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๐งต /3/ Cute Anime Girls Thread
Anonymous at Sun, 17 Apr 2022 12:41:21 UTC No. 892299
I always complain that the board is so fucking shit because of enginewars and schizos
Im gonna stop complaining and actually contribute in this shit board.
I will document everything ranging from
Box Modelling + Topology
Rigging
UVs
Textures
I will make a low poly/med poly/high poly(?) of the models.
This thread is for my practice and to make discipline too.
I will only use blender for 3D modelling/Texture + Clip studio for advanced texture shit.
Now then lets learn together.
Starting from this reference i got from a booru.
Low poly First.
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Anonymous at Sun, 17 Apr 2022 12:58:42 UTC No. 892300
>>892299
For the first step. Block out the model first.
Low Poly is made from very simple shapes. Dont overthink it. Make it simple.
See that the arms arent blocked out yet? Second step would how to try to estimate the arms length.
The scarf isnt blocked out too. We'll get on that after the arms.
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Anonymous at Sun, 17 Apr 2022 13:06:09 UTC No. 892302
>>892300
This is how i usually estimate the arms length if the reference is limited.
Set the Pivot point to 3D cursor. Click the "shoulder" or where the arm should start.
Extrude with E. Extrude until the elbow. Then check if its good. Then start extruding to the arm.
I used the vertex slide option + double tap G to move the vertices along the line i made to make the correction.
Anonymous at Sun, 17 Apr 2022 13:07:17 UTC No. 892303
>>892302
Forgot.
To rotate the vertices press R. Not really that good breaking down the steps. But we'll get better overtime.
Anonymous at Sun, 17 Apr 2022 13:15:37 UTC No. 892304
Your first mistake was using blender.
Your second mistake was going low poly.
Your third mistake was making this thread.
Giveup.
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Anonymous at Sun, 17 Apr 2022 13:19:28 UTC No. 892305
>>892303
Alright. We have two options for the scarf.
1. Make it detached on the main body and as its own object = More vertices
2. Make it attached on the main body = Less vertices.
We are going by the 2nd since this is the low poly version.
Anonymous at Sun, 17 Apr 2022 14:22:19 UTC No. 892310
>>892304
PYW
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Anonymous at Sun, 17 Apr 2022 14:30:34 UTC No. 892311
>>892305
Alright i did a retard and drew the owl completely. I forgot to record shit.
Nothing too complicated. You can still follow through.
Not like im getting paid for it
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Anonymous at Sun, 17 Apr 2022 14:44:33 UTC No. 892313
>>892311
for the hair. Same simple shit. Its a bowlcut.
No need to make it detailed. We can use alphas for the edges of the hair later in texturing.
Anonymous at Sun, 17 Apr 2022 14:48:00 UTC No. 892314
GMI thread
Anonymous at Sun, 17 Apr 2022 14:54:31 UTC No. 892315
>>892311
kek, good job
>I will undocument evenertyhing
>*unzips an hour of changes in one post*
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Anonymous at Sun, 17 Apr 2022 15:02:22 UTC No. 892316
>>892313
Another simple shit. Just add another loop in the leg part.
Webm related.
>>892315
too much work. Just make them follow the dots
Its literally simple shit and if they still get filtered then this HOBBY isnt for them
Also im not good at explaining shit.
The donut tutorial is unironically more complex than this.
Anonymous at Sun, 17 Apr 2022 15:18:50 UTC No. 892322
Ignore the hate anon. Quality thread
Anonymous at Sun, 17 Apr 2022 16:12:40 UTC No. 892328
>>892316
looking good anon. have you considered adding an edgeloop near the bottom of the leg and scaling it in a bit to give the appearance of a separated shoe?
Anonymous at Sun, 17 Apr 2022 16:23:04 UTC No. 892330
>>892316
Wow blendlets really do really model on toasters. Must be painful anon.
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Anonymous at Sun, 17 Apr 2022 16:55:53 UTC No. 892336
>>892328
That works too.
--
Also added some floating plane duplicated from the shoe for the ribbon decals for the shoe later. Might change later.
