#modeling
1 messages · Page 12 of 1
Oh, okay, thanks, will dig in this way :D
I had no idea what was wrong x)
🙂
Here we go, now it's working. Much appreciated: https://i.imgur.com/N9E8rY6.png
Is there any difference between using .fbx and .x for weapons (especially firearms)?
Best thing i heard today, thanks
🙂
Is there a quick way in debug mode to refresh item textures the way you can for vehicles?
(like the mesh textures, inventory sprites seem to update automatically)
I do want to know as well
sadly not for items.
if they had an item editor ingame i'd think refreshing there would do it.
You are missing a comma on model texture
Nah, that was two separate materials on one model
That problem was solved by this suggestion: #modeling message
no commas needed :)
What is the fastest way do you guys use to work with UV unwrapped texture images? Using photohop is taking to much time and require a big amount of clicking
Hm? What do you mean work with?
When I need to paint a texture I will often use texture paint mode in blender as it gives me more accurate results.
Then I will do touchups like color correction or contrast levels in photoshop
For Example:
I have a model of makeshift melee weapon which have wooden grip, metal blade and rope around a grip.
To texture it i’m doing next steps:
- UV unwrap
- Check out if unwrap is good or i should regenerate/change it
- Setup material with picture texture, marking faces with bright colors.
- Open up this texture in photoshop
- Google for a good texture
- Select proper part of texture in PS, use it as mask for texture
- Check how it looks in blender
And this process is too long tbh. I think there is a smarter/better way to do this
Can anyone tell me why my model looks like this when viewed with a texture? I had made some tweaks to it yesterday and now when I reimport it it's like this. it looks fine in game and when viewed without the texture
Check the normals if its flipped
Or set the shading into opaque.
As you have already been told earlier that the fastest way is to unwrap UV > paint on the model in a blender, there is no other quick option, you can still consider painting in Substance Painter, followed by reducing the texture to 256 or 128
Googling a texture and doing it in Photoshop is not the fastest way, because you will then edit it, so it will be quick for you to learn how to draw such textures manually
Thanks, will try Substance
Rn i’m not good at textures at all, beed some practice
having two issues making a gun.
the model loads in upside down, and changing the rotation in blender, going to Object-Save Rotation & Location, then re-exporting the file does NOT work. it's still exactly the same upside down.Fixed. Check Transform Forward/Up in the export screen, tick 'Apply Transform'.the texture isnt applying ingame. I get an error saying "unsupported bit depth: 16" yet its a "RGB 32bit Linear Floating Point" image in GIMP.Fixed. had to downscale it to 8 bit, as its 8 bit per channel RGB (R8+G8+B8 = 24 total bit depth)
I've followed Blackbeards weapon mod tutorial, and ive checked also that the normals arent flipped
the texture is in the right place, with the same capitalization, is a png, and in blender shows perfectly on the model. for sanity checking
I have Reaven Vandal. XD
hmm. i had the same thing happen when i forgot to apply transforms
i rotated it in blender, went Object->Apply->Transformations. re-exported the fbx file. loaded up zomboid and its still upside down

texture issue fixed, now just for the orientation.
are we talking about this one?
https://i.imgur.com/DknF46w.png
yes
Mb dumb question, but are you sure you're placing edited (rotated) model in proper mod folder?
yes, i'm overwriting the one in the mod folder /models_x/weapons/firearm/
ok I now have it working. when exportin the fbx file, on the right theres some orientation options that I changed and now the gun is the right way up:
Oh, good to know how you fixed it. Thanks
Nice model 
yeah, I was incredibly frustrated at there being basically no information on this, so I'm trying to add fixes where I can
thanks, want to see it in blender for more detail? 🙂
Yeah that would be cool
(especially if there is a cool UV unwrapping)
How many faces do you have in this model?
And how big is texture resolution? :)
texture is 1024/1024. theres probably more faces than there should be cause i used knife project to get the basic shape and there was a lot of curves that I then simplified/un-subdivided to bring the model down to more sensible levels
apparently 538 faces, it would have been close to 3K at the beginning so I'm happy to call that enough 😄
Nice! Great job
Why not to use 512x512 textures?
Because it's just a waste of resources, but you can try.
