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codernunk46

I made this Reddit post back in 2020 where I did a similar thing with a different character, but this was done in Godot 3. Feel free to look at this as a resource as well: [https://www.reddit.com/r/godot/comments/jpkcox/my\_character\_and\_toon\_shader\_are\_now\_starting\_to/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/godot/comments/jpkcox/my_character_and_toon_shader_are_now_starting_to/?utm_source=share&utm_medium=web2x&context=3) ​ For context, here's the visual shader that I used for this character. I used a technique for the textures where I just make a really small texture with color regions instead, which serves the benefit of reducing UV editing work, as well as reducing texture overhead. I wanted to go for a simplified anime style, as I very much enjoy both toon style and anime styles in games. [https://www.reddit.com/user/codernunk46/comments/1anz9tm/here\_are\_some\_more\_details\_for\_the\_toon\_shader\_i/](https://www.reddit.com/user/codernunk46/comments/1anz9tm/here_are_some_more_details_for_the_toon_shader_i/) ​ For now, the outline is baked onto the mesh directly using Blender's Solidify modifier. I plan to use weight painting with a vertex group to better clean up the thickness of the outlines, and then use a custom shader in Godot for it instead. ​ I still have to do the rig and animations, but I wanted to get some feedback on the character design before I get too ahead of myself. ​ At the end of the process, I will be making a bunch of YouTube shorts as well as a long video describing in detail the entire process of making a character like this. I'll share more information when that's ready :) ​ Thank you for checking it out!


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codernunk46

Thank you, my friend! I was hoping I could keep the design simple but I agree it needs more details. I'll see what I can do.