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File: GKZVvfAbMAArtfu.jpg (256 KB, 1116x1292)
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Previous thread: >>1006048

Discuss and post anime styles in 3d. From figures 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

Sculpting:
https://www.youtube.com/@leslyzerosix4359
https://www.youtube.com/@aurelien4280
https://www.youtube.com/@Yudit1999
https://www.youtube.com/playlist?list=PLMjnnUF3eJFe3jMRfUKMt0qK5zKIpxy1t
>>
so ive been catching up on kingdom hearts series. im on 2. they have a really wide spread of character styles, even realistic ones for pirates in of the caribean. they also really love to jump in and out of the low res and high res models.
the thing i noticed that really sells the characters across all the styles and levels of detail is the painted lighting. so my nexy project is going to be trying out different techniques for such and I'll share my results.
>>
>https://www.youtube.com/@user-pp2os6zr2d
This one is dead.

Here is another good channel I found
https://www.youtube.com/@tennenpamanent/videos
>>
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She gonna have a big ole gun
>>
Is this closer to anime style or stylised? This manhwa style (Korean manga). I didn't find many 3d tutorials for this style, so I wanted to know whether it would be easier to make stuff like this if I followed anime or stylised 3d tutorials. Thanks.

>>1011657
Nice. Is this for a game?
>>
>>1011719
forgot pic, sorry
>>
>>1011719
Ty anon, she's a test character to see how a new body base would work. I could use her in games tho.
>>
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i need to study more atanomy
>>
>>1011771
How is this type of ass called? I've seen people calling it "flat ass" but I always liked it and considered it beautiful.
>>
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>>1011777
not sure if it has a name, maybe trapezoid ass? we can call it trap ass for short. wide at the bottom and thin at the top
>>
>>1011777
it feels like a more anatomically correct ass to me
>>
>>1011779
we definitely need names and a catalogue for every archetypal ass
>>
>>1011771
what the cat doing
>>
>>1011771
Anon, why do you sculpt instead of modelling? Is it for 3d sculpting?

>https://www.youtube.com/@mmcganimetic
goat
>>
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>>1011795
*3d printing
>>
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Learning zbrush is fun.
>>
>>1011795
just to learn atm. I've tried making models but I never really like how they look and I never finish them. making a figure sounds fun though, might try if I get good enough
>>
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Done with the front. Onto the hair I guess.
>>
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WIP
Im still not sure about the hair, i dont know if i need more individual/slimmer hair strings for this, also the mask and heels top were a bitch to make, 2 days to get a shape i was satisfied enough
>>
>>
>>1011848
the front of the hair looks nice to me, I think the sides may need more strands
>>
>>1011851
now that you say it, yeah i think i need more on the sides and finish the inner hair too.
>>
Would you say the character models in Breath of the Wild are more anime style or just generally stylized? Their faces are more defined, with detailed noses and mouths, but the rest of their bodies aren’t all that different from typical anime designs.

Which approach would be easier for a newb to learn?
>>
>>1011866
Find a style tou like, then work on replicating it. The fundamentals are gonna be the same no matter what
>>
does it make sense to sculpt for anime or should i block things out with polymodeling
>>
>>1011869
Choose the one you're most comfortable with. If you know neither, try your hand at both
>>
>>1011848
as a suggestion
>>
>>1011869
Sculpt if you already do art. Else just poly model everything because it's easier to trace art.
>>
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>>1011867
I ended up settling on a style similar to the new Seven Deadly Sins game. I really like how there's a shadow under the nose and just two dots for nostrils, but you only see them when you're looking at the model straight on or from a lower pov, not from above. Why isn’t that done more often? I’ve attached some screenshots here:
https://imgur.com/a/HzwbKaf

Also, why does it look so much more soulful than the zzz models in pic rel?

>>1011896
nta. If I want to model original characters from photobashed refs later on, do you think poly modelling would still be easier than sculpting?
>>
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>>1011891
yeah i might have to retouch the waist to get that pose correctly since i was using another reference to get the body proportions
>>
I really underestimated how difficult making anime hair would be. I really wonder how lesly does it.
>>
>>1011928
curve tool is my favorite tool to make anime hair, it can be pretty annoying at first though
>>
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>>1011928
I don't know who lesly is but the way I do it is by mapping the main volumes and then sculpt, merge some, add small strands, refine, merge
Here I'm starting from UV spheres because it's faster but sometimes I'll polymodel a set of basic strands and start from that depending on the strand shape
But that's not the best method for game/animation models

... I need to fix that spot
>>
any chibi references....?
>>
>>1011948
Yes, there's a lot on google
>>
>>1011928
the anchor brush is good too
>>
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Thanks for the advice guys. I think I started to get the hang of making hair now.
>>1011942
That's pretty cool. I haven't seen someone do hair like this on blender.
>>1011986
I didn't know about this tool. It's super handy!
>>
>>1011948
I found a guy with an entire chibi tutorial on youtube. Here's the vid where he breaks down a nendoroid face and then shows you how to sculpt one: https://www.youtube.com/watch?v=Jx-j-8_1GBM
>>
>>
>>
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Science has gone too far...

https://www.youtube.com/watch?v=ThCyBhaYh-E
>>
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>>1006371
We meet again... But now I'm stronger, better...
>>
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>>1011611
ok ok
So I have this face mesh, and I'm experimenting with painting techniques. I took screen shots of the front side and 3/4 view. painted over them and reprojected them.
Aligning the 3/4 view was hard. I thought I had correctly saved the camera position and if I just projected back onto the mesh with the same data it would just work. It didnt and I had to do some manual alignment. It's not perfect, and it kinda needs to be.
The next step is combining them all in photoshop. Masking it out so that the best parts of each input are what's used.
>>
>>1012083
If the 3/4s texture illuminated any special information its been loss. My final rendition included only the front and side. For these two, the features lined up perfectly, for the 3/4s they did not so I didnt really include them. This is a blending of the front and side views
>>
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>>1012104
with flat lighting
>>
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>>1012104
with 2 directional lights
>>
>>1012104
This is very autistic for a result you could have hand painted in 10 minutes.
>>
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>>1012111
well I did hand paint it in 10 minutes. Except in 2d. Some people paint better in 2D than in 3d
>>
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I don't know if this has any value as reference material, but recently the gacha Tribe Nine announced EoS. Some people dug through the game (some previous version) and extracted the 3D models. Maybe this could be helpful for those trying to do the Danganronpa style in 3D?
>https://mega.nz/folder/4klgDB7R#0Bj0trmb_QOKo5KkpLq6Lw
>>
>>1012112
>Some people paint better in 2D than in 3d
... but not you, I can't imagine it being worse, are you cris or something?
>>
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I downloaded a model from a persona game to see how they solved the hairstyle of yukari in topology, and I'm wondering what the workflow of it must be like
Hair is one of the things I have genuinely never gotten a result I'm happy with yet, I've tried Curves, polymodeling, Sculpting and even the obscure lattice setup but never ended up with anything that both looks good and isn't a complete nightmare topology wise
Any tips? Even just in general I'd really appreciate it <3
>>
>>1012142
Either pure poly modeling or sculpt and retopo. Maybe a mix of both.
>>
>>1012134
you dont 3d model
>>
>>1012142
>from a persona game
Games require very different approach especially when it comes to the end product. The whole thing with hi-poly -> unwrapping -> baking textures -> low-poly
When it come to less constrained works, I've seen Shonzo making vtuber models and he is always spending so much time on hair, you can see the workflow in real-time - https://www.youtube.com/@Shonzo/videos You can check both uploads or streams.
>>
>>1012142
>>1012163
Was gonna say, for hair like that you should look at shonzo' work
>>
>>1012157
>>1012163
>>1012164
Holy shit, incredible responses
I love you anons, thank you so much
>>
>>1012111
he could've just baked an ambient occlusion map in a couple seconds and it would've looked infinitely better
>>
>>1012168
Baked AO will put shadows in every dip. Painted lighting puts the shadows where you want them. Either masking geometric details you dont want to be seen or by adding details you want where no geometric details exist.
>>
>>1012164
His hair looks nothing like that. He does the mess of intersecting curves every blender youtuber does.
>>
>>1012142
there's very very little in terms of resources on how to poly model stylized hair like this without using curves. I think you just need to learn it through trial & error and watching others

