Nice job.
Been a minute, hasn’t it? Well, I came back with a goodie for you dudes!! I’ve been going through Evangelion Brainrot lately, and the only way I could even hope of recovering is by making fanart!
I’m gonna be going into detail about how I got the models to look good, so feel free to skip if you’re not a NERD like me
Firstly I downloaded the models off of d*viantart (gross, I know.)
For some reason, a whole bunch of faces on the models were disconnected and gave it some weird shading, so I had to do a bit of cleaning up on ‘em. They also came with a couple face wrinkles that just made the models look weird
^With unnecessary wrinkles/lines
^Without
After that, I added a diffuse shader and plugged that into a shader to RGB node. This just changes complete material data into color data, and allows me to edit it how I please (color-wise). After that, I added a color ramp, setting it to constant. Every other setting on a color ramp has a gradient except for constant, so that lets me mimic 2D-esq. shading on 3D objects. Once I got that setting changed I changed the colors on the ramp so I could add shadows, half-tones, and a base color. I set the shadows to a dark color shade of purple, red, blue, etc. and the half-tones to a midway point between that color and the third ramp which I just left white.
For the highlights, I added a second color ramp and applied the same setting. Afterwards I slid the black end all the way to the right, so that the highlights were as small as possible. This is a personal preference, but I changed the white on the highlight’s color ramp to a grey so that it wasn’t as bright. The reason I left the black ramp blank was because when using a mix node with add, the black acts as a mask and when overlayed becomes transparent.
I then used the method I just explained to mix the shading and highlights, then used another mix node with multiply, mixing all the shading and the textures together!
With the materials finished, all that was left was the outline. First I created a material with JUST a material output node, meaning it was completely black and enabling blackface culling.,Then I added a solidify modifier, setting the depth to somewhere around .00075 iirc. Anything higher would’ve started clipping into itself and just look messy. With all that out of the way I flipped the normals on the modifier and set it’s material to the pure black material. I’m not quite sure what blackface culling or flipping normal does other than make for good outlines, so I can’t really elaborate there.
Pretty sure that’s all I did to make them look like that, if you made it this far thank you for listening to my autistic ramblings
also heres some solo renders for anyone who cares
Nice job.
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