COMPLETE Anime Shading Tutorial (In 2 Minutes!!!)

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Today I present the FINAL Anime Shading Tutorial - A complete workflow demonstration from A to Z - For anyone looking for the entire workflow in a single video, the Process can now be binged in the next 2 minutes :)

FREE Anime Shader Proxy:

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Blender RIGGING & ANIMATION SERIES:
Intro To Unity Programming FULL Series:

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As always, thank you so much for watching, please have a fantastic day, and see you around!

- Royal Skies -
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It has been an honor to be your guide through this uncharted and young 3D territory of Anime Shading - As of now, you know everything I have learned about this elusive Art Style, and should you forget anything, the entire 29 Video Series can always be found here:

Please share this series with anyone you know that is jumping into the field. With any luck, it will save them the years of research and practice I went through in order to obtain this information. I have no doubt it will evolve and improve as people build off of it in new directions and better tools -

A huge thanks to the Entire Support Squad on Patreon and YouTube for making this series possible - I believe we have made the world a better place organizing this information for those who need it -

As always, hope you have a Fantastic Day, and I'll see ya around :)

TheRoyalSkies
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I'm so lost for words when i saw this. More qualified people take hours to explain it and you took only 2 mins. Great Job :D

REIN
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i really like this summary workflow idea. i just wrote down everything from 3 sequential videos in order and now i see i could have just copied this transcript and capitalised some headings lol. that would have saved me 35 minutes. am going to make sure i watch tutorial playlists all the way through from now on in case u do more of these kinds of ones, theyd be very handy for me as a beginner

badashphilosophy
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I lack the words to compliment this work, masterful

robertoaguiar
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Great seiries and I will be sure to return this video again and again until I have the entire process memorized

MinthZe
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So impressive.
Put togeter like that just made sense.
Thanks

robfrydryck
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Awesome tutorial as always!

Just one thing that I'd like to point out, at 1:19 you say "to simulate that imperfect hand-drawn look" but in anime and manga, the thickness variation actually has a "rule" and it's done on purpose, which is the thickest part of the line generally being in the middle of the stroke.

For example, if you're going to draw a biceps, you'd need at least 2 lines right? (shoulder to elbow)
Each side of the biceps should be done in 1 stroke each and the middle of the stroke should be thicker than the beginning and the end. The same applies to the forearm, etc.

That technique gives more dynamic to the strokes while making all lines the same thickness would make the overall illustration more boring!

Just a small piece of knowledge from an illustrator living in Japan!

VicSoh
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OK so i was following in depth tutorial with great ressources aviable wich was hella long but very interesting. i knew you were doing that too but i didn't check until today.
and there you go with "entire guilty gear anime shading process from start to finish" O.O !!! NANI ? my heart skiped a beat here. really i have to check all your content before !

lefourbe
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Regarding the line thickness, once again (cause I said it on several other videos):
Don't do it willy nilly. This example showcases very well why it's not a good idea to just 'kilter' it.
Check out the top view toward the end (1:55).
Lines are still shadow/plane changes and this missile looks wonky because of the willy nilly approach of it all.
The geometry is solid and symmetrical, but the lines make it look like it's uneven instead of strengthening the shapes.

Lines are basically edges, even hand drawn, artists usually take care to think about the current scene, and going from thick line to thin on an otherwise straight geometry usually implies lighting, not 'hand drawnness'. I can hand draw you a line and make the width completely consistent with a hard tip pen.
Likewise, if I wanted to imply a highlight or something, I'd break the line, or go over the line twice to make parts of it thicker.
In fact, I'd probably recommend breaking up lines more than making them go wonky. Broken up lines are an old 'shoujo' manga technique, Naoko Takeuchi used it to great effect to add elegance.
She didn't vary lines of thighs, mouthes, cheeks, arms 'just for the hell of it' (although she of course did that to describe shape better) but she broke and dashed up lines and saw that it made the end result look strangely appealing.
Even in hand drawn medium! (Although if used incorrectly that too can warp a surface, since empty space can, for example, suggest a harsh light washing out detail)

So, yeah... I'd personally emulate handdrawn style with that instead of arbitrarily chosen static, 'baked in' uneven lines, because an artist wouldn't draw a rotating cylinder with the line variation rotating with it, but instead use it like a specular highlight, it stays (but might deform a bit if the surface is uneven)

So, I suppose, look at 'uneven hand drawn lines' the way you look at specular highlight. If you rotate a billiard ball ball, then its highlight doesn't move with it, and neither would the thickness of a deliberately chosen, 'hand drawn' line...if it did then it would look like the line is part of a texture or geometry and NOT just a side effect of 'imperfect drawing'.

Edited: At first I chose an eye as an example for highlights but since the lens is an actual 'bump' on the eyeball, it, of course, DOES move.

hansbrackhaus
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These tutorials are god-like level of awesome, thanks so much my dude!

darkunykorn
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Great & to the point. Good job sir!

BuvesaGameDevelopment
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That's the Endgame I guess, I give that Endgame 5 Mark Ruffalos!
Also you forgot to mention the vertex group for better control of the simplified normals, because say I'm making a character, depending on the shape I make the eyes i might not want to use the simplified normal.

IchigoFurryModder
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I'm excited to try this!

ALGO!

BrOverShield
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Love your tutorials. Very time efficient

matusstiller
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This tutorial is fucking poetry. Well done.

ansettaustralia
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Nice! Thank you for these tutorials man, they're always really good.

antn
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Awesome pipeline man, and stunning results! Hope you're proud of it

opti
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Hey Royal Skies, I could probably script up some geometry layout mechanism to make this workflow easier. I noticed your method and I'm thinking there may be a way to make it easier.

JonathanZigler
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One more video is left to do. 😁 How to bring this model to Unity and and hook everything up. Please! 💔

FM_GOBi
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And just like that, you save hundreds of hours of your life...

qiguo
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