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File: yamato_k008.jpg (342 KB, 1000x1297)
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Any more good tutorials on how to make anime faces that don't look like shit? Preferably Zbrush?
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>>551058
The closest I've ever found was Daniel Kreuter

He does nice work and makes pretty informative tutorials. It's the only channel I've seen that has decent anime style tutorials.

https://www.youtube.com/watch?v=5Xuf6ODN_xY
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>>551058

>make anime faces that don't look like shit

Cant be done.
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>>551058
>anime faces
>don't look like shit
pick one
i get its a style, but fuck me if they all dont look like aliens
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>>551058
go back to 2D , weeb , or come back in 10 years
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>>551117
Make me
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>be a good 3D artist
>approach sculpted anime later

sounds like a good plan, watchu think?
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learn how to sculpt realistic shit first before trying stylized art.

Same goes for drawing.
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>>551058

If you're on cgpeers search for
>Blender 3Dキャラクター メイキング・テクニック
>東北ずん子で覚える! アニメキャラクターモデリング
or anime character modeling(I dont remember how I got them but it was from cgpeers)
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>>551162
this is such a moronic meme.

>want to learn to model trees, model trees.
>want to learn to model robots, model robots.
>want to learn to model rocks, model rocks.

>want to model anime, don't model anime.

??????????????????????
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>>551399
that's because anime was never intended to be in 3D. if you actually knew what kind of work go into making those 3D shows that looks like 2D you would find that's more than a "regular" person can handle. its not a week worth whackjob. you need to refine your skills first
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>>551152
>kill yourself
>be with your waifu in heaven
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>>551399
>want to learn how to paint, learn how to hold a paintbrush
?????????
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>>551399
Anime isn't real, those other things are real.
Sorry mate, I'm sure if your waifu were real she would be repulsed by you anyways
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>>551418
whats your point?
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>>551399
That's an oversimplification imo, the truth is to be proficient at modeling anything you need to understand the basics behind it. For example, if you want to make good archviz scenes, you gotta learn some design theory, like colors, composition, then you learn a bit about interior design and how houses work.

Rocks are fairly simple, all you need to model them is a good understanding of form, and the best way to learn that (for rocks) would be by looking at rocks.

Trees are sorta the same, there's more complexity to them (procedural generation to save time, leaf cards, etc.) but even then, once you learn the software you're just looking to copy the relatively simple forms you see in trees.

Robots aren't that much different. You can copy pretty much whatever real life mechanical elements, and as long as your reference material is good (and you use it in an intelligent way, cause you have a basic understanding of how machinery works), you can make decent robots.

Now, the thing all these examples have in common is that they're directly associated to observable, real-world stuff. The difference with anime, however, is that it comes presented to us with a layer of abstraction. Anime is basically the human body, as transformed by a cartoonist. To make decent-looking anime, you thus need two things: an understanding of the human body, and an understanding of the principles of abstraction used to transform that regular body into the one of a cartoon/anime character.

If you study too much traditional figures and not enough anime, you'll be able to make kickass characters that won't really look like anime. If you study too much anime and not enough traditional figures, you'll be able to make shit (it will vaguely look like anime tho).

(cont.)
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>>551443
If your goal is just to make anime, you don't need to go Michelangelo on this. Depending on the level of detail you're gonna be drawing/modeling at, you probably don't need to learn stuff like specific groups of deep-layer muscles or other incredibly detailed shit. But you do need basic anatomical knowledge, and that's a lot easier to learn by drawing realistically than drawing anime (all the good books and resources are based on realistic drawing first).

Keep in mind what I said is true for *everything* cartoony, not just anime. It's especially true in anime because the principles behind drawing the human body are really fucking important (the brain is good at telling if you fucked up, while if you're not that great at drawing *perfect* rocks it'll notice a lot less.) However, the artists that make really good cartoony trees/robots/rocks have studied the source material before abstracting them. That's why some people suck at cartoons and others are really amazing, despite cartoons looking really simple. The reason why they look simple is because they've been abstracted well, like a teacher breaking down a mathematical formula because he understands the source material.

The truth is just that you gotta study both realism and abstraction.
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anime is hard to translate over to 3D, it's easy to go full ayy lmao

i think the character models in the newer Senran Kagura games have the right idea.
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>>552122
their clothing textures clash with the artstyle, but otherwise they usually do alright with the 3d animu stuff.
The hair and faces on all the characters look especially good, but the objects are kinda shit looking.
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>>552122
That looks pretty good actually.

>>551058
I think the hardest thing to do when making anime in 3d is the fact that drawn anime faces change shape depending on the angle it's viewed from.

From the front an anime face is completely flat but from the side it has a small nose sticking forward. In 3d this results in the nose giving of a shadow when the face is viewed from the front which doesn't happen in 2d anime.

So I guess you can fix this with either having multiple light sources to remove all shadows that the nose may cast when it's viewed from the front or have 2 models with different heads (1 flat one for front view and 1 with a nose for side view) and then just choosing which one that looks best depending on the scene (which translates to you having to basically render everything twice and then go scene-by-scene and pick the face shape that looks the most pleasing, this would be really hard to do when you have multiple characters facing different directions in 1 scene).




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