrated here into UE4's material editor in a future video. As an artist and game developer, it was important to be able to see the shader in LookDev on the model before taking it in-Unreal, as there were many adjustments (e.g. custom vertex normals) on the model that needed to be made in Blender before taking it over to the engine. And as a TH-camr, I thought it would be beneficial to build the shader in Blender and demonstrate it in an informative video as I found a lacking in good educational resources on the subject.

  • @joeeee6975
    @joeeee6975 3 ปีที่แล้ว

    Can you draw the line art on the base map? I am not using photoshop and am struggling to find a way to get the line art lined to the alpha channel properly

  • @gavynrothaermel5598
    @gavynrothaermel5598 5 ปีที่แล้ว

    Anyone know the anime at 0:06? Edit: found it, it's called shelter

  • @yeetsteak8340
    @yeetsteak8340 5 ปีที่แล้ว

    I feel like the hair is just a little too blocky and rigid, I think it would look way better if you softened up the hair a bit.

  • @EPICORB
    @EPICORB 5 ปีที่แล้ว +1

    Anime from the 6 sec mark?

    • @deddrz2549
      @deddrz2549 5 ปีที่แล้ว +1

      It's the music video for "Shelter" by Porter Robinson & Madeon, and animated by A-1 Pictures.

  • @grace892
    @grace892 3 ปีที่แล้ว

    Thank you man. I need al the help I can get. Specially with me being 13

  • @Xenoxic
    @Xenoxic 5 ปีที่แล้ว +1

    It still looks like gunz the duel to me

  • @katnguyen9746
    @katnguyen9746 5 ปีที่แล้ว

    If specular is supposed to be hidden on the unlit side, wouldn't it be better to put it on before the shadows were applied?

  • @Justathereptile
    @Justathereptile 4 ปีที่แล้ว

    Can that also be used for a scene that is lit with a color lighting.

  • @theophilegenius8510
    @theophilegenius8510 4 ปีที่แล้ว

    Mercie pour le travail que vous êtes entrain de faire mais j'ai une préoccupation, j'apprend aussi a faire ça mais avec 2D ça va aussi bien fonctionnement , sinon j’apprécie!