import 4.code.about;

class Header {

public void title() {

String fullTitle = '/3/';
}

public void menu();

public void board();

public void goToBottom();

}
class Thread extends Board {
public void Sculpting(OP Anonymous) {

String fullTitle = 'Sculpting';
int postNumber = 959310;
String image = '1695485271066647.jpg';
String date = '09/23/23(Sat)12:07:51';
String comment = 'Is Blender sculpting good enough if i just want to make huge animu tiddies models?';

}
public void comments() {
if(Anonymous && title=='undefined' && postNumber==959313 && dateTime=='09/23/23(Sat)12:19:10') {

'Nope. Sculpting smooth faced beautiful women is exactly the hardest thing to do. Use zbrush.';

}

if(Anonymous && title=='undefined' && postNumber==959325 && dateTime=='09/23/23(Sat)14:03:06'  && image=='1625381395436.jpg') {

'i know what hentai that is from';

}

if(Anonymous && title=='undefined' && postNumber==959326 && dateTime=='09/23/23(Sat)14:11:46') {

'>is it good enough
yes
>are your skills good enough to do it
no'
;

}

if(Anonymous && title=='undefined' && postNumber==959328 && dateTime=='09/23/23(Sat)14:24:02') {

'>>959310
It depends on how detailed you want your sculpts to be and how performant your computer is.'
;

}

if(Anonymous && title=='undefined' && postNumber==959334 && dateTime=='09/23/23(Sat)14:57:01') {

'>>959325
G taste?'
;

}

if(stann co && title=='undefined' && postNumber==959355 && dateTime=='09/23/23(Sat)17:27:10') {

'multires modifier. But it is very hard, i am not yet at the level to do it. Though zbrush seems even harder personally. I Might learn it some day';

}

if(Anonymous && title=='undefined' && postNumber==959434 && dateTime=='09/24/23(Sun)12:26:20'  && image=='faggot.jpg') {

'>>959310
figurine production -> zbrush
vtuber or mmd style production -> blender

Stop using tools not intended for your use case, faggot.'
;

}

if(Anonymous && title=='undefined' && postNumber==959456 && dateTime=='09/24/23(Sun)16:32:32') {

'>>959313
>>959326
>>959328
>>959434
well i was thinking in learning animation after sculpting, is sculting in zbrush and importing those models to blender for animation viable?'
;

}

if(Anonymous && title=='undefined' && postNumber==959458 && dateTime=='09/24/23(Sun)16:43:03') {

'if you’re not seeking a job in the industry, there’s literally no point in using anything other than blender. It can do basically anything now, the only limiting factor being your skill.';

}

if(Anonymous && title=='undefined' && postNumber==959538 && dateTime=='09/25/23(Mon)11:52:20') {

'>>959310
Zbrush if you can afford it, I do figurines and toys for my job, but if you can't afford zbrush use blender, is good enough'
;

}

if(Anonymous && title=='undefined' && postNumber==959559 && dateTime=='09/25/23(Mon)14:20:23'  && image=='blendurr7.jpg') {

'>>959456
Blenders sculpting tools are good enough for your purposes anon. Z-brush is only a requirement if you wanna make hyper detailed stuff with like geometric skin texture details and stuff of that nature. Smooth mesh detail like realistic looking surface muscle is well within the scope of blender.

Blenders sculpt tools only weakness is that they can't go very high in polycount so once you start pushing beyond a polycount in the single digit millions you start experiencing issues losing interactive feedback.

Pic related was me learning to sculpt in blender few years back. Stuff up to that type of detail blender is great.'
;

}

if(Anonymous && title=='undefined' && postNumber==959569 && dateTime=='09/25/23(Mon)17:50:14') {

'>>959538
Well ive just got a pirated version of zbrush to give it try and maybe getting a license in the future, any course you recommend?

>>959458
>>959559
Those look really good
Ill end up using blender for other things for sure, i wanted to know if it was capable in the sculpting section'
;

}

if(Anonymous && title=='undefined' && postNumber==959627 && dateTime=='09/26/23(Tue)06:03:22') {

'>>959559
i just want to make otufits, so it sounds like this is enough for me for now.thanks anon.'
;

}

if(Anonymous && title=='undefined' && postNumber==959630 && dateTime=='09/26/23(Tue)06:25:23') {

'>>959569
Sorry I started with zbrush so long ago that all the tutorials I watch are unusable, but also it depends what are you going to do, if it's toys/ with articulation there is a few videos I can post, if it's just anime figurines focus on anatomy tutorials, but mostly for the poses and weights (if you know what no mean) I usually make articulated toys but not for coomers so, I can't send you to anything figurine specific, but you can check the threads here, there is always people posting full streams of a guy that makes really good anime waifu shit.'
;

}

if(Anonymous && title=='undefined' && postNumber==959670 && dateTime=='09/26/23(Tue)16:41:14'  && image=='b3c1213c3d96845bc2ff8ec006485b94.jpg') {

'>>959630
well i guess ill go with this one since i found a torrent https://www.3dconceptartist.com/The-Ultimate-ZBrush-Guide-course
i think it will be better to learn all the basics before going full on the anime tiddies, anyways thanks anon'
;

}

if(Anonymous && title=='undefined' && postNumber==959722 && dateTime=='09/27/23(Wed)03:49:34') {

'R34 artists have told me to just use a DAZ-3D model. I don't understand how that works. Do they import the model into blender and then sculpt it?';

}

if(Anonymous && title=='undefined' && postNumber==959733 && dateTime=='09/27/23(Wed)07:22:54') {

'>>959325
Let the class know'
;

}

if(Anonymous && title=='undefined' && postNumber==959771 && dateTime=='09/27/23(Wed)12:20:00') {

'>>959722
I learned a little bit of anatomy and I do my own base meshes
daz3d maybe can help you, but should still know what are u doing'
;

}

if(Anonymous && title=='undefined' && postNumber==959784 && dateTime=='09/27/23(Wed)14:35:21'  && image=='Ijirare Fukushuu Saimin - Hinata Sae, Nogami Izumi, Sanada Minako Render 1 [Aiue Oka].png') {

'>>959733
Ijirare Fukushuu Saimin
warning: its reverse rape and ugly bastard'
;

}

if(Anonymous && title=='undefined' && postNumber==959795 && dateTime=='09/27/23(Wed)16:51:38'  && image=='ZBrushDocument.jpg') {

'>>959670
Welcome aboard anon, hope you stick with it so we can discuss it. Not many anons studying anime figures here'
;

}

if(Anonymous && title=='undefined' && postNumber==959798 && dateTime=='09/27/23(Wed)18:08:54') {

'>>959795
really? i thought this board was mostly anime tits'
;

}

if(Anonymous && title=='undefined' && postNumber==959804 && dateTime=='09/27/23(Wed)20:00:13') {

'>>959456
Yes you can import models from zbrush to animate with.
You don't need zbrush though. Zbrush is an amazing program and I love it, but it's autistic as fuck to learn. Blender can do what you want. Sculpting is all skill, so zbrush will still be there when you feel you want to move up to it.'
;

}

if(Anonymous && title=='undefined' && postNumber==959824 && dateTime=='09/28/23(Thu)06:18:09') {

'>>959630
Can you tell us more about how you became a non-coomer toy sculptor'
;

}

if(Anonymous && title=='undefined' && postNumber==959833 && dateTime=='09/28/23(Thu)09:31:21') {

'>>959804
>it's autistic as fuck to learn.
This is so true it's unreal. There are a lot of programs that are complex because they need to be, but zbrush feels like it's deliberately designed to be unintuitive and meant for aliens'
;

}

if(Anonymous && title=='undefined' && postNumber==959835 && dateTime=='09/28/23(Thu)09:36:00') {

'>>959833
you can learn zbrush in one week by watching pavlovich. All you have to do is learn anatomy'
;

}

if(Anonymous && title=='undefined' && postNumber==959837 && dateTime=='09/28/23(Thu)10:20:55') {

'>>959833
that's probably because it wasn't designed for what it's used for. It's supposed to be for 2.5D painting, when you're sculpting a model in zbrush, the program thinks you're basically making something like a photoshop brush. That's why they're called tools. There's probably like one person in the whole world who uses it for that.
They can't really change it now though, because artists are used to it and you can customise it a lot, so why bother? I wouldn't want them to change it to try and get new customers and compete with blender. But maybe it would have been smart of them to make zbrush core something like that instead of just a gimped version of zbrush.

>>959835
No you can't. It's not that difficult and you can get up and running doing basic stuff in a day, but you're not going to fully understand the whole program in less than six months. There's a lot to it.
>All you have to do is learn anatomy
this takes about 20 years btw'
;

}

if(Anonymous && title=='undefined' && postNumber==959880 && dateTime=='09/28/23(Thu)17:33:36') {

'>>959804
Well its not like it is costing me anything so its worth the try, but yeah its confusing as fuck for no particular reason.
Ive definetely want to learn Blender after this and ive heard the 4.0 version is already in beta so hopefully it improves the sculpting experience in some way.'
;

}

if(Anonymous && title=='undefined' && postNumber==959881 && dateTime=='09/28/23(Thu)17:50:11'  && image=='file.png') {

'Anyone else sculpt with a controller? Much more comfortable for those long sessions';

}

if(Anonymous && title=='undefined' && postNumber==959886 && dateTime=='09/28/23(Thu)19:56:11') {

'DESU, tool doesn't matter all that much sure some things are better in other and vice versa. I have used both for years, the main thing that actually matters is motivation to learn and keep learning altough it is tough as fuck sometimes to stay motivated. First sculpt you prolly gonna fail miserably as everyone does';

}

if(Anonymous && title=='undefined' && postNumber==959892 && dateTime=='09/28/23(Thu)21:07:59') {

'>>959880
>its confusing as fuck for no particular reason.
With zbrush you're going to be doing the exact same task for hours and hours, with something like blender you're usually going to be jumping around a lot or certain features very infrequently. So with blender and programs like it, it makes sense that everything is very easy to find visually. Today in blender I had to create a heat haze effect, never done that before so it involved problem solving and using nodes that I hadn't used before (and a youtube tutorial).
In zbrush that never happens. I use the same tools every time, do the same things, and I'm in the same workspace. I have a custom workspace and custom hotkeys, and over time I refine those. It's very very easy to change my workspace and make it more efficient for me and what I need without having to go through menus.
It makes it harder to get into at first, but over time you appreciate it and understand how practical and efficient it is.
Or maybe I have rose tinted glasses on because I've had to work in other programs for a few weeks and I want to get back to sculpting.
>so hopefully it improves the sculpting experience in some way.
I think there are some minor improvements coming, but it would be impossible for blender to reach zbrush tier.

