itt we post /3/ stuff that makes you go "huh."
>>965218huh
>>965265>3ds max>3ds max JAPAN
>>965292Huh.
>>965210
>>965345damn that's an insane way to make a base head, nice topology
>>965345I fucking hate this god
>>965345link to video?
>>965210this is how I've done faces for a long timeit's not efficient
>>965397>it's not efficientHow are you doing it now?
>>965210>>965345I hate this
>>965422huh.
>>965210>>965345this scare me
>>965422oh now that's nice
>>965421neat, didnt know about that>>965422Hmm. Also neat
>>965422That's sick. Is that like a billboarded sprite for the body/head and the rest is modeled?
>>965489nta but looks like it.
>>965422thanks for the idea, now my Apustaja RPG won't be so far fetched anymore.
>>965422How many view angles would you need for a full turnaround including looking at it from bottom to top? I imagine you would do half and mirror the rest
>>9655128 or 10 different angled sprites
>>965421> basic math makes /3/ go "huh"Not surprised.
>>965535>retard doesn't get what the webm is aboutNot surprised.
>>965210huh because the one on the right isn't the same topologically as the one of the left?Both the eyes and mouth have additional loops inserted and is further subdivided.
I've been using this method to make heads for a few months now and I've got it down to a science. Pic related is an example I'm currently working on. I find this a lot faster to work with than the "map out verts over front and side ref and join them up" that's typical with anime poly modelling. Also, it's suitable for both low (PS2-ish) or high poly models. I've used it for both.I'm considering making an actual tutorial at some point as there's not that much resources on it outside of that one Joey Carlino video but it's not suited to anime topology. >>965542Well, the important part about this method is establishing the core loops of the face while it's flat. Once you start sculpting over it to get the proper forms of the face in place, it doesn't matter if you add extra loops here or there. The face being flat is simply step one of the whole process.
>>965546thanks for the arrow, otherwise I wouldn't have believed that they had anything to do with each other.the face is okay, but absolutely generic - the hair looks like shit with horrible topology.i would be careful to use the term science here, then you just have to expect scorn and ridicule
>>965571Crabs like this only show up when they feel intimidated. Tell us how ya really feel, champ.
>>965546please do a video tutorial. even timelapse is fine to me as I need to understand how does one pulling off the final shape from the initial flat mesh
>>965618what 3dmaxchuds have to do to achieve a fraction of blenderchads power......
>>965396He deleted all of his Twitch VODs.
>>965539No I'm pretty sure the frame driver is doughnut tier common knowledge
>>965210>>965345thats how i do itthe idea of having to retopo kills me inside so i dont sculpt anymore
>>965861you're doing it the right way.I cringe every time I see people "sculpt" animu faces in Zbrush with all sorts of complex, even textured brushes only for the result to be the stereotypical low detail animu face.
>>965461basic geometry.
>>965965this is very cool.
>>965997This will be humans in 2024
>>965982The math is simple, but personally I didn't know you could type expressions in the transform field which would be evaluated each frame.Very powerful
>>96600899% of all Blender users don't know about that feature.
https://www.youtube.com/shorts/Pu4dawK0d9U
>>965958yeah it makes sense for anime but not for anything else
>>966109why stylized only?
>>965965digital horrorgot a link?
>>965965Ain't no way this doesn't create more cleanup work at the end.
>>966155Based on reading the screen, I guess it's https://blendermarket.com/products/softwrap
>>965546https://youtu.be/F7LTNmldKxo?si=uJysbeBE-IIg70C_Does the method look something like this ?
>>965421I used this trick today to animate a moving reference plane underneath my in-place walk cycle animation. Very good feature to be aware of
>>965702name of the dude maybe? reverse searching the screenshots doesn't give any real sauce
>>965861timeplapse please
>>9663001. look at a topology refrence for a human male or female2. copy the topology 3. every know and then switch to sculpt mode and push and pull verts until they match the shape that you want
>>966301how to do it for non-human and anime?>>966303I'm an autist and can only learn from visuals.
https://youtu.be/Ko9NQpdiIsE
>>965422Where/who is this from?
This topology
>>965422What is this system of switching based on camera called?
>>965965What is the point of this?
