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Previous thread : >>1019271
Discuss and post anime styles in 3d. From figures to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@sulbi03
https://www.youtube.com/@Neogools_3D_Trainning
https://www.youtube.com/@Uzuki_Riha
https://www.youtube.com/@chichaart
https://www.youtube.com/@MrZingyGuy
https://www.youtube.com/@pachiko_blender
https://www.youtube.com/@ShionMgr
https://www.youtube.com/@kurukuma
https://www.youtube.com/@menglow2122
https://www.youtube.com/@2amgoodnight
[YouTube] How to (Actually) Make Anime in 3D (ft. Dillongoo) (embed)
Sculpting:
https://www.youtube.com/@aurelien4280
https://www.youtube.com/playlist?list=PLMjnnUF3eJFe3jMRfUKMt0qK5zKIpxy 1t
https://www.youtube.com/@FlyCat1/videos
Image ref for sculpting :
https://mega.nz/file/A1gAyQDB#9dw9Bj3Dk3ofdyxhHfna4jnjsj2bZ63C3Cl75kop 98U
sculpt stream
https://drive.google.com/drive/folders/1UdkwS53pqmhrOWb8SeQf1IZ3X2w4vL Pp
Showing all 232 replies.
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What’s the most idiot proof way of making a black and white rendering of an animu render resemble the manga look?
I want to save time drawing by having vehicles and backgrounds get done in blender if that is possible.
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To any prospective anime modelers:
Start with box modeling your figures for a long time and learn to rig/pose that. Do not waste your time with sculpting until you hit the limits of what you can do with regular modeling, you can get way further than you probably realize.
And if you can't draw, start learning to draw. A sculpting brush in someone's hand who can't use a pencil is practically useless.
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>>1025283
>Drawabox
DaB is bad after the first few exercises, and even those are garbage unless you have autism because it's a shittier version of Peter Han dynamic bible where at least it tries to be fun.
I would say do some of the first pages of Dynamic bible to get some line control and after that learn some accurancy
>Keys to Drawing
>Dorian Iten Accuracy
>Drawing with the right side of the brain (this one has way too much pseudoscience but the exercises are great, try to find the workbook)
>Krenz video about accurancy and grids
They all teach the same thing, grab one and if it doesn't work just use another one. After that just draw what you want or copy your favorite artist, it's way easier than jumping straight to anatomy.
Also that anon is right and wrong. Drawing isn't a requirement to do sculpting or modeling, but it helps a lot because they share the same skills.
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>>1025218
>Start with box modeling your figures for a long time and learn to rig/pose that
already did that multiple time, but i'm not satisfied with the result, should i sculpt it to get better shape result, especially the arm and leg part, i can't draw, but i don't mind learning anatomy while sculpting
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>>1025285
If this is the Dynamic Bible, it looks absolutely insane, overwhelming, and like the owl meme.
https://archive.org/details/dynamic-bible/page/n3/mode/1up
My brand of autism prefers a slower step-by-step process for spatial-imagination-challenged idiots, such as learning kanji starting from the simple shapes and then learning the ones assembled from the already learned Lego bricks...
I'll check out all of these, thank you! I'm probably not going to get into sculpting any time soon, but even with box modeling anatomy and texturing will be required... Anime models live or die by their textures after all.
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Noggi just posted a 15 hour video about anime in Blender and DaVinci Resolve. It's not a tutorial course where you build a basemesh, but it does at least touch on basically everything. So it looks to mostly be useful as a reference for a narrow topic you might want more info on.
https://www.youtube.com/watch?v=xZWxEoa-Dwk
https://noggi3d.notion.site/3d-anime-guide
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File: 1740515681948730.webm (2.4 MB)
>>1025644
you could try ripping the 3d assets from the game if you need a reference. https://docs.google.com/document/d/17pGhsnuhevWhfD8Ro7lahlV6NQGU7mjPuD whMjzRvQw/edit?tab=t.0
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>>1025285
Agree about DaB, only thing I'd highly recommend against there is Drawing on the Right Side of the Brain. Completely avoid that one. Dodson is best there
>Also that anon is right and wrong. Drawing isn't a requirement to do sculpting or modeling, but it helps a lot because they share the same skills.
