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File: i_win_19-800x835.jpg (173 KB, 800x835)
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https://youtu.be/iyuhXOVpIRk

"I have been testing with a hybrid style that combines 3D “non-photorealistic renders” with hand drawings. Lately, I just make some “quick” 3D scenes with almost no textures and with one single source light. I feel pretty comfortable now with modeling and for me now it's faster and more precise to do a 3D model for the backgrounds rather than drawing horizon lines and suffering with vanishing points when trying to draw complex perspectives. Of course, the point here is if the background in question is going to appear in several panels or not. If so, then it's a huge time saver because once you have your scene modeled it's just a question of positioning the camera to generate a new view for a new panel."

source:
http://www.zbrushcentral.com/showthread.php?201111-I-Win-We-All-Lose
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-Almost all of the process was done in Zbrush. Most of the modeling, texturing and rendering was done in Zbrush using a combination of Toon Shaders and render passes. Post-processing done in Manga Studio to add hand-drawn details, compositing and lettering.


-Here are several images with the breakdown of the process I have followed for each panel:
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-After combining the colour pass and the different passes in Manga Studio and adding some hand-drawn details to the lineart:
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"The point here is that I strongly believe that the computer and 3D graphics are just another tool that the artist can use as he uses his pencil or his brush. It depends on the artist to know when to use one tool or the other. If something is easier to just draw it then draw it and viceversa, if creating a 3D model can save you sometime by all means do it. The error here would be to try to do everything in 3D just because."
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"I can't say that 3D speeds up my work. I mean, 3D makes some of the tasks easier but you have to invest time in some other processes, like modeling, rigging or texturing. On the other hand, I can say that 3D really improves my images quality."
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Early in the production of the manga, Akamatsu began using CG background elements, for things such as crowds, buildings, and some objects. Many buildings are drawn from real-life structures all over the world, such as the Brooklyn Bridge and the Belfast city hall. These are rendered in 3D, then characters are drawn in and around them for the panels. Many of these models are detailed in the appendix in the back of the books.
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Heard an opinion once that almost all modern animu\manga are toon shader now
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inb4 someone says it is cheating
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>>637878
Nah, you can clearly see which anime is full cg, and which ones aren't, but 3d models are more often used for crowds, backgrounds, props and cars these days.
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https://youtu.be/G7ab5tkZams
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on the unrelated note, I like the blue ladies
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It's not cheating but it lacks emphasis and movement. Everything looks flat and stilted because there is little room for the artists interpretation. I am sure a well trained 3D artist can mimic those idiosyncrasies of drawing but this method isn't it.
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>>637870
Nothing new, I'm doing shit like since the early 90s
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>>637899
Show something you've made.
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>>637905
Sure, if I could somehow get my hands on the 20+ years old tapes that I don't even own any more.
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>>637907
but you said you are "doing" shit like this.
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>>637899
>Nothing new, I'm doing shit like since the early 90s
>early 90s

If you are talking about manually tracing over poor 3d models, then it is not the same.
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>>637909
Actually tracing over CG, 30 times a second.
Most stuff was for commercials, so I'm trying to find old stuff I did on Youtube but with no luck
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>>637879
It's not cheating but it looks stiff and dead. There are no lines of action or good setups accounting for a 2d view, albeit thus due to posing less so it being 3d.
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>>637896
>>637920
3d artists will have to learn gestures too finally hÄHÄ
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>>637870
Gantz(and other manga) have been doing this since forever
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>>637910
Like I wrote before, I wouldn't say tracing is the same thing as in the op.

>>637929
but does it look good?
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>>637978
It never looked really good. Sad truth. Not 20 something years ago, not now. The qualities and strengths of 2D and 3D are just too different.
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>>637871
> Almost all of the process was done in Zbrush.

I'm a big user of Zbrush, but what the hell? Zbrush's perspective is complete garbage, making it really inadequate for final renders to me, even more for any scene bigger than a character.
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>>637870
The art is actually surprisingly good, but the dude sucks ass at doing action scenes, this isn't a solo illustration, we're supposed to feel the intensity of the fight, this just looks awkward as fuck.
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>>637871
Neat process, but ultimately I don't like the way it looks, personally, because the perspective is *too* perfect, most evident in >>637873. I think it would look better and more natural if CG was only used for the backgrounds and stationary details, with characters hand-drawn, perhaps using CG as a guide rather than straight filtering/tracing.
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>>637883
You'd think he could do way more interesting angles than that since he makes them in 3D. This is really boring.
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>>638001
Yeah, that's how i would use this technique.
Using the models as rough anatomy guideline, but draw the characters completely manually.
Using CG only for repeated assets and perspective of the background, but still draw/trace manually over anything.
That way you get the natural look of a drawing while as a side-effect also learning more anatomy and perspective.
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>>637883
All that work just to create an ugly-looking comic with bad colours, bad composition and a Hunger Games rip-off storyline.

