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/3/ - 3DCG

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File: 48 KB, 778x665, 1436076524505.png [View same] [iqdb] [saucenao] [google]
483148 No.483148 [Reply] [Original]

Ok guys.

What's the best way to make anime-like waifus?

Low poly (non sculpt) or sculpt (zbrush)?

>> No.483151

why would you wanna make a lowgaypoly crap visuals when you can do proper 3D hentais ?

>> No.483153

make cube > cut edges/extrude/ pull verts
In literally any 3d modelling software.
If you know even the basics of 3D modelling you shouldn't be needing to ask this.

>> No.483154

I'm asking what's the more efficient way having into account is an anime waifu, not a 3D hyperrealistic batman sculpture.

>> No.483155

Choose your tool. It's a question of whether you like to stretch spheres or extrude cubes.

In either case, a lot of your success will be reliant on shader usage and compositing.

If you really need to ask, you should probably find a base mesh and decorate it. Waifucraft isn't appropriate for babby's first model.

Neither is inherently more or less efficient. It solely relies on your own strategies and heuristics when using either tool.

>> No.483172

cus low poly is cute

>> No.483173

low poly is gey. its jaggy and harsh. round spherical things are cute

>> No.483181
File: 96 KB, 1240x960, 1390097625377.png [View same] [iqdb] [saucenao] [google]

I really, really like bevels. All I want to see are bevels. Show me a bevel.

I also like chamfers. Actually, I like chamfers more. Show me a chamfer. All I want is a girl made of chamfers. But, I need to see the edges, or else I won't know that it's a real chamfer.

Smooth/Jaggy Pig Digusting. Give me pure chamfer waifus.

>> No.483218

low poly with high texture is best
low poly ranging from 1000 poly or less.
Sometimes those 200 or less don't look that good.

>> No.483722

Stop being a weeb and learn how to 3d model.

>> No.483741

i think the tutorials of "Peter's Massive Blender tutorial" can help you.

>> No.483890

It depends on what you're gonna use it for you idiot.

There is no "best way" unless you have a purpose for it.

>> No.483891

More like this? Tutorials, images, whatever?

>> No.483896

sphere,5 cubes and 2 planes

he did some nice texturing tho, its what makes the difference

>> No.483997

low poly is important for game development. don't you like the charming style of animal crossing? of course you do. it's also very low poly, especially older versions like the nintendo DS version. that was no more than 200 polys per model, maybe even way less than that.

>> No.483998

I don't see any butthole topology anywhere
It's probably built out of a box, not a sphere

>> No.484198

Have some inspiration.

>> No.484199

>> No.484200

>> No.484202

>> No.484217

Just gonna ask in here.
How would one go about animating faces for models like these?

>> No.484218

uhn just blinking eyes and cutem mouths ?

>> No.484225

I'm a complete dumbass, why does it say "tris" when I see quads?

>> No.484226

every quad is really 2 triangles

>> No.484228

Low Poly is the 3D equivalent to "I'll make a pixel art game because I can't draw for shit" in 2D.

>> No.484253

I don't like the answer but I accept it, thank you

>> No.484427

Study programming.
Study shading.
Study math.
Practice replicating visuals.

It doesn't matter what approach you take to it, if you're really interested in doing that(and if your idea of "anime waifu" is actual 2d and not the average western 3d-er's idea=pixar characters) the biggest limitations are going to be whether you're observant and intelligent enough to tell the 3d program how to show what you want it to, how you want it to, from the angles you want it to. And that requires math and programming more than anything else because that kind of NPR is based on 2d art is based on abstraction of reality, whereas realistic rendering is simply regurgitation of physical rules.

Or, if you're not that serious and you just want a little anime waifu character to mess with then yeah, go low poly. But in general, you should almost always try to stick to low poly as much as possible, moreso the better you are at programming and math(because if knowing programming/math enables you to not give much of a fuck about polycount due to the fact that almost everything is transferrable between a lot and high poly mesh since, speaking in terms of the object you're modelling as an abstraction, they're the same thing represented with a different level of accuracy).

Anyway if you've got none of the skills I mentioned and your goal is something like the OP image then don't touch high poly, I suppose. High poly is great and all but it's very difficult to manage compared to low poly, which is subdivisable in most applications anyway. The long and short of this post is that you should only work with high poly if you can afford it in terms of your technical knowledge.

>> No.484433

These are classically floating geometry. You usually just put a separate quad where the eyes and mouth are, and animate textures for them.

This also applies for high resolution models, if you want to maintain a specific look. It's often a lot easier than lip synching and animating facial bones.

>> No.484491

>because that kind of NPR is based on 2d art is based on abstraction of reality, whereas realistic rendering is simply regurgitation of physical rules.
>cel shading is hard

>> No.484544

new at 3d here, how do you animate the face in this kind of models? mouth/blinking that kind of stuff?

>> No.484547

texture swap

>> No.484553

animated textures.

Or if you'e lazy, and don't really care about efficiency (and there's no real need to if you're just doing this for fun, or for something that's prerendered or is only going to run in realtime on a PC) you have each facial expression on seperate geometry and hide the unused ones inside the head.

>> No.484620

Most game engines will just occlude that shit out, negating most performance concerns. Animated textures are more weight on texture memory than they're worth, sometimes, so there is definite value in just hiding expressions on toggled game objects.

>> No.485175
File: 109 KB, 800x680, tumblr_mfcu7rMJ3m1qexkv0o1_r1_1280.png [View same] [iqdb] [saucenao] [google]

I'll also post some inspirations

I'm a complete noob and I'm also trying to learn low poly for a contest.