>>959881
what the fuck?'
;

}

if(Anonymous && title=='undefined' && postNumber==959915 && dateTime=='09/29/23(Fri)05:18:08') {

'>>959881
Is this a joke or do people actually do this? Sounds like a cool idea but also like it would take you ten years minimum to get as good as with a pen'
;

}

if(Anonymous && title=='undefined' && postNumber==959917 && dateTime=='09/29/23(Fri)05:19:57') {

'>>959886
I was super proud when I did my first few sculpts, only felt like failing after that(some objectively being worse than the first)'
;

}

if(Anonymous && title=='undefined' && postNumber==959965 && dateTime=='09/29/23(Fri)18:12:45'  && image=='5165.png') {

'>>959892
>With zbrush you're going to be doing the exact same task for hours and hours
>It makes it harder to get into at first, but over time you appreciate it and understand how practical and efficient it is.
yeah, yesterday the ctrl/shift shortcuts were driving me crazy but i think i just got the hang of them today

>>959795
>>959798
surprises me that there isnt a specific thread for anime sculpting/modeling

>>959886
yeah i dont expect to have high quality models soon but seeing other works give me hope, there are so many girls i want to sculpt in the future'
;

}

if(Anonymous && title=='undefined' && postNumber==960044 && dateTime=='09/30/23(Sat)12:51:16') {

'>>959325
>Look!! I know where it's from!
normalfag frogdittors are so annoying

>>959915
Nobody except severely disabled people do it. You need precision control, and for that you need a pen, or at least a mouse.'
;

}

if(Anonymous && title=='undefined' && postNumber==960054 && dateTime=='09/30/23(Sat)15:15:18') {

'>>959795
you are tomoyo- chan anon?'
;

}

if(Anonymous && title=='undefined' && postNumber==960062 && dateTime=='09/30/23(Sat)17:28:40'  && image=='pool's closed.png') {

'undefined';

}

if(Anonymous && title=='undefined' && postNumber==960068 && dateTime=='09/30/23(Sat)19:05:51') { }

if(Anonymous && title=='undefined' && postNumber==960174 && dateTime=='10/02/23(Mon)10:42:14'  && image=='FaunaRender_11a.jpg') {

'>>960054
Yes it's me, glad someone still remembers Tomoyo. I didn't have time to finish many projects after her, but always keep studying'
;

}

if(Anonymous && title=='undefined' && postNumber==960182 && dateTime=='10/02/23(Mon)12:16:47') {

'>>960062
lets make this board even more dead, that sounds great... go fuck yourself'
;

}

if(Anonymous && title=='undefined' && postNumber==960346 && dateTime=='10/04/23(Wed)12:40:40') {

'>>959310
How is your cummer animu waifu sculpture going anon?'
;

}

if(Anonymous && title=='undefined' && postNumber==960365 && dateTime=='10/04/23(Wed)17:17:48'  && image=='ayy.png') {

'>>960346
Im not doing tiddies yet, im still learning the interface and basic tools while making this little fella using this course >>959670, its pretty fun.
Once im done ill start with this one that just finished downloading today https://coloso.global/en/products/3dcharacterartist-wandah-us'
;

}

if(Anonymous && title=='undefined' && postNumber==960369 && dateTime=='10/04/23(Wed)18:23:12') {

'>>960365
Looking good anon'
;

}

if(Anonymous && title=='undefined' && postNumber==960444 && dateTime=='10/05/23(Thu)09:01:32'  && image=='jj14.png') {

'>>960174
I started watching sakaki kaoru videos thanks to you. Glad to see you progress so far, it looks clean and refined, you have a lot of practice for sure.
I'm slowly coming back to sculpt after I lose motivation 2-3 months ago
now trying to refine/finish some projects I left

>>959965
lets do one general thread only for anime figurines'
;

}

if(Anonymous && title=='undefined' && postNumber==960597 && dateTime=='10/06/23(Fri)15:30:53') {

'>>960444
you guys should start one so everything related goes there, i havent started the anime sculpting so i dont think i cant do it
btw nice model'
;

}

if(Anonymous && title=='undefined' && postNumber==960627 && dateTime=='10/07/23(Sat)01:33:53') {

'>>959670
could you share the torrent?'
;

}

if(Anonymous && title=='undefined' && postNumber==960704 && dateTime=='10/07/23(Sat)12:35:43') {

'>>960627
my bad it wasnt a torrent, here https://anonfiles.me/yKLX/z.rar
it expires in 7 days'
;

}

if(Anonymous && title=='undefined' && postNumber==960894 && dateTime=='10/09/23(Mon)20:32:32') {

'>>959456
Dont fucking animate in blender. Sculpt in whatever you want as blender likely has a plugin or default support to import and export the files, but the worthless shitstain of bending and deforming blender does while still not having bones you can properly mesh attach but a bloody loop of 5+ same shit of grouping, parenting, linking, joining and god knows what else they added that does the same fucking thing but doesnt work with something else randomy instead of simple single actions with function toggles in the tools much like how modifiers were mostly fixed from being worthless mess to 80% of advanced things people do.
>>959892
Realistically, if he doesnt have someone to share workspace and explain base binds (or youtube searches a good one) its the same shit, both have crap default ui and binds and menus that are layered on menus that are redone old menus when everyone didnt know how the fuck to make a program and need custom workspace or either forked version or a cumjar worth of addons respectively to be useful to anyone vaguely human either way. Z is still better if he has a 14 year old rig as it doesnt kill itself when you try to retopo or dynamesh.'
;

}

if(Anonymous && title=='undefined' && postNumber==960920 && dateTime=='10/09/23(Mon)21:25:22') {

'>>960894
zbrush isn't that fucking hard man'
;

}

if(Anonymous && title=='undefined' && postNumber==960992 && dateTime=='10/10/23(Tue)19:34:47'  && image=='clothhelp1.png') {

'Does anyone know how to sculpt cloth folds onto anime figures?
Specifically when it comes to making decisions on where you put your cloth folds. I noticed when artists create figures from 2d images, they deviate from the original image when it comes to cloth folds.
I'll admit that I have zero experience when it comes to clothing so I'm studying the dynamics of cloth book etc. (pic related is my last old projects)'
;

}

if(Anonymous && title=='undefined' && postNumber==960994 && dateTime=='10/10/23(Tue)19:43:14'  && image=='clothexamples.jpg') {

'>>960992
Here's what I'm referring to when artists deviate from the source material when it comes to cloth folds.'
;

}

if(Anonymous && title=='undefined' && postNumber==961010 && dateTime=='10/11/23(Wed)00:10:05') {

'>>960365
>coloso
so how's your progress anon? on a scale 1 to 10 how good that course is?'
;

}

if(Anonymous && title=='undefined' && postNumber==961011 && dateTime=='10/11/23(Wed)00:11:24') {

'>>960704
>expire in 7 days
>file doesn't exist'
;

}

if(Anonymous && title=='undefined' && postNumber==961022 && dateTime=='10/11/23(Wed)03:42:00') {

'>>960992
>>960994
It's great you're learning about cloth folds. It's really up to the artist how they want their folds to look, but it all starts with learning about basic theory like compression and tension points, to where you have a solid foundation in creating your own.

When sculpting figures from illustrations, you *can* try and match every fold obsessively, but in practice it can quickly become a time sink. It's not to say you can't though. Following the larger and more prominent folds and then employing cloth theory for the details can be more enjoyable for some people, since it gives the 3D artist that extra freedom of expression. Going from an illustration to a 3D space is never going to be 1:1 and there are times where you do need to make certain artistic decisions. Having that foundation in cloth theory will help you recognize where you may or may not want to.'
;

}

if(Anonymous && title=='undefined' && postNumber==961041 && dateTime=='10/11/23(Wed)11:36:49'  && image=='uzc.png') {

'>>961010
Sorry anon I havent started that course yet so i cant give you a review, Im still around 65%(topology and polish) of this one >>959670 that teaches the basics so i wont get lost if go to the specifics of anime sculpting
I like that he gives UI files and introduces brushes and other tools little by little
But if you still want an opinion about the Coloso course this guy talks about it for a bit and recommends it so check it out
https://www.youtube.com/watch?v=iYlIKI0h8Pg

>>961011
not my problem it got deleted, i didnt touch anything
here i checked this one, it expires in a week
aHR0cHM6Ly9hbm9uZmlsZXMubWUvMW96Ty8xMjMucmFy'
;

}

if(Anonymous && title=='undefined' && postNumber==961056 && dateTime=='10/11/23(Wed)18:44:31') {

'>>961041
thanks for the link, anon-sama, may the sculpt gods bless you with skills'
;

}

if(Anonymous && title=='undefined' && postNumber==961067 && dateTime=='10/11/23(Wed)20:39:33') {

'>>961041
thank you for sharing'
;

}

if(Anonymous && title=='undefined' && postNumber==961068 && dateTime=='10/11/23(Wed)20:50:20') {

'>>960994
I personally learn by looking others how they sculpt ( loots of videos in YouTube) and later I try to adapt to my own style'
;

}

if(Anonymous && title=='undefined' && postNumber==961070 && dateTime=='10/11/23(Wed)21:09:14') {

'how hard is it sculpting with mouse';

}

if(Anonymous && title=='undefined' && postNumber==961092 && dateTime=='10/12/23(Thu)00:34:06') {

'>>961041
>aHR0cHM6Ly9hbm9uZmlsZXMubWUvMW96Ty8xMjMucmFy
sorry, what is this?'
;

}

if(Anonymous && title=='undefined' && postNumber==961095 && dateTime=='10/12/23(Thu)00:44:09') {

'i don't know how to draw, can i make it?';

}

if(Anonymous && title=='undefined' && postNumber==961097 && dateTime=='10/12/23(Thu)03:07:55') {

'>>961041
>no resource file
owari da'
;

}

if(Anonymous && title=='undefined' && postNumber==961129 && dateTime=='10/12/23(Thu)12:35:44') {

'>>961092
https://pastebin.com/SdzAXyvP'
;

}

if(Anonymous && title=='undefined' && postNumber==961138 && dateTime=='10/12/23(Thu)14:52:29') {

'>>959569
NTA but maybe later this one https://www.wingfox.com/c/8854 as I saw it getting recommended in another thread'
;

}

if(Anonymous && title=='undefined' && postNumber==961187 && dateTime=='10/13/23(Fri)12:01:28'  && image=='courses.png') {

'>>961138
I already got it along with the other, but the fact that it is in Chinese(Also UI) makes it less appealing.
Ill probably give it a quick watch after Im done with the printable model course.'
;

}

if(Anonymous && title=='undefined' && postNumber==961485 && dateTime=='10/17/23(Tue)09:03:29') {

'>>959310
Blender is a massive pain in the arse'
;

}

if(Anonymous && title=='undefined' && postNumber==961487 && dateTime=='10/17/23(Tue)09:08:13') {

'>>959837
>this takes about 20 years btw
ngmi'
;

}

if(Anonymous && title=='undefined' && postNumber==961488 && dateTime=='10/17/23(Tue)09:12:23') {

'>>961095
No. You must start by drawing exactly two hundred and fifty boxes freehand in three point perspective using a felt tip pen.'
;

}

if(Anonymous && title=='undefined' && postNumber==961491 && dateTime=='10/17/23(Tue)09:28:39') {

'>>959837
>20 years
>>961488
i'm ngmi...'
;

}

if(Anonymous && title=='undefined' && postNumber==961536 && dateTime=='10/17/23(Tue)17:24:38') {

'>>961487
>>961491
20 years to master it. You can get "good enough" in under a year.

>>961095
Yes, anyone can learn to draw. You're just going to suck dick at first and be incredibly frustrated and think that you "can't". But you can.'
;

}

if(Anonymous && title=='undefined' && postNumber==961551 && dateTime=='10/17/23(Tue)19:44:20') {

'>>961536
>20 years to master it'
;

}

if(Anonymous && title=='undefined' && postNumber==961734 && dateTime=='10/20/23(Fri)08:25:19'  && image=='Dragon Milf by SunnyQ.jpg') {

'>>959837
>this takes about 20 years btw
Lewd maker go brrrrrr.'
;

}

if(Anonymous && title=='undefined' && postNumber==961752 && dateTime=='10/20/23(Fri)12:35:01') {

'>>961536
>You can get "good enough" in under a year.
As a wise drunk once said, "Just good enough, is fucking golden." ~ Tex of the Black Pants Legion, 2022/23.'
;

}

if(Anonymous && title=='undefined' && postNumber==961801 && dateTime=='10/21/23(Sat)11:20:46') {

'>>959784
>ugly bastard
The guy is just fat not ugly nor a bastard'
;

}

if(Anonymous && title=='undefined' && postNumber==961843 && dateTime=='10/21/23(Sat)22:02:23') {

'>>961187
>aHR0cHM6Ly9hbm9uZmlsZXMubWUvMW96Ty8xMjMucmFy
will you share the wandah kuriawan? if not then it's all good'
;

}

if(Anonymous && title=='undefined' && postNumber==961937 && dateTime=='10/23/23(Mon)02:29:35'  && image=='foj7r6jedjierzpz15ehoyg15w5x.png') {

'I was working on an anime sculpt myself, I'll post it in a few hours for feedback

>>959310
Blender worked decently (once I added more RAM to my rig) but it had one very specific failing: Anime hair.
Zbrush has IMM Brushes, Blender does not. Sculpting hair in Blender is an ardous, lengthy, and dull task that ends up not looking any better than ZBrush.'
;

}

if(Anonymous && title=='undefined' && postNumber==962004 && dateTime=='10/23/23(Mon)19:40:23'  && image=='Screenshot 2023-10-23 174724.png') {

'>>961843
too heavy anon
I basically downloaded this in around a week doing 2 rapidgator and 1 nitroflare link per day here https://cgpersia.com/2023/02/coloso-turning-anime-characters-into-3d-printable-models-188490.html
if you are not in a rush you could try the same'
;

}

if(Anonymous && title=='undefined' && postNumber==962098 && dateTime=='10/25/23(Wed)07:19:58') {

'Is there a way to invert the brush pressure to control the brush's size in Blender?';

}

if(Anonymous && title=='undefined' && postNumber==962106 && dateTime=='10/25/23(Wed)09:27:49'  && image=='course2.jpg') {

'Wandah has just announced a new, more complete course. For those who haven't done the first one yet, it might be more interesting to wait for this one';

}

if(Anonymous && title=='undefined' && postNumber==962143 && dateTime=='10/25/23(Wed)14:55:19'  && image=='testprint.jpg') {

'>>960444
Losing motivation is very normal in 3D, it happened to me too a few years ago. But it's good that you're going back to you old projects, let's keep going. Also good anatomy on the model, that hair is going to take some time

>>960174
First test print, needing some adjustments to the fitting of the pieces'
;

}

if(Anonymous && title=='undefined' && postNumber==962161 && dateTime=='10/25/23(Wed)20:25:32') {

'Multiple 3D porn artists have told me to use Daz 3d models for scultping.

