[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


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.
>>
File: Clipboard_09-28-2025_06.jpg (70 KB, 1232x710)
70 KB
70 KB JPG
Great, just the thread I needed. Today I reworked the anime face I've been making forever once again. Yay or nay?
>>
File: 1908892996944433192_1.jpg (121 KB, 1047x1442)
121 KB
121 KB JPG
>>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
>>
File: minusT - Test 10.png (1.29 MB, 1920x1080)
1.29 MB
1.29 MB PNG
>>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.
>>
File: kek.png (2.17 MB, 3840x2160)
2.17 MB
2.17 MB PNG
>>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.
>>
File: 1737802900720726345_1.jpg (154 KB, 910x1267)
154 KB
154 KB JPG
>>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
>>
File: kek3.png (3.06 MB, 3196x2149)
3.06 MB
3.06 MB PNG
>>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?
>>
File: file.png (245 KB, 625x657)
245 KB
245 KB PNG
Oh well, found a matcap myself.
>>
File: Clipboard_10-02-2025_04.jpg (62 KB, 1184x800)
62 KB
62 KB JPG
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
>>
File: To-Be-Hero-X-1-scaled.jpg (140 KB, 2560x1087)
140 KB
140 KB JPG
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
>>
File: Untitled-1.jpg.jpg (1.27 MB, 2951x1339)
1.27 MB
1.27 MB JPG
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)
>>
File: Flat Shadow Occlusion.mp4 (287 KB, 1080x1526)
287 KB
287 KB MP4
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
>>
File: Amazing Eye Control.mp4 (1.26 MB, 1280x720)
1.26 MB
1.26 MB MP4
>>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
>>
File: normals.mp4 (476 KB, 852x636)
476 KB
476 KB MP4
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.
>>
File: normals2.mp4 (484 KB, 852x636)
484 KB
484 KB MP4
>>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
>>
File: file.png (135 KB, 207x510)
135 KB
135 KB PNG
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
>>
File: WIP.jpg (287 KB, 1417x899)
287 KB
287 KB JPG
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?
>>
File: FOXWIFE.png (1.41 MB, 1608x1500)
1.41 MB
1.41 MB PNG
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.
>>
File: 16-23-6-3-15-22-23m.jpg (62 KB, 333x720)
62 KB
62 KB JPG
>>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
>>
File: images (8).jpg (23 KB, 447x447)
23 KB
23 KB JPG
>>1020179
Sometimes subtle
Some times pronounced
Its still there.
>>
File: s-l400.jpg (15 KB, 400x256)
15 KB
15 KB JPG
>>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.
>>
File: file.png (132 KB, 223x511)
132 KB
132 KB PNG
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)
>>
File: image.jpg (125 KB, 994x800)
125 KB
125 KB JPG
>>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.
>>
File: 1726249859977582.png (1.13 MB, 1344x809)
1.13 MB
1.13 MB PNG
>>1020203
>You have not shown any evidence that you've ever touched a 3D anime girl.
Here's one i made.
>>
File: 1741812271797047.png (295 KB, 590x412)
295 KB
295 KB PNG
>>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?
>>
File: 1712626107622275.jpg (86 KB, 1198x832)
86 KB
86 KB JPG
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
>>
>>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.
>>
>>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.
>>
>>1020104
What's the source of the reference image?
>>
>>1020211
It's AI but I found it on pinterest (through yandex image search, I'm not OP)
>>
Way to shit up a good thread. I don't want to post my work here anymore.
>>
>>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.
>>
>>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/
>>
i didnt realize faceshelf guy was from here lol
>>
>>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.
>>
File: file.png (529 KB, 963x829)
529 KB
529 KB PNG
I need to redo this shit, my hair sucks.
>>
File: file.jpg (33 KB, 314x373)
33 KB
33 KB JPG
>>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
>>
File: WIP v2.png (1.05 MB, 1882x1020)
1.05 MB
1.05 MB PNG
>>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.
>>
Do you guys use basemodels to start from or do you build up bodies and stuff from scratch?
>>
>>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
>>
What is the maximum number of trigs for an anime model before it is not considered low poly.
>>
>>1020267
Every new model starts with the body of a previous model with minor improvements.
>>
>>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.
>>
>>1020297
Low poly's relative and depending on the circumstances. These days it's more about an aesthetic
>>
>>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.
>>
>>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
>>
>>1020468
Ok.
>>
File: blender_v1VFLjGoGV.png (75 KB, 424x353)
75 KB
75 KB PNG
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.
>>
>>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
>>
>>1020477
I use the sculpting tools for shape keys, you can mask and they feel better
>>
>>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
>>
File: Render.png (627 KB, 800x1200)
627 KB
627 KB PNG
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.
>>
>>1020503
Can I see some more pictures of her front bangs? I'm about to redo a similar hairstyle for a third time.
>>
File: Rika_Front.png (792 KB, 1090x1025)
792 KB
792 KB PNG
>>1020504
Sure here you go
>>
File: Rika_Side.png (585 KB, 795x1029)
585 KB
585 KB PNG
>>1020505
>>
>>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
>>
>>1020512
I used this tutorial once to make a braid it's pretty easy and uses curves.