>> No.485177
File: 43 KB, 581x495, peachy_3d_by_enkana.png [View same] [iqdb] [saucenao] [google]

>> No.485178
File: 567 KB, 450x679, tumblr_ndxgn4yDKM1qexcnlo1_r2_500.gif [View same] [iqdb] [saucenao] [google]

>> No.485179
File: 69 KB, 450x515, kiki_by_enkana-d43ex7b.png [View same] [iqdb] [saucenao] [google]

>> No.485182

cute. would bang in missionary position while holding hands

>> No.485184
File: 1.57 MB, 540x877, tumblr_nnjs95k2VF1qexkv0o1_r1_1280.gif [View same] [iqdb] [saucenao] [google]

>> No.485185
File: 102 KB, 800x781, tumblr_n38pxlhgDK1qexkv0o1_1280.jpg [View same] [iqdb] [saucenao] [google]

>> No.485186 [DELETED] 
File: 69 KB, 473x444, tumblr_n0nrixcY8U1qexkv0o1_500.png [View same] [iqdb] [saucenao] [google]

>> No.485188
File: 1.24 MB, 500x679, tumblr_nm1stiL4zR1qexcnlo1_r5_500.gif [View same] [iqdb] [saucenao] [google]

>> No.485189
File: 75 KB, 400x610, tumblr_n12x40RA2n1qexkv0o2_500.jpg [View same] [iqdb] [saucenao] [google]

>> No.485193
File: 853 KB, 1021x875, Noel.png [View same] [iqdb] [saucenao] [google]


>> No.485205

This is, in no way, light.
The model´s use a duplicated inverted mesh to create the anime lines, which leaves the model with twice the weight in polygons.

>> No.485211

I didn't say anything, it's just a cool looking anime model. Chill out.

>> No.485614


>implying there are lines

Its all texture ;)

>> No.485616

>duplicated inverted mesh
what a horrible technique.
the first person that did this should be shot.

dynamic paint.

>> No.485617


>dinamic paint

Do you know even what that means?

>> No.485733

>dynamic paint
>not programing a post procesing shader

>> No.485742

Tris are how models are actually rendered in an engine as it's the most efficient shape to do so. When a model created with quads is exported the quads will be split into 2 tris.

>> No.485756

The shadow mesh nigga.

>> No.485757
File: 442 KB, 721x606, flounder face.png [View same] [iqdb] [saucenao] [google]

That side view looks like ass.

>> No.485774

Looks pretty much exactly how a 2D anime face would look from the side.

>> No.485783
File: 499 KB, 686x873, profile face.png [View same] [iqdb] [saucenao] [google]

Maybe if you sucked ass at modeling a face it would be.

>> No.485788


>>485757 looks far more true to a 2D anime than your pic.

>> No.485789
File: 1.86 MB, 490x503, 1390964645896.gif [View same] [iqdb] [saucenao] [google]

Only because it's not cell-shaded. Really though he has no excuse it looks terrible.

>> No.485794

8 year old with a butt plug. nice.

>> No.485814

or, you know, a belt or skirt hook.

>> No.485822 [DELETED] 
File: 304 KB, 1600x1066, 1344413600506.jpg [View same] [iqdb] [saucenao] [google]

No. It´s a sexually exciting buttplug for little girls who have sex with onichans. They need it, onichan´s penis is large and she need to enjoy it quickly before she grew up.
How else can she have a cervix orgasm with a japanese guy.

>> No.485892

Honestly I think anime models that aren't completely cell shaded look better. Cell shading is mostly a trick to cover up mistakes and it makes artists lazy.

>> No.486113
File: 231 KB, 1146x512, 1423508018649.png [View same] [iqdb] [saucenao] [google]

This, a nice shader will always models look more sexually attractive than flat shading.

>> No.486122
File: 3.89 MB, 3320x3320, HW_Young_Link.png [View same] [iqdb] [saucenao] [google]

>more sexually attractive
disturbingly true

>> No.486126

Are these all hand painted with self illumination?

I'm currently modelling a low poly character and I wanted to achieve this look

>> No.486128


>> No.486176

Why use a texture when you can just use vertex colors? The detail on these models are so basic that making a UV map and using a texture map is just a waste of time and data.

>> No.486201


you mean the opposite right?

>> No.486202
File: 562 KB, 420x315, TryItWithVertexPaint.gif [View same] [iqdb] [saucenao] [google]


Pic related

>> No.486209

It looks like a little baby Jagdpanther :D

>> No.486226

waste of time

>> No.486227

that shit has nothing to do with vertex painting and the diffuse resolution doesn't look believable either. i smell fraud

>> No.486233

How is that anything at all similar to the images quoted above?

>> No.486333
File: 22 KB, 375x439, 1432688994753.png [View same] [iqdb] [saucenao] [google]

Did you even look at what I was quoting or were you just looking for an excuse to post a fucking tank?

>> No.486377


Its textured...

The most only need a pixel por each color in the material + details. To make it look good with vertex color youll need at least double the tricount

>> No.486379

Wasn't referring to all models just the ones in question. Those models that were posted have very basic textures that are little more than color gradients which you can easily replicate with vertex colors. If you're going to make a texture that basic then you may as well just use vertex colors and optimize as much texture data as possible.

>> No.486382


Yea, but things like eyes, or other detail will increase the polycount too much

>> No.486409

>Its textured
Yeah no shit

>> No.486449

Then just have a small 32x32 texture for the eyes. Some of these models have unnecessarily large texture maps for what are essentially just gradients in order to make them smooth and avoid pixel artifacts but with Vertex colors you can have perfectly smooth gradients because they're just color values.

>> No.486451


Yep, are the best way to achieve gradients.

Its possible to have both, vertex color and texture?

>> No.486453
File: 186 KB, 768x1024, 1436649568361.jpg [View same] [iqdb] [saucenao] [google]


Edit: i said nothing

>> No.487147
File: 44 KB, 518x783, yuuko.jpg [View same] [iqdb] [saucenao] [google]

>> No.487295


>> No.487302

pls delete

>> No.487332

you're making me uninspired anon

>> No.487333


You're attempt has made me realize this is what people feel at my work

>> No.487360

Delete or kill yourself

>> No.487422

Maybe this could help.

GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D

>> No.487424


>> No.487574

Who is this demonic semen preserver?

>> No.487701
File: 47 KB, 542x673, Lwply.png [View same] [iqdb] [saucenao] [google]

I tried

>> No.487706

The idea isn't to gradient every shape of the mesh, but to use gradients to draw attention to areas of interest. So generally the feet/legs of a character will be of less interest and the overall tone will become darker closer to the feet.
If you wanted to draw attention to the face for example, you could pull the gradient on the jacket tighter so it's only light at the top, and the bottom half is basically the same tone.
Btw those arms are about half the length they should be. hands general hang around half way between the hips and knees, and slightly longer arms always look less strange than too short arms.

