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🧵 Anime General

Anonymous No. 986003

Previous >>980013
Discuss and post anime styles in 3d. From figurines to celshaded models, etc.

Recommend Youtube Channel :

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Anonymous No. 986022

What was Arc System Works's remedy for ugly normal distortions issues caused by animation deformation? I don't think mention this in their GDC video unless it was in the Q/A portion and I missed it.

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Anonymous No. 986023

should i go with right skin tone or left?

Anonymous No. 986025

Right no question

Anonymous No. 986031


Anonymous No. 986051

> picture
Wait but the physics on the left which is marked as wrong is actually how tits work in real life.

Anonymous No. 986052

maybe you need to tell him

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Anonymous No. 986053

I might have something for you. I've got a paid course from Wingfox where a dude known for researching Arc System Work's tries to replicate what they did on Blender.
Stylized 2D Toon Shader in Blender by Pierre Schiller (3DCinetv)

Anonymous No. 986055

do you have course painting for retard?

Anonymous No. 986056

apply solidify before uv mapping or after?

Anonymous No. 986057

Thank you anon, hopefully this will make things less confusing. Since we're sharing resources, there is also this free blendfile and pdf I found that tries to break down some of the basics

Anonymous No. 986122

good rigging goes a very long way for maintaining good shadows
for the face specifically, i dont know
my best guess is that faces are animated with shape keys that have their normals adjusted respectively
if you use a bone rig you might specifically code your animation system to keep the normals in the face unaffected
that would likely lead to a lot of programs too id imagine, in that case you might want to do normal regeneration on the fly

Anonymous No. 986128

typo i mean problems

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Anonymous No. 986144

Do you lads allow /r/ing models? I'm looking for a Nazuna for a shitty meme

Anonymous No. 986170

once again I am requesting rigging resources help a poor nigga out

Anonymous No. 986175

I don't know if you're the same anon that asked these courses, but anyway sorry for not helping you yesterday. I was out partying n' shit. I'll be putting The Art of Rigging 1 & 2, and Alive courses up for download.

Anonymous No. 986176

ayy that's me, no pressure anon it's very appreciated

Anonymous No. 986177

If you see chair nerd ask him about his donut, he's really proud of that render, if you do that he will help you with his rigging resources

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Anonymous No. 986190

[P2design] AOER2: The Art of Effective Rigging 2 by Pierrick Picaut:
>AOER2 is the most extensive Blender rigging course released to date. It will take you from the very fundamentals of rigging in Blender to high-end, advanced level character rigging from scratch.
>What’s included in the course:
>More than 235 videos
>Over 33 hours of lessons and exercises.
>Full PDF documentation including lesson highlights, keyboard shortcut and rig hierarchy.
>One Blender file per lesson.
>High quality characters optimized to run on any PC.
>Lessons for both blender 3.6x LTS and Blender 4.x
>More lessons and updates coming.
>No paid addon needed.


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Anonymous No. 986194

Reposting in new thread.

Thanks for uploading so many resources!
>Pay me back finding subtitles for this thing.
Not that anon, but i might be able to help with that.
I made a little guide to use AI to generate subtitles locally, it doesn't use many PC resources so most people can do so.
The results?
Check them in the vid here, they are pretty much flawless.
It is impressive how it accurately translates the steps the video describes and what the person speaking is trying to do.

Anyway, anyone has a guide on texturing anime clothes? Like >>985824
says. Most japanese do not use modifiers or fancy 3d tools, they go to photoshop or some other painting tool and draw the clothes there, then UV wrap them to the 3d models.
I suppose that's mostly a photoshop course.
I cannot find much info on that, only blender timeline videos on youtube you need to watch at 0.1x speed to decipher what's happening.

Anonymous No. 986199

legend, thanks
giving me an error when trying to access some of the course files but that's alright, probably my fault and I don't really need em that much, just vids and pdfs. you the realest nigga

Anonymous No. 986203

Still uploading the first one but i don't know if that one is that needed. It seems this one was released to update and substitute the first course.

Anonymous No. 986204

i figured it out I think. I'll wait a bit and redownload it though just in case. thanks again

Anonymous No. 986205

The version we got was released by a Chinese group, so....

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Anonymous No. 986207

[P2design] The Art Of Effective Rigging in Blender by Pierrick Picaut
>Rigging plays a very important role in both the gaming and film industry. A bad rig can make production a real nightmare while a good rig can save you a lot of time and allow you to achieve more with your characters and models. Unfortunately this is often bypassed as most 3D artists are quickly discouraged or intimidated by rigging.
>What’s included with package?
>57 videos divided in 6 chapters for an accumulated length of 10h 56mins.
>All course assets (models, rigs and textures)
>Blender files for each step of the course
>Updated for blender 2.8x and 2.9x
>Compatible with Blender 3.x


Anonymous No. 986217

What's the difference between art of rigging 1 and 2? Should I just stick with 2 since its newer?

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Anonymous No. 986221

Course-anon, I kneel.
Can you share a course for learning low-poly modeling?

Anonymous No. 986222

Check Cubic Worlds, if that is something you think could work i could upload it for you.

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Anonymous No. 986223

>Cubic Worlds
I'll admit I was hoping for something more Anime style

Anonymous No. 986224

2 is a remake of 1 and includes info for 4.0

Anonymous No. 986225

The problem is that most of the paid courses about low poly modeling focus on building environments, because of the isometric trend. They don't focus much on building characters, specially anime characters. I'll check some Asian courses, might find something.