https://www.youtube.com/watch?v=B1d0SySzImE
>>
File: file.png (56 KB, 279x565)
56 KB
56 KB PNG
>>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 :(
>>
>>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.
>>
File: blender_X1FaWvueLf.png (71 KB, 342x684)
71 KB
71 KB PNG
>>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.
>>
>>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)
>>
>>1020518
I think the Apply On Spline setting might be what I was looking for
will experiment tomorrow I'm getting sleepy
>>
>>1020505
wireframe, pretty please?
>>
>>1020503
super cute! you really nailed the eyes and textures for the hair.
>>
>>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.
>>
>>1020477
I hate shapekeys because they get fucked up whenever I edit my model
>>
File: WIP v3.jpg (275 KB, 1156x831)
275 KB
275 KB JPG
>>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
>>
>>1020534
Looks very good. Is the hair still non-manifold?
>>
>>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
>>
File: Wireframe Version.png (1.03 MB, 1915x852)
1.03 MB
1.03 MB PNG
>>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!
>>
>>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
>>
>>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.
>>
Is it okay to ask for commissions here? Or is it haram?
>>
>>1020594
Not the place for it
>>
>>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.
>>
>>1020596
okay, I'll keep looking. thank you
>>
>>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.
>>
>>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.
>>
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?
>>
File: Image.png (671 KB, 1000x939)
671 KB
671 KB PNG
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?
>>
>>1020625
You can pipe image textures in as the albedo of a shader in almost every engine, and inside blender.
>>
>>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
>>
>>1020641
Thank you, that worked.
>>
File: fucked normals.png (129 KB, 499x505)
129 KB
129 KB PNG
>>1019271
I don't know what happened but my model has fucked up normals all over the place even though the geometry is fine. Face Orientation is correct as well. No modifiers except mirror. Smooth by angle doesnt work either.
>>
>>1020708
Sometimes when you add new faces, especially with knife tool, your normals get all fucked.

To fix, select your mesh
Mesh > Normals (alt+n) > Reset Vectors

Also your topology is kinda sloppy. You can smooth them out with this.
Vertex > Smooth Vertices
I like to make a shortcut for it, select my vertices, and press it a few times so my quads are more evenly spaced.
>>
>>1020708
are your vertices clipping properly along the mirror border? sometimes they move past each other and cause all sort of issues
>>
>>1020709
Thanks that worked! And yeah I have been reforming the model in sculpt mode quite a bit it's a mess right now. Will clean it up.

>>1020710
Yeah not sure if mirrors a blessing or a curse sometimes.
>>
>>1020708
Obvious first step is recalc normals and remove duplicates. But with applying and re-adding mirror mod, it's very easy to accidentally try to move verts to clip to center but you end up with an internal face so you get the weird fighting there. 9/10 times that I have issues it's because I accidentally have this internal face. You can try holding shift and slowing moving up the remove doubles threshold until you see things disappear then you can start debugging where you went wrong.

