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How do I make beautiful anime art, /3/?
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>>584143
learn some fucking anatomy or start with a base mesh that already has anatomy in place. that is painful to look at.
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>>584143
>beautiful
>anime
pick one.
>inb4 "subjective".
no it's not.
stop being retarded.

>anime
>art
pick one.
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>>584143
There is no shortcut if you can see what is wrong fix it or learn to fix it (topology, shapes, texture etc.)
If you can't comprehend what's wrong and know something is wrong then start learning anatomy or it's equivalence for anime style
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>>584155
That is entirely anatomically correct by anime standards, you ignoramus.
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>>584241
The head maybe but the body? The shoulders, non-collarbone, armpits, arms, legs, feet? It could use some anatomical references to aid in stylizing the form in a way that looks nice.

Like with collarbones, you may not see an outline of them in anime sometimes but they'll influence the shape of the body when seen from the side.
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>>584242
> The shoulders, non-collarbone, armpits, arms, legs, feet?

Those are all technically correct too. I'm starting to think it doesn't translate from 2d to 3d perfectly or something.
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>>584243
Eh, maybe it's just how you rigged the arms that makes them look weird.

Post it without a pose, just the base model.
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>>584245
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>>584246
And what are you basing this on? I presume you're translating a specific character from 2D to 3D.
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>>584247
Nope, closest thing is the hairstyle that I grabbed from the first anime character I saw. http://i.imgur.com/HtvulCm.jpg
I guess I also took the shirt thing from that too because I was lazy.
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>>584249
Well, I wouldn't call your model correct when it comes to proportions. There's a sort of Yaoi thing going on but beyond that.

So I broke down your model into a measurement of heads, pretty typical for proportions, and it was really unrealistic. I don't mean unrealistic as in cartoony, I mean humans don't look this way. So I scaled some areas to better match the head size, and I gave her a little more shoulder and upper arm mass and a little less lower arm mass and tried to flatten the back of her hand a little.

The image in the center is from https://nsio.deviantart.com/art/Nsio-explains-Understanding-Proportions-450418648 which is worth looking at. Humans tend to have some standard proportions that we're really used to seeing and without them people look odd.
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>>584246
-Foot looks especially bad i think hands need some work too.
-Proportion seems wrong, look at shoulders, hips and head.
- Bending of the wrists, ankles and other joints looks bad you need to work on your retopo or rig (maybe both)
-Hair looks like a replacer.
-Face looks good, compared to other parts. Keep working on it
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>>584252
And maybe I should have made the arms a little longer... right after I posted it and looked at it again I realized I measured 2 head lengths a little past her wrist which is wrong. You can see in comparison to the proportion reference that her hands don't rest far enough down.
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https://www.pinterest.ca/pin/293719206928531153/?lp=true Here is some reference.
Pro tip. never give up. Follow through on the model. When you learned it once you don't have to learn it again.

https://www.pinterest.ca/pin/302515299950979186/

Anime in 3D is tricky. It doesn't always follow the rules of conventional western 3D models.
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>>584143
guys where can I find this book? Let's make 3DCG character! vol.3
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>>584343
If you're serious, I know the draw of unattainable knowledge is extremely powerful and you'll do anything you can to have it, but I guarantee you will be disappointed. The cover looks worse than YouTube video tutorials. It being Japanese isn't going to make it more authentic or even good, just means it was some lolicon pervert in a country with a different language.
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>>584365
Not the one you're responding to, but other books in the series are pretty good. They're more geared towards action figure design but they're great.

>>584143
Just because it pings your foot fetish doesn't make it good, OP. Your anatomy is terrible, ESPECIALLY for anime.
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>>584374
If you don't have bulging tootsies why even live though?
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>>584374
Mmmm... Guess I'll look a little then.

If anyone has a proper Internet connection try the Japanese P2P program Perfect Dark, I tend to not have access to the whole network but if it's somewhere online it's probably there. Japan's way into P2P.
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>>584374
http://www.bnn.co.jp/download/3dcg_biyori/3DCGbiyori_ALL.zip

Can you check what this is? It's either the book or supplemental content.
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>>584392
Also the transcribed title is 3DCG日和。 or 3DCG日和 or キャラクターをつくろう! 3DCG日和。 vol.3
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>>584392
Is it really a bad book? I found some video related to it and it's pretty good for what can I get in blender of course here's the link https://www.youtube.com/watch?v=wm3lQV_fn0A&list=LLIPAfp6aNrY6Ic8V6w4kG-g&index=2&t=26s
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>>584246
>Being this blind
How the fuck can you not see the proportions are wayyyyyy off???
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>>584403
Looks fine to me. Even follows that silly sheet like 90%
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>>584247
>And what are you basing this on
Captain Tsubasa by the looks of it
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>>584343
shameless self-bump please someone who knows about some cel-shade anime style tutorial or book
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>>584396
These are all source files for what I assume is the project in the book
Metasequoia files, Paint Tool SAI files, bitmap textures, and one PSD.
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>>584483
>Metasequoia files, Paint Tool SAI files
what decade was this book published, again?
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So.. any book please?
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>>584739
https://sketchfab.com/models/52f2e84961b94760b7805c178890d644 sign up for free. get 3D model for reference.
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>>584743
it feels like her eyes are tracking you regardless of what angle you look from. spoopy as fuck
>>
>Link to site filled with 3D anime models.
>Some can be downloaded for free.
>Others can be used for wire frame reference.
>Instead bitches about one model eye setup.

