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Ok guys. What's the best way to make anime-like waifus?

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Thread replies: 200
Thread images: 48

File: 1436076524505.png (48KB, 778x665px) Image search: [iqdb] [SauceNao] [Google]
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Ok guys.

What's the best way to make anime-like waifus?

Low poly (non sculpt) or sculpt (zbrush)?
>>
why would you wanna make a lowgaypoly crap visuals when you can do proper 3D hentais ?
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>>483148
make cube > cut edges/extrude/ pull verts
In literally any 3d modelling software.
If you know even the basics of 3D modelling you shouldn't be needing to ask this.
>>
>>483151
>>483153
I'm asking what's the more efficient way having into account is an anime waifu, not a 3D hyperrealistic batman sculpture.
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>>483148
Choose your tool. It's a question of whether you like to stretch spheres or extrude cubes.

In either case, a lot of your success will be reliant on shader usage and compositing.

If you really need to ask, you should probably find a base mesh and decorate it. Waifucraft isn't appropriate for babby's first model.

>>483154
Neither is inherently more or less efficient. It solely relies on your own strategies and heuristics when using either tool.
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>>483151
cus low poly is cute
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>>483172
low poly is gey. its jaggy and harsh. round spherical things are cute
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>>483173
>>483172
I really, really like bevels. All I want to see are bevels. Show me a bevel.

I also like chamfers. Actually, I like chamfers more. Show me a chamfer. All I want is a girl made of chamfers. But, I need to see the edges, or else I won't know that it's a real chamfer.

Smooth/Jaggy Pig Digusting. Give me pure chamfer waifus.
>>
low poly with high texture is best
low poly ranging from 1000 poly or less.
Sometimes those 200 or less don't look that good.
>>
>>483148
Stop being a weeb and learn how to 3d model.
>>
i think the tutorials of "Peter's Massive Blender tutorial" can help you.
https://www.youtube.com/user/PXstriker/videos
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>>483148
It depends on what you're gonna use it for you idiot.

There is no "best way" unless you have a purpose for it.
>>
>>483181
More like this? Tutorials, images, whatever?
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>>483891
sphere,5 cubes and 2 planes

he did some nice texturing tho, its what makes the difference
>>
>>483173
low poly is important for game development. don't you like the charming style of animal crossing? of course you do. it's also very low poly, especially older versions like the nintendo DS version. that was no more than 200 polys per model, maybe even way less than that.
>>
>>483896
>sphere
I don't see any butthole topology anywhere
It's probably built out of a box, not a sphere
>>
File: hocu.png (449KB, 830x720px) Image search: [iqdb] [SauceNao] [Google]
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Have some inspiration.
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Just gonna ask in here.
How would one go about animating faces for models like these?
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>>484217
uhn just blinking eyes and cutem mouths ?
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>>484198
I'm a complete dumbass, why does it say "tris" when I see quads?
>>
>>484225
every quad is really 2 triangles
>>
>>483172
Low Poly is the 3D equivalent to "I'll make a pixel art game because I can't draw for shit" in 2D.
>>
>>484226
I don't like the answer but I accept it, thank you
>>
Study programming.
Study shading.
Study math.
Practice replicating visuals.

It doesn't matter what approach you take to it, if you're really interested in doing that(and if your idea of "anime waifu" is actual 2d and not the average western 3d-er's idea=pixar characters) the biggest limitations are going to be whether you're observant and intelligent enough to tell the 3d program how to show what you want it to, how you want it to, from the angles you want it to. And that requires math and programming more than anything else because that kind of NPR is based on 2d art is based on abstraction of reality, whereas realistic rendering is simply regurgitation of physical rules.

Or, if you're not that serious and you just want a little anime waifu character to mess with then yeah, go low poly. But in general, you should almost always try to stick to low poly as much as possible, moreso the better you are at programming and math(because if knowing programming/math enables you to not give much of a fuck about polycount due to the fact that almost everything is transferrable between a lot and high poly mesh since, speaking in terms of the object you're modelling as an abstraction, they're the same thing represented with a different level of accuracy).

Anyway if you've got none of the skills I mentioned and your goal is something like the OP image then don't touch high poly, I suppose. High poly is great and all but it's very difficult to manage compared to low poly, which is subdivisable in most applications anyway. The long and short of this post is that you should only work with high poly if you can afford it in terms of your technical knowledge.
>>
>>484217
>>484218
These are classically floating geometry. You usually just put a separate quad where the eyes and mouth are, and animate textures for them.

