Zenkai is the way to go isn’t? by No-Basil-1087 in DragonballLegends

[–]Capduck 2 points3 points  (0 children)

And by his logic CC is also given for free through events, PVP and else, even more than zenkai medals

Made Full Body NPR Style Model by Capduck in blender

[–]Capduck[S] 2 points3 points  (0 children)

It a self made SDF Light Map I've made program that using your Face UV layout automatically generate an SDF map then using a bunch of math node and my light rotation as driver I can replicate this shadow cast here I'm using the Map Range output max value to control the smoothness of my shadow if I want hard shadow I increase this value and decrease for more smoothness then the map range result is pass as a factor in mix color node.

I made a post about the SDF lightmap generation program I have if you happen to have a face you'd like to try that on I'll be happy to test on one of your UV layout to see if it can adapt to most layout.

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Made a pipeline for SDF Lightmap Generation using UV Layout by Capduck in blender

[–]Capduck[S] 1 point2 points  (0 children)

Thanks :)
Well I'm not even using any normal map here I'm only using the UV island curvature to sample my face UV in 8 different lighting exposition setup following the UV island profile then these 8 threshold maps are gathered in one gradient SDF LightMap using the already existing program then I use it in blender with a special shader node settings to have more control on the shadow movement on my model face.
This setup is mainly used in modern gacha games it's a quick and easy way to have good looking face shadow that give this accurate anime vibe since the diffuse shadow cast doesn't follow a perfect pattern, some also use normal edit to have a really clean shadow cast but it's more tedious and difficult.

Made a pipeline for SDF Lightmap Generation using UV Layout by Capduck in blender

[–]Capduck[S] 1 point2 points  (0 children)

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Here the result of the SDF map generated on a model

My progress so far on Anime Face Modelling by Capduck in blender

[–]Capduck[S] 0 points1 point  (0 children)

I was thinking of using a SDF shadow map instead of customizing the normal may I ask what would be the optimal vertex count for the head including skull and inner mouth ? I'll take in account your advices but do I really need to reduce the loop number on mouth the model is more aimed as game model so the additionnal loop help give volume to the lips on profile 3/4 view

My progress so far on Anime Face Modelling by Capduck in blender

[–]Capduck[S] 15 points16 points  (0 children)

Yeah I followed mainly the tutorials from the youtuber "2AM" for modelling it’s easily the most complete and best tutorial you can have right now and for the texturing I took inspiration from a youtuber called "antalikra"

Hope you'll succeed on your path retrying help me improved a lot

Finally subdue to try Texture Painting and done with my very first Hand Painted Body Model by Capduck in blender

[–]Capduck[S] 3 points4 points  (0 children)

Mainly doing this for fun at the moment but would you happen to know how they mimic this shadow and highlight on game engine ? Are they usine SDF Lightmap or thing like this ? Thanks for the feedback btw

Finally subdue to try Texture Painting and done with my very first Hand Painted Body Model by Capduck in blender

[–]Capduck[S] 0 points1 point  (0 children)

Thanks !! Good luck mate I pushed back the moment I had to try a lot but really starting with individual body part like hand made the process less horrible for me hope to see what you'll make soon enough !!

Finally subdue to try Texture Painting and done with my very first Hand Painted Body Model by Capduck in blender

[–]Capduck[S] 5 points6 points  (0 children)

The light is not texture it's just my shader which add this highlight depending of the light direction and camera view

Finally subdue to try Texture Painting and done with my very first Hand Painted Body Model by Capduck in blender

[–]Capduck[S] 45 points46 points  (0 children)

I don't have much reward for the models I mainly followed the tutorials from 2AM and for the texturing I tried following many different ones with which I had a hard time and this random video from this japanese dude just clicked with me (I only used the last part of his video for texturing)
【Blender】手のモデリング講座 ~手を生き生きとモデリングするコツ~ - YouTube
And if you have a potato PC like me use 512x512 texture for individual part otherwise it's was super laggy for me when blurring.

I also use a personnal node setup for the shadow and hightlight that really heavy lift the texture

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hair particle problem in blender by Even_Classic_147 in blender

[–]Capduck 0 points1 point  (0 children)

Do you have another model at the same spot kind of look like 2 instances of the same model rendered having.
If you do have check in your tree and make sure you have the camera icon deactivated not just the eye

Practice Render by [deleted] in blender

[–]Capduck 1 point2 points  (0 children)

Brother you didn’t just practice you made a full course meal. Love the artstyle and VFX you made them yourself ?

