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๐งต I can't fucking model characters, help
Anonymous at Fri, 1 Oct 2021 08:43:09 UTC 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 at Fri, 1 Oct 2021 08:54:20 UTC 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 at Fri, 1 Oct 2021 08:58:02 UTC 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 at Fri, 1 Oct 2021 08:58:13 UTC 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 at Fri, 1 Oct 2021 09:53:18 UTC No. 854201
modeled in 10 minutes
Anonymous at Fri, 1 Oct 2021 10:26:40 UTC 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 at Fri, 1 Oct 2021 11:56:36 UTC No. 854218
>>854201
Only /3/fag here
Anonymous at Fri, 1 Oct 2021 12:06:09 UTC 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 at Fri, 1 Oct 2021 13:03:20 UTC No. 854246
>>854198
>>854194
Learn Zbrush. It's so good for this shit.
Modeled in 15 minutes in zbrush
Anonymous at Fri, 1 Oct 2021 13:16:25 UTC No. 854249
>>854246
look really nice, but can you show the back view
Anonymous at Fri, 1 Oct 2021 13:30:08 UTC No. 854250
>>854246
rekt
Anonymous at Fri, 1 Oct 2021 13:32:50 UTC No. 854251
>>854246
Picture on the right looks much more accurate to the original than your rendition. >>854198 but looks nice anyway
Anonymous at Fri, 1 Oct 2021 13:50:53 UTC No. 854254
>>854246
Now this is a [big shot]
Anonymous at Fri, 1 Oct 2021 14:44:57 UTC No. 854260
>>854246
>thought he's so good he made a whole thread for it
anon...
Anonymous at Fri, 1 Oct 2021 14:56:09 UTC No. 854261
>>854260
take your medicine
Anonymous at Fri, 1 Oct 2021 14:58:41 UTC No. 854262
>>854261
lol seething
Anonymous at Fri, 1 Oct 2021 15:16:04 UTC 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 at Fri, 1 Oct 2021 15:38:05 UTC No. 854268
>>854260
Anyone can tell what's a vendetta thread or not, anon.
Anonymous at Fri, 1 Oct 2021 15:57:05 UTC 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 at Fri, 1 Oct 2021 18:57:01 UTC 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 at Fri, 1 Oct 2021 19:07:29 UTC No. 854302
>>854300
watch few tutorials on youtube to get the hang of it
Anonymous at Fri, 1 Oct 2021 19:20:46 UTC 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 at Sat, 2 Oct 2021 17:35:52 UTC No. 854446
nig
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Anonymous at Wed, 6 Oct 2021 02:43:17 UTC 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 at Wed, 6 Oct 2021 03:04:19 UTC No. 855190
>>854198
am I the only one who finds this character quite unsettling?
Anonymous at Wed, 6 Oct 2021 03:48:43 UTC No. 855199
>>854194
use the damian standard brush to get that hard edge in zbrush
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Anonymous at Wed, 6 Oct 2021 15:48:39 UTC No. 855321
>>855185
I wish /3/ was like this everyday
Anonymous at Wed, 6 Oct 2021 15:59:14 UTC No. 855322
>>855185
Semi-Retard post, 5/10 for trying. Than you. Please sit down, newfag.
Anonymous at Thu, 7 Oct 2021 18:45:27 UTC No. 855550
>>855185
this is some naruto shit
Anonymous at Thu, 7 Oct 2021 20:57:14 UTC 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.