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I'm in need of some 3d models of anime girls for a proof-of-concept of sorts.
>>
clara.io
free-3d
sketchfab blender trick
.ru.
.ru
mmd
.ru
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>>634742
Do what every morally bankrupt weeb does; steal MMD models, headswap, recolor key elements and present as your own.
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>>634743
>sketchfab blender trick
My friend is curious about this. Can you elaborate, please?
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>>634794
Probably means just ripping a sketchfab upload. Tell your friend he's a faggot too, thanks.
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>>634742
Nice try, YandareDev!
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>>634794
by sketchfab blender trick I mean Russian sketchfab blender trick
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>>634742
>http://www.manuelbastioni.com/
Link is an free character generator akin to daz3d, but runs as a Blender plug in. It id designed for lifelike human characters, but has two anime base models(male and female) that can be used instead. If you got a good rig you can basically make an entire anime aesthetic with just this plugin and the freestyle line rendering that is found inside of blender.

Pic related is a throw away render I did with a couple layered toon shaders, the base models, and a fresnel based (as opposed to freestyle rendered) edging. I don't have any renders of the anime character models, but the lifelike models are very well done, and very, very customizable. I would assume that the anime characters are equally as well done.
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>>634920
>rig
By this I mean computer, and not animation rig. The models come pre-rigged which is a lifesaver... However, freestyle rendering is the bottle neck for anime styles in blender. For whatever reason it runs single core CPU only. This is why I was trying to simulate the freestyle edging by blending in a zeroed emission shader with a modified fresnel output as the blend factor. It works, but is unstable (by that I mean the edging isn't consistent).
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>>634921
I remember there was a technique using backface culling and creating slightly scaled up models with inverted normals to do lines.

I don't think I ever got it to work in cycles though, not sure if eevee would ever support it either.
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>>634932
The issue with that technique is that if you are going to go through the trouble of duplicating every object you might as well just use their non-subdivided versions for a freestyle render only layer and then composite it over high poly layer. From what I understand you can apply a modifier to freestyle that smooths/curves the lines as if the objects had been subdivided.

Freestyle is only slow because it uses in scene mesh data along with a render's z depth information to calculate edge placement. Because of this, it is far more accurate than using a compositing node and very consistent. The issue is that for whatever reason it has to do all of that on a single core. Rendering with simplified mesh data would accelerate this process immensely.

In fact, I might actually try this technique next. Thanks for the inspiration.
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>>634935
Do report back if you figure it out, I never got it to work outside of blender render.

Also how are you going about a toon shader, I've been playing around with this.
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>>634956
Shit, I responded to the wrong thread, lol.

>>634960
>>634962
>>634964
Are shitty test renders comparing performance between highpoly freestyle and lowpoly freestyle using layering and a bezier line modifier... They turned out practically identical, but the low poly version was 1/7th the render time.

There is an explanaition in that thread as to how I went about achieving a cartoon shading effect as well. I didn't like the emission shader technique so I used a low ray bounce ambient lighting technique along side the toon shader.

You have to turn off like 80% of cycles to get the effect, but looks nicer IMO... and uses actual light sources instead of normals.
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>>634956
>>634969
To elaborate, I basically did this https://www.youtube.com/watch?v=pmADwLEAsaE

However, instead of simply place the same highpoly object onto both the cycles render and freestyle layers, I places a low poly version onto the freestyle layer and added a bezeir curve modifier in the freestyle render layer's linestyle>geometry>modifier tab. The default settings were way out of whack, but after tightening them up slightly it ended up looking almost identical to the highpoly freestyle render. On a side note, apparently freestyle doesn't use blender units. It uses pixel counts for all its settings.

Also, the above linked video doesn't explain how to disable freestyle for a render layer (which seems like a large blunder since that was half the point of the video, lol). However, you just delete all "Freestyle Line Sets" for that render layer in order to disable it. Freestyle doesn't trigger (even if it is toggled on in the render settings) if the render layer doesn't have a line set, and each layer gets its own set/chance to trigger.

