Clean Anime Shading EASY! Edit Normals in *1 MINUTE* in Blender

แชร์
ฝัง
  • เผยแพร่เมื่อ 21 ธ.ค. 2022
  • Blender 2.93
    Example File:
    www.dropbox.com/s/d1e7o9xutf1...
    A lot of normal editing videos out there are too long or complicated, so here's an extremely simple way to edit normals to emulate anime style shadows. Somehow even easier than the "easy" way I uploaded earlier. Easily exportable. External plugins are not needed (i.e. ABNormal). A file is provided for you to follow along or use for whatever purpose you want.
    Background Music: Pokemon Lofi - Helynt
    • Pokémon Lofi Beats
    #blender #blender3d #blendertutorial
  • แนวปฏิบัติและการใช้ชีวิต

ความคิดเห็น • 70

  • @tilde4353
    @tilde4353 ปีที่แล้ว +41

    You can select the middle vertices and set them as sharp so they won't look wierd with the mirror modifier

  • @obsidianblack2642
    @obsidianblack2642 ปีที่แล้ว +5

    Thanks for showing us this simple method, I'll definitely use this technique

  • @loredragonwrites7673
    @loredragonwrites7673 ปีที่แล้ว +4

    This was just what I needed. Thank you for this!

  • @drluigi3760
    @drluigi3760 ปีที่แล้ว +2

    This is fantastic. Can't wait to see the next video.

  • @jeansamson4079
    @jeansamson4079 3 หลายเดือนก่อน

    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

  • @IanPaulBrossard
    @IanPaulBrossard ปีที่แล้ว

    Pokémon Center theme!! your videos are amazing!

  • @alan_ars
    @alan_ars ปีที่แล้ว

    Fantastic man!!! Is the first time that I see this method!!

  • @Tsero0v0
    @Tsero0v0 ปีที่แล้ว +1

    Amazing tutorial!

  • @MasterNinja786
    @MasterNinja786 ปีที่แล้ว

    Amazing video. Keep it up man

  • @rajabwali3373
    @rajabwali3373 ปีที่แล้ว +2

    Lol, I always thought normals were just about turning red faced blue. But there was another layer. Thank you.

  • @victory_summery
    @victory_summery ปีที่แล้ว

    great tutorial! thanks for the vid

  • @Weredah
    @Weredah ปีที่แล้ว

    helped alot, thank you!

  • @futabadoesCG
    @futabadoesCG ปีที่แล้ว

    You are the best dude!! Thank you!

  • @soirema
    @soirema ปีที่แล้ว

    awesome, thanks!!

  • @jadeneonsiren
    @jadeneonsiren ปีที่แล้ว +7

    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?

  • @peterben
    @peterben ปีที่แล้ว

    This is Genius
    Thank you alot

  • @hhboyo
    @hhboyo 9 หลายเดือนก่อน

    chill lofi beats to catch pokemon to

  • @ritpop
    @ritpop ปีที่แล้ว

    fantastic

  • @georgetherat3345
    @georgetherat3345 ปีที่แล้ว +1

    Really helpful. This will make things easier. Thanks

  • @adityaghozali538
    @adityaghozali538 ปีที่แล้ว

    amazing

  • @puneetvarshney1110
    @puneetvarshney1110 ปีที่แล้ว

    awesome

  • @RobbieTilton
    @RobbieTilton ปีที่แล้ว +9

    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.

    • @mapleblade2712
      @mapleblade2712 ปีที่แล้ว

      was wondering the same thing although i got no clue how u would remove that with the shader... kindly share pls :3

    • @RobbieTilton
      @RobbieTilton ปีที่แล้ว +1

      @@mapleblade2712 cool. havent had time to try yet, but if I get it going I'll make a youtube video

  • @AA-hx8rl
    @AA-hx8rl ปีที่แล้ว

    Gold

  • @anupamkumar4109
    @anupamkumar4109 ปีที่แล้ว +1

    Man this is incredible. But the topology will be a pain

  • @antsonfire408
    @antsonfire408 9 หลายเดือนก่อน

    Yooo it's gunsblazing secret account. Cool stuff!

  • @TimDownsAnimation
    @TimDownsAnimation ปีที่แล้ว +54

    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.
      @mochyu. ปีที่แล้ว +8

      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.

    • @brielviola5811
      @brielviola5811 ปีที่แล้ว +25

      @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.

    • @Greenman4890
      @Greenman4890 ปีที่แล้ว +8

      @@brielviola5811 Wouldn't this still break when exporting to game engines? Clever solution for inside blender though

    • @crimson-foxtwitch2581
      @crimson-foxtwitch2581 ปีที่แล้ว

      @@Greenman4890just manually edit vertices w/blendshapes.