Auto-mirror add-on is nice for doing the auto-clipping and merging
https://extensions.blender.org/add-ons/auto-mirror/
The blender 3D print toolbox is really helpful for checking things like non-manifold and other issues
https://extensions.blender.org/add-ons/print3d-toolbox/
>>
>>1020709
>Also your topology is kinda sloppy. You can smooth them out with this.
>Vertex > Smooth Vertices
>I like to make a shortcut for it, select my vertices, and press it a few times so my quads are more evenly spaced.
After seeing it in a bunch of videos, I've moved to using the sculpting tools Smooth brush with the surface setting or Slide Relax while holding shift to smooth vertices. I don't have a tutorial off hand but I think I saw it in a Grant Abbitt vid where he talked about face sets in a modelling video.

might be auto-dubbed
https://youtu.be/Li1IPY6t55Y?t=141
>>
File: ItsOver.png (1.47 MB, 1008x508)
1.47 MB
1.47 MB PNG
>>1019271
Next year we'll be all out of jobs
>>
>>1020732
2 more weeks
>>
>>1020732
Looks deformed as fuck. Go away until it's actually good. Too bad the AI bubble will pop before that comes.
>>
Are there any free base models I can download?
>>
>>1020732
Which would benefit me financially, I used to make more working in fast food than 3D freelancing/commissions
>>
>>1020739
https://www.blender.org/download/demo-files/#assets
>>
>>1020732
What's the vertex count?
>>
>>1020732
Your thread's there
>>1009076
>>
>>1020518
>>1020512
Braidanon, here's another approach to braid creation. It's not exactly the same type of braid you're trying to make, but you might be able to adapt the technique. The relevant info is from 29:50-37:00 in this video:
https://www.youtube.com/watch?v=IH3ThN_bUnM
>>
Does anyone have the courses that were posted in the previous thread? Catbox seems to be down at the moment.
Specifically looking for the minust course.
>>
>>1019949
oh, i remember this guy. made me want to buy a vr headset
>>
Whats the best method for doing Anime like or a middle ground stylised look?
Not trying to go for a emulated 2d look
Should I focus on Poly Building, or Blocking sculpting?
>>
>>1020882
Try both and see which works best for you
>>
File: out.png (1.08 MB, 1782x1196)
1.08 MB
1.08 MB PNG
Now she is aggressively fluffy. Almost early millenial eroge character level.
Only pointy hair tufts helps with making any random viewing angle look more coherent. An extra layer of hair makes very low viewing angles look tolerable. The outermost strands that exist mostly to define a silhouette look atrocious from above and below, but if they're disconnected and floating I can figure out a way to move and hide them later.
I also studied some of the anime figurines at my house and noticed that most of them have hair tufts with a triangular cross section, such that the front of the tuft has a ridge. The ridge is always going down on the medial side, so that the more lateral tufts appear to layer over the more medial ones. For some reason I expected it to be the opposite. I'm not entirely sure of the reasons to do this, but it seems to help with lighting, and for me it solves the problem of having totally flat sides on extremely thick tufts.
These are my notes on the matter.
>>
File: IMG_0037.jpg (553 KB, 1950x1614)
553 KB
553 KB JPG
>>1020913
Here's a photo of my Suigintou nendo demonstrating the triangular tuft shape. I'm very lucky to have her cheering on me in person.
>>
File: 1.jpg (136 KB, 960x960)
136 KB
136 KB JPG
started as quick/practice sculpt, but I liked it
>>
File: file.png (213 KB, 393x678)
213 KB
213 KB PNG
>>1020518
>>1020512
My procrastination makes it so that there's several days of delay before I can get myself to work on something after a roadblock
We're really close to the type of braid I desire, now. Hopefully the intent shows clearly now
>>
>>1020914
Be careful referencing anime figures if you're not trying to make anime figures, the result won't look like 3D or 2D anime.
Also you need to buy a good scale figure of Sugintou, for reference.
>>
>>1020915
Not bad, how did you do the clothing..?
>>
>>1020938
Anime figurines solve similar problems as 3D anime models. I'll study whatever I find useful.
>>
>>1020914
Suigintou is so cute! You have good taste.
>>
File: 1761334582598048.jpg (391 KB, 1375x2048)
391 KB
391 KB JPG
>>1020947
create a cube, subdivided 2 times and apply keep a copy. I used one for the hoody and other for the hands.
then I use elastic grab and normal grab until I have a basic shape then remesh but really small keep moving and adding details then remesh again but a lil more dense this time.
pic is ref.
>>
>>1020949
Sure, you do you. Just keep it in mind when you can't pinpoint why your models don't look right.
>>
>>1020954
I mean, to begin with, you're saying that there's some pinpoint mistake I've made by doing this but you haven't said what it would be, while acting like you have knowledge to help you do it, so if this knowledge you have is evidently not applicable to the situation presented, how does it benefit me to remember that you've claimed to have this knowledge?
I am honestly a little bit over and past taking critique from random anons. If I need help with something I'll first find someone who clearly has a solution to my problem and then I'll ask them directly. If you're not posting your work I won't be asking you.
>>
>>1020959
Sounds like someone's got issues, sheesh
>>
>>1020954
>I anon take issue with people actually modeling things instead of finding more reasons not to.
>>
I want to become a corporate slave in Japan and work for a company like Mimeyoi or Good Smile Company; the language isn't a problem for me (N1). I want to keep practicing to create quality figures, but I guess I'm just a schizophrenic dreamer. Life is so hard...
>>
>>1020985
Model a thing
Post it here
Don't post unless you have a thing

