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 ?
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.
I'm asking what's the more efficient way having into account is an anime waifu, not a 3D hyperrealistic batman sculpture.
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.
Neither is inherently more or less efficient. It solely relies on your own strategies and heuristics when using either tool.
cus low poly is cute
low poly is gey. its jaggy and harsh. round spherical things are cute
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.
Stop being a weeb and learn how to 3d model.
i think the tutorials of "Peter's Massive Blender tutorial" can help you.
It depends on what you're gonna use it for you idiot.
There is no "best way" unless you have a purpose for it.
More like this? Tutorials, images, whatever?
sphere,5 cubes and 2 planes
he did some nice texturing tho, its what makes the difference
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.
I don't see any butthole topology anywhere
It's probably built out of a box, not a sphere
Have some inspiration.
Just gonna ask in here.
How would one go about animating faces for models like these?
uhn just blinking eyes and cutem mouths ?
I'm a complete dumbass, why does it say "tris" when I see quads?
every quad is really 2 triangles
Low Poly is the 3D equivalent to "I'll make a pixel art game because I can't draw for shit" in 2D.
I don't like the answer but I accept it, thank you
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.
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.
>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
new at 3d here, how do you animate the face in this kind of models? mouth/blinking that kind of stuff?
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.
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.
cute. would bang in missionary position while holding hands
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.
I didn't say anything, it's just a cool looking anime model. Chill out.
>implying there are lines
Its all texture ;)
>duplicated inverted mesh
what a horrible technique.
the first person that did this should be shot.
Do you know even what that means?
>not programing a post procesing shader
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.
The shadow mesh nigga.
That side view looks like ass.
Looks pretty much exactly how a 2D anime face would look from the side.
Maybe if you sucked ass at modeling a face it would be.
>>485757 looks far more true to a 2D anime than your pic.
Only because it's not cell-shaded. Really though he has no excuse it looks terrible.
8 year old with a butt plug. nice.
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.
This, a nice shader will always models look more sexually attractive than flat shading.
>more sexually attractive
Are these all hand painted with self illumination?
I'm currently modelling a low poly character and I wanted to achieve this look
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.
you mean the opposite right?
It looks like a little baby Jagdpanther :D
waste of time
that shit has nothing to do with vertex painting and the diffuse resolution doesn't look believable either. i smell fraud
How is that anything at all similar to the images quoted above?
Did you even look at what I was quoting or were you just looking for an excuse to post a fucking tank?
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
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.
Yea, but things like eyes, or other detail will increase the polycount too much
Yeah no shit
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.
Yep, are the best way to achieve gradients.
Its possible to have both, vertex color and texture?
Edit: i said nothing
you're making me uninspired anon
You're attempt has made me realize this is what people feel at my work
Delete or kill yourself
Maybe this could help.
GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
Who is this demonic semen preserver?
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.
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
Here's my attempt at char modelling. The hair is a huge struggle
this looks cute
maybe you should add hands and fingers to her because the arms look a bit short
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.
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.
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.
Agreed on the arms being too short. I'll try and add hands as well, might like it.
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.
Foxworth plz go.
Love you anon :^)
bless you anon!
Made a shitty Miriam from the upcoming Bloodstained game
Now for some simplified lowpoly waifus
>he modelled and textured the panties
god is real
Wow that's pretty good.
Is that Rin?
Also, huge tutorial about anime style, you can certainly learn a thing or two that can be applicable to low poly.
>ruining her best feature
Why are her thighs so skinny?
No anon, YOU'RE pretty good; in the niceness organ
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
but that model looks like ass
Can you upload a higher-res webm or a high-res rendered still image?
those textures, sir. well done.
this, need hi res images
It is all in the shaders
post it in sketchfab so we can dissect it
uh how do i do this
You stop visiting /3/ and start practicing more. This site enables mediocrity as long as you're using an Autodesk product.
>people are gonna see my decimated no-topo garters
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
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
>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.
Because I posted that when I was out, basically before I had to present the model for class
But hey here, have some disappointment
Can Substance Painter be used to make low res cartoony texture like this?
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.
Turn off the texture filter
>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.
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
Can I please get a wireframe of this? I would like to know how you went about it.
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.
Do I need to know how to draw in order to get into 3d modelling?
No, it's just a bonus.
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
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
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
you need to have at least a knowledge of the basic human anatomy
>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.
>all that bullshit about knowing programming or math
You need knowledge in programming and math if you start making video games. 3d has almost nothing to do with that
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.
so hard and got so far but in the end it doesn't even matter.
>>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.
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.
Why is every autistic I've met are obsessed with anime waifus?
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?
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.
[spoiler:lit]Can you make porn?[/spoiler:lit]
Fuck skinning and rigging with cat in 3dsmax
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.
I'll take your advice anon, thanks!