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Anonymous at Sun, 17 Apr 2022 17:02:25 UTC No. 892337
>>892336
Some extra tweaking details on the mesh.
Im gonna try playing with the topology for the bottoms. Or i could just cheat it by having no panties.
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Anonymous at Sun, 17 Apr 2022 17:31:01 UTC No. 892340
>>892337
More tweaking and showing in detail how to play with the 3D pivot.
Will add some loops on the elbow later for the deformation.
So far 260 vertices. So we are still in low poly territory.
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Anonymous at Sun, 17 Apr 2022 17:36:14 UTC No. 892341
>>892340
Elbow deformation now. This can be used for the knees too.
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Anonymous at Sun, 17 Apr 2022 17:45:37 UTC No. 892342
>>892341
Knee deformation
Anonymous at Sun, 17 Apr 2022 17:47:28 UTC No. 892343
Thank you king
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Anonymous at Sun, 17 Apr 2022 18:01:48 UTC No. 892345
>>892342
Preparation for texturing.
Duplicating (Ctrl + D) the verts underneath the skirt.
Merge (M) at center.
Same with the face. Duplicated. We can make expressions like decals. They do this for the idolm@ster games.
https://www.youtube.com/watch?v=R5d
Anonymous at Sun, 17 Apr 2022 18:16:07 UTC No. 892346
This is one of those threads I read where I can feel my brain feel smarter. Thank you.
Anonymous at Sun, 17 Apr 2022 18:18:32 UTC No. 892347
Nice gesture of you OP, don't listen to the ambient faggotry, this might serve a beginner and you deserve a medal for that
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Anonymous at Sun, 17 Apr 2022 18:24:59 UTC No. 892351
>>892345
adding some geo to the scarf.
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Anonymous at Sun, 17 Apr 2022 18:29:18 UTC No. 892352
>>892351
cont on the back.
Ill resume in 9 hours. Gotta sleep.
>>892347
I already knew some were gonna be fags about it so im just ignoring them. Im used to this shithole.
Anonymous at Sun, 17 Apr 2022 19:18:31 UTC No. 892358
oknow paint the textures
Anonymous at Mon, 18 Apr 2022 02:24:17 UTC No. 892395
cute!
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Anonymous at Mon, 18 Apr 2022 05:03:08 UTC No. 892414
>>892352
Alright im back.
Now we gotta do some simple rigging.
Legs first.
Part 1
Shift + C = Put the 3D cursor in the middle of the scene. We want the armature to be in the the center.
Object Mode > Shift + A (Add new thing) > Armature > Simple Bone.
Follow the placement of the bones as seen in the webm.
When you are finished with the left side bones highlight it all.
Put pivot to 3D cursor > Shift + D (duplicate) > S (Scale) to the > "X" Axis > Negative(-) 1 to mirror the bones to the right side.
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Anonymous at Mon, 18 Apr 2022 05:06:54 UTC No. 892415
>>892414
Part 2.
Rename the bones as seen in the webm.
You have to label them as .L or .R in order for the symmetry to work. They need to have the same placements too.
Inverse kinematics next.
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Anonymous at Mon, 18 Apr 2022 05:22:13 UTC No. 892418
>>892415
Part 1 of the IK.
Edit mode > highlight the tail of the bone > Extrude(E) to the back of it > Highlight the bone we extruded > Alt + P > Clear parent so we can move it freely.
Pose Mode > Bone constraint properties > Inverse kinematics > Target ("Armature") > Bone ("Leg IK .L) > Chain length (2) since we only want to control the lower leg and the upper leg.
Select the bone then try moving it. Its very fucking shit. We do a simple fix in part 2.
Anonymous at Mon, 18 Apr 2022 05:26:24 UTC No. 892419
>>892418
Forgot. Ctrl + P > Keep offset after doing the ALT + P > Clear Parent step.
I kinda forgot why we do this but i assume that its for the hierarchy in case you import this to a game engine.
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Anonymous at Mon, 18 Apr 2022 05:43:17 UTC No. 892422
>>892418
Part 2 on why its fucking up where its bending. Simple mistakes can happen. You have to align the bones in the X axis and to recalculate the roll(Where the bones are facing).
