[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]


File: 20251208_154720.jpg (215 KB, 720x819)
215 KB
215 KB JPG
Do you deform 3d model to get the expression you want?
>>
>>1023113
Deformation is literally how both skeletal animation and morph targets work so yes.
>>
source is https://x.com/choco_ikarashi/ btw
>>
>>1023113
I would rather change my art style, before doing something like that.
>>
>>1023214
As you can see in >>1023119 he's making it work with multiple art styles
>>
>>1023215
I said what I said, ok? Any an all artstyles will be discarded, if it requires warping features to THAT degree.
>>
>>1023219
Any and all art will be discarded if it requires making
>>
>>1023220
Huh?
>>
Once again proves how shitty, ugly and uncanny valley anime is in 3d. It's best kept as 2D
>>
File: uzwlVOL4-ZFe0H-x.webm (1.21 MB, 720x720)
1.21 MB
1.21 MB WEBM
Personally I find that stuff to be crazy inspiring
>>
File: maxresdefault(35).jpg (173 KB, 1280x720)
173 KB
173 KB JPG
>>1023223
Eh, similar tricks are used in non-anime stuff
>>
>>1023223
wrong, it just highlights how fucked up 2D anime really is
>>
>>1023226
Wtf how do I do this?
>>
>>1023223
You have no place here if you don't understand what's happening
>>
>>1023214
>everything not visible by the camera has to be perfect, because...because it just does OK?!
>>
>>1023286
Good bone positioning, good weight painting. Just about any good face rig these days will have master bones that allow you to move the eyes, nose and mouth around, create or exploit those. Look at what you need to hit your poses. Like, in that animation, notice how he squashes or elongates the irises, stuff like that. It's about being thorough.
>>
>>1023226
tell me this rig is publicly available
>>
>>1023436
>good this
>good that
No it took a complex network of nodes and scripts to get it to do that.
>>
>>1023113
I feel like deformation was not needed in this instance. Curious how it would have looked normally.
>>
>>1023464
Yeah keep telling yourself it was a complex technical thing, it's not like he shows how the pink girl rig moves in one of his tweets and it's all just normal stuff.

You can stay mediocre all your life instead of learning how to hit poses I guess.
>>
>>1023466
The face is shaped like an anime figure, ie very flat, so without that posing you wouldn't even see the eye from the side
>>
>>1023470
>The face is shaped like an anime figure
So? Anime figurines look normal irl from any angle. You're right that the modeler probably made the eye very flat, but real eyes curve around the face. This can be applied to anime models too. But instead of modeling a human face correctly, he resorted to a complicated setup of rigs and shape keys. That's insane. How do you become this advanced but somehow miss human anatomy 101?
>>
File: EPyZQWPUwAERNrY.jpg (42 KB, 960x740)
42 KB
42 KB JPG
>>1023474
Like I see this often enough and think "you don't need a shapekey, this is just normal." You can keep the right side and it will look the same from a front-view. But for some reason they keep the flat version on the left and alter it every frame to look like the right.

I mean their work is amazing so idk maybe I'm wrong. Perhaps keeping it flat makes it easier to work with morphing it for general purpose. There are certain times to make eyes slightly non-uniform to appear hand-drawn. But I just don't think it's needed for a normal side-angle like that.
>>
>>1023474
> a complicated setup of rigs and shape keys
Again, it can all be done with a fairly intuitive bone setup
>>
>>1023477
They touch upon this in one of the arcsys presentation but basically you won't find a fixed setup that looks great from all angles, anime faces just don't work like that in 3d. And like yeah, you can find one that'll look *reasonably good*, like working fine for the gameplay phases of a game, but this whole thing here is about making it look *amazing*
>>
>>1023474
Anime figures look "normal", but they don't look like a 2D anime
>>
>>1023223
local man discovers that 3d renders dont look perfectly presentable at every single possible angle
>>
>>1023113
All fun and games spending weeks, months, years getting perfect face topology and then you have to rig the damn thing. All 55 muscles.
>>
>>1023223
3D rendered anime is the future, we've been getting better and better at it every year.
>>
>>1024069
Modeling face miscles for anime would be tremendously missing the point
>>
File: file.png (772 KB, 1027x860)
772 KB
772 KB PNG
>>1024071
Topology is topology.
>>
>>1024072
Eh, with anime you can go with the arcsys option of having just the one fan around the mouth or with the smirk/pixar option of having the mouth be a completely disconnected mesh from the face.



[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.