>>1016803 Don’t ignore the fact about you making eyelashes and eyebrows into bigger objects. Then if i just wanted to move the body the head was not attached to the other parts thus making it impossible to rig. Don’t you dare blame this on me when it was your creation decisions.
>>1016855 That’s not how objects on top of characters rigged design works. It’s clear that anon made it separate from the main rig. He tried animating it to follow but failed.
>>1016872 >>1016883 >>1016894 You blendead brains need this. I can still see you trying to fake the halo into following the character instead of doing the smart thing and connecting it to the character.
>>1016898 Because lore accurate blue archive Halo is slanted and also how would you feel if you had to animate an entire head like in this video to only find the person who rigged the character to be slacking in their job: https://www.youtube.com/watch?v=Efg5V-vnVzc
>>1016907 OP doesn’t know how rigging works, incorrectly put the halo on the character and tried to fake it to make it. Not a single fandom in the Blue Archive made these mistakes, not the MMD people, not Nexon and not the artist.
>>1016906 That looks silly. It's stuck to her head like a fucking invsible stick is through it. I suspected thats what you were saying but then you had the audacity to post a rigging textbook? Seriously? You just want him to parent the halo to the head joint with no dynamics or movement at all? That is not an expression of skill. I cam into this thread specifically to make fun of OP for doing that and he didnt so I praised him.
>>1016911 Technically that’s lore accurate halo from the Renaissance era. I’m sure there’s a actual reason why all paintings depict the halo behind the person instead of on top.
>>1016912 You are correct. This bouncy effect is the best one, follow is better than parenting, but it still looks inorganic. It needs a little bit of "over compenation" to look natural.
>>1016916 The reason is because a "halo" isn't supposed to be a glowing circle. It's the appearance of a bright light shining behind someone's head. Pre-renaissance medieval art got very "symbolic". You can say it was because christianity stifled artistic developement. you can also say that the meaning of the art became more important than the "technical correctness" of it. Either way we get the idea of the physical halo from these symbolic representations of a real thing you can see.
>>1017453 >>1017454 You will also learn more quickly if you see how it's done by professionals instead of looking through youtube tutorials made by hobbyists.
>>1016895 i wanna learn to rig and animate in 3ds max, got any good biped tuts for beginners? i have the stoopids, so give something that simplifies it
https://alicedev98.itch.io/jtf-prototype prototype out minigame for now >>1018255 just look for animation tutorials in utube. I remember doing sebastian lagues a long time ago.
>>1018568 What I like to do is have a model file with my character, bound to the joint hierarchy with no special constraints or controls or any extraneous nodes I dont want in the unity prefab. Then I'll have a separate one with my rig controls all set up. When I want to make an animation I "Save As" my rig model to a new file. Unity wants you to "slice" the time line after import for animations. So to animate for that you just say animate a 1 second walk cycle, then just keyframe everything that's needed at it's desired position at the end of that sequence. then I'll skip ahead some frames and pose the character for the next sequence and keyframe everything in that pose to. So the pose at the end of the last sequence and the pose at the beginning of the next sequence are rock solid. Sometimes if you're animating long sequences you'll come to take for granted that certain things aren't moving. Then way later down the line you move something, and all your previous animation is fucked up. So I keyframe all at the beginning and end of each little animation. I also keep animations in separate files based on their association. Like a file of walking animations, a file for sword attack animation.
1. The "bake animation" option is required if you're dropping your raw 3d file directly into unity. Mine is greyed out because I exported to FBX, but if you're just starting out doing it this way is simpler.
2. When you're slicing out your animations there are these options which were confusing to me. Here youre deciding if whether the animation you have, moving the character around, should actually make the whole game object move around in the scene. These setting how I have them make the character just wiggle in place, and then you must use a script to make the character move. It's the simplest way to go.
>>1018546 >was the process not really that hard and complicated since im used to doing it multiple times. Character controllers are easy to code unless you're making a 3D platformer. This one is just a plane
>>1019977 You cant see it in the skurce reference because her face is devoid of detail, but anime faces still conform to face plane standards. There's gotts be a shelf under the eyes
>>1020041 progress today mostly back hair which i liked and did some twintail curves which kinda look underwhelming sadly. Maybe it needs to be a big strand splitting into three.
