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Previous thread >>992867

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
https://www.youtube.com/@kurukuma
https://www.youtube.com/@menglow2122
>>
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damn, been a while since the last time i learn how to scupt, slacking was a mistake
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>>997198
That's Blanc from NIKKE, isn't it?
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>>997244
grease pencil and thanks I'll give it a shot
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>>997223
yes
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>>997198
this bitch wearing a wire fance on her bone ass
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I am struggling to get proper edges.
Have been re-doing a tutorial over and over, pausing the video every 3 seconds, copying every action, but my edges look sharp like /\ rather than smooth curves.
The tutorial looks like the red outline, i don't know how, mine looks very different.
>>
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getting close i think. need to clean up a few things but kind of at the point where I'm not gonna make it any better unless I improve my 3d skills, and I'm not gonna improve my 3d skills unless I move on to the next project.

how should I approach compositing it? I haven't messed with the compositor at all. was gonna probably try to put on a light blur or something, idk.
>>
>>997324
subdiv modifier
>>
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>>997211
getting a bit better
>>
>>997324
Subdivision surface, this is subd modelling.
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>>997358
the cat just off screen is terrifying lmao i love it.
>>
>>997381
it's time to move on from heads bro, don't get stuck
>>
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https://files.catbox.moe/ofua1a.mp4

things i would do differently
>osakas rig had a minor fuck up, bonus points if you can catch where it became an issue
>make her face more 3d, looks funny from an angle when it's just textures
>rig chichi's arms normally instead of fucking around with bendy bones because they were a pain in the ass to animate and look weird
>forgot blender has a built in camera rig addon, should have used it
>be better at lighting

idk about the compositing, tried to make it look like something you'd see on the crt in the early 2000s but idk. maybe went overboard with it.
>>
>>997416
i need to get used to the shape first, then i move to body
>>
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Finally created a 3d model of my waifu that i think is pre accurate so im proud of her and wanted to show her off. Gave her a spooky hat too cause i wanna make a halloween outfit. ill have to revisit the tail once i know how to make something properly fluffy if anyones got some tips for that, any other advice/criticism is greatly appreciated too.
>>
>>997463
Looks cute anon, good job
>>
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>shape the body myself so i don't depend on wandah course everytime i want to sculpt something
>only watch wandah course for something i don't understand
yeah, i'm gonna make it
>>
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>>997574
damn, back then it took me 2 days to make the same result, now i can do it in less than a day, the head look a bit larger though
>>
Does anyone have a twitter link of one jp artist showing off his cunny rig? He had a nice pelvis rig with a whole bone under the skin, led to very good looking deformations.
>>
Anyone have a link to that Google drive with the vods of that one Korean sculpter who's really good? I don't have any other information to go off of to find it.
>>
>>997605
If you highly value your time, I suggest using a base mesh especially when you have done a handful of projects already.
>>
>>997674
>done a handful of project
actually no, never done a single project, i usually learn how to sculpt for a few week then drop it, and go back learn how to sculpt after a few month
>>
>zremesher keep give me shitty result
uh oh, back to blender i guess
>>
When it comes to props and costumes, do you guys use ZBrush (Zmodeler) or Blender?
I'm talking things like leather bags, belts, buckles, hats, bangles and all that jazz
>>
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tummy test
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>>997732
I'm no expert so others might disagree with my sense of anatomy, but it feels like there's too much distance between the ribcage and the pelvis
>>
>>997463
Excellent job
>>
>>997674
He can start using a base mesh after he's sculpted a hundred bodies, repetition is the best way to get good at sculpting
>>
idk about yall but eevee light groups are gonna make things a lot easier for me
>>
I skipped 2 days of practice...it's over...
>>
>>997807
better than skip practice for 4 months...
>>
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>>997781
hm, guess i'll use other image ref
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>>997815
use a reference that looks like how you want it to look in the end. On the way there the figure is going to look really weird because it's not a realistic body, potentially, you're trying to make.
If your reference has you making very long torsos, but you like the final product promised in the ref then go with it till the end to make sure it's wrong. Like a One piece character's going to look real fucked up for 80% of the modelling process.
>>
>>997797
I don't know, I don't do a lot of rendering, I don't even know what light linking is
I'm hoping the brush asset update isn't too annoying
>>
>>997811
I don't like the hearts, you should put niples on her
>>
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>>997893
How the hell do you setup something like this? Shape keys?
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>>997893
>corrective blendshapes
the most powerful rigging tool in existence.
>>
>>997893
Anime was a mistake.
>>
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>>997848
Yes I did put pink nipples on her but I will not show them to you.
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sculpting hard
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>>997927
actually nvm, sculpting isn't that hard, learning anatomy is hard
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>>997985
fogot pic, god i hate myself
>>
>>997715
Zmodeler or Marvelous Designer.
>>
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progress, just some minor clean ups and she will be finished.
gonna go sell the model on gumroad, wish me luck
>>
>>998017
>gonna go sell the model on gumroad, wish me luck
you might want to put it on other platforms, gumroad doesn't really work unless you promote the model outside of gumroad
>>
>>998019
What site do you recommend?
>>
>>998020
I deal in STLs for printing and that's Cults3d and Booth for anime, but that won't work for you
I'm hearing vrchat avatar creators talk about Jinxxy, but apparently they also use Gumroad a lot
I think there's TurboSquid and CGTrader for animation and game characters? putting your model on multiple marketplaces sucks but it's good to spread out
I don't know if the Unity and Unreal marketplaces allow sexual contents

