๐งต Anime General
Anonymous at Mon, 26 Aug 2024 03:43:36 UTC No. 992867
Previous thread >>986003
Discuss and post anime styles in 3d. From figurines to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimet
https://www.youtube.com/@fusako3d
https://www.youtube.com/@user-pp2os
https://www.youtube.com/@ShionMgr
Anonymous at Mon, 26 Aug 2024 03:45:09 UTC No. 992871
Oh thank god you bastards are still alive
Anonymous at Mon, 26 Aug 2024 03:45:12 UTC No. 992872
>>992867
Any benefits in using ZBrush for Anime? Since you aren't hitting ultra high poly numbers and such. Is it just a more pleasant experience than Blender?
Anonymous at Mon, 26 Aug 2024 03:46:42 UTC No. 992878
>>992872
the only good thing from zbrush is zremesher
Anonymous at Mon, 26 Aug 2024 03:46:56 UTC No. 992880
>>992867
SAGGY
A
G
G
Y
Anonymous at Mon, 26 Aug 2024 04:03:43 UTC No. 992898
>>992867
good thread
Anonymous at Mon, 26 Aug 2024 04:04:34 UTC No. 992900
>>992867
my bad >>989333 is the real previous thread
Anonymous at Mon, 26 Aug 2024 04:15:23 UTC No. 992911
Thank you for your advice, I added more bunny stuff and slightly upped sat. Also switched to standard color management since I was on Agx. If you have any other design suggestions pls share before I bone her.
Anonymous at Mon, 26 Aug 2024 04:41:35 UTC No. 992940
>>992871
I know! My threadwatcher showed everything was gone and I didn't know what the fuck happened
Anonymous at Mon, 26 Aug 2024 05:52:59 UTC No. 992991
>>992880
As If thats a problem, fag.
Anonymous at Mon, 26 Aug 2024 07:21:34 UTC No. 993017
>>992911
i'll bone her myself
Anonymous at Mon, 26 Aug 2024 09:49:53 UTC No. 993054
>>992780
I like your folds
Anonymous at Mon, 26 Aug 2024 12:12:11 UTC No. 993083
>>992867
The only worthy thread in /3/
Anonymous at Tue, 27 Aug 2024 01:43:07 UTC No. 993255
>>993253
How do you create a character 360 rotation like this?
Anonymous at Tue, 27 Aug 2024 01:46:48 UTC No. 993257
>>993255
https://www.youtube.com/watch?v=6oX
It's very quick. Or if you don't want to rotate the model you can Add > Empty > Plain axes and rotate that instead.
Anonymous at Tue, 27 Aug 2024 09:12:09 UTC No. 993309
>>993253
looking better, i feel like its at a good point but if you were to go further:
~asymmetry, mainly in the hair
~where the mirror collides, all the textures form this V shape, pic rel
and Idk if its just me, but the hands look very small, but I could be wrong. anyways loving it so far
Anonymous at Wed, 28 Aug 2024 02:27:09 UTC No. 993428
>>993272
Looks really good!
>>993309
Thank you anon, very helpful.
Anonymous at Thu, 29 Aug 2024 00:04:46 UTC No. 993562
Anonymous at Thu, 29 Aug 2024 00:18:22 UTC No. 993564
>>993560
What's this, some kind of course? Probably can be summed up to "git gud".
Anonymous at Thu, 29 Aug 2024 00:31:19 UTC No. 993565
>>993560
How do you guys look at pros like this and don't immediately feel a deep sense of inadequacy at how trash and amateur your stuff looks? Because that's how I feel trying to follow any of these guides.
Anonymous at Thu, 29 Aug 2024 00:37:56 UTC No. 993566
>>993565
because those pros are actualy teams of pros who get to spend all day everyday practicing and crafting because it's their job, and they have programmers that can custom make tools for them.
Anonymous at Thu, 29 Aug 2024 00:40:55 UTC No. 993567
>>993565
If you feel a sense of inadequacy to this kind of thing then you're genuinely doing it wrong. get excited that there's others that are better than you and that you can work towards something.
Get better. Be happy there are others that want you to get better.
Anonymous at Thu, 29 Aug 2024 00:41:05 UTC No. 993568
>>993565
Use those feelings to fuel your desire to get better.
Anonymous at Thu, 29 Aug 2024 01:20:37 UTC No. 993573
>>993564
https://www.youtube.com/watch?v=7FH
Anonymous at Thu, 29 Aug 2024 01:33:43 UTC No. 993575
>>993560
i have it, but the file is encrypted, i need special program to open it, i need to login to use that program, recording program show black screen when i tried to record it
Anonymous at Thu, 29 Aug 2024 01:41:00 UTC No. 993578
>>993575
elite security
just record your monitor with your phone.
Anonymous at Thu, 29 Aug 2024 16:30:56 UTC No. 993637
>>993594
>>993560
>>993573
any idea if the whole thing is text to speech or is it just the video?
Anonymous at Thu, 29 Aug 2024 19:28:31 UTC No. 993651
>>993565
You always have more to learn. Don't worry about how good other people are compared to you.
Anonymous at Thu, 29 Aug 2024 20:52:50 UTC No. 993664
>>993594
download does not work for me. maybe it is a temporary thing.
Anonymous at Thu, 29 Aug 2024 23:36:41 UTC No. 993684
>>993594
>>993664
i was a retard. i clicked on the text not the symbols. thanks for sharing.
Anonymous at Fri, 30 Aug 2024 08:57:50 UTC No. 993709
>>993637
the guy narrates in korean in the actual course
Anonymous at Fri, 30 Aug 2024 12:37:26 UTC No. 993721
maybe i should go back to 3d modelng next month
Anonymous at Fri, 30 Aug 2024 16:06:24 UTC No. 993729
>>993721
why not today?
Anonymous at Fri, 30 Aug 2024 16:38:06 UTC No. 993732
>>993729
my chakras align on 1st of every month
Anonymous at Sat, 31 Aug 2024 01:12:44 UTC No. 993761
>>993729
i always start something on monday or next month
Anonymous at Sat, 31 Aug 2024 04:50:24 UTC No. 993773
>>993560
>>993594
I'm too much of a bitch to pirate anything so I stick with blender.
Anywhere I can find good tutorials like that but for Blender? Including shading as well?
Anonymous at Sat, 31 Aug 2024 10:16:25 UTC No. 993789
Any good anime shaders for enviroment?
Anonymous at Sat, 31 Aug 2024 10:39:09 UTC No. 993790
>>993253
so good, i love this
Anonymous at Sat, 31 Aug 2024 12:13:09 UTC No. 993791
>>993788
Redo the apron or take it off, it brings down the level of the model
Anonymous at Sat, 31 Aug 2024 12:30:33 UTC No. 993794
>didn't what to make
guess i'll start 3d modeling on october
Anonymous at Sat, 31 Aug 2024 13:36:46 UTC No. 993795
>>993788
im not too sure but body proportions look off, but holy shit, I love the eyes. keep it up
Anonymous at Sat, 31 Aug 2024 16:29:00 UTC No. 993812
>>993788
Give the apron some love anon, its not at the level of the rest.
Other than that nice job
Anonymous at Sun, 1 Sep 2024 00:51:55 UTC No. 993859
How do you guys go about joining the hair with the head? I always have trouble with that gap between the face and the front bangs
Anonymous at Sun, 1 Sep 2024 01:46:47 UTC No. 993866
>>993859
i always try to make it look natural from every angle
Anonymous at Sun, 1 Sep 2024 09:54:29 UTC No. 993896
>>993573
>>993594
is this a good art style for an indie game?
I want to learn a 3d art style to make assets for my game. Ideally, it shouldn't take too much time to create the assets. I have no experience with this; I used synty assets for my previous games. I need help picking an art style so I can try to git gud. I have no prior experience.
Anonymous at Sun, 1 Sep 2024 10:12:51 UTC No. 993900
>>993560
uh... that might be me. i mentioned i had it some time ago. it's not really possible to share, or at least it would be very difficult to, since it's from coloso.
