Previous thread >>986003Discuss and post anime styles in 3d. From figurines to celshaded models, etc.Recommend Youtube Channel :https://www.youtube.com/@user-sy9do4tr4hhttps://www.youtube.com/@yuucg5187https://www.youtube.com/@mmcganimetichttps://www.youtube.com/@fusako3dhttps://www.youtube.com/@user-pp2os6zr2dhttps://www.youtube.com/@ShionMgr
Oh thank god you bastards are still alive
>>992867Any benefits in using ZBrush for Anime? Since you aren't hitting ultra high poly numbers and such. Is it just a more pleasant experience than Blender?
>>992872the only good thing from zbrush is zremesher
>>992867SAGGYAGGY
>>992867good thread
>>992867my bad >>989333 is the real previous thread
Thank you for your advice, I added more bunny stuff and slightly upped sat. Also switched to standard color management since I was on Agx. If you have any other design suggestions pls share before I bone her.
>>992871I know! My threadwatcher showed everything was gone and I didn't know what the fuck happened
>>992880As If thats a problem, fag.
>>992911i'll bone her myself
>>992780I like your folds
>>992867The only worthy thread in /3/
>>992803I've tried applying some of the changes, it's for sure more accurate but needs a bit more work
>>992911cute
>>993226Sorry anon, it's hard for me to commit to high saturation, but I'm slowly warming up to it.
>>993253How do you create a character 360 rotation like this?
>>993255https://www.youtube.com/watch?v=6oXkRIN_t0YIt's very quick. Or if you don't want to rotate the model you can Add > Empty > Plain axes and rotate that instead.
>>993257Sweet
>>993253looking better, i feel like its at a good point but if you were to go further:~asymmetry, mainly in the hair~where the mirror collides, all the textures form this V shape, pic reland Idk if its just me, but the hands look very small, but I could be wrong. anyways loving it so far
attempt 3 at ayumu kasuga aka osaka 3d low polygon model !!! i feel good about this one bros maybe i will use it as a base to make chyo chan too !
>>993272Looks really good!>>993309Thank you anon, very helpful.
There is a guy lurking here who admitted that he has it and is not willing to share.
>>993560>>993560yeah I am really dissapointed in that guy
>>993560What's this, some kind of course? Probably can be summed up to "git gud".
>>993560How do you guys look at pros like this and don't immediately feel a deep sense of inadequacy at how trash and amateur your stuff looks? Because that's how I feel trying to follow any of these guides.
>>993565because those pros are actualy teams of pros who get to spend all day everyday practicing and crafting because it's their job, and they have programmers that can custom make tools for them.
>>993565If you feel a sense of inadequacy to this kind of thing then you're genuinely doing it wrong. get excited that there's others that are better than you and that you can work towards something.Get better. Be happy there are others that want you to get better.
>>993565Use those feelings to fuel your desire to get better.
>>993418hand and shoes!! i think I might make a fun shapekey for the hands to toggle them between normal hands and the fingerless nubs you see in the show sometimes
>>993564https://www.youtube.com/watch?v=7FHqVjnN_NQ
>>993560i have it, but the file is encrypted, i need special program to open it, i need to login to use that program, recording program show black screen when i tried to record it
>>993575elite securityjust record your monitor with your phone.
>>993560Check coursebusters telegram fren
>>993594>>993560>>993573any idea if the whole thing is text to speech or is it just the video?
>>993565You always have more to learn. Don't worry about how good other people are compared to you.
>>993594download does not work for me. maybe it is a temporary thing.
>>993594>>993664i was a retard. i clicked on the text not the symbols. thanks for sharing.
>>993637the guy narrates in korean in the actual course
maybe i should go back to 3d modelng next month
>>993721why not today?
>>993729my chakras align on 1st of every month
>>993729i always start something on monday or next month
>>993560>>993594I'm too much of a bitch to pirate anything so I stick with blender.Anywhere I can find good tutorials like that but for Blender? Including shading as well?
modeled a new character i think turned out super well, all thats left is rigging and expressions so she can move. What do you all think of her?
Any good anime shaders for enviroment?
>>993253so good, i love this
>>993788Redo the apron or take it off, it brings down the level of the model
>didn't what to makeguess i'll start 3d modeling on october
>>993788im not too sure but body proportions look off, but holy shit, I love the eyes. keep it up
>>993788Give the apron some love anon, its not at the level of the rest.Other than that nice job
How do you guys go about joining the hair with the head? I always have trouble with that gap between the face and the front bangs
>>993859i always try to make it look natural from every angle
>>993573>>993594is this a good art style for an indie game? I want to learn a 3d art style to make assets for my game. Ideally, it shouldn't take too much time to create the assets. I have no experience with this; I used synty assets for my previous games. I need help picking an art style so I can try to git gud. I have no prior experience.
>>993560uh... that might be me. i mentioned i had it some time ago. it's not really possible to share, or at least it would be very difficult to, since it's from coloso.
>>993859what's the context?
>texture painting in blender be like>make a .psd file with all your layers>paint on it in krita>constantly switch between blender and krita to see the results
>>993859You can just have floating geometry.And you can put a base layer of hair over the scalp. If you duplicate a portion of the scalp and then solidify it, it will line up perfectly and make it impossible to see under the hair even with extreme camera angles or during animations.
mashallah she is clothed
>>993896a-ano ?
