Any Tips for translating anime style to 3d?Should i continue working on the sculpt or try painting some proper textures?
>>652918I notice a lot of anime style models having a white, concave eye with a floating Iris. That helps to mimic the look better than a sphere.Keep it up anon
>>652920I'll experiment with that later.
That's not anime style.Download MMD models and study them.
>>652918That looks like the shit the South Koreans or some weebs came up with.
>>652929i find that MMD models often have wierd faces that only look good because of shadeless shading
>>652938It's not anime alright, but it's clearly a superior style.
>>652939Depends on the model I guess. But if you want anime style then you probably don't want much shading anyway.
>>652943i guess i was thinking more of this kind of stylea bit more realistic than most anime
>>652943nice work on the hair and fur, is that done in blender?
>>652949No it's a random MMD model I downloaded. Don't mind the shitty UVs, it's the importer's fault.
>>652918Sculpt looks good. All the style will come from the texturing and shading. You need some sort of billboard geometry for her eyelashes though I reckon.
>>652952man, an alpha mask in the hair texture would work wonders for this model
>>652918If not even the professional can get this right then why bother?
>>652940Superior to what? It looks like half the stuff you see on AS or DA these days. Good on you, anon *golfclap* you can start at the next bugmen game studio, shitting out artwork for sickening mobile games until you are 45, than hang yourself in the attic.
>>652918To get that look going you need do the 'reverse normal shell' trick for the ink outline and then use a displacement map for the distance of the shell.Look at some masterful 2D manga drawings for the 'line weight'. Thickness of the ink lines will vary a lot in a strong outline drawing that reads well.If you have a highquality sculpt that needs to look a lot like them resin figures weebs hord and then pull off the lineweight well it'll look very anime even lit flat.
>>652992For a realtime/game asset, I presume? Many ink/toon renderers for 3ds/Maya have dedicated settings to control the line weight or at least allow some noise input to vary line thickness.
>>653006Most impressive examples I've seen have been real-time stuff, think it was guilty gear that had some real nice ones.If you go on sketchfab there are a lot of good examples as well. Typed in 'anime' in the search and this one was the first that came up.https://sketchfab.com/models/5dcebcfaedbd4e7b8a27bd1ae55f1ac3looks very 2D soon as you stop moving the camera,
>>653009This guy is really good at translating 2D into 3D https://sketchfab.com/models/e263629d3a824aa18f49c28ddf2b2f14
>>652918kyle quit wasting your time on 3d
You can get a decent looking anime style out of Blender. You just need to learn the MMD bag of tricks, i.e. toon ramps (multiply texture along normals) and sphere maps (additive texture along normals). Some custom Blender builds allow varying the width of toon line thickness, if you want that in your renders. I didn't try it in this one.>>652952Started making modifications to that model in February this year with 0 Blender experience. Looks something like this now. Probably redoing the hands and the hair (again) are the next steps.
>>655086Oof, forgot image.
>>652918looks more like western art, and not anime.
>>652918Probably don't make the eyes too big.Might have to scale it down slightly towards realism in 3d.Overwatch did this and it works pretty well.
>>652918I would give her more depth on the upper eyelid, maybe shape the lower one a little bit more , make it rounder. Work just a bit on making the lips fuller, specially inside, and sharpen her chin a pinch. I almost never care about the ears, but here they seem like they matter, if they do, work on them, make them sharper, tighter, clean. They're missing the middle layer.The nose looks really nice, the inner crease of the lower eyelid it's identical, and the overall shape was translated very well. I'm not sure how well the "weird iris - pupil" translates but try it I guess. It looks really good as is, but if you're here already why not push it a little bit more?
this is also 3D it's crazy how nips can pull stuff like this off
>>655211all i have but it's really good stuff
>>655210>>655211>>655212Looks great in stills, but falls apart in motion.
>>652918The most glaring thing is the missing eyelashes. I recommend making them a mesh instead of a texture.
https://youtu.be/MMd0qKUwZMwThere is so much shitty CG anime but how do they make it look this good? Besides the non-retarded framerate what is it that they do to make it look like this?
>>655245nope, it doesn't, because they have special shaders that keep them looking good. Look up some vtubers.Have you even seen vrchat or some of the more recent mmd stuff?
>>6552972d uv swapping mainly. Doesn't translate well in vr but it's not bad generally speaking. Plus special material shaders that apply outlines in worldspace.
