Texturing/Rendering Anime characters in Blender [Tutorial]

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Texturing/Rendering Anime characters in Blender [Tutorial]

hey guys this is Daniel and welcome to another video it has been a really long time but I’m back from Japan and I can finally record some new videos so one thing that I thought I would teach you first of all is texturing and setting up materials for characters like this film here it’s one of the questions that I’ve been asked the most during the period that I was in Japan so anyways let’s good side right away there is quite a bit that I want to show you so the first thing we’re going to do is to set up a material at the moment if we render the scene it looks like this year so just no materials now the material that we want to create will be quite useful for all the objects it won’t be just a skin material that means we want to work with vertex color as our color input but have material with the card behavior for all of the objects so first of all let’s create a new material and we are going to use notes for this so click here on this little icon with the notes and make sure to open a node editor now in here there are a few things you want to do first of all go here and select the material from the list and we want to have a white color at full intensity just make sure it’s you know full bright and nothing else also we don’t want any specularity at the moment actually thinking about it just make it completely white and diffuse now what are we going to do with that we need a color ramp because we are going to create that cell shading effect and we can preview it as well if you press N and open up this bar here on the side with shading you can go here from multi texture to GL as L and if you do that with texture mode you can now get a preview of what the materials look like now you see the shadows are really weird but just ignore them for now if we change now here this color ramp you will see that the share that the shading will start to change as well and by doing so we can easily create this cell shading effect and we’re going to adjust that now for our purpose I think something more close to the left side is good and you want you don’t want to make it too hard but also not too soft just something that gives you a nice edge of course if you render your scene it will look different again keep that in mind you can quickly check it as about what it looks like ok so now where does the color come from and also how do you want the shading to effect I mean the color of the shading well anyways I’ll show you how I do it we need an input geometry input where you will be able to get the vertex color from then you need a mix node and just take the vertex color and now there’s something interesting I like to do because here we have a black white mask of basically where there is light and where we have shadows and instead of using that and adding some color here I like to use it as a factor that means that when there is white you will get a 1 you 1 so it will use I think the second color if I’m not wrong and if it’s black it will use the first one oh no actually I got it wrong if it’s white wait a second what is it let’s try it out so this is red so if it’s white oh I was right if it’s white you get a 1 of 1 so it takes the second color if it’s black it’s a value of 0 so it takes the first color so basically by doing that we can use we actually want the opposite so let’s simply change the colors here I’ll set the second one to black and the other one to white sorry that was wrong one yes exactly so now it takes the vertex color as the main color and just fills in the second color for the shaded parts but instead of doing that we’re going to use multiply and basically multiply the main color by some kind of red tinted color

by doing so we can give any input and get a pretty good shaded result so actually I have already done you know the vertex painting but I will show you quickly how to do it so with the object selected you go to vertex pane and I prepared here just the color sheet I mean you would just pick those colors I just wanted to get them again accurately so I did I prepared this so here in the right side or by pressing T you can open up this menu here and now with the right color selected you just paint over the whole thing and there’s one thing I want you to pay attention to how well two things may be so first of all I painted the entire thing in one color like this okay second thing they want to do is to paint the inside of the eyes in complete white and the third thing you take a red color or something like that set the strength to something really low we can even go really really saturated with this but make sure to set the strength very low and then give the cheeks just a little bit of a red tint you don’t even need a tablet for it for doing that see just like this this is enough and even maybe here in an area like this you might want to give it a little bit of a tint just something worries light and and one more thing you know it actually works as you see it’s pretty good but if you’re not happy with the colors you can use maybe the hue and saturation one and you know maybe add situation and see how it looks like I actually like doing that yeah if you want you can try that out anyways I liked I think what I like to do is to set the saturation a bit higher than it is mmm but you know you could also paint it in right away it’s up to you just just adjust the colors maybe if you if you need to this is where you could do it and one last thing here the color actually we got a pretty good color here I’m not sure if I really want to change it that’s the color I I used first let’s compare them quickly I like the dénia one a lot so let’s see the second slot yeah I prefer I prefer the new color so let’s set it back to what it was and there we go so let’s continue the that way select the next object go to materials and it was the material object you see I again already prepared the vortex colors if you don’t have any more to colors go to vertex paint and then you simply start selecting your colors in my case it was yellow like this year and then I just painted over it and I just fill the object actually I just you don’t need to do anything basically you choose the color by painting it into vortex pane do the same thing here go to word explain you know paint your colors and once you’re done you go to materials and select the material here and the same thing for almost every part except a few this one too right you see for this part I chose a wireless and now we have a couple of special cases for example let’s see this year is a little bit different we will base it off the same material but I don’t want to have any shading on it so I am going to make a copy of that material with that button that 7 it makes it a new material I’m just going to call it chalice and what I want for this here is basically not to have any shading so let’s just take out the whole shading part and that’s it basically just remove the shading and connect it like the you know war text color directly to the output or with some color modifications if needed and there you go that’s how you get the shaders version done so it will always have the color that we gave it and there are a few more left for these ones here we are going to use the shade list material as well I haven’t painted them actually let’s do that quickly now you can see how it actually works go to vortex paint and so this dot

