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/ic/ - Artwork/Critique


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File: 148 KB, 1280x720, 3dcheatingblender.jpg [View same] [iqdb] [saucenao] [google]
4760556 No.4760556 [Reply] [Original]

I have only rudementary drawing skills from my Architecture course but I have expert 3d skills. Whats to stop me from just modelling the entire manga in blender, printing it out and tracing over it?

>> No.4760559

>>4760556
Nothing, in fact I know a few artists that do just that.

>> No.4760563
File: 68 KB, 534x800, Gantz.jpg [View same] [iqdb] [saucenao] [google]
4760563

>> No.4760567
File: 698 KB, 1074x920, 77659136_o.png [View same] [iqdb] [saucenao] [google]
4760567

>>4760556
Check out Neobarok, its manga rendering is pretty dope

>> No.4760586

>>4760556
There's nothing wrong with it, Anon. As long as the photo/3D models someone traces over are their own creations, it's still their art.

Some people may be able to tell you traced based on the way it's drawn though.

>> No.4760695

>>4760586
I think artists will always be able to tell. But I think I have enough skill using pen and ink that I can put the 10% art in with the tracing and it will pass

>> No.4760709

>>4760556
If you’re not skilled at drawing and simply trace over 3D models, you’re work will look stiff as fuck.

>> No.4760721

>>4760556
No rules, just tools

>> No.4760832

>>4760556
it'd be more tedious than just drawing

>> No.4760849

>>4760556

I often use 3d models in CSP or DAZ studio as reference but actually posing them in desired poses is sometimes tedious

I think the biggest redpill is to do the poses yourself and take a pic or better yet to have simple mocap to pose the 3d models with your body

>> No.4760851

I know mangakas use the 3d tools on csp, especially for backgrounds. So nothing is stopping you.

>> No.4760854

>>4760832
You underestimate the time I can smash out poses with free character models and free props. Plus modelling buildings and rooms is a piece of piss

>> No.4760878

>>4760556
Making 3d character and posing them without breaking the anatomy is harder than actually drawing them.

For vehicles and background is still hard, but it's doable and a lot of comic artists do it.
Some professional artists just design the vehicle and pay someone to model it.

>> No.4760882

>>4760854
Free characters look like shit and you still have to pose them correctly(if they are even rigged).

As a mannequin, the CSP default one is enough.

>> No.4760944

>>4760556
Try it and post results here so we can shit all over it.

>> No.4760951

>>4760556
>Whats to stop me from just modelling the entire manga in blender, printing it out and tracing over it?

nothing, many artists do, but if you don't know how to draw it will look like shit.

>> No.4761580
File: 1.05 MB, 1304x732, scene.webm [View same] [iqdb] [saucenao] [google]
4761580

There is absolutely

>> No.4761581
File: 1.68 MB, 800x600, BawZetaMang_Combine.webm [View same] [iqdb] [saucenao] [google]
4761581

Nothing stopping you

>> No.4761752

>>4760556
Why don't you just do 3D art? It's fun and better paid than drawing

>> No.4761758

Just grind figure drawing bro

>> No.4761766

>>4761752
Nigger I'm not it for the money I'm in it for the fame. Plus 3d art is infested by poos. Its a dead medium. So is 2d art I'm just a vulture picking at the corpse

>> No.4761781

>>4761766
fame? even if you're a great artist the odds of you becoming famous are really low. hope that's not your main motivation behind drawing, because i guarantee you, you'll not make it with that mindset (which also shows by you trying to find shortcuts before even starting out)

>> No.4761833

>>4761781
Drawing talent is old hat, that's the whole point of this thread. No one wants to draw every part of a motorcycle or a complex architectural landscape which I can literally shit out of blender after applying the correct shaders and render settings. The only thing you need to be good at is humans because representation is abstract and ever changing, but you underestimate how many people are working on that problem right now. I'm the one being honest and looking reality in the face, and I much enjoy just doing 3d art and drawing over it with minimal variation

>> No.4761850

>>4761581
Based

>> No.4761852

>>4761833

How is sculpting the entire object in 3d to trace at all easier than just drawing it?