Anonymous No. 986228

thanks for the courses, truly legendary. are you still uploading or going to upload that Alive animation course?

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Anonymous No. 986229

[P2design] Alive! Animation course in Blender by Pierrick Picaut:
>Alive! Is the most extensive Blender animation course released to date. It will take you from the very fundamentals of motion in Blender to high-end, advanced level character action animation.
>What’s included in the course
>More than 180 videos
>Over 32 hours of lessons and exercises
>All blender files per lesson
>A ball rig
>A Low poly squirrel rig
>A Battle mech robot rig
>A super hero “Trident” character rig
>Including updated Blender 4.x course's files


Anonymous No. 986231

oh wow thanks bro you are the goat

Anonymous No. 986232

>have to wait next month for the course that i want
please don't leave this board course anon

Anonymous No. 986233

bet you don't have this one

Anonymous No. 986235

I would recommend to go through the Art of Effective Rigging before doing this course, because there are some stuffs that the lecturer skip almost as if he assuming you bought the other course beforehand.
Got it, in fact. Give me a few hours.

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Anonymous No. 986236

My knees are ruined from all the kneeling...

Anonymous No. 986237

my knee, take it

Anonymous No. 986238

how can one man be this based, wtf

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Anonymous No. 986244

Already started uploading the files. Just give it time.
TOAnimate - Blender Animation Course:
>Get your hands on movie-quality character rigs & props. Our purpose-built models, faces and props give you maximum control over every minor detail. You'll be able to make your characters pose, move, and emote with fluidity & realism.
>Play around in pre-lit, interactive sets. No more animating an empty void. You'll get exclusive playgrounds with dozens of points of interaction so you can focus on smooth animations & smart staging (not tedious lighting and set design).
>Bring your animations to life with 100+ original dialogue clips. With our huge bank of dialogue clips (recorded by professional voice actors, just for this course) you can inject personality into your animations. You'll learn lip-syncing and facial expressions so you can show off a massive range of emotions, tones and situations.


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Anonymous No. 986247

course anon (or anyone that could help) do you have a box model guide that would effectively help me made a head on this exact quality? I don’t mind watching over and over

Anonymous No. 986258

Box modelling was made illegal when sculptors rose to power. Sorry.

Anonymous No. 986260

>low poly
kys if you do this
checking out "asian sources" wont help you
low poly anime isnt a thing, it just tells me you want something that looks good without any effort/skill

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Anonymous No. 986278

damn should have use photoshop instead of blender build in texture painting

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Anonymous No. 986289

I don't want it for anime, I want to make a game
I want something like Vagrant Story so I can focus on atmosphere instead of detailing rust on belt buckles

Anonymous No. 986301

If you can google a good course, and it is available on the internet, i'll put it up for download. I tried searching one for you, but since i don't know exactly what are your goals i just got split between several different courses. My understanding is that you want something that can replicate that PS1 era style of low poly count, with lots of triangles, but a distinct "anime" feel.

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Anonymous No. 986312

Thanks a lot for everything you have uploaded courseanon, it is very very helpful.

Since we are in the topic of courses hard to find, anyone has been able to find the following courses?

I really like this one because it looks like old honkai impact anime characters.
>Blender 三渲二日漫角色《莫伊》建模绑定动画材质渲染全流程教学

While not strictly 3d, these 2 courses cover theory on proper design and scene composition for your anime characters:
>Express Yourself with Character Creation Ideation

A hair-focused course, in a more realistic style, think FF7 remake style, a mix of anime and realistic styles.

Anonymous No. 986314

Got you covered for the second and third courses, have to check with more attention the other ones. I should be uploading the ones i got in a few hours.

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Anonymous No. 986319

I Tried this a while ago because i saw it in a webm of some anime rig. Except the extra bones went all the way around. It looked OK in maya, but I had trouble transferring the functionality of the IKs to unity.

Anonymous No. 986324

Yes, texture painting in blender is the worst shit in history

Anonymous No. 986330

a bit rough on the edges but pretty good
where can i learn this kind of rigging?

Anonymous No. 986333

i feel like a dick for asking, considering how much you've done already, but is there a chance this one is still uploading and/or stopped uploading at some point? pts 1-3 seem to be fine, but 4 onward won't open at all. wouldn't surprise me if it's still uploading, looks to be a pretty massive course. Occam's razor says it's a user error on my end, but I still want to cover all bases.

there's still a lot of rigs and about a third-ish of the course itself in what I am able to open so thank you either way.

Anonymous No. 986340

Weird. I uploaded the entire course.

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Anonymous No. 986343


Does anybody know any sculpting courses for blender sculpting? or is it a dead end and i should just use zbrush

also does somebody got this book?

Anonymous No. 986346

Can you give me the official name of the book so i can search for it?

Anonymous No. 986347

"note*" by membrane

Anonymous No. 986349

will try again later

Anonymous No. 986352

If there is any problem again, just post again and i'll try to set up a torrent or something.
I think i might have it.

Anonymous No. 986353

Anyone know how to open course videos from GBC without player? I can share maybe 2 or 3 courses if someone can crack their vep format

Anonymous No. 986354

asking the same question, i can't even record it

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Anonymous No. 986355

Goddamn. Someone have this one but they won't leak it. I hate searching for something, finding it, but being roadblocked like this.