How is the blinking animation achieved 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
Ashley from Warioware.
Watch people pester you for porn.
what about a kawaii armor schoolar girl?
Woah there what's this
Art looks like Vovnich Hotel
I'm intrigued, please do go on
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
>impliying kiko isn't goat girl
make a cute isometric model of an rpg town or some shit
waifus are in 2D you faggot
sexy as fuck 10/10
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.
The little one duh
dats pretty cool and well done
is it low poly a good way to begin learning 3DCG?
tried my hand at low poly. There's no texture yet.
She is fat.
She's French, what do you expect?
unless the model is specifcally designed to be flat shaded.
Any mong can make high-poly look passable. It takes skills to make a good low-poly model.
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).
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.
I dunno what's worse, the fact that the artist made her white panties BARELY visible through her tights, or the fact I noticed.
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.
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.
The same applies to pixel art. Poster is trolling for sure.
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!
I want to make video games but i just started out in blender, is this good low poly or nah?
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.
What's the best way to texture complex lowpoly models? Texture paint? Texture clamping? UVW Unwrap and downscale?
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
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
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.
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.
kindly requesting your blog or tumblr
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
I'm currenty on a slow ass mobile so I can't reverse google his images but thanks a lot, mang
Any chance you could upload the texture for this model? Would be interested in seeing it.
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.
Do you mean pre-rigged assets? Or just body meshes you can rig and animate yourself from scratch?
yeah, its at >>496689
also made a short video with those models
Could anyone tell me how this effect was created? Im guessing a particle effect but the glowing rim I have no idea.
Ugh, forgot the pic.
just turn emission on and off you cumsickle
The fuck is that you dicksniffer?
it's a glow effect
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.
It's a 3d mesh that becomes more and less transparent.
The "particles" are probably just basically little animated sprites.
This guy is a fucking genius
In blender, I made the eyes flat with polygons.
How do I lay the flat eyes onto the slightly curvy head so they don't stick out when viewed on some angles, or so they don't go inside the head?
He's just being true to the anime style
Deadlines are a hell of a quality killer.
I guess so
Doing a low poly Dark Souls themed diarama... Thanks /3/...
Modelling in Maya, then using substance Designer/Painter to texture.
>how do dresses work
that's a circle
What texture look you going for? Pixelated 128, or a regular 1024?
How pathetic is it that after all these years the GET we hype for isn't even bigger than a million /3/
Regular 1024, or a mix. I'm still experimenting so far, my first time trying this approach.
I'm interested in your results - I tried making a pixelated 128 texture for my model but it just ended up loading really cheap and shit.
Doesn't help that substance painter adds anti-aliasing even at a pixel-by-pixel ratio, so you have to do it all manually which is a bitch for seams
Have you tried baking a higher resolution texture onto a lower one in blender and disable texture filtering?
is that Sachsen?
Dissect it and tell me why it's shit so I can do better
its not bad but improve ur scene
It's good, though doesn't look that low poly compared to some of the stuff in this thread.
Not enough of DATASS
ugh how do i get this gud. practice right m8?
did you design the character yourself. I think the character design is fun
Her name is Squiggly from SG
I personally prefer low-poly, but I kind of do that in general, so I'd say do whatever suits your preference.
I find that the best way of making a waifu, revolves around the idea of searching... You need to look down inside of you and search for what you truly believe to be the waifu of your dreams. Keep that idea firmly in your head and move your hand to the mouse... Take hold of your mighty tool and left-click. Once you've released the button, wait for the post percent to hit one hundred... AND BAM!
Five hundred thousand.
You don't need to artistically design a girl... You just need to steal the Perfect Numbers for the clearly superior English imageboard!
Thanks, it was a hasty lazy render in Octane because it was the first time using the renderer
And I'm honestly too lazy to improve the scene since I have other projects on
Yeah, it's really not low poly, I modelled it with the intention of production animation, rigged and all
I however did not figure out how to rig 2D eyes, as in moving the textures or UV to "animate" the eye movement
I have to salute the guy who did that, getting such aesthetic results from such little polys compared to what I can do.
Like the anon said, it's a character, Squigly, from Skullgirls.
>ugh how do i get this gud. practice right m8?
What part of this is hard to you anon? I can try to help you as much as I am able to, I'm still just a student tho.
Honestly, something like this isn't "hard", it's just time consuming.
This model took me a total time of about 12 hours to make over 4 weeks. Just be patient and you'll surpass me easily.
needs a different render style
Please see previous image posts above
Diffuse only without shadows?
it looks better that way but that's just my opinion
IMO I think that would work if the model had painted occlusion and shadow areas
Someone help me understand how this render was achieved? It's basically exactly how I want to render out my models. From what I understand its no AA with a plane underneath and a spotlight above to create a simple shadow.
exactly. what is there not to understand ?