>> No.4761871

>>4761833
>I much enjoy just doing 3d art and drawing over it with minimal variation
If you enjoy it, go ahead and do it. Nothing wrong with it (beside that you feel the need to get our permission)

I'd still recommend practicing traditional art, as it will help you trace better.

>> No.4761920

It's literally the same as posing a mannequin on your desk. You're not clever or cunning for figuring that out.

Most people don't bother because once you git gud enough at drawing you don't need to and it's easier to just draw the fucking thing, but if you want to shit out 1,000 pages of manga then you'll need every shortcut you can find so go ahead.

>> No.4761927

>>4761852
You don't "sculpt" anything in 3d besides humanoids and monsters. Think of the motorbike in Kino's Journey. Its in basically every panel. All I have to do is solid model the entire bicycle and after that I can pose it any which way and change the perspective with a slider. Do you really want to draw it in perspective 300 times?

>>4761871
Thanks anon, I will

>> No.4761953
File: 1.94 MB, 2899x4032, 1520420398912.jpg [View same] [iqdb] [saucenao] [google]
4761953

Do it anon

>> No.4762022
File: 57 KB, 473x587, 1596039269114.jpg [View same] [iqdb] [saucenao] [google]
4762022

>>4760721
/thread

>> No.4762035
File: 281 KB, 869x1277, 15.jpg [View same] [iqdb] [saucenao] [google]
4762035

>>4761927

Just don't forget to practice your composition, it doesn't matter how fast you can shit out objects in 3D if all you can make is bland looking garbage.

(Pic related, tsugumomo mangaka uses 3D models a lot,)

>> No.4762935

>>4760849
>but actually posing them in desired poses is sometimes tedious
Get a rigged character then throw on some animation from Mixamo, pause on the frame you want and use that.
You gotta use Blender though, I don't think this works with CSP.

>>4761852
>How is sculpting the entire object in 3d to trace at all easier than just drawing it?
There are a fuckton of free assets out there, combine that with the right shader and it just becomes drag N drop.
https://www.youtube.com/watch?v=DhX9KMgY0Nk
https://www.youtube.com/watch?v=pswYVl_xRoQ

>> No.4763961

>>4762935
Nice post anon

>> No.4763972

Do it bro. As long as it's not obvious and looks good, it's fine.

>> No.4763986

>>4760556
There's nothing wrong with it, there are some well known mangaka who use it as a key part of their workflow and openly talk about it, >>4760563 being one of them. Especially with tight deadlines, having stock 3d assets that they can reuse on the fly is very useful.
That being said, simply tracing over models sometimes makes the action and poses look stiff, so you still need to have some good sense of how everything flows, how do compose compelling scenes, and how to exaggerate for more dynamic poses.
In the end, as long as it looks good, and you're not just blatantly stealing other people's models or work to trace, then there shouldn't be a problem.

>> No.4764833

otaking
https://youtu.be/8ybavUT9dNg

>> No.4765214

>>4760556
Technically everything is possible with 3D. Games like Dragonball Fighter Z and Guilty Gear Xrd prove that you can use 3D models and replicate the anime aesthetic better than 2D artists can.

But if your 3D abilities end at making a crude model with a simple rig you won't be able to match a 2D aesthetic.

Tracing leads to stiff poses, just do the whole thing in 3d and cut out the middleman.

>> No.4765659

You know I wonder
Why does 3D animation always seem to look cheaper than 2D animation, particularly backgrounds and props?
https://youtu.be/TdR0YXuR-V4 and that one webm of the 3d models at the shooting range show this off in spades, but the guns in the latter look cheap compared to the guns in NGE or Gunsmith Cats, even though they both use fairly technical perspective construction.
The former is toonier, but the characters lose something. It's not just the high framerate you get with 3D, you can tell like you can tell if a comic is using puppets.

>> No.4766216

>>4760556
You will forever make stiff poses with no life, you will never transcend into drawing freely and efficiently, you will always have to use a boring polygon pushing tool before drawing anything. You will never develop an internal vision and most importantly wont have fun.

T. game dev who drew over 3d models for years and knew it was a waste of time. 3d Is OK for figuring out perspective heavy composition and some architectural and hard surface foundations but if you use that shit for characters its going to stunt your artistic development.