I never said it was "required." It was more a warning to the hundreds of people I've seen intentionally handicap themselves by avoiding it. When you go to an art school, you're required to do half a year or a year of basic drawing anyway.
It's far easier to learn anatomy and design in 2D, and drawing skills will never negatively impact your 3D.
>>1025312
You're fundamentally limited by your knowledge of anatomy, nothing to do with the modeling method used. It's not retopo either, you simply don't know how any of the muscle insertions work or major skeletal groups influence the surface of the body. Every form other than the obvious (tits, collarbones, abs) is completely smooth and lacking in detail to even hint at musculature. These are common errors made by people who avoid anatomy and learning to draw but think they can go right to sculpting anime.
>>1025332
>I am le special autism haver, I NEED to learn a certain way
That page is day 1 art class, you can't get lower. There's nothing insane about it if you actually read and followed along.
In modeling and drawing, you imagine the volumes as their cross-sections in order to know how to construct them. None of the concepts should be new to you but you have to actually put pen/pencil to paper to practice
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>>1025770
It has for a while
Some minute long tuts
https://www.youtube.com/playlist?list=PLrB1kuJIjcg7hWDe8SYTOfZho_xxbWx NJ
Gabbit
https://youtu.be/1HPK2zeR9tA?t=28
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Progress has been made on miro´s tutorial. But now i have a crease on the hand. How do i remove it? Smooth burush only smooths the polygons around the crease. Clay brush puts only clay on around the crease. Inflate brush inflates everything around the crease... I don´t want to dynamesh the whole hand. There must be a sculpting solution for this.
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Anyone checked this tutorial? Any good for a beginner (who is going through some basic cgcookie/donut first)? Don't mind dropping $150 on it if it's good, but would like to know first.
https://coloso.global/en/products/3dartist-keeki-us
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>>1026101
Great, glad to help! Morph target is useful but can cause this kind of problem
I finally had some time to start the new project. Blocked out the head and hair, which will be refined in the pose later
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>>1026375
oh i actually own that yansculpts guy's headsculpting tutorial. has he improved at all since that because he doesnt seem like hes very good at teaching. been watching turkish dudes sculpt skeletons/skulls instead and its been pretty useful
>>1026376
search the course on yandex, a few sites got it. you might have to pay for a premium filesharing account though
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>>1026376
Word of warning--the hair section of that course is a migraine. The rest is a solid overall introduction to NPR character modeling in blender, but you're better off finding a different tutorial for hair.
It's not subpar material, exactly, but minusT lets his autism run away with him and he gets extremely nit-picky about every curl.
https://coloso.global/en/products/3dcgmodeler-fusako-us
Try the hair in this course if you can find a copy. YouTube is also rife with tutorials, though you'll have to cobble together ideas from a couple videos since there's no standout tutorial.
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>>1025312
box modelling is very meticulous and exact. It's easy to just "oopsie" in sculpting and create mistakes that are very difficult to fix without hundreds of undos. In box modelling you can always go slower and be more precise.
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CGWorld posted one of its NPR lectures. This one is 45mins. It's got some good autism about eye layering setups and how to achieve faux-light bleedthrough for hair. You'll have to rely on auto subtitles, however.
https://m.youtube.com/watch?v=c9v2GjmylEg
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>>1026559
I hated modeling anime hair so much I actually got motivated to learn a semi-real style rather than just pure NPR. Feels good. Still ass at it, but the promise of freedom and hair cards is sweet.
But to try to be helpful beyond "lol give up" I'll say that the most useful lessons I learned in that death march were 1) texturing can cover a lot of sins if you're careful, and 2) bigger is better. Fussing over lots of itty bitty bangs and curls will drive you crazy, but big hair can be a lot more fun to model as it has fewer individual pieces. Then you can just use one or two strategically placed small hairs for flavor.
