W.I.P Kingdom Hearts Kairi, feeling shy about sharing, but some nice comments would be motivating ^w^

May 12, 2023
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Howdy, I'm feeling a little shy about sharing, but I'm very proud of my progress. I don't have anyone else I could share with ... so I hope you guys like it :3
Some words of encouragement would be really nice, but if you think it's sucks I understand. I am not too great at modeling yet, but i'm trying ^^;;

I am still working on it but I would like to make a Kairi x Sora sex scene in the future! Thanks for taking a look :)


KairiWaterMark.png
KairiWaterMark2.png



Before:


before.png
before2.png
 
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Winterfire

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Sep 27, 2018
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Learning to model is fine, and even fun, but when it comes to characters, you do not really model your own.
There are many in-engine solutions (UMA2 for Unity, MetaHuman for Unreal, ...), standalone software (Fuse, Daz, CC, ...) and even plugins for each modelling software you can think of, like Metahuman on Blender (Which is also standalone).

Again, as long as you're doing to learn, that's fine. However, you'll never get anywhere in doing that in an actual project, especially if you're solo, then it's plain impossible. The result might be somewhat unique, but not good enough (AKA Unique in the wrong way).
Even if you make it in a career, it's unlikely you'll be modelling characters, for the reasons I listed above.

Instead, the best solution (if you actually want to pursue a project and NOT learn) is to use one of those mentioned softwares, and edit them to make them unique and fit your style.
For example, since you are aiming for an anime style, you could use Vroid Studio.
 
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May 12, 2023
117
71
Learning to model is fine, and even fun, but when it comes to characters, you do not really model your own.
There are many in-engine solutions (UMA2 for Unity, MetaHuman for Unreal, ...), standalone software (Fuse, Daz, CC, ...) and even plugins for each modelling software you can think of, like Metahuman on Blender (Which is also standalone).

Again, as long as you're doing to learn, that's fine. However, you'll never get anywhere in doing that in an actual project, especially if you're solo, then it's plain impossible. The result might be somewhat unique, but not good enough (AKA Unique in the wrong way).
Even if you make it in a career, it's unlikely you'll be modelling characters, for the reasons I listed above.

Instead, the best solution (if you actually want to pursue a project and NOT learn) is to use one of those mentioned softwares, and edit them to make them unique and fit your style.
For example, since you are aiming for an anime style, you could use Vroid Studio.
Howdy! Thank you so much for taking the time to help me out :3

I had no idea unity and unreal engine had those plugins!

I originally did a koikatsu model but omg I completely forgot VROID existed lol

I think I am still going to finish this model so I can keep learning and then also do a Vroid model

Again thank you so much for your help, I've been getting a lot of negative feedback because of the sexual content but everyone is always so much nicer and supportive here.

:3

Hopefully the next time you see my post I will have improved by 100%
 

henmoey

New Member
Mar 2, 2024
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Again, as long as you're doing to learn, that's fine. However, you'll never get anywhere in doing that in an actual project, especially if you're solo, then it's plain impossible. The result might be somewhat unique, but not good enough (AKA Unique in the wrong way).
Even if you make it in a career, it's unlikely you'll be modelling characters, for the reasons I listed above.
I disagree on this. If you are having fun modelling and that is how you want to work on your projects, go for it. It is certainly possible and everyone has started at some point from 0. There are also plenty of tutorials out there showing you full workflows, from modelling and texturing to rigging and animating and you might be surprised how fast you might get better if you stick with it.

When it comes to be compared to professionally made models, I would argue that this kind of work is always a peace of art and therefore it is absolutely possible to compete with some imperfect, maybe a little clumsy looking aesthetic

Also, being able to model, rig and animate means you are able to have full control over your assets and you have pretty much infinite room from improvement.
 
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Winterfire

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Sep 27, 2018
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I disagree on this. If you are having fun modelling and that is how you want to work on your projects, go for it. It is certainly possible and everyone has started at some point from 0. There are also plenty of tutorials out there showing you full workflows, from modelling and texturing to rigging and animating and you might be surprised how fast you might get better if you stick with it.

