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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
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>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
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>>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
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>>584321
Wow just now I see the resemblance to papi from momosu
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>>584774
You got any specific keywords dirty gaijins can write down to search stuff on youtube/twitter/NND for actual Japanese tutorials?

I am very much interested in the art of making anime babes and would like to learn from the masters. Thank you.
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>>587481
Body looks like two different humans stitched together at waist level.
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>>584143
effort patience and references
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>>587481
Are you following any sort of reference?
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>>588933
Nope, by eye or bust. The references are shit anyway. The first one was to exact proportions of the image I was using.

Now I just guess based off rough measurements. I slimmed it down a lot and it looks alright
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>>588934
What are you using? Can you post the image here?

It's not smart to eyeball this kinda stuff, you gotta get the rough measurements down or it *will* look awkward.
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>>588938
This, although I swapped to using the rather decent heads one posted ITT. Although I'm more just following the size references than anything else.
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>>589021
There's a few troubling things about this reference - the arms are slightly longer than what they should be and the hands are unnaturally thin, which gives the image an E.T. vibe. The tibia is positioned way too much behind the knee, and the knees themselves are bent inwards, and yet the feet aren't bowing outwards, but are instead completely straight. Very unsettling.

The legs are very thin and the feet are way too big, though you probably figured that out yourself. I'd also make the case that the neck is probably longer than it should be.

You didn't necessarily pick a stellar one to start with, though I understand how accessible character sheets with T-poses can be.

A few pointers for you to keep in mind: compared to your reference, your eyes are taller, your hips are wider, your legs are too far apart, your belly is slight bigger and the most glaring issue is that your hips are completely out of position. There are a lot of other problems, but you should work on those first.

If you have a reference like this, you should always model using a free image plane with the image in it. Don't eyeball things like this, just cheat. Nobody will judge you.

At this point, I'd recommend you seriously think about downloading a base mesh and superimposing it on your model, so you can figure out very intuitively what parts you got wrong. Again, don't be ashamed, cheat. Don't be too prideful to the point where you don't want to work off of references.
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>>589025
Ignoring a few width and facial differences, this is about as exact as I can make it following this base. If this isn't at least fairly on point, I'm terrible at following references.
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>>589053
Hey, that's a lot better than what it was before. Hopefully you got a few pointers on what worked and what didn't in your model.

I think you should focus on the face next, take a close-up of a front view and side view and show us how it looks so far. I can tell that it's missing a few things that I would personally do differently:

- The eyes are missing the little detail that goes above the eyelash and under the eyebrow. Even top-tier, omega-smoothed anime superbabe models put this in there, it's just a part of what makes animu faces a little bit more recognizable.

- Why aren't your eyebrows properly aligned? Remember to use whatever mirror tool your software solution has (in fact, if you positioned the other elements manually, I recommend deleting half the face, except for the hair, and mirroring it to make 100% sure it's aligned correctly. Facial symmetry in all aspects except for hair is key in the human face.

- Your eyebrow shape is fairly unorthodox, seems like it gets thin in the middle and thickens in the ends? Proper eyebrows are a lot like a rainbow, if that makes sense.

- The highlights in the eye are not good, you do not put them in the center, you put them towards the edges where it can connect halfway with the whites of the eyeball.

I recommend you go on Sketchfab and look up a face that you find pleasing, take a front and a side screenshot of it, and again, copy it and cheat! Sketchfab is a treasure trove for this kinda stuff.
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>>589063
- Your eyebrow shape is fairly unorthodox, seems like it gets thin in the middle and thickens in the ends? Proper eyebrows are a lot like a rainbow, if that makes sense.

** Meant to say Eyelash instead there.

- I'd also make these facial hair features a bit thicker, you can just scale them in the Y axis to see if it works out, then add an edge loop in the middle of the eyelashes and "pull it out" to add a bit of volume to it.

I think you're on the right track now mate, keep it up. Again, remember to keep images and models of content you find really good open in either a program like pureref or right in your modeling software if you want to go for what they did. Good 3D artists are really good at what they do because they've mastered the art of maintaining a reference library of things that inspire them, and this is especially important to keep beginners in the right track.
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>>584241
Fuck off it's not. It's only accurate if your reference was those how to draw manga -books.

