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Previous thread : >>1011544

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
https://www.youtube.com/@2amgoodnight
https://www.youtube.com/watch?v=4LhvcINgNxU


Sculpting:
https://www.youtube.com/@aurelien4280
https://www.youtube.com/playlist?list=PLMjnnUF3eJFe3jMRfUKMt0qK5zKIpxy1t
https://www.youtube.com/@FlyCat1/videos

Image ref for sculpting :
https://mega.nz/file/A1gAyQDB#9dw9Bj3Dk3ofdyxhHfna4jnjsj2bZ63C3Cl75kop98U
>>
might download more image ref for sculpting that i won't use
>>
https://x.com/MrZing07/status/1968298952027205976
not going to post all of his tips, you can check his twitter directly
>>
>>1019274
Twitter is dead anon, find people who aren’t part of the cult for political gain.
>>
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Great, just the thread I needed. Today I reworked the anime face I've been making forever once again. Yay or nay?
>>
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>>1019275
eh, i only follow nips/korean/chinese artist, so there is no political shit, only porn and stuff, that's how i download all those sculpt ref pic
>>
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>>1019177
Getting into the texture painting section of the course now. I have no complaints about the actual lessons here; it's thankfully straightforward. But I now totally get why people shit-talk Blender's texture tools. I'm gonna look at other options and add-ons for future projects, because there has to be an easier way, but like with rigging I want to see one project all the way through "the hard way." (Pic unrelated. It's from after rigging but before I started texturing.)

I did dip into other resources for eye painting stuff, since I'm not strictly following the course there (I don't like the "floaters" minusT uses for eye highlights). This video was a pretty good introduction for basic eyes, annoying TikTok humor aside:

https://www.youtube.com/watch?v=_ez9_N5j5tI
>>
>>1019277
That doesn’t mean everyone can see it. Did you forget it’s locked and requires an account.
>>
Reposting in new thread.
Anyone has these 2 courses?
https://coloso.jp/products/3dartist-nanigashi-jp
https://coloso.co.kr/products/3dcharacterartist-kimmina
I am specially interested in the first one.
If any anon has links for it that would be great.
>>
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>>1019273
What you should be doing is getting 3d references. Grab a female skeleton, ecorche, a couple zbrush models from leslyzerosix in kemono. Learn where the major muscles insert. Ask chatgpt to give you notes on the proportions and muscles. I recommend speedchar's female anatomy course. He is funny enough to grab your attention unlike the numerous coloso scam courses I've seen. Get this book too, ZBrushフィギュア制作の教科書 from z-lib written by the OG waifu maker Sakaki Kaoru.
>>
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>>1019273
pixeldrain /u/SDH1eq2u
>>1019323
somehow i can't find it, only WIP post
>>
>>1019323
フィギュア制作の教科書

Question, that book is from 2016, how many of the techniques they use are still done nowadays?

That's a really long time.

On another note, where did you purchase it? Can't find it online at all.
>>
>>1019336
Asking because I once looked at this book which is of similar age and it felt pretty impossible to follow. At least for a beginner.

https://exhentai.org/g/2056736/acc2b468d2/
>>
>>1019336
There are things I was doing in 3d studio 2 on DOS that are still relevant today
>>
>when I need professional courses for technical skills I choose exhentai.
>>
>>1019306
You can find it in the coursebusters telegram group
>>
>>1019337
>link
I only see a blank page
>>
>>1019373
link for non trannies
https://e-hentai.org/g/2056736/acc2b468d2/
>>
>>1019337
>zspheres hair
yeah, that's a pretty old workflow
>>
>>1019374
>>1019373
People don't use ex anymore nowadays or what?
>>
>>1019391
The ex-panda is a big filter
>>
>>1019392
Its why ex is so great
>>
>>1019392
I don't see how but my bad I guess
>>
>>1019391
I don't watch much porn anymore so I don't have it set up on my current PC, and honestly it's been so many years I forgot
>>
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>>1019336
Idk. Never tried it but you can watch this https://www.youtube.com/watch?v=E0KPx-9XlT8&list=PLaZf7EtPohEyj7UoiyV21pXQhQYnKeLE2
>>
>>1019336
Anatomy never goes out of style. You don't need a million anime books or courses if you learn anatomy and how to draw
>>
>>1019271
https://drive.google.com/drive/folders/1UdkwS53pqmhrOWb8SeQf1IZ3X2w4vLPp
forgot to add that
>>
>>1019436
Agreed. The anime style is just an abstraction of reality, and knowing what to simplify for an abstraction requires an understanding of the baseline reality. Getting a better understanding of the facial muscles helped me unfuck the eyes of a character model I was working on a little while back.
>>1019374
After poking around, this guide to kemonomimi was pretty nice:
https://e-hentai.org/g/3427525/18a716ee56/
So was this series:
https://e-hentai.org/g/3487571/72b64d13a1/