Dont forget to go back to edit mode!
A to highlight > Numpad 1 (front view) > Ctrl + N > Recalculate (View axis) > then align the bones.
Dont forget to go back to edit mode!
As shown.
Alright we see that its bending in the right place and not sideways but theres still another problem.
To fix that we add pole targets so we can define better in where the leg should face.
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Anonymous at Mon, 18 Apr 2022 05:44:49 UTC No. 892423
>>892422
recalculate roll
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Anonymous at Mon, 18 Apr 2022 05:53:03 UTC No. 892424
>>892422
Part 3. Its still spastic for some reason. Its because of the >>892419 part.
Dont offset the IK to the bone area. It was a mistake on my part.
Edit mode > Select the IK Bone > Ctrl + P > Clear parent
As shown.
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Anonymous at Mon, 18 Apr 2022 06:01:34 UTC No. 892425
>>892424
Part 4. We want to control in where the legs should face. We use pole targets.
Edit mode with the armature selected > Shift A to add a new bone > align the point target bone with the leg bone
Pose mode > Select the leg bone in where we attached the IK > Bone constraints > Pole Target (Armature) > Bone (Leg PT .L) > Pole Angle (90 degrees) or it will face east or west (thing we dont want to happen)
Now we can control where the bone is facing + Bending.
Part 5 is putting weights in the mesh so we can actually see it work in action now.
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Anonymous at Mon, 18 Apr 2022 06:13:31 UTC No. 892427
>>892425
Part 5.
IK and PT should have the deform option unticked.
Select the bone > Bone Properties > Deform *untick*
Then after thats done
Object mode > Select the mesh you want to put weights on first then select the armature > Ctrl + P > Automatic weights.
This should work flawlessly since our model isnt really that complicated. As long as the bone placement is good then it should weigh correctly.
Right leg is self explanatory. Just do what you did with the left leg.
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Anonymous at Mon, 18 Apr 2022 09:07:39 UTC No. 892443
>>892427
Now we do arms. Same stuff.
Just add bones. Extrude. Move them and duplicate.
If you are following at this point you already probably know what you're doing.
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Anonymous at Mon, 18 Apr 2022 09:10:29 UTC No. 892444
>>892443
Now main body parts.
Dont forget to name em.
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Anonymous at Mon, 18 Apr 2022 09:14:58 UTC No. 892445
>>892444
Had to redo the core parts.
Highlight the arms and offset them to the chest.
Same with the legs offset them to the hips.
Anonymous at Mon, 18 Apr 2022 09:22:24 UTC No. 892448
>>892341
>>892342
I struggle with joint deformation a lot, will reference these next project; video format is especially helpful, keep th thread going!!
Anonymous at Mon, 18 Apr 2022 09:26:54 UTC No. 892449
Are you done with the modelling? I really didn't like your approach.
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Anonymous at Mon, 18 Apr 2022 09:39:13 UTC No. 892451
>>892445
Skirt bones now.
I must admit that i dont really know how to rig skirts
Next is the ribbon bones and the scarf bones.
---
>>892448
refer to >>892427
it visualizes how the actual deformation works when the bones are added.
>>892449
>i really didnt like your approach
in modelling? What part?
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Anonymous at Mon, 18 Apr 2022 09:48:27 UTC No. 892452
>>892451
Ribbon bones done.
I will do something about the scarf part. It looks very shit. We can improve by lessening the verts used too.
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Anonymous at Mon, 18 Apr 2022 09:55:44 UTC No. 892453
>>892452
Deleted the whole scarf back object.
We can just make a pseudo scarf + with the sailor uniform back thing using alphas later.
We saved more vertices and less animation pain.
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Anonymous at Mon, 18 Apr 2022 10:02:08 UTC No. 892454
>>892453
Applying weights now.
Select the mesh and the armature last as always. Ctrl + P and automatic weights.
You can see me tweaking the stray bones.
The arms should be only controlled by the arm bones. Set the value to 0 for the stray ones like what im doing with the webm.
