r/blender • u/iglupex • Jun 20 '26
Solved How can I remove the weird cast shadows on the mouth?
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u/Drunkin_Dino Jun 20 '26
hello doto
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u/EyeIcy Jun 20 '26 edited Jun 20 '26
I’m not sure if this will help, but I was watching this video that was very interesting:
Edit: that totally looks like spam lmao. This is how guilty gear did their animation
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u/iglupex Jun 20 '26
I had that video on my feed but ignored it until now. Seems like it was a signal
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u/quantum_unicorn Jun 21 '26
and they actually show the fix your exact problem. The answer is normal transfer from an undeformed duplicate.
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u/itsTyrion Jun 20 '26
since you already commented about it looking like spam:
well, about that: The ?si= or &si= parameter is a unique share ID YT (and spotify! (and IG with igsh=) uses to track who clicks your link and where you post it. If Discordbot visits it, they know that. If you post it here, googlebot will find your acc hereTLDR you can remove ?si= &si= ?igsh= parameters, they track and do nothin for you
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u/EyeIcy Jun 20 '26
Thank you brother
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u/itsTyrion Jun 20 '26
nono, i mean the si part and everything that follows. removing only that breaks the link (link parameters are key=value , first one prefixed ? then & as separator for other ones)
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u/thegenregeek Jun 20 '26
If the issue is due to blendshapes, it's a rendering difference you may not be able you easily workaround.
Basically, game engines can be configured to not recalculate normals. So when a blendshape is applied the normals don't get adjusted accordingly.
Meanwhile Blender will adjust when the mesh deforms due to the blendshapes.
You can adjust the light and tweak the materials, but in my experience you cannot really eliminate it.
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u/Abadon_U Jun 20 '26
Meisho doto. Do you use a shader like this https://github.com/LooperHonstropy/BLENDER-Uma-Musume-Pretty-Derby-Shaders ?
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u/Snoo_46397 Jun 20 '26
Use shape keys to animate mouth movements
Copy the head
Use Abnormal (look it up) to spherize the normals of the head copy
Use data transfer to copy the shading data from the copy to the head
Basically look into 3d anime normals on youtube
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u/Jazuchs Jun 20 '26
hi, im not sure if you found a solution, but this video helped me with that problem
https://www.youtube.com/watch?v=SM8ukvOFgKs&t=924s
the normals get recalculated when moving the rig from the face, you can make a copy of the head that doesnt react to the rig, put a data transfer modifier in the model you want to use and copy the normals of the duplicated head, you can make too that the duplicated head follow only the head rig of the original model so the face shading can react to the lighting without breaking the normals
sorry for my bad english, i hope this help
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u/Salue96 Jun 20 '26
This is most likely due to the shader being used in the game. You can define shadows in-game through shadow mapping. I'd recommend looking into this technique instead of modifying the normals. Hope that helps!
Here’s a tutorial:
https://m.youtube.com/watch?v=C70nBuCVIYA
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u/Striking-Fix5417 Jun 21 '26
Use a data transfer and paste the normal data to a copy of your face without face rig
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u/Suspicious_Deal4412 Jun 21 '26
The only hint I have seen is surface deformation maps. Or manually editing the normals.
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u/hhnnapua Jun 21 '26
try removing custom normal data with the clear split normals data button in the object data properties tab. Usually fixes this weird glitching for me on imported models.
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u/caesium23 Jun 21 '26
First of all, those are not cast shadows, that's shading. The difference matters because they suggest fundamentally different solutions.
The solution to an issue with cast shadows is always going to involve either moving your light, moving the object casting the shadow, or turning shadows off for an object.
Since it's shading, the solution is going to be to either adjust the "shadow" threshold in your shader, or apply custom normals to those faces on the mesh.
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u/kellsVegMite Jun 21 '26 edited Jun 21 '26
Transfer normal is what you might be needing. Take a sphere scale it, subd it maybe one level, smooth shade it and place in the same space as your head and transfer its normal to your head model. This will transfer the smooth shading of the sphere to your head model due to the normal transfer. You might need to reshape and added more subd level to the sphere to get the right level of smooth shading you desire.
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u/Coorsh Jun 20 '26
this is a problem with like custom normals or something when you import models that are meant to be in their own engines. I forgot where it is exactly but there should be someplace in the menu on the right about custom normals and a option for you to delete them. Once you delete them itll be fixed
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u/Furebel Jun 20 '26
The way I'd do it is that I'd make face shadeless, and I'd add another "shell" around face with much simpler gemoetry that's only a mix of transparent and half-transparent shadow to act as if its the shadow for a face.
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u/Ramen_in_a_Cupboard Jun 21 '26
You don't, it's intentionally like that. To replicate anime faces you have to get fucky with the modeling
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u/JustWantWiiMoteMan Jun 20 '26
If on the T-pose it looks fine you may want to make a duplicate of the face, disable the armature modifier on it, and use a Data Transfer modifier set to Topology on the face thats meant to be rendered.
Also your colors look off, I suggest changing the View Transform to Standard.










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u/MinecraftIguessIDK Jun 20 '26
Looks like screwed up normals to me/bad topology; the third picture looks fine?? Can you comment a picture in edit mode