Anonymous at Sat, 1 Feb 2025 15:34:25 UTC No. 1006640
>>1006638
AAAAAAAAIIIIIIIIIAEEAAAAAAAAA
Anonymous at Sat, 1 Feb 2025 17:11:27 UTC No. 1006644
Uoh.
Anonymous at Sat, 1 Feb 2025 17:39:58 UTC No. 1006647
Is it really normal to box model organic things? Shouldn't you sculpt a character like this?
Anonymous at Sat, 1 Feb 2025 18:18:34 UTC No. 1006648
>>1006647
He could sculpt, but box modeling anime characters has been solved a long time ago
Also anime characters are smooth and that's easier with subdivisions than sculpting
🗑️ Anonymous at Sat, 1 Feb 2025 19:48:41 UTC No. 1006652
>>1006643
ZZZZZZZZZZZZzzzzzzzzzzzzzzzzzzzzzzz
https://take-me-to.space/axH2XIrY.r
Anonymous at Sat, 1 Feb 2025 20:12:00 UTC No. 1006654
>>1006653
very hyperborean of you sir
Anonymous at Sat, 1 Feb 2025 20:42:12 UTC No. 1006655
>>1006653
You need to work on your anatomy
Anonymous at Sat, 1 Feb 2025 21:02:07 UTC No. 1006658
>>1006643
now perform surgery on her https://files.catbox.moe/5r3iq2.rar
Anonymous at Sun, 2 Feb 2025 01:06:02 UTC No. 1006661
when im in an unlovable pedophile competition and my opponent is the OP of this thread:
Anonymous at Sun, 2 Feb 2025 02:19:56 UTC No. 1006665
>>1006655
the butt and the side view could be improved yes.
Anonymous at Sun, 2 Feb 2025 02:42:18 UTC No. 1006666
>>1006648
No, box modelling doesn't allow enough control. Should only be used for low poly.
Anonymous at Sun, 2 Feb 2025 02:42:54 UTC No. 1006667
>>1006653
put red or black color on her lips??
Anonymous at Sun, 2 Feb 2025 04:28:41 UTC No. 1006670
>>1006647
Box modeling lets you get the topology right the first time.
Anonymous at Sun, 2 Feb 2025 04:54:29 UTC No. 1006671
>>1006665
That too, but the one thing I dislike are the shapeless calves. Also the part where you join the legs to the leotard is too sharp, add a few loops there while you make the butt.
I really recommend not using flat shading. That shit doesn't let you appreciate the surface. Right now If you disable that the model's face doesn't look good at all. Work on that first, make it look good with a normal shader and then you can try flat shading
Anonymous at Sun, 2 Feb 2025 04:58:57 UTC No. 1006672
>>1006671
ill do more practice then. I want to learn how to paint textures instead of relying on shaders
Anonymous at Sun, 2 Feb 2025 09:44:48 UTC No. 1006680
>>1006666
You know nothing John Snow
Anonymous at Sun, 2 Feb 2025 15:55:38 UTC No. 1006695
>>1006694
Bro you’re supposed to connect certain parts of the model. Not super divide it to individual pieces like a lego piece.
Anonymous at Sun, 2 Feb 2025 19:09:02 UTC No. 1006704
This looked fun so I figured I'd WAAGH a bit myself. But I think I'm biting more than I care to chew because her outfit is elaborate and looks like a pain to make. So I dunno yet but I might not finish it. But since I bothered starting, here's what I have so far. Sorry for the incoming spam, I tried to contract it as much as I could. Also if anyone wants the file so far I can share it.
Anonymous at Sun, 2 Feb 2025 19:21:26 UTC No. 1006708
>>1006643
>Shoes
Dropped
Anonymous at Sun, 2 Feb 2025 19:30:32 UTC No. 1006710
>>1006704
>>1006704
oh I'd love the file so I can study the topology! you did a good job with the ears and the face looks really cute
Anonymous at Sun, 2 Feb 2025 19:35:50 UTC No. 1006712
>>1006704
i really need to learn this topology. But i just cant help building topo from reference..
Anonymous at Sun, 2 Feb 2025 19:37:55 UTC No. 1006713
>>1006710
Sure, here you go.
https://files.catbox.moe/l58z30.ble
Anonymous at Sun, 2 Feb 2025 19:39:28 UTC No. 1006714
>>1006704
>>1006705
>>1006706
>>1006707
holy mog. dude, get your own thread.
