Extraterrestrial Satellite Communication Rin Tohsaka
"The contract is complete. Relax, I'm not really one for strict hierarchies... well, not for most people, anyway. Got that, my Servant?"
Hailing from a world beyond our universe where magic and magecraft coexist, this young mage tirelessly hones her skills. She is the Sixth Head of the Tohsaka family, a prestigious lineage of Fuyuki City mages.
Currently studying under a renowned master at the "Clock Tower" who has deep ties to the Holy Grail War, hopping across dimensions and planes just to finish an internship assignment...
"Huh? Where am I? Why isn't there any magical energy here at all...? The Ho-Holy Grail? I'm saved! Sorry, just gonna borrow this!"
Original Concept Artist: Takashi Takeuchi
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"Imagenae Holy Grail War": Honkai: Star Rail ร Fate/stay night [Unlimited Blade Works] Collaboration will officially launch on July 24.
Starting from 12:00, July 24 (server time), Trailblazers can use Star Rail Special Passes to participate in the collaboration Warp and obtain the limited 5-star character Rin Tohsaka (Erudition: Quantum).
Please refer to the follow-up announcements for detailed information.
"Who lives in a pineapple under the sea?" ๐ต๐
One of the best 3D projects I've worked on. I had a lot of fun with this little yellow guy!
Inspired by Akbar Erabiyan.
#b3d#blender#spongebob
Avec un peu de temps et d'efforts, mais aussi pour dรฉpolluer votre TL de starter pack qui puent l'IA, en voici un fait par mes soins. #starterpacknoAI#b3d#blender
Here is the Geometry Nodes Weighted Normals with Laplacian Blur on a full character (a vroid). It easily improves the shading even on game topology with almost no setup.
I built this as part of my quest to improve real time toon shading. 3D anime models are popular, but use of dynamic light is rare even among high quality vtuber models. This is for several reasons, but a big one is simply that it takes a lot of Custom Normals work to make 3D cel shading not look like a jagged mess (other pieces of the puzzle are issues like deformations, multiple lights, etc). And fixing Normals is tedious, especially on existing game topology.
I have focused on proxy meshes for priority areas like character faces, but they aren't an efficient solution for the whole body + outfit. I wanted something I could just throw on any model and make it at least not a jagged mess anymore even if it wasn't perfect. As you can see from this clip, this does that very well! And vertex groups can be used to control the style of the effect and power. It still can't smooth beyond what the topology density can support, but the topo itself is no longer a problem (for higher res, could be run on a subdivided version of the model and then baked to a Normal Map.)
The only changes I made to this model were adding a weld modifier to merge split edges during interpolation, and a vertex group to select the skirt. I have not yet added full handling and logic for detecting edges with big angles like the skirt, or for handling boundaries like on the hair, so both those areas can get better too.
You can also see that while it successfully smooths out the Face, it isn't really stylistically correct there. That is still best done with a proxy mesh to define a new shape.
This is part of the tools I am working on for @getfondant. We are putting together a Blender Addon to release this + a proxy mesh tool for the face, and are working on resolving other problems in-engine to fully bring dynamic light to real time 3D toon shading. Give us a follow, and send them a DM if you are interested in testing these tools as they develop!