#modeling

1 messages Β· Page 69 of 1

molten sail
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that texture won't really fit in the UV for that one but it should be good enough to test if anything is broken

fickle lance
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I can see one thing is that a lot of the uv islands are different sizes, and since I'm opening this up in 2.7 it does mess with the layout a little bit.

molten sail
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:/

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but that wouldn't be what is causing my issue would it?

fickle lance
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Hard to say, I'm gonna see if moving stuff around will fix it.

molten sail
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ok

fickle lance
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Okay, did some editing on the uv, and testing the export and it seemed to work fine. Just need to know if it'll stay the same in 2.8 and above.

molten sail
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nice. Do you think the UV on that one is layed out good enough? I kind of like the newer array I made but if I have to stick to the original sizes do you think it could be done better?

fickle lance
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I mean it depends on how high depth you want to manga stuff to be seen.

molten sail
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as good as possible which is why I made those parts the biggest. Tho I don't mind keeping then the default size if needed

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the was I had it when I sent it to you I think was best.

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in terms of detail on the cover and pages tho

fickle lance
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Also I'm pretty sure the texture is fine, I had to look thoroughly in 2.8 and for so reason it's only invisible when viewing it at a specific angle.

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That might be due to it being an fbx.

molten sail
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yea I didn't think the texture was the problem but it did only seem to mess up when trying to view it in texture mode

fickle lance
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Yea, as you could see in 2.7 it was fine, well besides some small amount of janky uv but I fixed it.

molten sail
fickle lance
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I know, it didn't occur to me that the textures would be fucky with the new versions of blender. Or knew at all

molten sail
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ah

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well so long as it's all good

fickle lance
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I could toss a 2.7 version of blender for you if you'd think it would be easier?

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Personally hate the newer versions.

molten sail
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I'm pretty used to 3.0 and hardly know how to use blender

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I would hate to confuse myself further

fickle lance
molten sail
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I'll give it a look

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thanks

fickle lance
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Welcome

tired torrent
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Bank/Swat Truck

eternal stag
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Hey hey, i'm kinda lost with how static models work. I saw someone say you need to attach a bone via the XML and not Blender, which i did, but the model still comes out like this in the game.

I tried modifying the axis when exporting but it's very confusing

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The model looks like this on Blender

tired torrent
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Have you applied all transforms?

eternal stag
tired torrent
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Its been like 5 months since Ive done a helmet, try removing excess vertex groups other than head bone, make sure weights are correct for your model, xml looks fine to me. I'm not sure what else is left.

eternal stag
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I used the HoodieUP model to make this

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What are the normal axis to use when you export ? I messed with them a bit and maybe it could be causing problems ?

tired torrent
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I just remembered this, helmets needed a placement like this in space.

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Move it like this set origin, apply all transforms again and check if this fixes it

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Not sure if these are the fix to your problem though, when I was doing my pilot, head was least problem causer peepoLaugh

eternal stag
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Ok, nice ! Now i just need to rotate it the right way

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Can't seem to find the right orientation

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It's always backwards for some reason

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Ok nice, i found the right orientation, thanks a lot πŸ˜„ @tired torrent

tired torrent
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No problem, complex hood you got there, good luck on vertex weights peepoHandwash

eternal stag
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Ah yeah, i was going to ask, you can't use weight paint like with skinned models ? drunk

tired torrent
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Well you can use this games hood-up version of hoodie and transfer weights to your model

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But this will probably need extra work on top of that depending on your topology

eternal stag
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Since this i used the hoodieUP model to make this model, the weight paint is already the same i think ? I haven't modified it at all

tired torrent
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It should be same

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When you are doing weight paint try clicking on vertex selection so you can use that to change weights

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That way you can use that assign on right and paint your own gradients by hand

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every vertex you have selected will get that weight assigned to it

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Imho this gives more precise approach to do them compared to brush weight paint at least for low poly

eternal stag
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Wow i think you lost me ahahahah

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I click on vertex selection β˜‘οΈ I click on assign and nothing happens

tired torrent
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Have you selected this and clicked on vertex you want to assign weight to it?

eternal stag
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Ok, yep, it turned all red now

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Oh, ok, i see how i can modify it now ahah, i was still trying to paint it x)

tired torrent
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ThumbApu good luck

eternal stag
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Thanks πŸ₯² Thanks again for the help !

molten sail
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@fickle lance when you get a chance can you fill me in on how you fixed my model. I had to change some things on it and it is giving me problems all over again

fickle lance
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Well what's going on with it now?

molten sail
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same thing as before. when I export it it is good but when I reinport it it's messed up.

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I had to redo the UV to work how I needed it and now it is perfect but yea issues

fickle lance
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That's what I had to do when fixing it up the first time, I'm honestly thinking it's due to the imbedded textures.

molten sail
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hmmm

fickle lance
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Could have also saved the orginal uv layout somehow as well.

molten sail
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any way I could remove the embedded texture? I really don't want to have to change anything on the UV or model

molten sail
fickle lance
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Then it's probably the texture. Unless it's just an issue with blender and it could be fine in the actual game.

molten sail
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spoiler cuz minor nsfw

fickle lance
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My guess is just test it in-game and see if it's still borked up.

molten sail
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yea, I suppose I'l try that then

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dumb blender

fickle lance
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It can be a bitch. I agree.

molten sail
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makes 0 sense how it can be gold on export and a train wreck the next time you load it in

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also when I reinport it it adds something to the shader editore

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if that helps

fickle lance
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Before Exporting: Nice
After Exporting: pain

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I never messed with the shaders so I have no clue.

molten sail
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It's just how I view the texture on the model

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how it looked before export

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after

fickle lance
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Ooh the nodes, yea since I pretty much use 2.7 religiously I never mess with that.

molten sail
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anyone who uses blender 3.0.1 wanna take a look at it and see if you can spot what might be wrong?

signal parrot
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Are you exporting as FBX?