When it comes to be compared to professionally made models, I would argue that this kind of work is always a peace of art and therefore it is absolutely possible to compete with some imperfect, maybe a little clumsy looking aesthetic

Also, being able to model, rig and animate means you are able to have full control over your assets and you have pretty much infinite room from improvement.
Then you clearly have never tried Vroid Studio (or other similar software/plugins). They are a template, but you still need to model hair, morph, even model your own pps. You can stylize them any way you want, and if you want them to be anime-like you also need to put a lot of work in texturing.
There's no point in re-inventing the wheel, especially in an ongoing project, even worse if you are solo.
However, as i've also mentioned in my previous post, it's fine as a learning experience since you'll need those skills/experience.


Again thank you so much for your help, I've been getting a lot of negative feedback because of the sexual content but everyone is always so much nicer and supportive here.
Yeah the SFW scene is weird like that.
It always irks me how most of that software I've mentioned (Such as FUSE) have no nudity... Not even sexual content, but just plain nudity since that's part of our biology.
 

woody554

Well-Known Member
Jan 20, 2018
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Again thank you so much for your help, I've been getting a lot of negative feedback because of the sexual content but everyone is always so much nicer and supportive here.
people are pretty supportive when someone is actually doing something, but then again we can completely destroy when people are pretending to do something but are really just talking crap wasting our time. you showed something you actually did yourself which already puts you ahead of so many people.

if you wanna become a modeler you will 100% have to get at least okay at character modeling. like yeah, if you don't already have strong enough character drawing or IRL scupting background, that skill can't just magically appear while 3d modeling and your models will never look hyperrealistic. but 99% of character modeling is outside hyperrealism, so it's not that important.

there's a lot of unique issues in character modeling that you won't learn anywhere else, so to get a handle on those things there's no other way than going through it. your every model will improve so make a lot of them. like there's a set of well-known topological patterns in characters that are simply the best way to do it, and you'll be repeating those same ideas on every character you make regardless if it's a hyperrealistic hot girl or a cartoonish alien dog. you can't be a decent modeler and not have some mileage on characters.

but otoh it's just one small area of modeling and all other areas have their own typical solutions as well so you can't just stop at character modeling. even if you one day specialize on some small area it's just being professional to have some idea about other stuff as well. like there are no professional artists who can't draw hands. it might not be their specialty, but a certain level of craftmanship is expected.

and for what it's worth, the daz models and metahumans are far from being great. their niche is to be generic, an okay base for people who aren't decent artists. 'good enough', not great.

but if you want to get to the level where you CAN tell difference between generic and great portrait, you must practice drawing until you can hack it on paper before you can do it in 3d. which is another separate thing that will take commitment, sacrifice and 5-10 years to get there. it's something you can't achieve just playing around.

tips for the current model? look up some construction method like the Loomis one, drill it until you undertand all the human body proportions in relation to its parts. the idea is not using the exact loomis proportions for the rest of your life, but you need to build a very accurate working understanding of the body proportions or everything will always look wrong. no amount of details or fancy maps can fix that.

also when you learn proper construction it'll inform your decisions of which shapes you should model the body out of, and in what kind of angle they're in related to each other. it'll be hugely beneficial to both your character modeling and your portrait drawing, and if you never learn SOME construction method even decades of practice won't stop your characters looking like beginner characters. there's a reason it's one of the fundamentals.

it's a lot, but it's also not something anybody learns or even understands at once. you draw/model thousands of characters and you learn something from every single one. it doesn't matter if you don't understand some part of it now, your goal is to understand like 10%, then next model the next 10% and so on. missing 90% every time is fine, you just keep making new things and learn that next 10%.

it's also not a question of talent but pure repetition. practice it like you'd practice violin to become professional, it's no different and the commitment and hours required are no different. you challenge yourself with things you can't do and train every day. anybody can achieve hyperrealism, it's technique not artistic expression. the expression is what comes on top of that and makes it art.
 