Anyway, i'll be uploading the other courses i promised now that i am back home.
二维动画《日常惊醒》全流程制作教学【案例教学】视频教程 | /Full process production teaching of 2D animation "Daily Awakening" [Case Teaching] Video Tutorial:


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Anonymous No. 986357

Thanks anyway

Anonymous No. 986358

I'll keep trying, since i actually liked the book.

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Anonymous No. 986359
[Coloso] Express Yourself with Character Creation Ideation by Illustrator, Rinotuna:
>Including several illustration-related publications such as <Kind Coloring> and <Dynamic Drawing>, Rinotuna is a popular instructor at Arteum and a master of ideas.
>Step by step, he will teach you how to effectively visualize abstract thoughts such as ideas and keywords.
>From collecting inspiration from broad areas and reference analysis methods, and through a curriculum where students can try out designs of different directions themselves.
>Complete a brand new character illustration where rich imagination and colors stand out!


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Anonymous No. 986360

So i found this one from the same guy, but not the one about the hair.

Anonymous No. 986365

Anonymous No. 986369

Pretty cool, didn't know you can do this style in substance painter

Anonymous No. 986370

Does the course file in >>985755 include the textures for the Artemimi .fbx? It seems to be pointing to someone else's D: drive.

Anonymous No. 986377

the one from groupbuy doesn't have it too

Anonymous No. 986397

Thank you so much anon!
Lots of courses focus on MAKING characters, but not how to make good ones or composition.
Downloading them right now!!
This looks very good, super-realistic 3d character is something i always wanted to learn, but most tutorial lean on the cartoonish style.
Hope someone leaks it.

Anonymous No. 986399

>post deleted

You don't choose anime because you're good at anatomy (or want to get good at anatomy)... but because you want a time-saving crutch to AVOID getting good at those things

Doing things wrong intentionally is peak anime. Probably why weebs get laughed at, besides the whole pedophilia thing.

Anonymous No. 986453

i think I figured it out. occam's razor proves itself correct once again. I mostly wanted the advanced lessons and the rigs and I was able to find those so it's all good as far as I care.

also holy shit that course is NOT worth $500, what a fucking scam. I was gonna buy it later this year too, thanks for saving me my hard earned shekels. is there anything this humble anon can do to return the favor?

Anonymous No. 986464

If there any other cool courses that interest you, name them so that i can search them up and hopefully find it available to put up for download.
Translations for some of these courses too.

Anonymous No. 986473
anyone have this?

Anonymous No. 986477

what made it a scam? (im a beginner and can't tell)

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Anonymous No. 986478

How can i avoid wanting to kms whenever i sit down and try to learn more 3d modeling bs. Its not like im unsatisfied with the quality of my work as ive atleast improved since i began but my brain literally hurts whenever im not mindlessly consuming media. Whatever probably just a skill issue and gotta keep powering through. gimme some harsh criticism and some encouragement.

Anonymous No. 986480

Just learned that 90% of this movie was made in Blender.

Anonymous No. 986481

What i found to help is to just model something else. Got there studying how to model anime characters? Pause the project and go model something else, like a building. Got tired of that? Pause the project and go model a prop like a table.
Sure, the most immediately obvious downside of that is that you find yourself in the middle of several ongoing projects that just keep on piling up, but eventually you find yourself a rhythm where you are switching between ongoing projects.

Anonymous No. 986482

find motivation why you want to modelling, for me i want to make cute anime girl, if you are burn out just stop modelling for a while, don't force it

Anonymous No. 986490

Can you mind check part8 on HAVTZA course and 2D Frame by Seoro Oh? Seems like those files are not downloadable.

Anonymous No. 986491

ill try giving your advice a shot, i do need to learn more than just anime stuff cause that wont get me anywhere in the industry, i just started with pretty girls cause i like them and someone mentioned earlier in the thread its a quick skip over anatomy lmao.
i wont get anywhere with motivation alone. Its true i want to work with some form of art and 3d modeling works better for me than 2d and i think anime girls are pretty, but my real motivation is because im TERRIFIED of working fucking customer service for the rest of my life so im trying to teach myself something i may potentially do online work with. truthfully i got no idea how thatll work yet but ive got time i guess.

Anonymous No. 986510

Is his course actually worth the money/time.

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Anonymous No. 986517

does anybody else find their modeling takes two years? I specifically picked a low-poly style, but I really think it's taking more time because im autism-ing over every vertex being perfect.

Anonymous No. 986518

it looks pretty swell

Anonymous No. 986520

i just copied the picture. theirs was less complex than mine but much smaller boobs. i will be trying to copy the OP when i have some time for it. if i discover anything worthwhile ill make a tutorial

but im no sage on this. i need advice too. the boob problem has stopped me from making animations, outfits and alt body meshes.

Anonymous No. 986521

disregard trying to be low poly. make a mesh however you can. then you can optimize it afterwards.

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Anonymous No. 986522

maybe i should learn how to bake from high poly to low poly...

Anonymous No. 986524

its a good trick to know, but for what do you need it for here?

Anonymous No. 986527

for the coat folds, i have hard time painting it

Anonymous No. 986532

it doesn't take me 2 years but at least a solid month per model, I don't think my problem lies within modeling itself but my motivation and my attention span
I gotta learn to just fucking do the work, you know

Anonymous No. 986533

ah. yeah. thats a legit strategy to model the whole gd thing in high poly and bake the lighting onto the low poly version. a lot more work than just painting them though.

Anonymous No. 986534

Anyone knows of a good sculpting course?
Most i find are for blender 2.8 and that lacks A LOT of the options available on 4.1.
Most 3d anime artists use blender, but it seems sculpting is not a big thing for the process?

