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Post examples or tips please.
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>>589407
Daniel Kreuter
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>>589477
What fuckery am I looking at, and how do I replicate it?
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>>589477
Seems like a node setup for various types of lighting in a scene. Though what software that is I have no idea.
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>>589477
>>589500
Looks like NukeX or at least something that is ripping its UI.
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>>589502
>>589477
How do I use that information to make 3D anime porn?
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>>589483
Looks like it might be using object-space normals in the compositor to find edges and combining it with the lighting / shadows pass so that there's an outline on everything and if there's a shadow there's wider outline that extends into the shape more that's white underneath the black outline. Maybe it controls how sharp of a difference there must be in the normals for an edge to appear depending on how close it is to the edge of an object or material?

Gonna take more than just compositor tricks it seems.
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If anyone has any questions, someone here can probably answer that, because I know that fucker that did that really good anime model on Sketchfab comes here, and although I don't have any work online as great as that, I know enough to answer some questions about the workflow
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>examples
Probably one of the best anime model I have ever seen
https://sketchfab.com/models/2f1c0626d4cf4fd286c4cf5d109f7a32
Also just search for anime on sketchfab to find a lot more

>tips
Keep it simple, shadeless will always look better than shaded, look at good models from every angle, try to follow the quadloops and see how they were built, where the pole are, etc. Sketchfab has a neat model inspector you can use.
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https://www.youtube.com/watch?v=yhGjCzxJV3E
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>>589502
There is only one software which ripped off Nuke's UI and that is the open source project Natron.
www.natron.fr

Its actually quite useful to use if you don't want to fuck around with Foundry's Nuke.
But even then Nuke's Non Commercial version is much more feature-rich and there is also Fusion which has no Non commercial limitation.
But Natron can be used as platform for pirated OFX plugins, since neither Nuke NC nor Fusion (free version) allow OFX plugins.
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>>589515
Shadeless will give you the most control, but I'm not sure it looks better 100% of the time. Shadeless is also not versatile like shaded is; shaded works on one scene, one lighting preset, and as soon as you take that model away from it, the illusion is almost assuredly broken and you have to re-paint it all over again.

There's also the idea that painted shading could just be painted plain wrong in some situations due to human error, though admittedly if people see shadows and highlights, they tend to not pay attention to the shading work itself unless they try to (and someone who's into making animu models like this is probably also an artist and his errors would be very hard to spot, if they even exist).
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>>589558
>Shadeless is also not versatile like shaded is; shaded works on one scene

Fuck, meant to say shadeless there
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>>589555
>>589556

Are there any good tutorials on making anime chracters in Zbrush? The only examples I could find look too westernized and don't have that authentic Japanese look.
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>>589606
Anime characters are mostly just about the shaders, study up on your shading skills.

Also draw lots of characters on paper, after awhile you will learn every angle and will imagine an anime character in 3d form.
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>>589555
3d noob here, looks like it's mostly high res texture painting, more than it is nodes/shaders.
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>>589555
my dick
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Is there a Japanese equivalent to /3/ where nips get excited over anime girls together and come up with the best ways to model them?

I mean, that would probably be *the* place to be and collect proper techniques and references from.
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>>589628
Upon doing some research, it seems the Japs have a CG board as well:

http://mevius.5ch.net/cg/

Looks like they have generals and everything. No idea how active it is though.
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>>589628
You can find them on MMD communities, pixiv, twitter and pawoo but the few I follow rarely discuss their workflow in depth.
The Japanese UE4 subforum has a couple of threads about cel-shading rendering which are also quite interesting to read.
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Well, I skimmed 5ch for 3DCG related threads, but that wasn't very fruitful. I was more hoping for something like a polycount for Japs where they collect tutorials and such.

>>589635
You mind sharing the links for the communities you follow? If it's not meant to be some private shit or whatever.
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How do I do the outline effect? That's my big thing.

I've heard "reverse culling" before, but I'm a fucking retard and I need to be spoon-fed. I need a tutorial I can follow along with, or a guide I can read.
Something not written in god damn moon runes.
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>>589640
It's a fairly simple endeavor. What software are you using?

On Maya:

- Duplicate mesh you want outlined

- Scale it out a bit so that it covers the original mesh

- Apply a shadeless material to the duplicated mesh, make the color whatever you want the color of the outline to be

- Reverse the duplicated mesh's normals (Mesh Display -> Reverse)

- On the viewport tabs, go to Shading -> Backface Culling.

