Anime Style
Hard color breaks. Clean silhouettes. Cel shading. Anime proportion language.
When to Use
- Anime / cel-shaded characters and props
- Toon shader lookdev
- Hard shadow graphic looks (not soft PBR)
Core Tenets
- Flat tonal regions — 2–4 value steps max per material
- Hard shadow terminators — Specular as graphic shapes
- Line / silhouette clarity — Optional freestyle or inverted hull
- Proportion language — Eyes, hair masses, simplified anatomy
- Palette discipline — Limited hues; accent sparingly
Shading Approach
| Method |
Use |
| Shader Toon / ColorRamp on diffuse |
Fast Eevee/Cycles toon |
| Emission + ramp |
Graphic unlit regions |
| Freestyle / grease pencil lines |
Contours |
| Solidify inverted hull |
Thick outlines |
Modeling Notes
- Simplify secondary forms; hair as masses
- Creases where color breaks need support
- Avoid noisy micro detail fighting flat shading
Lighting
- Single clear key for graphic shadows
- Rim optional for separation
- Avoid heavy soft GI wash unless intentional
Vs stylized-style
stylized-style = broad NPR / hand-painted
anime-style = cel breaks, anime proportions, toon stack
Constraints
MUST DO
- Limit value steps
- Keep silhouette iconic
- Test with toon lighting early
MUST NOT DO
- Full PBR roughness noise as primary look
- Over-subsurface that melts cel breaks
Reference Guide
| Topic |
Reference |
Load When |
| Cel Shader Setup |
references/cel-shader-setup.md |
When needed |
| Anime Proportion |
references/anime-proportion.md |
When needed |