#modeling
1 messages Β· Page 69 of 1
that texture won't really fit in the UV for that one but it should be good enough to test if anything is broken
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.
Hard to say, I'm gonna see if moving stuff around will fix it.
ok
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.
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?
I mean it depends on how high depth you want to manga stuff to be seen.
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
the was I had it when I sent it to you I think was best.
in terms of detail on the cover and pages tho
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.
That might be due to it being an fbx.
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
Yea, as you could see in 2.7 it was fine, well besides some small amount of janky uv but I fixed it.
when you sent it to me the first time it was fbx tho
I know, it didn't occur to me that the textures would be fucky with the new versions of blender. Or knew at all
I could toss a 2.7 version of blender for you if you'd think it would be easier?
Personally hate the newer versions.
I'm pretty used to 3.0 and hardly know how to use blender
I would hate to confuse myself further
Fair, anyway here's the somewhat edited uv versions.
Welcome
Bank/Swat Truck
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
The model looks like this on Blender
Have you applied all transforms?
Yep
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.
Yeah i tried removing all the other vertex groups and it's still the same, the weight paint looks like this, i haven't changed it.
I used the HoodieUP model to make this
What are the normal axis to use when you export ? I messed with them a bit and maybe it could be causing problems ?
I just remembered this, helmets needed a placement like this in space.
Move it like this set origin, apply all transforms again and check if this fixes it
Not sure if these are the fix to your problem though, when I was doing my pilot, head was least problem causer 
Ok, nice ! Now i just need to rotate it the right way
Can't seem to find the right orientation
It's always backwards for some reason
Ok nice, i found the right orientation, thanks a lot π @tired torrent
No problem, complex hood you got there, good luck on vertex weights 
Ah yeah, i was going to ask, you can't use weight paint like with skinned models ? 
Well you can use this games hood-up version of hoodie and transfer weights to your model
But this will probably need extra work on top of that depending on your topology
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
It should be same
When you are doing weight paint try clicking on vertex selection so you can use that to change weights
That way you can use that assign on right and paint your own gradients by hand
every vertex you have selected will get that weight assigned to it
Imho this gives more precise approach to do them compared to brush weight paint at least for low poly
Wow i think you lost me ahahahah
I click on vertex selection βοΈ I click on assign and nothing happens
Have you selected this and clicked on vertex you want to assign weight to it?
Ok, yep, it turned all red now
Oh, ok, i see how i can modify it now ahah, i was still trying to paint it x)
good luck
Thanks π₯² Thanks again for the help !
@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
Well what's going on with it now?
same thing as before. when I export it it is good but when I reinport it it's messed up.
I had to redo the UV to work how I needed it and now it is perfect but yea issues
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.
hmmm
Could have also saved the orginal uv layout somehow as well.
any way I could remove the embedded texture? I really don't want to have to change anything on the UV or model
nope Uv is just how I made it before exporting
Then it's probably the texture. Unless it's just an issue with blender and it could be fine in the actual game.
spoiler cuz minor nsfw
My guess is just test it in-game and see if it's still borked up.
It can be a bitch. I agree.
makes 0 sense how it can be gold on export and a train wreck the next time you load it in
also when I reinport it it adds something to the shader editore
if that helps
Before Exporting: 
After Exporting: 
I never messed with the shaders so I have no clue.
Ooh the nodes, yea since I pretty much use 2.7 religiously I never mess with that.
anyone who uses blender 3.0.1 wanna take a look at it and see if you can spot what might be wrong?
Are you exporting as FBX?
Importing models does have some weirdness with nodes, like the normal map node that's doing nothing
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
scrolled through quick but couldn't see your issue, what's the problem?
Basically I am editing the engame book models UV map and when I export it it's all messed up looking when reimported back into blender. Parts not visible and such.
Before export and after export
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.
i can't help with anything blender specific, but i could take a look at your fbx and texture
Alright. When I get home from work I will send it to you.
