Creating a reference for 3D Anime Characters in Blender!

Поділитися
Вставка
  • Опубліковано 11 вер 2024

КОМЕНТАРІ • 22

  • @UncensoredScion
    @UncensoredScion 11 місяців тому +5

    there is absolutely nothing wrong with using reference images for anything from inspiration to body shape in anatomy, I have seen people going for a "as like reality" body formation (that generally means that the proportions are similar to a humans in most points) and failing in arm/leg/torso length (forearm length or thigh usually) and needing hours and hours of fixing when they're down to character design and noticing the irregularities.
    And I've been looking at learning some form of 3D modelling for a few projects I have bubbling in the back of my head so this is going to be interesting to view.

  • @dorkyface
    @dorkyface 11 місяців тому +4

    Ribbons? Impractical for adventuring.
    Wearing 5 belts at once? Perfecto

    • @facepalmedev
      @facepalmedev  11 місяців тому +2

      ofc, belts make everything more practical. Ever seen Lulu from FFX? very practical.

  • @andrewpullins8817
    @andrewpullins8817 11 місяців тому +6

    GIMP has a new symmetry painting tab. Click on the left triangles in any of your dialogues (such as your layers) > Add tab > Symmetry Painting.

    • @facepalmedev
      @facepalmedev  11 місяців тому +3

      I did wonder if there was one somewhere but I didn't look it up. Will keep this in mind for next time. 👍

  • @basicbill7276
    @basicbill7276 7 місяців тому +1

    This is great! It has not only inspired me. Its given me a reson not to give up.

  • @LewNeko
    @LewNeko 8 місяців тому +1

    you can tell this person already knows quite a bit about 3d art from their language, even if they aren't directly a master at it.
    So mr Facepalme, how do you know so much, and know how (or at least, what) to do?

    • @facepalmedev
      @facepalmedev  7 місяців тому +1

      By watching presentations, videos, reading, experimenting myself and ripping models from games and reverse engineering. 🤣

    • @LewNeko
      @LewNeko 7 місяців тому

      @@facepalmedev I’ve got no clue how to reverse engineer a game model. I downloaded some genshin impact ones and was lost.

  • @meosart1758
    @meosart1758 11 місяців тому

    Great video! Looking forward to next one!👍

  • @Savallion
    @Savallion 10 місяців тому +1

    I cannot believe you did all this with a mouse 😂 you poor soul.
    A friendly tip - Krita is another free software that might be better for more illustrative projects (like reference art) because it's more centered around painting than image editing. But honestly more than anything I recommend getting a graphic tablet of some kind! I get very bad wrist pain if I try to use a mouse for precise work like this.

    • @facepalmedev
      @facepalmedev  10 місяців тому +1

      haha yeah I know, like I said at the start, use a tablet not a mouse like me. 😆
      I'm aware of Krita, I may mess around with it for next time.

  • @mindlessmeat4055
    @mindlessmeat4055 11 місяців тому

    This looks amazing. I know you aren't an artist, but it looks way better than my stick figures

    • @facepalmedev
      @facepalmedev  11 місяців тому +1

      This is pretty much the only thing/pose I can draw though 🤣

    • @mindlessmeat4055
      @mindlessmeat4055 11 місяців тому +1

      @@facepalmedev Once you get it in as a model though you should be able to articulate it a bit, right?

    • @facepalmedev
      @facepalmedev  11 місяців тому +1

      @@mindlessmeat4055 If you mean posing etc, yeah if I rig it up

  • @AKThem06
    @AKThem06 8 місяців тому

    based

  • @SanyaBane
    @SanyaBane 11 місяців тому

    Arc System technology for NPR is indeed looks great, but textures and UV for such models are pain. Real time consuming pain. If you are willing to use their technology, you should also be ready to create most props for your game from scratch, since obviously environment generally should not have different art style from characters (or at least NPCs).
    In this regard, I believe just nice shader is enough for this purpose - Genshin Impact style are quite nice and not hard to reproduce, as far as I understand.

    • @facepalmedev
      @facepalmedev  11 місяців тому +3

      You don't need to cel-shade your environment honestly. Most games (including genshin impact) use diffuse shaders often with normal/bump maps and texture them in a painterly style. So the square UV method is more for characters/monsters often consisting of very simplistic texturing, while traditional UVs can be used for environments using slightly more complex texturing.
      It's no different to how they approach environments in anime really, the approach to backgrounds can be very different (often more detailed shading) to characters as they don't require as much if not any animation.
      As long as the environmental art style works in tandem with the characters art, they can be different. I'm not sure for arc system works games, as I've not really thought too much about their environments, but Genshin/Star rail and a lot of other anime games with cel-shading go for the diffuse approach. In fact I believe even wind waker used more diffuse lighting and more detailed textures for their environments.
      I am sure there are some games that do cel-shaded environments too, I just can't think of any off the top of my head right now. Okami maybe? not sure 😂

    • @SanyaBane
      @SanyaBane 11 місяців тому

      @@facepalmedev well, props and terrain - yes, they can be done in separate method.
      But NPCs is another matter, I think. In most cases player would prefer to have same style as main character (at least I think so)

    • @facepalmedev
      @facepalmedev  10 місяців тому

      @@SanyaBane Oh yes 100% agree, they all have to fit within that style for sure.