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Importing models does have some weirdness with nodes, like the normal map node that's doing nothing

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You only need the node going into Base Color to see the texture, so the other two can just be deleted if you didn't add them

woven garnet
molten sail
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Before export and after export

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And like seen above when I reinport it the shader editor seems to add a new window automatically. Not sure if that is important as removing it does not fix it.

woven garnet
molten sail
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Alright. When I get home from work I will send it to you.

paper zealot
molten sail
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uv mapping

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and made the texture to fit

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the normal book texture dupes both inside pages and I didn't like that

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so I changed it

paper zealot
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Here things are working perfectly

molten sail
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what blender version you use?

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I am on 3.0.1

paper zealot
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3.1.0

molten sail
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idk how you are getting a different result than mer

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well if it works for you It must be a blender issue on my end so maybe it will work in game

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makes no sense to me

junior temple
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working on some low poly beer 🍺

sudden shoal
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But why San Miguel?

junior temple
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local beer from my place 😎

molten sail
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decided to just edit the entire book model. didn't look manga enough.

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basically just trimmed the edges and flattened the cover

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I'm happy with how it turned out

eternal stag
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Not finished yet, but i'm halfway done on my mod πŸ˜„

molten sail
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looks great.

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We need the shrek outfit just for the meme

eternal stag
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😏

woven garnet
# molten sail how it looks for me https://i.imgur.com/zdpJM1y.png

On the back side of the paper part of the model, you have some uv's floating off to the side that give that look. i'm not sure how you're getting that result in blender though. normals are fine, so it's not like we're seeing the inside of the pages, only one uv channel. maybe you have something rigged up that's hiding the normally readable pages?

molten sail
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funny enough the issue is gone now that I actually edited the model itself

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So I guess I'll take that as a win. I get a more actuate looking manga and it's not broken

woven garnet
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i'd just delete that inner face, don't need it anyway.

molten sail
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Will do

molten sail
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How can I convert the Zomboid x file models into usable FBX ones?

simple bolt
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Once the medivial industry update comes out those outfits will make alot of sense

fickle geode
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nice job on the russian garments! if you're doing a 'russian environment' type props - couple unique pieces that might flesh out a setting - one of those iconic spetsnaz style sidushkas (for butt protection lol), headscarves (for more traditional women or church visitors), some good militisya/politisya uniforms and how about the iconic aeroflot uniforms (orange mandarin and blue) oh and those NBC Chemical suit 'Leggings/Boots' for all your marsh going, cold and wet exploring needs

feral glade
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Hello, i am VFX / CGI artist and player PZ, i search someone would like to work with me for create different mod i search someone can make codes because that not my heavy point. I can make modelisation, texturing, shading, fx, animation etc... if someone is interesting mp me.

molten sail
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thoughts on this size for my manga model? trimming the edges of the book resulted in a much smaller size than I expected but I do think it is accurate to irl manga sizes. My only issue is the texture but I don't think increasing the modes size would improve it much.

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it in the hands with incorrect rotation

feral glade
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this is your center pivot

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your axe Z is in invert

molten sail
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oh I know I was just posting the pic to show scale

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I am fixing it now

feral glade
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oki great jobs

molten sail
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do you think I should make it bigger or do you think that is fine

feral glade
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i think is fine maybe you can play on thickness for they look more manga

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on size look good vs book but they have more or less same thickness

molten sail
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closewr view

feral glade
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oki

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have you idead futur collection you would like make ?

molten sail
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?

feral glade
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(on the manga)

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collection book

molten sail
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I don't understand the question

regal lake
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he asked if you have any future collections you want to make πŸ™Œ

molten sail
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ah.

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yes. I plan on adding a lot more

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First I am adding all 11 volumes of Chainsaw man

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I am also adding doujinshi

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I started with the cursed one for that genre

feral glade
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no one piece πŸ˜‚

molten sail
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geez that would crash the game lol

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so I rotated the model but he is still reading it backwards...

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nevermind it worked now

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cursed? yes

fickle lance
molten sail
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what the spiffo doin?

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it's the final results like this that make all the suffering and troubleshooting worth it

fickle lance
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I'm just suffering with distribution.

eternal stag
fickle lance
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Me trying to find old packing stuff but can't seem to find an old 24 back box for like soda.

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Shame

cold basalt
junior temple
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When 1 beer is not enough

fickle lance
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When the scale is set to 10.

junior temple
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When the hangover wears off and youre back to reality cold

junior temple
ionic yew
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heey everyone, could anyone point me towards a decent resource or tutorial for learning how to create custom sprites please?

rotund siren
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What are you planning to do?

ionic yew
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gonna take a crack at creating an apiary, most likely a terrible looking one haha

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but just looking at something to help me how to learn the basics to get me started

fickle lance
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Could probably go on youtube to learn how to make sprites

prisma oriole
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easiest way, or how i do it is to take a picture

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select using lasso

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ctr x

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ctr sfit a

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ctr a

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ctr del

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ctr sfit a

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ctr v

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resize image 32x32

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then i take pen

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and make outline

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can be usefull

fickle lance
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Quickest way to do that is just to add an outer shadow and change up the settings to look solid.

prisma oriole
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Well i don’t know (exsacly) where outer shadow filter so i just do it manually, as it ain’t that big diffrence in quality and time spended

languid hull
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okay, figured out how to port my personal model in though the preview does this?

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any pointers? 😭

pearl pendant
# languid hull any pointers? 😭

Well I don't mod this game but I would assume based of this image that the preview system for project zomboid is not adaptive to the model provided but hard coded to the base character model in the vanilla game.

broken mauve
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Hey all, Ive been working on a gun model for the game and I've run into an issue. Everything works fine until the gun gets covered in blood, then it displays a weird texture. Has anyone seen this before?

silver cypress
broken mauve
silver cypress
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so its fbx right now?

broken mauve
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Yes

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I'm wondering if it has something to do with the textures properties. I have no idea how zomboid handles blood splatter. I never use guns to begin with so when I was told about the bug I was surprised lol

languid hull
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How do you replace the player model textures? I tried replacing the ones under media/textures but they don't show up in-game

fickle lance
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Snag a texture mod from the workshop and look at the file structures for those.

rotund siren
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Reverse engineering

fickle lance
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^

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You can use steamworkshop downloader but you'll need to follow a few steps to do it now due to the site being shot a bit.

rotund siren
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...or just subscribe and look in the downloaded workshop folder

languid hull
rotund siren
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When you press a subscribe button, Steam will download that mod into this folder automatically.

