I kept seeing people mention those "sdf textures" some gacha games supposedly use for shading 3d anime faces and decided to look the method up. Gotta say, it's pretty neat and easily blows manually editing normals out of the water. It lets you essentially paint the shading you want on the face without regard to normals, and as a bonus it won't get distorted by morphs either. I don't see what's so "sdf" about the textures, whatever anon keeps calling it that on /3/ might be mislabeling it because I don't see any videos actually mentioning the term either. Anyway, the two videos I skipped around in to grasp the concept detailed only lateral light movement, but I think I managed to add up/down as well. As a subject, I picked Takizawa Kyouko since I feel that the way her art is drawn by the original artist is hard to capture in 3d. I'm still far from being done with the model but I'm not sure if I'll have enough motivation to finish it, and I primarily want to share the shading method and the effect with anyone who is interested in toon shadows, as opposed to more realistic ones like in ray mmd. Shadow mapping is omitted for now to make the effect easier to see. Here's the WIP model, it's obviously unusable as a real model so far (it's nekkid and there's only 5 bones), it's only for effect demonstration:
https://www.mediafire.com/file/k07oc90paef0zg5/takizawa_test.zip/fileAnyone who is willing, please play with the light direction and tell me if there's issues. The shadow maps are hastily drawn, so they're kinda shit, but should be workable. In the end I intended to combine them as one RGBA image, but they're easier to edit while they're separate if anyone wants to test painting different values on them. The shader is commented if anyone wants to see how it works.
Also, as a funny, pic related also has a screencap of another Takizawa model I abandoned years ago. Maybe I've been staring at the new one for too long but I'd like to think I've improved a bit.