Anonymous at Sun, 1 Sep 2024 11:38:10 UTC No. 993915
>>993859
what's the context?
Anonymous at Sun, 1 Sep 2024 14:28:07 UTC No. 993937
>texture painting in blender be like
>make a .psd file with all your layers
>paint on it in krita
>constantly switch between blender and krita to see the results
Anonymous at Sun, 1 Sep 2024 15:08:51 UTC No. 993942
>>993859
You can just have floating geometry.
And you can put a base layer of hair over the scalp. If you duplicate a portion of the scalp and then solidify it, it will line up perfectly and make it impossible to see under the hair even with extreme camera angles or during animations.
Anonymous at Mon, 2 Sep 2024 03:20:40 UTC No. 994013
>>993896
a-ano ?
Anonymous at Mon, 2 Sep 2024 03:26:21 UTC No. 994014
>>993937
try this https://extensions.blender.org/add-
Anonymous at Mon, 2 Sep 2024 04:51:35 UTC No. 994020
>>993896
the anime style is as hard as you want it to be. It gets it's roots in exactly what you want. Low labor high efficiency output. Abstract designs are cheaper and easier to make. On the other hand, anime has evolved and there is plenty of high effort styles which are jaw dropping but require just as much time and skill as classical styles or photo realism.
Anonymous at Mon, 2 Sep 2024 07:48:19 UTC No. 994032
>>992872
>Is it just a more pleasant experience than Blender?
anything is more pleasant experience than using blender
>>993937
try https://www.adobe.com/products/subs
and find less memey 3d software
Anonymous at Mon, 2 Sep 2024 09:03:12 UTC No. 994037
>>992872
Zbrush is great if you're mostly sculpting, and not doing anything else
If I was only doing sculpts for 3D prints, I might use Zbrush
>>992878
The dev who made zremesher is selling it as an addon for other softwares, blender included https://exoside.com/
Anonymous at Mon, 2 Sep 2024 13:14:22 UTC No. 994051
>>993594
do you perhaps have a non telegram link?
maybe upload it to mega or cgp?
Anonymous at Mon, 2 Sep 2024 13:46:43 UTC No. 994054
>>994037
>sell
but where can i get it for free though
Anonymous at Mon, 2 Sep 2024 13:48:26 UTC No. 994055
https://www.twitch.tv/vora_01
startin
Anonymous at Mon, 2 Sep 2024 14:12:24 UTC No. 994059
>>994020
anon, do you mind sharing styles that are considered jaw-dropping so I can get my bearing?
I want to understand what styles are are within my scope as a solo dev and a nub at art. I have to make the characters and the environment, so it can't take too much time or I'll never finish it.
One of the coloso courses had something like this as the final result.
Anonymous at Mon, 2 Sep 2024 14:20:07 UTC No. 994060
>>994059
and this >>993594 creates pic rel in the final project. How much time would it take to get to this level and how long would it take to create assets like this once you get a hang of it? A rough estimation would be incredibly helpful.
Anonymous at Mon, 2 Sep 2024 16:51:43 UTC No. 994066
>>994060
>how long would it take to create assets
genshin puts out a new region and every year with a couple thousand people, convert that to whatever youยดre trying to make
Anonymous at Mon, 2 Sep 2024 17:37:27 UTC No. 994067
>>993900
Oh? Is there an issue with coloso?
Courseanon posted lots of coloso courses like 2-3 threads ago, maybe he pirated them in a special way.
Anyway, what do you think of that course? Is it worth the hype?
Many hyped courses are meh at best.
Anonymous at Tue, 3 Sep 2024 00:14:51 UTC No. 994113
>>994066
>How long does it take?
>Several thousand man years
Anonymous at Tue, 3 Sep 2024 04:33:16 UTC No. 994123
>>994060
fuck this looks so good brb downloading vid
Anonymous at Tue, 3 Sep 2024 12:55:10 UTC No. 994149
>>994067
https://x.com/kuro_bong/media
you can check his work
Anonymous at Tue, 3 Sep 2024 16:13:45 UTC No. 994161
The left is the tutorial i am following, the center and right are my mesh.
His mesh is all smooth while mine gets blocky in from the middle of the arms to the waist.
Same subdivision numbers, same viewer, (almost) same topology.
I am mimicking everything he does.
I wonder what am i doing wrong.
Anonymous at Tue, 3 Sep 2024 16:20:40 UTC No. 994162
>>994161
>Right click
>Shade Smooth
Anonymous at Tue, 3 Sep 2024 16:38:23 UTC No. 994164
>>994162
I expected this to be the case.
The tutorial doesn't show any shade smoothing being applied at this point so i thought there would be a topology error going on, or wrong normal (i recalculated normals several times) or an unchecked option i was missing that wasn't a shade smoothing.
Anyway, thanks anon.
Anonymous at Tue, 3 Sep 2024 22:46:51 UTC No. 994206
Are there any anatomy books you recommend? I am aware that the stylized anime style body can be different from the real one in many ways, but I want to get a sense of how the real body works before jumping into the anime style. Am I overcomplicating myself or do I jump straight to anime modeling with references?
Anonymous at Tue, 3 Sep 2024 22:57:00 UTC No. 994207
>>994206
For the purposes of 3D, I think the most direct path would be to learn to draw anime bodies in 2D, instead of learning real anatomy in either 2D or 3D. Learning to draw an anime style in 2D is basically needed to develop the eye to create really good 3D anime-style models, imo.
Realistic anatomy is useful as well, especially for more less stylized designs, but a foundation in drawing is more important for this specifically imo.
Anonymous at Tue, 3 Sep 2024 23:38:20 UTC No. 994209
>>994206
Anatomy for Sculptors by Uldis Zarins is the classic reference for human bodies, it shouldn't be too hard to find a pdf
Anonymous at Wed, 4 Sep 2024 02:49:15 UTC No. 994228
Anonymous at Wed, 4 Sep 2024 03:43:49 UTC No. 994232
>>994206
>i will never be this good
i'm sad
Anonymous at Wed, 4 Sep 2024 06:31:13 UTC No. 994236
>>992867
How would you go about using Mordhau levels as scenes?
Anonymous at Wed, 4 Sep 2024 06:32:57 UTC No. 994238
>>994236
Mordhau, the game? uh, probably there's a tool to rip assets from old Unreal games out there.
Anonymous at Wed, 4 Sep 2024 06:46:51 UTC No. 994239
>>994238
Should I take it to Blender?
Anonymous at Wed, 4 Sep 2024 08:05:25 UTC No. 994243
>>994239
you shouldnt take anything to blender than the uninstall feature
little tip if you actually wanna make it
Anonymous at Wed, 4 Sep 2024 09:02:24 UTC No. 994248
>>994239
You can use what you want.
Anonymous at Wed, 4 Sep 2024 16:21:06 UTC No. 994283
>>994268
Hip topology is awful.
Anonymous at Wed, 4 Sep 2024 17:09:06 UTC No. 994302
Anonymous at Wed, 4 Sep 2024 17:52:29 UTC No. 994307
>>994302
>What's that mean?
It'll deform badly when animating. If you don't care about animation, you should just be sculpting instead.
Anonymous at Wed, 4 Sep 2024 18:10:46 UTC No. 994309
>>994232
don't be sad, because 3 out of 4 ain't bad
>>994307
What's the name for doing it right for animation?
Anonymous at Wed, 4 Sep 2024 18:34:06 UTC No. 994313
>>994309
If you want to learn topology it is very simple. You just study screenshots of wire frames of models you can already see look like how you want and move like how you want. Topology is very objective. Just copy what works, and in doing so you will learn the hows, whats, and whys.