>>993937try this https://extensions.blender.org/add-ons/ucupaint/
>>993896the anime style is as hard as you want it to be. It gets it's roots in exactly what you want. Low labor high efficiency output. Abstract designs are cheaper and easier to make. On the other hand, anime has evolved and there is plenty of high effort styles which are jaw dropping but require just as much time and skill as classical styles or photo realism.
>>992872>Is it just a more pleasant experience than Blender?anything is more pleasant experience than using blender>>993937try https://www.adobe.com/products/substance3d/apps/painter.htmland find less memey 3d software
>>992872Zbrush is great if you're mostly sculpting, and not doing anything elseIf I was only doing sculpts for 3D prints, I might use Zbrush>>992878The dev who made zremesher is selling it as an addon for other softwares, blender included https://exoside.com/
>>993594do you perhaps have a non telegram link?maybe upload it to mega or cgp?
>>994037>sellbut where can i get it for free though
https://www.twitch.tv/vora_01startin
>>994020anon, do you mind sharing styles that are considered jaw-dropping so I can get my bearing?I want to understand what styles are are within my scope as a solo dev and a nub at art. I have to make the characters and the environment, so it can't take too much time or I'll never finish it. One of the coloso courses had something like this as the final result.
>>994059and this >>993594 creates pic rel in the final project. How much time would it take to get to this level and how long would it take to create assets like this once you get a hang of it? A rough estimation would be incredibly helpful.
>>994060>how long would it take to create assets genshin puts out a new region and every year with a couple thousand people, convert that to whatever you´re trying to make
>>993900Oh? Is there an issue with coloso?Courseanon posted lots of coloso courses like 2-3 threads ago, maybe he pirated them in a special way.Anyway, what do you think of that course? Is it worth the hype?Many hyped courses are meh at best.
>>994066>How long does it take?>Several thousand man years
>>994060fuck this looks so good brb downloading vid
>>994067https://x.com/kuro_bong/mediayou can check his work
The left is the tutorial i am following, the center and right are my mesh.His mesh is all smooth while mine gets blocky in from the middle of the arms to the waist.Same subdivision numbers, same viewer, (almost) same topology. I am mimicking everything he does. I wonder what am i doing wrong.
>>994161>Right click>Shade Smooth
>>994162I expected this to be the case.The tutorial doesn't show any shade smoothing being applied at this point so i thought there would be a topology error going on, or wrong normal (i recalculated normals several times) or an unchecked option i was missing that wasn't a shade smoothing.Anyway, thanks anon.
Are there any anatomy books you recommend? I am aware that the stylized anime style body can be different from the real one in many ways, but I want to get a sense of how the real body works before jumping into the anime style. Am I overcomplicating myself or do I jump straight to anime modeling with references?
>>994206For the purposes of 3D, I think the most direct path would be to learn to draw anime bodies in 2D, instead of learning real anatomy in either 2D or 3D. Learning to draw an anime style in 2D is basically needed to develop the eye to create really good 3D anime-style models, imo.Realistic anatomy is useful as well, especially for more less stylized designs, but a foundation in drawing is more important for this specifically imo.
>>994206Anatomy for Sculptors by Uldis Zarins is the classic reference for human bodies, it shouldn't be too hard to find a pdf
>>994207>>994209Thanks for the tip, anon
>>994206>i will never be this goodi'm sad
>>992867How would you go about using Mordhau levels as scenes?
>>994236Mordhau, the game? uh, probably there's a tool to rip assets from old Unreal games out there.
>>994238Should I take it to Blender?
>>994239you shouldnt take anything to blender than the uninstall feature little tip if you actually wanna make it
>>994239You can use what you want.
should have learn how to sculpt instead
>>994268Hip topology is awful.
>>994248What do I want?>>994283What's that mean?
>>994302>What's that mean?It'll deform badly when animating. If you don't care about animation, you should just be sculpting instead.
>>994232don't be sad, because 3 out of 4 ain't bad>>994307What's the name for doing it right for animation?
>>994309If you want to learn topology it is very simple. You just study screenshots of wire frames of models you can already see look like how you want and move like how you want. Topology is very objective. Just copy what works, and in doing so you will learn the hows, whats, and whys.
>>994232One day you will. I feel like this often but I know it’s because I just haven’t put in the time for it yet. You’ll get there fren. Just keep modeling when you can
Does anyone know if there is a Daz equivalent for anime characters? Like I just want to customize and pose some anime dolls. Why live if I cant do that?
>>994283>Hip topology is awful.been doing that for a while, well i never get to pose my character since weight paint is hard
>>994343Vroid is anime pose character and limited customization. If you want to go pass the limits you gotta learn MMD.
praise be she is no longer bald>>994346it's not that bad you just have to go for it. go vertex by vertex if you have to. corrective bones are the best and make hips significantly less shitty once you get the hang of it. pretty sure there's some great youtube vids for it too. or just do rigify and be done with it.