Im 99% certain that theres a better way.
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Anonymous at Mon, 18 Apr 2022 10:05:24 UTC No. 892456
>>892454
Fixing the arms.
The lower arm bone should be at 1.0 at the lower arm
The upper arm bone should be at 1.0 at the upper arm
The elbow should share a 0.5 weight from the upper arm and the lower arm bone.
Fixing the shoulders next.
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Anonymous at Mon, 18 Apr 2022 10:16:07 UTC No. 892459
>>892456
Core tweaking now + Shoulders.
The ribbon bones should be at the ribbon part only of the mesh.
The back bones should only be at the back scarf part of the mesh.
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Anonymous at Mon, 18 Apr 2022 10:20:57 UTC No. 892460
>>892459
Head and posing for checks.
The skirt rig is pretty meh. Too much deformation.
We can improve the rig further by putting a shoulder bone in the model too.
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Anonymous at Mon, 18 Apr 2022 10:44:01 UTC No. 892464
>>892460
Shoulder part dumping.
Follow through the webms.
This gives us more control.
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Anonymous at Mon, 18 Apr 2022 10:45:08 UTC No. 892465
>>892464
>cant upload other webm because of file size
hiro i would buy 4chan pass if you actually put something worthwhile in it.
Anonymous at Mon, 18 Apr 2022 11:06:44 UTC No. 892467
>>892465
alright ill be out for 2-3 days to work on my personal project. Recording shit is exhausting and i have to do retakes when file sizes are more than 3MB or two minutes.
Anonymous at Mon, 18 Apr 2022 11:26:44 UTC No. 892472
>>892467
Thank god! It looks awful so far
Anonymous at Mon, 18 Apr 2022 18:08:59 UTC No. 892518
Impressive thread
is there retard-proof guide for people like me?
Anonymous at Mon, 18 Apr 2022 18:51:41 UTC No. 892525
>>892299
>lowkey puts twitter handle in progress
Kek time to do high poly bro. Don't limit yourself to low poly shenanigans.
Anonymous at Mon, 18 Apr 2022 20:12:06 UTC No. 892537
>>892299
>pinoy
Give up
Anonymous at Mon, 18 Apr 2022 23:59:22 UTC No. 892572
>>892537
>crabs too strong that he decides to dig up OPs nationality
state of /3/
Anonymous at Tue, 19 Apr 2022 00:42:02 UTC No. 892575
>>892525
>lowkey puts twitter handle
If you searched my name on the from the file directories of course you're gonna find who i am. I didnt even notice that i accidentally revealed my name because of how a pain it is to record.
>dont limit yourself to low poly shenanigans
Im not. Did you even read the OP.
>>892518
yeah ill make a core compilation when im done with the model.
Anonymous at Tue, 19 Apr 2022 00:43:22 UTC No. 892576
You know what fuck the crabs. Im gonna keep going just out of spite.
Starting from UVs now.
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Anonymous at Tue, 19 Apr 2022 00:56:57 UTC No. 892577
>>892576
Part 1
Separate the parts in where we have to paint the ribbon and the backside so it doesnt mess with our UV seams.
Edit mode > Highlight using Face Select > P > Separate > Selection.
As you can see it still has the same weights from our rigging we wont have a problem.
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Anonymous at Tue, 19 Apr 2022 01:18:56 UTC No. 892579
>>892577
Part 2
Click the UV Editing window on the top
Separate the scarf and the skirt part just like in part 1.
Go to modifiers of the scarf and the skirt then apply the mirroring.
Mark seams as seen in the video
>how is it different from the scarves and the backside?
We can save texture space when we UV map since we can symmetrize the texture of the uniform. Its automatically done if the mirror modifier is still used.
If we symmetrize the scarf and the skirts the textures would look bad. Thats why we applied the mirror modifier so they take more texture space when we unwrap them.
>why make a seam on the sides of the skirt and the scarf?
Next part will show just that.
Anonymous at Tue, 19 Apr 2022 01:19:57 UTC No. 892580
>>892579
>UV editing window.
My bad. Dont do that yet.