Fuck, just looking at this all -- there's always another mountain to climb. Nice to have projects to do, though.
>>
>>1019436
>>1019456
Wasn't really concerning the anatomy, more about the way that zbrush changed over the years.
I would guess much of the functionality has changed.
>>
>>1019435
Oh interesting, thanks for sharing.

>>1019456
e is a well known host for artbooks, you can search by just putting other:"how to$" in the searchbar. There are many high quality ones on there. But then again who has time for all of these..
>>
>>1019271
Hey, can you share the zbrush material for the skin?
>>
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Oh well, found a matcap myself.
>>
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Just merged the head in
>>
>>1019489
Looking pretty nice!
>>
any of you guys know how figure this out for me >>>1019397
>>
>>1019519
You could post the UVs. If the texture really is fully generated, it's possible that the UVs are being used for that as well and aren't fit for texture sampling. You might need to unwrap the model again into a different UV map and bake into it instead.
Even if this isn't the case, you'll probably want to separate the face and give it its own high resolution texture.
>>
Making my own IK rig instead of just using rigify was fun as fuck actually.

Sadly it's kind of tricky to understand what you need to do for what effect.
>>
>>1019536
Its always better to do it yourself anyways.
>>
So if I want to make cute anime girls I should just go for sculpting ---> retopology?

I've been trying to follow along with 3D modelers like Shonzo but I can't wrap my head around why they do certain things with their topology. I feel maybe sculpting would be easier for a dummy like me but I want to learn the best way.
>>
>>1019576
I'll always encourage anons to learn sculpting because I enjoy it, but it's not going to be easier than following a tutorial of a guy showing you how to make a face vertex by vertex
If you show examples of what confuses you maybe someone can help
>>
>>1019576
if you don't know anatomy then just go for traditional modeling
>>
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would you say pic related style easier or harder than the generic artstyle like genshin? and which is easier and faster polymodelling or sculpting? i'm not planning to work as 3d modeller, i simply want to make models for my game in the easiest way possible using every possible shortcut like basemesh, brushes, at first i was gonna use metahuman but it's a pain in the ass
i know basics of sculpting and modeling
>>
>>1019609
Harder, and generally sculpting is harder.
>>
>>1019609
What do you think? If you're lookin for the easiest way possible, does it feel like the chinese top production trying to reproduce the visuals of Netflix's superhit series Arcane is gonna be it? Do you really think it's an easy shortcut way? Even more when you think metahuman of all things is already too hard?
>>
>>1019613
ugh, i just hate the generic anime artstyle, i want to do something else, it also doesn't help that i'm not planning to have waifus, so the main appeal of this artstyle will be gone
>>1019614
it's not like i'm gonna make an anime it's just the models and there will be no cutscenes just combat

