Guilty Gear baked vertex normal from a simpler mesh. Give it a try if Blender toon shade can pick that up. http://3.bp.blogspot.com/-kIFTNf68_YU/U9X6RkBS3XI/AAAAAAAAAxU/rKllj06qsA8/s1600/060.jpg
Heya!, I've recently been very inspired by Arc System Work's 3D anime models, their work in Guilty Gear and Dragon Ball Fighter Z is absolutely amazing and they blur the line between 3D and 2D nearly seamlessly. So I've been trying to figure out how to recreate it, but I've hit a wall in the process. I've understood…
Looking at the Mental Ray shader setup shown briefly in the Softimage video, it's really not even painting the Threshold like I initially thought. There's an incidence node supplying some basic grayscale information based on the location of existing scene lights (lit areas will be white while shaded areas will be black).…