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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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AAAAAAAAAAAAAAAA
>please wait a while b4 making a thread
>>
Why is your ref a normal loli but you're doing chibislop?
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>>1016793
im gonna make 2 models. chibi + full body
but later
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>>1016792
I love it already
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>>1016792
Hope you don’t mess up the face and make it impossible to rig like last time.
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It was perfectly fine last time, ignore the mayatard with his inferior software
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>>1016792
walking
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>>1016803
Don’t ignore the fact about you making eyelashes and eyebrows into bigger objects. Then if i just wanted to move the body the head was not attached to the other parts thus making it impossible to rig. Don’t you dare blame this on me when it was your creation decisions.
>>
>>1016832
Built like a (mini)fridge

>>1016836
And a ching chong to you
>>
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>>1016837
Ok noob with no experience in rigging and had to automate it using Blender’s rigidity. Removing the soul and sexiness of Blue Archive npcs.
>>
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>>1016832
imported to jewnity now
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What do I need to learn to become like you op
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>>1016841
No hair physics no shapekeys (not to be mistaken for Blendkeys that Maya names it) and halo isn’t following lore accurate moments.
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>>1016841
Ahaha that's very cute! Love how the halo is trailing behind
>>
>>1016843
Any basic poly modeling tutorial will do
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>>1016855
That’s not how objects on top of characters rigged design works. It’s clear that anon made it separate from the main rig. He tried animating it to follow but failed.
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>>1016866
when you do something wrong and then you do it right that's called succeeding
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>>1016848
>>1016866
>crab mentality
pyw
>>
>>1016792
need to texture in the navel and breast shadows
>>
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>>1016841
halo values tweaked + rotates with head now
hair physics
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>>1016872
>>1016883
>>1016894
You blendead brains need this. I can still see you trying to fake the halo into following the character instead of doing the smart thing and connecting it to the character.
>>
>>1016894
Very cute!
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>>1016895
How is making the halo follow the character not a legitimate solution?
>>
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>>1016894
make it jiggle like sonic's chao
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>>1016898
Because lore accurate blue archive Halo is slanted and also how would you feel if you had to animate an entire head like in this video to only find the person who rigged the character to be slacking in their job: https://www.youtube.com/watch?v=Efg5V-vnVzc
>>
>>1016898
There's no point in interacting with schizo, just hide. Multiple threads have been wasted in it
>>
>>1016904
I triple checked how the halo works and you’re stupid. Everyone even official Nexon has it behind them. Go check: >>>/v/718021773
>>
This thread is why I don't often share my work online. OP has to filter all the noise from people who don't know what they're talking about.
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>>1016907
OP doesn’t know how rigging works, incorrectly put the halo on the character and tried to fake it to make it. Not a single fandom in the Blue Archive made these mistakes, not the MMD people, not Nexon and not the artist.
>>
>>1016906
That looks silly. It's stuck to her head like a fucking invsible stick is through it.
I suspected thats what you were saying but then you had the audacity to post a rigging textbook? Seriously? You just want him to parent the halo to the head joint with no dynamics or movement at all? That is not an expression of skill.
I cam into this thread specifically to make fun of OP for doing that and he didnt so I praised him.
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>>1016911
this, do this >>1016901
>>
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>>1016911
Technically that’s lore accurate halo from the Renaissance era. I’m sure there’s a actual reason why all paintings depict the halo behind the person instead of on top.
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>>1016912
You are correct. This bouncy effect is the best one, follow is better than parenting, but it still looks inorganic. It needs a little bit of "over compenation" to look natural.

