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    File: 1652934934032687106_1.jpg (91 KB, 1146x1206)
    91 KB JPG
    Previous thread : >>1019271

    Discuss and post anime styles in 3d. From figures to celshaded models, etc.
    Recommend Youtube Channel :
    https://www.youtube.com/@user-sy9do4tr4h
    https://www.youtube.com/@yuucg5187
    https://www.youtube.com/@mmcganimetic
    https://www.youtube.com/@fusako3d
    https://www.youtube.com/@sulbi03
    https://www.youtube.com/@Neogools_3D_Trainning
    https://www.youtube.com/@Uzuki_Riha
    https://www.youtube.com/@chichaart
    https://www.youtube.com/@MrZingyGuy
    https://www.youtube.com/@pachiko_blender
    https://www.youtube.com/@ShionMgr
    https://www.youtube.com/@kurukuma
    https://www.youtube.com/@menglow2122
    https://www.youtube.com/@2amgoodnight
    [YouTube] How to (Actually) Make Anime in 3D (ft. Dillongoo) (embed)


    Sculpting:
    https://www.youtube.com/@aurelien4280
    https://www.youtube.com/playlist?list=PLMjnnUF3eJFe3jMRfUKMt0qK5zKIpxy1t
    https://www.youtube.com/@FlyCat1/videos

    Image ref for sculpting :
    https://mega.nz/file/A1gAyQDB#9dw9Bj3Dk3ofdyxhHfna4jnjsj2bZ63C3Cl75kop98U

    sculpt stream
    https://drive.google.com/drive/folders/1UdkwS53pqmhrOWb8SeQf1IZ3X2w4vLPp
    >>
    What’s the most idiot proof way of making a black and white rendering of an animu render resemble the manga look?
    I want to save time drawing by having vehicles and backgrounds get done in blender if that is possible.
    >>
    >>1025041
    Use grease pencil with outline modifier
    >>
    >>1025041
    manga is printed in monochrome so any software with a monochrome setting
    >>
    very slow progress on miro´s tutorial.
    >>
    >>1025053
    Looking very cute anon, keep it up
    >>
    >>1025053
    is it on telegram?
    >>
    >>1024994
    https://youtube.com/@heavygauge_6893
    sculpt
    >>
    >>1025054
    ty!
    >>1025062
    no, i found it on cgpersia. it was a pain in the ass to download because of slow file hosters.
    >>
    >>1025086
    oh okay, can i have your model for free?
    >>
    >>1025120
    you can if i finish it, but what is the point?
    >>
    >>1025131
    just give me it now man
    >>
    >>1025131
    >>1025148
    nigger are you going to upload it or not
    >>
    >>1025160
    >>1025148
    Weird behaviour.
    >>
    >>1025178
    CHUDDY! CHUDDY CHUD!
    >>
    (Slow) progress has been made
    >>
    >>1025211
    Keep going, you've motivated me to try downloading that course again
    Not that I actually need to follow courses anymore, but who knows, maybe it'll help
    >>
    To any prospective anime modelers:
    Start with box modeling your figures for a long time and learn to rig/pose that. Do not waste your time with sculpting until you hit the limits of what you can do with regular modeling, you can get way further than you probably realize.

    And if you can't draw, start learning to draw. A sculpting brush in someone's hand who can't use a pencil is practically useless.
    >>
    File: miro warmup7.jpg (35 KB, 790x586)
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    >>1025214
    good luck with that download
    >>
    File: miro warmup8.jpg (98 KB, 996x567)
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    she is using anchor brushes that were introduced in version 2023.2. now i have to work around it with transpose tool >:(
    >>
    >>1025218
    Drawing is too hard, impossible task
    >>
    File: miro warmup9.jpg (57 KB, 826x744)
    57 KB JPG
    >>1025231
    in the end she did not use the anchor brush
    >>
    >>1025218
    It depends on what you want to make. But basic drawing is always a good skill to pick up along the way.
    >>
    >>1025086
    Is there a public link to this tutorial? E.g. is it actually sold somewhere? My cgpersia account is deactivated since 2011, so I can't browse it.
    >>
    >>1025218
    What would you recommend for learning to draw if the goal is 3D anime modeling? Drawabox?
    >>
    >>1025283
    >Drawabox
    DaB is bad after the first few exercises, and even those are garbage unless you have autism because it's a shittier version of Peter Han dynamic bible where at least it tries to be fun.
    I would say do some of the first pages of Dynamic bible to get some line control and after that learn some accurancy
    >Keys to Drawing
    >Dorian Iten Accuracy
    >Drawing with the right side of the brain (this one has way too much pseudoscience but the exercises are great, try to find the workbook)
    >Krenz video about accurancy and grids
    They all teach the same thing, grab one and if it doesn't work just use another one. After that just draw what you want or copy your favorite artist, it's way easier than jumping straight to anatomy.
    Also that anon is right and wrong. Drawing isn't a requirement to do sculpting or modeling, but it helps a lot because they share the same skills.
    >>
    >>1025282
    you are confusing it with cgpeers. just type cgpersia into google and press the first link.

    official page of the tutorial: https://coloso.global/en/products/figuremodeler-miro-us
    >>
    >>1025218
    >Start with box modeling your figures for a long time and learn to rig/pose that
    already did that multiple time, but i'm not satisfied with the result, should i sculpt it to get better shape result, especially the arm and leg part, i can't draw, but i don't mind learning anatomy while sculpting
    >>
    >>1025312
    i want something like this, it has the shape, i know it's probably retopo, so my plan is box modeling, subdiv, sculpt, then retopo it to get the shape
    >>
    File: FEKz8vOagAIqB5g.png (159 KB, 560x826)
    159 KB PNG
    >>1025313
    or this
    >>
    >>1025285
    If this is the Dynamic Bible, it looks absolutely insane, overwhelming, and like the owl meme.
    https://archive.org/details/dynamic-bible/page/n3/mode/1up
    My brand of autism prefers a slower step-by-step process for spatial-imagination-challenged idiots, such as learning kanji starting from the simple shapes and then learning the ones assembled from the already learned Lego bricks...
    I'll check out all of these, thank you! I'm probably not going to get into sculpting any time soon, but even with box modeling anatomy and texturing will be required... Anime models live or die by their textures after all.
    >>
    Sharing the painted prototype of the GK whose sculpting process I posted a few threads ago, very happy with it
    >>
    >>1025358
    very impressive. looks like a process of several months.
    >>
    >>1025358
    Yup, it's as good as it gets for a garage kit. Good luck at WonFes.
    >>
    >>1025358
    looks wonderful!
    >>
    >>1025358
    Amazing.
    Motivating, even.
    >>
    >>1025358
    >whose sculpting process I posted a few threads ago

    Did anyone write that down by any chance..?
    >>
    >>1025363
    >>1025364
    >>1025370
    >>1025372
    Thank you anons! Yes, it took a few months, mainly because I was short on time and did it little by little

    >>1025400
    Don't worry, if you're interested, I'll start a new one soon and can share the process here again
    >>
    >>1025401
    Awesome, looking forward to it then!
    >>
    File: miro warmup10.jpg (52 KB, 974x695)
    52 KB JPG
    slow progression on miro´s tutorial.
    >>
    how come literally every tutorial is about making chicks? suppose i want to make an anime dude tho?
    >>
    >>1025522
    Methodology is the same, you just reference dudes instead of chicks
    >>
    >>1025522
    >make chick
    >remove tits
    >make hips smaller than shoulder
    it's not that hard anon
    >>
    >>1025522
    Just make a girl and call it a boy.
    >>
    File: sculpt_progress.png (1.23 MB, 1406x1036)
    1.23 MB PNG
    slow progress here as well on my sakura face rescuplt. doing ears now
    >>
    >>1025565
    zased nomad user, fuck a zeebrush
    >>
    >>1025530
    Distressingly shipable solution.
    >>
    File: 1770200728100574.jpg (133 KB, 888x1066)
    133 KB JPG
    Anyone got a good loli basemesh..? I need some reference

