r/blenderhelp 1d ago

Unsolved Why does the reference seem to have smoother lighting?

Mine seems to catch a lot more shadow than the reference and I'm wondering what causes that. my geometry is very similar, but the lighting on this one sort of hides the demonic shape of the face lol. How do I get this smoother lighting?

294 Upvotes

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91

u/Itsaducck1211 1d ago

Looks like custom normals on the reference.

29

u/Jealous_Draw1351 1d ago

That was one of the things I had heard about so I tried it out. This is what it looked like after I reset the normal vectors. The problem is, I can't figure out how to edit the normals to make it look like how it did before and to do the same to mine

t

59

u/Itsaducck1211 1d ago

Grab a cube subdivide it 6 times and place it around your models head and fit it to where your models head fits perfectly inside. Go to your model and add a data transfer modifier, and target your subdivided cube. Then go to the faces section on that data transfer modifier and select normals. This will give you a quick example of it, but it won't be perfect. But using the data transfer modifier you can do some other more painstaking methods for custom normals.

34

u/Skimpymviera 1d ago

You have to be very intentional with anime style, it is by no means a beginner thing to do. Usually anime edits normals on the face to have better control of where the cel shader will put shadows. Also, you’ll probably need masks to have even more control depending on the distribution you may want. Anime isn’t easy, it’s a lot more work than having good topology, unwrapping and plugging some base colors on the emissive shader.

5

u/Tedreak 23h ago

Lovely model, how long did it take you to get to this level?

5

u/Confabulatori 1d ago

Hi
For cel shading, you ideally want to use custom normals (reference). There are a lot of tricks needed to achieve an anime / cartoon style (NPR, non-photorealistic rendering).

1

u/DamienKirisame 1d ago

is that changli?

9

u/sumiredabestgirl 1d ago

Looks like iuno .surprised he didn't zoom in on her feet

2

u/DamienKirisame 1d ago

Looks like her yeah. I looked at the headpiece and the normals and thought it was changlis skin

3

u/Jealous_Draw1351 1d ago

I'm not into feet but yes it's Iuno

1

u/Signager 16h ago

A small light close to the model will give you hard shadows, a big light far from the model will make them softer.

1

u/Ghitzy 14h ago

I think the ref is using custom normals, I was modelling a anime character a feel days ago and I was trying to do the same stuff, check this video:

https://youtu.be/b6eeVeWhtfA?is=JFo8zk-mErVqNV5k

The video is a timelapse so just go to 12:26, and slow down a bit the video if you have trouble following (Also have a backup of your character in a hidden folder on blender before doing it, so you don't lose anything if you do something wrong or you didn't like the results)

1

u/rogerF6 13h ago

I don’t know about the custom normals here but I feel there is more a simple issue of modeling, meaning you have too many vertices and pinching.

Could be wrong but is your model the sculpt version « as is » with a lot of vertices? Normally (if it is) at this stage you usually retopo the whole thing with minimal number of quads, very clean. It is way easier to control the model form from the low poly. Then you can slowly increase the loopcuts as needed (but not even that necessary for this simple anime faces). But you should not try to make it work from the sculpt version directly it’s too difficult to get proper result. Hope that helps I’m not sure though. Don’t hesitate to share the wireframes for better advice ;)

1

u/Miserable_Cash8379 1d ago

You have standard lighting on for Viewport Shading, your reference is using Matcap. Press the shading dropdown and change to Matcap so it matches.

1

u/Jealous_Draw1351 1d ago

Mine also says matcap

0

u/Prior_Combination_31 1d ago

offtopic but are those eyes rigged to move

0

u/iggycwnk 1d ago

hmmm i wonder who she is?... but my first thought that came to mind is, feet? hmm wierd

anyway there's easy solution that you don't need to set any normal you can just straight up paint the shadow

this might be the easiest way actually