>>994343tons: mmd, honey select, koikatsu, custom maid, others i'm forgetting. there's generals on /h/
What's a good website for selling anime figure STLs for 3D printing?My brother is telling me I should sell some of my sculpts and I'm not too opposed to the idea, that resin isn't cheapI only know Cults3D
>>994382Boyo you're giving your money to some middle man with a fancy machine and 0 creativity. Hook up with a printer chad on a personal level and make a real deal. You're setting yourself up to sell 100 hours of work for tens of cents
>>994343Designdoll. It's also outright better than DAZ in the level of control you have over it, and can even export meshes out.Sure you gotta retopo after but it's alot easier to work with in the end.
>>994313So there are literally no words for doing it right?
>>994432it's "good topology"
>>994432https://topologyguides.com/might help, idk, i bookmark the web but never bother to read it since i know what good topology is
god i fogot how annoying it is to make anime hair
>>994457Just sculpt it bro
>>994458>sculpti'm bad at sculpt
>>994460Hey, it's really not that bad, of course with practice you will continue to improve.
Haven't worked on it in a while, but here
>>994059Forget about that artsyle. Even a pro solo dev has to do simpler things, you cant spend a 3 weeks on modeling and texturing one single character.
>>9946172-3 weeks is usually the average turnaround time for a fully completed character model though?
>>994562shaders are so much fun once you "get" them
>>994562Would you mind sharing how the mesh of the breasts looks like? I'm trying to add breasts to a model of mine and I'm having trouble making them so big they can be seen from behind
grim, hope it look good once i color it
>>994762
>>994764There's no way that's a good mesh.
>>994769how so?
>>994770You're supposed to loop back, not have everything intersecting. You will want to hide e-poles and n-poles. like underneath.
>>994774never heard of e-poles and n-poles, but I find the mesh deforms well. Anyway, that's just how i do it, if you can make a fixed version, I'll be happy to see it
Shortstack model I am working on.
>>994794Do you use a base mesh for this? Ive seen that body so many times already
>>994815He draws this exact bodytype all the time too. it's just what he likes.
>>994828To be fair last time I drew such a body gotta be at least a couple months ago. The model ought to be a "remake" of a older model.>>994815No, everything's from scratch, my autism wouldn't allow me to take the easy route.Do tell where you have seen that body before tho.
>>994785Do this, it should be easy:https://youtu.be/GRakaemszL0?t=188Ignore his keystrokes, it's Maya, you will have to use Blender keystrokes, obviously. Ignore the rest of the tutorial, it's about retopology, for games, using Maya.
>>994838ie you need to add one loop to do this, and get quads.
she is ready for uv now i thinkbeen experimenting with krita lately, I think I will use that for texturing instead of blender's tools but we'll see. definitely gonna use it for her face at least, i want to use drivers to be able to get several expressions
>>994848are those shirt pockets?
>>994838I watched it, but he never said why. I can only guess that it is for better UVs. would you know?
>>994862white part of the uniform
>>994871It's for painting, and deformation, I believe. But look how easy it is in your case. You need one more loop intersecting, I think, then you are like 8 clicks away. Obviously save before trying.
>>994848>>994888
>>994848All that detail on the suit could be a texture
>>994815he only knows how to make that one body
>>994950stop hating bitch
>>994950I was asking because I've seen a lot of animators using something really similar on the part of the internet I work on.
>>994920want to be able to rig and move it
hallo everynyan, how are you fine thank you
fuck hair am i right
>>994965lolmade me smile
>>994950Chat, don't tell him...
>>994952Do you mean sfm kitbashing?
>>994972Damn dude, is this model available somewhere? I kinda wanna dig into that hair
>>994975Sorry it's only available on gumroad. If you look for Chiusan you can find it.
>>994972>same body, just move squash some limbs shorter and shrink the titswoaw
>>994977don't tell this man what proportions are, it might break him
>>994978>>994972Ok but why are her toes glowing?
>>994996Ssh, you'll blow their cover
>>994996Glowy bits are sexy
>ponytailyeah, not looking forward to finish it
>>994973Yes, not sfm but something like that, 3d animation for coomers.I don't work on that, I make lewd anime sculptures but buyers overlap more than you think.>>994972Exactly, the body is the same, I wasn't talking about the shortstack proportions, I've seen that midriff sculpture in so many posts.
>>995010Everyone's in fucking love with this one body type with this hourglass toned abdominals. Some times there's fat but the fat is like magically shaped like muscles. What needs to be figured out:>What is the care of the design that people want to see that needs to be consistent>What can and should be different in each design so that they are distinctly unique without losing that razzmatazz everyone likes
retopology time
>>995052I want to suck on her titsforever
>>995052Looks good>>994969>>995002just wait till UVing the damm thing
>>995054my boob bone set up, mainly based off https://x.com/0_blender/status/1831985283514151231but he has some extra bone that i got no idea what they do.
This thing's finished, I just wanted to post cause funny.How the fuck do you read these Captchas - why the fuck is there a slider, that took so long to figure out
guess i'll do the ponytail later>>995054yeah, not looking forward to UV mappng too
>Following a tutorial on modeling a 3d anime girl.>Dude does a change and 5 seconds later presses ctrl+Z to undo it.>Repeats this a lot during the video, sometimes does a change and immediately undoes it.>Casually turns off and on proportional editing and some subdivision surface settings, have to pay VERY close attention.>Obsesses for about 30 minutes "fixing" the butt and chest, even if they look fine.>Constantly goes back to keep "fixing" the butt and chest after modeling the arms and other body parts.I am learning a lot of stuff, but god damn it's so fucking annoying to follow steps how when he is constantly undoing changes, i got a headache after 1 hour of this nonsense.Also, i suspect this guy might be a coomer that forgot he was making a modeling videocourse.