Last edited:
May 12, 2023
117
71
people are pretty supportive when someone is actually doing something, but then again we can completely destroy when people are pretending to do something but are really just talking crap wasting our time. you showed something you actually did yourself which already puts you ahead of so many people.

if you wanna become a modeler you will 100% have to get at least okay at character modeling. like yeah, if you don't already have strong enough character drawing or IRL scupting background, that skill can't just magically appear while 3d modeling and your models will never look hyperrealistic. but 99% of character modeling is outside hyperrealism, so it's not that important.

there's a lot of unique issues in character modeling that you won't learn anywhere else, so to get a handle on those things there's no other way than going through it. your every model will improve so make a lot of them. like there's a set of well-known topological patterns in characters that are simply the best way to do it, and you'll be repeating those same ideas on every character you make regardless if it's a hyperrealistic hot girl or a cartoonish alien dog. you can't be a decent modeler and not have some mileage on characters.

but otoh it's just one small area of modeling and all other areas have their own typical solutions as well so you can't just stop at character modeling. even if you one day specialize on some small area it's just being professional to have some idea about other stuff as well. like there are no professional artists who can't draw hands. it might not be their specialty, but a certain level of craftmanship is expected.

and for what it's worth, the daz models and metahumans are far from being great. their niche is to be generic, an okay base for people who aren't decent artists. 'good enough', not great.

but if you want to get to the level where you CAN tell difference between generic and great portrait, you must practice drawing until you can hack it on paper before you can do it in 3d. which is another separate thing that will take commitment, sacrifice and 5-10 years to get there. it's something you can't achieve just playing around.

tips for the current model? look up some construction method like the Loomis one, drill it until you undertand all the human body proportions in relation to its parts. the idea is not using the exact loomis proportions for the rest of your life, but you need to build a very accurate working understanding of the body proportions or everything will always look wrong. no amount of details or fancy maps can fix that.

also when you learn proper construction it'll inform your decisions of which shapes you should model the body out of, and in what kind of angle they're in related to each other. it'll be hugely beneficial to both your character modeling and your portrait drawing, and if you never learn SOME construction method even decades of practice won't stop your characters looking like beginner characters. there's a reason it's one of the fundamentals.

it's a lot, but it's also not something anybody learns or even understands at once. you draw/model thousands of characters and you learn something from every single one. it doesn't matter if you don't understand some part of it now, your goal is to understand like 10%, then next model the next 10% and so on. missing 90% every time is fine, you just keep making new things and learn that next 10%.

it's also not a question of talent but pure repetition. practice it like you'd practice violin to become professional, it's no different and the commitment and hours required are no different. you challenge yourself with things you can't do and train every day. anybody can achieve hyperrealism, it's technique not artistic expression. the expression is what comes on top of that and makes it art.
Howdy, Thanks for taking the time to help me out :3

I'm happy people will recognize that I'm trying to do things from scratch. Usually folks only care about the final product.

Luckily I do have a background in art, but learning blender/modeling tools is such a big undertaking. Because I know how it's supposed to looks on paper, I know the pose, I know the perspective, but having not only the 3D model match the vision, but the texture's, the rigging, and the animation match is another beast.

Those jobs are usually divided by multiple people in the game industry. So it's a lot to do for one person, but there's no deadline for me, so it doesn't hurt to try and learn to do things from scratch.

it's a lot, but it's also not something anybody learns or even understands at once. you draw/model thousands of characters and you learn something from every single one. it doesn't matter if you don't understand some part of it now, your goal is to understand like 10%, then next model the next 10% and so on. missing 90% every time is fine, you just keep making new things and learn that next 10%.
oohh mygggosidfasd yass, this is the best part! Seeing your self improve, and HAVING EVIDENCE OF YOUR PROGRESS.

Like, this model isn't the best, but it's such a vast improvement from how I started. This is like my 6th time attempting.
 
May 12, 2023
117
71
Yeah the SFW scene is weird like that.
It always irks me how most of that software I've mentioned (Such as FUSE) have no nudity... Not even sexual content, but just plain nudity since that's part of our biology.
Right?! It even irks me more because.... you're on the internet, there's porn everywhere. Why is this surprising to you if you're in a space that allows NSFW content? Also, most websites have a NSFW filter, so you're choosing to click something you didn't want to see and getting mad at the creator.