Anonymous at Wed, 4 Sep 2024 19:15:46 UTC No. 994316
>>994232
One day you will. I feel like this often but I know itโs because I just havenโt put in the time for it yet. Youโll get there fren. Just keep modeling when you can
Anonymous at Thu, 5 Sep 2024 02:10:13 UTC No. 994347
>>994343
Vroid is anime pose character and limited customization. If you want to go pass the limits you gotta learn MMD.
Anonymous at Thu, 5 Sep 2024 02:41:39 UTC No. 994351
praise be she is no longer bald
>>994346
it's not that bad you just have to go for it. go vertex by vertex if you have to. corrective bones are the best and make hips significantly less shitty once you get the hang of it. pretty sure there's some great youtube vids for it too. or just do rigify and be done with it.
Anonymous at Thu, 5 Sep 2024 06:32:11 UTC No. 994364
>>994343
tons: mmd, honey select, koikatsu, custom maid, others i'm forgetting. there's generals on /h/
Anonymous at Thu, 5 Sep 2024 14:37:45 UTC No. 994382
What's a good website for selling anime figure STLs for 3D printing?
My brother is telling me I should sell some of my sculpts and I'm not too opposed to the idea, that resin isn't cheap
I only know Cults3D
Anonymous at Thu, 5 Sep 2024 17:13:16 UTC No. 994389
>>994382
Boyo you're giving your money to some middle man with a fancy machine and 0 creativity. Hook up with a printer chad on a personal level and make a real deal. You're setting yourself up to sell 100 hours of work for tens of cents
Anonymous at Thu, 5 Sep 2024 20:09:28 UTC No. 994400
>>994343
Designdoll. It's also outright better than DAZ in the level of control you have over it, and can even export meshes out.
Sure you gotta retopo after but it's alot easier to work with in the end.
Anonymous at Fri, 6 Sep 2024 03:20:28 UTC No. 994432
>>994313
So there are literally no words for doing it right?
Anonymous at Fri, 6 Sep 2024 05:03:26 UTC No. 994439
>>994432
it's "good topology"
Anonymous at Fri, 6 Sep 2024 05:46:17 UTC No. 994441
>>994432
https://topologyguides.com/
might help, idk, i bookmark the web but never bother to read it since i know what good topology is
Anonymous at Fri, 6 Sep 2024 13:13:15 UTC No. 994457
god i fogot how annoying it is to make anime hair
Anonymous at Fri, 6 Sep 2024 13:15:15 UTC No. 994458
>>994457
Just sculpt it bro
Anonymous at Fri, 6 Sep 2024 17:31:56 UTC No. 994479
>>994460
Hey, it's really not that bad, of course with practice you will continue to improve.
Anonymous at Sat, 7 Sep 2024 17:07:51 UTC No. 994617
>>994059
Forget about that artsyle. Even a pro solo dev has to do simpler things, you cant spend a 3 weeks on modeling and texturing one single character.
Anonymous at Sun, 8 Sep 2024 17:09:07 UTC No. 994698
>>994617
2-3 weeks is usually the average turnaround time for a fully completed character model though?
Anonymous at Mon, 9 Sep 2024 06:06:41 UTC No. 994762
>>994562
Would you mind sharing how the mesh of the breasts looks like? I'm trying to add breasts to a model of mine and I'm having trouble making them so big they can be seen from behind
Anonymous at Mon, 9 Sep 2024 06:47:17 UTC No. 994769
>>994764
There's no way that's a good mesh.
Anonymous at Mon, 9 Sep 2024 06:48:07 UTC No. 994770
>>994769
how so?
Anonymous at Mon, 9 Sep 2024 07:26:14 UTC No. 994774
>>994770
You're supposed to loop back, not have everything intersecting. You will want to hide e-poles and n-poles. like underneath.
Anonymous at Mon, 9 Sep 2024 09:58:53 UTC No. 994785
>>994774
never heard of e-poles and n-poles, but I find the mesh deforms well. Anyway, that's just how i do it, if you can make a fixed version, I'll be happy to see it
Anonymous at Mon, 9 Sep 2024 16:35:47 UTC No. 994815
>>994794
Do you use a base mesh for this? Ive seen that body so many times already
Anonymous at Mon, 9 Sep 2024 19:17:43 UTC No. 994828
>>994815
He draws this exact bodytype all the time too. it's just what he likes.
Anonymous at Mon, 9 Sep 2024 20:47:25 UTC No. 994835
>>994828
To be fair last time I drew such a body gotta be at least a couple months ago.
The model ought to be a "remake" of a older model.
>>994815
No, everything's from scratch, my autism wouldn't allow me to take the easy route.
Do tell where you have seen that body before tho.
Anonymous at Mon, 9 Sep 2024 22:01:33 UTC No. 994838
>>994785
Do this, it should be easy:
https://youtu.be/GRakaemszL0?t=188
Ignore his keystrokes, it's Maya, you will have to use Blender keystrokes, obviously. Ignore the rest of the tutorial, it's about retopology, for games, using Maya.
Anonymous at Mon, 9 Sep 2024 22:05:38 UTC No. 994839
>>994838
ie you need to add one loop to do this, and get quads.
Anonymous at Tue, 10 Sep 2024 00:35:37 UTC No. 994848
she is ready for uv now i think
been experimenting with krita lately, I think I will use that for texturing instead of blender's tools but we'll see. definitely gonna use it for her face at least, i want to use drivers to be able to get several expressions
Anonymous at Tue, 10 Sep 2024 03:32:22 UTC No. 994862
>>994848
are those shirt pockets?
Anonymous at Tue, 10 Sep 2024 04:24:50 UTC No. 994871
>>994838
I watched it, but he never said why. I can only guess that it is for better UVs. would you know?
Anonymous at Tue, 10 Sep 2024 12:07:54 UTC No. 994889
>>994871
It's for painting, and deformation, I believe. But look how easy it is in your case. You need one more loop intersecting, I think, then you are like 8 clicks away. Obviously save before trying.
Anonymous at Tue, 10 Sep 2024 17:59:13 UTC No. 994920
>>994848
All that detail on the suit could be a texture
Anonymous at Wed, 11 Sep 2024 00:00:51 UTC No. 994950
>>994815
he only knows how to make that one body
Anonymous at Wed, 11 Sep 2024 00:16:01 UTC No. 994951
>>994950
stop hating bitch
Anonymous at Wed, 11 Sep 2024 00:25:19 UTC No. 994952
>>994950
I was asking because I've seen a lot of animators using something really similar on the part of the internet I work on.
Anonymous at Wed, 11 Sep 2024 00:59:01 UTC No. 994955
>>994920
want to be able to rig and move it
Anonymous at Wed, 11 Sep 2024 04:47:15 UTC No. 994970
>>994965
lol
made me smile
Anonymous at Wed, 11 Sep 2024 05:54:24 UTC No. 994973
>>994952
Do you mean sfm kitbashing?
Anonymous at Wed, 11 Sep 2024 06:31:38 UTC No. 994975
>>994972
Damn dude, is this model available somewhere? I kinda wanna dig into that hair
Anonymous at Wed, 11 Sep 2024 06:50:46 UTC No. 994976
>>994975
Sorry it's only available on gumroad. If you look for Chiusan you can find it.
Anonymous at Wed, 11 Sep 2024 06:57:45 UTC No. 994977
>>994972
>same body, just move squash some limbs shorter and shrink the tits
woaw
Anonymous at Wed, 11 Sep 2024 07:00:40 UTC No. 994979
>>994977
don't tell this man what proportions are, it might break him
Anonymous at Wed, 11 Sep 2024 11:40:23 UTC No. 994996
Anonymous at Wed, 11 Sep 2024 11:43:33 UTC No. 994997
>>994996
Ssh, you'll blow their cover
Anonymous at Wed, 11 Sep 2024 11:49:30 UTC No. 994999
>>994996
Glowy bits are sexy
Anonymous at Wed, 11 Sep 2024 15:58:57 UTC No. 995010
>>994973
Yes, not sfm but something like that, 3d animation for coomers.
I don't work on that, I make lewd anime sculptures but buyers overlap more than you think.
