𧡠Untitled Thread
Anonymous at Fri, 24 Nov 2023 01:00:05 UTC No. 965210
itt we post /3/ stuff that makes you go "huh."
Anonymous at Fri, 24 Nov 2023 02:45:19 UTC No. 965220
>>965218
huh
ποΈ the chair nerd at Fri, 24 Nov 2023 20:49:30 UTC No. 965265
>>965214
Basic 3ds max
Anonymous at Sat, 25 Nov 2023 03:36:15 UTC No. 965292
>>965265
>3ds max
>3ds max JAPAN
Anonymous at Sat, 25 Nov 2023 06:53:46 UTC No. 965308
>>965292
Huh.
Anonymous at Sat, 25 Nov 2023 20:18:49 UTC No. 965348
>>965345
damn that's an insane way to make a base head, nice topology
Anonymous at Sun, 26 Nov 2023 03:40:48 UTC No. 965375
>>965345
I fucking hate this god
Anonymous at Sun, 26 Nov 2023 09:31:10 UTC No. 965396
>>965345
link to video?
Anonymous at Sun, 26 Nov 2023 18:25:54 UTC No. 965410
>>965397
>it's not efficient
How are you doing it now?
Anonymous at Sun, 26 Nov 2023 23:54:13 UTC No. 965418
Anonymous at Mon, 27 Nov 2023 00:55:15 UTC No. 965423
>>965422
huh.
Anonymous at Mon, 27 Nov 2023 01:43:20 UTC No. 965426
Anonymous at Mon, 27 Nov 2023 02:46:25 UTC No. 965428
>>965422
oh now that's nice
Anonymous at Mon, 27 Nov 2023 15:35:36 UTC No. 965461
Anonymous at Mon, 27 Nov 2023 23:41:59 UTC No. 965489
>>965422
That's sick. Is that like a billboarded sprite for the body/head and the rest is modeled?
Anonymous at Mon, 27 Nov 2023 23:45:46 UTC No. 965490
>>965489
nta but looks like it.
Anonymous at Tue, 28 Nov 2023 04:42:18 UTC No. 965511
>>965422
thanks for the idea, now my Apustaja RPG won't be so far fetched anymore.
Anonymous at Tue, 28 Nov 2023 04:46:36 UTC No. 965512
>>965422
How many view angles would you need for a full turnaround including looking at it from bottom to top? I imagine you would do half and mirror the rest
Anonymous at Tue, 28 Nov 2023 04:48:27 UTC No. 965515
>>965512
8 or 10 different angled sprites
Anonymous at Tue, 28 Nov 2023 10:57:19 UTC No. 965535
>>965421
> basic math makes /3/ go "huh"
Not surprised.
Anonymous at Tue, 28 Nov 2023 12:04:04 UTC No. 965539
>>965535
>retard doesn't get what the webm is about
Not surprised.
Anonymous at Tue, 28 Nov 2023 14:25:57 UTC No. 965542
>>965210
huh because the one on the right isn't the same topologically as the one of the left?
Both the eyes and mouth have additional loops inserted and is further subdivided.
Anonymous at Tue, 28 Nov 2023 15:10:03 UTC No. 965546
I've been using this method to make heads for a few months now and I've got it down to a science. Pic related is an example I'm currently working on. I find this a lot faster to work with than the "map out verts over front and side ref and join them up" that's typical with anime poly modelling. Also, it's suitable for both low (PS2-ish) or high poly models. I've used it for both.
I'm considering making an actual tutorial at some point as there's not that much resources on it outside of that one Joey Carlino video but it's not suited to anime topology.
>>965542
Well, the important part about this method is establishing the core loops of the face while it's flat. Once you start sculpting over it to get the proper forms of the face in place, it doesn't matter if you add extra loops here or there. The face being flat is simply step one of the whole process.
