how bout we have an anthro thread (without making the janny leak please)? i've sculpted this possum lass recently
she's already rigged, i just didn't give her any clothings yet
>>1033654How about you show me the possum ass?
>>1033654scary, but i can see the vision.
>>1033655the question is, did you model the gun too
>>1033654Show me her paws.
>>1033654Where do you study anthro models? I'm having a real hard time trying to find even downloadable ones.
>>1033675yes, i did>>1033669i based her model off a drawing. she doesnt look too friendly in that either so i translated that feeling to the sculptsome more rendershttps://files.catbox.moe/9eb9rq.pnghttps://files.catbox.moe/5e4x80.jpg
>1033687i mostly sculpt them based off 2D refs like sketches and such. i even made one from an AI picture once. i used to base my stuff a lot from pre-existing models in the beginning, sometimes i still do but i i'm trying to find and my own style currently.>I'm having a real hard time trying to find even downloadable oneswell, downlodable ones are difficult to find. there are many of them on sketchfab though, and you can actually pretty easily rip even the non-downloadable ones with a tampermonkey script. its kinda buggy but it works. i don't know how to find it anymore, but google "sketchfab ripper", you could probably find an even better script.as for some artists with work you could take some inspo from, check out Manuel De Jorge (even though he makes more male than female models, but it's pretty professional work), Greisane, Discreet-user and KaylaFox. i don't usually get inspo from pr0n artists specifically because most of their models look kinda plastic-y, but LeoDaModeller has some nice looking ones despite pulling off the weird plastic look in most of his works. there are also some surprisingly decent VRchat modellers as well, but i don't really take inspo from their work. the anthro 3D artist pool is very diverse, and you get styles that range from PSX, to eastern looking kemono and to fursuit-y (which i personally do not enjoy) and even realistic but with humanoid proportions.
>>1033730damn it>>1033687
>there are many of them on sketchfabmany models but majority officially non-downloadable, i mean. i'm phoneposting like a retard,sorry. i'll write better posts when i get back home.
>>1033730Thanks for the tips anon, I've been doing background/prop modelling for faaaar too long and always wanted to make furry girls, not even sexual ones I just like funny mouse girls.
>>1033733I remember this one!
im working on this curvy wolf girl model. Not super detailed but i wanted to work on topology and basic (if generous) proportionsim mostly happy with her so far but feedback is helpfuli want to know if im missing anything major before moving on to rigging and textures (elbow topology and belly button are two im already working on)
>>1033687Open3Dlab and SmutBase have a lot of good models downloadable to study
>>1033841from the looks of it you're not. not anything major i'd blend the normals in the cheek fur with the head's with a data transfer modifier, it makes it look more uniform
>>1033841doing way better than i could, keep it up>>1033730>check out Manuel De Jorge, Greisane, Discreet-user and KaylaFoxnta but thanks for the recommendations, manuel de jorge's stuff in particular seems really good, i'll have to do a study on him eventually
I vertex modeled, almost all of it (needed reference models for some parts), but it turned out nice. Got the hips and thighs the way I wanted them: a mix between the usual pear-shaped body you see and Karno's farm world cows he used to draw. I still have to do some touch up on the head, chest, and thighs, but other than that I'm satisfied with how it turned out. Maybe now I can model the uniform and take some criticism or advice.Still got the weird warping bug on the mesh when switching between Edit and Object mode.
>>1033921aside from the... peculiar... taste, good jobi wish i had the patience to polymodel subdiv-ed characters too. i just jump straight to sculpting
>>1033843This looks great! Well done anon! I'm tempted to ask you if you could share your workflow with us, but speaking from experience it's gonna be a long ass laundry list, too bothersome to conjure up. As an alternative any tip from the top of your head you think could help, please, feel free to enlighten us.But anyway is this nigga for a project you're making or just for fun or...?
I like your 'possum.I'm something of a 'possum myself.
>>1034023No, you're a gay furry who didn't get enough attention as a child.