Can anyone explain how that works?
So are they just importing the daz3d model into blender, rescultping it and it's just instantly useable? Do you have to retopologize it? And how tf do boob/pussy/lips physics work? Do you have to make a sculpt from scratch to apply those physics or do you just choose an area of the model?

I kind of wish there was a course on making 3D hentai.'
;

}

if(Anonymous && title=='undefined' && postNumber==962168 && dateTime=='10/26/23(Thu)00:34:18') {

'>>962106
Ooooh, I'm hyped!'
;

}

if(Anonymous && title=='undefined' && postNumber==962219 && dateTime=='10/26/23(Thu)12:59:25') {

'>>962106
Nice, but it looks like more as a complementary class rather than a replacement, still good though.

>>962143
do you paint them too?'
;

}

if(Anonymous && title=='undefined' && postNumber==962250 && dateTime=='10/26/23(Thu)16:13:38') {

'>>962219
I don't paint unfortunately, I'll have to ask someone else to do it. The plans for this project are to become a garage kit, but I intend to keep a painted copy for myself'
;

}

if(Anonymous && title=='undefined' && postNumber==962448 && dateTime=='10/28/23(Sat)16:24:46') {

'>>960174
hey anon, this looks pretty good, good job! do you work for companies or sell your models online?'
;

}

if(Anonymous && title=='undefined' && postNumber==962467 && dateTime=='10/28/23(Sat)18:59:49') {

'>>959310
yes'
;

}

if(Anonymous && title=='undefined' && postNumber==962481 && dateTime=='10/28/23(Sat)22:58:34') {

'>>962004
do you mind share the resource file only?'
;

}

if(Anonymous && title=='undefined' && postNumber==962512 && dateTime=='10/29/23(Sun)11:29:40') {

'>>962250
damn why not? i feel it would give the complete feel of satisfaction at the end of the process

>>962481
sure, this is everything that is not a video
lasts a week, if not then its not my fault
YUhSMGNITTZMeTloYm05dWVXMW1hV3hsTG1OdmJTOHdORlpPTDIwdWNtRnk='
;

}

if(Anonymous && title=='undefined' && postNumber==962545 && dateTime=='10/29/23(Sun)19:47:57') {

'>>962512
thank you so much'
;

}

if(Anonymous && title=='undefined' && postNumber==962546 && dateTime=='10/29/23(Sun)19:48:58') {

'>>962512
>Sorry, File does not exist on this server.
NYOOOOOOOOOOOO'
;

}

if(Anonymous && title=='undefined' && postNumber==962558 && dateTime=='10/29/23(Sun)20:56:08') {

'>>962545
>>962546
well that one didnt last lets try this one
pastebin com FZUDQUFg'
;

}

if(Anonymous && title=='undefined' && postNumber==962559 && dateTime=='10/29/23(Sun)21:05:37') {

'>>962558
thank you'
;

}

if(Anonymous && title=='undefined' && postNumber==962694 && dateTime=='10/31/23(Tue)01:02:26') {

'>>959456
Usually when you use Zbrush, you do a lower poly export on Maya, Retopology then add the rig system for animation.
Blender has the advantage that you can do all of that in the same program, but usually you do this with characters that wont have a huge amount of detail.
Maya usually used more since there's tons of scripts you can add with MEL/Python unlike Blender, so for making high quality RIGs, its the reason why people still use it.
Blender is great on its own, but to do very "cartoonish" animation, it probably would take more work compared to having a nice rig from Maya from the get go.'
;

}

if(Anonymous && title=='undefined' && postNumber==962696 && dateTime=='10/31/23(Tue)01:30:27'  && image=='chad_cloack.png') {

'>>960365
Hope this helps, you know what to do.

YldGbmJtVjBPajk0ZEQxMWNtNDZZblJwYURveU5tVmtNbVZqWXpsbFpUTTJOall6WkRRMU9EYzJZekprTW1VeFpXWTNZV00zWmpJMk1UWmtKbVJ1UFZSMWNtNXBibWNsTWpCQmJtbHRaU1V5TUVOb1lYSmhZM1JsY25NbE1qQkpiblJ2SlRJd00wUWxNakJRY21sdWRHRmliR1VsTWpCTmIyUmxiSE1tZEhJOWFIUjBjQ1V6UVNVeVJpVXlSblJ5WVdOclpYSXVZMmR3WldWeWN5NTBieVV6UVRReU1DVXlSamhoY25ocVl6WTBaMkl6ZG5aNFpIZDRkMnR3Y20xalp6VjRkbXhvTW1sNUpUSkdZVzV1YjNWdVkyVT0=

Cheers and best of luck anon.'
;

}

if(Anonymous && title=='undefined' && postNumber==962698 && dateTime=='10/31/23(Tue)03:17:05'  && image=='1698736601499.jpg') {

'>>962696
>YldGbmJtVjBPajk0ZEQxMWNtNDZZblJwYURveU5tVmtNbVZqWXpsbFpUTTJOall6WkRRMU9EYzJZekprTW1VeFpXWTNZV00zWmpJMk1UWmtKbVJ1UFZSMWNtNXBibWNsTWpCQmJtbHRaU1V5TUVOb1lYSmhZM1JsY25NbE1qQkpiblJ2SlRJd00wUWxNakJRY21sdWRHRmliR1VsTWpCTmIyUmxiSE1tZEhJOWFIUjBjQ1V6UVNVeVJpVXlSblJ5WVdOclpYSXVZMmR3WldWeWN5NTBieVV6UVRReU1DVXlSamhoY25ocVl6WTBaMkl6ZG5aNFpIZDRkMnR3Y20xalp6VjRkbXhvTW1sNUpUSkdZVzV1YjNWdVkyVT0=
this one better include image ref'
;

}

if(Anonymous && title=='undefined' && postNumber==962792 && dateTime=='11/01/23(Wed)00:33:06') {

'>>962004
It's all good, maybe one day I can get my hands on it.'
;

}

if(Anonymous && title=='undefined' && postNumber==962843 && dateTime=='11/01/23(Wed)10:47:27') {

'>>962792
this guy >>962696 just posted a magnet for it

>>962696
i already have it but thanks anyway anon'
;

}

if(Anonymous && title=='undefined' && postNumber==962882 && dateTime=='11/01/23(Wed)17:39:58') {

'>>962698
it doesn't'
;

}

if(Anonymous && title=='undefined' && postNumber==962895 && dateTime=='11/01/23(Wed)20:11:46') {

'>>962882
it's over'
;

}

if(Anonymous && title=='undefined' && postNumber==962913 && dateTime=='11/02/23(Thu)01:31:50'  && image=='explorer_HoaWypTEnm.png') {

'>>962698
>>962882
>>962895
Are you sure they aren't there? I found stuff like that inside the "Class Material" folder

The one at the bottom has a bunch of hair brush ZBP files.'
;

}

if(Anonymous && title=='undefined' && postNumber==962915 && dateTime=='11/02/23(Thu)01:46:33') {

'>>962698
>>962913
>image ref
That is not from the course, but I did find it, sadly is just two images, artist is Okku.

https://www.artstation.com/artwork/OoW3xJ'
;

}

if(Anonymous && title=='undefined' && postNumber==962916 && dateTime=='11/02/23(Thu)01:51:58') {

'>>962913
yes, it's not there'
;

}

if(Anonymous && title=='undefined' && postNumber==963022 && dateTime=='11/03/23(Fri)04:40:16'  && image=='1699000783194.jpg') {

'>>959670
after this i'll try >>959670 probably will try wandah course in 2 or 3 months'
;

}

if(Anonymous && title=='undefined' && postNumber==963027 && dateTime=='11/03/23(Fri)07:04:59') {

'>>959310
Sculpting is pretty damn hard. People just like to do it for some reason. Just model and then edit in sculpting like I do. If you have enough performance you can always subdivide the base model and shrink wrap it around the high polycount model.'
;

}

if(Anonymous && title=='undefined' && postNumber==963106 && dateTime=='11/04/23(Sat)03:34:32'  && image=='Fy00qmBaMAAalSx.jpg') {

'>>963027
clearly you haven't sculpted a big titty anime girl before. Sculpting is superior from the get go. Polymodelling is for brainlets who don't want to feel the form just like those nodraws from /ic/'
;

}

if(Anonymous && title=='undefined' && postNumber==963112 && dateTime=='11/04/23(Sat)04:09:16') {

'>>963106
I am currently in the process of doing so. Sculpting has about 10% of the control modeling does. This is due to the limitations of the digital sculpting though, real life sculpting is the easiest shit.'
;

}

if(Anonymous && title=='undefined' && postNumber==963174 && dateTime=='11/04/23(Sat)13:58:36'  && image=='asmon_confused (2).png') {

'>>959310
>people still trying to learn digital skills
Delusional. You will able to prompt high-quality 3d models in 1-2 years. Learn something useful that can be applied to the real world or get a job and make some money.

This shit just released recently https://twitter.com/LumaLabsAI/status/1719792922646987152 and better shit is coming out soon. Everything digital will be automated in the next 4 years.'
;

}

if(Anonymous && title=='undefined' && postNumber==963222 && dateTime=='11/04/23(Sat)17:33:47') {

'>>963174
plebs with aphantasia like you will never be able to understand.
for the sake of anyone who may be disheartened by this kinda shit -
first and foremost if you enjoy the process and feeling of accomplishment of making art, then no amount of improvements in AI will be able to replicate that

secondly, it's going take a lot longer that "1-2 years" for AI to be able to fundamentally understand what it's doing and why, it's not going keep within strict specifications because it has no idea what it's actually making models for.
and the worst thing is that the people who are going to be using it won't even understand this problem, they're going to be perfectly happy with whatever horrible, unoptimized mesh is generated for them, and proudly use them for whatever half-baked hustle that's popular at the moment.

We're going to be seeing so much AI slop from grifters with barely any understanding of what they're trying to emulate.'
;

}

if(Anonymous && title=='undefined' && postNumber==963231 && dateTime=='11/04/23(Sat)17:51:52') {

'>>963222
That's what artists said as well before dall-e2 released. When was it? Like 18 months ago. And big corpos can scrap the whole internet like they please without ANY repercussions. It's sad to see but we are all fucked by sillicon valley.'
;

}

if(Anonymous && title=='undefined' && postNumber==963237 && dateTime=='11/04/23(Sat)17:59:47') {

'>>963231
We're talking about sculpting here, how long until AI can produce a quality sculpt? then optimize it with clean topology and UVs?'
;

}

if(Anonymous && title=='undefined' && postNumber==963267 && dateTime=='11/04/23(Sat)23:26:59') {

'>>963222
checked.

Though I will say that when it comes to satisfying a customer then AI will definitely be good enough. Hardware keeps getting better and while it does piss me the fuck off there's barely any optimization on anything it enables sloppy stuff like AI 3D meshes being feasible.

