Anime General - /3/ (#1011544)

Anonymous
5/5/2025, 6:15:16 PM No.1011544
GKZVvfAbMAArtfu
GKZVvfAbMAArtfu
md5: 95ff0ddc413dfbe2a3a7b7a5cde55251๐Ÿ”
Previous thread: >>1006048

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/@user-pp2os6zr2d
https://www.youtube.com/@ShionMgr
https://www.youtube.com/@kurukuma
https://www.youtube.com/@menglow2122

Sculpting:
https://www.youtube.com/@leslyzerosix4359
https://www.youtube.com/@aurelien4280
https://www.youtube.com/@Yudit1999
https://www.youtube.com/playlist?list=PLMjnnUF3eJFe3jMRfUKMt0qK5zKIpxy1t
Replies: >>1012728 >>1012766
Anonymous
5/7/2025, 8:10:14 PM No.1011611
so ive been catching up on kingdom hearts series. im on 2. they have a really wide spread of character styles, even realistic ones for pirates in of the caribean. they also really love to jump in and out of the low res and high res models.
the thing i noticed that really sells the characters across all the styles and levels of detail is the painted lighting. so my nexy project is going to be trying out different techniques for such and I'll share my results.
Replies: >>1012083
Anonymous
5/7/2025, 11:09:40 PM No.1011615
>https://www.youtube.com/@user-pp2os6zr2d
This one is dead.

Here is another good channel I found
https://www.youtube.com/@tennenpamanent/videos
Anonymous
5/8/2025, 5:28:13 PM No.1011657
GqZOF9TXYAAcUZE
GqZOF9TXYAAcUZE
md5: 5f5c1f8493f4698d659b6eb9463c7e68๐Ÿ”
She gonna have a big ole gun
Replies: >>1011719
Anonymous
5/9/2025, 10:21:06 PM No.1011719
Is this closer to anime style or stylised? This manhwa style (Korean manga). I didn't find many 3d tutorials for this style, so I wanted to know whether it would be easier to make stuff like this if I followed anime or stylised 3d tutorials. Thanks.

>>1011657
Nice. Is this for a game?
Replies: >>1011726 >>1011737
Anonymous
5/9/2025, 10:53:31 PM No.1011726
example-signature-guweiz-13
example-signature-guweiz-13
md5: 268283787cf249dd365ab6728f2334e6๐Ÿ”
>>1011719
forgot pic, sorry
Anonymous
5/10/2025, 2:55:20 AM No.1011737
>>1011719
Ty anon, she's a test character to see how a new body base would work. I could use her in games tho.
Anonymous
5/10/2025, 8:40:22 PM No.1011771
learning
learning
md5: dd3ff8dc65cf0966c46dc734726223a8๐Ÿ”
i need to study more atanomy
Replies: >>1011777 >>1011787 >>1011795
Anonymous
5/10/2025, 11:10:55 PM No.1011777
>>1011771
How is this type of ass called? I've seen people calling it "flat ass" but I always liked it and considered it beautiful.
Replies: >>1011779 >>1011780
Anonymous
5/10/2025, 11:28:11 PM No.1011779
ass
ass
md5: 7261f48a131d7f7553d42426098fabc7๐Ÿ”
>>1011777
not sure if it has a name, maybe trapezoid ass? we can call it trap ass for short. wide at the bottom and thin at the top
Replies: >>1011781
Anonymous
5/10/2025, 11:31:27 PM No.1011780
>>1011777
it feels like a more anatomically correct ass to me
Anonymous
5/10/2025, 11:32:00 PM No.1011781
>>1011779
we definitely need names and a catalogue for every archetypal ass
Anonymous
5/11/2025, 1:02:45 AM No.1011787
>>1011771
what the cat doing
Anonymous
5/11/2025, 3:04:16 AM No.1011795
>>1011771
Anon, why do you sculpt instead of modelling? Is it for 3d sculpting?

>https://www.youtube.com/@mmcganimetic
goat
Replies: >>1011796 >>1011806
Anonymous
5/11/2025, 3:05:38 AM No.1011796
1372796383971831808_1
1372796383971831808_1
md5: 2394591d807a07c8b9308474c6ad183a๐Ÿ”
>>1011795
*3d printing
Anonymous
5/11/2025, 5:02:42 AM No.1011800
ZBrush Document
ZBrush Document
md5: 28cd98ea13cbba48a7f6bcb11576de0f๐Ÿ”
Learning zbrush is fun.
Anonymous
5/11/2025, 8:26:24 AM No.1011806
>>1011795
just to learn atm. I've tried making models but I never really like how they look and I never finish them. making a figure sounds fun though, might try if I get good enough
Anonymous
5/12/2025, 12:36:29 AM No.1011846
ZBrush Document
ZBrush Document
md5: 6ce03ce03062f0c1369dbfeb2d978ba1๐Ÿ”
Done with the front. Onto the hair I guess.
Anonymous
5/12/2025, 12:49:54 AM No.1011848
TITania
TITania
md5: 55d71fa02ccbcf6c49f43e366d7e3bb1๐Ÿ”
WIP
Im still not sure about the hair, i dont know if i need more individual/slimmer hair strings for this, also the mask and heels top were a bitch to make, 2 days to get a shape i was satisfied enough
Replies: >>1011851 >>1011891 >>1014359
Anonymous
5/12/2025, 1:34:29 AM No.1011850
Screenshot 2025-05-11 130026
Screenshot 2025-05-11 130026
md5: 897e32bcfe1332e2ebedd28d95c1e0e5๐Ÿ”
Anonymous
5/12/2025, 1:35:02 AM No.1011851
>>1011848
the front of the hair looks nice to me, I think the sides may need more strands
Replies: >>1011856
Anonymous
5/12/2025, 3:28:31 AM No.1011856
>>1011851
now that you say it, yeah i think i need more on the sides and finish the inner hair too.
Anonymous
5/12/2025, 9:02:36 AM No.1011866
Link-and-Zelda-BotW-Yiga-Memory-image-courtesy-of-Zelda.com_-1536x808
Would you say the character models in Breath of the Wild are more anime style or just generally stylized? Their faces are more defined, with detailed noses and mouths, but the rest of their bodies arenโ€™t all that different from typical anime designs.

Which approach would be easier for a newb to learn?
Replies: >>1011867 >>1014035 >>1014055
Anonymous
5/12/2025, 9:29:31 AM No.1011867
>>1011866
Find a style tou like, then work on replicating it. The fundamentals are gonna be the same no matter what
Replies: >>1011905
Anonymous
5/12/2025, 10:35:15 AM No.1011869
does it make sense to sculpt for anime or should i block things out with polymodeling
Replies: >>1011872 >>1011896
Anonymous
5/12/2025, 11:12:29 AM No.1011872
>>1011869
Choose the one you're most comfortable with. If you know neither, try your hand at both
Anonymous
5/12/2025, 4:03:27 PM No.1011891
263a6945-eea9-496e-94ee-ee246741ab91
263a6945-eea9-496e-94ee-ee246741ab91
md5: 90b73dc810c668dad1d9fda4abe91329๐Ÿ”
>>1011848
as a suggestion
Replies: >>1011922
Anonymous
5/12/2025, 7:13:21 PM No.1011896
>>1011869
Sculpt if you already do art. Else just poly model everything because it's easier to trace art.
Replies: >>1011905
Anonymous
5/12/2025, 9:20:34 PM No.1011905
zz
zz
md5: 937c359a59c46dfc25c0e4d96edc98dc๐Ÿ”
>>1011867
I ended up settling on a style similar to the new Seven Deadly Sins game. I really like how there's a shadow under the nose and just two dots for nostrils, but you only see them when you're looking at the model straight on or from a lower pov, not from above. Why isnโ€™t that done more often? Iโ€™ve attached some screenshots here:
https://imgur.com/a/HzwbKaf

Also, why does it look so much more soulful than the zzz models in pic rel?

