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🧵 Anime General

Anonymous No. 1006048

Previous thread : >>997198

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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Anonymous No. 1006054

I had to restart my anime model because I fucked up the fingers, but its all good. I'm largely using the Daz G9 mesh, but with custom assets either created or bought, so it wasn't a major loss.

I'm mostly making this as an aid for drawing anyway, but there might be the odd video or me allowing others to use the model. That's the only reason I'm trying to make this look so nice; I could have been done weeks ago otherwise.

Anonymous No. 1006068

I am looking to download the references from this website https://artmodels360.com/, if anyone has some I would be really grateful

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Anonymous No. 1006076

has anyone seen this anime modeling/shading technique used on more "anatomically realistic" style such as picrel?
I'm going to do some experiments on this. It seems like the main difference would be adding more geometry to the face for the nose, brows and cheek bones.

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Anonymous No. 1006098

osaka v5!!!
once I refine to an acceptable quality i will use her as a base and make the rest of the cast

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Anonymous No. 1006110

Anyone know the sauce of this clip?

Anonymous No. 1006116

>>1006110
Probably a mod for Genshin, check Modb and Gamebanana.

Anonymous No. 1006118

>>1006116
ive already checked them and kemono artists too. I haven't found anything. It just might be some guy's own custom skin to deny us.

Anonymous No. 1006121

Requesting:
>https://coloso.global/en/products/3dcgmodeler-pfy-us
>https://coloso.global/en/products/3dstudio-108fanstudio-us
They both look to be the best Maya focused courses for making 3D anime without having to sculpt in Zbrush or Blender.

Anonymous No. 1006122

>>1006121
The second one isn't out yet.

Anonymous No. 1006125

How much a good quality anime model costs? I'm not a modeller, where do I find them? Just fiverr?

Anonymous No. 1006129

Never played genshit/wuwa/ToF or any other normie gacha, but i have to recognize they have good looking 3d models, my question is which one do you think is the best one to learn from?

🗑️ Anonymous No. 1006176

>>1006068
https://www.youtube.com/watch?v=gZNX87vd-fc

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🗑️ Anonymous No. 1006192

How's the new scene looking.
are the clouds too much? idk if I liked it more being negative space without them or with

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Anonymous No. 1006194

How's the new scene looking.
are the clouds too much? idk if I liked it more being negative space without them or with

Anonymous No. 1006202

>>1006194
stop turdpolishing and move on to something else man

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Anonymous No. 1006212

>>1006129
Pick the art style you like - I just took them all.
I have about 3000 anime models
all models including NPC as .blend from blue protocol, rememento, Hitori No Shita, genshin, ZZZ, HSR, HI3, girls frontline, DNF, Granblue, Guilty Gear, higan, idolmaster, project mugen, NTE, starseed, tof, umamusume, azur lane, ww, EOS, MT, catfantasy, eversoul, snowbreak - a few lesser known ones
pretty much all high-quality vrchat models
as inspiration for style, hair, coloring, clothes it is practical
references are simply imbalanced (2D/3D)

Anonymous No. 1006229

>>1006194
Well the clouds look like solid objects moving across the screen. If you are going for a low budget mobile aesthetic, maybe that's fine. If not, at least try subtly transforming the cloud textures over time. Or look into a more robust cloud solution.

Anonymous No. 1006230

>>1006202
turdpolishing is the point, I do this to learn and improve. I would really value some criticism, so thank you for the advice, I'll use it when my learning starts diminishing returns
>>1006229
will do, thanks

Anonymous No. 1006270

>>1006212
>censored folders
I need to know now

Anonymous No. 1006295

>>1006270
Ryufuku-chan hentai

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Anonymous No. 1006297

>>1006212
you are right, i grabbed a couple of models from different games and is interesting to see how the models are constructed, specially the face with arc systems having the most distinct ones
i just wish the topology wasnt so fucked

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Anonymous No. 1006300

>>1006297
every game has a customized topology for its needs.
you create your topology based on your needs.
don't copy, be inspired.
(and with a little observation you should understand how they were modeled despite triangulation)

>>1006270
nope sorry ;p

Anonymous No. 1006305

>>1006297
tris to quads if it really bothers you that much

🗑️ Anonymous No. 1006306

>>1006076
https://www.youtube.com/watch?v=oGPSeHvILRo

Anonymous No. 1006309

>>1006305
Make an object that is more complicated than a cube, triangulate it, try to undo it with tris 2 quads.

do not recommend things that you have seen in the menu, but obviously never

Anonymous No. 1006310

>>1006309
how bad can tris to quads be?
you can clearly see the loops on those faces, if you think that's bad topology you must be blind

Anonymous No. 1006311

>>1006270
Its between "Mi" and "Ne" so you've gotta a pretty small window. Maybe its something that starts with "My". Something that's called My (something) (something) that you would censor for unknown reasons

Anonymous No. 1006328

>>1006311
My sonic OC

Anonymous No. 1006352

>>1006305
tried that a it make it so much better, its not perfect but almost

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Anonymous No. 1006371

fuck ears broooo

Anonymous No. 1006409

>>1006371
heaphones

Anonymous No. 1006421

>>1006371
It's just that your understanding of topology and edge flow sucks at the moment. Keep at it and you'll improve.

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Anonymous No. 1006528

Making my debut in this upcoming Wonfes with the model I posted here a while ago. It's been a long journey since Tomoyo, very happy with it

Anonymous No. 1006541

>>1006528
how bad was the paperwork?

Anonymous No. 1006556

>>1006528
very cute, congratulations

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🗑️ Anonymous No. 1006564

>>1006556
Thanks anon

>>1006528
Don't know, I just made the model and the people on the circle took care of that part

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Anonymous No. 1006565

>>1006556
Thanks anon

>>1006541
Don't know, I just made the model and the people on the circle took care of that part

Anonymous No. 1006579

>>1006565
>people on the circle took care of that part
That's nice, I hear Japanese bureaucracy is worse than other countries

Anonymous No. 1006623

Do you guys have any resources for a newbie? I really want my characters to be in anime style

Anonymous No. 1006624

>>1006528
congrats

Anonymous No. 1006631

>>1005654
>>https://gofile.io/d/wNi6sX
Just expired, mind uploading these again?

