Yep, I haven't seen too many other people do the outline like this. Most people want the shader to generate an outline, but you can do it better yourself.
@@kenonerboy I like this one the most cause you can modify the outline for every angle posible, so it's easier to make it thicker or thinner as you desire.
Solidify modifier-based outline creates a lot of unwanted visual artifacts. In my other videos, many people have asked me how come my outlines look so clean. It's because I clean them up, lol. :D I do everything manually.
Such a satisfying spider model. I don't know what's happening, but I'd like to. Looking forward to more tutorials, I love hearing you explain your process.
at first by how it started i was worried this tutorial was gonna be "heres how to make a toon shaded 3d spider: first download a spider 3d model, then apply a toon shader" thankfully it was not that
i absolutely love how the model looks! i love spiders and stylized 3D. i especially love the varied thickness of the outline. the eyes of the spider are so cute and the skull looks so cool
I have been having such a hard time trying to get perfect out lines in the 3d viewport. the technique you used was absolutely genius.Thank you so much for this tutorial.
Dude I've been searching for an effect like this for a long time. I knew about backface culling, but all the tutorials I saw did it in an automated way, which leads to ugly artifacts, particularly at intersections or complex shapes. I never thought to just do it manually. It feels so obvious now.
Finally someone that understands why you want to work manually. Most people tell me I should just use solidify. Which, like you say, creates bad visual artifacts. Manual is the way to do it.
Two Things could be done easier: -The Black-Hull can be automated with the Solidify-modifier and a material offset. Only Drawback is, that every single material needs a coresponding black entry -The Texture-optimizing can be automated with Texture-Backing between different UV-Layers, so you don't have to shift the Artwork around.
Thank you for your content! Very inspiring work. My husband and I are making a game together. This toon style shading is exactly what I've been searching for!! I'm a traditional artist, new to blender. I've had a difficult time seeing how I could mix the 2 and you've provided the best example of that I've seen yet! Excited to see what you put out next 😊.
I'm really happy you found the content useful. I'm currently working on the new video and procrastinating a bit, but comments like these make me want to do my best. Good luck on your Game Dev journey, I'm hoping to make a game of my own in the future as well.
I find it easier to get the toon outline mesh by using a solidify modifier with even thickness checked, that way your starting mesh will always be equally far from the inner mesh
Also want to add that you should duplicate your model for backup. After you apply your solidify tool, you can move the verts of the solidified layer to get an even stronger, more hand-drawn style if you don't want even thickness. Check it looks right / believable in a 3d space by constantly moving the model and camera around when doing this
Hello! I'm a new subscriber! I've not done 3d modeling since 2012 when I was in Uni but I must admit I keep getting a desire to try it again to see how much has changed in 12 years! I'd love to be able to make something stylish like this, it's so cute. Amazing work! 🥰
Oh wow, this actually looks amazing! I would love to see something like that in more Videogames, it truely gives the Character something very unique :O (I know there are some games with toon shaders, but I have seen none that look this stable and drawn while turning the Character, usually it makes everything look weirdly flat or just ... 3D but Outlined, but this actually looks convincingly 2D. Genshin could learn something from this in my opinion)
My dream was that one day we'll have dog-size robot T-Rexes as pets with artificial intelligence to behave like real pets. Now I want that spider as a pet. The way it moves it's too adorable to resist.
@entikai Thanks for this video! I love your workflow. I was doing the tutorial alongside but the material modifier panel look different in Blender 4.1. Like the specular has its own panel inside surface and I couldn't make it work. Are you planning on create a new step-by-step tutorial in 4.1????
I haven’t updated my blender yet because I am using a lot of third-party add-ons which takes some time to catch up with Blender’s updates schedule. So I’m always few versions behind waiting for my add-ons to catch up. But yes, eventually I’m going to switch to new versions of Blender.
That's an interesting way to do the outline (more customizable than doing it using Solidify and applying it as a secondary material) Multiple ways to do the job.
