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File: 1734325960008816.jpg (33 KB, 874x944)
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Previous thread : >>997198

Discuss and post anime styles in 3d. From figurines to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@user-pp2os6zr2d
https://www.youtube.com/@ShionMgr
https://www.youtube.com/@kurukuma
https://www.youtube.com/@menglow2122
>>
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I had to restart my anime model because I fucked up the fingers, but its all good. I'm largely using the Daz G9 mesh, but with custom assets either created or bought, so it wasn't a major loss.

I'm mostly making this as an aid for drawing anyway, but there might be the odd video or me allowing others to use the model. That's the only reason I'm trying to make this look so nice; I could have been done weeks ago otherwise.
>>
I am looking to download the references from this website https://artmodels360.com/, if anyone has some I would be really grateful
>>
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has anyone seen this anime modeling/shading technique used on more "anatomically realistic" style such as picrel?
I'm going to do some experiments on this. It seems like the main difference would be adding more geometry to the face for the nose, brows and cheek bones.
>>
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osaka v5!!!
once I refine to an acceptable quality i will use her as a base and make the rest of the cast
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Anyone know the sauce of this clip?
>>
>>1006110
Probably a mod for Genshin, check Modb and Gamebanana.
>>
>>1006116
ive already checked them and kemono artists too. I haven't found anything. It just might be some guy's own custom skin to deny us.
>>
Requesting:
>https://coloso.global/en/products/3dcgmodeler-pfy-us
>https://coloso.global/en/products/3dstudio-108fanstudio-us
They both look to be the best Maya focused courses for making 3D anime without having to sculpt in Zbrush or Blender.
>>
>>1006121
The second one isn't out yet.
>>
How much a good quality anime model costs? I'm not a modeller, where do I find them? Just fiverr?
>>
Never played genshit/wuwa/ToF or any other normie gacha, but i have to recognize they have good looking 3d models, my question is which one do you think is the best one to learn from?
>>
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How's the new scene looking.
are the clouds too much? idk if I liked it more being negative space without them or with
>>
>>1006194
stop turdpolishing and move on to something else man
>>
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>>1006129
Pick the art style you like - I just took them all.
I have about 3000 anime models
all models including NPC as .blend from blue protocol, rememento, Hitori No Shita, genshin, ZZZ, HSR, HI3, girls frontline, DNF, Granblue, Guilty Gear, higan, idolmaster, project mugen, NTE, starseed, tof, umamusume, azur lane, ww, EOS, MT, catfantasy, eversoul, snowbreak - a few lesser known ones
pretty much all high-quality vrchat models
as inspiration for style, hair, coloring, clothes it is practical
references are simply imbalanced (2D/3D)
>>
>>1006194
Well the clouds look like solid objects moving across the screen. If you are going for a low budget mobile aesthetic, maybe that's fine. If not, at least try subtly transforming the cloud textures over time. Or look into a more robust cloud solution.
>>
>>1006202
turdpolishing is the point, I do this to learn and improve. I would really value some criticism, so thank you for the advice, I'll use it when my learning starts diminishing returns
>>1006229
will do, thanks
>>
>>1006212
>censored folders
I need to know now
>>
>>1006270
Ryufuku-chan hentai
>>
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>>1006212
you are right, i grabbed a couple of models from different games and is interesting to see how the models are constructed, specially the face with arc systems having the most distinct ones
i just wish the topology wasnt so fucked
>>
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>>1006297
every game has a customized topology for its needs.
you create your topology based on your needs.
don't copy, be inspired.
(and with a little observation you should understand how they were modeled despite triangulation)

>>1006270
nope sorry ;p
>>
>>1006297
tris to quads if it really bothers you that much
>>
>>1006305
Make an object that is more complicated than a cube, triangulate it, try to undo it with tris 2 quads.

do not recommend things that you have seen in the menu, but obviously never
>>
>>1006309
how bad can tris to quads be?
you can clearly see the loops on those faces, if you think that's bad topology you must be blind
>>
>>1006270
Its between "Mi" and "Ne" so you've gotta a pretty small window. Maybe its something that starts with "My". Something that's called My (something) (something) that you would censor for unknown reasons
>>
>>1006311
My sonic OC
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>>1006305
tried that a it make it so much better, its not perfect but almost
>>
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fuck ears broooo
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>>1006371
heaphones
>>
>>1006371
It's just that your understanding of topology and edge flow sucks at the moment. Keep at it and you'll improve.
>>
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Making my debut in this upcoming Wonfes with the model I posted here a while ago. It's been a long journey since Tomoyo, very happy with it
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>>1006528
how bad was the paperwork?
>>
>>1006528
very cute, congratulations
>>
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>>1006556
Thanks anon