This also applies for high resolution models, if you want to maintain a specific look. It's often a lot easier than lip synching and animating facial bones.
>>
>>484427
>because that kind of NPR is based on 2d art is based on abstraction of reality, whereas realistic rendering is simply regurgitation of physical rules.
>cel shading is hard
kek
>>
new at 3d here, how do you animate the face in this kind of models? mouth/blinking that kind of stuff?
>>
>>484544
texture swap
>>
>>484544
animated textures.

Or if you'e lazy, and don't really care about efficiency (and there's no real need to if you're just doing this for fun, or for something that's prerendered or is only going to run in realtime on a PC) you have each facial expression on seperate geometry and hide the unused ones inside the head.
>>
>>484553
Most game engines will just occlude that shit out, negating most performance concerns. Animated textures are more weight on texture memory than they're worth, sometimes, so there is definite value in just hiding expressions on toggled game objects.
>>
I'll also post some inspirations

I'm a complete noob and I'm also trying to learn low poly for a contest.
>>
>>
>>
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>>485175
cute. would bang in missionary position while holding hands
>>
>>
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>>
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File: Noel.png (853KB, 1021x875px) Image search: [iqdb] [SauceNao] [Google]
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https://sketchfab.com/models/5dcebcfaedbd4e7b8a27bd1ae55f1ac3
>>
>>485193
This is, in no way, light.
The model´s use a duplicated inverted mesh to create the anime lines, which leaves the model with twice the weight in polygons.
>>
>>485205
I didn't say anything, it's just a cool looking anime model. Chill out.
>>
>>485193

>implying there are lines


Its all texture ;)
>>
>>485205
>duplicated inverted mesh
what a horrible technique.
the first person that did this should be shot.

dynamic paint.
>>
>>485616

>dinamic paint

Do you know even what that means?
>>
>>485616
>dynamic paint
>not programing a post procesing shader
>>
>>484225
Tris are how models are actually rendered in an engine as it's the most efficient shape to do so. When a model created with quads is exported the quads will be split into 2 tris.
>>
>>483998
The shadow mesh nigga.
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>>485193
That side view looks like ass.
>>
>>485757
Looks pretty much exactly how a 2D anime face would look from the side.
>>
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>>485774
Maybe if you sucked ass at modeling a face it would be.
>>
>>485783

>>485757 looks far more true to a 2D anime than your pic.
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>>485788
Only because it's not cell-shaded. Really though he has no excuse it looks terrible.
>>
>>485789
8 year old with a butt plug. nice.
>>
>>485794
or, you know, a belt or skirt hook.
>>
Honestly I think anime models that aren't completely cell shaded look better. Cell shading is mostly a trick to cover up mistakes and it makes artists lazy.
>>
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>>485892
This, a nice shader will always models look more sexually attractive than flat shading.
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>>486113
>more sexually attractive
disturbingly true
>>
>>485178
>>485177
>>485175
>>485179
>>485184
>>485185
>>485188
>>485189
Are these all hand painted with self illumination?

I'm currently modelling a low poly character and I wanted to achieve this look
>>
>>486126
yes
>>
>>486126
Why use a texture when you can just use vertex colors? The detail on these models are so basic that making a UV map and using a texture map is just a waste of time and data.
>>
>>486176

you mean the opposite right?
>>
>>486176

Pic related
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>>486202
It looks like a little baby Jagdpanther :D
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>>486202
waste of time
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>>486202
that shit has nothing to do with vertex painting and the diffuse resolution doesn't look believable either. i smell fraud
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>>486202
How is that anything at all similar to the images quoted above?
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>>486202
Did you even look at what I was quoting or were you just looking for an excuse to post a fucking tank?
>>
>>486227

Its textured...
>>486233

The most only need a pixel por each color in the material + details. To make it look good with vertex color youll need at least double the tricount
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>>486377
Wasn't referring to all models just the ones in question. Those models that were posted have very basic textures that are little more than color gradients which you can easily replicate with vertex colors. If you're going to make a texture that basic then you may as well just use vertex colors and optimize as much texture data as possible.
>>
>>486379

Yea, but things like eyes, or other detail will increase the polycount too much
>>
>>486377
>Its textured
Yeah no shit
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>>486382
Then just have a small 32x32 texture for the eyes. Some of these models have unnecessarily large texture maps for what are essentially just gradients in order to make them smooth and avoid pixel artifacts but with Vertex colors you can have perfectly smooth gradients because they're just color values.
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>>486449

Yep, are the best way to achieve gradients.