Gumroad only takes 10% if they find the model outside of Gumroad, but if they use the search engine (Gumroad Discover) then they take a 30% cut, and your model has to be eligible for Gumroad Discover
>>
>>998017
give link, I will buy when it's rigged
>>
>>998035
It already is rigged, body uses Autorig pro and face uses faceit

Will keep you in mind anon once the model is finished
>>
i hate auto rigging so fucking much. just because it's automatic doesn't mean you don't need to fix shit. I know of a guy who sells broken ass rigs for $60, mostly with arp and rigify. actual scam. I hope you at least put in the incredibly small effort required to actually make arp work correctly.

t. schizo that rigs everything manually
>>
>>998040
I had the autism to sculpt a model, do the retopo and then texture it. Of course I will put effort into rigging, will it be as good as other rigs? I don't know but I put effort into it so there's that
>>
>>998040
60 bucks just for rigging? damn, that's mega cheap
do you get nice weight painting at least?
>>
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>>998043
if only jannies mistakenly made /3/ a red board I'd be totally fine with it
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Still haven't decided on the back part of her hair
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>>997198
>https://www.youtube.com/@user-sy9do4tr4h
Just found out he made a couple books too. Looks like only the first book has been uploaded to various sources. Similar content to his videos. First book covers modeling a simple creature, then a girl's face, hair, body, and clothes. 2nd book has materials, textures, rigging, and animating.
Book 1 (with blend files and reference images): https://gofile.io/d/An5zqJ
>>
>>998060
that was already posted multiple threads ago with the other book and some other jap books which[s where this guy >>997219 got that model from
>>
>>998060
neat, thanks anon
>>
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>>997778
there is a lot of inspiration from xitter
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>>998062
Oh, I didn't see it posted. I already have the book that guy is using though (Blender リアルタイムCGキャラクター制作入門).
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>>998065
just check the archive, it was like 3 or 4 threads ago
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>>998066
Did he bundle them all together? Only saw the 1 cover so I didn't check the download at the time, but link is dead now.
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>>998067
Yes, it literally says in his post the link has two of katsu's books and the extra book in that pic
>>
>>998067
>>998068
Looks interesting, can someone who has the files upload them again?
>>
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burnout time
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>>998077
I would honestly just buy it from kindle and screenshot every single page. I did that on ipad and it was easy to translate on the go.
>>
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>>998082
good job anon

>>998040
i made sure to go over most areas and clean them up by hand.

autorig is good because it takes a lot of busy work off your shoulders, tho you shouldnt rely only on it,
>>
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>>998017
lookin good anon, thanks for giving me some inspo to go back and work on my gob.

