exist a program for 2d rendering like Hentai picture / or where i can find draftsman (if possible for free)

dante1863

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Feb 18, 2019
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Hello guy,

I'm new here. And i will to begin with my first game.
I can program but i can't draw or modeling picture (or something like this).

So exist a program for 2d rendering like Hentai picture ?
Or where i can find draftman?

Then i have a lot of ideas but the problem is the artwork.

if you have advice or something pls telling me.

thx
 

Winterfire

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Did you mean 3D Rendering? You can try DAZ3D, it is free and easy to use.
 

dante1863

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Feb 18, 2019
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@winderfire
no i mean 2d rendering

I thought: when I creat a 2d anime Model in a engine. Then it is easier to creat pose or sexscene.

it should look like hentai picture not like 3d modeling.

i dont like the look from 3d modeling ^^"
 

Winterfire

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You can draw 2D Pictures by using software such as Gimp or Photoshop.

-edit-
To animate and pose them, you could use Live2D.
 

Avaron1974

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@winderfire
no i mean 2d rendering

I thought: when I creat a 2d anime Model in a engine. Then it is easier to creat pose or sexscene.

it should look like hentai picture not like 3d modeling.

i dont like the look from 3d modeling ^^"
2D is drawn, there isn't a program like Daz for 2D, you draw them scene by scene.
 

Papa Ernie

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Hello guy,

I'm new here. And i will to begin with my first game.
I can program but i can't draw or modeling picture (or something like this).

So exist a program for 2d rendering like Hentai picture ?
Or where i can find draftman?

Then i have a lot of ideas but the problem is the artwork.

if you have advice or something pls telling me.

thx


 
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f95zoneuser463

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Aug 14, 2017
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@dante1863
I believe is exactly what you are looking for.
Earlier closed source versions of this software where used to create the TV series 'Futurama'. It's open source and free for commercial use.

Modern 2D Anime is almost always computer assisted in some form. Usually with vector graphics and/or rigged characters made from multiple movable parts.
 
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macadam

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Aug 5, 2016
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2D is drawn, there isn't a program like Daz for 2D, you draw them scene by scene.
i guess it can be confusing because DAZ is almost never used as real 3D but always as 2D renders.

i guess its possible to confuse for who dont know how that work.
 

dante1863

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Feb 18, 2019
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Thx guy

So the other question is. exist artists(draftman) who want to work together on the Project ?
 

Winterfire

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You should make another thread and/or ask on reddit too to get more chances for someone to notice your request.
 

xht_002

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Sep 25, 2018
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you can try this

just select it as a renderer, using normal model's
 

Saki_Sliz

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May 3, 2018
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For 2D, I am working on something similar, a program for generating at the very least some character body type schematics vectors, with the hope that I can procedurally animate characters. But the art style isn't hentai and the code is still at the starting phase. but it shouldn't be to hard to cut and past parts you need from reference pieces, then draw on top of it on a new layer in say gimp or Inkscape.
 
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dante1863

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Feb 18, 2019
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For 2D, I am working on something similar, a program for generating at the very least some character body type schematics vectors, with the hope that I can procedurally animate characters. But the art style isn't hentai and the code is still at the starting phase. but it shouldn't be to hard to cut and past parts you need from reference pieces, then draw on top of it on a new layer in say gimp or Inkscape.


I'm interested.
Can I see the project? Or it is open source?
 

Saki_Sliz

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May 3, 2018
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I'm interested.
Can I see the project? Or it is open source?
As I said, right now the code is still raw and in it's starting phase, and I am still figuring out character semantics (eg, right now I am using simple shapes and making characters similar to the total drama series). I would like some more time so that I can make an easy to use program (to allow for some basic rendering) as well as move to a different semantic system for other art styles (such as anime style characters as you mentioned). The project is kinda on hold because 1 college/robotic competitions, and 2 I plan to first make my own custom programming language (similar to C# and how unity works) and then 3 remake the program in my new language. So it may be some time till I actually get something presentable.

You asked if it is open source and you have mentioned your program. The hope is that my project not only makes basic character design renders (with clothes and hair, etc), but will eventually plug into different programs (ie into unity games) so that it can be used directly, without having to save images. The dream would be not only to draw characters but being able to pose and animate them (animating done mostly automatically, since most schematical designs are based on physics, which character stylization I find tends to be based on posture, which is based mostly on the weight distribution of different body types), without having to actually draw or animate anything. I wanted to know, if this code could be plugged into something, what would you prefer, what do you code/work with?

I don't know if it is going to be open source or not. Right now I am on track to make a lot of different tools (such as unity plugins) with the hope that it encourages teams to add me to speed up production (as a coder/technical artist), and so for the short term, until I get my name out there, my code is my own, where I have the only access to it, until I no longer need to get recognition by my exclusive products, then I'll source things out (though this does make the legal aspect a bit tricky.)
 

dante1863

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Feb 18, 2019
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It's very interesting

I do not care if I have an environment or code to complete this concept.

But I would prefer to use it in the unreal engine. But is not important, since I can use Unity or other engine too.

I would like to know how you chose your position.
Do you have a 3D model rendered in 2d?
Or is everything rendered and animated with a 2D model?

I have dealt with such concepts within the framework but also had to stop it due to a lack of knowledge.
Since I do not know all the drawskills I get to this level of perfection.
 

