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I noticed there was a spike in Patreon Subscriptions this morning, I assume many of you are here after watching the Proxy tutorial, and are really looking forward to seeing the full walkthrough from Ruki. She actually gave us 2 videos. The first one above is the "full" version. She also created a simplified tutorial for you here :
https://www.youtube.com/watch?v=PvNhVL9Bars

She really put a lot of work into so I hope you guys enjoy!
Welcome to the team, and glad to have ya here :)

Files

Rukikuri Anime Shading (FULL Walkthrough)

Ms. Ruki was generous enough to include a video explaining her technique in thorough detail here. Please remember that this video, by contract, is for Patron's Only. She plans to release the full tutorials on her techniques in the future on her own channel. In the meanwhile, please respect her decision to keep this private on Patron -

Comments

Anonymous

I hope it's okay to ask this question. But what about cast shadows? Like where the hair shades the face? By the video I understood the form shadows, to get face and lighting shape. But I hardly ever see anyone shade where the hair falls on face or body.

RoyalSkies

Sure sure, so it's very well documented in Arc Systems (Guilty Gear/GranBlue) Anime style, the hair and cloth objects are set to "not" cast shadows onto the body. Anime hair tends to be very big, and big things cast big shadows, so the body is almost never affected by second hand lighting - Hope that helps answer your question!

Anonymous

I'm thinking of storing shape accurate normals in the vertex tangent, since you won't use a normal map and those are for mapping those, and using that to have some veeeeeery subtle specular reflections.