You should be able to do the same thing in Blender or just about any software that lets you edit normals and has a culling function.
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I havne't tried it so I can't confirm it works but I found this interesting.
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>>589407
>>589606

for zBrush and any high-end anime mods. try to follow this closely. 書籍『ZBrushフィギュア制作の教科書』制作動画: http://www.youtube.com/playlist?list=PLaZf7EtPohEyj7UoiyV21pXQhQYnKeLE2

It is should give you a rough idea on the general workflow. And ZBrush is used in english in the vids anyway.

This kinda modelling with Zbrush is the right way to go. Using these kinda methods, u can produce models that does not over rely on shaders and can yield much better graphics and results at the end.

Proper knowledge of anatomy and proportions is a must. The key is to be able to envision how light affects the model to create the results. Most of these shader-relying models lack this. Which is why they end up with artifacts when using the default shader.

Having Figurines(Figmas) help a lot too
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Do they model the eyes and mouth or just use images for that?
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>>589822
I've seen eyes done as hollow white pits, with the iris texture floating in the center.
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>>589822
You can do either. Painting the eyes and mouth lets you get away with a much "lighter" face, but then the sharpness of your drawing is bound directly to how good a job you can do with the UV's.

https://sketchfab.com/models/2a0fec6c16ad477ea49d1a80c5ad662c

The most popular technique I see used to model eyes is what >>589824 said, you hollow out little pits into the face where the eye sockets would be and model the irises on a separate plane instead.

https://sketchfab.com/models/6628ecd9d4804abebf79a590265ac99e

It's a very convincing trick, works from just about any angle except very extreme ones. If you're not careful though, it can lead to that creepy "Always looking at you!" Mona Lisa effect.

https://sketchfab.com/models/6835f0d60e0c4813812c0247e3b73da7

It all depends on your technical constraints or what you actually want to do.
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>>589688
Christ almighty, that's a beautiful Zbrush modeling playlist, found out exactly what i needed to learn from it, And surprisingly ALOT Easier than modeling to Real life, But still gotta say, Hard surface modeling is still the best
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>>589855
Forgot to include the Render
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>>589822

Some models will use a blank face and textures to create the features and some models will use geometry. There are advantages and disadvantages to both.

If I remember correctly Kemono Friends did a compromise and used textures for the eyes and geometry for the mouth because getting "anime looking" eyes with geometry is very difficult because of how anime eyes are drawn.

The hardest thing about modelling anime heads is very few 2D drawings have features that make sense in 3D and profiles will not translate well front view and vice versa.
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Would it even be possible to create in a 3D program something looking as good as this?
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>>589870
arcsys gets close enough.
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>>589872
Problem is it take 50 years for it to be ready because they animate frame by frame (like a normal Anime/2D show) so the shading looks anime-like. I wonder if there is a possibility to have those models with that shading and have them animate like you animate most 3d things so not frame by frame
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>>589873
Having read up on their workflow, you're kinda right, but kinda wrong.

They actually do animate normally like "most 3d things", but prior to that they complete 2D key frames then superimpose them to compare onto the 3D model. So in a way, they go pose-to-pose as close as possible like "most" 3D animation, then they do vertex modification (or blendshapes, translation did not state) to match the 2D keyart.

In regards to the shading, they have custom vertex normals they tailor specifically per vertex, so for example, the face would be shaded nicely (as sper anime style) in various lights, due to how the normal is set. So it's a one off workload per character, instead of per frame like you suggested.

They used a myriad of production tricks. I've read quite in depth of it online, I'll share it if I can find it again.

>>589870
I've seen some good Dragonball models made by individuals on Artstation, that are about the quality ArcSys's team puts out.
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>>589873
http://www.4gamer.net/games/216/G021678/20140703095/

Here's an amazing overview on their workflow and production tricks they used. A lot of weird tricks, but they're really amazing given how situational and odd they are to utilize. The pixel perfect lines in UV and sequential mesh changes for effects being my favourite mentions.

Just hope you can read moonrunes, or can deal with shitty machine translation.
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>>589872
>>589883
my attempt at doing something similar to arcsys using this pdf
https://www.dropbox.com/s/65cwf6kjuezhwdl/GuilltyGearXrd_shader.pdf?dl=0
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>>589873
Nah, it only took a lot of time when they were unfamiliar with the new pipeline (arsys wasn't a 3d shop). According to Arcsys these days it takes them the same time as when they were doing sprites, which is why they can do stuff like having 4 different characters cameoing in Ginyu's attacks. Xrd's good looks are the result of care being put into it, not some inherently longer process.
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>>589669
This looks like it'd be useful for the lowpoly thread.
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>>589556
I literally heard "Eeeeeh?" in my head when I opened that pic.

