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File: 12314.png (753 KB, 1190x900)
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Im trying to make the model of Alois, but for now it doesnt look very promising, can you throw some advices?
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picture i use as a reference
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>>1001539
Look at exiting topology examples and try again. Delete that model.
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>>1001547
Where should i look for it?
Are there any good pdf's videos?
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>>1001548
Look that exact phrase up on youtube, with styled anime topo tutorials, why do you gotta be mean to bro for trying to help.
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>>1001574
Dude, the "proffesional retard" is about introducing myself, not calling the guy a retard for answering in my thread.
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>>1001548
google for wireframes of 3d anime models. and basicslly cooy the topo of a model you like exactly. topo is not for creativety.

but otherwise id ocus on being able to make the basice shape you want first. the trouble with anime references is that flat shading gives you no clue where 3d forms like cheek bones should go. use inage plabes which are photos of real people first. it will give you a sense of where things on the face should go. another trick is to draw topology onto your reference. actually draw the wires on your image planes.
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>>1001588
> the trouble with anime references is that flat shading gives you no clue where 3d forms like cheek bones should go.
And why is that a problem if it's gonna be rendered in flat shading in 3d as well? Even if it's wrong, no one will see that without shading.
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>>1001590
Because a front and a side view reference is not enough information to make the head look good from all angles. Shading gives you more information.
You often see beginner models where the front and sides look good, but the head looks like shit at 3/4 view.
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>>1001539
Look for Natsumori Katsu on YT for a good and easy way to make an anime head.
Your attempt wasn't actually that bad aside from the nose and a few excess loops, you shouldn't be discouraged if it doesn't look immediately good.
Once you get to that point, you need to shape your model in either sculpt mode or with proportional editing, make the head rounder, adjusts some positions etc...
It will take some time, but it will look MUCH more promising after a good polish and a subdiv surf.
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>>1001593
Yeah, but it's only relevant if the 3d model is going to be used in shaded context right? I mean, if you just use pure emission material, this will not be visible from any angle.
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>>1001600
No, idiot. The silhouette will change.
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>>1001602
Are you sure about that? For any model I can imagine an infinite amount of transformations that are virtually impossible to observe without shading. For just an abstract example, boolean cut 1cm sphere from almost anywhere on the face will be impossible to observe from any angle other than from the hole itself.
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>>1001600
>>1001606
none of what you are saying matters if the model is going to be viewed from more angles than just the front or side
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>>1001539
Don't listen to the other anon, you don't have to delete it. Your topology is already better than most on this board. The loops are looking decent. You just have to smooth it out so the verts are distributed more evenly. Which you can easily do while in edit mode, and in vert selection (1), select the verts you want to smooth, and then right click > smooth vertices. Repeat the smooth action as many times as necessary, until the verts look adequately smooth. Use your own judgement there.

Smoothing tends to shrink verts down however. So after you're done smoothing, don't forget the adjust as necessary to make sure the verts still retain their full shape.