Just wondering if there was any specific setting im missing so I can avoid fiddling, like what type of shadow should be used.
just normal shadows. it will look like ur pic with AA turned off
render at low resolution, scale using nearest neighbor at all times.
I knew I was missing something, Thanks.
still waiting for you.
Don't do this to me anon
I have other assignments and I thought no one cared
>tfw I been visiting this thread every 2-3 days to see your work
>ftw bookmarked this thread and visit it each time it updates
>tfw this thread is 4 months old
/3/ is an amazing place.
Well fuck anon, now I feel like an ass and now I just want to make up for making you feel that way
I have time in between assignments, hell, I'll MAKE TIME FOR YOU ANON, BECAUSE YOU BELIEVED IN ME
And also, the shitty Squigly is my work as well
i made this
oh, i forgot to tell you how i made this, i used blender.
Is that a sphere?! Think of the polys, man
I know the texture is a little plain, but please rate my cat.
Not yet, just a static model for now.
Done this a while ago on blender.
I do this as a hobby and learn from googling. It's not hard. But I can't seem to rig properly and am starting to think I should find and pay someone to give me a few hours of private tutoring.
For example I want to bend the hips and spread her legs, but it creates a weird deformations. Her pussy get's all strechted out of place, her ass' line moves away to much, butt volume shrinks.
Bending the legs and arms is the same fucking thing.
I can't do progress until I have nailed this part.
she looks like my drug dealer
Thats a nasty rash she's got.
It's called dermatitis seborrhea
Thats the easiest way to know how things deform propeerly
For some reason I was thinking of rigging. I always used to call bones "wires" when I started learning Blender.
I know it's a little high to be called low poly, I'm making it for a friend's project.
My first real attempt at a 3d waifu. Started with making an anatomically correct base model then tried tweaking it with stylized features. I did not really want to go full anime style with tv-screen eyes and such but the face and eyes still seem off. The mesh still needs lots of polish and fixes but does anyone have suggestions for the face to make it more cute or stylized?
From the side
The hair and hand are creepie. The face itself just need a little adjustment to the mouth and it will be OK. :^)
I would space out the eyes and scale them up, and fix the top of the "skull" (or it could be your hair that's messing up the form, as seen on the side view)
The hand is a bit of a problem, mainly due to the lack of the bump between the base of the palm and the wrist
Aside from that, I'd probably add more stylized and thicker eyelashes, and I recommend making the hair part by part (as I've draftly coloured to illustrate) instead of a whole mesh (unless you intend to bring it into a sculpting software and sculpt it, although part by part is actually more workable and "neat" in my opinion for sculpting)
Side view looks good, I think it's your front view proportions that's giving you trouble
Good job anon, work on it a little more and I'm sure it'll come out great
Oh and I also made the neck thinner and scaled the hand bigger in my edit
Just put my edit next to your original image to accurately see what changes I roughly made
Anon are you alive
I'm making it happen anon
Also Kiko's kneeguards are inconsistent as fuck, it keeps changing panel to panel
pixel art is hard dude fuck off
First time i've ever posted here so i figure what the fuck i'll ask for some advice. Also i'll just post this last thing i did here recently to contribute to the thread.
I've been messing with low poly shit lately and doing rather poorly at it of course. I was wondering however how do get good at UV mapping? I'm cutting the models fairly well but I can never get a decent unwrap that isn't all distorted. This has been my only real downfall in modeling is i can't do UV mapping very well. I'm using blender.
looks charming, anon
got a blog? tumblr?
This was done in C4D.
Can I load a c4d model back to blender?
I feel I'd be easier to texture and rig this in blender.
C4D lacks tutorials for UVing, and it's UV function sucks.
fuck my ass anon thats cute
Im there, you know...it s hard to find pople who care about another people in this gay world.... lov u.
Got a DA account, but these are all I did so far.
Until she's rigged and deforming properly, I won't be progressing that project.
I like it <3
RIP your eyes
Nice model, hope see it rigged
sick twisted fucking pedophile
Wait, what was your DA?
How the fuck are you only charging so little for those low poly models?? I expect 200$ base or more.
I'm deffo going to commission you, you're amazing! Once all the commissions I've currently ordered are done I'll contact you. You're extremely talented!
This guy knows what's up
Not waifu, but gf. Im really new to 3d, so its serious practice. Bit upper body heavy and socks too thin, but I'm on it.
That feel when I really am actually finishing it up because I need something for my assignment
I hope I don't die before I finalize the composite
I did this a long time ago but it is the incomplete version because I don't have the time to find the model's file.
It was one of my first low poly models and one my last models before my endless hiatus.
Why, you did really well!
Did I disappoint, anon?
Dude do you have a page with your work or something, and do you do commissions?
Holy shit, that's amazing.