Not that tricky
>>
File: 2Jt-SZOdxVxa7aBu(1).mp4 (548 KB, 1280x720)
548 KB
548 KB MP4
I've noticed more people using this sort of "detached mouth mesh" to fake a mouth for animation, where the area under it is just blank
Any examples of it being done for eyes? I can imagine it being really versatile for anime eyes (especially shoujo/CLAMP style)
>>
File: file.png (445 KB, 951x662)
445 KB
445 KB PNG
>>1020935
okay I think
I think I've reached where I want to be more or less
Other than texturing (I just use material colour to indicate what they are), it's just a couple curve optimization shavings and making the underside of the hair not look bad (aka inner layering)
Oh, yeah, the ponytail was made beforehand and I just disabled it so I could have a good look at the braid
>>
>>1021086
Whether or not this is a "proper" back hair braid...
I wanted to be done with this in August, and there's always some other time. So long as this reads as "braided (loose)" then that's the reading I want
>>
File: file.png (628 KB, 1257x850)
628 KB
628 KB PNG
Years of difference, yet I am still shit at modeling.
>>
>>1020991
https://www.youtube.com/watch?v=SfExejqdr5w
>>
>>1021096
Nah, you've definitely progressed and I quite like the newer model
>>
>>1021103
Every second of that is driving me insane
Just, what the fuck. I don't even understand 1/10th of what I'm seeing
>>
>>1021096
probably the core-waist should be better
and you need better hair, but over all looks nice
a little of anatomy and hair modeling, studies that
>>
>>1021096
> on the right: Chris wife
> on the left: my wife
>>
File: weirdorig.png (458 KB, 1875x931)
458 KB
458 KB PNG
>>1021107
-Create some blobby base head
-create a noodly limb that's a spearate free floating mesh, a basic cylinder with whatever chains you need for deforming it, But just the one noodle/subdiv cylinder uncapped and widened at the base
-shrinkwrap constraint from the limb's root bone to the body mesh, plus shrinkwrap on a vertex group that has the mesh's uncapped base
-this gives you a noodly blob that's a protrusion from the body, that you can reshape at will
-Build a hierarchy of such blobs. One from the head that is the body, five or so that can attach to either head or body and are, at will, the limbs or tail, three for each such limb that are fingers
-Eyes, eyebrows, brow, claws are all meshes that shrinkwrap their root bone to the corresponding finger or head.

In this simply example I use b-bones for the limb chains.