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Then go to that newly downloaded folder and learn how it's done.

languid hull
rotund siren
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C:\Users\yourusername\Zomboid\Workshop

languid hull
naive hedge
broken mauve
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As a .fbx

naive hedge
broken mauve
languid hull
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Having a weird problem with my skin mod πŸ˜… So I setup the folders how they should be (i'm PRETTY sure), got it uploaded, though now when I try to apply it to my server, I get "Server has stopped working during launch (Normal Termination)"

viral pumice
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I'm done, that's all I'll say.

hot elk
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can somebody help me here? i added a plane in blender and put a texture on it but when i place it in the game it gets kinda darker then the image itself... any ideas why its happening?

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model is an .fbx export

hot elk
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texture is a .png made in gimp

simple bolt
hot elk
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u mean like this? yeah they do

simple bolt
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Alright.
There was a Vanilla item which had wrong faces and appeared darker.
Mh...

hot elk
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was a real timesink yesterday trying to find a solution so i really appreciate any kinda help 😁 ✌️

viral pumice
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If it is shown in a single color, it may be that in the UV you have it in the 3D cursor.

eternal stag
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Ooga booga

gentle needle
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Hey all. I'm getting closer to finishing my map update and I was wondering if there are any step by step guides for modelling for PZ? I'm looking to start off simple by just changing the design of a shirts logo and putting that in as a new item but I would like to eventually get into modeling to make my own mods. Could anyone point me in the right direction on where to start?

regal lake
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For clothes^

fluid kernel
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Can ANYONE here effectively do player animations?

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i keep turning them into turtles.

regal lake
hidden fable
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Hi! I'm new here and interested in making models for PZ. I looked up AuthenticPeach guide on the forums but I still have some questions. If anyone can help me figure this out that'd be super helpful.

  1. I know polycount need to be in the 3000 range, or lower, but what about texture size? is there a size I shouldn't exceed or one that is typically used?
  2. About the scale of things. Can I import a model ( or two ) that are already scaled properly so that I can model accordingly right away instead of playing around after it's done? If so, where could I find those models?
supple fiber
# hidden fable Hi! I'm new here and interested in making models for PZ. I looked up AuthenticPe...

So I don't have hard numbers here, but it appears from some testing that large/oversize vehicle and clothing textures can cause memory or performance issues for some users? The technical side of the matter isn't in my wheelhouse, and I don't think we have any hard data however. Just try and avoid making vehicle and clothing textures that are much larger than the vanilla ones and you should be good.

As far as importing models, the WorldItems directory in (on my computer) C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\models_X\WorldItems has a bunch of .FBX files that you can import and play around with.

hidden fable
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nice. Ty!

silver cypress
hidden fable
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Got it! Thks for the quick reply, both of you! 😁

woven garnet
supple fiber
woven garnet
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or if you go OOM and have to pagefile, but i have no idea on that

light spade
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I'm ultra confused on how textures wrap around models. I don't want to get into how to make models and then fail at the texturizing. Is there a way someone could explain it?

somber ibex
silver cypress
light spade
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Ohhhh alright that makes sense. Just didn't wanna spend hours learning to model correctly just to not be able to finish it. Thanks!

silver cypress
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Yeah if you got any more questions, feel free to either ask here or DM me.

light spade
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Thanks man. Btw. Love your mods

simple bolt
light spade
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hmm alright, i don't think i fully understand but i am more of a visual learner so i think i'll understand once i finish the model and look at it

silver cypress
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Take the cardboard box layout for example (for a cube or rectangular prism), you can use some of the automatic tools to make UV maps like this, of course they will be a whole lot more complex than this

fickle lance
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Be careful with PZ's though, you have to follow a specific layout.

somber ibex
light spade
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alright i'll figure it out somehow, gotta make the model first anyways so i'll probably see you guys soon again to figure texturing outdrunk

fickle lance
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What you gonna try and make?

light spade
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i wanted to try making a functioning sheath for the katana, i know scrap weapons and armor has one for swords but i want one i can wear with a backpack to be a late game badass

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and i just love katanas lol

light spade
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hmmmm, is this too thick for a seath or not (dw i'm still bending it correctly i just want the general shape to be done today)

feral glade
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yes i can but i still working on my mod for moments

feral glade
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delete history of your CGI when you have finish that is more important and a lot people forget this

ornate raptor
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Hey just a question

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If i made a tank model

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is there anyone want to make render and codding?

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I will not take any credit from it.

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I was trying to add asset on other game and ended up with this.

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too many poly for zomboid?

fickle lance
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Think you're fine for vehicles.

eager rampart
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Here's my first attempt since highschool (Over a decade) at modeling and texturing something. I'm -okay- with how the model came out, but I don't know what I did wrong to get such a low rez texture. I'm sure it's an easy fix though. And hopefully the file size won't be too big once in there.

silver cypress
bronze lark
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Honestly it looks better than my early stuff.

eager rampart
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@silver cypress I figured it out. I set the margin on unwrapping it too high. Thanks for suggesting that! It's an obvious fix, but I would have spent a day or two messing with it if you hadn't mentioned it. XD

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@bronze lark Yeah that's why I chose to actually try my hand at modding. The low poly nature and zoomed out view of it makes it seem like a good starting point. It lets me hide my modelling sins easier. XD And thank you!

eager rampart
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Fixed it. Now to do all the other stuff.

thorny briar
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that actually looks really sick

fickle lance
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When I want to critique it but want to be nice hnnng

eager rampart
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Critique it if you want. Just don't be nasty. I'm aware of several problems with it already, but as already stated it's my first model in a decade, and the first one I've textured.

