Anatomy, tutorials, construction, building, texturing, etc. Anything that you think might be useful goes.
Also enormous dohonkerakoogers because why the hell not.
>orthos>reference
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?
>>743094https://www.youtube.com/watch?v=B-Y4p1-g1VU
1/3
2/3
3/3
>>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
>>743216
anchor post
>>742567Hm, is there more of this you can share? :)
https://danbooru.donmai.us/posts?tags=character_sheet+
here are two images i made, the hands wrist area is not perfect so you need to approximate. Both images line up very well.
>>743265
>>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.
>>743512分からん
https://twitter.com/d00000000t/status/1264124748201472000
Some people may find this useful.https://www.youtube.com/watch?v=RFEIS26VOqk
>>743611なめんじゃねーぞ!
https://e-hentai.org/g/1231716/870fb20ca6/
>>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
>>746995Messy results
>>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?
>>748219/ic/
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
>>749099>>749209https://answers.unrealengine.com/questions/779925/key-events-to-trigger-material-changes.html
>>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.
>>757673
>>757703
>>757722
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
>>742572Do you have the image he uses on the background?
>>762175Sorry anon, this is the closest I have.
>>742562Dumb 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?
>>761650Why not stop at the 4th pic is beyond me.Way too high poly for the style in the end, and for no good reasons.
>>763472it 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
>>763558but shadows are painted on, geometry seems a bit wasted
For those looking to make anime characters.
>>764353
>>764353That's a lot of wasted polys on that head
>>764356>A time traveler from the early 90's appear.
>>7643621. English, motherfucker.2. Just look at it you colossal retard. Lots of room for optimization, you useless pisshead.
>>764362>A wild Brazilian appears
>>764368Not him, but have you made some of these kind of models before? Any examples you would like to share? For reference, please.
>>743220C C C C C C C C C
Important stuff.
>>764409ironically good advice. Having a good basemesh is important.
>>763561not 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.
>>7616501. base body2. base for clothes, and hair3. refinement4. retopo5. more detail6.Moar detail
Dumping what I have from a presentation from an artist at Blizzard
>>764492here's the talk if anyone's interested, shame she doesn't show off the hand topohttps://www.youtube.com/watch?v=ZiYEO49B768
>>764493
>>764494
>>764495
>>764496
>>764499
>>764500
>>764501
>>764502
>>764503
>>764504
>>764507
F
>>764409DRAW THE REST OF THE FUCKING OWL
Something different.
>>764936
>>764936>>764937funnily 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
How to fix wacom drivers because they always have been and always will be dogshit
>>761071Ctrl v thread link into jdownloader
I normally see people complaining about triangles, but the japanese really don't give two flying shits about it.
>>766704Texturing truly is key.
>>766704that's just triangulation all models are eventually triangulated in order to be rendered
>>766704I 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.
>>767059Thanks for sharing, but >>766728 explained it more eloquently half a week ago.
>>767062Yeah ok dumbass
>>767065Aww, desperetaly trying to lash out at anyone at hand? Bad day at job, or no job at all? Need a hug?
any guides on low poly hair ?
>>767071You are gonna rely a lot on actually painting and texturing the hair yourself, anon.
>>767098I wonder if there's a way to make texture like that without a drawing tablet
>>743124>>>>>>>tris
>>767119they are pretty useful around areas that bend no?
>>767112draw it with a mouse?https://www.youtube.com/watch?v=u9nE2Xg6Jgk
>>767098I was talking more about topology.
>>743094Tension maps maybe? IDK
>>767869you can also replace the "Projection Circle Ramp" with achromatic vertex colors for a bit more control
UE4 Niagara tutorialhttps://www.youtube.com/watch?v=gdOTYkHt4YE
>>742562wouldnt this deform like shit? Theres no loops around the joints>>761525working from a turnaround and sculpting first makes low poly a lot easieralso 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
>>767059Take 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.
>>769996Apparently 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
How to make animu eyes.https://twitter.com/DDadadan3/status/1306538707114098688
from some imgur uploader
>>770935That technique is literally 35+ years old
>>767869source to this artist? i saw them on my twitter tl a while ago and havent been able to find it again
>>771620https://twitter.com/sakuramochijp?lang=koliterally search by image. also the name of the artist is on the name of the file
>>771623yet you gave me the link anyway. thank you
where do people get references for animals?
>>771949Real men go on a safari, but if you're a pussy you can use the zoo.