>>1016916
The reason is because a "halo" isn't supposed to be a glowing circle. It's the appearance of a bright light shining behind someone's head. Pre-renaissance medieval art got very "symbolic". You can say it was because christianity stifled artistic developement. you can also say that the meaning of the art became more important than the "technical correctness" of it. Either way we get the idea of the physical halo from these symbolic representations of a real thing you can see.
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>>1016906
>you have doned the halo the wrong
>source: a racism on /v/
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>>1016792
sexo
>>
>>1016792
If you're not making your own character anyway, I don't see why you don't just steal an existing chibi model as an anatomy/topology ref.
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>>1017434
Funny how so many people around here seem to struggle with the concept of a creative board
>>
>>1017453
It's the same kind of nigger that tells you that you will be replaced by AI. They're literal NPCs, I tell you.
>>
>>1017453
>>1017454
You will also learn more quickly if you see how it's done by professionals instead of looking through youtube tutorials made by hobbyists.
>>
He was already comfortable enough using drawings not made by him as reference material, why not reference something more obviously useful?
>>
>>1017466
That's very different from stealing. Pick your words better.
>>
>>1017468
John Cleese uses that word.
>>
top tier thread
>>
>>1017516
it goes to show just how easy it really is
>>
name of the artist and character?
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>>1016895
i wanna learn to rig and animate in 3ds max, got any good biped tuts for beginners?
i have the stoopids, so give something that simplifies it
>>
>>1017466
op here
yes i know but i want to make things my own way + i want to learn how to eyeball stuff instead of relying on actual references.
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>>1017581
BASED
>>
>>1017564
It's from Blue Archive bro
When u see girls w halos it's BA
>>
>>1017564
Artist is gengorou, character is justice task force member
https://danbooru.donmai.us/posts/6675857
>>
>>1017565
Why would you even want to animate in 3ds max? Its animation tools are even more outdated than blenders for some unholy reason.
>>
>>1018236
There are plenty of other dumbass threads for software wars
>>
how did you learn to animate? any tutorials?
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https://alicedev98.itch.io/jtf-prototype
prototype out
minigame for now
>>1018255
just look for animation tutorials in utube. I remember doing sebastian lagues a long time ago.
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>>1016894
super cool anon, was the process of importing the character into unity and creating a character controller too complicated?
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>>1018546
NTA but yes because each action requires their own button, animation, sound and interaction with said object.
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>>1018549
do you want help? I've done exactly that lots of times.
>>
>>1018566
I would like to, yes
I have some simple models of my own that I'd like to see run around an empty scene in Unity
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>>1018568
What I like to do is have a model file with my character, bound to the joint hierarchy with no special constraints or controls or any extraneous nodes I dont want in the unity prefab. Then I'll have a separate one with my rig controls all set up. When I want to make an animation I "Save As" my rig model to a new file.
Unity wants you to "slice" the time line after import for animations. So to animate for that you just say animate a 1 second walk cycle, then just keyframe everything that's needed at it's desired position at the end of that sequence. then I'll skip ahead some frames and pose the character for the next sequence and keyframe everything in that pose to. So the pose at the end of the last sequence and the pose at the beginning of the next sequence are rock solid. Sometimes if you're animating long sequences you'll come to take for granted that certain things aren't moving. Then way later down the line you move something, and all your previous animation is fucked up. So I keyframe all at the beginning and end of each little animation.
I also keep animations in separate files based on their association. Like a file of walking animations, a file for sword attack animation.
>>
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1. The "bake animation" option is required if you're dropping your raw 3d file directly into unity. Mine is greyed out because I exported to FBX, but if you're just starting out doing it this way is simpler.

2.
When you're slicing out your animations there are these options which were confusing to me. Here youre deciding if whether the animation you have, moving the character around, should actually make the whole game object move around in the scene. These setting how I have them make the character just wiggle in place, and then you must use a script to make the character move. It's the simplest way to go.
>>
>>1018546
>was the process
not really that hard and complicated since im used to doing it multiple times.
Character controllers are easy to code unless you're making a 3D platformer. This one is just a plane
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>>1018271
Fuck you anon. I could do all that but I'm lazy as fuck and need to finish work I didn't do in the week. Looks great
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>>1018625
How about just doing some of that and helping another anon out with their game?
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>>1018671
What do you need?
>>
>>1018672
Characters, materials, animations. Everything.
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>>1018753
fuck off nigger
>>
>>1018777
Bro im not asking for a 3d slave. I'm making everything by myself right now. It's a whole game it needs everything. What do you WANT to do?
>>
>>1018784
That's some other anon. I feel like modeling a character. Make a list/share discord to talk. It's a sfw game or a nsfw game?
>>
>>1018788
Ok lets go down the list and if we hit a point you don't like. No worries.
NSFW
furry
herm
hyper

still interested https://discord.gg/TZMSKxeX
>>
>>1018795
Have you considered that this thread is
SFW
loli
girls only
pettan
>>
>want to help
>not sure if i have enough skill to deliver
>>
>>1018848
Yes. I stole your thread.
But I can also help with importing animations and models into unity.
>>
>>1018848
Lolifriend can you help me create a simple 3D character controller in unity
>>
>>1018931
Why don't you just follow a tutorial in youtube? What do you think he will teach you?
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>>1018931
use the built in one.
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Aaaa