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Also if it's about the texturing, I already had to redo a significant portion of it due to blender not saving it right or something. I saved it, exited out, went back to change some things and a lot of progress was gone, never to return. I'll post the updated version if necessaary.

broken mauve
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The cylinder isnt lined up properly

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Other then that (something that wont even be visible in game)

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Its good

feral glade
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for gun is nice for first time

molten sail
light spade
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i think i'm at a point now where not much needs to be added apart from the texture, now only to figure out how to export the template to actually work on textures

molten sail
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Or make it like a gun holster

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That would also be sick

light spade
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that was the plan, it's suppost to be a way to store specifically the katana in your hotbar

molten sail
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Perfect! Love the idea especially if you can choose it to back or hip mounted

light spade
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my idea was more a hip mount since i wanted to add hanging strands to the wrapping, i wanted to look if i could add smth to the model so it looks like you squished it between your belt and your pants so that stuff on your belt doesn't clip through it

molten sail
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Gotcha. Still really good idea. Hip mounted katana is a dream combo that is only made better with a cool sheath.

light spade
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yeah, seen mods that add the option to just put it on your belt for no reason which atleast to me seemed stupid since it makes little sense

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then there's the scrap collection which adds a sheath but for that you gotta unequip your backpack aka you can't have a backpack with the sheath and i wanted to get a sort of balance inbetween where you need a rare item to hold the katana cause 1 it seems more balanced, 2 it's fucking badass

junior temple
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mp5 for all seasons πŸ˜›

eager rampart
# broken mauve The cylinder isnt lined up properly

Yeah. I had an issue lining it up properly. It's also more oblong than round. I didn't quite get the cylinder tool as far as making it perfectly round. And by the time I realized it wasn't round I'd already gotten in too deep. XD

eager rampart
molten sail
naive hedge
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Galil Ready for Painting

fickle lance
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Best of luck on painting.

reef salmon
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It just occurred to me and I started modeling using the Pear-Shaped Female Body S as a base, the problem is that I'm good at blender, what I don't know very well is being able to put this in the PZ if anyone knows and want to help please write me, I plan to make a variant of about 4 or 5 more colors and maybe another bikini design (I only speak Spanish I write this with a translator)

sick iris
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Lord have mercy

fickle lance
rotund siren
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Project Zexoid

astral hatch
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man had a thanos moment and went "fine, I'll do it myself" when the devs said they won't add sex into the game

serene jackal
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yes sex mod finnally !!!

light spade
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it's telling me that it can't unwrap it and that "edge seems may need to be added" can someone explain what's going on? i just want it to not stretch my texture along the length of the cylinder :(

crisp sonnet
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Hello everyone, where can I grab the default male/female body please ?

light spade
simple bolt
light spade
simple bolt
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When you select your mesh you might see such a net on the UV window

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If there doesnt appear anything then try "smart UV unwrap" to make sure it generally can generate a UV layout

light spade
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what i get is this, my problem isn't the uv map itself, but the fact that as you can see, there is a lot of texture stretching along the length of the cylinder, i'm trying to set seems that would help with the amount of stretching since it does stretch the texture a lot which would ruin any detail i try to add to the sheath

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it stretches it into it's full length which i want to avoid

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since the circles somehow work

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also i've heard project zomboid wants textures to be in a certain way, what's up with that?

viral pumice
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hello some software to edit animations?

hidden fable
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@light spade select the flat part of your UV map (in the UV editor and resize it until the stretching disappear.

cold basalt
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Hello everyone!
Right now im working on Soviet WW2 era items for the mod and here are some previews of the headwear i've been making!
(For the Russian Garments mod)

Any feedback on them will be greatly received (good or bad)

rotund siren
cold basalt
simple bolt
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(ctrl+a -> rotation & scale. Then unwrap again)

light spade
simple bolt
hidden fable
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is there a tutorial for rigging clothes? the armature looks really funky to me. nothing like I,ve seen before.

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a premade model I could study would also work

regal lake
hidden fable
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those are the same as the ones you can find in the game file. they do not have any vertex group to help me understand how to weight paint and join them properly to the armature

regal lake
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I swear they must be rigged to work in game

hidden fable
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the fbx are just the models you see if you drop them on the ground

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afaik

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maybe not. aniway I think I figured it out.

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one more question tho

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if I'm rigging say a hoodie, can I remove the bones that are not being used?

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or are they needed aniway?

regal lake
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I’m not sure bud, I don’t think it would, if they aren’t being used. But I’m prepared to be very wrong about this lol

regal lake
hidden fable
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just to clean up the visual mess in my file.

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I'll save one version with and one without and i'll see for future model ^^

hidden fable
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is it possible to get crisp details on textures that are 256x256? mine always comes out blurry :/

crisp sonnet
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Hey guys, I have a problem, I have imported the FBX in my blender, but I cannot see the mesh in my scene

hidden fable
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zoom in alot

crisp sonnet
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oh my, thanks I see it now

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it's also my fault I was pressing the wrong button to focus the camera on a selection

light spade
simple bolt
#

But dont type in there "1". Instead try ctrl-a -> apply scale and rotation

simple bolt
#

It might cause issues in blender in some cases when you work with very small objects

light spade
simple bolt
#

You also hit "a" ?

light spade
#

Yes

#

Ah found it

simple bolt
#

Well, you can also select your model in object mode and go on top into "object -> apply"

light spade
#

Don't know why but a second attempt after restarting blender made the menu pop up

crisp sonnet
eager rampart
#

I'm using Blender 3.2 and I've tried using some addons so I can import .x files, but they don't seem to work. Will I have to use an older version of it to get it to work? Or is there a current addon for that that I've missed?

rotund siren
#

I use this to open

#

then export to another format that can be opened in blender

regal lake
naive hedge
#

for me i stay in blender version 2.79,

rotund siren
regal lake
#

But I mean specifically clothing or something?

rotund siren
#

do they work differently?

regal lake
#

Because in the pinned messages someone has already converted all the clothing files to fbx or something

#

So if it’s clothing- just get it from there

#

Save you loads of time too

eager rampart
#

Oh, yeah I need a gun.

#

I saw the clothing conversions. Very useful when I start on those.