Anonymous at Sun, 2 Feb 2025 19:42:44 UTC No. 1006715
Should i do the base mesh naked and then do the clothes over it, or should i just Frankenstein the base mesh with the clothes already?
I ask because i see people making it both ways, specially in paid courses at Colosos.
Anonymous at Sun, 2 Feb 2025 19:53:15 UTC No. 1006716
>>1006715
As you said, you can do it any way you like. I prefer making a naked base and modeling the clothes over it. If the clothes start clipping when you start rigging/skinning the clothes then you can just delete parts of the body underneath afterwards. And if you rig and skin the body itself in advance you can easily copy weights to form fitting clothes as well. At the same time, modeling the body and having to delete parts of it afterwards may feel like wasted effort. But it helps measuring the shape of the clothes if nothing else. Also you can reuse the body later if you're into cycling personal assets. I mean it's good practice to do so since 3d allows you to do it and there's no reason not to. But I for example am extremely stubborn and prefer remaking things I've made before every time for every new project. As you can guess, I rarely finish projects because of that.
Anonymous at Sun, 2 Feb 2025 20:03:15 UTC No. 1006718
>>1006715
it depends on if you plan to swap or remove the clothes, I ain't judging
>>1006716
depending on the application of the model you can mask off the clipping faces so you don't have to delete them
in blender that would be assigning them to a vertex group and using a mask modifier
Anonymous at Sun, 2 Feb 2025 20:08:11 UTC No. 1006719
>>1006701
>>1006715
As the one making the rigs, can you please not make me do more work and do have each part be an individual piece. The two models are missing teeth and tongue so i have to add those and the eye brows and eyeliner had to be replaced. Face had to be redone so the girls could have emotions. So a mask for morphing the face would be nice. Basically redoing the texture because that’s what happens when you change the original model UV. Had to remove the shaders in blender 4.4 because i’m in 4.2 so that it stops lagging. Lastly, if you’re making this dress which is very fluttery then please have the body with two dress, the accessories individually piece and her tail in a natural position like a cat.
Otherwise I’m never going to finish, your models aren’t recommended for rookie riggers. It looks great but moves very badly.
Anonymous at Sun, 2 Feb 2025 23:04:48 UTC No. 1006726
>>1006628
>>1006630
New to 3D modelling. How is this guy going from just lines to having a mesh? What's the method here?
Anonymous at Sun, 2 Feb 2025 23:23:46 UTC No. 1006727
>>1006726
there is a technique, sometimes called "patch modelling", where first your draw nurbs curves around the facial features on 1 plane first, then you translate all the vertices on the 3rd axis last. ie: draw all the curves on the front view, then move the verts along the Z axis to match your side view reference.
Once your curves are 3D you loft them or otherwise generate the geometry to link them together (like connecting patches). Your curves become your topological edge loops and the face mesh is perfect on its first iteration.
Anonymous at Sun, 2 Feb 2025 23:28:09 UTC No. 1006729
>>1006726
It's like drawing with vertices.
Anonymous at Mon, 3 Feb 2025 01:31:07 UTC No. 1006734
>>1006730
aren't they live2d? if so there's no models
Anonymous at Mon, 3 Feb 2025 05:56:34 UTC No. 1006743
>>1006713
The head looks weird in that position, too close to the neck
Anonymous at Mon, 3 Feb 2025 09:25:27 UTC No. 1006749
>>1006726
If you select a line and extrude, you get faces. Or you cab use the "build face" operator after selecting relevant vertices
Anonymous at Mon, 3 Feb 2025 13:42:13 UTC No. 1006756
how do i get this good at blending?
Anonymous at Mon, 3 Feb 2025 14:37:19 UTC No. 1006759
>>1006756
Modeling one loli a day goes a long way
Anonymous at Mon, 3 Feb 2025 14:40:28 UTC No. 1006760
>>1006756
You don’t need to use blender, even Wings3D can achieve this look if you know how to model.
Anonymous at Mon, 3 Feb 2025 17:07:45 UTC No. 1006767
>>1006743
You mean the head was too far back? If so, fixed that, you're right.
I wanted to post progress pictures again but it felt kinda lame with small details just appearing out of nowhere so here's just what I have at this point. Clothes are boring to model anyway. I'm dreading texturing the thing now. Anyone up for texturing? I'm tired.