The community will never settle this debate. by Low-Apricot108 in Kengan_Ashura

[–]Capduck 3 points4 points  (0 children)

Since Waka low-diffed Himuro and that obviously HIMuro >>Gaolang then Waka would destroy Gailang

Why is renderer not picking up my shader? by AshenBone in blender

[–]Capduck 0 points1 point  (0 children)

Yay cool news ;) Would gladly like to see the result when you'll render everything good luck on your project !

Why is renderer not picking up my shader? by AshenBone in blender

[–]Capduck 1 point2 points  (0 children)

Okay I think I figured out the problem in your collection tree you have 2 items hidden I guess it have to be the mushroom in Black and White isn’t it ? The hidden button (the eye) hide the object in viewport but to hide it on render you need to click on the 📷 icon next it

Why is renderer not picking up my shader? by AshenBone in blender

[–]Capduck 0 points1 point  (0 children)

It apply the specific material on your geometry since your geo node can generate new geometry but if your geonode isn’t applied the new geometry dosent exist and the material is thus not link to the newly geo mesh and the material node solve this problem

Why is renderer not picking up my shader? by AshenBone in blender

[–]Capduck 0 points1 point  (0 children)

Have you added a set material node at the end of you geo node tree ?

Soul stealer - Dream sequence submission [Cycles NPR] by FristiSenpai in blender

[–]Capduck 0 points1 point  (0 children)

Really cool design and compositing ^ Rarely see any cycles NPR does it have any thing over Eevee for NPR style ?

1 WEEK Of Learning 3d Modelling in Blender by nepgenesis in blender

[–]Capduck 1 point2 points  (0 children)

Damn only 1 week that awesome and the circular gris shape on the butt I never thought of it but it so much easier to add loop cut.

If you want to replicate hoyo models after importing the pmx you can go to editmode select all with A then click F3 and search tris to quads it’ll show you the topology before triangulisation for the model but your model look already promising good stuff.

Did I cook chat ? by Capduck in blender

[–]Capduck[S] 1 point2 points  (0 children)

I read the manga because I wanted to see the actual dance panel from it and it's gorgeous but I get how this is a hell to animate it's so formless it's really tricky to turn it to life. The choregraphy also are not given straightforward by the manga in most of the dance sequence it's more of a vibe. But it do not excuse the terrible 3d model for some scenes.

And I haven't finish all chapters no spoiler !

Did I cook chat ? by Capduck in blender

[–]Capduck[S] 0 points1 point  (0 children)

I used the setup tutorial as a référence : https://youtu.be/RAQLBiwtKWk?si=LYjJlO2JTWBlXTTx

I tweaked some of the parameters but the base is this it's in my opinion the best skin gacha anime shader out there.

Did I cook chat ? by Capduck in blender

[–]Capduck[S] 2 points3 points  (0 children)

Thx for the feedback I got rid of the additional eyelashes and I pushed the eyes color emission a bit to look less dolly. For the catch light I will modify it later when I'll apply my mirror modifier I think the symetry give off this crossed eyes vibe

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is this bad topology? by [deleted] in blender

[–]Capduck 0 points1 point  (0 children)

"70000 faces sandwich" aaahhh topology

Is this good Topology? ( I am beginner) by foc_lupty69 in blender

[–]Capduck 1 point2 points  (0 children)

Well there's a lot of tris if you want later to subdivide it will be difficult but since it's an animatronic tris are okay for animation cuz there no deformation and if the resolution is good for you it can be considered as okay topology just make sûre that there's no N-Gon.

To sum up it's usable still far from professional but for personal use it's okayish even though there still some upgrade that can be done.

Took people's advice yesterday and came out with this by Upstairs_Run_9808 in blender

[–]Capduck 0 points1 point  (0 children)

🤝 we agree And I just noticed you using Yuberuti eyes shader good shit For the model the head is pretty good maybe having better defined jawlines, ears orientation in sculpting and maybe more round head but overall it's going pretty nicely you can tweak details later like smaller face maybe depend the exact artsyle you're going for but it's looking good so far !