Anonymous at Tue, 28 Nov 2023 22:25:40 UTC No. 965571
>>965546
thanks for the arrow, otherwise I wouldn't have believed that they had anything to do with each other.
the face is okay, but absolutely generic - the hair looks like shit with horrible topology.
i would be careful to use the term science here, then you just have to expect scorn and ridicule
Anonymous at Tue, 28 Nov 2023 22:28:05 UTC No. 965572
>>965571
Crabs like this only show up when they feel intimidated. Tell us how ya really feel, champ.
Anonymous at Wed, 29 Nov 2023 04:19:10 UTC No. 965593
>>965546
please do a video tutorial. even timelapse is fine to me as I need to understand how does one pulling off the final shape from the initial flat mesh
Anonymous at Wed, 29 Nov 2023 16:52:12 UTC No. 965619
>>965618
what 3dmaxchuds have to do to achieve a fraction of blenderchads power......
Anonymous at Thu, 30 Nov 2023 12:52:44 UTC No. 965702
>>965396
He deleted all of his Twitch VODs.
Anonymous at Thu, 30 Nov 2023 16:18:36 UTC No. 965720
>>965539
No I'm pretty sure the frame driver is doughnut tier common knowledge
Anonymous at Sat, 2 Dec 2023 07:56:26 UTC No. 965861
>>965210
>>965345
thats how i do it
the idea of having to retopo kills me inside so i dont sculpt anymore
Anonymous at Sat, 2 Dec 2023 21:57:19 UTC No. 965958
>>965861
you're doing it the right way.
I cringe every time I see people "sculpt" animu faces in Zbrush with all sorts of complex, even textured brushes only for the result to be the stereotypical low detail animu face.
Anonymous at Sat, 2 Dec 2023 23:32:43 UTC No. 965982
>>965461
basic geometry.
Anonymous at Sun, 3 Dec 2023 00:58:55 UTC No. 965997
>>965965
this is very cool.
Anonymous at Sun, 3 Dec 2023 02:50:08 UTC No. 966004
>>965997
This will be humans in 2024
Anonymous at Sun, 3 Dec 2023 03:22:22 UTC No. 966008
>>965982
The math is simple, but personally I didn't know you could type expressions in the transform field which would be evaluated each frame.
Very powerful
Anonymous at Sun, 3 Dec 2023 03:43:38 UTC No. 966014
>>966008
99% of all Blender users don't know about that feature.
Anonymous at Sun, 3 Dec 2023 04:46:52 UTC No. 966016
https://www.youtube.com/shorts/Pu4d
Anonymous at Sun, 3 Dec 2023 04:59:53 UTC No. 966017
>>965958
yeah it makes sense for anime but not for anything else
ποΈ Anonymous at Sun, 3 Dec 2023 13:29:35 UTC No. 966026
>>966016
Did you know that you can convert shorts faggotry into normal links if you swap out shorts for "watch"?
https://www.youtube.com/watch/Pu4da
ποΈ Anonymous at Mon, 4 Dec 2023 12:37:52 UTC No. 966109
>>966017
>for anime
it makes sense for any stylized character but requires lots of practise.
Anonymous at Mon, 4 Dec 2023 14:01:43 UTC No. 966114
>>966109
why stylized only?
ποΈ Anonymous at Mon, 4 Dec 2023 14:40:45 UTC No. 966120
>>966114
because you want soft shapes and it is better to sculpt in a low poly mesh with subdivision surface than to do regular sculpt with multiresolution, remesh or dyntopo.
Anonymous at Mon, 4 Dec 2023 22:13:03 UTC No. 966155
>>965965
digital horror
got a link?
Anonymous at Mon, 4 Dec 2023 22:54:25 UTC No. 966156
>>965965
Ain't no way this doesn't create more cleanup work at the end.
Anonymous at Mon, 4 Dec 2023 23:15:06 UTC No. 966159
>>966155
Based on reading the screen, I guess it's https://blendermarket.com/products/
Anonymous at Tue, 5 Dec 2023 17:53:31 UTC No. 966221
>>965546
https://youtu.be/F7LTNmldKxo?si=uJy
Does the method look something like this ?