Mouth can be done with a "sonic mouth" (look it up) setup, basically you have one version of the head without the mouth that's used as a shrinkwrap bases for the actual mouth geometry and controllers, or you can do it was the same kind of free floating mouth linked in the original question (which is also a shrinkwrapped object)
>>
File: v1.jpg (167 KB, 1718x626)
167 KB
167 KB JPG
came across a very good course, I find it very helpful so far
https://www.youtube.com/playlist?list=PL7AyBndD_6pWbIRIb0KoO8ZnvsVQhLNLD
>>
File: file.png (148 KB, 378x619)
148 KB
148 KB PNG
fuuuuuuuuuuck
I have no idea how the fuck this happened or when but I'm too far into having it be a mesh now
Any simple way to fix it beyond manually doing all the roots, or should I just give up and just do the UV seaming on the edges that are actually connected?
>>
>>1021321
Could you explain the problem in more detail?
>>
>>1021322
nvm I fixed it in a somewhat tedious fashion
The problem was that the edges near the root was doubled up, creating those TT patterns I highlighted where there was an extra set of vertices between each "proper" edge line going down the hair
My best theory after fixing them may be that I actually improperly subdivided this when I wanted to add an extra segment near the roots so I could have them poke up a bit more during the "vertex fixing" stage
I fixed it by manually selecting all the fucked up extra edges and dissolving them and just making sure it's all clean
>>
>>1021160
do you work commissions?
>>
>>1021321
don't be afraid of triangles it's very common to see them in hair just look at >>1020583
>>
>>1021332
Nope, sorry about that
>>
>>1021287
Her substance painter segment is THE best for the program, good pick.
>>
Is making anime sculpts profitable? I know nothing about the methods of sales or how much a peddler would make. Wondering if it would rake in more cash than doing character comms on VGen.
>>
>>1021622
What price range are you talking about for comms
>>
>>1021627
Like around 500$ per model taking aroun d2-4 days.
>>
>>1021622
You would make more money working any other job, even McDonald's
>>
>>1021630
Why is there a faggot like you every time someone mentions making money? go work at mcdonald's if you love them so much and stop being annoying
>>
>>1021628
Do you have experience with sculpting? 2-4 days seems like too short a time for quality work, unless the project is very simple
>>
>>1021639
It's a boomer analogy, they use it every time they hear a kid being dumb
>>
>>1021643
I have the basic idea and functionalities but nothing high-level as I don't really incorporate it into my workflow.
Rather than the time frame, I'm more wondering how much a quality work would sell for once done, how much profit it would make. Say, something like the picture I attached earlier.
>>
>>1021646
>Rather than the time frame, I'm more wondering how much a quality work would sell for once done, how much profit it would make. Say, something like the picture I attached earlier.
Looking at what's on Vgen, $100 to $150 for a decent anime girl sculpt
https://vgen.co/teruststd/service/3d-sculpt-full-body-custom-3d-modeling-for-print/48718448-4467-4c0c-b4b4-8ea0778aeb8d
https://vgen.co/Katalizahlumie/service/custom-3d-spicy-character-figure-or-toys-for-3d-printing/8774f9e1-0431-4f23-a9cc-6b184b9ed738
https://vgen.co/aluphineee/service/3d-figurine/6d781032-e4a2-45b1-bb58-6118ed9156fb
>>
>>1021646
I'm on some Patreon Discord servers that make anime figures, and some of them also do commissions. Prices generally start at $700 and increase according to complexity, and they can also sell the model on their Patreon or sites like cults3D. If the client wants exclusivity of the model, they usually don't do it for less than $1k
>>
File: file.png (135 KB, 551x788)
135 KB
135 KB PNG
>>1021096
WIP of a new character. I wanted to try a new hair modeling method that I turned out to love.
Creating a flat mesh for the bangs and such and using a lattice for shape it around the head. Makes working with hair so much easier.
>>
File: file.png (285 KB, 516x823)
285 KB
285 KB PNG
>>1021668
Practice model is done. Took around 3 hours.
>>
>>1021647
>>1021649
Does the difference between a 150$ sculpt and a 700$ sculpt lie in its quality or the popularity of the creator?
Also, would you mind posting the patreons/discord fo the sculptors?
>>
File: file.png (195 KB, 520x833)
195 KB
195 KB PNG
>>1021672
>>
File: file.png (30 KB, 238x161)
30 KB
30 KB PNG
>>1021676
You definitely have the fundamentals down pat, but you need to work on your topology and shading.
>>
>>1021678
What's wrong with this?
>>
File: file.png (49 KB, 834x576)
49 KB
49 KB PNG
>>1021681
The standout thing to me is this weird topology on the shirt thing here that should probably be cleaned up.
>>
File: file.png (227 KB, 530x746)
227 KB
227 KB PNG
>>1021699
I never noticed that. I'm not even really sure how I did that, pretty sure all I did was extrude down from the top. Thanks for letting me now.