Anonymous No. 986535


Anonymous No. 986536

got one for blender?

🗑️ Anonymous No. 986541

holy moly, das hot
any tips or wise words?
how would one go about making a higher poli model then working down?
funny, modeling is the one program i get this in. i legit cant play games for more then one sitting

Anonymous No. 986542

holy moly, das hot
any tips or wise words?
how would one go about making a higher poli model then working down?
funny, modeling is the one program I dont get this in. i legit can't play games for more then one sitting

Anonymous No. 986560

>how would one go about making a higher poli model then working down?
once you jave your mesh you analyze the topology and start sacrificing edge loops that arent necessary for the shape. especially if a loop exists to give extra detail in a small area and doesnt contribute anywhere else in the mesh.
think like extra loops laterally on the face to give more edges around the .kuth, byt those loops go down the neck, torso, and legs. you can axe the whole loop except where its needed on the mouth and just use a triangle as the source of the new loop.

Anonymous No. 986572

>how would one go about making a higher poli model then working down?
What >>986560 said is valid, but another option is a very low poly retopo

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Anonymous No. 986575

Anonymous No. 986589

very nice

Anonymous No. 986595

>any tips or wise words?
combine your poly modeling with a bit of sculpt to shape the body? idk, i just copy timelapse video workflow

Anonymous No. 986596

Are you making this Unity for a game or just the renderer? I'm asking because I usually render stuff in Blender and was curious why some people prefer to use Unity for renders

Anonymous No. 986597

yeah im making a game. i can only assume someone might use unity for renders because of quick easy assets to drop in. post processing modularity, but if youre gonna do all that work you may as well make like a little model viewer or something.

Anonymous No. 986600

Seriously speaking.
Isnt ripping modelling and rippinh characters from anime creators like Koikatsu amd THEN edit them im Blender a better idea than just creating them from scratch?

Anonymous No. 986601

It is, just like taking models from DAZ3 or something and then changing it up in Blender is also a good alternative. You can do this with Unreal Engine games as well.

What creating your own models will help you is in the end teaching you how all this mess works, in that what work, what doesn't work, and so on.
But once you master the art of modeling using other models and such is a smart thing to do. Anything can save you on time is a smart thing.

Anonymous No. 986602

VRoid exist for a reason

Anonymous No. 986605

>blender market 10th anniversary
hope they give free autorig pro

Anonymous No. 986606

My guess is it's because Unity lets you customize your shaders more with code, or maybe they just find Eevee and Cycles renderers lacking for some other reason. I know some anime studios have used Unreal for rendering their shows too

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Anonymous No. 986607

I wanted to do thick outlines with inverted hull but the outlines keep clipping on the hair and fingers, how do the pros get around issues like this?

Anonymous No. 986608

oh that makes sense. You biggest limiting factor doing 3d production is render time. game engines are designed to deliver the best possible graphics at the absolute fastest rate possible.

Anonymous No. 986609

thickness maps, post work, using special shaders instead of inverted hull, compositing

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Anonymous No. 986612

So here's what I did just now.
I took a mesh I had prepared with the same skeleton as this original gif. Just for variety. I deleted the boob cage, as i call it, and replaced it with a rig that looks like the OP

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Anonymous No. 986613

I began with a naive approach. I put 1.0 control on every vert on the upper chest joint. Then I skipped the first boob joint, the one deep in the ribcage, and flood painted the whole boob mesh up to some edge loop that looked right.

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Anonymous No. 986614

Then I just flood painted a smooth a bunch just to see how it looked. Unsurprisingly it was awful. Way too much boob moved with the joint than it was supposed to and caused folding.

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Anonymous No. 986615

So I made a little animation where the deep joint circles around and the outer joint angles to keep the nipple pointing forward.
Imagine she was laying on her back on a little boat. The boat slowly rocks left right and forward back. The mass of her tit rolls around in a circle with her nipples pointing to the sky. That's the idea.
The angles are way more extreme than a real animation would call for, but frankly I want my rig to be able to handle extreme deformation if I want it to. Anyways, I used this animation to hand paint more weights until at every angle there was no folding or weird pulling.

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Anonymous No. 986616

So the next step will be to add influence on the 2 joints on the top, and that should help I supposed, and maybe it's worth it to have a set on the bottom and sides for very large breasts. I'll find out. However prior to adding the top joints an influence map that looks like this is more what you want than how I had it originally. Most of the breats should be influence by the chest joint, and only the tip have influence at 100%. Maybe no vert should have 100%. I'll try that too.

Anonymous No. 986617

>thickness maps
So the outlines around the fingers have be thin and I can't scale them relative to camera distance anymore?
>post work, using special shaders instead of inverted hull, compositing
Do these methods allow for variable line thickness?

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Anonymous No. 986618

>Maybe no vert should have 100%. I'll try that too.
Just because it was quick I tried this. Flood painted add 0.1 and flood smoothed till the verts looked smooth. Remembering these are extreme angle, I do think it looks better.

Anonymous No. 986619

The answer to both questions is it depends on the shader. The ancient 2008 version of maya had an outline tool that wasn't a shader per se, but literally generated geometry around the model along the edge of the model relative to the camera. That tool had external and internal line thickness variations, support thickness maps, and allowed you to combine all of that with camera distance scaling.
There are bound to be shaders or something else that has all that functionality.