Okay, thanks
256 will be above the roof for you, and 128 is the best option
Of course you can try any option, but I would do this
will try 256, just figured out my payment for adobe package and will dig into Substance Painter
Thanks for help
next issue, I've got a red dot attachment. I can place it on the ground and see it, but it isnt showing when attached to the gun. in the Attachment Editor in debug mode it shows fine there. What am I missing?
even if i set the reddot to a silly high off the gun just to see if it floats, it doesnt. so that says to me its not loading rather than "its inside the gun" or so
nothing in console.txt that mentions the weapon attachment like an error either
watching Blackbeards tutorial again, i see the attachment editor can be... special with its preview, so ive been moving things around a lot just to see if there's any visible red dot. so far nothing.
scale correct?
yep, the model on the floor is fine
here's one on the ground for example
could it be a little bit bigger? probably. It's currently at like 0.010 in scale and might go up to like.. 0.012 perhaps.
but it should still be visible at curent scale
the fact its visible and placeable as a world item, and visible in the attactment editor, but not when its on a gun feels wierd to me. if it didnt "see" the model then it wouldnt show anywhere
and it is there
hold up. is StaticModel when its on a gun? if so thats the answer i think.
i've changed the staticModel, but cant test right now cause its 1am so I'll report back in the morning 😄
Hey, Im interested on working on a Dynamic Body weight and Muscle mod.
Essentialy, I want to have your body weight reflected on your character model (If you are fat, the model would be bigger, and you'll look thinner if you are underweight).
If I change the character model, does clothing affect his shape? (So I make a fat character model naked, he puts on a shirt, now he looks thin)
My Idea is to make 5-6 .fbx files, containing:
Neutral Body weight and muscle (Default body shape)
Underweight
Overweight
Weak
Muscled
Then, apply a lerp function in an LUA script to the vertexs of the model according to his stats. would the model be updated at runtime, or would I have to reload the game for the changes to take effect?
Looking through clothing masking i don’t think it’s possible to achieve what you want in that way
Would UV mapping have anything to do with the issue? What im essentially planning is moving some vertexes around the mesh to make it look more "bloated" or "thin". I dont care much if the textures are stretched.
So far, the only problem I see is that I would have to modify the hoddie and jacket models to prevent them from changing the shape.
Or are there multiple different clothed meshs?
dude, i can't unstuck myself from this irl and you just making my addiction transfer to the game 
you will need to create all 6 variants for all of the clothing models to achieve what you want
Watermelon and ice
Literally me rn while trying out why substance painter flipped my normals:
The clothing models are those 2 mentioned in the mask example or are there more?
(Only vanilla)
there is 16 different mask positions for every clothing piece imaginable. 14 of them are actively used for usual clothing
so afaik you will need to go through every clothing piece and create a different model for all planned states of body weight and then create a lua to control model behaviour for every one of them
but maybe i'm not getting an easier way to make your idea happen. i suggest you to wait until somebody actually experienced wake up and maybe figure this out for you
omg, it finally works. thx everybody for help:
https://i.imgur.com/FrMVz4V.png
This did not work, so I'm back to being clueless about why I can't see the attachment
I think the most non destructive way would be to scale the belly bones of the character. Then clothings will scale as well
Had the same problem with my rifle and bashed my head against a wall. The key was to put the gun and attachments in the base module, not the mod module. Then in the item script i had to follow a specific syntax for the attachments.
Feel free to take the headhunter (undead survivor) rifle as template for your problem
both gun and attachment are already in the base module unfortunately, I'll check your mod out for guidance, thanks (been looking at FirearmsB41 for reference also).
its just nuts because as far as i can tell, nothing is wrong yet it doesnt work
Not at pc right now. But in the script there was at each attachments row like multiple entrys, and some of them had to be in there for some reason
i've rewatched the attatchment section of Blackbeards tutorial to see if i missed any tiny detail of the item def but i havent. tearing my hair out over this
Also make sure your attachment point has the correct location
yep, apparently the reddot location is lined up fine, and attachments starting location is fine, i can see it in the world if dropped on the floor, it shows in the attachment editor fine and correct location. it jsut only doesnt show when actually attached to the gun. thats the bit that drives me mad
i'm at work for a few hours still, so ill check your mod for reference when i get back
Yea. Had the same problem and took me a few days to find out the issue 😄
Have someone tried to model the joel's or ellie backpack from TLOU ??
Alright, just looked into the script.
I think this was the key:
ModelWeaponPart = HeadhunterScope Base.HeadhunterScope scope scope,
in that case "scope scope" was important i believe
One is the attachment point, the other scope i dont know 😄
yeah i have it as ModelWeaponPart = TX22RedDot TX22RedDot reddot reddot
TX22RedDot being the model name, and reddot the attatchment point
I don't think I have it with the Base being explicitly called, but I also dont beleive its needed as other gun mods dont do it either
anyone uses fragmotion?
if you do check out this tool i made to bypass the trial requirements
#1070858800501891172 message
Very good
Thanks a lot! Anything can be done better?
