Making an Anime character in 3D!

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hey it's Brian today we're gonna go full anime and I know last time we sculpted Goku and it looked pretty cool and all but he looked like he belonged in a PS2 game so the goal for today is we're gonna try and translate this 2D image to 3D but in the end try to make it look like it's 2D and not 3D this is my first attempt at something like this so should be fun [Music] so I would usually then re-top over the head but this time I wanted to try modeling this anime head the same way that I've seen it been done in a bunch of other time lapse videos so the basic idea is that we take a single vert and outline the front of the face then outline the profile inside view then we model a circle around the eye and extrude it out same thing with the mouth and now that we have some landmarks we can start bridging everything together now I've never done this before so while modeling this face I was actually watching a Time Lapse video by Kumo blender to see how she managed to get these shapes that I'm looking for after I get the face mask region finished I dropped in a UV sphere and a cylinder to act as the back of the head and the neck I'm using these shapes as a guide to snap to so I start extruding from the face and work my way around the head and down the neck once I finish up I hide the mirror modifier to model the mouth sack then I'll take the verts around the eye extrude them back and merge them into a single vert once I'm down the neck it's business as usual going into the body block out getting the overall silhouette down with subdivided cubes if you're interested in an in-depth video on how I block out there is a link in the description below oh and the the reference that I'm using for this is from the master guide to drawing anime by Christopher Hart it's all over Pinterest when you search for anime character sheet and it has close enough proportions to get us started once I'm done blocking out I join all the pieces together and remeshed then did a bit of refinement in sculpt mode now that the body is sculpted I'll use this as a snapping guide return to my head and start extruding from the neck down from here on it's just basic re-topology using a shrink wrap and snapping to get her eye shape I move my reference eye behind the model's head and use the grab brush to nudge it into the right shape then we take a single vert extrude around to make the lashes a little grab brushing to make it sit on the eye same thing for the eyelid fold and the eyebrow the iris is made from a circle you can get this by enabling the extra objects add-on in your preferences extrude scale the circle down leaving Loops for the outline and the pupil I made the lower eye Shine by adding in a loop and then beveling the bottom lines as you might have noticed I've been adding flat colors to the model along the way the materials I use are as basic as you can get just an emission straight into the output this gives us a flat even color that ignores light so this means no Shadows so even though the eyes are actually holes carved into the head since there's no sense of depth they actually appear to be regular eyes that our Iris mesh can just float around in to get an idea what I have so far I added a sphere cut it in half and pulled from the bottom verts down to make some temporary hair after that I made a few bangs with some planes I also tried the inverted hole method for making the outlines this is done by making a black material and checking back face calling adding that material to the object you want your outline on and then adding a solidify modifier changing the offset to positive one choose your thickness I usually go with .04 check flipped normals selecting the material offset this number points to the material you want to use in the material stack as long as your material is in the bottom of the stack this number can be exactly or any number above the number of materials assigned to the object so even if you put in 99 it'll default to the last material in the stack if you want a bit of variations in your line you can also play with the clamp slider if your model or sculpt is made up of multiple objects you'll have to do this process for each and every mesh that you want an outline on you don't have to make new materials each time that was my phone you don't have to make a new material each time unless you want different colors but you do have to add the material to the mesh and add the solidify modifier to the mesh and then edit those settings okay she's been naked long enough so let's make akko some clothes clothes can easily be made by duplicating faces from the body mesh and scaling them up a bit starting from the lowest layer and working up I start making her collared shirt and since she has clothing layered on top of this shirt we don't have to model the entire thing only what's going to be seen I used a plane with a mirror modifier to make the collar of her robe and since her hood is a very similar shape I duplicated it and scaled it up then tweaked it a bit adding and changing colors as I go the rest of her Robin boots are made the same way by grabbing faces from the body duplicating scaling and modifying I made a bevel reference from a curved rhombus you can get more shapes in your ad curve menu by enabling extra objects curves I added a curved path using the first curve as a bevel and started wrapping it around her head duplicating to add more hair until the head was covered I had forgotten to model the ears so I selected a few of the faces in the ear area and extruded them out no fancy details the silhouette is the only thing that matters I did inset and pull the center of the ear in though that way the outline would appear from the side view a few more accessories to finish up like the belt from a cylinder the d-links from a plane and a cube and the wand was another cylinder the Hat brim was a circle that was shaped using proportional editing and the pointy part on the top was a curve that I bent into a hook shape after I got the shape that I needed I converted the curve to a mesh and then sculpted it into place and then duplicated a few of the loops to create the band so I want to mimic this character art of akko that I've been using as a reference this whole time and to get her into this pose I added in a rigify rig placed the bones generated and parented the mesh parts to that rig and then started posing you know while posing I noticed that the arms were acting a little funky I probably placed elbows in the wrong place or had some bones rolled in the wrong direction or something but since my aim wasn't to make something that I was going to reuse I decided to go the destructive route and pose the hands apply the Armature to those hands and then Repose the arms these droopy sleeves were giving me a bit of trouble and took some convincing in sculpt mode to get them to go where I needed them to be to get those couple of extra folds they're on that arm that's resting on the hip I duplicated and separated some of the geometry from the arm and then scaled up one side and place it to where it's coming out of the arm a bit and because of the way our shading and our solidify lines work it makes it look like it's a part of the arm and the final piece of the puzzle is the shading to get a real time shading on the face that looks the way it looks in an anime you can change your material to a cell tune shading one you'll also have to do some normal editing but for still characters you can just paint the shadows in which is what I did after unwrapping the parts that I intend to paint on I edited my material to mix with another color using an image mask as the factor so wherever I paint on this mask it's going to reveal the second color mimicking the reference I painted in the shadows just like the Goku sculpt from last time this was the most fun part as you're adding in the shadows the model goes from okay to hey that's pretty good I almost forgot ako's Little ponytail so I threw one together with curves so all of the Shadows don't have to be painted in if your topology allows for it you can just select faces and assign a different colored material just like here on the inside of the hair I converted the curves to mesh so I can have access to the faces selected the faces that I wanted to be a different color in the edit mode and assigned a different material now this works great for uh for making Shadows that are cast by the Hat the loops for the lower part of the hair weren't running in a convenient Direction so I unwrapped them and just painted the shadows in oh and if you're noticing thin lines that isn't getting painted it's probably where you marked a seam you have to go into the image editor and Over Paint past the UV Islands so with that final bit of painting in the shadows we are done and here she is this is my very first attempt to try and seriously replicate an anime style I really like the way she came out and felt like I learned a few more NPR things with this model if you'd like to explore the blend file to see how this was made you can find it on my gum Road and if you'd like to hang out with us you can come join us on Discord all the links are in the description hope you enjoyed this breakdown tell me what you think in the comments below all right bye
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Channel: Bran Sculpts
Views: 852,239
Rating: undefined out of 5
Keywords: timelapse, 3d modeling, blender, blender 3d, blender tutorial, tutorial, sculpt, 3d sculpting, modeling, time lapse, 3d, dbz, little witch academia, littlewitchacademia
Id: AWocxbVD3CE
Channel Id: undefined
Length: 9min 15sec (555 seconds)
Published: Tue Aug 29 2023
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