I'm just going to stop trying to help.
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>>584748
>implying i'm the one who was asking for help
>implying i don't already have a large collection of reference animu models
>implying i didn't already know about sketchfab
>implying that isn't spoopy as fuck
>>
>>584143

Ayy fellow anime modellers :,D

Based on the methods I am using, there is currently 2 main types of models.

Model 1 - These are TRUE models with proper control over anatomy and does not "cheat" using shaders and such. These kinda models are better sculpted in Zbrush and lowpoly into normal mapping. I would recommend this instead of cell shaded stuff. It also follows western modelling convention closer than the 2nd method.

This is what it should look like: http://www.youtube.com/playlist?list=PLaZf7EtPohEyj7UoiyV21pXQhQYnKeLE2

Method 2 - Anime models with deformed face where u manually alter the face to get in the proper lightings and cell shading. Do not recommend this at all.

This is the workflow that you can probably use: https://youtu.be/UlWeYjufgAk

-

Either way, looking at you current model, this is just... bad in proportions. While its kinda true a lot of cell shading will hide details with anatomy, you cannot hide bad form in proportions.

Things that stood out.

1. Legs are too large. By normal proportion standards, the waist should be roughly the middle point of the entire character. Where Hips to Legs = Hips to top of head. Anime characters normally have larger heads, breaking the balance slightly. But in your case, the legs are still longer than the ratio.

2. Shoulders almost don't exists. I assume this was due to incorrect topology and probably bad reference. Shoulders still have some form even when it is drooping.

3. Fingers and Toes. Pls look at a seperate reference sheet. Model them and connect them in.

4. Please stop following English tutorials. Search up from the actual Japanese twitter or google. The yield much better result from an already existing industry. Most english tutorials have results that is just bad.

Dont give up :)
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>>584404

Oh god, you're going to be the Mrs. Mooth of animu waifus now, aren't you.

>looks fine to me
>I don't see any significant difference between my abominations and the references you just posted
>this satisfies my fetish therefore it's perfect in every way
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>>584388

Don't model your characters in the high-heels as default pose. Even Daz learned that was a mistake after Victoria 4. You're fucking yourself up for every shoe style you might want to make for that character that isn't that high heel length. Modelling high heels on a flat foot positioned character is easier than trying to model anything other than the heels you made your tip-toed character at.
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>>584143
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>>584800
>high heels

Lol they didn't, they just fucked up the calf-ankle-food anatomy that badly.
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>>584743
>https://sketchfab.com/models/52f2e84961b94760b7805c178890d644
uh thanks, anon I was the one asking for help yeah I was asking for a book maybe someone could upload some strange obscure meme book from Japan already have a model to work with as a base but it doesn't hurt to ask for more resources would stick the model as base thanks for the help
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>>584855
Your welcome. Nice to know that it helped you. The sketch fab model has flaws but it still helps. anime relies one 2D tricks. In 3D it does not translate well.
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>>584855
https://www.youtube.com/watch?v=O4tbOvKwZUw wanted to make her in 3D as well.
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>>584374
as a footfag, I can get a good fap out of it
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>>584928

You'd get a better fap out of it if it didn't look like shit.
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I can't figure out the basic topo of anime faces. Which of these (if any) is the right one? I won't be subdividing.

>>584928

Fellow footfag here, you're giving us a bad name.
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>>585243
Kind of a mix between the first and last imo. In situations where the eyes are just textures that area is flat but the mouth is still curved.
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>>585243
The cheeks are not a flat plane with the front of the face, cheeks and eye sockets angle back outward a little.

I know it's Solidworks, but I can upload the frame for a chibi figure I'm working on as reference after work or tomorrow.
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>>584143
Learn some anatomy, and learn what a toon shader and normals are.

Normal editing and a toon shader will give you the look you want
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>>584476
Take a peek at the GDC video about Guilty Gear Xrd.

Also this: https://youtu.be/u2GAHnDaUpU
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>>584246
The first rule of being cute is to have a big head. You need to double the volume of her head. Maybe triple or even quadruple it.
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>>584143
Duded, don't tell me you given up. You had a half way there model. Use a T-pose and a lattice and you can give it proper proportions.
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>>587200
er, I think I did? I'm not even sure about how to even start going about using a lattice for proportions though.
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if you want to make it like the sketchfab model then you'll be relying mostly on painting textures on a shadeless model
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>>587355
No.
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>>587386
Yeah, if you want to dis on art better than yours hanging out on /agdg/ is probably more ideal.
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>>587355
Legs are too short or upper body is to long.
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>>587473
This whole proportion thing is getting to me. Can't judge it well at all.
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>>587355
are you using Maya? look to the top left menu were you can select, render, poly, animate, dynamcs,ect... Animate> Deformers>latices
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>>584252
Also, drawing references sometimes are weird when translated into 3d, not always they're perfect shapes, it's not the same as using real people, so usually you have to tweak a bit (ex: forearm, shoulders waist line) to make it look better in 3d

It has a proper name the optimal illusion that makes not proportional drawings not look horrible but I can't remember
>>
>>584321
Wow just now I see the resemblance to papi from momosu




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