#

@rotund siren Thanks! That program looks like what I need.

eager rampart
#

Okay. I just needed to check the size of my mod vs. the vanilla guns, so I went ahead and converted all the guns, minus the separate addons, .obj, then to fbx. Because I couldn't get that open3dmod to open because I couldn't find a .exe to use it. Is that something I should offer to this channel for others to use?

reef salmon
somber ibex
somber ibex
# eager rampart I'm using Blender 3.2 and I've tried using some addons so I can import .x files,...

you need a specific old version to use that plugin but this site usually works for me: https://3d-convert.com/en/
if you want to convert a skinned model like clothes then set the convert file type to .dae and then you should be able to get it into blender with the armature and everything intact but a few models just get an error and wont convert. if its a static model like a hat then you should be able to just convert it to .obj

viscid lake
#

does anyone know a working forward and up axis setting when importing from Blender as fbx for skinned clothings?

hidden fable
#

I could probably tell you that but not at home rn. Will hit you up later if no one has answered that yet.

viscid lake
#

I could use the info. As a band aid solution, I just rotated the model and applied the rotation so it works correct but you can see how it doesn't feel right

shut mason
#

Hi everyone, does some one have a good tutorial or can explain a little bit on how to make tiles? Idk if it's #modeling or #mod_development the right channel...

The thing is that I have a model that I did on blender, but it's elaborate and isn't a single object (It's a woodworking table with tools and other objects on it) so I want to render the images and covert it into a tile so I can place it in-game

Sorry for the long text

molten sail
#

It will look a bit off but it does give you a little more flexibility in how you can place it which might be nice

hidden fable
#

I tough you were asking when exporting tho

#

when I imports models in they usually are the right way up already.

viscid lake
viscid lake
#

this is the result im afraid

#

the helmet looks down and its "up" is the left side of the characters head

#

if i do -z fwd, x up the helmet goes to right side pointing upwards

#

-z fwd, y up is on right side pointing forward

#

etc...

#

no setting gave me a result that sits on top of his head

#

other than rotating it before exporting which is not a real good solution

simple bolt
#

And dont forget to apply rotation before exporting

viscid lake
#

always doing that !

rigid pilot
#

do i need to set light mask on model or just can by on image ?

hidden fable
#

Oh yea, Hats are in Static in the games files. They export different then skinned. At least for me. Sorry for confusion

rigid pilot
#

have problem with set for vehicle to be able mount all kind of trunks
expl Small trunk for Sport cars/ Normal trunk for Sport cars/ Big trunk for Sport cars
on Gas tank works for trunk not only is able to install normal sport trunk

#

i set itemType = Base.NormalTrunk,Base.SmallTrunk,Base.BigTrunk but still only normal one works ...

rare wigeon
rigid pilot
#

yeah only first one

rigid pilot
#

ok fixed

regal lake
eternal stag
broken mauve
#

Hello, If anyone's interested I'll be willing to pay for a mod that adds a kippah (traditional, brimless cap in Judaism and Islam) to the game.

#

Preferably one that would work in multiplayer.

hot elk
#

hey guys! is there an guide for making animations in blender for zomboid? i coudnt find one πŸ™‚

tired torrent
#

For characters or vehicles?

#

For characters there are some ways to import them into pz in sticky section

#

Any keyframe anim tutorial will work for blender

hot elk
tired torrent
#

Zomboid side is not well documented and prone to headaches good luck

hot elk
#

haha i thought so πŸ˜„ thanks for the info man! πŸ‘

cold basalt
#

hi everyone,
heres the progress on the M35 uniform!
male model is done and textured but rigging needs some fixing
(for some reason the image was blurry so i resent the message)

tired torrent
cold basalt
regal lake
cold basalt
#

maybe after i will finish the mod i will start working on a different nation!

regal lake
#

Awesome, you’ve got great skills and the models are looking good! πŸ‘

hidden fable
#

how do you render those? any specific light setup to reproduce ingame look?

cold basalt
hidden fable
#

oh nice. ty for the tip!

sand prawn
#

How does one get started with making tiles? is it 3D or 2D?
I felt the urge to start trying to work on some walls and assets that actually don't exist in PZ or other tile mods, so I wanted to know if there was a good way to begin

regal lake
# sand prawn How does one get started with making tiles? is it 3D or 2D? I felt the urge to s...

depends what you want to do, but try asking more in the mapping channel. this may help too https://theindiestone.com/forums/index.php?/topic/35493-blender-template-for-creating-custom-pz-tiles/

regal lake
# sand prawn How does one get started with making tiles? is it 3D or 2D? I felt the urge to s...
hidden fable
#

can someone explain to me why the wide spread.. They are modeled the exact same way the vanilla pants are. also rigged as close as possible to the vanilla.

cold basalt
#

if you press N in object mode and the model's angle and position isnt zeroed and scale isn't 1 on all axes that's likely the problem. select it, click Ctrl+A and apply all transforms

torpid laurel
viscid lake
#

Is there a poly limit to clothing items or a preferred safe limit?

dawn grotto
#

Keeping the beta males in line bro

eternal stag
naive hedge
regal lake
#

if not here it is

naive hedge
#

Thanks bro

viscid lake
silver cypress
formal geyser
#

bones seems to be fine, texture is ok, model itself is ok too, what the heck is wrong

simple bolt
soft tusk
#

For shit and giggles I decided to recreate 3D model of random furniture from PZ. While being somewhat experienced in Fusion 360, I spent more hours in Blender than I would like to admit including but not limited to painfully redoing topology over and over again and fighting with other cryptic bullshit, just to get bevel modifier to work properly.

#

I have no clue if it's possible to actually use this model as animation friendly sitting chair.

formal geyser
formal geyser
#

i think i found the issue, following your guide - when you set a parent to the bip01 and then follow with adding it into the armature it doesn't add vertex groups that relate to appropriate bones

broken mauve
#

Does anyone here take commissions?

tired torrent
#

1985 Honda Accord hatchback wip

supple fiber
#

Got a message from on-high for anyone who makes models for PZ mods.

Small request from Spiffo-on-high for those who make models for PZ mods.

Oversized textures for weapons/clothing/vehicles etc within mods are currently becoming more of an issue with mod users - sometimes causing memory leaks and performance issues when mods stack up.