>>994972
Exactly, the body is the same, I wasn't talking about the shortstack proportions, I've seen that midriff sculpture in so many posts.
Anonymous at Wed, 11 Sep 2024 16:04:58 UTC No. 995012
>>995010
Everyone's in fucking love with this one body type with this hourglass toned abdominals. Some times there's fat but the fat is like magically shaped like muscles.
What needs to be figured out:
>What is the care of the design that people want to see that needs to be consistent
>What can and should be different in each design so that they are distinctly unique without losing that razzmatazz everyone likes
Anonymous at Thu, 12 Sep 2024 00:12:53 UTC No. 995053
>>995052
I want to suck on her tits
forever
Anonymous at Thu, 12 Sep 2024 21:36:34 UTC No. 995113
>Following a tutorial on modeling a 3d anime girl.
>Dude does a change and 5 seconds later presses ctrl+Z to undo it.
>Repeats this a lot during the video, sometimes does a change and immediately undoes it.
>Casually turns off and on proportional editing and some subdivision surface settings, have to pay VERY close attention.
>Obsesses for about 30 minutes "fixing" the butt and chest, even if they look fine.
>Constantly goes back to keep "fixing" the butt and chest after modeling the arms and other body parts.
I am learning a lot of stuff, but god damn it's so fucking annoying to follow steps how when he is constantly undoing changes, i got a headache after 1 hour of this nonsense.
Also, i suspect this guy might be a coomer that forgot he was making a modeling videocourse.
Anonymous at Thu, 12 Sep 2024 21:39:37 UTC No. 995114
>>995113
The biggest coomers make the most detailed boobs and butts
Anonymous at Thu, 12 Sep 2024 21:52:26 UTC No. 995118
>>995114
>The biggest coomers make the most detailed boobs and butts
Fair point, but it's hard to learn anything useful of 30 mins of a guy moving a vertex here and a side there without knowing the logic behind it.
Anonymous at Thu, 12 Sep 2024 22:45:52 UTC No. 995123
>>995118
>the logic behind it
It's just looking at the model from every angle and fixing every little problem you see.
Anonymous at Fri, 13 Sep 2024 07:44:28 UTC No. 995144
>>995056
What kinda constraints do you need to make the boobs jiggle?
Anonymous at Fri, 13 Sep 2024 07:47:50 UTC No. 995145
>>995144
I use https://github.com/shteeve3d/blende
ive used a few jiggle bone addons and this one is the best one so far
Anonymous at Fri, 13 Sep 2024 16:40:44 UTC No. 995182
do you lads use mostly poly modeling or sculpting when doing anime bodies/heads?
Anonymous at Fri, 13 Sep 2024 16:44:44 UTC No. 995184
>>995159
what an awful shader
Anonymous at Fri, 13 Sep 2024 17:50:59 UTC No. 995193
>>995182
poly modelling. I keep trying to do it sculpting as much from scratch as possible, but I still think i am at my fastest and best when I do 80-90% of the modelling polygonally and just do details for the normal map sculpting.
Anonymous at Fri, 13 Sep 2024 21:25:19 UTC No. 995207
>>995193
Second one looks great
Anonymous at Sat, 14 Sep 2024 01:47:58 UTC No. 995221
>>995219
>he thinks he's done
wheres the cervix? where the reversed normals interior geometry for x-rays?
Anonymous at Sat, 14 Sep 2024 01:50:41 UTC No. 995223
>>995219
>open anus
um
Anonymous at Sat, 14 Sep 2024 01:51:57 UTC No. 995225
>>995193
something's wrong with the mouth.
Anonymous at Sat, 14 Sep 2024 06:46:19 UTC No. 995233
>>995231
I feel your pain, cutting and keying is like doing office paperwork, long, draining and only tangentially related to your main skill
Also do you have a masking liquid/tape allergy? The sleeves and shoes? Three layers for the shirt? The bag straps and lock?
Maybe I'm unexperienced in the way of life but I personally wouldn't have cut it that much since it's 3D printed and not cast
Looking real great though
Anonymous at Sat, 14 Sep 2024 10:32:31 UTC No. 995237
>>995233
Probably for the ease of painting
Anonymous at Sat, 14 Sep 2024 13:06:59 UTC No. 995242
>>995219
Do you use a blend shape/shape key for the anus?
๐๏ธ Anonymous at Sat, 14 Sep 2024 13:33:12 UTC No. 995244
>>995233
Thank you anon. In addition to this >>995242, this one will be cast to be a garage kit, if it was just for 3D printing I would cut a lot less like you said
Anonymous at Sat, 14 Sep 2024 13:36:16 UTC No. 995245
>>995233
Thank you anon. In addition to this >>995237, this one will be cast to be a garage kit, if it was just for 3D printing I would cut a lot less like you said
Anonymous at Sat, 14 Sep 2024 16:19:51 UTC No. 995256
>>995231
very cool
Anonymous at Sat, 14 Sep 2024 20:46:31 UTC No. 995275
>>995274
Those are some really cute chibis on the left and right pictures
Anonymous at Sat, 14 Sep 2024 21:03:32 UTC No. 995279
>>995274
I wish I had talent.
Anonymous at Sat, 14 Sep 2024 21:17:09 UTC No. 995281
>>995279
stfu nigger
Anonymous at Sat, 14 Sep 2024 21:24:03 UTC No. 995282
>>995274
I think he could have made those "after entering the school" models on day 1, I don't think that means much
I've noticed that the quality of a model is directly affected by the amount of time I pour into it, call me a genius or something
Anonymous at Sat, 14 Sep 2024 23:20:13 UTC No. 995286
>>995118
Yeah, a lot of tutorials are made by folks who don't understand the tutorial side of things, and can't be assed to edit.
Anonymous at Sat, 14 Sep 2024 23:26:09 UTC No. 995287
>>995281
Rude nigger.
Anonymous at Sun, 15 Sep 2024 02:16:07 UTC No. 995300
>>995296
lmao nice
Anonymous at Sun, 15 Sep 2024 13:13:11 UTC No. 995327
>>995296
Me irl
Anonymous at Sun, 15 Sep 2024 16:02:16 UTC No. 995341
>>995274
i've never believed people who post shit like this. because I've done the same in different mediums to bait responses and a ton of people have previously gotten exposed for the same. Is it possible that some chink is just that good and improved that much in 4 months? Absolutely. But is it more likely that they have a lot more experience than they let on and are farming engagement? Occam's razor says yes.
Anonymous at Sun, 15 Sep 2024 19:48:26 UTC No. 995366
>>995341
it's also possible that he was given a pile of premade assets to work with in school and he's just showing an in class project.
Anonymous at Sun, 15 Sep 2024 23:24:01 UTC No. 995385
>>995274
What school?
Anonymous at Mon, 16 Sep 2024 00:14:02 UTC No. 995389
I've been stuck for a few days now trying to figure out how to make a piece of clothing stick to my armature while animating, something like the overcoat in this video (warning: it's not nsfw but it's insanely lewd and you might blush)
https://files.catbox.moe/qnzdwo.web
The parts that matter, like the sleeves of the overcoat, move when the arms move and I can't for the life of me figure out how to achieve that for my own model. I tried enabling collision on my body mesh and cloth simulation on my shirt mesh and that works fine for prototyping, I could get it to stick to my T-pose but as soon as I move the arms the shirt doesn't follow and it's driving me insane
I'm a very VERY new beginner btw, I started doing 3d stuff for fun a bit more than a week ago so if there is an obvious solution to this, chances are I haven't even seen it
And I apologize if this isn't the right thread to ask this, I was initially inspired by anime models in the first place so I thought I'd ask here
Anonymous at Mon, 16 Sep 2024 01:10:01 UTC No. 995398
>>995368
i had an idea for a rogue like where youre basically a Link knock off customizeable, but you also had an im companion, modular midna knockoffs. and you could customize her, level up, and ofcourse fuck.
