This is the final Normal/Shadow related tutorial in the Anime series. The last thing you need to know is how to square up the UVs and create the Texture maps for the Albedo and Ambient Occlusion detail which I will start teaching in the next tutorial - Hope to see you there, and thank you for watching :) Callisto Model Download: bnpr.gumroad.com/l/BEER4 Link to Ruki's Twitter: twitter.com/rukikuri
As a modeller who has done anime models for production... Topology and anatomy can be whatever you want, as long as you get the effect you need. Since we abuse the hell out of normals and shading, you can really just do whatever as long as you get the result and anatomy necessary. Sometimes you'd have sharp noses, other times it might suddenly become the regular human nose. It really depends a lot on the sheet provided, and how they want to handle the shading/progression of the shadows.
The triangle fan around the mouth is actually for creating easy stylized expressions, because there's less mesh resolution in that spot - it's also there because the lips of those meshes are usually higher res than the rest of the face
@@Natalie-Bowen Really? I'm new to 2.93 version, previously I used 2.8 version so getting these things little by little. I will check out to how to dissolve pre-existing edge loops in 2.93
Finally joined the patreon since it felt criminal watching all of your amazing tutorials without some form of payment. You have taught me so much. I've been looking into making the custom facial shadow shapes, and yeah it's pretty complex. Maybe I'll start simpler and work my way up. I found a decent way by creating the shapes you want in the typology and then having all of the normals face the same direction for each separate shape. I really like that your video said "hey this stuff is pretty complex and I'm learning this too."
Man, I please don't feel bad about that, we're all struggling to get through the day, I'm just happy you are enjoying the content - I really do appreciate it though, and yeah Anime shading in many ways is more difficult than photo-realism. It's very obtuse and you have to break a lot of rules, so it's kinda hard at the beginning especially - But, like everything else, the more you do it, the better you'll get :)
You are doing god tier work of compiling this information. Your humility, even as you have more knowledge than us, really drives to me that this is a massive amount of effort to get all this information, and how far mastery truly is. Thank you for all you do.
yesss, thank you so much for this. I've been struggling like crazy with retopology of my model, trying to figure out what to do and what not to do. This makes things way clearer.
it's still very generous of you to take the time to record, edit, and upload this vid. it's one thing to put this all together on my own by looking stuff up, but it's another thing entirely to hear a friendly voice spell it all out and basically validate the frustrating experience of just trying to look up the best process for this shading style. ALL of your vids are so helpful and entertaining, and I can't thank you enough for how much you do. keep it up!
It's ok, Royal, thank you so much for all content you already did and continue doing, for me I prefer to see you doing what you like or even love and teach it if you want to, than try to learn something you're not really interested, give us a north to follow on what you do not are into it's already perfect, that's really kind of you. Love your content. 💙
This is so interesting! I'm more used to realistic facial proportions in 3D modeling, so it's very interesting to see that anime facial topology is higher polygon. Personally, I really like the Final Fantasy look, I love the semi-realistic look with the bigger eyes. But anime shading in 3D looks really pretty too
Bro you ROCK! I am very impressed by the way you teaches, that's so awesome and quick. I quit the blender last year but came back on it again a week ago and continued to watch your videos again. And not to mention I have been watching your videos from blender 2.8 version tutorials. Great work keep going and People! Support our pro!!!!! Heart "Sky Royal" Heart ( Heart bc I can't find emoji on my Keyboard ;b lol )
Tip for everyone that I recently discovered when trying to achieve the Guilty Gear look. Change your quads to triangles. I don't know why, but triangles translate the shadow manipulation better.