Also today's practice model. Gonna do hands and finish it up tomorrow though.
>>
File: file.png (1.18 MB, 1304x843)
1.18 MB
1.18 MB PNG
>>1021721
>>
File: v2.jpg (499 KB, 2921x1526)
499 KB
499 KB JPG
>>1021287
this course is about 9hrs long but this took me nearly 30hrs to finish and I still have all of the texturing and rigging to do. A third of the time at least was spent on the hair which is what I think I struggle with the most. I severely underestimated how long this shit takes. Definitely learned a lot so far though and this result is leagues better than my last attempt at a character

>>1021524
Thanks anon i've never used it and can't draw but we'll see how it goes
>>
File: 1740102278732.jpg (38 KB, 716x691)
38 KB
38 KB JPG
>>1019271
Are there any good resources in modelling anime men?
>>
>>1021675
More for quality than popularity, I think.
You can search for Kuru Figure, Pikky Prints and Remy Sculpts, there are several others you can also discover through these
>>
File: file.png (370 KB, 685x716)
370 KB
370 KB PNG
>>1021721
Today's practice model is just a head. Took about 2 hours start to finish.
>>
File: file.png (148 KB, 580x785)
148 KB
148 KB PNG
>>1021839
And Saturday's session. Someone brought up studying anatomy and I have been busy. I need to learn how to properly model these things though.
>>
>>1021840
Nice, don't be afraid of using sculpting brushes too, elastic deform, grab brush and inflate brush are good ones for shape
And use references all the time to know what are u doing
>>
>>1021839
Very nice.
You can use a vertex group to affect (or remove) the inverted hull outline.
>>
>>1021850
You forgot to post your 'jak
>>
>>1021839
wireframe?
>>
File: file.png (702 KB, 728x807)
702 KB
702 KB PNG
>>1021873
Not really all that useful or clean since I had to apply the subdivision for the normal editing part of the model but here.
>>
Wonder how gacha companies get those super clean hairstyles with it all being one contiguous mesh.
Thinking about just sculpting a hairstyle with my copy of Zbrush, but polymodeling seems like it could be a lot less hassle (and far fewer polygons) if there was just a way of doing it that looked up to the par you could get from a sculpt.
(Folds are their own problem. Probably a way to polymodel them with creative use of the knife and some creases, but I did cave and just sculpt them instead.)
>>
Neat trick here with hair curves at the 22:00 minute mark. Decent tutorial overall.
https://www.youtube.com/watch?v=_uW46sC5qjQ
>>1021908
>Wonder how gacha companies get those super clean hairstyles with it all being one contiguous mesh.
You and me both, anon.
>>
>>1021913

I'm aware of the curve method. Looks okay, just doesn't look great.
>>
>>1021908
>Wonder how gacha companies get those super clean hairstyles with it all being one contiguous mesh
1. Meticulous retopology after modeling the hair.
2. Careful vertex planning while box modeling.
3. Just use a lattice bro.
>>
>>1021915
Also Booleans + cleanup is an option
>>
>>1021915

Ah, yes, the lattice. Never could get that method to work. But it's an idea.
>>
>>1021916
This only really works if your hair is lower resolution
>>
>>1021918

>shudders at previous experience with topologic nightmare of trying this method
>>
File: lowpolylmao.png (895 KB, 1348x1279)
895 KB
895 KB PNG
Just wanna share my bullshit somewhere. check out this lowpoly model i made. 1234 triangles exactly. pretty good deforms considering the poly count.
Any good methods for how i should try to texture her?
>>
>>1021920

UV unwrap her and bake a solid color to it, then add details in another software
>>
File: file.png (783 KB, 1357x654)
783 KB
783 KB PNG
>>1021874
Today's shit. I am finally learning how to sculpt with the help of a friend of mine.
>>
>>1021908
https://www.youtube.com/watch?v=3guG5h5jX-E
I found this video very helpful
>>
File: file.png (68 KB, 162x687)
68 KB
68 KB PNG
>>1021926
More sculpting practice, still getting used to it.
>>
File: file.png (117 KB, 285x698)
117 KB
117 KB PNG
Hair is so fucking cancer
>>
File: file.png (152 KB, 279x659)
152 KB
152 KB PNG
>>1022020
>>
File: fubuki.jpg (7 KB, 238x212)
7 KB
7 KB JPG
>>1021096
>>1022022
What kind drugs are you on?
>>
>>1022023
The good kind, looks like
>>
>>1022023
What do you mean?
>>
>>1022025
How the hell are you improving so quickly? You literally started sculpting 2 days ago according to >>1021926