My problem with metahuman is the rig, it's too heavy, and i would rather use the epic rig, if i can export it with the textures and remove the rig i will use it but it's a mess head and body are separated body textures turned out weird where the chest and arms are a different color from the face and back and the legs texture are low res, it's a mess.
>>
>>1019616
>ugh, i just hate the generic anime artstyle, i want to do something else
Why did you ask if you already know the path you want to take?
>>
>>1019617
just because i hate it doesn't mean i won't do it if it's the easiest way to do what i want then i will do it, i just wish it was something else
>>
>>1019609
You're never going to make a model that looks 1/100 as good as that. And most of the work the give it that look is done in a compositing stage
>>
>>1019620
Obviously, also it's gonna be isometric so it doesn't need to look that good
>>
>>1019618
If you want a "style" that is "easier" then look to the low budget grocery store CGI movie scene. Those are styled with cost and time in mind.
The anime face is deceptively complex. If the surface dips or peaks or twists in the wrong place it sticks out like a sore thumb. Your life is going to be rolling the model back and forth looking for tiny defects and tediously correcting them. Then repeating as your fix caused another defect. Something like a realistic face, with all it's flaws and biological inconsistencies, isn't as finicky about. Rather a realistic face will demand a lot of labor creating a lot of details.
None of the styles that actually look good are easy. You simply trade one labor set for another. What do you like to do for many many hours? What's the CGI task you wish was your job and you could wake and do it until it was time to go to sleep? Pick a style that makes you do that the most.
>>
>>1019273
Looks great. Wouldprint/10
>>
>>1019626
>low budget grocery store CGI movie scene.
What's that? i want something that looks decent that alsos fits an action game
>What do you like to do for many many hours
i have 0 interest in 3d modeling it's just a means to an end
>>
>>1019666
>i have 0 interest in 3d modeling it's just a means to an end
And somehow in your head that meant choosing between Genshin style, top of the line in animu gaming, or Arcane style, top of the line in animation.
>>
>>1019672
What else is there? it has to look appealing, photorealistic is harder without something like metahuman and western cartoon is so fucking ugly
>>
>>1019672
Don't interact with schizos, it lowers the quality of the board.
>>
Are there guides on how to create assemblies/prepare figs for 3dprints. Like how to divide them properly, what not to do etc.
>>
>>1019666
>i have 0 interest in 3d modeling it's just a means to an end
Oh well in thay case consider suicide. Ots way easier than 3d modelling.
>>
>>1019576
>3D modelers like Shonzo but I can't wrap my head around why they do certain things with their topology.
Just because he has a lot of subscribers doesn't mean his topology is good.
>>
>>1019688
Well then it's a good thing is topology is good anyway
>>
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I'll like to create characters like in the image and animate them. He uses blender for the characters and I think that he animate them in mmd
any courses/tutorials recommendations?
I don't know anything about blender and mmd.
>>
>>1019701
Look at the links in OP
>>
>>1019683
I learned that by trial and error, and a copious amount of looking at garage kits being painted or prepared
If you follow a couple sculptors and painters then your twitter feed will be filled with GK WIPs, watch a couple painting videos and you can see where and why things are split
But maybe there are a ton of resources in Japanese and I've been doing it all wrong, share if you find something

And always remember, objects in the physical world cannot pass through each others and need a clearance space to fit parts together (0.1mm works for my setup)
>>
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Just discovered MuRo
Works exclusively in Unity and sometimes Substance Painter while making some of the best models I'd ever seen
I'm losing my mind
>>
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>>1019734
>>
>>1019576
Sculpting from scratch is a spook, you'll mostly just want to use its basic functions for mesh editing
Unless your end goal is figurines, everyone else uses retopo'd base meshes and adjusts them there or Vroid>Blender for anything other than games (though using Vroid meshes as a base mesh to then retopologize is a valid option as well).
https://www.youtube.com/watch?v=DjqY4shuozs Even Shonzo uses a base mesh and it takes her like 12 days regardless. You need to know how to use sculpt tools but you don't need to learn how to sculpt.
Also, learning topology from these types of videos is really bad, you're better off learning good topology from topology videos like https://www.youtube.com/watch?v=kKngmeLhI54 to get the fundamentals down
>>1019609
It's mostly easier, don't listen to the other guy. Genshin is only deveptively generic, the shader is retardedly optimized and utilizes things like subsurface scattering and weido matcap normalmap replacements. Your example mostly just looks like hand painted textures which mostly requires artistry rather than a 3d skillset. They're perpendicular paths; do you want to hand paint a face or autiscially adjust its normals?
Also, sculpting is easier than polymodeling in my experience at least, but it might be different for different people.
>>
>>1019576
Focus on learning Anatomy while sculpting.
>>
>>1019736
>do you want to hand paint a face or autiscially adjust its normals
i have 0 artistic skills, i know the basics of sculpting and modeling, when i tried sculpting i did good with the big shapes but the small things like muscles lips ears fucked me,

i just want a 3d artstyle that's looks decent for an isometric action game with camera a lot closer than the average isometric
>>
>>1019745
Then autistically edit normals
>>
>>1019736
The person asking the question is a troll but