    Also I'm getting hard filtered by this "not like the others" captcha lmao
    >>
    Noggi just posted a 15 hour video about anime in Blender and DaVinci Resolve. It's not a tutorial course where you build a basemesh, but it does at least touch on basically everything. So it looks to mostly be useful as a reference for a narrow topic you might want more info on.

    https://www.youtube.com/watch?v=xZWxEoa-Dwk
    https://noggi3d.notion.site/3d-anime-guide
    >>
    >>1025644
    you could try ripping the 3d assets from the game if you need a reference. https://docs.google.com/document/d/17pGhsnuhevWhfD8Ro7lahlV6NQGU7mjPuDwhMjzRvQw/edit?tab=t.0
    >>
    File: sculpt_progress1.png (959 KB, 1214x1029)
    959 KB PNG
    some progress on ears, going for eye next.
    >>
    File: Illustration.jpg (1.07 MB, 1214x1029)
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    >>1025664
    you went high poly too early. correcting all this little bumps will be a pain in the ass now.
    >>
    >>1025672
    I'm still learning to sculpt. It still feels pretty easy smoothing out bumps, besides, I have multi-res on
    >>
    multires is the good shit, sadly i never bother to buy new pc so my pc will shit brick once i hit subdiv 5 times
    >>
    File: sculpt_progress2.png (1.21 MB, 1563x907)
    1.21 MB PNG
    >>1025683
    I'm using a 10 year old pc, with an upgraded gpu. In the tutorials I see on youtube, they get to millions of vertices, and they're probably on an ipad or something.
    >>
    File: arisu_mesh.png (491 KB, 1902x1026)
    491 KB PNG
    >>1025663(me)
    testing the steps, apparently, you don't need anything other than asset studio and mishiro for the mesh. Exported directly into obj to blender.
    >>
    >>1025285
    Agree about DaB, only thing I'd highly recommend against there is Drawing on the Right Side of the Brain. Completely avoid that one. Dodson is best there
    >Also that anon is right and wrong. Drawing isn't a requirement to do sculpting or modeling, but it helps a lot because they share the same skills.
    I never said it was "required." It was more a warning to the hundreds of people I've seen intentionally handicap themselves by avoiding it. When you go to an art school, you're required to do half a year or a year of basic drawing anyway.

    It's far easier to learn anatomy and design in 2D, and drawing skills will never negatively impact your 3D.

    >>1025312
    You're fundamentally limited by your knowledge of anatomy, nothing to do with the modeling method used. It's not retopo either, you simply don't know how any of the muscle insertions work or major skeletal groups influence the surface of the body. Every form other than the obvious (tits, collarbones, abs) is completely smooth and lacking in detail to even hint at musculature. These are common errors made by people who avoid anatomy and learning to draw but think they can go right to sculpting anime.

    >>1025332
    >I am le special autism haver, I NEED to learn a certain way
    That page is day 1 art class, you can't get lower. There's nothing insane about it if you actually read and followed along.

    In modeling and drawing, you imagine the volumes as their cross-sections in order to know how to construct them. None of the concepts should be new to you but you have to actually put pen/pencil to paper to practice
    >>
    File: miro warmup11.jpg (50 KB, 463x883)
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    >>
    File: head.png (154 KB, 821x848)
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    Nearly done, I think I'm going to try square keys without a taper this time, I saw someone do it that way once
    >>
    File: miro warmup12.jpg (43 KB, 469x865)
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    >>
    File: 1771131536815.jpg (109 KB, 960x646)
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    doing good work anon, i'll learn how to make anime figure once i figure how to make creature first
    >>
    god i hope blender have multiple face set like zbrush so i can switch between mask
    >>
    >>1025770
    It has for a while

    Some minute long tuts
    https://www.youtube.com/playlist?list=PLrB1kuJIjcg7hWDe8SYTOfZho_xxbWxNJ
    Gabbit
    https://youtu.be/1HPK2zeR9tA?t=28
    >>
    >>1025783
    oh thanks
    >>
    should I learn blender or koikatsu if I wanna animate waifus?
    >>
    >>1025786
    Whichever works best for you. Yes that means you will have to try both
    >>
    File: miro warmup13.jpg (52 KB, 1210x527)
    52 KB JPG
    she used zmodeler for the ruffles. i was able to make them by copying her steps but i have no idea what i was doing. that went completely over my head.
    >>
    File: miro warmup14.jpg (22 KB, 712x461)
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    Progress has been made on miro´s tutorial. But now i have a crease on the hand. How do i remove it? Smooth burush only smooths the polygons around the crease. Clay brush puts only clay on around the crease. Inflate brush inflates everything around the crease... I don´t want to dynamesh the whole hand. There must be a sculpting solution for this.
    >>
    File: miro warmup15.jpg (57 KB, 706x791)
    57 KB JPG
    >>1025914
    i solved the problem by going to a lower subdivision level and pulling the polygons out. cumbersome but it worked.
    >>
    >>1025920
    The next time this happens, you can use flip normals (tool > display properties > flip), use the smooth brush on the inverted mesh and flip it again. Remember to keep Double disabled to do this.
    >>
    How would I make something like this in Blender?
    >>
    >>1025962
    Start by making the rocks, then ask again for the rest
    >>
    File: miro warmup16.jpg (52 KB, 1075x410)
    52 KB JPG
    >>1025928
    tried it on a save file. i get the following error message.
    >>
    Anyone checked this tutorial? Any good for a beginner (who is going through some basic cgcookie/donut first)? Don't mind dropping $150 on it if it's good, but would like to know first.
    https://coloso.global/en/products/3dartist-keeki-us
    >>
    >>1026033
    Probably as good as any of the other distributed courses. I'd see if any in the telegram group is for you.

    Coloso is a scam website I don't think they deserve any money.
    >>
    File: miro warmup17.jpg (36 KB, 900x617)
    36 KB JPG
    >>1025928
    >>1025967
    it worked after i deleted morph targets. thx!
    >>
    >>1025962
    https://www.youtube.com/watch?v=yaOEsAOnq7s&t=1s

    Grease Pencil maybe
    >>
    >>1026101
    Great, glad to help! Morph target is useful but can cause this kind of problem

    I finally had some time to start the new project. Blocked out the head and hair, which will be refined in the pose later
    >>
    >>1026145
    this is some top notch stuff. i recognize that ribbon from sakaki kaoru´s brush pack.
    >>
    File: Moka_Wip02c.jpg (509 KB, 1228x834)
    509 KB JPG
    >>1026174
    Thanks anon, and good catch. It's exactly that bow, I like to use it as a placeholder. Also a bit more progress from today
    >>
    fine tuning has begun
    >>
    any good courses to pirate for learning to sculpt people/anatomy?
    >>
    >>1026334
    "Anatomy and Form in Blender" by YanSculpts.
    That Russian guy is also pretty good. I'm blanking on his name.
    >>
    https://coloso.global/en/products/signature-minust3-us

    is there a based anon who can reupload this course?
    >>
    >>1026375
    oh i actually own that yansculpts guy's headsculpting tutorial. has he improved at all since that because he doesnt seem like hes very good at teaching. been watching turkish dudes sculpt skeletons/skulls instead and its been pretty useful

    >>1026376
    search the course on yandex, a few sites got it. you might have to pay for a premium filesharing account though
    >>
    >>1026376
    Word of warning--the hair section of that course is a migraine. The rest is a solid overall introduction to NPR character modeling in blender, but you're better off finding a different tutorial for hair.
    It's not subpar material, exactly, but minusT lets his autism run away with him and he gets extremely nit-picky about every curl.