mine's prob too western for this thread though
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>>998092
Very good gob
>>
>>998065
Can you also share that book?
>>
>>998064
Let's see the models you've made with this inspiration!
>>
>>998128
i'm still learning
>>
>>998129
That is not an excuse, specially if you have that much material saved
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>>998132
i save that material so i can learn anatomy and for motivation
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>>998136
Well? where is your work? I'd love to see it and I see this in a completely genuine way
>>
>>998137
>>998082
>>
>>998139
That's really neat anon * smooches your forehead *
>>
>>998117
https://gofile.io/d/5B8s4W
>>
>>998159
Thanks anon
>>
>>998067
>>998068
>>998077
Turns out I'm a moron and did have those files downloaded. Book 1+2 epubs and sample files.
https://gofile.io/d/cX9Vzc
>>
i hate to ask but what are niggas doing with their blender anime models. sure as hell haven't seen any indie anime productions
>>
>>998197
nothing, after i finsih i never open it again
>>
>>998197
coom
>>
>>998197
I think they mostly make courses, for making anime characters in blender
>>
>>998197
I want to make cool poses with mine and then maybe do a lil animation or two, otherwise I just do this: >>998238
>>
>>998064
those all .png and .jpg files?
upload them somewhere
imgur
gofile
>>
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>>998283
https://gofile.io/d/KezuYn
>>
Let's say I finish a sculpture that I really like in maybe two years once I finally aquire a decent skill set. Theoretically how do I turn a sculp into a rigged model?
>>
Starting character modelling (and eventually assets) for a game I want to make, even if it's just a demo in UE5.
I always hated modelling in uni, I'm rusty. It's going to be a while, isn't it?
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>>998308
What are you gonna use this model for, anon?
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>>998301
take the t-pose and retopo it, then take it to blender/maya and rig it, either make your own or use a template and modify it.
>>
>>998309
>Use
I just want to make something anon. It serves no other purpose.
>>
do you think she is cute ? its my oc tho
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>>998311
That's a little hollow isn't it? everything deserves a purpose
>>
>>998313
how do the feet look?
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>>998339
Nah dude I just want to make shit. It's totally not meant for cooming.
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>>998313
cute in an ugly way
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>>998366
wrong thread?
>>
>>998355
that's okay I guess, I wanted to achieve a look similar to tomoko.
>>998366
why you are talking about your homosex fantasies tho.
>>
>>998366
bro feels strongly about it
>>
>>998366
Why do you say that, is he a Godot user?
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>>998419
sauce?
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>>998419
>>998419
wtf is wrong with her elbow?
why she got a little dick hanging from it?
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>>998453
you don't have an elbow dick?
did you get circumsized?
>>
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>>998454
i must've been mutilated as a child
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>>998453
it's the thumb from the model on the left
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>>998287
Cool
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>>998313
Why did this post only get rude replies???
She looks super cute, love the eye makeup and the messy, loose strands of hair.
the bangs seem a little more rigid than the soft face but overall super pretty. post full model.
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>>998928
crabs
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>>998928
absence of feet
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>>998928
it's not makeup, it's supposed to be her dark circles under her eyes, but I guess they look very pink and it looks like makeup, I'll fix that, She also has pimples and other things to make her look like a loser, it's like tomoko's energy or something.
>>
>>998979
Make porn please
>>
>>998979
yeah this looks great. I don't get what spurred so many negative comments.
>>
>>998979
Looks really good anon, but yes, there's a lot of shit on her face
>>
>>997422
Looking good. I'm glad that someone around here and can complete a project.
>>
>>999024
hey thanks!
want to do this one next if I can finish my current project in time for christmas https://www.youtube.com/watch?v=fePtLL7oRDg
give me a chance to redo the shitty cat rig and make a (hopefully improved) chiyo model
>>
>>997198
>>
>>999019
The blemishes are the best part. The little bit of acne gives the vibe she doesnt shower. nnnnice
>>
>>998992
The first response only wanted feet. That's not being negative, that's asking for feet.
The second one was being completely honest. She's got that unkempt falling apart at the seams pathetic loser that you want to coddle and indulge in appeal.