Beyond this I don't know much about freestyle aside from information that is transferable from other parts of blender. Freestyle's documentation seems to be fairly good though.
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>>634956
Good news, I found a work around for the freestyle bottleneck. Rather than simplifying my scene (which threw the lines off anyways) I simply turned my computer into a mini render farm! Essentially I ran one instance of blender per core, limited them all to one core, and had them spit out just the Freestyle frames into the same directory (essentially how you'd set up a normal render farm, but this one is all on the same computer). Then, once all the Freestyle instances of blender had finished rendering their frames, I set it up to run an instances of blender without core limits. That instance did the actual cycles rendering and composited the freestyle frames ontop of the cycles outputs. Sure, it took ages to render each freestyle frame, but I was able to render 8 at a time instead of being restricted to one core.

I donno how transferable this is, and you'd definitely have to bake physics animations, but it worked nicely on a test scene.
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>>634956
Check out this guy's channel. He's got tons of good stuff about toon shading and freestyle https://youtu.be/04-U6EHkIww
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>>635190
thanks for this
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>>635198
np
>>635159
Nice workaround. An anon posted in another thread about how he uses a free-tier Google compute and Microsoft cloud VM to offload some of his rendering. You could also check out SheepIt which is a free distributed render farm.
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>>634742
Y'all heard bout VRoid from Pixiv? They're goin on public open beta on August 3! I'm HYPED.
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>>635190
Wow these results look like absolute fucking garbage. Is this what blendlets aspire to?
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>>634742
You could try and look around for the free Knights of Sidonia character models on the internet. One of them is a female.
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>>635220
Do you feel better for that?
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>>635232
Absolute fucking garbage
Something that pros achieved 20 years ago
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>>635244
Let's see your work then, bigshot
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>>635232
Still doesn't look like an illustration. It's halfway there, though.
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I need to find more pictures in OP's style. Does anybody have a source for similar content?
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are there actually any 2d(anime) like models?
i remember i wanted to make one that i would use in vrchat because some of the mmd models have weird proportions,
but i didnt really play this game much, so i gave up
>>635259
danbooru
>>
can i get some help? back when vrchat is still popular, there's a thread posted here about an anon meeting a japanese vrchat user and ask him how he model his anime character. and the dude reccomend a book on modelling linked in the thread. anyone got the archive?
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>>635263
the link is to amazon jp, amd the book is in japanese iirc
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>>635232
>render time
>17 minutes
What the fuck? Good luck trying to make animations with that.
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>>635266
Yeah he originally did a piss-poor job of configuring his render settings but it can be sped up a lot. In fact Eevee knocks this kind of stuff out in a few seconds at 1080p.
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>>635267
2.8 can't come soon enough.
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>>635263
https://mega.nz/#F!0BpDEaRQ!Aid2q6uuDC0NBanxP0V6sA
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>>635261
Anon anime really has weird proportions. its up to the 3d modeller to fix that while staying loyal to the character.
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>>635365
thats not what i meant
the proportions are usually not realistic nor doesnt resemble how characters look in 2d
but i have yet to see a "2d" model in unity
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>>635370
what about pic related
https://www.slideshare.net/onotchi_/unity-55368155
The magic comes from textures and use of shaders
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>>635419
well, you can say its in anime style, but when someone makes a model based on a character coming from anime/manga or vn, they pick already existing model and edit it. in the end it look nothing like the original character.
you can use the cel-shading, but it wont do much. the shapes and position of shadows are still different.
the shape and size of small elements, for example eyebrows are different.
legs and arms are usually too long.

about your pic, see what happens under the eyes. the skin should be one solid color. also look at the shadows on the hair and compare it to actual anime.

