#blender toon shading
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glitchwolf47 · 3 months ago
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BEHOLD my WIP of Jasper's 3D model!!
This is the first human character I have ever modeled from scratch and I think it's turning out great considering that
(Made in Blender)
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bluecolty · 2 years ago
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Just the other week I finished up my 3rd redo of my AVTP Tallest Red and Purple models. Here they are showcased in a lil scene that might be familiar to some of you.
Back in October of 2022 I finished version 1 of Red and Purple. They were my first ever finished character models. To showcase them, I put them in a little restaurant scene.
When I finished my 3rd version of them, I decided to put the new models in that same scene to compare the differences.
And DANG! What a difference! It really blew my mind hahah. The background was barely touched, the only significant difference is the character rigs of Tallest Red and Purple from Version 1 to Version 3!
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Yea, the old models are lookin a bit like handsome Squidward. You can make fun haha.
This is why I tell folks, you gotta keep pushing to get better at something. It is achievable, but it's not without perseverence and time!
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hvezdnastreka · 1 year ago
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BASHIR IN BLENDER WIP!!! HE'S BAAALD
I want that guilty gear topology and with each day I'm getting closer to it, along with my deadline for klauzury, which I haven't given adequate attention
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ladysaytenn · 1 year ago
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For YEARS I've been trying to find a solution to low-maintenance toon shading in Blender that also keeps the overall look, but I've been hitting a wall every attempt.
I recently watched this video from Visual Tech Art making a post-processing shader in Unreal 5 that put the lighting information through a logarithm operation, rounding the results, and squaring it back up. This inspired me to create a similar implementation in Blender's compositor, and....
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...it was that easy all along????
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This is just Viewport Compositing by the way, which only supports the Combined Pass right now. It does require tweaking based on the look you're going for, and you can tweak it even more with render passes and custom masks, but by default it looks pretty nice! Subsurface scattering and bounce lighting are still accounted for as opposed to just using the Shader to RGB node, and it can work with Cycles!
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starchickens · 1 year ago
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Finally got around to textures and UV mapping for the character Rico. I wanted the textures to be similar to the original illustrations in the toon shading style. Added a dynamic outline, it will be displayed in the same form in the game engine. At this stage of work I only used Blender.
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chaoticg0ld · 1 year ago
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Fireeeee
I’ve been learning blender lately and wanted to try making a more stylized flame. I used a Zelda fire tutorial, but I may edit it later to be a bit more unique.
Link to the tutorial video I used
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lanceberyl · 1 year ago
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golem 3d character wip (their limbs are stretchy now)
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So after finding no tutorials or threads on the subject and like eight combined hours of throwing random constraints at the wall, I finally figured out how to do IK telescopic arms with pose-ability comparable (ish) to bendy bones.
..I still have a bit of work to do on this character, texturing the legs, adding now limb system to the torso and neck, fixing a few ickys here and there, but overall I'm really pleased with the results they're so cool/fun to play with I'm pretty happy with it.
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retro-warmachine-art · 1 year ago
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Robot from Your Only Move Is Hustle
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penwrythe · 1 year ago
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Decided to run some shading tests in Blender for Eightenate's future character model. I started with Comfee Mug tutorials for anime shaders and stylized metallic objects. After following the tutorials, I added a rough recreation of Eightenate's texture.
Details below
Then, I wanted to know if I could edit the toon shading to be soft like my usual shading style. so instead of using Constant for the ColorRamp like in the usual Toonshader, I changed it to Linear.
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Original toon shader highlighted from the Comfee Mug anime shader. Edited soft toon shader highlighted third from the right.
Then I watched Ibrahim's video on adding textures to toon shaders.
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Soft Toon Shader with Texture added (second from left). The nodes for this setup are the same as the hard-toon shader.
Finally, I tried to shade a sphere as close as possible to Eightenate's concept. Unfortunately, I had to lighten the test texture with an HSV node to match Eightenate's base texture. I forgot to watch how I created the texture since I tend to over-blend while painting.
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The sphere closest to view. Updated soft shading with highlight, highlight masking, and highlight texture.
Interesting experiment, and with lines generated from LBS, it completed the style I was going for. I still need to figure out how to get the highlight to work for me (I had trouble getting a good texture with noise lol).
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appoarsin · 1 year ago
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I’ve had this as a WIP for a while. I accidentally overwrote the file for it the other day, so I figured I’d post since I enjoy it a lot.
A piece I made for my interpretation of Joseph-122. Since Halo canon has forgotten about Carris-137, Keiichi-047, and Joseph-122, I made them into White Team. I’m planning on making stuff with the other 2 soon.
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el0him · 8 months ago
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3dcinetv · 8 months ago
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Rigify to Unreal - DEMO 2 (SynthiaWave V2)
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bluecolty · 2 years ago
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I should get back into making IZ space backgrounds again, ngl.
These are some still renders from animations I was working on a few months ago. I never posted them to Tumblr so I figured I'd share them with you guys today!
The animation was supposed to be alil cinematic sequence, showing the depths of space. Eventually ending on some poor destyored planet. A planet destroyed by the Irken Empire. In my head I thought it sounded cool, never got around to finishing it though. Maybe some day haha.
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idwritercomic · 10 months ago
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A blender render I made. Some kind of goo/blood thing? idk, I just like messing around with stuff.
This started with a particle system with metaball instances, which I then converted to mesh, which I then remeshed and added a subdivision. Then I messed around with the compositor to get the special effects I wanted.
As for the lighting itself? That's way too complicated to explain in this post lmao. But overall, I like the toon look it gives me.
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ladysaytenn · 1 year ago
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Trying out realtime multi-pass compositing in Blender 4.3, and this is a huge step forward for stylization! I have more control of the final look, and I get to see the changes without having to wait until the sun burns out for the image to render!
See this post for more context for the toon shading. I'll probably upload the node tree later.
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doublecesquared · 11 months ago
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"Large iced latte please!"
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I really want more coffee. Anyway, here's some toon shading.
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