God I'm a weeb....
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>>589556
Not gonna lie; the hair looks a bit like a squiggly monster.

I can't do better but this is why I think hair is better off portrayed as shells than made with tubes.
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https://cgworld.jp/feature/201708-cgw229T2-landy-2.html
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>>589978
I kinda prefer her 2016 look. Something about the proportions of the 2017 version makes it look like she has downs syndrome.
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This isn't necessarily "anime" but how would you even go about modeling mecha like this?

I've done a few characters but I mostly relied on base meshes to get started. I look at a concept like this and I freeze. I know this is completely attainable since it's in Xenosaga 2, which was on the PS2 of all things, where they still had some real harsh polycount limits. Is there any way to break something like this down in a way where you can actually get started?
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>>589992
Hard surface boolean carving in Zbrush.
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>>589407
how would one develop modelling skills to create something like this from absolutely no experience in 3d modelling?

i've looked into Maya and Blender but am wondering whether or not I should just learn the basics of 3d before going into character modelling or to use a beginner character modelling guide to learn both at the same time
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>>589992
Well, just mentally separate it to parts.

For example, can you model just the kneepad? I mean, it's pretty easy right? How about the head? No problem, easy. Most of the individual parts are completely achievable, and when assembled together you'd get the whole mech.

You only freeze up because when you look at it, you see a bunch of complex forms which make up a complex structure, when it's actually a bunch of simple forms which make up a complex structure.

It's not hard, it's just time consuming, and that's where the difference lies, because without breaking it down, the sheer information overload can make it seem more complex than it really is.

>>589997
Personally, I wouldn't recommend that, especially if it's to a newbie. I think learning the basics of subdiv modelling and using it might actually be faster to iterate on hard-surface models like mechs or weapons.
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>>590044
You'd need to learn the basics of 3D to accomplish something like that. And just a heads up, OP's image is not exactly an easy feat, and many artists who I've come across over the years may struggle at accomplishing the exact kind of finishing, even veterans if they've never tried the style.

The problem lies in mimicking 2D aesthetic in 3D, because it's a pretty niche and occasionally advanced problem. You'll definitely have problems with the final look if you don't understand 3D fundamentals.
>>589883
For example, look at this image, you'd need to understand why they shade different despite having the same texture and model. We can explain it here in a sentence, but you'll need understanding to implement it.

I recommend learning the basics first, and I suggest picking a software as well to learn, because you're essentially going to be in a relationship with it. Don't go for this 2D aesthetic until you studied the fundys and have a work or two that you're proud of.
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>>590044
>>590048
And to actually answer your question without rambling on, yeah I suggest learning the fundamentals of 3D first, but also the character modelling tutorial.

It shouldn't be too long anyways, you can learn it in a day or two (or a few hours if you can absorb it fast enough). Once you're done with that, go for a tutorial on something you have interest in, like character modelling.
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>>590045
I don't know, I can break down some shapes, but connected, the frame seems fairly unorthodox. Some parts are kinda confusing as to how they connect together due to the perspective (like the crotch area front-to-back) and some parts are so visually packed that it's hard to even tell what the fuck is going on.

I agree that zBrush is probably like taking a sledgehammer to a nail, even though I have it available to use. I mean, I can't even put a box down to get started here, it isn't going to be zSpheres that are going to get me going.

Just wanted to do a little tribute to this series but I may have bitten off more than I could chew for now. I've downloaded Xeno II to try and copy the in-game model, but maybe I should take a step back and pick an easier E.S. to do.
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>>590050
I see what you mean.

Yeah, the shoulders are definitely an odd design to comprehend. The gauntlet and crotch is an odd shape, but at least the two views can kind of show the suggested 3D form. They're odd shapes with specific flows, so getting them to look nice is definitely a challenge.

It's definitely a difficult model to do well, but it can be achieved with diligence.

However, if you're not confident with you ability yet, I would recommend an easier design, because even for me, I'd have some trouble to get this design to look right. Pick an easier design for now, then tackle this one when you have the experience, I'd recommend.
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>>589990
I don't get it, did it take this guy whole years to make small iterative changes to her face?