Did you change the UV mapping or just the textures?
uv mapping
and made the texture to fit
the normal book texture dupes both inside pages and I didn't like that
so I changed it
3.1.0
how it looks for me https://i.imgur.com/zdpJM1y.png
idk how you are getting a different result than mer
well if it works for you It must be a blender issue on my end so maybe it will work in game
makes no sense to me
But why San Miguel?
local beer from my place π
decided to just edit the entire book model. didn't look manga enough.
basically just trimmed the edges and flattened the cover
I'm happy with how it turned out
Not finished yet, but i'm halfway done on my mod π
π
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?
that one random UV was there on the normal book model so I left it alone.
funny enough the issue is gone now that I actually edited the model itself
So I guess I'll take that as a win. I get a more actuate looking manga and it's not broken
i'd just delete that inner face, don't need it anyway.
Will do
How can I convert the Zomboid x file models into usable FBX ones?
Lookinggreat! Very vanilla friendly
Once the medivial industry update comes out those outfits will make alot of sense
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
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.
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.
it in the hands with incorrect rotation
oki great jobs
do you think I should make it bigger or do you think that is fine
i think is fine maybe you can play on thickness for they look more manga
on size look good vs book but they have more or less same thickness
the book and manga are the same thickness minus the cover which are ususally paper on manga
closewr view
?
I don't understand the question
he asked if you have any future collections you want to make π
ah.
yes. I plan on adding a lot more
First I am adding all 11 volumes of Chainsaw man
I am also adding doujinshi
I started with the cursed one for that genre
no one piece π
geez that would crash the game lol
so I rotated the model but he is still reading it backwards...
nevermind it worked now
cursed? yes

what the spiffo doin?

it's the final results like this that make all the suffering and troubleshooting worth it
I'm just suffering with distribution.
Yeah definitely, I wanted to make a pack with a lot of clothes of different era so people have a way to RP more easily. So I made medieval and now Iβm starting to work on some prehistoric/primitive clothing π
Me trying to find old packing stuff but can't seem to find an old 24 back box for like soda.
Shame
thank you!
though right now im mostly making military stuff and some more interesting stuff but more common items may be planned in the future!
When the scale is set to 10.
When the hangover wears off and youre back to reality 
sit on it
I just love it when you get the correct X Y Z coords to get the right drinking angle HAHAHA
heey everyone, could anyone point me towards a decent resource or tutorial for learning how to create custom sprites please?
What are you planning to do?
gonna take a crack at creating an apiary, most likely a terrible looking one haha
but just looking at something to help me how to learn the basics to get me started
Could probably go on youtube to learn how to make sprites
what kind of custom sprites?
easiest way, or how i do it is to take a picture
select using lasso
ctr x
ctr sfit a
ctr a
ctr del
ctr sfit a
ctr v
resize image 32x32
then i take pen
and make outline
This tutorial video will show you how to make a simple drink in Project Zomboid. I will go into the steps involved from start to finish. Read more below.
0:00 intro
1:08 Start
1:44 Searching for images to use in game
2:30 Searching for the Sound Effect
3:06 Creating mod file directory
3:54 Creating mod.info
4:34 Creating a poster
7:14 Adding ne...
can be usefull
Quickest way to do that is just to add an outer shadow and change up the settings to look solid.
Well i donβt know (exsacly) where outer shadow filter so i just do it manually, as it ainβt that big diffrence in quality and time spended
okay, figured out how to port my personal model in though the preview does this?
any pointers? π
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.
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?
It should look something like this:
https://images-ext-1.discordapp.net/external/3HJVekLGW1mrJBdWh3OiC7WM0fRYbBrX_QwkyBkV6F0/https/i.imgur.com/EeUNWtp.png
what is the model file type? I had similar issues when exporting models into .X
It was originally .fbx and when we tried with a .x the gun disappeared completely
so its fbx right now?
Yes
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
How do you replace the player model textures? I tried replacing the ones under media/textures but they don't show up in-game
Snag a texture mod from the workshop and look at the file structures for those.
How so?
Reverse engineering
^
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.
...or just subscribe and look in the downloaded workshop folder
downloaded workshop folder?
SteamLibrary\steamapps\workshop\content\108600\xxxxxxx
When you press a subscribe button, Steam will download that mod into this folder automatically.