Some anons saying about problems bout the face but that can be retopoed later if some problem arises. Its the easiest part to tweak imo
>>1020084 I like the twintails, personally. If you want them to look better you can give them more of a s curve (outward-inward-almost-outward, you can see they follow that pattern in the front ref)
>>1020111 earrings, coat, undercoat done. idk about my upper coats topology. gotta still work on the neck part which should be easy and hands too. After that texturing,shading. Might have to change face topo for normals/shadow shading.
>>1020292 progress today just have to figure out how to shade that nose and yeah im not definitely cheating by showing it in ortho. I dont even know if i should rig. This shit is taking me ages.
time to make some insect repellent >>1020492 thanks but its not that good. I havent had practice and which is why it took me almost a week to finish. >>1020495 i was planning to make an h-game from it meh. I just wanted to get it over with.
>>1020552 >i was planning to make an h-game from it meh. I just wanted to get it over with. Thats why you need teams. All the work needed to kake a good functional 3d model is draining. Then you realize you need to rig, and animate, and import, and code, and do UI, etc. And all of these things need as much care and attention to do right as the 3d model or else theyre shit.
>>1020552 Practice is good, more than half of the models I've ever made were shit and went to the trash. It's like sketches, not everything you make can be a masterpiece.
>>1020582 i just need to do it consistently. Tomorrow ill lock in and make more models if i can. But i should really work on something that would give me cashflow. We'll see.
>>1020589 i've been in multiple revshare collabs and i dislike it in general. People are not committed unless theres money involved by some miracle by actual sheer of will that everyone is really fully committed.
>>1020589 >shares of the proceeds laaaawl no. That's just fancy talk for not getting paid, although I get why that's interesting for the person who's gonna do the not-paying
working on environments starting tomorrow. I want to learn how to make backgrounds. Also new PC might be coming up soon. As i get serious i realize i actually need a GPU.
>>1020899 >noo don't make a thing classic /3/ I guess, all attempt at actually making something are proscribed, we should only be saying that things can't be done
>>1020925 No it doesn’t, told it to make one character sheet in 3D t position of a blonde teen girl with maid outfit and bow accessory. Completely ignored the t poses no matter how much i keep prompting it to be corrected.
Ai is a joke, if i hired someone they would understand and had the job done within a hour.
>>1020930 You have to know how to use ai to use it. Yeah i generated a collection of over 100 good enough t/a posed model sheets(before the bing image creator seemingly banned them), but for very 1 that i could use i generated a dozen that didnt.
>>1020952 >leaving all creative decisions >all You make the prompt You edit the inage You make the model You decide what details to use or not use. You have final say in how the model looks. Youre leaping, desperately clawing for some reason to hate it. Right uo until image generation the usual advice was to steal modelsheets. Thats just as much leaving ceative control in the hands of another.
>>1020961 It's in the wrong thread is what it is. Like, you didn't even fucking bother to generate a little girl to at least pretend you have any interest in matching the thread's theme. No, gotta just shit out any random garbage to derail other threads because that's all you AI shitters can do.
>>1020963 >Like, you didn't even fucking bother to generate a little girl Cool excuse to not confront my challenge. Now what? Post for post ive contributed more to this thread than any one except the OP actually making the models. You have no idea who inam now answer for your retarded assertions.
>>1020965 The aiee threads are about making models and you're on a creative 3d board, so you have contributed neither to the thread nor the board. You're just parasitic background noise, drowning contributions in irrelevancy
>>1020967 Cool another excuse. I gave op instructions on importing models to unity and slicing animations. What do you do? Complain? Can you draw or model at all? Im on the creative 3d board because I'm a creative 3d modeller.
>>1020969 >I gave op instructions on importing models to unity and slicing animations lol, even if I believed you were the one giving it, and not just appropriating someone else's work as AI shitters are known to do, all of OP's unity posts are before the slicing "advice" which got no replies. This was just a fart in the wind, although I'd at least grant you that it was a more constructive approach than the AI garbage
>>1020970 >posts no advice >posts no work >cant draw >cant model >still hasnt responded to the challenge. Everytime i deal with one of you my body of work grows while yours stays at 0. Why are you even on /3/? Just to demoralize the 4-10 people who post here? Why are you threatened by this board?
