[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]


Happy Birthday 4chan!


[Advertise on 4chan]


Previous thread >>986003

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
>>
Oh thank god you bastards are still alive
>>
>>992867
Any 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?
>>
>>992872
the only good thing from zbrush is zremesher
>>
>>992867
SAGGY
A
G
G
Y
>>
>>992867
good thread
>>
>>992867
my bad >>989333 is the real previous thread
>>
File: bnuuy.png (361 KB, 1136x668)
361 KB
361 KB PNG
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.
>>
>>992871
I know! My threadwatcher showed everything was gone and I didn't know what the fuck happened
>>
>>992880
As If thats a problem, fag.
>>
>>992911
i'll bone her myself
>>
>>992780
I like your folds
>>
>>992867
The only worthy thread in /3/
>>
>>992803
I've tried applying some of the changes, it's for sure more accurate but needs a bit more work
>>
File: C'monMan.png (322 KB, 1136x668)
322 KB
322 KB PNG
>>992911
cute
>>
File: bunspin.webm (873 KB, 1000x1500)
873 KB
873 KB WEBM
>>993226
Sorry anon, it's hard for me to commit to high saturation, but I'm slowly warming up to it.
>>
>>993253
How do you create a character 360 rotation like this?
>>
>>993255
https://www.youtube.com/watch?v=6oXkRIN_t0Y
It's very quick. Or if you don't want to rotate the model you can Add > Empty > Plain axes and rotate that instead.
>>
File: kali_turntable.webm (638 KB, 640x640)
638 KB
638 KB WEBM
>>993257
Sweet
>>
File: file.png (138 KB, 1321x830)
138 KB
138 KB PNG
>>993253
looking 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 rel

and Idk if its just me, but the hands look very small, but I could be wrong. anyways loving it so far
>>
File: osake.png (192 KB, 533x965)
192 KB
192 KB PNG
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 !
>>
>>993272
Looks really good!

>>993309
Thank you anon, very helpful.
>>
File: coloso.jpg (117 KB, 908x484)
117 KB
117 KB JPG
There is a guy lurking here who admitted that he has it and is not willing to share.
>>
>>993560
>>993560
yeah I am really dissapointed in that guy
>>
>>993560
What's this, some kind of course? Probably can be summed up to "git gud".
>>
>>993560
How 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.
>>
>>993565
because 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.
>>
>>993565
If 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.
>>
>>993565
Use those feelings to fuel your desire to get better.
>>
File: ayumu kasuger.png (247 KB, 873x915)
247 KB
247 KB PNG
>>993418
hand 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
>>
>>993564
https://www.youtube.com/watch?v=7FHqVjnN_NQ
>>
>>993560
i 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
>>
>>993575
elite security
just record your monitor with your phone.
>>
File: Telegram.jpg (833 KB, 1080x1995)
833 KB
833 KB JPG
>>993560
Check coursebusters telegram fren
>>
>>993594
>>993560
>>993573

any idea if the whole thing is text to speech or is it just the video?
>>
>>993565
You always have more to learn. Don't worry about how good other people are compared to you.
>>
>>993594
download does not work for me. maybe it is a temporary thing.
>>
>>993594
>>993664
i was a retard. i clicked on the text not the symbols. thanks for sharing.
>>
>>993637
the guy narrates in korean in the actual course
>>
maybe i should go back to 3d modelng next month
>>
>>993721
why not today?
>>
>>993729
my chakras align on 1st of every month
>>
>>993729
i always start something on monday or next month
>>
>>993560
>>993594
I'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?
>>
File: purpog.png (681 KB, 1077x849)
681 KB
681 KB PNG
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?
>>
>>993253
so good, i love this
>>
>>993788
Redo the apron or take it off, it brings down the level of the model
>>
>didn't what to make
guess i'll start 3d modeling on october
>>
>>993788
im not too sure but body proportions look off, but holy shit, I love the eyes. keep it up
>>
>>993788
Give 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
>>
>>993859
i always try to make it look natural from every angle
>>
>>993573
>>993594
is 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.
>>
>>993560
uh... 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.
>>
>>993859
what'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
>>
>>993859
You 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.
>>
File: osker clothing.png (98 KB, 903x995)
98 KB
98 KB PNG
mashallah she is clothed
>>
>>993896
a-ano ?
>>
>>993937
try this https://extensions.blender.org/add-ons/ucupaint/
>>
>>993896
the 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
>>993937
try https://www.adobe.com/products/substance3d/apps/painter.html
and find less memey 3d software
>>
>>992872
Zbrush is great if you're mostly sculpting, and not doing anything else
If I was only doing sculpts for 3D prints, I might use Zbrush