Then go to that newly downloaded folder and learn how it's done.
Ohh, thank you!
So I think I set everything up correctly... Once it's put together, where do you put your mod?
C:\Users\yourusername\Zomboid\Workshop
Got it, thank you so much! π
we have similar problem. Dont use FBX for a gun mod. FBX is literally sucks. Your texture will be weird. I try fbx in my gun mod before.
I fixed the issue and It works well
As a .fbx
how about the muzzle, when i try use FBX the muzzle didn't appear
If you're referring to attachments, everything works and is where it needs to be.
Having a weird problem with my skin mod π 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)"
I'm done, that's all I'll say.
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?
model is an .fbx export
texture is a .png made in gimp
Are the faces showing in the correct direction in blender?
u mean like this? yeah they do
Alright.
There was a Vanilla item which had wrong faces and appeared darker.
Mh...
was a real timesink yesterday trying to find a solution so i really appreciate any kinda help π βοΈ
If it is shown in a single color, it may be that in the UV you have it in the 3D cursor.
Ooga booga
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?
This is what I used https://steamcommunity.com/sharedfiles/filedetails/?id=2648115890
For clothes^
Can ANYONE here effectively do player animations?
i keep turning them into turtles.
@feral glade ?
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.
- 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?
- 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?
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.
nice. Ty!
I usually go 512x512 or 256x256 on models that I want to have a bit more detail, 128x128 or 64x64 for models that do not need much detail at all. Optimize where ever you can.
Got it! Thks for the quick reply, both of you! π
systems with low vram can run into fragmentation issues. textures are generally laid out in memory as if you laid them out in a big grid (huge oversimplification here). so if you've unloaded a 512x512 texture and need to load a 4096x4096 one, but there isn't "clean" space for it, that can often cause issues. Not saying that's what PZ users might be running in to, but it's a thing
Well, that certainly sounds believable to me?
or if you go OOM and have to pagefile, but i have no idea on that
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?
its usually something you do really late and you can always just redo it so there isnt really a way to fail
After you make your mesh you UV map your model - ie placing the polygons/triangles of your model onto a 2d image. There are different ways people make their textures, whether it be through the Texture Paint tool in Blender, through Substance Painter, or the Project-to-View method etc
Ohhhh alright that makes sense. Just didn't wanna spend hours learning to model correctly just to not be able to finish it. Thanks!
Yeah if you got any more questions, feel free to either ask here or DM me.
Thanks man. Btw. Love your mods
If you texture in blender texturepaint or substance its like photoshop. But 3D.
In unwrapping your model surface you might want to do it so you have islands which make sense in your texturing process.
Take Trousers for example, you might want to split the surfaces into seperate islands where the seams are in reallife.
Uv unwrapping is pretty much like tailoring, but backwards.
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
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
Be careful with PZ's though, you have to follow a specific layout.
you have to set some of the edges on your model as seams so that it can be unwrapped without stretching parts of the texture. it can be difficult to wrap your head around but when you get more experience with it it's easier to figure out where to place them
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 out
What you gonna try and make?
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
and i just love katanas lol
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)
yes i can but i still working on my mod for moments
is on not files of texture more heavy you can use texture 4K if you know make CGI
delete history of your CGI when you have finish that is more important and a lot people forget this
Hey just a question
If i made a tank model
is there anyone want to make render and codding?
I will not take any credit from it.
I was trying to add asset on other game and ended up with this.
too many poly for zomboid?
Think you're fine for vehicles.
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.
probably something to do with your UV map
This game is forgiving when it comes to models and textures looking like baby's first blender. That gun will never be more than 20 pixels across on your screen.
Honestly it looks better than my early stuff.
@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
@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!
Fixed it. Now to do all the other stuff.
that actually looks really sick
When I want to critique it but want to be nice hnnng
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.
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.
Time to be a pedantic asshole
The cylinder isnt lined up properly
Other then that (something that wont even be visible in game)
Its good
yeah tank modelisation is nice and good opti
for gun is nice for first time
I think the model looks great but a lot of the detail on the texture I think will go largely unnoticed in game.
