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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


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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Guilty Gear Stylized shader in Blender's EEVEE (Part 1 of 4)

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