>> No.487708


404 face

>> No.487762

How did you model that hair? did you start out with a cube and just go with the flow or what? im new to modeling and hair is proving to be a pain in the dick

>> No.487770
File: 24 KB, 492x354, wp_wip.jpg [View same] [iqdb] [saucenao] [google]

Here's my attempt at char modelling. The hair is a huge struggle

this looks cute
maybe you should add hands and fingers to her because the arms look a bit short

>> No.487772

Didn't really put much effort into the texture, just wanted something else than solid colors. Though I didn't know about the things you said so I'll try and keep them in mind for later.
And agreed that the arm look short. Guess it was just one of those things where I've looked at it for so long and just got used to it.

Tried some different faces, but ended up liking it better without. Might just be laziness kicking in, so I'll probably try a bit more.

I usually struggle with hair, but since this was low poly I found it a bit easier. I looked at different pictures until I found a hairstyle I liked and pretty much did what you said, started with a box and extruded while trying to accurately recreate the hair silhouette.

Agreed on the arms being too short. I'll try and add hands as well, might like it.

>> No.487837


looks promising

>> No.487872

Reposting this from another thread
You guys might find this helpful:

>Browse sketchfab for lowpoly models

>Look for tutorials and inspiration in Pinterest. There's also tons of good shit from deviantart and tumblr.
You just have to know where to look. I'm learning a lot from just observing and training your eyes to see how topology works.




>> No.487884

Foxworth plz go.

>> No.487891


Love you anon :^)

>> No.488165

bless you anon!

>> No.488275
File: 234 KB, 540x302, MIRIAM LOOP.webmhd.webm [View same] [iqdb] [saucenao] [google]

Made a shitty Miriam from the upcoming Bloodstained game
Now for some simplified lowpoly waifus

>> No.488290

>he modelled and textured the panties

god is real

>> No.488310

Wow that's pretty good.

>> No.488328

Is that Rin?

Also, huge tutorial about anime style, you can certainly learn a thing or two that can be applicable to low poly.

>> No.488378


>ruining her best feature

Why are her thighs so skinny?

>> No.488578

No anon, YOU'RE pretty good; in the niceness organ

Yeah I fucked up the moment I contemplated making a "generic animu" female mesh
Due to time constraints(but mostly laziness) I didn't fix it
I'm also missing two gold wristbands, the circlet earring thing and forgot to paint her left hand's SSS black since it's a glove
I may or may not fix it depending on if you guys think it's worth showing on ArtStation, because it's not up to par for to my personal standards, which some people may agree to and some saying that it's dumb to think that way

>> No.488666

but that model looks like ass

>> No.488672


Can you upload a higher-res webm or a high-res rendered still image?

>> No.488697
File: 1.91 MB, 410x288, 1403982017810.gif [View same] [iqdb] [saucenao] [google]


those textures, sir. well done.

>> No.488700

This please.

>> No.488729


this, need hi res images

>> No.488769


It is all in the shaders

>> No.488772

post it in sketchfab so we can dissect it

>> No.488774
File: 274 KB, 800x800, 20150513_1823.jpg [View same] [iqdb] [saucenao] [google]


uh how do i do this

>> No.488775

You stop visiting /3/ and start practicing more. This site enables mediocrity as long as you're using an Autodesk product.

>> No.488809

>people are gonna see my decimated no-topo garters

Absolutely not
Does sketchfab even support multiple UVs on a single mesh and maya hair?
Tattoo is on a different UV set because I did my body UV seams without thinking and the tattoos would've been low res if I used the same UV set as the skin; also due to my stupidity

Also I can upload a higher res revolving render, but it's only 1280x720 because potato pc and deadlines
I have a still render at 1280x2000 tho

>> No.488858

that's all well and good but it seems like he's using a lot of secret techniques that a zbrush noob like me would have zero chance of figuring out by themselves

>> No.488859

>I have a still render at 1280x2000 tho
And why the fuck haven't you posted it yet?
If filesize is too large for 4chan just upload on imgur or some shit.

>> No.488860
File: 1.04 MB, 1280x2000, poster new.jpg [View same] [iqdb] [saucenao] [google]

Because I posted that when I was out, basically before I had to present the model for class
But hey here, have some disappointment

>> No.488866

Can Substance Painter be used to make low res cartoony texture like this?

>> No.488868


I think you're confused about the workflow.

Look at the texture file on the left hand side. You simply cannot get such a clean result from painting on the mesh. Also there would be no benefit.

>> No.488933


Turn off the texture filter

>> No.488937

>Also there would be no benefit.

There would be, first you map out the texture features painting directly on the mesh, then you take it into photoshop and refine.

>> No.488953


But why? If you've unwrapped it you know what goes where. Render out a color ID map if you're confused. Just sounds like a waste of time to me when you're doing a 32x32 texture

>> No.489416
File: 24 KB, 420x300, homeworkfrustration.jpg [View same] [iqdb] [saucenao] [google]

Can I please get a wireframe of this? I would like to know how you went about it.

>> No.489448
File: 45 KB, 331x640, Wireframe.png [View same] [iqdb] [saucenao] [google]

Looked at reference photos of clothing I liked, hair I liked and body shapes I liked, and tried to just combine them. Also to help 'sell' it more I went into my lambert and turned the diffuse all the way down and Ambient color all the way up. That way you can only focus on your silhouette and not worry about the shading until you texture. Textures are really simple, just gradients, but it's not really that good looking so I'd suggest you spend more time on texturing than I did.

>> No.489471
File: 80 KB, 960x960, 1397129130863.jpg [View same] [iqdb] [saucenao] [google]

Do I need to know how to draw in order to get into 3d modelling?

>> No.489472


No, it's just a bonus.