Who is your friend?
>>
>>1022026
Oh, yeah my friend works at Riot as a 3D artist. He told me to stop being a baby and told me to stop avoiding sculpting and has been hand-holding me through learning lol.
>>
>>1022027
That explains it.
>>
>>1022023
>>1022026
He's learning to sculpt, he's not starting from zero
>>
>>1022029
This
>>
File: 1.jpg (148 KB, 1933x1231)
148 KB
148 KB JPG
anons, i'm having a hard time finding a good artist to do a couple of commissions. I'm willing to spend 1.5k up to 2.5k on something with this quality (pic)
This was the 1st draft that i did ages ago but the artist never finished it. Any ideas?
>>
Modeled a figure of a character of mine in a situation based on a piece I requested from my favorite artist
Overall, pretty satisfied with it
https://files.catbox.moe/d6dk48.png
>>
File: output.gif (1.69 MB, 1080x1080)
1.69 MB
1.69 MB GIF
walk cycle animation. This is the first animation i've ever done
>>
>>1022031
Try vgen for anime commissions this is not the place
>>
File: 1764045261240244.jpg (85 KB, 985x510)
85 KB
85 KB JPG
Anyone got a link for this course?
>>
>>1022144
Try Coursebusters
>>
>>1022144
Miro course is better.
>sample projects are cute and sexy
>real japanese professional sculptor
>female
>>
>>1022180
That does look better, got a link?
>>
>>1022036
Needs swaying from left to right but she's cute
>>
File: Untitled.jpg (155 KB, 2048x2048)
155 KB
155 KB JPG
Those proportions look right, I'll tidy it a bit, throw on a rigify rig and that's going to be my base for sculpting from now on
I am very tired of sculpting from scratch every time, it got old
>>
>>1022202
6 heads is another common ratio you might want to make too while you're at it
>>
I don't know if this is the right place to ask but I figure I'll give it a shot anyways. Does anyone have any suggestion on where to get good anime styled models that I can freely pose? I'm a 2D artist that uses Clip Studio Paint and for the longest time I've just been using the basic mannequin models to setup poses and then use as references for drawing. These mannequins are obviously really stiff, I just want like an actual well-modeled anime girl that I can freely pose like how I've been posing the mannequins. I can download Blender but I don't really know where to get these sorts of models. Somebody suggested DesignDoll before so I might give that a try but I don't know if there's anything better. I've actually found some modeled anime girls in the Clip assets store but they have clothing on that I can't remove or I don't know how to remove.
>>
>>1019273
Just found fig of it
https://www.orzgk.com/product/qian-ben-ying-gong-zao-studio-ade-goddess-of-victory-nikke/
Are you trying to recreate this model in blender or something?
>>
what is the split between sculpting and polymodeling in the industry when it comes to anime models for games? i know sculpting is overwhelmingly more popular for western style models, but at the same time most courses and tutorials from asian artists seem to prefer box modeling
>>
>>1022285
>for games
0/100
>>
>>1022285
Do what you want. I use sculpting and retopo when I am creating my own designs and box model when working on existing characters.
>>
>>1022285
ArcSys for their anime fighting games only allows box modeling, no sculpting for character. I assume other JP devs are similar since most of their characters don't aim for realism and don't need crazy normal bakes
>>
>>1022285
It's an error to look at them as mutually exclusive. for animated models where you'd have to retopo the sculpt for articulations anyway, it's pretty common to alternate between the two as you go. Refine polys, sculpt shapes, refine polys and so on
>>
File: UnrealEditor_T6vAD5oOaX.jpg (179 KB, 2260x1214)
179 KB
179 KB JPG
light leaks...
>>
>>1022362
Thicken the walls.
>>
>>1022397
i was really drunk when i posted that and didnt realize it was the wrong thread, my bad. also it was because i had set a wrong engine variable
>>
File: gaytass.png (657 KB, 1351x825)
657 KB
657 KB PNG
it's over...go on without me
>>
>>1022448
The ribbon? That's easy as pie
>>
File: 1764144942321.jpg (122 KB, 491x311)
122 KB
122 KB JPG
>>1022449
not the tie
>>
File: 1764227980920.jpg (142 KB, 934x818)
142 KB
142 KB JPG
>>1022448
>4 hours
>not even close
owari da
>>
File: strawberrygirl.png (2.16 MB, 1425x1500)
2.16 MB
2.16 MB PNG
strawberry girl!
>>
>>1022180
Seems to be this:

https://coloso.global/en/products/figuremodeler-miro-us

However I couldn't find it online on the websites I know of. I tried the one you linked and it kind of fell apart at the hard surface modeling, but that could be an issue of skill as well.. It just wouldn't work the way he was doing it in the course. The soft surface modeling wasn't really an issue.
>>
>>1022547
Additionally:

I think this one has a lot of potential, patiently waiting until it maybe gets released sometime.

https://coloso.global/en/products/figuremodeler-takatori-us
>>
File: 1764336968005.jpg (173 KB, 460x571)
173 KB
173 KB JPG
box modelingGOD, are you use tris like pic related to make clothes fold?
>>
>>1022035
good stuff anon, a little late but who's the artist?
>>
I cant seem to find a good tutorial on how to sculpt a head and im getting tired to the point of just turning everything off and winging it until im good/happy with my result.

