![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)
Is there a way to manually control vertex/face normals to get a more consistent toon shader? - Blender Stack Exchange
![Some fascinating new screenshots for Guilty Gear Xrd -SIGN- showcase how the developers used Unreal Engine 3 to… | Character design, 3d model character, Guilty gear Some fascinating new screenshots for Guilty Gear Xrd -SIGN- showcase how the developers used Unreal Engine 3 to… | Character design, 3d model character, Guilty gear](https://i.pinimg.com/474x/b0/5d/b9/b05db9697d9128e35694f0fb78aed31e.jpg)
Some fascinating new screenshots for Guilty Gear Xrd -SIGN- showcase how the developers used Unreal Engine 3 to… | Character design, 3d model character, Guilty gear
![incredible topology from arc system works on guilty gear xrd | Guilty gear, Anime toon, 3d model character incredible topology from arc system works on guilty gear xrd | Guilty gear, Anime toon, 3d model character](https://i.pinimg.com/1200x/7f/ea/c9/7feac932d36c727bbb849cdbe094cc88.jpg)
incredible topology from arc system works on guilty gear xrd | Guilty gear, Anime toon, 3d model character
![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/epmYP.png)
Is there a way to manually control vertex/face normals to get a more consistent toon shader? - Blender Stack Exchange
![ruki on Twitter: "@_Martine_R @AversionReality @EpicKStudios Topology for another commission I'm working on that will be realtime (i.e. no subsurf). I've cut this one to support normals editing. https://t.co/fBvEFcSQjx" / X ruki on Twitter: "@_Martine_R @AversionReality @EpicKStudios Topology for another commission I'm working on that will be realtime (i.e. no subsurf). I've cut this one to support normals editing. https://t.co/fBvEFcSQjx" / X](https://pbs.twimg.com/media/Epb7TV4VEAAMKlR.png)
ruki on Twitter: "@_Martine_R @AversionReality @EpicKStudios Topology for another commission I'm working on that will be realtime (i.e. no subsurf). I've cut this one to support normals editing. https://t.co/fBvEFcSQjx" / X
![Niall on Twitter: "I'm trying to understand how to make perfect looking toon normals, so I downloaded one of the Guilty Gear models and it's crazy how different the topology is to Niall on Twitter: "I'm trying to understand how to make perfect looking toon normals, so I downloaded one of the Guilty Gear models and it's crazy how different the topology is to](https://pbs.twimg.com/ext_tw_video_thumb/1470155538415640576/pu/img/SEkNXwMTmuM7C0eb.jpg:large)
Niall on Twitter: "I'm trying to understand how to make perfect looking toon normals, so I downloaded one of the Guilty Gear models and it's crazy how different the topology is to
![✨ Alice Jaunet ✨ on Twitter: "When you're going for this kind of look, facial topology is SUPER important. I modified my topology to add edges where I wanted the light to " ✨ Alice Jaunet ✨ on Twitter: "When you're going for this kind of look, facial topology is SUPER important. I modified my topology to add edges where I wanted the light to "](https://pbs.twimg.com/media/FHoCQjAXoAUznDR.jpg)