>It's mostly easier, don't listen to the other guy.
The compositing with Nuke is their secret sauce at Fortiche. It is not easy to get that look at all
https://youtu.be/Qd1rOtu4SMI?t=1502

Also agreeing about Genshin, other than the shader their rigging and jiggle physics is next level
>>
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I'm very happy that blender added the "autistically edit normals" geometry node
>>
>>1019772
Looking good!
>>
>>1019772
How are you doing that?
>>
>>1019775
I select faces with vertex groups and then use these geonodes to point their normals towards an associated empty. It is really simple but the Set Mesh Normal node was added last month, so it wouldn't have been so simple before. It's basically the flat face technique with extra zones, but I guess the normals can also be animated and don't need extensive preparations and/or baking or transfers.
Sorry for the shit quality screenshot, I use linux.
>>
>>1019778
Ah I see, impressive work keeping up with blender's new additions, thanks for sharing
>>
>>1019772
If you're into autistically modifying normals you should check this out
https://x.com/AversionReality/status/1965870787052867751
Your quick setup looks like it could use some normal smoothing
>>
I lost the link for it when my feed refreshed, but I saw this neat rigging trick for the eye. To better represent a character being on the verge of tears, you can add rigging to the catchlight in their eye so that it quivers a tiny bit instead of being a static spot.

The artist didn't explain how they did it, but I imagine it's probably not that different from breast jiggle rigging.
>>
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>>1019783
Hell yeah nigga
I had to modify the nodes a little but this smooths between my normal areas pretty well. It is less deliberate though.
>>
>>1019734
Link? Looking it up just brings up some drug
>>
>>1019946
https://x.com/MuRo_CG
>>
>>1019271
Just a question to the wind , how do I turn off every type of bounce lighting , only to have direct lighting.
>>
>>1019271
anime is gay
>>
https://youtu.be/9Bp5U5vzZg0?si=-OEqk9HJerIpJFr7
God bless Japanese pervs: a dedicated jiggle physics add-on for thighs, butts, and breasts.

https://3dnchu.com/archives/jigglemaker-2-0/
>>
>>1019956
no u
>>
>>1019956
True
>>
>>1019271
I don't post on this board but whoever made El from djmax is megabased
>>
i was expecting cool shit itt but its literally just people trying to make 3d anime girls
>>
>>1020042
why don't you go look at the cool general on the shit board instead of the anime general on the 3DCG board then retard nigger faggot
>>
>>1020049
Figured I asked here. Hey Yall. I really like animating but for awhile I really would like to learn how to model my own characters fo animation...Preferable anime. Yall gots like any good sites/courses that actually help with this? Ive been burned way to much with shitty courses. I gots a Old Zbrush and Blender
>>
>>1020079
look at OP, that should always be the first thing you do if you participate in a thread intended for learners
>>
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I'm gonna fucking kms
Why can I not get a braid even slightly right
Why
fuck
trying to make a loose delayed braid using fucking curves or some shit
Plus it needs to be turned into geometry and then exported into a different format into a game engine (hence any solutions that cannot be cleanly baked into acceptably optimized geometry is invalid)
>>
>>1020099
I feel your pain, anon. Hair is the worst part of character modeling.
As for braiding, consider this alternative approach:
https://youtu.be/FB47bNPRQC0?si=4wQtpLqLOhzga9zC
>>
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WIP practice. I know untextured models are supposed to look like freaktown aliens but I can't figure out why mine looks so off despite following the reference sheet as close as I could. This is more of a moe-type character which are normally pretty blobby. Is this model not blobby enough?
>>
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Recently finished this model that turned out so great i need to share it. works in vrchat and made a bunch of cute expressions and some toggles for her there. Im pretty happy with the quality of my models but ive got absolutely no clue about the communities or kinda market there is if i were to pursue commissions so i wanted to ask here. What kinda money would people actually pay for models like this? And what socials should i go on to share my work? Any advice or thoughts are appreciated.