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Anonymous No. 986620

So I'm guessing here based on the OP pic but I skipped the joint sitting at the nipple like I skipped the joint in the chest, and just gave a spot of influence to the next joint and none to the last one. After running my little animation I added more influence in the back and front making like an oblong shape, but my boobs are more oblong than the OP's.

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Anonymous No. 986621

So is this adding anything? What does this do really? The joint kicks up much higher, but points back down at a complementary angle. So there's always this sharp transition.

Here's the problem I want to solve. I have these titties that are sometimes hanging out, and other times in bras. The bras may hold the boobs different ways, but the common thing is if they are pushed up then they should become wider and taller while more shallow on the nipple axis. Like squished up. Easy enough to do with blend shapes but I want to be able to rapidly add new outfits so it must be a joint driven solution.

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Anonymous No. 986623

Just to be sure I redid the animation at reasonable rotations.

Anonymous No. 986624

A method like that would still mean I would have to limit the scaling around the fingers otherwise they might start clipping again. Not really ideal but if it's the only way I'll do it

Anonymous No. 986640

>wait, tits?
>maximum autism hyper-tech focus activated
kek'd and I approve

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Anonymous No. 986656

i have built up a gigantic collection of over a thousand high quality models to study on. a working shader for almost every game.
i have learned a lot *pikachu face

Anonymous No. 986677

got any knowhow on the granblue fantasy versus rising Works?
i tried to studdy it abit ago, but I found it extremely hard.

Anonymous No. 986683

seconding this, specifically how the outline shaders work

Anonymous No. 986728

Does anyone have either of these?

Anonymous No. 986729

it's on previous thread including wandah 2nd course

Anonymous No. 986734

thank you again for this. been trying to get into rigging but it's hard to find actual rigging stuff on youtube that aren't just rigify/ARP addon showcases. this guy is top notch and does a great job at explaining things

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Anonymous No. 986736

Anonymous No. 986738

Been waiting all day to to get home to reply to this
So their actual solution is to disable normal recalculation in engine for bones that are moved. IIRC it is only by position, not rotation. Its been a while since I read the translated slides from a presentation they did, but I believe it was only position.
In blender, you can sort of work it by using data transfer targeting a proxy version of the mesh that only has the primary body parts posed.
More information about doing it in blender can be found here:
God fuck no do not pay for this shit. Anyone ever that says to use a diffuse bsdf node and color ramps in the same paragraph or video about arc system works is either retarded or bold face lying to you clickbait. They do not use diffused shading, they do not use color ramps.

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Anonymous No. 986740

nta, but incredibly well versed in arc system works stuff anon
I will admit that I did not acquire the rising models because I think the game is shit so I don't care so I cannot VERIFY that what I am going to say is true, but if it is ANYTHING like the rest of their games that ALL do the same stuff (which is likely)
First thing: its just an inverted hull method basically. The geometry of the outline is created during game runtime.
Next up, the outline uses CUSTOM TANGENT NORMALS for the outline scaling direction. You may think "surely you're mistaken, tangent normals are calculated automatically based on the surface normal of the face" but I swear to christ I shit you not it is custom tangent normals. A friend of mine even made a bug report to blender because we discovered that the FBX and GLTF import formats discarded the custom tangents of meshes that absolutely 100% have them. The answer was "lmao that isn't real" even though we had visual proof.
Anyways, knowing that stuff, we can talk about how the outline is manipulated and scaled
It uses the vertex colors to store information about how to do the outlines.
Red channel is used for shading, not important to outlines, ignore
Blue channel is used to offset geometry of the outline away from the camera position. This hides bits of the outline from the view to remove ugly outline artifacts because it is just an inverted hull
Green channel has changed a bit between a few games, but in MOST games it acts as a scale multiplier on the base thickness based on camera distance to the vertex. Camera far away? Scale outline bigger. Close up? Shrink outline. Ezpz
Alpha channel of the vertex color controls the base thickness of the outline. 0.5 is "standard" thickness, 0 is no outline, and 1 is "thick"
So goes like

( ( ( distance(Cam.Pos,Vertex.Pos) * VertexCol.G * BASETHICKNESS ) + BASETHICKNESS ) * VertexCol.A * Vertex.Normal * 0.001 ) + normalize(Vertex.Pos - Cam.Pos) * ( (1 - VertexCol.B) * (DepthOffset / 10) )

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Anonymous No. 986743

retard question, should i split that single face or no? texture will be hand drawn not using any shader

Anonymous No. 986745

> may think "surely you're mistaken, tangent normals are calculated automatically based on the surface normal of the face"
No I won't because it was in the 2014 4gamer article about Xrd graphics

Anonymous No. 986747

Course for Anime Hair? I struggle a lot with it

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Anonymous No. 986748

almost there

Anonymous No. 986749

personally i recommend the first one, curve, then merge it

Anonymous No. 986750

>So their actual solution is to disable normal recalculation in engine for bones that are moved. IIRC it is only by position, not rotation. Its been a while since I read the translated slides from a presentation they did, but I believe it was only position.
In blender, you can sort of work it by using data transfer targeting a proxy version of the mesh that only has the primary body parts posed.
Wow I didn't even know they could do that, can you post where you found that slide?
>Anyone ever that says to use a diffuse bsdf node and color ramps in the same paragraph or video about arc system works is either retarded or bold face lying to you clickbait. They do not use diffused shading, they do not use color ramps
What do they use? Also thank you for sharing your knowledge.
Oh so they offset some of the outlines from the camera, maybe this can help me remove my artifact problems too.
>the outline uses CUSTOM TANGENT NORMALS for the outline scaling direction. You may think "surely you're mistaken, tangent normals are calculated automatically based on the surface normal of the face" but I swear to christ I shit you not it is custom tangent normals
I'm not familiar with custom tangent normals so I'm going to have to look up more about this later, how did you find out that's what they use? And thanks for all the info, this is more illuminating than most of the youtube tutorials I've seen

Anonymous No. 986752


Anonymous No. 986753

surely you're mistaken, tangent normals are calculated automatically based on the surface normal of the face

Anonymous No. 986762

does normal map work with hand drawn texture with no shader?

