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File: 1568344909322.png (233 KB, 600x470)
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Quality anime hair with good topology, how the fuck do you achieve it?

>Curves
shit topo
>UV sphere and manually do each strand
I will kill myself.

any other method?
>>
>>754757
Curves for Blender or curves for zBrush?
>>
>>754757
Box modeling. It's really the best and only way.
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>>754761
I don't use zbrush sadly.
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>>754763
You mean using the UV sphere method? or an actual box?
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>>754757
https://youtu.be/lo_FxdSe_F8
>>
File: Reimu_WIP-9_hair-1.webm (2.86 MB, 635x606)
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>>754776
>>
>>754776
>>754778
cool I'll check it out tonight.
Let's see if I can finally finish this model and start rigging.
>>
>>754787
If you're having trouble, message that guy and he'll probably help.
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>>754788
Man I love how niche and kind the anime 3D western community is, I can ask even the pros for help and they help me in less than a day.
>>
>>754790
To be fair, its probably because none actually are pros, they're just enthusiastic hobbyists
>>
File: vroid.png (499 KB, 1156x627)
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if you actually cant model too well, you might as well try the hair tools in vroid
uvs were decent enough that i could just make a simple procedural hair texture
>>
>>754832
Vroid stuff looks fine, but the topology still has intersections, which causes problems if you're doing line art.
>>
>>754757
You use curves, you sculpt them to refine them then you retopo and bake.
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>>754757
every strand wirewanked by hand is the only acceptable way
anything else is literally soulless
>>
>>754835
ah, yea for line art it wouldnt work too well
i kinda just tried to do how jump force looks which honestly is eh for anime characters anyway
>>
You should check out the Blender NPR Youtube channel. They have good recources for anime stuff
>>
>>754757
I've been using curves, and then retopo'ing the result.
>>
>>754916
What methods of retopo should I learn?
>>
>>754757
not using blender for a start
>>
>>754949
Honestly, just use instant mesh.
>>
>>754963
Are there any good anime hair workflows in other software? I'm happy to pick up another program if its got a good solution to this problem.
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>>754963
I've got no money and its for a game I'm planning on selling, I'm not two-faced enough as to pirate a program and then trying to sell a product made in it.
>>
>>755063
based, also blender is fine for your purposes
I still recommend doing it all by hand. it adds soul.
>>
>>755064
I have a really busy week coming on so I might not be able to do anything until next week, but I already got the hang of curves and latices, if it's crappy I'll try doing it all by hand and bruteforcing soul into my anime hair.
Can't wait to finish this character.
>>
>>755063
You don't need to pirate. The only reason you'd do that that I can understand is if you're already deep into a software package and refuse to switch, like if you've been taught Photoshop and now don't want to experience the transition period to Krita. Otherwise, if you'rte starting, just stick to the free shit.
>>
>>754757
>>UV sphere and manually do each strand
>I will kill myself.
you make the hair out of duplicated segments which you have already made the UVs for.
>>
This is what OP has been looking for
https://www.youtube.com/watch?v=ktqvsYtzK1M
>>
>>755710
This will still have unmerged strand edges, so it won't hold up well for line art.
>>
>>754757
>Quality
>Anime

What
>>
>>754757
>curves
>shit topo

?????
I don't get it, why is curves bad?
And besides, using curves will get you better UVs anyway, for anisotropy.
I really don't understand
>>
>>755851
No good way to join the edges together. Without edges joined together, you get bad shading (unless you just do flat 2tone) and really bad line art.
>>
>>755853
lineart, sure
but you'll usually get bad shading on ANY hair mesh you make. That's what normal editing is for.
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>>755856
And normal editing is easier and works better the less intersections there are.
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>>754757
Curves will give best topo are you retarded?
>>
>>754757

Either sculpt it or use curves with a nice looking hair strand, then retopo.

If you want good topo from the get go, box modeling, though it will take longer and look lower quality if you're not super experienced in box modeling.
>>
>>759423
you think hairs like the OP pic can be sculpted with a mouse? i dont have one of those drawing thingies
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>>759474
>i dont have one of those drawing thingies
why are you doing organic then
>>
>>759474
https://www.youtube.com/watch?v=BqWYgrXw7Jk

Can be done with mouse. If you are going to do any sculpting without a drawing tablet you are really going to struggle, I suggest investing in decent 80~100 dollar drawing table to start out.
>>
>>759511
good question, i know i'm asking too much by using the right tools for the wrong purposes and vice versa, but i want to make assets for my games, which means i need to make organic stuff every now and then

>>759533
i can see how that can get laborious, but it also totally looks feasible with a mouse. thank you very much, i'm totally gonna use that workflow on my next mesh!
>>
>>759537
forgot about this part
>I suggest investing in decent 80~100 dollar drawing table to start out
I do want to get myself one of those, I just don't happen to have the money rn, specially with the whole quarantine thing going on



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