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
I'm not sure if it is possible but if it is you should make the sheathed katana it's own item entirely and have the game use that over the normal one. I only say this because paws low loot has a sword and sheath but I find the need to manually sheath it to be too tedious for no real purpose besides looks that I never actually do it.
Or make it like a gun holster
That would also be sick
that was the plan, it's suppost to be a way to store specifically the katana in your hotbar
Perfect! Love the idea especially if you can choose it to back or hip mounted
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
Gotcha. Still really good idea. Hip mounted katana is a dream combo that is only made better with a cool sheath.
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
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
mp5 for all seasons π
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
Yeah. Like nobody is going to be able to read the text on the side of the barrel, but sometimes I just like to over-do things. XD
think of it as an easter egg for anyone who decides yo look at it in blender
Pretty much. Haha
Galil Ready for Painting
Best of luck on painting.
Noiiiiiice
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)
Lord have mercy

Project Zexoid
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
yes sex mod finnally !!!
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 :(
Hello everyone, where can I grab the default male/female body please ?
https://steamlists.com/project-zomboid-how-create-a-clothing-mod-41-60/
go onto this website, it has download links to both
Does something appear in the UV window?
how do you mean that? the only thing that apears is the uv map itself and the error that says "edge seems may need to be added"
When you select your mesh you might see such a net on the UV window
If there doesnt appear anything then try "smart UV unwrap" to make sure it generally can generate a UV layout
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
it stretches it into it's full length which i want to avoid
since the circles somehow work
also i've heard project zomboid wants textures to be in a certain way, what's up with that?
hello some software to edit animations?
@light spade select the flat part of your UV map (in the UV editor and resize it until the stretching disappear.
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)
If you could make cold war era version, it would be more lore-friendly
im working on soviet ww2 and cold war,
right now most of the implemented stuff are cold war era but right now im working on the earlier stuff
Did you applied the scales before Unwrap?
(ctrl+a -> rotation & scale. Then unwrap again)
Thats only for clothes
hmm it's just a cylinder i stretched to look like what i want so i didn't have to make the uv map myself but i'll try that
Yea, if you scratched a cylinder and you havent applied the scale then i am 90% sure thats the problem
is there a tutorial for rigging clothes? the armature looks really funky to me. nothing like I,ve seen before.
a premade model I could study would also work
you can find all the base game models in the pinned posts above ^
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
I swear they must be rigged to work in game
the fbx are just the models you see if you drop them on the ground
afaik
maybe not. aniway I think I figured it out.
one more question tho
if I'm rigging say a hoodie, can I remove the bones that are not being used?
or are they needed aniway?
Iβm not sure bud, I donβt think it would, if they arenβt being used. But Iβm prepared to be very wrong about this lol
Is there any reason to delete them?
just to clean up the visual mess in my file.
I'll save one version with and one without and i'll see for future model ^^
Nice idea
Thanks a lot !
is it possible to get crisp details on textures that are 256x256? mine always comes out blurry :/
Hey guys, I have a problem, I have imported the FBX in my blender, but I cannot see the mesh in my scene
zoom in alot
oh my, thanks I see it now
it's also my fault I was pressing the wrong button to focus the camera on a selection
Holy moly
i don't think i fully understand what you mean, if you mean making all the scale option to 1. that breaks how the object looks
Here there should be all "1"
But dont type in there "1". Instead try ctrl-a -> apply scale and rotation
Alternatively you can also set the scale in the import screen to "100"
It might cause issues in blender in some cases when you work with very small objects
Pressing control seems to do nothing. It's a stupid question but is there any way you could show me what you mean?
You also hit "a" ?
Well, you can also select your model in object mode and go on top into "object -> apply"
Don't know why but a second attempt after restarting blender made the menu pop up
that is good to know actually, thanks
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?
What file do you need to bring in?
for me i stay in blender version 2.79,
he means .X
But I mean specifically clothing or something?
do they work differently?
Because in the pinned messages someone has already converted all the clothing files to fbx or something
So if itβs clothing- just get it from there
Save you loads of time too
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.
