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alright guys lets get this clear, im a newbie at 3D what are the fundamentals of creating cartoon characters and organic modeling? it seems like hard surface and things like low-poly is a waste of time for someone that is looking to create characters, books anything can help, ive started with scott robertson how to draw and michael hampton anatomy
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Aktualy, you could low poly box model. Then smooth, tweak and subdivide until you get the basic character shape. Tweak the anatomy a little and bam your a pedo.
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>>616927
Fundamental drawing books are a great start, good job. Take life drawing classes too if you can.

No matter what anyone says, learning the 3D tools is the easy part, but it's gonna take time.

Generally it's just like drawing, you start with the very basic shapes, and then you start to add detail. I would get a subscription to Gnomon Workshop/Lynda/Pluralsight and do a fundamentals course on the software of your choice.

Hard-surface and certainly low-poly is not a waste of time, if you think of everything of just shapes there is not a lot of difference between modelling inanimate objects and creatures.

Starting with a low-poly model is actually a fundamental technique, and then you start to add detail with more edge loops and subdivision surfaces for example.
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>>616934
KEK
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>>616937
alright i will go to 3dsmax and maya beacuse are the most mainstream
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Posted it before in another thread but start with books and more books.
/ic/ is a shithole but the literature recommendation is good. 3D comes later.
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>>616927

I sculpted Hiro in Zbrush and I thought it was a bit overkill. Characters like that can be box modeled and smoothed.
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>>616927

Here's a few good reference pictures for Hiro's face in case you need them
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>>617035
hot
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>>617035

Stop making my boner gay, god dammit!
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>>617311

It's not gay if they are young and tight.
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>>617422
>>617311
>>617047
>>617035

the absolute state of /3/
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>>617426

You can't start a thread with a Hiro Yamada picture without some rule 34 ensuing.
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>>616927
>it seems like hard surface and things like low-poly is a waste of time for someone that is looking to create characters
You're going to get fucked in the ass at some point if you don't know HS or low poly.
What if you need to make armor for your character? Or weapons like a gun or sword and props in general?
Also, if you're modeling characters but not low-poly, you're cutting your potentially massively since most people will want low-poly characters.
Don't think you can make things easy on yourself by cutting down the number of things you need to learn. I can understand not wanting to learn FX, rendering or simulations if you want to focus on modeling, but if you're going to model, you have to be flexible.
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>>617035
What's so lewd about this? Just some doc checking out if Hiro has any bruises in weird places. Get your mind out of the gutter, you horndogs.
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>>616985
>bettymeme
into the trash it goes
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>>617434
i got informed better now so yeah i totally agree now. the fundamentals are in modeling thanks for being so honest without sounding mean
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>>617436
I am perfectly heterosexual and even i can see that the artist who made this had weird fetish stuff in mind when doing it.
Either you don't see it (which would make you incredible naive) or you are in denial.
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>>617996

He was being sarcastic.
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>>617968
I know that you have probably gone through some tutorials that you've found to be some bullshit that you did not desire to do. Like modeling tea kettles or some stupid shit, but there's a lot to be gained from understanding hard surface modeling. Just continue modeling this sort of stuff because, in my opinion, it is easier to grasp topology better from quickly pumping out simple hard surface models where you focus on using stuff like edge loops and poles in the most efficient way possible.

Figure out how edge loops, poles, face loops, tris, quads, and n gons work. This is very crucial to understand if you desire to create an organic model that looks good and can be animated, but jumping straight into attempting to create something complex without first understanding the fundamentals would be setting yourself up for failure. I'm still a noob that wants to create characters, and I have dabbled a bit by attempting to sculpt some, but I have mainly been sticking with hard surface modeling for now.

I feel like most people in 3D have a basic grasp of art fundamentals, so it's always a great place to start. Scott Robertson's book was a god send for me, but I am pretty much in the same boat as you whenever it comes to art fundamentals across the board. I would put much more emphasis on the anatomy books if I were you.
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>>617996
lol responding to bait with bait. Perfect.
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>>616927
1. Spend at least 6m primarily focused on learning to draw. Your models will typically come out looking a lot like your illustrations. Learn human anatomy, drapery, composition, color theory. Don't waste time on things like inking that don't carry over.

2. Spend a bit of time on the side as you study drawing to learn 3d software. You will need to know Zbrush, Substance Painter, and either Maya or Blender depending on whether you want to work in a studio or not.

You can get yourself going by downloading a library of assets like charaxter models, HDRIs, 3d scenes etc. There's a lot of free and inexpensive content out there now, plus it's okay to pirate stuff to play with as long as you keep it separate from assets you have rights too.

3. Once you are happy with how your art looks, pick up zbrush. The goal is to become an absolute zbrush master. Follow every tutorial and get feedback on your work as often as possible.
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>>616927
>it seems like hard surface and things like low-poly is a waste of time for someone that is looking to create characters

Do you want any of your characters to have a:
>Gun
>Sword
>Armor
>Jewelry

Then you need hard-surface modelling. Low-poly (like retopologized game characters, not the nu-age, indie dev meme art style), and hard surface are worth learning.
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>>616927
Learn 3ds max/maya depending on the company you want to work for. I only know max, haven't touched maya yet.

Learn zbrush to sculpt your high poly models.

Retopologise in 3D coat especially if you want to go into games.

Texture in substance painter (amongst other programs like substance designer)

Render in marmoset or renderman. Pick an engine of your choice.
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>>616927

Zbrush.

Dylan Ekren has a nice course on it, you should buy zbrush and learn it, then take his course.
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>>622814
go away Dylan
jk theres good stuff tho.
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hi guys thank you for all the replies op here, ive another useful question so what about the style? do you need to master realism to do these cartoony characters later? because illustrators does that. i dunno if mastering realism is a must too like in illustration. i want my cartoon disney world, you know. perhaps just fundamentals and not necessary mastering realism?
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>>623668
>do you need to master realism to do these cartoony characters later?
Yes. Not only will give you better eye and correct form as a base for stylization, but you'll also have more range as an artist.
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>>623704
Also every artist who tries stylized without having knowledge of realism is botching the end result one way or another and it is always visible that he/she doesn't know.




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