>>992878
The dev who made zremesher is selling it as an addon for other softwares, blender included https://exoside.com/
>>
>>993594
do you perhaps have a non telegram link?
maybe upload it to mega or cgp?
>>
>>994037
>sell
but where can i get it for free though
>>
https://www.twitch.tv/vora_01
startin
>>
File: an23.jpg (23 KB, 476x286)
23 KB
23 KB JPG
>>994020
anon, 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.
>>
File: sei-hoon-kang-1.jpg (489 KB, 1920x1015)
489 KB
489 KB JPG
>>994059
and 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
>>
>>993900
Oh? 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
>>
>>994060
fuck this looks so good brb downloading vid
>>
>>994067
https://x.com/kuro_bong/media
you can check his work
>>
File: rend.png (1.65 MB, 3688x642)
1.65 MB
1.65 MB PNG
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
>>
>>994162
I 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.
>>
File: 20240828_035512.jpg (92 KB, 916x1222)
92 KB
92 KB JPG
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?
>>
>>994206
For 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.
>>
>>994206
Anatomy for Sculptors by Uldis Zarins is the classic reference for human bodies, it shouldn't be too hard to find a pdf
>>
>>994207
>>994209
Thanks for the tip, anon
>>
>>994206
>i will never be this good
i'm sad
>>
>>992867
How would you go about using Mordhau levels as scenes?
>>
>>994236
Mordhau, the game? uh, probably there's a tool to rip assets from old Unreal games out there.
>>
>>994238
Should I take it to Blender?
>>
>>994239
you shouldnt take anything to blender than the uninstall feature
little tip if you actually wanna make it
>>
>>994239
You can use what you want.
>>
File: 1725458521731.jpg (338 KB, 906x738)
338 KB
338 KB JPG
should have learn how to sculpt instead
>>
>>994268
Hip topology is awful.
>>
>>994248
What do I want?

>>994283
What'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.
>>
>>994232
don't be sad, because 3 out of 4 ain't bad

>>994307
What's the name for doing it right for animation?
>>
>>994309
If 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.
>>
>>994232
One 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
>>
File: 112e.png (128 KB, 630x711)
128 KB
128 KB PNG
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?
>>
File: 1725501665329.jpg (214 KB, 671x674)
214 KB
214 KB JPG
>>994283
>Hip topology is awful.
been doing that for a while, well i never get to pose my character since weight paint is hard
>>
>>994343
Vroid is anime pose character and limited customization. If you want to go pass the limits you gotta learn MMD.
>>
File: kasuga-san.png (286 KB, 1170x866)
286 KB
286 KB PNG
praise be she is no longer bald

>>994346
it'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.
>>
>>994343
tons: 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 cheap
I only know Cults3D
>>
>>994382
Boyo 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
>>
>>994343
Designdoll. 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.
>>
>>994313
So there are literally no words for doing it right?
>>
>>994432
it's "good topology"
>>
>>994432
https://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
>>
>>994457
Just sculpt it bro
>>
File: f.jpg (194 KB, 856x793)
194 KB
194 KB JPG
>>994458
>sculpt
i'm bad at sculpt
>>
>>994460
Hey, it's really not that bad, of course with practice you will continue to improve.
>>
File: 0001-0300.webm (2.39 MB, 1080x1080)
2.39 MB
2.39 MB WEBM
Haven't worked on it in a while, but here
>>
>>994059
Forget 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.
>>
>>994617
2-3 weeks is usually the average turnaround time for a fully completed character model though?
>>
File: file.png (415 KB, 1074x654)
415 KB
415 KB PNG
>>994562
shaders are so much fun once you "get" them
>>
>>994562
Would 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
>>
File: 1725862445629.jpg (187 KB, 859x833)
187 KB
187 KB JPG
grim, hope it look good once i color it
>>
File: file.png (258 KB, 1415x494)
258 KB
258 KB PNG
>>994762
>>
>>994764
There's no way that's a good mesh.
>>
>>994769
how so?
>>
>>994770
You're supposed to loop back, not have everything intersecting. You will want to hide e-poles and n-poles. like underneath.
>>
>>994774
never 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.
>>
>>994794
Do you use a base mesh for this? Ive seen that body so many times already
>>
>>994815
He draws this exact bodytype all the time too. it's just what he likes.
>>
>>994828
To 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.