now about my pic. this is how i see the 3d anime models, sad and low-effort.
models are not lowpoly but look simple which should be good, but its far from that.
the most eye-bleaching thing is how the lines are not smooth.
and as what ive seen so far, the reflection in the eyes is a separate lowpoly mesh which looks really bad.

and now i realized something important. the mouth in 3d model has a round shape, that you can see clearly, you dont get to see that in anime.
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>>635438
it's because 3d models are too consistent and perfect at keeping the volume, where as in 2d the artist makes all decisions.
You can try changing camera angle, foreshadowing, editing normals to get shading closer to where you want it like arc system does, but it is all just trying to recreate 2d look with 3d models, post processing, and techniques that imitate drawing techniques.
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>>635443
Some years ago I thought about offsetting some of these problems by doing A. manipulations by a screen space / camera lattice to add more freeform deformation instead of deforming object geo B. trying to get all shading done by combing passes in post, not desperately trying to get shading AND lines done in my 3D app. Turns out, most Japanese studios do it that way.
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>>635460
yes, shit lots of post production with render passes and fancy rigs for posing here's interesting japanese article
https://cgworld.jp/feature/jojo-anime-3.html

the video is https://www.youtube.com/watch?v=PHNr0asVTO0
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>>635438
Unlit models can go a lot farther than you'd think. All the problems you listed can be fixed by editing mesh normals so the shadows don't highlight those areas.
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>>635516
>All the problems
?
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>>635516
source me brother
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>>635798
https://sketchfab.com/models/8c0953ae3fb54081b73dd588919219e0
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>>634883
????
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I'm going to sculpt hair for my character soon. I found https://www.youtube.com/watch?v=zzHablLu3vs and I thought you anime guys may like it
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>>638622
search sketchfab rip .ru
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>>635516
>>635903
The shape of her face kind of falls apart at the 3/4 view.
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>>634883
fuck i have been trying this all day, cant get it working, i'll pay actual money for a reliable sketchfab ripper
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>>640401
What do you need ripped?
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>>640403
mostly high poly cute anime girls so i can 3d print weeb figures
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>>640483
Just link em
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>>640487
dunno
f4b66fc24e2c4df9a6dc6358d2f942eb
3eca75a6e9d1481595539f64f0fab33e
8428686f1e32498c99c1f18f0b4bf4b5
this type of thing, mostly simple smooth shapes that make cleanup and painting easier
have a base already or don't need one
can't be bought, if I could get them legally I would
have a few seams that can be chopped to print in multiple parts

its just hard to know how well it would turn out without getting the model into a slicer and seeing how many supports it needs and print times etc
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>>640502
https://mega.nz/#!HaQkUSDB!72nq24EiCKcCD5p876XZxIG1N0uUdI_R21EqYhwt0MM
just note I suck dick a applying textures in blender.
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>>640517
thanks dude, dont need textures for printing anyway, still useful as a color reference i guess
i'll chop this down so i dont need to waste as much filament on supports but most of the overhang (bow, crystal) doesnt need support so its pretty good already
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Is there somebody who commissions for an agreeable price? I'm talkin 300 USD for the geo and rigging?
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>>641380
https://twitter.com/poribo
for $400 you could get something similar to https://sketchfab.com/models/82367f6a22644f6f88b462077611559e
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>>641395
Looks pretty good. Too steep of a price I need multiples and can't stay viable at that rate.
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>>634742
Daniel Kreuter's tutorial is the best. It's long, but it will teach you everything A-Z to making a good 3d anime girl model.
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>>641514
https://www.youtube.com/playlist?list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM (long, 42 videos)
https://www.youtube.com/playlist?list=PLvgIVNDU-DxhGiBF31-0o2e6QxI8T3Mxs (short, 25 videos)
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>>641402
His Sketchfab has models of different qualities so message him. I got one off him for about $200 which was mid-range quality.
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Just get vroid
https://vroid.pixiv.net/
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>>634834
Based





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