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Create Akira Anime Shading with C4D/Redshift + YMA Toon Shader | Tutorial 

You And Me Academy
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14 окт 2024

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Комментарии : 24   
@BryTunesMusic
@BryTunesMusic 7 месяцев назад
amazed - I definitely plan to get this once I can wean myself off standard/physical and get more into redshift which I do have
@jhonjairoquinterovergara202
@jhonjairoquinterovergara202 8 дней назад
Brutal tanto nivel 😮😮
@STUDIOSTEPS_motion
@STUDIOSTEPS_motion 8 месяцев назад
yeah this is great! Love seeing people do different work using redshift
@YouAndMeAcademy
@YouAndMeAcademy 8 месяцев назад
Us too 😌
@xXWillyxWonkaXx
@xXWillyxWonkaXx 8 месяцев назад
Simply amazing. I love it 👏🏼
@YouAndMeAcademy
@YouAndMeAcademy 8 месяцев назад
Thank you!
@effectatron
@effectatron 8 месяцев назад
Very nice! Imma check it out! Also now i have to rewatch that insane movie. I can't wait for RS toon shader, I want it to react to multiple RS lights. soon. hopefully.
@YouAndMeAcademy
@YouAndMeAcademy 8 месяцев назад
For sure, yeah the YMA Toon shader reacts to two lights 👌
@bharat5194
@bharat5194 8 месяцев назад
So cool! Thanks for sharing
@YouAndMeAcademy
@YouAndMeAcademy 8 месяцев назад
You’re welcome 🙂
@miracle1496
@miracle1496 8 месяцев назад
good tutorial, thx for work!
@YouAndMeAcademy
@YouAndMeAcademy 8 месяцев назад
Thank you 😌
@DanDerham-
@DanDerham- 8 месяцев назад
master at work!
@YouAndMeAcademy
@YouAndMeAcademy 8 месяцев назад
Thank you 🙏
@tiagocardoso4434
@tiagocardoso4434 8 месяцев назад
Awesome!!
@YouAndMeAcademy
@YouAndMeAcademy 6 месяцев назад
Thank you!
@weme78
@weme78 Месяц назад
In Redshift Toon Materials, when I apply the alpha image to the plane polygon, the line is not represented by the alpha map, but it comes out according to the plane. How can I make the line appear according to the alpha map?
@YouAndMeAcademy
@YouAndMeAcademy Месяц назад
Thanks for the question! Since toon shading relies on actual geometry - using an alpha image will not be possible at the moment. It will always outline the original geometry (in this case the plane). So either 1. Make a duplicate plane geo and make the shape you are looking for (and then it will outline it) or 2. Make a spline outline of the item you are making (again geometry) I think (for now) those will be the easiest ways around this.
@user-gl9hp9jh3n
@user-gl9hp9jh3n 8 месяцев назад
by any chance can we have a tutorial for octane too? 🙏🏽
@YouAndMeAcademy
@YouAndMeAcademy 8 месяцев назад
Perhaps, we recently purchased a copy!
@indigomews
@indigomews 8 месяцев назад
An octane version would be ❤❤❤❤❤❤
@Sma-v4y
@Sma-v4y 8 месяцев назад
What about the houdini part?
@YouAndMeAcademy
@YouAndMeAcademy 8 месяцев назад
To make it a quick overview I purposefully skipped it since that alone could be an entire tutorial. If you know Houdini though this should give you an idea of that process. Overall it is 1. Make point groups on the surface to be emitters. 2. Emit off of those points as smoke (fog volumes) 3. Convert the smoke into solid geo (sdf). Down below is more nitty gritty though. Hope it gives you an idea! I imported in the bike + character animation as an alembic along with the camera as fbx, changing the scale to Houdini (so scale to 0.01), then selected point groups of both the foot + 2 wheels. Then where the group made contact with a scatter (from a grid as the ground) I could create a new set of points - basically the tire trial and foot trail on the ground as points. Then using those point trails as the 3 individual emitters (2 tires + 1 foot) for billowy smoke from the shelf and using the original bike + character geo as the collision along with a ground collision surface. After that it was more just trial and error with wind + direction and the resolution of the volumes. Once I was happy, I converted from a fog volume to an sdf vdb, tweaked a bit with a smooth sdf and exported that back into c4d!
@Sma-v4y
@Sma-v4y 8 месяцев назад
Thanks man, I have touch Houdini but need more to get into it. Thanks, great tutorial!!
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