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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

Continuation: The toons

Posted by Marius Oberholster on Thursday, November 21, 2013 Under: Quick Blog Tutorial
Hey all!!

Today is a bit of a follow-up / QBT post based on yesterday's with the tooned monkeys. After yesterday's post, I worked on doing a final monkey (no textures, so the lines are limited) and this was the result:


(there are three lights in the scene, the monkey isn't crazy, haha)

I like the result a lot! I do rather which that around his ears the lines were more prominent and that anti-aliasing actually responded on my PC (I think it's something set on my graphics card that is preventing it). Eitherway, I find, for the most effective black lines, you use as little black from the toon shader as possible and that you use the ramp instead:



Here, you can see, even on the preview sphere, that there is very little toon shader and a lot of black normal based influence. This, as far as I know, is the only way to add an outline without doing something really hard or off the wall, that I just don't know yet, haha. Remember, each material is different, so don't be so glued to this that you won't try something different.

For yesterday's blue material (which I changed to make the above), you just use a much smaller diffuse size. Then you get really big black shadows.

Anyhow, that's it for today! Hope it helped you.

Thank YOU!!!!

In : Quick Blog Tutorial 


Tags: jesus  tooned  bge  game engine  blender  material  real time  toon-shader 
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