Here's the file so far:
https://files.catbox.moe/750nxy.ble
Anonymous at Mon, 3 Feb 2025 18:38:37 UTC No. 1006771
>>1006767
>Hair is uneven or not straight to allow rigging
>Still no mask for morphing
>Eyes and mouth problem still exist and i need to fix it
I’m never going to finish these with so much modification required to rig it.
Anonymous at Mon, 3 Feb 2025 19:29:18 UTC No. 1006775
>>1006771
Sorry, I wasn't sure if you were talking about the Flonne model since you said "two models" (I'm not the OP who made the first two models in this thread) and you didn't quote any of my posts last time. I mean, you did mention a tail and a fluttery dress, so my bad.
I could accomodate it for rigging the way you want it.
>Hair
You want the ponytail parts to be straight, right?
>Eyes
You didn't mention the eyes in your last post, what should be changed for them? Can't you just assign the irises to eye bones and call it a day?
>mask for morphing [the face?]
Not sure what you mean by that. Do you intend to use a facial rig or blendshapes? Sounds like you want blendshapes, but can't you just add a new shape to the body mesh and start editing? By "masking", do you mean separating the face geometry (like the eyelid area and the mouth area) from the rest of the body for easier editing? Without "custom split normals", it'd break up the normal smoothing, but I could copy them from the end product by topology and separate the mouth and eyelid areas if you want. Just be aware that editing the geometry won't change the normals after that point without re-copying the normals again, so this kinda thing is usually done last (if ever).
>mouth problem
My bad, I forgot the teeth and tongue, sorry.
Anonymous at Mon, 3 Feb 2025 19:43:37 UTC No. 1006780
>>1006726
OP here. i just follow "trace" the reference and make topology via muscle memory.
I cant make my own reference so sometimes i just eyeball shit which make things worse. Or sometimes when i follow the reference it doesnt look good on 3D.
A good example of anime face topology is this >>1006704 it makes it so that it "shades" good with lighting/normals
Anonymous at Mon, 3 Feb 2025 20:11:50 UTC No. 1006783
>>1006648
ive been following different videos and guides to learn to model anime characters to make figures, but i have a terible time scultping the cheeks/nose area well, could you point me in the direction for some good box modelling ones? it seems like it would be way better to just make myself a base that way and then tweak it rather than trying to sculpt it from a sphere
Anonymous at Mon, 3 Feb 2025 20:47:25 UTC No. 1006785
>>1006783
just watch any natsuhiro katsu timelapse, he does have subbed videos explaining the process but it´s not really necessary
Anonymous at Mon, 3 Feb 2025 20:54:33 UTC No. 1006786
>>1006785
I got his books the other day randomly but i didnt know there was a timelapse, this is very helpful, i'll try work through them and look at these
Anonymous at Mon, 3 Feb 2025 20:56:26 UTC No. 1006787
>>1006786
Can you post the book?
Anonymous at Mon, 3 Feb 2025 23:28:47 UTC No. 1006800
>>1006775
Not just the pony tail but the entire hair to be at least smooth enough to sway in the wind. A hair like this is usually built from custom events: youtube.com/watch?v=cvTchBdrqdw
Still that’s less of a problem when trying to do fabric simulation and having everything look nice like as someone would have thought when drawing her.
Eyes are individual pieces because of how they interact when looking right or left. Every 3D model with eyes has to be individual pieces due to the fact that it can’t 100% be represented of real world eyes.
Morphing is a common technique in rigging to create face emotions. 100% seen in anime in all cases. https://www.youtube.com/watch?v=Low
Blender people have been doing it wrong for the longest of time. Always assumed rigging with bones is better but morphing has more benefits for face in cartoons and anime that no restricted movement could do.
Anonymous at Tue, 4 Feb 2025 19:03:06 UTC No. 1006852
I started painting the body and lost interest, so I just rigged it as quickly as I could and now I'm abandoning it. I didn't bother skinning the skirt parts to their own skirt bones because making and using rigid bodies in blender is ass and I got lazy. Maybe it'll be of use to someone studying anime.
https://files.catbox.moe/20hu9t.ble
>>1006800
Sorry but on second thought I'm too tired to continue. I never said I didn't know what blendshapes were, I was asking whan you meant by "masking". And I'm still confused why you're mentioning cloth sims or curve hair when this kind of model has geometry hair and is obviously meant to be driven with rigid bodies and not cloth sims.
In any case I did most of the skinning so if it saves you time, try to salvage it if you want.