The third response was from a fucking retard on who forgets they post on an anime website and should rope immediately.
To put it another way, the only real response was commenting on the character, not the model itself.
>>
>>998287
thank you, I've been struggling to decide how I want my nose-mouth area to look, this will help
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>>999043
Disagree makes her look retarded to me, but it's a matter of taste
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>>998979
how did you make her skin shading so pleasant? just clever lighting or interesting nodes too?
>>
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took me 3 hours but I started trying to learn
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>>999161
keep it up friend
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>>999161
pretty good so far
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progress
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>still stuck at making body
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>>999227
gambare anon
mind, it's pretty easy to get stuck on making a body forever, so consider calling good good enough at some point and moving to the limbs to avoid burnout. Though cleanup the pits and belly button area first.
>>
>>999228
yea, trying to find good naked female body ref to learn those shape
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>>999227
why she anorexic
>>
>>997198
im just starting out and how can i change my camera navigation in zbrush
right now when i press with the pen and move it rotates the camera and when i hold it pans
since im coming from 3dsmax I want it to be the other way around - alt+drag > rotate, only drag > pan
any videos on configuring i find are about how to add shortcuts to brushes or make extra menus
is there a way to do it that natively without installing extra plugins?
>>
>>999243
assuming you will watch some course then you need to get used to it
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>>999244
i am, but i doubt they will focus too deeply on how you navigate around the object
i want to keep it consistent between the two software
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>>999243
You can use right mouse navigation as well as the weird defaults. In any case, I'd recommend sticking with the program's configuration.
>>
>>999199
nice. how'd you get that semi-transparent look on the shirt? love that
>>
>>999227
I used to spend days making every body, it's never good enough and im a fucking professional sculptor. Happens to all of us, work on something else, you will have better feedback with limbs and the face
>>
>>998035
Here you go anon
https://chiusan2.gumroad.com/l/Impish
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fucking around with animation
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>>999227
what kind of reference or resource are you using to learn?
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>>999222
no horse penis? Gardevoir looks weird without one
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>>999323
i thought gumroad killed nsfw? did they reverse that?
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>>999325
Took me too long to realize what the fuck was going on.
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>>999383
resource >>998287 ref pic related
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>>998053
did you start with a figure or is this from scratch?
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>>999388
no
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Painting time
>>
genuine question why is it so much more common to see shapekeys for the face instead of bones? Even most bone-based face rigs I've seen on anime models are really just using bones to drive shapekeys. I feel like both methods would be extremely useful in their own ways so it's weird how one is seemingly more common than the other.
>>
azumanga daioh character attempt # i can't remember, like 6 or something. trying something different this time around
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>>999629
i think I will do the mouth as a 2d type of thing instead because azumanga mouths vary so much and the specific shot i want to try to replicate is from a weird angle that would be hard to replicate with shapekeys
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>>999621
shapekeys are easier to make and work better for stylized characters
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>>999785
once more i am fighting a war against hair and losing
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>>999872
body wip, actually looked up how to make hands this time so hopefully they're not quite as bad as the osaka hands. I'd love to subdivide the hair but still keep the sharply defined bangs. is there an easy way to do that? maybe just make the bangs a separate un-subdivided mesh?
>>
>>1000290
Man, those proportions are godawful
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>>1000290
I hear that creasing is the way to go. So I'm just passing the info on. The way I did it in pic related appears to get decent results.