Its possible to have both, vertex color and texture?
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>>486451

Edit: i said nothing
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File: yuuko.jpg (44KB, 518x783px) Image search: [iqdb] [SauceNao] [Google]
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>>487147
pls
>>
>>487147
pls delete
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>>487147
you're making me uninspired anon
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>>487147

You're attempt has made me realize this is what people feel at my work
>>
>>487147
Delete or kill yourself
>>
Maybe this could help.

GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
https://www.youtube.com/watch?v=yhGjCzxJV3E
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>>487422
Interesting
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>>487147
Who is this demonic semen preserver?
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I tried
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>>487701
The idea isn't to gradient every shape of the mesh, but to use gradients to draw attention to areas of interest. So generally the feet/legs of a character will be of less interest and the overall tone will become darker closer to the feet.
If you wanted to draw attention to the face for example, you could pull the gradient on the jacket tighter so it's only light at the top, and the bottom half is basically the same tone.
Btw those arms are about half the length they should be. hands general hang around half way between the hips and knees, and slightly longer arms always look less strange than too short arms.
>>
>>487701

404 face
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>>487701
How did you model that hair? did you start out with a cube and just go with the flow or what? im new to modeling and hair is proving to be a pain in the dick
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Here's my attempt at char modelling. The hair is a huge struggle

>>487701
this looks cute
maybe you should add hands and fingers to her because the arms look a bit short
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>>487706
Didn't really put much effort into the texture, just wanted something else than solid colors. Though I didn't know about the things you said so I'll try and keep them in mind for later.
And agreed that the arm look short. Guess it was just one of those things where I've looked at it for so long and just got used to it.

>>487708
Tried some different faces, but ended up liking it better without. Might just be laziness kicking in, so I'll probably try a bit more.

>>487762
I usually struggle with hair, but since this was low poly I found it a bit easier. I looked at different pictures until I found a hairstyle I liked and pretty much did what you said, started with a box and extruded while trying to accurately recreate the hair silhouette.

>>487770
Agreed on the arms being too short. I'll try and add hands as well, might like it.
>>
>>487770

looks promising
>>
Reposting this from another thread
You guys might find this helpful:

>Browse sketchfab for lowpoly models

>Look for tutorials and inspiration in Pinterest. There's also tons of good shit from deviantart and tumblr.
You just have to know where to look. I'm learning a lot from just observing and training your eyes to see how topology works.

simplecg.tumblr.com
happydorid.tumblr.com/tagged/3d
steamlog.tumblr.com
theninjaswife.tumblr.com
robopolis.tumblr.com/tagged/3D
edible3d.tumblr.com
jeffchangart.tumblr.com

sketchfab.com/kouotsu
sketchfab.com/models/49277b24b9e645e3afb27de216d64d15
sketchfab.com/models/35114017b57543299750c9fe7ef315fd
sketchfab.com/models/0bc1aa60cb054266825010b18533015f
sketchfab.com/models/ff0a67bf2bb54b3cb09bd2a838cae87e
sketchfab.com/models/70c80ee04379476eb0f131840fee4217
sketchfab.com/models/f91c6cf0ce6a49b4aad90e4fd8b162db
sketchfab.com/models/3a33d33a6813410882f63d18c8189755

pinterest.com/search/pins/?q=3d%20character%20game%20asset
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>>487147
Foxworth plz go.
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>>487872

Love you anon :^)
>>
>>487872
bless you anon!
>>
Made a shitty Miriam from the upcoming Bloodstained game
Now for some simplified lowpoly waifus
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>>485193
>he modelled and textured the panties

god is real
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>>488275
Wow that's pretty good.
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>>485783
Is that Rin?