Anonymous No. 1006634

>>1006528
>>1006565
Congrats, it looks good!

Anonymous No. 1006637

>>1006528
was wondering what happened to you anon as your last post was talking about starting to print
your model came out great, looks like a professional figure

Anonymous No. 1006639

>>1006623
try to look for these courses for zbrush:
Turn Anime characters into 3d printable models
Advanced Guide to sculpting 3d collectibles
Artistic cartoon-style character created with zbrush

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Anonymous No. 1006674

hi. I stole the hair because its the hardest thing ever to model, will make my own later. don't know much about anatomy or topology but I'm trying my best by using references from 2d artists and other models that I like a lot. gonna start actually studying anatomy soon I think

Anonymous No. 1006717

>>1006674
this is really good looking, whats your secret?
who did you sacrifice for this black magic?

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Anonymous No. 1006741

>>1006717
thanks! check out the previous versions, they look pretty terrible. it was trial and error and a whole lot of moving verts around in sculpt mode until it looked the way I wanted. can't express how important reference was as well

Anonymous No. 1006761

>>1006741
this was all done by polymodelling?

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Anonymous No. 1006770

>>1006761
it was! I didn't make a highpoly and then retopo but I did spend most of my time in sculpt mode. only went into edit mode to add and change the topology and for the detailed parts like the fingers.

I really struggled to get the fingers to look right but I think they turned out ok

Anonymous No. 1006773

Is there any video that explains how to tackle modeling characters that dont have reference sheet with the usual 3 views or are in awkward poses?

Anonymous No. 1006781

>>1006773
I am new so am not so sure, but I think this one
https://youtu.be/GcuxZCgQUy8?si=B4nat2NkTFZQI7J7

Anonymous No. 1006782

>>1006781
it more like interpolation from experience, when you've made enough human bodies you know what they look from different angles

Anonymous No. 1006789

Anyone here have any names of some good Substance Painter courses I could lookup?
Been looking myself but haven't really found anything I like, it'd be nice if there's a Substance Painter equivalent of that Ultimate Guide to ZBrush

Anonymous No. 1006804

>>1006770
that sounds like an interesting process, do you have any resources to learn it, ive only seen a video by flycat do what you describe

Anonymous No. 1006808

>>1006804
flycat is insanely good! If you watch their videos on .25x speed and follow along you'll learn a lot. shonzo also poly models his characters in a very similar way

Anonymous No. 1006810

>>1006808
>shonzo
thank you, ill look into them

Anonymous No. 1006906

>>1006528
Is this is all Zbrush? Now I regret learning Blender instead.

Anonymous No. 1006950

>>1006906
Using ZBrush is not going to compensate for a lack of talent.

Anonymous No. 1006960

>>1006761
if you know what u re doing you are with polymodeling as fast as someone who retopo his sculpt model
sculptint for this kind of detail level is retarded

Anonymous No. 1006961

>>1006773
use the head method like any 2d artist? 5, 6 ,7 heads etc. every reference is build on top of this basic stuff

Anonymous No. 1006968

>>1006960
polymodeling for this is also retarded, you might as well be using a base mesh

Anonymous No. 1006990

>>1006968
Should we interpret the question of "this was all done by polymodelling?" as "are you retarded?"?

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Anonymous No. 1007013

>>1006961
yeah i ended up using that method, but i decided to start with an easier character instead to not get frustrated midway

Anonymous No. 1007055

>>1006773
In the Arcsys presentations on slideshare what they do is as soon as they have a very basic base mesh they add a simple rig and pose it exactly like the pose reference illustrations, so it acts as a ground truth. The closer the posed model and refernce look, the closer they are to being done

Anonymous No. 1007081

>>1007055
And then rewind the bones back to base pose and fix the problems? That sounds interesting. IDK how necessary it really is though.

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Anonymous No. 1007086

>>1007081
Basically. No actual rewind though, for example in Blender there's a toggle for the rest pose, or you can memorize the action pose in a pose library, or you can make duplicate references to the mesh and skeleton and pose the duplicates, so that you see the preview side by side.

As for necessity, it really depends I guess, but the accuracy can really sell the model

Anonymous No. 1007088

>>1007086
When I'm doing bone weights I'll key bones with deep creases, like in the crotch, to some position, the splits, to make painting inside easier. I have a key for the bind pose as well. This way I can move the timeline to see how my deformations look at every point between the 2 poses as well as the poses themselves.

Anonymous No. 1007089

>>1007086
>>1007081
Also for proportions specifically you can adjust the bone lengths as part of pose scaling, which deforms the base mesh in turn, then apply the scale changes to the skeleton and mesh, so you mostly don't need to switch back and forth between rest and action poses for adjusting proportions

Anonymous No. 1007090

>>1007088
Yeah, that's a good one. You can extend that to putting several weird or typical poses on the timeline to easily check skinning in extreme situations while you're working on it

Anonymous No. 1007091

>>1007090
nvm the "extend" I suck at reading

Anonymous No. 1007391

Any vintage Anime shader? Youtube isn't helping

Anonymous No. 1007392

>>1007391
the "vintage" look would probably be in post-processing (grain, glow, aberration) and in the character design mainly. Do you have an image of what you have in mind?

Anonymous No. 1007454

I want to get started making 3D low poly character models, preferrably with an anime-ish art style, BUT I want to have them be modular (i.e for character customization in a game). What's the best way to get started?
Also, for shit like facial features/expressions and body parts, I'm probably gonna do swappable/moveable/resizable meshes and textures or some shit

Anonymous No. 1007455

>>1006068
Why are they naked

Anonymous No. 1007462

>>1007454
>What's the best way to get started?
To scope down, this is too ambitious if you don't know what you're doing
Start by making a couple characters using the same base mesh

Anonymous No. 1007477

>>1007455
I can only study with an erection

Anonymous No. 1007682

are there any particularly good tutorials for making anime hair? i'm just working off of basic planes and merging them but i'm curious if there's an ideal approach i'm missing out on.