>> No.489544

It depends on what you're doing
But it's not technical skill from drawing that counts in modelling, but the understanding of form which comes with a proper education in drawing
Basically if you're making a torso, you need to know what the form is like, showing it through pencil or 3D is just the extension of your knowledge through a mean
You're gonna need good anatomical knowledge if you want to do humans, you need to know about basic joints and how plating/armour works if you're making a robot, you need to know about how many separate parts does a revolver have and how they separate, etc

>> No.489624

i learned 3d before learning to draw from /ic/ but i feel that 3d would have been a bit easier to learn with drawing skillz

>> No.489708

I can't draw, at all, actually have a problem with fine hand motions that I was in treatment for

Doesn't matter at all

IF (big IF) I need to draw something I just do it digitally with stabilizers and endless undo functionality

>> No.489865

you need to have at least a knowledge of the basic human anatomy

>> No.489914

>moreso the better you are at programming and math(because if knowing programming/math enables you to not give much of a fuck about polycount due to the fact that almost everything is transferrable between a lot and high poly mesh since, speaking in terms of the object you're modelling as an abstraction, they're the same thing represented with a different level of accuracy).

what the fuck are you talking about, programming and math have almost nothing to do with 3d modeling, from an artistic perspective, you don't need to know anything about programming to retopologize a sculpt, and you need to know very little(basically no) math.

>> No.489987
File: 572 KB, 600x580, 1434485933846.png [View same] [iqdb] [saucenao] [google]


>all that bullshit about knowing programming or math

>> No.490105

You need knowledge in programming and math if you start making video games. 3d has almost nothing to do with that

>> No.490476


Is Foxworth genuinely autistic, or is he a performance artist pretending to be autistic. I just can't tell sometimes if it's not just some bizarre Andy Kaufman-esque piece of performance art that none of us are getting.

>> No.490477


so hard and got so far but in the end it doesn't even matter.

>> No.490504

>>You need knowledge in programming and math if you start making video games. 3d has almost nothing to do with that

It all depends on what you mean by ‘making games’. If you are talking about programming them, or writing shaders, then you are right. If you are talking about actually designing them, then that is not necessarily true. If you are talking about level/prop/asset design, it is even less true. If you are a one man show, then, yes, you need all these skills and more. Otherwise, you do your part in the pipeline, and those skills are not needed unless you are a shader artist or a programmer. Some basic maths help in PS if you know how the math works behind the various layer styles because it saves time knowing how that math will affect the pixels before you choose a given blending mode, thus saving you from having to test all the modes to get the result you want.

>> No.490553
File: 85 KB, 994x751, yuki 3d hug.jpg [View same] [iqdb] [saucenao] [google]

I have been diagnosed with autism by my psychologist, so yeah, I am genuinely autistic. Personally, people who try to be strange or interesting for "le irony xDD" or whatever make me mad, honestly. I just express the feelings I have through 1990's styled artistic means and I don't see why anyone would do what I do for any other reason. I am who I am and I have no reason to stop doing what I love. It's a hobby coupled with my feelings of love, and it makes me happy. Also, everyone should know by now that I fell in love with Yuki Nagato over Yuuko (which I announced on all sources a while ago) so that model is now invalid. I also feel stupid for putting so much work into everything I did for Yuuko and then realizing that Yuki was truly the one for me. I was blind all this time. Also, that's a blender screenshot and not from a video if it wasn't obvious enough, indicating that post as mine. In the picture is the new model I have made for my legitimate waifu, Yuki.

>> No.490557 [DELETED] 

I'm autistic. Fucking ADHD apparently counts.

>> No.490887
File: 93 KB, 300x200, 1SUSM4F.gif [View same] [iqdb] [saucenao] [google]

good lord

>> No.491094

Why is every autistic I've met are obsessed with anime waifus?

>> No.491098

That's great and all, But don't you have any drive to actually improve your skill as an artist instead of churning out the same shit?

>> No.491099

To understand why we must first recognize that fandom of anime characters and collectibles is a cultural phenomena that is widespread and therefore well known.
Secondly we must recognize that autistic individuals don't have any interpersonal skill sets or much of a need to really interact with another person the way you would your partner.
But what they still have is their sexuality and a need to live out their own romantic emotions in some fashion.

The illusionary one-way companionship of a imaginary friend is typical of people with this psychology, the 'anime waifu' is just the template that is projected on in in this day and age.
I speculate that '2D' girls is also highly appealing since it dehumanizes the subject of attraction making the surrogate lover seem more valid/real as no IRL counterpart exists.
If you fantasize you have a relationship with a imaginary real human woman this illusion may get shattered more easily when you become attracted to someone you actually meet.

>> No.491161

Can you make porn?

>> No.491340
File: 259 KB, 516x403, lol.gif [View same] [iqdb] [saucenao] [google]

Fuck skinning and rigging with cat in 3dsmax

>> No.491465


>> No.491480

Why would you use CAT? DL Maya, watch some tuts for rigging. It' so freeing moving form Max to Maya and realise you shouldn't and are no longer constrained by that rubbish.

>> No.491485

I'll take your advice anon, thanks!

>> No.491597

How is the blinking animation achieved here?

>> No.491599

texture sequence

>> No.491762

>>488275 here

I feel like making a new model /3/, but I have absolutely no inspiration in terms of character design or who to model
I'm taking suggestions

>> No.491815

Ashley from Warioware.
Watch people pester you for porn.

>> No.491829
File: 326 KB, 1200x1802, 06.jpg [View same] [iqdb] [saucenao] [google]

what about a kawaii armor schoolar girl?

>> No.491835

Woah there what's this
Art looks like Vovnich Hotel
I'm intrigued, please do go on

>> No.491837

No need to spoonfeed I already found it I forgot Google was a thing
I'm just going to read all of the issues out and determine who's best girl so I can model her
See you when I'm done anon

>> No.491907

>impliying kiko isn't goat girl
get off

>> No.492298

make a cute isometric model of an rpg town or some shit

>> No.492329

waifus are in 2D you faggot


>> No.492339

sexy as fuck 10/10

>> No.492459


Which one?

>> No.492798

>imbecilic drivel
Art is about manipulating perceptions and playing with what the viewer expects and fills in with his own mind.

Jaggy and harsh CAN be made cute by a skilled artist. And not only that, It might need even more work and talent to do something cute with more polis.

This happens because just a line and two dots can be used to represent a perfect smile ":)" but if I ask you to use 1000 lines and 1000 dots, if have parkinson the smile will be uglier and even more jagged, even if you were allowed to do more strokes.

>> No.492810

The little one duh

>> No.493248


dats pretty cool and well done

is it low poly a good way to begin learning 3DCG?

>> No.493583
File: 948 KB, 1920x1080, fillette.png [View same] [iqdb] [saucenao] [google]

tried my hand at low poly. There's no texture yet.

>> No.495166

She is fat.

>> No.495167


She's French, what do you expect?