Also, huge tutorial about anime style, you can certainly learn a thing or two that can be applicable to low poly.
https://www.youtube.com/watch?v=5Xuf6ODN_xY
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>>488275

>ruining her best feature

Why are her thighs so skinny?
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>>488310
No anon, YOU'RE pretty good; in the niceness organ

>>488378
Yeah I fucked up the moment I contemplated making a "generic animu" female mesh
Due to time constraints(but mostly laziness) I didn't fix it
I'm also missing two gold wristbands, the circlet earring thing and forgot to paint her left hand's SSS black since it's a glove
I may or may not fix it depending on if you guys think it's worth showing on ArtStation, because it's not up to par for to my personal standards, which some people may agree to and some saying that it's dumb to think that way
>>
>>488328
but that model looks like ass
>>
>>488275
>>488578

Can you upload a higher-res webm or a high-res rendered still image?
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>>483181

those textures, sir. well done.
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>>488578
>>488672
This please.
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>>488672

this, need hi res images
>>
https://www.youtube.com/watch?v=ayGspCmOENs

It is all in the shaders
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>>488275
post it in sketchfab so we can dissect it
>>
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https://www.youtube.com/watch?v=gggB5Hr4qeQ

uh how do i do this
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>>488774
You stop visiting /3/ and start practicing more. This site enables mediocrity as long as you're using an Autodesk product.
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>>488772
>people are gonna see my decimated no-topo garters

Absolutely not
Does sketchfab even support multiple UVs on a single mesh and maya hair?
Tattoo is on a different UV set because I did my body UV seams without thinking and the tattoos would've been low res if I used the same UV set as the skin; also due to my stupidity

Also I can upload a higher res revolving render, but it's only 1280x720 because potato pc and deadlines
I have a still render at 1280x2000 tho
>>
>>488775
that's all well and good but it seems like he's using a lot of secret techniques that a zbrush noob like me would have zero chance of figuring out by themselves
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>>488809
>I have a still render at 1280x2000 tho
And why the fuck haven't you posted it yet?
If filesize is too large for 4chan just upload on imgur or some shit.
>>
File: poster new.jpg (1MB, 1280x2000px) Image search: [iqdb] [SauceNao] [Google]
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>>488859
Because I posted that when I was out, basically before I had to present the model for class
But hey here, have some disappointment
>>
>>483181
Can Substance Painter be used to make low res cartoony texture like this?
>>
>>488866

I think you're confused about the workflow.

Look at the texture file on the left hand side. You simply cannot get such a clean result from painting on the mesh. Also there would be no benefit.
>>
>>488866

Turn off the texture filter
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>>488868
>Also there would be no benefit.

There would be, first you map out the texture features painting directly on the mesh, then you take it into photoshop and refine.
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>>488937

But why? If you've unwrapped it you know what goes where. Render out a color ID map if you're confused. Just sounds like a waste of time to me when you're doing a 32x32 texture
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>>487701
>
Can I please get a wireframe of this? I would like to know how you went about it.
>>
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>>489416
Looked at reference photos of clothing I liked, hair I liked and body shapes I liked, and tried to just combine them. Also to help 'sell' it more I went into my lambert and turned the diffuse all the way down and Ambient color all the way up. That way you can only focus on your silhouette and not worry about the shading until you texture. Textures are really simple, just gradients, but it's not really that good looking so I'd suggest you spend more time on texturing than I did.
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Do I need to know how to draw in order to get into 3d modelling?
>>
>>489471

No, it's just a bonus.
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>>489471
It depends on what you're doing
But it's not technical skill from drawing that counts in modelling, but the understanding of form which comes with a proper education in drawing
Basically if you're making a torso, you need to know what the form is like, showing it through pencil or 3D is just the extension of your knowledge through a mean
You're gonna need good anatomical knowledge if you want to do humans, you need to know about basic joints and how plating/armour works if you're making a robot, you need to know about how many separate parts does a revolver have and how they separate, etc
>>
>>489471
i learned 3d before learning to draw from /ic/ but i feel that 3d would have been a bit easier to learn with drawing skillz
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>>489471
I can't draw, at all, actually have a problem with fine hand motions that I was in treatment for

Doesn't matter at all

IF (big IF) I need to draw something I just do it digitally with stabilizers and endless undo functionality
>>
>>489471
you need to have at least a knowledge of the basic human anatomy
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>>484427
>moreso the better you are at programming and math(because if knowing programming/math enables you to not give much of a fuck about polycount due to the fact that almost everything is transferrable between a lot and high poly mesh since, speaking in terms of the object you're modelling as an abstraction, they're the same thing represented with a different level of accuracy).

