You can select the middle vertices and set them as sharp so they won't look wierd with the mirror modifier
@jeansamson40799 ай бұрын
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
@rajabwali33732 жыл бұрын
Lol, I always thought normals were just about turning red faced blue. But there was another layer. Thank you.
@RobbieTilton2 жыл бұрын
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.
@maple-blade2 жыл бұрын
was wondering the same thing although i got no clue how u would remove that with the shader... kindly share pls :3
@RobbieTilton2 жыл бұрын
@@maple-blade cool. havent had time to try yet, but if I get it going I'll make a youtube video
@obsidianblack26422 жыл бұрын
Thanks for showing us this simple method, I'll definitely use this technique
@alan_ars2 жыл бұрын
Fantastic man!!! Is the first time that I see this method!!
@drluigi37602 жыл бұрын
This is fantastic. Can't wait to see the next video.
@loredragonofftheclock2 жыл бұрын
This was just what I needed. Thank you for this!
@jadeneonsiren Жыл бұрын
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?
@IanPaulBrossard2 жыл бұрын
Pokémon Center theme!! your videos are amazing!
@hhboyo Жыл бұрын
chill lofi beats to catch pokemon to
@TimDownsAnimation2 жыл бұрын
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.2 жыл бұрын
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 Жыл бұрын
@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 Жыл бұрын
@@brielviola5811 Wouldn't this still break when exporting to game engines? Clever solution for inside blender though
the answer is “you don’t, you manually edit vertices w/blendshapes instead”
@MasterNinja7862 жыл бұрын
Amazing video. Keep it up man
@Tsero0v02 жыл бұрын
Amazing tutorial!
@antsonfire408 Жыл бұрын
Yooo it's gunsblazing secret account. Cool stuff!
@victory_summery Жыл бұрын
great tutorial! thanks for the vid
@animeculture Жыл бұрын
Is there anyway to transfer this to unreal engine? It’s hard to find a clean cel shaded look like this for it
@leonaluceid23882 жыл бұрын
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 ?
@2amgoodnight2 жыл бұрын
Yep, both true
@DearBearDrinkingBeer11 ай бұрын
This is genius! Thank you. However, a question arises. How to make a smooth gradient?
@georgetherat33452 жыл бұрын
Really helpful. This will make things easier. Thanks
@soirema Жыл бұрын
awesome, thanks!!
@FutabaCG2 жыл бұрын
You are the best dude!! Thank you!
@Weredah Жыл бұрын
helped alot, thank you!
@adog31295 ай бұрын
i can't find the shadow option in blender 4
@eno_one_eno2 жыл бұрын
I cant apply modifiers because I have shape keys... What should I do? Anyway, can you do shape keys for facial expressions?
@2amgoodnight2 жыл бұрын
You could try the plugin SKkeep which allows you to apply modifiers even if you have shape keys
@peterben2 жыл бұрын
This is Genius Thank you alot
@IstyManame3 ай бұрын
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
@skilarbabcock Жыл бұрын
How do you get the cel shaded look though? I can't use this tutorial without being able to see that shadow
@rei_frajernami_philleotardo5 ай бұрын
Thank you !
@哈湫3 ай бұрын
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.
@Ayeato8 ай бұрын
confused what your doing with the mirror modifier, do I hide half of the face or what?
@anupamkumar41092 жыл бұрын
Man this is incredible. But the topology will be a pain
@marcorubio83777 ай бұрын
what about shape keys :C? is possible make them without break the normals ?
@Damian_DH7 ай бұрын
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?.
@viciousvndta7 ай бұрын
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
@ryansrandomvidsandmore185210 ай бұрын
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
@Ayeato9 ай бұрын
so how do you fix this then if your face is rigged and your moving it?
@ritpop2 жыл бұрын
fantastic
@titoepfx4272 Жыл бұрын
how about normals for anime shading with soft shadows and no shaders?
@ducanhcter4155 Жыл бұрын
but when we use subdivision surface it's not effect to it
@Damian_DH11 ай бұрын
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.
@MoccaDeShibe Жыл бұрын
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?
@puneetvarshney1110 Жыл бұрын
awesome
@xyx6622 Жыл бұрын
hi bro❤ how can i get this working in unity urp
@colaphoenix6849 Жыл бұрын
me looking at the shading. HEY that's how i draw anime!
@Sibilyan9 ай бұрын
does this mess up when using shapekeys?
@Damian_DH7 ай бұрын
It does and really bad. Im having this problem right now.
@wilsoncloud6916 Жыл бұрын
where is the shading method?
@jaye66122 жыл бұрын
just too k a look at the home room teacher from SV;s model and realized they went full pbr for that game
@AA-hx8rl2 жыл бұрын
Gold
@bookle5829 Жыл бұрын
I guess this is an old method of yours, and your new method is using the data transfer modifier.