>>994815
No, 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.
>>
File: maya fingertip topology.png (358 KB, 1216x884)
358 KB
358 KB PNG
>>994785
Do this, it should be easy:
https://youtu.be/GRakaemszL0?t=188
Ignore 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.
>>
>>994838
ie you need to add one loop to do this, and get quads.
>>
File: bonkler.png (268 KB, 896x933)
268 KB
268 KB PNG
she is ready for uv now i think
been 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
>>
>>994848
are those shirt pockets?
>>
>>994838
I watched it, but he never said why. I can only guess that it is for better UVs. would you know?
>>
File: azumanga-daioh_43802.jpg (620 KB, 2000x1287)
620 KB
620 KB JPG
>>994862
white part of the uniform
>>
>>994871
It'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.
>>
File: attempted improvement.png (169 KB, 561x515)
169 KB
169 KB PNG
>>994848
>>994888
>>
>>994848
All that detail on the suit could be a texture
>>
>>994815
he only knows how to make that one body
>>
>>994950
stop hating bitch
>>
>>994950
I was asking because I've seen a lot of animators using something really similar on the part of the internet I work on.
>>
>>994920
want to be able to rig and move it
>>
File: i wish i were a bird.webm (1.56 MB, 1920x1080)
1.56 MB
1.56 MB WEBM
hallo everynyan, how are you fine thank you
>>
File: 1726029934483.jpg (102 KB, 1000x831)
102 KB
102 KB JPG
fuck hair am i right
>>
>>994965
lol
made me smile
>>
>>994950
Chat, don't tell him...
>>
>>994952
Do you mean sfm kitbashing?
>>
>>994972
Damn dude, is this model available somewhere? I kinda wanna dig into that hair
>>
>>994975
Sorry 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 tits
woaw
>>
>>
>>994977
don't tell this man what proportions are, it might break him
>>
>>994978
>>994972
Ok but why are her toes glowing?
>>
>>994996
Ssh, you'll blow their cover
>>
>>994996
Glowy bits are sexy
>>
File: 1726059542066.jpg (151 KB, 881x788)
151 KB
151 KB JPG
>ponytail
yeah, not looking forward to finish it
>>
>>994973
Yes, 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.

>>994972
Exactly, the body is the same, I wasn't talking about the shortstack proportions, I've seen that midriff sculpture in so many posts.
>>
>>995010
Everyone'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
>>
>>995052
I want to suck on her tits
forever
>>
File: 0001-0300.webm (1.58 MB, 1080x1080)
1.58 MB
1.58 MB WEBM
>>995052
Looks good

>>994969
>>995002
just wait till UVing the damm thing
>>
File: file.png (273 KB, 878x698)
273 KB
273 KB PNG
>>995054
my boob bone set up, mainly based off https://x.com/0_blender/status/1831985283514151231
but 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
>>
File: 1726147086311.jpg (138 KB, 1300x831)
138 KB
138 KB JPG
guess i'll do the ponytail later
>>995054
yeah, not looking forward to UV mappng too
>>
File: amb.png (28 KB, 224x224)
28 KB
28 KB PNG
>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.
>>
>>995113
The biggest coomers make the most detailed boobs and butts
>>
>>995114
>The biggest coomers make the most detailed boobs and butts
Fair 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 it
It's just looking at the model from every angle and fixing every little problem you see.
>>
>>995056
What kinda constraints do you need to make the boobs jiggle?
>>
>>995144
I use https://github.com/shteeve3d/blender-wiggle-2
ive 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?
>>
>>995159
what an awful shader
>>
>>995182
poly 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.
>>
>>995193
Second one looks great
>>
File: Bild_2024-09-14_024823871.png (415 KB, 1104x1168)
415 KB
415 KB PNG
finally done with the cooch
>>
>>995219
>he thinks he's done
wheres the cervix? where the reversed normals interior geometry for x-rays?
>>
>>995219
>open anus
um
>>
>>995193
something's wrong with the mouth.
>>
File: Mimi_parts.jpg (523 KB, 1852x834)
523 KB
523 KB JPG
Done with the painful cutting process, time to print her
>>
>>995231
I feel your pain, cutting and keying is like doing office paperwork, long, draining and only tangentially related to your main skill
Also 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 cast
Looking real great though
>>
>>995233
Probably for the ease of painting
>>
>>995219
Do you use a blend shape/shape key for the anus?
>>
>>995233
Thank 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
>>
>>995231
very cool
>>
>>995231
upgrade bro, upgrade
You can 3d print injection molds. You could have thousands of little girls figures.
>>
File: blockhead.png (524 KB, 1326x937)
524 KB
524 KB PNG
>>
File: 1717199186823071.png (139 KB, 540x382)
139 KB
139 KB PNG
https://x.com/suzu_8ru/status/1834614528405131457

