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Anatomy, tutorials, construction, building, texturing, etc. Anything that you think might be useful goes.
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Also enormous dohonkerakoogers because why the hell not.
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>orthos
>reference
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Quality is shit, but the best I could do.
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>>742576
Is this game topology? I thought triangles weren't acceptable there because the subdiv will pinch?
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>>742681
its up in the hair it doesnt matter
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>>742686
So if the character was bald, you'd have to keep all that geometry?
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>>742579
What do you call the black underwears here, I have tried to search for them before for ref but always failed
I want to see how they connect under
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>>742733
It seems to be a variation of short pants but I cannot find the english name equivalent. I can at least give you some examples of how it works in reality land.

https://item.rakuten.co.jp/plusnao/yws-52443/?s-id=xb_shop_001
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>>742649
how do you make those movable creases?
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>>743094
https://www.youtube.com/watch?v=B-Y4p1-g1VU
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>>742681
you don't just use subdiv like that lmao, it would come with a displace if it were vfx model which would get rid of the pinch anyway
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Better technique: https://www.youtube.com/watch?v=lo_FxdSe_F8
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See previous post
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>>743216
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anchor post
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>>742567
Hm, is there more of this you can share? :)
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https://danbooru.donmai.us/posts?tags=character_sheet+
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here are two images i made, the hands wrist area is not perfect so you need to approximate. Both images line up very well.
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>>743265
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>>743229
By the same artist? Sure, but it is mostly drawing tips. I am trying to keep things as 3D related as possible.
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>>743276
This one is really good.
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Anyone have any topology tips for a realistic torso?
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>>743432
I would recommend an actual anatomy book.
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>>743467
I know what a torso should look like, I just don't know where to begin with the topology
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>>742567
Have it in japanese?I dont speak english.
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>>743512
分からん
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https://twitter.com/d00000000t/status/1264124748201472000
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Some people may find this useful.

https://www.youtube.com/watch?v=RFEIS26VOqk
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>>743611
なめんじゃねーぞ!
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https://e-hentai.org/g/1231716/870fb20ca6/
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>>744532
damn, good textures can really make a model standout
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>>745104
The torso picture is particularly good for modeling.
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An often ignored detail.
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>>746281
Which version is the correct one?
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>>746318

Look at your hand.
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>>742562
Okay so I dont imagine this exists but I figure i'll start by asking here, does anyone know of anything that can replicate backgrounds in this style? there are some tutorials on setting up blender lighting to mimick anime, but I am more interested in earlier eras of animation than modern era. It doesn't need to look exact, but there's a certain dramatic level of color and simplicity to the edges that I don't see in the other tutorials.
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>>746320
left is a relaxed position, right is tensed. They're both correct with no context.
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>>746281
>A lightly gripped hand (left) and a strongly gripped hand (right). When you hold your fist firmly, the little finger and thumb slightly approach (opposite).
https://twitter.com/kato_anatomy/status/1267801377343823873
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I mean, I get the idea, but I'm still unsure on how to replicate it with bones.
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>>746322
I would try some Neural Style Transfer on a similarly illuminated and colored scene
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>>746530
maybe i'm wrong (im a n00b) but how about setting the weight of the green-correspondent and red-correspondent vertices to very low so they don't bend?
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>>745611
k must be funny
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>>746995
>Neural Style Transfer
Based idea. this combined with the other thread makes it seem really promising
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>>746995
Messy results
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>>747084
What other thread?
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You can stop posting drawings of underage girls you fucking degenerates.
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>>748212
Your pathetic attempt at reverse psychology shall not work here, plebeian.
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>>742562
where do u guys get your art criticed at?
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>>748219
/ic/
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how do you animate a texture ?
for instance in minecraft, when you hit a block, you're gonna see a bunch of cracks come up on it, how do they do that ?
can i use one texture, and in the node editor, add these elements that would come on top of the texture ? in some sort of layer system for instance, where if i have a face, i would have several layers of eyes with different expressions,
can you do something like that in blender, and import it through a game engine ?
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>>749099
You can easily change textures or materials in game engines like Unity or UE4.

https://www.youtube.com/watch?v=oumfJsv7KEk
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>>749099
>>749209
https://answers.unrealengine.com/questions/779925/key-events-to-trigger-material-changes.html
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>>749209
>>749210
won't it get heavy if i have many different materials for each facial expression ?
and can you affect the nodes in a similar way in blender ?
i saw you could use uv maps in blender to move the uv on a single image with all the different facial expressions,
but unlike shape keys, you can't have keyframes input for it, so i don't know how to make it swap between different uv map during an animation
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>>749212
Not unless you are going for 4K ultra realistic "I can see the pores" definition.