Only time and experience can improve your skills
Roger-roger
I suck at blender and this is essentially my first ever model. It's supposed to be a crumpled peice of paper
good or not quite?

It’s actually to detailed for zomboid i think
Try to just randomly move vertices on low poly circle and just paint some soft gray lines in tex painter to simulate depth
Texture should look cool
that's what I did 
minus the texture
but yea
good call
then I got this. don't ask.
I was gonna make it stand up but I couldn't get it to look good
Someone needs to take my modding licence away
im now home, and looked at your mod for reference. maddeningly nothing is really different from what you have in yours.
Would loot 💯
It will be only craftable 😅
Would craft 💯
try to remove the base. from the first one:
I really dont know, just poking in the dark, but might help 😄
so I tried making my own texture with grey lines like you said but wasn't getting a result I liked since i'm not used to making something meant to be seen on a small scale. This is how the crumpled paper texture I showed before looks in game what you think?
granted I have the more zoom mod
I think this is a size too big
idk how to make it smaller. It is scaled properly to the model @indigo kettle sent me and when I exported it I even made sure it was set to 0.01
Scale it down in blender, shift+a > apply transforms, export it and on export screen toggle on “Apply transform” check
I will pay any price for this sock!
Scale it down more until you happy with what you see in game
Jk
unfortunately, didn't work.
I suppose that's what I'll have to do. it's gonna make it hard to scale it properly to the vanilla
ok so actually not that hard.
Dumb variant but try to re-apply material in blender for this object
damn 😦
problem is placing it makes it big again
re applying the texture? the texture is loading fine for the world model, its just not visible on the gun itself
Is it Shak’s sock?
more around the hulk's size
ok wtf
placing it on the ground makes it small
but on a table it is big
Nah, i mean remove material nodes in shading at all and add them again. I had similar problem but my normals for some mysterious reason were flipped only when hammer was attached to character, “place” was working okay
Oh, what is tricount for your scope? And what is texture resolution for it?
And also some engines are refusing to render models with screwed faces (internal ones, more than 4 edges etc). But i’m not sure how this works in PZ
Try to make all faces triangles in blender by selecting everything in edit mode and hitting ctrl+t, and then check if there is some bad faces exist
350 triangles. the texture image is like 64x64 pixels if i remember right
It should work fine, hm
i could likely simplify it by a lot, but unless its actually necesary i'd rather not
You can try to load this model in Rizom UV and check if there is any green edges, what will show you if there is internal faces
the normals overlay in blender isnt enough?
Idk if they show faces that was created inside mesh by mistake
By “internal” i mean not flipped, but faces that are placed completely inside of the model
That’s happens a lot to me when i’m trying to edge my models before unwrapping
i can get inside the model and look around, there are not any placed "inside" the model
Okay, then i have no other ideas 
this is all i have in the shading tab
Can you share .fbx?
Yeah, i’ve removed all this and re added it again and suddenly all worked as intended
alrighty, removed and re-added those, re-exported the fbx, and will try that
Share the results pls
Shame…
How many polygons is too much for a vehicle?
This model I want to put in game and it is currently at 57k polygons
I'm not sure how many polygons the engine reliably can handle, but considering its zoomed out isometric nature, I do question if it needs 57,000 polygons. For reference, Kratos from GOW on the PS4 was 80,000 for his entire character and face. https://blog.playstation.com/archive/2019/12/16/from-kratos-to-the-fearsome-rathalos-see-the-polygonal-evolution-of-5-iconic-playstation-characters/
is it easy to add custom items to the game? is it harder to add or just replace existing items?
finally getting started on textures
watermelon ice where? :)
is it easy to add custom items
Kinda
soon
having trouble getting the model to show in game
it shows on the ground but not when used
oh no, something like DarkJarris have
figured it out
self:setOverrideHandModels(nil, self.item)
needed to set the override i guess
I've been learning to model in Blender at University, feeling pretty proud about some of my creations (some silly, some serious). For someone interested in applying those skills to PZ, where should I start?
I'd say check pins! 😄 Download resources
Should have thought of that!
Just got excited.
All good! Ahahaha.
I've been collecting random stuff like tilesets etc
As part of my resources
Main thing would be the models, though
Ah. Modeling's fun.