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Anonymous at Tue, 19 Apr 2022 01:29:24 UTC No. 892582
>>892579
Part 3
Click UV Editing window.
Select Objects in object mode > Edit mode > A (Highlight all of the models)
U > UV mapping > Unwrap
If we dont make seams in the loops then it would look like shit and non uniform as seen in the first one.
But if you followed part 2s seams it would look uniform and easier to texture.
Simple as that.
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Anonymous at Tue, 19 Apr 2022 01:41:34 UTC No. 892584
>>892582
Part 4.
Follow the seams im adding as always. Nothing too special.
Go use edge select mode so its easier to make seams.
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Anonymous at Tue, 19 Apr 2022 01:47:07 UTC No. 892586
>>892584
Part 5.
Leg part.
Same stuff.
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Anonymous at Tue, 19 Apr 2022 01:54:29 UTC No. 892588
>>892586
Part 6
Head and Hair.
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Anonymous at Tue, 19 Apr 2022 02:03:11 UTC No. 892589
>>892588
Part 7. End?
Now that its done go to object mode and highlight all of the meshes. Then Edit mode. Highlight all of it (A) > U > Unwrap.
That gives us a unified UV.
Except >>892345 the decal face.
"That would be on another UV since that will be our expressions. Or i might change that later to blendshapes instead."
Ill be back in 1-2 hours. Gotta walk my dog. Then we start some basic texturing in blender.
Anonymous at Tue, 19 Apr 2022 04:08:21 UTC No. 892607
>>892572
No need to refer to yourself in third-person Rodrigo it's kinda embarrassing tbqh
>crab! crab!
It's not crabbing if we're not in the bucket in the first place retard
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Anonymous at Tue, 19 Apr 2022 06:46:37 UTC No. 892614
>>892589
Part 1 of the texturing process. Set up materials first. If theres still no materials then click the "new" button.
If you've done the donut tutorial this is literally basic shit.
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Anonymous at Tue, 19 Apr 2022 06:49:53 UTC No. 892616
>>892614
Part 2. Extract the colors we need. If you have a reference that is colored.
Follow the steps in the webm to know how to extract them.
Theres a command to extract every color in the picture but thats unreliable since it would return thousands of colors.
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Anonymous at Tue, 19 Apr 2022 07:02:18 UTC No. 892622
>>892616
Make multiple palettes so you dont fumble later. Its a definitely a good practice to get used to it.
Sometimes out of habit i dont bother. But if you're a beginner always do this to make a habit out of it unlike me.
We do some tweaking on the next post then after that would be the part 3 of the texturing process.
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Anonymous at Tue, 19 Apr 2022 07:13:01 UTC No. 892624
>>892622
Just some small tweaks on the head and the hair mesh so it fits better.
We're gonna do some color filling at part 3.
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Anonymous at Tue, 19 Apr 2022 07:30:33 UTC No. 892628
>>892624
Part 3.
I hid all of the objects that might require advanced texturing with the use of alphas (Scarf / Ribbon / Sailor uniform back + Scarf
Enable Paint Mask feature as seen in the webm. That lets you only paint to the selected faces. Very useful for filling.
No macros used this time except "Select Linked (Letter L)". Will show how it works in the next post.
Anonymous at Tue, 19 Apr 2022 07:31:45 UTC No. 892629
>>892628
Also forgot about the viewport shading.
Since we're making a toon/anime model its very useful to see the actual base colors.
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Anonymous at Tue, 19 Apr 2022 07:33:10 UTC No. 892630
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Anonymous at Tue, 19 Apr 2022 08:06:24 UTC No. 892635
>>892630
Normal - I assume that this is for the whole region of the mesh. If its connected or not.
Material - What kind of material does a part of a mesh have?
Seam - Explanatory. The seams stop the selection. If it doesnt then you missed a seam somewhere
Sharp - I assume that this is for hardsurface stuff which i dont have any experience on.
UVs - UV islands i presume? It works like seam if you've already unwrapped.
https://docs.blender.org/manual/en/
Anonymous at Tue, 19 Apr 2022 08:29:12 UTC No. 892637
>>892576
Don't mind the crabs. If it were up to them the entire site would be nothing but a vitriolic circle jerk. It's the effort posters like you that make the site worth coming to. Good thread, Anon.
