[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 / qa] [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 >>980013
Discuss and post anime styles in 3d. From figurines 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
>>
File: guilty_gear_gdc.jpg (799 KB, 1760x1024)
799 KB
799 KB JPG
What was Arc System Works's remedy for ugly normal distortions issues caused by animation deformation? I don't think mention this in their GDC video unless it was in the Q/A portion and I missed it.
>>
File: 1717910362655.jpg (232 KB, 743x714)
232 KB
232 KB JPG
should i go with right skin tone or left?
>>
>>986023
Right no question
>>
>>986025
alright
>>
>>986003
> picture
Wait but the physics on the left which is marked as wrong is actually how tits work in real life.
>>
>>986051
https://x.com/WiseowlVincent/status/1799325673825411528
maybe you need to tell him
>>
File: 1701914564897590.png (185 KB, 916x258)
185 KB
185 KB PNG
>>986022
I might have something for you. I've got a paid course from Wingfox where a dude known for researching Arc System Work's tries to replicate what they did on Blender.

https://www.wingfox.com/c/8560
Stylized 2D Toon Shader in Blender by Pierre Schiller (3DCinetv)
https://www.youtube.com/watch?v=sUNUwqmvLC0
https://www.youtube.com/watch?v=izDNUyf7YSw
Download: https://gofile.io/d/LV2IYp
>>
>>986053
do you have course painting for retard?
>>
apply solidify before uv mapping or after?
>>
>>986053
Thank you anon, hopefully this will make things less confusing. Since we're sharing resources, there is also this free blendfile and pdf I found that tries to break down some of the basics https://yadoob.gumroad.com/l/OTkvB
>>
>>986022
good rigging goes a very long way for maintaining good shadows
for the face specifically, i dont know
my best guess is that faces are animated with shape keys that have their normals adjusted respectively
if you use a bone rig you might specifically code your animation system to keep the normals in the face unaffected
that would likely lead to a lot of programs too id imagine, in that case you might want to do normal regeneration on the fly
>>
>>986122
typo i mean problems
>>
File: 1700164622323136.jpg (114 KB, 1200x1200)
114 KB
114 KB JPG
Do you lads allow /r/ing models? I'm looking for a Nazuna for a shitty meme
>>
once again I am requesting rigging resources help a poor nigga out
>>
>>986170
I don't know if you're the same anon that asked these courses, but anyway sorry for not helping you yesterday. I was out partying n' shit. I'll be putting The Art of Rigging 1 & 2, and Alive courses up for download.
>>
>>986175
ayy that's me, no pressure anon it's very appreciated
>>
>>986170
If you see chair nerd ask him about his donut, he's really proud of that render, if you do that he will help you with his rigging resources
>>
File: 1694257226854952.png (544 KB, 1298x1110)
544 KB
544 KB PNG
>>986176
https://www.p2design-academy.com/p/the-art-of-effective-rigging-2
[P2design] AOER2: The Art of Effective Rigging 2 by Pierrick Picaut:
>AOER2 is the most extensive Blender rigging course released to date. It will take you from the very fundamentals of rigging in Blender to high-end, advanced level character rigging from scratch.
>What’s included in the course:
>More than 235 videos
>Over 33 hours of lessons and exercises.
>Full PDF documentation including lesson highlights, keyboard shortcut and rig hierarchy.
>One Blender file per lesson.
>High quality characters optimized to run on any PC.
>Lessons for both blender 3.6x LTS and Blender 4.x
>More lessons and updates coming.
>No paid addon needed.
https://www.youtube.com/watch?v=XOrBSq3BD8E

Download: https://gofile.io/d/BOXDeu
>>
File: vid.webm (2.43 MB, 1024x720)
2.43 MB
2.43 MB WEBM
Reposting in new thread.

>>985565
Thanks for uploading so many resources!
>Pay me back finding subtitles for this thing.
Not that anon, but i might be able to help with that.
I made a little guide to use AI to generate subtitles locally, it doesn't use many PC resources so most people can do so.
https://rentry.org/PlumAITranslation
The results?
Check them in the vid here, they are pretty much flawless.
It is impressive how it accurately translates the steps the video describes and what the person speaking is trying to do.

Anyway, anyone has a guide on texturing anime clothes? Like >>985824
says. Most japanese do not use modifiers or fancy 3d tools, they go to photoshop or some other painting tool and draw the clothes there, then UV wrap them to the 3d models.
I suppose that's mostly a photoshop course.
I cannot find much info on that, only blender timeline videos on youtube you need to watch at 0.1x speed to decipher what's happening.
>>
>>986190
legend, thanks
giving me an error when trying to access some of the course files but that's alright, probably my fault and I don't really need em that much, just vids and pdfs. you the realest nigga
>>
>>986199
Still uploading the first one but i don't know if that one is that needed. It seems this one was released to update and substitute the first course.
>>
>>986203
i figured it out I think. I'll wait a bit and redownload it though just in case. thanks again
>>
>>986204
The version we got was released by a Chinese group, so....
>>
File: 1702552938075063.png (2.5 MB, 1920x1080)
2.5 MB
2.5 MB PNG
[P2design] The Art Of Effective Rigging in Blender by Pierrick Picaut
>Rigging plays a very important role in both the gaming and film industry. A bad rig can make production a real nightmare while a good rig can save you a lot of time and allow you to achieve more with your characters and models. Unfortunately this is often bypassed as most 3D artists are quickly discouraged or intimidated by rigging.
>What’s included with package?
>57 videos divided in 6 chapters for an accumulated length of 10h 56mins.
>All course assets (models, rigs and textures)
>Blender files for each step of the course
>Updated for blender 2.8x and 2.9x
>Compatible with Blender 3.x
https://www.youtube.com/watch?v=4kNLgpc2mlA

Download: https://gofile.io/d/ZG8dRJ
>>
>>986190
>>986207
What's the difference between art of rigging 1 and 2? Should I just stick with 2 since its newer?
>>
File: i kneel.png (80 KB, 277x316)
80 KB
80 KB PNG
Course-anon, I kneel.
Can you share a course for learning low-poly modeling?
>>
>>986221
Check Cubic Worlds, if that is something you think could work i could upload it for you.
>>
File: file.png (3.08 MB, 1920x1920)
3.08 MB
3.08 MB PNG
>>986222
>Cubic Worlds
I'll admit I was hoping for something more Anime style
>>
>>986217
2 is a remake of 1 and includes info for 4.0
>>
>>986223
The problem is that most of the paid courses about low poly modeling focus on building environments, because of the isometric trend. They don't focus much on building characters, specially anime characters. I'll check some Asian courses, might find something.
>>
>>986175
thanks for the courses, truly legendary. are you still uploading or going to upload that Alive animation course?
>>
File: 1694522458751051.png (922 KB, 1358x636)
922 KB
922 KB PNG
>>986228

https://www.p2design-academy.com/p/alive-animation-course-in-blender
[P2design] Alive! Animation course in Blender by Pierrick Picaut:
>Alive! Is the most extensive Blender animation course released to date. It will take you from the very fundamentals of motion in Blender to high-end, advanced level character action animation.
>What’s included in the course
>More than 180 videos
>Over 32 hours of lessons and exercises
>All blender files per lesson
>A ball rig
>A Low poly squirrel rig
>A Battle mech robot rig
>A super hero “Trident” character rig
>Including updated Blender 4.x course's files
https://www.youtube.com/watch?v=K6lYYgLKH04

Download: https://gofile.io/d/h8hH1q
>>
>>986229
oh wow thanks bro you are the goat
>>
>have to wait next month for the course that i want
please don't leave this board course anon
>>
bet you don't have this one
https://www.toanimate.ca/
>>
>>986229
I would recommend to go through the Art of Effective Rigging before doing this course, because there are some stuffs that the lecturer skip almost as if he assuming you bought the other course beforehand.
>>986233
Got it, in fact. Give me a few hours.
>>
File: i kneel.gif (3.79 MB, 720x405)
3.79 MB
3.79 MB GIF
My knees are ruined from all the kneeling...
>>
>>986235
my knee, take it
>>
>>986235
how can one man be this based, wtf
>>
File: 1688079687914641.png (606 KB, 1602x710)
606 KB
606 KB PNG
Already started uploading the files. Just give it time.

https://www.toanimate.ca/
TOAnimate - Blender Animation Course:
>Get your hands on movie-quality character rigs & props. Our purpose-built models, faces and props give you maximum control over every minor detail. You'll be able to make your characters pose, move, and emote with fluidity & realism.
>Play around in pre-lit, interactive sets. No more animating an empty void. You'll get exclusive playgrounds with dozens of points of interaction so you can focus on smooth animations & smart staging (not tedious lighting and set design).
>Bring your animations to life with 100+ original dialogue clips. With our huge bank of dialogue clips (recorded by professional voice actors, just for this course) you can inject personality into your animations. You'll learn lip-syncing and facial expressions so you can show off a massive range of emotions, tones and situations.
https://www.youtube.com/watch?v=Osqkdv30Yg4

Download: https://gofile.io/d/8Xwtux
>>
File: IMG_5835.jpg (307 KB, 1062x641)
307 KB
307 KB JPG
>>986229
course anon (or anyone that could help) do you have a box model guide that would effectively help me made a head on this exact quality? I don’t mind watching over and over
>>
>>986247
Box modelling was made illegal when sculptors rose to power. Sorry.
>>
>>986225
>anime
>low poly
kys if you do this
checking out "asian sources" wont help you
low poly anime isnt a thing, it just tells me you want something that looks good without any effort/skill
>>
File: 1718027597726.jpg (414 KB, 1185x896)
414 KB
414 KB JPG
damn should have use photoshop instead of blender build in texture painting
>>
File: file.png (3.54 MB, 1920x1080)
3.54 MB
3.54 MB PNG
>>986260
I don't want it for anime, I want to make a game
I want something like Vagrant Story so I can focus on atmosphere instead of detailing rust on belt buckles
>>
>>986289
If you can google a good course, and it is available on the internet, i'll put it up for download. I tried searching one for you, but since i don't know exactly what are your goals i just got split between several different courses. My understanding is that you want something that can replicate that PS1 era style of low poly count, with lots of triangles, but a distinct "anime" feel.
>>
File: wrd.jpg (29 KB, 270x320)
29 KB
29 KB JPG
Thanks a lot for everything you have uploaded courseanon, it is very very helpful.

Since we are in the topic of courses hard to find, anyone has been able to find the following courses?