    https://coloso.global/en/products/3dcgmodeler-fusako-us
    Try the hair in this course if you can find a copy. YouTube is also rife with tutorials, though you'll have to cobble together ideas from a couple videos since there's no standout tutorial.
    >>
    >>1026333
    She's looking very cute anon

    >>1026196
    >>1026145
    Wow perfect
    >>
    >>1025312
    box modelling is very meticulous and exact. It's easy to just "oopsie" in sculpting and create mistakes that are very difficult to fix without hundreds of undos. In box modelling you can always go slower and be more precise.
    >>
    CGWorld posted one of its NPR lectures. This one is 45mins. It's got some good autism about eye layering setups and how to achieve faux-light bleedthrough for hair. You'll have to rely on auto subtitles, however.

    https://m.youtube.com/watch?v=c9v2GjmylEg
    >>
    Modeling anime hair makes me want to bash my head against the wall. Sculpting in blender is complete AIDS and I dont know why every disingenuous faggot shilling a course recommends it.
    >>
    >>1026559
    I hated modeling anime hair so much I actually got motivated to learn a semi-real style rather than just pure NPR. Feels good. Still ass at it, but the promise of freedom and hair cards is sweet.
    But to try to be helpful beyond "lol give up" I'll say that the most useful lessons I learned in that death march were 1) texturing can cover a lot of sins if you're careful, and 2) bigger is better. Fussing over lots of itty bitty bangs and curls will drive you crazy, but big hair can be a lot more fun to model as it has fewer individual pieces. Then you can just use one or two strategically placed small hairs for flavor.
    >>
    >>1026559
    Use curves to get the shapes and volumes right very fast, then switch to sculpting for adjustments
    >>
    >>1026559
    >Sculpting in blender is complete AIDS
    Why don't you sculpt in other softwares?
    >>
    >>1026574
    Can't speak for them, but afaik the best alternative costs like four hundred bucks a year, which is a big ask for amateurishly putzing around sculpting butts
    >>
    >>1026403
    Thanks anon!

    Slow progress, testing the pose
    >>
    I suck at sculpting now im going back to doing anatomy. I suck at that too.
    >>
    >>1026581
    do it a lot and you'll start sucking less
    >>
    >>1026582
    damn i wish I had a friend to draw sculpt with. will do anon
    >>
    >>1026559
    >>1026574
    >>1026577
    https://nomadsculpt.com/demo/
    >>
    >>1026593
    steam ver fucking when
    >>
    File: 002.jpg (205 KB, 850x478)
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    Anyone here who "bought a legitimate version of Zbrush"?

    I found two websites for direct downloads, one persian which seems down right now, and some other one which only offers an .exe.

    Is the .exe legit? Seems fishy as fuck. Ran it in a sandbox but couldn't apply the patch so it didn't boot..
    >>
    >>1026601
    Yeah zero risk

    Don't forget to disable any sort of anti virus before running it
    >>
    >used fig comes without ear
    >try to sculpt it in Blender to print replacement
    >it's hard
    >try to meg peg with specific dimensions
    >scaling is pure cancer
    Welp, I thought this would take like half hour tops.
    >>
    >>1026603
    Maybe it would take half of your hourly wage in >>1026578's bank account
    >>
    >>1026604
    Nah, I will have to learn myself sooner or later. Being reliant on projects of others when it comes to 3D printing feels kind of bad. Also too often I find that studios making figs miss some stuff I'd like or pick inferior poses.
    But ngl, I'm jelly of his skills. If she had some qt dress instead of swimsuit, I'd print myself noodle stopper of her and put on shelf.
    >>
    File: 1755962565484321.png (592 KB, 1920x1030)
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    >>1026606
    Took a break, have eaten something and back to work. Once I figured out dimensons (turns out I was reading different scales by mistake and mixed two systems resulting in wrong shape) I started to play with brushes. Once I got hang of them, it goes much faster, but to get really good shape I'll have to spend much more time on sculpting and polishing it.
    >>
    Recently finished making a new model that i wanna share and hear some opinions.
    I am real proud with how shes turned out but elsewhere that I've shared my current and previous work is always a negative response so i need to figure out why people generally dislike what i make.
    gimme some advice.
    >>
    >>1026706
    Arms too thin. I dislike snout but I guess it's supposed to be that way. I also hate asymmetrical clothing and tattoos but that's just tastes issue so you can disregard that. Besides stick arms and a bit too thin torso it looks nice.
    >>
    File: dragonpose.png (2.31 MB, 1575x1920)
    2.31 MB PNG
    >>1026709
    Thanks for the reply,
    I really enjoy giving her a snout with a big ass nose, i think its defining especially for her profile view and i personally dont really like the common anime face shape so i wanted to deviate from that.
    I'd almost agree about tattoos, theyre the equivalent of graffiti, but i thought i applied it well here in the form of her vines and flowers.

    and about her stick arms and tiny torso. Damn. I just like it. that and the tiny hands. baka my head. though youre right and its been on my mind, ill balance it for my next project.
    >>
    >>1026706
    There's nothing wrong with the model in my opinion, but I dislike the style
    You need to find an audience who likes that style and that's hard since it's not an established generic style
    >>
    >>1026710
    Those arms are begging for tyrannosaurus rex or chicken jokes. They look like that genetic disorder where limbs barely develop. Make forearms twice the width, arms and torso below tits like 50% thicker and she'll look really good.
    >>
    File: Untitlasdasdaed.png (779 KB, 1470x972)
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    how do we feel about this
    >>
    File: Illustration21.jpg (712 KB, 1470x972)
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    >>1026761
    i prefer a stronger distinction between male and female: bigger thighs, smaller feet and eyelashes for the female, thicker eyelashes for the male.
    otherwise good low poly
    >>
    >>1026578
    A bit of progress blocking out the clothes, still thinking about what to do for the base
    >>
    >>1025211
    link to the tutorial series please
    >>
    How do make anime hair?
    >>
    >>1026921
    it's on telegram
    >>1026927
    https://youtu.be/lo_FxdSe_F8 my favorite so far, the setup is annoying though
    >>
    >>1026771
    You ruined it
    Also those are eyebrows not eyelashes
    >>
    >>1026892
    dope. will be interesting to see where you will put the cuts for printing.
    >>1026930
    is it? did not see it on cb.
    >>
    >>1026971
    oh it's on other channel, you can use CB channel and search around 2/28/2026
    >>
    where do you guys go to find character ref sheets/turn-arounds? I was using pinterest but all the ones I can see just look like ai generated slop
    >>
    >>1027004
    >>
    >>1027004
    reference_sheet on boorus
    Most of the T-posing ones are vtubers or from gacha
    >>
    >>1027004
    setteidreams.net/settei/
    >>
    >>1027004
    exh or >>1027010
    >>
    >>1027004
    I usually google the character I want to make, usually the series wiki has a reference sheet or concept art
    >>
    >>1027005
    that doesn't actually get rid of all the ai stuff shitting up search results though.
    >>1027009
    >>1027010
    >>1027015
    >>1027016
    yeah ill check out whats on the boorus and setteidreams. thanks
    >>
    >>1026974
    Still cant find it on cb. Also cant find the channel you posted on telegram. maybe i am retarded.
    >>
    >>1027044
    aHR0cHM6Ly90Lm1lL2FyY2hpdmVQb2x5Z29uLzExMzk2P3NpbmdsZQ==
    >>
    >>1027044
    >>1026974

    Where do you learn about these telegram channels? Can you link the 'cb' one?
    >>
    >>1027051
    ty!
    >>
    how do you guys normally do breast/ass topology? I've been following along with the minusT maid tutorial (https://coloso.global/en/products/signature-minust3-us) but I feel like the ass topology they teach is too low density to really get properly curved. i solved their tits ending in a triangle fan at the nipple using a rounded cube with low arc count and it seemed to work pretty well but i feel like it might not be what i need for the ass.