>>1011896
nta. If I want to model original characters from photobashed refs later on, do you think poly modelling would still be easier than sculpting?
Anonymous
5/13/2025, 12:40:39 AM No.1011922
010_1_Titania_Frost
010_1_Titania_Frost
md5: 4f195d30cd5f109d23cdd264ce2a4d18๐Ÿ”
>>1011891
yeah i might have to retouch the waist to get that pose correctly since i was using another reference to get the body proportions
Anonymous
5/13/2025, 3:28:12 AM No.1011928
I really underestimated how difficult making anime hair would be. I really wonder how lesly does it.
Replies: >>1011935 >>1011942 >>1011986
Anonymous
5/13/2025, 7:20:41 AM No.1011935
>>1011928
curve tool is my favorite tool to make anime hair, it can be pretty annoying at first though
Anonymous
5/13/2025, 12:10:34 PM No.1011942
WIP
WIP
md5: 2d55cc6a11911ac45345cac954a4ae61๐Ÿ”
>>1011928
I don't know who lesly is but the way I do it is by mapping the main volumes and then sculpt, merge some, add small strands, refine, merge
Here I'm starting from UV spheres because it's faster but sometimes I'll polymodel a set of basic strands and start from that depending on the strand shape
But that's not the best method for game/animation models

... I need to fix that spot
Replies: >>1012035 >>1012708
Anonymous
5/13/2025, 4:58:52 PM No.1011948
any chibi references....?
Replies: >>1011950 >>1012037
Anonymous
5/13/2025, 5:46:30 PM No.1011950
>>1011948
Yes, there's a lot on google
Anonymous
5/14/2025, 2:01:23 AM No.1011986
>>1011928
the anchor brush is good too
Replies: >>1012035
Anonymous
5/14/2025, 10:36:29 PM No.1012035
ZBrush Document
ZBrush Document
md5: 5fb0ec49b367d8fd296e5791b48ddfee๐Ÿ”
Thanks for the advice guys. I think I started to get the hang of making hair now.
>>1011942
That's pretty cool. I haven't seen someone do hair like this on blender.
>>1011986
I didn't know about this tool. It's super handy!
Anonymous
5/14/2025, 10:46:19 PM No.1012037
>>1011948
I found a guy with an entire chibi tutorial on youtube. Here's the vid where he breaks down a nendoroid face and then shows you how to sculpt one: https://www.youtube.com/watch?v=Jx-j-8_1GBM
Anonymous
5/15/2025, 3:59:16 AM No.1012050
Screenshot 2025-05-14 215450
Screenshot 2025-05-14 215450
md5: 6915a875bb4055aff0f0fd9dffb5a03f๐Ÿ”
Anonymous
5/15/2025, 4:02:28 AM No.1012051
Screenshot 2025-05-14 215158
Screenshot 2025-05-14 215158
md5: b48c538f40a2574014f8eaa77f9db97e๐Ÿ”
Anonymous
5/15/2025, 4:03:40 AM No.1012052
file
file
md5: 2c9f646a72ae9b89ebee965cb7ba079c๐Ÿ”
Science has gone too far...

https://www.youtube.com/watch?v=ThCyBhaYh-E
Anonymous
5/15/2025, 3:39:48 PM No.1012074
blender_7D6ffleaOq
blender_7D6ffleaOq
md5: b34e4afd6b92fb1869a841d74f2e2443๐Ÿ”
>>1006371
We meet again... But now I'm stronger, better...
Anonymous
5/15/2025, 5:35:33 PM No.1012083
TabTip_LtvfD54F0N
TabTip_LtvfD54F0N
md5: 8ba6d8db11068ea29a87c65d0dc60789๐Ÿ”
>>1011611
ok ok
So I have this face mesh, and I'm experimenting with painting techniques. I took screen shots of the front side and 3/4 view. painted over them and reprojected them.
Aligning the 3/4 view was hard. I thought I had correctly saved the camera position and if I just projected back onto the mesh with the same data it would just work. It didnt and I had to do some manual alignment. It's not perfect, and it kinda needs to be.
The next step is combining them all in photoshop. Masking it out so that the best parts of each input are what's used.
Replies: >>1012104
Anonymous
5/16/2025, 1:08:35 AM No.1012104
FeiHeadProjectionCombination
FeiHeadProjectionCombination
md5: ebda849cbd6dd7f82deee36022c11143๐Ÿ”
>>1012083
If the 3/4s texture illuminated any special information its been loss. My final rendition included only the front and side. For these two, the features lined up perfectly, for the 3/4s they did not so I didnt really include them. This is a blending of the front and side views
Replies: >>1012105 >>1012106 >>1012111
Anonymous
5/16/2025, 1:15:23 AM No.1012105
TabTip_8ijFi1Tlhy_thumb.jpg
TabTip_8ijFi1Tlhy_thumb.jpg
md5: f065a0a76cd4d3840a7e14fcf17170df๐Ÿ”
>>1012104
with flat lighting
Anonymous
5/16/2025, 1:16:23 AM No.1012106
TabTip_hCXX94mLfv_thumb.jpg
TabTip_hCXX94mLfv_thumb.jpg
md5: d19e36b80cc60005fa3e10bf464a9495๐Ÿ”
>>1012104
with 2 directional lights
Anonymous
5/16/2025, 1:48:36 AM No.1012111
>>1012104
This is very autistic for a result you could have hand painted in 10 minutes.
Replies: >>1012112 >>1012168
Anonymous
5/16/2025, 2:03:54 AM No.1012112
TabTip_U5gSxikGiP_thumb.jpg
TabTip_U5gSxikGiP_thumb.jpg
md5: c6ece9017d82a2b78ea174122cd43c4a๐Ÿ”
>>1012111
well I did hand paint it in 10 minutes. Except in 2d. Some people paint better in 2D than in 3d
Replies: >>1012134
Anonymous
5/16/2025, 4:15:06 AM No.1012117
1747353603018392_thumb.jpg
1747353603018392_thumb.jpg
md5: 4f83a9832baf930fc9822993b0195574๐Ÿ”
I don't know if this has any value as reference material, but recently the gacha Tribe Nine announced EoS. Some people dug through the game (some previous version) and extracted the 3D models. Maybe this could be helpful for those trying to do the Danganronpa style in 3D?
>https://mega.nz/folder/4klgDB7R#0Bj0trmb_QOKo5KkpLq6Lw
Anonymous
5/16/2025, 1:19:34 PM No.1012134
>>1012112
>Some people paint better in 2D than in 3d
... but not you, I can't imagine it being worse, are you cris or something?
Replies: >>1012158
Anonymous
5/16/2025, 3:47:06 PM No.1012142
hairOMG
hairOMG
md5: 79aa000314d033ec58b7a183d65cd900๐Ÿ”
I downloaded a model from a persona game to see how they solved the hairstyle of yukari in topology, and I'm wondering what the workflow of it must be like
Hair is one of the things I have genuinely never gotten a result I'm happy with yet, I've tried Curves, polymodeling, Sculpting and even the obscure lattice setup but never ended up with anything that both looks good and isn't a complete nightmare topology wise
Any tips? Even just in general I'd really appreciate it <3
Replies: >>1012157 >>1012163 >>1012164 >>1012173
Anonymous
5/16/2025, 6:28:37 PM No.1012157
>>1012142
Either pure poly modeling or sculpt and retopo. Maybe a mix of both.
Replies: >>1012167
Anonymous
5/16/2025, 6:30:05 PM No.1012158
>>1012134
you dont 3d model
Anonymous
5/16/2025, 7:06:12 PM No.1012163
>>1012142
>from a persona game
Games require very different approach especially when it comes to the end product. The whole thing with hi-poly -> unwrapping -> baking textures -> low-poly
When it come to less constrained works, I've seen Shonzo making vtuber models and he is always spending so much time on hair, you can see the workflow in real-time - https://www.youtube.com/@Shonzo/videos You can check both uploads or streams.
Replies: >>1012164 >>1012167
Anonymous
5/16/2025, 7:11:16 PM No.1012164
>>1012142
>>1012163
Was gonna say, for hair like that you should look at shonzo' work
Replies: >>1012167 >>1012172
Anonymous
5/16/2025, 8:24:49 PM No.1012167
>>1012157
>>1012163
>>1012164
Holy shit, incredible responses
I love you anons, thank you so much
Anonymous
5/16/2025, 8:28:47 PM No.1012168
>>1012111
he could've just baked an ambient occlusion map in a couple seconds and it would've looked infinitely better
Replies: >>1012169
Anonymous
5/16/2025, 8:51:54 PM No.1012169
>>1012168
Baked AO will put shadows in every dip. Painted lighting puts the shadows where you want them. Either masking geometric details you dont want to be seen or by adding details you want where no geometric details exist.
Anonymous
5/16/2025, 10:03:20 PM No.1012172
>>1012164
His hair looks nothing like that. He does the mess of intersecting curves every blender youtuber does.
Anonymous
5/16/2025, 10:21:24 PM No.1012173
>>1012142
there's very very little in terms of resources on how to poly model stylized hair like this without using curves. I think you just need to learn it through trial & error and watching others

