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I would like to explain more than the "Changed to anime-style 3D character" that I have published.

I will also include the published articles so that you can read them all at once.

I will be using the QuQu original avatar "U" model that I purchased from Booth. Thanks to all the supporters, I was able to buy it. Thank you very much!

1. Base color

The first step is to decide the color scheme. The base color scheme for the clothes was included in the texture data, so I applied that first. I changed the color of the eyes and skin to my liking. (I used the eye texture and skin color from my Booth.)

Looking at the garment and the waist belt, the color scheme is the same and the undulations are not visible. Adjust the color scheme for each material so that the details are visible.

The lightness and darkness of the image are finely adjusted to create a three-dimensional effect.

The jacket was a little too dark compared to the skin, so I lightened it.

It's hard to tell if the underwear and pants are the same color, so I changed the pants to black.

Make a difference by making the lining of the pants a little brighter than the same pants.

Even though the color is the same white, the jacket, socks, and ribbon make a subtle difference.

By adjusting the color in such a small way, you can create a three-dimensional effect.

Now you can see the shape of the belt.

When thinking about color schemes, it is important to have a balance of colors, but it is also important to paint each part so that it can be recognized.

By the way, the impression of the eyes is very important to create an anime look. I tried many different patterns before deciding on the eyes for this project.

I tried different patterns for the eyes, the same pattern but different color schemes, and many other things.

Eyes decided

The impression of the eyes is important to express the anime style, so adjust them until you are satisfied.

2. Outline

In the case of real-time 3D, if outlines are added only in Shader, the amount of information will be insufficient. Lines do not appear in textured patterns or where meshes overlap.

The Shader's outline alone does not allow for the inclusion of lines such as hair and bandages. This is why you need to add an outline to the texture. For hair and other areas where the mesh is not thick enough, it is difficult to get an outline with just the Shader, so add an outline to the texture.

UV development of the forelock area

Add an outline to the area that will be the edge of the hair.

The outline will now appear on the edges of the hair as well. It is best to draw outlines mainly on the edges of the mesh.

You can also add outlines to belts and other parts of the mesh.

The thickness of the belt can now be easily seen by drawing an outline. We will also add outlines to the areas that are drawn as patterns.

Left : Original design

Center : Shader outline

Right : Outlines added to the texture


This is how the whole thing compares.

Left : Shader outline

Right : Shader and texture outlines aligned

A good place to draw outlines is on belts and hair, where the borders and edges of the texture will be.

3. Draw a shadow

Draw a shadow on the texture to represent a three-dimensional object. Rather than drawing shadows from the light source, draw shadows.

Add Shade and Shadow to emphasize the solidity of the object.

It is easier to create a texture if you use 3D Paint or other software to determine where the shade or shadow will be and then draw it on the texture.

This time I used "[UnityEditor Extension] NyanNyan Avatar Painter" developed by @HhotateA_xR, which is useful for 3D painting and texture painting directly in Unity.

Finished!

The model is beautifully made, so it turned out great even with the anime style.

Making


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