    anyone got any recs for videos or pics of better ass topology i can try adapting?
    >>
    File: 1774941857189.jpg (221 KB, 1621x563)
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    >>1027102
    i just add a lot of edge loop and shape it with sculpt tool since it's easier that way, for breast i just slap 2 UV sphere
    >>
    >>1027055
    course buster
    >>
    Modeling hair is so painful
    >>
    >>1027128
    i'm glad a lot of people hate making hair
    >>
    >>1027128
    hair is the worst. it's a shape that doesn't make sense
    >>
    https://x.com/absolute_magi/status/2040317835130663339?s=20
    how? custom normal?
    >>
    >>1027244
    Simple animation of the face structure based on relative camera rotation (ie have a reference bone that's part of the face copy the camera rotation, then have the other stuff change based on its local rotation)
    >>
    File: raulboobage.png (485 KB, 1200x606)
    485 KB PNG
    >>1027102
    For boobs, I mostly picked those up from the Raul Trevino course on Coloso. He's very slow and nitpicky, but he had some good tips on conveying a sense of gravity sag, stretching, and integration with the arm pits.
    One tip he had was to use a small touch of Mark Sharp for the underboob crease, if the model isn't meant to be petite. Another was, for quads at the top of the breasts, to slide a row up to better convey a stretch. It's hard to explain, but here's a graphic to try to demo it. I don't have the file handy.

    However, I'd add that breasts really depend on what clothing you'll have your character use. If they won't be in a bikini or showing off much, a "clothed uniboob" gets the job done.
    >>1027130
    I've found bigger is better with hair. Two or three small curls if fine to get design flavor across, but otherwise just go for big simple shapes and do the rest via texturing.
    >>
    >>1024994
    Outside of sites like smutbase, is there any other place with a bunch of models to dwnload?
    >>
    >>1027302
    Yeah, see list in the OT
    >>
    I'm doing AOE2 right now and am really struggling to understand WHY we are doing some things. Currently at the second model.

    He's disconnecting everything and isolating every mechanic like rotation and stretching. Is that so helpful during animation? When you layer 3 types of bones on-top of each other it just gets confusing to me honestly. I hope it will get less confusing the more I follow the course.

    Feel free to ignore my beginners confusion just had to rant a bit.
    >>
    >>1027320
    For now learn the various mechanisms, it's gonna come together. Some of AOER is very much the Miyagi method, some things that don't make sense at first suddenly do. Usually when a mechanism seems overcomplicated he's teaching you on the simple use case so you already understand it when the complex use case comes.

    Basically the various isolation mechanisms are there for purposes like

    -changing the coordinate system of a bone, ie behave on demand as if it's got a different parent. Limb hinges and suchlike, but also props having multiple possible parents. Also useful once you get into drivers and transformation constraints which expect specific coordinate systems (but also just the basic axes you're gonna animate later)
    -also related to hinges, having a bone have a different parent on export than in the rig itself, very desirable for game engines. This is one purpose of the DEF/ORG layer relationship
    -cleanly having all the deformation bones separate from the rig mechanics. That means if you made a bone a deformer by mistake while making the rig, rather than searching for it you can show everything, shift-W and disable deform for all, then show only the DEF layer and enable deform and your rig's fixed
    -having zero constraints on the controller bones. That's really useful because you're gonna add and possibly bake scene-specific constraints during animation so you know anything on a controller is a temporary constraint and won't break the rig if baked.
    -having the rig not break when scaling. That one is a boon after a while.
    -having tweak bones everywhere. Those are great.

    Disconnection is useful for cartoony stuff, and especially if you wanna export to game engines that don't support single-axis scaling (hello UE), disconnected bones work as substitute. But also in game engines bones aren't actually acting as connected anyway, so you might as well disconnect for animating so you have the full range.
    >>
    >>1027320
    AOE2?
    >>
    when sculpting anime arm, do you guys fully show the brachioradialis muscle or not? or is it depend on the work? pic for reference ofc
    >>
    >>1027128
    The problem with hair is that you have to care about every single strand of hair
    >>
    File: nazrin.jpg (106 KB, 736x835)
    106 KB JPG
    Say, I'm new to 3d modeling but would like to learn how to make chibi models like this would anyone have any recommendations on videos/streams to help recreate this style?
    >>
    >>1027408
    How bout you just try to reproduce the meshes on that image for starters?
    >>
    >>1027409
    I worry that I may not have a true clue what I’m doing. I probably should have "box modeled" it, but the problem is that the reference images I’ve been able to find don’t include a side profile and only show the torso, bangs, legs, and shoes at a 3/4 angle. I feel like it would have been more productive to assemble the geometry from the origami craft itself and go from there.
    >>
    >>1027413
    You can now move vertices on the sides back, apply mirror modifier and try to make resulting volume make sense. Which is likely to fail, but it can also succeed, at least partially. Makes sense to try if you already did all this.
    >>
    Anyone know how to texture paint skin 3d anime pbr style? i'm aiming for something like nier or final fantasy or korean mmos but all courses and tutorial are for toon shaders not pbr
    >>
    File: GRFatxyaQAAy_3p.jpg (888 KB, 4096x1820)
    888 KB JPG
    >>1027321
    Thank you, that does make sense. At this point I'm already starting to understand the mechanisms a little better, however I still wonder if I will be able to build something similar from scratch on my characters. Not without reference anytime soon at least.

    I guess to understand the stretch to stuff I'll have to learn animation as well after, it seems a bit weird to me at at least. I never rigged things that stretch haha.

    Also delayed response, 4chan didn't allow me to post without giving it my e-mail.. They really intent to make this site unuseable if you don't buy their stupid 4chan pass.

    Any worthwhile alternatives existing yet?

    >>1027386
    Art of Effective Rigging 2 my bad, years of Age of Empires does that to you.


    >>1027408
    Check out leedoppo on twitter and 256fes for more resources.
    >>
    >>1027413
    Also I just saw that. Try to understand how the human body works first. That way you wont need a side reference. You won't get anywhere in 3D if you just model the front; that's 2D
    >>
    File: miyaabi.png (402 KB, 811x1128)
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    Remaking Miyabi currently for practice..

    I have really underestimated the amount of time that goes into all these accessories.

    Also how do they usually model these "hard surface" style hair for example? Do they use subsurface and just crease + sharp or do they just not use subsurface at all for these parts? Because the body is surely subsurfaced.
    >>
    >>1027673
    Subdivision*
    >>
    >>1027673
    You can go with shonzo style rough curve + subsurf which is very flexible and fast for working on the shapes, which you then turn to mesh + subsurf once you need to fine tune it and add detail
    >>
    How do you guys go about rigging clothing when you want to keep the base mesh intact?

    Do you copy the character and merge it into "one mesh" and repeat it for alternative clothing or is there a less destructive way
    >>
    >>1027804
    You can also cut up the mesh if you wanna go modular, or you can use a mask modifier to hide the faces that are gonna be hidden by the clothing
    >>
    >>1027807
    Generally I would prefer the modular approach but that would lead to insane clipping especially when the motions get more intense.

    How do I deal with that?
    >>
    >>1027810
    Why do you think it would lead to clipping? The point of modular is you swap out mutually exclusive modules
    >>
    >>1027810
    Use a mask to hide the geometry under the clothes.
    >>
    >>1027804
    Use a Mask modifier to hide the parts under the clothes that would clip through them. Assign a vertex group for the verts you want to hide.
    http://youtube.com/watch?v=qHbuL1MAtaU
    >>
    File: Moka_Wip06.jpg (618 KB, 1575x824)
    618 KB JPG
    >>1026892
    Finally found some time to work on her, blocked out the hair properly and refined some of the clothing
    >>
    I'm afraid to post on or even peruse these threads since comparison is the thief of joy and I'm so afraid of being outdone by other anons and getting demotivated as a result. I wish you all the best of luck though.
    >>
    >>1026892
    >>1028046
    Nice!
    >>
    File: curve.png (190 KB, 1022x1128)
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    What is the best way to achieve a result like this, where the top of a curve is larger than the bottom part but only in a specific axis direction.