Technically, Solidify and all of those paid Toon Shader Materials do the exact same thing but make it harder to customize the outline. And since I want mine stylized and cleaned up, I decided to ditch the Solidify and just do it manually.
The video is amazing, I love the toon shaded style, really useful for making 2D style in a 3D software. Although, there is one thing that bother me the most and no offence, but a spider in real life should have 8 legs. just saying. But still, this is very cool spider!
@@Entikai personally I'd colour each face individually by mapping thee quads onto a color map. Wouldn't let you do the skull. But looks even more cartoonie in my opinion
This workflow is amazing! If we want to export to a game engine, I think we need to keep the full UVs. Also, do you know if the outline trick display correctly in a game engine? Great job man !
@entikai hi i tried using ur approach but i have often lighting problems do you know a fix for that (for example because i cant post pictures here :P) when you create a ico sphere -> duplicate it scale it up flip normals and add the toon material - it will have many artifacts. Maybe normal lighting settings arent suited for this? Thx a lot for the video it helped me very much
Try this. Go to your material. At the very top of the material properties, there is a "Surface" field. It's set to "Principle BSDF". Click on that word "Principle BSDF", and a drop down menu should appear. Change it to "Emission". Change the color to black. I hope that helps.
SUBBED. Amazing vid. If you don't mind - how is this lit and what channel are you loading the image texture into? I don't see any light falloff but maybe that's just because the hand-drawn shading pops so well.
So the main mesh with the texture has an emissive shader. But you also see a real-time shadow. That's because the outline has a normal black shader that casts a shadow.
Sir, will you do another episode for this, for the animation? So as you said in the video that the outlines are meshes, I wonder how to deal with them in rigging process and animation.
I am planning to do it. Rigging is easy. Both outline and the main mesh should have the same edge flow and should be weight painted the same way. So when animated, they move together.
I personally keep the mesh and the outline separate. Since the outline is pretty much a duplicate of the mesh, but slightly larger, you just have to make sure that the weight painting on both of them is identical.
I noticed at one point that you selected two edges, and then filled, but then pressed something to fill the other areas around it? It was when you were outdenting one of the legs, so how did you do that?
Would this transfer over to unreal engine or would it go funny? Or too taxing on the engine? So backwards getting toon shaders to work on unreal engine properly
This art style is software agnostic. I tested it in Godot and Unity and it works perfectly. I also uploaded it to Sketcfab and it also looks the way it does in Blender.
you make it sound so simple. wish i could learn blender but everytime the turorial does something that just doesnt work on my blender so i get frustrated and give up for the rest of the year
people with arachnophobia will be so thankful that you didn't give it two of it's eight legs so that they can't be scared of it
Exactly! I thank him! 🤣
Well if Nintendo can do it, he can do it (pokemon spiders with 6 legs as well)
Amazing how accurate this is
"It's the same old vork we've done a million times"
6:00
Speak for yourself dracula, I'm a fresh green newbie 😳
Bro you did a better outline effect than all the tutorials I watched, like simple, straight forward and even you can adjust it!!
Yep, I haven't seen too many other people do the outline like this. Most people want the shader to generate an outline, but you can do it better yourself.
@@Entikai just use the solidify modifer
@@kenonerboy I like this one the most cause you can modify the outline for every angle posible, so it's easier to make it thicker or thinner as you desire.
Ok now I see some disadvantages, like when you want to change the shape of the mesh, you have to remake the outline or tweak it.
Solidify modifier-based outline creates a lot of unwanted visual artifacts.
In my other videos, many people have asked me how come my outlines look so clean. It's because I clean them up, lol. :D I do everything manually.
this is actually a nice tutorial for general modeling
and i have never seen anybode use backface culling for outlines
People use it all the time, but they use it with solidify
Its also common practice in roblox
Damn mate, that Illustrator / Blender workflow tip was incredible, never heard of it before! Sick!
I agree, it's amazing, this will make my life way more easier xD
Such a satisfying spider model.
I don't know what's happening, but I'd like to.