Anonymous at Mon, 16 Sep 2024 01:13:23 UTC No. 995399
>>995389
yes, it's a every easy problem to solve, but I would recommend "The Art of Effective Rigging 2" (some anon posts a rip of it on some board in /3/, cant be too hard to find). It is easier to learn how armature works as a whole than just getting band-aid knowledge. but this is how it would be set up, and also I believe the word you are looking for is weight painting
Anonymous at Mon, 16 Sep 2024 01:46:47 UTC No. 995404
>>995399
Do I really have to do that to my entire shirt mesh or just the little part of it that dangles? or am I just not thinking about this correctly? this is such a small thing and it's frying my brain so bad...
Anonymous at Mon, 16 Sep 2024 01:50:17 UTC No. 995405
>>995404
if you want it to sway yes, if not no. you could probs parent the whole thing to one jiggle bone if accuracy isn't an issue for you
Anonymous at Mon, 16 Sep 2024 02:00:46 UTC No. 995408
>>995405
>you could probs parent the whole thing to one jiggle bone if accuracy isn't an issue for you
Oh man how come I didn't think of this, that's such a simple solution it's genius
So, if I wanted to settle for a middle of the road solution in which I don't rig the entire shirt but still add some form of jiggle, I could rig the shirt to the bone that also controls the body (which is rigid and doesn't jiggle) and then add jiggle bones to the parts of the shirt that sway, no? and then just weight-paint the shirt accordingly
I think that's a good middle ground between both approaches
Anonymous at Mon, 16 Sep 2024 02:05:39 UTC No. 995410
>>995404
>do i gotta do that for EVERY part?.welcome to 3d modelling
Anonymous at Mon, 16 Sep 2024 02:06:35 UTC No. 995412
>>995384
why did this never take off? and are there any alternatives?
Anonymous at Mon, 16 Sep 2024 02:06:41 UTC No. 995413
addons will only get you so far. rigging is one of those things where you don't need to be good at it until you do, and you'll regret not having at least a basic understanding of it.
Anonymous at Mon, 16 Sep 2024 02:11:46 UTC No. 995414
>>995409
Oh that's absolutely beautiful! I will definitely try it like this
I thank you greatly for having helped me figure this out
Anonymous at Mon, 16 Sep 2024 02:20:10 UTC No. 995418
>>995416
Cris?
Anonymous at Mon, 16 Sep 2024 02:24:41 UTC No. 995419
>>995418
the tldr is: Cris is a user that has been posting on /3/ for like 10 years and has made very little to no improvement and always takes shortcuts
Anonymous at Mon, 16 Sep 2024 02:26:00 UTC No. 995420
we all have a little bit of cris in us.
Anonymous at Mon, 16 Sep 2024 08:28:24 UTC No. 995436
>>995435
ponytails are easy, you can do it, look at your reference a bit more
Anonymous at Tue, 17 Sep 2024 15:53:37 UTC No. 995556
Does anybody know what the white bars are called or some examples of it, I remember them being from an anime magazine or something.
>>995530
Are you gonna add a hair tie? And as always look'in good
Anonymous at Tue, 17 Sep 2024 18:28:54 UTC No. 995577
>>993575
you got scammed you idiot
>>994060
to create that exact piece by following the course 10x times the duration of the course, to be able to create something original like that from scratch after completing the course like 40x times the duration of the course
Anonymous at Wed, 18 Sep 2024 02:59:33 UTC No. 995642
>>995641
>7
damn
Anonymous at Wed, 18 Sep 2024 03:02:50 UTC No. 995643
>>995642
whops i'm retarded
Anonymous at Wed, 18 Sep 2024 03:26:20 UTC No. 995649
>>992867
https://www.youtube.com/@kurukuma
timelapse channel
Anonymous at Wed, 18 Sep 2024 07:33:13 UTC No. 995666
>>992867
https://www.youtube.com/@menglow212
Anonymous at Wed, 18 Sep 2024 08:13:57 UTC No. 995667
>>995562
i see you 3dguy. i recognise your steady hand.
Anonymous at Wed, 18 Sep 2024 08:15:45 UTC No. 995668
>>993594
is Telegram safe ?
Anonymous at Wed, 18 Sep 2024 08:16:55 UTC No. 995670
>>995668
nothing is safe
Anonymous at Wed, 18 Sep 2024 10:09:30 UTC No. 995675
>>995667
I do have a steady hand, tho you might mistake me for another anon
Anonymous at Wed, 18 Sep 2024 10:27:19 UTC No. 995676
>>995665
Just define the seams, and use automatic unfolding in Maya or similar tools. That is all the UV unwrapping you'll ever need for 90% of cases. At worst you'll need to do some minor tuning to fix minor issues. Shouldn't take more than a workday at most.
Anonymous at Wed, 18 Sep 2024 16:12:10 UTC No. 995705
>>995676
People only think UV unwrapping is hell because they use blender.
Anonymous at Wed, 18 Sep 2024 16:22:35 UTC No. 995707
>>995705
Is UV unwrapping much faster in Maya? I don't find it particularly bad in Blender if your topology is good desu.
Anonymous at Wed, 18 Sep 2024 16:38:10 UTC No. 995709
>>995676
>it takes eight hours to mark seams in maya
lol back into the filter your software goes
Anonymous at Wed, 18 Sep 2024 16:51:33 UTC No. 995710
>>995707
You can get pretty good UVs in less than an hour, if you know what you're doing.
>>995709
key words here being "more than". As in if you need to do more comprehensive manual tuning after the automatic unfolding for whatever reason. Usually you'll be fine with just the automation, and manually re-arrangin the shell layout to your liking, if you're not happy with the auto-layout results, which you often probably won't be.
Anonymous at Wed, 18 Sep 2024 21:25:28 UTC No. 995720
>>995710
you can get pretty good UVs in a couple seconds of you lower your expectations.
i use UV master built into Zbrush and just...accept it.
Anonymous at Wed, 18 Sep 2024 21:54:12 UTC No. 995722
>>995720
You usually want to at least set up decent seams , since those can cause issues with stuff like normals/displacement if it's in a too obvious place, and to make sure the polygon shells have a similar texel density, unless you can hide the seams well. Of course, if you're doing UDIMs on an organic model, you're going to end up with seams everywhere, no matter how you place them. But there's still benefits on at least some planning. The rest doesn't matter much, as long as you're painting your textures directly on your model. Although it's of course useful to have them make some sense, so you can do quick edits in a lighter weight painting program, instead of needing to do it in a 3d painter.
Anonymous at Wed, 18 Sep 2024 22:50:14 UTC No. 995726
>>995632
why are you making teens, anon? Is there something you want to confess to us?
Anonymous at Thu, 19 Sep 2024 01:30:04 UTC No. 995738
I am following the first wandah course and there is a thing I don't understand... why is it important to mirror and weld when closing holes? why does the topology of the filled hole matter? sorry for dumb
Anonymous at Thu, 19 Sep 2024 01:45:39 UTC No. 995741
>>995726
personal preference
Anonymous at Thu, 19 Sep 2024 07:30:02 UTC No. 995755
>>995735
What's the root bone for?
Anonymous at Thu, 19 Sep 2024 08:07:13 UTC No. 995756
>>995755
just look it up if you're gonna ask that type of stuff
Anonymous at Thu, 19 Sep 2024 11:40:35 UTC No. 995764
>>995755
rigging bros...
Anonymous at Thu, 19 Sep 2024 12:09:52 UTC No. 995767
>>995755
basic explanation is that everything is parented to the root bone, or parented to a bone that's parented to the root bone. it controls the entire rig. convenient for the animator for easy repositioning and also if you want more complex rigging mechanisms you need a root bone to make them work properly. ik parent switching comes to mind
Anonymous at Thu, 19 Sep 2024 12:18:49 UTC No. 995768
>>995767
what's IK parent?
