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๐งต Is this cringe?
Anonymous at Mon, 15 Nov 2021 10:07:49 UTC No. 862211
I've seen this "style" of setting eyes up in models as of late, in where the sclera gets faked up by an empty space with Emission and the iris/pupil are floating.
A part of me wants to believe this is creative and looks "cute"
The other part of me thinks this style was developed by retards who have never sculpted a real eye in their fucking lives
So, help me decide /3/, is this style based or cringe?
Anonymous at Mon, 15 Nov 2021 11:00:39 UTC No. 862215
>>862211
Neither.
It is the end product that matters, the eyes look good enough.
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Anonymous at Mon, 15 Nov 2021 11:06:12 UTC No. 862217
>>862211
They do know their tools a lot. Thats mainly done by japanese artists and inside the videogame industry.
Most of them are used with a cel shading filter, so the moment its rendered it looks flat and nice.
Have you ever modeled similar stuff? You cant create anime eyes with the basics of western animations of creating a sphere and rotating it. It always will look bad and off. Once you modeled enough of these kind of characters you will realize thats the best option.
Picture related
Anonymous at Mon, 15 Nov 2021 11:10:50 UTC No. 862219
>>862217
>You cant create anime eyes with the basics of western animations of creating a sphere
To be quite fucking honest you're right, I've in so far only sculpted stuff the way the faggots from FlippedNormals have taught me, by wrapping eyelids around an eyeball, and to be honest it looks "correct" but at the same time it looks kind of ugly. I want to know more about how to make eyes like this, any youtube link you can share please?
Anonymous at Mon, 15 Nov 2021 11:14:03 UTC No. 862221
>>862219
I think the best option is to search anime eyes or anime character modeling
https://www.youtube.com/watch?v=k8W
Once you start doing it you can try different settings, blendshapes and who does it look animated or rotated.
Some artists also stream on twitch
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Anonymous at Mon, 15 Nov 2021 11:18:30 UTC No. 862222
>>862221
I kind of tried to make it through sculpting, the end result doesn't look right I think
I've never modeled in Blender tho, I've so far only been a sculptor. I think that, at least for eyes, I want to succumb to the eastern aesthetic style...
Anonymous at Mon, 15 Nov 2021 18:54:16 UTC No. 862263
>>862217
>It always will look bad and off.
You could use a sphere but shape it with a lattice to flatten it and prevent it from clipping outside of the head. I've seen that technique used before when flat/cel shading wasn't possible and it looked quite nice.
Anonymous at Mon, 15 Nov 2021 19:08:13 UTC No. 862264
The technique of floating geo to hint at anatomical detail is 40+ years old, tested and proven. Use whatever works.
Anonymous at Mon, 15 Nov 2021 23:03:55 UTC No. 862300
>>862264
There wasn't 3D 40+ years ago
Anonymous at Mon, 15 Nov 2021 23:08:05 UTC No. 862301
>>862300
Retard
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Anonymous at Mon, 15 Nov 2021 23:37:23 UTC No. 862306
Sphere eyes on anime/toon characters just end up looking like the Simpsons. Like the other first reply says, end result is all that matters.
Anonymous at Tue, 16 Nov 2021 00:11:20 UTC No. 862311
>>862306
>Sphere eyes on anime/toon characters just end up looking like the Simpsons
True. Although, I'd disagree a little, look at those models, they still use the western sphere style
https://sketchfab.com/3d-models/ang
But they use HUGE spheres and in some models those even overlap internally
Anonymous at Tue, 16 Nov 2021 00:14:57 UTC No. 862313
>>862306
that hair topology
Anonymous at Tue, 16 Nov 2021 00:36:13 UTC No. 862315
>>862300
I too have to call you a retard. Sorry, retard.
Anonymous at Tue, 16 Nov 2021 00:56:08 UTC No. 862318
>>862211
it just works, don't give yourself a headache trying to reinvent the wheel when a simple solution for animated anime eyes in 3d already exists.
Anonymous at Tue, 16 Nov 2021 01:09:55 UTC No. 862320
>>862300
tron and golgo 13: the professional
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Anonymous at Tue, 16 Nov 2021 01:51:51 UTC No. 862326
>>862300
https://en.wikipedia.org/wiki/Compu
https://en.wikipedia.org/wiki/Histo
https://en.wikipedia.org/wiki/Histo
https://deseng.ryerson.ca/dokuwiki/
https://graphics.cg.uni-saarland.de
http://newton.uam.mx/xgeorge/uea/gr
Anonymous at Tue, 16 Nov 2021 02:02:39 UTC No. 862329
>>862326
"We are like dwarves sitting on the shoulders of giants. We see more, and things that are more distant, than they did, not because our sight is superior or because we are taller than they, but because they raise us up, and by their great stature add to ours."