Anonymous at Tue, 5 Dec 2023 22:00:33 UTC No. 966239
>>965421
I used this trick today to animate a moving reference plane underneath my in-place walk cycle animation. Very good feature to be aware of
Anonymous at Wed, 6 Dec 2023 09:24:19 UTC No. 966298
>>965702
name of the dude maybe? reverse searching the screenshots doesn't give any real sauce
Anonymous at Wed, 6 Dec 2023 09:41:14 UTC No. 966300
>>965861
timeplapse please
Anonymous at Wed, 6 Dec 2023 09:46:43 UTC No. 966301
>>966300
1. look at a topology refrence for a human male or female
2. copy the topology
3. every know and then switch to sculpt mode and push and pull verts until they match the shape that you want
Anonymous at Wed, 6 Dec 2023 11:34:27 UTC No. 966304
>>966301
how to do it for non-human and anime?
>>966303
I'm an autist and can only learn from visuals.
Anonymous at Mon, 18 Dec 2023 01:00:36 UTC No. 967516
https://youtu.be/Ko9NQpdiIsE
Anonymous at Mon, 18 Dec 2023 13:38:31 UTC No. 967559
>>965422
Where/who is this from?
Anonymous at Sat, 23 Dec 2023 23:14:52 UTC No. 968030
>>965422
What is this system of switching based on camera called?
Anonymous at Sat, 23 Dec 2023 23:21:43 UTC No. 968032
>>965965
What is the point of this?
Anonymous at Sat, 23 Dec 2023 23:58:07 UTC No. 968036
>>968032
Saves time on retopo, uvs and I would assume rigging and shapekeys too
Anonymous at Sun, 24 Dec 2023 03:02:45 UTC No. 968047
>>968036
in vfx we use tools that are actually good at this and have features.
Anonymous at Mon, 25 Dec 2023 00:18:43 UTC No. 968127
>>968047
Such as?
Anonymous at Mon, 25 Dec 2023 00:21:10 UTC No. 968128
>>968127
Faceform Wrap
Anonymous at Mon, 25 Dec 2023 02:42:28 UTC No. 968154
>>967818
surely there's a reason for such topology, right?
Anonymous at Thu, 28 Dec 2023 02:27:08 UTC No. 968483
>>967818
what's wrong with it?
Anonymous at Thu, 28 Dec 2023 03:03:34 UTC No. 968487
>>968483
its OK for 2010 but not for what is actually used in production today
Anonymous at Sat, 30 Dec 2023 20:36:23 UTC No. 968874
Anonymous at Wed, 10 Jan 2024 17:09:58 UTC No. 970060
>>968127
literally "Russian 3D Scanner". not an euphemism. its the actual name.
Anonymous at Thu, 11 Jan 2024 03:10:48 UTC No. 970120
>>965422
cool
what software is this?
Anonymous at Thu, 11 Jan 2024 09:50:28 UTC No. 970139
>>967818
If you really want to freak people out you should post the topology of the panda from Turning Red.
Anonymous at Thu, 11 Jan 2024 23:16:26 UTC No. 970212
>>970137
Anime people should show what their models look like with default materials more.
So beginners who think their stuff looks jank because they haven't applied shaders and color aren't too dissuaded when they think their own models aren't looking correct as they work
Anonymous at Fri, 12 Jan 2024 00:01:17 UTC No. 970224
>>970212
Most anime heads don't even use edited normals so even with default materials you still won't get an accurate idea of what the model looks like in 3D.
https://www.youtube.com/watch?v=oKf
Anonymous at Fri, 12 Jan 2024 14:31:24 UTC No. 970262
>>968868
huh.
Anonymous at Fri, 12 Jan 2024 15:46:41 UTC No. 970271
>>970224
I know but some beginners schiz out because they're making something that looks like shit because they're using a default mats/shading and have no idea that default stuff doesn't tell you anything.