    Alt+S scales evenly so it's out of the picture and since the curve inherits from "one" piece of geometry I dont see how I could scale it like this.
    >>
    File: out.mp4 (1.24 MB, 1000x600)
    1.24 MB
    1.24 MB MP4
    I need a cel shader with double rim lighting where I can control the color and magnitude of the fresnel for light vs shadow separately, I have two issues with the current approach
    If I just add another fresnel and decrease the factor it gets absorbed into the big one because of blending. Also, the blue/red rim shouldn't be meeting the white rim (like it does on the nose) but I think the factor should fix that.
    Second, the add node changes the colors and I don't want that, but there's no other way to mix it because the non-light part of the fresnel is a black color.
    Any help would be appreciated
    >>
    File: IMG_2360.png (122 KB, 1416x593)
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    >>1028121
    Here is the shader
    >>
    What's the recommended version of zbrush to pirate these days?
    >>
    saw this in my twitter feed, it proposes itself as a smother more uniform topology for breasts to give them a better silhouette
    >>
    >>1028141
    The thing that bothers me is the random 5 vert shapes in the "wrong" example as they can be easily converted into 4 vert shapes by just connecting the middle verts in the mesh
    >>
    >>1028141
    Sure they do look better.
    However, where nipples.
    >>
    >>1028141
    link plz
    >>
    File: file.png (227 KB, 553x678)
    227 KB PNG
    >>1028150
    >>
    File: (prays in black).png (208 KB, 576x685)
    208 KB PNG
    >>1028156
    >>
    >>1028111
    I would attempt to fuck this up by putting the mesh inside a lattice and having the curve modifier on the lattice. Then the lattice can be used to thicken one end of the mesh.
    If you don't need any detail on the mesh, then you can use a solidify modifier with a vertex group to set the thickness of the mesh before curving.
    Neither of these work with arrays, however.
    >>
    >>1028141
    It's good topo for a bra, but for breasts it will pinch early.
    >>
    >>1027128
    >>1027130
    The worst part is that there are 0 (zero) good tuts on good hair modeling that isn't blender curve bs. Kensyouen Y's content is the closest but it's neither a tutorial nor process...
    >>
    >>1028227
    minusTs colosso stuff seems pretty good for learning to actually model hair
    >>
    >>1028227
    Too weak for methods that produce results eh?
    >>
    >>1028227
    Fusako's Coloso course is pretty good on hair, and diverges a little from the standard approach in mostly not using curves. It's worth checking out if somewhat has a pirated copy. The course was pretty popular on Japanese twitter, so you might be able to lift tips that way with some luck.

    Her setup is to use a Cube -> SubDiv Level 3 -> Cast modifier with a factor of 1, then change just that object to a wireframe in the viewport display. This serves as a rough placeholder/guide for the hair atop the skull, allowing her to align the major hair pieces along an existing curved shape. She uses a plane and a cylinder for the main hair body.

    Fusako does eventually get into curve autism with the braided ponytail.
    >>
    Where can I buy/get ready models?
    >>
    >>1028227
    The true answer is that you model hair the same way you would model anything else, but you don't know how to model
    >>
    >>1028297
    Modeling different things requires different processes. Am I going to boolean my hair? Retard.
    >>
    >>1028298
    Anon...
    >>
    >>1028289
    https://www.hoyolab.com/article/627614
    You can find most gacha character models available for download if you poke around. Beyond that, try Sketchfab. If you want old PS1-3 era stuff, try The Modelers Resource.
    >>
    I don't understand the pipeline for learning how to make big tittied anime figures
    You start with blender and box autism until you get good??
    >>
    >>1028319
    >figures
    You buy clay
    >>
    >>1028319
    Yeah, choose a random tut and follow it until you get unhappy about them or your work, then it helps you find another explanation to refine that and so on
    >>
    >>1028319
    For figurines you learn zbrush
    >>
    >>1028319
    Pirate a course if you can't think for yourself
    >>
    File: compressed.gif (2.56 MB, 1152x488)
    2.56 MB GIF
    Okay let's have this talk.

    How do you guys do your jiggling.

    Physics or Rigging approach?

    I feel like the physics approach feels more realistic but also somewhat restrained? You can not fine-tune the look to how you want it to be.

    This might just be a skill issue as well.

    When I look at popular gacha-games and their models they appear to be using a bone based approach at least.

    What do you think is the more elegant/better looking way?
    >>
    >>1028356
    simple rig + shape keys for specific poses

    wiggle bones will do 99% of the work
    >>
    File: IMG_2491.png (176 KB, 818x685)
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    Any tips for modeling female hands for animation?
    The left is my attempt following a tutorial, right is the general shape I want (it was triangulated and I tried tris to quads but topo is obviously shit). That tutorial makes wide gaps between the fingers and the fingers look like sausages. I want the fingers to be a little blocky.
    >>
    >>1028544
    You have the models side by side, use proportional editing and sculpt mode to touch up the one on the left until it has the proportions of the one on the right. Along the way you'll figure out what exactly makes the right one look right
    >>
    >grab some models off deviantshart
    >they're missing critical files and wouldn't open properly
    >ask the uploader if he forgot to include them
    >he confirms it then suddenly blows up "erm i will be blocking you now because you didn't watch my page or favorite anything"
    that's the weirdest ass interaction i've ever had on the internet
    it's grim that the model sharing scene is littered with these volatile types
    >>
    File: 4963094907223.png (1.63 MB, 1021x1320)
    1.63 MB PNG
    Was this book ever translated into english? I remember it being shared on this very board a long time ago.
    >>
    I'm a bit upset about the slow progress on her, but that's life

    Also this course seems very interesting:
    https://coloso.global/en/products/figuresculptor-takeuthitenrousei-us
    Looking forward to it
    >>
    >>1026333
    congrats, she is beautiful
    >>
    >>1028954
    At least you're still going. I'm on a hiatus because burned out.
    >>
    >>1028954
    >180USD
    Urp... any way to mooch for free?
    >>
    >>1029108
    Try /r/
    >>
    >use blender 4.2
    >zero crashes
    >use blender 5.1
    >crashes every time
    >lost hours of progress
    >repeatedly
    REEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!
    WHY IS BLENDER SO SHIT?!
    >>
    >>1029073
    I feel you anon, I've been very close to burnout too. 3D art is time-consuming and can get very tiring at times.