>>1021003 Catbox is the only site that somehow manages to ban every VPN IP I try, and I've had a lot of them over the years: both paid VPN services and private self-hosted VPS. And I'm not talking about posting, I'm talking about simply viewing. Idk how they're doing it, and more importantly WHY, but they're way more hardcore than mainstream social media. The glow in unreal.
>>1021007 They're the favored host for every dodgy artist and ai motherfucker ever, you can't fault them for trying to keep things at least a bit under control
>>1021039 I'm not the guy posting the slop, as a matter of fact I've been following OP's threads for months, but >>1021003 is the first post I've ever made on these threads. I'm not the guy posting the slop, I think he's retarded for thinking you can use inconsistent dogshit like >>1020961 for reference for 3D models. Also, I didn't use AI for the edit, you can easily tell where I painted over with a hard brush. I don't use AI. >>1021043 (perky buds) / 1e6 > perfectly flat
sorry lads i've been shitting myself lately. I just wanted a lolicon artist girlfriend. I dont even know if i can finish this fern model. I feel like its gonna be ugly. >>1021896 there is avoiding of course. It was just like that cause i didnt add a loop for the tummy yet.
>>1022073 That’s obviously for drawing, this doesn’t apply to the 3rd dimension where body proportion is different in the legs, arm and head. You need to add meat to those muscles and the hands be the size closest to the wrist but not over flowing that it looks like a glove.
>>1022161 If you want to make appealing models, you should try learning from and reference other 3d models. You don't have the skills to ref 2d drawings and make it look good.
>>1022162 the basemodel was made from a loli artists loli study guide. To be honest i was really amazed on how it turned out pretty well just copying the proportions.
>>1022150 >>1022161 I'm working on my own base mesh, how do did you adjust the proportions of the arms and legs of your base mesh to fit the current character you're working on?
>>1022164 no he has a point. to tell you the truth i really have no will in learning 2D since my long term plan is to get an artist for it and it would take me months or years to learn. not to mention my terrible handwriting skills because i skipped thos writing lessons when i was a kid lol. >>1022165 i just added seams and resized it to her body proportions manually. I used the unsubdivided mesh of course and i moved the bones too.
Also gotta dip. Good night anons. Hopefully i'll be done with the model tomorrow.
>>1022165 different anon here, another very reliable method is as follows: -skin the mesh to a basic armature that has all relevant spine and limb bones for proportions -in pose mode, pose that near or on top of your ref with the same pose, and iteratively scale the bones and adjust the pose as close as you can -clear all rotations and translations, which brings you to rest pose but with correct proportions
Then you make that the new reste pose by: -duplicate the armature modifier -disable the first modifier and apply the second. Mesh likely becomes super weird -select all bones, apply pose as rest pose (ctrl-A). Mesh is normal again, the adjusted proportions are now the actual armature proportions.
>>1022178 Are you sure? First, you need to demonstrate that you know what "better" is. Then he has to decide that that "better" is actually the direction he wants to go towards. And then he has to make sure that what you're posting is actually related to his particular circumstance and direction of travel. And through all of this, you two have to constantly verify that you are indeed each other, so that some other fucker can't derail whatever you're doing. And even then, you'll have to put effort into describing complex things in text that could be demonstrated with a few seconds of video, because by god you're never posting your work to help someone. Even though "helping" is what you claim to want to do. I really think you and the rest of no work anonymous shitters on the creative boards are just here to fuck with better people. There's nothing else you could do without posting your work. No matter how much you try to backseat someone else's art nobody is ever coming to save you.
>>1022161 hairs is always the hardest part. Working on her twin pigtails now but at least i have some experience working on them due to the frieren hair.
>>1022187 hair is done? It went well for the first time. Next are the ribbons, eyes, eyebrows and lashes. After that UVs + texturing. Dont know if i should do the microbikini or get a more modest clothing. I like things lewd and cute at the same time and microbikini kinda kills that.