>>1006541
Don't know, I just made the model and the people on the circle took care of that part
>>
>>1006565
>people on the circle took care of that part
That's nice, I hear Japanese bureaucracy is worse than other countries
>>
Do you guys have any resources for a newbie? I really want my characters to be in anime style
>>
>>1006528
congrats
>>
>>1005654
>>https://gofile.io/d/wNi6sX
Just expired, mind uploading these again?
>>
>>1006528
>>1006565
Congrats, it looks good!
>>
>>1006528
was wondering what happened to you anon as your last post was talking about starting to print
your model came out great, looks like a professional figure
>>
>>1006623
try to look for these courses for zbrush:
Turn Anime characters into 3d printable models
Advanced Guide to sculpting 3d collectibles
Artistic cartoon-style character created with zbrush
>>
hi. I stole the hair because its the hardest thing ever to model, will make my own later. don't know much about anatomy or topology but I'm trying my best by using references from 2d artists and other models that I like a lot. gonna start actually studying anatomy soon I think
>>
>>1006674
this is really good looking, whats your secret?
who did you sacrifice for this black magic?
>>
>>1006717
thanks! check out the previous versions, they look pretty terrible. it was trial and error and a whole lot of moving verts around in sculpt mode until it looked the way I wanted. can't express how important reference was as well
>>
>>1006741
this was all done by polymodelling?
>>
>>1006761
it was! I didn't make a highpoly and then retopo but I did spend most of my time in sculpt mode. only went into edit mode to add and change the topology and for the detailed parts like the fingers.

I really struggled to get the fingers to look right but I think they turned out ok
>>
Is there any video that explains how to tackle modeling characters that dont have reference sheet with the usual 3 views or are in awkward poses?
>>
>>1006773
I am new so am not so sure, but I think this one
https://youtu.be/GcuxZCgQUy8?si=B4nat2NkTFZQI7J7 [Embed]
>>
>>1006781
it more like interpolation from experience, when you've made enough human bodies you know what they look from different angles
>>
Anyone here have any names of some good Substance Painter courses I could lookup?
Been looking myself but haven't really found anything I like, it'd be nice if there's a Substance Painter equivalent of that Ultimate Guide to ZBrush
>>
>>1006770
that sounds like an interesting process, do you have any resources to learn it, ive only seen a video by flycat do what you describe
>>
>>1006804
flycat is insanely good! If you watch their videos on .25x speed and follow along you'll learn a lot. shonzo also poly models his characters in a very similar way
>>
>>1006808
>shonzo
thank you, ill look into them
>>
>>1006528
Is this is all Zbrush? Now I regret learning Blender instead.
>>
>>1006906
Using ZBrush is not going to compensate for a lack of talent.
>>
>>1006761
if you know what u re doing you are with polymodeling as fast as someone who retopo his sculpt model
sculptint for this kind of detail level is retarded
>>
>>1006773
use the head method like any 2d artist? 5, 6 ,7 heads etc. every reference is build on top of this basic stuff
>>
>>1006960
polymodeling for this is also retarded, you might as well be using a base mesh
>>
>>1006968
Should we interpret the question of "this was all done by polymodelling?" as "are you retarded?"?
>>
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>>1006961
yeah i ended up using that method, but i decided to start with an easier character instead to not get frustrated midway
>>
>>1006773
In the Arcsys presentations on slideshare what they do is as soon as they have a very basic base mesh they add a simple rig and pose it exactly like the pose reference illustrations, so it acts as a ground truth. The closer the posed model and refernce look, the closer they are to being done
>>
>>1007055
And then rewind the bones back to base pose and fix the problems? That sounds interesting. IDK how necessary it really is though.
>>
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>>1007081
Basically. No actual rewind though, for example in Blender there's a toggle for the rest pose, or you can memorize the action pose in a pose library, or you can make duplicate references to the mesh and skeleton and pose the duplicates, so that you see the preview side by side.