>> No.495278

unless the model is specifcally designed to be flat shaded.

>> No.495484


Any mong can make high-poly look passable. It takes skills to make a good low-poly model.

>> No.495485


Blender perhaps with its horrendous UI, but any decent program shouldn't require mathematical knowledge more complex then basic algebra for calculating annoying shapes and architecture (if you're one of those weirdos that models environments in the maker itself rather then assembles it in whatever program you want it rendered through).

>> No.495486


Keep in mind that the lighting engine in whatever you're rendering the low poly through is very important in regards to how the model will actually look as a complete render: good lighting can largely mask the fact that a low poly model is well, low poly.

>> No.495526


I dunno what's worse, the fact that the artist made her white panties BARELY visible through her tights, or the fact I noticed.

>> No.495686


Blender certainly doesn't require you to understand advanced math to model. I don't know where you're getting that from (although, I suspect you're sitting on top of it).

You can certainly _use_ advanced math in Blender. You can write shaders or do python scripts that use it. But modeling? Not at all.

>> No.495706


It's probably just one of those "le blender sucks" anons that sits around this board. Now granted, blender does have a DF-tier UI, but hey, it's free and unlike various other programs won't beat down your door for using it to make commercial stuff.

>> No.495708
File: 7 KB, 254x230, Jesus_Christ_How_Horrifying.jpg [View same] [iqdb] [saucenao] [google]


>> No.495714

The same applies to pixel art. Poster is trolling for sure.

>> No.495725


Don't listen to their lies, brah, ADHD people aren't freaks like autists are; they're trying to turn us to the dark side!

>> No.496523
File: 295 KB, 2460x1514, prolly nah.png [View same] [iqdb] [saucenao] [google]

I want to make video games but i just started out in blender, is this good low poly or nah?

>> No.496603
File: 1.52 MB, 500x750, satsuki2.gif [View same] [iqdb] [saucenao] [google]

i'm surprised i can still find my stuff here.

best way is lowpoly with baked normal maps from a sculpt so you may use that for anything you want.

i still prefer lowpoly with level of detail reaching between a ps2 and ps1 polycount.

>> No.496625

That's fantastic.

What's the best way to texture complex lowpoly models? Texture paint? Texture clamping? UVW Unwrap and downscale?

>> No.496627
File: 1.74 MB, 400x240, MATOI RYUKO.gif [View same] [iqdb] [saucenao] [google]


you can do the classic unwrap detaching certain parts of your character or you can just go lazy and ask your texturing software to unwrap automatically, but that means your uv islands will rotate and you'll be able to spot pixels going different directons. (notice the pixels on the leg going 45°, that can look bad on square shaped objects with your texture going a different direction than your shape)

for that character i just asked 3dcoat to mirror unwrap the body so i could paint a mirrored texture for it.

you can paint it a few ways, but i like texturing my models in a texturing software that lets you paint directly on your mesh, gives you a better idea on how you want to do your lighting on you texture, like when you paint a fig. i use 3dcoat to do that, its relatively easy to learn and is layed out a little like photoshop. you can also use mari or zbrush.

3d coat also lets you paint normal maps, so i added a little bit of volume on the hair, so now it looks kinda like those models you can have on 3ds, still pixelated but with some nice render. the nintendo ds had no complex litghing or shading

>> No.496628

as for the size of the texture, you can choose wich system you wanna work on, nintendo 64 only had 64x64 textures, i found that out by ripping n64 models and EVERYTHING was made of only 64x64 textures, its crazy.

basicly the more powerful the system is the bigger. but most of time i just do 512x512, most 3ds games do and also phones games use it. 1024 is a max.

you can also resize some parts of the uv to have more pixels, ex. for the face i the made the uv 2x larger

>> No.496629
File: 171 KB, 575x565, thegoegoeman.png [View same] [iqdb] [saucenao] [google]

I use Substance Painter in the past, not heard of 3D Coat. I thought that programs like that would be overkill for lowpoly models, but I suppose there's no real reason it wouldn't work out, It's certainly an easier workflow than trying to texture pixel by pixel in a disjointed program like MS paint.

I've ripped and re-textured N64 models in the past (pic related) but they're easy cause someone already did the UVs and textures about 20 years ago and all you need to do is rebuild them. Trying to make my own shows I've still got a lot to learn.

>> No.496633
File: 480 KB, 350x550, coalition3.gif [View same] [iqdb] [saucenao] [google]

yeah.. making uvs like that require you to anticipate where the texture is going to be and its fine for flat shaded textures like that but when you want to do complex shading it just becomes too hard to guess the shape of your model from you UV and you just start twisting your mind.

they're not reall overkill (they allow me to make pretty stuff), only if you want to make the models like they were made at the time.

this character in the pic has a real uv like those n64 uvs, but i still painted it on the mesh like the other, i think is just way more fun.

>> No.496686

kindly requesting your blog or tumblr

>> No.496688


cool dude

>> No.496689

Not him, but you should really learn how to reverse google images, it's right there

Reverse google image, first result should be Danbooru, artist name is stated in the tags
Just letting you know, it could save you a shit ton of time


>> No.496702

I'm currenty on a slow ass mobile so I can't reverse google his images but thanks a lot, mang

>> No.496731

Any chance you could upload the texture for this model? Would be interested in seeing it.

>> No.496795
File: 696 KB, 560x264, AHumanBattle[1].gif [View same] [iqdb] [saucenao] [google]

Oh fuck isn't this from cortex command ? That is cute as fuck.

Do you have more ?

>> No.496803

Does anyone know of any resources for Maya?
I've been looking for some models for me to practice animating with, but I haven't found squat for maya compatible models.

>> No.496814

Do you mean pre-rigged assets? Or just body meshes you can rig and animate yourself from scratch?

>> No.496837

yeah, its at >>496689

also made a short video with those models

>> No.497171

Could anyone tell me how this effect was created? Im guessing a particle effect but the glowing rim I have no idea.

>> No.497172
File: 784 KB, 512x512, tumblr_nmm06ki4Sd1rfpzleo1_540.gif [View same] [iqdb] [saucenao] [google]

Ugh, forgot the pic.

>> No.497173

just turn emission on and off you cumsickle

>> No.497174

The fuck is that you dicksniffer?