And yeah, those hands are awkwardly small. I'd make them about 1.5 to 2 times bigger
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damn i suck at hard surface modelling, but it's all for the sake of getting my surface hard if you know what i mean
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>>1000349
hard surface sculpting is a thing, a controversial thing, but a thing nonetheless
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>>1000293
>>1000295
ty, made things a bit bigger/thicker, does that help any? should I move the waist up and make the legs a little longer? to be fair she has a big fucking head in the show so i kinda want to keep it a bit on the larger side.
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>>1000384
Post front ortho view and I'll help you
>>
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>>1000391
>>
>>1000392
nta but yeah arms and legs ought to be a bit thicker.
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>>999161
almost finished with my first project
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>>1000392
hey that face shape came out pretty good
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thickened it up a bit more and added clothes which thicken it even more, idk. still kind of on the fence regarding the mouth, maybe I should try to make a 3d one anyways as a backup

>>1000512
ty. did it half modeling and half sculpting. gonna use sculpting tools more often, found it to be super useful. like proportional editing but way better.
>>
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>>1000392
Too many subtle changes so I doubt you'd be able to apply everything, but it's mainly the hands being too small, the knees being too low/lower leg being too short. The side view is also super flat.
>>
sculpting is a nightmare
>>
>>1000527
ye
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>>1000432
Terrible. Wtf is wrong with her face? Also not even anime
>>
They make the face interesting here
Also they make it seem so easy...
>>
>>1000579
Video in case anyone is interested
https://www.youtube.com/watch?v=lKzFBVog2_8
>>
>>1000579
Ah yes I'm reminded again how zmodeler is vastly superior to blender. I'm going back to zbrush sir.
>>
>>1000581
Can't post anything on this site without accidently reminding some retard of some argument he had in another thread and is still ruminating about
Yes anon, some people use Zbrush, sorry if that triggers you, please call your social care worker.
>>
>>1000579
mate that's a basic anime face, there's nothing interesting, the most interesting thing is the inability to change the clay brush's smoothness
>>
>>1000589
First time I've seen slashing the profile like that, seems like it will save time
>>
>>1000579
>>1000590
Hmm yeah that's the thing I took away from it, what's that tool to strip off all the geometry to the left of the line?
>>
>>1000600
It's KnifeCurve, just remember to save your project before using it, many times this causes zbrush to crash
>>
>>1000609
thats how they make it look "so easy" the video doesnt include all the times they had to restart and do things over again. They also practice modelling the same model multiple times before recording it.
>>
Can I get tips on how to sculpt eyes like these?
>>
>>1000624
check his ingame model. he appears in plenty of jojo fighting games
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>>1000623
>the video doesnt include all the times they had to restart and do things over again
>They also practice modelling the same model multiple times before recording it.
Why do retarded beginners keep saying this kind of stuff? Is it just cope?
>>
>>1000633
Where's the cope? Are you going to just "improvise" your pro-learning videos you're expecting serious people to pay to watch? Do you think Bob Ross painted all of those paintings live on TV each for the first time too?
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more or less done at this point, need to take out the temporary materials and texture it then fuck with the normals and can finally rig it.
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>>1000641
It goes to show what kind of fucking retarded beginner you are if you are comparing it to Bob Ross of all things. God, this board is hopeless.
>>
Maybe wrong place to ask, but is this an ok way to make some creases? It's a piece of clothing for an anime style model, think MMD.
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>>1000818
Forgot pic.
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>>1000819
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>>1000820
>>1000818
>>1000819
baking them/drawing them into the texture that you're applying to them. so you can cut down on tris
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>>1000821
The tris count will be the same with or without these creases, so adding them to the low poly version will not add overhead.
>>
>>1000820
Looks bad because they're too uniform
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>>1000822
Splitting normals effectively splits the vertices, which adds some storage overhead and can complicate primitive assembly, adding real-time rendering overhead.
Consider that instead of having one vertex with one normal that exists in a number of triangles, different triangles now need the 'same' vertex with different normals.
It most likely won't make a huge difference but it's false to say that there is no overhead.
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Not sure where to seek advice with this type shit so i come here. At a point where im happy to move onto the next parts considering i intend to properly clothe her but feel like i might not be seeing something? i dont even prefer big booba desu lmao
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>>1000857
Torso is too long, boobs are too big and don't morph the way they should making them look like theyre directly attached to the collar bone instead of hanging off it (unless your plan is to add some sort of soft body physics and have it function like a taimanin character), abs are too flat and need more of a curvature, leg to pubis creases are way too prominent, upper back has no visible area or depth for shoulder blades but still has a back line, and the arms are fucky but I think I've said enough. I'd recommend putting it in an A pose to see how everything proportions in a relaxed state.
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>>1000862
abs are too flat!? this was the one part i thought i really nailed. leg crease was for sure too much and i adjusted a bit of all you mentioned. the chest is def meant to be egregiously exaggerated and have that sorta "fantasy" shape to it so i want it to stay very spherical, dont really know how it should be attaching tho ig.
>>
>>1000864
The abdomen should always have a slight curvature due to it being where the stomach and most of your vital organs are placed and the additional protective fat layer that is in front of it. The only instance where it would be straight, even if you had them extremely toned, would be in a fasting and low water weight period. That's what male body builders usually do alongside arching their back to give themselves a straighter more inward curved abdomen. You are basically missing the fat pad or the existence of a stomach.
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>>1000870
no
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>>1000857
I want to steal this model, it's for research I swear
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>>1000682
took a vacation, but did textures + shading + eyes + hand shapekeys today. minor issues with the outline, will work on that then start the rig
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Are there any good detailed videogudes for complete newbies how to make anime characters from reference?

I tryed to repeat what this guy is doing, but he is not commenting much on the commands and other shiet.
https://www.youtube.com/watch?v=KfTrr6BMULM&list=WL&index=2&t=15s
>>
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>>1001030
put in the base def bones. base paint tomorrow before adding any necessary corrective shit. idk why but i work way better in short bursts than just sitting down and doing something. takes forever to actually do anything meaningful but at least im not getting burnt out and hating this stuff.
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>>1001112
Why not just autorig and fix?
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>>1001136
eh. i decided to do it this time just for you, but it's the same amount of time and effort imo. either do it raw, or do it automatically and spend the same amount of time fixing the shitty auto weights. personally i prefer just doing it without auto weighting because at least when mistakes happen I know why they happened and who to blame. i was reminded why I put my last character in a skirt, did not have fun doing the hips. fortunately the planned animation doesn't feature legs so I can get away with uggo hips for now. toon shader hides a lot too.
>>
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keeping it simple. will make shapes/colors tomorrow and get started on the scenery
>>
if i want to learn the artstyle of games like FF7 remake Stellar blade Black myth wukong, where characters looks like a mix of photorealism and anime which courses should i learn photorealism or anime?
>>
>>1001400
you should search the archive for the private trackers thread.
people asked that same question all the time there