Just a small ramble desu, it probably doesn't happen as much as I assume it does
Anonymous at Fri, 19 Jan 2024 20:13:57 UTC No. 971129
>>970137
nice lips
Anonymous at Fri, 19 Jan 2024 23:25:49 UTC No. 971159
>>971129
Thanks I got them from my dad
Anonymous at Sat, 20 Jan 2024 21:23:01 UTC No. 971255
>>971159
ROFL
Anonymous at Sun, 21 Jan 2024 07:29:10 UTC No. 971322
>>970137
https://area.autodesk.jp/column/tut
Anonymous at Mon, 22 Jan 2024 06:49:23 UTC No. 971421
>>971322
>>970137
https://www.youtube.com/playlist?li
Anonymous at Tue, 13 Feb 2024 16:43:54 UTC No. 973907
>>970137
sexo
Anonymous at Tue, 13 Feb 2024 23:20:20 UTC No. 973942
>>968487
>No explanation
>Just "It's bad"
This is probably the worst answer possible.
Anonymous at Wed, 14 Feb 2024 01:45:17 UTC No. 973972
>>970271
Not him, but you're absolutely right, and people do it with sculpts in general. You know a table is a table, and you know a chair is a chair, but a human being with matte grey skin doesn't look like a human being however good the sculpt is until the sculptor gets used to seeing them like that.
It's not a bad thing, though, it shows they care about their artwork.
Anonymous at Wed, 14 Feb 2024 10:51:59 UTC No. 973996
>>967818
Dumb question but what's going on with that topology inside his ears? Do my eyes deceive me, or are those ngons I'm seeing?
Anonymous at Sun, 18 Feb 2024 01:03:30 UTC No. 974484
>>970120
that's Maya
Anonymous at Sun, 18 Feb 2024 03:31:39 UTC No. 974487
>>973996
It's ok, each of those n-gons is just 3 triangle ;^)
Anonymous at Thu, 22 Feb 2024 17:19:13 UTC No. 975176
>>975174
No, Cris. I don't remember watching that particular live stream.
Anonymous at Mon, 11 Mar 2024 08:49:03 UTC No. 977295
>>975174
Why would I
Anonymous at Sat, 16 Mar 2024 14:42:23 UTC No. 977859
>>965702
>Twitch VODs.
Archived videos?
Anonymous at Sun, 17 Mar 2024 22:25:42 UTC No. 978013
>>973996
looks like those polys were made in front of the ear to create a face for some like ear fluff texturing to create some kind of depth
Anonymous at Sat, 23 Mar 2024 11:36:42 UTC No. 978505
>>965397
This is how I do bodies and I always have to retopo afterwards because I'm a big doodoo head
Anonymous at Sat, 23 Mar 2024 14:12:08 UTC No. 978523
>>966303
ayy lmao
Anonymous at Sat, 23 Mar 2024 14:15:27 UTC No. 978525
>>965965
>tfw new ryan gosling movie comes out
Anonymous at Fri, 29 Mar 2024 09:19:12 UTC No. 978999
>>978525
lul
Anonymous at Fri, 29 Mar 2024 11:57:17 UTC No. 979000
>>965345
I have a similar approach, mesh modelling and then sculpting just works, especially for organic models.
Anonymous at Fri, 29 Mar 2024 14:52:05 UTC No. 979010
>>975174
I do recall the disaster tourism with Mr Zuckerberg livestream
What does that have to do with 3DCG tho?
Anonymous at Fri, 29 Mar 2024 15:57:47 UTC No. 979021
>>965212
https://www.youtube.com/watch?v=KZE
>>965422
Nice.
>>965210
>>965345
>>965546
Tell me if I'm wrong but this methods does limit the art styles you can go for with this? I mean, everytime I see someone do something like that, it's an anime girl that's beig modeled.
>>965965
I wish this shit worked with stylized heads and topo. I have no idea desu but I feel it won't since these two meshes are very similar to begin with
Anonymous at Sat, 30 Mar 2024 19:56:44 UTC No. 979185
>>965546
I'd watch. If I was going to stick with this thing I'd want to do models like PS1/PS2 era.
Anonymous at Sat, 30 Mar 2024 20:17:28 UTC No. 979187
>>965546
what's your method for making the skull?