For sexual right?
fix her fingers, man, she deserves better
I have an Artstation and Tumblr account, but do note I'm just a shitty student at the moment;
I will have more shit on them by Wednesday since if I don't, I'll fail my semester.
> do you do commissions?
Yes, I'll do anything for money ;^)
Although, I have no idea how that commission shit works
For show, more like.
I actually cheated alot (but it's hidden shit that the viewer will never see), so at the moment, no, not for sexual. Emphasis on "at the moment".
I may or may not revisit this model and fix it, terribly sorry for disappointing anon. I have other projects to render and finish up before I even consider touching Kiko again.
I keep my hands on deck
Cute. Wish modern console/PC vidya used this style more often. Even modern handhelds are barely scratching this.
Excuse my noob, but why did you post zdepth?
Yo sweet I'm definitely going to hit you up for a commission some time soon.
Sorry for the super old bump, but basically you modeled it in maya, textured in 3d coat and then animated/rendered it out back in maya?
>Excuse my noob, but why did you post zdepth?
Because it looks cool
Like that's legitimately the only reason I posted it
I look forward to it anon
You might save me from starving, and I mean that quite literally
Im new to all this stuff and see this as a good place to ask but
When building a characters model, do you build it in sections, like
>This is the leg, here is the arms, the torso, we can attach them all later
Also I picture modeling half the character then doing a sort of mirror trick to be the best way to get them Symmetrical
>do you build it in sections
You most definitely can, but you just need to figure out how to attach them all together later on while maintaining a proper topology, which I personally hate.
Personally, I try to build it all from one shape; block the forms in by pulling shapes and extruding, adding edges, etc.
>Also I picture modeling half the character then doing a sort of mirror trick to be the best way to get them Symmetrical
Yeah, but I try to block the basic shape first before I cut it in half, that way the middle proportions (such as the distance between the eyes, nose width, etc) are correct, which are hard to judge when you only have half the mesh. If you're in Maya, you can use Duplicate Special to create a -1 scale instance to have an instantly updating mirrored mesh, or you can just keep using Mirror Geometry
this is pretty neat
How to be as good as you? Do you have any specific tutorials? Can I do something like this in C4D?
>How to be as good as you?
I'm really not all that good
If you really study hard and devote a large portion of your time to watching tutorials and shit, you can easily surpass me in like, 2 weeks probably
>Do you have any specific tutorials?
Sorry anon, I don't really have any specific tutorials to direct you to, since I mostly learn from my IRL college course rather than online
It's probably best to just look up "c4d character modelling tutorial" on YouTube, it's essentially the same as my course, minus the tutor you can ask questions to
I highly recommend having a tutor to ask questions to, it really helps to learn shit faster
If anything, you can email me if you've hit a wall
>Can I do something like this in C4D?
I personally haven't used it, but I'm pretty sure it works just as well as Blender and Maya
How long does it take to create a low poly character?
Depends on what you mean by "low poly", what is the character like, and what do you intend to use it for.
Will it be rigged? If so, then it's going to take more time for proper low poly topology, which can be difficult.
Chibi/Stylized or more realistic proportions? What does the character have that needs to be modelled?
If you're going for a super simple low poly stylized character which won't deform, I'd say about 2-3 hours.
A super-optimized low poly human character which will be rigged and deform? That could take anything between 3 days to 3 months.
looks like ass tbhfam
No anon, the only thing that looks like ass here, is your heart
>Being able to accurately model, texture and rig a character in two weeks
What fantasy land is this.
Lmfao, if it take you more than 2-3 days just to sculpt/model the average character, you're doing something wrong. The retopo afterwards should only take a few hours at most, and even that is pushing it. UV mapping anywhere from a few minutes to an hour or two depending on how much extra shit your character has on. Then baking some maps and getting on with your texturing Substance or Quixel, which should take you 2-3 days max.
Maybe try not looking at your web browser or instant messaging every 5 minutes while you're working, you'll get a lot more done.
Total time I spent working on that model was less than 48 hours total; just spread out over a few months because I had other 3D works to complete for my semester and also mostly laziness and video games.
If you work on something of that level of simplicity, say, 4 hours a day, you could make a model like that in less than a week, and if you're lazier, it could definitely be done in 2 weeks.
But if you're completely new and need to grasp the software, then of course it might take awhile longer; basically if you know what you're doing, modelling a simple model like that would be pretty quick.
Going to an actual college right?
Not that community bs
I actually had to Google what a community college was because I honestly didn't know what it was, and I still don't know since it apparently varies from country to country.
According to my country's use of the term, no, not a community college.
I go to a private college (I think)
Trying this out
bump limit reached
should we make a new thread?
Yes please, I quite enjoyed this thread
what should be its name?
Low-Poly Waifu Thread?
she has a dick