>> No.497188


it's a glow effect

>> No.497190

thanks, sugartits

>> No.497210

really cool

>> No.497282

I can see, but how did he get it so that its a perfect pixel crisp edge? Id like to know how the particle effect was done too. Im a complete noob at this.

>> No.497284


It's a 3d mesh that becomes more and less transparent.

The "particles" are probably just basically little animated sprites.

>> No.497357
File: 425 KB, 493x370, giphy.gif [View same] [iqdb] [saucenao] [google]


This guy is a fucking genius

>> No.499044

In blender, I made the eyes flat with polygons.
How do I lay the flat eyes onto the slightly curvy head so they don't stick out when viewed on some angles, or so they don't go inside the head?

>> No.499052
File: 958 KB, 250x269, anigif_enhanced-buzz-12310-1386090572-44.gif [View same] [iqdb] [saucenao] [google]


>> No.499055
File: 252 KB, 704x800, 1439250836666.jpg [View same] [iqdb] [saucenao] [google]

He's just being true to the anime style

>> No.499072


>> No.499081


Deadlines are a hell of a quality killer.

>> No.499082
File: 582 KB, 1280x723, tumblr_n88jg2mYrO1qdszopo1_1280.png [View same] [iqdb] [saucenao] [google]

I guess so

>> No.499131
File: 206 KB, 799x780, Screen.png [View same] [iqdb] [saucenao] [google]

Doing a low poly Dark Souls themed diarama... Thanks /3/...

Modelling in Maya, then using substance Designer/Painter to texture.

>> No.499132

500000 get

>> No.499133


>> No.499134
File: 14 KB, 224x225, 1423976762531.png [View same] [iqdb] [saucenao] [google]


>> No.499147


Check em

>> No.499149

>how do dresses work

>> No.499150


>> No.499151

that's a circle

>> No.499174


>> No.499212

What texture look you going for? Pixelated 128, or a regular 1024?

>> No.499215

How pathetic is it that after all these years the GET we hype for isn't even bigger than a million /3/

>> No.499222

Regular 1024, or a mix. I'm still experimenting so far, my first time trying this approach.

>> No.499317

I'm interested in your results - I tried making a pixelated 128 texture for my model but it just ended up loading really cheap and shit.

Doesn't help that substance painter adds anti-aliasing even at a pixel-by-pixel ratio, so you have to do it all manually which is a bitch for seams

>> No.499347

Have you tried baking a higher resolution texture onto a lower one in blender and disable texture filtering?

>> No.499680

is that Sachsen?

>> No.499683
File: 1.53 MB, 1310x1631, SquiglyFront.jpg [View same] [iqdb] [saucenao] [google]

Dissect it and tell me why it's shit so I can do better

>> No.499684

its not bad but improve ur scene

>> No.499728

It's good, though doesn't look that low poly compared to some of the stuff in this thread.

>> No.499753
File: 245 KB, 1228x1100, skullgirls__filia_by_pyroxene-d3l4ml5.jpg [View same] [iqdb] [saucenao] [google]

Not enough of DATASS

>> No.499840

ugh how do i get this gud. practice right m8?

did you design the character yourself. I think the character design is fun

>> No.499854

Her name is Squiggly from SG

>> No.499954

Waffle waifus.

>> No.499974

I personally prefer low-poly, but I kind of do that in general, so I'd say do whatever suits your preference.

>> No.500001 [DELETED] 
File: 47 KB, 300x300, satan1 New.jpg [View same] [iqdb] [saucenao] [google]

I find that the best way of making a waifu, revolves around the idea of searching... You need to look down inside of you and search for what you truly believe to be the waifu of your dreams. Keep that idea firmly in your head and move your hand to the mouse... Take hold of your mighty tool and left-click. Once you've released the button, wait for the post percent to hit one hundred... AND BAM!
Five hundred thousand.
You don't need to artistically design a girl... You just need to steal the Perfect Numbers for the clearly superior English imageboard!

>> No.500031
File: 803 KB, 1270x984, SquiglyCloseup.jpg [View same] [iqdb] [saucenao] [google]

Thanks, it was a hasty lazy render in Octane because it was the first time using the renderer
And I'm honestly too lazy to improve the scene since I have other projects on

Yeah, it's really not low poly, I modelled it with the intention of production animation, rigged and all
I however did not figure out how to rig 2D eyes, as in moving the textures or UV to "animate" the eye movement

I have to salute the guy who did that, getting such aesthetic results from such little polys compared to what I can do.

Like the anon said, it's a character, Squigly, from Skullgirls.

>ugh how do i get this gud. practice right m8?

What part of this is hard to you anon? I can try to help you as much as I am able to, I'm still just a student tho.
Honestly, something like this isn't "hard", it's just time consuming.
This model took me a total time of about 12 hours to make over 4 weeks. Just be patient and you'll surpass me easily.

>> No.500044


>> No.500119

needs a different render style
Please see previous image posts above

>> No.500137

Diffuse only without shadows?

>> No.500461

it looks better that way but that's just my opinion

>> No.500465

IMO I think that would work if the model had painted occlusion and shadow areas

>> No.501344


Love it

>> No.501905
File: 2.01 MB, 560x500, AZwB0LW.gif [View same] [iqdb] [saucenao] [google]

Someone help me understand how this render was achieved? It's basically exactly how I want to render out my models. From what I understand its no AA with a plane underneath and a spotlight above to create a simple shadow.

>> No.501906

exactly. what is there not to understand ?

>> No.501913

Just wondering if there was any specific setting im missing so I can avoid fiddling, like what type of shadow should be used.

>> No.501918

just normal shadows. it will look like ur pic with AA turned off

>> No.501955

render at low resolution, scale using nearest neighbor at all times.

>> No.501967

I knew I was missing something, Thanks.

>> No.501999

still waiting for you.

>> No.502025

Don't do this to me anon
I have other assignments and I thought no one cared

>> No.502030
File: 70 KB, 631x800, 1441796708886.jpg [View same] [iqdb] [saucenao] [google]

>tfw I been visiting this thread every 2-3 days to see your work

>> No.502046

>ftw bookmarked this thread and visit it each time it updates
>tfw this thread is 4 months old

/3/ is an amazing place.