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Anyone here who "bought a legitimate version of Zbrush"?
I found two websites for direct downloads, one persian which seems down right now, and some other one which only offers an .exe.
Is the .exe legit? Seems fishy as fuck. Ran it in a sandbox but couldn't apply the patch so it didn't boot..
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>>1026604
Nah, I will have to learn myself sooner or later. Being reliant on projects of others when it comes to 3D printing feels kind of bad. Also too often I find that studios making figs miss some stuff I'd like or pick inferior poses.
But ngl, I'm jelly of his skills. If she had some qt dress instead of swimsuit, I'd print myself noodle stopper of her and put on shelf.
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>>1026606
Took a break, have eaten something and back to work. Once I figured out dimensons (turns out I was reading different scales by mistake and mixed two systems resulting in wrong shape) I started to play with brushes. Once I got hang of them, it goes much faster, but to get really good shape I'll have to spend much more time on sculpting and polishing it.
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File: QuickDragonGirlPose.mp4 (687.2 KB)
Recently finished making a new model that i wanna share and hear some opinions.
I am real proud with how shes turned out but elsewhere that I've shared my current and previous work is always a negative response so i need to figure out why people generally dislike what i make.
gimme some advice.
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>>1026706
Arms too thin. I dislike snout but I guess it's supposed to be that way. I also hate asymmetrical clothing and tattoos but that's just tastes issue so you can disregard that. Besides stick arms and a bit too thin torso it looks nice.
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File: dragonpose.png (2.3 MB)
>>1026709
Thanks for the reply,
I really enjoy giving her a snout with a big ass nose, i think its defining especially for her profile view and i personally dont really like the common anime face shape so i wanted to deviate from that.
I'd almost agree about tattoos, theyre the equivalent of graffiti, but i thought i applied it well here in the form of her vines and flowers.
and about her stick arms and tiny torso. Damn. I just like it. that and the tiny hands. baka my head. though youre right and its been on my mind, ill balance it for my next project.
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>>1026710
Those arms are begging for tyrannosaurus rex or chicken jokes. They look like that genetic disorder where limbs barely develop. Make forearms twice the width, arms and torso below tits like 50% thicker and she'll look really good.
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>>1026761
i prefer a stronger distinction between male and female: bigger thighs, smaller feet and eyelashes for the female, thicker eyelashes for the male.
otherwise good low poly
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how do you guys normally do breast/ass topology? I've been following along with the minusT maid tutorial (https://coloso.global/en/products/signature-minust3-us) but I feel like the ass topology they teach is too low density to really get properly curved. i solved their tits ending in a triangle fan at the nipple using a rounded cube with low arc count and it seemed to work pretty well but i feel like it might not be what i need for the ass.
anyone got any recs for videos or pics of better ass topology i can try adapting?
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>>1027244
Simple animation of the face structure based on relative camera rotation (ie have a reference bone that's part of the face copy the camera rotation, then have the other stuff change based on its local rotation)
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>>1027102
For boobs, I mostly picked those up from the Raul Trevino course on Coloso. He's very slow and nitpicky, but he had some good tips on conveying a sense of gravity sag, stretching, and integration with the arm pits.
One tip he had was to use a small touch of Mark Sharp for the underboob crease, if the model isn't meant to be petite. Another was, for quads at the top of the breasts, to slide a row up to better convey a stretch. It's hard to explain, but here's a graphic to try to demo it. I don't have the file handy.
However, I'd add that breasts really depend on what clothing you'll have your character use. If they won't be in a bikini or showing off much, a "clothed uniboob" gets the job done.
>>1027130
I've found bigger is better with hair. Two or three small curls if fine to get design flavor across, but otherwise just go for big simple shapes and do the rest via texturing.
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I'm doing AOE2 right now and am really struggling to understand WHY we are doing some things. Currently at the second model.
He's disconnecting everything and isolating every mechanic like rotation and stretching. Is that so helpful during animation? When you layer 3 types of bones on-top of each other it just gets confusing to me honestly. I hope it will get less confusing the more I follow the course.