T. animefag.
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>>591739
you really told off that two month old post
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>>591742
Thanks man, I try.
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>>584774
noice foinds. Any leads in regards to animation-friendly lopo methods? I like to make h-games, ya know.
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Why does it look like her tits are hanging above her tits
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>>591754
The tits are the best part, you're insane.
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>>591755

Jesus fuck! I'm willing to forgive all manners of sins in the name of stylization but that's just an abomination.
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>>591755
The issue is that you are building a lot of straight lines and flat planes into her. Smooth her out, maybe start with box modeling so you can mesh smooth using sub division. Sorry if my notes are harsh but getting roasted is the best way to take getting better seriously.
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>>591910
I've not seen a single example in this thread of anything better.
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>>591910
>>591916
fuck off
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>>591939
Presuming you are the person responsible for her, and I don't know why you would be upset other wise, in the op you asked "How do I make beautiful anime art"
You take criticism when it is offered. Even if you don't like the changes that is what version control is for. Its still good practice in the end and that is how you get good.
I guess you think I was trolling you but those were all examples repeating quarks or flaws that you could fix to improve her, and more importantly your self. Somewhat dissimilar to other forms of art there is less room for subjectivity in 3D modeling. It is a as much a trade skill as art so suck it up and have some professionalism.
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>>591944
Why on earth would I keep this all going just to say fuck off at the end?
There's a fuckton I still haven't figured out about this. Mostly when it comes to the face. It just looks a bit blander than it really should. And longer, but I think that might be in my head.

The few 3d models I can find for anime tend to have nicer skin than I can figure out how to replicate too, with a general shininess I can't match that well with a specular. Although I think that might just be SFM or whatever it gets rendered in doing most of it. I haven't really made a proper skin texture either, so that helps.

But I'd have to be retarded to not look back at the original and cringe.
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>>591970
Without some good tutorial on sculpting stylized characters, you'll be wasting your time. You don't know even the basics of anatomy, and your model doesn't look appealing because of that.

Maybe stop trying to "figure things out" by yourself and start learning.

As always, I have to mention Redbeard tutorials on Gumroad for stylized sculpting, but there's more decent stuff out there, some of them even on YT, not hard to find them.
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>>591970
>The few 3d models I can find for anime tend to have nicer skin than I can figure out how to replicate too

There are plenty of anime models on Sketchfab for you to look at from every possible angle. The skin is usually done by applying a shadeless material on the model and painting the lighting information by hand, right on the color map. This can also be done with a shaded material but you need to know exactly what you're doing with this kind of body/face, and it doesn't look like you do yet.

About your face, there's basically no depth. It looks like your nose doesn't really have a bridge to separate both sides of the face, the eye sockets under the eyebrows basically don't exist. Your eyebrows and eyelashes are sticking out so much, I can see shadows forming under them. They can be disconnected from the face, but not enough to be noticeable from the front. The tips are also all rounded, which is not how any sort of facial hair for these kinds of models is done.

Your hair looks really bad. Looks like you had a lot of trouble jigging it into place, so some parts look pinched or bent in weird ways. Hair is supposed to flow on curves, any sharp bends are going to look unnatural. You also don't have to make it all a single piece, and usually that's a bad idea unless you plan ahead for it. You can break it down into parts and model the specific parts separately to make it easier on yourself.
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>>591973
I don't get why people suggest sculpting tutorial series for beginners for this kinda style. It is immensely easier for anon to keep his polygons at a reasonable limit, to get the general shapes of the body right. It will be easier for him to UV and take to Photoshop, and play around with texturing and different shaders, to try and get the look he wants. If anon starts sculpting, there's a risk he'll get lost on the details since he doesn't know much about anatomy, plus the process becomes more convoluted once you add retopoing the model in.

You don't need to bring out zBrush for this kinda model, that shit is for statue makers/professionals/long-time hobbyists, who know exactly what they're doing, and aren't asking for advice in threads like this.