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Anonymous at Tue, 19 Apr 2022 08:32:59 UTC No. 892638
>>892628
Part 4. Simple stuff like earlier.
Utilizing select linked > seams to select things faster. Filling the mesh with base colors.
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Anonymous at Tue, 19 Apr 2022 08:42:14 UTC No. 892639
>>892638
Part 5.
Just some simple stuff.
Next part is for gradient especially for the face.
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Anonymous at Tue, 19 Apr 2022 08:54:48 UTC No. 892641
>>892639
Part 6. Gradients.
Texture paint mode > Fill
Color Picker > Gradient
Eyedrop the colors that we will use.
Stroke > Line
Drag down the line in where you want to start the gradient to finish.
Tweak the gradient till you find the sweet spot.
Anonymous at Fri, 22 Apr 2022 20:35:22 UTC No. 893289
>>892647
they've silenced him.
Anonymous at Fri, 22 Apr 2022 21:02:11 UTC No. 893294
>>893289
He knew too much
Anonymous at Sat, 23 Apr 2022 13:10:03 UTC No. 893380
interesting bread, I don't know much about 3d modeling, but will put it in the thread watcher just in case
Anonymous at Sat, 23 Apr 2022 14:10:38 UTC No. 893384
i like it, now try it but with maya because i'm retarded
Anonymous at Sun, 24 Apr 2022 09:25:08 UTC No. 893575
>>893289
>>893294
sorry. I've been restless lately because i got a puppy. He gets anxiety when i put him in the cage so i had to teach him nonstop about discipline.
Might resume tomorrow or the day after tomorrow. I just wanna sleep
Anonymous at Mon, 25 Apr 2022 03:08:21 UTC No. 893718
>>893575
seanigga just sculpt it or you can't because you can't sculpt?
Anonymous at Mon, 25 Apr 2022 11:16:47 UTC No. 893756
>>893718
i cant sculpt and my computer isnt powerful enough for that.
Also im teaching anons how to do low poly bro.
I know im not good but if it can jumpstart someone with the terrible tutorials then im happy.
Anonymous at Mon, 25 Apr 2022 12:38:51 UTC No. 893769
>>893756
keep it up anon, if it makes a difference for you you've definitely encouraged me
Anonymous at Mon, 25 Apr 2022 16:02:14 UTC No. 893796
is it just one anon making this girl or more?
if so should i whip up a quick model of her too?
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Anonymous at Tue, 26 Apr 2022 00:17:22 UTC No. 893863
>>893769
i just began making a shitty one today
not low poly, no rigging yet
Anonymous at Tue, 26 Apr 2022 00:50:18 UTC No. 893864
>>893863
She needs to be rounded out on the torso and skirt a bit, but she's kind of cute.
Anonymous at Tue, 26 Apr 2022 01:21:37 UTC No. 893871
>>893863
I'm glad you're using Blender. Imagine paying autocuck money when you can do this shit in Blender for free.
Anonymous at Tue, 26 Apr 2022 01:27:11 UTC No. 893878
>>893863
hahaha holy shit that looks so bad
Anonymous at Tue, 26 Apr 2022 04:13:54 UTC No. 893896
>>893863
thats actually not too bad You get better overtime.
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Anonymous at Tue, 26 Apr 2022 04:27:26 UTC No. 893897
>>892647
Alright im back. We do alpha texturing now.
We can erase/show alphas by
Material properties -> Settings -> blend mode -> Alpha blend
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Anonymous at Tue, 26 Apr 2022 04:43:09 UTC No. 893898
>>893897
As usual dont forget about the paint mask option.
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Anonymous at Tue, 26 Apr 2022 05:07:05 UTC No. 893909
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Anonymous at Tue, 26 Apr 2022 05:10:05 UTC No. 893911
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Anonymous at Tue, 26 Apr 2022 05:11:20 UTC No. 893912
>>893911
Well its "done" and its definitely 1-1 model because im retarded.
