Adding depth to anime eyes? No problem 👁️
Watch this shader in action, coming soon to the Godot Shaders Bible ✨
More 👉https://t.co/1kYkAqSE2L
#godotengine#3DCG#indiedev
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!
「Update」Blender Bone Tools 1.3.1
- Clean up Empty Vertex Groups
This will also be automatically executed when importing or pasting weights
Hit the Update button 🚀
In our latest tutorial, Jim Morren teaches you everything you need to know about UVs for 3D characters.
Video here: https://t.co/dLOh3z04l2
#b3d#blender3d#uvs#texturing#3dart
新機能の追加:ワンクリックで以下のボーン命名規則を変換
New feature: Convert naming conventions with one-click
1. #VRChat
2. #MMD
3. VRoid
4. AutoRig
5. Unity Humanoid
6. Mixamo / Maya HumanIK / Motionbuilder
▼ Click the original post below to DL this #Blender add-on for free
Normal edit modifier
この方法がまともな方法かわかりませんが、 ノーマル編集方法を映像に作ってみました
役に立つか分かりませんね😅
이 방법이 제대로 된 건지 모르겠지만 노말 편집하는 방법을 영상으로 만들어 봤습니다🫨
도움이 되실지 모르겠네요..😅
#3dcg#blender#blender初心者