You'd have to be outstanding to break even, a sharp specialist, and even then you may be putting more effort than it's worth if you'd like to make a living. If you wanna learn do it because it's cool. But professionally it's gonna suck ass.'
;

}

if(Anonymous && title=='undefined' && postNumber==963271 && dateTime=='11/05/23(Sun)00:20:56') {

'>>959784
>warning: its reverse rape
Dont need to be warned about tha-
>ugly bastard
nevermind'
;

}

if(Anonymous && title=='undefined' && postNumber==963303 && dateTime=='11/05/23(Sun)07:33:27') {

'>>963267
you're probably right about that, I keep forgetting that 90% of people have a "good enough" mindset

Take Starfield for example, a bunch of their assets are outsourced and look like shit, and yet they STILL were okay with putting them in their game - it's only a matter of time until AI generated models look "good enough" to compete with shitty cheap outsourcing - at least for static meshes that don't need to deform.'
;

}

if(Anonymous && title=='undefined' && postNumber==963480 && dateTime=='11/07/23(Tue)06:03:16') {

'Any recommendations for good Blender sculpting tutorials? I don't mean just for the software, but for the sculpting as a skill in general.';

}

if(Anonymous && title=='undefined' && postNumber==963834 && dateTime=='11/10/23(Fri)10:58:28') {

'>>962004
Help, it took me 2 weeks to download from rapidgator and its password protected :('
;

}

if(Anonymous && title=='undefined' && postNumber==963836 && dateTime=='11/10/23(Fri)11:37:05') {

'>>963303
>Take Starfield for example, a bunch of their assets are outsourced and look like shit
like what?'
;

}

if(Anonymous && title=='undefined' && postNumber==963849 && dateTime=='11/10/23(Fri)13:26:17'  && image=='1661195676168041.jpg') {

'Fug. I really wanna try this. I spent the whole day yesterday watching people sculpt faces on youtube.';

}

if(Anonymous && title=='undefined' && postNumber==963851 && dateTime=='11/10/23(Fri)13:30:19') {

'>>959310
>Over a gorrilion dollars on Ebay from a legit Japanese seller
Its over...'
;

}

if(Anonymous && title=='undefined' && postNumber==963852 && dateTime=='11/10/23(Fri)13:34:23') {

'>>959310
There's some sculptors who use Blender and some who use Zbrush.
Zbrush is more common and not because of it's more pleasant use-experience (Zbrush's is infamously weird) but due to some fancy hacks that allowed more polys on screen, not sure if this is still an issue in blender or not.

That said 99% of huge animu tiddie models are just down to your 3D sculpting skills and not the software so just use whichever works. If the tool becomes an impediment then switch to the other one.'
;

}

if(Anonymous && title=='undefined' && postNumber==963898 && dateTime=='11/11/23(Sat)06:20:25') {

'>>963836
nayrt but basically every single face in the game looks horrendous.
People were actually trolling by making a custom made character in the character editor that was actually passable in looks and modded it into the regular game as an NPC.
I think they even gave it the job description "damage control specialist" when you targeted them just for kicks.'
;

}

if(Anonymous && title=='undefined' && postNumber==963901 && dateTime=='11/11/23(Sat)07:23:21') {

'>>963852
>not sure if this is still an issue in blender or not.
It's never been an issue for 99% of projects, Zbrush sculptors are just autists who think they need ten gorillion polygons when really anything above 1-3 mil is overkill, unless you're working on like a marvel movie
You shouldn't need anywhere near that much for an anime coom figurine and a majority of other solo projects
The reason Zbros think they need that is because they're tech illiterate artists that can't optimize for shit, the software was designed from the ground up to provide as close a claysculpting experience as you can get on a PC, if you know how to optimize your models and don't just add polygons as a universal solution to all problems you'll never need 10% of what zbrush can physically handle

Not to say the workflow isn't valid, it absolutely is. It's easier, if anything. But again, you don't -need- even 10% of what zbrush offers if all you want to do is make something simplistic like anime coom models'
;

}

if(Anonymous && title=='undefined' && postNumber==964154 && dateTime=='11/14/23(Tue)10:30:16') {

'>>960444
>sakaki kaoru videos
link?'
;

}

if(Anonymous && title=='undefined' && postNumber==964179 && dateTime=='11/14/23(Tue)13:54:55') {

'>>960174
Please never leave this planet, anon'
;

}

if(Anonymous && title=='undefined' && postNumber==964183 && dateTime=='11/14/23(Tue)14:11:34') {

'>>962161
I figure that it's more like kitbashing.'
;

}

if(Anonymous && title=='undefined' && postNumber==964184 && dateTime=='11/14/23(Tue)14:21:02') {

'>>963174
it's shitty as hell. It's been 20 years, I still need that AI tools of UV unwrapper. On the other hand, StableDiffusion is still not stable, if it could be more reliable, it will help animation tremendously. People just use this for NFT bs poomp and doomp instead of actually developing a coherent tools.'
;

}

if(Anonymous && title=='undefined' && postNumber==964224 && dateTime=='11/14/23(Tue)16:00:56') {

'Hello, absolute NOOB here.
I have been trying out this 3d malarky since saturday night, from zero knowledge after my mate linked me blender and said i should try it out. Seems good to me.
>>964173'
;

}

if(Anonymous && title=='undefined' && postNumber==964227 && dateTime=='11/14/23(Tue)16:20:50') {

'>>962161
>Multiple 3D porn artists have told me to use Daz 3d models for scultping.
>Can anyone explain how that works?
Daz is an easy way to get base meshes that are pretty advanced compared to starting with a blockout doll but yes, like you say;
Unless you want your shit to look like generic porn ads with those terrifying uncanny valley 3d bimbos, you do have to do a lot of personal retouching on those models to make them look actually good.
>Do you have to retopologize it?
If you just want to have a static picture then no, it's not -necessary- because you can hack a pose together and it'll just work. If you want to animate / print / import into game engine, yes.
Daz models in general actually have usable topology even for animation, but if you're going to significantly sculpt ontop of them, you'll probably need to retopo.
>And how tf do boob/pussy/lips physics work?
You have to set that up manually, either through simulation or manual bone animation. Boobs / dicks are simple, pussy / mouth less so because it stretches, but still doable with some practice.
>Do you have to make a sculpt from scratch to apply those physics or do you just choose an area of the model?
Depends on the quality of the original model but more often than not you'll need to at least manually adjust it to be functional'
;

}

if(Anonymous && title=='undefined' && postNumber==964270 && dateTime=='11/15/23(Wed)01:40:33') {

'>>963834
ok, I figured it out. one of the file I downloaded was less then 1mb. redownloaded and I was able to open the zip file'
;

}

if(Anonymous && title=='undefined' && postNumber==964318 && dateTime=='11/15/23(Wed)14:19:17'  && image=='ZBrush Document.jpg') {

'>>962448
Thank you! So far I've only worked with garage kit and commission, I'm still grinding to get a job with a company. I was recently followed by one so I'm hopeful

>>964179
There are still a lot of anime girls to sculpt, anon

>>964154
Here you go
https://www.youtube.com/watch?v=NdS5yQmO-Gw&list=PLMjnnUF3eJFe3jMRfUKMt0qK5zKIpxy1t&index=56&ab_channel=PixologicZBrush

Starting a new project for the portfolio, I chose this very simple concept this time to try to finish it faster. Using a basemesh from a previous model for the body.'
;

}

if(Anonymous && title=='undefined' && postNumber==964340 && dateTime=='11/15/23(Wed)19:49:45') {

'>>964318
Did you ask kuno for permission yet?'
;

}

if(Anonymous && title=='undefined' && postNumber==964342 && dateTime=='11/15/23(Wed)20:05:18') {

'>>964340
Yes I asked, he said it would be ok if it was for personal use'
;

}

if(Anonymous && title=='undefined' && postNumber==964366 && dateTime=='11/16/23(Thu)00:56:48') {

'>>962106
I stopped halfway through his other course. I should get back to it and finish.'
;

}

if(Anonymous && title=='undefined' && postNumber==964369 && dateTime=='11/16/23(Thu)02:05:12'  && image=='1700118291657.jpg') {

'fuck i'm gonna make it and watch wandah kurniawan course';

}

if(Anonymous && title=='undefined' && postNumber==964706 && dateTime=='11/18/23(Sat)21:27:06'  && image=='progress.jpg') {

'>>960365
you are just like me i am also trying to learn zbrush to make anime tiddies we can do this friend'
;

}

if(Anonymous && title=='undefined' && postNumber==964707 && dateTime=='11/18/23(Sat)21:33:10'  && image=='2.png') {

'>>964706
MORE WIP'
;

}

if(Anonymous && title=='undefined' && postNumber==965458 && dateTime=='11/27/23(Mon)10:19:25') {

'>>960994
Man that's one ugly zabaniya figurine'
;

}

if(Anonymous && title=='undefined' && postNumber==965476 && dateTime=='11/27/23(Mon)16:01:30'  && image=='V SM2.png') {

'>>960174
>Tomoyo
What's that
>>960444
>sakaki kaoru
What's that
Also what's the name of your character.'
;

}

if(Anonymous && title=='undefined' && postNumber==965477 && dateTime=='11/27/23(Mon)16:04:07') {

'>>962143
is that an original character'
;

}

if(Anonymous && title=='undefined' && postNumber==965478 && dateTime=='11/27/23(Mon)16:05:08') {

'>>959310
name and from'
;

}

if(Anonymous && title=='undefined' && postNumber==965714 && dateTime=='11/30/23(Thu)10:05:42') {

'>>959784
I would hardly call the guy an ugly bastard. Just kinda fat, not even obese
At least, he is no more evil than the girls'
;

}

if(Anonymous && title=='undefined' && postNumber==965738 && dateTime=='11/30/23(Thu)13:50:13') {

'>>964318
>I'm still grinding to get a job with a company
Fingers crossed anon. Mind posting an Artstation profile or more of your models? maybe in the meantime you could consider opening a Patreon for 3D models for printing (i would happily be one of the 1st supporters or maybe do a commission)'
;

}

if(Anonymous && title=='undefined' && postNumber==966091 && dateTime=='12/04/23(Mon)02:15:15') {

'https://x.com/miku1596/status/1731551290470375719?s=20
ckb stream this week (probably)'
;

}

if(Anonymous && title=='undefined' && postNumber==966313 && dateTime=='12/06/23(Wed)08:09:03'  && image=='1701866481571.jpg') {

'>>964369
ver2, didn't know you can rotate camera angle with alt key'
;

}

if(Anonymous && title=='undefined' && postNumber==966876 && dateTime=='12/11/23(Mon)16:41:46'  && image=='caras1.png') {

'good work, keep practicing
here a one of my reference sheet I use for faces'
;

}

if(Anonymous && title=='undefined' && postNumber==966893 && dateTime=='12/11/23(Mon)21:07:13'  && image=='1702346807267.jpg') {

'>get filtered by the hair
any tips?'
;

}

if(Anonymous && title=='undefined' && postNumber==967065 && dateTime=='12/13/23(Wed)10:14:27') {

'I'd like to make a basemesh library for Zbrush with different size of characters. Any tips on how to tackle that? I was thinking of making all limbs each in a separate subtool and group and then make them dense enough to be easily editable (proportions wise) but I tried once a few months ago and failed horribly cause the subtools were hard to handle and edit into different characters.';

}

if(Anonymous && title=='undefined' && postNumber==967088 && dateTime=='12/13/23(Wed)17:38:42'  && image=='body_proportion_2.jpg') {

'>>967065
each base mesh should be its own project. head, upper/lower torso, upper/lower arms, upper/lower legs, hands, feet, should each be seperate subtools. you can then load the desired subtools into a new project.
if you are a beginner i would suggest not relying on basemesh as you will miss out on valuable opportunities to practice and learn proportion and human anatomy. create a number of characters from scratch, and then when you are more competent you can use your previous projects as base meshes.'
;

}

if(Anonymous && title=='undefined' && postNumber==967133 && dateTime=='12/14/23(Thu)09:47:05') {

'>>967088
The old woman seems to have right proportions but the young female is not right'
;

}

if(Anonymous && title=='undefined' && postNumber==967285 && dateTime=='12/15/23(Fri)12:31:41'  && image=='backtoit.jpg') {

'Getting back to it, will spend a while just sculpting heads until my new GPU comes and I'm finished building my new rig.

