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🧡 Untitled Thread

Anonymous No. 965210

itt we post /3/ stuff that makes you go "huh."

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Anonymous No. 965212

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Anonymous No. 965214

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Anonymous No. 965218

Anonymous No. 965220

>>965218
huh

πŸ—‘οΈ the chair nerd No. 965265

>>965214
Basic 3ds max

Anonymous No. 965292

>>965265
>3ds max
>3ds max JAPAN

Anonymous No. 965308

>>965292
Huh.

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Anonymous No. 965345

>>965210

Anonymous No. 965348

>>965345
damn that's an insane way to make a base head, nice topology

Anonymous No. 965375

>>965345
I fucking hate this god

Anonymous No. 965396

>>965345
link to video?

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Anonymous No. 965397

>>965210
this is how I've done faces for a long time
it's not efficient

Anonymous No. 965410

>>965397
>it's not efficient
How are you doing it now?

Anonymous No. 965418

>>965210
>>965345
I hate this

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Anonymous No. 965421

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Anonymous No. 965422

Anonymous No. 965423

>>965422
huh.

Anonymous No. 965426

>>965210
>>965345
this scare me

Anonymous No. 965428

>>965422
oh now that's nice

Anonymous No. 965461

>>965421
neat, didnt know about that

>>965422
Hmm. Also neat

Anonymous No. 965489

>>965422
That's sick. Is that like a billboarded sprite for the body/head and the rest is modeled?

Anonymous No. 965490

>>965489
nta but looks like it.

Anonymous No. 965511

>>965422
thanks for the idea, now my Apustaja RPG won't be so far fetched anymore.

Anonymous 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 No. 965515

>>965512
8 or 10 different angled sprites

Anonymous No. 965535

>>965421
> basic math makes /3/ go "huh"
Not surprised.

Anonymous No. 965539

>>965535
>retard doesn't get what the webm is about
Not surprised.

Anonymous 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.

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Anonymous 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 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 No. 965572

>>965571
Crabs like this only show up when they feel intimidated. Tell us how ya really feel, champ.

Anonymous 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

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Anonymous No. 965618

Anonymous No. 965619

>>965618
what 3dmaxchuds have to do to achieve a fraction of blenderchads power......

Anonymous No. 965702

>>965396
He deleted all of his Twitch VODs.

Anonymous No. 965720

>>965539
No I'm pretty sure the frame driver is doughnut tier common knowledge

Anonymous No. 965861

>>965210
>>965345
thats how i do it
the idea of having to retopo kills me inside so i dont sculpt anymore

Anonymous 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.

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Anonymous No. 965965

Anonymous No. 965982

>>965461
basic geometry.

Anonymous No. 965997

>>965965
this is very cool.

Anonymous No. 966004

>>965997
This will be humans in 2024

Anonymous 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 No. 966014

>>966008
99% of all Blender users don't know about that feature.

Anonymous No. 966016

https://www.youtube.com/shorts/Pu4dawK0d9U

Anonymous No. 966017

>>965958
yeah it makes sense for anime but not for anything else

πŸ—‘οΈ Anonymous 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/Pu4dawK0d9U

πŸ—‘οΈ Anonymous No. 966109

>>966017
>for anime
it makes sense for any stylized character but requires lots of practise.

Anonymous No. 966114

>>966109
why stylized only?

πŸ—‘οΈ Anonymous 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 No. 966155

>>965965
digital horror
got a link?

Anonymous No. 966156

>>965965
Ain't no way this doesn't create more cleanup work at the end.

Anonymous No. 966159

>>966155
Based on reading the screen, I guess it's https://blendermarket.com/products/softwrap

Anonymous No. 966221

>>965546
https://youtu.be/F7LTNmldKxo?si=uJysbeBE-IIg70C_
Does the method look something like this ?

Anonymous 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 No. 966298

>>965702
name of the dude maybe? reverse searching the screenshots doesn't give any real sauce

Anonymous No. 966300

>>965861
timeplapse please

Anonymous 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

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πŸ—‘οΈ Anonymous No. 966303

>>966300
it is not that hard to follow

Anonymous No. 966304

>>966301
how to do it for non-human and anime?
>>966303
I'm an autist and can only learn from visuals.

Anonymous No. 967516

https://youtu.be/Ko9NQpdiIsE

Anonymous No. 967559

>>965422
Where/who is this from?

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Anonymous No. 967818

This topology

Anonymous No. 968030

>>965422
What is this system of switching based on camera called?

Anonymous No. 968032

>>965965
What is the point of this?

Anonymous No. 968036

>>968032
Saves time on retopo, uvs and I would assume rigging and shapekeys too

Anonymous No. 968047

>>968036
in vfx we use tools that are actually good at this and have features.

Anonymous No. 968127

>>968047
Such as?

Anonymous No. 968128

>>968127
Faceform Wrap

Anonymous No. 968154

>>967818
surely there's a reason for such topology, right?

Anonymous No. 968483

>>967818
what's wrong with it?

Anonymous No. 968487

>>968483
its OK for 2010 but not for what is actually used in production today

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Anonymous No. 968868

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Anonymous No. 968873

>>968868
When's the fast rough sex that nobody makes?

Anonymous No. 968874

>>968483
Nothing
>>968154
Not really

Anonymous No. 970060

>>968127
literally "Russian 3D Scanner". not an euphemism. its the actual name.