Anonymous No. 986763

Normal maps modify the 3d "direction" a pixel faces by essentially bending its initial "direction" by the amount and direction specified on the map. This 3d direction determines how the pixel shades based on the directions and distances of the lights in the scene. If there is "no shader" and thus, no lights, this 3d direction isn't really used for anything. So no.

Anonymous No. 986764


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Anonymous No. 986780

oh I know exactly the one you're speaking of, but in that article they are talking about custom surface normals which is very very common. The thing I speak of is super fucking weird.
So normally an outline, you take the vertex position, then scale outwards based on the vertex normal. Works fine for mesh that is all connected, no separated faces. But if you have separated faces and/or sharp edges, this will not work and will leave gaps in your outlines
Pic related
Short version: get nearest vertices within a given radius, then average the tangent normals between the faces at the vertex, then store them as tangent normals. NOT surface normals.
Going to be honest, I can't remember what slide and I have dozens. But I know thats how its done because of person I know well called Aeryn/Whistfulhopes has done a fantastic job of validating information deconstructing and reconstructing the code for the game shaders. It's also fairly easy in unreal to disable it apparently.
>what do they use
Dot products. ONLY dot products.
Then you do a bunch of math to move the dot product and make it binary instead of smooth.
If you'd like to learn more about it, this shader is the most game accurate shader that exists because it was made in tandem with the deconstructed shader code from the game. It isn't 1:1 exactly as there are some liberties to make it more useable in blender.
I not you shit

Anonymous No. 986786

What exactly do they do with the tangent normals? Is it just overloading the tangent 'slot' to specify custom offset directions?
Because if they aren't using normal maps, there would be no need to construct a full basis at each vertex and therefore the tangents wouldn't make any difference

Anonymous No. 986787

They don't use normal maps no. The custom tangent normals are only for outline scaling it seems. And yes, its just overwriting the tangent normals in the data with custom directions.

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Anonymous No. 986792

cheers i'll def be looking into the GG shaders.
I was going to do that cource on the GG shaders (>>986053), should I just skip it for the resource you gave, or does it still have worth?

damm, good work

Anonymous No. 986802

Can somebody recommend me some resource to deal wit shoulders modeling, topology, rigging and weight painting? It don't need be anime related but at least not male because of different proportions.
I just cannot make them deform properly, without bending or going thru rib cage. Available tutorials and models have usually those problems too or weird looking proportions.

Anonymous No. 986832

not a whole lot there for what they're charging, and the majority of stuff there is freely available elsewhere. also skimmed through some vids and some stuff is just straight up incorrect. theres a long ass vid about making a treadmill into a forward walk, talking about math and having to note down bone coordinates and plug them into a calculator in some retarded long process when you can literally just copy paste the y location curve of the foot bone into the y location curve of the root bone and be done in less than 10 seconds. the best part is she literally has the graph editor open in front of her the entire time with the exact curve she needs to use highlighted. how three (allegedly) professional animators didn't know that is mindblowing.

Anonymous No. 986835

any good tutorial/course including baking + hand drawn texture?

Anonymous No. 986841

based on the armor and horn, fgo character?

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Anonymous No. 986874

ye barghest

Anonymous No. 986884

Anon, do you have a link to this one?

Anonymous No. 986901

she's a big girl

Anonymous No. 986921

amazing thread tysm everyone i was wondering if anyone had a course or a tutorial for a ps1/n64/ps2 style low-medium poly box modelling tutorial for characters :3

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_ Bremerton5 [E__....webm

Anonymous No. 986924

18 image texture, and it's not even look like hand drawn texture, damn

Anonymous No. 986950

Where can you find models like these? Can I get them for free somehow?

Anonymous No. 986955

this video covers how to regulate outline thickness around the 1 hr mark, ignore model quality

Anonymous No. 986964

do you use an airbrush tool? hard edged brushes with textures are the secret to the "hand painted" look.

Anonymous No. 986971

Not a tutorial but I've found these couple resources that help with things like texture sizes and poly/tri counts for the different eras. I've been trying to find ps2 related info myself

Anonymous No. 986977

Does anyone have this course? Its not 3D but thought I'd ask anyway

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Anonymous No. 986984


ive been studying that style for a while, here are some good resources:

(not really low poly but still worth the read)


most of those videos/people will cover 99% of the basics

Twitter people:
Yagamimi (troon)
VoidID (furry but has good commissions of character)
shrapnelsoup (wiped his stuff off the internet but some of it can still be found)a

There is this autism that to copy the art style YOU MUST stick to the console restraints.
I think this is dumb and not the core of the art style. as you'll never push it forward like Heinn_dev has.
but do whatever.