>>1033981thanks man>I'm tempted to ask you if you could share your workflow with ussure, i'll make a post when i'm back from work. i'm not sure if it's gonna be helpful enough but i'll share what i normally do>But anyway is this nigga for a project you're making or just for fun or...?just for fun,mostly because i'm not really used to modelling anthro males. i might reuse the head for something else later
>>1034062>i'm not sure if it's gonna be helpful enough but i'll share what i normally doFuck yeah even the tiniest bit helps, I'm especially curious about the modeling (did you sculpt + retopo? poly model? used metaballs for the blockout phase? did you make the body meshes yourself or did you use a ready made body from some online resource?) and texturing (textured in Blender or other programs?)>not really used to modelling anthro malesEven so you managed well, it'll sound blasphemous but I like him more than the possum chick, his aloof and nonchalant aura is endearing to me. Plus I just really like ungulates a lot in general, they get an appeal boost by default from me
>>1033654I'm currently doing retopology on an old sculpt. But its turning out all weird. I'm just following the sculpted fur but i feel like this wont deform well.
>>1034076Focus on the silhouette and the simplicity of the topology for the animation; if it can be baked into both displacements and normals without sacrificing key details, then you can skip it.
>>1034076damn thats a pretty sculpt
>>1033981>>1034072i normally start from a sphere, deforming it into a shape that looks vaguely like a head. after the generic head shape is formed, i usually just sculpt over the reference image. i try to get the head shape as close as possible to the sketch. i then open the mouth, i normally just drill the mouth hole with a destructive method like sculptris (or dyntopo in Blender) because i'm gonna remesh the head anyway. after i work on the mouth, i polish it a bit, remesh, then start gradually adding more details like fur tufts, eyelids, et cetera.i'm sure there's a better workflow but it's what i usually do. i use a pirated copy of Zbrush, i've sculpted in Blender before but their tools haven't really catched up with zbrush's honestly. conversely, zbrush's poly modelling tool is so bad that i just do that work in blender and import it back to zbrush (the fur tufts were made in Blender with the skin modifier and imported back to zbrush)and that's pretty much it. i only begin to work on the body once the head is suficiently blocked out
>>1034092Thanks for sharing brutha, this is interesting. You're the first person I see who actually opens the mouth and models it that way, I just open the lips ever so slightly and extrude inwards into a mouthbag. Everything else is similar to how I do stuff too.I'm curious how you textured ur niggaz and rigged them too but I've already asked enough, I don't wanna get clingy.Keep up the good work anon, you make some charming models
>>1034092good work goat chud, how detailed will you be going with effects like hair or physics? if at all mind you>>1034108it's pretty common in head sculpts, off the top of my head is this tutorial now 5 years old https://youtu.be/KNyqZTBa4rM I do both vertex modeling and sculpting and honestly both have their applications and are useful tools in your toolbelt. Here's an example of using both processes. https://youtu.be/LvFilHJfinU? and it says for game assets but the performance gains apply to blender as well, and if you're going for realism or even stylized-realism it can add a lot of personality to scenes
>>1034072to answer the other questions:>metaballs for the blockout phasefor the body shapes i mostly use a shape called sphereimder, it's basically a slightly rounded cylinder. for more rounded things like boobs i just use spheres>did you make the body meshes yourself or did you use a ready made body from some online resource?i usually sculpt the bodies myself. sometimes i borrow parts like hands,feet and fingers from other models i've made>texturingsubstance painter (yarr yarr, of course) for these kind of models, but i sometimes i use blender's built-in tool to soften weird normal bake edges and other small touches like such.
>>1034110>how detailed will you be going with effects like hair or physics? if at all mind youeh, not very. i could rig the fur tufts to give them a bit of physics wobble, though. what i'd love to learn would be fur/hair cards, but that's more on the advanced spectrum. it's better optimized than fur simulation, and often the results look much better as well. i've tried it once, but it ended up kinda janky. i'm sure there's some normal magic going on for these planes, i'll eventually lean how to pull it off.
>>1034128What is the best way to place fur cards like that I wonder..