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๐งต Untitled Thread
Anonymous at Fri, 10 Sep 2021 19:26:16 UTC No. 849840
How dificult is to make my own manga inside blender?
Anonymous at Fri, 10 Sep 2021 19:28:43 UTC No. 849842
>>849840
fairly.
Anonymous at Fri, 10 Sep 2021 19:47:58 UTC No. 849848
>>849840
If you know what to do: Tedious and time consuming work multiplied by a lot, compared to drawing one volume traditionally.
pay off would come after multiple volumes when the digital assets could start working in your favor.
But damn son would you have to be a good artist to make 3D assets that have enough appeal to compete with traditional works.
If you have to ask, you are at least ~10 years away from you being at a starting point where you can set out to accomplish the task.
Anonymous at Fri, 10 Sep 2021 23:30:23 UTC No. 849886
>>849848
doesn't blender have tools for 2D art. someone even made an animated 2D short.
Anonymous at Sat, 11 Sep 2021 00:16:57 UTC No. 849892
>>849886
Blender has Grease Pencil which is for 2D animation, but it's just a drawing tool - it won't be any better than hand drawing in any other software.
Blender might be helpful if you have a lot of complex backgrounds that can be quickly created using 3D assets (the classic example being classrooms full of desks) - you can render them out using Line Art or Freestyle and draw your characters over the top. Similarly if you're doing a mecha manga and need the details to be the same on a complex model every time, creating the asset in 3D and rendering it out might be worth it.
For actual character drawing, though, there's no substitute for hand drawing. Blender won't help you there.
Anonymous at Sat, 11 Sep 2021 07:07:05 UTC No. 849954
>>849840
not harder than making jews
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Anonymous at Sat, 11 Sep 2021 10:51:42 UTC No. 849995
>>849848
>But damn son would you have to be a good artist to make 3D assets that have enough appeal to compete with traditional works.
That depends entirely on what you want to archive. Doing architecture/landscape in 3D is the most feasible solution where the advantages of the medium come through the most.
If you just create the shapes and ignore surface details, the amount of work you have to put in the 3D models is minimal.
See pic. Painful to do on paper - easy in 3D.
>>849892
>For actual character drawing, though, there's no substitute for hand drawing. Blender won't help you there.
A rigged generic female/male body is a great help for setting up pose, framing and illumination.
Of course that can't be a substitute for actual drawing skills, but it is a very a helpful addition.
Anonymous at Sat, 11 Sep 2021 10:57:39 UTC No. 849997
>>849840
Never been done before.
Famous mangaka tried it about a decade ago and almost went bankrupt. Then he went back to drawing and created the now famous manga Gantz to get out of debt. I guess everything worked out in his favor in the end.
Now it's far more feasible task but it has still never been done. You're not the only one that has thought of it so consider this: how many artists that decided to go the 3D comics route have achieved their goal? Zero. I'm trying to achieve the same thing and I'm currently learning how to code in order to help me achieve my goal. The rabbit hole is that deep. Nobody is going to help you because there's nobody who can help you.
This is the bleeding edge and you are on your own. Good luck.
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Anonymous at Sat, 11 Sep 2021 11:30:55 UTC No. 850006
>>849997
>When creating the chapters for the manga [Gantz], Oku starts with a thumbnail of the pages. He then creates 3D models of the characters and backgrounds on his computer. Once done, Oku prints the characters and backgrounds he made in 3D, adds tone and color to the pages, and finishes with sound effects and dialogue.[6] He had already used this style in Zero One, but for that title, there was little work in hand drawing; Oku decided to add more hand drawing to give Gantz a more realistic tone as well as reduce the budget. However, he still notes that such a method is time-consuming and that he has to work quickly in order to finish the chapters on time.[5]
Zero One looks pretty soulful anyway.
Anonymous at Sat, 11 Sep 2021 11:55:39 UTC No. 850013
>>850006
>Hiroya Oku
Sick, disturbed individual fetishizing violence and grotesque sexual depictions
Anonymous at Sat, 11 Sep 2021 12:18:22 UTC No. 850019
>>850006
Most artists use 3D to set up a scene then draw on top. Stuff like buildings, perspective, etc. It's a very limited use of 3D and Photoshop is the superior software to Blender if that's the approach you want to take.
There are certain shortcomings to an illustrator which the use of 3D can accentuate. For instance they might get used to using the same shot over and over again without realizing it. Fortunately they get really good at drawing in a certain angle so their art improves. Then if they use 3D they'll get tempted in using the most extreme "cool" angles they can find only to later discover they don't have the appropriate practice in drawing in a certain perspective. This style discrepancy will pop-out which is bad. Either commit fully to 3D or do not rely on 3D to improve your 2D art. If you're an illustrator, only use 3D to plot out large landscapes or character proportions.
Anonymous at Sat, 11 Sep 2021 12:21:00 UTC No. 850020
>>849848
I think it would take a very skilled person and probably a very specific type of personality. I think 3d might have some advantages like special effects, stylization and stuff but the difficulty of making charming characters that look good would be an extreme challenge that not just anyone could do.
EXCEPTION: Degenerate coomer comics, you probably need less skill here if you're trying to appeal to obscure fetishes.
Anonymous at Sat, 11 Sep 2021 13:04:23 UTC No. 850027
>>850020
If you where a real deal mangaka the way 3D could aid you is in creating storyboards to use as soft guides while drawing all traditional 2D ontop.
Employing 3D mannequins you could tweak poses to perfection and do a lot of cool otherwise super difficult perspective work.
It'd be trivial to place characters correctly inside an environment and fine tuning camera angles to make a really cinematic quality to the frames.
None of this would be easy or accessible tho and still need stellar skills both in 2D and 3D on part of the artist to pull off well.
Outside of being a competent visual artist you'd also need to be a good actor to make use of the capability of the 3D.
As well as being what amounts to a director that understands actual cinematography.
Using an advanced tool like this elevates what you are realistically capable of doing with the tools available.
But it also upps the ceiling of what's possible by a lot, thus adding difficulty rather than lowering it.
Anonymous at Sat, 11 Sep 2021 23:55:03 UTC No. 850171
>>849840
If you know how to make manga alreadyis not difficult, if you don't then stay away from blender, is a tool that wont give you any advantage in learning how to make chinese comics
Anonymous at Sat, 11 Sep 2021 23:57:56 UTC No. 850173
>>850171
You're in a better position using Clip Studio Paint for that case, you can import 3D models into CSP , and you can buy generic building models or buy plugings for create architecture in any modern 3D software