Take a look at this PSX age texture. It's literally what games do right now.
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A shitload of tutorials and guides for Blender.

https://blendernpr.org/learning-resources/
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I think someone was asking for something like this last thread.

https://twitter.com/ThePoxygon/status/1273050353404194816
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>>749212
>unlike shape keys, you can't have keyframes input for it, so i don't know how to make it swap between different uv map during an animation

Normally you would let your game engine handle that, but if you wanted to do it in blender without extra geometry, you could have a bunch of image textures tied to mix nodes and animate the blend factor.
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Animation of running. It is a drawing, but I thought it was a good reference.

https://twitter.com/Skydash827/status/1274374536188719104
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Does anyone have male body references for assorted builds?
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Anyone have a male torso reference?
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Any texture painting references?
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Anyone have any references for a masculine female? Like a half-orc sort of thing?

Also, new to 3d. Where are good places to find references? All the beginner modelling tutorials just tell you to get out your reference
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>>755066
google up "character turnaround"
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>>755068
Appreciate it. Was able to find a basic reference to work with in a few seconds.
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>>757673
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>>757703
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>>757722
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Modeling progress for an anime character.

https://twitter.com/sankaku3d/status/1288464727564115970
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I need me some UV ref
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>>759883
UVs are mesh dependant. What works for one model might not work for another.
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>>747047
it is https://www.youtube.com/watch?v=skCoiq0zj_E
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So how do you batch download images from 4chan? Asking for a friend.
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>>742562
>>744532
I see this shit and think "it's so simple!" And then I try to make some simple shit on my own and feel like an amputee trying a marathon. Where can I read about or look at old topology?
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>>761525
the secret of these is mostly on the texture. you really need to learn to draw since they're basically a 2d drawing slapped onto rough blocks
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>>761071
>wget -nd -H -p -A jpg,jpeg,png,gif,html -r -l1 -e robots=off -E [link to post]
>rm spoiler* *.html *s.png
I think having a custom board list at the top with literally nothing in it might help reduce the amount of unwanted pictures you get. I went with 1 level of recursive retrieving to get the full size images, this means you get a lot of images from places the post links to. Luckily, thread thumbnails share the same naming convention as in-thread preview images, so you don't get the entire first catalog page after the rm command (I think "del" should work similarly on windows, I don't know though because WSL). You'll still have a small amount of junk, like board banners and such. 43 of those for me, I think, which you can get rid of manually.
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>>761617
Let me correct myself. Don't include *s.png to the rm. Add
>-R s.jpg
to wget. Sorry, I'm retarded.
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Not really a guide, but this example for lowpoli cartoony structures is quite good.

https://twitter.com/s_nonohara/status/1293469572901687302
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>>742572
Do you have the image he uses on the background?
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>>762175
Sorry anon, this is the closest I have.
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>>742562
Dumb question. I'm coming from graphic design and one of the biggest no goes is to not license things such as textures in anything you use.
What is the standard in 3d? Can I just use random T-Poses from the webz to get the anatomy right or do I actually have to credit it? Same with textures. Does anyone care/check for small freelancers and self employed guys if pics are licensed?
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>>761650
Why not stop at the 4th pic is beyond me.
Way too high poly for the style in the end, and for no good reasons.
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>>763472
it was made for vr, so its pretty much the closest to the camera/your eye that you can get compared to any other game or visual medium
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>>763558
but shadows are painted on, geometry seems a bit wasted
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For those looking to make anime characters.
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>>764353
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>>764353
That's a lot of wasted polys on that head
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>>764356
>A time traveler from the early 90's appear.
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>>764362
1. English, motherfucker.
2. Just look at it you colossal retard. Lots of room for optimization, you useless pisshead.
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>>764362
>A wild Brazilian appears
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>>764368
Not him, but have you made some of these kind of models before? Any examples you would like to share? For reference, please.
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>>743220
C C C C C C C C C
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Important stuff.
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>>764409
ironically good advice. Having a good basemesh is important.
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>>763561
not that guy, but even when textures are shadeless, the high poly count is used for smoother contour, which is especially important for characters that are going to be seen from really up close.
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>>761650
1. base body
2. base for clothes, and hair
3. refinement
4. retopo
5. more detail
6.Moar detail
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Dumping what I have from a presentation from an artist at Blizzard
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>>764492
here's the talk if anyone's interested, shame she doesn't show off the hand topo
https://www.youtube.com/watch?v=ZiYEO49B768
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>>764493
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>>764494
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>>764495
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>>764496
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>>764499
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>>764500
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>>764501
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>>764502
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>>764503
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>>764504
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>>764507
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F
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>>764409
DRAW THE REST OF THE FUCKING OWL
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Something different.
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>>764936
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>>764936
>>764937
funnily enough I just had to study a whole lot about how North American/European houses are made because ours look so different I couldn't make a simple drawing of one. next step is modeling a tree house
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How to fix wacom drivers because they always have been and always will be dogshit
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>>761071
Ctrl v thread link into jdownloader
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I normally see people complaining about triangles, but the japanese really don't give two flying shits about it.
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>>766704
Texturing truly is key.
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>>766704
that's just triangulation
all models are eventually triangulated in order to be rendered
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>>766704
I with I had a dollar for every time a dumbass like yourself said that about an obviously triangluated model. Like actually look at the topology dipshit, you can still see the quad loops.
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>>767059
Thanks for sharing, but >>766728 explained it more eloquently half a week ago.
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>>767062
Yeah ok dumbass
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>>767065
Aww, desperetaly trying to lash out at anyone at hand? Bad day at job, or no job at all? Need a hug?
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any guides on low poly hair ?
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>>767071
You are gonna rely a lot on actually painting and texturing the hair yourself, anon.
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>>767098
I wonder if there's a way to make texture like that without a drawing tablet
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>>743124
>>>>>>>tris
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>>767119
they are pretty useful around areas that bend no?
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>>767112
draw it with a mouse?
https://www.youtube.com/watch?v=u9nE2Xg6Jgk
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>>767098
I was talking more about topology.
>>
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>>743094
Tension maps maybe? IDK
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>>767869
you can also replace the "Projection Circle Ramp" with achromatic vertex colors for a bit more control
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UE4 Niagara tutorial