>>995113The biggest coomers make the most detailed boobs and butts
>>995114>The biggest coomers make the most detailed boobs and buttsFair point, but it's hard to learn anything useful of 30 mins of a guy moving a vertex here and a side there without knowing the logic behind it.
>>995118>the logic behind itIt's just looking at the model from every angle and fixing every little problem you see.
>>995056What kinda constraints do you need to make the boobs jiggle?
>>995144I use https://github.com/shteeve3d/blender-wiggle-2ive used a few jiggle bone addons and this one is the best one so far
https://x.com/sakuramochiJP
do you lads use mostly poly modeling or sculpting when doing anime bodies/heads?
>>995159what an awful shader
>>995182poly modelling. I keep trying to do it sculpting as much from scratch as possible, but I still think i am at my fastest and best when I do 80-90% of the modelling polygonally and just do details for the normal map sculpting.
>>995193Second one looks great
finally done with the cooch
>>995219>he thinks he's donewheres the cervix? where the reversed normals interior geometry for x-rays?
>>995219>open anusum
>>995193something's wrong with the mouth.
Done with the painful cutting process, time to print her
>>995231I feel your pain, cutting and keying is like doing office paperwork, long, draining and only tangentially related to your main skillAlso do you have a masking liquid/tape allergy? The sleeves and shoes? Three layers for the shirt? The bag straps and lock?Maybe I'm unexperienced in the way of life but I personally wouldn't have cut it that much since it's 3D printed and not castLooking real great though
>>995233Probably for the ease of painting
>>995219Do you use a blend shape/shape key for the anus?
>>995233Thank you anon. In addition to this >>995237, this one will be cast to be a garage kit, if it was just for 3D printing I would cut a lot less like you said
>>995231very cool
>>995231upgrade bro, upgradeYou can 3d print injection molds. You could have thousands of little girls figures.
https://x.com/suzu_8ru/status/1834614528405131457>4 months of progressbros...
>>995274Those are some really cute chibis on the left and right pictures
>>995274I wish I had talent.
>>995279stfu nigger
>>995274I think he could have made those "after entering the school" models on day 1, I don't think that means muchI've noticed that the quality of a model is directly affected by the amount of time I pour into it, call me a genius or something
>>995118Yeah, a lot of tutorials are made by folks who don't understand the tutorial side of things, and can't be assed to edit.
>>995281Rude nigger.
>>995266
>>995296lmao nice
update
>>995296Me irl
>>995274insane for 4 months. I've been at it for like 8 to 9 months and I have a history with blender. >>995296heylow every yarn.>>995231>>995301looks cool, you using zbrush?
>>995274i've never believed people who post shit like this. because I've done the same in different mediums to bait responses and a ton of people have previously gotten exposed for the same. Is it possible that some chink is just that good and improved that much in 4 months? Absolutely. But is it more likely that they have a lot more experience than they let on and are farming engagement? Occam's razor says yes.
>>995341it's also possible that he was given a pile of premade assets to work with in school and he's just showing an in class project.
Testing patterns for her body
Feet are tricky business
>>995274What school?
I've been stuck for a few days now trying to figure out how to make a piece of clothing stick to my armature while animating, something like the overcoat in this video (warning: it's not nsfw but it's insanely lewd and you might blush)https://files.catbox.moe/qnzdwo.webmThe parts that matter, like the sleeves of the overcoat, move when the arms move and I can't for the life of me figure out how to achieve that for my own model. I tried enabling collision on my body mesh and cloth simulation on my shirt mesh and that works fine for prototyping, I could get it to stick to my T-pose but as soon as I move the arms the shirt doesn't follow and it's driving me insaneI'm a very VERY new beginner btw, I started doing 3d stuff for fun a bit more than a week ago so if there is an obvious solution to this, chances are I haven't even seen itAnd I apologize if this isn't the right thread to ask this, I was initially inspired by anime models in the first place so I thought I'd ask here
>>995368i had an idea for a rogue like where youre basically a Link knock off customizeable, but you also had an im companion, modular midna knockoffs. and you could customize her, level up, and ofcourse fuck.
>>995389yes, it's a every easy problem to solve, but I would recommend "The Art of Effective Rigging 2" (some anon posts a rip of it on some board in /3/, cant be too hard to find). It is easier to learn how armature works as a whole than just getting band-aid knowledge. but this is how it would be set up, and also I believe the word you are looking for is weight painting
>>995399Do I really have to do that to my entire shirt mesh or just the little part of it that dangles? or am I just not thinking about this correctly? this is such a small thing and it's frying my brain so bad...
>>995404if you want it to sway yes, if not no. you could probs parent the whole thing to one jiggle bone if accuracy isn't an issue for you
>>995405>you could probs parent the whole thing to one jiggle bone if accuracy isn't an issue for youOh man how come I didn't think of this, that's such a simple solution it's geniusSo, if I wanted to settle for a middle of the road solution in which I don't rig the entire shirt but still add some form of jiggle, I could rig the shirt to the bone that also controls the body (which is rigid and doesn't jiggle) and then add jiggle bones to the parts of the shirt that sway, no? and then just weight-paint the shirt accordinglyI think that's a good middle ground between both approaches
>>995408just a quick and dirty test, I used >>995145 addon for it
>>995404>do i gotta do that for EVERY part?.welcome to 3d modelling
>>995384why did this never take off? and are there any alternatives?
addons will only get you so far. rigging is one of those things where you don't need to be good at it until you do, and you'll regret not having at least a basic understanding of it.