i'm by no means an expert but here's how i understand it: obviously the vertex attributes at the three corners of a triangle gets interpolated to any arbitrary point in the triangle, and those attributes include the normals. so, if you have a large area with normals all pointing the same direction (such as a cheek) and a smaller area within that where the normals are slightly offset (the rembrandt triangle) there's going to be a gradual change in normals over the triangles that are in both of those areas. in other words there are going to be triangles that has vertex normals that all do not point in the same direction. because you'd want there to be a sharp transition in normals you could solve that by for example having a few very tight loops around the area where you want the rembrandt triangle to sit as to minimize the surface area of those "transitional" triangles. so basically 1. edit the normals of the surrounding area to make it basically flat as far as shading is concerned 2. edit the normals of the rembrandt triangle area to also be flat but offset from the surrounding area 3. one way or other minimize the surface area of triangles that has the normals of both the surrounding and rembrandt triangle areas. i hope that makes sense and also isn't horribly incorrect
i appreciate your honesty with saying that ya straight up dont know how this shit works, but nevertheless have the drive to find out how and pass it on to all of us
I just recently got into digital sculpting. But despise Retopology with a passion. I'll have to give it a shot once I reach that part with this tip to see if it will change my mind. :)
Nhij quang just released a video on how to get it good anime face lighting with a texture The video is pretty comprehensive and definitely worth checking out
Wait, it's the end of the tutorial series already? Ngl, your tutorials feels like anime for me, I kept waiting the next tutorial and I feel sad that it comes to an end
Interesting vid. But I'd like for every one who wants rembrandt shading style for their low poly models to read this. IT IS POSSIBLE. In fact .. it's way simper to apply to a low poly model, when you do the triangular face trick, make proportional indents, and just make slight adjustments with the normals. I have live examplesl models that have this effect, and they are poo-poly, meaning that they are extremely low poly.
i still having a lot of problems when editing normals, if i want a character to speak, the normals breaks with a skeletal mesh. i cant edit normals and deform with bones because it breaks. do you have any idea about how to solve this_ Have a nice day.
I have to say, this is why I have an insane disgust for 3D anime- not the art or the style, but the place of which where the eyes, nose and mouth are located on the head. Sure, it may be a lot of work, but in the end the proportions stick out like a sore thumb and it makes me want to vomit.
Not sure if this is a good solution instead of tweaking normals, but Royal Skies can also try this method out and see if it is work better ua-cam.com/video/LKR1ITdOeKM/v-deo.html
Lol, FF heads are very deformed and not realistic, and if you compare body to head ratio its also not humanlike, but style of FF is great, its just not realistic as you say
I've been trying to limit my anime character animation like anime, but I couldn't find any tutorial on UA-cam. you can contact me at Twitter Blue Strawberry @OussamaAzzouzi9 I really look forward to your replay cuz you and Ruki are the only people I look up to when facing a problem.
This is the final Normal/Shadow related tutorial in the Anime series. The last thing you need to know is how to square up the UVs and create the Texture maps for the Albedo and Ambient Occlusion detail which I will start teaching in the next tutorial - Hope to see you there, and thank you for watching :)
Callisto Model Download: bnpr.gumroad.com/l/BEER4
Link to Ruki's Twitter: twitter.com/rukikuri
As a modeller who has done anime models for production... Topology and anatomy can be whatever you want, as long as you get the effect you need.
Since we abuse the hell out of normals and shading, you can really just do whatever as long as you get the result and anatomy necessary. Sometimes you'd have sharp noses, other times it might suddenly become the regular human nose. It really depends a lot on the sheet provided, and how they want to handle the shading/progression of the shadows.
The triangle fan around the mouth is actually for creating easy stylized expressions, because there's less mesh resolution in that spot - it's also there because the lips of those meshes are usually higher res than the rest of the face
Yeah when I was creating I had to change the whole mesh to make that effect on the character
@@dashdiamonds4468 typically it's done by dissolving pre-existing edge loops
@@Natalie-Bowen Really? I'm new to 2.93 version, previously I used 2.8 version so getting these things little by little. I will check out to how to dissolve pre-existing edge loops in 2.93
nice info, thanks
@@Natalie-Bowen Do you have any tutorial on this specific process?
Still a useful information. Not only the shadows but also proportion difference between anime head and normal human head
I agree. I honestly didn’t really know there were different kinds of shading until this video.
Finally joined the patreon since it felt criminal watching all of your amazing tutorials without some form of payment. You have taught me so much.