definitely watch this for starters: https://www.youtube.com/watch?v=zULTZQfFaS0

To learn more complex hair I've been meaning to watch these on .25 speed while following along to learn their techniques

https://www.youtube.com/watch?v=thLpghLrGws
https://youtu.be/AtjWTfAIjsc?t=408
https://youtu.be/61EnfAGo7Tc?t=106
https://youtu.be/KyfQbLAB8Us?t=537
https://youtu.be/3BUWS9-qhCE?t=362
https://www.youtube.com/watch?v=2VlgljhQEhE
Replies: >>1012175 >>1012176
Anonymous
5/16/2025, 10:41:58 PM No.1012175
>>1012173
forgot to mention I downloaded the first video and used whisper to translate and output subtitles so I could understand what he's saying
Replies: >>1012176
Anonymous
5/16/2025, 11:03:10 PM No.1012176
>>1012173
>>1012175
Thanks so much, I'm learning japanese lol so could be good for getting to know terms as well
I'll take anything over messing with curves, they are my absolute nemesis and I hate them so much
Anonymous
5/19/2025, 4:50:02 AM No.1012318
Noticed that several modellers poly model the hands and feet, the sculpt the body and limbs. Is this approach better than modelling the whole body? Should I follow one of the sculpting YouTubers in OP or learn anatomy first?
Replies: >>1012321 >>1012341 >>1012352 >>1012358
Anonymous
5/19/2025, 5:29:10 AM No.1012321
>>1012318
>learn anatomy first
eh, no? i never learn anatomy and i only suffer from less muscle detail
Replies: >>1012695
Anonymous
5/19/2025, 2:38:46 PM No.1012341
>>1012318
box modelling has a deliberateness to it. You are definetely going to make the shape you set out to given you out in the time to keep correcting it.
sculpting is more technical. as in i relies on technique. if your technique isnt perfect then you might end up with a shape that wasnt exactly what you wanted.
so it is totally appropriate to box model just parts of a model that you need very specific or that you have trouble sculpting from scratch.
Replies: >>1012695
Anonymous
5/19/2025, 6:46:28 PM No.1012352
>>1012318
I don't think that is as common as you believe it is.
Replies: >>1012695
Anonymous
5/19/2025, 9:06:39 PM No.1012358
>>1012318
You should learn what you want for the reasons you want.
I know how to polymodel, I mostly sculpt from scratch, I even studied anatomy from figure drawing, but if I only wanted an anime girl I would use a base mesh or at least start from one
But I'm still glad I learned, it was fun, interesting and made me a better person
Replies: >>1012695
Anonymous
5/26/2025, 4:25:14 PM No.1012695
>>1012341
>>1012358
>>1012352
>>1012321
Thanks for the advice, frens.
I'm starting to get the hang of polymodeling with base meshes, so I'm sticking with that for now.
Anonymous
5/26/2025, 8:07:44 PM No.1012708
>>1011942
couldn't you get away with less geometry on the hair or does it cause issues when they merge? looks pretty good
Replies: >>1012715
Anonymous
5/26/2025, 9:46:25 PM No.1012715
>>1012708
It's a sculpt for 3D printing so polycount is not a limitation, I just have the amount of geometry I like to comfortably sculpt and I decimate when exporting
Anonymous
5/27/2025, 5:48:19 AM No.1012728
latest
latest
md5: a5782c185945072f10b009a135ed500f๐Ÿ”
Anyone have examples of appealing 3D anime faces that don't rely on normal trickery to look good? I can only think of Xenosaga 3 (picrel). The current paradigm is to sharpen the "snout" of the face like the blade of an axe, but this creates odd albeit expected shading artifacts (as can be seen here >>1011544 (OP)) that must be manually adjusted
Replies: >>1012736
Anonymous
5/27/2025, 12:14:28 PM No.1012736
>>1012728
Anything from an actual physical figure. Usually it's done by flattening the face
Replies: >>1012748 >>1012791
Anonymous
5/27/2025, 6:35:52 PM No.1012748
>>1012736
ah yes. just use a shader as complex as the universe itself utilizing sub surface scattering with 1-1 accurate quantum physics.
Replies: >>1012750
Anonymous
5/27/2025, 6:57:36 PM No.1012750
>>1012748
What is this post even trying to say? Don't post if you have nothing to say.
Replies: >>1012752
Anonymous
5/27/2025, 7:19:09 PM No.1012752
>>1012750
actual physical figures look the way they look because the laws of physics are driving complex interactions with the atoms in the figure before they reflect into your eyes.
if youre trying to make a 3d model of an anime face, for a screen and not a figurine, then they are not helpful references.
Replies: >>1012754
Anonymous
5/27/2025, 7:20:52 PM No.1012754
>>1012752
What a fucking stupid pseud post. I'm not even gonna argue because you're being disingenuous on purpose.
Replies: >>1012757
Anonymous
5/27/2025, 8:38:03 PM No.1012757
>>1012754
>i don't understand what youre saying, and im embarassed.
i forgive you.
Replies: >>1012758
Anonymous
5/27/2025, 8:43:01 PM No.1012758
>>1012757
retard
Anonymous
5/27/2025, 10:24:04 PM No.1012766
>>1011544 (OP)
Add this to the OP
https://drive.google.com/drive/folders/1UdkwS53pqmhrOWb8SeQf1IZ3X2w4vLPp
Replies: >>1012780 >>1012881
Anonymous
5/28/2025, 1:38:29 AM No.1012780
>>1012766
gracias
Anonymous
5/28/2025, 9:21:11 AM No.1012791
>>1012736
Thanks. Took a look in /a/'s buyfag thread and none of the figures' faces satisfied me. Maybe anime is so stylized nowadays that it's impossible to represent faces properly in 3D without using tricks.
Replies: >>1012793
Anonymous
5/28/2025, 10:28:34 AM No.1012793
>>1012791
Nothing to do with "nowadays", you'll encounter the same difficulties with old anime.

