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๐Ÿงต I can't fucking model characters, help

Anonymous No. 854194

Hey /3/, I was hoping to get some pointers on what the hell I'm doing wrong because it's obviously something.

I'm definitely a hard-surface modeler. Nothing fancy like Jaegers from Pacific Rim but I'm pretty solid at modeling props and non-organic shapes, even those with curves and such. I'm an engineer and more comfortable with CAD programs. But I just fucking can't model characters worth shit. Not even looking for realism, I'm perfectly content with cartoonish styles.

Where do I go from here? Or, rather, where do I even start? Yes, I know this looks like complete garbage, but that's what I'm trying to fix. Neither sculpting nor vertex modeling seems to be the way to go with the skillset I have (but it looks like I've gotten a little farther with sculpting). I'm just fundamentally lacking the knowledge to know what to do and how to build up shapes to get where I need to.

To be clear: I'm not looking for suggestions on how to model this specific memeable piece of shit guy but more of foundational concepts I could apply to things like this. Help?

Anonymous No. 854195

>>854194
The rule of cool is only something 2d art can use. When transferring 2d to 3d, you'll have to consider anatomy more. In your example the face is almost symmetrical but is slightly tilted away from the viewer, while the jaw is free to move anywhere.

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Anonymous No. 854197

OP I suggest you watch some sculpting streams even if you're not planning on sculpting just to get a handle on how people break down the forms of characters.

https://youtu.be/tucj_YOlqgo

we like to sculpt even simple characters because shape is king with very stylized characters like this and getting that right comes first, topology is something to worry about later.

try blocking him out with primitives instead of going in and trying to poly model the whole thing from the start, it'll let you plan your topology right.

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Anonymous No. 854198

>>854195
I completely get that 2D can play fast and loose like 3D can't a lot of the time, but take a look at this pic - both of these models carried across the character pretty well without having to make too many concessions on the design. Sure, they're a little different, but they still get the design down.

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Anonymous No. 854201

modeled in 10 minutes

Anonymous No. 854205

>>854194
Your complete lack of spatial awareness makes me doubt your ability to model even hard surface. Do you exclusively trace over drawings in ortographic view or are you just trolling?

Anonymous No. 854218

>>854201
Only /3/fag here

Anonymous No. 854223

>>854197
>pastel color pallette
>cute but suggestive chibi style
>super inflated hips

hitting high on my cringe counter

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Anonymous No. 854246

>>854198
>>854194
Learn Zbrush. It's so good for this shit.
Modeled in 15 minutes in zbrush

Anonymous No. 854249

>>854246
look really nice, but can you show the back view

Anonymous No. 854250

>>854246
rekt

Anonymous No. 854251

>>854246
Picture on the right looks much more accurate to the original than your rendition. >>854198 but looks nice anyway

Anonymous No. 854254

>>854246
Now this is a [big shot]

Anonymous No. 854260

>>854246
>thought he's so good he made a whole thread for it
anon...

Anonymous No. 854261

>>854260
take your medicine

Anonymous No. 854262

>>854261
lol seething

Anonymous No. 854264

>>854194
>I'm definitely a hard-surface modeler.
You can't combine separate parts together like you usually do with hard surface modeling, you have to combine it together with proper edgeflow.

Sculpt and retopo it.

Anonymous No. 854268

>>854260
Anyone can tell what's a vendetta thread or not, anon.

Anonymous No. 854271

>>854194
Just wanted to point out that if you don't already have at least some experience with sculpting/modeling heads, then trying to start with something as cartoonish as the pic you posted is probably the hardest thing you can do right now.

Cartoons are only really easier (than realism) in 2D, because you can take all kinds of visual shortcuts: Don't know the anatomy behind a mouth? No problem, a simple line will read as a "mouth" to most people (because it's a symbol that almost everyone reognizes).

You can't take these kinds of shortcuts in 3D (at least most of the time). You'll need some basic idea what parts of the face actually look like (their shapes, how they deform, and so on).

Even worse, creating good-looking, stylized 3D faces requires you to kow 1) how a real face works and 2) how to break that down into the key features (and what to exaggerate).

If you're interested in this topic, start by scultping realistic (or semi-realistic) faces first, study lots of references, then work your way toward more cartoonish designs.

Anonymous No. 854300

>>854246
>Learn Zbrush
Telling me to learn this or that isn't going to help, I'm looking for *resources*, not asking which program to use. To put it another way
>anon help I can't drive
>Yeah you should get a mercedes or a honda or something
>that's great, anon, but I still don't know how to drive anything at all
You saw what happened in the OP image when I tried to sculpt it, I got pretty much nowhere.

>>854197
>>854264
These two posts seem to contradict each other for me - can't combine separate parts, yet block it out with primitives?

>>854271
Noted, thanks for the tips.

Anonymous No. 854302

>>854300
watch few tutorials on youtube to get the hang of it

Anonymous No. 854306

>>854300
You block it out with separated parts initially, but you have to combine them together at the end. Otherwise, it'll stick out whenever you try to bake it.

Anonymous No. 854446

nig

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Anonymous No. 855185

Polygon modeling is it's own thing.
it is very different from 3d modeling or real life sculpting
not to be memeing, but you gave to "think in polygons".
(I actually think this stuff is pretty easy.)
It's basically "connect the dots" in layers, to make it 3 dimensional.

Anonymous No. 855190

>>854198
am I the only one who finds this character quite unsettling?

Anonymous No. 855199

>>854194
use the damian standard brush to get that hard edge in zbrush

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Anonymous No. 855321

>>855185
I wish /3/ was like this everyday

Anonymous No. 855322

>>855185
Semi-Retard post, 5/10 for trying. Than you. Please sit down, newfag.

Anonymous No. 855550

>>855185
this is some naruto shit

Anonymous No. 855569

>>854194
unironically that character is literally traced from the snow miser stop motion character, use him as a reference

>>854246
nice. i need to learn that one, it can't be scary forever.