I've been looking into making the custom facial shadow shapes, and yeah it's pretty complex. Maybe I'll start simpler and work my way up. I found a decent way by creating the shapes you want in the typology and then having all of the normals face the same direction for each separate shape.
I really like that your video said "hey this stuff is pretty complex and I'm learning this too."
Man, I please don't feel bad about that, we're all struggling to get through the day, I'm just happy you are enjoying the content - I really do appreciate it though, and yeah Anime shading in many ways is more difficult than photo-realism. It's very obtuse and you have to break a lot of rules, so it's kinda hard at the beginning especially - But, like everything else, the more you do it, the better you'll get :)
Some solid honesty going on lately. Both towards the viewers, the actual impact/necessity of these things and your own abilities. Good stuff.
As a small freelance 3D modeller, I'm loving these videos! x
You are doing god tier work of compiling this information. Your humility, even as you have more knowledge than us, really drives to me that this is a massive amount of effort to get all this information, and how far mastery truly is. Thank you for all you do.
yesss, thank you so much for this. I've been struggling like crazy with retopology of my model, trying to figure out what to do and what not to do. This makes things way clearer.
it's still very generous of you to take the time to record, edit, and upload this vid. it's one thing to put this all together on my own by looking stuff up, but it's another thing entirely to hear a friendly voice spell it all out and basically validate the frustrating experience of just trying to look up the best process for this shading style. ALL of your vids are so helpful and entertaining, and I can't thank you enough for how much you do. keep it up!
It's ok, Royal, thank you so much for all content you already did and continue doing, for me I prefer to see you doing what you like or even love and teach it if you want to, than try to learn something you're not really interested, give us a north to follow on what you do not are into it's already perfect, that's really kind of you.
Love your content. 💙
Most honest UA-camr
This is so interesting! I'm more used to realistic facial proportions in 3D modeling, so it's very interesting to see that anime facial topology is higher polygon. Personally, I really like the Final Fantasy look, I love the semi-realistic look with the bigger eyes. But anime shading in 3D looks really pretty too
Thanks so much for sharing. The stuff about the rembrandt shading was extremely informative
Love ya man! Thanks for all these!
You always deliver quality! Keep it up, man! I've really enjoyed being on this journey with you!
Bro you ROCK! I am very impressed by the way you teaches, that's so awesome and quick. I quit the blender last year but came back on it again a week ago and continued to watch your videos again. And not to mention I have been watching your videos from blender 2.8 version tutorials. Great work keep going and People! Support our pro!!!!! Heart "Sky Royal" Heart ( Heart bc I can't find emoji on my Keyboard ;b lol )
Thank you~! I am very excited for the next video. looking forward to it.
Your voice is pleasing that's enough for me :)
This entire series was great! Thank you! It reminded me of my first attempts at an anime/npr style, why I left, and then why I came back to it
thank you for all this gold information
Great video! To be honest I'm actually trying this kind of anime style but closer to the DB FighterZ style that has some difference on topology face.
Tip for everyone that I recently discovered when trying to achieve the Guilty Gear look.
Change your quads to triangles. I don't know why, but triangles translate the shadow manipulation better.
depends on the mesh segment. manual triangulation can be used to achieve some effects easier, such as the rembrandt tris
It was very useful man ! Thanks a bunch for sharing the knowledge !!
This is a really cool subject, good stuff
Thanks for the birthday gift!
Happy Birthday! 🎂
You're very welcome, and Happy Birthday - Hope it's Fantastic-!!
i'm by no means an expert but here's how i understand it: obviously the vertex attributes at the three corners of a triangle gets interpolated to any arbitrary point in the triangle, and those attributes include the normals. so, if you have a large area with normals all pointing the same direction (such as a cheek) and a smaller area within that where the normals are slightly offset (the rembrandt triangle) there's going to be a gradual change in normals over the triangles that are in both of those areas. in other words there are going to be triangles that has vertex normals that all do not point in the same direction. because you'd want there to be a sharp transition in normals you could solve that by for example having a few very tight loops around the area where you want the rembrandt triangle to sit as to minimize the surface area of those "transitional" triangles.
