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.
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?
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.
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.
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 😂
@@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)
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.
Ribbons? Impractical for adventuring.
Wearing 5 belts at once? Perfecto
ofc, belts make everything more practical. Ever seen Lulu from FFX? very practical.
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.
I did wonder if there was one somewhere but I didn't look it up. Will keep this in mind for next time. 👍
This is great! It has not only inspired me. Its given me a reson not to give up.
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?
By watching presentations, videos, reading, experimenting myself and ripping models from games and reverse engineering. 🤣
@@facepalmedev I’ve got no clue how to reverse engineer a game model. I downloaded some genshin impact ones and was lost.
Great video! Looking forward to next one!👍
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.
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.
This looks amazing. I know you aren't an artist, but it looks way better than my stick figures
This is pretty much the only thing/pose I can draw though 🤣
@@facepalmedev Once you get it in as a model though you should be able to articulate it a bit, right?
@@mindlessmeat4055 If you mean posing etc, yeah if I rig it up
based
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.
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 😂
@@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)
@@SanyaBane Oh yes 100% agree, they all have to fit within that style for sure.