>4 months of progress
bros...
>>
>>995274
Those are some really cute chibis on the left and right pictures
>>
>>995274
I wish I had talent.
>>
>>995279
stfu nigger
>>
>>995274
I think he could have made those "after entering the school" models on day 1, I don't think that means much
I'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
>>
>>995118
Yeah, a lot of tutorials are made by folks who don't understand the tutorial side of things, and can't be assed to edit.
>>
>>995281
Rude nigger.
>>
File: autism.png (1.77 MB, 1920x1080)
1.77 MB
1.77 MB PNG
>>995266
>>
>>995296
lmao nice
>>
File: 1726366606751.jpg (166 KB, 1339x871)
166 KB
166 KB JPG
update
>>
>>995296
Me irl
>>
File: 0001-0300 (1).webm (3.49 MB, 842x842)
3.49 MB
3.49 MB WEBM
>>995274
insane for 4 months. I've been at it for like 8 to 9 months and I have a history with blender.

>>995296
heylow every yarn.
>>995231
>>995301
looks cool, you using zbrush?
>>
>>995274
i'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.
>>
>>995341
it'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
>>
File: feet.png (1.38 MB, 1909x983)
1.38 MB
1.38 MB PNG
Feet are tricky business
>>
File: 1703049027175272.webm (2.47 MB, 480x360)
2.47 MB
2.47 MB WEBM
>>
>>995274
What school?
>>
File: pachirun.png (298 KB, 567x705)
298 KB
298 KB PNG
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.webm

The 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 insane

I'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 it
And 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
>>
>>995368
i 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.
>>
File: file.png (118 KB, 952x833)
118 KB
118 KB PNG
>>995389
yes, 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
>>
File: shirt.png (301 KB, 830x592)
301 KB
301 KB PNG
>>995399
Do 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...
>>
>>995404
if 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
>>
File: osaker.jpg (40 KB, 750x481)
40 KB
40 KB JPG
>>995405
>you could probs parent the whole thing to one jiggle bone if accuracy isn't an issue for you
Oh man how come I didn't think of this, that's such a simple solution it's genius
So, 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 accordingly
I think that's a good middle ground between both approaches
>>
File: test0001-0145.webm (888 KB, 1920x1080)
888 KB
888 KB WEBM
>>995408
just a quick and dirty test, I used >>995145 addon for it
>>
>>995404
>do i gotta do that for EVERY part?.welcome to 3d modelling
>>
>>995384
why 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.
>>
>>995409
Oh that's absolutely beautiful! I will definitely try it like this
I thank you greatly for having helped me figure this out
>>
File: acid.jpg (123 KB, 1166x1056)
123 KB
123 KB JPG
>>995414
that's alright Cris, just do your homework and watch The Art of Effective Rigging 2
>>
>>995416
Cris?
>>
>>995418
the 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.
>>
File: 1726460699190.jpg (104 KB, 934x796)
104 KB
104 KB JPG
that shoelace kill me
>>995330
>looks cool, you using zbrush?
blender, i'm too lazy to learn how to sculpt
>>
File: 1726475092369.jpg (112 KB, 685x803)
112 KB
112 KB JPG
>dogshit ponytail
sigh
>>
>>995435
ponytails are easy, you can do it, look at your reference a bit more
>>
File: 1726494387647.jpg (139 KB, 814x826)
139 KB
139 KB JPG
>>995436
you are right, now i just need add some detail and combine it
>>
File: 1726559478960.jpg (111 KB, 903x839)
111 KB
111 KB JPG
pretty simple, at least better than before
>>
File: 0001-0300 (1).webm (3.65 MB, 810x810)
3.65 MB
3.65 MB WEBM
Does anybody know what the white bars are called or some examples of it, I remember them being from an anime magazine or something.