Please try to avoid using model textures that are larger than the ones used in Vanilla PZ for equivalent items.
    Generally speaking vehicles are 512x512.
    Body and clothing textures are 256x256.
    Weapons are generally 128x128 - but vary due to  the variation in sizes.
    Hats are 128x128.

Also in the same ballpark: using tricounts higher than vanilla can also have negative effects on performance too.

We will endeavour to help this situation along code-side, but in the meantime if people could try to keep within these limits we would be super-grateful.
naive hedge
somber ibex
#

optimised

hallow wind
#

still good fun

naive hedge
# hallow wind nice, i am glad someone else is moving on the idea

well im planning to create a mod for my friend server. the mod where you can chop players bodies or zombies it's body parts like hands, legs and head can be displayed in your house or outside like the one game i played " the forest" where you can build effigies.

hallow wind
#

its not released because i have zero interest in having another mod ill just make and never maintain so go wild

junior temple
# naive hedge

Ive been waiting for something like this for a long time haha

formal geyser
#

um..why vanilla bulletvest is bent sideways? character is having some form of scoliosys or smth?

hidden fable
#

import Bob_BulletVest instead of the M_BulletVest

#

@formal geyser

formal geyser
#

gotcha, thx

hidden fable
#

on my end I'm still stuck with this issue:
Feels like I tripled checked everything. Vertex groups are all assigned just the same as the vanilla trousers, no loose or unassigned vertex, pose and armature are def ok too since I tried using both the vanilla one and one from a popular mod with the same results.. If anyone has a clue what I could try next..

#

and the animation works properly ingame, just 'wider'..

#

actually, the aiming animation looks weird, I think it might be that the idle and aiming pose/animation are inversed.. but idk how to fix it

gentle needle
#

Hi all, I've been learning modelling and Peach has been showing me a lot of the ropes but tonight I've found an issue where my model had a large gap through the middle of the chest. I have tried pulling the section out to the point where my shirt looked like it had a huge stomach and breasts but still on the game that section would not show at all.
I am at a loss as to what is the issue, the bones look fine, the model itself looks fine but no matter what we've tried the issue continues. Has anyone encountered this or may have an idea what is wrong?

viral pumice
hidden fable
#

Maybe inverted normals?

#

check 'Face Orientation'. If those faces are red, go into Edit mode, select them. into the Mesh menu at the top, go Normals/Flip

gentle needle
#

I've checked the face orientation and that is fine, the Uv seem good too.

eternal stag
#

Taking them out helps

somber ibex
#

yeah its definitely a mask issue

gentle needle
#

If I remove the masks the problem still persits

gentle needle
#

So I removed the masks and scaled the model up time after time to see if the issue would go but this is the results

#

You can see in the second screen that the shirt is clearly in front of the modelof the player but still multiple parts are missing

#

I honestly cannot see what I've done wrong :/

tired torrent
#

Can you post UV layout?

naive hedge
#

guys do you have a guide on how to create custom tiles using blender

gentle needle
tired torrent
#

Uvs are the cause check sticky posts in this section, look for Scavenger's posts there

#

You will understand whats going on

gentle needle
tired torrent
#

Yeah it happens, good luck PU_PepeHacker

hidden fable
#

I was under the impression that the UV map layout only affected blood and holes. (and the masks for the clothes underneath)? I still don't understand why his shirt has a big hole in the middle. care to explain?

somber ibex
#

the uv map affects the masks that will be applied onto the model

hidden fable
#

Ahh. So another option could be to just disable the masks and his models would show up just fine?

simple bolt
#

You also could give it a clothing "type" like jacket which isnt overlayed by other stuff. But that would break the game a bit.

#

But its not that difficulty to make the UVs right.
You have to somewhat be in that areas here.
So the shirt should be in turquoise, purple and blue, maybe little bit of green, yellow and red.

#

This parts can be cut, and put into the upper red

trail plinth
#

Hey gang, sorry if I missed this in a channel's pins, but are the models/sprites/tiles(?) currently in-game available anywhere? I'm specifically looking for the bonsai tree item

eternal stag
#

Hey, does anyone know if it's possible to make your own underlay masks ? I've been using the Jacket_Long underlay masks for some of my clothing but i need one with short sleeves and i don't know how to do it

regal lake
#

@eternal stag any sneak peak on what youre working on atm πŸ‘€ ?

eternal stag
ornate berry
#

Hey guys, does anyone know if it's possible to switch the zombies' models for a custom one?

#

I'm thinking about making some sort of monster for a horror playthrough, maybe something like the Dog Soldiers movie, but I don't know if that's possible yet

regal lake
#

and look at how they work

#

reverse engineer it ?

broken mauve
#

Basque themed map when

regal lake
regal lake
ornate berry
#

Thanks!

broken mauve
#

The only issue is clothing, cant do that at all I fail to understand clothing rigging

regal lake
#

I'd say don't try and create new meshes

#

at least when you start making clothing mods

#

use the vanilla models

#

which you can find in the pinned posts

#

and retexture them πŸ™‚

paper zealot
#

almost complete

twilit wolf
#

Tonk

pseudo radish
#

nice m2a2

#

πŸ‘

hardy flume
#

where can i find character base models? crow

supple sedge
main abyss
#

I wish you could tuck jeans into boots

unborn brook
ornate berry
unborn brook
ornate berry
#

But I'll still see if there's some way to work around it

unborn brook
# ornate berry But I'll still see if there's some way to work around it

one possible strategy (not saying there couldn't be better ones): you could try to change the 3d visuals by introducing new clothing items. for example, if you want a zed with 3 arms, make a 3d clothing model looking like an arm and then equip that clothing object. the additional arm will have no function but is displayed in game. not exactly sure how such a strategy will work with zeds but similar things are at least in principal possible for player characters. could also require a lot of coding to make it work properly. so maybe there are better ways doing this...

ornate berry
#

I'd just have to make all zombies spawn with these clothings

#

The only problem is that the player character wouldn't receive the clothing once he became zombified and would look like an average zombie (except his animations would be very wonky because I'll make custom anims for the zeds to fit the clothes)

