How To Make GBC Style Sprites in Blender Pt. 3 : Applying Shaders to the Model

alright so now that we know how the basic structure of the shaders work let’s actually start applying them to our model so I’m going to be using both methods but in those probably sing with a normal method I’m going to stick I’m go from easiest to hardest so first things first let’s start with the nose it’s got a compositor go ahead and readjust the camera so it’s a little bit closer so let’s take the nose let’s go ahead and do this this uh call this black I can do shader out it and i’ll call it in the loose and here we go bring it to the compositor node editor will go to materials era this inputs geometry vector normal converter color ramp constant interpolation and already use the normal dot into the factor or the color ramp and this goes here I’m going to have to use the dithering map so so let’s go ahead and make this shading TSL there we go so let’s try to get this match this just appear OOP too much so that looks a little bit more a little bit less I mean Arabic and it’s pretty close and we can take the shader or when you apply it to our boots but it’s not quite what we want it’s facing 12 farther forward and it’s on the top of the boot which I do not like so how do we do we do about this well sir if it’s pretty easy first off let’s bring back our black and if you know this you can apply shaders materials to specific faces so let’s say we want all this when all this to be just solid black no matter what we can do that have our black material select it and then click the assign button and that just leaves the highlights on just the front of the shoe and if you want to just has on the shoe you’ll give it a new material call it choose and we will adjust the normal until it’s at the top of the boot which is more in line with our material it will also make it a bit give it a bit more of a highlight so the next easiest one is going to be the hair or the Hat let’s do the Hat first sales going to make a new material will make this round brown make it a new material call it hat now we’re to bring in a mapping node and now we’re bringing our texture just go ahead and bring it in for the reverb thing else two new image good and convert this to a click it good and do our mapping set up view for the mapping and the mapping node goes into the texture converter color ramp to comp the constants so we can get rid of the artifacts and the anti-aliasing for the texture so get

awful so let’s fix it this thing’s first let’s fix the anti-aliasing let me get bit sharper dry til they touch the corners there we go let’s make it try this first see this is what we wanted to kind of get in there in this parse contra linear we’ve been going back and forth to try get something that fits okay it seems to be the best repairing to do and I’m going to do color multiply with a mix RPG node but if the mix to multiply combine them 14 sets and we’re not going to add a white or solid color on top we’re going to give it a highlight so this is we’re just going to do edit mix in ethics RPG and we are going to set the black to a brown color and this to white then want this to be in the fact or not the color and actually do it the other way around and I want under the ribbon on the Hat I want it to always be brown so we’re gonna do we did before we’re bringing the ground tech the brown shader we’re going to assign it right so let’s go ahead and apply the hat shader think we can use it for our yes we can use it for our buckle alright copy this is the normal on there you’re going to screen this on top you can’t go back to the mix one that without that determines our color and make it mixed I add there were changes from the brown to the loop when two or the little tummy part buckle I’m actually gonna change the buckle a little bit to fit more of the concept you and now we can use the hat for the hair now all guy do is change the brown to the blue and this with the shader some and then give the other two pieces of hair the same shader so let’s do the muzzle next ride the muzzle the inside the muzzles black put the actual outside the muzzle will bring the nose make it you awesome multiply dat screen at the

bottom one to fully whites and then we’ll bring in another color mix use the one that we just did as the factor for the next one and we’re trying to think the bottom one and two brown was wrong the top went into brown and the bottom one will be white so next we are going to do the staff so brown we will bring up the muzzle couldn’t fix the name call this staff broad and will change the brown to black and the white to brown will duplicate this the color ramp all this is going to copy all of this the normal and the dithering map bring it down bring it down here just because it’s not such a mess you yes there we go now let’s to the gym beat the staff the staff brought again material use that material again you and if you notice well first let’s go ahead and turn this from a brown to blue if you notice i put a little ring of brown or on the outside that’s pretty easy to do just need to copy this and we just need to invert the colors for this from white to black that are black to white and then just drag it down a lot we only want the other end so something like that looks good and then we use this to mix the main color with a white color mix we’re going to use this right here as our factor we’re going to mix it in with our combined node set up over here with a white make sure this is white not the great that the default says I don’t want to why we want it on brown that’s right yep and there we go so that’s almost it for the simple ones so for the little medallion for the little buttons on the Cape we will use the nose again make a new material will call it Kate buttons we will change the black to brown color and will mess with the normal to work fits more in line with the actual material alright well that’s it for the simple materials now we got to get a little complicated so first we’ll do the shirt so what makes this shirt complicated is I want the cast shadow from the collar to cast them to the shirt and that will be kind of a heart defect to get with the normal so I’m going to use the lighting effect so let’s go ahead give it a new one i’ll call this light post lamp shadow we will convert it to a ramp or bring the Alpha up from 0 to 1 on the

