In this video we go through the break-down of the most common approach to create toon looking images in Unreal Engine, we'll see what works and what doesn't.
Then we'll build up to a new Cel Shading approach that doesn't break physically based rules. Following with few sample tricks to improve the image and re-purposing elements as the outlines to work better with this new concept.
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Videos mentioned:
Substrate Intro Breakdown: • Dissecting Substrate - Part 1 [UE5.2]
Outline Shader 1: • Outline Stylized Material - part 1 [UE5, v...
Outline Shader 2: • Outline Stylized Material - part 1.5 [UE5,...
Intro to PB Lighting: • Intro to Physically Based Lighting and Cin...
Intro to PB Lighing - Follow-up: • Follow-up of Physically Based Lighting and...
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Download Sample Project:
Physically Based Cel Shader: jumpeter.gumroad.com/l/VTA_PBCelShader
Outlines Filter: jumpeter.gumroad.com/l/VTA_LaplacianFilter
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Join Discord: discord.gg/YvXq3t675Q
Support me on Patreon: www.patreon.com/VisualTechArt
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Gimli and Legolas models have been made by Gianluca Squillace: www.artstation.com/artwork/d0kyNx
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