definitely watch this for starters: https://www.youtube.com/watch?v=zULTZQfFaS0

To learn more complex hair I've been meaning to watch these on .25 speed while following along to learn their techniques

https://www.youtube.com/watch?v=thLpghLrGws
https://youtu.be/AtjWTfAIjsc?t=408
https://youtu.be/61EnfAGo7Tc?t=106
https://youtu.be/KyfQbLAB8Us?t=537
https://youtu.be/3BUWS9-qhCE?t=362
https://www.youtube.com/watch?v=2VlgljhQEhE
>>
>>1012173
forgot to mention I downloaded the first video and used whisper to translate and output subtitles so I could understand what he's saying
>>
>>1012173
>>1012175
Thanks so much, I'm learning japanese lol so could be good for getting to know terms as well
I'll take anything over messing with curves, they are my absolute nemesis and I hate them so much
>>
Noticed that several modellers poly model the hands and feet, the sculpt the body and limbs. Is this approach better than modelling the whole body? Should I follow one of the sculpting YouTubers in OP or learn anatomy first?
>>
>>1012318
>learn anatomy first
eh, no? i never learn anatomy and i only suffer from less muscle detail
>>
>>1012318
box modelling has a deliberateness to it. You are definetely going to make the shape you set out to given you out in the time to keep correcting it.
sculpting is more technical. as in i relies on technique. if your technique isnt perfect then you might end up with a shape that wasnt exactly what you wanted.
so it is totally appropriate to box model just parts of a model that you need very specific or that you have trouble sculpting from scratch.
>>
>>1012318
I don't think that is as common as you believe it is.
>>
>>1012318
You should learn what you want for the reasons you want.
I know how to polymodel, I mostly sculpt from scratch, I even studied anatomy from figure drawing, but if I only wanted an anime girl I would use a base mesh or at least start from one
But I'm still glad I learned, it was fun, interesting and made me a better person
>>
>>1012341
>>1012358
>>1012352
>>1012321
Thanks for the advice, frens.
I'm starting to get the hang of polymodeling with base meshes, so I'm sticking with that for now.
>>
>>1011942
couldn't you get away with less geometry on the hair or does it cause issues when they merge? looks pretty good
>>
>>1012708
It's a sculpt for 3D printing so polycount is not a limitation, I just have the amount of geometry I like to comfortably sculpt and I decimate when exporting
>>
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Anyone have examples of appealing 3D anime faces that don't rely on normal trickery to look good? I can only think of Xenosaga 3 (picrel). The current paradigm is to sharpen the "snout" of the face like the blade of an axe, but this creates odd albeit expected shading artifacts (as can be seen here >>1011544) that must be manually adjusted
>>
>>1012728
Anything from an actual physical figure. Usually it's done by flattening the face
>>
>>1012736
ah yes. just use a shader as complex as the universe itself utilizing sub surface scattering with 1-1 accurate quantum physics.
>>
>>1012748
What is this post even trying to say? Don't post if you have nothing to say.
>>
>>1012750
actual physical figures look the way they look because the laws of physics are driving complex interactions with the atoms in the figure before they reflect into your eyes.
if youre trying to make a 3d model of an anime face, for a screen and not a figurine, then they are not helpful references.
>>
>>1012752
What a fucking stupid pseud post. I'm not even gonna argue because you're being disingenuous on purpose.
>>
>>1012754
>i don't understand what youre saying, and im embarassed.
i forgive you.
>>
>>1012757
retard
>>
>>1011544
Add this to the OP
https://drive.google.com/drive/folders/1UdkwS53pqmhrOWb8SeQf1IZ3X2w4vLPp
>>
>>1012766
gracias
>>
>>1012736
Thanks. Took a look in /a/'s buyfag thread and none of the figures' faces satisfied me. Maybe anime is so stylized nowadays that it's impossible to represent faces properly in 3D without using tricks.
>>
>>1012791
Nothing to do with "nowadays", you'll encounter the same difficulties with old anime.

Basically you have to choose the main angle you want to look good, which is usually 3/4 but could be head on, and work so it looks good from that. Then you rig your face so you can move things around to adjust it for other angles much like in there:
https://x.com/choco_ikarashi/status/1659166670022381569
Then if you really want to you can automate the rig so that just rotating a master bone controls the whole set of deformations.
>>
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Almost finished, just need to make her weapon now

>>1011606
It's very difficult to know because I've been doing it little by little in my free time at night
>>
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> How many hours
> It's very difficult to know
I personally use (an open source) program called Activity Watch that records app usage times.
It records actual live activity time inside the application window, when you're idle or program is open in background, it doesn't count that.
Very useful to know exact time you spent on certain projects or some activity in general.
>>
>>1012766
i remember /3/ anime thread was created because of sculpting thread
>>
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Finished a character model recently and wanna show it off here to get some new opinions.
Not for printing i just like setting it up like a figure, I think it looks nice this way.
>>
>>1012885
Looking nice but setting a dark model like that against a black background is not doing it any favors
>>
>>1012844
I see, I feel like I spend 20-30 hours-ish on my sculpts, split across a week, it's impressive that you're able to work in short sessions like that
Looks good
>>
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>>1012844
Sculpting is finally done! Now all that's left is rendering and the painful cutting process

>>1012849
Thanks for the tip anon, I'll use it with my next project

>>1012897
I'm slow, probably spend twice as much time or more
>>
can't find motivation to go back to 3D right now
>>
can I get some critique on the head? she looks off in a way I can't point out.
>>
>>1013952
Eyes are too close, the side profile is way off, the black of her skull is protruding too much and the head is connected to the neck in a unnatural way
>>
I want to get started learning how to make 3d anime models. Any tips to start? I'm going to have to use blender, cause poor
>>
>>1013961
Blender is the standard for anime models, zbrush is the standard for figurines.
>>
>>1013962
Ok that's good. I'm looking into making vtuber models later down the line. ...I will need to learn blender first
>>
>>1013963
A lot of 3d vtuber models are made in blender, you can do everything inside blender vanilla. I'll recommend get some add-on for texture painting because blender texture painting kinda sucks but that's it
>>
>>1013963
you can go VERY far just downloading a base mesh and decorating it how you want.
>>
>open blender/zbrush
>alt tab
>8 hours later
>alt tab back to blender/zbrush
>close blender/zbrush
sigh
>>
>>1013983
Here's an artist stirck:
Sculpt something in them during that time interval
>>
>>1013983
I wish I was a better person. This is my last chance to make it.
>>
Didn't notice we had a new thread, re-requesting since the later has now released:
>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.
>>
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Need help with hair, been sidelining this Ghibli Kiki model for far too long because I am getting absolutely filtered on hair topology, anyone here got some experience?

Also I think my kiki is turning out to be pretty cute
>>
>>1013874
Looks big pretty. How hard is polypainting?
>>
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>>1011866
>anime style
like this?
>>
>>1011866
>Would you say the character models in Breath of the Wild are more anime style or just generally stylized?
Obviously anime styled
Nintendo just copied Studio Ghibli's style for BotW, it's very obvious and blatant the game is based off Ghibli's style
>>
How can I recreate the Lens material seen at 0:36 in blender?
https://www.youtube.com/watch?v=Qp_ZkLK9Cp4
Also would I be able to control position with an empty?

>>1014007
>end of Kiki
lol, to answer your question what's your primary issue with your topology is it causing issues with rigging, texturing or are you trying to make it one mesh?
>>
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>>1014082
I admit the render isn't really a render and this is something I wanted to do for fun, but End of Kiki was quite something.