what the fuck are you talking about, programming and math have almost nothing to do with 3d modeling, from an artistic perspective, you don't need to know anything about programming to retopologize a sculpt, and you need to know very little(basically no) math.
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>>484427

>all that bullshit about knowing programming or math
>>
>>484427
You need knowledge in programming and math if you start making video games. 3d has almost nothing to do with that
>>
>>487147

Is Foxworth genuinely autistic, or is he a performance artist pretending to be autistic. I just can't tell sometimes if it's not just some bizarre Andy Kaufman-esque piece of performance art that none of us are getting.
>>
>>487701

so hard and got so far but in the end it doesn't even matter.
>>
>>490105
>>You need knowledge in programming and math if you start making video games. 3d has almost nothing to do with that

It all depends on what you mean by ‘making games’. If you are talking about programming them, or writing shaders, then you are right. If you are talking about actually designing them, then that is not necessarily true. If you are talking about level/prop/asset design, it is even less true. If you are a one man show, then, yes, you need all these skills and more. Otherwise, you do your part in the pipeline, and those skills are not needed unless you are a shader artist or a programmer. Some basic maths help in PS if you know how the math works behind the various layer styles because it saves time knowing how that math will affect the pixels before you choose a given blending mode, thus saving you from having to test all the modes to get the result you want.
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>>490476
I have been diagnosed with autism by my psychologist, so yeah, I am genuinely autistic. Personally, people who try to be strange or interesting for "le irony xDD" or whatever make me mad, honestly. I just express the feelings I have through 1990's styled artistic means and I don't see why anyone would do what I do for any other reason. I am who I am and I have no reason to stop doing what I love. It's a hobby coupled with my feelings of love, and it makes me happy. Also, everyone should know by now that I fell in love with Yuki Nagato over Yuuko (which I announced on all sources a while ago) so that model is now invalid. I also feel stupid for putting so much work into everything I did for Yuuko and then realizing that Yuki was truly the one for me. I was blind all this time. Also, that's a blender screenshot and not from a video if it wasn't obvious enough, indicating that post as mine. In the picture is the new model I have made for my legitimate waifu, Yuki.
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>>490553
good lord
>>
>>490553
Why is every autistic I've met are obsessed with anime waifus?
>>
>>490553
That's great and all, But don't you have any drive to actually improve your skill as an artist instead of churning out the same shit?
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>>491094
To understand why we must first recognize that fandom of anime characters and collectibles is a cultural phenomena that is widespread and therefore well known.
Secondly we must recognize that autistic individuals don't have any interpersonal skill sets or much of a need to really interact with another person the way you would your partner.
But what they still have is their sexuality and a need to live out their own romantic emotions in some fashion.

The illusionary one-way companionship of a imaginary friend is typical of people with this psychology, the 'anime waifu' is just the template that is projected on in in this day and age.
I speculate that '2D' girls is also highly appealing since it dehumanizes the subject of attraction making the surrogate lover seem more valid/real as no IRL counterpart exists.
If you fantasize you have a relationship with a imaginary real human woman this illusion may get shattered more easily when you become attracted to someone you actually meet.
>>
>>484200
[spoiler]Can you make porn?[/spoiler]
>>
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Fuck skinning and rigging with cat in 3dsmax
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>>490553
>:U
>>
>>491340
Why would you use CAT? DL Maya, watch some tuts for rigging. It' so freeing moving form Max to Maya and realise you shouldn't and are no longer constrained by that rubbish.
>>
>>491480
I'll take your advice anon, thanks!
>>
>>484202
How is the blinking animation achieved here?
>>
>>491597
texture sequence
>>
>>488275 here

I feel like making a new model /3/, but I have absolutely no inspiration in terms of character design or who to model
I'm taking suggestions
>>
>>491762
Ashley from Warioware.
Watch people pester you for porn.
>>
File: 06.jpg (326KB, 1200x1802px) Image search: [iqdb] [SauceNao] [Google]
06.jpg
326KB, 1200x1802px
>>491762
what about a kawaii armor schoolar girl?
>>
>>491829
Woah there what's this
Art looks like Vovnich Hotel
I'm intrigued, please do go on
>>
>>491829
No need to spoonfeed I already found it I forgot Google was a thing
I'm just going to read all of the issues out and determine who's best girl so I can model her
See you when I'm done anon
>>
>>491837
>impliying kiko isn't goat girl
get off
>>
>>491762
make a cute isometric model of an rpg town or some shit
>>
waifus are in 2D you faggot

>>484228
kek
>>
>>488774
sexy as fuck 10/10
>>
>>492339

Which one?
>>
>>483173
>imbecilic drivel
Art is about manipulating perceptions and playing with what the viewer expects and fills in with his own mind.