>>771949Unironically, National Geographic and children's animal books.
>>771949try pinterest if you don't find anything anywhere else
>>742562>>742565holy fuck, I am so confusedcoomer 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.
>>746318They're both correct, the right fist is clenched and left is just loosely closed
>>773254You need better bait.
>>744532The 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.
>>773353If you ever have to work on a budget, like a mobile game, there is a point.
>>773356...pft...
>>751959i thought wizards were meant to be trapped inside the computer, not using it
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?
Nice man
>>773592Nice man
>>773589Wtf, 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.
>>773997Okay thanks.
Don't have anything to post, bumping from page 10 out of caution.
Thighs Impact models.
>>776891
>>776892
>>776893And eyes.
>>776894
>>776891>>>776892>>776893>>776894>>776895god 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: ) (>>776894Left:>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>>776923I can't read handwriting for shit.
>>776986I can't thank you enough for this. doing God's work, anon.
>>763442top left looks like the zucc
This important information brought up to you by Asanagi.
>>742562>>744532There are any site that teaches how to low poly? The trick seems to be the textures
>>763469Anatomy 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?
>>777778Oof by 1>>777777
>>743124Jesus this topology upsets me
>>743126Goddamnit its the same shit lol
>>777752yeah, 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
>>777752Yes, 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 booleansjesus christ when will this meme end
>>777319translate for me pweeeaaase
Just went through the entire thread and only have two things:All of these images are of females. Almost exclusivelyTwo 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.
>>779774I 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?
>>742611Why is the bottom half so fat, it looks very disproportionate.Gross desu
>>777752Like >>769996 says look up DS models and also PSP modelsI'd give my left nut for the Peace Walker models and textures
>>780228
>>780229
>>742562MF Those are some whack ass UV's
>>780583It's efficient
>>780228here my dude, hope this helps:https://www.deviantart.com/dabiggiek/art/MSF-Olive-Drab-Metal-Gear-Solid-Peace-Walker-507189040
>>780228I have some of these models. Somewhere.
>>780758Holy shitYou are above even based, I hereby award you the title of Big Based
Any muscular female topology references?
reference for modeling anime eyes?
>>742562any guides on how to make model like this
>>783144See >>770935
>>742607Damn what the hell happens with agingThat's awful.
>>783620Senescence 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.
>>783620Brush 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.
>>764409are their anymore tutorials that go deep into this it feels insufficient
>>783765There used to be a modeling tutorial on youtube, but the channel got deleted due to prudes reporting on it.
>>743154Moar?
>>783773there 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
>>742573Lan building, it's the Lan building larry
>>742562ok
>>743183>>743185>>743186damn this is helpful ty anon
>>776893why does amber have so much more geometry compared to the others?
Black lives matter if I do say so myself
>>742572>Big BaAnything else on fatty bazongers? Huge slobber knockers? Them sweatty melons?
>>784743Looks like the ripper applied a subdivision to her for whatever reason before taking the screenshot.
This looks hard to get right.https://twitter.com/mozuya_/status/1334476700558581761
>>742562Amazing thread.
>>743159I'm seeing a lot of triangles in the faces. Shouldn't we be concerned about this anons?
>>787873squares are made of triangles
>>787873You can clearly see this was modeled with quads, this is the mesh after triangulation.
>>787873Sometimes, you'll triangulate so you can control shading, particularly if you're going to export to something to another program.It also helps by giving you better control on how you can split a quad, rather than letting another software do it for you when it renders. Software A may split a quad like this [ / ], but software B might split it like this [ \ ]. This will cause issues with shading and texture alignment. It's not a big deal for most things, but it can be for anime type models.By using triangles you decide where to make that split.
>>788472>>788854>>789588so triangles are problematic only they don't follow a quad flow?
>>791783they are problematic when they cause problems for you which can happen but TRIANGLES BAD is a noobtrap
>>791783I don't like seeing them when they're not in a quad-flow, but sometimes they're needed for controlled/explicit shading (most noticeably anime faces,) very low-poly deformations, or anything else I listed before.
>>743162once or twice I've seen people blocking out sculpts with these really narrow cut-outs in blender and I've wondered about it. Is there a process I'm missing? I do a pretty specific flow for blocking out in Zbrush but I don't have a good one for Blender. Could someone explain it to me or maybe have a relevant tutorial that would give me some tips?
https://twitter.com/LiuXingWan/status/1347630342300028929