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I've been quiet due to various work. Here's a glimpse at some smooth anime avatar face Normals using my Geometry Nodes tools in Blender. These use an adjustable Lofted proxy mesh to ensure even spacing even while editing the mesh shape. Character created by Joce Joce

47,177 次观看 • 1 年前 •via X (Twitter)

12 条评论

Joce 的头像
Joce1 年前

She looks so pretty :)

aVersionOfReality 的头像
aVersionOfReality1 年前

Yes, Your art never ceases to amaze me

Anima 的头像
Anima1 年前

Transform your @figma designs into production-ready @shadcn components with Anima. Streamline your workflow, maintain design consistency, and generate Tailwind-based code effortlessly.✨

東方幀友並 ~ GENSOKYO RAHEN 的头像
東方幀友並 ~ GENSOKYO RAHEN1 年前

@lil_blk_rabbit 這不是一件容易的事!

ScreechingCrow 的头像
ScreechingCrow1 年前

@lil_blk_rabbit Nice, stuff like this is really valuable.

aVersionOfReality 的头像
aVersionOfReality1 年前

@lil_blk_rabbit Thank you!

ChoySaDraws 的头像
ChoySaDraws1 年前

@lil_blk_rabbit It looks very clean!!! Will you do a video about it?

aVersionOfReality 的头像
aVersionOfReality1 年前

@lil_blk_rabbit Thanks! Hopefully I will. I've not had a chance to do a video in awhile.

Wyujee 的头像
Wyujee1 年前

@lil_blk_rabbit I just finished following your projected eyes texture and you're peak!!!

aVersionOfReality 的头像
aVersionOfReality1 年前

@lil_blk_rabbit Thank you! 😎

ChiliOil 的头像
ChiliOil1 年前

@lil_blk_rabbit The lighting effect looks amazing! Will there be a detailed tutorial?🤩

aVersionOfReality 的头像
aVersionOfReality1 年前

@lil_blk_rabbit The shader is just a basic toon shader, plus some painted textures. The Normals stuff is pretty much the same as my long YouTube tutorial on Customizing Normals. I hope to make more tutorials about this stuff in the future that are more succinct.

相关视频

Here is the Geometry Nodes Weighted Normals with Laplacian Blur on a full character (a vroid). It easily improves the shading even on game topology with almost no setup. I built this as part of my quest to improve real time toon shading. 3D anime models are popular, but use of dynamic light is rare even among high quality vtuber models. This is for several reasons, but a big one is simply that it takes a lot of Custom Normals work to make 3D cel shading not look like a jagged mess (other pieces of the puzzle are issues like deformations, multiple lights, etc). And fixing Normals is tedious, especially on existing game topology. I have focused on proxy meshes for priority areas like character faces, but they aren't an efficient solution for the whole body + outfit. I wanted something I could just throw on any model and make it at least not a jagged mess anymore even if it wasn't perfect. As you can see from this clip, this does that very well! And vertex groups can be used to control the style of the effect and power. It still can't smooth beyond what the topology density can support, but the topo itself is no longer a problem (for higher res, could be run on a subdivided version of the model and then baked to a Normal Map.) The only changes I made to this model were adding a weld modifier to merge split edges during interpolation, and a vertex group to select the skirt. I have not yet added full handling and logic for detecting edges with big angles like the skirt, or for handling boundaries like on the hair, so both those areas can get better too. You can also see that while it successfully smooths out the Face, it isn't really stylistically correct there. That is still best done with a proxy mesh to define a new shape. This is part of the tools I am working on for Fondant. We are putting together a Blender Addon to release this + a proxy mesh tool for the face, and are working on resolving other problems in-engine to fully bring dynamic light to real time 3D toon shading. Give us a follow, and send them a DM if you are interested in testing these tools as they develop!

aVersionOfReality

14,679 次观看 • 1 年前