Basically you have to choose the main angle you want to look good, which is usually 3/4 but could be head on, and work so it looks good from that. Then you rig your face so you can move things around to adjust it for other angles much like in there:
https://x.com/choco_ikarashi/status/1659166670022381569
Then if you really want to you can automate the rig so that just rotating a master bone controls the whole set of deformations.
Anonymous
5/29/2025, 5:29:10 AM No.1012844
Runa_wip_14
Runa_wip_14
md5: e78a8b9c1dd084bcd4656feb97550bb2๐Ÿ”
Almost finished, just need to make her weapon now

>>1011606
It's very difficult to know because I've been doing it little by little in my free time at night
Replies: >>1012897 >>1013874
Anonymous
5/29/2025, 11:32:22 AM No.1012849
aw
aw
md5: 7dc2a0b6679786ce679e1173679ad6d2๐Ÿ”
> How many hours
> It's very difficult to know
I personally use (an open source) program called Activity Watch that records app usage times.
It records actual live activity time inside the application window, when you're idle or program is open in background, it doesn't count that.
Very useful to know exact time you spent on certain projects or some activity in general.
Replies: >>1013874
Anonymous
5/30/2025, 6:05:27 AM No.1012881
>>1012766
i remember /3/ anime thread was created because of sculpting thread
Anonymous
5/30/2025, 11:02:10 AM No.1012885
Untitled_thumb.jpg
Untitled_thumb.jpg
md5: 47d9559a54d4b3200e6a41ed14fbd99c๐Ÿ”
Finished a character model recently and wanna show it off here to get some new opinions.
Not for printing i just like setting it up like a figure, I think it looks nice this way.
Replies: >>1012886
Anonymous
5/30/2025, 11:12:24 AM No.1012886
>>1012885
Looking nice but setting a dark model like that against a black background is not doing it any favors
Anonymous
5/30/2025, 7:40:29 PM No.1012897
>>1012844
I see, I feel like I spend 20-30 hours-ish on my sculpts, split across a week, it's impressive that you're able to work in short sessions like that
Looks good
Replies: >>1013874
Anonymous
6/19/2025, 1:10:31 AM No.1013874
Runa_wip_16
Runa_wip_16
md5: fe5e28def4f45f292472b91149e27bb0๐Ÿ”
>>1012844
Sculpting is finally done! Now all that's left is rendering and the painful cutting process

>>1012849
Thanks for the tip anon, I'll use it with my next project

>>1012897
I'm slow, probably spend twice as much time or more
Replies: >>1014014 >>1014123
Anonymous
6/19/2025, 6:38:09 AM No.1013883
can't find motivation to go back to 3D right now
Anonymous
6/20/2025, 5:18:57 PM No.1013952
Screenshot_20250620_110750
Screenshot_20250620_110750
md5: 36f885f9b5942fd6dfcd07e8be0a9a9d๐Ÿ”
can I get some critique on the head? she looks off in a way I can't point out.
Replies: >>1013956 >>1014453
Anonymous
6/20/2025, 6:50:13 PM No.1013956
>>1013952
Eyes are too close, the side profile is way off, the black of her skull is protruding too much and the head is connected to the neck in a unnatural way
Anonymous
6/21/2025, 12:19:54 AM No.1013961
I want to get started learning how to make 3d anime models. Any tips to start? I'm going to have to use blender, cause poor
Replies: >>1013962
Anonymous
6/21/2025, 12:29:02 AM No.1013962
>>1013961
Blender is the standard for anime models, zbrush is the standard for figurines.
Replies: >>1013963
Anonymous
6/21/2025, 12:33:36 AM No.1013963
>>1013962
Ok that's good. I'm looking into making vtuber models later down the line. ...I will need to learn blender first
Replies: >>1013965 >>1013967
Anonymous
6/21/2025, 2:30:59 AM No.1013965
>>1013963
A lot of 3d vtuber models are made in blender, you can do everything inside blender vanilla. I'll recommend get some add-on for texture painting because blender texture painting kinda sucks but that's it
Anonymous
6/21/2025, 2:55:20 AM No.1013967
>>1013963
you can go VERY far just downloading a base mesh and decorating it how you want.
Anonymous
6/21/2025, 10:07:55 AM No.1013983
>open blender/zbrush
>alt tab
>8 hours later
>alt tab back to blender/zbrush
>close blender/zbrush
sigh
Replies: >>1013984 >>1013985
Anonymous
6/21/2025, 10:17:17 AM No.1013984
>>1013983
Here's an artist stirck:
Sculpt something in them during that time interval
Anonymous
6/21/2025, 12:11:34 PM No.1013985
>>1013983
I wish I was a better person. This is my last chance to make it.
Anonymous
6/21/2025, 2:36:27 PM No.1013988
Didn't notice we had a new thread, re-requesting since the later has now released:
>https://coloso.global/en/products/3dcgmodeler-pfy-us
>https://coloso.global/en/products/3dstudio-108fanstudio-us
They both look to be the best Maya focused courses for making 3D anime without having to sculpt in Zbrush or Blender.
Anonymous
6/22/2025, 3:16:14 AM No.1014007
dE55QqdLzu
dE55QqdLzu
md5: e48e105d9c0d3894b74c03615046c0af๐Ÿ”
Need help with hair, been sidelining this Ghibli Kiki model for far too long because I am getting absolutely filtered on hair topology, anyone here got some experience?

Also I think my kiki is turning out to be pretty cute
Replies: >>1014082 >>1014145
Anonymous
6/22/2025, 5:27:38 AM No.1014014
>>1013874
Looks big pretty. How hard is polypainting?
Replies: >>1014123
Anonymous
6/22/2025, 1:51:09 PM No.1014035
1734278556674247
1734278556674247
md5: 3990fad84898e1da18d206e366d9f224๐Ÿ”
>>1011866
>anime style
like this?
Anonymous
6/22/2025, 7:02:17 PM No.1014055
>>1011866
>Would you say the character models in Breath of the Wild are more anime style or just generally stylized?
Obviously anime styled
Nintendo just copied Studio Ghibli's style for BotW, it's very obvious and blatant the game is based off Ghibli's style
Anonymous
6/23/2025, 10:28:32 AM No.1014082
How can I recreate the Lens material seen at 0:36 in blender?
https://www.youtube.com/watch?v=Qp_ZkLK9Cp4
Also would I be able to control position with an empty?

>>1014007
>end of Kiki
lol, to answer your question what's your primary issue with your topology is it causing issues with rigging, texturing or are you trying to make it one mesh?
Replies: >>1014109 >>1014110
Anonymous
6/23/2025, 10:40:36 PM No.1014109
blender_dGJ3tBtHi1
blender_dGJ3tBtHi1
md5: 54adb06ee346c0fde129a89d8a3b9e72๐Ÿ”
>>1014082
I admit the render isn't really a render and this is something I wanted to do for fun, but End of Kiki was quite something.