>>1020099
I'm a curve abuser so i don't have any optimized advice but try adding some complimentary hairs, just flat geometry on a curve to break the shape a lil. Also making a braid irl from shoelaces to see the shape better.

>>1020104
don't mimic the image too closely, your reference has a slight upwards tilt so you cant see the jawline and your model has quite an underbite. Try finding some other angles of a face shape you like and just look at the curves of its silhouette. maybe lower the eyes and puff the cheeks for a little squishier face but shes actually pretty cute already! Could be best to see her with some colour.
>>
>>1020104
Face is fine, once hair has more volume it'll all look good
>>
>>1020099
Yeah no, I wouldn't be able to do this
I remember seeing a way to polymodel a low poly braid from a cube once, you could try something like that
If you really have to twist 3 curves into a braid do it straight and then use a 4th curve to deform the braid
>>
>>1020104
Even the moe faces need this little shelf under the eyes.
>>
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>>1020156
Remember anime girls are cats. The cuter and blobbier they are the MORE loke cats they are.
>>
>>1020156
>just fuck up your quad flow to conform to my shitty scritchscratch 2d redline that has no limitations on its internal illusion, what's a 3D model by the way
go back to /ic/ you total shitter
>>
>>1020157
They're not, whoever came up with that was a crab.

In no drawing instruction book are you ever taught to draw them that way, and 2D artists never think of it that way. That's just a single quora post meant to mislead all the third worlders and non-anime drawers.
>>
>>1020175
Youre gonna site some fucking borders bookstore how to draw manga paper back?
>>
>>1020171
Youre sitting there staring at your model
You copied the reference image exactly
It still doesnt look right
Whats the problem?
Where's the disconnect?
Its the shelf. It isnt drawn because if you add any lines or shading to the face of a young beautiful women it ages her a century. But its still there. I informs where the bottom of the goes. It informs your normals. Its the missing detail in all these anime faces that go all the way but flounder in the end.
>>
I will now be spamming physical anime models that feature the face shelf
>>
>>1020178
>>
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>>1020179
Sometimes subtle
Some times pronounced
Its still there.
>>
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>>1020180
>>
>>1020181
Here it is in the op
>>
>>1020182
>>
>>1020183
Heres just the wireframes. Its in your face. Anons who deny their own eyes to be contrary are infuriating
>>
>>1020184
>>
>>1020185
The good anime faces still have face planes. They can be rounded off so much so that they're continuous flowing surfaces but they're still there.
>>
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about all this noise about the shelf
honestly?
makes sense
The eyes are typically inset
this is just the base Koikatsu model I'm just using to set scale and shit properly for my own hair thing (yes I'm making a zipmod)
>>
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>>1020176
>site
Exactly the kind of stupid no-draw I mentioned.

Anime faces are abstractions of human faces. If you don't understand the facial planes, you won't understand why anime faces are drawn that way or how the features are designed. Hence why so many of the box modeled faces here look terrible because they're made by autists who can't draw and can't accurate observe style. There are tons of game models to reference how the anime style is done and they still do everything their own, incorrect way