To give you an idea, this is my MK I and MK II dolphin attempts. I've managed to go from the rubber monstrosity to something a little more natural in less than a month.
"Rubber Monstrosity" = The Yellow One. You can tell I fucked up the mesh by the strings. The more natural one is a viewport animation render, so while it's not as clean, it's still a better attempt. Still dialing in the animations, and my MK III will have still more features.
dolphins just need faces then they're good
is it possible to add moving parts to a gun (slides and bolts?)
Hm, looks interesting
will try if smth will go wrong with my items :)
@simple bolt Would you craft this little saw?
Hell yea! 😄
Your scrap variations are pretty creative while they make sense i have to say
So you can replace item models in the hand? 🤔
Was lately thinking about making a outfit with an bow, but if i make a bow i want to make it properly like with moving the string and arrow when charging.
https://i.gyazo.com/c83040861fc213fe25ce96e75b7150cf.mp4
(Just a proof of concept) 😄
The moment when you have shot the arrow it should switch quickly to a bow variation without arrow and idle string
I see bow I like bow
If you are making a bow mod you should have the firing work like the alternative draw addon for the original bow mod
It's so satisfying
It looks more like a knife, you need to add teeths
Thanks, that exactly what i am aiming for
I maybe cheat it with alpha channel on texture
Thx
Oh cool! So i dont need to re-invent the wheel by scratch 😄
Gotta contact him
Btw, can zomboid read alpha channel on texture?
Yep. Here ya go. And I assume you already are aware of gluten's bow mod.https://steamcommunity.com/sharedfiles/filedetails/?id=2900287489
yeap it can
Used it at my amazona outfit for the fur, works great
very nice 😄
Thanks a lot
vape mod 
nice
Where's ursa nano/baby model?
frogski in modeling!!!!
i dont model, only irl 
nice, now where is pink lemonade
soon
Now that the first texture is done and it works in game, I will be adding more flavors
I just need to figure out a couple more things first
No plans for different meshes as of yet
Just want to keep it simple for now
Anything smaller won't look good in hand / placed on the ground anyway
nice, i hope its not jarring like some mod sounds
Can you bind the vape action to a button somehow?
i think that gif is killing my mobile discord somehow
I'm not sure if it can be bound to a button
That's a pretty good idea though, thank you
this is the sound
😭
In this tutorial we will be looking at how we can recover autosave files in blender.
⬇see more⬇
Visit FalzonFantasy.com: https://falzonfantasy.com
Support me on Gumroad: https://gumroad.com/falzontutorials
Intro to modelling: https://www.udemy.com/course/learn-the-basics-of-3d-modelling_beginners/?referralCode=139E5B49E3D6B335DFCA
#ble...
😥
Make a habit of saving every minute. I haven't lost work in a few years because of that.
As far as your lost Blender work is concerned, I've heard some people have been able to retrieve (partial) data of their models using a hex editor.
Even then, I don't know the binary structure of Blender files. So, I unfortunately can't help there.
But, using a hex editor is really just a last resort - especially if the file can't be open by the program anymore.
Look at it this way - those two hours aren't entirely lost. You put your knowledge to practice and probably learned something along the way. 
He 💯 learned to press ctrl+s every few seconds
I’ve learned this a really hard way. Got my project in after effects completely ruined by bsod
And i’ve lost ~12 hours of work and a job then 
When I'm sitting just looking at the model, I always press Ctrl+S, is this normal? 
nah it's ptsd
One more!
damn, looks like one of my grandmas shovels
just made out of a bunch of welded metal
yeah, that's the idea
The mod will be all about makeshift tools and weapons. Maybe some armour as well
nice
I lost the file of my old texture which is the one with the green eye, so now I'm redoing it and also studying the textures of another game to do this
are they drainable?
yes
noice
Are those flipped faces? :)
https://i.imgur.com/MKXzvwV.png
yes i fixed it already
i'm hype about the poster i made too. I spent longer than i should have on it
hahaha
Nice one, don't forget to share workshop link when it's done :)
And my mod is faaar from release:
https://i.imgur.com/n5bMOjU.png
yellow backgrounds are for those items who have their assets done
howd you make em spin
just in blender
but how
ah
set z rotation to #frame/20
are you gonna add elfbar re named obv at one point/
wdym
theyre called gnomebars to get around the elfbar copyright
these
are they called elfbars where you live?
yes
idk if your from america tho
this is it in the uk
we have those here too
oh
lost mary is a brand of elf bar
ahh
they do collaborations
ryt
What you guys think about this one?