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?
what??, I did not say at any time that I would do a sexual mod Xd, it's just clothes, nothing else, with a simple aesthetic purpose ahajshhsjaja
yeah you can get rid of them but i wouldnt recommend doing it manually. in the export settings theres a checkbox called "only deform bones" that will automatically just remove any bones that arent used in the meshes you export
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
Convert any 3D files easily and quickly with our free online converter. Whether it's STL files for 3D printing, OBJ files for computer animation or CAD: we can easily convert them all. Give it a try.
Thanks!
does anyone know a working forward and up axis setting when importing from Blender as fbx for skinned clothings?
I could probably tell you that but not at home rn. Will hit you up later if no one has answered that yet.
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
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
I can't help with tiles but if you want you could just go the scrap weapons route and make the table an item that you can place using the item placer
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
alright so I just checked and for Skinned models I use Z Forward and X Up
I tough you were asking when exporting tho
when I imports models in they usually are the right way up already.
Oh yeah it was a wrong choice of words. It was meant to be when exporting from Blender. I tried a lot of combinations and some different combinations gave the same results which made no sense. I'll try this shortly. Thanks for the help!
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
Try: X Forward and Y Up
And dont forget to apply rotation before exporting
This worked man thanks a lot!
always doing that !
do i need to set light mask on model or just can by on image ?
Oh yea, Hats are in Static in the games files. They export different then skinned. At least for me. Sorry for confusion
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 ...
Probably because there is overriding/conflicting code somewhere else and so it accepts the first, but I don't know modding that well so i might be wrong.
yeah only first one
ok fixed
Awesome job Yaki! π€
Thank youu π
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.
hey guys! is there an guide for making animations in blender for zomboid? i coudnt find one π
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
roger! thanks alot π
Zomboid side is not well documented and prone to headaches good luck
haha i thought so π thanks for the info man! π
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)

Gonna do any other nations too? π
i actually thought about it, though right now russian equipment is what im going for
maybe after i will finish the mod i will start working on a different nation!
Awesome, youβve got great skills and the models are looking good! π
how do you render those? any specific light setup to reproduce ingame look?
no! its an ingame render! i used Yaki's technique, if you enter the game in debug mode and open the map, zoom in on your character, it'll show your character with the background of the map! ( you can also zoom in alot more )
then you just take a screenshot of that and you can edit out the map background
oh nice. ty for the tip!
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
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/
Blender template for creating custom Project Zomboid Tiles Hello. Recently been experimenting with creating custom tiles for Project Zomboid, and tried to create some model for it in the Blender software. So ive decided to prepare and share some instructions/template for people who would want to ...
ISOZOID I struggled immensely with trying to make floor tiles for Project Zomboid, no image editor seemed capable of doing what I needed without warping the texture and breaking the seamlessness of the tile... So I made a tool to cleanly map a 64x64 flat texture to an isometric Zomboid tile (2x v...
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.
if it's not a rigging issue most likely you did not apply all transforms for your model
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
Oh shoot a FF7 soldier?
Is there a poly limit to clothing items or a preferred safe limit?
Its a show of dominance
Keeping the beta males in line bro
I think it's a limit of 8000
no longer downloadable, do you have a file for this?
I think you need to make an account on the forum
if not here it is
Thanks bro
thank you ππΌ
I'm 100% sure it's applied.
Did you assign the vertex groups?
bones seems to be fine, texture is ok, model itself is ok too, what the heck is wrong
Why I get a "skinningData is null"?
Check if you linked the model with the Bip01 Armature or if a vertex is assigned with a vertex group that doesn't exist. (Restart the game when you try to make any changes to solve it, the game will not update the model after this error)
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.
i checked everything, everything seems to be correct
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
Does anyone here take commissions?
1985 Honda Accord hatchback wip
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.
i used 2k textures in my guns.
optimised
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.
yes, i have that entire mod done
its not released because i have zero interest in having another mod ill just make and never maintain so go wild
Ive been waiting for something like this for a long time haha
um..why vanilla bulletvest is bent sideways? character is having some form of scoliosys or smth?
gotcha, thx
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
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?
