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๐Ÿงต anons daily progress thread

Anonymous No. 997941

if cris can have his own thread then ill have mine

workan with a model right now

Anonymous No. 997944

When I did anime I used to make mouths on the wider side like in your pic, and I also used facial rigging instead of morphs for expressions. I found that making the mouth collapse into a small "o" shape like it often does in illustrations is a lot tougher using bones than using using bones to make mouths wider. Since then I've started making mouths very narrow in "rest pose" and it really helped. If you don't intend to use bones to rig the face or intend to use the animate only in the DCC with subdivision over skinning then you can mostly ignore this. However anime mouths are still often really narrow in "rest pose" anyway so I'd do that even if I only intended to use morphs simply because it looks better.

Anonymous No. 997946

>>997941
show without subdiv modifier so i can observe your edge flow

Anonymous No. 997947

>>997946
Not OP, but look at the picture again. At the area above the eyelids for example. Have you ever seen curved polygon edges before? The wires you see ARE the actual mesh before subdivision.

Anonymous No. 997948

>>997947
oh I see, my bad

Anonymous No. 997969

how do you find reference images like that?

Anonymous No. 997974

Nice work so far anon
God loves cute

Anonymous No. 997989

>>997947
Isn't that how subdiv shows wireframe with "optimal display" checked?
Does this smoothed/simplified wireframe really correspond to lowpoly geometry?
I mean, if you subdivide and decimate you can get something other than what you started with, is it different in this case?

Anonymous No. 997992

>>997989
You're right that the checkbox just outputs the wires it gets before subdividing (so if you stack several and keep optimal display off on some it won't output the actual mesh wires), but it's doubtful that OP's modifier stack is big given how sparse and clearly-not-decimated the wires in the pic are, making it essentially the same thing in this particular case.

Anonymous No. 997994

>>997992
> You're right that the checkbox just outputs the wires it gets before subdividing
As I see it, checkbox outputs simplified/smoothed wires of result after subdividing. If it was outputting wires before subdividing they wouldn't be curves.
If it was outputting smoothed wires before subdividing it would be outputting wrong wires, because just smoothing lowpoly edges into curves could give different result.

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Anonymous No. 997996

>>997992
>>997994
Or do you mean it uses wires before subdiv but somehow smoothes them into curves using geometry after subdiv? That would make sense.

Anonymous No. 998000

>>997996
I think it just marks any completely new edges (ones with completely new both start- and end-points, not ones with either one old point) for not-rendering-edges in wire mode. Divisions are applied per-step so such markings are preserved with even with 2+ divisions.

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Anonymous No. 998029

>>997941
front hair today. Might work on the back hair + cat ears too if im gonna overtime.

Also yeah. For the anons that are confused this is subdiv without the "optimal display" turned on. The one in the OP image has it turned on.

Anonymous No. 998030

>>997969
gelbooru
reference_sheet original fullbody

Anonymous No. 998034

>>998029
Cute!
>>998030
> reference_sheet original fullbody
Holy shit... there's 44 pages of those! Had no idea.

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Anonymous No. 998059

>>998029
back hair is kinda done? I could've done double layered hair but im feelin a lil bit lazy.
Cat ears, hat, and ribbon to go.
Then apply modifiers then tweak for asymmetry

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Anonymous No. 998070

>>998059
Cat ears/hat done and asymmetrical. Im gonna jog for a bit then start putting on the ribbons.
I have a friend of mine who will texture the model since im terrible at that.

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Anonymous No. 998099

>>998070
Model is done without the textures. Im gonna wait for my friend to do it. Then we rig

Anonymous No. 998112

>>998059
>>998070
>>998099
Those hair bangs are a bit shoddy, don't you think? some of them have too much mass near the tip where they should be tapering much more harshly

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Anonymous No. 998166

>>998112
could tweak it when my friend is done texturing.
Also im 100% sure i combined the mesh at the end of the front hair.

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Anonymous No. 998372

>>998166
texturing progress from my friend. All done now. All thats left to do is to rig.

Anonymous No. 998379

>>998372
Nice!
How do you apply textures like that to your geometry?
Do you just select faces on the model and drag UVs?

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Anonymous No. 998384

>>998379
i dont know sadly. My art collab partner handled all of the UV and Textures. I usually just do seams UV.

Anonymous No. 998405

>>998384
That is some really basic texturing, you could easily learn how to do that on your own

Anonymous No. 998412

>>998372
not anon bad not bad, I had very little faith in you, all you need is to PROlly draw a nice and stylish animu outline around the right parts of the character

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Anonymous No. 998413

>>998384
Rigging now. Front, side and ear are next.
>>998405
my texturing UVingi s much worse in general than his. I can't get it right even with multiple practice.
>its just solid colors
it is but the orderly UV alone is worth a lot.

>>998412
yeap. Haven't added inverted hull yet. Dont know if i should do shader nodes instead.

Anonymous No. 998414

>>998413
She looks like she is doing the gangnam style dance

Anonymous No. 998417

>>998413
are you transgender?

Anonymous No. 998418

>>998413
Nice work anon, although I personally would've added a few pee stains on her panties

Anonymous No. 998576

Go for it!

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Anonymous No. 998632

Model is done. I'll probably post some gamedev progress here too.

Follow instructions in readme.

Enjoy
https://files.catbox.moe/nacya5.zip

Anonymous No. 998907

>>998632
Super neat anon, any ideas on what you are gonna make next?

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Anonymous No. 998957

>>998632
I tried.