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    File: Capture.png (269 KB, 486x313)
    269 KB PNG
    For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.

    https://www.arcsystemworks.jp/academy/
    >>
    Yeah well wake me up when they'll translate it to english
    >>
    File: kneetopo.png (1.11 MB, 1374x778)
    1.11 MB PNG
    >>1018099
    Youtube autotranslate captions work fine for this.
    Most of the content is visual.
    For example second video shows how to make lowpoly topology for knees and elbows.
    >>
    >>1018098
    Don’t forget that they used old software like Unreal Engine 3 and Autodesk soft images. No matter what crazy logic some people from another 3D software says. You absolutely can’t recreate the same results.
    >>
    >>1018098
    That's awesome, thank you for the link!
    >>
    >>1018104
    All their techniques are universal, stop being a fucking goober
    >>
    >>1018104
    I mean it's kinda funny because specifically the real time accurate shader preview was something you couldn't do in other autodesk products like Maya and 3ds specifically, but in several other programs it was no problem
    >>
    >>1018106
    >Blender doesn’t include RT Shader Editing
    >Blender can’t optimize 3D scenes or models
    You literally can’t beat Autodesk softimage. It was the Maya of those current era, Blender couldn’t do and still can’t reach the same quality as Softimage. Only losers like you continue to be pathetic with excuses like Blender Foundation “promises” to get animation tools done. They “promise” to fix things. They “continue to work hard” on important features. Give it up, you’re done. Millions of dollars in funding, bad employees in the Blender Foundation, ignoring user requests, years of software development and constant lies about their inability to do basic things in other software projects. There’s no reason to use Blender, it’s the GIMP of 3D but way worse.
    >>
    >>1018114
    Wow you immediately thought of Blender. You seem to have it on the mind, I bet you think about Blender all the time, but that message could have been about wings3d
    >>
    >>1018107
    Not in Blender either dumbass, the original creators did it first before Autodesk brought them.

    >>1018117
    Wings3D doesn’t have animation, it lacks shading options compared to Blender and Maya. However it’s still way better at modeling than Blender because it’s easier for newcomers, it’s closer to real world applications, the best documentation and the community isn’t toxic shit that lies about being “the best”.
    >>
    >>1018118
    >However it’s still way better at modeling than Blender because it’s easier for newcomers
    yep
    when you're 10 years into your modelling career you're going to be really grateful your software of choice is beginner friendly
    you absolute fucking idiot
    it's because of retards like you that they keep dumbing down blender's interface
    >>
    >>1018118
    Imagine not knowing how to animate in wings3d
    >>
    It's pretty funny that most of those videos are about good composition or bone placement and the mayafag still makes it a software war
    >>
    >>1018119
    >>1018120
    Imagine hating on a software build for 3d artists who only need to create the models and UV. At least the developers of Wings3D were kind enough to tell people that no animation will be available, unlike Blender dev who keeps things in PR nonsense.
    >>
    >another comfy thread ruined by schizoposting
    mods don't gaf perhaps we should be posting cgi titties to see if they're still there.
    >>
    >>1018098
    Thanks for sharing anon. It's things like these that makes visiting this board still worth it despite the local /3/tard.
    >>
    uhh... bit of a spicy thread here but i was wondering if anyone here knew how to export vfx stuff (wind gusts, explosions, etc) from these games rather than just character models
    >>
    >>1018193
    That’s a lot harder than 3D models. Those things are connected to the programming language and put together on a specific location. You’re better off recreating it than stealing it.
    >>
    >>1018193
    For sounds Assetripper, AssetStudio for Unity games.
    It's often just plain wav files if that's what you mean.
    If you want to copy the visual part you can install UnityExplorer and reverse engineer what they're doing.
    Explosions is mostly just a bunch of particles, idk what you mean by wind gusts. I suppose you can use trail renderer to draw the lines.
    >>1018195 Is correct though it's hardly worth the effort. I suppose you can steal sprites if that's what you want.
    >>
    >>1018195
    yeah, i thought so... their dust/smoke effects are just so good that i wanna use them. i could probably just greenscreen them into what i'm working on but i think it'd be too obviously 2d
    >>1018197
    picrel is a good enough example, and i'll look into unityexplorer. hopefully it can be ported into blender
    >>
    >>1018433
    For those they're on record at GDC saying they just model each frame
    >>
    >>1018433
    For a 2D games everything will be sprites 99% of the time. You can use assetripper, create a new unity project and open that in the editor.
    >>
    >>1018438
    yeah i know, i'm specifically talking about the dust cloud he's picking up under him. i wanna export that, not the character models themselves
    >>1018441
    that's the gimmick, it's 3d but looks 2d
    >>
    File: maxresdefault.jpg (170 KB, 1280x720)
    170 KB JPG
    >>1018098
    https://youtu.be/0GyaYoV6Dls?si=jFh1DXHOqh-BfwA-

    Here's a really great video on the Shader setup in Unreal, even goes through the textures and assets.
    Great stuff, could probably apply it to a lot of different styles too
    >>
    >>1018098
    This is like a decade old. Long story short: it's more about artistry and less about the technology.