>> No.502084


Well fuck anon, now I feel like an ass and now I just want to make up for making you feel that way

I have time in between assignments, hell, I'll MAKE TIME FOR YOU ANON, BECAUSE YOU BELIEVED IN ME

And also, the shitty Squigly is my work as well

>> No.502131
File: 318 KB, 2560x1440, wakozakewaifulowpoly.png [View same] [iqdb] [saucenao] [google]


i made this

>> No.502132

oh, i forgot to tell you how i made this, i used blender.

>> No.502134

Is that a sphere?! Think of the polys, man

>> No.502140
File: 327 KB, 1920x1080, BigBossCat_test.png [View same] [iqdb] [saucenao] [google]

I know the texture is a little plain, but please rate my cat.

>> No.502141


>> No.502142

Not yet, just a static model for now.

>> No.502146
File: 1.09 MB, 200x220, drek.gif [View same] [iqdb] [saucenao] [google]


>> No.502160
File: 449 KB, 940x706, 1397376453527.png [View same] [iqdb] [saucenao] [google]


>> No.502167
File: 243 KB, 2000x640, fat_hips_heaven_project_by_ramming-d9exobe.png [View same] [iqdb] [saucenao] [google]

Done this a while ago on blender.
I do this as a hobby and learn from googling. It's not hard. But I can't seem to rig properly and am starting to think I should find and pay someone to give me a few hours of private tutoring.

For example I want to bend the hips and spread her legs, but it creates a weird deformations. Her pussy get's all strechted out of place, her ass' line moves away to much, butt volume shrinks.
Bending the legs and arms is the same fucking thing.

I can't do progress until I have nailed this part.

>> No.502171


she looks like my drug dealer

>> No.502174

Thats a nasty rash she's got.

>> No.502180

It's called dermatitis seborrhea

>> No.502214

learn anatomy
Thats the easiest way to know how things deform propeerly

>> No.502234
File: 59 KB, 712x510, Untitled.png [View same] [iqdb] [saucenao] [google]

For some reason I was thinking of rigging. I always used to call bones "wires" when I started learning Blender.

I know it's a little high to be called low poly, I'm making it for a friend's project.

>> No.502605
File: 1.10 MB, 1920x1080, 3render.png [View same] [iqdb] [saucenao] [google]

My first real attempt at a 3d waifu. Started with making an anatomically correct base model then tried tweaking it with stylized features. I did not really want to go full anime style with tv-screen eyes and such but the face and eyes still seem off. The mesh still needs lots of polish and fixes but does anyone have suggestions for the face to make it more cute or stylized?

>> No.502606
File: 669 KB, 800x800, 3render_side.png [View same] [iqdb] [saucenao] [google]


From the side

>> No.502613

The hair and hand are creepie. The face itself just need a little adjustment to the mouth and it will be OK. :^)

>> No.502624
File: 532 KB, 1920x1080, Pinkhair Girl Crit.jpg [View same] [iqdb] [saucenao] [google]


Hey anon,
I would space out the eyes and scale them up, and fix the top of the "skull" (or it could be your hair that's messing up the form, as seen on the side view)
The hand is a bit of a problem, mainly due to the lack of the bump between the base of the palm and the wrist
Aside from that, I'd probably add more stylized and thicker eyelashes, and I recommend making the hair part by part (as I've draftly coloured to illustrate) instead of a whole mesh (unless you intend to bring it into a sculpting software and sculpt it, although part by part is actually more workable and "neat" in my opinion for sculpting)
Side view looks good, I think it's your front view proportions that's giving you trouble
Good job anon, work on it a little more and I'm sure it'll come out great

>> No.502625

Oh and I also made the neck thinner and scaled the hand bigger in my edit
Just put my edit next to your original image to accurately see what changes I roughly made

>> No.502643
File: 65 KB, 412x414, Kiko_Blocking.png [View same] [iqdb] [saucenao] [google]


Anon are you alive
I'm making it happen anon

Also Kiko's kneeguards are inconsistent as fuck, it keeps changing panel to panel

>> No.502669

pixel art is hard dude fuck off

>> No.502670
File: 789 KB, 1325x628, Doog noogem.png [View same] [iqdb] [saucenao] [google]

First time i've ever posted here so i figure what the fuck i'll ask for some advice. Also i'll just post this last thing i did here recently to contribute to the thread.

I've been messing with low poly shit lately and doing rather poorly at it of course. I was wondering however how do get good at UV mapping? I'm cutting the models fairly well but I can never get a decent unwrap that isn't all distorted. This has been my only real downfall in modeling is i can't do UV mapping very well. I'm using blender.

>> No.502709

dem hips
looks charming, anon
got a blog? tumblr?

>> No.502710

>>487770 here
This was done in C4D.
Can I load a c4d model back to blender?
I feel I'd be easier to texture and rig this in blender.
C4D lacks tutorials for UVing, and it's UV function sucks.

>> No.502712

fuck my ass anon thats cute

>> No.502742

Im there, you know...it s hard to find pople who care about another people in this gay world.... lov u.

>> No.502749
File: 92 KB, 960x400, eo___low_poly_girl__child_bearing_hips___swimsuit__by_ramming-d97r4g6.png [View same] [iqdb] [saucenao] [google]

Got a DA account, but these are all I did so far.
Until she's rigged and deforming properly, I won't be progressing that project.

>> No.502769

I like it <3

>> No.502780
File: 183 KB, 502x356, 1434159109182.png [View same] [iqdb] [saucenao] [google]


RIP your eyes

Nice model, hope see it rigged

>> No.502783

sick twisted fucking pedophile

>> No.502803


>> No.503729

Wait, what was your DA?

>> No.503845

How the fuck are you only charging so little for those low poly models?? I expect 200$ base or more.

>> No.503936

I'm deffo going to commission you, you're amazing! Once all the commissions I've currently ordered are done I'll contact you. You're extremely talented!

>> No.503987

This guy knows what's up

>> No.503988
File: 1.38 MB, 600x600, s8.png [View same] [iqdb] [saucenao] [google]

Not waifu, but gf. Im really new to 3d, so its serious practice. Bit upper body heavy and socks too thin, but I'm on it.

