Unity makes two-dimensional cartoon rendering character material

Unity makes two-dimensional material characters

  Hello everyone, I am Zhao. Next, I am going to start a series, talking about the rendering of two-dimensional cartoon characters.
  Let's take a look at the finished product first. I downloaded a character model from the famous game "Guilty Gear" from the Internet. Before making the material, assign the texture to it and give it an Unlit material. The character looks like this:
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Then, after making full use of the textures that come with the model, and after I have made some modifications to the textures and the model, the effect I get is this:
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You can zoom in to see the details:
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  If it is traditional cartoon rendering, there are two main features:
1. Outer stroke
2. Hard-edged gradation transition
  Through these two features, a 3D character can be rendered as if it were drawn in 2D. But 3D has advantages in animation, high frame rate, and smooth and free animation, which is difficult for pure 2D characters.
  My example is a cartoon rendering that is more inclined to the next-generation effect. The content I am going to share with you is as follows:
1. Soft-edge gradation transition
2. Highlights and reflections
3. Outer strokes
4. Inner strokes and details Overlay
5, special face treatment

  From the content point of view, it should be a relatively complete two-dimensional cartoon character rendering solution, and some details are still lacking, such as the hair is not processed in more detail, the eyes are not further vitrified, etc. These deficiencies have something to do with the model resources I got.
  Although it is said to be biased towards the next-generation effect, in fact, this effect does not use techniques such as normal maps at all, and uses the relatively common techniques I mentioned in previous articles, such as custom lighting. Model, Matcap, uv2, modify model normal, etc. This is because, I have always felt that since I am making game models, performance and capacity are issues that must be paid attention to. As an experienced artist, these things should be considered during the production process instead of making Then go back and think about how to modify it.
  This article is also just a directory, and I will introduce the specific methods of this rendering effect one by one, and attach the link below.
1. Resource analysis
2. Comparison of various methods of gradation light and shadow
3. Specular reflection and ILM map

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Origin blog.csdn.net/liweizhao/article/details/130997967