I really like this one because it looks like old honkai impact anime characters.
>Blender 三渲二日漫角色《莫伊》建模绑定动画材质渲染全流程教学
>https://www.yiihuu.com/a_12226.html

While not strictly 3d, these 2 courses cover theory on proper design and scene composition for your anime characters:
>Express Yourself with Character Creation Ideation
>https://coloso.global/en/products/illustrator-rinotuna-us
>二维动画《日常惊醒》全流程制作教学【案例教学】
>https://www.yiihuu.com/a_9736.html

A hair-focused course, in a more realistic style, think FF7 remake style, a mix of anime and realistic styles.
>《XGEN毛发宝典》-黄惠峰次世代与影视写实毛发系统教学【多案例】
>https://www.yiihuu.com/a_6622.html
>>
>>986312
Got you covered for the second and third courses, have to check with more attention the other ones. I should be uploading the ones i got in a few hours.
>>
>>986003
I Tried this a while ago because i saw it in a webm of some anime rig. Except the extra bones went all the way around. It looked OK in maya, but I had trouble transferring the functionality of the IKs to unity.
>>
>>986278
Yes, texture painting in blender is the worst shit in history
>>
>>986319
a bit rough on the edges but pretty good
where can i learn this kind of rigging?
>>
>>986244
i feel like a dick for asking, considering how much you've done already, but is there a chance this one is still uploading and/or stopped uploading at some point? pts 1-3 seem to be fine, but 4 onward won't open at all. wouldn't surprise me if it's still uploading, looks to be a pretty massive course. Occam's razor says it's a user error on my end, but I still want to cover all bases.

there's still a lot of rigs and about a third-ish of the course itself in what I am able to open so thank you either way.
>>
>>986333
Weird. I uploaded the entire course.
>>
>>986053
>>986190
>>986229
>>986194

Does anybody know any sculpting courses for blender sculpting? or is it a dead end and i should just use zbrush

also does somebody got this book?
>>
>>986343
Can you give me the official name of the book so i can search for it?
>>
>>986346
"note*" by membrane

https://alice-books.com/item/show/7999-1
>>
>>986340
hm
will try again later
>>
>>986349
If there is any problem again, just post again and i'll try to set up a torrent or something.
>>986347
I think i might have it.
>>
Anyone know how to open course videos from GBC without player? I can share maybe 2 or 3 courses if someone can crack their vep format
>>
>>986353
asking the same question, i can't even record it
>>
File: 1710912627982290.png (204 KB, 580x350)
204 KB
204 KB PNG
>>986347
>>986343
Goddamn. Someone have this one but they won't leak it. I hate searching for something, finding it, but being roadblocked like this.

Anyway, i'll be uploading the other courses i promised now that i am back home.

https://www.yiihuu.com/a_9736.html
二维动画《日常惊醒》全流程制作教学【案例教学】视频教程 | /Full process production teaching of 2D animation "Daily Awakening" [Case Teaching] Video Tutorial:

Download: https://gofile.io/d/qWArSh
>>
File: Mald.gif (3.54 MB, 480x272)
3.54 MB
3.54 MB GIF
>>986355
Thanks anyway
>>
>>986357
I'll keep trying, since i actually liked the book.
>>
File: 1694671661559489.png (1.55 MB, 1481x577)
1.55 MB
1.55 MB PNG
https://coloso.global/en/products/illustrator-rinotuna-us
[Coloso] Express Yourself with Character Creation Ideation by Illustrator, Rinotuna:
>Including several illustration-related publications such as <Kind Coloring> and <Dynamic Drawing>, Rinotuna is a popular instructor at Arteum and a master of ideas.
>Step by step, he will teach you how to effectively visualize abstract thoughts such as ideas and keywords.
>From collecting inspiration from broad areas and reference analysis methods, and through a curriculum where students can try out designs of different directions themselves.
>Complete a brand new character illustration where rich imagination and colors stand out!
https://youtu.be/jc7kfv8-WcY

Download: https://gofile.io/d/MkYXXW
>>
File: 1717643900594995.png (856 KB, 916x515)
856 KB
856 KB PNG
>>986312
So i found this one from the same guy, but not the one about the hair.

https://www.yiihuu.com/a_6470.html
>>
https://www.youtube.com/watch?v=rvCuvurwCWg
streamin
>>
>>986365
Pretty cool, didn't know you can do this style in substance painter
>>
Does the course file in >>985755 include the textures for the Artemimi .fbx? It seems to be pointing to someone else's D: drive.
>>
>>986370
the one from groupbuy doesn't have it too
>>
>>986355
>>986359
Thank you so much anon!
Lots of courses focus on MAKING characters, but not how to make good ones or composition.
Downloading them right now!!
>>986360
This looks very good, super-realistic 3d character is something i always wanted to learn, but most tutorial lean on the cartoonish style.
Hope someone leaks it.
>>
>>986051
>>986052
>post deleted
kek

You don't choose anime because you're good at anatomy (or want to get good at anatomy)... but because you want a time-saving crutch to AVOID getting good at those things

Doing things wrong intentionally is peak anime. Probably why weebs get laughed at, besides the whole pedophilia thing.
>>
>>986352
i think I figured it out. occam's razor proves itself correct once again. I mostly wanted the advanced lessons and the rigs and I was able to find those so it's all good as far as I care.

also holy shit that course is NOT worth $500, what a fucking scam. I was gonna buy it later this year too, thanks for saving me my hard earned shekels. is there anything this humble anon can do to return the favor?
>>
>>986453
If there any other cool courses that interest you, name them so that i can search them up and hopefully find it available to put up for download.
Translations for some of these courses too.
>>
https://krrk.booth.pm/items/5658084
anyone have this?
>>
>>986453
what made it a scam? (im a beginner and can't tell)
>>
File: untitled.png (3.99 MB, 1636x1818)
3.99 MB
3.99 MB PNG
How can i avoid wanting to kms whenever i sit down and try to learn more 3d modeling bs. Its not like im unsatisfied with the quality of my work as ive atleast improved since i began but my brain literally hurts whenever im not mindlessly consuming media. Whatever probably just a skill issue and gotta keep powering through. gimme some harsh criticism and some encouragement.
>>
Just learned that 90% of this movie was made in Blender.

https://www.youtube.com/watch?v=PR_S9BOQplc
>>
>>986478
What i found to help is to just model something else. Got there studying how to model anime characters? Pause the project and go model something else, like a building. Got tired of that? Pause the project and go model a prop like a table.
Sure, the most immediately obvious downside of that is that you find yourself in the middle of several ongoing projects that just keep on piling up, but eventually you find yourself a rhythm where you are switching between ongoing projects.
>>
>>986478
find motivation why you want to modelling, for me i want to make cute anime girl, if you are burn out just stop modelling for a while, don't force it
>>
>>986359
Can you mind check part8 on HAVTZA course and 2D Frame by Seoro Oh? Seems like those files are not downloadable.
>>
>>986481
ill try giving your advice a shot, i do need to learn more than just anime stuff cause that wont get me anywhere in the industry, i just started with pretty girls cause i like them and someone mentioned earlier in the thread its a quick skip over anatomy lmao.
>>986482
i wont get anywhere with motivation alone. Its true i want to work with some form of art and 3d modeling works better for me than 2d and i think anime girls are pretty, but my real motivation is because im TERRIFIED of working fucking customer service for the rest of my life so im trying to teach myself something i may potentially do online work with. truthfully i got no idea how thatll work yet but ive got time i guess.
>>
>>986053
Is his course actually worth the money/time.
>>
File: file.png (243 KB, 581x850)
243 KB
243 KB PNG
does anybody else find their modeling takes two years? I specifically picked a low-poly style, but I really think it's taking more time because im autism-ing over every vertex being perfect.
>>
>>986517
it looks pretty swell
>>
>>986330
i just copied the picture. theirs was less complex than mine but much smaller boobs. i will be trying to copy the OP when i have some time for it. if i discover anything worthwhile ill make a tutorial

but im no sage on this. i need advice too. the boob problem has stopped me from making animations, outfits and alt body meshes.
>>
>>986517
hai
disregard trying to be low poly. make a mesh however you can. then you can optimize it afterwards.
>>
File: 1718200095149.jpg (427 KB, 1329x880)
427 KB
427 KB JPG
maybe i should learn how to bake from high poly to low poly...
>>
>>986522
its a good trick to know, but for what do you need it for here?
>>
>>986524
for the coat folds, i have hard time painting it
>>
>>986517
it doesn't take me 2 years but at least a solid month per model, I don't think my problem lies within modeling itself but my motivation and my attention span
I gotta learn to just fucking do the work, you know
>>
>>986527
ah. yeah. thats a legit strategy to model the whole gd thing in high poly and bake the lighting onto the low poly version. a lot more work than just painting them though.
>>
Anyone knows of a good sculpting course?
Most i find are for blender 2.8 and that lacks A LOT of the options available on 4.1.
Most 3d anime artists use blender, but it seems sculpting is not a big thing for the process?
>>
>>986534
>>985583
>>
>>986535
got one for blender?
>>
>>986522
holy moly, das hot
any tips or wise words?
>>986521
how would one go about making a higher poli model then working down?
>>986532
funny, modeling is the one program I dont get this in. i legit can't play games for more then one sitting
>>
>>986542
>how would one go about making a higher poli model then working down?
once you jave your mesh you analyze the topology and start sacrificing edge loops that arent necessary for the shape. especially if a loop exists to give extra detail in a small area and doesnt contribute anywhere else in the mesh.
think like extra loops laterally on the face to give more edges around the .kuth, byt those loops go down the neck, torso, and legs. you can axe the whole loop except where its needed on the mouth and just use a triangle as the source of the new loop.
>>
>>986542
>how would one go about making a higher poli model then working down?
What >>986560 said is valid, but another option is a very low poly retopo
>>
File: 1714109089469119.gif (1.02 MB, 400x300)
1.02 MB
1.02 MB GIF
>>
>>986575
very nice
>>
>>986542
>any tips or wise words?
combine your poly modeling with a bit of sculpt to shape the body? idk, i just copy timelapse video workflow
>>
>>986319
>>986520
Are you making this Unity for a game or just the renderer? I'm asking because I usually render stuff in Blender and was curious why some people prefer to use Unity for renders
>>
>>986596
yeah im making a game. i can only assume someone might use unity for renders because of quick easy assets to drop in. post processing modularity, but if youre gonna do all that work you may as well make like a little model viewer or something.
>>
Seriously speaking.
Isnt ripping modelling and rippinh characters from anime creators like Koikatsu amd THEN edit them im Blender a better idea than just creating them from scratch?
>>
>>986600
It is, just like taking models from DAZ3 or something and then changing it up in Blender is also a good alternative. You can do this with Unreal Engine games as well.

