So here i have an extremely low poly Nightstand, For my first game level, and I have been working on my own Shaders and Materials to acquire my unique look along with textures. I have made myself a rather simple work flow, but its nice for me. Any way I need my current Cel shading method to be able to also be used in UE4. Currently the results I have only show in the render view port of Blender and when exporting The model to UE4 the Outlines/ AKA Cel shading are not visible!
I don’t want to Duplicate the Mesh, flip the normal’s, Make a new black material, Set the shading to GLSL and enable Blackface Culling This can cause un wanted lighting issues in the game engine and Performance problems later. Is there any other way i can aquire the look below in blender and export to UE4??
I don’t know anything about UE4, but I can think of some things that may help you out. Keep in mind all of these are accomplished in the cycles engine.
The first thing would be to export the UVs and open them in a photo editing software like Gimp and paint the lines directly onto an image that would then be loaded up as a texture. You could also paint the colors on that and not have to worry about it clashing with any of the current materials. It’s best to use layers for this in order to keep the uv map off of the texture.
Then there’s texture paint mode, which is kind of the same as doing it in a photo editor, but it’s done directly in Blender. It would allow you to paint the lines directly onto the model. There is no guarantee these lines will be straight though.
Another thing to try would be baking the texture.
And finally, though I’m not sure it will give you the result you’re looking for, there is a toon shading tutorial made for people looking for the cell shading effect.
I have found a simple method for simple objects such as beds tvs carpets any thing with nice sharp edges in the low poly model. Its done using the Wire frame modifier to add Geometry to the edges of the model then later applying a black Texture too the edges or masking them off and using texture paint to paint them. How ever im still looking for a method for more round and defined models like characters Things like balls and car tires, not sure how to approach it from there but im sure ill figure it out. About the response you gave. A-lot of these videos iv watched based of of Cycle “Render” or and thing in the Render view port for Outlining or special Shaders are only visible for that modeling engine and not in unity or UE4. I also have tried painting Directly on the uv Export on a separate layer in PS And for some reason I have to manually adjust the Uv’s after in blender to Aline them with the Out Lines iv made this is long and extremely Hard to do perfectly With out distorting the Uvs,. Any other Suggestions would be helpful! Thanks again