Looking forward to more tutorials, I love hearing you explain your process.
at first by how it started i was worried this tutorial was gonna be "heres how to make a toon shaded 3d spider: first download a spider 3d model, then apply a toon shader"
thankfully it was not that
Cool video, but that spider is missing 2 legs
This one lost a pair in a fight.
Poor, cute spider 😂
Office michael voice:
"Nooooo! Please god noooooo"
Now it has become an "insect"
Cool comment, but it’s also missing eyes depending on the species.
Awesome, you know, you can put the outline using a solidify modifier of course is less customizable but not destructive
Man I really like your style, the shapes, the proportions, the techniques, simple yet they pack a heavy punch.
i absolutely love how the model looks! i love spiders and stylized 3D. i especially love the varied thickness of the outline. the eyes of the spider are so cute and the skull looks so cool
I have been having such a hard time trying to get perfect out lines in the 3d viewport. the technique you used was absolutely genius.Thank you so much for this tutorial.
This is awesome! I absolutely love it and the approach to it. Thank you for this video I’ll definitely be coming back to do this myself!
This video was fun to watch and it also inspired me to try modeling for myself. Also the tip at the end of the video was amazing.
Wonderful tutorial and great refresher! Makes me nostalgic for the time when I first started learning 3D modeling through UA-cam tutorials.
This is the most useful video I've ever seen in my entire life; thank you for sharing such a thorough explanation of your workflow 🙏
Wow, looks very hand made, great look
I imagine this spider pokes itself in the head a lot by mistake
WOW!! 1st 40sec I already learned a new trick. DOPE LINE ART TECHNIQUE
This was such an AMAZING tutorial my man. Keep up the fantastic work!!! ❤❤❤
anyone else see the giant enemy spider?
Really nice workflow ! thanks you for sharing !
Dude I've been searching for an effect like this for a long time. I knew about backface culling, but all the tutorials I saw did it in an automated way, which leads to ugly artifacts, particularly at intersections or complex shapes. I never thought to just do it manually. It feels so obvious now.
Finally someone that understands why you want to work manually. Most people tell me I should just use solidify. Which, like you say, creates bad visual artifacts. Manual is the way to do it.
Looks Amazing!!
Congratulations! 🎉
This is really cool information, and that spider looks fantastic.
OMG THIS VIDEO IS AMAZING!!
I'LL LEARN A LOT FROM THIS, THANK YOU!
Very cool, as a begginer, there were plenty of helpful tips! Thank you!
You're all so talented
Keep up the great work
Two Things could be done easier:
-The Black-Hull can be automated with the Solidify-modifier and a material offset. Only Drawback is, that every single material needs a coresponding black entry
-The Texture-optimizing can be automated with Texture-Backing between different UV-Layers, so you don't have to shift the Artwork around.
Toon shade looks so awesome!!
gonna see if I can do someting like this my self, its an very interesting and cute style, thanks for teaching us
Thank you for your content! Very inspiring work. My husband and I are making a game together. This toon style shading is exactly what I've been searching for!! I'm a traditional artist, new to blender. I've had a difficult time seeing how I could mix the 2 and you've provided the best example of that I've seen yet! Excited to see what you put out next 😊.
I'm really happy you found the content useful. I'm currently working on the new video and procrastinating a bit, but comments like these make me want to do my best. Good luck on your Game Dev journey, I'm hoping to make a game of my own in the future as well.
love your accent, and your work
I find it easier to get the toon outline mesh by using a solidify modifier with even thickness checked, that way your starting mesh will always be equally far from the inner mesh
Also want to add that you should duplicate your model for backup. After you apply your solidify tool, you can move the verts of the solidified layer to get an even stronger, more hand-drawn style if you don't want even thickness. Check it looks right / believable in a 3d space by constantly moving the model and camera around when doing this
Awesome video. I would love to try this one day.
we need lore for this, it looks sick.
