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File: character_reference.png (1.38 MB, 3000x1700)
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Heyo anons, I'm getting into 3d modeling and am working on a challenge for myself over november, I would like to do 1 body mesh a day over the entire month and could really use some good references to get that going, I found pic related on a youtube tutorial a lot of you guys have probably seen but it's the kind of style that I'm primarily into working with so if you guys have anything you could add to my little collection that would be kick ass! Also if you have anything with close ups on hands/feet and heads that would be awesome as well, doesn't play into the body a day thing but I really really need to get to work on those areas.
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>>588547
Those feel are a joke for bait, right?
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>>588557
feet*
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>>588547
If you want to get into doing animu bods:

- Go to sadpanda/pixiv/nijie/your favorite booru and find artists that draw body/hands/feet that you like. You'll find a treasure trove of references that way.

- If you have no experience starting from scratch and don't have the privilege of working off of a character sheet with a t-pose (like the one you have right now), you'll probably want to start with a base mesh and work off of that towards what you want. Design Doll is light and fairly robust as far as editing packages go, and you can export the posed meshes in .obj. CLIP STUDIO PAINT also has 3D posing tools but I don't know if you can export the models. You can also find free base meshes to download in places like sketchfab.

Good luck, mang.
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>>588547
OF COURSE ANON!!!! OF COURSE!!!!
My, we are a wee excited one, aren´t we? hahaha!
Well, let´s starts with aaaaaaaaall the attentionwhoring them! Fiiiiiirst, we align the design sides in the PNG, to make equal measured separated PNGs for each side of the little girl...
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>>588631
After that, fire up ZBrush and select texture/image plane, and load the png you just did for front and side views. Soo coooooooll!
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>>588633
You then insert the tools from imageplane in the model, and manually load the images all over again... but this time is all heads down. Sorry, zbrush isn´t perfect, ahaha
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>>588636
Align the imageplanes on the girl chin.
Now, insert a dynamesh sphere with a resolution of value 16. We´ll increase this value as we add more details.
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>>588637
i strongly suggest to NOT turn on any symmetry until we have the main limbs stretched out. We´re basically using only MOVE TOPOLOGICAL and INFLATE tools for this step.
Don´t worry about the 3/4 view, we´ll fix it later. Isnt´it FUUUUUuuuunnnn?
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>>588639
whoa dude, are you alright? I mean I know I'm a fucking pleb and all but for real. You good?
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>>588557
Bruh I didn't make it, for sure though them some fucking clompers.
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>>588633
>>588636
>>588637
>>588639
Also I don't need you guys to walk me through any of this, I mean pointers from a pro are of course valuable and appreciated but I'm not trying to waste anyones time, just seeing if anybody has a few references they could share.
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check out this J. Scott Campbell sketchbook image that I just stumbled across!
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>>588639
It will take a... bit of time to "guess" her 3/4 anatomy without a reference, but remember that we´re following directions here! Too late to think that her design on ankles or feet are weird, it´s a style! Hohohohoho!
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>>588646

Trollchan on a constant spiraling breakdown, cannot be stopped
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>>588652
Right
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>>588639
Seriously now, finger time.
The hands are all guess, since we don´t have the side reference for it. Do NOT pose the fingers - this models is to be exported for bonning later. She will get bonned, get it? hahaha.
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>>588656
The face now! But oh, the eyes don´t match?
In this case, let´s try and approach it as much as we can to what looks best.
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>>588657
As for the feet, well, uh... let´s just put a sock on it.
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holy fuck, what a thread.
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>>588662
let´s get the hair base outta the way, since we´ll have to guess the ear too: paint-select over the mesh, subtool/Extract. A scale of 0,01 gives the best thickness. Perfect to make the base for dresses, armor, bras and panties, fake tits, you name it.
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>>588670
Ok, hair. We better throw that for 3dsmax to solve.
A mouth in a 'O' expression is the ideal to create the base, and we need to have a placeholder for the eyes before doing the eyelids.
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>>588678
>that middle
The face of death.
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I'm at the edge of my seat on this one.
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>>588547
at least pick a good girl from a good anime
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>>588678
Now, it´s important to NOT rush, especially in the eyelids.
We´ll be polymodelling her on top of the quick automatic retopology export, and avoiding throwing her back to Zbrush like the plague to avoid messing up with the lowpoly solutions we´ll be making here.
Face by face, vertex by vertex, we´ll be extruding the eyelids on top of her round eyes.
We´ll detail the eyelashes later, following the reference.
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>>588648
I never understood why people sexualize lumbar lordosis.
Bad posture should be frowned upon
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>>588716
Why not just, like, extract the eyelids from the eye mesh before?
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>>588709
Like who?
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>>588716
Back to the hair, let´s make the basic toupee.
Clumped scaled lofts are a way to make them solid hair strands, differently from using flat mapped shapes or a hair system thingie.
In any of those options, it will take time and work to get noticed by sempai.
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>>589003
After just 4568 loft strands, the hair is ready!
I however advise to start taking artistic liberties at this point, like changing the hair completely and deleting all the references altogether, so to not pay a dime to no lame artist on the internet because your 3d girl was used in a show that actually gave revenue. Kakui!
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>>589080
Now, teeth and tongue would be nice.
A simple half sphere for the teeths, and a deformed surface spline for the tongue.
Its all in the style, onichan.
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>>589081
Now, let´s give her skin a bit of color sempai.
We´ll polypaint and turn it into a texture back into zbrush, and even throw the bitmap back and forth between xbrush and photoshop to add a gaussian blur to the texture. We just want some slight changes of color tone, too much and she might end up like a Ganguro... eekkk!




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