Texturing/Rendering Anime characters in Blender [Tutorial]


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This tutorial has been requested by you guys for a long time. You’ll learn about how to deal with texturing and rendering of Anime style 3D characters in Blender. We’ll set up a material that is based on Vertex Color and also look at a render node setup to improve the final image. Line rendering using the freestyle engine will also be covered. Please enjoy!

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32 responses to “Texturing/Rendering Anime characters in Blender [Tutorial]”

  1. Your tutorials are very cleat and I very much like how you do the cell shading anime effect. I still have some problems to get this effect. No problem in getting the materials right, but as soon as I want to use a texture, I loose the anime effect in blender render.
    So, in case of this tutorial; (Texturing/Rendering Anime characters in Blender) if I replace the vertex paint by a texture I made in photoshop, I loose the hard cell shading effect. How come ?
    So please , make some tutorials in cell shading (anime) in blender render or cycles render for applying textures on the materials.
    However your work looks very subtle and full of style. Great. Absolutely.

  2. Hi i have a question.
    I followed all your steps, and i have done it right.
    But i have some problems.
    I have a model, and i set the material as you did.
    But when i load the texture, that it is some blood and lashes, the color of the red and black change according to the material one.
    How can i solve it? Please i need it

  3. Without a doubt this is the future of 2D animation. The only things that needs to be improved is all the controls need to be more simplified and everything needs to be pre rendered so you can manipulate eveything like a true 2D puppet, and it needs to get advanced enough to the point where we can make just about any art style from Code Lyoko to Star vs. the forces of evil. You know stuff like that.

  4. Thank you!. Finding japan-styled cell shading tutorials of any kind are almost impossible to find. I looked while I was in school a few years ago; but there was almost nothing. And no straight answers from my teachers either; as anything 'anime' isn't really respected in the industry. I just want to know how to do it for my own personal use.

    Thank you so much :)!

  5. hi, your tutorial is excellent and it really helps me a lot! I am from the Chinese Blender community and due to the famous "Great Firewall", people in china have no access to your video, I wonder if you could allow me to copy ur video to a Chinese video website for educational purpose only. I will not make any profits from or take credits for this video and I will put the youtube link to this video and ur channel in the video profile. Thank you.

  6. I just can't reproduce this, mainly because, outside of cycles, I have absolutely no idea how to create decent lighting.
    Could you tell me how I can achieve the same "cell shading" effect in cycles?

  7. hey Daniel Kreuter Awesome tutorial but quick question how do you used this method but instead of using vertex paint you use a texture map I just can get the same result, it always look 3d instead of cell shaded or toon

  8. This looks different for me. (Using newest version of blender). When you add the geometry node onward it looks different from yours. Mine never changes to white and grey colors. But It does seems to work later.

  9. SAEKANO: How to raise a boring girlfriend.
    I knew I recognised the character.
    Also, if rather than using a colour ramp you use some maths, you can define the shadow threshold with vertex colours.
    This allows you to have areas that are always lit or always in shadow and just gives you some added control.
    It's one of the methods used in Guilty Gear Xrd for creating the 2D look of that game.
    Highly recommend watching their GDC 2015 talk about NPR shading in that game.
    Very interesting stuff.

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