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:
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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.
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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.