Feel free to ignore my beginners confusion just had to rant a bit.
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>>1027320
For now learn the various mechanisms, it's gonna come together. Some of AOER is very much the Miyagi method, some things that don't make sense at first suddenly do. Usually when a mechanism seems overcomplicated he's teaching you on the simple use case so you already understand it when the complex use case comes.
Basically the various isolation mechanisms are there for purposes like
-changing the coordinate system of a bone, ie behave on demand as if it's got a different parent. Limb hinges and suchlike, but also props having multiple possible parents. Also useful once you get into drivers and transformation constraints which expect specific coordinate systems (but also just the basic axes you're gonna animate later)
-also related to hinges, having a bone have a different parent on export than in the rig itself, very desirable for game engines. This is one purpose of the DEF/ORG layer relationship
-cleanly having all the deformation bones separate from the rig mechanics. That means if you made a bone a deformer by mistake while making the rig, rather than searching for it you can show everything, shift-W and disable deform for all, then show only the DEF layer and enable deform and your rig's fixed
-having zero constraints on the controller bones. That's really useful because you're gonna add and possibly bake scene-specific constraints during animation so you know anything on a controller is a temporary constraint and won't break the rig if baked.
-having the rig not break when scaling. That one is a boon after a while.
-having tweak bones everywhere. Those are great.
Disconnection is useful for cartoony stuff, and especially if you wanna export to game engines that don't support single-axis scaling (hello UE), disconnected bones work as substitute. But also in game engines bones aren't actually acting as connected anyway, so you might as well disconnect for animating so you have the full range.
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>>1027409
I worry that I may not have a true clue what I’m doing. I probably should have "box modeled" it, but the problem is that the reference images I’ve been able to find don’t include a side profile and only show the torso, bangs, legs, and shoes at a 3/4 angle. I feel like it would have been more productive to assemble the geometry from the origami craft itself and go from there.
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>>1027413
You can now move vertices on the sides back, apply mirror modifier and try to make resulting volume make sense. Which is likely to fail, but it can also succeed, at least partially. Makes sense to try if you already did all this.
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>>1027321
Thank you, that does make sense. At this point I'm already starting to understand the mechanisms a little better, however I still wonder if I will be able to build something similar from scratch on my characters. Not without reference anytime soon at least.
I guess to understand the stretch to stuff I'll have to learn animation as well after, it seems a bit weird to me at at least. I never rigged things that stretch haha.
Also delayed response, 4chan didn't allow me to post without giving it my e-mail.. They really intent to make this site unuseable if you don't buy their stupid 4chan pass.
Any worthwhile alternatives existing yet?
>>1027386
Art of Effective Rigging 2 my bad, years of Age of Empires does that to you.
>>1027408
Check out leedoppo on twitter and 256fes for more resources.
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Remaking Miyabi currently for practice..
I have really underestimated the amount of time that goes into all these accessories.
Also how do they usually model these "hard surface" style hair for example? Do they use subsurface and just crease + sharp or do they just not use subsurface at all for these parts? Because the body is surely subsurfaced.
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How do you guys go about rigging clothing when you want to keep the base mesh intact?
Do you copy the character and merge it into "one mesh" and repeat it for alternative clothing or is there a less destructive way
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I'm afraid to post on or even peruse these threads since comparison is the thief of joy and I'm so afraid of being outdone by other anons and getting demotivated as a result. I wish you all the best of luck though.
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What is the best way to achieve a result like this, where the top of a curve is larger than the bottom part but only in a specific axis direction.
Alt+S scales evenly so it's out of the picture and since the curve inherits from "one" piece of geometry I dont see how I could scale it like this.
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File: out.mp4 (1.2 MB)
I need a cel shader with double rim lighting where I can control the color and magnitude of the fresnel for light vs shadow separately, I have two issues with the current approach
If I just add another fresnel and decrease the factor it gets absorbed into the big one because of blending. Also, the blue/red rim shouldn't be meeting the white rim (like it does on the nose) but I think the factor should fix that.