Anonymous No. 1007695

>>1007682
A lot of people seem to do triangular segments controlled by splines and duplicated around as necessary.

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Anonymous No. 1007710

Can someone help me? all the proportions are right but the head doesn't feel like her.

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Anonymous No. 1007718

>>1007710
Drawings aren't actually accurate 3d, so you shouldn't trace them. Much less from the profile view as it's the most unreliable in drawings. If I had to bandaid your model I'd start from giving her more of a cheek, reduce her jawline and make the head taper more toward the bottom (switch to "active element" for the pivot, select the tip of the nose and shear laterally a bit from the front view).
When trying to match drawn reference, it's best to eyeball it rather than trace it. The primary reason is that drawings are simply inaccurate enough for that, and the secondary one is that you can't really read shapes well on toon shaded drawings in the sense that you can see the outline, but that's really all, which isn't much information. When eyeballing give preference to 3/4 and front views in that order. Note landmarks that you can't compromise on and stubbornly keep them. For example, you simply can not have the outer edge of the eye be the edge of the model in a 3/4 view - there always needs to be a patch of skin in-between. The red lines on the attached pic are very important.
Here's my quick take on your reference, obj format for if you're paranoid: https://files.catbox.moe/bp1fxy.obj

Anonymous No. 1007727

>>1007718
Thanks man, I'll look at it tomorrow as its late right now. I very much appreciate you taking the time to do this.

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Anonymous No. 1007728

>>1007710
Face is too narrow, skull and neck too small, compare it to a real skull to get the right proportions

Anonymous No. 1007731

>>1007710
This anon has great advice but adding on, just looking at your reference picture it's pretty blatant your front view is incorrect compared to your ref, the jawline's angle should be much sharper. gambare

Anonymous No. 1007784

>>1007731
they´re 2 different artstyles theres no way theyll align. you should just look for any fate production materials and use a frontview from a similar characters, it´s not like there´s that much face variety anyways

Anonymous No. 1007853

>>1007710
It's easier to tell what you're doing when the model has hair and makeup on
Also the front and 3/4 views are the most important when to comes to things like this.
Because you can't match all of the angles of drawings. Drawings for 2D's sake don't adhere to real 3D space at all, you're pretty much trying to match 2 different heads

Anonymous No. 1007889

Anons, how difficult would it be for a complete beginner to create environments and characters in an anime style similar to Miside?

How long would it take to design and create environment and prop assets?

How long would it take to model two or three characters?

Would using a VRoid model achieve the same quality? If not, what workflow would you recommend (e.g., DAZ models, etc.)?

I've only used asset packs before, so I wanted to get a rough idea of how long it would take to do this in Blender.

Anonymous No. 1007899

>>1007889
A couple months, brcause if you're really a complete newbie you have everything to learn

Anonymous No. 1007939

>>1007899
What's the best way to create the characters for my game? I've heard that this is the hardest part. Is vroid studio slop?

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Anonymous No. 1007973

this is my WIP kiki I am working on, hair is temporary, anyone else here use card style geo for face features? I didn't model the actual eyes or mouth rather it's floating geo which I think helps with the ghibli style.

Maybe I'm autistic though and would like some input. Was also thinking of doing the same thing for the outline.

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Anonymous No. 1007974

>>1007973
Also, this is the first anime style mesh I have ever worked on, still trying to learn.

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Anonymous No. 1007975

>>1007973
Set your view transform to Standard for anime, I think the current default in blender is AgX and it doesn't look good for NPR especially if you're color picking

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Anonymous No. 1007976

>>1007975
Fuck me that made a big difference, thanks brother. I was on "Filmic" but these settings have been carried over since blender 2.8

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Anonymous No. 1007977

i made a smol lowpoly base! I cant wait to turn it into a cool anime swordsman hehe :3c

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Anonymous No. 1008001

>>1007975
Getting closer to the perfected kiki, hair is still giving me an issue but it looks a lot better now.

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Anonymous No. 1008003

>>1008001
I can't keep getting away with using simple shrinkwrapped geo for the face features, I will have to man up and make a real anime face soon

Anonymous No. 1008021

>>1007977
First good low poly base I've seen here

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Anonymous No. 1008055

i found this guy that makes mods for mihomo games
https://kemono.su/patreon/user/82323102
but the files are in this weird buf format, does anyone knows how to open them in blender?

Anonymous No. 1008057

>>1008055
Oldest post on that kemono link

Anonymous No. 1008102

>>1006129
genshin has the most resources available online

Anonymous No. 1008103

>>1008055
>https://kemono.su/patreon/user/82323102
These are mods for the game. They are buffers which replace stuff when rendering the game, so you can't open them in blender

Anonymous No. 1008159

>>1008057
>>1008102
>>1008103
too much trouble, i thought they were 3d models

Anonymous No. 1008161

>>1007939
it all boils down to how you plan to block things out. do you have someone to draw references for you, or are going to freehand it as you model?

Anonymous No. 1008173

Be honest. How many of you are just trying to make 3d anime girlfriends?

Anonymous No. 1008177

>>1008173
I think that is true for anyone that first started but I do it for fun mostly

Anonymous No. 1008180

>>1008173
If it was good enough for Pygmalion it's good enough for me

Anonymous No. 1008186

>>1008173
*onaholes

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Anonymous No. 1008197

>>1006110
Found it
https://kemono.su/patreon/user/93991672/post/84893494

>>1008055
>>1008159
I tried doing this the other day. I got about halfway because to convert a .ib/.buf with this blender addon.
https://github.com/SilentNightSound/GI-Model-Importer
it requires a .vb file.
IDK what this file is, maybe a key or additional data to build a mesh with.
also the .vb may/may not be unique to the mod's edited character. so ripping the .vb from the game might not work.

maybe you could mod the game, re-rip the modded character, and export that to blender?
all and all im too unfamiliar with modding for Genshin. if you have any luck plz share

Anonymous No. 1008215

>>1008173
Since Cris died I'm trying to fill that hole with big 3d anime tits. Everyone copes with pain in different way

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Anonymous No. 1008222

>>1007710

Anonymous No. 1008225

>>1008215
What is the Cris meme exactly?