That's what i have back here :)
breeze is better
I hate these
reminds me of the old gameboys
cough reference materials cough

lack of breeze pro
they’re not
elf bars are horrible compared to them
they’re made of that nice plastic that doesn’t feel thin and cheap
i own vapes and i dont even smoke
Ugh, i was asking about model that i’ve shared 
But nvm, i’ll redo it tomorrow
ooo
sorry, i missed that message
i like that model a lot actually
there's a lack of cool swords in PZ
bruh wheres everybody getting the ability to texture
i can model but can't make good textures
is substance painter free
nope
is quixel mixer good
I think so but I'm so bad at texturing
I do like substance painters default materials more
every time i put a texture on something it looked shitty lol
do you know about uvs?
i do
matters a lot for textures
is it better to use one of these softwares rather than texturing in blender
preference I still think you can get good results with blender
just those tools are more dedicated
like im not an artist i could not draw a texture
There's also armor paint which is paid but you can build from source for free
I had no luck with it though
quite close to blender's interface
Does anyone per chance have a preset for exporting textures from substance for zomboid? Or could tell me what settings are ideal when doing so?
A Nova! Sweet! My dad had one (built one) when I was a kid, always baffled me that its basically a VW beetle conversion 🤣
That’s actually a machete :)
But yeah, you gave me an idea
My pipeline:
Blender for modeling > RizomUV for UV unwrapping > Substance Painter for texturing > VSC for code editing > Blender again for rotating and scaling the model for pz
this is pain
i've tried to work like that at the beginning, but that take too much time
Only if you need some custom functionality for your items
like in my case few of my mod's tools have chance to scratch player hands if player don't wear gloves, this thing needs to be coded with lua
idk what i'll make
brainstorming
idk if i want to make Cool Tactical Gun Mod #59 or something uniquer
Look at this. isn't that cool tool to have at your disposal? :)
I've spent three or four days brainstorming my mod idea
in general i've just wanted to create some mod for PZ and create on more living repository for my github to have atleast something there, because we use another git repository manager at my work
and i still need smth to show for new offers, lmao
but the idea eventually appeared in my head
The only actual hard thing to do with substance and other similar software is proper UV unwrapping
especially with PZ style items you want some faces to be scaled x2 or x4 on your UV to have bigger texture on that parts of your weapon
visible recoil?
idk, haven't worked with firearms yet
just mastering melee stuff
i think you can donate Brita on his patreon and ask him
one last dumb question
will it lag the game if theres too much detail
whats the safe tri limit
Everything below 1000 should work fine
this section of this discord is for any questions, so feel free to ask anything mate
The biggest pain for me is texture sizes: https://i.imgur.com/JDUf56M.png
Whenever i'm working on my models i have a really bad habbit of creating 1024x1024 textures and then redoing them from scratch
But anyway you'll not see all the details in game without zoom mod: https://i.imgur.com/XJu6Qr0.png
is it easy to add crafting recipes?
really easy to do, hard to find info on how it's done :)
im a detail nerd it won't really matter to anyone but me
very cool thanks
i just came up with an idea
might have something soon idk
im only recently returning to blender
I had exactly same situation a week ago
Have a good luck with that :)
This literally looks like a sword, damn
https://i.imgur.com/or8FE2l.png
btw i think whenever i'll finish my mod, i'll make a video with my pipeline on working with models using blender, RizomUV and Substance Painter
You only need to export the color map
does the handle look fine imo it looks a bit weird
Not a bad habbit.
I work in 4k Textures, then scale it down. Works great. 😄
You just shouldnt worry too much to make the texture look good in 4k.
Gotta keep in the back of the head that once you scale it down, it will look better.
i think it looks fine after i did the blade
if you want to have you baked lightning and etc export in 2D view: https://i.imgur.com/mu01qCR.png
In my experience the best practice is to work in 256 from start
This develops a good habit of proper UV unwrapping and scaling important parts of model
Players will almost never see it :(
yeah i thought that too
i have a hard time visualising shit ingame
like in my head
i cant imagine what it will look like i mean
Heya, I'm trying to use a custom texture on the "CanOpen" model. But I can't figure out how to get it working in-game.
I have the texture and mesh in my mod directory, and I also have a model file that defines it
Is there any other steps?
I'm biased but if we are talking machete handles there is only one king.

