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www.blender.nl this document is online at http://www.blender.nl/showitem.php?id=80 |
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![]() Begin (left), end (right) |
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This tutorial is designed for users who have a reasonable knowledge of the use of Blender. Before you start this tutorial you should know how to add lamps, move and rotate objects and add materials to the surface of objects. If you have trouble with these concepts visit the Blender web site and examine some of the getting started tutorials first.
Before we can start you will need the flower pot model - you can download it below. Once you have downloaded and unzipped the model open it in Blender.
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| Step 1: Lighting |
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The first thing we need to do to the scene is to brighten it up. When lighting a scene I use a minimum of four lights, three fill lights and one detail light. The fill lights are placed around the camera, one on each side and one behind. The detail light is a spot light placed above the scene pointing at the most important thing in the scene, it is used to highlight the subject and to supply shadows.
The lights in toon shading are particularly important, there must be enough light or brightness on the faces to supply contrast to the edges. If the edges are not visible it won't look as good. |
![]() Lamps (top/side/front) |
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Add three standard lamps to the scene as shown in the images above. You do not need to adjust the values of the lamps just use the defaults. The new lights are the ones highlighted in pink.
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![]() Setting materials to auto smooth. |
| Step 3: Adding Materials to objects |
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Now we get to the fun bit, materials. Materials in toon shading need to be flat with little or no specularity. Generally when creating materials for toon shading the colors need to contrast. Try not to create dark colors or overlap colors of similar style. The colors need to contrast so that the edges are clearly visible.
Select the flower pot model. |
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In the materials button window ( You may notice that the specularity is darker then the material color. Normally when creating materials you want the specularity to be brighter to give highlights, with toon shading it appears to be the opposite way around. A darker specularity appears to take away the highlights and generally makes the object look flatter. To get a better flat look the materials hardness is dropped very low or sometimes set to 1 the lowest value. Lowering this value makes the specular highlight larger and less intense. In this case I have also dropped the Spec value to 0 so that the specular color has no effect, I am allowing the lights to give the desired highlights to the flower pot. We also raise the Ref setting and the Amb settings (sometimes) to brighten up the face color. There are no rules when it comes to face colors for toon shading just experiment and go with what looks best. |
![]() Floor (left) and Walls (right) materials |
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Now add materials to all the objects. I have printed the results here to give you some indication. |
![]() Flower stem (left) and Lower Petal (right) materials |
![]() Upper Petals (left) and Flower Center (right) materials |
![]() Pot Dirt material |
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