🧵 anons daily progress thread
Anonymous at Thu, 10 Oct 2024 16:43:28 UTC No. 997941
if cris can have his own thread then ill have mine
workan with a model right now
Anonymous at Thu, 10 Oct 2024 18:42:14 UTC 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 at Thu, 10 Oct 2024 18:53:29 UTC No. 997946
>>997941
show without subdiv modifier so i can observe your edge flow
Anonymous at Thu, 10 Oct 2024 18:59:02 UTC 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 at Thu, 10 Oct 2024 19:02:19 UTC No. 997948
>>997947
oh I see, my bad
Anonymous at Fri, 11 Oct 2024 02:48:02 UTC No. 997969
how do you find reference images like that?
Anonymous at Fri, 11 Oct 2024 03:29:26 UTC No. 997974
Nice work so far anon
God loves cute
Anonymous at Fri, 11 Oct 2024 08:08:31 UTC 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 at Fri, 11 Oct 2024 09:59:46 UTC 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 at Fri, 11 Oct 2024 10:52:05 UTC 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.
Anonymous at Fri, 11 Oct 2024 11:13:44 UTC 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.
Anonymous at Fri, 11 Oct 2024 17:00:32 UTC 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 at Fri, 11 Oct 2024 17:02:13 UTC No. 998030
>>997969
gelbooru
reference_sheet original fullbody
Anonymous at Fri, 11 Oct 2024 18:38:49 UTC No. 998034
>>998029
Cute!
>>998030
> reference_sheet original fullbody
Holy shit... there's 44 pages of those! Had no idea.
Anonymous at Sat, 12 Oct 2024 22:34:16 UTC 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
Anonymous at Tue, 15 Oct 2024 11:13:51 UTC 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?
Anonymous at Tue, 15 Oct 2024 17:43:13 UTC No. 998405
>>998384
That is some really basic texturing, you could easily learn how to do that on your own
Anonymous at Tue, 15 Oct 2024 18:17:35 UTC 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
Anonymous at Tue, 15 Oct 2024 18:24:42 UTC 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 at Tue, 15 Oct 2024 18:28:58 UTC No. 998414
>>998413
She looks like she is doing the gangnam style dance
🗑️ Anonymous at Tue, 15 Oct 2024 19:21:10 UTC No. 998417
>>998413
are you transgender?
Anonymous at Tue, 15 Oct 2024 19:39:44 UTC No. 998418
>>998413
Nice work anon, although I personally would've added a few pee stains on her panties
Anonymous at Wed, 16 Oct 2024 08:27:53 UTC No. 998576
Go for it!
Anonymous at Thu, 17 Oct 2024 23:10:37 UTC No. 998907
>>998632
Super neat anon, any ideas on what you are gonna make next?
Anonymous at Fri, 22 Nov 2024 20:31:52 UTC No. 1002196
>>997941
>cant work on 3d because of my remote 3d job, and yea its in blender
i need to stop waisting time on watching slop tho
Anonymous at Fri, 22 Nov 2024 23:28:20 UTC No. 1002212
>>1002195
You need to fix your old model first, it’s incompatible with everything including blender. Weird moves from your photos, the arms and knee aren’t aligned with body shape experiences. I also suspect you have not tested and just assume the hair isn’t a problem, let me tell you, it’s always a problem in 3D.
Anonymous at Sat, 23 Nov 2024 13:47:09 UTC No. 1002244
>>1002213
You’re using unity, no one animates in unity. That’s why we have Maya and other software to achieve this.
Anonymous at Sat, 23 Nov 2024 21:27:49 UTC No. 1002272
>>1002244
thats why i gave a .blend with rig tools and .fbx ready that is ready for unity
it isnt my problem if you are unwilling to use blender.