so basically
1. edit the normals of the surrounding area to make it basically flat as far as shading is concerned
2. edit the normals of the rembrandt triangle area to also be flat but offset from the surrounding area
3. one way or other minimize the surface area of triangles that has the normals of both the surrounding and rembrandt triangle areas.
i hope that makes sense and also isn't horribly incorrect
This was very helpful - :D
i was literally looking for this today O_o
Can't wait for the next video!
i appreciate your honesty with saying that ya straight up dont know how this shit works, but nevertheless have the drive to find out how and pass it on to all of us
As someone who goes for more traditional topology, this topology scares me.
Yes
Yes 4 Featuring Vergil From The Special Edition Series
I just recently got into digital sculpting. But despise Retopology with a passion. I'll have to give it a shot once I reach that part with this tip to see if it will change my mind. :)
Yes! Lots of work. Little reward. Sounds like my kinda art style. :D
The second I start understanding topology you upload a video on it haha
I am 14 years old and I am going to become a Programmer and make my own free anime game. Wish me luck!
wow I really been struggling with this thank you.
I also do my character proprtions like final fantasy characters xD
Nhij quang just released a video on how to get it good anime face lighting with a texture
The video is pretty comprehensive and definitely worth checking out
I'm very intrigued by ruki's skirt rigging, is there a tutorial about it?
Wait, it's the end of the tutorial series already? Ngl, your tutorials feels like anime for me, I kept waiting the next tutorial and I feel sad that it comes to an end
There's still more in the anime series this is just the end of the shading segment.
Observing how the anime shading metaknowledge is created over time... It was no real thing some years ago...
And Mihoyo/Hoyoverse using texture to control that triangle 😂
And the Noble Prize for Shading goes to....
do you have a base mesh of the proper topology? if so you can use zwrap to transfer the proper topology
Using normal maps can’t fake the shadows? Really informative your videos. Thanks for that
Will this also work when you apply the modifiers and export it to a game engine?
Or does it work in Blender only?
ty
Let's fckin goooooooo
Interesting vid. But I'd like for every one who wants rembrandt shading style for their low poly models to read this. IT IS POSSIBLE. In fact .. it's way simper to apply to a low poly model, when you do the triangular face trick, make proportional indents, and just make slight adjustments with the normals. I have live examplesl models that have this effect, and they are poo-poly, meaning that they are extremely low poly.
Very late to the party but... Would the proxy mesh be rigged too? Or just parented to the armature exactly as is?
Second
Someone is going to import one of those professional models into chat GPT and ask it to figure out the steps taken to create the topology.
i still having a lot of problems when editing normals, if i want a character to speak, the normals breaks with a skeletal mesh. i cant edit normals and deform with bones because it breaks. do you have any idea about how to solve this_
Have a nice day.
Can you bake the normals onto a normal map?
How do you attach limbs to a rig mid animation
Does Ruki have a youtube channel?
If i need best base mesh anime male and girl - were i finded? In internet many models, but i need best for create character creator in game.
You can download mine for free here - www.theroyalskies.com/royal-resources
@@TheRoyalSkies thank!
I have to say, this is why I have an insane disgust for 3D anime- not the art or the style, but the place of which where the eyes, nose and mouth are located on the head. Sure, it may be a lot of work, but in the end the proportions stick out like a sore thumb and it makes me want to vomit.
Not sure if this is a good solution instead of tweaking normals, but Royal Skies can also try this method out and see if it is work better
ua-cam.com/video/LKR1ITdOeKM/v-deo.html
Lol, FF heads are very deformed and not realistic, and if you compare body to head ratio its also not humanlike, but style of FF is great, its just not realistic as you say
I've been trying to limit my anime character animation like anime, but I couldn't find any tutorial on UA-cam.
you can contact me at Twitter
Blue Strawberry
@OussamaAzzouzi9
I really look forward to your replay cuz you and Ruki are the only people I look up to when facing a problem.
I know how to do it in Blender but Unity no.