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UID:pretalx-godotcon-us-2025-RUXBCQ@talks.godotengine.org
DTSTART;TZID=EST:20250505T113000
DTEND;TZID=EST:20250505T143000
DESCRIPTION:In this talk\, we will discuss how developers can achieve an an
 ime/toon style look for their 3D Godot games\, similar to the style of Gui
 lty 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\, the
 n we will work our way into the Godot Engine to configure the shaders\, ou
 tlines 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.\n\n
 Below are some of the main talking points\, subject to change:\n- Why the 
 Anime style?\n- Differences between traditional 3D models and stylized/ani
 me 3D models\n- What defines the anime style?\n- Different types of anime 
 style (comparing Guilty Gear to Genshin)\n- Topology and Poly Count consid
 erations\n- Normal Editing\n- UV Mapping and Texturing\n- Building the Too
 n Shader\n- The Outlines\n- Vertex Colors for more control\n- Rig Consider
 ations\n- Demonstration in Blender\n- Exporting/Importing to Godot\n- Rebu
 ilding the Toon Shader in Godot\n- Jiggle Physics \n- Demonstration in God
 ot\n- Tips and Tools\n- Creator Shout-Outs\n- Q/A
DTSTAMP:20260412T093900Z
LOCATION:Deborah Sampson
SUMMARY:Preparing Anime-Style 3D Characters for Godot Using Blender - Jesse
  (CoderNunk)
URL:https://talks.godotengine.org/godotcon-us-2025/talk/RUXBCQ/
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