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Anonymous No. 986985

Also nobody will teach you this but it is 1000% important
i cannot stress this enough

Anonymous No. 986987

>There is this autism that to copy the art style YOU MUST stick to the console restraints

you ain't wrong about that. People get too hung up on that sort of thing

Anonymous No. 986988

Great recommendation on that Heinn_Dev guy. I didn't realize he made all the stuff for Dread Delusion

Anonymous No. 986990

got anything from dillongoo's courses?

Anonymous No. 987009

i use standard circle brush...

Anonymous No. 987014

does anyone have animation sherpa? I wanna learn about space switching.

Anonymous No. 987028

i hear you. i really hate using any tryhard brushes. circles for lines and soft circles for shading. ive also never tried to do the "hand painted" look but i have heard it said that the trick is hard edged brushes with textures.

Anonymous No. 987029

slow in and slow out and youre 99% of the way to perfect animation.

Anonymous No. 987044

Anyone got this one? Its restricted I know some of it (or a related one) was posted in the last thread but I'm not seeing any material for the cyberpunk girl.

Anonymous No. 987048

i remember someone post it on previous thread

Anonymous No. 987049

i really need a good coloring course for 3D

Anonymous No. 987064

It's going to be annoying following the shader bit without subs. Anyone got a tutorial with shaders as good as this one? AI subs would be another option.

Anonymous No. 987115

Anybody got this course? Looks nice with the added UE stuff

Anonymous No. 987116

>Also nobody will teach you this
if you look up how to do uvs in maya, max, houdini or pretty much any software besides blender you would have learned this.
texel density is integral for uv unwrapping and texturing.
blender tutorials can be good, but if you arent impressed by the portfolio of the person making the tutorial then dont take it to heart.
also i think its usually not mentioned because its kind of obvious, its like saying that your uvs should be without distortion

Anonymous No. 987118

Only on artstation learning. Im not shilling but its really hard to find.
If you don't like paying, there's always YouTube

Anonymous No. 987140

remind me to watch full video and do rig before texture painting

Anonymous No. 987143

My stupid ass hadn't noticed there is a new thread, so I'm reposting my thanks (and request) here.

Man, I spent money on rapidshit to download some of those courses from other places, but i'm glad you shared them, anon. With so many of them now, I have no idea which ones to watch first lol.
>Live2D for VTubers
>Fun 3D Character Modeling Using Blender by 3D Character Artist, Minjeong Shin
Could you check on these two please? They seem incomplete, with just one file in the folders. (and I really want the one by Minjeong).
>Creating Eye-Catching Animation
Files removed

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Anonymous No. 987147

It’s hard

Anonymous No. 987155

who hurt you?

Anonymous No. 987242

I'll try to re-uploud the courses. This happened because i didn't sign a premium account and the website i used deletes the file in 10 days after no downloads.

Anonymous No. 987248

>also i think its usually not mentioned because its kind of obvious, its like saying that your uvs should be without distortion
It's really easy to miss basic fundamentals when you're relying on amateurly made youtube tutorials. Most of the uv tutorials on youtube are really barebones and barely explain anything

Anonymous No. 987254

With all these courses and content, which ones are you guys using/relying on more? I think I'll watch the first few parts of all of them to decide, or simply pick the longest one.

Anonymous No. 987255

By the way, if anyone has any recommendation about good websites for file sharing i'd appreciate tips.

Oh, and words on the intertubes is that the Hidari Oni course from Coloso is going to be leaked tomorrow.

Anonymous No. 987256

Also got some files deleted. It was uncanny to see parts 2 and 3 disappear.

I didn't realize Gofile deletes stuff this fast.

Anonymous No. 987259


since you were the guy uploading the courses (Thanks a million by the way! You're awesome), do you know if this
course was the full course or was it the incomplete one I can find? No big deal either way since I know its unavailable on the real site but wanted to confirm. I was really hoping to get the stuff about the cyberpunk anime girl

Anonymous No. 987260

I need to check but i think it was the complete one. I do know that Wingfox/Yiihuu discontinued the course eventually.

Anonymous No. 987263

right now I'm starting the Turning Anime Characters Into 3D Printable Models course and I can't say I'm impressed, but maybe my opinion will change after a couple hours
hot take but I don't think doing courses is the best way to learn

Anonymous No. 987264

Trying to see if maybe Workload is better. They give 90 days of storage, but also a limit of 50 GB.
CUBICITY: Creating and Utilizing Asset Libraries with Blender by Kent Trammell:

Anonymous No. 987266

This course, by the way, was and maybe still be free at Blender Market thanks to their anniversary give away.

Anonymous No. 987269

tomorrow gift probably auto rig pro, just what i need

Anonymous No. 987271

I like that the artist was brutally honest about doing fanworks for popularity.

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Anonymous No. 987282

he's employed, I can't deny the results

Anonymous No. 987283

god paint weight is fucking boring, i give up, my character will forever stuck at T pose, if i want to pose it i rather learn how to sculpt instead

Anonymous No. 987305

right looks like she's anemic

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Anonymous No. 987313

anyone have pic related?

Anonymous No. 987318

nvm, found it on exhentai

Anonymous No. 987323

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Anonymous No. 987449

So i got this course. Link to course:
The problem is that the course is huge. Easily almost 200 GB. I'm also busy at the moment.
So as of now i'll leave the link to the website with the password for anyone interest in downloading. You just go to the website below, punch in the password, download the application that they'll push unto you and download the files to your computer.

Later on whenever i got the time i'll try to see if i can upload it somewhere else.