What are we but mere users?
Anonymous at Tue, 16 Nov 2021 04:59:46 UTC No. 862357
>>862306
the problem is your skill, not sphere eyeballs
Anonymous at Tue, 16 Nov 2021 05:33:36 UTC No. 862360
>>862211
yo im making some anime ho right now this is great, good post OP
Anonymous at Tue, 16 Nov 2021 05:44:31 UTC No. 862362
>>862357
How would you do it without changing the design then?
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Anonymous at Tue, 16 Nov 2021 09:07:43 UTC No. 862385
OP here, I cannot draw anime eyes for the love of god, so I'm trying to sculpt anime eyes instead, I know it sounds stupid but its the only thing I can do right now. Please rate my attempt at "anime sculpture". This is just a floating iris, like those artists do.
Anonymous at Tue, 16 Nov 2021 10:00:33 UTC No. 862393
>>862211
Noobs spend 5 hours modelling a detail nobody will see. Pros do this.
Anonymous at Tue, 16 Nov 2021 11:27:43 UTC No. 862405
>>862211
The 'floating pupil' approach is just a very simple and effective way for most artists to get fairly good results. Nothing wrong with that at all.
If you are an experienced 3D rigger, you can get the same (or better) results with bones (by using some constraints to guide the pupil's rotation or a lattice to deform the eyeball).
And if you know your way around shaders, you could create shader-based eyes as well. Used that approach a few times and it works extremely well, especially for anime-style characters. I doubt most artists have the programming mindset to do this, though.
Anonymous at Tue, 16 Nov 2021 12:25:59 UTC No. 862417
>>862320
>golgo 13: the professional
Holy shit, the CGI in that looks amazing. Thanks anon
Anonymous at Tue, 16 Nov 2021 16:37:45 UTC No. 862461
>>862211
It's cringe
I always prefer to use simple eye set then slap eye texture in it.
Anonymous at Tue, 16 Nov 2021 17:07:32 UTC No. 862471
>>862461
>cringe
I bet your works looks just like that
Anonymous at Thu, 18 Nov 2021 22:18:58 UTC No. 863019
>>862306
Based Dofus chad
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Anonymous at Fri, 19 Nov 2021 02:18:41 UTC No. 863050
>>862211
is not about style, they make this way for anime shader and animetion.
will you try to make real life eye ball this big?
Anonymous at Sun, 28 Nov 2021 09:03:41 UTC No. 865330
>>862471
What's wrong with that?
Anonymous at Sun, 28 Nov 2021 20:58:35 UTC No. 865413
>>862219
This only works if you are making anime characters with anime styled eyes. It will look bad in most non-anime styles and horribly bad with PBR shaders.
Anonymous at Sun, 28 Nov 2021 21:35:26 UTC No. 865423
>>862211
It's a technique developed by Arc System Works. In GG Xrd they modeled the whole eyeball but when you moved it around anime style it creates a bunch of issues regarding the shading. Thus in Granblue Fantasy Versus they just modeled the pupil and the sclera is an empty white space. They create the illusion of a ball by adding a little piece of floating geometry that suggest a shadow. This way they can keep the shading consistent on the eyes without having to worry about adjusting vertex values and whatnot.
TL;DR
It's not a "style", it's a technical workaround for a specific look.
Anonymous at Mon, 29 Nov 2021 00:24:05 UTC No. 865450
>>862211
there are taste for everything, I actually enjoy dumb looking art in a level that you don't imagine, just try your best and what you like.
Anonymous at Fri, 3 Dec 2021 02:41:27 UTC No. 866596
People who think art must be 1:1 with real anatomy all the time are pretty dumb.
Anonymous at Fri, 3 Dec 2021 10:33:38 UTC No. 866666
>>865423
Using floating geo on meshes, especially faces and eyes was NOT developed by Arc System Works. It's way older.
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Anonymous at Sat, 4 Dec 2021 14:17:35 UTC No. 867002
>>862211
No, Anon, you are the retard here
The lense of the eye is nearly 100% transparent aside for the reflections. The reflections are the only things that making it look like it is there.
Sculpting the reflection is smart, in fact, sculptors going back thousands of years knew this.