Anonymous at Thu, 19 Sep 2024 12:24:44 UTC No. 995769
>>995755
It's the bone that all other bones are parented to that serves to move your character around. On a humanoid by default this will become your pelvis since all bones in the human body radiate out from the pelvis, up the spine out the arms up the neck and down the legs.
It's however useful to not let the pelvis be the root bone but parent everything to a dedicated
bone outside the skeleton to serve as your root.
This way you can animate the transform of the pelvis relative to something that can easily be positioned.
If there is no dedicated root bone and you animate a character doing a loop of something you always have to fiddle and figure out what the exact offset from the surface needs to be for your character to perform your loop while standing somewhere in the world other than where you animated it.
With a dedicated rootbone that say coincide with where your ground-plane is supposed to be you just place root on the surface of your scene
your character is supposed to perform the action relative to.
Anonymous at Thu, 19 Sep 2024 14:09:41 UTC No. 995773
>>995767
>>995769
Ooohh I see, so that solves the hip problem of my rigs
Thank you!
Anonymous at Thu, 19 Sep 2024 16:28:39 UTC No. 995785
first attempt at sculpt retopoing since i followed branยดs tutorial ages ago. will probably redo the retopo again, i kinda half assed it by the end with the excuse of it being a low poly base for vidya
Anonymous at Thu, 19 Sep 2024 16:53:23 UTC No. 995787
How do you learn how to sculpt anime models? I'm looking to get started but no idea where to learn. I'm pretty familiar with Blender but only object modelling.
Anonymous at Thu, 19 Sep 2024 17:27:27 UTC No. 995793
>>993560
bump
Anonymous at Thu, 19 Sep 2024 17:52:24 UTC No. 995800
>>995785
I like it
Anonymous at Thu, 19 Sep 2024 17:55:21 UTC No. 995803
>>995787
Well are you at
>How do I sculpt...anything?
or
>I can sculpt but how do I do anime?
If the ladder then It seems to be about very broad curves with almost no surface detail. Way more emphasis on the silhouette. You want to see that nose from the side, but it should essentially disappear in the front. That or compromise and go with a more realistic style.
Anonymous at Thu, 19 Sep 2024 18:05:44 UTC No. 995806
>>995787
look into regular sculpting for the body and just do poly modelling for the face. anime faces donยดt have that much detail and youยดll probably fake most of it by modifying normals anyways
Anonymous at Thu, 19 Sep 2024 18:08:33 UTC No. 995807
>>995768
you want your character to do a sweat 369 jumping sword slash and then drop and do 20 push ups with their hands planted on the ground.
a sword swing looks best when animated using forward kinematics. when you animate each bone from parent to child.
the pushups with the hands stationary while the body moves looks best using inverse kinematics. you animate the hand to stay in one place and a tool calculates how the arm bones should rotate to keep it there, child to parent.
a good rig will let you switch between these 2 opposite ways of animating in an easy way.
Anonymous at Thu, 19 Sep 2024 23:04:25 UTC No. 995836
>>995807
thats fk/ik switching
was referring to ik parenting. like changing the parent from the root to the another bone if the hand is touching the head or hips or chest or something like that. or parenting it to a prop or something.
>>995785
bruh what da helllllll woah my gaaaawd no wayayayayay
Anonymous at Thu, 19 Sep 2024 23:11:07 UTC No. 995837
>>995787
All your gurus learned from AI translated blender anime books on zlibrary.
Anonymous at Thu, 19 Sep 2024 23:32:46 UTC No. 995839
>>995785
can you make the breasts bigger please
Anonymous at Fri, 20 Sep 2024 01:03:02 UTC No. 995847
Anons I need guidance; I'm trying to figure out how to sell my Garage kits of copyrighted characters. I'm new to the anime figure (or general character figure) market scene. I've seen Japanese people sell their garage kits of licensed characters in yahoo auction etc. but I don't know how to sell my stuff as a filthy gaijin.
I initially thought of just doing it the old way by setting up an artist alley but its figurines which are more expensive than picture prints so I don't know if people will bother buying it.
If there's anons there that have experience or know something about artist alleys help would be appreciated thanks
>>995787
Sculpting anime figures is different from modeling 3dcg anime characters for animation. There's different nuances to it, a good video to start is here:
https://www.youtube.com/watch?v=Pjd
But like doing anything, just start somewhere. Make a character you want, then evaluate on what looks 'wrong', look up tutorials, rinse and repeat. I sometimes make light hearted jokes on my crappy art so I don't put myself in an art freeze/procrastinate etc.
Anonymous at Sat, 21 Sep 2024 01:49:09 UTC No. 995956
>>995876
wow thanks a lot
Anonymous at Sat, 21 Sep 2024 02:29:32 UTC No. 995958
i ended up deciding against using corrective bones for the skirt and will just use a shapekey for when I want her to sit and put on the properties bone with a driver. skirt still has its own bones though if I ever want to give it some extra motion.
Anonymous at Sat, 21 Sep 2024 16:05:17 UTC No. 996028
>>995958
The model looks good, but her hands are really small
>>995949
The glasses don't really fit on the design anon
Anonymous at Sat, 21 Sep 2024 16:45:18 UTC No. 996032
>>995958
they are worse than you think they are. im considering just changing them into rounded off nubs like in the show
Anonymous at Sat, 21 Sep 2024 16:47:21 UTC No. 996033
>>996028
You think so? Hmm
Anonymous at Sat, 21 Sep 2024 16:48:40 UTC No. 996034
Anonymous at Sat, 21 Sep 2024 16:57:25 UTC No. 996036
>>995950
great. so im gonna get vertigo plapping her pooper?
Anonymous at Sun, 22 Sep 2024 01:04:12 UTC No. 996085
>>995847
>I don't know how to sell my stuff as a filthy gaijin.
Unless your stuff is good enough that filthy rich owners of the IP's you're looking to profit from don't think being associated with you will risk a 0.000000001% drop in the value of that IP, you are not gonna get licensed.
If you wanted to try, though? Fucking ask. Email the companies who own these IP's and ask what the score is. Your biggest hurdle might be that the toy merchandising rights are already signed away to Bandai or whoever, in which case you may have to beg Bandai to share their pie with you. If you can express that you're a total nobody smalltimer looking to do limited runs because you don't have a factory that can pump out product and are just one guy in a garage, you might get somewhere.
But honestly? You'd probably be better of just selling unlicensed bootlegs on etsy or cults3d like everyone else is.
Anonymous at Sun, 22 Sep 2024 01:12:18 UTC No. 996086
>>996032
Just scale them up? It's not hard. Especially since you're doing low poly. You can weasily make 5 blocky fingers with joints. Or just make mitts like many old games use to. But more importantly, just make them bigger.
Anonymous at Sun, 22 Sep 2024 02:43:46 UTC No. 996092
>>996089
You don't have to rig the hands
Think about it, will rigging the hands elevate the quality of your model to the next level? maybe it will increase it a lil bit but in the big scheme of things there are much more important aspects you could be improving
Anonymous at Sun, 22 Sep 2024 02:58:22 UTC No. 996094
>>996092
>You don't have to rig the hands
nigga what? i want to animate this shit. how the fuck am I gonna accomplish that without rigging the hands? even if they are mittens or nubs they still need to be rigged in some way
Anonymous at Sun, 22 Sep 2024 03:01:34 UTC No. 996095
>>996094
Is it necessary for all the fingers to move? or is it enough with just the hand?
Anonymous at Sun, 22 Sep 2024 03:06:10 UTC No. 996096
>>996095
yeah, duh. you should just be reading my mind instead of asking dumb questions like this, nerd. needs to be able to grab and hold stuff. though maybe there would be some janky charm to not have it like that.
Anonymous at Sun, 22 Sep 2024 03:10:26 UTC No. 996097
>>996089
You can change them with minimal work if you know how. Here's how:
First, in *pose mode*, makes sure all the bones are in their resting position and rotation and scales. Then select the bones of the hand. Scale them up, the mesh should scale with them. Move bones as necessary to make them look good to their new scale. Assuming you have it all skinned like you said, then the mesh should move along with the bones.
