people often think 2d anime style in 3d is easy, but there is so much finesse to get it right! For example if you look at dragonball fighterz cutscenes. for every camera angle there is a specific face morph that is just made for that camera angle. people hacked the game and moved the camera to the other side of the head and then you see how squashed and stetched everything is. but for the intented camera angle it looks perfect!
Wuwa model are so well detailed, i like Changli hair from front she like a short hair but when u seeing from side she have a ponytail and Shorekeeper Veil that can glowing like a water.
Thanks, I've been starting to try out 3D modeling, and I hate doing an half-assed job, so seeing this kind of content is perfect to improve faster. It's spot on the kind of style I'm going for too.
While you are sculpting a good tool to use is enabling wireframe (object properties and viewport display) and using the the grab brush so you don't have to go in and out of edit mode. It also helps me visualize the contours in the mesh.
I notice that something I used to see a lot of pro artists doing is that they'd split their viewport into four, so they could have an overview of the model from the front, side, and in a distant view while also having the fourth box to move around freely in. Very good use for a second monitor as well. If you learn from youtubers you don't see it much because it makes it harder to see what they're doing in the video.
Wuthering Waves has become one of my main gacha game to draw inspiration from because the 3d models look so good. One day i wish to combine Wuthering Waves art style with Zenless Zone Zero animation style
Bro I started playing Wuthering Waves last week and I immediately was praying you’d do a video series on applying their modeling/sculpting techniques in Blender. Imo they have the best anime models in the industry. Do you think you’d continue a deep dive on this? Maybe a new female character tutorial with WuWa design techniques?
Back in the days i didnt do too much anime style but I've got the opportunity to take a look at guilty gear strive models and something clicked the way they add details with extra meshes, the way they use triangles, and normals made me realize a lot of things. I was stuck in a dinosaur mindset that was taught 10 years ago but after watching that model i've got really interested into anime techniques that now i apply into my regular models.
I got so fed up with lines I bought a program with a bridge that only does lines. I still have to bake lines sometimes but hull method was too much constant adjustment maintenance. My time justified the purchase.. I never thought toon shading would be so tricky when I started going down the path.
why does your uv map give huge texel space to the parts of the face that are all mono colored and then just that tiny spot to the lips where you're actually drawing details? kinda really wasteful of texture resolution?
Just one comment: If you do profile mesh work like that against a grey background, you might wanna change your matcap or your background color. UA-cam compression + the shadow color made the face blend into the background pretty hard.
Gatcha games are great to use as learning reference for character art! Because characters is 100% the main pull for players and their main revenue source So you would assume is what gets the most effort and resources into it. =D
I'd venture to guess they don't use a 2D texture for the nose in front view. rather another 3D outline or even the same 3D outline with manipulated normals like in guilty gear Xrd
What I really want to know is how Wuthering Waves gets such perfect shadows on the face. I'm able to edit the normals on my models to a basic degree, but nothing like this... I need to learn their secrets...
@killuad0 hopefully this isn't unsolicited, but my best advice for you is to just take it one section at a time. The #1 thing I've seen that discourages beginner blender artists is how they get so overwhelmed thinking they need to know what ever single button and hotkey does when even the pros don't know absolutely everything. The truth is, you're not going to learn every aspect of this program in a week, or a month, or even several years, but you don't need to know everything about Blender before you can start making really cool things with it. I've been using this program since version 2.79 and I still haven't touched the built-in video editor because I use davinci resolve and have no need to. Also (assuming you're here because you're interested in making anime style models) unless you're only interested in making completely static anime figures - no shame in that, these can make for awesome 3D prints - I'd recommend either learning poly modeling before sculpting or trying to learn both poly modeling and sculpting together, because you're going to need to know how to make good topology for deformations and/or custom normals when you retopologize your sculpts. Good luck!!! I believe in you!!!
In my experience.....you have to good at 4 fundamental.....step by step of course -_-.the Models(Topology),Rigs(Bone and Weigh Paint),Shader(stylize),The Animations Well I good at the first and second.......but kinda suck at the rest of it 🤔.....and yeah the results is 🗿........ain't gonna give up tho
Wuthering Wives sure have one of the best, if not the best texturing and shading techniques in gacha games and in anime games generally. The ones who is most proficient at anime styled models are always Chinese gacha devs. Like korea is proficient at super hot looking realistic females models.
don't know about WW but mihoyo releases their models for free for learning and fanart so you can import them in blender to check their topology and textures etc and compare to your own models to learn how they do it.
Interesting... 🤔Another game I have seen that also makes their 3D character models look just like the 2D art for those characters is Action Taimanin. The 3D models have all the little details for all of their outfits that the 2D art has. 😅
"I've been more interested in gacha games recently"
oh no
"because you can pick up concepts they use for their 3d models and apply it to your own"
ah
people often think 2d anime style in 3d is easy, but there is so much finesse to get it right! For example if you look at dragonball fighterz cutscenes. for every camera angle there is a specific face morph that is just made for that camera angle. people hacked the game and moved the camera to the other side of the head and then you see how squashed and stetched everything is. but for the intented camera angle it looks perfect!
Wuwa model are so well detailed, i like Changli hair from front she like a short hair but when u seeing from side she have a ponytail and Shorekeeper Veil that can glowing like a water.
They use separate planar for the nose tip outline. Also you can learn Unity-chan model coz it's the best reference for cel-shading type.
Thanks, I've been starting to try out 3D modeling, and I hate doing an half-assed job, so seeing this kind of content is perfect to improve faster. It's spot on the kind of style I'm going for too.