    Blocked out a base, still needs a lot of refinement.
    >>
    >>1029108
    There's a telegram group that shares these sorts of coloso courses for free but I forget what it is.
    >>
    >>1029120
    did you make sure to update your addons for 5.1
    >>
    How do I make an anime girl head that doesn't look like a sick rat, I almost cried last night because my topology was perfect but it just looked wrong
    >>
    >>1029153
    Are you making them from scratch? I think that's unnecessary. Grab a basemesh from designdoll or vroid, import it into the scene with your reference. Match the curvature of the eyes, then match the outline of the face and the height of the mouth and nose. Retopo the result. There, you have a nice anime girl head.
    >>
    I am not very well practiced with making hands and hair and still don't feel like i can make them right.
    >>
    File: horseyblouse.jpg (376 KB, 1453x968)
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    I tried practicing clothing by imitating figures I own. How did I do?
    Do you guys have any tips on practicing clothes?
    >>
    >>1029181
    It's fine, but you really need to do the whole piece of clothing, then we'll be able to offer better feedback
    >>
    >>1029178
    Yes from scratch, the idea is more to study the forms of 3d faces topology wise and where everything connects. I've been using basemeshes to get an idea but it's not clicking quite yet, how raised the cheeks should be and how it should transition to the mouth loop
    >>
    >>1029184
    I will not show you the full outfit.
    >>
    >>1029184
    I don't think there's a whole outfit on this model, anon. I think at most there's some underwear
    >>
    >>1029196
    I mean obviosuly there's a whole top, so finish modeling that instead of posting after just a sleeve
    >>
    >>1029151
    They were updated. I reinstalled all my addons.
    >>
    >>1029153
    also set the 3d viewport fov to 100 to reduce distortion when sculpting/polymodeling. also dont be afraid to just throw it away and start over if its not working. do try to figure out whats wrong with it in terms of proportions though
    >>
    File: 94697.png (74 KB, 959x665)
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    >>1029207
    No dice, anon
    >>
    >>1029205
    I didn't consider the fov trick you're a life saver
    >>
    >>1029207
    Huh?
    >>
    >>1029210
    i meant 100mm sensor size in the view options, not 100 fov, my bad. larger sensor sizes reduce perspective distortion when zoomed up close to an object like when you're sculpting a characters face.
    >>
    >>1029180
    How do we make hair and hands?
    >>
    >>1029213
    >>1029209
    don't play dumb you passive aggressive faggots. You know damn well i asked for help and you just ignored my post and samefagged some other post just to spite me.
    >>
    >>1029240
    Anon, my post was about blender crashing and had nothing to do with the clothing issues. (See>>1029204) Additionally, why do you think that people purposely ignored you to spite you rather than being unable to help you?
    >>
    >>1029240
    I'll continue ignoring it too, asshole. It sucks that you can only get attention for yourself through violence, ngmi.
    >>
    >>1029180
    For hair use NURBS curves
    >>
    File: fuarkgg.jpg (962 KB, 1930x1554)
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    >>1029184
    here's some of mine.
    I think I do okay on the ankles/knees cloth but my brain gets retarded on everything else.

    So that's why I started doing something like master copies of other figurines.
    >>
    >>1029121
    Holy crap have you got a blog anon?
    >>
    >>1029246
    >>1029271
    kill yourselves botposters. You aren't even real anons and don't even do 3D modeling.
    >>
    >>1029321
    You're right that I don't do 3D modeling (yet). I'm a drawfag who's only recently started peeking into this 3D stuff, I had just started learning blender's basics last week. But I'm not a bot and certainly I'm a real anon. I asked him for his blog because that model looks really good even to me who knows nothing of 3D. I asked cause I wanted to see if that person is as good an artist as he is a modeler. I really, really want to know how much overlap there is between these two skillsets.
    >>
    >>1029321
    Genuinely shut the fuck up Cris
    >>
    >>1029240
    >>1029321
    Well, which one's your post then? I can't tell what you need help with since I have no idea which one you are on a board where everyone carries the same "Anonymous" name.
    >>
    >>1025062
    what telegram?
    >>
    >>1029269
    >Regulus
    basedbasedbased
    >>
    File: IMG_0003.png (1.14 MB, 2752x2064)
    1.14 MB PNG
    Got back into sculpting. I got ZBrush for iPad, the confort is incredible, might be the year where I actually make progress. Fuck doing hair though.
    >>
    >>1029421
    Looking pretty nice!
    >>
    Guys, is sculpting anime characters a realistic starting point for a 3D beginner? Or should I start with basic props/environments?
    >>
    >>1029465
    Yes, but if you don't post your first sculpt within 12 hours then no
    >>
    >>1029466
    I don't have PC yet, just planning ahead where to start
    >>
    >>1029121
    Where'd you learn to sculpt like that? Looks amazing.
    >>
    >>1028917
    I don't know how well the file translates using DeepL.
    >>
    Remade a character model of mine from over a year ago now, I really do believe she is the most beautiful women in the world.
    give my model a rating.
    >>
    >>1029738
    aroused/10
    >>
    >>1029738
    Good work, would fuck while pulling her tail
    >>
    >>1029753
    I'd fuck your little tight bumhole and extrude it inwards with my BWC too while my left ear listens to your moans, if you know what I mean.
    >>
    >>1029806
    Sweaty babymaking sex with taucetistar-chan
    >>
    took a 6 month break and now I forgot everything
    >>
    File: cummies.png (1.26 MB, 901x1026)
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    I wish more gachashit games gave out their models for free instead of having to rip them
    >>
    >>1029906
    i know that feel
    >>
    File: IMG_0056.jpg (171 KB, 966x980)
    171 KB JPG
    >>
    >>1029121
    Adjusted her face a bit, made the staff and detailed part of the hair, it's getting there

    >>1029271
    Sorry anon, I don't have a blog

    >>1029603
    Thanks! I started out by following Sakaki Kaoru's videos on youtube, and since then I've been practicing a lot using references I find on twitter
    >>
    File: source.jpg (14 KB, 236x238)
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    >>1029954
    >>
    File: very shitty example.png (310 KB, 714x347)
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    I cant find the model that did this effect so sorry for the shitty example, but how can I recreate the shadow on the nose? I remember seeing a model that had so that it would automatically switch sides depending on the angle your viewing it from, but it also remained static when facing front to one side; so I dont think it was a inverted hull or normal editing trick as it would appear on both sides if facing from the front. any ideas?
    >>
    File: IMG_0007.png (1.01 MB, 2752x2064)
    1.01 MB PNG
    >>
    What is your opinion on moving Anime General to /bant/ where posters have flags and IDs and you can post loli porn?
    >>
    >>1030051
    What is your opinion on unzipping my pants and marveling at my BWC springing out instead?
    >>
    for you guys who open commission for vrchat or anything similar, do you reuse body or make it from 0?
    >>
    >>1030184
    Reuse unless the body's different enough. After a while you'll have a body collection that can cover most cases
    >>
    i have a lot problem with this, if i make the leg under knee closer i will have hard time making shoes since it will overlap each other, should i keep the gap and make it closer once finish making shoes and rig it?
    >>
    File: 1783778037858.jpg (108 KB, 631x603)
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    >>1030212
    full body, or should i make the hips bigger? or widen the crotch area?
    >>
    >>1030212
    Just don't mirror the shoe until you've finished working on it, and/or keep it on a mirror modifier so you can turn it off at will when you need to work on it.
    >>
    >>1029954
    That moker looks great, but when are you making a Beni 3rd anniversary bikini sculpt?
    >>
    >>1030216
    hm, maybe i'll try that
    >>
    File: 152791.jpg (83 KB, 856x1912)
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    >want to test my skill
    >instantly get filtered by pic related
    how do i make this without sculpt? normal map/alpha map? but what if i want to make hand painted texture with it
    >>
    >>1030250
    guess i'll sculpt and bake it...
    >>
    So something fun I just learned in a dude who makes very nice titties models them out of fucking subdivided cubes.
    >>
    >>1030260
    at least post link
    >>
    >>1030250
    >poke faces
    >inset faces
    >make squares and move them around
    >knife tool
    just draw shapes on a cylinder

