GodotCon Boston 2025

Preparing Anime-Style 3D Characters for Godot Using Blender
05-05, 11:30–14:30 (EST5EDT), Small Room

In this talk, we will discuss how developers can achieve an anime/toon style look for their 3D Godot games, similar to the style of Guilty Gear games. We will discuss various theories, techniques and concepts that are used to achieve the artistic look while working in the confines of 3D graphics. We will start by using Blender to discuss the main points in which 3D modeling this style would differ from traditional styles, then we will work our way into the Godot Engine to configure the shaders, outlines and lighting. The goal of this talk is to apply the principles used in the industry to create anime style characters in the Godot Engine.

Below are some of the main talking points, subject to change:
- Why the Anime style?
- Differences between traditional 3D models and stylized/anime 3D models
- What defines the anime style?
- Different types of anime style (comparing Guilty Gear to Genshin)
- Topology and Poly Count considerations
- Normal Editing
- UV Mapping and Texturing
- Building the Toon Shader
- The Outlines
- Vertex Colors for more control
- Rig Considerations
- Demonstration in Blender
- Exporting/Importing to Godot
- Rebuilding the Toon Shader in Godot
- Jiggle Physics
- Demonstration in Godot
- Tips and Tools
- Creator Shout-Outs
- Q/A


Promotional Links

https://www.youtube.com/@codernunk
https://codernunk.com
https://bsky.app/profile/codernunk.bsky.social

Target Audience

Intermediate Artists

Godot Version

4

The summer right before high school, I asked myself, "if I like playing video games so much, why don't I try making them?" Fast forward seventeen years, I'm still messing around with game development tools.
Nowadays I work on my YouTube channel, CoderNunk in hopes of helping others achieve this dream while I work through some of my own challenges.