>>995409Oh that's absolutely beautiful! I will definitely try it like thisI thank you greatly for having helped me figure this out
>>995414that's alright Cris, just do your homework and watch The Art of Effective Rigging 2
>>995416Cris?
>>995418the tldr is: Cris is a user that has been posting on /3/ for like 10 years and has made very little to no improvement and always takes shortcuts
we all have a little bit of cris in us.
that shoelace kill me>>995330>looks cool, you using zbrush?blender, i'm too lazy to learn how to sculpt
>dogshit ponytailsigh
>>995435ponytails are easy, you can do it, look at your reference a bit more
>>995436you are right, now i just need add some detail and combine it
pretty simple, at least better than before
Does anybody know what the white bars are called or some examples of it, I remember them being from an anime magazine or something.>>995530Are you gonna add a hair tie? And as always look'in good
getting there with her texture, next will be proper eye texture
>>993575you got scammed you idiot>>994060to create that exact piece by following the course 10x times the duration of the course, to be able to create something original like that from scratch after completing the course like 40x times the duration of the course
finna rig this soon and make the greatest shitpost of my career
>>995556yes, comically large hair tie
6.5 head is accpetable for teen right
>>995632as a suggestion
>>995641>7damn
>>995642whops i'm retarded
>>992867https://www.youtube.com/@kurukumatimelapse channel
now the worst part, UV unwarp
>>992867https://www.youtube.com/@menglow2122
>>995562i see you 3dguy. i recognise your steady hand.
>>993594is Telegram safe ?
>>995668nothing is safe
>>995667I do have a steady hand, tho you might mistake me for another anon
>>995665Just define the seams, and use automatic unfolding in Maya or similar tools. That is all the UV unwrapping you'll ever need for 90% of cases. At worst you'll need to do some minor tuning to fix minor issues. Shouldn't take more than a workday at most.
>>995676People only think UV unwrapping is hell because they use blender.
>>995705Is UV unwrapping much faster in Maya? I don't find it particularly bad in Blender if your topology is good desu.
>>995676>it takes eight hours to mark seams in mayalol back into the filter your software goes
>>995707You can get pretty good UVs in less than an hour, if you know what you're doing.>>995709key words here being "more than". As in if you need to do more comprehensive manual tuning after the automatic unfolding for whatever reason. Usually you'll be fine with just the automation, and manually re-arrangin the shell layout to your liking, if you're not happy with the auto-layout results, which you often probably won't be.
>>995710you can get pretty good UVs in a couple seconds of you lower your expectations. i use UV master built into Zbrush and just...accept it.
>>995720You usually want to at least set up decent seams , since those can cause issues with stuff like normals/displacement if it's in a too obvious place, and to make sure the polygon shells have a similar texel density, unless you can hide the seams well. Of course, if you're doing UDIMs on an organic model, you're going to end up with seams everywhere, no matter how you place them. But there's still benefits on at least some planning. The rest doesn't matter much, as long as you're painting your textures directly on your model. Although it's of course useful to have them make some sense, so you can do quick edits in a lighter weight painting program, instead of needing to do it in a 3d painter.
>>995632why are you making teens, anon? Is there something you want to confess to us?
mashallah she shall move soon
I am following the first wandah course and there is a thing I don't understand... why is it important to mirror and weld when closing holes? why does the topology of the filled hole matter? sorry for dumb
>>995726personal preference
>>995735What's the root bone for?
>>995755just look it up if you're gonna ask that type of stuff
>>995755rigging bros...
>>995755basic explanation is that everything is parented to the root bone, or parented to a bone that's parented to the root bone. it controls the entire rig. convenient for the animator for easy repositioning and also if you want more complex rigging mechanisms you need a root bone to make them work properly. ik parent switching comes to mind
>>995767what's IK parent?
>>995755It's the bone that all other bones are parented to that serves to move your character around. On a humanoid by default this will become your pelvis since all bones in the human body radiate out from the pelvis, up the spine out the arms up the neck and down the legs. It's however useful to not let the pelvis be the root bone but parent everything to a dedicated bone outside the skeleton to serve as your root. This way you can animate the transform of the pelvis relative to something that can easily be positioned. If there is no dedicated root bone and you animate a character doing a loop of something you always have to fiddle and figure out what the exact offset from the surface needs to be for your character to perform your loop while standing somewhere in the world other than where you animated it.With a dedicated rootbone that say coincide with where your ground-plane is supposed to be you just place root on the surface of your sceneyour character is supposed to perform the action relative to.
>>995767>>995769Ooohh I see, so that solves the hip problem of my rigsThank you!
first attempt at sculpt retopoing since i followed bran´s tutorial ages ago. will probably redo the retopo again, i kinda half assed it by the end with the excuse of it being a low poly base for vidya
How do you learn how to sculpt anime models? I'm looking to get started but no idea where to learn. I'm pretty familiar with Blender but only object modelling.