My issue is I can't exactly make it look "right" but it might be because how ghibli hair is compared to regular anime hair. they're the same thing 2d wise but translating a more modern chararacters hair into topology is far easier than this I feel. I'm guessing it's topology, I can't get good topology to make it look like the hair and how it behaves in the movie
Replies: >>1014110
Anonymous
6/23/2025, 10:43:38 PM No.1014110
head table
head table
md5: 4bd1a2747af2446ac79139e5ece1487a๐Ÿ”
>>1014082
>>1014109
Still trying to redo the hair mesh, I got some stills from the movie for reference.
Replies: >>1014138
Anonymous
6/24/2025, 12:21:40 AM No.1014123
Runa_wip_20
Runa_wip_20
md5: c4b1a9bb647b6169f6e08c7f45bbd729๐Ÿ”
>>1013874
Got some feedback on the hair and proportions

>>1014014
Thanks anon. Polypaint is actually very simple, I use mask by cavity to select the shading areas and just adjust with the paint brush if necessary
Replies: >>1014131 >>1014254 >>1015285 >>1015395
Anonymous
6/24/2025, 1:19:57 AM No.1014131
>>1014123
very nice
Anonymous
6/24/2025, 3:45:38 AM No.1014138
>>1014110
I think I understand you could hide hair strands within the larger mass give them armatures and/or shape keys and push them out to make the shape more accurate to the angle that is being seen.
Anonymous
6/24/2025, 7:25:15 AM No.1014145
FCumQaoVUAIK8QJ
FCumQaoVUAIK8QJ
md5: d9394d46eb2a3054058c7c1ce5f35f36๐Ÿ”
>>1014007
isn't it better to do it with one signle mesh?
Replies: >>1014146 >>1014153
Anonymous
6/24/2025, 7:26:18 AM No.1014146
FCumTbDUYAAIQSl
FCumTbDUYAAIQSl
md5: cd193e1fda7ec17e6bd221e6f2d7ac3d๐Ÿ”
>>1014145
Anonymous
6/24/2025, 7:29:40 AM No.1014147
FSjkG-YaAAE4e1y
FSjkG-YaAAE4e1y
md5: 8be31286a211bbbd1211744e6d5ceab6๐Ÿ”
might as well post some
Anonymous
6/24/2025, 7:31:33 AM No.1014148
Eh0ED2tUYAAoO2-
Eh0ED2tUYAAoO2-
md5: 518737f0f95164937fe51724b5e97e9d๐Ÿ”
actually nvm, i don't have a lot of hair pic
Anonymous
6/24/2025, 8:28:18 AM No.1014153
kiki help
kiki help
md5: 801bc4c2639b61861c084ee1095aa2eb๐Ÿ”
>>1014145
It kind of depends guilty gear has strands of hair that they choose to hide and unhide when they need more hair movement the back hair would be difficult to keep the full fluff factor with manageable typology. The front hair though should be a single mesh, pink should be your hair sides mesh green should be a single front hair mesh and cyan should be a floating hair mesh you can hide so you can create the proper 3/4 effect only add the cyan option if your trying to animate it.
Replies: >>1014193
Anonymous
6/24/2025, 9:48:16 PM No.1014193
blender_HJ5HXS1D35
blender_HJ5HXS1D35
md5: 85b605fce0f4a88b15277d95cf80d74a๐Ÿ”
>>1014153
Hey, thanks for this I can kinda see where you're going with it. Hate how bad I am anime hair, it's so over for me and I still have to redo her ears.
Anonymous
6/26/2025, 2:37:23 PM No.1014254
>>1014123
the thing I like last the least is how the gun keystrap feels the same as the cat on the base, like I can see that only one arm is different
otherwise it's good, you know it's good, you don't need to be told it's good

do you have garage kit sculptors you would recommend on youtube? I'm having motivation issues with sculpting so I want to watch other people sculpt
Replies: >>1015285
Anonymous
6/28/2025, 7:36:55 PM No.1014339
firefox_5uWW9Wvc0V_thumb.jpg
firefox_5uWW9Wvc0V_thumb.jpg
md5: 77eba755ab6184e73badcfacfef196d1๐Ÿ”
Requesting the following course, if any anon has it:
https://coloso.jp/products/3dartist-nanigashi-jp
Looks very very good for animating 3d models and battles.
Replies: >>1014454
Anonymous
6/29/2025, 8:32:10 AM No.1014359
>>1011848
>ZBrush?
Anonymous
6/29/2025, 8:36:43 AM No.1014360
Where is everyone getting zbrush? I cant make any torrented download work and I am not paying a fucking subscription
Replies: >>1014451 >>1014455 >>1014560 >>1014609
Anonymous
6/30/2025, 2:49:50 PM No.1014451
>>1014360
cgpeers, but registration has been closed for years. it's also on cgpersia from what i can see though.
Anonymous
6/30/2025, 5:17:09 PM No.1014453
Brown Woman fix
Brown Woman fix
md5: c19872455d057f31e7f4f838dd7d8212๐Ÿ”
>>1013952
Your side profile is really long and you are missing hair at the nape of neck the bigger back of head can be somewhat kept to make the hair look like it has more volume also the eye should be tilted a little on the z axis to show more color of the iris here is a quick mockup that can help maybe
Anonymous
6/30/2025, 6:19:08 PM No.1014454
Gs_aZ82bAAAol-7
Gs_aZ82bAAAol-7
md5: 81f839870a5e757a8765cc33f3baef50๐Ÿ”
Is there a place i can find coloso courses?
They have so much amazing stuff like >>1014339, it's in a whole another level compared to western stuff.
This one looks very good too.
https://coloso.co.kr/products/3dcharacterartist-kimmina
Replies: >>1014523 >>1014569 >>1014609
Anonymous
6/30/2025, 7:15:50 PM No.1014455
>>1014360
i got a good dl years ago and have been hanging on to it.
Replies: >>1014559
Anonymous
7/1/2025, 8:51:01 PM No.1014523
>>1014454
on coloso.
Anonymous
7/2/2025, 10:27:44 AM No.1014559
file
file
md5: 9b05391de05775b966ad2f49e969334f๐Ÿ”
>>1014455
Replies: >>1014560
Anonymous
7/2/2025, 10:29:01 AM No.1014560
>>1014559
meant for
>>1014360
Anonymous
7/2/2025, 3:47:31 PM No.1014569
>>1014454
>Is there a place i can find coloso courses?
yes, but i don't think this one has been released yet. anyway, course busters
Anonymous
7/3/2025, 8:43:39 AM No.1014609
>>1014454
I really hope someone uploads this course somewhere.
>>1014360
Is ZBrush better than Blender?
Replies: >>1014708
Anonymous
7/5/2025, 9:20:52 AM No.1014708
torso
torso
md5: aa2cddb48e1bab4f4a2bbffb629cdfcd๐Ÿ”
Current WIP sculpt

