![Averiff on X: "@AerthasVeras ArcSys Blender shader is AMAINZG, I can't believe this is in blender. Content creators can do SO MUCH with this, they even made a video tutorial on how Averiff on X: "@AerthasVeras ArcSys Blender shader is AMAINZG, I can't believe this is in blender. Content creators can do SO MUCH with this, they even made a video tutorial on how](https://pbs.twimg.com/media/EolSRPBUcAEqlYx.jpg:large)
Averiff on X: "@AerthasVeras ArcSys Blender shader is AMAINZG, I can't believe this is in blender. Content creators can do SO MUCH with this, they even made a video tutorial on how
Guilty Gear Stylized shaders in Blender (proof of concept and layout) | This is #realtime #render in #Blender with the initial layout for Part 4 of the #GuiltyGear #Stylized #Shaders in #EEVEE
![How to edit vertex normals for Anime / Toon shading in blender? (Arc System Works-Inspired) — polycount How to edit vertex normals for Anime / Toon shading in blender? (Arc System Works-Inspired) — polycount](https://img.youtube.com/vi/yhGjCzxJV3E/0.jpg)
How to edit vertex normals for Anime / Toon shading in blender? (Arc System Works-Inspired) — polycount
![Guilty Gear Stylized shader in Blender's EEVEE (Part 4 of 4) - Tutorials, Tips and Tricks - Blender Artists Community Guilty Gear Stylized shader in Blender's EEVEE (Part 4 of 4) - Tutorials, Tips and Tricks - Blender Artists Community](https://blenderartists.org/uploads/default/original/4X/6/9/2/692189550251e36e918142a309818c1605bf7e5f.jpeg)
Guilty Gear Stylized shader in Blender's EEVEE (Part 4 of 4) - Tutorials, Tips and Tricks - Blender Artists Community
![Niall on X: "I really didn't want to hand edit normals, so I came up with this method of using an ID Mask to manipulate the normals in the shader. All of Niall on X: "I really didn't want to hand edit normals, so I came up with this method of using an ID Mask to manipulate the normals in the shader. All of](https://pbs.twimg.com/ext_tw_video_thumb/1470397011442778112/pu/img/Dxn5NcXCCvMEqnm5.jpg:large)
Niall on X: "I really didn't want to hand edit normals, so I came up with this method of using an ID Mask to manipulate the normals in the shader. All of
![Is there a way to manually control vertex/face normals to get a more consistent toon shader? - Blender Stack Exchange Is there a way to manually control vertex/face normals to get a more consistent toon shader? - Blender Stack Exchange](https://i.stack.imgur.com/b8ZWO.png)