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 -...
Outline Shader 1: • Outline Stylized Mater...
Outline Shader 2: • Outline Stylized Mater...
Intro to PB Lighting: • Intro to Physically Ba...
Intro to PB Lighing - Follow-up: • Follow-up of Physicall...
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Download Sample Project:
Physically Based Cel Shader: jumpeter.gumro...
Outlines Filter: jumpeter.gumro...
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Join Discord: / discord
Support me on Patreon: / visualtechart
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Gimli and Legolas models have been made by Gianluca Squillace: www.artstation...
Негізгі бет Physically Based Cel Shading
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