>>655210>it's crazy how nips can pull stuff like this offBecause Nips give a shit. ArcSys (Guilty Gear Xrd, Dragon Ball FighterZ) does pretty well considering it's real time 3D. They did go over their process a while ago.>https://www.youtube.com/watch?v=yhGjCzxJV3E
>>652948also, you can see this style in the coming anime souls game.
>>652918who's the original artist
>>652918Proper textures in your case.That model looks fine but the textures are currently ass and makes the piece look like a play-do model of your reference pic.
>>656609kairuhentai/kairunoburogu>>652992meh. i never liked that rendering technique, it only seems to work for simple convex models.I think you could write a screen space post process shader which places lines along depth changes might work better >>655088you redid the hair? I really struggle with hair and eyelashes, since sculpting does not seem like the right tool, and i suck at polygonal modelling
>>655105i noticed the eyes where to big, so i tried this doing this style, turned out pretty well i thinkalthough lips are a pain in the ass>>655660can you explain what you mean by 2d uv swapping?
firez pls go
>>656629UV morphs. Basically you're moving the texture on the uv instead of the mesh. They hide all kinds of texture variants inside the uv map but not present on the basis, and swap those instead of the mesh. Or, sometimes they'll use a mesh grouping copy with a different texture map and swap that forward and back by growing the mesh to the 0.0 local position and shrinking the previous map to get that "swapping frames" effect. Actually, there's a perfect example of this inside this artist's model:https://sketchfab.com/models/e263629d3a824aa18f49c28ddf2b2f14Go do an upskirt and watch how the panties swap. What is actually happening here is the instanced mesh is HIDING by shrinking a tiny little bit so it's occluded by the copy of that mesh coming forward with the new UV. miku miku dance can actually move the UV itself so you can swap in some unmapped meshes into position to achieve that, like for example if you wanted to change the eyeballs to the robotic ones that are hidden in the texture. Usually these are set as morph or blendshape targets and stacked on top of each other hidden inside the volume of the main mesh or head. They use this all the time in 3dcg they're trying to make look like 2d.
>>652919for the record, I think this looks insanely good. Don't let them convince you it HAS to look like the drawing, this style reminds me of how to train your dragon and it's fine. You could use a mixed pbr and a toon ramp to give it a more artsy shading (plus you could do manual reflection shading) but you should keep some of the more realistic lighting as well. A hybrid can have it's own style and look good.
oh, and they also use autodesk softimage for the texture work a lot of the time.
one other technique you can do is take your UV islands and put an inner stroke on them. This gives you an ultra clean line around each part of the mesh you've coloured.
>>656623Nah, it's just the hair from this model https://www.youtube.com/watch?v=T8R8J499pqoI want to change the hair style and do it from scratch. I was going to approach it using this method:https://www.youtube.com/watch?v=Nn7mISvVzJkIt allows lowering the polycount of the hair (for game usage) just by modifying the resolution of the splines, then bumping them up for a normal map and ao map bakes to be used for textures.
>>652918>>652919I like it, would facefuck
>>656730I would take her out to dinner, but I'm not sure that's proper behavior with a succubus.
>>656735Who says you can't do both?
>>656838I don't have much experience in using 4chan so I'm sorry If I reply incorrectly but I suggest you google a plugin called: Pencil+4it's a multi threaded shader for 3ds max specifically used to imitate cartoons and anime and does a really good job at it to even simulating pencil sketches.If you look into a game called Wolf girl liru (18+) or google: Artstation uron you can see some of the anime like results you can obtain with itI attached one of urons images as an example of pencil+4 at work.
>>656856Oh wow, (not OP) thats pretty fucking cool, Looks a lot like it was hand drawn.
>>656856 Ah hell, I actually thought that was a drawing.
>>657127>>657177Notice how excerpt for few places it lacks shadows. It is important because shadows on anime models break the illusion because they are cast differently to how they would be drawn.
>>653024I didn't make this model. nice job op!
>>652918you need propper hand painted texture if you want it to look handpainted. and remove the gloss from the material only use diffuse.
>>656856Plugin is good but notoriously hard to track down since it's only for Max. They released a Maya version not too long ago but the website seems always down nowadays. There's a couple of versions of it on CGpeers but both are for Max and I think both are version-specific too. I just want this for Maya...
>>656711still tedious to create hair this way (curly hair is hard no matter what, i guess)but better than having to model it 'manually'>>656730[spoiler]the horns do seem convenient[/spoiler]>>656856impressive>>657561oh hey, you're lurking here?love your work