As for necessity, it really depends I guess, but the accuracy can really sell the model
>>
>>1007086
When I'm doing bone weights I'll key bones with deep creases, like in the crotch, to some position, the splits, to make painting inside easier. I have a key for the bind pose as well. This way I can move the timeline to see how my deformations look at every point between the 2 poses as well as the poses themselves.
>>
>>1007086
>>1007081
Also for proportions specifically you can adjust the bone lengths as part of pose scaling, which deforms the base mesh in turn, then apply the scale changes to the skeleton and mesh, so you mostly don't need to switch back and forth between rest and action poses for adjusting proportions
>>
>>1007088
Yeah, that's a good one. You can extend that to putting several weird or typical poses on the timeline to easily check skinning in extreme situations while you're working on it
>>
>>1007090
nvm the "extend" I suck at reading
>>
Any vintage Anime shader? Youtube isn't helping
>>
>>1007391
the "vintage" look would probably be in post-processing (grain, glow, aberration) and in the character design mainly. Do you have an image of what you have in mind?
>>
I want to get started making 3D low poly character models, preferrably with an anime-ish art style, BUT I want to have them be modular (i.e for character customization in a game). What's the best way to get started?
Also, for shit like facial features/expressions and body parts, I'm probably gonna do swappable/moveable/resizable meshes and textures or some shit
>>
>>1006068
Why are they naked
>>
>>1007454
>What's the best way to get started?
To scope down, this is too ambitious if you don't know what you're doing
Start by making a couple characters using the same base mesh
>>
>>1007455
I can only study with an erection
>>
are there any particularly good tutorials for making anime hair? i'm just working off of basic planes and merging them but i'm curious if there's an ideal approach i'm missing out on.
>>
>>1007682
A lot of people seem to do triangular segments controlled by splines and duplicated around as necessary.
>>
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Can someone help me? all the proportions are right but the head doesn't feel like her.
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>>1007710
Drawings aren't actually accurate 3d, so you shouldn't trace them. Much less from the profile view as it's the most unreliable in drawings. If I had to bandaid your model I'd start from giving her more of a cheek, reduce her jawline and make the head taper more toward the bottom (switch to "active element" for the pivot, select the tip of the nose and shear laterally a bit from the front view).
When trying to match drawn reference, it's best to eyeball it rather than trace it. The primary reason is that drawings are simply inaccurate enough for that, and the secondary one is that you can't really read shapes well on toon shaded drawings in the sense that you can see the outline, but that's really all, which isn't much information. When eyeballing give preference to 3/4 and front views in that order. Note landmarks that you can't compromise on and stubbornly keep them. For example, you simply can not have the outer edge of the eye be the edge of the model in a 3/4 view - there always needs to be a patch of skin in-between. The red lines on the attached pic are very important.
Here's my quick take on your reference, obj format for if you're paranoid: https://files.catbox.moe/bp1fxy.obj
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>>1007718
Thanks man, I'll look at it tomorrow as its late right now. I very much appreciate you taking the time to do this.
>>
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>>1007710
Face is too narrow, skull and neck too small, compare it to a real skull to get the right proportions
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>>1007710
This anon has great advice but adding on, just looking at your reference picture it's pretty blatant your front view is incorrect compared to your ref, the jawline's angle should be much sharper. gambare
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>>1007731
they´re 2 different artstyles theres no way theyll align. you should just look for any fate production materials and use a frontview from a similar characters, it´s not like there´s that much face variety anyways
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>>1007710
It's easier to tell what you're doing when the model has hair and makeup on
Also the front and 3/4 views are the most important when to comes to things like this.
Because you can't match all of the angles of drawings. Drawings for 2D's sake don't adhere to real 3D space at all, you're pretty much trying to match 2 different heads
>>
Anons, how difficult would it be for a complete beginner to create environments and characters in an anime style similar to Miside?

How long would it take to design and create environment and prop assets?

How long would it take to model two or three characters?

Would using a VRoid model achieve the same quality? If not, what workflow would you recommend (e.g., DAZ models, etc.)?

I've only used asset packs before, so I wanted to get a rough idea of how long it would take to do this in Blender.
>>
>>1007889
A couple months, brcause if you're really a complete newbie you have everything to learn



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