    A 3D only artist trying to recreate the 2D look is impossible. It's like an Olympic cyclist trying to become a Nascar driver.

    ArcSystem Works have decades of 2D animation experience, this is why they were able to pull it off so well. It's the same with that Arcane show. The artists working on it had decades of 2D animation experience.

    2D is like a language. If you're not fluent in it then you'll never ever be mistaken for a native speaker.
    >>
    >>1018099
    >>1018103
    Some of those slides were translated years ago https://archive.org/details/GGXrd-design-docs
    >>
    THey've added a whole bunch of stuff over the last few months, although there's dome repeats and some materials unrelated to purely 3d. Love the one about stage design though
    >>
    >>1019268
    Dang, Ram's thighs are out of this world. They animated them, too
    >>
    The videos continue to be interesting. Love hte one about the ice effect
    https://www.youtube.com/watch?v=cfPC4ptxYgU
    >>
    How does one maintain edited normals with blendshapes/shapekeys?
    >>
    >>1029648
    Is this you when you 3d model? Will you be my gf?
    >>
    >>1029652
    kys
    >>
    >>1029675
    Don't worry, you'll get to have my BWC too. There's too many women on /3/
    >>
    >>1029648
    Duplicate the model. That second model never enables any blend shape and does not need to be poses or anything. it will be the custom normal source
    Add a data transfer modifier to the main model, using the settings "Face corner data-> custom normals->mapping: topology".
    This data transfer modifier needs to be moved before the armature modifier

    And then you're all set!
    >>
    >>1029746
    My understanding is that would work for animations in blender, but not for anything exported into game engines.
    Thanks for your reply anyway
    >>
    >>1029770
    >>1029648
    I don't know anything about using models outside of Blender. But to hazard a guess, you would probably need to bake the normals as a texture. And then in the other program, tell it to read the normal texture.
    >>
    >>1029648
    why would they edit the normals? they're just moving the vertices around
    >>
    >>1029770
    It's a Blender question. The usual game engine suspects will leave the normals alone
    >>
    >>1029777
    In Blender shape keys trigger a normal recalculation from scratch that currently can't be deactivated. Might change in the future, since subdiv used to do the same and now you can choose to preserve custom normals
    >>
    I don't understand the multipass shader part of their arc sys academy videos I'm not sure if its auto translated subs but I'm confused why its a necessary step?
    >>
    >>1029797
    Which specific video?
    >>
    >>1029801
    Unpacking my BWC
    >>
    >>1029801
    https://www.youtube.com/watch?v=AZ_9ifeR518
    >>
    >>1029797
    >>1030021
    Oh I see. For the outlines, right? It's just about drawing the models twice to get the outlines. Once for the base model, once with a different vertex shader for the inverted hull.

    If you don't want to do it in two passes you have to double the size of the mesh data, since you need to store both the original and the hull.

    There are some alternatives (geometry shader or compute shader) but they have other tradeoffs and are more dev-intensive compared to the two-pass approach that just works out of the box.
    >>
    Lately I've been playing Another Code recollection, and while the game overall is ugly as sin, the way Ashley is rendered is really amazing. It's the best use of cell shading I've seen next to BotW.

    And I looked up the game and discovered it was made by Arcsys. I need to know how this style is achieved...
    >>
    >>
    >>1030778
    It's just a texture with a rimlight
    >>
    It's really aggravating that everytime this guy releases a video that looks like it'd specifically help me it's members-only
    https://www.youtube.com/@Noggi_3D/videos
    >>
    >>1032914
    Guy is a fraud, uses lots of plugins to make up for his lack of skills. Many comments pointing at his flaws. You shouldn’t trust him.
    >>
    >>1032918
    Cope
    >>
    >>1032918
    I don't care about that, I just want to improve my poly-modeling.
    >>
    >>1032923
    Wrong guy then, he’s a noob who uses tools not a person with knowledge in modeling.
    >>
    >>1018098
    >https://www.arcsystemworks.jp/academy/
    I'll translate with in English with AI if you guys want
    >>
    >>1018098
    I'll translate this in English if you guys want.
    Also put subtitles, it should be just 3-4 dollars anyway with ox alpha.

    Also, does anyone have the dev build released in 2025 May? If anyone has it I can run AI tools for educational purpose only and replicate the pipelines the binaries are pretty easy to reverse engineer now
    >>
    >>1033493
    They're already translated you dumbass
    >>
    >>1033493
    that looks like something cris would make if he wasn't retarded
    >>
    >>1033493
    poopjeet trying to increase his izzat with poopscam saar gimmicks
    >>
    >>1033493
    dude fuck OFF
    ideaguys should all be buried alive
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