Anonymous at Sun, 31 Mar 2024 02:43:01 UTC No. 979219
>>979187
I'm not making a skull, it's a face
Anonymous at Sun, 31 Mar 2024 22:47:46 UTC No. 979329
>>979021
>I wish this shit worked with stylized heads and topo.
Oh it absolutely does.
It's purpose though is to make retopo faster for similar models. So if you're doing a ton of normal human faces you only need one finished good topology head.
If you make dog heads or something, just have 1 good topo dog head and you can do the same again.
If you always for some reason do completely different models each time then yeah, it wouldn't be of any help in your case
Anonymous at Thu, 4 Apr 2024 20:25:57 UTC No. 979677
https://www.youtube.com/watch?v=DNx
here ya go guys
Anonymous at Tue, 9 Apr 2024 02:04:36 UTC No. 980015
>>979677
That's not as strange as I expected. It's still weird but I can see the appeal. I might try it soon.
Anonymous at Wed, 1 May 2024 12:02:36 UTC No. 982137
>>965422
that's sick
Anonymous at Wed, 1 May 2024 19:37:56 UTC No. 982182
>>982181
huh?
Anonymous at Thu, 2 May 2024 04:46:03 UTC No. 982215
>>982182
ct scan of a gamers brain after he tried giving himself amnesia to re-play his favorite game for the first time again
Anonymous at Thu, 2 May 2024 05:34:06 UTC No. 982217
>>982215
wow, that's crazy.
Anonymous at Thu, 2 May 2024 21:51:41 UTC No. 982274
>>982215
That's completely ama
Anonymous at Sat, 4 May 2024 03:05:33 UTC No. 982384
>>965720
and what has frame driver to do with basic maths again?
Either way it's not common knowledge, although this is indeed emntioned in the donut video.
Anonymous at Sat, 4 May 2024 03:10:00 UTC No. 982385
>>966156
that's what Indians are for
Anonymous at Sun, 5 May 2024 10:25:15 UTC No. 982495
>>982181
is that Ember Twin from Outer Wilds?
Anonymous at Sun, 5 May 2024 20:08:43 UTC No. 982538
>>982181
my insides after mexican food
Anonymous at Thu, 16 May 2024 11:03:05 UTC No. 983552
https://www.youtube.com/watch?v=XyS
Anonymous at Thu, 16 May 2024 15:57:43 UTC No. 983568
>>983552
Huh
Anonymous at Thu, 16 May 2024 17:38:38 UTC No. 983571
>>983552
I will never understand why animu faec modelers always re-invent the wheel every time they start a new project instead of using a face mesh they've made in the past and just nudge vertices around until it fits the new character reference image. 99% of Animu faces are all almost fucking identical.
Anonymous at Thu, 16 May 2024 20:05:45 UTC No. 983585
>>983571
Reusing your assets all time is a good way to never improve
Anonymous at Thu, 16 May 2024 21:22:47 UTC No. 983593
>>965571
>anime face
>too generic
Anon, I...
Anonymous at Tue, 28 May 2024 01:41:38 UTC No. 984806
>>975174
I find it funny how they're still clinging to the memetaverse shit despite it having horribly flopped
Anonymous at Wed, 29 May 2024 23:54:07 UTC No. 984950
>>982495
Yeah
Anonymous at Thu, 30 May 2024 00:29:18 UTC No. 984953
Holy fuck, i did a model the same way OP's pic show and goddamn, i hate myself. Just a miserable experience up to a point.
Anonymous at Sat, 1 Jun 2024 05:12:30 UTC No. 985141
>>984953
>up to a point.
...and then?
Anonymous at Sat, 1 Jun 2024 18:49:40 UTC No. 985189
>>984806
I just thought of a great idea: corporate memphis metaverse.
Anonymous at Thu, 6 Jun 2024 08:38:32 UTC No. 985656
>>983552
a question, if you've done the model+rigging, how do you turn them into high poly for, let say, a promotional posters and ads 30 seconds animation? since the title says that it's for vtuber which is lowpoly.