>>995530
Are you gonna add a hair tie? And as always look'in good
>>
File: Unbenannt.png (780 KB, 957x1062)
780 KB
780 KB PNG
getting there with her texture, next will be proper eye texture
>>
>>993575
you got scammed you idiot
>>994060
to 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
>>
File: lazy crazy bonkura.png (442 KB, 768x779)
442 KB
442 KB PNG
finna rig this soon and make the greatest shitpost of my career
>>
File: 1726623056752.jpg (128 KB, 768x820)
128 KB
128 KB JPG
>>995556
yes, comically large hair tie
>>
File: 1726624888880.jpg (82 KB, 316x896)
82 KB
82 KB JPG
6.5 head is accpetable for teen right
>>
>>995632
as a suggestion
>>
>>995641
>7
damn
>>
>>995642
whops i'm retarded
>>
>>992867
https://www.youtube.com/@kurukuma
timelapse channel
>>
File: 1726643931189.jpg (106 KB, 971x900)
106 KB
106 KB JPG
now the worst part, UV unwarp
>>
>>992867
https://www.youtube.com/@menglow2122
>>
>>995562
i see you 3dguy. i recognise your steady hand.
>>
>>993594
is Telegram safe ?
>>
>>995668
nothing is safe
>>
>>995667
I do have a steady hand, tho you might mistake me for another anon
>>
>>995665
Just 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.
>>
>>995676
People only think UV unwrapping is hell because they use blender.
>>
>>995705
Is 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 maya
lol back into the filter your software goes
>>
>>995707
You can get pretty good UVs in less than an hour, if you know what you're doing.

>>995709
key 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.
>>
>>995710
you 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.
>>
>>995720
You 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.
>>
>>995632
why are you making teens, anon? Is there something you want to confess to us?
>>
File: BONES.png (261 KB, 767x1002)
261 KB
261 KB PNG
mashallah she shall move soon
>>
File: hole.png (2.58 MB, 2374x1348)
2.58 MB
2.58 MB PNG
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
>>
>>995726
personal preference
>>
>>995735
What's the root bone for?
>>
>>995755
just look it up if you're gonna ask that type of stuff
>>
>>995755
rigging bros...
>>
>>995755
basic 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
>>
>>995767
what's IK parent?
>>
>>995755
It'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 scene
your character is supposed to perform the action relative to.
>>
>>995767
>>995769
Ooohh I see, so that solves the hip problem of my rigs
Thank you!
>>
File: 1707382586135862.webm (270 KB, 1920x1080)
270 KB
270 KB WEBM
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.
>>
>>993560
bump
>>
>>995785
I like it
>>
>>995787
Well 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.
>>
>>995787
look 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
>>
>>995768
you 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.
>>
>>995807
thats fk/ik switching

was 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.

>>995785
bruh what da helllllll woah my gaaaawd no wayayayayay
>>
>>995787
All your gurus learned from AI translated blender anime books on zlibrary.
>>
>>995785
can you make the breasts bigger please
>>
File: AUTISTIC MELTDOWN.png (469 KB, 1044x826)
469 KB
469 KB PNG
quick fuckaround with auto weights before doing it manually lol those hands are so fucked im so bad
>>
File: 1647377981702.gif (3.95 MB, 415x212)
3.95 MB
3.95 MB GIF
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
>>995787
Sculpting 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=PjdePL8SGQE