Second, the add node changes the colors and I don't want that, but there's no other way to mix it because the non-light part of the fresnel is a black color.
Any help would be appreciated
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>>1028111
I would attempt to fuck this up by putting the mesh inside a lattice and having the curve modifier on the lattice. Then the lattice can be used to thicken one end of the mesh.
If you don't need any detail on the mesh, then you can use a solidify modifier with a vertex group to set the thickness of the mesh before curving.
Neither of these work with arrays, however.
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>>1028227
Fusako's Coloso course is pretty good on hair, and diverges a little from the standard approach in mostly not using curves. It's worth checking out if somewhat has a pirated copy. The course was pretty popular on Japanese twitter, so you might be able to lift tips that way with some luck.
Her setup is to use a Cube -> SubDiv Level 3 -> Cast modifier with a factor of 1, then change just that object to a wireframe in the viewport display. This serves as a rough placeholder/guide for the hair atop the skull, allowing her to align the major hair pieces along an existing curved shape. She uses a plane and a cylinder for the main hair body.
Fusako does eventually get into curve autism with the braided ponytail.
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>>1028289
https://www.hoyolab.com/article/627614
You can find most gacha character models available for download if you poke around. Beyond that, try Sketchfab. If you want old PS1-3 era stuff, try The Modelers Resource.
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File: compressed.gif (2.6 MB)
Okay let's have this talk.
How do you guys do your jiggling.
Physics or Rigging approach?
I feel like the physics approach feels more realistic but also somewhat restrained? You can not fine-tune the look to how you want it to be.
This might just be a skill issue as well.
When I look at popular gacha-games and their models they appear to be using a bone based approach at least.
What do you think is the more elegant/better looking way?
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Any tips for modeling female hands for animation?
The left is my attempt following a tutorial, right is the general shape I want (it was triangulated and I tried tris to quads but topo is obviously shit). That tutorial makes wide gaps between the fingers and the fingers look like sausages. I want the fingers to be a little blocky.
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>>1028544
You have the models side by side, use proportional editing and sculpt mode to touch up the one on the left until it has the proportions of the one on the right. Along the way you'll figure out what exactly makes the right one look right
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>grab some models off deviantshart
>they're missing critical files and wouldn't open properly
>ask the uploader if he forgot to include them
>he confirms it then suddenly blows up "erm i will be blocking you now because you didn't watch my page or favorite anything"
that's the weirdest ass interaction i've ever had on the internet
it's grim that the model sharing scene is littered with these volatile types
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I'm a bit upset about the slow progress on her, but that's life
Also this course seems very interesting:
https://coloso.global/en/products/figuresculptor-takeuthitenrousei-us
Looking forward to it
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>>1029153
Are you making them from scratch? I think that's unnecessary. Grab a basemesh from designdoll or vroid, import it into the scene with your reference. Match the curvature of the eyes, then match the outline of the face and the height of the mouth and nose. Retopo the result. There, you have a nice anime girl head.
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>>1029178
Yes from scratch, the idea is more to study the forms of 3d faces topology wise and where everything connects. I've been using basemeshes to get an idea but it's not clicking quite yet, how raised the cheeks should be and how it should transition to the mouth loop
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>>1029153
also set the 3d viewport fov to 100 to reduce distortion when sculpting/polymodeling. also dont be afraid to just throw it away and start over if its not working. do try to figure out whats wrong with it in terms of proportions though
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>>1029184
here's some of mine.
I think I do okay on the ankles/knees cloth but my brain gets retarded on everything else.
So that's why I started doing something like master copies of other figurines.
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>>1029321
You're right that I don't do 3D modeling (yet). I'm a drawfag who's only recently started peeking into this 3D stuff, I had just started learning blender's basics last week. But I'm not a bot and certainly I'm a real anon. I asked him for his blog because that model looks really good even to me who knows nothing of 3D. I asked cause I wanted to see if that person is as good an artist as he is a modeler. I really, really want to know how much overlap there is between these two skillsets.
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