Jaggy and harsh CAN be made cute by a skilled artist. And not only that, It might need even more work and talent to do something cute with more polis.

This happens because just a line and two dots can be used to represent a perfect smile ":)" but if I ask you to use 1000 lines and 1000 dots, if have parkinson the smile will be uglier and even more jagged, even if you were allowed to do more strokes.
>>
>>492459
The little one duh
>>
>>485175

dats pretty cool and well done

is it low poly a good way to begin learning 3DCG?
>>
File: fillette.png (948KB, 1920x1080px) Image search: [iqdb] [SauceNao] [Google]
fillette.png
948KB, 1920x1080px
tried my hand at low poly. There's no texture yet.
>>
>>493583
She is fat.
>>
>>495166

She's French, what do you expect?
>>
>>486113
unless the model is specifcally designed to be flat shaded.
>>
>>484228

Any mong can make high-poly look passable. It takes skills to make a good low-poly model.
>>
>>484427

Blender perhaps with its horrendous UI, but any decent program shouldn't require mathematical knowledge more complex then basic algebra for calculating annoying shapes and architecture (if you're one of those weirdos that models environments in the maker itself rather then assembles it in whatever program you want it rendered through).
>>
>>483148

Keep in mind that the lighting engine in whatever you're rendering the low poly through is very important in regards to how the model will actually look as a complete render: good lighting can largely mask the fact that a low poly model is well, low poly.
>>
>>487872
>sketchfab.com/models/ff0a67bf2bb54b3cb09bd2a838cae87e

I dunno what's worse, the fact that the artist made her white panties BARELY visible through her tights, or the fact I noticed.
>>
>>495485

Blender certainly doesn't require you to understand advanced math to model. I don't know where you're getting that from (although, I suspect you're sitting on top of it).

You can certainly _use_ advanced math in Blender. You can write shaders or do python scripts that use it. But modeling? Not at all.
>>
>>495686

It's probably just one of those "le blender sucks" anons that sits around this board. Now granted, blender does have a DF-tier UI, but hey, it's free and unlike various other programs won't beat down your door for using it to make commercial stuff.
>>
>>490553
>>
>>495484
The same applies to pixel art. Poster is trolling for sure.
>>
>>490557

Don't listen to their lies, brah, ADHD people aren't freaks like autists are; they're trying to turn us to the dark side!
>>
File: prolly nah.png (295KB, 2460x1514px) Image search: [iqdb] [SauceNao] [Google]
prolly nah.png
295KB, 2460x1514px
I want to make video games but i just started out in blender, is this good low poly or nah?
>>
File: satsuki2.gif (2MB, 500x750px) Image search: [iqdb] [SauceNao] [Google]
satsuki2.gif
2MB, 500x750px
>>484200
i'm surprised i can still find my stuff here.

best way is lowpoly with baked normal maps from a sculpt so you may use that for anything you want.

i still prefer lowpoly with level of detail reaching between a ps2 and ps1 polycount.
>>
>>496603
That's fantastic.

What's the best way to texture complex lowpoly models? Texture paint? Texture clamping? UVW Unwrap and downscale?
>>
File: MATOI RYUKO.gif (2MB, 400x240px) Image search: [iqdb] [SauceNao] [Google]
MATOI RYUKO.gif
2MB, 400x240px
>>496625
depends.

you can do the classic unwrap detaching certain parts of your character or you can just go lazy and ask your texturing software to unwrap automatically, but that means your uv islands will rotate and you'll be able to spot pixels going different directons. (notice the pixels on the leg going 45°, that can look bad on square shaped objects with your texture going a different direction than your shape)

for that character i just asked 3dcoat to mirror unwrap the body so i could paint a mirrored texture for it.

you can paint it a few ways, but i like texturing my models in a texturing software that lets you paint directly on your mesh, gives you a better idea on how you want to do your lighting on you texture, like when you paint a fig. i use 3dcoat to do that, its relatively easy to learn and is layed out a little like photoshop. you can also use mari or zbrush.