And none of this seems efficient, a decent artist could have drawn and coloured this shit in a fraction of the time.
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These gestures are stiffer than an diamond in a blizzard

Also, trying to sneak in a companion cube, yeah. real subtle.
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>>638001
>>638021
Problem is that there are already a number of Comic artist that trace poser, It looks bad even properly lined and colored.

Composition is important, doing this still takes skill. I do see some potential here, but its just another tool that needs to be learned executed properly, not a cheat for people that can't art.

Really, I think this might look even better if he gave each character their own camera and rendered individually to fit a premade composition.
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>>638057
No cheat works for people who can't art, but if it helps to get around weaknesses while also having a learning effect it might make an average artist better over time.
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>>638057
aside from the constant half face shadows, I don't see anything wrong with it. it looks 2d even.

please explain what's wrong with the shading in that pic
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>>638084
Panel 1: Carol is leaning against the wall but the wall is lighting her face. The wall is black while behind her is completely white. Zero concept of lighting.

Panel 2: Carol is lit from the right, but the light source is coming from top left. Weird console isn't cell shaded or lined, it's lit from above and behind.

Panel 3: Steve and Susans faces are in disagreement with where the light is coming from, Scene suggest from the left this time.

Panel 4: More light disagreement. Carols face and body do not know where the light is coming from. Console is painfully 3d rendered.

Overall: Everything looks painfully stiff. Lighting is crap. Shadows are traced and harsh with strange secondary lights. Artist only has a loose concept of where to apply black. Paneling is terrible, last panel was supposed to be a video, why does shield record in Vertical videos.

Pic related is a different example. It's from War of jokes and riddles with the art by Janin. Here it's just really stiff and obvious that its 3d models. Which weird cause Janin also did Grayson the exact same way to much better effect.


The issue is that some people can really pick up on 3D and it's really off putting. The artist needs to know when to go against the render for a better work.
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>>638091
thank you anon
I'm still learning lighting/shadows and coloring, as well as training my eye to see mistakes. may good things come to you, whatever that maybe for you.
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>>638033
Also very homo erotic.

I guess creating clothes complicates things too much
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>>637870
I only see this as a useful application in modeling backgrounds, as youve said, save the characters who I'd rather draft out myself for skill's sake.
Be sure to exaggerate the poses of the mannequins if you wish to use this method.
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>>638033
Hunger Games is a rip-of Battle Royale
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https://youtu.be/Yl5NAliwknE
It's better for non characters
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>>638409
Can you do this with Arnold's new toon shader? There are zero tutorials.
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>>638428
those renders rely on high poly mesh, like zbrush sculpts, it is all just matcaps
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>>638146
I know, but HG is better.
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>>638472
HG is some of the worst kind of trash imaginable
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>>637870
This is actually really impressive, OP. Keep it up.
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>>637883
That fifth panel is particularly bad. No creativity or flow into that position from the fourth panel.
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So Atsushi Tamaki who did those Limited animations just uploaded the full modeling process. Seems applicable for this thread.

https://www.youtube.com/watch?v=0_0TI3IH2VM
https://www.youtube.com/watch?v=QorhcHzhGFg
https://www.youtube.com/watch?v=C__dS5QHPDw
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I use this method as well when I draw. It really helps speeding up my workflow when I want to get an idea down quickly. However, I wouldn't say it's the easiest thing to do.
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>>640033
Finally someone who gets it right.
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>>640043
You didn't look at the pic
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>>640064
I did you asshat
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how do I do this?
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>>640225
In secrecy and shame, anon
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>>640225
I can smell the musk by looking at him, his torso looks like a penis head
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>>640225
you ask in /ic/ first bub
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>>640225
...anyone have a sauce?
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>>640225
Reminds me of the dad in Resident Evil 7
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>>640033
I actually came in to ask this question. what program should I use to recreate a picture to put characters in? I took a pic of an irl scene but I want to put some characters in it and I want to get the proportions right.
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>>640467
Just use daz combined with Zbrush.
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>>640414
https://www.reddit.com/user/Deathwarrantt

yeah i find him hot too anon
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>>640586
Mother of God, what is this depravity?
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>>640467
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I use daz studio. I found a bunch of morphs to help get different types of body shapes as well.
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>>640586
My eyes!
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here's some good 3D for 2D i think
https://aqu.hatenablog.com/entry/2018/08/12/070306
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>>640618
I'd say it's more of a very stylized 3d rather than attempting to have 2D. Either ways, it looks good, but it's also a rather special style.
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>>640620
I get what he's doing here, at least the effect. I did something like this for offline rendering in 2000, by oscillating layered shells of models with a procedural displacement map. If it oscillates once per frame you got these weird painterly effects that were temporally and spatially coherent.
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>>640618
this is good if it was in english
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>>640641

Are you mentally handicapped ?!
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>>640641
the uproject is there if you want to see first-hand how it works
https://github.com/Aqu-Hub/ShellBasedStroke
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sorry but isnt zbrush a sculpting softwere ? how did that guy pose the models in any way he wanys ????
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>>641471
how do you think people sculpt characters in different poses from base meshes?





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