My issue is I can't exactly make it look "right" but it might be because how ghibli hair is compared to regular anime hair. they're the same thing 2d wise but translating a more modern chararacters hair into topology is far easier than this I feel. I'm guessing it's topology, I can't get good topology to make it look like the hair and how it behaves in the movie
>>
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>>1014082
>>1014109
Still trying to redo the hair mesh, I got some stills from the movie for reference.
>>
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>>1013874
Got some feedback on the hair and proportions

>>1014014
Thanks anon. Polypaint is actually very simple, I use mask by cavity to select the shading areas and just adjust with the paint brush if necessary
>>
>>1014123
very nice
>>
>>1014110
I think I understand you could hide hair strands within the larger mass give them armatures and/or shape keys and push them out to make the shape more accurate to the angle that is being seen.
>>
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>>1014007
isn't it better to do it with one signle mesh?
>>
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>>1014145
>>
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might as well post some
>>
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actually nvm, i don't have a lot of hair pic
>>
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>>1014145
It kind of depends guilty gear has strands of hair that they choose to hide and unhide when they need more hair movement the back hair would be difficult to keep the full fluff factor with manageable typology. The front hair though should be a single mesh, pink should be your hair sides mesh green should be a single front hair mesh and cyan should be a floating hair mesh you can hide so you can create the proper 3/4 effect only add the cyan option if your trying to animate it.
>>
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>>1014153
Hey, thanks for this I can kinda see where you're going with it. Hate how bad I am anime hair, it's so over for me and I still have to redo her ears.
>>
>>1014123
the thing I like last the least is how the gun keystrap feels the same as the cat on the base, like I can see that only one arm is different
otherwise it's good, you know it's good, you don't need to be told it's good

do you have garage kit sculptors you would recommend on youtube? I'm having motivation issues with sculpting so I want to watch other people sculpt
>>
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Requesting the following course, if any anon has it:
https://coloso.jp/products/3dartist-nanigashi-jp
Looks very very good for animating 3d models and battles.
>>
>>1011848
>ZBrush?
>>
Where is everyone getting zbrush? I cant make any torrented download work and I am not paying a fucking subscription
>>
>>1014360
cgpeers, but registration has been closed for years. it's also on cgpersia from what i can see though.
>>
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>>1013952
Your side profile is really long and you are missing hair at the nape of neck the bigger back of head can be somewhat kept to make the hair look like it has more volume also the eye should be tilted a little on the z axis to show more color of the iris here is a quick mockup that can help maybe
>>
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Is there a place i can find coloso courses?
They have so much amazing stuff like >>1014339, it's in a whole another level compared to western stuff.
This one looks very good too.
https://coloso.co.kr/products/3dcharacterartist-kimmina
>>
>>1014360
i got a good dl years ago and have been hanging on to it.
>>
>>1014454
on coloso.
>>
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>>1014455
>>
>>1014559
meant for
>>1014360
>>
>>1014454
>Is there a place i can find coloso courses?
yes, but i don't think this one has been released yet. anyway, course busters
>>
>>1014454
I really hope someone uploads this course somewhere.
>>1014360
Is ZBrush better than Blender?
>>
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Current WIP sculpt

>>1014609
I've used both, ZB not as much though
ZBrush does certain stuff a lot better. It runs better with high-poly, You can literally draw hair in 3D space and it'll generate a mesh (sculpted hair in Blender is a chore), texturing your sculpt is a lot easier, remeshing is a lot easier (vs Vanilla B3d) and I'm sure there's a lot more.
The UI is for Martians though. Genuinely. It's not a learning curve it's a cliffside.
Blender 4 runs WAY better than before especially in sculpting (still not as good as ZB), and does everything I need it to when combined with Photoshop, so I just stick with it.
>>
>>1014708
This is really bad. Focus on big forms before small forms. Lower your poly resolution.
>>
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What do you call this art style where is like anime but with more definition? I usualy only see chinese artists do this.
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look at this super cute chibi base i made! i cant wait to use it to make lots of cute lil chibi anime characters! ⸜(。˃ ᵕ ˂ )⸝
>>
>>1014708
>You can literally draw hair in 3D space and it'll generate a mesh
it's really weird because Blender has curve drawing but it's never turned out good for me
I'm watching https://www.youtube.com/live/y30ZvV7lWS4&t=395 and he makes it look so easy
I wonder if there's a decent addon yet, I don't need perfect hair I need something I can use to block out my strands quickly
>>
>>1014741
https://superhivemarket.com/products/stylized-hair-pro/docs
>>
>>1014743
I know about it, it's not really good for sculpting
>>
>>1014737
It doesn't have a name. Most styles don't have a name.
>>
Considering giving up modeling
I want to make cool pretty shit like this, but I've been trying for 5 years now and anything I make still looks off
And now looking at all of these, it makes me sad that my goal is still so far out of reach
We can't all be special, I guess
But I know when there's no point in continuing
So to anyone on this thread who thinks what they're making is shit and feels like they'll never get better: you can take pride in the knowledge that you're still trying, and you're a lot better than me
>>
>>1014792
pyw
>>
>>1014792
> 5 years now and anything I make still looks off

C'mon just show us the best thing you've made then?
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>>1014792
Do you show your work to others? I find that it helps alot to get another set of eyes on it, Weither it be something with substance like "You should make the back arch more, the bump on the inside of the ankle is higher than the one on the outside" etc, or if its just a statement like "I like how big you made her tits"
>>
>>1014792
5 years but how much time do you really dedicate to it? I ve done this for a year but only practice like 3 hours a week, and still feel slow improvement (very small)
>>
>>1014792
Show what you've done
>>
>>1014792
mark your fucking grave
>>
>>1014792
Have you considered going more into digital art itself? There's a huge overlap of skill between character modeling and character drawing.
>>
>>1014858
NTA but I find drawing way harder than modeling and sculpting. making a 3d object is much more intuitive than trying to recreate it on a flat surface while thinking about perspective and lighting.
>>
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>>1014708
I got distracted making jewelry
Also decided to make him Kushite-tier black, I think it'll make the jewelry stand out more
>>
>>1014859
I think you're probably right, the skill ceiling is much higher when it comes to digital art opposed to 3D modeling. I think it would be an another reason to try to get more into art itself when you're a 3D character artist.

It's only my opinion, but I see a lot of 3D modelers focus a lot on the technical stuff (eg. maintaining perfect topology, making use of the newest technology), but at the same time they lose track of the visuals.

I think a lot of modelers spend a really long time on the mesh itself, but then rush texturing. They model the face focused on whether they have the appropriate number of loops, but the face itself looking cute or pretty is low priority in their eyes.

Most models in this thread look really good, but I wonder if maybe this is >>1014792 's problem. His technical skill is probably really good after 5 years, maybe he just needs to start paying more attention to visuals.
>>
>>1014890
I think people need to go out of their confort zone more. I generaly make furfag models, but I decided to make a human model because I have never made one.
I still dont feel as though she is the best that she can be (mainly her face) but since this was more or less the first anime head I have made It could have turned out much worse.
aside from the head looking a bit off, I need to change some colors on her outfit and adjust the bandages a bit, but I think I did fine overall.
Im probably going to make something else different like Ryoma from getter robo armagedon after the afforementioned touch ups.
>>
>>1014919
I forgot the image because I am a retard.
>>
>>1014920
lots of booba not enough boonta
>>
>>1014921
I restrained myself on this one because a guy I showed some of my stuff too. said my models look like those brazilian women with a gallon of silicone in their ass.
>>
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head practicing, trying to match figures of different styles

>>1014866
>him
can you use she/her instead so I'm not gay?
>>
>>1014923
get better friends. be my friend instead.
>>
>>1014924
They're all bad. You're not learning anything. Work on a single one until it's perfect.
>>
>>1014927
This.

A common piece of advice for beginner 2d artists is to draw the same character in a multitude of poses and angles. You can apply that same logic to modeling or sculpting. Take multiple passes at the same character (in this instance the same head), and for each iteration analyze what works and what doesn't. Then make changes and repeat ad infinitum until it looks good.
>>
>>1014924
thanks, this post made me feel better
>>
>>1014924
this would make a cool pack to buy
>>
>>1014924
You sculpted every single head?