Anonymous at Tue, 4 Feb 2025 20:15:09 UTC No. 1006858
>>1006852
You can ignore whatever he said, that's a mentally ill man
Anonymous at Tue, 4 Feb 2025 23:43:09 UTC No. 1006868
>>1006858
No one uses bones for cloth like clothing. Morphing is super common in blender and Maya. You are stupid if you think bones should be everywhere in the human model.
Anonymous at Wed, 5 Feb 2025 03:24:52 UTC No. 1006875
>>1006868
the character you posted here >>1006771 literally has bones for the hair and clothing
Anonymous at Wed, 5 Feb 2025 10:51:27 UTC No. 1006889
>>1006875
They are called dynamic bones, everyone in 3D uses dynamic bones. It offers higher control during certain stages while also not being annoying when physics needs to be applied. A bone with nothing but absolute control and needs human input is never to get the right balance of hair animation.
Anonymous at Wed, 5 Feb 2025 13:42:54 UTC No. 1006892
>>1006875
Ignore the troll, he's been shitting up half of the active threads on /3/
Anonymous at Wed, 5 Feb 2025 15:20:23 UTC No. 1006898
>>1006892
It’s literally on MMD software editor. Blender also has the same tools for dynamic cloth and bones. There’s no alternative for better physical base animations. Stupid people are always going to be stupid with “believes” because you can’t accept reality.
Anonymous at Wed, 5 Feb 2025 15:26:13 UTC No. 1006900
>>1006892
Only troll is you, the hitbox for it is a nightmare. Blender doesn’t offer the same benefits of Maya cloth simulation or the ability to create dynamic bones. So shut up.
Anonymous at Wed, 5 Feb 2025 15:44:39 UTC No. 1006901
>>1006900
So are you rigging this in Blender or Maya?
🗑️ Anonymous at Wed, 5 Feb 2025 20:21:37 UTC No. 1006914
>>1006889
I'm gonna dynamically bone your mom
Anonymous at Wed, 5 Feb 2025 20:24:38 UTC No. 1006915
>>1006898
>Blender has dynamic bones
>>1006900
>Blender doesn’t have dynamic bones
Which one is it? Does blender have dynamic bones or does it not have dynamic bones?
Anonymous at Wed, 5 Feb 2025 21:14:54 UTC No. 1006918
Once again thread was nice until the chink schizo showed up
Anonymous at Wed, 5 Feb 2025 23:05:20 UTC No. 1006928
>>1006918
If you haven’t told that lie none if this would happen.
>>1006915
Hair is either dynamic, bones or custom made. There’s never a university agreement because each style of hair is unique. Also, no Blender is very outdated when it comes to hair models. You have to get a plugin to match Maya’s Xgen hair otherwise you are using ploygons.
Anonymous at Fri, 7 Feb 2025 10:58:18 UTC No. 1007056
Anonymous at Sun, 9 Feb 2025 22:28:21 UTC No. 1007190
cunny seggs
Anonymous at Mon, 10 Feb 2025 03:34:35 UTC No. 1007200
Somebody needs to stop this madman.
Anonymous at Wed, 12 Feb 2025 05:34:39 UTC No. 1007367
>>1007246
any wireframes for the hoodie? I cant really get how those work.
Anonymous at Wed, 12 Feb 2025 14:00:55 UTC No. 1007381
>>1006705
The cheek and mouth area looks kind of sharp / tensioned, is it supposed to be that way? It's giving me an urge to smooth it out and inflate it to preserve volume. Like the vertical center line, it seems to be a sharp turn.
>>1006716
>then you can just delete parts of the body underneath afterwards
Don't delete your precious mesh, use the Mask modifier and a v. group of the verts you want to hide. They used this for Sintel, masking the body under the clothes so it doesn't clip.
Anonymous at Wed, 12 Feb 2025 14:37:22 UTC No. 1007383
>>1007381
Are you referring to the 5 quad poles on the lower outside part of the eye socket loop and the corner of the mouth area loop? If so, those areas ARE undesirably tense because of unavoidable pinching. I say "unavoidable" because it's literally impossible to redirect edge flow (meaning creating any non-trivial shape like an uncapped cylinder or a plane) without creating either a 5 or 3 polygon pole. Poles with more than 5 quads pinch even worse, which is why it's best to avoid those entirely. The only ways to slightly mitigate pinching (and the normal smoothing artifact it creates too) while preserving the subdivison modifier are to limit them to flatter areas - which isn't always possible - or having more dense geometry in that area for more control - which is unwieldy because the whole point of subdivision is having an easy, sparse control cage to work with. You can't really smooth poles out without collapsing the subdivision modifier or throwing on some kind of smoothing modifier on top.