What creating your own models will help you is in the end teaching you how all this mess works, in that what work, what doesn't work, and so on.
But once you master the art of modeling using other models and such is a smart thing to do. Anything can save you on time is a smart thing.
>>
>>986600
>ripping
VRoid exist for a reason
>>
>blender market 10th anniversary
hope they give free autorig pro
>>
>>986597
My guess is it's because Unity lets you customize your shaders more with code, or maybe they just find Eevee and Cycles renderers lacking for some other reason. I know some anime studios have used Unreal for rendering their shows too
>>
File: 1712052896972916.gif (13 KB, 220x312)
13 KB
13 KB GIF
I wanted to do thick outlines with inverted hull but the outlines keep clipping on the hair and fingers, how do the pros get around issues like this?
>>
>>986606
oh that makes sense. You biggest limiting factor doing 3d production is render time. game engines are designed to deliver the best possible graphics at the absolute fastest rate possible.
>>
>>986607
thickness maps, post work, using special shaders instead of inverted hull, compositing
>>
>>986319
So here's what I did just now.
I took a mesh I had prepared with the same skeleton as this original gif. Just for variety. I deleted the boob cage, as i call it, and replaced it with a rig that looks like the OP
>>
>>986612
I began with a naive approach. I put 1.0 control on every vert on the upper chest joint. Then I skipped the first boob joint, the one deep in the ribcage, and flood painted the whole boob mesh up to some edge loop that looked right.
>>
>>986613
Then I just flood painted a smooth a bunch just to see how it looked. Unsurprisingly it was awful. Way too much boob moved with the joint than it was supposed to and caused folding.
>>
File: boobstressTest.gif (3.82 MB, 508x512)
3.82 MB
3.82 MB GIF
>>986614
So I made a little animation where the deep joint circles around and the outer joint angles to keep the nipple pointing forward.
Imagine she was laying on her back on a little boat. The boat slowly rocks left right and forward back. The mass of her tit rolls around in a circle with her nipples pointing to the sky. That's the idea.
The angles are way more extreme than a real animation would call for, but frankly I want my rig to be able to handle extreme deformation if I want it to. Anyways, I used this animation to hand paint more weights until at every angle there was no folding or weird pulling.
>>
>>986615
So the next step will be to add influence on the 2 joints on the top, and that should help I supposed, and maybe it's worth it to have a set on the bottom and sides for very large breasts. I'll find out. However prior to adding the top joints an influence map that looks like this is more what you want than how I had it originally. Most of the breats should be influence by the chest joint, and only the tip have influence at 100%. Maybe no vert should have 100%. I'll try that too.
>>
>>986609
>>986609
>thickness maps
So the outlines around the fingers have be thin and I can't scale them relative to camera distance anymore?
>post work, using special shaders instead of inverted hull, compositing
Do these methods allow for variable line thickness?
>>
>>986616
>Maybe no vert should have 100%. I'll try that too.
Just because it was quick I tried this. Flood painted add 0.1 and flood smoothed till the verts looked smooth. Remembering these are extreme angle, I do think it looks better.
>>
>>986617
The answer to both questions is it depends on the shader. The ancient 2008 version of maya had an outline tool that wasn't a shader per se, but literally generated geometry around the model along the edge of the model relative to the camera. That tool had external and internal line thickness variations, support thickness maps, and allowed you to combine all of that with camera distance scaling.
There are bound to be shaders or something else that has all that functionality.
>>
>>986618
So I'm guessing here based on the OP pic but I skipped the joint sitting at the nipple like I skipped the joint in the chest, and just gave a spot of influence to the next joint and none to the last one. After running my little animation I added more influence in the back and front making like an oblong shape, but my boobs are more oblong than the OP's.
>>
File: boobFinalTest.gif (2.55 MB, 443x459)
2.55 MB
2.55 MB GIF
>>986620
So is this adding anything? What does this do really? The joint kicks up much higher, but points back down at a complementary angle. So there's always this sharp transition.

Here's the problem I want to solve. I have these titties that are sometimes hanging out, and other times in bras. The bras may hold the boobs different ways, but the common thing is if they are pushed up then they should become wider and taller while more shallow on the nipple axis. Like squished up. Easy enough to do with blend shapes but I want to be able to rapidly add new outfits so it must be a joint driven solution.
>>
File: boobFinalLightTest.gif (2.57 MB, 437x415)
2.57 MB
2.57 MB GIF
>>986621
Just to be sure I redid the animation at reasonable rotations.
>>
>>986619
A method like that would still mean I would have to limit the scaling around the fingers otherwise they might start clipping again. Not really ideal but if it's the only way I'll do it
>>
>>986003
>wait, tits?
>maximum autism hyper-tech focus activated
kek'd and I approve
>>
File: bruh.jpg (2.29 MB, 3580x2513)
2.29 MB
2.29 MB JPG
i have built up a gigantic collection of over a thousand high quality models to study on. a working shader for almost every game.
i have learned a lot *pikachu face
>>
>>986656
got any knowhow on the granblue fantasy versus rising Works?
i tried to studdy it abit ago, but I found it extremely hard.
>>
>>986656
impressive
>>986677
seconding this, specifically how the outline shaders work
>>
Does anyone have either of these?

https://coloso.global/en/products/3dcharacterartist-ruiricia-us

https://coloso.global/en/products/3dcharacterartist-wandah-us

https://coloso.global/en/products/3dartist-parksangwoo-us
>>
>>986728
it's on previous thread including wandah 2nd course
>>
>>986190
thank you again for this. been trying to get into rigging but it's hard to find actual rigging stuff on youtube that aren't just rigify/ARP addon showcases. this guy is top notch and does a great job at explaining things
>>
https://x.com/Createll__/status/1801117492544487497
>>
>>986022
Been waiting all day to to get home to reply to this
So their actual solution is to disable normal recalculation in engine for bones that are moved. IIRC it is only by position, not rotation. Its been a while since I read the translated slides from a presentation they did, but I believe it was only position.
In blender, you can sort of work it by using data transfer targeting a proxy version of the mesh that only has the primary body parts posed.
More information about doing it in blender can be found here: https://www.youtube.com/watch?v=LEb1g_aCLRg
>>986053
God fuck no do not pay for this shit. Anyone ever that says to use a diffuse bsdf node and color ramps in the same paragraph or video about arc system works is either retarded or bold face lying to you clickbait. They do not use diffused shading, they do not use color ramps.
>>
File: file.png (310 KB, 2480x1055)
310 KB
310 KB PNG
>>986683
nta, but incredibly well versed in arc system works stuff anon
I will admit that I did not acquire the rising models because I think the game is shit so I don't care so I cannot VERIFY that what I am going to say is true, but if it is ANYTHING like the rest of their games that ALL do the same stuff (which is likely)
First thing: its just an inverted hull method basically. The geometry of the outline is created during game runtime.
Next up, the outline uses CUSTOM TANGENT NORMALS for the outline scaling direction. You may think "surely you're mistaken, tangent normals are calculated automatically based on the surface normal of the face" but I swear to christ I shit you not it is custom tangent normals. A friend of mine even made a bug report to blender because we discovered that the FBX and GLTF import formats discarded the custom tangents of meshes that absolutely 100% have them. The answer was "lmao that isn't real" even though we had visual proof.
Anyways, knowing that stuff, we can talk about how the outline is manipulated and scaled
It uses the vertex colors to store information about how to do the outlines.
Red channel is used for shading, not important to outlines, ignore
Blue channel is used to offset geometry of the outline away from the camera position. This hides bits of the outline from the view to remove ugly outline artifacts because it is just an inverted hull
Green channel has changed a bit between a few games, but in MOST games it acts as a scale multiplier on the base thickness based on camera distance to the vertex. Camera far away? Scale outline bigger. Close up? Shrink outline. Ezpz
Alpha channel of the vertex color controls the base thickness of the outline. 0.5 is "standard" thickness, 0 is no outline, and 1 is "thick"
So goes like

( ( ( distance(Cam.Pos,Vertex.Pos) * VertexCol.G * BASETHICKNESS ) + BASETHICKNESS ) * VertexCol.A * Vertex.Normal * 0.001 ) + normalize(Vertex.Pos - Cam.Pos) * ( (1 - VertexCol.B) * (DepthOffset / 10) )
>>
File: 1718344682113.jpg (327 KB, 1035x764)
327 KB
327 KB JPG
retard question, should i split that single face or no? texture will be hand drawn not using any shader
>>
>>986740
> may think "surely you're mistaken, tangent normals are calculated automatically based on the surface normal of the face"
No I won't because it was in the 2014 4gamer article about Xrd graphics
>>
Course for Anime Hair? I struggle a lot with it
>>
File: 1718351790906.jpg (317 KB, 959x906)
317 KB
317 KB JPG
almost there
>>
>>986747
https://youtu.be/pieWyTWrkJs?t=1115
https://youtu.be/XySBhpDxQCo?t=172
https://x.com/tukabutter3/status/1048151381515747328
personally i recommend the first one, curve, then merge it
>>
>>986738
>So their actual solution is to disable normal recalculation in engine for bones that are moved. IIRC it is only by position, not rotation. Its been a while since I read the translated slides from a presentation they did, but I believe it was only position.
In blender, you can sort of work it by using data transfer targeting a proxy version of the mesh that only has the primary body parts posed.
Wow I didn't even know they could do that, can you post where you found that slide?
>Anyone ever that says to use a diffuse bsdf node and color ramps in the same paragraph or video about arc system works is either retarded or bold face lying to you clickbait. They do not use diffused shading, they do not use color ramps
What do they use? Also thank you for sharing your knowledge.
>>986740
Oh so they offset some of the outlines from the camera, maybe this can help me remove my artifact problems too.
>the outline uses CUSTOM TANGENT NORMALS for the outline scaling direction. You may think "surely you're mistaken, tangent normals are calculated automatically based on the surface normal of the face" but I swear to christ I shit you not it is custom tangent normals
I'm not familiar with custom tangent normals so I'm going to have to look up more about this later, how did you find out that's what they use? And thanks for all the info, this is more illuminating than most of the youtube tutorials I've seen
>>
>>986748
Cute
>>
>>986740
surely you're mistaken, tangent normals are calculated automatically based on the surface normal of the face
>>
does normal map work with hand drawn texture with no shader?
>>
>>986762
Normal maps modify the 3d "direction" a pixel faces by essentially bending its initial "direction" by the amount and direction specified on the map. This 3d direction determines how the pixel shades based on the directions and distances of the lights in the scene. If there is "no shader" and thus, no lights, this 3d direction isn't really used for anything. So no.
>>
>>986763
damn
>>
File: file.png (1.22 MB, 1616x796)
1.22 MB
1.22 MB PNG
>>986745
oh I know exactly the one you're speaking of, but in that article they are talking about custom surface normals which is very very common. The thing I speak of is super fucking weird.
So normally an outline, you take the vertex position, then scale outwards based on the vertex normal. Works fine for mesh that is all connected, no separated faces. But if you have separated faces and/or sharp edges, this will not work and will leave gaps in your outlines
Pic related
Short version: get nearest vertices within a given radius, then average the tangent normals between the faces at the vertex, then store them as tangent normals. NOT surface normals.
>>986750
Going to be honest, I can't remember what slide and I have dozens. But I know thats how its done because of person I know well called Aeryn/Whistfulhopes has done a fantastic job of validating information deconstructing and reconstructing the code for the game shaders. It's also fairly easy in unreal to disable it apparently.
>what do they use
Dot products. ONLY dot products.
dot(VertexNormal.xyz,LightDir.xyz)
Then you do a bunch of math to move the dot product and make it binary instead of smooth.
If you'd like to learn more about it, this shader is the most game accurate shader that exists because it was made in tandem with the deconstructed shader code from the game. It isn't 1:1 exactly as there are some liberties to make it more useable in blender.
https://github.com/Aerthas/BLENDER-Arc-System-Works-Shader
>>986753
I not you shit
>>
>>986780
What exactly do they do with the tangent normals? Is it just overloading the tangent 'slot' to specify custom offset directions?
Because if they aren't using normal maps, there would be no need to construct a full basis at each vertex and therefore the tangents wouldn't make any difference
>>
>>986786
They don't use normal maps no. The custom tangent normals are only for outline scaling it seems. And yes, its just overwriting the tangent normals in the data with custom directions.
>>
File: file.png (376 KB, 969x880)
376 KB
376 KB PNG
>>986780
cheers i'll def be looking into the GG shaders.
I was going to do that cource on the GG shaders (>>986053), should I just skip it for the resource you gave, or does it still have worth?