black let’s add in a lamp was that in the Sun sunlight usually works best and let’s get the Sun or Ray shadow since that seems to work best now let’s angle the shadow to what I’m wanting which this looks pretty good then let’s turn this from leaning to Constance turn off specularity and then we’ll mess with the to get just the shadow we got to turn the shader from input from shader to results like we did before and this gives me pretty much exactly what I’m wanting the big difference is this hasn’t changed depending on the normal but it will rotate it will change with the light as it rotates which is which will be good enough so now let’s get that dis- that bring in a new shader call this shirt node and Anna terial we’re going to bring in the one that we made which was lamp shadow and we’re going to paste our texture and we’re used to mix the colors together add color mix we’re going to use our material as a factor to mix with the texture make sure the color at the bottom is all the way white then we’re going to color are now an RGB node mix RPG or uses the factor and we’re gonna make the bottom blue no make the top blue the bottom white there we go but I do want this to be seen so we’re going to kind of cheat a little bit you’re going to add in picture normal bring this all the way over here converter color ramp dot Constance color mix screen but I only want to do it for the collar shirts duplicated make a shirt collar make a spawn I’m not a very good speller I’m sorry go back to the shirt and we’ll get rid of this setup just bring it back to this we’ll go to our shirt and let’s select what we want to select you I should do what we wanted to do yep one with an exact copy of the our concept now we have what I think will be the most difficult of the shaders and that is the pants and the reason this is behind difficult is as you can see we have sort of zigzag pattern and we have our shading on the blue but not the brown which is what I want to keep and so far we want to apply more than one material to a mesh we’ve just assigned it to a mesh but if we take a look at our legs you’ll see we don’t have that zigzag pattern and if we were try to do that it would be a mess real fast so what we’re going to have to do is we’re going to have to paint a texture to use

as a mask so first off we’re going to need to even wrap our legs and I’m going to apply the mirror modifier that have on it because it’ll be easier that way sometimes I keep the mirror modifier so I can mirror the texture this particular instance that would actually make things harder so I’m not going to do that for this one I’m going to apply in the new map as one single piece go ahead and do a because it’s going to be a wide UV map I’m going to double the width of it or actually going to have the height 2 512 because we really don’t need the bigger than that of another texture map I actually want to white I want the white because it will be easier to work with as in three are to see black when your texture painting okay yes now select all ply the this one that we made and unwrapped will call this pants mask paint to defaults texture paint and let’s bring this back down to single texture I think all right black and then we want a very harsh line so we go to curve I were to choose the presets on the far right which is pretty much as flat so let’s try to copy what we have here make sure strength without do one percent and you can use Talbot people use a tablet I do have a tablet it’s just a blender doesn’t like to register my tablet at the restart blender and have to restart the recording and it would just be kind of a hassle so it’s going to paint in zigzag pattern I’m not gonna get too crazy with it because you’re going to lose on a detail and as long as it looks alright that’s fine actually can do some pretties and texture painting and blender so i might do tutorial on that if that’s something you’re interested in leave a comment and I’ll see about doing it all the texture has to be great we want it to be at least relatively clean we don’t want any like try to keep it as solidly black and white as possible because we’ll have those problems let me do with a dithering map or it will blur or we’ll get some artifacting which we do not want you alright let’s get enough spring up our map and let’s save it pants mask come save it as a tiff just because I have better luck with tips on this laptop and I do PNG’s but I would usually save this PNG to see is an R BG and the reason to give us a tiff or a PG s because saving as a JPEG blender has some trouble saving as a JPEG and it will have some artifacting which is what we’re trying to avoid right now so let’s go back to the compositor and let’s go back from a single text Rebecca gsl about the texture let’s bring back up our sprite that are referencing so the blue the actual shaders themselves aren’t that complicated so for the pants will just use the muzzle shader or return the brown to black and the white