Those issues may be due to the position of the UV, but try moving the entire skeleton around to see if the clothes follow.
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
I've checked the face orientation and that is fine, the Uv seem good too.
I had a bunch of problems like that when i messed with the masks in the XML of the clothing
Taking them out helps
yeah its definitely a mask issue
If I remove the masks the problem still persits
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 :/
Can you post UV layout?
guys do you have a guide on how to create custom tiles using blender
Uvs are the cause check sticky posts in this section, look for Scavenger's posts there
You will understand whats going on
AH I think I understand it now, although I was told differently so now it looks like I'm rebuilding the whole damn UV mapping π¦
Yeah it happens, good luck 
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?
the uv map affects the masks that will be applied onto the model
Ahh. So another option could be to just disable the masks and his models would show up just fine?
Static models arent affected by masks if i remember right.
But static is only for static stuff like hats.
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
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
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
@eternal stag any sneak peak on what youre working on atm π ?
I don't like how they look yet, but it's wip π
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
I'm not sure, but one way would be to find other mods that have replaced zombie models
and look at how they work
reverse engineer it ?
Basque themed map when
Hmm, good idea
Good luck Migs π
You gonna make it π
Thanks!
Sure π€
The only issue is clothing, cant do that at all I fail to understand clothing rigging
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 π
Tonk
where can i find character base models? 
Check the pinned messages and scroll down, theres download links for them.
TY
I wish you could tuck jeans into boots
afaik zombies and players use the same body models. so exchanging the model just for the zeds could be difficult
Thank you for warning me, I was checking out the game files and I was in doubt whether they used the same or not
i am not 100% sure about that. but with a quick look in the models_X/Skinned folder, I only found the MaleBody.X and FemaleBody.X for body models and nothing else... there are probably people here who know more about that...
Same here, only found those two
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...
Soulfilcher suggested the same thing, I think it might be possible that way
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
just had the same idea! XD
Nice hahah B) great minds think alike
my guess is it would be possible. but ya... coding and keeping things bugfree could take some work
Yeah
Is possible to make a mod for your character being left handed for single player? ( I hope posted in right chat )
if the vanilla game doesn't contain any animation for left handed characters (for example, animation for fighting with the left hand), I am afraid you need to make all animations by yourself
It makes sense, thanks
AR-15
Disgusting stock choice but good model
maybe i will try inserting it with MOE stock
how did you add the black "holes" at the front part of the gun to the texture?
This is just a paint no holes.
ik but how did you add it to the texture
i only paint my model using blender texture tools.
thank you, i am still struggling with textures in Blender :P
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
I'm not sure how its laid out on uv but you probably have to increase right sides vertical resolution more so it fits
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
are you doing it manually in like photoshop
I used the basegame wedding dress as a base but made a new UV for it
Yes, the texture is made via Photoshop
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
Yeah, i had to re-unwrap the UV because the first one looked horrible with the texture applied
This is how i made the seams of a dress once:
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.
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. ^^
π
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
Wouldnβt it break the blood mapping ?
Just a little bit π€
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
looks quite acceptable imo!
Mh i see yeah, it looks nice, i wonder if it would have the same result on a long dress, i'll try that π
hello, could i commission anyone to make a sombrero model?
something sticks out


Why...
/shrug You could commission me if you weren't rude as fuck in my dms
bro ur a nazi
???
How am I a nazi lmao
Because I dont like genocidal regimes?
Working on an M1117 for non-pz project
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
Looks like a Squad tier model
I used to know one of the squad modelers and he made stuff just like that
Yo, anyone taking comissions? Wanted to see if I could get someone to make a mod to let you blouse jeans
is any mod creator taking any suggestions for player models maybe?
Looking for a modeler to make some edits.
Example: Attaching some extra parts, removing some existing parts
well I am almost done with making plus sized female models and a skinny male model for zombies
smh all this chubby chasing
looks great! do you realize this by tricky clothing models or do you make new body models?
From what Iβve seen on his stream, itβs a new body model π
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....
btw you mean authentic's twitch stream?
He does yes you can check on his profile on Discord :p
alright I have this suggestion to make
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
you could simply weight those verts to the arm
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.