While you are sculpting a good tool to use is enabling wireframe (object properties and viewport display) and using the the grab brush so you don't have to go in and out of edit mode. It also helps me visualize the contours in the mesh.
He came back...he finally *RETURNED* !
Bro you are back again.. I missed you dude
Learnt so much thanks to you man. Glad to see you're back !
dude im so glad you came back your videos are the best
really interesting detail , and it definitely made your model much better
I notice that something I used to see a lot of pro artists doing is that they'd split their viewport into four, so they could have an overview of the model from the front, side, and in a distant view while also having the fourth box to move around freely in. Very good use for a second monitor as well. If you learn from youtubers you don't see it much because it makes it harder to see what they're doing in the video.
Wuthering Waves has become one of my main gacha game to draw inspiration from because the 3d models look so good. One day i wish to combine Wuthering Waves art style with Zenless Zone Zero animation style
Bro I started playing Wuthering Waves last week and I immediately was praying you’d do a video series on applying their modeling/sculpting techniques in Blender.
Imo they have the best anime models in the industry.
Do you think you’d continue a deep dive on this? Maybe a new female character tutorial with WuWa design techniques?
Back in the days i didnt do too much anime style but I've got the opportunity to take a look at guilty gear strive models and something clicked the way they add details with extra meshes, the way they use triangles, and normals made me realize a lot of things. I was stuck in a dinosaur mindset that was taught 10 years ago but after watching that model i've got really interested into anime techniques that now i apply into my regular models.
yooo your back legend!
Very cool series AM!
Really put the glazed buns into BunsGlazing with this one.
You should play a children's card game sometime, for the hell of it.
strap around the hand and shoulder must be pain to weight it right? or just using texture?
I got so fed up with lines I bought a program with a bridge that only does lines. I still have to bake lines sometimes but hull method was too much constant adjustment maintenance. My time justified the purchase.. I never thought toon shading would be so tricky when I started going down the path.
could u teach how they make these hairs?
Welcome Back!
why does your uv map give huge texel space to the parts of the face that are all mono colored and then just that tiny spot to the lips where you're actually drawing details?
kinda really wasteful of texture resolution?
thats what I like about kurogames besides the music , their 3d and 2d model are identical
Just one comment: If you do profile mesh work like that against a grey background, you might wanna change your matcap or your background color. UA-cam compression + the shadow color made the face blend into the background pretty hard.
Gatcha games are great to use as learning reference for character art!
Because characters is 100% the main pull for players and their main revenue source
So you would assume is what gets the most effort and resources into it. =D
the jiggle physics at the start😭
cute and funny 😭
@@サリエリ-q5gthat is a gooner game
@alexbrine555 liking female form doesn't mean being a gooner lol. Pls google what this term actually means
I miss you man, great to have you back
/)..../)
( °,..,°)
Meanwhile I struggle to get the head shape looking right, haven't found a workflow that's good for me yet.
I'd venture to guess they don't use a 2D texture for the nose in front view. rather another 3D outline or even the same 3D outline with manipulated normals like in guilty gear Xrd
Where can I learn "Jiggle Physics"?
Is there a node for that?
use wiggle bones addon
tbh i also like arknight endfield character especially ember
What I really want to know is how Wuthering Waves gets such perfect shadows on the face. I'm able to edit the normals on my models to a basic degree, but nothing like this... I need to learn their secrets...
and here i am seeing this with 0 blender experience lol, i wish someday i can sculpt like you guys :)
@killuad0 hopefully this isn't unsolicited, but my best advice for you is to just take it one section at a time. The #1 thing I've seen that discourages beginner blender artists is how they get so overwhelmed thinking they need to know what ever single button and hotkey does when even the pros don't know absolutely everything. The truth is, you're not going to learn every aspect of this program in a week, or a month, or even several years, but you don't need to know everything about Blender before you can start making really cool things with it. I've been using this program since version 2.79 and I still haven't touched the built-in video editor because I use davinci resolve and have no need to.
Also (assuming you're here because you're interested in making anime style models) unless you're only interested in making completely static anime figures - no shame in that, these can make for awesome 3D prints - I'd recommend either learning poly modeling before sculpting or trying to learn both poly modeling and sculpting together, because you're going to need to know how to make good topology for deformations and/or custom normals when you retopologize your sculpts.
Good luck!!! I believe in you!!!
In my experience.....you have to good at 4 fundamental.....step by step of course -_-.the Models(Topology),Rigs(Bone and Weigh Paint),Shader(stylize),The Animations
Well I good at the first and second.......but kinda suck at the rest of it 🤔.....and yeah the results is 🗿........ain't gonna give up tho
your character is smelling in 16k now
Yooo you’re still around.
Wuthering Wives sure have one of the best, if not the best texturing and shading techniques in gacha games and in anime games generally. The ones who is most proficient at anime styled models are always Chinese gacha devs. Like korea is proficient at super hot looking realistic females models.
New vedio dropped
how do they do jiggle bones on the thighs in ZZZ 😅
I ***hate*** gacha games but I'll allow watching this video cuz I might learn something
Haha makes two of us
I am hate to play it but love to extract them Data to Some app like Blender
don't know about WW but mihoyo releases their models for free for learning and fanart so you can import them in blender to check their topology and textures etc and compare to your own models to learn how they do it.
what they dont do well tho
is the design in the first place
random background looking ass anime characters
Interesting... 🤔Another game I have seen that also makes their 3D character models look just like the 2D art for those characters is Action Taimanin. The 3D models have all the little details for all of their outfits that the 2D art has. 😅