    >what if i want to make hand painted texture with it
    you can do that
    >>1030256
    this also works, glad i could help

    you can also just draw normal maps too and just tile/UV those that's what the picture you posted did
    >>
    >>1030265
    if i want to limit my polycount i should stick with normal maps right
    >>
    File: Hand Progress.png (832 KB, 1842x862)
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    I modelled this hand and was wondering if I could get a few pointers for improvements as something feels a bit off.
    >>
    >>
    >>1030266
    as a rule of thumb, yeah. but on modern hardware it's not very intensive to just model small details.
    totally up to you
    >>
    >>1030289
    Thanks
    >>
    File: 1783950142900.gif (174 KB, 477x194)
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    aiiieee, i guess i need to hand painted it or do something with the normal map so it work on solid view
    >>
    >>1030297
    Oh yeah, I remember it now, I bake it, but god damn it's going to hard since using alpha map with sculpt brush suck
    >>
    >>1030266
    It depends on the application, sometimes a couple extra vertices has a much better performance than a 4k normal map
    >>
    File: 1784209229242.jpg (235 KB, 823x568)
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    this took me 7 hours to finish, and it's not even close to reference, should have practice more
    >>
    this shit is black magic. what the fuck
    >>
    hair is still annoying to make even with that lattice curve modifier setup
    >>
    >>1028869
    Why didn't you watch him or favorite anything? Seems like a you problem there bud.
    >>
    >>1030452
    Have you tried using planes/cubes instead?
    Like these videos:
    https://x.com/kensyouen_Y/status/2024413491772477581
    https://x.com/kensyouen_Y/status/1868948057288851905
    >>
    File: 1784353820505.jpg (221 KB, 939x499)
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    >>1030456
    tried those before, sadly i have a hard time with that, pic is my current set up, it get the job done, but damn it's tedious
    >>
    >>1030458
    Fair enough. I wonder if there's any other ways to do hair.
    >>
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    >>1030460
    I just want "how to make hair look fucking good" tutorial, whenever i make hair, it will always look bad, at first i avoid triangle, but those nips, they keep using it to make it look good
    >>
    does anyone have a good collection of character references (in T-pose or A-pose) for practicing box modelling characters? I always have a hard time finding decent ones and I currently don't have a pen to drawn my own
    >>
    File: 1784633444877.jpg (108 KB, 453x448)
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    how do you guys make back hair?
    >>
    >>1030598
    https://gelbooru.com/index.php?page=post&s=list&tags=vtuber+reference_sheet+
    >>
    https://sa9nr.booth.pm/items/8640216
    cool stuff, it's free
    >>
    >>1030613
    You can try this https://youtu.be/3guG5h5jX-E mehod, but you'll have to redo the topology on the top of the head, unless it's going to be covered by some headwear or separate hair strands.
    >>
    >>1030762
    is this basically vroid''s hair system but for blender? that's what it looks like
    >>
    File: IMG_0012.png (1.22 MB, 2752x2064)
    1.22 MB PNG
    >>
    >>1030838
    yea, also https://ludetools.github.io/Animehairstudio/ this too, heard the guy want to make program for it, but you have to pay it, not subscription
    >>
    I was dicking around with MMD models and the rigidbodies are man made horror beyond comprehension. I sure hope this isn't what goes on inside game engines too
    >>
    >>1030762
    https://x.com/jamzo3D/status/2082100819797889261?s=20
    and another one
    >>
    File: IMG_0013.png (1.34 MB, 2752x2064)
    1.34 MB PNG
    Going for a stylized semi realistic/anime artsyle, what do you guys think? Critiques welcome even about proportions and more theoretical aspect of sculpting.
    I’m also looking for a content creator or online teacher that does stylized clothing sculpting. I hate modeling ngl, I don’t mind paying for a course that does that...
    >>
    File: Moka_Wip13.jpg (560 KB, 1147x834)
    560 KB JPG
    Finally finished the clothes, still need to refine the anatomy/hair and work on the base

    >>1030005
    It really feels like that anon

    >>1030246
    Still want to make her, it would be much faster than this model for sure

    >>1030909
    I don't have experience with this style, but I feel you need to work more on the planes of the face and get them well-defined before increasing the subdivision to add details. Which character are you making? Also, what is it like working in zbrush for iPad?
    >>
    >>1030872
    https://jamzo.booth.pm/items/8665532
    download page, go ahead, it's free, you can donate him by getting the 500 yen one
    >>
    >>1030915
    It's my own character
    > Also, what is it like working in zbrush for iPad?
    Great as fuck, I love it. Interface is natively better and it just feels right to sculpt on a smaller tablet (and not on a desk).
    You might want to try it first since it's expensive and you'll need a good iPad to not feel it when you're sculpting on a heavy mesh. But I'm persnally satisfied wiht his purchase.

    How did you do your clothes?
    >>
    >>1030762
    On the subject of free hair stuff

    https://ludetools.github.io/Animehairstudio/
    >>
    File: miro tut1.png (420 KB, 604x1470)
    420 KB PNG
    I can't follow courses anymore unless it's voiced by a female. I think Miro course hits the spot well.
    >>
    >>1031059
    That's funny, because I do the opposite
    >>
    cute
    >>
    i want to sculpt so bad but i'm learning animation right now
    >>
    File: Houdini Characters.jpg (116 KB, 697x900)
    116 KB JPG
    >>1024994
    >>1025714
    Who's the Kim Jung Gi of Sculpting that doesn't now how to draw and teaches Sculpting?
    >>
    File: -.jpg (32 KB, 360x360)
    32 KB JPG
    >>1031213
    I want to take her for a ride in the elevator.
    >>
    Where can I find Japanese books? I would buy them but still prefer to have a digital copy. Like Blenderでアニメ絵キャラクターを作ろう!モデリングの巻

    Are these on CB?
    >>
    >>1024994
    >https://www.youtube.com/@user-sy9do4tr4h
    Oh shoot this is actually their book >>1031292
    Didn't realize
    >>
    >>1031292
    i remember anon post it here on previous thread, just hope someone repost it again here
    >>
    >>1031298
    Thanks, I'll check the archive
    >>
    >>1031299
    my bad, it's "few previous thread" not previous thread
    >>
    File: file.png (19 KB, 924x337)
    19 KB PNG
    >>1031300
    Found it but not available... >>998164
    But I'm pretty sure I remember that post so I might have downloaded it
    I'll re-upload if I have it somewhere in my pile of downloads
    >>
    File: file.png (2.79 MB, 1360x1920)
    2.79 MB PNG
    >>1031301
    >>1031300
    FUCKS SAKE I NEED TO ORGANIZE MY SHIT I HAD IT THE WHOLE TIME
    I only have the free mega account, can someone upload it to a better place
    https://mega.nz/folder/IaZ3xaAR#tHiVyskrmRPZ5pSzSirvuQ
    >>
    And it's finally done. Now to render and start the painful cutting process

    >>1030925
    For parts like the skirt and sleeves, I start with basic cylinders for the blocking, then add details and thickness at the end. For parts closer to the body, I use masking + extract to create a base shape. I also like using the topology brush for parts like the collar, so you can block out the right shape with cleaner topology

    >>1031213
    Very cute anon, keep going!
    >>
    >>1031322
    My hero
    >>
    File: file.png (416 KB, 1260x649)
    416 KB PNG
    This took me 2 hours...
    >>
    File: file.png (2.08 MB, 2385x1777)
    2.08 MB PNG
    >>1031393
    Char.tiff
    >>
    File: file.png (599 KB, 1130x1070)
    599 KB PNG
    >>1031394
    This is my limit for tonight...
    >>
    >>1031322
    Sucks this thread is so dead, this looks great and deserves more (you)s
    >>
    File: miro tut5.png (1.4 MB, 1660x2154)
    1.4 MB PNG
    >>1031395
    you can do it anon...

    >>1031322
    thx anon...so pretty
    >>
    >>1031408
    Nice job!
    >>
    File: miro tut6.jpg (387 KB, 1487x2159)
    387 KB JPG
    Making base mesh so I can re-use later....
    >>
    File: file.png (2.49 MB, 2726x1292)
    2.49 MB PNG
    It was going so well... I don't know where I messed up this loop
    >>
    File: file.png (1.07 MB, 1816x1181)
    1.07 MB PNG
    >>1031428
    Ah wait it was here, I'm so back
    >>
    File: file.png (823 KB, 1204x1326)
    823 KB PNG
    This is my limit for the weekend...
    >>
    File: file.png (776 KB, 1165x1055)
    776 KB PNG
    Yay finished the hair
    >>
    >>1031302
    any other cool 3d modeling books like this?
    >>
    File: file.png (1.93 MB, 1486x1920)
    1.93 MB PNG
    >>1031302
    I was hoping I had this one too but seems like I didn't download it, hopefully someone can repost it
    >>
    File: file.png (1.69 MB, 1374x1933)
    1.69 MB PNG
    Fin.