you wouldn belive what im texturing this as
I've been rewatching Vinland Saga s1 to prepair for season 2
or thorfinn's blade
kinda, yea
that too

me using those blades with brutal handwork https://www.youtube.com/watch?v=vEe3nA1xjfo
Vinland Saga - Espisode 7
@rain lynx looks like it
hes said 2 messages both raging lmao
Scale?
do u know how I'd fix that?
I haven’t worked with clothing yet, but try exporting it with 0,01 scale (you can set this up in fbx export window in the right sidebar)
ah, I tried that but it didn't work
I'm getting a SkinningData is Null error
so I might have messed up the Bip01 part but I'm not sure how?
oh wait I think I might have done the armature thingy wrong
that fixed the error but my frog's invisible again
Hmm, I just can't figure out how to make the model show up properly
code or file tipe
type
I don't think it's code because if I replace the file with an existing clothing file it works fine
dumb question I'm sure but why isn't the assign option coming up on this?
(in Blender)
thank u!
uh maybe?
I have no idea what I’m doing
Ok
My goal is to have the frog world model show up on the player’s head
But I think I am probably making several mistakes at various stages of the process
Do you know how I’d get that?
I’ve been trying to follow this one
Except using a hat item as the base
Oh thank u! I’ll give it a go
Thanks! I definitely haven’t been doing that
would a WorldItem have an existing UV map I could use?
I'd assume so since it can have textures applied to it but I can't figure it out
(i also don't really know what any of this means and am kind of just vaguely working my way through on context cues)
ok I'm really sorry to be annoying
but this is me starting from scratch by importing Frog.FBX from WorldItems
could someone work me through just what I would need to add to this to make it function as a hat model
I'm not worried about it being the right size or anything
Just like
Functioning
(as a static model if that makes a difference)
ok nvm I'm finally making progress!!!
ok ok last question I hope
I'm getting an error because SkinningData is null
but I've put
<m_Static>true</m_Static>
so does anyone know what's up with that
Same definition as other models i believe
Make sure you have no vertex group or bones applied to your model as you dont need it if its a static one
And restart game when doing so
btw, chatgpt is good for generating ideas for models:
https://images-ext-2.discordapp.net/external/UHT6LhAS-p0_TEj7qUm8FHrYpHxrOmHtOyyk-dYId6A/https/i.imgur.com/uha634N.png?width=540&height=697
Good job. You just gave the robots an idea for a weapon they will use to kill us all

is there a reason why the color painter in blender is refucing to capy the color I am copying with the sampler?
maybe not generating ideas, but it will help make the crafting recipes
was wondering if anyone could guide me thru how to import player models into blender
#modeling message Male and female fbx files in pinned messages. Lots of good stuff there.
had a friend direct me to that earlier. just trying to figure out how to use multiple textures on the player model. such as the skin texture AND boots
had a friend direct me to that earlier
im just going to leave it here
Why?
becouse why not
It's just a pic Duke
is there a way to have an underlying mask only mask some specific parts instead of the whole body?
Looking for help on some knife/machete models DM me if you are interested.
Little cafeteria milks, noticed Zomboid has mini milk cartons and so I tweaked the models a bit, changed up the UV maps, and also created models with opened cartons for when you drink 'em. I made sure to include some of those silly little jokes they had on the sides
After wasting an afternoon following tutorials that are years out of date and downloading software that doesn't work, I've decided to come to the SOURCE of all these fantastic mods. I'm currently trying to get my hands wet with modding; specifically I'm trying to extract a base item static mesh so I can reskin it and add another item into the game. Real simple stuff.
Or one might think. Does anyone have a proven solution to seeing .X filetypes? As much as blender wants to claim it can, it doesn't. I tried downloading the DirectX SDK and ran into an error message stopping me in my tracks there.
So how do YOU guys do it? Even if you're just pointing me in the direction of a functional tutorial, I'll take any help I can get. Many thanks, and thank you all for making this game frigging addictive.
Wait one, gonna give it a shot.
Conversion complete, now to try the blending
Hmm, its in the .obj file format but still not showing. Ill try the 3d viewer
OK! I Can see a bag of plaster with no texture in 3d Viewer so I know it's finally working 😄 THanks so much!
Now to figure out why blender is being a silly little goose.
Thanks for your help @indigo kettle
Ok got it sorted. Your solution works better than anything I've seen before 😄
If I take a world item, say a can of beans, and use it to model my own can of something else (matching the scale, rotation, and position, etc) would I be able to use it as a .FBX or would exporting it as .X be better? Or is it really a non issue?
That's what I'm going to go with. I'm so freaking stoked I found you guys. So long to getting sleep tonight haha.