Also, do you see something wrong with it ? I can't quite pinpoint it but I feel it's more prononced with the profile view. It has either something to do with the jaw or the size of the head'
;

}

if(Anonymous && title=='undefined' && postNumber==967306 && dateTime=='12/15/23(Fri)15:22:34') {

'>>966893
watch leslycerosix and sakaki kaoru videos, both have different approach'
;

}

if(Anonymous && title=='undefined' && postNumber==967341 && dateTime=='12/15/23(Fri)21:25:32') {

'>>967306
noted'
;

}

if(Anonymous && title=='undefined' && postNumber==967352 && dateTime=='12/16/23(Sat)00:13:27') {

'>>962696
double encryption. Why?'
;

}

if(Anonymous && title=='undefined' && postNumber==967404 && dateTime=='12/16/23(Sat)13:22:46') {

'>>963237
Forget producing a high quality sculpt. How long until AI can produce EXACTLY what I want with no human changes or touch ups required?

Probably not until brain scans are invented. I.E Never. Human artists will always be required to clean the mess that AI puts out.'
;

}

if(Anonymous && title=='undefined' && postNumber==967450 && dateTime=='12/17/23(Sun)04:03:16') {

'Kinda wanna try this out too, my interest has been gained';

}

if(Anonymous && title=='undefined' && postNumber==967531 && dateTime=='12/18/23(Mon)01:44:18'  && image=='1702881801932.jpg') {

'>>966893
update'
;

}

if(Anonymous && title=='undefined' && postNumber==967533 && dateTime=='12/18/23(Mon)01:53:12') {

'>>967404
Killing yourself could help. The resources that you use to sustain yourself will definitely be put to better use and indirectly help AI development.'
;

}

if(Anonymous && title=='undefined' && postNumber==967558 && dateTime=='12/18/23(Mon)08:25:09') {

'>>967533
If so why haven't you killed yourself first, cultist?'
;

}

if(Anonymous && title=='undefined' && postNumber==967599 && dateTime=='12/18/23(Mon)21:18:00') {

'>>967531
looking good bro. doing better than me. keep going'
;

}

if(Anonymous && title=='undefined' && postNumber==967601 && dateTime=='12/18/23(Mon)21:57:26') {

'>>967599
thank you, we are gonna make it'
;

}

if(Anonymous && title=='undefined' && postNumber==967603 && dateTime=='12/18/23(Mon)22:45:54') {

'>>959313
>Use zbrush
I am not spending $1000 to sculpt asses.'
;

}

if(Anonymous && title=='undefined' && postNumber==967606 && dateTime=='12/19/23(Tue)00:28:18') {

'>>967558
Because I don't give a shit about AI slop and I can do sculpts just fine

>>963237
Can AI even do retopo now? It's the only thing I want from AI to be honest. I feel like if AI retopo is a thing, they could probably create a data set from analyzing the target model. But then again, people will eventually shun the tool if it's that the case.'
;

}

if(Anonymous && title=='undefined' && postNumber==967719 && dateTime=='12/20/23(Wed)14:58:51'  && image=='km.png') {

'well i finally had time to finish this nigga, but ill have to start wanda course next year since ill be stuck with a shitty laptop during holydays';

}

if(Anonymous && title=='undefined' && postNumber==967720 && dateTime=='12/20/23(Wed)15:13:50') {

'>>967719
That looks good anon! Is this from a course?'
;

}

if(Anonymous && title=='undefined' && postNumber==967721 && dateTime=='12/20/23(Wed)15:38:28') {

'>>967720
this one https://www.3dconceptartist.com/The-Ultimate-ZBrush-Guide-course'
;

}

if(Anonymous && title=='undefined' && postNumber==967724 && dateTime=='12/20/23(Wed)16:21:33'  && image=='sculptsss.jpg') {

'I do have hard time knowing when I have "enough" details. Like personally, I could call this head "done" and I wouldn't see any problem with but it feel not finished and I can't pinpoint why...';

}

if(Anonymous && title=='undefined' && postNumber==967870 && dateTime=='12/21/23(Thu)21:33:10'  && image=='file.png') { }

if(Anonymous && title=='undefined' && postNumber==967871 && dateTime=='12/21/23(Thu)21:40:34'  && image=='file.png') {

'I was following this book/video:
https://www.amazon.co.jp/ZBrush%E3%83%95%E3%82%A3%E3%82%AE%E3%83%A5%E3%82%A2%E5%88%B6%E4%BD%9C%E3%81%AE%E6%95%99%E7%A7%91%E6%9B%B8-%E6%A6%8A%E9%A6%A8/dp/4844365819

But I got stuck on the hair and forgot about it for a year
Should I finish this? Some anons were saying the new courses are better, should I just start from scratch on something new?'
;

}

if(Anonymous && title=='undefined' && postNumber==967875 && dateTime=='12/21/23(Thu)22:28:06') {

'>>967871
go for wandah kurniawan, resource file not complete though, so you have to ask some anon who bought the course to share it'
;

}

if(Anonymous && title=='undefined' && postNumber==967876 && dateTime=='12/21/23(Thu)22:30:10'  && image=='file.png') {

'>>967875
Is the one of CGPeers good?'
;

}

if(Anonymous && title=='undefined' && postNumber==967877 && dateTime=='12/21/23(Thu)22:32:04') {

'>>967876
yes, some anon doing that course right now'
;

}

if(Anonymous && title=='undefined' && postNumber==967878 && dateTime=='12/21/23(Thu)22:34:27'  && image=='file.png') {

'>>967877
I guess I downloaded it when I was drunk
I feel bad throwing the other model away though but I just can't get past the hair'
;

}

if(Anonymous && title=='undefined' && postNumber==967881 && dateTime=='12/21/23(Thu)23:46:53') {

'>>967878
you could just complete it when you get good'
;

}

if(Anonymous && title=='undefined' && postNumber==968008 && dateTime=='12/23/23(Sat)15:07:23'  && image=='1701023736135765.png') {

'Can we agree that hair is the worst this to sculpt';

}

if(Anonymous && title=='undefined' && postNumber==968010 && dateTime=='12/23/23(Sat)15:22:58') {

'>>968008
You shouldn't sculpt hair, they are done with haircards and shell texturing, even stylized is better off that way'
;

}

if(Anonymous && title=='undefined' && postNumber==968011 && dateTime=='12/23/23(Sat)15:24:46') {

'>>968010
Anon, this is a thread for making plastic butts for 3D printing, you can't use those tricks here'
;

}

if(Anonymous && title=='undefined' && postNumber==968016 && dateTime=='12/23/23(Sat)16:14:00') {

'>>968008
yeah agree
I used to sculpt with clay anime figs and the part that more enjoined and easy ojkgms making the hair'
;

}

if(Anonymous && title=='undefined' && postNumber==968043 && dateTime=='12/23/23(Sat)20:15:10') {

'>>968008
even in poly modeling hair is the worst thing to do'
;

}

if(Anonymous && title=='undefined' && postNumber==968051 && dateTime=='12/23/23(Sat)23:29:43') {

'>>967870
>thinks I know even a fucking smidgen about piracy'
;

}

if(Anonymous && title=='undefined' && postNumber==968247 && dateTime=='12/25/23(Mon)21:05:24') {

'>>967878
can you share the magnet'
;

}

if(Anonymous && title=='undefined' && postNumber==968265 && dateTime=='12/26/23(Tue)02:12:55') {

'>>968247
go check online-course club'
;

}

if(Anonymous && title=='undefined' && postNumber==968686 && dateTime=='12/29/23(Fri)02:30:54') {

'>burnout
it's over, go on without me...'
;

}

if(Anonymous && title=='undefined' && postNumber==968753 && dateTime=='12/29/23(Fri)08:30:35'  && image=='curveexample.png') {

'Anyone knows if there's a way to lock the basis/start of a curve in its orientation? Let's say I want to keep this horn implantation just like it is in this pic but still want to move the rest of the curve. Is there wa way to do that?';

}

if(Anonymous && title=='undefined' && postNumber==970254 && dateTime=='01/12/24(Fri)09:02:27'  && image=='mei432.jpg') {

'finally!!! I'm out of hair hell or at least the shape part , only a few more tweaks and I'm going to try sculpt some detail on it
this is my fourth or fifth iteration trying different methods or just redoing it'
;

}

if(Anonymous && title=='undefined' && postNumber==970335 && dateTime=='01/13/24(Sat)06:02:14') {

'>>970254
Looking good anon'
;

}

if(Anonymous && title=='undefined' && postNumber==970347 && dateTime=='01/13/24(Sat)07:44:33') {

'>>970254
Pls share your process for hair. Hair is the only part I gueninely want everyone to share their methods since there are so many'
;

}

if(Anonymous && title=='undefined' && postNumber==970380 && dateTime=='01/13/24(Sat)13:26:03'  && image=='mei433.jpg') {

'>>970347
this is for blender
I started looking on twitter and youtube for info, looking through videos and so.
always the same method Nurbs Path for the hair string and Bezier Circle for the shape
but what I was missing for me its they always transform the Nurbs Path into mesh and again into curve, with this method you gain very precise control on the hair string.
better explained on this vid youtube/Ng8FbOHvsLQ
another video with other method I didn't test yet files.cat box.moe/qt8r1a.mp4

some people use the same mesh they are working on and select 2-3 edges then separate and convert to curve. Also is important for me at least maintain the normal direction or the curve like in picrel to avoid weirs tilts and better control'
;

}

if(Anonymous && title=='undefined' && postNumber==970936 && dateTime=='01/17/24(Wed)19:59:00') {

'>>968010
>haircards and shell texturing
...which have no use in production industry. don't comment if you have no knowledge of the topic at hand.'
;

}

if(Anonymous && title=='undefined' && postNumber==971180 && dateTime=='01/19/24(Fri)23:05:36'  && image=='Ryuuko_wip.jpg') {

'>>964318
Ended up changing the concept and started this little dragon

>>965738
Thank you anon, sorry for the delay. I've actually been doing projects for other people's Patreons, but I'm still thinking if I should start my own because it seems like a lot of work'
;

}

if(Anonymous && title=='undefined' && postNumber==971181 && dateTime=='01/19/24(Fri)23:07:11'  && image=='1705068147548846_.jpg') {

'>>970254
Also, nice job on the hair anon! Doing this in Blender really seems like hell. I would suggest just making a slight bend in the bangs to make it look more natural in this view'
;

}

if(Anonymous && title=='undefined' && postNumber==971281 && dateTime=='01/20/24(Sat)20:36:58') {

'>>971181
>>971180
Are you guys using Blender? ZBrush went sub-only and the crack often have bugs...'
;

}

if(Anonymous && title=='undefined' && postNumber==971294 && dateTime=='01/20/24(Sat)21:48:42') {

'>>971281
pretty sure the first is zbrush and the second is blender bro'
;

}

if(Anonymous && title=='undefined' && postNumber==971296 && dateTime=='01/20/24(Sat)21:58:48'  && image=='jj3.png') {

'>>971181
thx for the bangs tip, I'm going to try it
like I said on >>970380 now I have a little more of control on the curve, but probably I don't want to see hair that large and in that amount for some time.
>>971281
I'm using blender'
;

}

if(Anonymous && title=='undefined' && postNumber==971308 && dateTime=='01/21/24(Sun)00:12:52'  && image=='try.png') {

'Well im finally trying Wandahs course
shits pretty tedious, but everything to create my favorite big tiddies'
;

}

if(Anonymous && title=='undefined' && postNumber==971352 && dateTime=='01/21/24(Sun)10:01:46') {

'>>971308
we all started for the same reason probably
Keep updating frequently you progress'
;

}

if(Anonymous && title=='undefined' && postNumber==971539 && dateTime=='01/22/24(Mon)23:37:41'  && image=='01.png') {

'>>971352
i guess i can do that
finding the perfect angle to paint the face was a pain in the ass it took me a day, at least hair seems easier for now'
;

}

if(Anonymous && title=='undefined' && postNumber==971549 && dateTime=='01/23/24(Tue)00:18:20') {

'>>971539
Are you tracing the 3d model?'
;

}

if(Anonymous && title=='undefined' && postNumber==971586 && dateTime=='01/23/24(Tue)10:16:34') {

'>>971549
Im just adjusting the direction of the head to match the concept art like wandah does to paint the features'
;

