As someone who is both learning Japanese and likes 3D art as a hobby thank you so much for your videos! I'm learning useful words while also learning how to model characters!
@mmcganimetic4 жыл бұрын
Thank you for your comment! I'm glad to hear that:) Since I started KZbin, I noticed the difficulty of Japanese In English, I can add more information to sentences later, but in Japanese it is difficult. At the same time as studying CG, I am studying how to speak logically in Japanese😀
@ElianoBiques2 жыл бұрын
クリッピングを一時的に解除した時はextruderした後必ずまたクリッピングをかけるのを忘れずに!そうしないと真ん中の頂点を引いた時にその頂点が割れてしまう。 if you deactivate clipping to use the extruder, don't forget to activate it again. if you do not use clipping in all work that is use mirror, the center point will split when you drag. quando desativar o clipping para usar o extruder, favor reativar apos uasr o extruder, se nao os pontos do meio se dividirao quanto for arrastar! MMさんチュートリアルありがとうございます!
damn tha'ts why asians persons are insane in every topic, i can't speak japanese but i understand everything and the way he teach is soooo clear. love it bro, thanks.
@mmcganimetic4 жыл бұрын
Thank you for your comment!
@riariirii2 жыл бұрын
The cool thing that your tutorials are really easy to follow even for people who don’t know Japanese like me. Your tutorials and timelapses really motivated me to make my own model, thank you so much!!!
@comfymoder3 жыл бұрын
So far its the best 3d tutorial I've found and I don't even understand the language, thank you!
I don't speak this language but this modeling form is pretty unique. It totally skips all the sculpting steps and works directly with the 2D reference.
@mmcganimetic4 жыл бұрын
Thank you for your comment! Personally, I feel that it is easier to model directly from 2D reference than the retopology method from sculpting. Because, with sculpting, I can model like clay work and get a 3D reference, but, after all I have to model in mind the topology.
It's a pity that I do not yet understand Japanese, especially technical terms. But wow, these are high quality tutorials. Fortunately, KZbin on desktop can auto-translate the auto-generated JP captions. And even if I haven't understand most of what you say, it is super easy to follow everything you are showing, more so because of the overlay guides you added during the editing of the video.
@BEASTKINGsenpai2 жыл бұрын
これは…相当根気が要る作業ですね…
@n0ni22 Жыл бұрын
Thankyou! I've watch a lot of vids relating to this (all of them are english) and I can't believe that watching this tutorial without fully understanding what u we're saying is amazing, I learned how stuff we're supposed to be when creating anime character. U earned a sub!
@sss28765431 Жыл бұрын
Finished this part of tutorials. Thank you so much !!!
@kangdimas76014 жыл бұрын
this tutorial is so good , im tried follow your step and then for 2 hours completed part 1-2 . After comment here, let's move on to part 3
@mmcganimetic4 жыл бұрын
Thank you for your comment! I'm glad to hear that :)
@kuririn-kamehameha3 жыл бұрын
Серьёзно, всё стало понятнее в разы. Да и аналогичных туториалов вообще нет на ютубе. Хитрые японцы знают как объяснять
Both the audio and subtitles are Japanese, but I've learned more from this tutorial than the three others I've watched, one of which was fully English. Well made.
12:01 , i did the same thing with you on clikcing Brigde of Looptools but my face gets created really weirdly and different shape from yours. what should i do? and always thanks for your tutorials!😊
@mmcganimetic3 жыл бұрын
Thank you for your comment! If the surface is strange with looptool Try the following -Press the A key in edit mode to select all vertices, and Shift + N to align the normals. ・ If it looks twisted, put ✔ in reverse from the looptool option at the bottom left that is displayed when Tooltool is applied.
@lemon63203 жыл бұрын
@@mmcganimetic thanks for the answer for my question! 😊(❁´◡`❁) by the way, I have another question which is not relevant to this video, but i'm not sure if it's okay to ask you this on here though (⊙_⊙;) the question is, I imported some of xps 3d character files to blender from deviant art to study and analyze their modelings and topologies. but I found out that the topologies of all 3d characters of xps file format are all made of tri faces, not quad faces. do you know why it is like that? and do you also know how to change those tri faces to quad faces safely? And, if i rig that characters which is made of all tri faces, then the result would be really bad for deformation? the models from deviantart look really amazing but i don't really understand why it's all made of tri faces when it's xps format😢
@mmcganimetic3 жыл бұрын
Thank you for your comment! When you convert text data to a mesh, it basically becomes a triangular surface. Also, there is basically no problem even if the model is composed of triangular surfaces. Rather, the model consisting of square faces is also divided into triangular faces in the final rendering. The conversion from triangle to square is possible, but in principle it is irreversible, so it does not return to the original square state. The following supplement Basically model from start to finish using square polygons The reason for modeling with square faces is to take advantage of operations such as loop cuts, subdivision surfaces, and bevels. However, towards the end of modeling, there are situations where you don't have to use these operations. In such a case, divide the triangular surface to make a fine shape while keeping the number of polys low.