>>986748
damm, good work
>>
Can somebody recommend me some resource to deal wit shoulders modeling, topology, rigging and weight painting? It don't need be anime related but at least not male because of different proportions.
I just cannot make them deform properly, without bending or going thru rib cage. Available tutorials and models have usually those problems too or weird looking proportions.
>>
>>986477
not a whole lot there for what they're charging, and the majority of stuff there is freely available elsewhere. also skimmed through some vids and some stuff is just straight up incorrect. theres a long ass vid about making a treadmill into a forward walk, talking about math and having to note down bone coordinates and plug them into a calculator in some retarded long process when you can literally just copy paste the y location curve of the foot bone into the y location curve of the root bone and be done in less than 10 seconds. the best part is she literally has the graph editor open in front of her the entire time with the exact curve she needs to use highlighted. how three (allegedly) professional animators didn't know that is mindblowing.
>>
any good tutorial/course including baking + hand drawn texture?
>>
>>986792
based on the armor and horn, fgo character?
>>
File: img0058.jpg (799 KB, 2505x3065)
799 KB
799 KB JPG
>>986841
ye barghest
>>
>>986360
Anon, do you have a link to this one?
>>
>>986874
she's a big girl
>>
amazing thread tysm everyone i was wondering if anyone had a course or a tutorial for a ps1/n64/ps2 style low-medium poly box modelling tutorial for characters :3
>>
18 image texture, and it's not even look like hand drawn texture, damn
>>
>>986656
Where can you find models like these? Can I get them for free somehow?
>>
>>986617
this video covers how to regulate outline thickness around the 1 hr mark, ignore model quality
https://youtu.be/dd6G2S6MQ6U?si=04ZwgYMhA90y43uf
>>
>>986924
do you use an airbrush tool? hard edged brushes with textures are the secret to the "hand painted" look.
>>
>>986921
Not a tutorial but I've found these couple resources that help with things like texture sizes and poly/tri counts for the different eras. I've been trying to find ps2 related info myself

https://polycount.com/discussion/226167/retro-3d-art-faq-everything-you-need-to-know-to-create-ps1-n64-dreamcast-etc-3d-art

https://www.youtube.com/watch?v=9ZYQ4FktZ5M
>>
Does anyone have this course? Its not 3D but thought I'd ask anyway

https://coloso.global/en/products/60chapter-animeillustration-us
https://www.youtube.com/watch?v=tEjxp2dg1Ig
>>
File: heinn_dev (8).jpg (95 KB, 1303x1072)
95 KB
95 KB JPG
>>986971
>>986921

ive been studying that style for a while, here are some good resources:

Articles:
https://polycount.com/discussion/226167/retro-3d-art-faq-everything-you-need-to-know-to-create-ps1-n64-dreamcast-etc-3d-art
https://spellfist-3d.tumblr.com/post/615902900826390528/guide-to-that-elusive-ps1-pixelated-lowpolybut

https://area.autodesk.jp/column/tutorial/maya-lowpoly/01-model-design/
(not really low poly but still worth the read)

Youtubers:
https://www.youtube.com/@KeyframeChef/videos
https://www.youtube.com/watch?v=dT-07G6lbtA&list=PLwcOTSbo8MJfxvDfHwJpAliuXUU3fNIFH
https://www.youtube.com/watch?v=390peMdni7s
https://www.youtube.com/watch?v=3KGtT6Z9wdI

most of those videos/people will cover 99% of the basics

Twitter people:
Heinn_dev
Yagamimi (troon)
VoidID (furry but has good commissions of character)
shrapnelsoup (wiped his stuff off the internet but some of it can still be found)a

There is this autism that to copy the art style YOU MUST stick to the console restraints.
I think this is dumb and not the core of the art style. as you'll never push it forward like Heinn_dev has.
but do whatever.
>>
File: Yagamimi (90).png (30 KB, 477x681)
30 KB
30 KB PNG
>>986984
Also nobody will teach you this but it is 1000% important
https://mrven.gumroad.com/l/CEIOR
i cannot stress this enough
FUCKING USE ITTT
>>
>>986984
>There is this autism that to copy the art style YOU MUST stick to the console restraints

you ain't wrong about that. People get too hung up on that sort of thing
>>
>>986984
Great recommendation on that Heinn_Dev guy. I didn't realize he made all the stuff for Dread Delusion
>>
got anything from dillongoo's courses?
>>
>>986964
i use standard circle brush...
>>
does anyone have animation sherpa? I wanna learn about space switching.

https://www.animationsherpa.com/
>>
>>987009
i hear you. i really hate using any tryhard brushes. circles for lines and soft circles for shading. ive also never tried to do the "hand painted" look but i have heard it said that the trick is hard edged brushes with textures.
>>
>>987014
slow in and slow out and youre 99% of the way to perfect animation.
>>
https://www.yiihuu.com/a_10930.html?TG=4555917
https://www.youtube.com/watch?v=7lTH7Ln_75g

Anyone got this one? Its restricted I know some of it (or a related one) was posted in the last thread but I'm not seeing any material for the cyberpunk girl.
>>
>>987044
i remember someone post it on previous thread
>>
>>987028
i really need a good coloring course for 3D
>>
>>987044
It's going to be annoying following the shader bit without subs. Anyone got a tutorial with shaders as good as this one? AI subs would be another option.
>>
https://www.yiihuu.com/a_8625.html

Anybody got this course? Looks nice with the added UE stuff
>>
>>986985
>Also nobody will teach you this
if you look up how to do uvs in maya, max, houdini or pretty much any software besides blender you would have learned this.
texel density is integral for uv unwrapping and texturing.
blender tutorials can be good, but if you arent impressed by the portfolio of the person making the tutorial then dont take it to heart.
also i think its usually not mentioned because its kind of obvious, its like saying that your uvs should be without distortion
>>
>>987049
Only on artstation learning. Im not shilling but its really hard to find.
If you don't like paying, there's always YouTube
>>
remind me to watch full video and do rig before texture painting
>>
My stupid ass hadn't noticed there is a new thread, so I'm reposting my thanks (and request) here.

Man, I spent money on rapidshit to download some of those courses from other places, but i'm glad you shared them, anon. With so many of them now, I have no idea which ones to watch first lol.
>>985647
>>985753
>Live2D for VTubers
>Download: https://gofile.io/d/dJpNf0
>Fun 3D Character Modeling Using Blender by 3D Character Artist, Minjeong Shin
>Download: https://gofile.io/d/O17fEH
Could you check on these two please? They seem incomplete, with just one file in the folders. (and I really want the one by Minjeong).
>>985614
>Creating Eye-Catching Animation
>Download: https://gofile.io/d/wFgw8d
Files removed
>>
File: IMG_1364.jpg (1.94 MB, 1290x2619)
1.94 MB
1.94 MB JPG
It’s hard
>>
>>987147
>phone
who hurt you?
>>
>>987143
I'll try to re-uploud the courses. This happened because i didn't sign a premium account and the website i used deletes the file in 10 days after no downloads.
>>
>>987116
>also i think its usually not mentioned because its kind of obvious, its like saying that your uvs should be without distortion
It's really easy to miss basic fundamentals when you're relying on amateurly made youtube tutorials. Most of the uv tutorials on youtube are really barebones and barely explain anything
>>
With all these courses and content, which ones are you guys using/relying on more? I think I'll watch the first few parts of all of them to decide, or simply pick the longest one.
>>
>>987242
By the way, if anyone has any recommendation about good websites for file sharing i'd appreciate tips.

Oh, and words on the intertubes is that the Hidari Oni course from Coloso is going to be leaked tomorrow.
>>
>>985592
Also got some files deleted. It was uncanny to see parts 2 and 3 disappear.

I didn't realize Gofile deletes stuff this fast.
>>
>>987255

since you were the guy uploading the courses (Thanks a million by the way! You're awesome), do you know if this
>>987044
course was the full course or was it the incomplete one I can find? No big deal either way since I know its unavailable on the real site but wanted to confirm. I was really hoping to get the stuff about the cyberpunk anime girl
>>
>>987259
I need to check but i think it was the complete one. I do know that Wingfox/Yiihuu discontinued the course eventually.
>>
>>987254
right now I'm starting the Turning Anime Characters Into 3D Printable Models course and I can't say I'm impressed, but maybe my opinion will change after a couple hours
hot take but I don't think doing courses is the best way to learn
>>
Trying to see if maybe Workload is better. They give 90 days of storage, but also a limit of 50 GB.

https://cgcookie.com/courses/cubicity-creating-and-utilizing-asset-libraries-with-blender
CUBICITY: Creating and Utilizing Asset Libraries with Blender by Kent Trammell:
https://youtu.be/KZmbHrk8zW4
Download: https://workupload.com/archive/zbZrRG9dRP
>>
>>987264
This course, by the way, was and maybe still be free at Blender Market thanks to their anniversary give away.
>>
>>987264
tomorrow gift probably auto rig pro, just what i need
>>
>>987263
I like that the artist was brutally honest about doing fanworks for popularity.
>>
File: ep5.png (283 KB, 1919x1034)
283 KB
283 KB PNG
>>987271
he's employed, I can't deny the results
>>
god paint weight is fucking boring, i give up, my character will forever stuck at T pose, if i want to pose it i rather learn how to sculpt instead
>>
>>986023
left
right looks like she's anemic
>>
File: 1718796990698.jpg (37 KB, 226x306)
37 KB
37 KB JPG
anyone have pic related?
>>
>>987313
nvm, found it on exhentai
>>
https://www.youtube.com/watch?v=hJmBASj8Zpc
>>
File: 1707264317940401.png (1.27 MB, 794x1280)
1.27 MB
1.27 MB PNG
So i got this course. Link to course: https://www.yiihuu.com/a_9108.html
The problem is that the course is huge. Easily almost 200 GB. I'm also busy at the moment.
So as of now i'll leave the link to the website with the password for anyone interest in downloading. You just go to the website below, punch in the password, download the application that they'll push unto you and download the files to your computer.

Later on whenever i got the time i'll try to see if i can upload it somewhere else.