}

if(Anonymous && title=='undefined' && postNumber==971589 && dateTime=='01/23/24(Tue)10:20:03') {

'>>971586
But are you tracing the 3d model or not?
And in the case you did are you a millionaire?'
;

}

if(Anonymous && title=='undefined' && postNumber==971592 && dateTime=='01/23/24(Tue)10:28:11') {

'>>971589
im not tracing anything'
;

}

if(Anonymous && title=='undefined' && postNumber==971596 && dateTime=='01/23/24(Tue)10:30:11') {

'>>971592
I am glad because I have heard from twitter that some nefarious entities are tracing 3d models to become millionaires'
;

}

if(Anonymous && title=='undefined' && postNumber==971867 && dateTime=='01/25/24(Thu)17:04:30'  && image=='jj4.png') {

'>>971181
thanks again for you advise its look much better now, something was off and couldn't figure what it was

>>971539
looking nice, the hair took me 5-6 attempts to do from zero, not perfect but until I liked somewhat.
be sure to check the silhouette from various angles'
;

}

if(Anonymous && title=='undefined' && postNumber==971972 && dateTime=='01/26/24(Fri)18:16:12') {

'>>960174
this is great anon, congrats. Do you do personal commissions and/or sell your models?'
;

}

if(Anonymous && title=='undefined' && postNumber==971978 && dateTime=='01/26/24(Fri)19:27:45') {

'>>963901
You don't know what you are talking about, there is no optimization when you sculpt, if you need more details you use more geometry. Optimization comes later, not when you are sculpting.'
;

}

if(Anonymous && title=='undefined' && postNumber==972096 && dateTime=='01/27/24(Sat)22:35:05') {

'>>971867
Nice, looks great! A small detail can make a big difference

>>971972
Thank you very much anon. I'm not taking commissions at the moment, but this Fauna will be sold as a garage kit in the future, probably at summer Wonfes'
;

}

if(Anonymous && title=='undefined' && postNumber==972144 && dateTime=='01/28/24(Sun)13:36:47') {

'>>972096
>probably at summer Wonfes
living the dream anon'
;

}

if(Anonymous && title=='undefined' && postNumber==972155 && dateTime=='01/28/24(Sun)16:28:39') {

'>>972096
nice, congrats on that anon. Mind sharing your artstation profile or something?'
;

}

if(Anonymous && title=='undefined' && postNumber==972310 && dateTime=='01/29/24(Mon)23:10:44'  && image=='hair 80%.png') {

'I thought hair was going to be easier but it is more complicated than i expected. I had to search if there was another method to deal with it but it looks like this was the best one, still at least i found that that changing the depth to Closest Z made drawing the hair easier and some detailing techniques.

Any other tip for hair?

>>971867
me too, i had to remake the both side hair to finally make it look acceptable.'
;

}

if(Anonymous && title=='undefined' && postNumber==973214 && dateTime=='02/06/24(Tue)22:08:00') {

'>>972096
i hope i dont have you mistaken for someone else but you're selling IRyS 1.0 this weekend right? i hope you guys do well!'
;

}

if(Anonymous && title=='undefined' && postNumber==973249 && dateTime=='02/07/24(Wed)07:58:43'  && image=='GFkAFckagAA_cEZ.jpg') {

'>>972144
It really is a unique experience

>>972155
Thanks anon, you can check my X yuzukii

>>973214
No no, but we'll share a table with them, selling Towa and Hinano'
;

}

if(Anonymous && title=='undefined' && postNumber==973419 && dateTime=='02/08/24(Thu)22:12:45'  && image=='1.jpg') {

'>>973249
Is this one anon? https://twitter.com/yuzukii pic related looks nice! congrats if you are that artist'
;

}

if(Anonymous && title=='undefined' && postNumber==973552 && dateTime=='02/10/24(Sat)13:41:13'  && image=='1677719702246410.png') {

'do i really have to use zbrush? i started learning blender a week ago, not trying to rush it in, just learning something small everyday, my main goal is figure sculpting too but i want to try some animation too and really didn't wanna go for a paid software(yes i know i can just pirate it)

also are there good resources and tutorials for figure sculpting in this board? i avoided looking because i get lost and end up doing nothing'
;

}

if(Anonymous && title=='undefined' && postNumber==973609 && dateTime=='02/10/24(Sat)18:32:23') {

'>>973552
You don't really need Zbrush unless for some reason you absolutely need super high subdivision levels (like, 10 million+ points)'
;

}

if(Anonymous && title=='undefined' && postNumber==973613 && dateTime=='02/10/24(Sat)18:44:25') {

'>>973552
If you are doing a really big and heavy detailed character, yes. if not you can use blender.
Zbrush feels better because it's a software made for digital sculpture, blender can do it, but it's not as good'
;

}

if(Anonymous && title=='undefined' && postNumber==973622 && dateTime=='02/10/24(Sat)20:51:24') {

'>>973249
Ok sweet I followed!'
;

}

if(Anonymous && title=='undefined' && postNumber==973640 && dateTime=='02/11/24(Sun)01:45:14') {

'>>973613
>>973609
i see, the character i want to make is not that detailed'
;

}

if(Anonymous && title=='undefined' && postNumber==973715 && dateTime=='02/11/24(Sun)22:30:08') {

'>>973249
tomoyooooo how would you say you're experience was?'
;

}

if(Anonymous && title=='undefined' && postNumber==973840 && dateTime=='02/13/24(Tue)01:04:37') {

'anyone have a good base sculpt for a female anime figure in Zbrush?';

}

if(Anonymous && title=='undefined' && postNumber==973886 && dateTime=='02/13/24(Tue)10:26:43') {

'Anyone has a easy hair method for zbrush?
Moving the strands is ass'
;

}

if(Anonymous && title=='undefined' && postNumber==973891 && dateTime=='02/13/24(Tue)11:09:26') {

'>>973640
Then you should not have any problems'
;

}

if(Anonymous && title=='undefined' && postNumber==974358 && dateTime=='02/16/24(Fri)23:55:18') {

'>wandah 2nd course is group buy
fuck.'
;

}

if(Anonymous && title=='undefined' && postNumber==974494 && dateTime=='02/17/24(Sat)23:57:16'  && image=='1708176797619.jpg') {

'>watch wandah kurniawan
>2 years later
we are gonna make it'
;

}

if(Anonymous && title=='undefined' && postNumber==974652 && dateTime=='02/19/24(Mon)06:50:49') {

'>>968753
I saw a sculptor do that it in a course I watched so I know it’s possible. I don’t remember the exact method though. (It was the Tony Cipriano action figure course on creatureartteacher.com if that helps, but I’d assume there’s a Pavlovich video that covers it.)'
;

}

if(Anonymous && title=='undefined' && postNumber==974664 && dateTime=='02/19/24(Mon)08:39:59') {

'>>974494
That's not very impressive considering the 2023 is npr ngl'
;

}

if(Anonymous && title=='undefined' && postNumber==974665 && dateTime=='02/19/24(Mon)08:42:53') {

'how do i get motivation after burnout and stop burnout...';

}

if(Anonymous && title=='undefined' && postNumber==974677 && dateTime=='02/19/24(Mon)10:22:32'  && image=='ValaAfshar-1714701774047592952-img1.jpg') { }

if(Anonymous && title=='undefined' && postNumber==974706 && dateTime=='02/19/24(Mon)14:16:17'  && image=='1700440707368595.png') {

'>>959310
>Sculpting
>animu tiddies models
perfect bread to ask: what's a good place to find reference pics that every single anime model vid has? jewgle keeps giving me shit results to the point that I will eventually learn to draw myself. high res naked front, side, 3/4, all that shit. the body itself doesn't even have to be anime since I'm aiming for realistic perfect body with anime head (like OP pic). I only managed to find a proper reference for head and that's it. rigging and posing once I can actually model something first.'
;

}

if(Anonymous && title=='undefined' && postNumber==974749 && dateTime=='02/19/24(Mon)20:18:41') {

'so a lot of those pics of anime figurines are just done in blender/other 3d shit? that's pretty neat, never knew that. they all look so real at a glance. maybe I ought to try my hand at it.';

}

if(Anonymous && title=='undefined' && postNumber==974751 && dateTime=='02/19/24(Mon)20:34:17') {

'>>974677
>read
damn i hate reading'
;

}

if(Anonymous && title=='undefined' && postNumber==974754 && dateTime=='02/19/24(Mon)20:54:30') {

'>>974706
something like setteidreams? or go check sadpanda'
;

}

if(Anonymous && title=='undefined' && postNumber==975011 && dateTime=='02/21/24(Wed)08:08:57') {

'>use the same character from tutorial
>no motivation to watch the tutorial
>use different character
>have motivation to watch the tutorial
h-huh?'
;

}

if(Anonymous && title=='undefined' && postNumber==975037 && dateTime=='02/21/24(Wed)16:04:02') {

'>>975011
same desu. I have no interest in the example char wandah is using in his tutorial so i just kinda dropped it around part 11 and haven't picked it up since. Wasn't too happy with how my sculpt was looking anyway'
;

}

if(Anonymous && title=='undefined' && postNumber==975052 && dateTime=='02/21/24(Wed)19:07:28') {

'>>975011
good for you anon, what character are you working on?'
;

}

if(Anonymous && title=='undefined' && postNumber==975078 && dateTime=='02/21/24(Wed)20:11:22') {

'>>975052
blanc neige shining tear'
;

}

if(Anonymous && title=='undefined' && postNumber==975079 && dateTime=='02/21/24(Wed)20:14:43') {

'>>975037
>around part 11
same, get filtered by the feet and then get burnout'
;

}

if(Anonymous && title=='undefined' && postNumber==975262 && dateTime=='02/23/24(Fri)01:03:43') {

'>>975078
unfathomably based'
;

}

if(Anonymous && title=='undefined' && postNumber==975309 && dateTime=='02/23/24(Fri)13:40:07') {

'>>975078
>himecut albino with a choker and a headdress
super ultra based'
;

}

if(Anonymous && title=='undefined' && postNumber==975934 && dateTime=='02/28/24(Wed)15:45:27') {

'>>959784
>its reverse rape
Holy shit based.

>>959559
From that sclupting style I feel like I know you.
Toph that you?'
;

}

if(Anonymous && title=='undefined' && postNumber==976018 && dateTime=='02/29/24(Thu)11:20:35') {

'what all is used for reference sheets? paint?';

}

if(Anonymous && title=='undefined' && postNumber==976504 && dateTime=='03/04/24(Mon)00:34:26'  && image=='S.png') {

'I didnt expect to come this far in the tutorial but here i am.';

}

if(Anonymous && title=='undefined' && postNumber==976508 && dateTime=='03/04/24(Mon)02:08:06') {

'>>976504
Looking pretty good ao far anon, keep it up!'
;

}

if(Anonymous && title=='undefined' && postNumber==976861 && dateTime=='03/07/24(Thu)16:07:51') {

'>>976504
nice progress, sibling
the second course just dropped on the telegram by the way'
;

}

if(Anonymous && title=='undefined' && postNumber==976890 && dateTime=='03/07/24(Thu)23:44:47') {

'>>976861
what telegram?'
;

}

if(Anonymous && title=='undefined' && postNumber==976912 && dateTime=='03/08/24(Fri)07:36:48') {

'Can someone seed the Wandah course please?

https://en.btdig.com/c499bb26dfb89d3aa6ba68465316f896c1d64180/turning-anime-characters-into-3d-printable-models'
;

}

if(Anonymous && title=='undefined' && postNumber==976915 && dateTime=='03/08/24(Fri)07:51:50') {

'>>976912
go check online-course'
;

}

if(Anonymous && title=='undefined' && postNumber==976917 && dateTime=='03/08/24(Fri)08:16:02') {

'>>976915
its incomplete and slow as fuck, I was hoping someone had the torrent
I guess I will do it the slow way'
;

}

if(Anonymous && title=='undefined' && postNumber==976969 && dateTime=='03/08/24(Fri)19:14:19') {

'>>960992
Grab the brushes made by Saki, there free

https://sakaki_kaoru.artstation.com/store'
;

}

if(Anonymous && title=='undefined' && postNumber==977167 && dateTime=='03/10/24(Sun)10:43:28') {

'>>976861
which course?'
;

}

if(Anonymous && title=='undefined' && postNumber==977169 && dateTime=='03/10/24(Sun)10:45:16'  && image=='file.png') {

'>>977167
>>976861
Oh Advanced Guide to Sculpting 3D Collectibles?
Not really feeling this design though'
;

}

if(Anonymous && title=='undefined' && postNumber==977170 && dateTime=='03/10/24(Sun)11:36:31') {

'What are the movable white lines and green balls in imm strands called and how can I configure them?
They keep bending in stupid ways and I have no idea what I'm doing wrong
Should I disable all other hairs and do each strand as a sub tool? Even if I do that it keeps bumping into the other strand'
;

}

if(Anonymous && title=='undefined' && postNumber==977172 && dateTime=='03/10/24(Sun)11:58:38') {

'Speaking of pens,is it worth getting one of those screen less drawing tablets or should I stick with a mouse for sculpting ?';

}

if(Anonymous && title=='undefined' && postNumber==977173 && dateTime=='03/10/24(Sun)12:02:43') {

'>>977172
It's worth it because you can control things with pressure and if you have a fancy one, even pen angle
It takes time to get used to it tho'
;

}

if(Anonymous && title=='undefined' && postNumber==977176 && dateTime=='03/10/24(Sun)12:11:25') {

'>>977173
Thanks,asking since One by Wacom Medium is on sale rn and was curious if I should try it out.'
;

}

if(Anonymous && title=='undefined' && postNumber==977185 && dateTime=='03/10/24(Sun)14:11:35') {

'>>976504
nice, don't stop keep the updates coming anon!
>>977172
tablet and pen makes it everything more easy
but you have to get used to it'
;

}

if(Anonymous && title=='undefined' && postNumber==977186 && dateTime=='03/10/24(Sun)14:18:13') {

'Does anyone have second part of Turning Anime Characters Into 3D Printable Models by Wandah Kurniawan?