Wow.. a good blender tutorial without download and all done.. congratulations🎉
Hello! I'm a new subscriber! I've not done 3d modeling since 2012 when I was in Uni but I must admit I keep getting a desire to try it again to see how much has changed in 12 years! I'd love to be able to make something stylish like this, it's so cute. Amazing work! 🥰
You can do it, just give it a shot! 😃
Oh wow, this actually looks amazing!
I would love to see something like that in more Videogames, it truely gives the Character something very unique :O
(I know there are some games with toon shaders, but I have seen none that look this stable and drawn while turning the Character, usually it makes everything look weirdly flat or just ... 3D but Outlined, but this actually looks convincingly 2D. Genshin could learn something from this in my opinion)
Blender? All i can do is a cylinder. Amazing work!
So frightening! Lol.
Awesome work :)
I need more of this, longer version
This is actually a good idea. I loved it.
I used it and now its my favorite 3d model thanks soooooo much
Amazing!!!
Awesome cartoon spider!
This video was helpful and inspiring! Liked, subbed and saved for later
You can make the outlines with the solidify modifier.
There are tutorials on UA-cam
I like the model btw. Looks like one of the spiders from Jak 3
I really liked a great finish. I would like you to bring us a video on how to add those animations to the spider.😲😳
Amazing video, very helpful.
like who knows that this spider is based from jak and daxter 2
Bro is a mafia boss
Пауки с шестью ногами такие милые❤
Очень крутая моделька
This was fantastic!
My dream was that one day we'll have dog-size robot T-Rexes as pets with artificial intelligence to behave like real pets. Now I want that spider as a pet. The way it moves it's too adorable to resist.
My dream is to put models like these into a game one day. Maybe the game is a monster trainer genera.
Amazing video
That shader is crisp.
Looks cool
This looks good, i wish i could make models that good, i make sculpts in Dreams for the PlayStation 4
realy good work brother
In my search for a cute spider reference I discovered the wonder that is the peacock spider, so thank you for that.
Googling now. Wait, what?
Nice work
If Miguel (Spiderman 2099) got bitten by a spider, this is probably what it would’ve looked like
@entikai Thanks for this video! I love your workflow. I was doing the tutorial alongside but the material modifier panel look different in Blender 4.1. Like the specular has its own panel inside surface and I couldn't make it work. Are you planning on create a new step-by-step tutorial in 4.1????
I haven’t updated my blender yet because I am using a lot of third-party add-ons which takes some time to catch up with Blender’s updates schedule. So I’m always few versions behind waiting for my add-ons to catch up. But yes, eventually I’m going to switch to new versions of Blender.
It look cute tbh.
Even though you said it's easy, but I hope you can make a really beginner friendly tutorial with step by step instructions, thank you ❤
so cool man
That's an interesting way to do the outline (more customizable than doing it using Solidify and applying it as a secondary material)
Multiple ways to do the job.
Technically, Solidify and all of those paid Toon Shader Materials do the exact same thing but make it harder to customize the outline. And since I want mine stylized and cleaned up, I decided to ditch the Solidify and just do it manually.
The video is amazing, I love the toon shaded style, really useful for making 2D style in a 3D software.
Although, there is one thing that bother me the most and no offence, but a spider in real life should have 8 legs. just saying.
But still, this is very cool spider!
Why is everyone going on about the anatomical errors in this? It shouldn’t matter, it’s fiction.
very cool
ohhh tysm for this : D!
É fantástico como você faz isso
Really nice. Although personally, I'd cell shade it to make it even more cartoony lol
How would you do it? Just curious.
@@Entikai personally I'd colour each face individually by mapping thee quads onto a color map.
Wouldn't let you do the skull. But looks even more cartoonie in my opinion
@@Entikai but I still think you're one is amazing.
the spider is so cute🥰 🥺
This workflow is amazing!
If we want to export to a game engine, I think we need to keep the full UVs. Also, do you know if the outline trick display correctly in a game engine?
Great job man !
Yep, I tested it in Godot and Unity and works perfectly.