>>1014927
>>1014932
>>1014933
nta but are they really that bad?
>>
am i missing something why does the crotch/ass looked so bad when viewed from below?
>>
>>1014939
Because your edge flow is not good, with the difference between poligons you have the density of your meshes is all over the place. It looks square and pinched on the crease because your topology is a stretch plane with a lot of density in the lower portion
>>
>>1014737
I have no idea, but I wish it had a name and I wish more artists did it.
>>
>>1014937
>nta but are they really that bad?
They look like they were sculpted in 20 minutes
>>
>>1014939
Too little detail on the side of the hips leading to the ass, you need an extra edge loop on the backside as you're trying to do too much with that one quad which is why it's square
>>
>>1014937
The eyes are ok imo, its the head shapes and eye position thats wrong, the 3D part
>>
>>1014946
>>1014964
I am a complete and total beginner to Blender. Would something like that be made with only sculpting brushes?
>>
>>1014969
You can make heads by polymodeling or by sculpting depending on your skillset
You can also import a anime head file
>>
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>>1014939
this is a crazy build

I recently made this one and think it turned out ok. I think yours looks more like a rectangle extruded from the body as opposed to an organically shaped body part.
>>
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body practicing
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>>1015098
gigling at this
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>>1015098
How much is yours? Did you start from zero?
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>>1015104
I am not selling my body, and I started from zero at one point
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>>1015106
I meant that how much do you start with when doing those bodies.
Just a box or some other basic shape or do you start from a more advanced mesh?
Sorry am beginner.
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>>1015107
I usually start with several UV spheres, because it's faster for me to sculpt them into shapes than to model body parts
if you zoom in you can see the outline of the objects, each object was a UV sphere
>>
>>1015109
thanks
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>>1015098
I want to see some work using your true skills
>>
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>>1014123
Render made in Marmoset, now it's time for cutting

>>1014254
Yeah, this detail also bothers me a bit, but it was like that in the concept
I don't know of any other sculptors on youtube besides the ones in the OP, but there's this one on bilibili: https://space.bilibili.com/4553617
>>
>>1014792

Okay, this guy back again
Moment of petulant anguish over
Still not going to make a career out of this, but whatever
Made this based off an existing piece of art for fun
https://files.catbox.moe/bwiqya.mp4
Some fucked up geometry from the cloth brush on the back so if anyone knows how to make that manifold that would be just fine by me
>>
>>1014123

Dude, you're sick. What's your secret for sculpting hair?
>>
>>1015394

Okay video file is corrupt
I assume it's a formatting error, because every single MP4 blender puts out is like this
Anyone know a fix
Settings are Ffmpeg, MPEG4, H.264
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What kind of bones are these inner ones, how do you set them up? They seem to control the rotation.
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>>1015285
Do you mind sharing your workflow..? What exactly do you use to achieve such peak?
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>>1015402
normally roll or tilt
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>>1015404
It appears to roll the arm yeah.
Is it just keep offset to the connecting bone after creating a new bone and placing it there or what are they doing..?
>>
>>1015407
im not too far into my rigging course but I believe its there to slip controls up
little bone is parented to big bone
so it'll inherit big bone's transforms
so big bone controls transforms while little bone controls roll.

Or It might be some way of doing inverse kinematic's target poll for roll within the arm

anyway if its a game rip it wont have any constraints set up, so it wont work
>>
>>1015409
Yeah it's sabers model from honkai.
What rigging course are you talking about? Sounds like something I could need as well
>>
>>1015410
The Art of Effective Rigging 2
link might be dead tho
>>986190
>>
>>1015411
Looks nice ill try it out thank you!
>>
>>1015412
Appears to be dead but found it elsewhere
>>
>>1015402
>>1015407
I've set up something like this, and when I did it the big bone was part of the IK chain, and the small bone was parented to the big bone and had a copy rotation or some such constraint that rotated it half way between the big bone and the wrist.
You can modify per-bone constraints for the IK solver in the bone's IK properties panel. You can lock some axes of rotation, which allows the IK chain to treat a sub-sequence of bones as if it was a single bone. Doing that might be clearer.
>>
>>1015394

Okay MP4 encoding is just fucked on my computer for some reason so hopefully you can just download the MKV yourself
https://files.catbox.moe/a2o58v.mkv
>>
is it viable to do hair in vroid and then move that to blender?
hair is so fucking hard for me
>>
>>1015256
I wish I could show you, but I am not living up to my full potential right now
I'll have a personal project I can post in 3 months, probably
>>
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This is my fifth attempt at polymodeling a head. I've definitely improved but something still feels off and I was wondering if anyone can put it into words.(These aren't intended to be the final textures or materials, I'm talking more in terms of the shape of the head.)
I also would like some tips on if there's a way to make the UV maps nice like the ones vroid has and what a "connection" from a head object to a body should look like.
>>
>>1015456
I've been thinking the same thing
my intuition tells me it should be feasible but I've never tried it
one thing that makes it tempting is the hair being rigged in vroid
I can say it seems to import into blender well
>>
>>1015456
>>1015496
you can do it, but the more shortcuts you take the more it will be visible
sometimes doing hair is the hard wa
>>
>>1015495
You're wasting your time. Use reference.
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>>1015495
-The brain box aka the cranium needs to be way bigger, anime faces taper down from the mostly spherical cranium. It's fine for the cranium to be a bit more flat on the forehead, but the back is mostly spherical.
-I would taper the bottom of the head more.
-While the ears align with the brow ridge in reality, anime ears are lower. The top part of the ear needs to align with the middle of the eye. Also while anime ears can be simplified, it's best to make them as realistic feature-wise as you can because that just adds to the aesthetic look. It's fine to distort the features, but have them at least. In your screencap, you're missing the Y shaped bump inside the ear.
-For the face area, flat curvature is most important. If you look at anime illustrations you'll notice that the face itself tends to have as few shadows as possible. While feasible, it's bad practice to use custom normals as a crutch for this completely. You want as few "small" bumps on the face as you can, and let large curves carry the form.
-The eyes are kinda weird being angled like \/ too. And the eyelashes are kinda weird too, with those round things. Eyelashes should be like spikes.
-Also I personally prefer making the mouth as small laterally as possible. If you need to stretch the mouth, you can do it using your rig. But it's impossible to rig the mouth so that it makes an almost-dot shape from a stretched position while having it work normally (at least in regular linear skinning, not dual quat skinning), without shapekeys, and it's always best to avoid those IF you can help it.
Also I hope you're using subsurf. If you are, if that is all real geometry in your picture, then you have way too much geo - you can get away with a lot less.
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is there a guide how to set up references and model characters not from reference sheets but illustrations where they are from some angle?
>>
How do I make a render not look terrible?
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>>1015578
Either you eye ball it by having it on a second monitor, your phone, printed out and taped on your wall
Or you create a new viewport camera at the same angle of view as the reference, freeze the camera's position/rotation and either use your tool's built in image plane tool or if you cant/it sucks just apply the reference as a texture to a quad
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>>1015596
Open up your render settings and turn everything on
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>>1015596
Show me a current render so I know where you're at?
But use cycles even for NPR, works every time
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>>1015495
6th attempt
>>1015504
>>1015506
thank you for the advice
>>1015596
I suspect toon shaders and outline shaders can play a very big role in making a model look better
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>>1015616
Toon shades cover up normal anomalies that come from trying to.make this weird head shape anime characters have.
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Hi bros. Do you model ears separately or incorporate the mesh into the head?

Ears are extremely difficult for me to model for some reason... Do you think the process looks okay until now?
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>>1015640
I make them connected. My usual approach is to make them separate, then connect them to the hole where the ear goes.
Here's a quick freehand blockout I just did. Needs tweaking for shape depending on what you want, but the topology should be somewhat workable. I don't make this exact topology every time, I just freehand it every time. My understanding is that you have an outer ring that spirals from the inner middle to the outer bottom, and a Y shaped bump inside the ear. Then you have a hole under the spiral's inner start, and a bump under the hole. There's also a "cup" behind the ear where it connects to the head.
Well, this is just my take on ears at least. I never studied them too hard to be honest, so I could be a bit wrong. My points are that you should make them separate and connect them later, and that you should just open up some reference and try to freehand the shape. It's "art", after all. You could just skip all this and simplify them to your heart's content, or just texture them instead.
>>
>>1015578
Just don't make the noob mistake of trying to exactly match a 2D reference, that will usually end in disaster.
>>
>>1015640
I wouldn't worry too much about ears in general, everybody does them differently. You can even forsake normal ears completely and just cover them with hair or headphones or put cat ears on the top of the model's head. Or you can just model them out anatomically accurately. It's the least important part of the anime aesthetic and everyone does them differently.
>>
why do I only get commissions for messy hair, there's no good way to do messy anime hair in 3D
>>
Give me a good course to learn how to make anime characters pls. Like coloso or some other site that offers structured beginner friendly courses. I've made the donut, but I don't know where to go from here. /ic/ has a dedicated thread for video courses, but /3/ just tells me to watch youtube.