Once the bones are scaled and moved to your liking, then select the mesh, go to the armature modifier and duplicate it. Disable the original for now. Apply the copy. Applying the armature makes the mesh permanently take the form you gave it when posed.
Now, go to the armature again, and in the viewport menu go to pose > apply > apply pose as rest pose.
If all went well, then the bones and the mesh should match perfectly. That's it.
Anonymous at Sun, 22 Sep 2024 06:00:08 UTC No. 996104
Thoughts on my anime boy elf head? I'm still really new to this, but I followed a couple guides for the topology.
I'm really not sure about the mouth. obviously it'll be stylized, but I don't know how good it'll look in motion, and with all the different morphs.
I don't know where to start on the hair yet. I'm looking for something long, rugged and messy with a lot of sharp angles. My only idea right now is to just do every strand by hand, and copy-paste and adjust for each of them.
Anonymous at Sun, 22 Sep 2024 06:08:37 UTC No. 996105
>>996104
Topology looks serviceable for motion. You probably won't have any problems there.
I suppose you want his face to have hard angles too? Hard to imagine him as a "boy". He looks gaunt.
Anonymous at Sun, 22 Sep 2024 06:14:35 UTC No. 996106
>>996105
I guess that's kind of intentional. I'm going to try and adapt this model for each point in his story. Most of it, he's going to be a zombie, but I should still make him look fully alive for this first iteration.
He's also supposed to be an adult, if that's what you meant by the quotes around "boy".
He might also look more lively with some eyes and a proper skin tone.
Anonymous at Sun, 22 Sep 2024 06:29:12 UTC No. 996107
>>996106
>He's also supposed to be an adult, if that's what you meant by the quotes around "boy".
I considered you might have meant a young man.
Let me know when you find a hair solution. I'm looking for one too. I've been topology maxing, and neglecting hair, aside from a few experiments. From what I've observed. It seems you can approach it a few different ways. 1, Do layers of flat mesh, using creases to get sharp edges along the tips. 2, create curves, and copy and paste them around where needed. 3, Give yourself over to Blender's mercy, and attempt to use their hair particle system. 4, Use Blenders newer hair curves system, which requires some nodes to set up. But really all you need to learn is how to set up their pre-made nodes. Which isn't any harder than learning how to use most other features.
This tutorial goes over the second method: https://www.youtube.com/watch?v=wu_
Which is probably the most beneficial to what you're going for. Once you have the curves set up, you can manipulate the to look all scraggly with relative ease.
Anonymous at Sun, 22 Sep 2024 14:56:29 UTC No. 996123
>>995847
you're already selling the STLs, right?
try asking on r/resinkits, they might have more insight when it comes to garage kits
Anonymous at Sun, 22 Sep 2024 17:00:04 UTC No. 996132
I wanna make a cute lowpoly anime girl! I hope i can make a pretty design for her~
making sure the limbs deform will be a challenge for me because I've never made a rigged character before QwQ
Anonymous at Sun, 22 Sep 2024 18:04:13 UTC No. 996135
>>996132
if thats your mesh it looks pretty much done. id have angled edge loops in the crotch area, but other than that this mesh would look fine with a good texture and the rright shader.
Anonymous at Mon, 23 Sep 2024 03:58:29 UTC No. 996173
>>996131
Is the knee topology backwards?
Anonymous at Mon, 23 Sep 2024 05:43:55 UTC No. 996176
>>996157
alright, lets see it then...
Anonymous at Mon, 23 Sep 2024 09:47:30 UTC No. 996189
>>996157
is picrel 3D?
Anonymous at Mon, 23 Sep 2024 09:52:49 UTC No. 996190
>>993788
eyes are to big and slanted uncanny, anime eyes are given but dont stress a stressed detail.
Anonymous at Mon, 23 Sep 2024 12:07:31 UTC No. 996195
>>996173
fug
Anonymous at Mon, 23 Sep 2024 22:52:26 UTC No. 996223
>>996219
left
Anonymous at Tue, 24 Sep 2024 00:43:02 UTC No. 996234
>>996195
ok the bad news is i don't feel like fixing this. the good news is it's not really noticeable with the toon shader. gonna remake the osaka model with higher poly at some point so I'll just try to remember to not fuck it up again
Anonymous at Tue, 24 Sep 2024 05:55:47 UTC No. 996265
>>996224
nta but i agree with him: the shorter legs looks better
Anonymous at Tue, 24 Sep 2024 13:54:23 UTC No. 996296
>>996219
First one looks better
Anonymous at Tue, 24 Sep 2024 15:06:20 UTC No. 996302
>>996265
>>996296
TY anons, I think the shorter legs is what I'll go with since y'all agree, I couldn't tell if I was being too perfectionist about it or not so I needed some more opinions
Anonymous at Tue, 24 Sep 2024 15:35:22 UTC No. 996314
>>993594
>telegram
lmao nice try glowie
Anonymous at Tue, 24 Sep 2024 23:35:07 UTC No. 996354
there was an issue with a shader but it is now fixed. forgot to finish the head control but once that's done its all finished. first time making and rigging a full character from start to finish, even if it's shit and has bad hands and backwards knee topology im still happy with it. thanks for the help bros, next one will be better :)
Anonymous at Tue, 24 Sep 2024 23:49:44 UTC No. 996356
>>996354
Zombie skin color and the face needs at least 3 times the amount of vertices.
Anonymous at Wed, 25 Sep 2024 02:14:00 UTC No. 996362
>>994562
The breasts shouldn't attach this high
Anonymous at Wed, 25 Sep 2024 02:40:30 UTC No. 996364
>>996363
There is no point if you aren't lining up your pixels to the reference anon....
Anonymous at Wed, 25 Sep 2024 04:35:21 UTC No. 996369
>>996364
i need to pick the color with color picker
Anonymous at Wed, 25 Sep 2024 08:36:03 UTC No. 996391
>>996390
Body is 10/10.
Face is the reason paper bags were invented.
Anonymous at Wed, 25 Sep 2024 16:04:24 UTC No. 996433
>>996390
you are VERY close
There are these 4 corners along the bottom of eyes. Align the width of the mouth to one of them. Very wide mouths tend to look more silly and narrower mouths more cute. Even though your ref is smiling wide her mouth is aligned with the second corner from the inside.
Anonymous at Wed, 25 Sep 2024 16:08:31 UTC No. 996434
>>996363
consider how in these super adorable anime faces that there's almost no details. That means the value of each detail is exploded out of proportion. Where this nose dot is has a huge impact on how we read the face. It is not hacky or wrong to actually trace your image planes in 3D. It is the normal procedure used by professionals.
Anonymous at Thu, 26 Sep 2024 02:24:26 UTC No. 996493
chichi v2
what is happening here? the base bone has a damped track constraint pointing at the end bone. so why doesn't it snap back like everything else? everything is symmetrized, etc etc. shits weird man. had similar issues before and it was usually a parenting issue but the parent/child hierarchy is identical on both sides. anyone have an idea?
I did fix it by creating a master bone that is the parent of the end bone and have the damped track point to the master bone instead. but would still like to figure out what happened if possible, it's very annoying.
Anonymous at Thu, 26 Sep 2024 14:38:31 UTC No. 996512
Finished my first body. It probably looks terrible, but sculpting it was really fun and didn't take that long, only 3 days whilst learning how to use zbrush using this tutorial >>993560
Anonymous at Thu, 26 Sep 2024 16:02:56 UTC No. 996514
does anyone here have this one?
https://www.artstation.com/marketpl
Anonymous at Thu, 26 Sep 2024 16:16:13 UTC No. 996517
>>996512
hmm yes i like it alot. she has some front-cunt (frunt) but over all very nice.
as i havent watched that tut just tell me the secret brush that smooths your shit after you add mass.
thats my problem. everyrhing i make in zbrish is lumpy. smoothing everything till its smoothbodten obliterates the shape i built up.
