In this video, I'm going to show you advanced techniques for creating NPR characters.
The tips about UV mapping and texture, outline, inner line, and toon shader.
I talked about the color scheme of anime in the previous video.
Based on the color scheme, I put blocks like this.
In the case of this character's texture, this is the block of skin color and hair color.
I talked about the color scheme before, but I explain it again
the colors represent Highlight color, Base color, 1st shadow and 2nd shadow.
Let's see what happens with the characters. I' gonna put hair colors.
First, prepare a material, and name it Girl.
and build the nodes in Shading tab.
I only use the texture node at this time.
Select the mesh, unwrap and choose Weld on the UV editor,
gather all the vertices in single vertex, and place this vertex on top of the Base color of the hair.
Repeat the process each meshes. This is the basic coloring method.
An advice how to put colors.
I want you to imagine the character pointed light from top of the head.
And put shadow colors on dark areas in advance.
It's difficult for the light to reach the back side of the hair, so let's put 1st shadow.
Select the flip side of her hair
and put the vertex on top of 1st shadow of hair.
Done.
The under the shoes can't receive the light, so it's good to choose the shadow color.
Base color, 1st shadow, 2nd shadow of this color
This is my coloring method.
I'm also using usual way of texturing in this area
There is Freestyle to draw outline in Blender.
But after a lot of trial and error, I realized that Freestyle couldn't achieve the outline I wanted for characters.
Other artists achieved beautiful outlines, but it's difficult for me. 
So I don't use Freestyle now.
I use the Inverted Hull Method, instead.
At this point, this is my favorite way.
It's simple. Pushing the mesh out and reverse its normal.
Inverted Hull Method has pros and cons.
The pros is that you can tweak the outline in real time on the viewport.
The cons is that it doubles polygon counts.
It has pros and cons, but I use this method
because it's huge advantage I can tweak in real time.
Now, let's draw outlines with Blender.
First, select the face and add Solidify modifier.
Then select and assign all the vertices of the face in Vertex Group.
Select 1 in Material Index Offset to choose the shader for the outline.
Also select Alpha Blend or Opaque in Blend Mode.
The shader of outline.
You can tweak the outline color here.
Check ☑ Flip Nomals and control thickness here.
You can also control outline here. Clamp should be set to 1.00.
Select the vertex group I created before.
At this time, the outline is so rough.
I need to tweak the outline in each vertex.
Select her face in Edit mode
Here is the vertex group I created.
1.0 means affected thickness 100%. 
0.0 means 0% thickness.
You can tweak outline thickness like this.
For example, these eyes areas doesn't need outline, so set 0.00
Vertices are affected from parent I selected last.
Vertices' value were copied from parent.
In the face area, dirty lines appears when you create facial expressions, so you need to tweak.
After tweaking
Basically, outline is good at thin line.
Be careful with the messy overlapping meshes.
Inner lines are used for lines that outline can't appear
Outline can't appear in this area, so I used inner line technique.
Let's take a look at UV Editor.
Unwrap the cloak, place the UV on the white color.
Push vertices out side of black area, then I can create inner line.
I also create inner line in these areas
If you want to cool line, you should make it look like inked hand drawn line.
I also made nose with this method.
And ears too.
The advantage of this method is that it makes any no jaggy.
You don't need to care of any jaggy.
I used an usual painting technique in this areas, so jaggy appears.
By using my UV mapping technique, people don't need to see dirty blurry images or jaggy.
I use the technique for the weapon.
And I also made waves by moving vertices.
No jaggy(^o^)
When I first learned this technique, my model's textures were soooo messy.
But I realized that I can make the textures compact and clean.
This is my way of texture placement.
You might discover better texture placement.
The texture of Arc System Works' model didn't place like this.
And you need to think like "Let's draw the inner line here." when you are modeling.
If meshes are dirty, the inner line will get dirty too. Take care of the polygon flow.
Placing an alpha image on the existing texture.
I only prepare a single texture. Another texture is needed for toon shader.
I call these Base texture and Shadow texture.
All of colors are used in Base texture,
Shadow texture is only used 1st shadows and 2nd shadows, sometimes Base color used.
Paint Highlight color with Base color.
Paint Base color with 1st shadow.
Paint 1st shadow with 2nd color.
I painted them darker. 
And repeat the process for all blocks.
This is the finished one.
Then, use this texture in Blender.
These are Base texture, and Shadow texture.
By pointing a light, Base texture appears on the light side, and the shadow texture appears on the unlit side.
This is my toon shader.
And she needs normal editing to clean this dirty shading.
But normal editing is very difficult. I only understand normal editing a bit.
Honestly, I want to edit the normals in each vertices, but I don't want to spend so much time
so I choose simple and easy way.
I'm going to copy sphere's normal to her face normal.
Select her face and normal edit modifier.
Choose the sphere and tweak Max Angle.
As I said, this is simple and easy normal editing.
And done.
In my opinion, whether to use toon shader or not depends on your direction. You don't need to use toon shader all the time in your scene.
One of the most common ideas goes like this...
"If I use toon shader, it will look like anime, right?"
It's partly right.
If you don't take much time of texture work, your model is going to be bad even though you use toon shader.
I think you had better to take more time to do texture work.
In character modeling, I think modeling and texturing is most part of the work,
and you should think about toon shader after the work.
It's all done. This is my character modeling work flow.
I want to keep learning and brush up my work flow.
Thank you so much!