Help, pls. I want to make a good vidya before I die. I'm following modeng to make environment assets, but my characters are synty asset flops.
>>
I'm kind of weirded out by head models that don't have noses with nostrils.
Also almost all 3D anime models are scaled down chibi heads on realistic models.
Why? Who started this and why will I be accused of a western style if I have both nostrils and eyeballs?
2D anime doesn't do this.
>>
>>1016156
Nostrils are too shallow for inverted hull lines to show up. Also it's good nuff without the extra work to make them stand out.
>>
>>1016151
https://coloso.global/en/products/technicalartist-vincent-us
Is this a good place to learn 3d modelling? I want to learn to make assets for my game.
>>
>>1016151
if you've only just done the donut in the past few months you aren't ready to make a human character, you need to keep honing the basic blender skills first
>>
>>1016158
If there's not enough polys for them have them in the normal map.
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>>1016248
There are enough polys, I meant that the shape of the nostrils are usually modeled too shallow for lines to show up.
>>
>>1016156
you didn't spend even 2 seconds looking at an anime illustration before shitting that post out or you would have deleted it out of embarassment.
>>
>>1016258
Depends heavily on the style. As I mentioned many of 3D styles are heavily chibi inspired while they should be seinen style based on the age group, especially for adult content.
Mentioning that only because you can't see features in a 2D illustration doesn't mean they're not supposed to exist.
IMO the original intent of anime style is supposed to depict very soft lightning and overexposure with loss of detail in a distance.
Today we also have some simplification of trends ofc since many 2D artists use 3D models as reference or straight up trace them.
>>
case in point >>1015682 is bad, the nose would be wide enough for nostrils yet they don't exist.
>>1014007 is good, the model has nostrils despite them not being strictly necessary based on nose size making it better than the usual slop we're seeing. You could easily make the disappear by adjusting shading.
>>
>>1016276
to further elaborate my point here's the original concept art of Rosalina. Notice something?
If you subdivide a low poly model intended for console rendering and render it with a path tracer it's gonna look like shit.
>>
First day learning and I've already hit my limit for the day making this body. I think it's... okay? Just very frustrated with my progress I guess
>>
>>1016371
I would recommend modeling in an A-pose, your shoulders look very off and T-pose makes it even more difficult to get them right. I would also look for references for the hip/crotch area, I think it's the weakest part of the model. It's your first day learning, so don't be so hard on yourself. Have you considered the approach of sculpting using primitives? For example, YanSculpts shows how to do it on his timelapses
>>
>>1016395
Thanks for the advice, I'll probably just start a new model following it. I am wondering if it would be better to start off with a low poly character to get the basics of anatomy down or to just keep going as is.
Really, I think I keep bogging myself down by looking at so many different tutorials on stuff like modeling heads, hands, hair, etc. that I'm just getting overwhelmed right now. Oh well, just gotta keep grinding away
>>
>>1016410
You should learn to draw and learn the underlying anatomy. Scott Eaton's artistic anatomy course is one of the best resources out there, then you can reference books like Anatomy for Sculptors and Bridgman (which are still relevant for anime/stylized anatomy). You can't learn anatomy from watching 3D sculptors do it. None of the tutorials paid or free will cover what you actually need to know.

Aspiring 3D sculptors waste years of their life by not learning to draw or work with clay by hand, instead feeling around in the dark. Learning to draw makes everything about your 3D models and design better, organic or not.

If you choose not to draw, you'll keep making the same stilted models and mistakes over and over again.
>>
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>>1016421
Wow, that's expensive. So much more work to make my shitty waifus...
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>>1016430
Old recordings of the course exist that you should be able to find.
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>>1016444
I guess one last question would be how to practice anatomy drawings. I searched online that line of action seems good, but is there anything else you would recommend?
>>
>>1016457
Been too long for me to remember, /ic/ has a complete dump for years now and you likely won't find anything help.

Steve Huston and some of the NMA instructors for how they think about sketching
https://www.youtube.com/watch?v=zFP8L4OUL2E
https://www.youtube.com/watch?v=SDVz9s6OYPQ
Ron Lemen started posting a ton more recently, highly recommend him as an educator
https://www.youtube.com/watch?v=HSSh-Gj2P8Y

Don't fall into the trap of constant life drawing though. Try to apply that stuff back to new 3D work or do finished 2D illustrations when you get the chance. Some people get stuck sketching figure drawing for the rest of their life lol.
>>
>>1016457
>line of action
>anatomy
Ok the internet poisoned this well intensely for like 20 years.
There is a school of art called "figure drawing" this is the art of drawing the human form.
>form: any 3d shape
>figure: specifically a human shape
Figure drawing is all.about the broad strokes (literally and figuratively). That's your proportion, lines of action, perspective, and basic drawing techniques live. If you are new to drawing begin with books and videos that say the words "figure drawing".
Anatomy is an advanced level of figure drawing. You can definetely draw very good drawings of humans with no anatomy knowledge. Anatomy is a knowledge set built on top of figure drawing. It talks about proportion, but does not talk about technique. It's about learning the forms under the skin so as to render the skin more convincingly. Another part of learning anatomy is expanding your vocabulary. So when you speak about figures you don't sound like a moron.
As to the question
>how do i practice anatomy?
Draw a skeleton, to completion. In figure you'd do a gesture drawing, then a stick figure, then masses, etc. All abstractions of the human form. Draw an actual skeleton with rendered bones and nooks and cracks. Then on top of that drawing draw muscles and fat. Render it to completion with sinuox and striations etc. Then on top of that draw the skin. If you're really hardcore do clothes next.
I recommend you do it paper and pencil and physically erase the previous layers rather than using tracing paper or layers in photo shop.
>>
>>1016458
>>1016460
Ah fuck forgot that board existed, oopsie on hijacking the thread. But thanks for the advice, going from one rabbit hole to another lol
>>
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>>1016410
Personally, when I was starting out, low poly didn't make things easier for me, because I had to keep topology/wireframe in mind at the same time as making sure the proportions and overall flow of the body is as intended. That's why sculpting was easier, and my results were much better than when I tried polymodeling as you can calmly focus on the visuals and learn simplifying the body parts. I also agree with >>1016421 that studying how to draw gives you a huge advantage compared to an "average" 3D modeler. I would really advise you to look into simplifying body parts using primitives, and then apply that to sculpting. Good luck anon !
>>
>>1016421
NTA but do you have any courses in mind? I'm trying out loomis, but 90% of my models were women with large tits (pic related) and drawing lumpy old men isn't enjoyable at all.
>>
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https://coloso.global/en/products/signature-minust3-us
Anyone have a link for this? Or maybe any idea where to look for one? I love this guy's style and ridiculous quality animations but 200 fucking dollars is a used car's worth of money in my shithole country.
>>
>>1011544
>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
>https://www.youtube.com/@Yudit1999

>linking shit inactive blender channels or straight up dead links
whats the point of this thread?
>>
>>1016539
To forever share links to tutorials but never post work because someone will call you autistic
>>
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>>1011544
WIP.
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>>1016620
LMAOOO
>>
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>>1016626
Yeah I know it is amateurish. I posted it here just just to ask for advice and share a bit of my progress.
>>
>1016626
The model:
>1016620
>1016635
Was based on this reference/vtuber model. I just wanted to see if I was decent or god awful and where I could improve.
>>
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>>1016636
It needs a lot of work anon.
It's not entirely your fault though, vtuber models are usually horrifically proportioned bellow the neck. You can see how stupidly low her hips are compared with the sketch on the side to side comparison. I'd suggest you stick with the sketch for anatomy even if it is slightly off model.