>>993560bump
>>995785I like it
>>995787Well are you at>How do I sculpt...anything?or>I can sculpt but how do I do anime?If the ladder then It seems to be about very broad curves with almost no surface detail. Way more emphasis on the silhouette. You want to see that nose from the side, but it should essentially disappear in the front. That or compromise and go with a more realistic style.
>>995787look into regular sculpting for the body and just do poly modelling for the face. anime faces don´t have that much detail and you´ll probably fake most of it by modifying normals anyways
>>995768you want your character to do a sweat 369 jumping sword slash and then drop and do 20 push ups with their hands planted on the ground.a sword swing looks best when animated using forward kinematics. when you animate each bone from parent to child.the pushups with the hands stationary while the body moves looks best using inverse kinematics. you animate the hand to stay in one place and a tool calculates how the arm bones should rotate to keep it there, child to parent.a good rig will let you switch between these 2 opposite ways of animating in an easy way.
>>995807thats fk/ik switchingwas referring to ik parenting. like changing the parent from the root to the another bone if the hand is touching the head or hips or chest or something like that. or parenting it to a prop or something. >>995785bruh what da helllllll woah my gaaaawd no wayayayayay
>>995787All your gurus learned from AI translated blender anime books on zlibrary.
>>995785can you make the breasts bigger please
quick fuckaround with auto weights before doing it manually lol those hands are so fucked im so bad
Anons I need guidance; I'm trying to figure out how to sell my Garage kits of copyrighted characters. I'm new to the anime figure (or general character figure) market scene. I've seen Japanese people sell their garage kits of licensed characters in yahoo auction etc. but I don't know how to sell my stuff as a filthy gaijin. I initially thought of just doing it the old way by setting up an artist alley but its figurines which are more expensive than picture prints so I don't know if people will bother buying it. If there's anons there that have experience or know something about artist alleys help would be appreciated thanks>>995787Sculpting anime figures is different from modeling 3dcg anime characters for animation. There's different nuances to it, a good video to start is here:https://www.youtube.com/watch?v=PjdePL8SGQEBut like doing anything, just start somewhere. Make a character you want, then evaluate on what looks 'wrong', look up tutorials, rinse and repeat. I sometimes make light hearted jokes on my crappy art so I don't put myself in an art freeze/procrastinate etc.
god i hate uv unwarp, i don't even know what am i doing
>>995869
Finally settled on the hair
and her backside
>>995876wow thanks a lot
i ended up deciding against using corrective bones for the skirt and will just use a shapekey for when I want her to sit and put on the properties bone with a driver. skirt still has its own bones though if I ever want to give it some extra motion.
>>995958The model looks good, but her hands are really small >>995949The glasses don't really fit on the design anon
>>995958they are worse than you think they are. im considering just changing them into rounded off nubs like in the show
>>996028You think so? Hmm
>>996032>>996028shid
>>996032you know what to do
>>995950great. so im gonna get vertigo plapping her pooper?
>>995847>I don't know how to sell my stuff as a filthy gaijin.Unless your stuff is good enough that filthy rich owners of the IP's you're looking to profit from don't think being associated with you will risk a 0.000000001% drop in the value of that IP, you are not gonna get licensed.If you wanted to try, though? Fucking ask. Email the companies who own these IP's and ask what the score is. Your biggest hurdle might be that the toy merchandising rights are already signed away to Bandai or whoever, in which case you may have to beg Bandai to share their pie with you. If you can express that you're a total nobody smalltimer looking to do limited runs because you don't have a factory that can pump out product and are just one guy in a garage, you might get somewhere.But honestly? You'd probably be better of just selling unlicensed bootlegs on etsy or cults3d like everyone else is.
>>996032Just scale them up? It's not hard. Especially since you're doing low poly. You can weasily make 5 blocky fingers with joints. Or just make mitts like many old games use to. But more importantly, just make them bigger.
>>996086the bones have already been meticulously placed and skinned though! that's more work! I can't handle doing more work! you do it nigga!!!!
>>996089You don't have to rig the handsThink about it, will rigging the hands elevate the quality of your model to the next level? maybe it will increase it a lil bit but in the big scheme of things there are much more important aspects you could be improving
>>996092>You don't have to rig the handsnigga what? i want to animate this shit. how the fuck am I gonna accomplish that without rigging the hands? even if they are mittens or nubs they still need to be rigged in some way
>>996094Is it necessary for all the fingers to move? or is it enough with just the hand?
>>996095yeah, duh. you should just be reading my mind instead of asking dumb questions like this, nerd. needs to be able to grab and hold stuff. though maybe there would be some janky charm to not have it like that.
>>996089You can change them with minimal work if you know how. Here's how:First, in *pose mode*, makes sure all the bones are in their resting position and rotation and scales. Then select the bones of the hand. Scale them up, the mesh should scale with them. Move bones as necessary to make them look good to their new scale. Assuming you have it all skinned like you said, then the mesh should move along with the bones.Once the bones are scaled and moved to your liking, then select the mesh, go to the armature modifier and duplicate it. Disable the original for now. Apply the copy. Applying the armature makes the mesh permanently take the form you gave it when posed.Now, go to the armature again, and in the viewport menu go to pose > apply > apply pose as rest pose.If all went well, then the bones and the mesh should match perfectly. That's it.