Anonymous No. 1008232

>>1008215
wait cris died? damn I shitposted with him on /agdg/ for years...

Anonymous No. 1008239

>>1008173
I'm trying to create animu waifus locked up in 3D scenarios, where i'll eventually put into a gaming system with AI response system.

Anonymous No. 1008242

Does it make sense to just try and exactly recreate an existing 3d anime girl instead of trying to do an OC just so that I can learn the workflow and then I can get into OCs after I'm able to produce the kind of asset I'm looking for?
It makes sense in my head, but copying always seems to lame.

Anonymous No. 1008243

>>1008242
it'd probably be more educative to create in 3D some 2D design, while using an existing 3D girl as a reference.
The 2D design does the creative heavy lifting for you, the 3D model shows you the path on a technical level, so you can focus on actually learning stuff.
Simply copying a 3D model from a 3D model would probably still be a useful learning experience, but you might go into mindless mode while just replicating whatever you see in the original.

Anonymous No. 1008256

>>1008225
Cris was the best artist here, a Venezuelan artist, the best of us.
>>1008232
There's no amount of anime tiddies that can make me feel alive again

Anonymous No. 1008274

How much normal editing is done in mihoyo models?
And is it handled by the mesh normals, or a normal map?

Anonymous No. 1008333

>>1008197
sorry anon, ive never played mihomo game and i have no intention of doing it now, i just wanted those ass models so is up to you to figure it out

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Anonymous No. 1008364

>>1008161
I can pay a friend to make reference art for me. I’ve started a Coloso course to learn how to create props and environment assets, but the biggest challenge is characters. Picrel doesn’t look too difficult, but since I’ve never made character assets before, I’m not really sure.

I’m also debating whether to use VRoid models or create custom ones in Blender. I have Maya installed, so I can use that for animations.

Would appreciate any advice you’ve got!

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Anonymous No. 1008366

>>1008364
the hardest part of all this is going to be how you build up the model. if you're doing this with references it won't be too difficult, but you should honestly look into how you plan to texture and render the model as well. for example, the topology of the model is usually brought up for animation, but shading it is going to be a pain if you don't add loops in certain areas of the face. or you could use light threshold maps on the face. it's really a matter of preference there, but nowadays threshold maps are easier to adjust for an artist since they can paint in the shadows.

so with that said, if you wanna model things properly, think about the angles you're looking at the model and what silhouette is important. the jawline, the cheekbone, the forehead, your tutorials should cover that. if not, then you're at the mercy of your reference material. id suggest looking at the guilty gear gdc slides. they're really useful at expressing a ton of info. it might be more autistic than you need it to be, but i think it's hella valuable.

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Anonymous No. 1008384

How to make proper outline and how to ignore the eyesocket area?

Anonymous No. 1008385

So, how do you get into sculpting from 0? Want to create 3D printable sculpts; which would be the "right" path getting started and so on?

Anonymous No. 1008386

>>1008384
You gotta use weight painting to control where you have outlines and how thick they are.

Anonymous No. 1008394

>>1008385
Just fire up a youtube tutorial

Anonymous No. 1008400

>>1008384
Use the vertex group option to set the distance of the hull per-vertex.
>>958394

Anonymous No. 1008415

>>1008364
https://www.youtube.com/watch?v=dqt6dF8-ezI&list=PL0fgiOCljijy_0-UzknQ6Ub1pGr3EMLL8

Was in the same situation with anime characters, im doing this rn, its pretty good.

Anonymous No. 1008471

>>1008366
Appreciate it, anon! This is really helpful.

>>1008415
Thanks, anon. Will check it.

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Anonymous No. 1008652

Starting a new project, first step is to spend hours refining the face

>>1008385
Look for Sakaki Kaoru's videos on youtube

Anonymous No. 1008687

>>1008652
i wish i was this good

Anonymous No. 1008738

>>1008687
Just keep practicing anon.

Anonymous No. 1008748

>>1008738
anatomy hard :(

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Anonymous No. 1008753

I've been obsessed with one porn artist and his anime 3d style pausing his videos and staring at them for hours on end trying to catch some clues, its hands down one of the best and most unique and well made models shaders (and animation?), the blend between 2d and 3d is so fine tuned, and the line between them was so thin and blurry, that artist took me down a deep rabbit hole about rendering pipeline and trying out blender/3DMax/Maya/C4D/MMD/After Effect/custom RPL/unity/ue5/substance painter and list goes on, i still have no idea how he make his videos, i have all of his videos downloaded with mind map and notes everywhere trying to decipher his work way, one keynote i discovered is he might be using Live2d SDK For the facial expressions because i have not seen a rig this detailed when it come to anime facial expressions let alone from solo 3d artist

I'm writing this in hope for someone to give me any more information they could provide to add to my project, i genuinely wanna recreate this style and im studying a lot of stuff related to this project including learning HLSL

Anonymous No. 1008754

>>1008748
Almost anything in life that come easy is bland,
hard stuff reward you with hard to earn rewards
with practice and consistency you can achieve your desired result, every failure is one step closer to success

Anonymous No. 1008756

>>1008753
Who's the artist?