Please don't suggest sculpting for anons who don't even know why their models look unappealing. It's overkill, it's a ton of steps too far ahead of where they should be, it's dumb.
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>>591970
here's an edit i threw together really quick in photoshop, anon.
looking at it, the mouth/nose/eyes are all pretty far apart vertically, and the tits are kinda oval shaped. i may have even put the mouth a little too high, but the adjustment is already so slight i cba to tweak it any more.
the breasts in these pictures are nearly the same size, except in my edit the curve is more pronounced, and they curve inward at the armpit and are more rounded at the chest.
they aren't symmetrical because lol photoshop, but i'm sure you get the idea.
the arms need more shape, whether you make them skinnier or thicker, but they need something. the shoulders should be higher.

however, pretty much everything has a curve. 90% stylized art is just creating appealing curves. the rest comes from messing with it until the proportions are correct and everything is in the right place.
this doesn't mean curve everything nonsensically, but most of the time it's a good idea to have some type of curve instead of having everything being flat.
the hair idk, but i'm assuming if you curve it enough it'll sort itself out.

tl;dr,
curve
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>>584143
Have an idea of actual anatomy before you go and try emulating other styles especially ones like anime which lean heavily on real life proportions. (Obviously excluding some toothpick arm watermelon boob hourglass waist styled anime)
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>>591970
>>584143

You need to go back to basics. Scrap this project and do some anatomy study. You also need to practice texturing and how to use materials in what ever software you use.

There is no solution when it comes to art. You need to do everything yourself and stop assuming you will find the magic button on your keyboard or magic tutorial online that will make your work look better.

Good luck with the next few years of study and practice before you have something even remotely marketable.
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>>592100
no! no texturing etc yet.
he MUST learn how to give form to his characters first.

>>591970
LEARN ANATOMY, just basic anatomy. you don't need to do realistic models, every stylied/anime/disney etc style is based on basic anatomy. some people make it seem that you need some medical diploma of human anatomy, but even slightest of understanding of anatomy will help very, very much.

when you are making stylised models and don't know anatomy basics, you are stylising model in a way that it just looks wrong, but you can stylise it appealing way.
>>589021 for example, people will tell that this refrence is shit. but if you'll make it correct way, it'll look good.
https://www.youtube.com/watch?v=5Xuf6ODN_xY here this guy makes this character from this refrence )


but then you are making this....
>>591970
from this I can tell you that you should start from just forms. making spheres and cubes and bottles etc first....
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>>592109
what the fuck is anatomy.
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>>591989
I don't agree with that, but okay.
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>>592129
me neither, It's interesting, how some people see Sculpting as something "Advanced" from modeling.
in reality it's also a modeling tool, which can get same results with different tools.

Box modeling the face is way harder than sculpting it...
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>>584143
Use "toon shader" or something similar, anime is about flat colours and coloured shadows. Images you posted have that ugly realistic lighting thing going on.
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Ok, I am absolutely certain this is fine. In clothes the breasts would be a lot closer together and generally crushed, right?
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>>592819
Doesn't really matter, because you don't read what people have replied. Continue whatever you are doing and never learn.
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>>592874
Are you the retard who suggested bottles?
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>>589021
I don't think that's a good ref either
>broken pool cue arms
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>>592877
hahaha
no was me, it was kinda a joke tho.

BTW
>>589053
the first variant is waaaay better than second. I'm talking about body. and especially boobs.
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>>592912
By first variant are you referring to the white model there?
>>
Does anyone have any examples of high quality, high poly 3D animu models I could take apart to learn from and use as a reference? I know unity-chan is a thing, but I want other examples.

I learn best by seeing what someone else has done and reverse engineering their process. So do any of you guys have a secret stash of highpoly animu models floating around?
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>>584179
imagine waiting this long for a reply
>>
anyone have good tutorial for the head and hair which can export to game?
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>>594886
Suriyun makes some pretty tasty mammaries.

https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:10786
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>>594886
I don't know how high poly you want to go, but I got some anime babes from model resources
some examples:
https://www.models-resource.com/wii_u/hyrulewarriors/model/20869/
https://www.models-resource.com/playstation_vita/miraclegirlsfestival/model/22030/
https://www.models-resource.com/playstation_3/neptunev/model/6580/
https://www.models-resource.com/pc_computer/dragonquestheroes/model/15375/
https://www.models-resource.com/wii_u/thelegendofzeldabreathofthewild/model/20386/
https://www.models-resource.com/wii_u/supersmashbrosforwiiu/model/11425/
https://www.models-resource.com/wii_u/pokkentournament/model/15543/

I doubt you are going to learn anything useful thou.
For the most part anime style models are very simple, and most of their appeal is in textures
>>
>>594935
a better example is atelier sophie and CM3D2, for textures as you said




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