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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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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.


>make anime faces that don't look like shit

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

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

Same goes for drawing.

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)
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.

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
>kill yourself
>be with your waifu in heaven
>want to learn how to paint, learn how to hold a paintbrush
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
whats your point?
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).

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.
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.
That looks pretty good actually.

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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tried to look it up but nothing showed.

Dont worry. It's fucking shite.
Gdc2017. guiltygearXrd
Buy waifu statues and study them... They're all digitally sculpted now. Industrial CNC machines have accuracy down to like 0.0001mm so they can make molds just as accurate as the sculpts.

The reality is that these 3D anime shapes don't look like anime. Not really. They're made to resemble the anime style but it's a distinct style that you'll have to study by buying those expensive statues. In other words the statues are very loose adaptations of the 2D look, to the point that it's more like "inspired by" than an outright attempt to mimick it.

Kotobukiya makes some nice cheap statues that look good imo. They'd be a good reference.
>Manually setting normals
>in softimage
??? It's ded though
entire japanese industry has been using softimage. I guess they'll use it until they have to change it.
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Find good anime models on sketchfab/MMD libraries
Stare long enough at the geometry
Uninstall Zbrush because it's useless for that very simple style

Also >>551097 might help you a bit although I think that doing the face like this guy
looks better and is easier.
>Doing that weird anime fang thing in 3D
It doesn't work.
I think the annoying part is there are a lot of them just not in english or at all accessible
>It's ded though
lmao maybe in the west
you can boxmodel in zbrush..
+ for me it's way easyer/100 x faster to define general shape/face in zbrush while sculpting, than in box modeling
Less like that more like this >>555435
I know but you can make general shape very quiqly in Zbrush if you are good with it and then retopo
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Or you can make the general shape very quickly in any non-sculpting 3D software and won't have to lose any time retopoing shit.
>Expecting people born after 2000 to know box modelling
Might as well be surprised when no one knows what a floppy disc is.
>not plane modeling and manually stitching edges
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>Not just doing both
Doing both is dangerous because, while you can do the forward process of blocking out a basic mesh in a non-sculpting software and then take that mesh to a sculpting software relatively easily, it's doing the backwards process of retopologizing the hi-poly sculpt back to sensible levels that reeeeally drags out the lazy side of a person.

It's just more comfortable to not give a shit and post your stuff on sketchfab or artstation, where their servers don't give a fuck whether your mesh has ten thousand or one million polygons either. Not saying everyone is like that but sculpting softwares are largely guilty of it.

I agree with >>555652 in the sense that, for videogame characters on JRPGs and such, using a sculpting software is largely a waste of time since nothing you sculpt in there will feasibly go together with the world you're crafting, and the meshes are usually simple enough that you can forego that and box model the character anyway. This is just my personal opinion, but I do also think that it keeps your modelling practices honest, since you can't just subdivide your ass off and have to keep in mind what hardware you're porting to, often compensating with solid UV mappings and good art direction.

(Fiore makes my dick rock hard and I wish I had her model to oogle at)
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I'm that guy that was saying Sculpt then retopoo.. I was just dicking around., of course I understand that box modelling is much needed, and is way more handy in some cases,
but Sculpting softwares made 3d so much more accessible to artists, it's not that "technical" field anymore and that is drawing so much talent to it. IDK Retopo will be made easyer, I just don't get why there is not already a better/Easyer solution. + zbrushe's ZMODELER is a fucking awesome box modelling tool, many don't know it yet, I've used it and it's very very capable modelling tool,

here's an example I made, (can not find future refinements), then it became a sculpt
Might check it out
The thing is there are definitely a huge amount, anime statues are popular enough, unfortunately you'll be hard pressed to find any in english that aren't shite
here is very good example
Where the fuck do I find fags who can model that well and pay them a premium?
where do I find mmd models that are in obj file formats etc.?

google isn't helping me
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Just copy the figures.
Gotta break into Pixar and get their custom Facegen base meshes

I wonder how much the guys who make the 3D models for the figures make. If it's just one guy (though I doubt it) that has to do the entire concept/modelling/UVing/texturing/rigging/posing pipeline, it has to be a pretty respectable amount per model, right?

Fuck, those guys might be the true 3D gurus and we don't even know their names or anything about their workflows.

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