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Anonymous No. 1008760

>>1008756
>>1008753
I'm already on thin ice mentioning what he do, worried i might get banned if i type his name i really just wanna know how he does his style, tho he's not controversial figure or problematic, I've posted the attachment hoping someone can recognize him with just the image
But i guess more details need to be provided so his name is pastakudasai

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Anonymous No. 1008763

>>1008760
he's using mmd, and it's all in the textures
the mouths are 2d planes parented to the head, he transforms the planes and swaps textures
the eyes are typical 3d anime eyes, with all the detail in the textures

Anonymous No. 1008766

>>1008760
>pastakudasai
Damn bro I was expecting some mind-blowing shit based on your descriptions, his stuff is decent, but like, nothing crazy. The textures he uses are too low res, kinda looks like he just cuts them out of his reference pictures and applies them directly to the models. If you wanna do something like this it's definitely within reach, gambare anon.

Anonymous No. 1008773

>>1008760
>mouth floating off from the front of the face
In Blender this is just a textured plane with a mesh deform, swapping expressions on a spritesheet. The eyelashes are also textured planes. The clothes and body are animated with mesh deforms too to get those exaggerated keyframes with fluid animation. Most of the shading he uses is baked onto the textures with simplified normals to get those clean smooth anime shadows, and most of his outlines are painted on the textures but sometimes he uses a solidify modifier with a black material offset and flipped normals. These are easy to do once you get the hang of them. You don't need shaders.

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Anonymous No. 1008798

>>1008763
>>1008766
>>1008773
thanks a lot everyone I'm going to write these down and learn each term/method, as well as how to replicate and prototype them this month. I really appreciate all the insight and info, as they’re rare to come by, i do still wonder if this is possible in live preview software's like ue5 and unity, my project is gameplayish (Mix Of Software And Game)

Here More details about me and my project if anyone interested and would like to give me tips or criticism :

i come from 2D animation background, worked as an intern in Japanese animation industry. and on some vtuber lore videos
and now I'm looking into 3d animations because of the versatility and ways to have said animations be interactive, there is where i stumbled upon game engines

I still wanted to use my 2D animation skills so i was inspired by that artist and how the mouth and facial expression move like a 2d animation would, alongside the lighting and shading ofc,
my project isn't really a full fledged game but more so an interactive system that serve niche issue im seeing on the internet, I'm working on the render and technical parts first before dive deep into the core of the project

I'm currently juggling between UE5 and Unity to compare their differences, as they seem to fit my needs, AE for compositing and Blender is always in the mix too, since it can do so much and act as a converter for non FBX formats

i do have a question regarding game engines,

unreal engine 5 advertise itself as THE shader maker, but one of its biggest game (fortnite) doesn't have that much of stylized shader/material let alone high quality anime one

while unity is lightweight and has been used for really well made anime style 3d (my fav in term of aesthetic is ZZZ, expressive stretchy animations), its workflow doesn't flow well with my other software and its animation tools really lacking compare to blender and ue5

i guess its not about the tools but more so the skills.

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Anonymous No. 1008848

yeah, one day, i will make it, not in this lifetime tough

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Anonymous No. 1008887

>>1008848
yeah fuck it, how do i connect the shoulder with the arm

Anonymous No. 1008893

Have you tried to use any AI models to generate concept art that can be used as references? I'm barely breaking even, so I can't afford to pay a concept artist for now.

Anonymous No. 1008898

>>1008887
ur doing fine

Anonymous No. 1008900

>>1008893
I'm using AI to assist creating references for an anime game but it's not quite good enough yet to get something worthwhile in one-shot. You can get usable references but they're mediocre and boring without a human touch

What are you creating? Is it a project or just one model?

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Anonymous No. 1008901

Here's my attempt on making Arisu from Idolmaster series.
It took me almost a month to make this.

>software
Zbrush

Anonymous No. 1008916

I don't know if this is the right place for this but how the fuck do I bypass vcc's trusted user shit without playing vrchat. I wanna convert this https://xakku.booth.pm/items/6130740 model into a vrm and I can't because of this dumbass restriction.

Anonymous No. 1008920

>>1008652
Thanks anon

Anonymous No. 1008934

>>1008901
You're Arisu is really cute!!! I really like the pleated skirt and how you did her loafers. Her nose looks funny tho hehe :3c

I'm starting to make a cute anime girl too! I made the body and feet so far. I'm gonna do the hands and head tomorrow. I've been trying to only use Quads and no Tris. The face is gonna be so hard to model :C

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Anonymous No. 1008935

>>1008934
I forgot to attach the gif of my model hehe :3

Anonymous No. 1008936

>>1008893
Get good at photobashing anon and proportions and then just mix and match art. https://gelbooru.com/index.php?page=post&s=list&tags=character_sheet+

Anonymous No. 1008943

>>1008901
i wish i was this good

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Anonymous No. 1008952

>>1008887
>long ass man finger
it's so over

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Anonymous No. 1008957

do i pose it first or join it then pose it later?

Anonymous No. 1008973

>>1008957
Personally I like to pose as early as possible with auto weights, like the arcsys methdo mentioend earlier, abd rebind as I go. I feel it helps a lot with proportions

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Anonymous No. 1009001

>>1008652
Added some clothes to the t-pose, the rest I will do after the pose which is the next step

>>1008687
Thank you, and as anon said, it's just a lot of practice

>>1008901
She's looking very cute anon! You can try adding more detail to the eye painting to make her feel more alive. If it's difficult to paint freehand, you can import an image of your character's eye and use spotlight projection

Anonymous No. 1009003

>>1008900
It's for a short animated video. I tried mid-journey, and it got me halfway there, but definitely needs some tweaks. Thanks, anon

>>1008936
I'll try it. Appreciate the advice, anon.

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Anonymous No. 1009006

Is pic rel optimized enough for game dev? It's from a vtuber tutorial, so I'm not sure.
What’s a good polycount for a main character asset and an NPC? Thanks.

Tutorial: https://coloso.global/en/products/technicalartist-vincent-us

Anonymous No. 1009009

>>1009001
thats a great model, especially love the boots.