3d coat also lets you paint normal maps, so i added a little bit of volume on the hair, so now it looks kinda like those models you can have on 3ds, still pixelated but with some nice render. the nintendo ds had no complex litghing or shading
>>
>>496625
>>496627
as for the size of the texture, you can choose wich system you wanna work on, nintendo 64 only had 64x64 textures, i found that out by ripping n64 models and EVERYTHING was made of only 64x64 textures, its crazy.

basicly the more powerful the system is the bigger. but most of time i just do 512x512, most 3ds games do and also phones games use it. 1024 is a max.

you can also resize some parts of the uv to have more pixels, ex. for the face i the made the uv 2x larger
>>
File: thegoegoeman.png (171KB, 575x565px) Image search: [iqdb] [SauceNao] [Google]
thegoegoeman.png
171KB, 575x565px
>>496627
I use Substance Painter in the past, not heard of 3D Coat. I thought that programs like that would be overkill for lowpoly models, but I suppose there's no real reason it wouldn't work out, It's certainly an easier workflow than trying to texture pixel by pixel in a disjointed program like MS paint.

I've ripped and re-textured N64 models in the past (pic related) but they're easy cause someone already did the UVs and textures about 20 years ago and all you need to do is rebuild them. Trying to make my own shows I've still got a lot to learn.
>>
File: coalition3.gif (480KB, 350x550px) Image search: [iqdb] [SauceNao] [Google]
coalition3.gif
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>>496629
yeah.. making uvs like that require you to anticipate where the texture is going to be and its fine for flat shaded textures like that but when you want to do complex shading it just becomes too hard to guess the shape of your model from you UV and you just start twisting your mind.

they're not reall overkill (they allow me to make pretty stuff), only if you want to make the models like they were made at the time.

this character in the pic has a real uv like those n64 uvs, but i still painted it on the mesh like the other, i think is just way more fun.
>>
>>496603
>>496627
kindly requesting your blog or tumblr
>>
>>496603
>>496627

cool dude
>>
>>496686
Not him, but you should really learn how to reverse google images, it's right there

Reverse google image, first result should be Danbooru, artist name is stated in the tags
Just letting you know, it could save you a shit ton of time

http://shrapnelsoup.tumblr.com/tagged/my_stuff
>>
>>496689
I'm currenty on a slow ass mobile so I can't reverse google his images but thanks a lot, mang
>>
>>496627
Any chance you could upload the texture for this model? Would be interested in seeing it.
>>
File: AHumanBattle[1].gif (696KB, 560x264px) Image search: [iqdb] [SauceNao] [Google]
AHumanBattle[1].gif
696KB, 560x264px
>>496633
Oh fuck isn't this from cortex command ? That is cute as fuck.

Do you have more ?
>>
Does anyone know of any resources for Maya?
I've been looking for some models for me to practice animating with, but I haven't found squat for maya compatible models.
>>
>>496803
Do you mean pre-rigged assets? Or just body meshes you can rig and animate yourself from scratch?
>>
>>496795
yeah, its at >>496689

also made a short video with those models
https://vimeo.com/68925419
>>
Could anyone tell me how this effect was created? Im guessing a particle effect but the glowing rim I have no idea.
>>
>>497171
Ugh, forgot the pic.
>>
>>497172
just turn emission on and off you cumsickle
>>
>>497173
The fuck is that you dicksniffer?
>>
>>497174

it's a glow effect
>>
>>497188
thanks, sugartits
>>
>>497172
really cool
>>
>>497188
I can see, but how did he get it so that its a perfect pixel crisp edge? Id like to know how the particle effect was done too. Im a complete noob at this.
>>
>>497282

It's a 3d mesh that becomes more and less transparent.

The "particles" are probably just basically little animated sprites.
>>
File: giphy.gif (425KB, 493x370px) Image search: [iqdb] [SauceNao] [Google]
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>>496689
>>496837


This guy is a fucking genius
Thread posts: 200
Thread images: 48


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