@lemon63203 жыл бұрын
@@mmcganimetic Thank you so much to explain it that well to me 😭👍(❁´◡`❁) your explanation really helped me to understand it more widely and deeply!! ありがとうございます先生 😍
@Angel-ky3rb4 жыл бұрын
I'm really bad at the structure of faces! But following this was good practice for it and my Japanese skills! I really want to talk about my hobby to my Japanese friends so this taught me some good words to bring up :3 thankyu1
@mmcganimetic4 жыл бұрын
Thank you for your comment! I'm glad to hear that! I'll do my best to create the helpful videos in the future:)
@NuclleART2 жыл бұрын
Es increíble que pueda estar viendo esto desde Chile y aun así entender todo a la perfección sin saber nada del idioma Japonés, Te Felicito mi amigo! sigue así!
Thank you for your comment! I'm glad to hear that :D
@SystemBD4 жыл бұрын
How to model an alien (from an anime character) - Modeling Tutorial #2 Now seriously, thank you for this tutorial. If you can, please add subtitles (preferably in English) so that we can better follow the tutorial.
@mmcganimetic4 жыл бұрын
Thank you for your comment! First, Please try the following about translation. After clicking on the subtitles, click on the settings button. And try selecting English with automatic translation. There may be some translation errors. But you may understand the general outline:-) And, I try to put illustrations and numbers at the important part as much as possible. it may be helpful Thank you🙏
@baldwinnigatovf80954 жыл бұрын
Tank you for this tutorial series, I can now use both 2D and 3D for my anime series I am working on
@ishkyousuke74774 жыл бұрын
Yaay i cant wait to make my very first anime character, am doing good pt.3 here i come
@mmcganimetic4 жыл бұрын
Thank you for your comment! I use numbers and illustrations as common concepts as much as possible so that people in other languages can understand them:-)
Oh It's okay now I flipped the base of the neck and it works, maybe we can make a discussion group like in Discord this might help a lot of people quicker.
@iouzzr4 жыл бұрын
I tried to follow this second tutorial, but poly modeling is too difficult for me... I heard that you can sculpting first and then retopology. Which way do you recommend? Thank you.
@mmcganimetic4 жыл бұрын
Thank you for your comment! I personally think that post-sculpting retopology modeling is more time consuming and difficult than base mesh modeling. With sculpting, you can model like clay work without thinking about topology. However, after that, in retopology, we have to end up modeling with the topology in mind after all. The advantage of the method is that it is easier to create than a 2D reference because you can get a 3D reference. However, since the 3D reference must also be sculpted firmly, I think it would be easier to model with the 2D reference in mind from the beginning. Both methods have their advantages and disadvantages, so I think it's best to try them and use the modeling method that suits you.
@rebelangel82274 жыл бұрын
I cant wait for ai to do the work for me...simply drop some drawings and bam 3d character
Following these tutorials, I’m already creating a second character! The tutorials are done very well. I and many would like to learn from you how to texture, shade and make proper anime shadows like in Arc System Works, maybe you have seen the game Guilty gear. Of course, if you know how to make them. You could make a course and I would gladly buy it.
@iouzzr4 жыл бұрын
Good tutorials! May I ask where do you learn how to model human face? I see that you use a unique way, first add vertex and then make faces.
@mmcganimetic4 жыл бұрын
Thank you for your comment! I watched a lot of KZbin videos of overseas Blender users and learned modeling through self-study!
@bobsmithy31034 жыл бұрын
Check out Daniel Kreuter's anime modeling tutorials
@mmcganimetic4 жыл бұрын
Yes, Thanks of the Mr. Daniel Kreuter's videos, I learn a lot! And, Thanks of the videos in Blender Nation, I 'm learning a lot of technics:)
@PenduradoNoVaral3 жыл бұрын
have not understand shit but learned a lot
@awslL- Жыл бұрын
7:03 SX zooms mouth up and down two middle vertices forked what do I do
@鈴木めご2 жыл бұрын
8:55 Option=ALT
@Roni_Figaro11 ай бұрын
これスラスラ出来るようになるにはどのくらいかかるんだろうか... 凄い...
@심민기-v5d4 жыл бұрын
great!
@unkow9993 жыл бұрын
thx !
@omerrudnick81952 жыл бұрын
At 4:20, when doing the grid fill, how do I determine the span and offset based on the number of vertices my eye has?
Hey there again, I made it this far but I have a problem with the neck too. I saw one of the comments also have this same type of problem but I dunno how to disable the mirror modifier. (I'm using Blender 2.8)
@mmcganimetic4 жыл бұрын
Thank you for your comment! You can disable the mirror modifier by clicking the viewport mark (window mark) at the top of the mirror modifier.