Other than that, I think raise the waist and fill out the hip curve like picrel, work more on the belly flab definition and maybe ease out a bit on the forward spine curving cause it looks too much from the side.
>>
>>1016639
Ok. Thanks for the advice. I will try to raise and work on the waist/hips, work on the body flab a lot more, and try to make the spine curve a bit more gentle (maybe also reduce the ass too).
I hope your projects are going well.
>>
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>>1014454
>ncsoft artist
>female
hooly more courses to hoard!
>>
>>1013874
Nice work
>>
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>>1016639
I disagree with what you said about the waist and hips. The lower body should be widest around the crotch line (and speaking of which, the crotch should be lowered). Sliding it up will make it look like she had liposuction or some other type of cosmetic surgery. A ton of 3D artists make this mistake.
>>
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Won,t be easier to hand sculpt and then 3d scan the figure?
>>
>>1016857
Define "easier"? You're just substituting one craft to the other.
>>
>>1016857
just use zbrush retard
>>
>>1016857
You'll find that people who can't sculpt an anime head digitally usually aren't trad master sculptors
Also 3D scanning is a pain and symmetry is really nice
But do try out physical sculpting a bit if you're serious about becoming a sculptor
>>
>>1015578


if you want to match your 2d ref but its not always accurate get your character up through the base as close as you can, rig it, pose it to match the ref, the project your ref onto it from and fuck with the focal lentgth until i matches the refs as best as you can. Then get to matching it to ref 1-1 as close as you can in 3d
>>
>>1016857
it's an arms race between volumetric sculpting tools and 3d scanning tools
>>
>>1016874
>volumetric sculpting tools
?
>>
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after 5 months, i'm back
>>
There any sites for model piracy?
>>
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I want my hair to look like this but this looks like absolute hell to do with curves in blender, and I suck at using curves anyway, I haven't used curves for hair in years
Is making curves that much easier in zbrush or do they spend a fuckton of time on this?
>>
>>1017032
Zbrush curves are less shitty to use than blender curves, but they're still shitty to use for hair. They definitely have other uses though. Most pros I've seen don't use curves for most of the hair. Some with start with a strand subtool and them bend it with a curve deformed. I've seen others start with a curvemultitube and then shape it. Then they'll start shaping the hair with move, knife curve and clip curve, which is pretty comfy. I didn't try blender's sculpting tools, but it wouldn't surprise me if it couldn't do it.
>>
>>1017045
I should have explained better. You do use curve brushes in zbrush, but you do not use them like people do with curves in blender. Once you're happy with the overall placement you'll just start sculpting on it.
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>>1017045
>>1017046
In theory I can do something similar in blender but it's too clunky and takes too many clicks, I have to tweak too many things, and then I have to convert to a mesh and remesh before I can sculpt, for every fucking strand
If I was smarter I would create a hair kitbashing kit with controls like https://www.youtube.com/watch?v=QV7AjzywzdU and use that to block out my hair strands before sculpting and merging them, but I'm a brainlet
I think having all the primitive strands lined up would help me approach it
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>>1011544
I am a tourist from elsewhere, just came tosay it's a beautiful Chii. Well done to whoever made it.
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>been copying japanese workflow
>decide to make my own workflow so i don't have to watch his video again whenever i want to make one
thought? no i'm not retopo it, old school box modeling
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>>1017113
also i'll separate the neck with the head, somehow some those online course i get, they separate it, also i'll subdiv the body once
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>>1017114
you know what, i actually can keep the head to stick with the neck once i subdiv the body, but i'll keep it separate
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>>1017113
alternative part for the ass, need to subdiv first
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>>1017117
another possible alternative, so yea, i need some opinion on those
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>>1016525
No link, but I'd recommend it. It's a pretty decent course (so far). The base body modeling stuff is about what you'd find on YouTube, just slightly higher quality and more concise. The only real standout there is the feet, which was one of the better walkthroughs I've seen for them. Man is also pretty handy with the knife tool.
But the chapters dealing with the hair were robust. It's a mix of the usual tricks -- flat planes, curves, UV spheres -- but minusT goes into a fair amount of depth about how to better use & tweak them.
I haven't dipped into the new chapters that just dropped, so I can't say if it falls off hard once it gets into shading, clothes, and rigging.
>>
>>1017117
This one is better of the two. Those cheeks need to be able to handle major defor.ation every time the leg lifts. Those edge loops that wrap around the whole waist can open like an accordion to accommodate. The loops will pinch in the front which is difficult to control but everyone has a crease in their crotch when they lift their legs. Youll need the extra geo to make the crease.
>>1017118
The stars on this one will look weird when you start deforming. Then you'll be playing artifact whal-a-mole for the rest of eternity. I can see why you did this, but if you're going to do it, terminate the edge loops on the sides not the back. The meat on the outside of your leg will deform the least and minimize the artifacts caused by the stars.
>>
https://coloso.global/en/products/figuremodeler-takatori-us
Looks like this one will be very interesting for those who want to sculpt figures
>>
>>1017140
I rather listen to moonrunes than a Sea person with passable English skills.
>>
>>1017142
And this one seems to have more useful and technical information than Wandah's courses.
>>
https://coloso.global/en/products/cgdesigner-wogli-us
anyone have this?
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>63k after subdiv
how much is too much for vtuber 3D model?
>>1017125
ah figures, i actually having hard time using 2nd one to shape the ass
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>>1017153
oh nvm, i actually reduce some loop and get the result i want, probably sub 25k or 20k poly count after subdiv since i'm too lazy to reattach the hand and feet
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>>1017151
>Introduction to Modeling Cel-Shaded Characters in Blender
>in Blender
yuck
why would anyone want this
>>
>>1017160
my bad, it's not that one
https://coloso.global/en/products/3dcgmodeler-yatsurugi-us
>>
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Back again. I tried to put in the recommendations you guys (>>1016639 and >>1016780) gave me.
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>>1017269
This must be a troll holy shit.
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>>1017278
No... isn't...
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god i hate it when i have to make head, i know the topology but it's hard to shape it
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>>1017162
>with Blender
still the same shit
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>>1017278
I am blind as shit so please can you give me pointers.
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>>1017269
You are a beautiful creature.
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>>1017287
I know this is an insult but thanks... can you give me some tips?
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>>1017285
>>1017288
Stop doing obese women
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>>1017289
Is that the issue. Ok. I apologise for being a fatfag in this thread,
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>>1017291
Its not that you are a fat fag. its that you are going about it the wrong way. Go look at pictures of fat women. both drawings and real ones. copy what you see onto your model, paying attention to how the fat is distributed.
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>>1017291
No the real issue is that hideous head. Cut it off and start again until you get it right. Try making heads using different methods. But don't settle for... this. Thing.

The body is bad but it doesn't matter when you have a head this bad.
>>
>>1017297
>>1017299
Ok.
>>
why do retards never import 2d references and wonder why everything looks like shit
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>>1017305
It leads to more issues, the model will only look correct in orthographic front and side views, and fucking wrong from any other angle.
It's a good start but don't rely on that, rely on your eyes.
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Anyone here has a custom UI for Zbrush to share? I'm getting back to it but lost my old custom settings file and now I'm depressed looking at that orange shit fest. It can be something you found online (free or paid) or your own.
>>
>>1017305
"Anime" and 3D in general attracts autism and these people can't draw. Big egos from people with little skill getting mad when you tell them their model is bad and how to fix it. They can't see the problem and don't actually want help.
>>
>>1017307
https://letmegooglethat.com/?q=custom+zbrush+UI
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>>1017309
>autism and these people can't draw
Leonardo DaVinci?
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>>1017288
Alright, sure. This guy >>1017297 pretty much says it all, but getting yourself a reference sheet of some fat characters that are similar to the particular body type you want would be very helpful. It could also be a good idea to get some 3d models of similar body types and use those as reference so you can gain a better understanding in 3d of what you should be doing differently.
>>
>>1017311
link doesn't work
>>
anyone in this thread use nomad sculpt? im worried I won't be able to get the precision i want for making my own figures without being able to edit the polygons directly
>>
>>1017324
I tried the phone version. Would not recommend.
>>
>>1017324
nomad sculpt is fire if u have a good ipad and apple pencil. trying to use it with your finger is gonna probably suck tho.
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>>1017330
I have a galaxy tablet with an s pen, but man I wish it had options other than just sculpting
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>>1017153
let's go
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>>1016525
Worth it bro. I was in a group buy for it. But you have to wait 6 months before it gets leaked unless you buy from a reseller.
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>>1017368
group buster? do i need special program to watch it like gbc online course?
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>>1017370
course buster*
>>
>most of the course i watch using curve tool for hair instead of using mesh like pic related
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>>1017386
>7-gon
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>>1017386
Surely he's only using curves as part of the process and then he'll join everything and have nice topology like professional models and not leave a mess of intersecting tubes only a cel shader can salvage, right?
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>>1017386
It depends what the models are for, it depends what the desired style is
>>
pic isn't mine so yea
>>1017410
he probably will fix it with later? idk, never see the final result
>>1017415
to me he look like using sphere/plane and shape it
>>1017419
vr chat
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>>1017427
>vr chat
I believe in optimizing models for vr chat so curves aren't ideal
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>>1017431
yea, that's why i'm looking for a way to create hair with sphere/plane
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>>1017432
Check this
https://www.youtube.com/watch?v=lo_FxdSe_F8
Note: For curve shit you don't need to align the origins if you use Copy Location object constraints instead.
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>>1017433
thank you so much
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>>1017433
damn what a psycho setup, but after that it look easy
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well, how do i make front bang look appealing? adding too much sharp edge is bad too
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>>1017487
Consider where the hairline should be, and draw the bangs so that the highest bit of exposed forehead is below the hairline. Also do not connect the weakest looking hair tufts to the hairline directly.
Outside of that, you should probably design appealing hair by drawing it first. Big-medium-small and other such hacks are psychologically more difficult to do in 3D.
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wow it's easier said than done especially when i have to merge the hair bellow with the upper part later
>>1017492
after open some file i download on internet and pic ref, some use texture painting to make simple hair bang look good, maybe i'll try that before redoing the whole front bang
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lmao, i should have known my own limit when it come to modeling something, even if i merge those meshes it will not look good kek
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>>1017522
One small trick I learned is to start with mirrored hair, and once everything is meshified / marked with UV seams / etc you apply the mirror modifier & then add small changes to make the cut asymmetrical in small ways. Things like rotating part of a curl, adding a bit more volume here and there, shifting a bang a little, that sort of thing. Not enough to look messy, but enough to avoid a truly mirrored look.
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>>1017551
i can't think a way how to shape it, how do people model that part of the hair in the first place other than using curve tool? extrude mesh?
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>>1017555
whoa
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start simple is the way
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i'm convince i don't need to add more detail, i just need to add more hair to fill those big gap between hair
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is this safe if i don't righ the hair?
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>>1017625
It might disappear depending on if you use transparent textures. But it would probably have taken less time to fix than it did to draw that circle in mspaint.
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god this will take forever
>>1017635
danke
>>
visiting booth, a lot of model goes up to 100k tris, isn't that bad? or it's only bad for poorfag pc?
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>>1017410
>>1017415
>>
>>1017684
It depends, it's fine for animations and vtubing models
It could be fine for some games, as long as you don't have many characters in the scenes
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So I was following some chinese sculpting tutorial and while they paint in blender every undo I do takes about 5 seconds so that's a pain. I do have substance painter but it tells me this:

"Failed to compute tangents, need UV data in channel0"

The whole model is now at 12,6m tris, and I'm not sure how to proceed from here at this point.

I really want to finish this since it took quite a while to this point but just vertex painting it in blender honestly seems impossible.
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>>1017730
man, i wish i can make clean hair like that
>>
Anyone got some course recommendations? Modeling/Sculpting idc
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>>1017739
i do too, but seeing the process is already very helpful. i think it was a 1:1 model for a VTuber, if the artist draws the separation lines between individual (and bigger lumps of) strands, it probably helps a lot in building the mesh from shapes that you divide later on to make them more detailed. i think it's what makes hair very difficult to model
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>>1017743
Link?
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>>1017738
Install Meshmixer, import and go edit -> make solid
Meshlab can also do it with Filters -> Remeshing: Isotropic Explicit Remeshing but is slow.
I assume you already tried blender built in remesher.
Next time when using dyntopo also enable collapse not just refine so model size doesn't get out of hand.
>>
>>1017744
purin_mmd39 on twitter
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>>1017743
i get the idea how to make it, but shaping it to make it look clean is the hardest part, whenever i finish one model, i always hate the hair part
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>>1017747
huh i guess he will follow you back as long as you make 3D
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>>1017738
>but just vertex painting it in blender honestly seems impossible
Why not? Vertex painting in sculpt mode is pretty good since 4.2
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>>1017746
I'll try that out thank you.

>>1017751
The undo delay is horrible so every time I have to correct a single thing it takes about 5 seconds. Also the lines are fairly tricky to get in clean.
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>>1017752
That's weird, I don't have that delay... do you have active modifiers? Well, I don't feel like trying to diagnose an issue and you want to use substance anyway
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>>1017753
I.. wasn't aware other active modifiers not on the actual part could influence that.
But apparently they do.

I just tried to apply all modifiers and clean up unused parts in the hierarchy and suddenly it seems to be a LOT more responsive.
>>
https://coloso.global/en/products/figuremodeler-takatori-us

Peak incoming
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halfway
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>>1017732
NTA, so +100 tris is ok for VRC? What would be a reasonable limit be for these things?
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>>1017791
Try to stay under 70k
https://creators.vrchat.com/avatars/avatar-performance-ranking-system/#avatar-performance-ranks---value-maximums-per-rank
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>>1017798
Ok. Thanks for the source and the advice.
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>>1017798
>stay under 70k
i think it's impossible to get under 70k even with bake map and stuff unless the 3d modeler do like pic related, and it's still 88k
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>>1017803
oh nvm, weird shit
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>>1017803
That's fairly detailed though, there are a lot of things you could cut to reduce.
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Im having trouble understating how to texture paint wrinkles for clothing I don't fully understand how to dictate where I should be placing my lines and where to place my shadows. I understand areas with the red line would be handled by the actual shader itself and the blue lines are painted manually but how do you plan for that in a 3D space like the two right examples I understand it in a 2D flat space but for a non static 3D model how would you think about and tackle this.
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>>1017803
You remove half of the edges and it will still look decent
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>>1017806
Rendering folded cloth is the most difficult thing to paint. Probably a wadded ball of paper is the hardest example, but cloth is hard so don't get discouraged.
The trick for this, and everything basically, is tracking hard and soft edges. Where cloth over laps there's a hard edge. Where the cloth is curving gently there's a soft edge.
Then there's the order of the light and shadow. If the light is above the shadow it will look like a bump. If the shadow is above the light it will look like a dip.
>>
>>1017816
Oh and one more thing. Cast shadows. Cast shadows tell our brains that one thing is on top of another thing.
Use references. If you're trying to sculpt that police woman specifically COPY IT
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>>1017803
Those wings could be maybe 100 tris and a normal map.
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>>1017829
>normal map
I've noticed you mentioned normal maps a couple types but normal maps don't benefit the average anime style
Normal maps are going to affect how the light interacts with the object, and stylized rendering greatly reduces that effect compared to PBR

Focus on the silhouette and texture in the details instead
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Back again...
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>>1017895
Can you give her some temporary irises? I take it you're going to work on the hands next?
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>>1017898
I'll work on the hands and then post with the temp irises.
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The most painful process is finally done

>>1015395
There's no secret, anon. I block out the main shapes using curves, merge them with Dynamash and detail mainly with the SK_Slash brush. Then I create some thinner strands in opposite directions to make it more interesting. I also like to use the Anchor brush to rotate the strands, it often works better than moving

>>1015403
It's pretty simple: T-pose for the head, body proportions and blocking out the clothes, then pose with Transpose Master. After that, it's just sculpting and patience. The workflow for figures is much simpler than for games or animation

>>1017758
Looking really cool anon, I especially like the flow of the hair and clothes
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>>1017935
Does this process compensate for the plastic deforming after it cools? Or inaccuracy printing? Like how well do these parts fit together?
>>
>>1017937
There is a small tolerance space between the pieces and the female/male keys, but it's common to need a little sanding for some parts to fit better
>>
>>1017935
Do you also paint your figures afterwards..? I been wanting to get into 3D Printing, and my sculpting also needs a lot of work still, but I'm really clueless about painting stuff. If yes, any tips?
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>>1017967
I'd like to, but unfortunately I don't know how to paint either. It's a different skill that might take some time to learn
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>>1015256
that's the best I can do right now, what do you think?
turntable: https://files.catbox.moe/l8mfpt.mp4

>>1017935
>Looking really cool anon, I especially like the flow of the hair and clothes
thank you, I'm working off a good illustration for once

I'm glad I'm only resin printing it, it's easier to create the keys when you don't have to worry about mold compatibility
>>
How do I get started with blender if I want to make things like this?

https://x.com/iken_o_/status/1959752802143760690/photo/1

>check the sticky
I did and all of the links I clicked were dead and everyone I asked told me to buy a book that costs real life money.
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>>1017637
>>1017588
Also let's say my goal is to make 3d models as cute as gakuen idolmaster, what should my path look like
https://youtu.be/YhSCyrRUu1Q
https://youtu.be/384XBeDNH6g
>>
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>>1018019
Fun artist. Just be aware, that kind of low-poly modeling can be even harder than standard modeling. It's all about economy. You can find some tips in this thread:
>>992953

This is not strictly anime but it is cartoonish low-poly: @vivini_cg on YouTube has some good walkthroughs where he builds somewhat simpler models. Be warned the guy speaks Portuguese and not all his stuff is dubbed or subbed, but it's the best free tutorials I know of in this area. You can adapt the lessons to the style you want.

