I finished a character of mine. It's rigged and it's got blendshapes for facial expressions and stuff. Problem is, I'd like to add outlines to the model to give it a more stylized look. I know about the method of duplicating a mesh and reversing the normals to get the effect of an outline, but with all the blendshapes and stuff, it's not that easy.
Here's what I tried:
I duplicated the mesh with the input connections to maintain the deformation from the skinning and the blendshapes
then I increased the size of the outline mesh by moving all the vertices along the Z normal and then reversed the normals.
So far so good! Everything seems to work as intended. All the blendshapes still work, all the skinning is intact...
Now I delete non-deformer history to clean things up, AAAAAAAAAND both the main mesh and the outline mesh tear themselves apart completely, making the entire scene unusable, and undoing does nothing.
I could just NOT delete the history, but something tells me that's just ignoring the underlying issue...
Replies
If it's a game engine you can do the invert-and-inflate trick through a shader, or a post effect like Obscura suggested.
For Maya you could use something like a MentalRay Contour shader (if you're on 2017+ I assume Arnold has something similar), or simply use their old Toon Outline system if that is still in there.