In this video we go through the break-down of the most common approach to create toon looking images in Unreal Engine, we'll see what works and what doesn't.
Then we'll build up to a new Cel Shading approach that doesn't break physically based rules. Following with few sample tricks to improve the image and re-purposing elements as the outlines to work better with this new concept.
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Videos mentioned:
Substrate Intro Breakdown:
https://youtu.be/AgVedkJUEyA
Outline Shader 1:
https://youtu.be/Ptuw9mxekh0
Outline Shader 2:
https://youtu.be/UWQonxtG10g
Intro to PB Lighting:
https://youtu.be/vbMvkEITTmo
Intro to PB Lighing - Follow-up:
https://youtu.be/yhu-QoEgHUo
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Download Sample Project:
Physically Based Cel Shader: https://jumpeter.gumroad.com/l/VTA_PBCelShader
Outlines Filter: https://jumpeter.gumroad.com/l/VTA_LaplacianFilter
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Join Discord: https://discord.gg/YvXq3t675Q
Support me on Patreon: https://www.patreon.com/VisualTechArt
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Gimli and Legolas models have been made by Gianluca Squillace: https://www.artstation.com/artwork/d0kyNx