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File: 18 KB, 739x415, images - 2020-09-28T170256.171.jpg [View same] [iqdb] [saucenao] [google]
772405 No.772405 [Reply] [Original]

>tfw still can't figure out how modelling and rigging anime eyes works compared to normal eyes

>> No.772408

You dont

>> No.772409

>>772405
concave and with floating geo

>> No.772417

Those don't look half bad

>> No.772453

>>772405
How did you make the hair ?

>> No.772456

>>772453
Extruding shapes along curves?

>> No.772518

Go to SketchFab open anime models, enable wireframe and look at the topology.

>> No.772606

>>772405
You made that? Looks good.

Now rotate it...

>> No.772633

>>772409
How do you avoid clipping? Do anime models have floating eyes?

>> No.772650

>>772405
in most of the anime games, eyes are just a texture. just think about it, in drawings even when you are seeing them in one side the eye is completely flat.

so its better to make textures for the eyes, open, closed and all the variations you can imagine.

>> No.772767

>>772518
/thread

>> No.772833
File: 193 KB, 1285x553, eyes.png [View same] [iqdb] [saucenao] [google]
772833

>>772405
Unlike a normal human where the eyes are flat, in the anime they have a slight curvature around their face, it all depends on how big their eyes are.

left kizuna ai model.
right my own model with longer eyes.

I recommend that you model the eye first and then place it on its head.

>> No.773074
File: 459 KB, 1024x576, anime technology.webm [View same] [iqdb] [saucenao] [google]
773074

>>772405

>> No.773098

>>772633
Merge the fucking layers and delete redundant topology, you fucking imbecile

>> No.774480
File: 37 KB, 563x338, b7344de71a20da4b859456a28bb06edc.jpg [View same] [iqdb] [saucenao] [google]
774480

https://twitter.com/FeelzenVr/status/1106100870968598528

shows you more in-depth with how to animate them

>> No.774516

>>773074
that's clever

>> No.774532

>>773074
freaky

>> No.774669

>>773074
Ok, so what's actually happening is that the mouth is inside the head mesh but gets rendered out as if its in front?

>> No.774699

>>774669

I think there's just empty space that gets rendered flatly to give the illusion of a changing shape. They probably use a white square for behind the eyes

>> No.774713
File: 80 KB, 480x480, 1595093275791.jpg [View same] [iqdb] [saucenao] [google]
774713

>putting all that effort and time into getting 3D to look 2D instead of just learning how to draw

>> No.774974
File: 367 KB, 633x847, Screenshot_4.png [View same] [iqdb] [saucenao] [google]
774974

>>772833
>Unlike a normal human where the eyes are flat
nah bro, Eyes are anything but flat. There's a lot of form and volume happening there that most people don't notice, especially if you're making heavily stylized stuff like anime. I'd say anime eyes are flatter than "normal" eyes typically.

>> No.776710

>>774713
Dont have to keep recreating the character for animations with 3D.

>> No.776711
File: 991 KB, 1547x925, eyes.png [View same] [iqdb] [saucenao] [google]
776711

I came up with a way to do eyes

>> No.777275
File: 141 KB, 1200x900, image_1686_1e-tiktaalik-roseae.jpg [View same] [iqdb] [saucenao] [google]
777275

>>774713

>putting all that effort and time into breathing air instead of just using gills

>> No.777317

>>772456

Anime hair is easy AF if you are having troubles there you may want to practice basics a bit more. Not bming you just being real.

>> No.777863
File: 290 KB, 474x432, Screenshot_20201023-112549.png [View same] [iqdb] [saucenao] [google]
777863

>>772405
You can animated by texture or you can do a eye with a little deep and rig it

>> No.778201

>>774713
There are a lot of games out there that start out as animes but the game become 3D. Naruto games, Dragon Ball, Fairy tale...
Question is how to make it good looking like in the anime.

>> No.778251

https://www.youtube.com/watch?v=sgpQ7ImhtLE

>> No.778262

>>773074
this is fucking amazing, how much does it take to hire someone to do this?

>> No.778812

>>777863
complete model ?

>> No.778850

>>773074
I know absolutely nothing about modeling but thats very impressive anon.

>> No.781471

>>772405
look up Blender maid, it's shit from like 2007 faggot

>> No.781571

>>774669
Basically. That way it never appears to be on the outer edge of the face, which would make it look freaky.

>> No.782586

The thing with anime eyes is that there's no way in hell they'll ever look good from every angle, so you've gotta kinda prioritize which angles you want to emphasize. Like if you want them to look good from a profile view, they'll look really off around the 7/8s angle. Which you can fix at the cost of the profile view looking like shit. Even professional productions tend to have that problem.

The only good fix I've seen is a software that operates similar to what >>773074 did, except the entire face is floating in front of the head in parts (the whites, eyelashes, pupils and irises are all floating in front of each other) and all rotate based on the angle of the camera to create the illusion they're attached. I know that was the go-to method used in "touch the girl" video games for a while, but don't know if it's still used.

>> No.782854

>>774669
>>774699
>>781571
Looks like the mouth area just has flipped normals with backface culling enabled in the final render

>> No.782876
File: 323 KB, 1920x1080, 183086402852.jpg [View same] [iqdb] [saucenao] [google]
782876

Study Miku my dude

>> No.785576
File: 332 KB, 720x720, df6a132988b30ad2c5b01bdefe7ff722.png [View same] [iqdb] [saucenao] [google]
785576

I'm currently struggling to make eyes like this. They look OK from the front, but weird from all other angles. I want to capture the "flat" look from ...

>> No.785577
File: 107 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
785577

>>785576
NSUNS4 like this although its hard to see. Its *highly* stylized. And yes I mean that half moon shape half covered by a headband.

>> No.785607

>>785576
>>785577
Sadly this particular character isn't on models-resource yet, but several other characters from the NSUNS series are up there if you want to grab them for research
https://www.models-resource.com/search/?q=naruto&c=-1&o%5B%5D=g

>> No.785611

>>773074
Wait...that's shiny and all but what if the turn exceeds a certain amount so that the ramp from the texture intersects with the cutout, giving away the cutout? Do you render a second "capping" pass for that area in that case?