>>968032Saves time on retopo, uvs and I would assume rigging and shapekeys too
>>968036in vfx we use tools that are actually good at this and have features.
>>968047Such as?
>>968127Faceform Wrap
>>967818surely there's a reason for such topology, right?
>>967818what's wrong with it?
>>968483its OK for 2010 but not for what is actually used in production today
>>968868When's the fast rough sex that nobody makes?
>>968483Nothing>>968154Not really
>>968127literally "Russian 3D Scanner". not an euphemism. its the actual name.
>>965422coolwhat software is this?
>>965210Here's a version with more steps.
>>967818If you really want to freak people out you should post the topology of the panda from Turning Red.
>>970137Anime people should show what their models look like with default materials more.So beginners who think their stuff looks jank because they haven't applied shaders and color aren't too dissuaded when they think their own models aren't looking correct as they work
>>970212Most anime heads don't even use edited normals so even with default materials you still won't get an accurate idea of what the model looks like in 3D.https://www.youtube.com/watch?v=oKfFi1MpO9c
>>968868huh.
>>970224I know but some beginners schiz out because they're making something that looks like shit because they're using a default mats/shading and have no idea that default stuff doesn't tell you anything. Just a small ramble desu, it probably doesn't happen as much as I assume it does
>>970137nice lips
>>971129Thanks I got them from my dad
>>971159ROFL
>>970137
>>970137https://area.autodesk.jp/column/tutorial/maya-celllook-character/01-ready/
>>971322>>970137https://www.youtube.com/playlist?list=PLsQ-vf3x3bqerE_JRAXsfCZxkEcp4w0AO
>>970137sexo
>>968487>No explanation>Just "It's bad"This is probably the worst answer possible.
>>970271Not him, but you're absolutely right, and people do it with sculpts in general. You know a table is a table, and you know a chair is a chair, but a human being with matte grey skin doesn't look like a human being however good the sculpt is until the sculptor gets used to seeing them like that.It's not a bad thing, though, it shows they care about their artwork.
>>967818Dumb question but what's going on with that topology inside his ears? Do my eyes deceive me, or are those ngons I'm seeing?
>>970120that's Maya
>>973996It's ok, each of those n-gons is just 3 triangle ;^)
remember this livestream?
>>975174No, Cris. I don't remember watching that particular live stream.
>>975174Why would I
>>965210Post the layout for a realistic human face of the same thing!
>>965702>Twitch VODs.Archived videos?
>>973996looks like those polys were made in front of the ear to create a face for some like ear fluff texturing to create some kind of depth
>>965397This is how I do bodies and I always have to retopo afterwards because I'm a big doodoo head
>>966303ayy lmao
>>965965>tfw new ryan gosling movie comes out
>>978525lul
>>965345I have a similar approach, mesh modelling and then sculpting just works, especially for organic models.
>>975174I do recall the disaster tourism with Mr Zuckerberg livestreamWhat does that have to do with 3DCG tho?
>>965212https://www.youtube.com/watch?v=KZErvASwdlU>>965422Nice. >>965210>>965345>>965546Tell me if I'm wrong but this methods does limit the art styles you can go for with this? I mean, everytime I see someone do something like that, it's an anime girl that's beig modeled.>>965965I wish this shit worked with stylized heads and topo. I have no idea desu but I feel it won't since these two meshes are very similar to begin with
>>965546I'd watch. If I was going to stick with this thing I'd want to do models like PS1/PS2 era.
>>965546what's your method for making the skull?
>>979187I'm not making a skull, it's a face
>>979021>I wish this shit worked with stylized heads and topo.Oh it absolutely does.It's purpose though is to make retopo faster for similar models. So if you're doing a ton of normal human faces you only need one finished good topology head.If you make dog heads or something, just have 1 good topo dog head and you can do the same again.If you always for some reason do completely different models each time then yeah, it wouldn't be of any help in your case
>>977858
https://www.youtube.com/watch?v=DNxK4tN65_g&t=1771shere ya go guys
>>979677That's not as strange as I expected. It's still weird but I can see the appeal. I might try it soon.
>>965422that's sick
>>982181huh?
>>982182ct scan of a gamers brain after he tried giving himself amnesia to re-play his favorite game for the first time again
>>982215wow, that's crazy.