黄惠峰角色特训营第四期 | [Fourth Session] - Huang Huifeng's 3D Character Special Breakthrough Training Camp [Special Training]丨Live Broadcast]
Password: arau

Anonymous No. 987464

200 fucking GBs, what the hell. Sounds great.
Is it only in chinese or whatever those lines are?

Anonymous No. 987465

It is a good course if you like the style, and yes, it is in Chinese.

Anonymous No. 987466

do you have sculpting course for blender?

Anonymous No. 987472

Anyone have this course?

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Anonymous No. 987477

So i was conflicted about which service to use. I finally decided to settle on Pixeldrain. The files will remain available for three months without a download and while there's a download speed cap if you download more than 3GB per day, then don't entirely block you from download the files. Just limit your speed somewhat for 24h once you hit that threshold.
[Coloso] Creating Eye-Catching Animation by Animator, Jonghyun JUNG-BOIX
>It's been 7 years since I graduated from Gobelins in Paris in 2014. Now I'm running a studio called ANIONE WORKS and I'm currently directing an original short film.
>I've worked in France, Canada, Japan and various other countries and have experience in 2D, 3D, character, and FX.
>I'm interested in action scenes - that's why I participate in sports such as taekwondo, parkour, and trekking enthusiastically and always try to apply the dynamism of movement into my work. Animating action scenes is something I'm truly passionate about.
>I would like to share all the knowledge I've gathered over the years in my class and teach you everything you need to know from the fundamentals of dynamic animating to how animating is done on the field

Download: /l/x4MtzTpK

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Anonymous No. 987478
[Coloso] Fun 3D Character Modeling Using Blender by 3D Character Artist, Minjeong Shin:
>Hello, This is 3D character artist Minjeong Shin. I am currently working as a freelancer, Creating a 3D character that is stylized in a simplified form of the human body. This is my strength and what differentiates me from others.
>The core of this class is not about creating a live-action-based character But more of a simple form stylized character So even beginners without a deep understanding of the human body With basic training can easily create 3D characters.
>The blender tool used in the class is a free program with an easy interface. It is a good 3D tool for beginners, but There is not a lot of data in Korean So in order to know the overall character work process Numerous resources should be consulted.
>However, this course contains everything from 3D character creation that I learned Over years of self-studying. You can learn and understand the overall character creation process Completely in Korean and Create your own creative stylized character.

Download: pixeldrain com /l/gPVFfkud

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Anonymous No. 987479
[Coloso] From Basics to Practice: Creating Cute Live2D for VTubers by Live2D Modeler, rariemonn
>Hello, I am rariemonn, a freelance Live 2D modeler. I started with Live2D by animating “moving illustrations,” and made my first Live2D for a VTuber when Cover Corporation launched Hololive. Since then, I have worked on over 70 Live2D models for VTubers and have produced numerous Live2D models for companies and individuals.
>I believe that the concept of a VTuber is becoming more mainstream, and many VTubers use Live2D. Consequently, I think many people want to study Live2D. Based on my past production experience, my goal is to share fundamental knowledge of Live2D production and techniques for crafting mesmerizing models, with the hope of aiding your learning journey.

Download: pixeldrain com /l/Hki8KmRt

Anonymous No. 987506

any good tutorials for blender?

Anonymous No. 987508

Check the previous thread. Plenty of Colosos courses. Some of them are for Blender.

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Anonymous No. 987510

I wonder if I should buy this or wait

Anonymous No. 987511

Definitely wait. The rumor is that it already leaked and the leakers are just either working on it or bullshitting around before releasing it.

Anonymous No. 987512

Thanks for the heads up.

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Anonymous No. 987515

Recently made this face in blender with the intentions to bring it over into VRchat somehow.
Still have to create a body and clothes but what should I keep in mind if i want to create a VRchat model?

Anonymous No. 987517

Make sure to keep the original model and the game ready models separate.

Poly count, make it as low as you can reasonably have. If your model looks and acts the same without a few loops, get rid of them.
Cut down your materials to the absolute minimum you need, keep the resolution as low as is reasonable and compress as much as you find acceptable.
If you don't NEED certain bones, get rid of them.
Optimize your model as much as possible, use whatever tricks necessary to keep performance as good as you can.

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Anonymous No. 987520

[Wingfox/Yiihuu] A Real-time Tutorial of Creating an Advanced Cinematic Character - Vagrant Knight by Huifeng Huang
>In this tutorial, we will dive into the process of creating a high-detail and lifelike character model, covering the contents of references, modeling, facial details sculpting, techniques for creating photorealistic hair, texturing for skin, hair and leather. You will learn how to create a life-like CG cinematic character with multiple 3D software.

Download: pixeldrain com /l/bmQ9wppR

Anonymous No. 987539


Anonymous No. 987540

Hey man, thanks for the reupload! Pixeldrain should be more serviceable, even if slow. I can leave the download running all day if I need to.

Anonymous No. 987544

Looking good, anon. NSFW model release when?

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Anonymous No. 987546

[Wingfox/Yiihuu]《Lily修女》使用Blender雕刻風格化角色 by MoMO
>No English subtitles.

Download: pixeldrain com /l/isGedJnZ

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Anonymous No. 987552

first attempt without watching course

Anonymous No. 987554

well, not really my first attempt, i think this is the 4th attempt, doesn't look good compare to my first, 2nd, and 3rd attempt, but it's been a while since the last time i sculpt

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Anonymous No. 987562

its very nice. pleasing appearance and proportions. id just grab this area around the mouth and pull it out a bit. anime girls are cats and have muzzles.