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Model download & Import Guide on my Discord under 3d-free-models! – https://discord.gg/2quXH8G3Uk
Full playlist of this series here:
Today I’ll reverse engineer anime style 3d face/head meshes and share the method I use to make them
0:49 – Analysis
2:00 – Pre-Requisites
2:30 – Method Start
21:25 – Results
#blender #blender3d #3dmodeling
Date: November 9, 2025








High level modeling for sure. Now I'm waiting for hand. Cant wait for texture and shader. I really don't understand what best method to make the outline for game purpose. Especially texture since I'm bad at that. Coping for full on pros uv unwrap.
Edit: you and natsumori katsu is the easiest to understand.
Edit: I wonder if hi3 use same topology as the modern one since that game is old.
Edit: I assume hairline is for hair tutorial?
I love this tutorial, it's easy enough I think a beginner can understand but with enough difficult concepts that it's great for basically every level of modeller
How did he learn to do all this?
You have to remember 3d games are all triangles and or converted quads to triangles. So that means more flexibility to add intricate details and control level of details.
Your channel came out of nowhere, and I fucking love it.
Bro talk. About shader too… Please tell us how to achiver this style of
Could you please make a tutorial on the shader in Wuthering Waves? I don't understand how they make such a nice zigzag shader on the hair so that it looks voluminous rather than flat.
Using Blender 4.5 here
If you can't find LoopTools and Auto Mirror in [Add-ons], go to the one above it [Get Extensions], type in what you're looking for and just click install. You're done.
Had to look it up for a bit, and apparently they moved it there in Blender 4.2 and above.🥴
Something to consider:
Tris are usefull but you need to be careful in where to place them. Because they inevitably create odd poles (vertices where 3 or 5 polys meet), which are pretty bad for animation.
So you should place your tris (and subsequently poles) in areas where there is little animation: The cheekbones, corners of the nose (not aplicable here), forehead etc.
And try to avoid placing them in highly animated areas: Cheeks, Lips, Eyes.
This tutorial version is rather messy when it comes to the placement of Tris.
But your later version is right on spot. You reduce poly count by terminating loops in tris in the cheek bones and on the forehead, while keeping eye and mouth loops free from tris. That is how you do tris correctly.
Do you have any tips for converting unreal metahumans into more anime like? (I know the metahuman model is pretty much overkill)