    • @crimson-foxtwitch2581
      @crimson-foxtwitch2581 ปีที่แล้ว +4

      the answer is “you don’t, you manually edit vertices w/blendshapes instead”

  • @MoccaDeShibe
    @MoccaDeShibe ปีที่แล้ว

    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?

  • @skilarbabcock
    @skilarbabcock 7 หลายเดือนก่อน

    How do you get the cel shaded look though? I can't use this tutorial without being able to see that shadow

  • @animeculture
    @animeculture 9 หลายเดือนก่อน +2

    Is there anyway to transfer this to unreal engine? It’s hard to find a clean cel shaded look like this for it

  • @DearBearDrinkingBeer
    @DearBearDrinkingBeer 5 หลายเดือนก่อน

    This is genius! Thank you. However, a question arises. How to make a smooth gradient?

  • @ryansrandomvidsandmore1852
    @ryansrandomvidsandmore1852 5 หลายเดือนก่อน

    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

  • @kolalev8734
    @kolalev8734 ปีที่แล้ว

    Damn its based af

  • @ibrremote
    @ibrremote 7 วันที่ผ่านมา

    👏🏼👏🏼👏🏼👍🏼

  • @Damian_h
    @Damian_h 2 หลายเดือนก่อน

    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?.

  • @Ayeato
    @Ayeato 3 หลายเดือนก่อน

    confused what your doing with the mirror modifier, do I hide half of the face or what?

  • @leonaluceid2388
    @leonaluceid2388 ปีที่แล้ว +2

    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 ?

  • @titoepfx4272
    @titoepfx4272 11 หลายเดือนก่อน

    how about normals for anime shading with soft shadows and no shaders?

  • @noblephantasms7250
    @noblephantasms7250 9 หลายเดือนก่อน

    Are you gonna make a tutorial on making a Toon Shader?

  • @marcorubio8377
    @marcorubio8377 หลายเดือนก่อน

    what about shape keys :C? is possible make them without break the normals ?

  • @Ayeato
    @Ayeato 4 หลายเดือนก่อน

    so how do you fix this then if your face is rigged and your moving it?

  • @eno_one4106
    @eno_one4106 ปีที่แล้ว +2

    I cant apply modifiers because I have shape keys...
    What should I do?
    Anyway, can you do shape keys for facial expressions?

    • @2amgoodnight
      @2amgoodnight  ปีที่แล้ว +1

      You could try the plugin SKkeep which allows you to apply modifiers even if you have shape keys

  • @colaphoenix6849
    @colaphoenix6849 ปีที่แล้ว

    me looking at the shading. HEY that's how i draw anime!

  • @jaye6612
    @jaye6612 ปีที่แล้ว

    just too k a look at the home room teacher from SV;s model and realized they went full pbr for that game

  • @swrcPATCH
    @swrcPATCH หลายเดือนก่อน

    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

  • @ducanhcter4155
    @ducanhcter4155 ปีที่แล้ว +2

    but when we use subdivision surface it's not effect to it

    • @Damian_h
      @Damian_h 6 หลายเดือนก่อน

      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.

  • @xyx6622
    @xyx6622 7 หลายเดือนก่อน

    hi bro❤ how can i get this working in unity urp

  • @Sibilyan
    @Sibilyan 3 หลายเดือนก่อน

    does this mess up when using shapekeys?

    • @Damian_h
      @Damian_h 2 หลายเดือนก่อน

      It does and really bad. Im having this problem right now.

  • @wilsoncloud6916
    @wilsoncloud6916 ปีที่แล้ว

    where is the shading method?

  • @bookle5829
    @bookle5829 ปีที่แล้ว +1

    I guess this is an old method of yours, and your new method is using the data transfer modifier.

  • @TUTUSAKU
    @TUTUSAKU ปีที่แล้ว

    bgmなんか聞いたことあるなって思ったらポケモンか

  • @Ryan_Tse
    @Ryan_Tse ปีที่แล้ว

    for some reason when I paste it in, nothing changes

    • @2amgoodnight
      @2amgoodnight  ปีที่แล้ว

      Try toggling your Auto Smooth in Object Data Properties -> Normals, also make sure you're copying from only 1 vertex

    • @Ryan_Tse
      @Ryan_Tse ปีที่แล้ว

      @@2amgoodnight I’ll look into it tonight and tell you what happens, thanks for replying

    • @Ryan_Tse
      @Ryan_Tse ปีที่แล้ว

      @@2amgoodnight yeah nothing is happening

    • @gabriellecabato7629
      @gabriellecabato7629 ปีที่แล้ว

      I encounter similar problem at first but I kinda figure out the problem. Try to turn off the "On Cage" on subdivision surface.

    • @Ryan_Tse
      @Ryan_Tse ปีที่แล้ว

      @@gabriellecabato7629 okay I’ll try it

  • @buery113
    @buery113 9 หลายเดือนก่อน

    does this work on roblox