https://www.youtube.com/watch?v=gdOTYkHt4YE
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>>742562
wouldnt this deform like shit? Theres no loops around the joints
>>761525
working from a turnaround and sculpting first makes low poly a lot easier
also Models Resource has a ton of low poly models. I recommend checking out DS models since its the latest generation that used professionally-made low poly shit
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>>767059
Take a look again motherfucker. Specifically below the knee and at the edges that wrap around the leg starting from below the kneecap. Also the creases in the jacket and elbow. You can't quadrangulate those motherfucker.
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>>769996
Apparently it doesn't deform too badly, assuming you are going for nothing more complicated than a walk/run animation.

https://twitter.com/0000Junnya/status/1279929043471794177
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How to make animu eyes.

https://twitter.com/DDadadan3/status/1306538707114098688
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from some imgur uploader
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>>770935
That technique is literally 35+ years old
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>>767869
source to this artist? i saw them on my twitter tl a while ago and havent been able to find it again
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>>771620
https://twitter.com/sakuramochijp?lang=ko
literally search by image. also the name of the artist is on the name of the file
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>>771623
yet you gave me the link anyway. thank you
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where do people get references for animals?
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>>771949
Real men go on a safari, but if you're a pussy you can use the zoo.
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>>771949
Unironically, National Geographic and children's animal books.
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>>771949
try pinterest if you don't find anything anywhere else
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>>742562
>>742565
holy fuck, I am so confused

coomer shit I can understand but this, wtf??

first someone had the thought to create this and then someone had to save it and upload it here.. how could anyone even aspire to bother with this?

is it a pedophile thing? that would fit under coomer I guess.
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>>746318
They're both correct, the right fist is clenched and left is just loosely closed
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>>773254
You need better bait.
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>>744532
The thing that bugs me aboutics lile this is the topology is useful to some degree but it does not look suitable at all for animation and it makes me wonder what even is the point.
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>>773353
If you ever have to work on a budget, like a mobile game, there is a point.
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>>773356
...pft...
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>>751959
i thought wizards were meant to be trapped inside the computer, not using it
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Can someone break down what I’m looking at here. If I’m making a soldier with different parts and accessories should I just Boolean them onto the main body and parent them to my bones or actually make it all one object.

Additionally what the fuck is going on with these pants, is this even service for animation?
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Nice man
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>>773592
Nice man
>>
>>773589
Wtf, NEVER boolean anything, it always a fucking mess. Leave meshes separated whenever possible. Pants dont have a defined way of deforming so it doesnt matter, a knee needs to look like a knee at every flexion angle. The high polycount on pants helps with deformation, it fucking cloth.
>>
>>773997
Okay thanks.
>>
Don't have anything to post, bumping from page 10 out of caution.
>>
Thighs Impact models.
>>
>>776891
>>
>>776892
>>
>>776893
And eyes.
>>
>>776894
>>
>>776891
>
>>776892
>>776893
>>776894
>>776895
god i wish those were translated. ofc just the images give a good idea but i wonder what iis written
>>
For you aspiring weebs, this japanese artist has a rather detailed guide. Using the auto translator yields a serviceable text.

