Guilty Gear Stylized shader in Blender's EEVEE (Part 1 of 4)
Blender's eevee viewport can help you decide the look of your next toon shaded project. We will review the GuiltyGear shading covering all you need to know to recreate the look in #realtime. I will guide you from the Softimage techniques in which the original game was created, all the way into adopting those techniques with Blender.
******* TOPICS COVERED *******
0:01 - Presentation
3:13 - Decal
8:08 - FX
9:00 - Emission texture
11:00 - Normals
14:00 - Modeling for flatness
15:00 - Blender tools and workflows
15:44 - Creating a pass shader overrides for After Effects
16:00 - Shadow pass
17:30 - Ramp pass
18:11 - Normal pass
18:55 - Highlight pass
20:00 - Hair shader
22:25 - Material ID pass
23:00 - Freestyle setup for outline
26:00 - Highlights in props
26:27 - Posing the model in Blender (Timelapse)
27:45 - Post Effects (Bloom)
28:00 - Matcaps
29:00 - Color profile
30:00 - Grease Pencil for Effects
34:00 - Method #1: Color vertex Mask Factor
35:00 - Required Textures
35:45 - EEVEE shaders
37:00 - Vertex paint
41:00 - Conclusions and applications.
You can see the cut version here: https://youtu.be/UHGoy6A_DmY
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If you have any questions, please make them on the comment section of the video in Youtube.
I hope you can create the next outstanding movie or videogame using these techniques in Blender.
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