I got a .x importer plugin downloaded from some github repo. It can only import files though
Just export your object with 0.01 scale if you’re exporting .fbx
@blazing aspen You are amazing! I've gotta get some sleep, but I managed to convert the Pantry Packing mod to pack up 10 Ripped sheets into a box and was even able to modify the texture. The flood gates have been opened. EVERYTHING GOING IN BOXES SOON! I'll check out the importer tomorrow at work, and noted on the 0.01 scale.
@winter warren you're gonna love this
If you’ll change the model, just don’t forget to unwrap uv for it
When editing a clothing model how do you properly export it? I'm trying to tweak one of mine but when I export it it either becomes invisible or totally broken looking
It's driving me nuts
Do I have to reapply the bones again or something?
Guys
I need ur help
So I am trying to make an animation
A made the frames, as u can see on the top left part
but when I am trying to move 1 frame forward or backwards, it breaks
and then if I'll go back to frame 18, the pose will not be there
What am I doing wrong?
are you animating a dab
From my experiences, it's usually because I ended up not keyframing something and so it reverts to the idle position (or really whatever position was last keyframed). Granted I haven't animated anything for Zomboid before
for starters, animating a dab is the first wrong step
Needs more frames
can’t wait to se what that is
Its the "Amazona Outfit" from the mod "Undead Survivor". Already out. 😄

working on a Suomi SMG
anyone good at making vehicle tunes? especially weird ones.
it's draads model and texture. i'm jsut getting it working, and maybe gonna make it fix roads
but it drives like a sports car lol.
i do
anyone have quilty of life mods?
Do you know of any kind of guide or something to make stuff like this in blender? Like posing the character and givign them certain outfits and hair models.
I wanted to give it a try for some fun artwork on my workshop page
Dope
need someone to tune the engine so it DRIVES like a steam roller
Oddly specific question, but how would I make a clothing item apply to two different body locations I.E pants and shoes. If not I guess I'll have to bite the bullet and separate the two and model the pants fully
you can make a whole ass outfit as one item.
I considered making the whole outfit into one item at the start but i've committed too hard to separate the head, legs and torso that going back would destroy all that effort.
I've been looking at items that could be similar to no luck, at first I thought maybe Dresses would have separate body locations, due to the short, long, etc variations, but they all use Dress
Never mind Just bit the bullet took me about 30 minutes to separate the two.
does anyone have floors_overlay_street_01.png ?
more buildings
?
anyone know how to select the overlays of a certain square by name?
I'm testing shadow generation/baking, there is no light sources here, it's a texture
i made a blender scene way back when that pretty much copies pz lighting style
and it renders nicely to a texture.
this right here.
and this is the material.
Since I don't work in a blender, I have the advantages of not working with materials to bake shadows directly on the texture 🙂
OH.
well belnder bakes as well as max and maya
i just created a cartoon texture that has 4 layers. to simulate the lighting.
try substance painter
it's really easy to create shadows and AO in there
And so I think that normal shadows have turned out, while I don't want to burden myself
Perhaps in the future I will switch to substence, I have plans to work in it
nice
part of my "PROJECT FALLOUT CHINESE ARSENAL" mod
should be out within the week
i have to restart the texture for this one but this will be my first piece of clothing
yangtze mod when?
im not entirely sure
im new to modding this game and ive got atleast 6 weapons and this hat to put into the game still
2 swords, 1 pistol, 1 assault rifle, 1 LMG, 1 bolt action, 1 semi auto rifle, 1 carbine.
personally i think the bolt action rifle and the semi auto are dogshit but i dont really care im going to put them in
and the LMG is just the assault rifle recycled but with a bigger barrel and body and a bipod
What is the texture resolution for this one?
It was like 500x and I’m supposed to be using 256x
am I allowed to commission someone to make a mod? y'know, like, with money?
Yeah?
If you have seen the power armor mod on the workshop he commissioned the armor
Cause he’s just a coder
There is an actual threads like this in #mod_development, try to look there
Mosin Nagant has a nice reputation actually.
SVT40 is another story...
no im talking about my work on them and thats not a SVT
its a SKS
got replaced by the AK
Oh indeed. The barrel is different my bad
I made a more detailed model of a mosin if it can help.
I do have a similarly detailed AK model as well. But the texture is different. It was made for a fmat low poly project
👍 im all good in my opinion its the textures but i can fix that myself
Alright. Good luck on texturing then :)
(Sorry for the delay, connection is shit underground)
that is way too many polygons for my stuff anyways
theres probably more polygons on that site than there is on half my stuff
this is realy good!