>>1022199 mouth rig is done ish? I love how it turned out. Ill control the eyes via shapekeys though. >>1022201 sundress or an oversized button down shirt on top would be nice yeah. Ill do it later.
>>1022210 This one goes down the full rabbit hole and has music that'll haunt you forever once you've watched and integrated all three parts, but it's extremely complete: https://www.youtube.com/watch?v=9m4_nxsobnY
>>1022255 body painting is done(?) im really shit at this... microbikini and other fluff stuff is next. After that rig the clothes and the twinpig tails and we are done. (with the jas model)
>>1022256 Blender rendering saves me but this wont translate to unity sadly. More rigging.. aaaaaaaaaaa im tired >>1022260 ah i see. I hope he sees my fanart. I really love his style.
>>1022166 >i really have no will in learning 2D since my long term plan is to get an artist for it You're going to hit a ceiling without 2d skills, and you might have already. You can get only so far tracing 2d drawings without actually understanding the forms, and if you're going to pay someone, get a 3d artist to fix your shit up instead.
>>1022261 imported to unity now. Gonna import an anime shader and see how it looks there. Here is the default unity shader. Pretty impressed on how it kinda looks the same.
>>1022337 Rather than drivers, what you need to look into is constraints. Basically you have a set of pseudo-collision bones that use a shrinkwrap constraint to the lollipop or whatever you'd want her to slide her lips around, and those in turn constrain the controls for the mouth, or are the mouth controllers in the first place
>>1022339 hmm. I think bones are not suitable anon. Ill try to experiment more. Maybe ill go do shapekeys + object tracking if thats possible. For opening the mouth that is.
>>1022065 There's no avoiding it, you just moved it closer to the midline.
The 5-star inherently arises from connecting the legs (pic related) You can bring it somewhere flatter, but not erase it. It's similar to the 3-line intersections in the vertices of a cube.
farmer basemodel is done. rigging next. Procrastination on ATH again I might be getting an RTX 4070 laptop soon.. Big jump from integrated graphics since 10 years ago. I really wanted to try substance to up my texturing and gamedev levels.
>>1022759 Yeah I changed laptop to a recent one with rtx the other day and it's real handy to be able to have very accurate scene previews and fast renders
>>1021019 >anonfiles had to shut down due to abuse >catbox just manages to keep going That makes a lot of sense, doesn't it? What they're doing with these IPs, though?
im getting the laptop tomorrow aaaaaaaaaaaaaaaaaaaaa thank god. >>1023280 >>1021007 >the glow is unreal i never had any problems with catbox. I think its your govt shit, ISP or DNS thats doing shit because im using protonVPN and i can access it just fine. Also IIRC they're funded by patreonbux and that catbox.space thing
Picked up this project again. I'll be making this with the jas one at the same time. Made the swimsuit its own mesh. >>1023417 i was just planning for the JTF mem and the other trinity mobs. Also variants of sensei around the town for h-scenes. Who do you want to suggest?
>>1023425 tracksuit is done. Next is the actual JTF uniform. Also found other variants of the JTF students in the Blue Archive PV. I might have to model their hair too.
>>1023494 sailorfuku is done. Im going to sleep. Good night. tomorrow ill start doing the nonchibi model. Im excited since i could make it as high quality as possible now.
>>1023530 hair is done too much procrastinating today >>1023537 i dont get what you mean. thats just the default blender material. If i apply a toon shader you cant literally see a thing, >>1023538 matroos-sans drawing song
>>1023540 kinda got lazy on the hands and feet for now. Seifuku is almost? done. Everything looks kinda shit at first but lets finish and see if it'll look good.
>>1023704 What a retarded incel comment. Every good 3d artist has 2d skills too. It's really cucked if all you can do is trace design sheets made by others.
>>1016916 >>1016928 pretty unrelated but caravaggio's The Calling of Saint Matthew remains my favorite depiction of the halo in any media. its very understated but filled with gravitas
>>1026426 >>1026356 But i do agree that the minimalist designs look cuter. Ill try to do something. Maybe its the face shape. Also the eyes/face has shapekeys now so you can hide them.