
Anime Style
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders...
Install
npx skills add arjun988/blender-skills --skill anime-style -g -a claude-code -y- Repository
- arjun988/blender-skills1.6k
- Category
- Engineering
- Updated
- 4mo ago
- License
- MIT
- Context cost
- Lightabout 413 tokens
- Runs scripts
- No, instructions only
What it does
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
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-paintedanime-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 |