to blue make it more extreme in terms of Al you and that looks good and then we’ll color mix RPG and we are going to use the texture we just made fortunately we have to go to here to the tech texture tab another material irritating new image and then bring down the one here on this tab right bring it here and we are going to use UV as our vector and where use this as a mask to combine two shaders do that and then we’ll go to color canoga converter color ramp for the texture mask bring it two constants we can adjust the strength of the mask the alias thing we want pretty low go but I made a blue and I forgot to make a new material so the back can fix the mosel really quick you I think that’s it for our shooters so as you notice although we have all the shaders is still not quite there yet and the next part we’re going to be using freestyle so freestyle what is freestyle freestyle is kind of an edge detection edge draw thing for blender that allows it to draw lines based on geometry and the angle and the normal and there’s a lot of complicated stuff that allows you to do dynamic drawn lines or use it for a fairly simple method for a very simple thing so if we want to use freestyle it should be under the scene the render settings tab and we’re going to click freestyle and if you were to render it as is the lines be very thick I find I usually start off with about a point three thickness and I go from there like it’s a little too thick let’s go for about a point to six thickness it a little bit more point 28 there we go so all right we add our lines but we’re still having some issues so let’s take a look at some of those issues first off you’ll notice that we already have lines for around the eye we don’t need a lot of the lines for everything else and there’s some other objects and there is a way to change the grouping use groups determine what gets lines of it does get lines but first let’s add lines two things there where we need to add lines so one way to get lines drawn is we can use we can assign edges kind of line you the edges so let’s go to the shirt and let’s choose here and Mark freestyle edge and you won’t see it right away because it’s not enabled by default you will need to go to the David property which is the render layer properties which is the one with the two little pictures next to the camera and we’re going to have to check the edge mart freestyle selection freestyle line sets so if you do that we will see that now that line down the sort of the shirt is now drawn and there are a couple places that we need to do that like for its ok i do the muzzle the mouth on the muzzle we got to do the

fingers of the gloves we got to do the crease inside the hat but otherwise that’s I think that’s the only two lines so the individual too quick you and I think that’s it for the edge marks so they’re a couple things here that we do not want to have lines drawn on them for one we don’t want the eyes we don’t want the sphere we don’t want the buttons and we don’t want the belt so we can do that by selecting the belts and then separate the this from mesh so let’s like this the belts the eyes and the I outlines will select the buttons and I think that and we’ll select the boots this and the nose those all should not have lines drawn on them and we make them to a group we do that by pressing ctrl G and in the tool tab we can change the name of the group will name this to no lines and under the player that render layers will go back to the line sets and we’ll call this let the set black lines we will enable groups which will be under selection by will bring up the group the group though just made no lines then we’ll choose exclusive which will exclude the lines from the render you’ll see they do not have lines anymore now next you will notice that there are some things here that don’t have black lines like for instance the Cape has a blue outline and the pants have some blue outlines and black outlines and the shirt has fairly complicated it has some blue some black and some brown and we can do that by giving each one of these it’s line sets so go ahead and select the shirt the Cape belt boots knows I I’ll line and i think that’s it go and the sphere of control g no black so go back to the black lines will free choose will change the group two lines new black lines shirt will be too sure lines is inclusive so this should work yeah there we go now though I’m going to up the black line and you can change the color of freestyle lines you do that by going to the color tab under the freestyle line style option and you can either change it from black to another color or you can add a modifier the 1i have used here is the along stroke modifier which changes the colors along the stroke depending on a ramp as for the Cape we’re just going to give it a blue outline so another one make this blue bowl enable group bring up the put the tape in its own one blue lines go back to the color make it blue another group will change it to blue

lines and there we go we now have finished our sprite I’m gonna go back in and change the mapping for the dithering but otherwise we have our fully shaded sprite thank you very much for watching if you have any suggestions or questions for other tutorials leave a comment and I’ll see what I can do Thank You Phi