What is your suggestion
cuts in line walking dead outfits! (secretly hoping for a daryl red and beige poncho)
ok, sorry runs away
I was thinking about player models like FNAF or Beastars if that's possible lol
Or make Army zombies with modern uniforms
Hah no thanks. Never been a fan of any of that.
I got a better suggestion. Blouseable jeans
I don't know what you mean. Dm me some reference pictures.
Pants tucked into boots
Sort of like how military pants are tucked into boots
some clothing mods already have it
I understand
Technically you dont tuck them in the boot unless you're doing a winter blouse
I was going to say, why aren't there any overweight zombies in vanilla.
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.
is there some kind of documentation that i can have access to know the process in how modeling works for this game?
there isnt any like official documentation or anything but this guide is good
https://steamcommunity.com/sharedfiles/filedetails/?id=2648115890
how does the game handle the model rotation and position?
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
hey guys i was wandering if there was some kind of player rig .blend project i could download
Model I commissioned
No comment
How do you find places to get commission to make 3D model for PZ mods?
Not sure, but I am a 3D modeler for VRChat, and zomboid is something I've been moving into since it's what I've been playing as of late
Yeah same here, sounds fun
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
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
Nah this was for VRC lol
Zomboid doesn't need nearly as many Tris as this thing does
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
lol avatar stealers
No matter what you do the pirating game is always gonna be there, best to push and go and move on
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
Oh boy wait till you learn about the shithole that is Roblox modeling commissions
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
yeah a lot of stuff with roblox development sounds like a nightmare
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.
select the skeleton and then at the top left you can change it to pose mode and you can move stuff around
many thanks!
cool coat
If you release cool stuff then commissions will come.
Its an insanrly versatile platform, but istg if you aren't a dev making the platform thousands a week then they just won't help you or even take your bug reports seriously
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
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?
What program do you guys model with?
Can i use unreal5?
Unreal is an engine and not necessarily a modding platform, the best modeling software to use and that is free is Blender
You can model in unreal though yeah? Its also free
I mean... You could, but most information concerns blender and unreal modeling is a bit high end / overkill for PZ models
Hmm ok
Ill grab blender too thnx
Anyone know where hair textures are in the vanilla game files?
they're loose in the main "textures" folder, these are the ones you'll need to look for
Thank you
Especially for the fast response lol
np lmao
Looks like my grandma
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
Did you apply transformations in blender before export?
I did, but I'll do that again
Oh I should add this is in fbx format
not sure if that's the problem
FBX should be fine, as far as I know
It seems the problem is still there after applying transformations
Is the helmet bound to the neck or the head, and which clothing is it in game?
A mask or a hat
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?
make sure to apply the transforms on both the armature and the mesh in blender
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
thats probably to do with masks
masks?
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
I see, so I need to add a "masksfolder"
I love you man you just fixed it all!
nice
@frozen orchid Are you making medieval armour? π₯
thank you!, now to move on to weapons
I tried my best to texture it in blender, but I'm not sure what else I could add
Ignore the clipping at the mail skirt
That's pretty nice, I didn't realise all the details
what is this menu lol
offtopic but I've never seen it, is it from a mod?
Yeah it's from a mod let me find you the link
it's called Cheat Menu Rebirth
Swords and a falchion
chicky nuggies
he need some milk
oooo whats this mod
nvm i found it, does it spawn naturally in the world?
Should spawn naturally in pawn shops, gun stores and there's a small chance for random crate spawn
They should add a museum building one day, would make life so much easier
would be very based yes
wip π
ποΈ ποΈ very nice...
you think it would be empty like in real life?
This is the main entrance hall like this -
Have you been the natural history museum in london before? Itβs inspired partly by that
Also you gotta remember that everything in it so far is custom tiles, which take time to make in my free time π
Ooooh
I hope it would be a popular museum, and lots of zombies! But currently thatβs just inside the mapping tools ^
Itβs gonna be tough for people to clear it
But the reward is priceless artefacts
yes..
dinosaur bones fir me front lawn...
guys, you can throw a link to a complete guide to creating mods for clothes