Cel Shading & Stylized 3D
“It looks like 2D, but it moves like 3D.” This course teaches the secrets behind the “Anime Look” (NPR - Non-Photorealistic Rendering) popularized by films like Spider-Verse and games like Genshin Impact. Students will learn to break the laws of physics to create stylized art, manipulating “Normals” to flatten shading, creating custom “Toon Shaders,” and generating dynamic outlines to mimic hand-drawn ink.
§ 01 By the end you can
- Master the mechanics of Toon Shaders (Ramp shading and quantization)
- Execute "Inverted Hull" and Post-Process techniques for outline generation
- Edit Vertex Normals to control light falloff on anime faces
- create stylized textures (Hatching, Halftones, and Brushstrokes)
- Render 3D scenes that emulate traditional 2D animation styles
§ 02 Sixteen sessions
The whole semester.
- 01Introduction to NPR (Non-Photorealistic Rendering)
- 02The Toon Shader: Stepped Gradients
- 03Outline Technique I: The Inverted Hull
- 04Outline Technique II: Post-Process Edge Detection
- 05Light & Shadow: Controlling the Terminator Line
- 06Halftones & Screen Tones in 3D
- 07Spider-Verse Style: Offset & Chromatic Aberration
- 08 · MidtermMidterm Examination
- 09Anime Face Shading: Editing Normals
- 10Hair Shading: Anisotropic vs. Cel
- 11Texturing for Style: Hand-Painted vs. Procedural
- 12Stylized FX: 2D Explosions in 3D
- 13Animating on 2s: Lowering Frame Rates
- 14Compositing for the 2D Look
- 15Background Art: Painterly Environments
- 16Final Project: The "Fake 2D" Short Scene
Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.
§ 03 Final project
Final Project: The "Fake 2D" Short Scene
Recommended reading
- Guilty Gear Xrd Artworks (Technical Art interviews)
- The Art of Spider-Man: Into the Spider-Verse by Ramin Zahed
- Non-Photorealistic Rendering by Bruce Gooch
- Blender NPR: The Complete Guide
- Stylized Rendering for Games (Online GDC Talks)
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