I believe this is a bad idea no?
>>
>>1022692
No. Tutorials will only effectively teach you how to use the tools. Everything else is up to how much you practice. Start now
>>
>>1022692
First off, do you understand the structure of the head? If not, start with that.
>>
>>1022702
>>1022765
Thanks. This is what I needed to hear.
>>
>>1022547
>>1022548
is there a group buy?
>>
>>1022931
Idk where you find these but I would contribute to the 2nd one.
>>
File: 1765009862767.jpg (682 KB, 1381x764)
682 KB
682 KB JPG
front bang always filter me hard
>>
>>1022547
>>1022548
I recognize some of those figures/GKs
I should watch courses, I'm self-taught and it shows sometimes
>>
>>1022994
looks good anon but why are you putting triangles in the center of the face? Will that somehow affect shading? I've seen a few models do that
>>
>>1023027
i usually don't add it, but since i'm watching course, might as well follow all of it
>>
>>1023032
link to the course?
>>
>>1023036
ou can find it on course buster, https://coloso.global/en/products/3dvirtualmodeler-saba-us
>>
>>1023027
>triangles in the center of the face
It's probably for doubling the resolution of the contour line that the nose bridge makes in profile view. The face mesh doesn't seem to use subdivision.
>>
The boolean manifold in Blender is great, before I used to make myself cups of team while cutting and keying my figure
Now it can subtract a 1m tris mesh from a 20m tris mesh no problem, I don't even have to decimate first
>>
File: v3.png (366 KB, 797x766)
366 KB
366 KB PNG
>>1021729
still working on texturing but i'm really happy with how this is coming along
>>
>>1023137
Cute!
Hair looks really clean.
>>
it doesn't look good bros...i'm ngmi
>>
>>1023224
What makes you feel that way?
>>
>>1023269
i don't know whether i'm doing it right or not, especially outfit and hair placement
>>
>>1023271
How closely does it match your reference?
>>
>>1023271
post pics baka
being embarrassed is good cause it means you want to do better
>>
File: Untitled.png (3.56 MB, 3324x1736)
3.56 MB
3.56 MB PNG
>>1023272
eh, probably 85%-90%
>>1023273
alright, everything look so wrong to me, those empty space between blue line and the hair and outfit, head somehow look bigger even though i know anime head suppose to be big
for number 2, i have a feeling it's not good since i have to split the collar otherwise it will mess with the normal i think
>>1023235 is the other angle for the head
>>
File: 1765424435593.jpg (317 KB, 996x829)
317 KB
317 KB JPG
>>1023275
also whether i should solidify the outfit or not, also like pic related, i have to solidify it because the can't make the collar without solidify, maybe it's do able without solidify if i separate the collar like pic no 2, but i don't know if it's the right thing to do
>>
>>1023275
Nah she looks great, always hard to judge your own work in the grey alien stage especially when you've been staring at it too long.
I think id make the overcoat/upper body area a bit smaller, flatten the band of the skirt and really fluff out its folds a little more to define her waist. dont have anything to say for the collar cause such close folding mesh is gonna be a pain no matter what.
Very pretty tho, she def ready for color.
>>
>>1023279
thanks, yea probably because i keep starting it for a few because i think it look weird
>>
holy shit, how am i suppose to uv unwarp hair???
>>
>>1023291
What does your hair look like?
>>
File: Untitle2d.png (3.33 MB, 3324x1736)
3.33 MB
3.33 MB PNG
>>1023302
like this, all of those back hair meshes, i have a problem uv mapping it, also i never uv mapping hair before, so yeah, i'm completely clueless
>>
File: 1765514532180.jpg (672 KB, 1361x788)
672 KB
672 KB JPG
>>1023323
i sort of figure it out, but i don't know if it's right or not



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.