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๐งต How to get soft and stylized look in Blender - Eevee
Anonymous at Mon, 31 Jan 2022 07:35:12 UTC No. 879149
hey /3/ros I was curious if you could assist me in trying to get a soft stylized look like this in Blender using eevee. General stylized thread.
AspieCow at Mon, 31 Jan 2022 10:31:29 UTC No. 879169
Bevel when necessary and good balance of roughness
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Anonymous at Mon, 31 Jan 2022 20:22:56 UTC No. 879232
>>879149
Bevel EVERYTHING, at least that's what it looks like based on what you're showing.
Avoiding any and all sharp edges by adding a thin, additional face where corners/edges would normally be.
Lighting/color/texture will add to this effect, but this model in particular looks like it benefits most from not having any harsh edges whatsoever.
Anonymous at Mon, 31 Jan 2022 21:37:08 UTC No. 879243
>>879149
You can't just start a "general thread" opening with a question. Don't try to hide the fact that you're looking for a single response with "oh btw feel free to use MY thread as a general lol".
If you want a stylized general, fucking make one. Don't half ass pretend to do so to divert people shitting on you for asking a retarded question.
Your "general" is never going to stick because you opened it with the wrong intention.
Heavy AO contributes to the "soft" look.
Anonymous at Mon, 31 Jan 2022 22:44:05 UTC No. 879256
>>879232
Funnily enough, it's pretty clear the model in OP's pic actually doesn't have any bevels at all. It's all sculpted detail baked on a very low poly mesh, just look at the silhouette and bake artifacts. Razor-sharp corners as well.
You need a good color palette, can't teach you color theory, so learn about that. Model the base and bring it to zbrush and sculpt corners with trim dynamic. Use Substance Painte to bake and texture, and use the baked curvature map to overlay some lighter value on the edges to make them pop.
Lighting is fairly flat, seems like there is some lighting bake going on judging by (weird) red spots.
Simple and pleasant color palette, no micro detail, flat lighting. That's more or less all.
Anonymous at Wed, 2 Feb 2022 01:09:13 UTC No. 879488
>>879243
Doubt its AO but rather a density or subsurface bake
Anonymous at Fri, 4 Feb 2022 19:55:25 UTC No. 880138
>>879149
>simple geometry
>smooth everything
>unwrap
>import into substance painter
>paint
>render
you don't even *need* substance. you can achieve the same effect with shaders. (ambient occlusion, gradient, etc) but you will have a less 'hand-drawn' look.