>>1014609
I've used both, ZB not as much though
ZBrush does certain stuff a lot better. It runs better with high-poly, You can literally draw hair in 3D space and it'll generate a mesh (sculpted hair in Blender is a chore), texturing your sculpt is a lot easier, remeshing is a lot easier (vs Vanilla B3d) and I'm sure there's a lot more.
The UI is for Martians though. Genuinely. It's not a learning curve it's a cliffside.
Blender 4 runs WAY better than before especially in sculpting (still not as good as ZB), and does everything I need it to when combined with Photoshop, so I just stick with it.
Replies: >>1014732 >>1014741 >>1014866
Anonymous
7/5/2025, 7:16:42 PM No.1014732
>>1014708
This is really bad. Focus on big forms before small forms. Lower your poly resolution.
Anonymous
7/5/2025, 9:21:05 PM No.1014737
1778228147022151702_1
1778228147022151702_1
md5: 8da8b069d71d98e4000e41f47b9443e7๐Ÿ”
What do you call this art style where is like anime but with more definition? I usualy only see chinese artists do this.
Replies: >>1014747 >>1014944
Anonymous
7/5/2025, 9:24:30 PM No.1014738
lowpoly_female_wip_1
lowpoly_female_wip_1
md5: c83e9f441e0d661317ec06db31eedf0e๐Ÿ”
look at this super cute chibi base i made! i cant wait to use it to make lots of cute lil chibi anime characters! โธœ(๏ฝกหƒ แต• ห‚ )โธ
Anonymous
7/5/2025, 9:32:30 PM No.1014741
>>1014708
>You can literally draw hair in 3D space and it'll generate a mesh
it's really weird because Blender has curve drawing but it's never turned out good for me
I'm watching https://www.youtube.com/live/y30ZvV7lWS4&t=395 and he makes it look so easy
I wonder if there's a decent addon yet, I don't need perfect hair I need something I can use to block out my strands quickly
Replies: >>1014743
Anonymous
7/5/2025, 9:41:01 PM No.1014743
>>1014741
https://superhivemarket.com/products/stylized-hair-pro/docs
Replies: >>1014744
Anonymous
7/5/2025, 9:45:45 PM No.1014744
>>1014743
I know about it, it's not really good for sculpting
Anonymous
7/5/2025, 10:21:55 PM No.1014747
>>1014737
It doesn't have a name. Most styles don't have a name.
Anonymous
7/6/2025, 8:03:38 PM No.1014792
Considering giving up modeling
I want to make cool pretty shit like this, but I've been trying for 5 years now and anything I make still looks off
And now looking at all of these, it makes me sad that my goal is still so far out of reach
We can't all be special, I guess
But I know when there's no point in continuing
So to anyone on this thread who thinks what they're making is shit and feels like they'll never get better: you can take pride in the knowledge that you're still trying, and you're a lot better than me
Replies: >>1014794 >>1014795 >>1014796 >>1014806 >>1014808 >>1014819 >>1014858 >>1014890 >>1015394
Anonymous
7/6/2025, 8:22:52 PM No.1014794
>>1014792
pyw
Anonymous
7/6/2025, 8:26:31 PM No.1014795
>>1014792
> 5 years now and anything I make still looks off

C'mon just show us the best thing you've made then?
Anonymous
7/6/2025, 9:47:58 PM No.1014796
itsybitsy_spider
itsybitsy_spider
md5: 272e1fff5f40a58e72401f1000b35743๐Ÿ”
>>1014792
Do you show your work to others? I find that it helps alot to get another set of eyes on it, Weither it be something with substance like "You should make the back arch more, the bump on the inside of the ankle is higher than the one on the outside" etc, or if its just a statement like "I like how big you made her tits"
Anonymous
7/6/2025, 10:50:42 PM No.1014806
>>1014792
5 years but how much time do you really dedicate to it? I ve done this for a year but only practice like 3 hours a week, and still feel slow improvement (very small)
Anonymous
7/6/2025, 11:10:07 PM No.1014808
>>1014792
Show what you've done
Anonymous
7/7/2025, 1:49:33 AM No.1014819
>>1014792
mark your fucking grave
Anonymous
7/7/2025, 6:48:44 PM No.1014858
>>1014792
Have you considered going more into digital art itself? There's a huge overlap of skill between character modeling and character drawing.
Replies: >>1014859
Anonymous
7/7/2025, 6:53:56 PM No.1014859
>>1014858
NTA but I find drawing way harder than modeling and sculpting. making a 3d object is much more intuitive than trying to recreate it on a flat surface while thinking about perspective and lighting.
Replies: >>1014890
Anonymous
7/7/2025, 7:51:14 PM No.1014866
set
set
md5: c9c13020e35abfcd6db2022d1aade952๐Ÿ”
>>1014708
I got distracted making jewelry
Also decided to make him Kushite-tier black, I think it'll make the jewelry stand out more
Replies: >>1014924
Anonymous
7/8/2025, 1:06:10 PM No.1014890
>>1014859
I think you're probably right, the skill ceiling is much higher when it comes to digital art opposed to 3D modeling. I think it would be an another reason to try to get more into art itself when you're a 3D character artist.

It's only my opinion, but I see a lot of 3D modelers focus a lot on the technical stuff (eg. maintaining perfect topology, making use of the newest technology), but at the same time they lose track of the visuals.

I think a lot of modelers spend a really long time on the mesh itself, but then rush texturing. They model the face focused on whether they have the appropriate number of loops, but the face itself looking cute or pretty is low priority in their eyes.

Most models in this thread look really good, but I wonder if maybe this is >>1014792 's problem. His technical skill is probably really good after 5 years, maybe he just needs to start paying more attention to visuals.
Replies: >>1014919
Anonymous
7/8/2025, 10:05:56 PM No.1014919
>>1014890
I think people need to go out of their confort zone more. I generaly make furfag models, but I decided to make a human model because I have never made one.
I still dont feel as though she is the best that she can be (mainly her face) but since this was more or less the first anime head I have made It could have turned out much worse.
aside from the head looking a bit off, I need to change some colors on her outfit and adjust the bandages a bit, but I think I did fine overall.
Im probably going to make something else different like Ryoma from getter robo armagedon after the afforementioned touch ups.
Replies: >>1014920
Anonymous
7/8/2025, 10:07:10 PM No.1014920
Screenshot_20250708_160027
Screenshot_20250708_160027
md5: 468a5f02abf577c194a3ef8053dee946๐Ÿ”
>>1014919
I forgot the image because I am a retard.
Replies: >>1014921
Anonymous
7/8/2025, 10:31:24 PM No.1014921
>>1014920
lots of booba not enough boonta
Replies: >>1014923
Anonymous
7/8/2025, 10:41:52 PM No.1014923
>>1014921
I restrained myself on this one because a guy I showed some of my stuff too. said my models look like those brazilian women with a gallon of silicone in their ass.
Replies: >>1014926
Anonymous
7/8/2025, 10:48:26 PM No.1014924
Untitled
Untitled
md5: 9bdcd0fcd761ac841267891c2c560303๐Ÿ”
head practicing, trying to match figures of different styles

>>1014866
>him
can you use she/her instead so I'm not gay?
Replies: >>1014927 >>1014932 >>1014933 >>1014937
Anonymous
7/8/2025, 11:01:39 PM No.1014926
>>1014923
get better friends. be my friend instead.
Anonymous
7/8/2025, 11:12:28 PM No.1014927
>>1014924
They're all bad. You're not learning anything. Work on a single one until it's perfect.
Replies: >>1014928 >>1014937
Anonymous
7/9/2025, 12:07:46 AM No.1014928
>>1014927
This.