Pic related from Date Naoto - Deconstruction Illustrated
>>
>>1020189
I always found it crazy how reliant faces were on proper topology. The human brain hyperfocuses on this shit.
>>
>>1020178
>>1020179
>>1020180
>>1020181
>>1020182
>>1020183
>>1020184
>>1020185
>>1020186
All of these have about as much "face shelf" as the model you started sperging at in the first place. Your experience with 3D anime girls clearly doesn't extend any further than looking at pictures from the internet. Being able to draw some red shitfuck over other people's screenshots means fuck all to anyone. You should rather paint the fucking ceiling.
>I informs where the bottom of the goes.
>>
>>1020189
True, but if you modeled a nose bridge like that I'd slap your shit.
>>
>>1020189
>>
>>1020189
>stupid no-draw
Post your work faggot.
This took me 60 seconds.
>>
>>1020192
All of them have face shelf. You can see it and your hyper contrarian attitude is manually editing your moment to moment experience so you can justify disagreeing. Every one with lighting has a highlight below the eye. Because the angle of the form points up. Strait up? 45 degrees? Doesnt need to be. It needs to be more than nothing.
>>
>>1020193
Why? It's a drawing demo and it's not far off from what some modelers use
https://www.youtube.com/watch?v=4bWhzdTMAkE
>>
>>1020187
It makes so much sense that it shouldnt need red lines to point out. Yet here we are with a collection of 14 year olds trying to act cool in an anime forum.
>>
>>1020195
Not anime and it doesn't look like more than 60 seconds would result in higher quality work.
>>
>>1020199
>he cant draw and is desperately trying to save face
>>
>>1020196
1. The picture you're sperging about has this too, and
2. Your redline means nothing, and
3. You have not shown any evidence that you've ever touched a 3D anime girl.
Look at your work. God damn. You are trying to start pyw slap fights with this. Holy fucking shit. Kill yourself back to /ic/ and stay there.
>>
>>1020203
Im starting a pyw fight? I was challenged and i delivered. Every post calling me shit ithout a drawing in it is worthless. Im having you people deny your very own eyes that diagram is an exageration to show the form.
>>
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>>1020203
>You have not shown any evidence that you've ever touched a 3D anime girl.
Here's one i made.
>>
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>>1020206
Heres another.
Are you going to keep pretending my initial comment is outrageous?
Are you going to type "h" and "a" or call my model shit while not posting anything at all?
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Not being on my phone i had to search the archives to find pics i posted in this general. Something cowards and non-artists cant do. And i found this little tidbit everyone was gishing over at the time.

To the sincere people actually trying to learn look how hard these losers are trying to refute what was a very luke warm critique. Cheek bones. Face planes. Theyre not made up bullshit
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>>1020195
>>1020206
>>1020207
No anime aesthetics found.

Your models are western bimbo slop and the drawing looks like it's furry Sonic OC art. There are no anime proportions in the heads or features. You belong in a different thread or on a different board.
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>>1020104
You might want to make the head wider towards the top, starting around the zygomatic process. The head's width at the top of the muzzle shape, at the cheeks, can be as little as two thirds of the width at the cranium. Your model has pretty much constant head width from where the head is obscured by the hair.
A wider cranium will provide for a sloped contour at a 3/4 view angle while requiring less protrusion by the cheeks themselves, allowing the chin to remain relatively small. >>1019484 has a pretty good cranium to chin ratio without hair covering it.
Also here's a redline of how I think the head is structured in the reference drawing. It could of course be completely fictional.
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>>1020104
What's the source of the reference image?
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>>1020211
It's AI but I found it on pinterest (through yandex image search, I'm not OP)
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Way to shit up a good thread. I don't want to post my work here anymore.
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>>1020197
In awe of the ear modeling and tasty cloth/headband folds.

He seems to know the perfect way to use knife/multi-cut to get folds in the clothing. I'm guessing Maya has sculpt tools that are enough to make those ruffles and the rose petals (and tons of practice by the artist of course), but I've never actually seen someone use them before.
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>>1020207
>Spams the entire thread with the "correct" way to do a anime face
>He can't even make one that looks slightly anime
peak /3/
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i didnt realize faceshelf guy was from here lol
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>>1020212
It will be good use of your time to grab a chibi head model to rotate in blender instead of listening to /ic/ tourists claiming they know anime.

>>1020218
You probably aren’t even that good anyway. Nobody picks on you if you know what you are doing already.
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I need to redo this shit, my hair sucks.
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>>1020259
The eyes are too big for the head, they shouldn't go to the edge of the front plane otherwise they suggest a much bigger head. The proportions and nose placement don't look very anime at all even for a chibi/deforme
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>>1020106
>>1020156
>>1020177
>>1020192
Thanks for all the great feedback anon's I appreciate taking the time. But also calm the fuck down i'm just doing this as practice and didn't even realize my reference was AI until it was pointed out.