Thoughts on my anime boy elf head? I'm still really new to this, but I followed a couple guides for the topology.I'm really not sure about the mouth. obviously it'll be stylized, but I don't know how good it'll look in motion, and with all the different morphs.I don't know where to start on the hair yet. I'm looking for something long, rugged and messy with a lot of sharp angles. My only idea right now is to just do every strand by hand, and copy-paste and adjust for each of them.
>>996104Topology looks serviceable for motion. You probably won't have any problems there.I suppose you want his face to have hard angles too? Hard to imagine him as a "boy". He looks gaunt.
>>996105I guess that's kind of intentional. I'm going to try and adapt this model for each point in his story. Most of it, he's going to be a zombie, but I should still make him look fully alive for this first iteration.He's also supposed to be an adult, if that's what you meant by the quotes around "boy".He might also look more lively with some eyes and a proper skin tone.
>>996106>He's also supposed to be an adult, if that's what you meant by the quotes around "boy".I considered you might have meant a young man.Let me know when you find a hair solution. I'm looking for one too. I've been topology maxing, and neglecting hair, aside from a few experiments. From what I've observed. It seems you can approach it a few different ways. 1, Do layers of flat mesh, using creases to get sharp edges along the tips. 2, create curves, and copy and paste them around where needed. 3, Give yourself over to Blender's mercy, and attempt to use their hair particle system. 4, Use Blenders newer hair curves system, which requires some nodes to set up. But really all you need to learn is how to set up their pre-made nodes. Which isn't any harder than learning how to use most other features.This tutorial goes over the second method: https://www.youtube.com/watch?v=wu_TkcQZqJgWhich is probably the most beneficial to what you're going for. Once you have the curves set up, you can manipulate the to look all scraggly with relative ease.
>>996104my thoughts
>>995847you're already selling the STLs, right?try asking on r/resinkits, they might have more insight when it comes to garage kits
>>996097oh hey that's neat
I wanna make a cute lowpoly anime girl! I hope i can make a pretty design for her~making sure the limbs deform will be a challenge for me because I've never made a rigged character before QwQ
>>996132if thats your mesh it looks pretty much done. id have angled edge loops in the crotch area, but other than that this mesh would look fine with a good texture and the rright shader.
wew we done for now i think.
>Search 3dcg blender jap books>Use iOS OCR and live translate.>Become a blender goddess.
>>996131Is the knee topology backwards?
>>996157alright, lets see it then...
>>996157is picrel 3D?
>>993788eyes are to big and slanted uncanny, anime eyes are given but dont stress a stressed detail.
>>996173fug
>>996176OK....
Which height looks better anons?
>>996219left
>>996223I don't know my directions well, sorry anon, u mean the shorter legs or the longer legs?
>>996195ok the bad news is i don't feel like fixing this. the good news is it's not really noticeable with the toon shader. gonna remake the osaka model with higher poly at some point so I'll just try to remember to not fuck it up again
>>996224nta but i agree with him: the shorter legs looks better
>>996219First one looks better
>>996265>>996296TY anons, I think the shorter legs is what I'll go with since y'all agree, I couldn't tell if I was being too perfectionist about it or not so I needed some more opinions
>>993594>telegramlmao nice try glowie
there was an issue with a shader but it is now fixed. forgot to finish the head control but once that's done its all finished. first time making and rigging a full character from start to finish, even if it's shit and has bad hands and backwards knee topology im still happy with it. thanks for the help bros, next one will be better :)
>>996354Zombie skin color and the face needs at least 3 times the amount of vertices.
>>994562The breasts shouldn't attach this high
meh hope it look good once i add more color to the hair
>>996363There is no point if you aren't lining up your pixels to the reference anon....
>>996364i need to pick the color with color picker
>>996390Body is 10/10. Face is the reason paper bags were invented.
>>996390you are VERY closeThere are these 4 corners along the bottom of eyes. Align the width of the mouth to one of them. Very wide mouths tend to look more silly and narrower mouths more cute. Even though your ref is smiling wide her mouth is aligned with the second corner from the inside.
>>996363consider how in these super adorable anime faces that there's almost no details. That means the value of each detail is exploded out of proportion. Where this nose dot is has a huge impact on how we read the face. It is not hacky or wrong to actually trace your image planes in 3D. It is the normal procedure used by professionals.
chichi v2what is happening here? the base bone has a damped track constraint pointing at the end bone. so why doesn't it snap back like everything else? everything is symmetrized, etc etc. shits weird man. had similar issues before and it was usually a parenting issue but the parent/child hierarchy is identical on both sides. anyone have an idea?I did fix it by creating a master bone that is the parent of the end bone and have the damped track point to the master bone instead. but would still like to figure out what happened if possible, it's very annoying.
>>996434lowering the nose actually help, thanks
Finished my first body. It probably looks terrible, but sculpting it was really fun and didn't take that long, only 3 days whilst learning how to use zbrush using this tutorial >>993560
does anyone here have this one?https://www.artstation.com/marketplace/p/9nrrR/genshin-impact-character-shader-for-eevee
>>996512hmm yes i like it alot. she has some front-cunt (frunt) but over all very nice.as i havent watched that tut just tell me the secret brush that smooths your shit after you add mass.thats my problem. everyrhing i make in zbrish is lumpy. smoothing everything till its smoothbodten obliterates the shape i built up.