here should be white because that’s specular point something like that I’m going to select the color white and just paint over it that should be done and those other two want little dots are are supposed to be some sort of pink let’s get the color in here and sorry for the background noise in case you can hear it it’s a bit noisy outside anyways there you go just make sure you paint them properly I made a little mistake here alright now that’s done now here’s another object in front of the eyes that’s just going to be complete white same thing just take a big Brush make everything white in vertex paint and then at the shake is material to it and now the last one is a bit different i molded in a way so that we could just apply materials to the different areas so instead of using the shade as materials I’m just going to create five materials now I think now four materials actually and just now let’s make it five three four five and just assign them to a different one so first of all we need a black then we need a new material let’s start off with the first material let’s make the first one really really black and make a chalice so that’s it basically just a shade that’s black and I’m going to select the black here make a copy of it by pressing up to button and this is going to be dark blue and I’m going to pick here my dark blue color and I’m going to continue that same progress that’s just a normal blue until I have all my colors ready another one get the color from here and finally the fifth town I don’t have any good naming just make sure you press that little button here on the side or else you will change the material the original material which you don’t want so because we always copied them you know we have to shade the settings on it it’s all good now as for assigning the materials let’s now everything is in black and I think let’s take a look at the screenshot just to get things right here I mean I looked at the references when I created it so I would suggest you to do the same thing basically where is the image gone let’s make sure it stays all right so these ones here are going to be the darkest blue and the ones here I’m here to here same thing then these ones are the next blue tone and same for this here you just you know do it the way you like to do it it’s really up to you then here we have the same blue and just give me a second all right looks good almost done all right there you go just forgot one face down here now that’s how you do the eyes it’s just shade as materials all over the place yeah let’s try to render that image and there is one more thing that you might have noticed if you run it just this way it won’t actually turn out the way it does here

let’s see post-processing if it for you it should actually turn out like this for me I had a few notes in the compositing which I’m going to show you next which make it look like here so what I did was basically in a node editor instead of here changing the material nodes go to render nodes and you’ll see I have here a little node tree to give the image some improvements so first thing I have the camera focused on my face so I have a target that you see the yellow tart here that means okay ignore this part for a second I’m going to explain it later on basically we take the image and the side value and I’m making it a bit blur just look at the values here in case you want to copy them I add a little bit of clear fog low and things and make it a little bit soft and that’s all I do to improve the colors now one more thing you want to know about it though is you did you notice the eyebrows how they’re on top of everything else I this is how I do it there is my first layer and there is the face and everything on it and then there’s the second layer with just the eyebrows and if you look here in the second render layers tab there are two render layers you just add a second one and make sure the settings are like this so here you have the first one here we have the second one only and then when rendering it make sure you have first and second layer selected and let’s give it a try now something look right we don’t want the sky by the way for the second layer oh oh sure and well go back to first layer let’s check the notes quickly just to make sure this is really layer oops q1 okay let’s read render and see if everything looks good all right things are back to normal something went a little bit wrong but anyways it’s okay now so that’s how you get the eyebrows on top your basic you just take the first image and the second image so here’s your render layers input from render layer and then here you take the zero zero one and use off over to combine those images make sure that you don’t have sky here activated or else it will go wrong and then you use this as you your new image which then blur with the D focus not clear softness and then composition alright and finally the last thing we want to do is to add some lines with freestyle rendering and so first thing you do is activate freestyle and then you go to the next step where the render layers are and you need a new line set just add one we want at marks to actually because we might notice here that I have two edges marked here those will be for the nose just you’ll see in a render ring you’ll have two lines like this only because of the setting you can mark them with ctrl e and then mark freestyle edge and if that is checked on those will show up in a render and finally we need colors for the line I want to well you can set it down here with the color I think I chose something like this here let’s try this color and one more thing just check the thickness here yeah it looks good let’s just give it a try let’s render it and see how it looks like oh and one more thing you want to do you have lines everywhere now and that doesn’t look good obviously so we need to remove some of them select group here and then we need to set up a group of objects so just a face actually and let’s see let’s start with just a face I make a group with ctrl G and select that group because I don’t want to have lines for the hair because that just looks

weird and doesn’t look like it’s working okay guys I figured out my mistake before make sure you’re not on the second render layer so I removed all all my line sets from the second render layer go to the first run layer and add a line set make the same settings go to group select your group and if you now render it it should be alright yes that’s perfect now a few more things we want to do though here’s another object that I have and just it looks like this so it just covers the ice and the material on it is going to be simply transparencies a transparent a set transparency set alpha to zero and we don’t want any specularity just make it like this try rendering it and one more thing you want definitely want to change the material the skin material that will create earlier shadows to receive transparent because we don’t want to have those weird shadows the reason why I did that is because you see how there is no line anymore before we had a line here but by placing this object exactly into here let’s remove it again take a look you can remove this line so that’s a technique that I use to hide unwanted lines and that changed quite a bit in a result so that’s it more or less is there something else let me think about it for a second yeah one last thing that I didn’t mention yet I like using the full sample feature here for some reason it takes time but the results look a little bit different but I like the way it looks it appears a little bit sharper and give it a little bit of time and let’s compare results when it’s done once it’s done so first it’s going to look really sharp but then it’s going to render the same thing over and over again and once blender is done it will combine all those images into one smooth but still sharp image halfway done there you go and to compare it here is the same thing without full sample and here you go so well it depends on you depends on what you prefer but that’s more or less this that that’s more or less it and you know there’s no big magic about texturing these kind of characters it’s really easy in my opinion it’s all about the colors and how you balance them whether the combination looks good or not and some shading tricks that you could use but you know these are the basics that we covered here and I hope you can learn from this and you could still improve it and let me know if you have any good ideas thanks for watching anyways and I hope to see you again in my next video