It still doesn't look perfect but I think it looks good enough to move on. I added the shelf which I think was definitely the answer I was looking for. Since the head i'm modelling is pretty much just a blob, I think it makes sense to stick with basic forms which the shelf really helped with. Before the nose was too scrunched in which made it look more like a bird beak than a cat's snout. I also expanded the forehead and pushed in the zygomatic bone which helped with the 3/4 view. I can definitely see improvement.
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Do you guys use basemodels to start from or do you build up bodies and stuff from scratch?
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>>1020259
Don't listen to the other anon, the head looks fine (from that angle at least), you just need to redo her bangs, do that 70/30 people keep talking about
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What is the maximum number of trigs for an anime model before it is not considered low poly.
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>>1020267
Every new model starts with the body of a previous model with minor improvements.
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>>1020267
I usually model from scratch because I feel like I might just improve my methods and understanding this way even if its more effort.
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>>1020297
Low poly's relative and depending on the circumstances. These days it's more about an aesthetic
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>>1020440
I see. I was just wondering for game optimisation wise. Though I'll keep the fact that low poly is more of an aesthetic style more than an actual technical and calculable thing. Thanks for the information.
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>>1020459
Unless you're developing one from scratch your game engine of choice is going to provide such recommendations in the docs, and/or tools to measure perf impact
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>>1020468
Ok.
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Any useful trick to do shapekeys on Blender?
I'm on my first attempt to make an anime face and i did everything nicely from modelling to weight painting, i kept the shape keys for last and realized i don't know how to make smooth open mouth without messing up with the shape of the mouth.
Proportional editing won't help much considering the lips are closed together and there's too many vertices to try selecting individually.
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>>1020477
do you really need that many edge loops? also try working with an overlapping image of the open mouth otherwise you will be moving vertices for hours
>Proportional editing won't help much considering the lips are closed together and there's too many vertices to try selecting individually.
you can hide them using the H key, that way you can use proportional editing just fine
also you might to want to add those vertices to a vertex group
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>>1020477
I use the sculpting tools for shape keys, you can mask and they feel better
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>>1020477
Create a vertex group that includes only the lower half, that way you can easily use it and its inverse as a mask for proportional editing.

Have a look at https://www.youtube.com/watch?v=qlvrwK4htWk and see how he manipulates the face to create expressions.

Ultimately though I think you'd be better served by creating a mouth rig like in https://www.youtube.com/watch?v=5D16SNTivZQ unless you need shape keys due to an engine export, but even then you can create them from the rig
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Took forever but first completed model without tutorial. Things got a bit messy with the shader and Data Transfer for some reason but I'm still happy with the result!

Now to think of a new project.
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>>1020503
Can I see some more pictures of her front bangs? I'm about to redo a similar hairstyle for a third time.
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>>1020504
Sure here you go
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>>1020505
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>>1020100
I'm trying but, like many other commenters complain, it's not exactly all that coherent.
I do understand the concepts behind it, but it's so lacking in its explanation that it pisses me off. And I usually like somewhat sparse tutorials video-wise (text and image tutorial supremacist normally)
AKA I'm having trouble reproducing the first few steps. Like, seriously, in step 3, move z by HOW MUCH!?
Perceptually it appears to be "make it so that the gap is a complete square" but we all know the eye plays many tricks. If I get the distance wrong, that means that the distance is all wrong for the rest of the steps, and my model looks incoherent, sort of a "le grille" moment.
>>1020115
Unfortunately search engines have become useless recently. Also that braid you're seeing is "straight", I actually based it off a curve method, but I'm also trying to merge it onto some pre-existing hair curves because delayed braid means the braid doesn't go to the roots
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>>1020512
I used this tutorial once to make a braid it's pretty easy and uses curves.

