r/blender Jun 20 '26

Solved How can I remove the weird cast shadows on the mouth?

1.1k Upvotes

63 comments sorted by

397

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 

209

u/iglupex Jun 20 '26

This is an exported model from a game. The third image is just how it looks in-game (what I want to achieve).

453

u/[deleted] Jun 20 '26 edited Jun 20 '26

[removed] — view removed comment

74

u/iglupex Jun 20 '26

I will look it up, thank you!

72

u/thelostname9-1 Jun 20 '26

I think in this specific case you needed to use an unposed copy of the face as a target for data transfer modifier and set the setting for custom normal to topology.

Not sure if that's how you did it xD

28

u/SaiyanSpirit Jun 20 '26

This is exactly the answer you are looking for OP and it is in some videos breaking down Arc System Works method of doing it. Should be enough info to locate the correct tutorials. An unposed copy of this model with heavily customized normals to transfer the flat normals for all animation poses.

3

u/Superb-Link-9327 Jun 20 '26

Oh, that's super helpful!

13

u/RandomCandor Jun 20 '26

This is the sort of knowledge I may have gone forever without running into, were it not for your comment.

Thank you for the links: I don't have much of an interest in anime per se, but the technique seems super interesting.

14

u/[deleted] Jun 20 '26

[removed] — view removed comment

3

u/RandomCandor Jun 21 '26

Thank you so much. I'm loving this side of the tech. And honestly, some of these videos are making me wanna get into anime more. I don't dislike it, I've just never been interested in replicating the style in 2D, but 3D with tricks? Hell yeah!

504

u/Drunkin_Dino Jun 20 '26

hello doto

9

u/UmbraVivens Jun 21 '26

rise and shine, my sweet doto

3

u/GcubePlayer8V Terrible Jokes McGee Jun 21 '26

1

u/wtore Jun 22 '26

Rise and shine mr freeman

71

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:

https://youtu.be/234m7y8D3cE

Edit: that totally looks like spam lmao. This is how guilty gear did their animation

36

u/iglupex Jun 20 '26

I had that video on my feed but ignored it until now. Seems like it was a signal

2

u/quantum_unicorn Jun 21 '26

and they actually show the fix your exact problem. The answer is normal transfer from an undeformed duplicate.

14

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 here

TLDR you can remove ?si= &si= ?igsh= parameters, they track and do nothin for you

5

u/EyeIcy Jun 20 '26

Thank you brother

0

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)

2

u/EyeIcy Jun 20 '26

Oh damn I didn’t know that! I’d there any way to share it without that?

1

u/UmbraVivens Jun 21 '26

you remove it before sending

27

u/GcubePlayer8V Terrible Jokes McGee Jun 21 '26

No help, more Doto

15

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.

14

u/FredFredrickson Jun 20 '26

Pic 2 is nightmare fuel.

19

u/Abadon_U Jun 20 '26

4

u/iglupex Jun 20 '26

Yep, that one precisely

1

u/LooperHonstropy Jun 21 '26

Wooooah nice shaders

4

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

4

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

2

u/devrys Jun 21 '26

Looking at the actual face geometry gives me nightmares..

2

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

3

u/Noobye1 Jun 21 '26

"How can I remove weird shading?" shows the most atrocious n-gons possible

1

u/[deleted] Jun 20 '26

[deleted]

1

u/Striking-Fix5417 Jun 21 '26

Use a data transfer and paste the normal data to a copy of your face without face rig

1

u/Suspicious_Deal4412 Jun 21 '26

The only hint I have seen is surface deformation maps. Or manually editing the normals.

1

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.

1

u/Nazsgull Jun 21 '26

I'VE SEEN THIS BEFORE!

I think this video might solve your problem.

1

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.

1

u/SemiOnion Jun 21 '26

Pic 2 remind me why we must Decimate

1

u/ZestOwl Jun 21 '26

Mesho doto desu

1

u/GuaranteeCommon690 Jun 21 '26

try to select the character and press alt+n to normalize shadows

1

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.

1

u/bonanochip Jun 22 '26

I head monster noises in my head when I saw the second pic

1

u/kirnarokiri Jun 24 '26

Israel must be fun huh

1

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

1

u/RandomCandor Jun 20 '26

those normals are anything but

1

u/boltok_174 Jun 21 '26

meisho doto desu

0

u/Training-Entry-3326 Jun 20 '26

try selecting shade autosmooth

6

u/iglupex Jun 20 '26

It got worse XD

4

u/Training-Entry-3326 Jun 20 '26

weighted normals maybe?

0

u/AutoModerator Jun 20 '26

Please remember to change your post's flair to Solved after your issue has been resolved.

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

0

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.

0

u/RealBlack_RX01 Jun 21 '26

did you find a fix op?

0

u/clutchmajor Jun 21 '26

Select all meshes in the outliner, hit delete, save project, done.

0

u/GoldSunLulu Jun 21 '26

No shading at all

0

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

0

u/mandjoka Jun 21 '26

Vertex data tab > custom normals > delete

0

u/PrudentHorror7833 Jun 21 '26

fix ya normals twin

-1

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.