▼主な使用ソフト Maya / 3DCoat / Substance 3D Painter / Substance 3D Designer / ZBrush / Photoshop / CLIP STUDIO PAINT / Unity
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I'm Edaho, a 3DCG artist. I also occasionally draw illustrations.
I will be introducing my works, techniques, and tips on tools. If you have any questions or requests, please feel free to let me know in the comments! I also post on Twitter at any time: twitter.com/eda_hotori
Main software used : Maya / 3DCoat / Substance 3D Painter / Substance 3D Designer / ZBrush / Photoshop / CLIP STUDIO PAINT / Unity
Using a lattice to shape the face after flat creation is really clever and non-destructive. I keep forgetting how useful Lattice modifier can be for things like this.
¿Este modelo de personaje funciona si yo quiero animarlo? Es que tú haces el cuerpo cortando en algunos lugares por la ropa que lleva el personaje, no sé si eso será un impedimento si quiero darle movimiento al personaje en Autodesk Maya.
We have not disclosed the amount of money we received for this production, but if we were to make it in the future, we would calculate it at about 2 months worth of man-hours.
Thanks for the video!! I am currently learning Maya and I really needed to see the process for a full scale character. How long did this take you to make?
Are your comments in response to the reference images for this character? I can't give them to you, but please see Susuri's art work via the link in the summary section.
@@edahotori A penas estoy comenzando en el camino del modelado 3D y tu para mí eres una gran inspiración. Me encanta tu canal, sobre todo porque yo tambien quiero aprender a hacer modelos 3D tipo Manga.
@@edahotori yes plss can you make a manual tutorial how to set up and how to trace those in face of drawing anime im self study for how making own character by this kind of method. Thankyou
"ffd1Base" is a node that is created with the Lattice deformer when it is created. Normally, only "ffd1Lattice" is used for deformation, but by selecting "ffd1Lattice" and "ffd1Base" at the same time and moving or scaling them, you can change the range to which Lattice is applied. This is useful for symmetrical lattice deformations on asymmetrical models. Sorry, It's hard to understand with just text, isn't it? Maybe I'll do that in my next tutorial video...
Easily one of the best 2D to 3D modeling processes I've seen on RU-vid. It's nice to watch a pro's workflow of modeling 2D characters, and I learned a lot from this though I'm currently studying cel-look modeling in Blender as a hobby. Hope you keep updating your channel with new tutorials or timelapse modeling processes!
At 3:13, a Lattice deformer is applied to the flat hair mesh to increase the number of Lattice divisions. The finely divided Lattice points are moved by soft selection to remake the flat mesh into a three-dimensional one.
If you are sculpting for 3D printing, then any method of base modeling is fine. However, if you are taking it to ZBrush, it may be smoother to use rectangular polygons as much as possible. But if you are going to retopologize in ZBrush, that may not matter either.
i know this is old video but i hope you still answer my question :),i see you have a lot of triangles polygon, are triangle or N-gons okay in character modelling that has a lot of deforming?
In the model for real-time use, there is basically no problem if some of the triangles are mixed in, since they are all triangles in the final model. However, if possible, it is better to use quadrilaterals to create a natural topology for smooth UV development and skinning.
If blendshapes work on maya, they should also work on Unity. There are some reasons why blendshapes do not work. For example, if the number of vertices or vertex numbers in the base and target meshes do not match, it will not work correctly.
i nvr thought this can be made this way ,loved it. pls make a detailed video on how to make the face ,would love to learn ..as for me im just getting started n i loved ur technique of making 2d then transforming it into 3d without lacking any details.pls uload a video fast on this 👍❤