but probably try copying from both until it clicks?
I mean you are going to do that anyways so you better start learning it's shapes sooner rather than later
>>
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oh my god i knew this would be a bad idea FUCK
plan b activated... if I make an image with a transparent background in krita, will that transparency carry over when I import it as a plane in blender or do I have to do some shit in the shader to make that work
>>
>>997463
>how to make something properly fluffy
https://youtu.be/tNZcI_3iFUI
>>
>>1001400
Learn anatomy for the body, drawing anime faces for the head and hair. Anatomy means the shape of bones and muscles, and where the muscles attach to the bones. Use a reference for proportions- for example a picture of a real person. There are turnarounds for this purpose.
>>
>>997985
It's not that bad. Learn the muscles that you can see. The front of the thigh has about 2.
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>>997985
Man just find a copy of anatomy for sculptors, or look at the Morpho books. It helps a lot.
>>
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Hey new here, but does anyone have a link or torrent for the Wandah Kurniawan courses. I found a previous link in archived threads but it was dead.
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>>1001670
try coursebuster telegram
>>
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Hey, I'm trying to make a character that looks like how modern anime screenshots look. Am I on the right track? I see these fancy NPR shaded anime models with a lot of bloom and such, but I just want to make a more basic one. I'll show the anime characters I'm referencing and update with a full body a little later.
>>
>>1002377
In my experience, if you have good attention to detail it's fairly easy to make it look convincing from one angle with one lighting setup up. Varying light directions and camera angles is where it gets trickier.
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>>1002378
I'm using a series of fake shadows and lines to simulate the anime screenshot look. I don't think I'll be animating things, just using 3d models and trying to make renders that look like drawings.
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>>1002377
just needs painted lighting and context
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>>1002381
Thanks for the tip. I'll try that with some koikatsu textures i have, but I'm trying to make it look more like the character on the right of this screenshot:

She has painted lighting, and I'm trying to do the same with some mesh lighting I'm working on. As I said, I want to copy the way anime screenshots look.
>>
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Almost finished a new character model. What do you guys think of her?
real proud of the hair on this one.
>>
>>1002400
Super cute, good job anon. The midsection without the coat looks a bit weird, but based on my experience that's probably because you wanted to avoid clipping with the coat? What does the geometry of the hair look like?
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Hair is just made from curves, needed it a bit higher quality to make the hair tips look correct so the hair alone is 45k triangles. not too worried about optimizing it *yet. in total she is 130k triangles.
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>>1002448
The proportions are a bit weird. That wrist is too thin, for example. The abdomen is too elongated as well.
That elbow is weird, too. Remember that elbows can only rotate towards the upper arm on a single axis, the illusion of multiple angles of rotation is created by rotating the upper arm and the shoulder because that's how it works in real life. You can try it if you don't believe me, your elbow works like a pincer in the sense that it can only "open and close", it's your upper arm and shoulder rotating that gives it a higher range of motion
>>
>>1002400
>>1002448
Very cute! What's the total polycount?
>>
>>1002400
I think she looks a bit barbie to me, which is a style, but not my style
>>
>>1002448
I don't have much to say about it, except to second what the other guy was saying about the wrists/forearm. But I would condense the idea to "wrists don't twists, forearms do". Meaning, if you need to twist the hand, what you're supposed to do, is twist the whole forearm. That's typically why the forearm is set up with two bones inside. Because twisting two bones preserves volume. Though nowadays, you might want to set up a single bendy bone. And set the bending bone to like 2-4 divisions. Twisting the bendy bone will have the same volume preserve effect. Just make the end at the elbow stiff. and make the end at the wrist moveable.

Also, the topology of the face is bothering me a bit. It looks stretched. You have a lot of faces in between the eyes, making each one very thin, but then the geometry at the top and bottom of the eye sockets are stretched wide. If you diverted some of the faces from between the eyes, to pass *through* the eye sockets, then you would have more even geometry for both. They sockets would be less stretched, and the bridge will be less squished.
>>
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>>1002492
>>1002522
The elbow and wrists have always been a pain in the ass for me, previously i would just have an extra bone with a copy rotation constraint and it sort of worked for it. getting the elbow to stick out probably just needs more geometry, and for the legs/hips i havent shown bending atleast they dont clip through the pants.
One of the goals ive had for this model is to make it compatible inside Maya so ive tried keeping everything about her to the minimum so far, so no bone constraints, controllers or shaders, just textures. I've heard the controllers and animating inside maya are a lot better so at this point, i want to atleast get her moving in the other program so i can figure out what i should do different and what i can fix next.
>>
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wip for 3d print
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>>1002538
Boobs too big but looking good