Saki_Sliz

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May 3, 2018
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Different systems and different people have different ways of solving the same issue... probably. What I am hoping to do is to try to do as much as possible using just 2D vector art, because it is lightweight, easy to animate, fast to render, fast to compute, etc. Basically, vector art for simplicity and speed, but in my tests, I am certain I will have to do a mix of vector and raster effects, as well as a layering and filter system. This is so the vector stuff can draw the clean lines and basic fill colors (as well as handle any occlusion mapping I need to worry about when different objects cover each other, ie, two characters hugging, on characters arm should cover the other's), while rasterization techniques (painting per pixel) can do some shading and coloring effects (redness for cheeks, shading for the body, etc) which I may see how I can port that to being done in shaders to help with computational efficiency.

I haven't played with unreal, so I don't know what language it uses. I like C# and its use of delegates to optimize on the fly behavior connection, but with the custom language I want to make, my goal is to make not a compiler, but a translator that converts simpler high-level code into higher speed lower level C code so that the code will have universal platform support, and should be run regardless of what language or computer/device the game engine actually uses.

To be honest, I am actually prototyping most of my tests in Blender, where I treat the vectors as 3D objects with shape keys, so the same code could be used with a 3D model with shape keys to generate the exact same body design behavior. In fact, it would probably be simpler to use a 3D model for this project as I wouldn't have to worry about shaders or 2D drawing techniques.

The reason I am doing 2D, and more specifically, the total drama series character style is, I have been trying to be a decent artist. I am more of a technical artist, meaning I like having the skill to make good art, but I don't actually have fun making art itself. I am more like you, electronics and coding are the things I really love to do. But I have dedicated a lot of time learning to do art, even spending two years to focus on human anatomy. I am ok with realistic bodies, but I still can not do stylized, cartoony, exaggerated bodies. The key to good 2d characters (my preferred art style is 2D) is being able to make the art easy to visually read and to exaggerate. this is because, without the third dimension, you lose that extra bit of detail, making it hard to read what it is you are seeing. a good example is to take a picture of a hot girl who is standing straight, then draw an outline of her only, the drawing will not be able to capture her charm without some shading or some exaggerated curves because we can not see the shapes in the third dimension. Exaggeration is the key to bringing life to 2D art, and the key to exaggeration is simplifying as much as possible. One technique is to use gesture lines. gesture lines can help describe a body type, its pose, as well as it can add to a basic action line (another mental tool used for drawing), if you were to draw a character, and paint it solid black, the gesture lines are the key to making a unique silhouette, and a silhouette is the first thing the brain understands when trying to identify what it sees. Looking around, the total drama characters are made up almost only of gesture lines, and by studying them I have a better understanding of how to represent a body type using gesture lines, how gesture lines can help create different types of body types, as well as some other tricks (like a curvy line should never have more than two nodes to control the curve of it, else there is too much detail for someone to pick up on). So I started this little project as a way of understanding how to draw cartoon characters, to see if I could use math to describe the shape of different body styles. if I can use math understand how to communicate body types just on gesture lines alone, then that means these two tools can be used together in code to generate a range of characters (poses and animating them as well) regardless of what type of art style the system wants to emulate. taking a big complex idea and breaking it down into its fundamental is the key to programming.

Hense, I am using 2D because I have made some simple mathematical observations, but you could just as well get a 3d body with some body-morphs aka shape-keys to design the body type you want, say in daz or whatever. I am just using 2d because I want to focus on a particular style/technique, as well as I want to make a robust animation system that can be adapted to any body type, as well as place some basic animations in typical of games. ie characters running for an rpg game. The idea is to be able to rapidly generate art for any of my future projects, be it a game, animation, or animated story.
 

Saki_Sliz

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May 3, 2018
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oh, if it helps, I did recently learn about
VRoid Studio, it basically lets you make, pose, and animate, 3D manga characters, this may be perfect for what you are looking for.
 
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OhWee

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oh, if it helps, I did recently learn about
VRoid Studio, it basically lets you make, pose, and animate, 3D manga characters, this may be perfect for what you are looking for.
Here's a writeup about the VRoid Studio Beta (for those that prefer writeups over videos):



Here's the Japanese > English translation of the home page via Google Translate. Includes a download link.



My question would be, is the interface in Japanese only, or is there an English version of the interface as well?

Looks interesting. A quick note. A lot of the top adult games on Patreon have that 'hand drawn' look.



While I'm heavily invested in Daz Studio myself, and am more or less happy with it (render times for the more complex scenes taking a long ass time aside), if there's something out there that can emulate the Anime look that is easy to use, and doesn't require a lot of talent (for the less artistically inclined), yeah more tools good!

BTW, on the Daz Studio end, there is Sakura 8...

Sakura8PromoDaz.jpg



A few people have thrown together male versions of Sakura, like this one:



Anyways, she might be worth a look at least. The above mentioned plugins for Daz in previous posts for recreating that 'tooney' look in renders would be worth a look as well.

It all comes down to finding the tool that works best for you. So far, the stuff I've seen from Daz to recreate the hand drawn look is serviceable, but nothing has wowed me personally yet. I only follow this subject with a bit of curiosity though, as I'm happy with the 3D look for the art that I do using Daz Studio. But, as I noted above with the Graphtreon link, there is a real appetite for 2D 'hand drawn' games.
 

NSware

Member
Jul 22, 2018
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Mhhh....I have begin to write a Tool 6 Month ago to Animate 2D Still Images with Bones...
The Method to ReCreate the Background is not 100% now. The Tool Cannot Export as Gif current just Jpg´s, than I used Easy Gif "DEMO" to Make a animated gif.
The Idea was to Create Pixel Art Animations with Bones and Still image (FAST)
The Tool needs a lot of Time to develop (I´m working alone)

Prewiev
Exported with Bones
wb.gif
Exported without Bones
f.gif

The Original Still Image ( )
 
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