@@Entikai nice I use Godot \o/ ! thanks :D
@entikai hi i tried using ur approach but i have often lighting problems do you know a fix for that (for example because i cant post pictures here :P) when you create a ico sphere -> duplicate it scale it up flip normals and add the toon material - it will have many artifacts. Maybe normal lighting settings arent suited for this? Thx a lot for the video it helped me very much
Try this. Go to your material. At the very top of the material properties, there is a "Surface" field. It's set to "Principle BSDF". Click on that word "Principle BSDF", and a drop down menu should appear. Change it to "Emission". Change the color to black. I hope that helps.
@@Entikai hmm sadly nothing changed i will figure it out. thx a lot for the video :)
Illustrator to Blender, I thought I was the only one.
SUBBED. Amazing vid. If you don't mind - how is this lit and what channel are you loading the image texture into? I don't see any light falloff but maybe that's just because the hand-drawn shading pops so well.
So the main mesh with the texture has an emissive shader. But you also see a real-time shadow. That's because the outline has a normal black shader that casts a shadow.
amazing, thanks!
Sir, will you do another episode for this, for the animation?
So as you said in the video that the outlines are meshes, I wonder how to deal with them in rigging process and animation.
I am planning to do it. Rigging is easy. Both outline and the main mesh should have the same edge flow and should be weight painted the same way. So when animated, they move together.
@@Entikai How about weight painting?
Say we talk about a leg and its outline, will they be combine as one object and parented to a bone?
I personally keep the mesh and the outline separate. Since the outline is pretty much a duplicate of the mesh, but slightly larger, you just have to make sure that the weight painting on both of them is identical.
@@Entikai Thank you, Sir.
Looking forward to seeing the sequel.
heads up, you dont need the addon is you save the full PSD file to your program. Simply remember to change the file once completed though
it was very helpful and inspidering
This is brilliant. That thing is a crab tho
это великолепно!
11:14 Blender add-on
For those interested
Congrats from Brasil dear workfriend... how do you work with illustrator and blender simultaneously?
now i know kkkkk
I noticed at one point that you selected two edges, and then filled, but then pressed something to fill the other areas around it? It was when you were outdenting one of the legs, so how did you do that?
There is a built in addon called F2, and it let's you do that by pressing "F" key in the edit mode.
@@Entikai Hell yeah, thanks!
Me watching this like I'm gonna someday make an entire game🤣😂
That is cute
Cool!!!
Awesome tutorial! Can i ask, where did you get the texture you used during the unwrapping?
It's part of a free Addon called TexTools. You just press a button, and the texture gets applied.
@@EntikaiFantastic, Thankyou 👍
I am a newbie in terms of art. I don't really know how to do a correct silhouette for the body of the spider. Do someone knew a good reference ?
You can go to my Sketchfab page (called Entikai). There, you can take a look at this very spider in 3D and take screenshots.
Would this transfer over to unreal engine or would it go funny? Or too taxing on the engine? So backwards getting toon shaders to work on unreal engine properly
This art style is software agnostic. I tested it in Godot and Unity and it works perfectly. I also uploaded it to Sketcfab and it also looks the way it does in Blender.
you make it sound so simple. wish i could learn blender but everytime the turorial does something that just doesnt work on my blender so i get frustrated and give up for the rest of the year
It took me solid 2 years to feel comfortable. The key is to do your own small projects and just have fun.
Could you, please, advise at 2:54 what did you do, how you managed to duplicate the vertices so they became independent?
You can the V key to split the vertices.
@@Entikai thanks
omg lil guy walking around
Are you applying the subdivision modifier at the very start? My cube stays just 6 verts
Yes, I press CTRL + 1 to apply it.
Amazing tutorial! Also mind if i ask. Are you maybe from balkans? (Simmular acent)
Yes, from Sarajevo, Bosnia and Herzegovina.
@@Entikai HEY SAME! (ok i am living in croatia right now, but i lived in sarajevo for most of my life)
so when i heard your voice, i just KNEW it
No joke i was watching this video on my phone in my bed to glance over to a real spider an inch from my face.