Nice pits too
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>>1002538
First off, do not listen to anybody who tells you the boobs are too big, for they are clearly gay. However, the shape of the tits don't sag enough and look too balloonish as a result. The reference image may be misleading because she's leaning forward which causes the boobs to press against each other due to gravity. In a standing upright position, gravity would cause unsupported boobs to rest against the curvature of the body, which would make the boobs point away from each other starting from the base where the breasts connect to the torso. You wouldn't get a natural looking cleavage unless bending forward or wearing clothes that would keep them in place.
>>
>>1002538
nice
>>
>>1002536
learn about corrective bones, will fix your elbow issue. I use them on almost every model I rig on elbows, knees, hips, and sometimes wrists and shoulders. they need constraints to work properly but since they're still deformation bones they should port over to maya and you can remake the constraints from there (but honestly I've never sent something from blender to maya, only vice versa so im probably wrong)
>>
>>1002592
thoughts on deformation bones vs corrective shape keys?
>>
>>1002593
bones are easier but shapekeys are more versatile. a case by case thing imo
>>
>>1002538
you think you're going to 3d print those teeth?
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>>1002593
if it's a static model meant for printing then Why does it need keys or bones at all? Simply move the geometry to where it looks good.
>>
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>image planes set to always display in front (one for eyes one for mouth)
>use uvs to control what's displayed on the plane
>use bones to control loc/rot/scale
>said bones parented to the head so it ideally will track movement properly

thoughts? anime faces are often just like stickers anyways
>>
>>1002622
I'd subdivide and shrinkwrap the planes , unless you make sure the model don't get seen from the side
it's alright if the model stays in blender
>>
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>>1002650
Cute! I like the suzanne tree decorations!
and how sweaty her armpits are!
>>
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Made this in blender
rendered in eevee
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>>1002667
>>
>>1002667
Hey, looks pretty good! Where's that nice sky from? The color variation on the grass worked out nicely.
>>
>>1002538
I want
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>>1002667
nice overall, but the shading/color on the trees doesn't match everything else
>>
>>998419
I fucking hate cell shaded 3d models
>>
>>1002713
kinda silly statement, It's just a technique that consists of hardening the shadow line, it's executed better or worse depending on the model, but I doubt you doubt you hate all of them.
>>
>>1002688
I don't remember where I got this pic
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>>1002718
>I don't remember where I got this pic
"animu sky :0" on google images, but memes aside, it looks good
>>
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i will literally never understand how the fuck to model hair
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>>1002732
how are you doing it now?
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>>1002733
tried planes and curves with the shrinkwrap and manually, it never looks right
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>>1002538
still wip, update on her hair and some touches on the silhouette
>>1002551
I like them huge, thanks looking to do some good pits
>>1002569
image is only to reference the girl, I going to make her a bikini
>>1002584
thx
>>1002616
I was thinking use some toothpics
>>1002692
Im planing to make a gk
maybe 40-50 cm tall
>>
>>997422
Very charming! What did you do for the mouth swapping?
>>
>>1002824
you need to study anatomy. your style looks good but there's some really fucked up things going on. like the place where her hipbones jut out is very wrong and the armpit wrinkles make no sense. the wrinkles and bends you see in that area are relative to the muscles in that region. there's other issues holding it back from being incredible, even though it does look great.
>>
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>>1002824
Great technique. Every form looks very good. Just concurring with the other anon. The protrusions of the pelvic bone are too far out to the sides and too low.
We all love this outrageous hourglass figure, and what you think in your mind is
>she has big hips, ergo I will make her pelvic bone very large.
But on real "big hipped women" they may have larger than average pelvic bones, but their "hips" are really from their thigh tissue and the tendons connecting their femur to their pelvis.
There's a lot of different ways to do this area that look good. I would suggest looking at instagram models with the bodytype you want and also at how other artists portray this pelvic area. Sometimes it's not about capturing the most realistic shape but the best fictional shape that hits that yummy spot in your brain.
>>
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>>1002381
>>1002386
So, I took the advice of one of the users here a few days ago. Does the model look better now that I've painted the shadows like this?
>>
>>1002854
Definitely.
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is there a way to make short spikey hair without making me want to kill myself?
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>>1002887
No, just like long hair models, there’s no easy way out.
>>
My take on 3D "anime". Not going for an "I can't believe it's not 2D" approach, but also a fan of Pixar-like 3D.
>>
*also NOT a fan of Pixar-like 3D*
>>
>>1002891
I like the "I can't believe its not 2D" look because non NPR shaded 3d models might as well be regular stylized 3D models IMO.

That's not to say your model looks bad at all. No, its one of the best in this thread.
>>
>>1002891
Cute.
>1.4m triangles
Won't be in a gacha anytime soon tho.
>>
>>1002887
>>1002888
There's an easy way out. Start with a premade asset close to what you want, and copy it. Unless you want to sell your 3D model, but even then, you can buy the rights to a spikey haired model and do the same copying legally.