Also as a side question, would you say learning how to sculpt is a good skill to have when it comes to animation?
My goal is to make some good looking anime models to animate them later on. Should I go with poly modeling or try my hand at sculpting?
Or should I learn both?'
;

}

if(Anonymous && title=='undefined' && postNumber==977187 && dateTime=='03/10/24(Sun)14:28:20') {

'>>977186
poly since you will actually animate them
you will have to work with the polygons to animate mouths and stuff'
;

}

if(Anonymous && title=='undefined' && postNumber==977188 && dateTime=='03/10/24(Sun)14:30:48') {

'>>977187
I thought about having the following workflow
Sculpt -> Retopology -> animate
What do you think?'
;

}

if(Anonymous && title=='undefined' && postNumber==977237 && dateTime=='03/10/24(Sun)18:04:21') {

'>>977188
yeah people who animate do that
I think you can auto retopo body most times but you have to get good at doing faces
I only want to 3D print so I know almost nothing outside it'
;

}

if(Anonymous && title=='undefined' && postNumber==977310 && dateTime=='03/11/24(Mon)06:29:29') {

'>>977185
Wacoms here
bigger than expected
almost the size of an A4 paper'
;

}

if(Anonymous && title=='undefined' && postNumber==977319 && dateTime=='03/11/24(Mon)09:13:59') {

'>>977310
I have the small wacom one 20x15cm maybe?
I only use 20% maybe less of the tablet and on vertical position'
;

}

if(Anonymous && title=='undefined' && postNumber==977320 && dateTime=='03/11/24(Mon)09:20:20') {

'>>977319
The ones I got is 216×135 mm'
;

}

if(Anonymous && title=='undefined' && postNumber==977444 && dateTime=='03/12/24(Tue)14:50:49') {

'>>977320
yeah, I measured it, its the same'
;

}

if(Anonymous && title=='undefined' && postNumber==977467 && dateTime=='03/12/24(Tue)18:26:44') {

'>>967870
What is that site.
CGpeers?
Need that zbrush 2024'
;

}

if(Anonymous && title=='undefined' && postNumber==977497 && dateTime=='03/13/24(Wed)00:10:37') {

'>>976504
Hot model. I want to steal and rig and animate it.'
;

}

if(Anonymous && title=='undefined' && postNumber==977713 && dateTime=='03/14/24(Thu)20:26:47') {

'is this course too advance for beginner or could someone with no experience with zbrush and sculpting do it https://coloso.global/en/products/3dcharacterartist-wanAdah-us';

}

if(Anonymous && title=='undefined' && postNumber==977716 && dateTime=='03/14/24(Thu)21:46:13') {

'>>977713
depends on your definition of "do it"
as a beginner your results will be shit
but the important part is that you learn the process'
;

}

if(Anonymous && title=='undefined' && postNumber==977742 && dateTime=='03/15/24(Fri)01:58:48'  && image=='Screenshot 2024-03-15.png') {

'>>977713
In my opinion Wandah is a good sculptor but i feel he usually doesnt explain enough why he is using the tools at the moment or what the tools actually does so it could be confusing at times if you dont have previous knowledge.

On the contrary I first did this course >>959670 >>967719 and now im doing wandahs >>976504 and Im sure I would have been a bit lost if I had not done the first one.
As a fellow beginner I would recommend you to do the first course if you are not in a hurry and have patience since the guy slowly builds up a custom interface while explains the basic tools of zbrush. https://www.3dconceptartist.com/The-Ultimate-ZBrush-Guide-course
If not you can still brute force Wandah course.'
;

}

if(Anonymous && title=='undefined' && postNumber==977752 && dateTime=='03/15/24(Fri)09:50:18') {

'>>977713
it's too advance if you've had zero experience with zbrush. learn zbrush for a week, doesn't take long, then you'll be ready.
if there are things in the course you don't understand, repeat that part of the course. his explanations for things are a little rough in places, but nothing you shouldn't be able to learn just by copying what he does.

after the course you won't magically become good at character sculpting but should have a good understanding of the process. the main thing to learn from following a course is the ability to be able to replicate what you see with accuracy, ensuring the proportions and anatomy look correct, these things take a lot of time, always refining your sculpt as you work and getting a feel for what looks right, the more you do it the more it becomes second nature, you are training your eyes - your ability to see if something looks right or wrong, this is important for sculpting from image reference.

so from the course you are not learning zbrush, it is a lot more than that. this is why i say you should not start the course with zero experience of the software.'
;

}

if(Anonymous && title=='undefined' && postNumber==977756 && dateTime=='03/15/24(Fri)10:52:31') {

'Anyone has a cool custom UI to share. Bonus point if I can use it a start to customize it to my own taste.
I can't retrieve mine from my old PC.'
;

}

if(Anonymous && title=='undefined' && postNumber==977901 && dateTime=='03/16/24(Sat)15:51:36'  && image=='ZBrush Document.jpg') {

'>>977742
well i made it to this part ZRemesher for complex objects in the The Ultimate ZBrush Guide course but lost interest because the subject was not very appealing to me just want to make anime figures will this be enoguht to do the any figure course wip at the part i stopped alslo'
;

}

if(Anonymous && title=='undefined' && postNumber==977911 && dateTime=='03/16/24(Sat)17:41:25') {

'>>977901
I guess you have watched a lot of it, you could finish the rest of the course(Chapters 8, 9 and 10 dont feel necessary) by just watching the video at 1.5 or 2 speed and continue with wandah.

Anyways is not like you cant try the anime course directly, start it and if you can follow it just go on.'
;

}

if(Anonymous && title=='undefined' && postNumber==977941 && dateTime=='03/17/24(Sun)01:28:51'  && image=='file.png') {

'>>961041
Topology and POLISH?
https://youtu.be/wX9OyCltlGM?t=88'
;

}

if(Anonymous && title=='undefined' && postNumber==978060 && dateTime=='03/18/24(Mon)10:33:32') {

'I'm just here for 3D anime titties';

}

if(Anonymous && title=='undefined' && postNumber==978082 && dateTime=='03/18/24(Mon)13:43:08'  && image=='550x312.jpg') {

'> Break laptop
> With all shortcuts and settings
> They're impossible to retrieve
Ok fuck it, I'm making a new UI
I need all your opinions on making a Zbrush UI to use with an Intuos Pro. Especially when it comes to shortcuts.
What do you think is the best pen and tablet shortcuts setup? Obvioulsy ALT, SHIFT and CTRL are going to be there but what about the rest or even combinations of these?
I'm planning on making a custom panel too. What should I put in it?'
;

}

if(Anonymous && title=='undefined' && postNumber==978083 && dateTime=='03/18/24(Mon)15:09:43') {

'>>978082
Gold standard is to get a 3Dconnexion device and have your shortcuts there.
Barring that Just put your favorite brushes on the remaining buttons.'
;

}

if(Anonymous && title=='undefined' && postNumber==978152 && dateTime=='03/19/24(Tue)05:19:24') {

'>>978083
> 330€
I'm not paid for this, I'm a hobbyist dude'
;

}

if(Anonymous && title=='undefined' && postNumber==978250 && dateTime=='03/20/24(Wed)05:57:22') {

'>>976504
Could you please link this tutorial?'
;

}

if(Anonymous && title=='undefined' && postNumber==978257 && dateTime=='03/20/24(Wed)07:46:34') {

'Zbrush for sculpting, polygroupit retopo and further retopo in blender/maya.
Yay/nay?

Does the other two have something similar to polygroupit?'
;

}

if(Anonymous && title=='undefined' && postNumber==978276 && dateTime=='03/20/24(Wed)15:55:01') {

'>>978250
https://coloso.global/en/products/3dcharacterartist-wandah-us

this guy posted a working torrent >>962696'
;

}

if(Anonymous && title=='undefined' && postNumber==978302 && dateTime=='03/21/24(Thu)00:00:53') {

'repost from /toy/

I'm planning on commissioning some local to 3d print my animu figure. I made the 3d model on my own but I'm clueless when it comes to 3d printing.

I have quick questions when dealing with resin:

1. If I were to sand it, how would I deal with the particles that potentially flow across the room? I'm thinking of just sanding my shit outside my backyard.
I also know about dabbing the sand paper into water to reduce dust particles. But are there any other safety rules to follow? I don't want resin AIDs stuck inside my body forever.

2. Figures have this gray color during prototype phase, do people usually paint over them or do some resin come in the gray colors naturally?

I'm still decimating and adding booleans blocks onto my model. It's my first time printing so I'll go through the mistakes and fuck ups.'
;

}

if(Anonymous && title=='undefined' && postNumber==978319 && dateTime=='03/21/24(Thu)10:09:40') {

'>>978082
bump'
;

}

if(Anonymous && title=='undefined' && postNumber==978323 && dateTime=='03/21/24(Thu)11:30:05') {

'>>978276
Okay thanks, but i think im too stupid to know how to use it... Simple copy paste as magnet don't work. Sorry for bothering but how i should use this letter string?'
;

}

if(Anonymous && title=='undefined' && postNumber==978325 && dateTime=='03/21/24(Thu)12:05:57') {

'>>978082
Why would you not have a keyboard with shortcuts on it?'
;

}

if(Anonymous && title=='undefined' && postNumber==978332 && dateTime=='03/21/24(Thu)12:40:56') {

'>>978330
Okay, it's working now. Thank you very much!'
;

}

if(Anonymous && title=='undefined' && postNumber==978346 && dateTime=='03/21/24(Thu)14:46:08') {

'>>977742
Is there a chance to share a link to this course? All previous ones have expired.'
;

}

if(Anonymous && title=='undefined' && postNumber==978347 && dateTime=='03/21/24(Thu)15:58:19') {

'>>978346
there is a torrent in rutracker or you could painfully download 10+ parts from those cgpersia like pages like i sometimes do.'
;

}

if(Anonymous && title=='undefined' && postNumber==978349 && dateTime=='03/21/24(Thu)16:08:42'  && image=='FGjWKVvVIAMmgNu.jpg') {

'>>978302
pls respond'
;

}

if(Anonymous && title=='undefined' && postNumber==978421 && dateTime=='03/22/24(Fri)10:41:38') {

'>>978347
I understand, I see that the course is available on online courses, so I will slowly download it. Thanks for the help.
>>978349
1. Just being outside while sanding should be enough, but to be sure, you can buy a simple mask that filters particles from the air for the duration of this activity, just for your own mental peace.
2. From what I have seen, all resin models are hand-painted.