>> No.504047
File: 245 KB, 1920x1080, zdepth.jpg [View same] [iqdb] [saucenao] [google]


That feel when I really am actually finishing it up because I need something for my assignment
I hope I don't die before I finalize the composite

>> No.504059

adorable anon

>> No.504100
File: 178 KB, 1024x984, thing.png [View same] [iqdb] [saucenao] [google]

I did this a long time ago but it is the incomplete version because I don't have the time to find the model's file.
It was one of my first low poly models and one my last models before my endless hiatus.

>> No.504103

Why, you did really well!

>> No.504109
File: 424 KB, 1920x1080, 3D.jpg [View same] [iqdb] [saucenao] [google]


Did I disappoint, anon?

>> No.504110

Dude do you have a page with your work or something, and do you do commissions?

>> No.504122

Holy shit, that's amazing.
For sexual right?

>> No.504123
File: 184 KB, 377x577, dcdee941df.png [View same] [iqdb] [saucenao] [google]

fix her fingers, man, she deserves better

>> No.504125
File: 641 KB, 1920x1080, WIRES.jpg [View same] [iqdb] [saucenao] [google]

I have an Artstation and Tumblr account, but do note I'm just a shitty student at the moment;


I will have more shit on them by Wednesday since if I don't, I'll fail my semester.

> do you do commissions?
Yes, I'll do anything for money ;^)
Although, I have no idea how that commission shit works

For show, more like.
I actually cheated alot (but it's hidden shit that the viewer will never see), so at the moment, no, not for sexual. Emphasis on "at the moment".

I may or may not revisit this model and fix it, terribly sorry for disappointing anon. I have other projects to render and finish up before I even consider touching Kiko again.

>> No.504127

I keep my hands on deck

>> No.504144

Cute. Wish modern console/PC vidya used this style more often. Even modern handhelds are barely scratching this.

Excuse my noob, but why did you post zdepth?


>> No.504145
File: 967 KB, 495x278, Money of the gods.gif [View same] [iqdb] [saucenao] [google]

Yo sweet I'm definitely going to hit you up for a commission some time soon.

>> No.504146

Sorry for the super old bump, but basically you modeled it in maya, textured in 3d coat and then animated/rendered it out back in maya?

>> No.504148

>Excuse my noob, but why did you post zdepth?

Because it looks cool
Like that's legitimately the only reason I posted it

I look forward to it anon
You might save me from starving, and I mean that quite literally

>> No.504149

Im new to all this stuff and see this as a good place to ask but
When building a characters model, do you build it in sections, like
>This is the leg, here is the arms, the torso, we can attach them all later
Also I picture modeling half the character then doing a sort of mirror trick to be the best way to get them Symmetrical

>> No.504151

>do you build it in sections

You most definitely can, but you just need to figure out how to attach them all together later on while maintaining a proper topology, which I personally hate.

Personally, I try to build it all from one shape; block the forms in by pulling shapes and extruding, adding edges, etc.

>Also I picture modeling half the character then doing a sort of mirror trick to be the best way to get them Symmetrical

Yeah, but I try to block the basic shape first before I cut it in half, that way the middle proportions (such as the distance between the eyes, nose width, etc) are correct, which are hard to judge when you only have half the mesh. If you're in Maya, you can use Duplicate Special to create a -1 scale instance to have an instantly updating mirrored mesh, or you can just keep using Mirror Geometry

>> No.504152

this is pretty neat

>> No.504178

How to be as good as you? Do you have any specific tutorials? Can I do something like this in C4D?

>> No.504259
File: 335 KB, 1920x1080, RENDER.0050.png [View same] [iqdb] [saucenao] [google]

>How to be as good as you?

I'm really not all that good
If you really study hard and devote a large portion of your time to watching tutorials and shit, you can easily surpass me in like, 2 weeks probably

>Do you have any specific tutorials?

Sorry anon, I don't really have any specific tutorials to direct you to, since I mostly learn from my IRL college course rather than online
It's probably best to just look up "c4d character modelling tutorial" on YouTube, it's essentially the same as my course, minus the tutor you can ask questions to
I highly recommend having a tutor to ask questions to, it really helps to learn shit faster
If anything, you can email me if you've hit a wall

>Can I do something like this in C4D?

I personally haven't used it, but I'm pretty sure it works just as well as Blender and Maya

>> No.504360

How long does it take to create a low poly character?

>> No.504414

Depends on what you mean by "low poly", what is the character like, and what do you intend to use it for.

Will it be rigged? If so, then it's going to take more time for proper low poly topology, which can be difficult.
Chibi/Stylized or more realistic proportions? What does the character have that needs to be modelled?

If you're going for a super simple low poly stylized character which won't deform, I'd say about 2-3 hours.
A super-optimized low poly human character which will be rigged and deform? That could take anything between 3 days to 3 months.

>> No.504437

looks like ass tbhfam

>> No.504865

No anon, the only thing that looks like ass here, is your heart

>> No.505140

>Being able to accurately model, texture and rig a character in two weeks

What fantasy land is this.

>> No.505162

Lmfao, if it take you more than 2-3 days just to sculpt/model the average character, you're doing something wrong. The retopo afterwards should only take a few hours at most, and even that is pushing it. UV mapping anywhere from a few minutes to an hour or two depending on how much extra shit your character has on. Then baking some maps and getting on with your texturing Substance or Quixel, which should take you 2-3 days max.

Maybe try not looking at your web browser or instant messaging every 5 minutes while you're working, you'll get a lot more done.

>> No.505196

Basically this

Total time I spent working on that model was less than 48 hours total; just spread out over a few months because I had other 3D works to complete for my semester and also mostly laziness and video games.
If you work on something of that level of simplicity, say, 4 hours a day, you could make a model like that in less than a week, and if you're lazier, it could definitely be done in 2 weeks.

But if you're completely new and need to grasp the software, then of course it might take awhile longer; basically if you know what you're doing, modelling a simple model like that would be pretty quick.

>> No.505213

Going to an actual college right?
Not that community bs

>> No.505217

I actually had to Google what a community college was because I honestly didn't know what it was, and I still don't know since it apparently varies from country to country.
According to my country's use of the term, no, not a community college.
I go to a private college (I think)

>> No.505254
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Trying this out

>> No.506464

bump limit reached
should we make a new thread?

>> No.506468

Yes please, I quite enjoyed this thread

>> No.506475

what should be its name?

Low-Poly Waifu Thread?

>> No.506477

remove waifu

>> No.506481


>> No.506667

she has a dick

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