Now, I would add a few loops myself. Pic related shows the loops I would add. I can be a little greedy when it comes to adding loops, because I don't like subdividing. But still, I think those loops will help even if you do decide to subdivide.
The loop I put on the nose will help define the bridge, and let the underside of the nose stick out from the face. The loops on the face will round out the cheeks, and give you more geometry to shape the eyes. And two lower loops are again to help round out the face, and smooth the corner of the mouth.
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>>1001580
My fault bro
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Tried it again, i dont even know if its better or worse desu.
Also beside me being shit, the reference image is kinda fucky, but i dont have any other :(
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>>1001693
You just have to use your eyes and try to recreate the human face the best you can. For example the cheek line.
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Adde subdivision 2 and shade smooth and it looks like ayy lmao.
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3d software never should have become free. delete that abomination and learn anatomy first
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>>1001830
>>1001830
Cock-riding to the maximum efficiency, get his dick out your mouth
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>>1001830
Make a good anatomicly correct Alois as an example.
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>>1001830
Bro if you do photorealism or anatomically correct characters at that point you could just use photos and 3d scans.
No need to model any of that manually, it already exists in the real world, just take the real thing.
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you don't think there are any steps between anatomically correct photo realism and horrendously anatomically incorrect anime models? Even for stylized characters you want it to be based in reality to some degree.
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>>1001860
I'm sure whatever OP is trying to model has been modelled a billion times already and there are free anime character templates everywhere, so idk what the fuck are you trying to say.
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>>1001862
Uhm, isn't it obvious? If you try hard at doing things (((correct))), you're going to do exactly the same thing. If you do something imaginary, you just move eyes apart or scale or even place an extra loop cut in a bit different place and you already have something significantly different and unique.
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>>1001861
Some degree is "anthropomorphic creature with a head or two", not like "jawbones should be exactly there and nowhere else".
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And even if you wanted to be anatomically correct with anime you should probably use cat anatomy because that's what anime faces were inspired by in the first place.
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>>1001865
>If you do something imaginary, you just move eyes apart or scale or even place an extra loop cut in a bit different place...
...you end up with deformed, disproportional result like OP.
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>>1001868
Its problem isn't that. If you cook deformed disproportional result properly it will look good.
You just have to find proportions and features that look good no matter how unreal or ungrounded in reality they are.
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Added some bogdanology at the cheekbone and chin areas. Is this anatomicly correct enough?
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>>1001880
Step 1: get https://www.reallusion.com/character-creator/free-3d-character-base.html
Step 2: Use proportional editing or whatever to move the points in position
Step 3: Add clothing using the Cloth simulator to conform them to your model
Step 4: Done

I'll never understand why you insist in trying to make your own "base models" from scratch especially when you clearly have no idea what you're doing with the topology and whatnot.
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>>1001881
My computer is potato.
Plus it would be good to lea something.
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>>1001885
What is the point of trying to figure out the topology for a human face when there are some many free solutions available which you can just pick up, examine and re-use?
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>>1001885
If some janny told something to the effect of "you must figure topology and anatomy on your own or you're not a real artist", be careful because jannies use exhaustion as a tool to eventually turn you into a janny yourself.
They launch you on some arduous, yet completely useless quests such as "solving the puzzle of topology" and then they laugh behind your back and stand ready to sell you janny pills.
That's what jannies do all the time.
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>>1001891
I just want to make model of alois and then use it in half life multiplayer and also maybe as a placeholder fir a game i would try to make. Im not some sort of "artist" or ither pretentious shit.

>>1001892
I kinda weird how some people here sperging out over nothing.
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>>1001891
>>1001892
Does this also apply to lowpoly like 256fes?
I hope figuring out how to scale all the 10 triangles of the head is less exhausting than what you're describing.
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>>1001896
Sure. If you want "low poly" just use Decimate/Triangulate and tweak it by hand as needed.
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>>1001896
Decimate will probably look better out of the box that what your artistic skills can produce by hand.
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And also >>1001892 is not a conspiracy theory. Look at what jannies are doing and have been doing for years to Cris. He's gone-gone by now but you can save yourself from the jannies and I had to warn you.
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>>1001897
>>1001898
I don't think this works for 256fes though.
It works for "few thousands of polys" type stuff but not for tight extreme lowpoly.
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Do you think you can do this with decimate from highpoly?
I think probably not, also it's probably more fun to do this by hand.
Also, shouldn't be that exhausting.
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Is this chickbony enough? What is the optimal ammount of chickbonnes(bonechickness?)?
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Verification not required.
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>>1001903
I think yes. Pic related is >>1001881 decimated to 3k triangles, full body, rigged, posable.
It's a very good starting point because you just have to conform it to the shape you like.
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>>1001909
Idk, for me it feels like going from 3000 triangles to 256 is kinda harder than from 0 to 256, but I'm not very experienced. I'll give it a try someday.
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Where could i find basemeshes for anime characters for free? Exluding the stuff that was adviced earlier in the thread.
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>>1001913
https://github.com/johnzero7/XNALaraMesh
https://www.deviantart.com/xnalara/gallery
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>>1001912
To go from zero to anywhere is the hardest thing to do, not just in modeling.
People who insist on starting from zero out of some artificial sense of pride will often get nowhere and become jannies eventually.
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I started learning Blender and i think the way OP is going, at least for stylized 2D characters, is the way. Specially when working with the mouse that makes sculping a headache.

My problem was with creating eyes and mouth. Those goddamn pockets for the eyes and mouths killed my autism.



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