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File: 3d 2d anime.png (892 KB, 1920x1080)
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So I'm curently working on this.

https://www.youtube.com/watch?v=JjJ1o2fctMs

Any advice or thoughts?
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>>628396
The ears are a real cluttered mess but it looks really nice. Have you thought about rendering at 12 or even 8 fps to make it feel more anime-ish?
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>blender
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>>628400
OP here
I've tried 12, 24 and 2 step frame but I dont like it, for me 30 fps works just fine
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>>628405
But it looks fucking shite
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>>628396
post in /wip/ you fucking loser
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>>628396
>>628405
This is not how it works, at least not in 2D.
You are not supposed to lower frame steps to say 12. you are actually animate on something that falls into the whole 12 fps number, you actually animate/keyframe on 2s, 3s or 4s.

Maybe you should first look a bit more into backgrounds and basics of animation, especially 2D animation.
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>>628400
Not the op, 5fps
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>>628412
This looks nicer, I think OP would also benefit from holding poses and using limited animation techniques (moving only certain parts of the character while others are held). Even if OP chooses to render at higher frame rates, I think it'll still benefit him because when you have too many pointless small motions, it all looks floaty and dead.
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>>628410
OP here

I legit didn't know this, I'm gonna make more research on this topic, I really appreciate this feedback
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>>628396
does any1 got any videos for zbrush process or speedart?
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Does the nose have split vertices, OP?
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>>628400
>>628412

Its not about low fps, but you need to change the interpolation. It needs to be stair step. On top of that, anime characters mainly stil
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>>628429
>you need to change the interpolation
but all the hair looks simulated with physics, I'm not sure if he can achieve that with that rig
>anime characters mainly stil
agree some movements of the head fucked the anime feel
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>Any advice or thoughts?

less mesh, more texture.
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>>628440
>more texture
On what and why?
Asking because OP is trying to emulate anime. Cel-shaded and generally not much detail in skin, clothes and hair. OP could literally go with zero textures and just use submeshes as far as emulating the style goes.
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Arcsys has already figured all of this shit out.
Go copy their notes.
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>>630425
You can do this animefags, but keep in mind that their methods aren't the "one true solution" or the best ones. There are several things in anime art style that you could take advantages of, like boosting performance and saving memory. Well, you wouldn't care unless you're doing RT rendering anyway, I guess.
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>>628400
>Have you thought about rendering at 12 or even 8 fps
Don't buy into this meme, it's what ruined Sidonia and Blame.
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>>628416
Check out "The animator's survival kit" by Richard Williams, one of Disney's old 2d animators. It is a simple book that has the most important elements for animation
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>>633787
10/10 book and would also highly recommend.

I think one of the biggest probs with cg anime is that people try and force it too much to loo like 2D. It's not and it never will be. People just ignore the principles of animation and it looks like shit. Try smoothing it out and go for 30fps or 24fps. You can still keep exaggerated poses. Sorry I don't have any examples, but imagine how this might look if you put a Pixar level of curve tweaking on it.
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>>630634
Shut up you brainlet
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>>633910
Fuck off. Come back when you did your own CG anime. Until then go face-fuck yourself with a blowtorch you clueless cunt.
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>>628412
How about only changing the interpolation type of facial expression keyframes to instant instead of linear or whatever you're using now?
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>>628405
the steps wont be constant, its very dependent of the actual movement, and your animation on 3D will have to take that into account
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File: Fromsakakikaorusketchbook.jpg (416 KB, 1262x1040)
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>>628419
Google 'Sakaki Kaoru'. Japanese Zbrush sculptor with a squint and incapable of seeing stereoscopically, but churns out many nice figure designs, including the one in your picture.

His process of sculpting a figure from A to Z in a playlist:

https://www.youtube.com/watch?v=E0KPx-9XlT8&list=PLaZf7EtPohEyj7UoiyV21pXQhQYnKeLE2&index=1

If you google him, you'll also find many videos on the Pixologic website, including one where he sculpts a nendroid, and another figure (but with big boobies)

Also his zbrush gallery has a lot of neat things, including some breakdowns: http://www.zbrushcentral.com/showthread.php?182588-Sakaki-s-sketchBook-amp-video-(-breakdown-Pg-2)
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>>633928
Holy shit. This guy sculpts waifu to make life-size statues of them. That's pretty fuckin' cool.
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>>633937
Degenerate art.
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>>633937
imagine spending all that time sculpting, planning and building and then in the end you put some 2$ anime-eye stickers on it to make it all look like poop
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>"Grandpa, what was your job back when you were daddy's age?"
>[pulls this picture >>633937 out of his pants]
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>>630425
Legit impossible to do in Blender since you can't add custom normals in a sane way.
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>>634165
https://www.youtube.com/watch?v=STTeYMyBHNc
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>>634167
weight painting a vertex group that controls a normal edit modifier is not what I consider a sane method.
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>>634168
Yes, I get what you mean.

I was thinking just now, what if instead of simplifying normals, and manually editing them, you just had a normal texture? So instead of painting vertex groups to edit normals, you would have normals using the normals texture. I imagine painting the texture could be hard without any real time preview, but it could give better control, and less geometry would need to be used to make it look good, because the shader's quality would depend more on texture size, and not vert density.
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>>634176
It would be just as much of a pain to paint, and would look worse, check their gdc talk, they explain why they used vertex normals and vertex colors as the parameters for their shading.
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>>634178
I don't actually remember them saying why they didn't use normal maps. I may need to rewatch the video again.

I still want to come up with some way to use more textures, and not manually edit normals, like blending curvature with ao depending on light angle and using that with a color ramp as a mask to use for where shadows need to go, or something like that.




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