The lighting on the hair looks sharper on 2017 compared to 2016, but everything else looks pretty same-y. 2016 definitely looks the best.
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>>590054
compare 2016 hair to 2017 hair. He improved on more cell shaded npr
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>>589888
Something was *really* bothering me about the lass's face (frankly she looked a little special), so I have taken the liberty to do some plastic surgery.

Hope you don't mind.
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>>590408
here is a close up of the model, I did move the mouth a little lower
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I wish more people were interested in this field of 3DCG. The guys that are doing really well seldom share any techniques or workflow related to making animu, and doing this sort of thing by yourself can get pretty lonesome.
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I've got a few examples of this. I'm a fan of Avatar and RWBY so most character models I've made so far are anime-esque.
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Ruby Rose
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>>590886
I'm getting into it, myself. Giving anime another dimension is extremely exciting. I can't wait to get a VR headset for the sole reason of admiring my own (when it's presentable, and not just minor edits or face edits of other people's work) and other people's work in 3D.

Now, if I could only get a copy of that Oumae Kumiko from sketchfab, I could die happy, but the ripper's borked.
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Lots of it is in the shading.
https://youtu.be/yhGjCzxJV3E
Even guilty gear here only works at tailored angels. Shadow transitions when animating is a nightmare.

I recall watching someone reverse engineer the shader live but I don't remember where. I'm sure there's plenty of clones out there. You should look for one that uses two normals. That's basically the core of their rendering technique.
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>>589620
That just barely counts as anime. It's more of a normal model with some edge shader.
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>>591096
This video's full of useful information, but the guy's such a bad speaker.
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>>589407
I don't get it, why is this uploading 2d images as models? Is there a reason they have thousands of downloads?
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So on a whim I googled "3dcgモデリンッグガイド" and it looks like there's a treasure trove of weeb books related to this area. Anything from low-poly modeling to character modeling, to character animation, to hard surface modeling, to messing with engines like Unity, it's all there.

I wonder if these suckers are on Share or something similar.
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>>591331
Just buy em you cheap cunt
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>>591333
But I'll only be able to afford a couple at most, and then I'll have to eat ramen at the end of the month like a good little college student in debt.
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Fuck, the japs have got books on Substance Painter, on Photoshop, on zBrush and zBrush core, on digital sculpting by itself as a topic...

All this fucking anime bounty, I'm salivating and it looks like none of it is on PD. Fuck fuck fuck.
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>>591404
Forgot the pic. Fuck.
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>>591404
Look them up on Perfect Dark, which is the popular P2P client in Japan afaik

Trying to search for them on it right now but I think it has to download a whole file list to search through or something and my net is just too slow for that right now.
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>>591408
I'm looking but it's not looking promising. Maybe there's just no interest in uploading books if it doesn't have tiddy and willy in them.
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>>591423
It used to be on Nyaa https://nyaa.si/view/490100 but no seeds.

Google that filename a bit, post if you find it and if you get the torrent completed put it on Mega.
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>>591432
Nevermind, mistook it for that blender 3dcg book. This is for digital painting, referred to as cg.
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>>591331
If you can't find it, chances are any regional differences in 3D methods will exist in other tutorials online.

アニメ 表現 Blender 3d チュートリアル
アニメ Blender 3d チュートリアル
アニメ Metasequoia チュートリアル

A quick tip for translating for searches, look up the thing on Wikipedia and then check if there's a link to the language you want in the list on the left and use that for your translation.
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Doing anime correctly is almost entirely mats/render setup and shading.

Check this guy out he does anime tutorials for blender and zbrush:

https://www.youtube.com/user/MrLasla/videos

A huge portion of the work just goes into jerking around with material nodes.
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>>591331
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>>591454
I see, it was clear all along what I had to do. I'll just part the seas like Moses and walk to Kanagawa! I bet that guy can model one heck of an anime bazzonga.
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>>591444
She's got no nose though.
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>>591194
He's doing a rather impressive job for a japanese man speaking english.
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>>589632
Apparently their cg board is more popular than half/3/
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>>589990
2015 for light novel illustration, 2016 for manga illustration, 2017 for animation
That is usually how they look for the above purposes
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What's the best way to create cell shading in Maya with V-Ray?

In Max I'd just create a VRay Light Mtl and use a Gradient Ramp for the color, then set the gradient to "Lighting" mode, but the Ramp in Maya doesn't have this.
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>>591497
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>>589556
>>589515
kawaii as fuck god damn hnnng




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