https://www.youtube.com/channel/UCvC55dRRUwzHgkj1oiylDpg
>>
>>776891
>みみテクスチャ
>テクスチャ
>わしがつくる3Dの形
>原ネ申
>メッシ この 流れ
>逆しの字だけど
>原ネ申はくリっぽくてキい
>>776892
>けっこうみる眉もの形
>ちゃんと生えてる!
>>776893
>パイモン (Paimon)
Arrows indicating thigh topology flow: / \
>アンバー (Amber)
Arrows indicating thigh topology flow: | |
>ジン (Jean)
Arrows indicating thigh topology flow: ) (
>>776894
Left:
>わし
>ガクガクしてる
>おおいい
>ひろい
Right:
>原ネ申
>めっちゃキレイ
>数が少ない
>せまい
>>776895
>原ネ申のモデルみんな同じだった
>メッシこが事ってるなんでかわかんない...
>ここもかさなってる
>>776923
I can't read handwriting for shit.
>>
File: Anime_7b153c_6689573.jpg (74 KB, 1200x680)
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>>776986
I can't thank you enough for this. doing God's work, anon.
>>
>>763442
top left looks like the zucc
>>
This important information brought up to you by Asanagi.
>>
File: 1598258391067.jpg (214 KB, 943x756)
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214 KB JPG
>>742562
>>744532
There are any site that teaches how to low poly? The trick seems to be the textures
>>
>>763469
Anatomy is for sharing the same animation with the other related anatomy. Unless you share the project file to everyone, no one will notice.

Same goes for textures.

Licensing is for the big company only.
>>
Does anyone have a guide for exporting xnalara/xps models to object with it being rigged?
>>
>>777778
Oof by 1
>>777777
>>
>>743124
Jesus this topology upsets me
>>
>>743126
Goddamnit its the same shit lol
>>
>>777752
yeah, your pic for instance doesn't have much complexity in its topology going on, the person who did it could probably do a very good drawing of mammi and just made a roughly shaped model with the textures being the most part of its appeal
>>
>>777752
Yes, low poly days the texture had to do all the detail work. Even as far as lighting, we didnt have self shadowing or per pixel lighting to add dark regions and highlights or specularity.
>>
>>773997
>never use booleans
jesus christ when will this meme end
>>
>>777319
translate for me pweeeaaase
>>
Just went through the entire thread and only have two things:
All of these images are of females. Almost exclusively
Two and more importantly any static clothing references would be nice, namely for pants. There are a few things here that have jackets and coats but there are no references for pants.
>>
>>779774
I literally could not find any reference for male models that was not furshit. And nips just reuse the same sinbag model some guy made over a decade ago, so why would they bother?
>>
>>742611
Why is the bottom half so fat, it looks very disproportionate.
Gross desu
>>
File: Peace Walker MSF Soldier.png (234 KB, 1005x1029)
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>>777752
Like >>769996 says look up DS models and also PSP models
I'd give my left nut for the Peace Walker models and textures
>>
File: Peace Walker.png (275 KB, 815x821)
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275 KB PNG
>>780228
>>
File: LAV-TG & Escort.png (476 KB, 1457x1547)
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476 KB PNG
>>780229
>>
>>742562
MF Those are some whack ass UV's
>>
>>780583
It's efficient
>>
>>780228

here my dude, hope this helps:
https://www.deviantart.com/dabiggiek/art/MSF-Olive-Drab-Metal-Gear-Solid-Peace-Walker-507189040
>>
>>780228
I have some of these models.
Somewhere.
>>
>>780758
Holy shit

You are above even based, I hereby award you the title of Big Based
>>
Any muscular female topology references?
>>
reference for modeling anime eyes?
>>
>>742562
any guides on how to make model like this
>>
>>783144
See >>770935
>>
>>742607
Damn what the hell happens with aging
That's awful.
>>
>>783620
Senescence is a fail safe genetically built into humans to prevent cancer. To think that cancer was such a burden on our predecessors that our bodies evolved to pre programmed cell death just goes do show the lengths we had to take to fight this devastating disease.
>>
>>783620
Brush your teeth twice a day and maybe your law won't look like that when you're 80 anon. But yeah constant ware and tear, as well as gravity, takes their toll.
>>
>>764409
are their anymore tutorials that go deep into this it feels insufficient
>>
>>783765
There used to be a modeling tutorial on youtube, but the channel got deleted due to prudes reporting on it.
>>
>>743154
Moar?
>>
>>783773
there was a video on my 3dplaylist on youtube that got deleted I think it was that is there any other places it was uploaded to
>>
>>742573
Lan building, it's the Lan building larry
>>
>>742562
ok
>>
>>743183
>>743185
>>743186
damn this is helpful ty anon
>>
>>776893
why does amber have so much more geometry compared to the others?
>>
Black lives matter if I do say so myself
>>
>>742572
>Big Ba
Anything else on fatty bazongers? Huge slobber knockers? Them sweatty melons?





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