A common piece of advice for beginner 2d artists is to draw the same character in a multitude of poses and angles. You can apply that same logic to modeling or sculpting. Take multiple passes at the same character (in this instance the same head), and for each iteration analyze what works and what doesn't. Then make changes and repeat ad infinitum until it looks good.
Anonymous
7/9/2025, 3:19:23 AM No.1014932
>>1014924
thanks, this post made me feel better
Replies: >>1014937
Anonymous
7/9/2025, 4:29:39 AM No.1014933
>>1014924
this would make a cool pack to buy
Replies: >>1014937
Anonymous
7/9/2025, 4:57:54 AM No.1014937
>>1014924
You sculpted every single head?

>>1014927
>>1014932
>>1014933
nta but are they really that bad?
Replies: >>1014946 >>1014964
Anonymous
7/9/2025, 6:10:09 AM No.1014939
Blender_2025.07.09-10.51_thumb.jpg
Blender_2025.07.09-10.51_thumb.jpg
md5: e6beae7fd7669d7e9beb015dc26cdcf8๐Ÿ”
am i missing something why does the crotch/ass looked so bad when viewed from below?
Replies: >>1014942 >>1014951 >>1015036
Anonymous
7/9/2025, 9:02:32 AM No.1014942
>>1014939
Because your edge flow is not good, with the difference between poligons you have the density of your meshes is all over the place. It looks square and pinched on the crease because your topology is a stretch plane with a lot of density in the lower portion
Anonymous
7/9/2025, 9:24:25 AM No.1014944
>>1014737
I have no idea, but I wish it had a name and I wish more artists did it.
Anonymous
7/9/2025, 10:44:36 AM No.1014946
>>1014937
>nta but are they really that bad?
They look like they were sculpted in 20 minutes
Replies: >>1014969
Anonymous
7/9/2025, 2:06:28 PM No.1014951
>>1014939
Too little detail on the side of the hips leading to the ass, you need an extra edge loop on the backside as you're trying to do too much with that one quad which is why it's square
Anonymous
7/9/2025, 8:08:07 PM No.1014964
>>1014937
The eyes are ok imo, its the head shapes and eye position thats wrong, the 3D part
Replies: >>1014969
Anonymous
7/10/2025, 12:06:59 AM No.1014969
>>1014946
>>1014964
I am a complete and total beginner to Blender. Would something like that be made with only sculpting brushes?
Replies: >>1014984
Anonymous
7/10/2025, 11:45:20 AM No.1014984
>>1014969
You can make heads by polymodeling or by sculpting depending on your skillset
You can also import a anime head file
Anonymous
7/11/2025, 5:02:48 PM No.1015036
butt
butt
md5: 447acea1e86d050b3f34014f18f53c0f๐Ÿ”
>>1014939
this is a crazy build

I recently made this one and think it turned out ok. I think yours looks more like a rectangle extruded from the body as opposed to an organically shaped body part.
Anonymous
7/12/2025, 11:16:07 PM No.1015098
Untitled
Untitled
md5: 5b57a455c57e3f66123c078d4adee48d๐Ÿ”
body practicing
Replies: >>1015100 >>1015104 >>1015256
Anonymous
7/12/2025, 11:27:04 PM No.1015100
>>1015098
gigling at this
Anonymous
7/13/2025, 12:07:08 AM No.1015104
>>1015098
How much is yours? Did you start from zero?
Replies: >>1015106
Anonymous
7/13/2025, 12:37:07 AM No.1015106
>>1015104
I am not selling my body, and I started from zero at one point
Replies: >>1015107
Anonymous
7/13/2025, 12:48:38 AM No.1015107
>>1015106
I meant that how much do you start with when doing those bodies.
Just a box or some other basic shape or do you start from a more advanced mesh?
Sorry am beginner.
Replies: >>1015109
Anonymous
7/13/2025, 12:59:49 AM No.1015109
>>1015107
I usually start with several UV spheres, because it's faster for me to sculpt them into shapes than to model body parts
if you zoom in you can see the outline of the objects, each object was a UV sphere
Replies: >>1015114
Anonymous
7/13/2025, 2:18:29 AM No.1015114
>>1015109
thanks
Anonymous
7/14/2025, 10:56:44 PM No.1015256
>>1015098
I want to see some work using your true skills
Replies: >>1015458
Anonymous
7/15/2025, 5:21:16 AM No.1015285
Runa_01
Runa_01
md5: 440564a1d7b17f9e53f579a199d1f3a9๐Ÿ”
>>1014123
Render made in Marmoset, now it's time for cutting

>>1014254
Yeah, this detail also bothers me a bit, but it was like that in the concept
I don't know of any other sculptors on youtube besides the ones in the OP, but there's this one on bilibili: https://space.bilibili.com/4553617
Replies: >>1015403
Anonymous
7/16/2025, 8:41:43 PM No.1015394
>>1014792

Okay, this guy back again
Moment of petulant anguish over
Still not going to make a career out of this, but whatever
Made this based off an existing piece of art for fun
https://files.catbox.moe/bwiqya.mp4
Some fucked up geometry from the cloth brush on the back so if anyone knows how to make that manifold that would be just fine by me
Replies: >>1015397 >>1015427
Anonymous
7/16/2025, 8:43:15 PM No.1015395
>>1014123

Dude, you're sick. What's your secret for sculpting hair?
Anonymous
7/16/2025, 8:55:45 PM No.1015397
>>1015394

Okay video file is corrupt
I assume it's a formatting error, because every single MP4 blender puts out is like this
Anyone know a fix
Settings are Ffmpeg, MPEG4, H.264
Anonymous
7/16/2025, 9:33:20 PM No.1015402
Bones
Bones
md5: 7a831acde02a67a61bc2b9437ede7f1b๐Ÿ”
What kind of bones are these inner ones, how do you set them up? They seem to control the rotation.
Replies: >>1015404 >>1015417
Anonymous
7/16/2025, 9:37:16 PM No.1015403
>>1015285
Do you mind sharing your workflow..? What exactly do you use to achieve such peak?
Anonymous
7/16/2025, 9:38:53 PM No.1015404
>>1015402
normally roll or tilt
Replies: >>1015407
Anonymous
7/16/2025, 9:48:57 PM No.1015407
>>1015404
It appears to roll the arm yeah.
Is it just keep offset to the connecting bone after creating a new bone and placing it there or what are they doing..?
Replies: >>1015409 >>1015417
Anonymous
7/16/2025, 9:57:53 PM No.1015409
>>1015407
im not too far into my rigging course but I believe its there to slip controls up
little bone is parented to big bone
so it'll inherit big bone's transforms
so big bone controls transforms while little bone controls roll.