Anonymous at Sat, 15 Jun 2024 22:08:49 UTC No. 986891
>>982181
Inverted normals
Anonymous at Sun, 16 Jun 2024 16:08:52 UTC No. 986962
>>985656
I'm no expert. But I believe that if you want to make a model such as the one in the video appear higher poly, then you can just subdivide the mesh. That model is very economical with it's topology. Meaning, there is little to no excess. But it's not low poly either. A low poly model wouldn't use what appears to be a 12 to 16 sided cylinder to define the thighs. If your topology is tight enough, then you can subdivide it without no problem. You might need to sharpen some edges here and there, but other than that, it shouldn't require much work at all.
Anonymous at Sun, 16 Jun 2024 18:55:54 UTC No. 986978
>>986958
i was hyped but end result looks like shit
Anonymous at Mon, 17 Jun 2024 12:13:27 UTC No. 987062
>>986958
Disclaimer I have shit taste, but to me a lot of those "smooth cartoonish 3d models" look like they immediately will look better if you decimate/weld to reduce polys to early 90s levels.
Anonymous at Wed, 19 Jun 2024 02:26:00 UTC No. 987270
post moar huh material
I want to huh more
Anonymous at Tue, 9 Jul 2024 19:17:03 UTC No. 989280
>>988071
huh
Anonymous at Tue, 9 Jul 2024 21:57:28 UTC No. 989299
>>988071
damn, new monster hunter lookin goof
Anonymous at Mon, 15 Jul 2024 16:23:28 UTC No. 989851
So i had this epiphany today. Shaking head affirmatively, is rotation in x axis. negatively - y axis. in disapproval - z axis.
Please make this insight an educational meme...
Anonymous at Mon, 15 Jul 2024 21:29:04 UTC No. 989905
>>989851
Huh?
TylerDurden2005 at Mon, 15 Jul 2024 22:48:48 UTC No. 989912
>>989905
you said the dog skinless? dog eat the chili
Anonymous at Mon, 15 Jul 2024 23:36:30 UTC No. 989913
>>989851
>Please make this insight an educational meme...
*rotates head in y axis*
Anonymous at Tue, 16 Jul 2024 04:15:49 UTC No. 989924
>>968030
Angle between vectors
Anonymous at Tue, 16 Jul 2024 19:52:11 UTC No. 989971
>>989924
Thank you, that is a very interesting system.
Anonymous at Wed, 17 Jul 2024 22:53:12 UTC No. 990041
>>988071
pretty cool, kek'd hardly
Anonymous at Tue, 23 Jul 2024 13:57:41 UTC No. 990520
>>982181
my insides after mexican dick
Anonymous at Tue, 30 Jul 2024 16:47:12 UTC No. 991054
>>968868
me and ur mum 2nite
Anonymous at Tue, 30 Jul 2024 16:49:38 UTC No. 991055
>>988071
theyre doing this to me tomorrow
Anonymous at Wed, 31 Jul 2024 09:21:59 UTC No. 991127
>>988071
reminds me of Spore.
Anonymous at Wed, 31 Jul 2024 11:49:20 UTC No. 991132
>>965422
what software is this, anon?
Anonymous at Wed, 31 Jul 2024 16:03:19 UTC No. 991154
>>989851
Maybe if you're indian.
Anonymous at Wed, 31 Jul 2024 16:33:58 UTC No. 991156
>>991132
Maya
Anonymous at Thu, 1 Aug 2024 06:35:25 UTC No. 991233
>>966304
>I'm an autist and can only learn from visuals.
It's not autism, text is objectively bad at conveying complex information unless it's completely linear
Anonymous at Thu, 1 Aug 2024 12:09:47 UTC No. 991256
>>966304
same steps then apply to other things, by that point if you arenΒ΄t retarded you should be able to understand why loops are placed in certain parts of the body and apply that logic to other things
Anonymous at Wed, 7 Aug 2024 16:28:13 UTC No. 991762
>>988071
how americans are made