But 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.
>>
File: 1726812064935.jpg (317 KB, 951x621)
317 KB
317 KB JPG
god i hate uv unwarp, i don't even know what am i doing
>>
File: 1726812314067805.jpg (71 KB, 320x612)
71 KB
71 KB JPG
>>995869
>>
File: Bild_2024-09-21_024159458.png (834 KB, 1128x1118)
834 KB
834 KB PNG
Finally settled on the hair
>>
File: Unbenannt.png (945 KB, 1031x1076)
945 KB
945 KB PNG
and her backside
>>
>>995876
wow 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.
>>
>>995958
The model looks good, but her hands are really small
>>995949
The glasses don't really fit on the design anon
>>
>>995958
they are worse than you think they are. im considering just changing them into rounded off nubs like in the show
>>
>>996028
You think so? Hmm
>>
>>996032
>>996028
shid
>>
File: ballHands.gif (1.72 MB, 320x180)
1.72 MB
1.72 MB GIF
>>996032
you know what to do
>>
>>995950
great. 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.
>>
>>996032
Just 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.
>>
File: not so shrimple.png (144 KB, 640x484)
144 KB
144 KB PNG
>>996086
the bones have already been meticulously placed and skinned though! that's more work! I can't handle doing more work! you do it nigga!!!!
>>
>>996089
You don't have to rig the hands
Think 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 hands
nigga 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
>>
>>996094
Is it necessary for all the fingers to move? or is it enough with just the hand?
>>
>>996095
yeah, 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.
>>
>>996089
You 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.
>>
File: 2024-09-21_22:53:38.png (213 KB, 933x955)
213 KB
213 KB PNG
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.
>>
>>996104
Topology 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.
>>
>>996105
I 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_TkcQZqJg
Which 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.
>>
>>996104
my thoughts
>>
>>995847
you're already selling the STLs, right?
try asking on r/resinkits, they might have more insight when it comes to garage kits
>>
File: CTRL.png (200 KB, 658x1034)
200 KB
200 KB PNG
>>996097
oh hey that's neat
>>
File: lowpolyladywip.jpg (110 KB, 1415x867)
110 KB
110 KB JPG
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
>>
>>996132
if 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.
>>
File: SAKER RIG.webm (1.02 MB, 1280x720)
1.02 MB
1.02 MB WEBM
wew we done for now i think.
>>
File: 1721437480540196.jpg (2.37 MB, 2048x2048)
2.37 MB
2.37 MB JPG
>Search 3dcg blender jap books
>Use iOS OCR and live translate.
>Become a blender goddess.
>>
>>996131
Is the knee topology backwards?
>>
>>996157
alright, lets see it then...
>>
>>996157
is picrel 3D?
>>
>>993788
eyes are to big and slanted uncanny, anime eyes are given but dont stress a stressed detail.
>>
>>996173
fug
>>
File: anime.jpg (86 KB, 1003x1579)
86 KB
86 KB JPG
>>996176
OK....
>>
Which height looks better anons?
>>
>>996219
left
>>
File: 1716858608372533.png (59 KB, 153x206)
59 KB
59 KB PNG
>>996223
I don't know my directions well, sorry anon, u mean the shorter legs or the longer legs?
>>
File: chiyo chichi.png (293 KB, 861x989)
293 KB
293 KB PNG
>>996195
ok 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
>>
>>996224
nta but i agree with him: the shorter legs looks better
>>
>>996219
First one looks better
>>
>>996265
>>996296
TY 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
>telegram
lmao nice try glowie
>>
File: saker final final.png (2.81 MB, 1536x1152)
2.81 MB
2.81 MB PNG
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 :)
>>
>>996354
Zombie skin color and the face needs at least 3 times the amount of vertices.
>>
>>994562
The breasts shouldn't attach this high
>>
File: 1727231656173.jpg (267 KB, 914x699)
267 KB
267 KB JPG
meh hope it look good once i add more color to the hair
>>
>>996363
There is no point if you aren't lining up your pixels to the reference anon....
>>
>>996364
i need to pick the color with color picker
>>
File: Blue Wip.jpg (1.4 MB, 2732x2048)
1.4 MB
1.4 MB JPG
>>
>>996390
Body is 10/10.
Face is the reason paper bags were invented.
>>
>>996390
you are VERY close
There 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.
>>
>>996363
consider 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.
>>
File: chichiv2.webm (1.06 MB, 1280x720)
1.06 MB
1.06 MB WEBM
chichi v2