https://www.youtube.com/watch?v=B1d0SySzImE
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>>1020514
I already have curves done using this method (there's an english version of this tutorial)
Revisiting them now - thing is I want to have it start thick and taper off kinda like picrel (my attempt at retrofitting the curve setup) but as you can see by the stretching on the thinner part where I tried to patch it up... Well it gets too straight at the end.
And I repeat in that it's a loose, delayed, hanging braid, so the roots of the hair actually needs to start straight and now do yuo see the complexity :(
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>>1020515
Do you really need to patch things up..? I don't really think you do, it's just a matter of placement at the end. What you need to get right is the offset so they overlap correctly. The video I linked covers that. You can hide the end piece either after you convert to mesh or through placement/objects, or manually edit it afterwards. Could be ass depending on your resolution. About the tapering effect I think there was a setting for that in some modifier? Not sure if it was array right now, either way. You can just manually do that using alt s on the curve no? Also you could just make for example a ribbon, at the end of the braid to transition it into a hair end piece instead of getting as messy as you have done in your picture. Looks better as well. Like Hanekawa's Braids or something.
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>>1020516
>at the end of the braid to transition it into a hair end piece instead of getting as messy as you have done in your picture.
Ehhhhhhhhhhhhhhhh... Feels like a cop out. I'm stuck on
>You can just manually do that using alt s on the curve no?
I should try that, but then I'd have to make sort of the entire hair piece of what's going to be curved, including the straight part of the delayed braid, *then* find out how to bind that to the control curve that tapers... Probably more cleanly than what I did just there.
When I said "tried to patch it up" I meant trying to make it be less stretched, as I still have to do the UV mapping.
Anyways attempt 2 trying to use curve deformation modifier on the entire set of curves, it's about yay more consistent, though it still stretches.
But I am getting closer I guess. If only by a bit.
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>>1020518
(if you meant the individual hair strand curves, you get the situation of my first post >>1020099 and so those curves need to have their position scaled alongsides their thinning, as I tried in >>1020515)
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>>1020518
I think the Apply On Spline setting might be what I was looking for
will experiment tomorrow I'm getting sleepy
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>>1020505
wireframe, pretty please?
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>>1020503
super cute! you really nailed the eyes and textures for the hair.
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>>1020505
>>1020506
Thanks a lot.
I want mine to be extremely puffy, but there are a myriad of problems with it. Getting even half way to moe moe fuwa fuwa levels of hair volume while looking good from a variety of angles seems impossible without selectively visible hair components or other hacks.
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>>1020477
I hate shapekeys because they get fucked up whenever I edit my model
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>>1020263
added base colors and some light texturing. I still have more to go and fix the back of the hair because I kept fucking it up. Still think she looks cute so far
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>>1020534
Looks very good. Is the hair still non-manifold?
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>>1020534
The head should be wider. There shouldn't be an air gap between the hair and head. It's much wider in the illustration too
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>>1020525
Sure, here you go.

>>1020527
No problem, and hmm I wonder, you can probably do a lot with texture and individual shapes as well.
When drawing it's usually the small details that have the highest impact once you got the general shape down.

>>1020526
Thanks!
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>>1020534
>>1020104
I might be a bit late to the party but can you please assign sharp to the edges that connect the head and the neck? that generally always stops my models from looking like freak aliens
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>>1020583
Thanks for posting.

Do you have any tips for the ear fluff modelling?
I've tried using a viewport matcap and adjusting the cavity range but it felt not great. I don't like modeling with inverted hull set up either. I understand it can just be practice and reusing the one good model you've made then proportionally editing that.
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Is it okay to ask for commissions here? Or is it haram?
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>>1020594
Not the place for it
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>>1020593
What I did for this model is place the cones first and then connect them. Also trying to place them fairly close together. They should face different directions and have different sizes.
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>>1020596
okay, I'll keep looking. thank you
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>>1020594
Try Vgen, I'm on there and it's a pretty good platform for anime commissions. I'm not sharing my information on 4chan.
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>>1020598
Thanks, hearing that and seeing the wireframe for general distribution is really helpful.

I'm getting much better results now with bigger cones, fewer of them, and closer together starting points. Much better at defining the silhouette from different viewing angles.
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For printed resin figures with long hair, how do you avoid shrinkage and warping? I have a buddy doing the prints for me so I dont know much about that end of things. But when I design the figure, is there anything I can do to avoid long pieces of hair bending?
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I haven't interacted with shaders before and I looked at the resources in op. Is there a way to mix shaders and image textures or do I need to make a different material for each color?
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>>1020625
You can pipe image textures in as the albedo of a shader in almost every engine, and inside blender.
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>>1020617
you mean for the tip of hair strands? it doesn't matter if they warp a little, it won't be noticeable most of the time
but ask him to use a more flexible resin for hair and other delicate parts



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