#

Maybe there's a way to make the game automatically insert the clothes in the zombified player once he's dead, but it's probably gonna be very tricky

ornate berry
#

Nice hahah B) great minds think alike

unborn brook
#

my guess is it would be possible. but ya... coding and keeping things bugfree could take some work

ornate berry
#

Yeah

mighty loom
#

Is possible to make a mod for your character being left handed for single player? ( I hope posted in right chat )

unborn brook
naive hedge
broken mauve
naive hedge
languid laurel
# naive hedge AR-15

how did you add the black "holes" at the front part of the gun to the texture?

naive hedge
languid laurel
naive hedge
languid laurel
eternal stag
#

It's so hard to match this area when doing dresses i never get it right ughhhh

#

There's always that line separating both parts that throws the whole thing

tired torrent
#

There are some extra warping up on top aswell doing a whole new uv on skirt would be best probably

#

You are using vanilla skirt right? Maybe do your own skirt and transfer weights off it to your own one

#

Then you can have more control over uv space

somber ibex
eternal stag
eternal stag
somber ibex
#

oh rip lol fixing those kinds of seams is a nightmare

#

if the uv is already a bit different than the vanilla one then editing the uv to fix it is probably easier than editing the texture instead

eternal stag
#

Yeah, i had to re-unwrap the UV because the first one looked horrible with the texture applied

simple bolt
#

I just split it once at the back

#

Also i generate all folds procedural by 3D coordinates. So they dont look off at seams.
For example i take a noise texture, generate it in a spheric pattern onto the 3D model at this spot here, then i erase it where i dont want to have folds like at the shoulder blade:

#

Its a workflow which turned out to work very good aspecially for dresses and soft clothing.

broken mauve
#

Hey all. Me and a few friends are working on a 300-years-into-the-future desert/swamp map. If anyone wants to help with mapping, modding, or modeling, please contact me--we have a lot of resources and time available, as we're part of a dedicated community with 550+ players. ^^

😈

broken mauve
#

no idea what channel I should post this in, but if anyone is looking for a really good ERDL/M81 camouflage texture for clothing here you go.

#

here is the Arctic variant as well

#

I have an absolute metric load of camos (almost 10gb of image files) so if anyone needs a specific one float me a DM or ping me and I probably have it

eternal stag
simple bolt
#

Blood at grain

#

Lower torso and neck:

#

Sure, it wraps a bit around the back like so:

#

Sometimes i do compromises to make texturing not too painfully

unborn brook
eternal stag
broken mauve
#

hello, could i commission anyone to make a sombrero model?

vivid flower
eternal stag
crimson sand
solid salmon
thorn spade
broken mauve
#

bro ur a nazi

#

???

#

How am I a nazi lmao

#

Because I dont like genocidal regimes?

tired torrent
#

Working on an M1117 for non-pz project

broken mauve
#

Listen man I'm not gonna have an argument in here over my stuff if you think I'm a shitter then it is what it is

broken mauve
#

I used to know one of the squad modelers and he made stuff just like that

main abyss
#

Yo, anyone taking comissions? Wanted to see if I could get someone to make a mod to let you blouse jeans

torpid elk
#

is any mod creator taking any suggestions for player models maybe?

distant ginkgo
#

Looking for a modeler to make some edits.
Example: Attaching some extra parts, removing some existing parts

silver cypress
hallow wind
unborn brook
# silver cypress

looks great! do you realize this by tricky clothing models or do you make new body models?

eternal stag
unborn brook
#

wow! I am always wondering about introducing new body models since I really have no idea how this could be done. afaik, vanilla game has only two models, one for female and one for male and they seem to be used for both, players and zeds. wondering whether it is possible to tweak the game so that it accepts additional models....

unborn brook
eternal stag
torpid elk
brittle wolf
#

Is it possible to like, remove the hand rig lol?

#

this is a clothing item, but it's actually moving the hand to where it's supposed to be, but I don't want it like that, it causes stretching and I'd have to change the model too much to fix it

#

the red circle is where the actual hand bones are being aligned too

#

I'm wondering if there's some way to make the game not assume that part is an actual hand or something, so it just makes the hands completely invisible, and the hand remains solely part of the arm

woven garnet
#

you could simply weight those verts to the arm

distant ginkgo
#

Posting again with more information this time.

I am looking for a modeler to make some edits to a model.

Because "Mask 0" has been set for the helmet which makes the base head invisible, there is no neck for the helmet, so I need a neck created and attached to this helmet.

The back of the helmet needs to have a hole made solid as you can see through the back of the helmet.

For the front of the helmet, a visor needs to be created at the front of the helmet, as the current visor is not flush against the front of helmet.

Making the Gauntlet the same as in the picture shown.

The other part is removing the two eye parts.

This is a paid request.

silver cypress
livid coral
#

ok, sorry runs away

torpid elk
#

Or make Army zombies with modern uniforms

silver cypress
main abyss
#

I got a better suggestion. Blouseable jeans

silver cypress
main abyss
#

Pants tucked into boots

#

Sort of like how military pants are tucked into boots

magic sapphire
torpid elk
broken mauve
granite kettle
# silver cypress

I was going to say, why aren't there any overweight zombies in vanilla.

bronze lark
#

I've suggested several times that if the devs ever rework the zombie models, they should have the rigs scalable like player models in many, many other games.

cerulean reef
#

is there some kind of documentation that i can have access to know the process in how modeling works for this game?

somber ibex
cerulean reef
#

how does the game handle the model rotation and position?

somber ibex
#

these are the export settings i use for it and it seems to work fine when I use them

#

i've seen others have weird problems with rotation and stuff though so it's probably just trial and error

cerulean reef
#

hey guys i was wandering if there was some kind of player rig .blend project i could download

bronze dawn
#

Model I commissioned

broken mauve
#

No comment

shadow fiber
#

How do you find places to get commission to make 3D model for PZ mods?

boreal chasm
shadow fiber
#

Yeah same here, sounds fun

boreal chasm
#

I wouldn't mind doing a few models free myself as I'd like to try a few things out and build a small folder to my model portfolio

shadow fiber
#

Well if anyone wants some 3D art or whatever done, feel free to message me, pretty broad in what I can do

#

Hmm yeah, I just want to contribute to the PZ mod scene because I love the game hahaa

boreal chasm
#

Most recent project

#

The optimized version and the full version Uv map

shadow fiber
#

Is that an improved character mesh :o?

