@gonzalogarciaarino4209

I do pixel art, but it's too time consuming and for a mech game I wanna try to make a 3D model, use this technique and then maybe clean it by hand. Thanks for this awasome video, it´s exactly what I was loking for.

@MrLuc420

I'm shit at art. You've just enabled me to do so much more!

@SK83RJOSH

The phong shader on top of a cavity shader/rim light shader would get you the edge highlights for free I'm pretty sure. Another thing for things like grass would be to have a particle system that samples the surface colors for it's particle color -- then you can sculpt some hills and have particles emitted on the surface to sell grass.

I also don't think you need the dithering, use normal maps + cavity and you'll probably get a lot of that for free from the lighting.

@cerulean22b69

I gave up on blender because it was so hard but now I wanna try it again. Thanks for this, it really inspires me.

@Varusal

This is actually pretty smart. Thanks for the very helpful tutorial!

@evilsdexter5261

dude!!!! this is really really cool!!!! thank you for sharing

@ianlange7508

I love this video! Super well done and the end product looks very good. You mention early on that you're still trying to figure out how to add in shading dither, and I think I've figured out a good way to do it. If you put a compare node after the color ramp and select for the band of color you want to dither, you get a black and white mask that you can plug into the factor of a mix RGB node. Then, you just mix between the color ramp and a checker texture and your output will have dynamic pixel dither!

@StrikeDigital3D

Really great tutorial! There are a lot of great tricks in here, I especially like the one about setting the sun strength really high and using the shader to rgb node!

@JamesTDG

Okay, that's pretty friggin epic, it is like giving PicoCAD steroids! I'll look into using that tool sometime in the future.

@fthzkn

return of the king 

missed your tutorials

@wano_ZA

Yooo I'm going to use this, thank you soo much😩😭❤️❤️

@flower-fauna

this was amazing, for the in between of shadows you could use a variation of default cubes comic book artstyle node based material shader i think
Edit: i am talking about the "graphic novels are easy now" video, i think this technique combined with a ramp in which you basically have the options of lit, shadow, half-shadow and only the middle part basically does the thing of graphic novels are easy now could work well

@brandonjacksoon

Dude, this is really cool!!! Thak you for this tutorial! Liked and subscribed!))

@user-po6pv4yf3h

this is super helpful Thanks a lot!!

@キラキラくりくり頭

This is awesome. Liked and subbed

@PedroQueirozZen

incredible!

@niccruz144

You just earned a subscriber. Thanks for this!

@darkmantarepublic8970

i am an apprentice game designer (coding) for a small company due to us having 4 people and our graphics designer just quit and I didn't  want to dump the project (we can not afford another graphics designer) so hopefully we can get this working so we can complete the game

@alecgao3361

Such a legend! This is awesome! You just made my day:)

@noiJadisCailleach

One of my dreams is to do animations with pixelart in a 3d space.
Extensively, 3d space in a pixelart world kind of games. A bit like Octopath Traveler. 3d 2d is already a thing (Guilty Gear with fbf animations). Why not pixelart?
I'm deep in my research with this and this seems to give the best result for my needs so far.
Excellent work! Subbed.