But it worked out in the end.
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Anonymous at Tue, 26 Apr 2022 05:27:27 UTC No. 893913
>>893912
fixed it offscreen a bit.
We're moving to the hair next.
Anonymous at Tue, 26 Apr 2022 05:42:17 UTC No. 893914
Cute thread :D
Anonymous at Mon, 2 May 2022 22:40:36 UTC No. 895005
>>892299
Get off /3/, people who make things aren't allowed, this place is for getting mad over other people's software choices and demeaning each other.
Seriously, though, thanks OP, this is what this board should be.
Anonymous at Wed, 4 May 2022 19:22:52 UTC No. 895342
>>895005
>this place is for getting mad over other people's [software] choices and demeaning each other.
I think that's 4chan in general
Anonymous at Wed, 11 May 2022 20:54:14 UTC No. 896664
OP where art thou I need to learn how to do the hair
Anonymous at Thu, 12 May 2022 04:51:56 UTC No. 896709
>>896664
He has a few threads up, but he seems to abandon his projects a lot.
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Anonymous at Thu, 12 May 2022 19:45:55 UTC No. 896838
>>892647
I can't quite tell from this unwrap, but if that thing in the upper-right corner is the collar of the shirt, I'll teach you a trick to getting better textures. As I'm sure you've noticed, lines start to get really jaggy when you try to paint them diagonally. You can work around that by lining up your textures so straight lines go horizontally or vertically. I drew an example at the bottom to show you what I mean. If you unwrap it so it looks like this, you'll get the same lines without the jag, since the white lines won't be drawn at an angle.
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Anonymous at Thu, 12 May 2022 20:11:27 UTC No. 896842
>>896838
Pic related is what I mean. It makes a HUGE difference, especially on low-poly models.
Granted, maybe I'm just misunderstanding which texture that is in the top right.
Anonymous at Fri, 20 May 2022 16:21:42 UTC No. 898549
>>896842
death
Anonymous at Wed, 25 May 2022 00:35:50 UTC No. 899408
OP pls
In the meanwhile does anyone have any tutorial recommendations for modelling anime girls?
Anonymous at Wed, 25 May 2022 03:28:57 UTC No. 899429
>>899408
That's a difficult question, since there are a lot of ways of doing it and some work better for certain uses than others. Like with the mouth, you can either do it the "standard" way, the "fuck the polygons, since it's using a normal reference object anyway" method, or the weird "mouth floats in front of the face" method. All three of them work best in very specific situations, but require completely different layouts to work (like the second method requires a very specific material type and a face that isn't heavy on textures).
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Anonymous at Thu, 26 May 2022 00:18:01 UTC No. 899579
>>892299
is vroid permitted?
Anonymous at Thu, 26 May 2022 17:45:48 UTC No. 899660
>>899579
non-modelers get out.
Anonymous at Thu, 26 May 2022 18:01:48 UTC No. 899665
>>899429
which method would be best for animating?
i imagine someone's covered all this sort of stuff somewhere but i'm too retarded to find it
Anonymous at Sun, 5 Jun 2022 23:59:10 UTC No. 901627
bump
Anonymous at Fri, 10 Jun 2022 19:45:49 UTC No. 902659
>>892647
File>External Resources>Pack All Into .blend
File>External Resources>Automatically Pack Into .blend
Anonymous at Sat, 11 Jun 2022 18:15:07 UTC No. 902838
>another wip in the trash never to be worked on again
Do hobbyists really?
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Anonymous at Tue, 14 Jun 2022 04:07:12 UTC No. 903266
>>902838
this thread is cursed. anyone who start it lose interest in the mid and leave the mesh unfinished
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Anonymous at Fri, 17 Jun 2022 01:20:56 UTC No. 903846
This looks pretty good.
https://twitter.com/kensyouen_Y/sta
Anonymous at Sun, 19 Jun 2022 00:28:55 UTC No. 904193
>>892303
the fact you explained how to rotate but not anything else is insane to me
Anonymous at Sun, 19 Jun 2022 00:30:50 UTC No. 904194
>>892311
how tf did you do this what does owl mean
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Anonymous at Sun, 19 Jun 2022 20:42:25 UTC No. 904352
anime
Anonymous at Sun, 19 Jun 2022 21:11:29 UTC No. 904357
Regarding anime shaped faces, how are eyes handled? Is it just a texture, or do they have actual eyes and eyelids like normal models do?