3D kino came out today, also I've read that its 100% done in blenderhttps://www.youtube.com/watch?v=1s188WNEiqw
>>996517I am also starting, and not that guy, but I think the solution is to create the big masses with a low subdivision and then add more with details. The low subdivision makes it smooth
>>996356>Zombie skin colori agree, how to fix? i color picked from a screenshot from the show and it still looks weird
>>996535for a start, go in Color Management setting and switch to Standard.
>>996534mmhmm i see. i always box model very heavily before going to sculpt. sounds like inshould just keep doing that. sculpting low poly doesnt seem to me to have any advantage to it.
>>996539already there
>>996541Good, then shifting the color value to be slightly more saturated and darker should work.Mentioned the other thing because the default color management makes any color picking inaccurate, so that can cause issues.The actual problem is probably that the windows background is very saturated and vibrant compared to the backgrounds used in the anime.
>>996542hows this? color theory a bitch im not even gonna pretend I understand it even a little bit
>>996544I'm not the initial anon, but that looks like a big improvement to me.
>>996517You just need to lower the Z intensity of the smooth brush, remember to press shift or you'll modify the one of your standard brush instead>>996534>>996540There are some disadvantages to sculpting in high poly, your brushes will have their effects greatly reduced, so you need to go back and fort between high and low poly. I specially noticed this when I used zremesher and dynamesh at high polys, locking myself into a single high poly subdivision, and couldn't really smooth anything.
>want to learn sculpt>anatomy hard
well fuck coloring
>>996541>>996535Assuming you're relying on regular lights to light your character. It will probably be best to set the light to sun. Which makes everything evenly lit. And then set the strength to pi. You can literally type "pi" into the box, and blender will convert it to numbers.Why pi? Because for some reason, the sun calculation is perfectly calibrated to it. Dunno the technical stuff behind it. But pi is the perfectly even scale for the sun lamp. So you can know that the color you selected will actually show up as the proper color in the scene.
>>996567get some lineart on it, maybe it'll look decent>>996553anatomy for sculptors.pdf
>>996568oh that's pretty neat. idk if it works here, but I'll def try that in the future. i did all the texturing in krita (i cant draw for shit so I used bezier curves to make everything lmao) which probably also caused some issues with the colors. probably should have used both programs in tandem to get an idea of how it looked with lighting
>>996525read where?
>>996362Yeah i see what you mean, fixed it to a more real lower attchment to the rib cage>>996640https://tvtropes.org/pmwiki/pmwiki.php/WebAnimation/SonicXShadowGenerationsDarkBeginningsctrl + f for blender
>>996525>peak 2d is making it look perfectly 3d>peak 3d is making it look perfectly 2dhow did we arrive here
>>996390>>996433>>996391Good tips.
>>996675Much better.Another suggestion
tell me why i should learn anatomy when the character is not naked
idkmaybe if I do some gp on some edges it will look less shit
>>996692To know what is holding up their clothes
>>996692The shape of the clothes depends on the shape of whatever's beneath them
>>996692I don't think you should learn anything if you can't figure this out by yourself, I think you should move on with your life and find something simpler to do
classroom (Osaker for scale)
>>996845shid
>>996846not much room for the teacher's desk.
>>996851wont be in the shotshould probably put it in if I want to reuse it though i guess, idk
so room has backface culling on so it doesn't get in the way of the camera but how do I do the same for grease pencil?
>>996862mask modifier
It's still driving me insane anons, as i worked on this model I realized her legs might've been too long even tho I was satisfied with them at first. Which one looks better? I guess I need some other opinions cuz staring at it is just making me flip fop
>>996933Depending on the stylization, I think both leg lengths are workable, but in both cases the tibia is too long compared to the thigh, moreso in the right one. I'd go for left with a longer thigh and shorter tibia.Look at some references from art you are inspired by and compare their proportions to yours.
>>996936yea i see it now, dunno how this kinda stuff sneaks past me sometimes, guess i get too excited to work on other parts of things then only double check stuff like that later
>>996937Best tip for that is to keep a bunch of reference pictures and refer to them every so often to sharpen your mental image of what you're trying to do.
>>996938Ty anon i've been using Blender to make chars since november since I really got back into it and started to use it more seriously after just messing with it as a joke, so stuff still gets past me i wish i would've double checked
>>996940Bro use reference, a blender book on vtubers or a coloso course (telegram). You can't rely on Grant Abbitt to help you.
>>996943yea man i use reference i'm just scatterbrained asf
AH IM A SORRI
I don't think you're mentally prepared for the shit I'm cooking right now
make another general pls
>>997094holy shit
>>997198>>997198>>997198baked
>>997199anon, you do realize this thread will probably stay alive for a couple more months, right?
>>996693"gp"? grand prix?Don't know why you're giving the shadows that texture. Doesn't really fit the style of the show. You should probably just not do that. But if you really want the texture anyway, then I would suggest adding a third tone between light and shadow. A "midtone" Make the midtone slightly more saturated than the light.
>>992867>right click to save>already have this, overwrite?>look it up>saved august 25>post date: august 25lol well guess i already have this inspo