黄惠峰角色特训营第四期 | [Fourth Session] - Huang Huifeng's 3D Character Special Breakthrough Training Camp [Special Training]丨Live Broadcast]
https://pan.baidu.com/s/1YfhKrtsZzV4ZB6IEnebAbw
Password: arau
>>
>>987449
200 fucking GBs, what the hell. Sounds great.
Is it only in chinese or whatever those lines are?
>>
>>987464
It is a good course if you like the style, and yes, it is in Chinese.

https://www.youtube.com/watch?v=9Z6aRLBRmSU
>>
>>987449
do you have sculpting course for blender?
>>
Anyone have this course?

https://www.wingfox.com/c/8854
>>
File: 1718536912600834.png (305 KB, 1131x682)
305 KB
305 KB PNG
>>987143
So i was conflicted about which service to use. I finally decided to settle on Pixeldrain. The files will remain available for three months without a download and while there's a download speed cap if you download more than 3GB per day, then don't entirely block you from download the files. Just limit your speed somewhat for 24h once you hit that threshold.

https://coloso.global/en/products/2danimation_jungjonghyun_us
[Coloso] Creating Eye-Catching Animation by Animator, Jonghyun JUNG-BOIX
https://youtu.be/HVVh7jUlVrQ
>It's been 7 years since I graduated from Gobelins in Paris in 2014. Now I'm running a studio called ANIONE WORKS and I'm currently directing an original short film.
>I've worked in France, Canada, Japan and various other countries and have experience in 2D, 3D, character, and FX.
>I'm interested in action scenes - that's why I participate in sports such as taekwondo, parkour, and trekking enthusiastically and always try to apply the dynamism of movement into my work. Animating action scenes is something I'm truly passionate about.
>I would like to share all the knowledge I've gathered over the years in my class and teach you everything you need to know from the fundamentals of dynamic animating to how animating is done on the field

Download: /l/x4MtzTpK
>>
File: 1695548972055937.png (1.28 MB, 1422x577)
1.28 MB
1.28 MB PNG
https://coloso.global/en/products/3dcharacterartist-minjeongshin-us
[Coloso] Fun 3D Character Modeling Using Blender by 3D Character Artist, Minjeong Shin:
https://youtu.be/chLhgeAPQwQ
>Hello, This is 3D character artist Minjeong Shin. I am currently working as a freelancer, Creating a 3D character that is stylized in a simplified form of the human body. This is my strength and what differentiates me from others.
>The core of this class is not about creating a live-action-based character But more of a simple form stylized character So even beginners without a deep understanding of the human body With basic training can easily create 3D characters.
>The blender tool used in the class is a free program with an easy interface. It is a good 3D tool for beginners, but There is not a lot of data in Korean So in order to know the overall character work process Numerous resources should be consulted.
>However, this course contains everything from 3D character creation that I learned Over years of self-studying. You can learn and understand the overall character creation process Completely in Korean and Create your own creative stylized character.

Download: pixeldrain com /l/gPVFfkud
>>
File: 1690454798530001.png (507 KB, 1167x583)
507 KB
507 KB PNG
https://coloso.global/en/products/live2dmodeler-rariemonn-us
[Coloso] From Basics to Practice: Creating Cute Live2D for VTubers by Live2D Modeler, rariemonn
https://youtu.be/pUGWlanvY1Y
>Hello, I am rariemonn, a freelance Live 2D modeler. I started with Live2D by animating “moving illustrations,” and made my first Live2D for a VTuber when Cover Corporation launched Hololive. Since then, I have worked on over 70 Live2D models for VTubers and have produced numerous Live2D models for companies and individuals.
>I believe that the concept of a VTuber is becoming more mainstream, and many VTubers use Live2D. Consequently, I think many people want to study Live2D. Based on my past production experience, my goal is to share fundamental knowledge of Live2D production and techniques for crafting mesmerizing models, with the hope of aiding your learning journey.

Download: pixeldrain com /l/Hki8KmRt
>>
any good tutorials for blender?
>>
>>987506
Check the previous thread. Plenty of Colosos courses. Some of them are for Blender.
>>
File: 1717700285953531 (1).jpg (117 KB, 908x484)
117 KB
117 KB JPG
I wonder if I should buy this or wait
>>
>>987510
Definitely wait. The rumor is that it already leaked and the leakers are just either working on it or bullshitting around before releasing it.
>>
>>987511
Thanks for the heads up.
>>
File: Showofffaces.png (420 KB, 675x576)
420 KB
420 KB PNG
Recently made this face in blender with the intentions to bring it over into VRchat somehow.
Still have to create a body and clothes but what should I keep in mind if i want to create a VRchat model?
>>
>>987515
Make sure to keep the original model and the game ready models separate.

Poly count, make it as low as you can reasonably have. If your model looks and acts the same without a few loops, get rid of them.
Cut down your materials to the absolute minimum you need, keep the resolution as low as is reasonable and compress as much as you find acceptable.
If you don't NEED certain bones, get rid of them.
Optimize your model as much as possible, use whatever tricks necessary to keep performance as good as you can.
>>
File: 1710699294656973.png (955 KB, 1210x911)
955 KB
955 KB PNG
>>986884
https://www.yiihuu.com/a_7044.html?TG=3193715_7044
[Wingfox/Yiihuu] A Real-time Tutorial of Creating an Advanced Cinematic Character - Vagrant Knight by Huifeng Huang
https://www.youtube.com/watch?v=6YPKnZucgSI
>In this tutorial, we will dive into the process of creating a high-detail and lifelike character model, covering the contents of references, modeling, facial details sculpting, techniques for creating photorealistic hair, texturing for skin, hair and leather. You will learn how to create a life-like CG cinematic character with multiple 3D software.

Download: pixeldrain com /l/bmQ9wppR
>>
>>987515
https://creators.vrchat.com/avatars/avatar-performance-ranking-system/#default-performance-rank-blocking
>>
>>987477
>>987478
Hey man, thanks for the reupload! Pixeldrain should be more serviceable, even if slow. I can leave the download running all day if I need to.
>>
>>987515
Looking good, anon. NSFW model release when?
>>
File: 1691406356003311.png (1.17 MB, 1266x567)
1.17 MB
1.17 MB PNG
>>987256
https://www.wingfox.com/c/8916_17162_
[Wingfox/Yiihuu]《Lily修女》使用Blender雕刻風格化角色 by MoMO
https://www.youtube.com/watch?v=hUeeX5w0q2g
>No English subtitles.

Download: pixeldrain com /l/isGedJnZ
>>
File: 1718888713303.jpg (101 KB, 985x810)
101 KB
101 KB JPG
first attempt without watching course
>>
>>987552
well, not really my first attempt, i think this is the 4th attempt, doesn't look good compare to my first, 2nd, and 3rd attempt, but it's been a while since the last time i sculpt
>>
>>987552
its very nice. pleasing appearance and proportions. id just grab this area around the mouth and pull it out a bit. anime girls are cats and have muzzles.
>>
>>987515
keep it under 70k poly and your model is considered optimized for PC, limit the amount of materials because Unity doesn't like many materials, and use the poiyomi shader in unity (https://www.poiyomi.com/)
it doesn't matter what your model looks in Blender, so start a Unity project so you can see what it looks like in VR Chat
>>
File: 1718907347990135.png (1005 KB, 1193x592)
1005 KB
1005 KB PNG
Leaked today. I remember someone asking for it in the previous thread.

https://coloso.global/en/products/illustrator-hidari-us
[Coloso] Drawing Stunning Characters Using Efficient Design Methods by Illustrator, Hidari
https://youtu.be/_cMeNRaDolg
>Hello, I’m Hidari, a freelance illustrator.
>I started in 2000, and this year is my 23rd anniversary as an illustrator. I’ve gone through a lot of twists and turns in my career, from aspiring to make realistic drawings to trying to whittle things down to create good stylization.
>I’ve worked on a lot of different projects, from magazine pin-ups, illustrations for light novels, character drafts for anime, and even character design for games. Based on my experience, I’ve made it so that this class doesn’t just focus on theory, but also on ease of use and implementation.
>It might be too much to call it the “Hidari way,” but I hope you can refer to the parts in it you find useful or that you can use it in times of need, while still keeping your current style and way of drawing. Please check out my portfolio. If you like my work, I encourage you to take this class, which is a deep dive into the world of character design and illustration.

Download: pixeldrain com /l/Wuqa9EgS
>>
File: 1693664987001608.png (1.4 MB, 1618x583)
1.4 MB
1.4 MB PNG
>>986977

https://coloso.global/en/products/60chapter-animeillustration-us
[Coloso] The 60-Chapter Anime-Style Character Illustration Class by Illustrators Ekina, Aibek, Myowa, GongHa
https://www.youtube.com/watch?v=tEjxp2dg1Ig
>To help everyone learn what they need, we prepared a progressive curriculum that covers all skill levels. From total beginners to intermediate artists struggling with their art direction—this is the class for you!
>Four instructors who started as hobbyists and became professional illustrators reveal their experience and painting techniques in this class. Learn how they quickly got better at painting as well as their studying tips.
>Are you curious about what special perks only the students for the 60-Chapter Art Class can receive? You can get a total of 60 pieces of study material that range from basic shortcut lists to mannequinization examples, face drawings, colored sketches, line art, texture files, and more.

Download: pixeldrain com /l/1jJXr4yy
>>
File: 1698416601150385.png (680 KB, 1313x512)
680 KB
680 KB PNG
Reposting.

https://coloso.global/en/products/3dcgcreator-kanazawahiroshi-us
[Coloso] Anime-Style VFX Production in Blender by 3DCG Creator, Hiroshi Kanazawa
https://youtu.be/6RKVgDiqMH8
>Kanazawa, who has worked on a wide range of visual productions, including movies and music videos, will provide a thorough look into not only the basics of the free 3D software "Blender," but also the animation production workflow and various forms of expression, including effects and filters for coloring animations.
>In this course, the workflow for creating animations will be explained step by step, placing special emphasis on how to add effects, with explanations given in simple terms so even Blender beginners will be able to easily grasp the workflow of 3D visual production.
>Also, by going through the exercises and getting to know the concepts and their application to Nodes you will acquire the insights needed to cut down on working time to create your own high-quality 2D/3D work with Blender.

Download: pixeldrain com /l/q2BNhKeh
>>
>>987622

Thank you so much!!!!
>>
File: 1698722685619938.png (916 KB, 1077x588)
916 KB
916 KB PNG
https://coloso.jp/products/vtuber-yumetengu-jp
[Coloso] BlenderとUE5で表現する3Dキャラクターと世界観のある映像 by VTuber 夢天狗
[Coloso] Images with 3D characters and worldview expressed using Blender and UE5 by Yume Tengu (MTL)
https://youtu.be/Wqm7e-hMAr4
>Yume Tengu is a VTuber who creates an unique worldview using 3D characters made with Blender and photorealistic backgrounds expressed with Unreal Engine.
>In this course, Yume Tengu will teach you the basics of Blender and UE5, as well as the know-how to use these two tools to complete a 3D character animation with an unique worldview . First, you will learn the skills necessary to create a character design with 3D in mind, such as how to draw a three-dimensional drawing and tips on aligning the structure . Next, create a 3D character in Blender based on the completed character design . We will explain how to model each part, such as the body, face, and clothing, as well as tips on texturing and sharing to create a cell-shaded looking character . After the character model is completed, we will try to create a background using UE5. We will complete a photorealistic background by utilizing UE5's functions such as lighting and the camera system . We will also learn how to add movement to characters using motion capture, aiming to create even higher quality character animation. Experience the secrets of creating spectacular 3D animations using Blender and UE5 with Coloso!

Download: pixeldrain com /l/o8zpoco5
>>
>>987449
I get some red error message when I try to make account do you need some Chinese number or email ?
>>
>>987654
thank you sir
>>
https://www.youtube.com/watch?v=Z9KBnIk8w1U
another hair tutorial
>>
File: 1693310679301862.png (904 KB, 1375x605)
904 KB
904 KB PNG
Reposting

https://coloso.global/en/products/3dartist-parksangwoo-us
[Coloso] Intro to 3D Cartoon Rendering with Blender by 3D Artist, Sangwoo Park
https://youtu.be/Fq8ewV2teBw
>Hello, I'm a 3D artist Sangwoo Park.
>I've mainly been working on modeling, texture, and shading in the animation industry.
>Previously I have worked on different styles such as children animation, PBR, stop motion, etc and currently I'm working as an Asset Director on cartoon rendering and stylizing at Studio Mir.
>I have also experienced lots of difficulties trying to translate foreign resources for my studies on cartoon rendering, In this class, I will share with you the knowledge and skills I've obtained working as a modeler for "DOTA" and "The Witcher" using a very useful program called Blender.