The bunny rig's been rebuilt and refined quite a bit since last time. Only the hair and face left!
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>>1019297
>Get ready every he is going to learn the hard way
I hope you know how shapekey works because it’s not going to be easy.
>>
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working on frieren model right now
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>>1019977
Looking forward to the progression!
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>>1019977
I don't like how the area between the eyes above the nose is protruding in your models
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>>1019977
progress today main body ish and retopo of the head part twintails.
I still gotta fix the actual twintails.
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>>1019977
You cant see it in the skurce reference because her face is devoid of detail, but anime faces still conform to face plane standards. There's gotts be a shelf under the eyes
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>>1020045
>>
>>1020045
If you edit normals, use a proxy mesh or use SDF you don’t need plane faces at all
>>
>>
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>>1020041
progress today
mostly back hair which i liked and did some twintail curves which kinda look underwhelming sadly. Maybe it needs to be a big strand splitting into three.

Some anons saying about problems bout the face but that can be retopoed later if some problem arises. Its the easiest part to tweak imo
>>
>>1020084
I like the twintails, personally. If you want them to look better you can give them more of a s curve (outward-inward-almost-outward, you can see they follow that pattern in the front ref)
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>>1020084
ears, booties done
working on undercoat now.
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>>1020111
earrings, coat, undercoat done.
idk about my upper coats topology.
gotta still work on the neck part which should be easy and hands too.
After that texturing,shading. Might have to change face topo for normals/shadow shading.
>>
>>1020111
Nice addition of the face shelf
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>>1020119
mesh is done. Shading/Texturing next and most probably face retopo for normals shading.
good night.
>>
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>>1020167
progress today. Lots of mesh tweaks which took a lot of time.. Did flat color texturing today.
im gonna sleep. good night.
>>
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>>1020292
progress today
just have to figure out how to shade that nose
and yeah im not definitely cheating by showing it in ortho.
I dont even know if i should rig. This shit is taking me ages.
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>>1020357
Lovely work, might be taking time but she looks good!
>>
>>1020357
Let me know if you figure a good way to shade the nose without fucking with normals, I can't think of another way right now
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All done.
https://take-me-to.space/rOnw97VD.rar
>>1020402
>>1020428
gave up on the normals and i just painted on it.
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>>1020450
That looks great! Gonna have a try with it later
>>
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>>1020450
>no genitalia
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>>1020495
You can use a mrchanism similar to disconnected facial features to create a stick-on pussy, then the world's your oyster
>>
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time to make some insect repellent
>>1020492
thanks but its not that good. I havent had practice and which is why it took me almost a week to finish.
>>1020495
i was planning to make an h-game from it meh. I just wanted to get it over with.
>>
>>1020552
>i was planning to make an h-game from it meh. I just wanted to get it over with.
Thats why you need teams. All the work needed to kake a good functional 3d model is draining. Then you realize you need to rig, and animate, and import, and code, and do UI, etc. And all of these things need as much care and attention to do right as the 3d model or else theyre shit.
>>
>>1020579
I just had a brainfart which made me work really slow.
if anything i really really need to work on my shading/rendering/texturing.

What you say is valid but i decided myself that i wouldnt collab with anyone until i can pay them for their work.
>>
>>1020552
Practice is good, more than half of the models I've ever made were shit and went to the trash.
It's like sketches, not everything you make can be a masterpiece.
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>>1020582
i just need to do it consistently. Tomorrow ill lock in and make more models if i can.
But i should really work on something that would give me cashflow.
We'll see.
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>>1020581
You pay them in shares of the proceeds if/when the thing makes money.
>>
>>1020589
i've been in multiple revshare collabs and i dislike it in general.
People are not committed unless theres money involved by some miracle by actual sheer of will that everyone is really fully committed.
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>>1020591
*unless by some miracle
Anyways revshare + upfront payment is what i'd like to do next time.
>>
>>1020589
>shares of the proceeds
laaaawl no. That's just fancy talk for not getting paid, although I get why that's interesting for the person who's gonna do the not-paying
>>
>>1020552
Eh. I usually take a month to make a bad model, for a week of work she turned out quite good
>>
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>>1016792
Another day another unfinished project
>>
>>1020630
is this me from the future?



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