what 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.
>>
File: 1727332507060.jpg (346 KB, 1259x749)
346 KB
346 KB JPG
>>996434
lowering the nose actually help, thanks
>>
File: Bodysculpt.png (201 KB, 819x778)
201 KB
201 KB PNG
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
>>
>>996512
hmm 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 blender

https://www.youtube.com/watch?v=1s188WNEiqw
>>
>>996517
I 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 color
i agree, how to fix? i color picked from a screenshot from the show and it still looks weird
>>
>>996535
for a start, go in Color Management setting and switch to Standard.
>>
>>996534
mmhmm 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.
>>
>>996539
already there
>>
>>996541
Good, 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.
>>
File: saka coler.png (2.78 MB, 1536x1152)
2.78 MB
2.78 MB PNG
>>996542
hows this? color theory a bitch im not even gonna pretend I understand it even a little bit
>>
>>996544
I'm not the initial anon, but that looks like a big improvement to me.
>>
File: ZIntensity.png (189 KB, 884x761)
189 KB
189 KB PNG
>>996517
You 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
>>996540
There 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
>>
File: 1727420746979.jpg (187 KB, 968x898)
187 KB
187 KB JPG
well fuck coloring
>>
File: sun pie.png (26 KB, 329x371)
26 KB
26 KB PNG
>>996541
>>996535
Assuming 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.
>>
>>996567
get some lineart on it, maybe it'll look decent

>>996553
anatomy for sculptors.pdf
>>
>>996568
oh 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
>>
>>996525
read where?
>>
File: WIP.webm (3.97 MB, 720x720)
3.97 MB
3.97 MB WEBM
>>996362
Yeah i see what you mean, fixed it to a more real lower attchment to the rib cage

>>996640
https://tvtropes.org/pmwiki/pmwiki.php/WebAnimation/SonicXShadowGenerationsDarkBeginnings
ctrl + f for blender
>>
>>996525
>peak 2d is making it look perfectly 3d
>peak 3d is making it look perfectly 2d
how did we arrive here
>>
File: IMG_2621.jpg (1.48 MB, 2732x2048)
1.48 MB
1.48 MB JPG
>>996390

>>996433
>>996391
Good tips.
>>
>>996675
Much better.
Another suggestion
>>
tell me why i should learn anatomy when the character is not naked
>>
File: chair and desk.png (338 KB, 748x856)
338 KB
338 KB PNG
idk
maybe if I do some gp on some edges it will look less shit
>>
>>996692
To know what is holding up their clothes
>>
>>996692
The shape of the clothes depends on the shape of whatever's beneath them
>>
>>996692
I 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)
>>
File: room.png (494 KB, 1064x612)
494 KB
494 KB PNG
>>996845
shid
>>
>>996846
not much room for the teacher's desk.
>>
>>996851
wont be in the shot
should probably put it in if I want to reuse it though i guess, idk
>>
File: grease penicl.png (1.97 MB, 1920x1080)
1.97 MB
1.97 MB PNG
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?
>>
>>996862
mask 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
>>
>>996933
Depending 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.
>>
>>996936
yea 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
>>
>>996937
Best 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.
>>
>>996938
Ty 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
>>
File: kek.png (870 KB, 937x1289)
870 KB
870 KB PNG
>>996940
Bro use reference, a blender book on vtubers or a coloso course (telegram). You can't rely on Grant Abbitt to help you.
>>
>>996943
yea man i use reference i'm just scatterbrained asf
>>
File: IM AH SORRI.webm (561 KB, 1280x720)
561 KB
561 KB WEBM
AH IM A SORRI
>>
File: retard encounters a cat.png (2.68 MB, 1920x1080)
2.68 MB
2.68 MB PNG
I don't think you're mentally prepared for the shit I'm cooking right now
>>
make another general pls
>>
File: yeah.jpg (552 KB, 1280x1440)
552 KB
552 KB JPG
>>997094
holy shit
>>
File: 1413400405246050306_1.jpg (137 KB, 381x768)
137 KB
137 KB JPG
>>997198
>>997198
>>997198
baked
>>
>>997199
anon, you do realize this thread will probably stay alive for a couple more months, right?
>>
File: tones.png (47 KB, 1528x750)
47 KB
47 KB PNG
>>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 25
lol well guess i already have this inspo



[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.