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๐Ÿงต Untitled Thread

Anonymous No. 950384

Can someone please post a wireframe or a low poly box model version of a chibi character like pic related so I can replicate it?

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the chair nerd No. 950390

>>950384
I double dare you.

Anonymous No. 950401

https://sketchfab.com/

Anonymous No. 950403

they really make those smartphones resolution 2k and above only to annoy the shit out of you for using 27" monitor like a normal human being

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Anonymous No. 950411

Anonymous No. 950436

>>950411
Jesus CHRIST what the FUCK? WHY?? What can a 12k version of this do that a sub 800 polycount chibi can't?

Anonymous No. 950437

>>950390
Post female wireframe I wanna learn

Anonymous No. 950439

>>950436
be cute

Anonymous No. 950442

>>950384
I really like the way she bounces around, 2bh.
It makes her look really soft and nice to touch.

Anonymous No. 950475

>>950436
Hair model, bunny ears, etc. They all move too.

Anonymous No. 950544

>>950436
Poly count doesn't matter anymore, boomer.

Anonymous No. 950582

>>950544
Yes it does (FF7 cough)

Anonymous No. 950747

>>950544
enjoy your 12fps mobile gaming in silence pls

Anonymous No. 950903

>>950436
look at the gif in the op and tell me with a straight face you can get as much detail out of 800 polys
why does chibi have to mean low poly for you? it's obvious they're making great use of the polycount of these models

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Anonymous No. 951039

>>950384

Go to models-resource.com and check out some of the mobile games with chibi characters. Those files will give you an idea of what can be done with low-poly characters.

Anonymous No. 951041

>>950436
Jiggly thighs

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Anonymous No. 951463

I've been wanting the SD models from Nikke for a while, but people are too busy masturbating to the anime art, to rip and post them.

>>951039
I wish that site was good. There's hardly anything uploaded to it, and the mods made it worse with weird rules, like 'no cut scenes' for sound files.

Anonymous No. 951475

>>951463
I've ripped the files from blue archive.
You just have to find the files for nikke and uncompress them. If I remember to I'll come back and run you through my process if you haven't been able to

Anonymous No. 951486

>>950436
There isn't a single wasted poly on those Blue Archive chibis.

Anonymous No. 951496

>>951475
That would be handy. From what I can see, the nikke models are extra low poly and I wish I could see the wireframes

Anonymous No. 951504

>>951496
Not him but a lot of Blue Archive chibis are available on deviantart as MMD, XNALARA, XPS, FBX, or DAE

Anonymous No. 951505

>>951504
Sorry, is 'Blue Archive' related to 'Goddess of Victory: Nikke' or something? They seem to be different games, or at least different styles.

Anonymous No. 952283

nikke, blue archive, azur lane and Etc are supposed to be made by yostar together with the main companies of each game

Anonymous No. 953987

>>950384
how much is looking at the wireframe really gonna help you?
i dont think the topology is more important than the form in this case
I would do a rough sculpt of the shape first then model over it, shouldnt be that hard anon.

Anonymous No. 954059

>>950384
fuck off Cris, you ugly, stupid ape

Anonymous No. 954259

>>950436
bro, your normal maps?
the 12k is used to make the 800 one look better

Anonymous No. 955345

>>950436
unironically the jiggle
not sure if it's cloth or softbody from the webm

Anonymous No. 955887

>>950384
I'm interested in seeing the skeleton. It looks like they use a ton of bones for all the floppy bits.

Anonymous No. 955936

>>955887
Nope, still believed it's ncloth from Maya. You can make it hard like a iron and still have the shape you want. It just takes a long time to produce the results of floppy because it becomes a number game of how much floppy do you want.

Anonymous No. 955971

You'd have to be a complete psycho to try and sim something like this. It's obviously bones.

Anonymous No. 955993

>>955971
bones can't mamic softness, bones on all programs including Blender have a set value to hold position of the shape. It can not soften something.

Face bones are a good example, you can sometimes see oddys when viewing them but certain studios put effort and morph shape. Bones in faces cause the oddys more than morphing.

Anonymous No. 956027

>>954259
Not in this case. This is the one used in the game. The high poly count allows for smoother animation and jiggle physics.

Anonymous No. 956030

>>956027
And 12k is nothing in the realm of game character poly budgets.
I think the only people who would object to that are low-poly modelers who want the limitations of the medium to liberate them from the responsibility of putting in the hours to create something of high quality

Anonymous No. 956105

>>955993
>oddys
Excuse me? Did you mean "oddities"?