Anonymous No. 970120

>>965422
cool
what software is this?

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Anonymous No. 970137

>>965210
Here's a version with more steps.

Anonymous No. 970139

>>967818
If you really want to freak people out you should post the topology of the panda from Turning Red.

Anonymous 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 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=oKfFi1MpO9c

Anonymous No. 970262

>>968868
huh.

Anonymous 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 No. 971129

>>970137
nice lips

Anonymous No. 971159

>>971129
Thanks I got them from my dad

Anonymous No. 971255

>>971159
ROFL

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Anonymous No. 971263

>>970137

Anonymous No. 971322

>>970137
https://area.autodesk.jp/column/tutorial/maya-celllook-character/01-ready/

Anonymous No. 971421

>>971322
>>970137
https://www.youtube.com/playlist?list=PLsQ-vf3x3bqerE_JRAXsfCZxkEcp4w0AO

Anonymous No. 973907

>>970137
sexo

Anonymous No. 973942

>>968487
>No explanation
>Just "It's bad"
This is probably the worst answer possible.

Anonymous 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 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 No. 974484

>>970120
that's Maya

Anonymous No. 974487

>>973996
It's ok, each of those n-gons is just 3 triangle ;^)

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Anonymous No. 975174

remember this livestream?

Anonymous No. 975176

>>975174
No, Cris. I don't remember watching that particular live stream.

Anonymous No. 977295

>>975174
Why would I

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Anonymous No. 977858

>>965210
Post the layout for a realistic human face of the same thing!

Anonymous No. 977859

>>965702
>Twitch VODs.
Archived videos?

Anonymous 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 No. 978505

>>965397
This is how I do bodies and I always have to retopo afterwards because I'm a big doodoo head

Anonymous No. 978523

>>966303
ayy lmao

Anonymous No. 978525

>>965965
>tfw new ryan gosling movie comes out

Anonymous No. 978999

>>978525
lul

Anonymous No. 979000

>>965345
I have a similar approach, mesh modelling and then sculpting just works, especially for organic models.

Anonymous No. 979010

>>975174
I do recall the disaster tourism with Mr Zuckerberg livestream

What does that have to do with 3DCG tho?

Anonymous No. 979021

>>965212
https://www.youtube.com/watch?v=KZErvASwdlU
>>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 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 No. 979187

>>965546
what's your method for making the skull?

Anonymous No. 979219

>>979187
I'm not making a skull, it's a face

Anonymous 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

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Anonymous No. 979616

>>977858

Anonymous No. 979677

https://www.youtube.com/watch?v=DNxK4tN65_g&t=1771s

here ya go guys

Anonymous 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 No. 982137

>>965422
that's sick

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Anonymous No. 982181

Anonymous No. 982182

>>982181
huh?

Anonymous 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 No. 982217

>>982215
wow, that's crazy.

Anonymous No. 982274

>>982215
That's completely ama

Anonymous 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 No. 982385

>>966156
that's what Indians are for

Anonymous No. 982495

>>982181
is that Ember Twin from Outer Wilds?

Anonymous No. 982538

>>982181
my insides after mexican food

Anonymous No. 983552

https://www.youtube.com/watch?v=XySBhpDxQCo

Anonymous No. 983568

>>983552
Huh

Anonymous 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 No. 983585

>>983571
Reusing your assets all time is a good way to never improve

Anonymous No. 983593

>>965571
>anime face
>too generic
Anon, I...

Anonymous No. 984806

>>975174
I find it funny how they're still clinging to the memetaverse shit despite it having horribly flopped

Anonymous No. 984950

>>982495
Yeah

Anonymous 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 No. 985141

>>984953
>up to a point.
...and then?

Anonymous No. 985189

>>984806
I just thought of a great idea: corporate memphis metaverse.

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Anonymous No. 985440

Anonymous 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 No. 986891

>>982181
Inverted normals

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Anonymous No. 986958

Anonymous 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 No. 986978

>>986958
i was hyped but end result looks like shit

Anonymous 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 No. 987270

post moar huh material
I want to huh more

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Anonymous No. 988071

Anonymous No. 989280

>>988071
huh

Anonymous No. 989299

>>988071
damn, new monster hunter lookin goof

Anonymous 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 No. 989905

>>989851
Huh?

TylerDurden2005 No. 989912

>>989905
you said the dog skinless? dog eat the chili

Anonymous No. 989913

>>989851
>Please make this insight an educational meme...
*rotates head in y axis*

Anonymous No. 989924

>>968030
Angle between vectors

Anonymous No. 989971

>>989924
Thank you, that is a very interesting system.

Anonymous No. 990041

>>988071
pretty cool, kek'd hardly

Anonymous No. 990520

>>982181
my insides after mexican dick

Anonymous No. 991054

>>968868
me and ur mum 2nite

Anonymous No. 991055

>>988071
theyre doing this to me tomorrow

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Anonymous No. 991093

>>989851
*rotated head in x axis respectfully towards you*

Anonymous No. 991127

>>988071
reminds me of Spore.

Anonymous No. 991132

>>965422
what software is this, anon?

Anonymous No. 991154

>>989851
Maybe if you're indian.

Anonymous No. 991156

>>991132
Maya

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Anonymous No. 991207

>>988071

Anonymous 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 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 No. 991762

>>988071
how americans are made