Anonymous at Mon, 20 Jun 2022 08:52:16 UTC No. 904417
>>904352
Cute!
Anonymous at Mon, 20 Jun 2022 09:18:25 UTC No. 904418
>>904357
depends on the level of detail (of the model) and the anime style (more abstract - more realistic). Often they are just painted on, sometimes there is some form of eye mesh, actual eyes and eyelids are there if the style is closer to reality.
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Anonymous at Wed, 22 Jun 2022 06:37:08 UTC No. 904689
Anonymous at Wed, 22 Jun 2022 15:04:24 UTC No. 904721
>>904194
it's a meme about shitty art tutorials
Anonymous at Wed, 22 Jun 2022 15:07:18 UTC No. 904722
>>904689
Cool but I suggest you stop posting in this shithole and post more on twitter, sketchfab or artstation.
Anonymous at Sun, 26 Jun 2022 19:29:28 UTC No. 905451
>>904689
Shit look hideous
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Anonymous at Sun, 26 Jun 2022 23:01:06 UTC No. 905485
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Anonymous at Sun, 26 Jun 2022 23:31:41 UTC No. 905489
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Anonymous at Sun, 26 Jun 2022 23:37:52 UTC No. 905491
Anonymous at Mon, 27 Jun 2022 00:52:00 UTC No. 905500
>>904689
She looks great
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Anonymous at Mon, 27 Jun 2022 04:21:48 UTC No. 905518
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Anonymous at Mon, 27 Jun 2022 05:06:02 UTC No. 905522
Anonymous at Wed, 29 Jun 2022 19:00:13 UTC No. 905980
>>892311
this is really tragic because i suck ass and i do not know how to go from your previous step to this one and make it look good, i was really enjoying these tips
Anonymous at Wed, 29 Jun 2022 20:43:09 UTC No. 906007
Is this a low poly thread or a general anime thread?
Anonymous at Thu, 30 Jun 2022 16:49:04 UTC No. 906120
>>904689
Cute! Make another!
Anonymous at Fri, 1 Jul 2022 01:34:41 UTC No. 906185
>>906007
Yes
Anonymous at Fri, 1 Jul 2022 14:19:13 UTC No. 906265
>>904357
most anime models I've seen from mmd and such have the white part of the eyes indented/concaved into the face with the iris and pupil floating inside
Anonymous at Fri, 1 Jul 2022 15:28:56 UTC No. 906280
>>892299
Should we post our works or ITT is for your only? I don't see /asg/ (like in /ic/) in this board.
Anonymous at Fri, 1 Jul 2022 22:02:50 UTC No. 906334
>>906280
I think OP has mostly stopped so I'd say it's fine. You could also make a new thread but I don't know how many anime modellers are here.
Anonymous at Mon, 4 Jul 2022 09:58:31 UTC No. 906643
>>892299
>Low poly First.
Will you subdiv her later?
Anonymous at Mon, 4 Jul 2022 13:49:16 UTC No. 906663
>>906334
Where the fuck do the anime modellers hang out? I'm sick of this board and I hate blender. Twitter is nice but I can't read moonrunes
Anonymous at Mon, 4 Jul 2022 14:37:41 UTC No. 906672
Enjoying this, gonna try something similar myself. Off-topic Has anyone compiled a general resources pastebin relevant to 3d anime?
Anonymous at Tue, 5 Jul 2022 08:40:48 UTC No. 906784
>>906663
Finding one who can speak english is not that hard
https://twitter.com/SirRaynor/statu
Anonymous at Thu, 7 Jul 2022 20:08:17 UTC No. 907204
This is actually very interesting. But I'd like to go from there to any animation I want by using some text interface. So I could program movements. Also we need her to have facial expressions.