Or It might be some way of doing inverse kinematic's target poll for roll within the arm

anyway if its a game rip it wont have any constraints set up, so it wont work
Replies: >>1015410
Anonymous
7/16/2025, 10:03:47 PM No.1015410
>>1015409
Yeah it's sabers model from honkai.
What rigging course are you talking about? Sounds like something I could need as well
Replies: >>1015411
Anonymous
7/16/2025, 10:07:05 PM No.1015411
>>1015410
The Art of Effective Rigging 2
link might be dead tho
>>986190
Replies: >>1015412
Anonymous
7/16/2025, 10:14:22 PM No.1015412
>>1015411
Looks nice ill try it out thank you!
Replies: >>1015414
Anonymous
7/16/2025, 10:53:06 PM No.1015414
>>1015412
Appears to be dead but found it elsewhere
Anonymous
7/17/2025, 12:16:03 AM No.1015417
>>1015402
>>1015407
I've set up something like this, and when I did it the big bone was part of the IK chain, and the small bone was parented to the big bone and had a copy rotation or some such constraint that rotated it half way between the big bone and the wrist.
You can modify per-bone constraints for the IK solver in the bone's IK properties panel. You can lock some axes of rotation, which allows the IK chain to treat a sub-sequence of bones as if it was a single bone. Doing that might be clearer.
Anonymous
7/17/2025, 3:38:18 AM No.1015427
>>1015394

Okay MP4 encoding is just fucked on my computer for some reason so hopefully you can just download the MKV yourself
https://files.catbox.moe/a2o58v.mkv
Anonymous
7/17/2025, 4:38:11 PM No.1015456
is it viable to do hair in vroid and then move that to blender?
hair is so fucking hard for me
Replies: >>1015496 >>1015498
Anonymous
7/17/2025, 4:57:51 PM No.1015458
>>1015256
I wish I could show you, but I am not living up to my full potential right now
I'll have a personal project I can post in 3 months, probably
Anonymous
7/18/2025, 7:21:06 AM No.1015495
character head angles
character head angles
md5: f59b7b9648052c7fd7f74a080152ea79๐Ÿ”
This is my fifth attempt at polymodeling a head. I've definitely improved but something still feels off and I was wondering if anyone can put it into words.(These aren't intended to be the final textures or materials, I'm talking more in terms of the shape of the head.)
I also would like some tips on if there's a way to make the UV maps nice like the ones vroid has and what a "connection" from a head object to a body should look like.
Replies: >>1015504 >>1015506 >>1015616
Anonymous
7/18/2025, 7:27:06 AM No.1015496
>>1015456
I've been thinking the same thing
my intuition tells me it should be feasible but I've never tried it
one thing that makes it tempting is the hair being rigged in vroid
I can say it seems to import into blender well
Replies: >>1015498
Anonymous
7/18/2025, 10:42:18 AM No.1015498
>>1015456
>>1015496
you can do it, but the more shortcuts you take the more it will be visible
sometimes doing hair is the hard wa
Anonymous
7/18/2025, 7:50:04 PM No.1015504
>>1015495
You're wasting your time. Use reference.
Replies: >>1015616
Anonymous
7/18/2025, 9:13:23 PM No.1015506
a_hd
a_hd
md5: b5f1d864f6c490a70dd8f6c2f8cb3db8๐Ÿ”
>>1015495
-The brain box aka the cranium needs to be way bigger, anime faces taper down from the mostly spherical cranium. It's fine for the cranium to be a bit more flat on the forehead, but the back is mostly spherical.
-I would taper the bottom of the head more.
-While the ears align with the brow ridge in reality, anime ears are lower. The top part of the ear needs to align with the middle of the eye. Also while anime ears can be simplified, it's best to make them as realistic feature-wise as you can because that just adds to the aesthetic look. It's fine to distort the features, but have them at least. In your screencap, you're missing the Y shaped bump inside the ear.
-For the face area, flat curvature is most important. If you look at anime illustrations you'll notice that the face itself tends to have as few shadows as possible. While feasible, it's bad practice to use custom normals as a crutch for this completely. You want as few "small" bumps on the face as you can, and let large curves carry the form.
-The eyes are kinda weird being angled like \/ too. And the eyelashes are kinda weird too, with those round things. Eyelashes should be like spikes.
-Also I personally prefer making the mouth as small laterally as possible. If you need to stretch the mouth, you can do it using your rig. But it's impossible to rig the mouth so that it makes an almost-dot shape from a stretched position while having it work normally (at least in regular linear skinning, not dual quat skinning), without shapekeys, and it's always best to avoid those IF you can help it.
Also I hope you're using subsurf. If you are, if that is all real geometry in your picture, then you have way too much geo - you can get away with a lot less.
Replies: >>1015616
Anonymous
7/21/2025, 3:50:46 AM No.1015578
file
file
md5: f01fc77b6150dc97373ab86b4e1674e3๐Ÿ”
is there a guide how to set up references and model characters not from reference sheets but illustrations where they are from some angle?
Replies: >>1015603 >>1015678
Anonymous
7/21/2025, 11:32:56 AM No.1015596
How do I make a render not look terrible?
Replies: >>1015604 >>1015609 >>1015616
Anonymous
7/21/2025, 3:33:04 PM No.1015603
>>1015578
Either you eye ball it by having it on a second monitor, your phone, printed out and taped on your wall
Or you create a new viewport camera at the same angle of view as the reference, freeze the camera's position/rotation and either use your tool's built in image plane tool or if you cant/it sucks just apply the reference as a texture to a quad
Anonymous
7/21/2025, 3:33:36 PM No.1015604
>>1015596
Open up your render settings and turn everything on
Anonymous
7/21/2025, 8:33:39 PM No.1015609
>>1015596
Show me a current render so I know where you're at?
But use cycles even for NPR, works every time
Anonymous
7/21/2025, 11:46:51 PM No.1015616
anime head
anime head
md5: 5d7e7a65fbb4cba60e7bfc1467607863๐Ÿ”
>>1015495
6th attempt
>>1015504
>>1015506
thank you for the advice
>>1015596
I suspect toon shaders and outline shaders can play a very big role in making a model look better
Replies: >>1015618
Anonymous
7/22/2025, 12:29:56 AM No.1015618
>>1015616
Toon shades cover up normal anomalies that come from trying to.make this weird head shape anime characters have.
Anonymous
7/22/2025, 11:19:38 AM No.1015640
ears
ears
md5: a120880f50c9827bdb596a9723b631c2๐Ÿ”
Hi bros. Do you model ears separately or incorporate the mesh into the head?

Ears are extremely difficult for me to model for some reason... Do you think the process looks okay until now?
Replies: >>1015643 >>1015682
Anonymous
7/22/2025, 1:14:38 PM No.1015643
ear
ear
md5: 38f29a4cb7720cde7aa3211fa91640e8๐Ÿ”
>>1015640
I make them connected. My usual approach is to make them separate, then connect them to the hole where the ear goes.
Here's a quick freehand blockout I just did. Needs tweaking for shape depending on what you want, but the topology should be somewhat workable. I don't make this exact topology every time, I just freehand it every time. My understanding is that you have an outer ring that spirals from the inner middle to the outer bottom, and a Y shaped bump inside the ear. Then you have a hole under the spiral's inner start, and a bump under the hole. There's also a "cup" behind the ear where it connects to the head.
Well, this is just my take on ears at least. I never studied them too hard to be honest, so I could be a bit wrong. My points are that you should make them separate and connect them later, and that you should just open up some reference and try to freehand the shape. It's "art", after all. You could just skip all this and simplify them to your heart's content, or just texture them instead.
Anonymous
7/23/2025, 3:07:57 AM No.1015678
>>1015578
Just don't make the noob mistake of trying to exactly match a 2D reference, that will usually end in disaster.
Anonymous
7/23/2025, 4:50:22 AM No.1015682
rosaline official render
rosaline official render
md5: df6ef7726d99346679107b8cec0fc0b8๐Ÿ”
>>1015640
I wouldn't worry too much about ears in general, everybody does them differently. You can even forsake normal ears completely and just cover them with hair or headphones or put cat ears on the top of the model's head. Or you can just model them out anatomically accurately. It's the least important part of the anime aesthetic and everyone does them differently.