    Rest of the book goes into a basic toon shader that I don't like, so I have to learn how to do the rest somewhere else
    >>
    >>1031900
    Here, I've uploaded it just for you!
    >Blenderでアニメ絵キャラクターを作ろう!モデリングの巻.zip
    https://files.catbox.moe/m58z20.zip
    >Book 1 - Blenderでアニメ絵キャラクターを作ろう!モデリングの巻.zip
    https://files.catbox.moe/8nwa7k.zip
    >>
    >>1031983
    Ah damn I was hoping this was the second book, but thanks!
    >>
    >>1031900
    I wonder why this book disappeared, the other one is on z-lib so it's findable, but this one seems to have vanished
    >>
    File: 8912548715215.png (675 KB, 726x988)
    675 KB PNG
    How do high poly hair? First time UV unwrapping + texturing.

    >>1029120
    5.2 seems to be a lot better.
    >>
    Dead chinknigger gook thread
    >>
    Good news ghosts of otaku modelers, I liked the first book so I wanted to finish the rigging/UV/etc.

    So I bought でアニメ絵キャラクターを作ろう!トゥーンレンダリングの巻 (Compass Booksシリーズ)!

    https://mega.nz/file/dSY32Q6D#XAXDvrsemTtBPpbyTbZfWUOfa3zeDla4QZjKoCL-9FE
    >>
    >>1032250
    >>1031292
    >>1031301
    Linking in case someone searches from the archive
    >>
    Then I went and bought her third book because I'm weak

    Blender 3DCGアニメーション実践入門 キャラクターの魅力を引き出す動きの作り方 (Compass Booksシリーズ)

    https://mega.nz/file/BWZUTI6J#lh1ssHmOcfRwGFsjEMJiH2RBdGW6lPc2syvckhMo0YQ
    >>
    And finally I lost control and got the one I couldn't find

    Blender リアルタイムCGキャラクター制作入門

    https://mega.nz/file/hSpgnQQA#lV7uvYZsJEB0q4EKjFef6Rs2Lc9mAgiq1rR2s8emQ_c
    >>
    File: 1359331759206.gif (295 KB, 360x270)
    295 KB GIF
    >>1032250
    >>1032253
    >>1032254
    unfathomably based

    thanks anon
    >>
    >>1032270
    >>1032250
    Sorry, first one has messed up page orders
    Fixed link:
    https://mega.nz/file/4C5D0YYD#XttyifB2BArABDBspE4IjFhIZcQvOhYha4GbQQOjwG8
    >>
    >>1032271
    What's really cool is that they showcase a method to use CSP for rendering.

    Have not seen someone do that before
    >>
    >>1032273
    It's also since I'm used to /ic/ artbooks, I need images to copy from. I hate having to pause the video at the exact second when you can see the topology to see how it's supposed to look like.
    >>
    File: 1457497447910.gif (776 KB, 514x667)
    776 KB GIF
    >>1032274
    Oh fellow /ic/ tard

    Well best of luck to you with the courses then and thanks again
    >>
    File: _1769707130156271.jpg (103 KB, 600x600)
    103 KB JPG
    >>1032254
    >>1032253
    >>1032250
    bless you anon, i always like written guides
    >>
    File: 1770384108248892.mp4 (1.24 MB, 1080x1350)
    1.24 MB
    1.24 MB MP4
    Cute course soon
    https://coloso.global/en/products/3dartist-cartridge102-us
    >>
    Found some cool video on jiggle physics:

    https://www.youtube.com/watch?v=ZstdZP9EaQE

    Do you guys know any other methods?
    >>
    So what is the better process:

    Sculpting or Modeling your Anigrill
    >>
    >>1032416
    I think 3D printing figgies -> Sculpt
    Games -> Model
    I guess depends on high poly vs low poly too. I'm making a low poly game so no point sculpting a high poly model and then retopoing back to low poly
    >>
    >>1032413
    >spring bones
    Meh. It's quite simple and stable but if you want more realistic stuff with collisions and deformation you can use a cloth simulation method.
    >>
    >>1032379
    >1032379
    Can't wait to pirate it!
    >>
    >>1032254
    >>1032253
    >>1032250
    are there any books like this but for stylized sculpting? coloso sculpting courses seem to have a quality crapshoot and the teachers often seem to zoom through a lot of stuff.
    >>
    >>1032416
    both will get you to your destination just fine. if theres some 3d anime art you like then just learn whatever method they used first, then you can just learn the other later. the actual hard part is learning anatomy/proportions/composition/color.
    >>
    >>1032487
    >the actual hard part is learning anatomy/proportions/composition/color.
    The /ic/ to /3/ pipeline
    >>
    >>1032489
    you post that but i actually had a hard time drawing until i started 3d modeling/sculpting chars, it made it a lot easier for my brain to comprehend anatomy
    >>
    i always model and sculpt detail later
    >>
    >>1032448
    I looked into it a bit and have one question. If I have a fully rigged character, in the case of a physics simulation I would not have breast bones? Or could that be useful anyway to exert more control?
    >>
    >>1032491
    it's crazy how some people know how 3d sculpt but not how to 2d draw
    >>
    >>1032577
    3d was just more intuitive for me. i spent like a decade trying and failing to learn drawing, then tried sculpting and realized stuff like anatomy was way easier for me to understand in 3d than trying to work it out in 2d on a piece of paper.
    after a few months of learning sculpting i tried drawing again and a lot of the pain points i'd spent a decade fighting just weren't issues anymore. it's like sculpting rewired my brain to understand this stuff better.
    >>
    >>1032585
    NTA but can you post some of your art for reference..? I wont critique, just want to see what level you are at
    >>
    >>1032576
    >If I have a fully rigged character, in the case of a physics simulation I would not have breast bones?
    You'll have to attach phys objects to some bone anyway, might as well create a designated bone if you want more control.
    >>
    File: BearMama.png (1.15 MB, 1352x1141)
    1.15 MB PNG
    I just wanna share bear mama everywhere im so happy with how shes turning out.
    I think the natural fuzzy leggings is some peak character design i am going insane
    >>
    >>1032842
    That's a big bush
    >>
    File: BearMamaConfident.png (1.48 MB, 1046x1492)
    1.48 MB PNG
    >>1032846
    very important btw
    >>
    I remember an anon wondering what the cuts would be like, it was an absolute nightmare, but it's finally done
    >>
    >>1033082
    10/10 would place in my figure showcase
    >>
    >>1033082
    i wish i know how to sculpt
    >>
    >>1033141
    Thank you anon, if everything goes well she'll be at the next WF

    >>1033152
    It's always a good time to start watching some Sakaki Kaoru's videos
    >>
    >>1033158
    yeah, but i need to learn anatomy too...
    >>
    >>1033158
    >if everything goes well she'll be at the next WF

    Ohhh very cool, best of luck.
    >>
    polymodeling anime hair makes me want to kill myself
    >>
    >>1033184
    try >>1030948 or >>1030916
    >>
    remember to support the artists who are graciously helping you to learn!
    >>
    >>1033197
    Whats that website..?
    Did you buy coloso courses?!
    >>
    >>1033082
    >>1033158
    >Thank you anon, if everything goes well she'll be at the next WF
    My hero
    >>
    File: momocar.png (255 KB, 806x685)
    255 KB PNG
    What are you guys working on right now?

    I'm starting a new model after some time, going for Momoka not sure which outfit yet. I wanted to try doing curves for the hair but it just feels so messy and then I have to connect it manually at the end anyway so I'm doing it the usual way. Curves are probably useful but for higher detailed hairstyles I assume where you don't care and just lay them ontop of eachother.
    >>
    >>1034166
    i'm learning animation right now, probably will move to hard surface before go back to character modeling
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