Download: pixeldrain com /l/wfpSFr4L
>>
File: 1716239044914030.png (929 KB, 1271x586)
929 KB
929 KB PNG
Reposting

https://coloso.global/en/products/blender-parksangwoo2-us
[Coloso] Creating 3D Anime Backgrounds in Blender: A Comprehensive Tutorial by 3D Artist, Sangwoo Park
https://youtu.be/px2C3AlXPdg
>Hello, my name is Sangwoo Park, and I'm a 3D Artist.
>At Studio Mir, I am the asset director, in charge of the 3D elements utilized in our animations. I've also created CG for a number of animated shows, including Netflix's DOTA, The Witcher, Lookism, and Warner Bros. DC's Super-Sons."
>With extensive experience as a modeling, texturing, and shading expert in the animation industry, I have now ventured into creating and developing 3D anime CG.
>I'm very eager to share everything I know about producing 3D anime backgrounds, including techniques, skills, self-study advice, and thoughts into Blender's future.

Download: pixeldrain com /l/e1jAjng8
>>
File: 1697431911422892.png (656 KB, 1365x584)
656 KB
656 KB PNG
Reposting.

https://coloso.global/en/products/3dcharacterartist-jiwoongchoi-us
[Coloso] Creating Fantasy-Stylized Characters: Streamlining the Modeling Workflow by 3D Character Artist Jiwoong Choi
https://youtu.be/WbYysE5Uz0Q
>Hello.
>I am Jiwoong Choi, a 3D character artist.
>I am currently working as a character modeler in the Live Services team, creating various outfits and equipment.
>In this class, I’ve designed an intensive curriculum to help aspiring artists with some basic knowledge and beginners learn the character modeling pipeline efficiently.
>I hope you’ll leave this class with a good understanding of the key knowledge in creating a single fantasy-inspired character.

Download: pixeldrain com /l/UDYYJGnk
>>
>>987662
>>987666
>>987670
god work
>>
File: 1718944883359.jpg (189 KB, 1341x881)
189 KB
189 KB JPG
dynatopo is a strong tool but damn cleaning the mesh is pain in the ass
>>
File: 1688808195637969.png (1.57 MB, 1538x587)
1.57 MB
1.57 MB PNG
Reposting.

https://coloso.global/en/products/3dcgcreator-jp-k-us
[Coloso] Create Expressive Character Animation Using Blender by 3DCG Creator, Jp-K
https://youtu.be/d40-KflH91I
>In this class, you will start creating animation with the camera once you have a solid understanding of the animation production process. You will learn the basics of Blender's cameras as well as the skills required to produce character animations of the highest caliber, including camera placement and camerawork principles.
>In addition, you will discover how to create narratives, characters, annotated storyboards and learn about worldbuilding. After that, you will finish a brief animation that tells a story using the layout that corresponds with the storyboard.
>Learn about Jp-K's specialization in character animation and how to create expressive animations. Provided only at Coloso!

Download: pixeldrain com /l/jWPUu7he
>>
File: 1701408806633643.png (625 KB, 1090x590)
625 KB
625 KB PNG
https://coloso.global/en/products/100chapter-3dartist-anna-us
[Coloso] The 100-Chapter Guide for Utilizing Blender's Shader and Geometry Nodes by 3D Artist, anna
https://youtu.be/xk4g2oa6j08
>Hello, I'm 3D artist anna. Although I majored in mathematics, my continued interest in video graphics has led me to specialize in Blender's texturing, shading, compositing, and geometry nodes on YouTube.
>Among them, shader and geometry nodes are essential functions for implementing high-quality videos.
>Through this class, which systematically organizes my rich mathematical knowledge and the expertise I have accumulated over the years from my self-study of Blender, I hope you can add new dimensions to your work.

Download: pixeldrain com /l/C9n1RWCk#
>>
File: 1705769732508497.png (362 KB, 1193x594)
362 KB
362 KB PNG
Reposting.

https://coloso.global/en/products/3dcharacterartist-ruiricia-us
[Coloso] Transform 2D Characters into Showcase-Ready 3D VTuber Avatars by 3D CG Character Artist, Rui Ricia
https://www.youtube.com/watch?v=Y8dXCsYXwsk
>Hi, I'm Rui, a 3D character artist with a passion for art, technology, and storytelling. I have experience in diverse projects from game assets to VTuber models, and I specialize in creating 3D characters and VTuber avatars.
>As a 3D modeling lead at Artemiz and Igrasil Studio for their War of Ashired project, I'm committed to pushing the boundaries of art and sharing my insights on anime-style character modeling for the VTuber industry.
>Throughout this class, you'll learn fundamental modeling skills, create your first character using a reference sheet, and find out how to broadcast it as a VTuber.
>The class covers important workflows in great detail, and there's a bonus section that will help you get the most out of your first VTuber character.
>*Get access to Artemimi's Character Design Sheet by Venn
>*Includes Enya Character VRM by Rika & Artemimi's Character FBX

Download: pixeldrain com /l/o9upasd2
>>
>>987721
Is this one missing the textures for the artemimi model?
>>
File: 1708362914969457.png (689 KB, 1145x590)
689 KB
689 KB PNG
Reposting.

https://coloso.global/en/products/3dcganimator-hirao-us
[Coloso] Creating Cel-Shaded Character Animations with Blender by 3DCG Animator, Hirao
https://youtu.be/QkUCEqatUP8
>Hello, I'm Hirao, a 3DCG Animator.
>I currently work at Happy Elements Cacalia Studio, where I mainly focus on creating 3DCG animation and produce animations under my own name.
>With a particular interest in character animation, I handle a wide range of tasks, including storyboarding, layout, production and create animations using 3DCG to satisfy my artistic expressions.
>This course is mainly aimed for you to focus on two main points "The study of animation" and "Creating animations in Blender"
>Learn the secret to increasing the quality using Blender, and discover the primal fun in creating animations.
>I hope to see you in this course!

Download: pixeldrain com /l/UHaum3HQ
>>
>>987682
>>987719
>>987721
>>987726
you weebs are "marketable" aka, paypigs
>>
File: dumb bitch.png (290 KB, 595x345)
290 KB
290 KB PNG
>>987732
nigga... we pirating in this bitch
>>
>>987735
doesn't change the fact
>>
File: 1718978972479.jpg (123 KB, 1120x804)
123 KB
123 KB JPG
probably it will be so much easier if i use image reference instead of going blind shaping it
>>
>>987763
yeah but you avoided the first mistake you get when not using references which i making the cranium too small.
>>
File: 1701022334585712.png (668 KB, 1145x586)
668 KB
668 KB PNG
Reposting.

https://coloso.global/en/products/2danimator-havtza-us
[Coloso] Step-by-Step Guide to Indie Animation Production by 2D Animator, HAVTZA
https://youtu.be/p5Vak3PC07c
>Hello, HAVTZA here!
>For the past three years, I’ve been working as a freelance animator through social media, handling everything from studio specialist roles to managing a small studio of my own. I do everything from concept design to final compositing!
>Throughout this course, I will teach you everything you need to know about independent production, providing you with the skills you need to work as a freelancer, apply to studios, or take your hobby to the next level by giving life to your ideas!
>The animation production field is constantly changing, with an increasing number of new job opportunities and software to explore. By learning and understanding the basics and how to handle production, you will have higher chances to participate in better and more exciting projects.

Download: pixeldrain com /l/i3zb57nc
>>
based courseanon... do you happen to have anatomy for sculptors?
>>
>>987822
https://archive.org/details/anatomyforscuptors
Not him but anatomy for sculptors is very very easy to get, if you just google it
>>
File: 1718952603028567.png (432 KB, 975x519)
432 KB
432 KB PNG
Reposting.

https://coloso.global/en/products/2danimation_ohseoro_us
[Coloso] 2D Frame by Frame Animation by Animation Director, Seoro Oh
https://youtu.be/peNbsyJ39zw
>Hello, I'm Animation Director Seoro Oh. My short animated films Afternoon Class and (OO)have been screened and received awards at many notable domestic and international film festivals, including SICAF, ANNECY.
>In 2016, I won the Lotte Reiniger Promotion Award as the first Korean director ever at the Stuttgart Festival of Animated Film - the world's largest and most renowned animated film festival. As the best award that a young director could receive, I was very honored to receive it.
>I am currently working as a freelance animation director. thankfully, I have received recognition from various fields and clients: domestic and international animation studios, organizations, film festivals, and companies. I also share my work through social media, including my Youtube channel, which has over 470K subscribers worldwide. I want to share everything I observed and learned as an animation director in the field.

Download: pixeldrain com /l/1SRzdozM

>>987822
There are various including the one the anon above linked, but since i am delivering several Coloso courses i will upload one from Coloso.
>>
>>987823
exactly what i was looking for thanks
>>
File: 0001-0120.webm (518 KB, 1080x1080)
518 KB
518 KB WEBM
HALLO EVERYNYAN
HOW ARE YOU FINE THANKYOU
>>
File: 1707386398352703.png (360 KB, 1146x516)
360 KB
360 KB PNG
Reposting.

https://coloso.global/en/products/2danimator-marykim-us
[Coloso] 2D Action Animation Starter Pack by 2D Animator, Mary Kim
https://youtu.be/3Pj0Yi2ARC4
>Hello, I'm Illustrator and 2D animator Mary Kim, also known as Iseekim.
>In my current role as a freelancer, I collaborate with peers and other manga artists to produce animations. I also spend time sharing my work and progress on social media.
>My 2D animation journey started rather unexpectedly. I was a self-taught illustrator doing freelance work, and one day, I just decided to kick off a new adventure by learning how to animate my illustrations.
>Teaching myself how to animate wasn't easy, especially with the limited resources I had. Yet, I was eager to create original animation with climatic and dynamic action scenes, just like the ones I admired during childhood.
>Now that I'm comfortable creating 2D animation, I think it's my time to share what I've learned along the way. I would love to help other aspiring artists and animators make their characters run, fly and fight like the characters in their favorite childhood animations.

Download: pixeldrain com /l/xrZRCHKq
>>
File: 1697702345375700.png (933 KB, 1078x579)
933 KB
933 KB PNG
Reposting.

https://coloso.global/en/products/3dartist-linograndi-us
[Coloso] 3D Anime Style Mecha Production in OctaneRender for Blender by 3D Artist, Lino Grandi
https://youtu.be/VKdsPs2aZPc
>Hello, I'm Lino Grandi, your instructor for "Creating Anime-Style 3D Mecha with OctaneRenderfor Blender."
>My lifelong passion for anime and mecha has driven me to refine my 3D skills over the years. From contributing to game character design on the Amiga to collaborating with renowned anime studios, I bring a wealth of experience to the table.
>Now, as a member of the OTOY team, I am thrilled to guide you in developing the skills needed to craft captivating mecha designs using Octane, Blender, and the enchantment of toon shading.
>Come along on this journey, and together, let's unleash your creative potential in the realm of mecha artistry. Welcome aboard!