Anonymous No. 1009012

>>1009006
What's the actual number of polys?
It could be a bit more efficient, but desu most engines nowadays are good enough that you can be a bit sloppy with optimization. I'd guesstimate it's fine for an MC, and probably for an NPC if you don't have too many or your engine is smart about LODs.

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Anonymous No. 1009037

been making vrchat models as my niche hobby for a bit now, do people still do commissions for these? and is this even a style/quality that someone would pay for???
everyone i know wouldnt expect this tier weeb shit from me so its embarrassing to talk about, id like to hear some outside opinions about these models i think im happy with.

Anonymous No. 1009068

>>1009037
These look pretty nice anon, I've seen people pay for way crappier models. Hair's well done especially.

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Anonymous No. 1009073

>>1006118
Looks like the work of the guy who did the giant titty Navia mod. I don't know who it is and I don't have it so don't ask me.

Anonymous No. 1009121

>>1006048
does anyone have any retard-friendly courses or guides on creating an anime character from scratch

Anonymous No. 1009132

I see many people buliding
But is there any merit to trying to sculpt models for a anime or say Overwatch style aesthetic?

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Anonymous No. 1009153

I'm hopping back into a long hiatused project. I did a lot of rework on a face mesh but it still wasnt looking right. I tried and experiment where I projected elsa's face and did some touchup work on it. I'm using a layered shader for 2D eyes.
Obviously. It's a humungous improvement, because I projected a professional render onto my 3d model. What I want to capture is, what parts of this texture are selling the face the best so I can make my own texture that does the same thing just as well.

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Anonymous No. 1009155

>>1009153
with hair and my post effects.
My own analys is the hue variation. I know about this concept where you paint bright yellow, blue, and red in different locations on an "overlay" channel and thats for different spots on the body that touch bone or have a lot of blood vessels. It never looks right. Elsa doesnt seem to have any yellow. just blush that wraps all to the side of her head, top of the nose, and its dark and blue around her eyes.

Anonymous No. 1009168

>>1009121
>>1006639

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Anonymous No. 1009171

i assume this person know how anatomy work and he decide to do pose before sculpting it?

Anonymous No. 1009172

>>1009171
if it's for a figurine, yeah you wanna pose as early as possible.

Anonymous No. 1009190

>>1008798
>i guess its not about the tools but more so the skills.

You answered yourself anon

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Anonymous No. 1009194

god damn it, choosing the hardest pose for my first sculpt is a bad idea, guess i'll try to find easier pose to copy

Anonymous No. 1009199

>>1009194
You can always sculpt the base as a T or A pose and change it to the actual pose later

Anonymous No. 1009200

Should I use Maya (student license) for the animations in my game instead of Blender?

I'm learning to model in Blender since most anime modelling tutorials use it, but I've heard that Rigify can be a bit janky. I also don’t want to pay for AutoRigPro when I can get Maya for free.

I'm a total beginner at animation, so I’d really appreciate any advice. I need something with good tutorials (free or paid) that I can learn quickly and use to create decent animations fast.

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Anonymous No. 1009211

>>1009001
Pose done, now refine everything starting with the hair

>>1009009
Thanks anon!

>>1009171
It's common to have a basic basemesh for posing, but this can end up breaking the model quite a bit. In mine for example, I had to resculpt some parts and still need to fix a few things. So it's often easier to sculpt the body properly once it's already posed

Anonymous No. 1009240

>>1009200
>I also don’t want to pay for AutoRigPro
try vfxmed

Anonymous No. 1009245

>>1009240
damn it took me way too long to realize vfxmed was a place to download auto rig pro and not another anon kek

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Anonymous No. 1009247

>>1009199
yeah, i'll do that

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Anonymous No. 1009258

god damn it

Anonymous No. 1009269

>can't even make good tits
yeah fuck it, the girl will wear outfit anyway haha

Anonymous No. 1009280

>>1009240
Do you think I would be able to make the game animations in blender without spending a significant amount of time more than it takes to do in maya. Animators in this board say everything can be done faster in maya, but I suspect the level of skill needed to make game animation is vastly smaller compared to making videos.

Anonymous No. 1009281

>>1009258
That boy has a soft looking ass, is that normal for shotas?

Anonymous No. 1009287

is there any tutorial that teaches you the way mihoyo does their models?

Anonymous No. 1009289

>>1009281
that's a woman...

Anonymous No. 1009290

>>1009287
You can download them and look at them, which is pretty close.

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Anonymous No. 1009315

>have to watch tutorial how to make hair
grrr

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Anonymous No. 1009320

>>1008934
>>1008943
>>1009001
Thank you for the compliment and the feedback, anons.
For now I'm just gonna move on to the next one.

Anonymous No. 1009323

>>1009280
I've made game animations in blender for years. It's not a problem.

Anonymous No. 1009324

>>1009323
The question is productivity though. Obviously you can do it in whatever 3d program, but which one makes you more productive and is that really a big boost compared to the other program you already know.

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Anonymous No. 1009326

should i move back the jaw a bit?

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Anonymous No. 1009327

>>1009326
it look fine on side view tho

Anonymous No. 1009328

>>1009326
>>1009327
are you in orthographic? the head feels like it's tilted back

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Anonymous No. 1009329

>>1009328
first pic is not orthographic, this is what it look without the front hair

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Anonymous No. 1009330

>>1009329
another angle

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Anonymous No. 1009331

>>1009326
You can move the jaw back a tiny bit but what I would try is moving the dip between the cheek and the temple (the outer edge of the eye) forward a bit. You really want a very smooth transition there from the 3/4 angle, not a deep curve. Just my opinion.

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Anonymous No. 1009332

>>1009331
noted, also is it normal for sculpt for figure to look weird from other angle? especially the hair

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Anonymous No. 1009333

>open x (formerly known as twitter)
>first pic i see is pic related
>get discouraged when i see my own work
haha

Anonymous No. 1009334

>>1009332
Unless the style is hyper distorted like some cartoon network shit and you're not copying stylized features that outright don't make sense like side mouths, things should look right from all angles. When fixing stuff like that, note the angle at which it looks "right" and try modifying the shape along the axis which points straight forward/back from that view. Meaning the "outline" of the shape will be mostly unaffected from the "correct" view but you will modify it along the "incorrect" ones.