The reason there is a heart in david's eyes is because the deep borrow creates the iris and there is a triangular light reflection that intersects it.
Anonymous at Sat, 4 Dec 2021 16:28:03 UTC No. 867047
>>867002
Michelangelo was a weeb lol
Anonymous at Sat, 4 Dec 2021 17:23:02 UTC No. 867061
>>867047
Unconfirmed.
Van gogh, however, was
Anonymous at Sat, 4 Dec 2021 23:09:22 UTC No. 867112
>>867002
Gonna start putting heart pupils in all my sculpts, and when asked just say that michelangelo did it too lmao.
Anonymous at Sun, 5 Dec 2021 06:14:27 UTC No. 867183
>>867002
michelangelo fucking LOVED hentai lmao
Anonymous at Sun, 5 Dec 2021 09:45:27 UTC No. 867213
>>862211
Believe me, I tried everything to not use this technique, but none of it worked.
If you make a giant eyeball, it'll go outside the face. If you cut most of the eyeball off, it will leave a gap in the eye when you move make the character look to the side.
If you make the eyeball smaller, the eye will look bulgy from the shadow created on the underside of the eyeball, and the highlight created on top. Putting a glow on the eye-white fixes this, but doesn't work in night settings. A more complex shader could fix this as well, but the eyes still look bad from the side, and all in all.. you're better off going with the floating iris.
I tried making a flat eyeball, but that makes it impossible to rotate the eye.
Unless you want a massive hassle, use the Jap technique.
>>862385
Most of magic of animu eyes is in the texture, so you're gonna have to draw something.
Anonymous at Sun, 5 Dec 2021 17:39:01 UTC No. 867297
Is there any tutorial for this technique? I thought it was cringe but its actually the best solution Ive seen.
Anonymous at Sun, 5 Dec 2021 17:53:58 UTC No. 867301
>>867297
you need a tutorial to tell you how to make some blobs and attach them to an eye bone?
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Anonymous at Sun, 5 Dec 2021 18:01:16 UTC No. 867304
>>867297
Just make a ring for the eye lids, a circle or inverted cone for the Iris and tweak until they look good at most sides. A lot of anime models have pretty flat faces and the eye bones just have to sit back a bit.
https://sketchfab.com/3d-models/mis
Anonymous at Sun, 5 Dec 2021 18:22:35 UTC No. 867310
>>867304
Ok thanks! How do you make the white of the eyes though?
Anonymous at Sun, 5 Dec 2021 18:56:03 UTC No. 867317
>>867304
what the fuck is going on with that face
Anonymous at Sun, 5 Dec 2021 23:01:07 UTC No. 867403
>>867310
That's just a cavity in the eye socket.
Anonymous at Mon, 6 Dec 2021 01:53:25 UTC No. 867450
>>867403
But theres a material inside the head that makes it white? Thats what I dont understand. Doesnt it look transparent?
Anonymous at Mon, 6 Dec 2021 02:00:13 UTC No. 867456
>>867317
Thats a good model so stfu pleb and find out how much money Animal Crossing makes
Anonymous at Mon, 6 Dec 2021 07:32:37 UTC No. 867523
>>867317
in essence, maximum smug but without using a mouth texture for some reason
Anonymous at Tue, 7 Dec 2021 03:45:13 UTC No. 867754
>>867450
Maybe it's better if you just look at the sketchfab model with wireframe on.
Another example
https://sketchfab.com/3d-models/jus
Anonymous at Tue, 7 Dec 2021 11:51:35 UTC No. 867826
>>862211
that's how is sculpted in real life sculptures
Anonymous at Sun, 12 Dec 2021 19:15:40 UTC No. 869310
>>862217
It makes more sense to a texture layer that's being moved by the lighting around, rather then a 3d bit that juts out. But it is cooler that everyone has their own approach to things.
Anonymous at Tue, 14 Dec 2021 20:43:45 UTC No. 869760
no this is
https://imgur.com/a/x2zG2Rw
Anonymous at Fri, 17 Dec 2021 16:54:18 UTC No. 870501
>>862211
https://www.youtube.com/watch?v=tuC
This JP artist makes OC avatars for vr platforms. Almost every Japanese styled 3d model I've seen uses the concave sclera trick. Video related has the irises concave as well. It looks really nice in 2d. In VR, its a bit creepy.
Realize that most anime faces almost look like a grey alien when you're modeling them. Since the eyes are ridiculously huge, theres no way you could fit a sphere in these heads and have it look anywhere near anime.a422y