: Calculate the dot product between the light direction and the surface normal.
⚠️ Keep the character’s face forward-facing with symmetry until final detailing.
Select your character's actual face mesh and add a . Select the proxy sphere as the Source Object . Check Face Corner Data and select Custom Normals . Set the mapping to Nearest Corner of Nearest Face .
Toon shading (or cel-shading) bridges the gap between 3D modeling and 2D art. It requires specific techniques to maintain a stylized look.