>> No.4766230

>>4760556
Images exist as both a 3D illusion and as a 2D composition, when you work in 3D you are mostly concerned with 3D space but not what it will look like as a 2D image. When you work in 3D you are concerned with low level thinking like position, rotation, posing and not high level compositional concerns like flow and balance. If you just learn to do it all in 2D you will face a lot less frustration at having to awkwardly swap between mindsets and processes, the faster iteration time will allow you to make more cohesive, mature work.

Ultimately, work in whatever way is appealing to you, if you cant tell that the gantz artist has stiff and awkward as fuck posing then there may be no reason for you to aim higher.

>> No.4766295

I would still first of all use a plastic sense to determine my color shapes and contrasts

After that, if a 3D model helps portraying those shapes better (IE a building in the background or a complicated pose) then I may use it

I don't think that simply picking a pose and tracing over it would produce a great resul, it's very detached from what an actual drawing is

Even if you want to draw coom art, even, I'd rather trace porn screencaps instead

>> No.4768589
File: 641 KB, 3840x2160, 42vyqbO.jpg [View same] [iqdb] [saucenao] [google]
4768589

>>4765659
It does but they are getting very close to 2d quality with the latest stuff, like Franxx

A lot of shots with the mechs were done in 3d and its getting impossible to tell the two apart. The house was done in 3d and a lot of other shit

>> No.4768611
File: 544 KB, 3840x2160, EXVtQti.jpg [View same] [iqdb] [saucenao] [google]
4768611

A better shot

>> No.4769666

>>4760556
All what people said in this thread is right, however consider that making a manga entirely out of 3d would be very time consuming.

>> No.4769754

>>4760556
nothing
fucking do it

>> No.4769947

>>4761752
there's a lot of stuff 3D still can't do well

>> No.4769951

>>4760563
Gantz feels so stuck-up though, there is no dynamism at all in it.

>> No.4770834

>>4760556
>Whats to stop me from just modelling the entire manga in blender, printing it out and tracing over it?
Nothing. Many artists do this, some of them make commissions and are very blatant about this method. I am talking about using a file to create figures in specific poses before tracing over them, specifically.

>> No.4771387

I'm in a similar boat as OP, I've gotten skilled at 3D but I want to make 2D art, how can I trace my models without looking stiff?


>>4770834
>Many artists do this, some of them make commissions and are very blatant about this method. I am talking about using a file to create figures in specific poses before tracing over them, specifically.
which artist do this?
>>4769947
3D architecture, mechs, vehicles and environments look fine when traced over, 3D just has trouble with non-stiff looking humans and animals.

>> No.4772221

>>4771387
>how can I trace my models without looking stiff?
You can't, you need confidence when drawing (and tracing is the complete antithesis of confidence), it's one of the last things you attain and it comes from competence. You can sort of fake it with static objects but something as complex and well understood as anatomy needs to flow naturally. Even environments, mechs and vehicles look better when drawn by an experienced 2d artist because they bend and twist it in dynamic ways.

You can try and fake some dynamism on top of a stiff base but if you aren't good enough to draw it without 3d you will be too scared to try and if you do you will constantly be fucking up the anatomy in strange ways.

>> No.4772231
File: 406 KB, 1319x1183, 407B9711-5F19-4BE5-AFAC-DF6D4079D08E.jpg [View same] [iqdb] [saucenao] [google]
4772231

>>4760556
Mikel Janin does this all the time, and works for DC. At first he was really popular for his art, but now most normies have realised he’s just tracing. Because everything else (apart from the poses) he does is shit, most people don’t even rank him on their favourite artists, even if they do like his work. He doesn’t understand any fundementals, barely understands inking for the medium (he actually hands in his drafts with grey tones), and is dipping in popularity post a bad Batman Run, so when his models are ugly or his poses don’t work out for him, his art looks like actual shit. The trick here is to develop your own hand of skills, and use models as a reference, not a crutch, otherwise you’ll actually end up in the same position.

>> No.4772255

>>4772231
those skulls look straight out from UMK3

>> No.4772264

>>4760563
>Soul
>Soulless

>> No.4772970

do what milk engine or murai renji does