Download: pixeldrain com /l/X3Teoqw5
>>
File: 1719041539029.jpg (179 KB, 1491x764)
179 KB
179 KB JPG
shit getting worse than 2nd day
>>
File: 1713141841585375.png (643 KB, 990x593)
643 KB
643 KB PNG
Reposting.

https://coloso.global/en/products/3dcharacterartist-wandah-us
[Coloso] Turning Anime Characters Into 3D Printable Models by 3D Character Artist, Wandah Kurniawan
https://youtu.be/Ukwq_vP_iFo
>Hello. my name is Wandah Kurniawan.
>I have spent more than 10 years working as a 3D Artist and am excited to share my digital sculpting knowledge with you. I currently work at Prime 1 Studio Japan as a Lead 3D Character Artist, but have also worked with AAA video game companies.
>My work focuses on collectible toys, mainly statues and anime figures, and includes characters from companies such as: DC, Square Enix, Capcom, Kadokawa, and many more. This has allowed me to experiment with many different art styles over the course of my employment.
>Throughout this class, I'll teach you the skills, tips, and insights that I have learned from my years in the industry. I will introduce you to the ZBrush tool and show you rendering techniques for toolbag 4. You will even learn how to make model cuts that allow you to 3D print your model and turn it into a collectible statue.

Download: pixeldrain com /l/Rt1N4KJq
>>
File: 1716417813223331.png (723 KB, 1168x603)
723 KB
723 KB PNG
Reposting.

https://coloso.global/en/products/3dcharacterartist-wandah2-us
[Coloso] Advanced Guide to Sculpting 3D Collectibles (2nd Class) by 3D Character Artist, Wandah Kurniawan
https://youtu.be/jD67IAshJNE
>Hello, my name is Wandah Kurniawan. I currently work as an art director at Prime 1 Studio Japan. Here I learn to make a lot of high-quality figures and statues in various styles of work, including realistic style, cartoony, anime, hard surface, etc. I worked at AAA Video Game Company before, and now I'm focusing on collectible toys, especially statues and anime figures. Some of my projects include characters from DC, Square Enix, Capcom, Kadokawa, and many more.
>In this class, I intend to help you take your sculpting techniques to the next level and further improve your skills. I'm also sharing the insights and knowledge I’ve gained working in the industry for over 15 years, and I'll be guiding you every step of the way as we sculpt our amazing character from a single illustration that was created by Rinotuna.

Download: pixeldrain com /l/S746Anaf
>>
File: 1706348253591456.png (1.29 MB, 1483x582)
1.29 MB
1.29 MB PNG
Reposting

https://coloso.global/en/products/dub-illustrator-rinotuna-us
[Coloso] Express Yourself with Character Creation Ideation (Dubbed Version) by Illustrator, Rinotuna
https://youtu.be/jc7kfv8-WcY
>Hello. I am illustrator Rinotuna.
>I am currently teaching Human body drawing/Illustration classes in Arteum Academy, as well as working as a character designer who creates characters with different concepts in social media and several game projects.
>I believe that people who draw will inevitably want to create their own characters at some point in their lives. And I often saw people who were upset when the results came in lower than expected.
>We will learn about the process of character design from observation to completion in this class, and we will help you feel more confident so that the challenges of character design feel more liberating and exciting.

Download: pixeldrain com /l/BvouVUTB
>>
File: 1689027141631058.png (739 KB, 1210x570)
739 KB
739 KB PNG
Reposting.

https://www.yiihuu.com/a_11216.html
[Wingfox/Yiihuu] Blender赛璐璐风格角色《伊蕾娜》三渲二建模渲染流程制作教程 by 奇奇
Blender cel-shaded character "Irena" three-dimensional rendering and two-modeling rendering process production tutorial by 奇奇 (MTL)
https://www.youtube.com/watch?v=hLoBzPcmpF8
>No English subtitles

Download: pixeldrain com /l/tGBkLLjB
>>
File: 1703264223865564.png (1.03 MB, 1300x558)
1.03 MB
1.03 MB PNG
Reposting.

https://www.wingfox.com/c/8707
[Wingfox/Yiihuu] Building A Sci-Fi Mecha No. 7 with Blender and UE5 by 太陽蛋
https://www.youtube.com/watch?v=_G1smHNsL_E
>No English subtitles

Download: pixeldrain com /l/PimEAoHb
>>
File: 1706332001072348.png (931 KB, 1136x701)
931 KB
931 KB PNG
Reposting.

https://www.wingfox.com/c/8560
[Wingfox/Yiihuu] Stylized 2D Toon Shader in Blender by (2023) by Pierre Schiller (3DCineTV)
https://www.youtube.com/watch?v=sUNUwqmvLC0
>Professionally, I work as a 3D animator and VFX compositor for commercial advertising, cinema VFX, educational videogames and VR. I invite you to follow these series of video training in Blender that I will be creating for stylized shaders in realtime like in Guilty Gear.

Download: pixeldrain com /l/A74tE89C
>>
File: 1702026322060155.png (2.21 MB, 1272x723)
2.21 MB
2.21 MB PNG
Reposting.

https://www.wingfox.com/s/9120
[Wingfox/Yiihuu] Blender Anime/NPR Environment Course by Virendra Kumar (CG Dash)
https://www.youtube.com/watch?v=qAsflUFTcuY
>Hi, It's CG Dash, I am an NPR artist, I created a lot of Anime Style arts and created varieties of animation in my field. So in the course we are going to look at how you can archive anime style environments using Blender only.
>Keep in mind that there is no 3d modelling included in this course. We are going to do shading, lighting and compositing in pre-built scenes i created beforehand in Blender.

Download: pixeldrain com /l/S8fgX4wp
>>
File: 1691693009682893.png (680 KB, 1088x534)
680 KB
680 KB PNG
https://coloso.global/en/products/3dartist-nikolaifletcher-us
[Coloso] Creating Sci-fi Anime Scenery in Blender by 3D Artist, Nikolai Fletcher
https://www.4696.digital/works
>Hello, my name is Nikolai Fletcher, a.k.a. “ni:ko”, “niko4696”
>I'm a Canadian-born freelance 3D artist and graphic designer who mainly works with 3D and vector graphics.
>I worked for several years as a senior graphic designer in the advertisement sector, and have over 10 years of experience working in digital art. Now, I've transitioned into working as a freelance artist and illustrator.
>I'm mostly known for my detailed hard-surface modeling and my 1990s anime environments. That work is inspired by the over 3-years I spent immersing myself into the country of Japan. The experience permanently influenced my artwork, and my visits to the country still serve as an integral source of inspiration.
>During this class, I'd like to share the techniques and insights that I've learned and developed throughout my career. You'll learn modeling, texturing, lighting, and even simple animations using Blender, Clip Studio, and After Effects.
>I strongly hope that my class with Coloso serves as a guide to improve and expand your skill sets for your journey as an artist.

Download: pixeldrain com /l/HJXWVfaa
>>
Are there any good resources for hard surface in zbrush?
I feel wandah course doesnt go deep enough in this section and there is a lot of hard surface to do in the girls i want to make
>>
>>987915
Do you have this one, anime course-anon?
https://www.wingfox.com/c/8786
>>
File: 1719149803286.jpg (344 KB, 1819x568)
344 KB
344 KB JPG
i swear it will look good once i watch the course
>>
>>987999
imagine a triage oxygen mask onnyour model. grab that part of the face and pull it out slightly.
the 3d shape of an uguu kawaoi anime shoujo is more like a cat's skull than a humans. she need a jutting animalistic muzzle to look right. just try it.
>>
File: 1700811522075244.png (1.26 MB, 1337x600)
1.26 MB
1.26 MB PNG
Reposting.

https://coloso.global/en/products/100chapter-3danimator-minust-us
[Coloso] The 100-Chapter Guide to Blender From the Basics to 3D Animation by 3D Animator, minusT
https://youtu.be/kC8pQsWwZKk
>Hello, I’m minusT, a 3D animator.
>I’m a 3D animation YouTuber as well. My videos are primarily made with Blender and feature subculture characters. Blender is a great tool for beginner 3D artists, but I’ve seen many people struggle due to the lack of materials available on subculture styles and animation production.
>Drawing on 14 years of studying Blender on my own, I will share my experience and expertise, from the basics of Blender to character modeling, rigging, creating backgrounds, adding effects, and animation. I have designed the curriculum to cover the entire process of 3D animation production using Blender alone, which I guarantee that you will find easy and fun. After completing this class, you'll have the skills you need to independently create subculture characters and animations filled with captivating stories.

Download: pixeldrain com /l/rWpcwhBm#

>>987988
Not yet, but i will be on the lookout for it.
>>
File: 1703935381270339.png (1.12 MB, 980x497)
1.12 MB
1.12 MB PNG
Reposting.

https://www.p2design-academy.com/p/the-art-of-effective-rigging-2
[P2design] AOER2! The Art of Effective Rigging 2 by Pierrick Picaut
https://www.youtube.com/watch?v=XOrBSq3BD8E
>AOER2 is the most extensive Blender rigging course released to date. It will take you from the very fundamentals of rigging in Blender to high-end, advanced level character rigging from scratch.

Download: pixeldrain com /l/rzvEs9Bt
>>
File: 1707044783700326.png (1.08 MB, 1575x805)
1.08 MB
1.08 MB PNG
Reposting.

https://www.toanimate.ca/
[TOAnimate] TOAnimate: Blender Animation Course by TOAnimate Academy
https://www.youtube.com/watch?v=Osqkdv30Yg4
>This course was developed over 3 years by pro animators who have worked on huge projects, including the worlds biggest Blender project to date: the Emmy & Annie award-winning Netflix series - Maya & The Three.

Download: pixeldrain com /l/JJ6cXdup
>>
>>987999
It's out of proportion
>>
this is fine
>>
>>988033
Make it bigger
>>
File: ckbutton.png (140 KB, 380x751)
140 KB
140 KB PNG
>>988033
give it summa this
>>
File: 1696256626116472.png (1.64 MB, 1293x601)
1.64 MB
1.64 MB PNG
Reposting.

https://coloso.global/en/products/digitalartist-kazusa-us
[Coloso] Create Cyberpunk Animations Using Blender by Digital Artist, Kazusa
https://youtu.be/Nt0F2j7-K5o
>Hello.
>My name is Kazusa, and I'm a Digital Artist.
>I used to work as a freelance 3D artist, but now I work as a digital artist at Linercraft. My work involves creating artwork, music videos, virtual live performances, and more. Lately, I’ve also been working as a director beyond just 3DCG.
>Many people who are just starting out in 3D art want to express themselves in a cyberpunk style. In this class, I tried to make it easy for beginners to understand how to create cinematic cyberpunk visuals using Blender's basic functions. I’m looking forward to working with you.

Download: pixeldrain com /l/tvf4eXZT
>>
File: 1712669023155060.png (904 KB, 1272x629)
904 KB
904 KB PNG
Reposting.

https://www.p2design-academy.com/p/alive-animation-course-in-blender
[P2design] Alive! Animation course in Blender by Pierrick Picaut
https://www.youtube.com/watch?v=K6lYYgLKH04
>The most extensive and bestseller Blender animation course ever released to date. From fundamentals to expert techniques.

