

The materials are too big to attach to this post. The Blend mode for Shader 1 is set to Overlay BTW.

In the ColorRamp have the settings RGB, Constant. Then use the Principled BSDF node connected to, Shader to RGB, connected to ColorRamp, connected to, MixRGB node to the Out Material Output.
Toony colors pro maya tutorial skin#
Here are the settings for the two shaders in the monster skin material: You can go into Blender and use the Shader Editor. if I'm repeating something another poster has done before I apologize, I just wanted to do a quick demo in case anyone was interested. I know this is brief but hopefully it will inspire you to create more cartoony and illustrative materials. BPR transparency is demonstrated in this video: (watch the BPR video).įor the monster skin I copied the MatCap I created using the monster skin texture into a material with two shaders and used the second shader to create the shiny look. Then rendered using BPR with transparency enabled. I modelled some smoke coming off the tires using ZSketching and then applied the material: In the image below I'm importing the image I created for the smoke. In the MatCap modifiers I clicked on the sample image to open up the texture browser and selected the imported image. Then I selected a MatCap material such as matCap white from the Material palette. I saved these as PSD and imported them into the Texture palette. In this case I created two circles for the A and B channel of the MatCap material: Here's what I painted for the monster skin. Here's the texture I painted for the Flame in my monster car scene: optionnally enable 'Backface Lighting' if you want correct lighting for the now-visible backfaces. load the 'Standard PBS' template at the top right hand corner.

Within the circle I painted some smudgey type toony colors and I made sure that the outer edge of the circle was dark - this creates a dark toon like edge to the surface. Instead do this: - make sure to click on 'Create Shader' to create a new shader. (not enough ratings) 70 users have favourited this asset. I'm sure I'm not the first to post a tutorial on this but I thought I would post my own method anyhow.Īll I did was create a simple square image in Painter (or Photoshop) and paint a circle that goes all the way to the edge. Unity is donating 100 of our net revenue to support the people of Ukraine. it in the ZClassroom under artist tutorials (see Eric Keller).īut there is a MUCH easier way to create MatCaps as many of you may know. I did an online video laste year that shows how you can use it. The Mat Cap tool takes some practice to use. The circle in the texture tells Zbrush which colors to apply to the surface based on the normal direction of the surface. the resulting texture can be see at the bottom of the MatCap modifiers subpalette of the Material Palette. essentially a simple image is created by sampling colors on the canvas. If you've used the Mat Cap tool before you may have an idea how this workd.
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I used these in my monster car project (see earlier post in this thread).Ī MatCap material uses a texture to determine how to shade a material. Hey Guys, i was inspired by Julian K's Hypertoon material so I created some toon-type materials of my own using a MatCap material.