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Anonymous No. 1009336

>>1009333
have a picture of mine to make you feel better

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Anonymous No. 1009342

>>1009333

Haha....I stopped doing 3d not because I was discouraged but because I just don't have the time at all. If you are young 20 something the world is your oyster. Once you enter 30 life passes you by quick so you are more selective about your interests. Bring in health issues to the table then it becomes your #1 priority. Anyway, all I can say is you should have a clear goal in mind for 3d art or you'll end up right back to where you started.

Anonymous No. 1009345

>>1009342
Don't extrapolate. Even disabled or almost disabled people may have nothing better to do than mess around doing 3d stuff. A lot of people are NEETing these days and a big portion of them don't even do it because their lazy, they just can't get and maintain a job in modern world.

Anonymous No. 1009355

>>1009342
20 to 30 is nothing.. you could be in your 60s and still improving

Anonymous No. 1009366

>>1006054
Did you finish it, anon?

Anonymous No. 1009371

How the fuck achieve this front face nose tip effect?

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Anonymous No. 1009372

>>1009371
The effect found on this clip I mean
x . com/Hyudorori/status/1835674939430781339

Anonymous No. 1009373

>>1009372
hand painted?

Anonymous No. 1009374

>>1009373
No idea, there's an article promoting this post affirming that the technique used here is backface culling

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Anonymous No. 1009381

is there a better way to make that part of the hair?

Anonymous No. 1009382

>>1009372
>>1009374
Idk about promotion, but you do this with both effects, inverted hull for looking at the nose from the side, and a handpainted mark on the texture to see it from the side.

Anonymous No. 1009383

>>1009382
>to see it from the front*
dumb

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Anonymous No. 1009389

AIIIIEEEE I'M LOSING IT

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Anonymous No. 1009404

there is gotta be a better way to make back hair...

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Anonymous No. 1009423

grim

Anonymous No. 1009427

>>1009423
It's not too bad.

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Anonymous No. 1009455

>>1009290
yeah i downloaded a model and with some reverse engineering i finally was able to make a face i was satisfied with
i took me half a day but it was worth it, i guess first times always takes a while

i also found this channel that is currently releasing analysis about ZZZ/WW models, it looks pretty useful
https://www.youtube.com/watch?v=75ujnFHAaHQ

Anonymous No. 1009457

>Tfw well over an hour filling up quads by hand because I don't know all the clever shortcuts in blender
>Final product looks like crap
Oh no. It's so over.
>Use the Smooth tool in Sculpt Mode, along with Shading smooth
>Final product actually looks pretty okay
We're so back, bros!
>My topology is still dogshit
It's so over, bros...

Anonymous No. 1009459

>>1009457
>don't know all the clever shortcuts
i only use e for extrude, i for insert, k for knife tool, ctrl + r for insert edge, and j or f to connect edge, other than that i don't use it unless i model other stuff than anime character
>My topology is still dogshit
just retopo it?

Anonymous No. 1009460

https://www.youtube.com/watch?v=eIjFQx44FwQ
streamin
inb4 >vtuber
she stream a lot of 3D modeling stuff

Anonymous No. 1009462

>>1009342
Excellent taste anon.
>>1009389
Your hair looks better than what I did following Kurniawan's colosso course.

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Anonymous No. 1009463

>>1009462
funny because i use wandah hair brush

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Anonymous No. 1009465

>>1009463
fucking around with the hair for so long just pushed me to move on. shit was driving me up a wall lmao

Anonymous No. 1009466

>>1009465
yeah, hair is actually the most annoying part to make, even in primitive modeling

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Anonymous No. 1009471

guess it's time to watch the tutorial

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Anonymous No. 1009542

>>1009471
update

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Anonymous No. 1009551

new course leak dropped. might be useful to some of ya
https://coloso.global/en/products/3dcharacterartist-nawinsapchinda-us

Anonymous No. 1009554

>>1009551
anybody can make a course these days, huh

Anonymous No. 1009597

>>1009554
yes, but i rather watch actual pro course like wandah or something, he actually make money with his sculpt

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Anonymous No. 1009698

>>1009211
Haven't had much time these past few days, but I managed to work a bit on the hair today

>>1009542
Going well anon, it's better not to detail the clothes too much before posing

Anonymous No. 1009708

>>1009698
i was planning to give detail, but when i tried to remesh it, it create too many hole, and i can't make room for thicker cloth

Anonymous No. 1009711

can't believe i waste my time modeling the clothes on zbrush when i can just make the outfit in blender and import it to zbrush to add more detail

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Anonymous No. 1009722

Anonymous No. 1009858

>>1009722
not bad, except the thing on the right thigh
how does it look in a dimly lit scene?

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Anonymous No. 1009872

wow psoing is harder than i though

Anonymous No. 1009874

I'm struggling to make environment assets and props in the anime style. Would appreciate any tutorials you guys found helpful.

Anonymous No. 1009877

>>1009874
It's super vague, got a sample of the style you mean? But in general just, like paint them as if they were illustrations

Anonymous No. 1009890

>>1009872
I think I saw your post on twitter, keep it up

Anonymous No. 1009913

>>1009711
What's the advantage of using Blender over Zbrush for that process?

t. knows nothing about Blender

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Anonymous No. 1009928

>>1009890
t-thanks!
>>1009913
make the basic shape faster? using sculpt to shape the clothes is annoying, doesn't have to be blender though, 3ds or maya work too

Anonymous No. 1009930

>>1009877
https://www.youtube.com/watch?v=l_j6Mo_dIuc
This style. I haven’t found many tutorials on making environment assets, and most of them rely on Blender shaders to achieve that look. I’m not sure how to replicate it in Unity. I’m still learning texturing, but I’m not very good at it since I’ve never done any drawing before.

