New board: /vrpg/ - Video Games/RPG
Anatomy, tutorials, construction, building, texturing, etc. Anything that you think might be useful goes.
Also enormous dohonkerakoogers because why the hell not.
Quality is shit, but the best I could do.
>>742576Is this game topology? I thought triangles weren't acceptable there because the subdiv will pinch?
>>742681its up in the hair it doesnt matter
>>742686So if the character was bald, you'd have to keep all that geometry?
>>742579What do you call the black underwears here, I have tried to search for them before for ref but always failedI want to see how they connect under
>>742733It 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
>>742649how do you make those movable creases?
>>742681you 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
Better technique: https://www.youtube.com/watch?v=lo_FxdSe_F8
See previous post
>>742567Hm, is there more of this you can share? :)
here are two images i made, the hands wrist area is not perfect so you need to approximate. Both images line up very well.
>>743229By the same artist? Sure, but it is mostly drawing tips. I am trying to keep things as 3D related as possible.
>>743276This one is really good.
Anyone have any topology tips for a realistic torso?
>>743432I would recommend an actual anatomy book.
>>743467I know what a torso should look like, I just don't know where to begin with the topology
>>742567Have it in japanese?I dont speak english.
Some people may find this useful.https://www.youtube.com/watch?v=RFEIS26VOqk
>>744532damn, good textures can really make a model standout
>>745104The torso picture is particularly good for modeling.
An often ignored detail.
>>746281Which version is the correct one?
>>746318Look at your hand.
>>742562Okay 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.
>>746320left is a relaxed position, right is tensed. They're both correct with no context.
>>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
I mean, I get the idea, but I'm still unsure on how to replicate it with bones.
>>746322I would try some Neural Style Transfer on a similarly illuminated and colored scene
>>746530maybe 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?
>>745611k must be funny
>>746995>Neural Style TransferBased idea. this combined with the other thread makes it seem really promising
>>747084What other thread?
You can stop posting drawings of underage girls you fucking degenerates.
>>748212Your pathetic attempt at reverse psychology shall not work here, plebeian.
>>742562where do u guys get your art criticed at?
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 ?
>>749099You can easily change textures or materials in game engines like Unity or UE4.https://www.youtube.com/watch?v=oumfJsv7KEk
>>749209>>749210won'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
>>749212Not 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.
A shitload of tutorials and guides for Blender.https://blendernpr.org/learning-resources/
I think someone was asking for something like this last thread.https://twitter.com/ThePoxygon/status/1273050353404194816
>>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 animationNormally 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.
Animation of running. It is a drawing, but I thought it was a good reference.https://twitter.com/Skydash827/status/1274374536188719104
Does anyone have male body references for assorted builds?
Anyone have a male torso reference?
Any texture painting references?
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
>>755066google up "character turnaround"
>>755068Appreciate it. Was able to find a basic reference to work with in a few seconds.
Modeling progress for an anime character.https://twitter.com/sankaku3d/status/1288464727564115970
I need me some UV ref
>>759883UVs are mesh dependant. What works for one model might not work for another.
>>747047it is https://www.youtube.com/watch?v=skCoiq0zj_E
So how do you batch download images from 4chan? Asking for a friend.
>>742562>>744532I 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?
>>761525the 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
>>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.
>>761617Let me correct myself. Don't include *s.png to the rm. Add >-R s.jpgto wget. Sorry, I'm retarded.
Not really a guide, but this example for lowpoli cartoony structures is quite good.https://twitter.com/s_nonohara/status/1293469572901687302