GGXRD AnimeStyleModelTips
GGXRD AnimeStyleModelTips
Representative Works
⇒GUILTY GEAR Xrd Series
Lead Modeler / Technical Artist
⇒DRAGON BALL FighterZ (Bandai Namco Entertainment)
Director / Modeling Supervisor / Technical Artist
Table of Contents
PART1: The Modeling Workflow of Guilty Gear Xrd
Based on a character model from the Guilty Gear Xrd series, I will
show the process of making a 3D object from a drawing.
By placing it right next to the model, you can see the differences at a glance!
Huge benefits:
By placing them in the same window,
you’re able to directly compare the sizes
It’s a good idea to make the reference square, to and ratios of the figure.
ensure there’s no aspect ratio distortion.
Match the balance by comparing to the original
Example:
“Huh? Are my legs a little too long?” “Is this about right, based on the concept?”
→ Correction
A suitable reference
Start modeling based on the Roughly outline the torso. Create limbs while referencing Place the limbs according to
reference. the original drawing. scale.
⇒If you already have a base mesh with a similar physique, you can start
your model from there.
⇒In that case, start by matching the overall physique from the reference.
Modeling from reference #2
Detail Detail
Put the bones in during the Compare the pose and the Textures and details are added
low-poly stage and make the reference. Adjust the balance once the silhouette is set. Match
reference pose. Adjust the accordingly. everything according to the
proportions here. reference.
TIPS : Add bones as soon as possible.
TIPS : Add bones as soon as possible.
(?)
The more realistic the face is, the less likely it is to break.
(“Realistic” in a sense, of course.)
The more deformed it is, the more likely it will have issues.
There is no way to completely prevent breaking
But does that mean there’s nothing we can do on the model itself?
To avoid breaking as much as possible, and to get closer to the ideal look
there are many things that can be done.
Why is it so difficult in the first place?
It’s easy to reproduce the look from It’s possible to reproduce the look from 2
1 direction directions
(If you do it on a plane, it’s possible to match it (You can shift vertices back and forth to match
100%) the depth)
The difficulty of modelling a deformed face
As you try to define looks from several directions, the difficulty rises!
From this point on, you can’t just “trace” from three views. This is
the area where your skills as a modeler will be tested.
TIPS : First, let’s make a Diagonal View face
TIPS : First, let’s make a diagonal view face
⇒This is the most common angle. Front and Side views are rather rare.
⇒There are many stylized parts that cannot be read from the front or side.
⇒Because it’s in the middle, if the diagonal face looks right, it’s easy to get the
other angles in-between.
How to make a diagonal view work
TIPS:
→Create a dedicated edge to
define this line, and split the
polygons accordingly.
→Do not spare polygons to get the
exact line you want.
Retracting the mouth in a diagonal view
Retracting the mouth in a diagonal view
TIPS:
⇒Push the corners of the mouth
back to create the illusion of
depth.
⇒Be careful to erase the contour
lines around the lips.
Common Beginner mistakes: Mouth modeling
NG
⇒It looks unnatural, especially when the mouth is
open.
⇒Too tied to the symbol of “Lips”?
BETTER TIPS:
⇒By adding thickness to the corners of
the mouth, the structural credibility is
enhanced.
⇒It further pushes the mouth back,
slightly.
⇒It looks more natural when the mouth
Add thickness to the corners. is open.
Three Dimensional Eyebrows
Three Dimensional Eyebrows
⇒The distance from the top of the eye to the space between the eyebrows gives
the impression of “finely chiseled” features.
⇒It’s easy to think the forehead is flat, but it is only flatter near the center.
⇒The distance between the forehead and the eyes is deeper the closer to the
center of the face.
Shaping the Eye: The Key is a difference in width
A diagonal face looks more natural when the width of It feels awkward if the width is about
the eyes is different from closest to furthest. the same…
Top
View
Alright……?
Trying to achieve the width The width is narrowing nicely,
difference by placing flat at first glance.
eyes diagonally.
NG
NG From a low angle, you get
droopy eyes, or the eyes seem
Even in profile, you can see the white of to be unfocused…
the eyes, which is unnatural…
⇒Instead of slanting the entire eye, move only the corner of the eye back, to create
the illusion of depth and an eyeball-like roundness.
⇒Even large anime eyes can be changed like this, to some extent.
TIPS:Better Eye Shaping Techniques
BETTER BETTER
TIPS:
⇒ In the end, it boils down to “Let’s model it properly, while taking into account the
three-dimensional aspects of reality”.
⇒Even if you don’t model the eyeball, just considering the three-dimensionality of the
shape of the eyelids makes all the difference.
Jaw line
Jaw line
Wide?
⇒The root cause is confusing the frontal face contour with the jaw
line.
⇒This is a common pitfall when modeling by drawing vertices out from
the front of the face
TIPS: Separate the jaw line from the contour line
Adjust in the
X-axis
⇒The contour line of the face is the widest part of the face.
⇒The contour line of the face defines the ridgeline before the jawline.
⇒By narrowing the width in the X-axis, you can obtain the jawline you
want.
A diagram of the solution
⇒If you don’t do this, you won’t even have a front line defined at all.
Comparison
⇒ When you aim for “style above reality”, some kind of breaking is inevitable.
⇒The best way to deal with this is to use bones and morphs on a case-by-case
basis.
⇒Plan the three-dimensional consistency in a range that doesn’t detract from the
charm of the style.
You can directly affect resulting lighting by overwriting the normal directions!
→This is very useful for celshade styles which require stark shadows.
Results of normal editing
Auto Normals
Lighting depends on the shape of the mesh (position of vertices). If
you want to get a good-looking lighting result, you are dependent
on the mesh shape.
Custom Normals
But by separating the shape of the mesh from the lighting
results, you can get lighting results that would otherwise be
impossible.
Transferring Normals
Transfer normals from a mesh with a different shape.
You have to put all of these methods into use, depending on the purpose.
Controlling normals via modeling
Controlling normals via modeling
⇒If vertex placement defines the direction of the normals, then why not just
place them to get the results we want?
⇒I think a lot of people do this unconsciously, but if you understand the
theory, you’ll get better results.
⇒A very important method for models that doesn’t use normal maps.
DEMO : Controlling normals via modeling
Controlling the
DEMO
shadow of a box.
Transfering normals to
DEMO
hair.
Manual Control over Normals
Manual Control over Normals
⇒ To get fine details and specific shadow shapes that can’t be obtained
with transferred normals, you need to edit the normals individually, by
hand.
⇒Mainly used for areas where you want a striking style, such as the face.
⇒It would be an unrealistic amount of work to use it throughout the whole
body. (Combine the other two methods for this)
Manual Control over Normals
⇒Because normals are specified per vertex, you should model with that in mind.
→You can’t reshape a shadow if you have no vertices.
⇒You’ll have to split polygons to achieve the desired shadow shape.
⇒Some parts can’t be solved well due to the flow of topology, in these cases,
you have to use other methods.
Pros and Cons of Normal Editing
Pros of Normal Editing
⇒ No messy shadows. You can create the
shadows you want.
→The artist’s style can be incorporated. You
can make your own “illustration”.
⇒ There are many methods to control normals, and you can get
better results by mastering them within your preferred 3D
application.
⇒ Although there are a lot of rules and it’s quite a bit of work,
controlling shadows is worth it.
Especially effective for real-time celshading.
⇒ Vertex Normal editing is a very powerful tool, but there are still
few examples of its use, and insufficient research.
We expect several uses and editing tools to show up in the future.
Lastly
About different techniques
E I NFO
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