That's what I did for the model I'm working on here: >>1002854

I can't make textures to save my life, but I bought a 3D model explicitly made as a base mesh, so I'm modifying its texture.
>>
>>1002887
Yea there is a really quick way
Make it using hair particles in blender,
Model a single strand and use it for the particles.
Join and remesh
>>
>>1002898
>>1002909
Both of you need to learn CPU usage and why such concepts are not currently available. The long hair can be created but never moves is no better than average performance. Also don’t steal from others, at very least try to follow the creators who do allow modifications.
>>
>>1002914
Don't forget to load the money with the textures
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>>1002914
Don't worry, money is already loaded
>>
>>1002914
>Also don’t steal from others
Using assets you bought and have the rights to isn't stealing. You can also use premade assets to learn how something works; it only becomes stealing if you take that asset (like from a game or something) and try to sell it.

As far as basemeshes go, its the industry standard to use them. Blender, Zbrush, and several other 3d softwares offer them too. It isn't stealing.
>>
>>1002914
>Both of you need to learn CPU usage and why such concepts are not currently available
what are you talking about?
>>
>>1002935
He is talking crap, because money is already loaded
>>
>>1002935
Real hair like this was only possible after years of rendering: https://www.youtube.com/watch?v=eBNj1jqy00I
>>
>>1002971
>Cloud
>Sephiroth
>real hair
Anon, I like FF7 but there is nothing real about either characters' haircut nor how it behave in that movie.
>>
>>1002964
he is a moron because the topic is thick stylized hair using particle, but he doesn't know that you can create thick hair with geometry using particles
>>
>>1002975
Yes I know, the best way to do it is particles with a geometric shape like the reference, you can groom the hair and then remesh.
>>
>>1002975
>>1002985
No one does that, what kind of stupid blender tricks did you amateurs make this time. The remakeFF7 doesn’t even do it, you’re comparing the original vs cheap imitations.
>>
oh it's the moron who gets triggered any time blender is mentioned, again
>>
>>1003016
No anon he’s right, that lame Blender trick you guys do can’t compete with Autodesk and Houdini software for hair simulation. It’s legit over for you people.
>>
tips for making painted on shadows not look weird? like if they don't match the current lighting of the scene? i guess it's probably best to pursue a lighting that matches what you painted?
>>
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Might as well ask here.
I have a model imported using 3dmigoto/GIMI.
The body itself as 150 vertex groups, one for each muscle probably. I mean like 4 groups for each knee, 20 groups for each breast, 20 groups for the ass etc. And there tend to be separate groups for the front and the back of the characters.
But the rig is absolutely fucked. Is there any way to fix it and align the bones with v.groups? Or redoing the rig manually is the only option here?
>>
>>1003066
So you have any kind of mental illness? Learn to read before answering like a retard
>>
>>1003101
ignore him, he is mentally ill
>>
>>1003096
>>1003101
>>1003103
The problem is blender, always blender problem because you people can’t make proper models. Corporate companies have proven to show hair works, blender has nothing. Not in movies, games or rendered art.
>>
Please do not use the hair partical sirs
>>
>>997897
just select the head then make rigid 1.0 ezzz
>>
>>1002622
That is exactly how I image it would be done if you aren't putting them directly on the face mesh. Floating stickers is a good way to put it how flat is the face mesh? I might copy this method. What do you do to make an image plane with proper transparency? I'm new to blender.
>>
>>1003160
OR you could learn to make actual human face and make it anime.
>>
>today i will sculpt a skinny little guy!
>ends up looking like a baki character
>>
>>1003165
sorry i forgot everything and especially anime has to be perfectly realistic with no creativity allowed i won't do it again saar
>>
>>1003165
That is not how anime works dude. They are anatomically inconsistent with each other. It isn't always proportional.
>>
>>1003214
That’s not how reading works anon, you don’t take things in face value. You need to use your knowledge to get the correct conclusion from the content it was provided.
>>
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>>1002622
>>1002624
>>1003160
busy with some other stuff now but here's kind of what I am thinking. image plane loc/rot/sca controlled with bones parented to the head bone and 1-2 planes for eyes and another for mouth. use uv position to control various facial expressions.
>>
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>>1003235
but then reposition the bones depending on the angle, and may even have specific eye/mouth shapes for certain angles.

here I'm using a mask modifier to hide the other eye but there's definitely a better way to do that, probably just use a separate bone with a separate plane then use a master bone to control both eyes at once when needed.
>>
>>1003236
obv the template I used looks like shit so pretend I drew some better ones that fit the style better
>>
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>>1003237
No anon this is not how we did it during the PSX era.
>>
>>1003241
nigga what makes you think im pursuing a psx aesthetic
>>
>>1003242
Psx consoles are the artistic equivalent of the original anime 3D games with paint on face. You’re being stupid for overlapping shapes on faces.



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