Synthia Wave v2

This is Synthia Wave v2. Heavily inspired by the 90s’ mecha girl animes.




This is the complete list of the features of this model made for Blender 4.3:

  • Stylized Toon-shader materials (Native Blender shaders!)
  • Rigify Body & Face controls
  • Pose Library (hand poses / Body poses / Facial poses)
  • Dedicated Facial light (Light Link collection)
  • Wind-like hair toggle (Wave modifier)*
  • Vertex paint light (Red=shadows / blue = light)
  • Glow + Lines (Compositor Tree)
  • Global outline toggle (Inverted cull method)*
  • Global subdivide toggle (Driven Subdiv modifier)*
  • Halo highlights over hair (Render layer)
  • Eyelashes over hair (lineart collection)
  • Custom Facial Normals
  • Double Light threshold for the body

As always: posting the (not so-pretty WIP) pictures, because ppl often think it’s “so easy to do anime”. No, it’s not. It’s complex. As complex as you can imagine and more. Here you go:




Last, but not least. This is another huge model release which had two basic purposes:

  1. How far can we push Blender 4.3 (vanilla) into NPR for Stylized shading with the new features without crashing? Result: Blender 4.3 is ULTRA-SOLID. You no longer get instant (GPU) crashes when combining different editors with different (internal) factors/variables/modifiers/parameters. I drove the project for 6 hours without any issue, including line-artwork, cryptomattes, and view layers.

  2. How fast/slow is GPU computation of the shaders in EEVEE Next against all other settings/passes without slowing down compilation? What’s the top number of mixing maps I can use before I slow down the UI? Result: I had 16 texture maps dynamically driving the shaders + lights + light linking + render layers without affecting performance.

Later I optimized the maps to be the minimum necessary, just like I show in the SP screenshot.
BTW: if anyone is interested in learning how to make the ILM map in Substance Painter, let me know.

Cheers!

Pierre.

49 Likes

Very nice work, Pierre.

And thanks for sharing all the breakdown and info!

Truth.

2 Likes

Thanks!
Yeah, I try to do my own models so I can stress-test Blender features freely.
It’s like overkill for some things, but the integration through all editors is now solid, which soothes the experience in the day to day workflow.

2 Likes

I featured you on BlenderNation, have a great weekend!

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Thank you! This is so cool!

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Hey Pierre, you will be using goo engine next time? also its going to be integrated soon as the new blender’s npr render engine.

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You’re on the featured row! :+1:

2 Likes

Congrats, it looks great!!

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Thanks! For this character, many things went into the design, rigging, and R&D for Blender and Unreal Engine. I’m humbled it went into the featured row.

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Every time I see someone doing something that complex my jaw simply drops. Great work!

2 Likes