#

Looks higher detailed I think at least haha

boreal chasm
#

Zomboid doesn't need nearly as many Tris as this thing does

shadow fiber
#

That makes a lot more sense lol

#

Whats modeling for VRChat like anyway?

boreal chasm
#

Hard

#

But depends on what you wanna do

#

Getting it in game ain't horrible, it's when people start wearing your stuff it gets hard

somber ibex
#

lol avatar stealers

boreal chasm
somber ibex
#

yeah some of them are just really funny

#

i was invited to a server and in one of the channels i immediately saw someone trying to pass off one of my models as his own

broken mauve
#

The guy who did the vehicle models for Squads Canadian update was a mutual of mine and he did paid commissions for Roblox games and got paid bank doing it

#

And it was so easy to just rip and reupload his paid assets he quit the platform and moved to a studio iir

somber ibex
#

yeah a lot of stuff with roblox development sounds like a nightmare

livid coral
#

Is there a way in blender to test how a clothing model moves or deforms depending on the body/skeleton position? nothing fancy I just want to move the arms/legs around and see if the clothes follow correctly.

somber ibex
livid coral
#

many thanks!

somber ibex
#

cool coat

simple bolt
broken mauve
#

There's been a bug with how stuff copy and pastes for the last year and a half and it hasnt even been patched yet

livid drift
#

How much time does it typically take to model a vehicle?

#

I'm wanting to play a hyper realistic solo play through and would love my vehicle modded into the game, can I find someone to do that for me here?

dusky island
#

What program do you guys model with?

Can i use unreal5?

boreal chasm
dusky island
boreal chasm
dusky island
#

Hmm ok

Ill grab blender too thnx

brittle wolf
#

working on a spitter model lol

#

pretty funny so far

brittle wolf
#

Anyone know where hair textures are in the vanilla game files?

somber ibex
brittle wolf
#

Especially for the fast response lol

somber ibex
#

np lmao

dusky island
frozen orchid
#

Having a little issue with my first clothing mod, I made a medieval helmet and it's the right scale and texture, but the helmet is way off the head

#

I'm guessing the rigging must be off but the helmet works perfectly with the male_body_10 skeleton in blender

boreal chasm
#

Did you apply transformations in blender before export?

frozen orchid
#

I did, but I'll do that again

#

Oh I should add this is in fbx format

#

not sure if that's the problem

boreal chasm
#

FBX should be fine, as far as I know

frozen orchid
#

It seems the problem is still there after applying transformations

boreal chasm
#

Is the helmet bound to the neck or the head, and which clothing is it in game?

A mask or a hat

frozen orchid
#

The helmet is bound to the bip01_Head bone

#

As for whether it's a mask or a hat, I'll check my files, not sure exactly if I explicitly wrote whether it's one or the other

#

I have it set as a FullHat

#

I'll set it as a hat and see if that fixes it!

#

No doesn't seem to change whether I set the bodylocation = hat, fullhat or mask

#

I managed to import an x file from the base game and it might help with my issue, it seems the files in the base game are tilted 90 degrees from the malebody_10.fbx used in this discord

#

maybe if I rotate the malebody and my helmet and scale it to fit the hat it'll solve the issue

#

no that didn't do anything

#

@somber ibex sorry for calling you out but you seem like you've made a few clothing mods, ever run into an issue like this?

somber ibex
#

make sure to apply the transforms on both the armature and the mesh in blender

frozen orchid
#

progress.
I applied the transforms and rotated the whole armature and mesh and applied transforms once again,
Now the orientation is correct but the helmet just needs to be lower

#

Things are looking good now

#

But I've found a new issue, when the character puts on pants the visor seems to be warped

#

I'll check the weight of the visors vertices, cause last I checked it was only bound to the head bone

somber ibex
frozen orchid
#

masks?

somber ibex
#

if your helmet is only weighted to the head then you'll need to make it static in the xml file by copying a hat from the vanilla game

#

for some reason stuff like that happens if you dont copy the mask part of the vanilla hat files

frozen orchid
#

I see, so I need to add a "masksfolder"

frozen orchid
somber ibex
#

nice

regal lake
#

@frozen orchid Are you making medieval armour? πŸ”₯

frozen orchid
#

Yeah gonna make milanese plate armour

#

it's almost finished

frozen orchid
#

IT WORKS

#

the gif doesn't work

#

god damnit

#

There we go

#

Milanese plate

regal lake
#

@frozen orchid woah! incredible job bud! πŸ˜„

#

You've nailed it!

frozen orchid
regal lake
#

Are you planning on adding more texture onto the armour? πŸ€”

frozen orchid
#

I tried my best to texture it in blender, but I'm not sure what else I could add

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Ignore the clipping at the mail skirt

regal lake
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That's pretty nice, I didn't realise all the details

brittle wolf
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offtopic but I've never seen it, is it from a mod?

frozen orchid
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it's called Cheat Menu Rebirth

frozen orchid
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Swords and a falchion

silver cypress
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Baby carriage soon for this little green goblin

hallow wind
somber ibex
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he need some milk

tender wing
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nvm i found it, does it spawn naturally in the world?

silver cypress
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"PZ Space trooper nabbing the little Sci-fi green goblin"

junior temple
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πŸ˜‚

frozen orchid
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They should add a museum building one day, would make life so much easier

regal lake
tender wing
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πŸ‘οΈ πŸ‘οΈ very nice...

tender wing
regal lake
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This is the main entrance hall like this -

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Have you been the natural history museum in london before? It’s inspired partly by that

regal lake
tender wing
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not like in stuff i meant people

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maybe like 10 people

regal lake
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Ooooh

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I hope it would be a popular museum, and lots of zombies! But currently that’s just inside the mapping tools ^

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It’s gonna be tough for people to clear it

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But the reward is priceless artefacts

tender wing
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yes..
dinosaur bones fir me front lawn...

glacial karma
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guys, you can throw a link to a complete guide to creating mods for clothes