I'm using blender, but I can get substance painter with student license. I'm making the assets for my game.

Anonymous No. 1009931

>>1009930
Most things you do in Blender Eevee can be replicated in Unity, unless it's relying heavily on raycasting. Any specific effect?

Anonymous No. 1009932

>>1009931
nothing in particular yet. I'm following a tutorial to do this in blender and I'll try to export and recreate the look in unity afterwards and check. When I was researching the topic, I came across some posts where they said that sometimes importing to unity would complicate things because of shader issues.

Anonymous No. 1009965

>>1009913
you can polymodel in zbrush, but it's autistic
blender has a good nondestructive modifier workflow

Anonymous No. 1009971

Any tips on rigging hair?..

I been using a data transfer method but it's not working out so well for me.

Anonymous No. 1010010

>>1009930
https://www.artstation.com/marketplace/p/MJq0M/modeng-stylized-scene-creation-in-unreal-engine-course-v2

probably applicable to unity as well
google telegram coursebusters, it's there with subs

Anonymous No. 1010011

>>1010010
on his profile there are some of his students' work https://zhanglu.artstation.com

Anonymous No. 1010015

>>1009913
You can simulate clothes on blender, later you can sculpt details on blender itself or zbrush

Anonymous No. 1010018

>>1009928
Also don't forget simulation on blender, it has some basic tools to do clothing similar to marvelous like for example stitching.
>>1009971
Which type of hair, Poly? In that case yes I always rig a proxy

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Anonymous No. 1010027

>>1010018
If you'd be willing to give it a quick look maybe, I've uploaded the model:

https://files.catbox.moe/e17qyr.rar

The thing is, it strangely works for some parts I have done like the front hair. I have not deviated from the method at all.
I'm just following a character creation tutorial right now.

The steps were as follows:
>Create a proxy object, put it on the approximate correct location
>Add the necessary bones to it, snap them to the object
>Apply all transforms
>Assign the weight paint manually by clicking the vertex and assigning a 1 to the top to the "head" group, and the bottom to the corresponding hair control bone
>At this point I confirmed the way the proxy mesh moves, which seemed fine
>Go to the actual hair object, add a data transfer modifier
>vertex data -> vertex groups -> nearest face interpolated
>generate data layers

The part thats currently not working no matter how many times I carefully step by step redo it according to the tutorial would be the back hair part. The tutorial would be the following:

https://www.youtube.com/watch?v=et1L4Bsa8Rg

The steps I noted were all taken within the first 6 minutes.

I'm not sure if this is an issue of using a newer version or not (I am on 4.4), possibly just something stupid on my end.

Anonymous No. 1010167

>>1006194
why are you using the roblox sand texture

Anonymous No. 1010170

>>1009037
it's certainly a unique style but you'll definitely have no problems getting customers. Those eyes look very cool, how'd you make 'em look like that?

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Anonymous No. 1010214

Working on the robot girl from Destiny Unchain Online

Anonymous No. 1010245

https://www.youtube.com/watch?v=NWoZiSI6UsE
i'm convince making human body like this is actually better than doing it one by one

Anonymous No. 1010247

>>1010245
actually nvm

Anonymous No. 1010248

>>1010247
actually nvm again, i'll have to try it myself later

Anonymous No. 1010256

>>1010248
Where did you "buy" ZBrush from? I have been looking for it without avail.

Anonymous No. 1010268

>>1010010
>>1010011
Thank you so much, anon. This is exactly what I was looking for. Will have to figure out how to do the staging scenes in Unity, but it should be manageable. You're awesome!

Anonymous No. 1010294

>>1010256
nice try fbi, R U TRACKing mE Right now?

Anonymous No. 1010319

>>1010294
Can't ask shit on this website anymore lmao

Nevermind.

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Anonymous No. 1010327

What do you guys think of my Tomoe Umari's fanart?
Source: https://x.com/alexferrart3d

Anonymous No. 1010329

>>1010327
Looks like a Vroid

Anonymous No. 1010347

>>1010327
attractive, well built, definite command of fundamentals.

Anonymous No. 1010352

>>1010319
:(

Anonymous No. 1010360

>>1010327
wao!

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Anonymous No. 1010373

I've actually found something I find more tedious and I'm worse at than 2D art.

3D art.

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Anonymous No. 1010379

>>1010248
yeah, i like it, but i like it more with my own workflow

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Anonymous No. 1010389

I want to make loli 3D animations, where can I get good anime models? I for sure can't model shit myself.

Do they sell in some JP BOOTH equivalent? Probably Chinese too

Anonymous No. 1010390

>>1010373
the tedium is the power of 3d. You can focus and revise details in 3d in a way that 2d doesnt reward. Get everything in the right spot, and it stays there in every render

Anonymous No. 1010391

>>1010389
Go eat cubes you goddamn AI spammer. There's containment threads for your ilk

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Anonymous No. 1010394

So body painting. Important things to remember. Best practices. What's the main focus?

Here is one of my body meshes. I'm using one of the zbrush materials with a peachy skin color, and I just filled in all the dips with a very soft dark red brush. Of course it looks good through zBrush Glasses, but will it translate elsewhere? Since the skin color comes from the material my texture is really just white with some dark red blurry lines. My usecase is going to be characters with variable skin tones using the color channel on the material. So hopefully it just works.
But I feel like there should be more to it, but maybe there isn't and simpler is better

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Anonymous No. 1010395

>>1010394
here it is in unity
I bought(actually bought) an "anime shader" and it only receives light from 1 source. So my body textures need to do a lot of heavy lifting showing contours and what not.

Anonymous No. 1010410

>>1010394
>>1010395
Horrific goonslop. God bless. Keep it up, anon.

Anonymous No. 1010411

>>1010395
What is this garbage? This looks like shit horny 12 year olds draw after playing Zelda the first time

Anonymous No. 1010412

>>1010411
It's a primordial venus of course