If you're completely new to Blender, try some of Grant Abbitt's low-poly tutorials, especially if vivini_cg's Portuguese is too large a hurdle at first. If you're REALLY unfamiliar with Blender, start with some of these tutorials to find your footing:
https://youtube.com/playlist?list=PLn3ukorJv4vuchEeJ3a6tIAVlWZZ_5fi0
>>
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i really need to finish this
>>1018020
not bright, you need good portfolios to get a lot of commission for vtuber and vrchat model, unless you are hobbyist like me, doing it for fun and stop midway and forgot about it
>>
>>1018019
>How do I get started with blender if I want to make things like this?
from 0? any donut tutorial or any "beginner blender tutorial", you need to get used to the program interface, shortcut, etc, probably topology and simple basic anatomy too if you are going to make character
>>
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>>1017368
NTA, but I've been pretty pleased with this course myself, at least so far. It's been a nice all-in-one for anime character modeling. Only real bloat has been in the hair section, and there I think minusT is a bit of a perfectionist, but it still had some solid takeaways.
I ended up using a different color scheme after staring at the reference images for too long.
>>
>>1017843
NTA, but i swear to god some nips use it a lot for vr chat model
>>
>>1018021
>>1018023
I'm assuming blender is like the 3d version of photoshop where no one prefers using it but everyone still uses it because everyone else knows it? Like I'm assuming that people who want to make a garage kit anime figure (for example) would prefer zBrush, but it's doable in blender?
>>
>>1018083
No you have it all wrong, Blender is used by hobbyists because it's free, Zbrush is used professionally because it focuses on sculpting and is better for sculpting
>>
>>1018084
Oh ok, blender is like Krita where it has a bunch of half finished features compared to the competition. I heard blender has tons of money going into it from companies and has creative people instead of just engineers on the team so I'm assuming it's better than Krita.
>>
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>>1018066

Could you guys share it with us common folk here..?
>>
>>1018084
also zbrush give you a lot of tool to make sculpting easier
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>>1018109
I bloody hope so, it's a sculpting software
>>
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>>1018066
Nice anon. I did not get far enough to modelling the clothes due to burning out on the hair section. I threw in an outline for fun. Now I'm going to learn 3ds max.

>>1018097
Nowadays every course is in telegram for free or locked behind some chinese reseller site.
>>
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>>1018097
What the above anon said. Piracy of Coloso is rampant enough that they just announced a partnership with something called MarqVision to track down copyright violations.

>>1018173
The clothes section has been pretty good so far, but yeah, that hair section was a death march at points. Though I'm a little spooked by the length of the looming rigging and texturing sections.
>>
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>>1017898
Sorry for the delay.
>>
>>1018198
You're learning, it's fine. I don't go around showing people the first models I've ever made. You'll do better after you get another 6 months of experience.
Maybe try the anime girl course the others are doing, it looks like they're learning useful stuff.
>>
>>1018199
Ok. Thanks for the advice. I should try it out too.
>>
>>1018173
I'm in that telegram group but they don't have it yet..

>>1018185
If they want people to buy their shitty courses maybe stop selling them for fucking 200 dollars each..
>>
>>1018209
If they sold the courses for a reasonable price they'd get pirated that much quicker.
>>
>>1018211
There are a few courses I personally would buy if they were priced at around 50ish. I won't buy shit from them for these scam prices though.

Piracy will happen anyway. But that's just my opinion.
>>
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>>1018185
>track down copyright violations
>>
>>1018209
>maybe stop selling them for fucking 200 dollars each
It could be worse, one time I was interested in trying a course but it was on a subscription platform
Like no, I'm not setting up monthly billing even if you tell me cancelling is easy
>>
Any recommendations for Maya related courses or videos? Everything i'm finding is either Zbrush or Blender focused. Preferably with no to little sculpting though it's a skill I need to get better at in any-case.
>>
>>1011544
I have a question. I’ve been studying 3D sculpting around 2023–2024 but my results have been abysmal and I’ve felt demotivated since November last year. Right now all I do is sculpt, yet I still struggle with things I want to accomplish, like sculpting from 2D to 3D. I avoided using turnarounds because I didn’t want to rely on them, but could they act as “scaffolding” for learning? Is there a “right” way to learn stylized sculpting? I’d prefer a more linear approach instead of just doing whatever I want. I sadly don't have any example works because i don't wanna shit up the thread with an off-topic work.
>>
>>1018367
Sculpt more and use your eyes to look at references. But really just sculpt a lot. At least a good hour everyday.
>>
>>1018097
it will be shared soon on telegram groupbuy/early access shit so i will buy it dw anon
>>
>>1018381
You wouldn't happen to have either of these, >>1013988 , would you anon?
>>
>>1018383
1st one is on CourseBusters telegram, 2nd one I will upload shortly (my internet is pretty bad so it will take a while).

As far as Coloso 3D VTuber courses go, telegram has these:

https://coloso.global/en/products/3dcharacterartist-ruiricia-us
https://coloso.global/en/products/3dcharacterartist-rika-us
https://coloso.jp/products/3dcgmodeler-pfy-jp
https://coloso.global/en/products/3dvirtualmodeler-saba-us
https://coloso.global/en/products/3dartist-createll-us

And couple more for either figurines or general anime models/animation.
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>>1018385
Cheers, are you going to be uploading it to one of the telegram groups or elsewhere?
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>>1018381
can't wait anon, thanks!
>>1018385
nice!
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>>1018388
I got it from their early access so I'll just upload it on gofile and post the link here
>>1018389
No problem
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>>1018385
pretty much all i need to make vrchat slop right?
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>>1018390
>I got it from their early access so I'll just upload it on gofile and post the link here
You're a legend, thanks anon.
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>>1018381
Based, thank you! Looking forward to it.
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>>1018185
I finally finished the maid outfit, and now it's onto rigging and weight painting (my first time doing so). It's been slow going since I've been making my own model alongside this tutorial one, as a test to see how much of the lessons I've retained. Gone fairly well, but I'm still struggling with properly modeling clothes. Def something I need to work on in a future project.

My biggest takeaway from this course has been seemingly minor, but seeing minusT slice and dice with the knife tool, then recombine triangles into quads, has been educational. It's really helped me better problem-solve mesh flow issues.
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Is this fine for this thread? I made this model a bit ago and was thinking of picking it back up and finishing it
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>>1018525
Looks nice anon.
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How would i go about turning my model into a Vtuber avatar? I already have it working in vrchat so the general body moves well, but the face rig i set up ive only kept in blender so far. its simple shape keys for the eyes to blink but i made a splineIK setup for the lips so not quite sure yet if those constraints work in unity or whatever.

Also what do yall think of her.
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>>1018598
It shouldn't be too hard, I did it a couple years ago, you can bake poses with your lip rig to form the AUIEO shapekeys in blender, I don't recommend doing the 52 ARKit shapkeys unless you have a compatible iphone, it's a massive pain
Vseeface was the default 3D vtubing environment back then, but I believe a lot of people use VNyan now, it's like a superset of Vseeface with better stream integration

>Also what do yall think of her
Looks too much like a monster high or that MLP spin-off thing for my liking, especially the waist
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>>1018598
Needs a touch of color, as your current scheme is a little muddled. Maybe make her outfit a brighter green, if you're not going to tweak the base design much.
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>>1018628
too many vertices for starting head
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>>1018628
This guy's Patreon was annoying. He shills a paywalled video of his character modeling, but the free preview clip is just "hey guys, welcome"-tier prattle, and he doesn't show a finished model anywhere to demonstrate the quality of his goods.

To not make this post wholly negative, have a sexy rumpled fabric pic.
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>>1018603
god damnit another file format to figure out, was hoping it would be pretty seamless because vrc and vtubers go hand in hand. ive previously got one of my models working in gmod but i almost had a brain aneurysmwith that so kinda dreading a new format again. And i really dont see how my work looks like monster high or mlp, kinda the last things i would want to compare it to.

>>1018606
I hear what youre saying about the colours, keeping it monotone might be a crutch but its sort of intentional. Might pursue a new outfit for her in the future.
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>>1018643
Don't worry VRM is really basic, if you can set up a good VR Chat character then you won't struggle
And sorry but it's the proportions, they're just weird and tell me "doll" and not "anime"



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