Anonymous at Thu, 26 Sep 2024 22:31:55 UTC No. 996534
>>996517
I am also starting, and not that guy, but I think the solution is to create the big masses with a low subdivision and then add more with details. The low subdivision makes it smooth
Anonymous at Thu, 26 Sep 2024 22:50:32 UTC No. 996535
>>996356
>Zombie skin color
i agree, how to fix? i color picked from a screenshot from the show and it still looks weird
Anonymous at Thu, 26 Sep 2024 23:35:49 UTC No. 996539
>>996535
for a start, go in Color Management setting and switch to Standard.
Anonymous at Thu, 26 Sep 2024 23:37:15 UTC No. 996540
>>996534
mmhmm i see. i always box model very heavily before going to sculpt. sounds like inshould just keep doing that. sculpting low poly doesnt seem to me to have any advantage to it.
Anonymous at Thu, 26 Sep 2024 23:44:55 UTC No. 996541
>>996539
already there
Anonymous at Thu, 26 Sep 2024 23:48:23 UTC No. 996542
>>996541
Good, then shifting the color value to be slightly more saturated and darker should work.
Mentioned the other thing because the default color management makes any color picking inaccurate, so that can cause issues.
The actual problem is probably that the windows background is very saturated and vibrant compared to the backgrounds used in the anime.
Anonymous at Fri, 27 Sep 2024 00:00:00 UTC No. 996545
>>996544
I'm not the initial anon, but that looks like a big improvement to me.
Anonymous at Fri, 27 Sep 2024 01:39:55 UTC No. 996552
>>996517
You just need to lower the Z intensity of the smooth brush, remember to press shift or you'll modify the one of your standard brush instead
>>996534
>>996540
There are some disadvantages to sculpting in high poly, your brushes will have their effects greatly reduced, so you need to go back and fort between high and low poly. I specially noticed this when I used zremesher and dynamesh at high polys, locking myself into a single high poly subdivision, and couldn't really smooth anything.
Anonymous at Fri, 27 Sep 2024 02:38:07 UTC No. 996553
>want to learn sculpt
>anatomy hard
Anonymous at Fri, 27 Sep 2024 07:13:29 UTC No. 996568
>>996541
>>996535
Assuming you're relying on regular lights to light your character. It will probably be best to set the light to sun. Which makes everything evenly lit. And then set the strength to pi. You can literally type "pi" into the box, and blender will convert it to numbers.
Why pi? Because for some reason, the sun calculation is perfectly calibrated to it. Dunno the technical stuff behind it. But pi is the perfectly even scale for the sun lamp. So you can know that the color you selected will actually show up as the proper color in the scene.
Anonymous at Fri, 27 Sep 2024 12:16:35 UTC No. 996578
>>996567
get some lineart on it, maybe it'll look decent
>>996553
anatomy for sculptors.pdf
Anonymous at Fri, 27 Sep 2024 15:36:25 UTC No. 996595
>>996568
oh that's pretty neat. idk if it works here, but I'll def try that in the future. i did all the texturing in krita (i cant draw for shit so I used bezier curves to make everything lmao) which probably also caused some issues with the colors. probably should have used both programs in tandem to get an idea of how it looked with lighting
Anonymous at Fri, 27 Sep 2024 20:43:08 UTC No. 996640
>>996525
read where?
Anonymous at Fri, 27 Sep 2024 20:56:46 UTC No. 996645
>>996362
Yeah i see what you mean, fixed it to a more real lower attchment to the rib cage
>>996640
https://tvtropes.org/pmwiki/pmwiki.
ctrl + f for blender
Anonymous at Sat, 28 Sep 2024 00:03:49 UTC No. 996673
>>996525
>peak 2d is making it look perfectly 3d
>peak 3d is making it look perfectly 2d
how did we arrive here
Anonymous at Sat, 28 Sep 2024 04:15:57 UTC No. 996692
tell me why i should learn anatomy when the character is not naked
Anonymous at Sat, 28 Sep 2024 05:20:25 UTC No. 996696
>>996692
To know what is holding up their clothes
Anonymous at Sat, 28 Sep 2024 09:22:11 UTC No. 996706
>>996692
The shape of the clothes depends on the shape of whatever's beneath them
Anonymous at Sat, 28 Sep 2024 11:52:54 UTC No. 996719
>>996692
I don't think you should learn anything if you can't figure this out by yourself, I think you should move on with your life and find something simpler to do
Anonymous at Sun, 29 Sep 2024 22:24:31 UTC No. 996845
classroom (Osaker for scale)
Anonymous at Sun, 29 Sep 2024 23:05:58 UTC No. 996851
>>996846
not much room for the teacher's desk.
Anonymous at Sun, 29 Sep 2024 23:08:52 UTC No. 996852
>>996851
wont be in the shot
should probably put it in if I want to reuse it though i guess, idk
Anonymous at Mon, 30 Sep 2024 01:11:33 UTC No. 996863
>>996862
mask modifier
Anonymous at Mon, 30 Sep 2024 19:46:29 UTC No. 996933
It's still driving me insane anons, as i worked on this model I realized her legs might've been too long even tho I was satisfied with them at first. Which one looks better? I guess I need some other opinions cuz staring at it is just making me flip fop
Anonymous at Mon, 30 Sep 2024 19:58:00 UTC No. 996936
>>996933
Depending on the stylization, I think both leg lengths are workable, but in both cases the tibia is too long compared to the thigh, moreso in the right one. I'd go for left with a longer thigh and shorter tibia.
Look at some references from art you are inspired by and compare their proportions to yours.
Anonymous at Mon, 30 Sep 2024 20:11:58 UTC No. 996937
>>996936
yea i see it now, dunno how this kinda stuff sneaks past me sometimes, guess i get too excited to work on other parts of things then only double check stuff like that later
Anonymous at Mon, 30 Sep 2024 20:13:52 UTC No. 996938
>>996937
Best tip for that is to keep a bunch of reference pictures and refer to them every so often to sharpen your mental image of what you're trying to do.
Anonymous at Mon, 30 Sep 2024 20:18:28 UTC No. 996940
>>996938
Ty anon i've been using Blender to make chars since november since I really got back into it and started to use it more seriously after just messing with it as a joke, so stuff still gets past me i wish i would've double checked
Anonymous at Mon, 30 Sep 2024 21:42:57 UTC No. 996957
>>996943
yea man i use reference i'm just scatterbrained asf
Anonymous at Wed, 2 Oct 2024 17:16:36 UTC No. 997166
make another general pls
Anonymous at Thu, 3 Oct 2024 17:00:37 UTC No. 997228
>>997199
anon, you do realize this thread will probably stay alive for a couple more months, right?
Anonymous at Thu, 3 Oct 2024 21:58:47 UTC No. 997244
>>996693
"gp"? grand prix?
Don't know why you're giving the shadows that texture. Doesn't really fit the style of the show. You should probably just not do that. But if you really want the texture anyway, then I would suggest adding a third tone between light and shadow. A "midtone" Make the midtone slightly more saturated than the light.
Anonymous at Tue, 8 Oct 2024 22:20:05 UTC No. 997778
>>992867
>right click to save
>already have this, overwrite?
>look it up
>saved august 25
>post date: august 25
lol well guess i already have this inspo
Anonymous at Sat, 19 Oct 2024 09:50:44 UTC No. 999049
>>994067
well someone posted a telegram that has the course, so i guess it's not impossible. coloso courses require you use their proprietary kollus app which prevents you running anything that can record your screen, it even disables screenshots.
about the course, it is intended for intermediate to advance, so not a good place to start as little will be explained to you. i would suggest wandah's courses instead, he speaks english and does more to explain things so it'll be easier to follow. his snow bunny course is good for beginners. he made a second course which is a little more in-depth, and covers some things not covered in his first course like the hair (the snow bunny only shows you how to make the bangs, the rest is covered by a hood).