Download: pixeldrain com /l/oVCK4zEB
>>
File: 1719211066932.jpg (257 KB, 1354x700)
257 KB
257 KB JPG
>>988006
>pull it out slightly
like this? honestly look the same, and this time i use image ref
>>988013
>Out of proportion
you mean the eyes, nose, and mouth position?
>>
File: lipline.png (115 KB, 477x700)
115 KB
115 KB PNG
>>988058
Yeah like that, but more. Her lips should touch this line.
>>
https://www.youtube.com/@heavygauge_6893 zbrush
>>
>>988059
>get filtered by the lips
i'm ngmi
>>
File: 1719215545427.jpg (306 KB, 1566x789)
306 KB
306 KB JPG
>>988062
>>
though on learning anatomy with sculpting instead of 2D drawing?
>>
>>988046
It subdivides like this
>>
>>988077
TUSH
>>
File: file.png (126 KB, 1648x884)
126 KB
126 KB PNG
someone got a reupload, still missing parts
>>
>>988086
Look here >>987875 and >>987876
Different host, but should have the same parts
>>
>>988077
That's fine. you needs those loops making that diamond shape just above the butt to make the cheeks pop in the right way
>>
File: Hed.png (1.49 MB, 1920x1080)
1.49 MB
1.49 MB PNG
Is my anime head coming along well? I'm referencing AI and anime screenshots, and I can't seem to tell if the eyes are too far a part or not.
>>
>>988056
The SECTION 08. Rendering and Composition.zip fails to extract. It appears to be an incomplete file. Would you mind reuploading it. Thanks.
>>
>>988136
Try now.
>>
>>988131
looking good
>>
>>988131
anime js ao varied in the proportions its all about what feeling you want to evoke.
its also really hard to tell based on the plane material eyeless bald stage. its also where most anime modellers get shit on and give up.
i rhink it looks fine in its general shape. it looks like theres linching in the topology in the cirners of her mouth wich might give you shader or deformation trouble. depends on your plans for the model
>>
https://hirojapan.fanbox.cc/posts/6409859
https://x.com/h1i9r8o1
this person give you a lot of tips, in japanese though
>>
>>988147
Extracts fine now. Thank you very much.
>>
File: Collage.png (1.04 MB, 1105x723)
1.04 MB
1.04 MB PNG
Finally got my avatar working in VRChat. Wow there was SO MANY hoops to jump through but im super happy with how its turned out in the end. Weight painting was a BITCH and theres still alot of work for me to do especially around the hands but im satisfied with what ive done. The most fun part was creating the expressions, those really made her come to life. Hopefully i can fix my mistakes on the next model i create and for now ill consider this project "completed".
>>
File: Body.png (2.93 MB, 2880x1620)
2.93 MB
2.93 MB PNG
>>988148
>>988149
Thanks for the feedback. And I'll keep the thing about the corners of the mouth in mind. I was wondering if it would be an issue, but I'm still too inexperienced to really know these things.

Here's the WIP of the body. Since every character I try to make starts from the same base, I like to start with a thick one and shrink as needed for other characters. I'm still working on the legs but it might not matter with how I'll do the shading/texturing.
>>
>>988159
post wireframe
>>
File: Body wire.png (3.23 MB, 2880x1620)
3.23 MB
3.23 MB PNG
>>988160
Like this? Or did you want to see the wireframe view of it?
>>
>>988164
yea, like that, i assume those tris will become quad once you subdiv it
>>
>>988166
Oh, I'm just going to retopo it. I'm using a base I had laying around to rough out the general shape, but then I'm going to follow one of the tutorials linked above for better topology. The base works perfectly fine when subdiv'd though, but I want the practice of making my own.
>>
>>988155
great job finishing your project anon, I like her hair, the cute expression of the bottom right, and the smugish thumbs up
>>988168
not him but what tutorial are you thinking to follow for retopo?
>>
>>988155
grats anon, weight paint filter me a lot and i don't want to watch tutorial video, so i stop after finish texturing my character
>>
anyone know best way to make cape? i want to make it look natural without using cloth modifier or cloth addon
>>
File: 1719317990481.jpg (205 KB, 535x796)
205 KB
205 KB JPG
>>988184
or is it cloak?
>>
>>988185
it depends on a lot. a starchy pleated cloth could just be extruded. could just deform/sculpt a plan and give it thickness.
but honestly the tech ique you poopood is the easiest and best way to do it. simulate a cloth falling ino its relaxed position then duplicate the result.
>>
>>988189
>sculpt
guess i'll use cloth modifier
>>
>>988185
>>988191
Sculpting a subdivided plane is much easier than a cloth modifier for anime clothing.
Use the Grab brush to wrangle it into shape and Draw brush to do the folds.
You can also waste time trying to make the Boundary brush work, but for that simple cape it's not worth it.
The sooner you get used to the sculpting brushes, the better.
>>
>>987477
>So i was conflicted about which service to use. I finally decided to settle on Pixeldrain. The files will remain available for three months without a download and while there's a download speed cap if you download more than 3GB per day, then don't entirely block you from download the files. Just limit your speed somewhat for 24h once you hit that threshold.
I suggest you to stick to gofile course anon.
Sure, they are deleted if they are inactive for half a month or so but all host sites delete their files after some time anyway (some hosts are WAY more strict with piracy than others) but gofile has no speed limitation and can download multiple files at the same time.
The decision is yours but i found some of these 30gb+ courses to be a massive hassle to download on pixeldrain (very slow after 3gb like you said) and workupload compared to gofile which took like 5 mins.

Anyway, thanks for the courses!
>>
File: 1705290776633359.png (759 KB, 1157x604)
759 KB
759 KB PNG
Reposting.

https://coloso.global/en/products/blenderartist-anteater-us
[Coloso] The A to Z of Creating Cartoon-Style Modeling with Blender by Blender Artist, Anteater
https://youtu.be/GadinOL2Gh8
>Hello. I'm Blender Artist, Anteater.
>I have been using Blender since 2007, for just over 15 years, and I also manage the largest Facebook group in Korea, Blender3D.
>I currently serve as the head of the Real-Time Content Team at Giantstep, mainly directing and working on AR, VR, real-time motion graphics, and interactive art production using commercial game engines and frameworks.
>I am interested in creating non-realistic expressions with 3D design tools. I also enjoy exploring and practicing shading techniques similar to those in cartoons or animation.
>This curriculum will be greatly helpful for those who want to create cartoon-like expressions with 3D tools and for beginners in Blender.

Download: pixeldrain com /l/2Ea9owzD

>>988195
I'll try to find a new service. The problem with the Gofile is that they delete the files after just 10 days. I find it too fast. Maybe i might sign their premium account.
>>
File: 1716855499186471.png (1.08 MB, 989x575)
1.08 MB
1.08 MB PNG
https://coloso.global/en/products/motiongraphic_yoonhyunji_us
[Coloso] VFX Artwork That Pushes the Limits of After Effects by Motion Designer, Hyunji Yoon
https://youtu.be/vD9m10PNRZo
>Hi, this is 2D motion graphic designer Hyunji Yoon.
>I am currently working as a visual artist at GIANTSTEP, collaborating with media companies for TV commercials, viral advertisements, music videos, movies, shows, and other projects.
>I mainly work on creating key visual artwork as well as motion graphics, and always aim to make high-quality artwork quickly and easily.
>For this class, I chose to provide students with insights based on the knowledge I have accumulated from my days as a student, up until now and other special tips that I have learned through R&D.
>I hope that throughout this lecture, you will be able to learn about the infinite possibilities of After Effects in a way that's both fun and efficient.

Download: pixeldrain com /l/cxVBgG2m
>>
File: 1706402655696229.png (888 KB, 1422x557)
888 KB
888 KB PNG
https://coloso.co.kr/products/2danimation-jungjonghyun2
[Coloso] 화려한 이펙트가 돋보이는 2D FX 애니메이션 by 애니메이터 정종현
[Coloso] 2D FX animation with spectacular effects by Animator, Jonghyun JUNG-BOIX (MTL)
https://youtu.be/pbWJPAmBM4w
>Hello, this is animator Jonghyun Jeong.
>Since graduating from the Gobelins in Paris in 2014, I have experienced various areas of the industry including VFX, games, movies and Japanese animation . Recently, running a studio called ANIONE WORKS in Busan and served as the director of the short animation 'Pick Me Up!', and am currently focusing as an animator and animation director overseas. Based on these numerous experiences, I have become particularly attracted to FX animation, and through this class, I will teach you how to implement various 2D FX animations based on natural phenomena to complete high-quality video works.

Download: pixeldrain com /l/XjuqtrMH
>>
>>988200
to be honest with all the links it's better to just put them all in a mega or make a torrent
also saves time having to constantly reupload and people don't have to ask for x course as they could just check a reentry page for all the links or something
>>
>>988201
I recommend something like this specially for beginners, you can achieve a lot in postpo, and I'm pretty sure most artists you like do it too. note I'm not saying this specific course, but the technique in general
>>
>>988176
This one: >>987721
I've found it pretty easy to follow. Like, deceptively so. Anime modeling is kinda hard, and if someone was just starting out, I'd tell them to watch most of this and stop at the unity 3D stuff.
>>
>>988164
I always see that body wireframe. Where is that from?

>>988200
Is this course worth downloading?
>>
File: speed.png (6 KB, 289x129)
6 KB
6 KB PNG
>>988200
>I'll try to find a new service. The problem with the Gofile is that they delete the files after just 10 days. I find it too fast. Maybe i might sign their premium account.
I don't want you to think i am nipticking, courseanon.
You are making an AMAZING job sharing all these courses and knowledge.
I am simply pointing out that since you upload VERY high quality content, the courses are of course big in size (some go above 20gb) and gofile can handle the speeds.

Pixeldrain themselves say they struggle with their servers and network, unable to provide quality service to users and low speeds (as seen on pic here).
You can choose whatever service you want to, me and other anons are grateful for your uploads!

Have you tried mediafire? I don't think they have a speed/download limit (i am probably wrong), but you need to rename your files because if they find out it's piracy they'll delete them.
>>
>>988200
is a torrent not possible?
The /beg/ thread in /ic/ has all its resources in a single torrent and for the amount of courses you are trying to maintain I think would be better
>>
>>988216
This would be a great idea,
>>
File: px.png (711 KB, 766x718)
711 KB
711 KB PNG
>>988216
>is a torrent not possible?
>The /beg/ thread in /ic/ has all its resources in a single torrent and for the amount of courses you are trying to maintain I think would be better
Torrents require users to actually seed them, /ic/ has more people than /3/ so their torrent database is viable.

Pixeldrain is struggling a lot it seems, they can barely keep their free tier, and even in the best case scenario it's 5gb per day.
>>
>>988213
I believe it s a kit you can buy from CGTrader or Art station. It has great topology (even if there's tris), and a ton of pre made anime assets.

The only downside is I think the base model looks bad, but that's fine. You can just sculpt it to fit any anime style you want.

To be honest, you can get the same kind of premade features by using Vroid, but I like the creator of the mesh, so I wanted to throw money at him.
>>
>>986950
https://www.models-resource.com/pc_computer/genshinimpact/
>>
File: file.png (2.09 MB, 1355x1923)
2.09 MB
2.09 MB PNG
>>988225
Ah my mistake actually. The wireframe I saw being used a lot (over at smutbase) was actually picrel. Looking at your wireframe it looks completely different.
Figured Picrel was generated using DAZ or some other program like it.



[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.