Here’s the face topology breakdown I promised! Let's talk about the key to a perfect game-ready anime profile in 3/4. 👀
Top: Common face topology. While it looks okay head-on, it often gets broken and looks 'lumpy' in 3/4 perspective because the edge flow doesn't support the silhouette.
Bottom: Optimized for 3/4. Look at how aligning the main edge loops directly along that tricky profile curve keeps the line perfectly smooth and clean without cranking up the polycount.
This is a game-changer for clean shape readability and beautiful cel-shading!
約束していた顔のトポロジー解説です!3/4アングル(斜め顔)で完璧なゲーム向けアニメ調の輪郭を作るためのポイントを解説します。👀
上:一般的な顔のトポロジー。正面からは綺麗に見えても、エッジの流れ(フロー)がシルエットに沿っていないため、斜め3/4アングルになった時にラインが崩れてガタついて見えてしまいます。
下:3/4アングル用に最適化。ポリゴン数を増やすことなく、主要なエッジループをこの複雑な輪郭の曲線に直接沿わせることで、ラインが完全に滑らかで綺麗に保たれています。
これだけでフォルムの美しさが劇的に向上し、セルシェーディングも圧倒的に綺麗になります!
#3Dmodeling #Topology #GameDev #AnimeArt #WIP #3DCG #b3d
Orbit shots are always super fun to do heh. I made this guy by taking a bit of inspo from 2D techniques. Not every 3D project has the flexibility to do environment motion like this, so I'm always super happy when I can!
Sisters of Battle
I heard Helldivers and Warhammer 40K are collaborating, right? That's such cool news! A hymn to the Imperium of Mankind across all worlds! And so, I hope for a Warhammer 40K and Nikke collaboration, haha! Of course, I'm not saying I want to see Space Marines or Guardsmen's butts shaking wildly. Though maybe I would like to, haha! Thanks for watching!
🥰🥰🥰