Also, funnily enough, pentagons may slightly alleviate this pinching as well by virtues of: 1. creating less dense geometry, visually diluting the effect and 2. automatically generating the vert at the pole which ends up being smoother than imperfect pole placement from human input, even though it creates the exact same topology as a 5 quad pole. But this is formally "rule of thumb breaking territory" so most people taking what's just a "guideline rule" too literally will judge you for it.
Anonymous at Wed, 12 Feb 2025 15:25:35 UTC No. 1007388
>>1007383
The pole placement and the typology looks great (special mention to how you packed extra loops on the upper eyelid, so she can blink). I was concerned about the form, especially from the nose to the chin, picrel. There's a sharp turn from the left side to the right side, like the jaw part of a medieval helmet with like a crease in the middle.
But then I look at the shaded result on >>1006767 and it seems perfectly fine and smooth? I don't get it.
Anonymous at Wed, 12 Feb 2025 17:05:13 UTC No. 1007389
>>1007388
The mesh in the "shaded result" was tweaked from the one I was working on when I made the first screencaps with the grey matcap. The topology is the same, I just made slight alterations like making the chin less pronounced and the nose less protruding and dozens of tiny tweaks like that. I was making the entire thing from scratch, so it's a given that I'd modify things as I went. I typically make it "mostly right" and then wait until I add materials and hair to fix issues with the face. Here's how it looks like in the end with a matcap. If I understand correctly, you're saying that there's a very pinch-y "V" shape on the upper and lower lip/chin areas? Like, way too sharp? If so, yeah, that was an issue that I modified later. But you still want a smooth "edge" to it, because most non-chibi anime heads have a smooth "edge" there instead of having the mouth area be completely curved from the bottom view. At least that's the way I make anime heads, so it's one way to do things if nothing else.
If you wanna inspect the mesh yourself but are wary of getting space aids from the attached .blend files in the earlier posts I can give you a gltf or a fbx or whatever.
Anonymous at Wed, 12 Feb 2025 17:20:40 UTC No. 1007390
>>1007367
Mine is basically a U-shaped subdivided block, with some of the inner faces inset where I wanted the inside of the hoodie to be. Had to unfuck the raw geometry a bit but this should give you the general concept
Anonymous at Wed, 12 Feb 2025 23:16:25 UTC No. 1007414
>>1007389
Thanks a lot for the extra view anon, I can see it now. The gray viewport shading tricked me into thinking it was less smooth than it is.
Godspeed with your models.
Anonymous at Wed, 12 Feb 2025 23:21:11 UTC No. 1007416
>>1007389
>>1007414
...and no need for an FBX, the only way a .blend file is dangerous is if it has any embedded auto-execute Python scripts, like text blocks or drivers, which can be disabled from the Blender preferences. Quite a recommended thing for ppl that open many strange blends.
https://docs.blender.org/manual/en/
Anonymous at Sat, 15 Feb 2025 13:59:50 UTC No. 1007527
anon is menace
Anonymous at Sat, 15 Feb 2025 16:41:20 UTC No. 1007532
>>1006643
would
Anonymous at Tue, 18 Feb 2025 02:30:30 UTC No. 1007687
>>1007665
Following this post, do you guys make the base mesh naked and then do the clothes on top of it, or make the character be part body parts and part clothes? I ask because i took the model of a lot of those gatcha games, and there's no clear indicative. I understand it is to save vertices counts.
Anonymous at Tue, 18 Feb 2025 03:56:36 UTC No. 1007693
>>1007687
>Do you guys make the base mesh naked
Most people just use a premade female body (genesis 8 is popular) and resize as needed. Its already nude so unless the cunny needs to be specifically shaped, its usually not touched.
There's no reason to keep the nude mesh on unless its designed to be seen. Optimization is the name of the game when it comes to those cellphone games, so it might be a thing that exists in a dev's personal folder, but not in something available to the general public.
Anonymous at Tue, 18 Feb 2025 06:07:36 UTC No. 1007703
>>1007693
The only ones where they came naked where the official ones for Nikke, but i think it's because of the focus on feet.
Anonymous at Tue, 18 Feb 2025 12:07:16 UTC No. 1007711
>>1007687
The main characters and their friends are the ones with full body. Everyone else is predefined and will not change the clothes.