Can you tell me more about the figure in the picture? Is this your model or a photo from the internet?'
;

}

if(Anonymous && title=='undefined' && postNumber==978460 && dateTime=='03/22/24(Fri)19:35:06'  && image=='FGjWKVZUUAI0nNK.jpg') {

'>>978421
thanks for the info!
>Can you tell me more about the figure in the picture? Is this your model or a photo from the internet?
some guy's twitter, but you should be able to google reverse or use saucenao to find it.'
;

}

if(Anonymous && title=='undefined' && postNumber==978466 && dateTime=='03/22/24(Fri)20:55:56') {

'can you make a living selling anime figures';

}

if(Anonymous && title=='undefined' && postNumber==978477 && dateTime=='03/22/24(Fri)23:09:04') {

'>>978466
Making mini-figurines was once a lucrative business but I've heard it reached a sharp decline nowadays.'
;

}

if(Anonymous && title=='undefined' && postNumber==978565 && dateTime=='03/23/24(Sat)20:34:50') {

'>>978466
I want to commission some but I also live in south america so I'm poor
That's why I will learn zbrush and make them myself'
;

}

if(Anonymous && title=='undefined' && postNumber==978571 && dateTime=='03/23/24(Sat)22:39:44'  && image=='Bunny.png') {

'Almost done, only the staff and the posing left.
To be honest when i saw at first the amount of small details the reference had i felt overwhelmed but wandah did a great job breaking them down.

>>978565
>but I also live in south america so I'm poor
same, i also want figures of girls i like that dont have one and maybe get a few commissions along the line.'
;

}

if(Anonymous && title=='undefined' && postNumber==978606 && dateTime=='03/24/24(Sun)10:21:43') {

'>>978571
Keep up the great work, anon!
Are you going to do the second part?'
;

}

if(Anonymous && title=='undefined' && postNumber==978612 && dateTime=='03/24/24(Sun)12:49:00') {

'>>978571
is it me, or is there something really fucked up with her knees?'
;

}

if(Anonymous && title=='undefined' && postNumber==978620 && dateTime=='03/24/24(Sun)16:11:15') {

'>>978606
thanks
if it leaks i guess i could do it

>>978612
yeah i think its the outer side i need to fix'
;

}

if(Anonymous && title=='undefined' && postNumber==978639 && dateTime=='03/24/24(Sun)21:14:35') {

'>>978571
this could be me if hands and feet doesn't filter me'
;

}

if(Anonymous && title=='undefined' && postNumber==978651 && dateTime=='03/25/24(Mon)00:02:15') {

'Trying to find good chubby girl reference is impossible. I follow so many cute chubby girls on twitter, but none of them upload pics that are very useful. Great for masturbation, sure, but as sculpting reference it's basically useless. That one 3d body scan website is good for certain things but they don't have any chubby girls available. Why can't all twitter sluts take t-pose references from multiple views? Should be a law, I think.';

}

if(Anonymous && title=='undefined' && postNumber==978662 && dateTime=='03/25/24(Mon)07:15:42') {

'>>978651
Just use super pochaco'
;

}

if(Anonymous && title=='undefined' && postNumber==978669 && dateTime=='03/25/24(Mon)10:54:24'  && image=='2.jpg') {

'>>978651
you could try copying these if this is what you are trying to achieve

https://www.artstation.com/marketplace/p/aJm3q/basemesh-ultra-thick-female
https://www.artstation.com/marketplace/p/d5gAk/thick-tiefling-basemesh-35-mm-scale-3d-print-model'
;

}

if(Anonymous && title=='undefined' && postNumber==979001 && dateTime=='03/29/24(Fri)08:16:32') {

'>>978669
Since when could you post nudes?'
;

}

if(Anonymous && title=='undefined' && postNumber==979027 && dateTime=='03/29/24(Fri)12:13:14') {

'>>978669
You'll never be ultra thick.'
;

}

if(Anonymous && title=='undefined' && postNumber==979240 && dateTime=='03/31/24(Sun)05:29:25') {

'>>959310
Yes. Next question.
>>959313
I know this is bait but you really don't need zBrush unless you're doing some next-level shit. The skills and fundamentals remain the same.'
;

}

if(Anonymous && title=='undefined' && postNumber==979483 && dateTime=='04/02/24(Tue)03:31:54') {

'>>978302
Just in case: did you make the model with printing in mind and have you done it before? I know more than one person that's tried to give their vrchat models to a printing company and asked them to print it, not knowing that it didn't work like that'
;

}

if(Anonymous && title=='undefined' && postNumber==979533 && dateTime=='04/02/24(Tue)18:34:08'  && image=='GKKEjE7asAAUMxX.jpg') {

'>>978651
Doomlord AhYo is working on one at the moment on twitter.
@LiuXingWan'
;

}

if(Anonymous && title=='undefined' && postNumber==979549 && dateTime=='04/02/24(Tue)21:37:13') {

'>>959355
>multires modifier
literally and unironically this'
;

}

if(Anonymous && title=='undefined' && postNumber==979559 && dateTime=='04/03/24(Wed)02:17:45') {

'>>978302
>>978349
I've painted and sanded a few 3d printed figures before so I can field some of your questions.

1) Unless you live in a wind tunnel gravity will eventually settle these particles and they'll basically merge with the dust that naturally accumulates around living things. People recommend masks but honestly I never wore them while sanding, just while painting. You'll need a respirator if you decide to airbrush your figures (And anything larger than 3.5" really needs an airbrush) so it's not a bad investment either way if you're really afraid of resin. Dabbing sandpaper in water before sanding is called wet sanding and I don't recommend doing it all the time. You'll need to at least start with a decent grit dry sanding session. From there, refine the surface you're sanding with higher and higher grit paper and/or wet sand until you're satisfied. After that, apply a surfacer like Mr. Surfacer 1000. This will act as a primer and fill in the surface scuff marks that sanding creates.

2) Most resin is gray in my experience, and you can get primers that are almost any color. I personally prefer working with clear primer on white resin but I have a background in painting injection molded figures that are typically made with white resin, so that's probably just preference. Remember though that the original color of your model/primer acts as the base color of your paint job. So a black primer works best for darker top coats, light primer works best for lighter top coats, etc. If you have to choose just one, go for a white or light gray primer because it's easier to cover than a dark gray or black primer.

Good luck on your project, painting garage kits isn't easy but the results are worth it.'
;

}

if(Anonymous && title=='undefined' && postNumber==979615 && dateTime=='04/03/24(Wed)18:49:35'  && image=='corocoro.jpg') {

'>>979483
>did you make the model with printing in mind
Yeah right now I'm planning out how to cut up the model. Then I add my booleans, unify the pegs, then decimate the whole thing.
I'm studying other models on how they've broken up stuff, and looking back at the zunko tutorial.
I decided to just do the best I can and be open to mistakes.'
;

}

if(Anonymous && title=='undefined' && postNumber==979624 && dateTime=='04/03/24(Wed)19:34:22'  && image=='F3AfQLyaQAE0uec.jpg') {

'>>979559
thanks for the info fren.

One last thing I forgot to ask: After using the boolean modifier with the pegs, should I downscale the peg so that it will fit into the model?
Do you guys do that, or do you just cut/sand the peg after printing it so it'll fit into the hole.'
;

}

if(Anonymous && title=='undefined' && postNumber==979627 && dateTime=='04/03/24(Wed)20:02:40') {

'>>979624
Always add a slight scale/inflate for resin tolerance before doing the boolean then shrink it back down afterwards (or shrink it after the boolean). Every printer will bloat resin slightly even with perfect settings. I hate it when tolerances aren't considered by artists that don't own printers.
Also consider tapering all of your keys a little.'
;

}

if(Anonymous && title=='undefined' && postNumber==979636 && dateTime=='04/03/24(Wed)23:30:19') {

'>>979624
Not experienced enough with slicing stuff for 3D printing to answer your question but in my experience the biggest problem with my 3D printed figure projects was that the pegs were usually bad. They usually weren't a snug fit, even after generous nipping/sanding and in a few cases I had to snap the peg off, sand the nub down, then attach the limbs via copper wire. I usually pin garage kits like this anyway but the peg removal was a pain. Also as a general warning, don't do the thing in >>979615 where you put two pieces in the same hole. Just make multiple holes instead, minimizes the chance of weak tolerances causing failure, and also contains that failure to one piece if it does happen. For that type of haircut you might also consider making it all one piece.

Just give yourself some room for your printer to fuck up, you can always use a little putty or two-part epoxy to fill in gaps, but if something is too big it's a much bigger pain.'
;

}

if(Anonymous && title=='undefined' && postNumber==979656 && dateTime=='04/04/24(Thu)08:19:01') {

'>>959310
Real women don't have hips that wide, a figure that curvy, or breasts that big. Case in point; Double D's aren't even big and yet most don't have them.'
;

}

if(Anonymous && title=='undefined' && postNumber==979682 && dateTime=='04/04/24(Thu)17:28:11') {

'>>979656
Insightful observation, anon'
;

}

if(Anonymous && title=='undefined' && postNumber==979696 && dateTime=='04/05/24(Fri)01:46:09'  && image=='posing.png') {

'Man it feels like im destroying everything ive done while doing the posing
Also ive never expected this thread to hit limit, maybe an anime figure sculpting thread would good'
;

}

if(Anonymous && title=='undefined' && postNumber==979698 && dateTime=='04/05/24(Fri)01:59:28') {

'>>979696
I wouldn't worry much. The first pose directly after taking something out of transpose master always looks kind of ass until you fix up all the little details.'
;

}

if(Anonymous && title=='undefined' && postNumber==979721 && dateTime=='04/05/24(Fri)12:08:39') {

'>>979696
We should have a anime general where we discuss anime style in general'
;

}

if(Anonymous && title=='undefined' && postNumber==979722 && dateTime=='04/05/24(Fri)12:13:20') {

'>>979721
agreed'
;

}

if(Anonymous && title=='undefined' && postNumber==980107 && dateTime=='04/09/24(Tue)22:00:03') {

'>>960068
>>960182
listen glue sniffers it's about as good of an idea as we can get now if you have a better idea have the balls to distribute it to other boards or shut the fuck up'
;

}

if(Anonymous && title=='undefined' && postNumber==980481 && dateTime=='04/13/24(Sat)23:26:13') {

'>>979696
>>>
> Anonymous 04/04/24(Thu)22:46:09 No.9
I have the course,but I find him so bad at explaining anything,making it hard to learn from him'
;

}

if(Anonymous && title=='undefined' && postNumber==980485 && dateTime=='04/13/24(Sat)23:39:51') {

'>>976861
>https://sakaki_kaoru.artstation.com/store
I checked telegram,but there isn't a download link'
;

}

if(Anonymous && title=='undefined' && postNumber==980574 && dateTime=='04/14/24(Sun)17:33:21') {

'yes although sculpting isn't the only way to do it. a lot of people learn sculpting and nothing else and wind up using sculpting as a crutch when other approaches can be easier to create smooth shapes. i've generally never found sculpting useful in modeling the human part of a figure at the lower poly stage';

}

if(Anonymous && title=='undefined' && postNumber==980575 && dateTime=='04/14/24(Sun)17:34:58') {

'>>979696
that just means you need to work on your rigging skills. it's a given that you'll have to spend time adjusting weights and creating blendshapes any time you're deforming a figure using an armature'
;

}

if(Anonymous && title=='undefined' && postNumber==980936 && dateTime=='04/18/24(Thu)07:12:56') {

'>>960894
> the worthless shitstain of bending and deforming blender does while still not having bones you can properly mesh attach but a bloody loop of 5+ same shit of grouping, parenting, linking, joining and god knows what else they added that does the same fucking thing but doesnt work with something else randomly
Is there a program that doesn't do that? Just started with Blender and this is probably my biggest fucking issue with it.'
;

}

if(Anonymous && title=='undefined' && postNumber==981300 && dateTime=='04/22/24(Mon)08:20:24') {

'>>979696
you should rework the face, it looks scuffed. brings the eyes down.'
;

}

if(Anonymous && title=='undefined' && postNumber==981623 && dateTime=='04/25/24(Thu)18:20:25') {

'>>962696
Uuuhhh what am I supposed to do with this? Plz help'
;

}

}
}