Thanks💖
Hi guys, texture issue here, can I use a cloth texture higher than the usual 256x256px? without masks conflicting
I'm working on new gloves models
and having details it's quite impossible with that resolution
blender gives me an uv map of 1024x1024px, which is great for good patterns and design
Reminds me of cs 1.6, wanna see it in game
I also did a Mosin Nagant
an older model than the AK
oh and I'm particularly proud of these ones
It's been so long since I did 3D modeling

Nice work, the vehicles look purtty nice - and so does yer' Mosin!
I need to maybe learn how to add weapons into Zomboid, but eh maybe later
i'm not sure why but when I export clothing models and reimport them into blender for tweaking it seems to duplicate bones
anyone know why that is?
These are standard bones, they go like this together
so it should duplicate them like that? some of my models do it multiple times and have something like end_end_end_end
they work fine in game so i guess it doesn't matter but I found it odd
I think these are the export conditions, my bones are also made like this, there is nothing wrong with that
Nice, just wanted to make sure.
I have a question for modelers here, can I stretch the uv map as far as I want without touching the other body parts? I'm making some new glove model
I know some masks might conflict
If I cross the torso line
also, if the glove has a map that's way long, will it dissapear the rest of the arm that is below?
These are leaf bones, you can uncheck them here. Its actually better to delete them to optimize your models. They do use a small amount of data.
alright, I'll do that. On another note is there a guide anywhere for making new attachment points? My weapon looks fine in the hands but due to it's size it look terrible on the players back. I want to position it manually for a better result when worn with or without a backpack
I know there is the attachment editor in debug mode but I have never understand how that worked.
Now on multiple Platforms:
https://www.youtube.com/c/AuthenticPeach?sub_confirmation=1
https://www.bitchute.com/channel/authenticpeach/
https://www.minds.com/AuthenticPeach
Livestreaming Channel - https://www.twitch.tv/authenticpeach
this shows how you can make your own custom ones, but with your stuff, you can try some of the vanilla ones like Shovel, BigWeapon, Guitar etc
You haven't activated your Windows LOL
@molten sail You can find all the rest of the vanilla attachment points in the items_weapons.txt file.
and choose which one suits your item the best
Thank's I'll check that all out. I'm feeling like I'll probably have to make my own because as you can see my model is pretty big compared to most of the weapons in game.
@pearl solar
Link is on my profile
Yeah we took the project. Its almost done. The client also added a cheesemod project
😐
I love the Cheesy Mod you're making
banana for scale
lovely
hi guys iam back
go danny!
if you do a BTTF version,,, i can show you how to make it do funny shit at 88mph
Yes?
lol i'm working with animating stuff lol.
if i can figure out how the hell to read when something is put into or removed from a trunk.... i'd be gravy
I'll do it, I think you can implement something in it
If you want, otherwise it will be just a decoration 🙂
just decoration even would be dope.
hit me up when you are ready to do that.
and i'll show you how 😄
WHY GOD
Thanks :)
And good luck with weapon modding if you ever try
RAD! What's the tri count for this? It looks quite high quality
Very nice 👌
danny is so good.
gonna have working windows danny?
ALSO! if we can find someone who does shaders... we can HAVE working windows with transparency
Yes, I plan to animate this little piece 🙂
😄
but sometimes we don't have allready one DeLorean?
danny made the other delorean, this is 2.0 baby.
yeah is nice just hope there won't be more DeLoreans loke bmw... where it is X Of same model xD
DeLorean Kombi will be something new

I love the Top Gear Reference you did Gabe
🤷♂️ its fallout not everything is supposed to look real world
this is probably just me being dumb, but after importing the male redo fbx file into blender i dont see anything, just a point of origin
its a small model, zoom in to it with keypad .
Got some more progress 
a quick question when i transfer weights in blender this happens
1 foot is ok the 2nd one has a panic attack
this didn't happen when i used maya
There is a way to fix this
When you export the model right
Don't export it just yet
You see the thing in the right
thing?
@polar quartz
yep?
Go to export
i have yea
Not at all
Did you rejoin the game?
it reupdates the model no need to
game crashed
now i remember
But the reason it crashed
i had this issue long ago and it was an export issue
Is because of that model trying to load
didn't bother to fix it in blender so i exported it from maya
I don't know lots about Maya
nah its because i have more than 20 programs running on 8gb ram
That's not smart
My..
there is another 12 on the other side XD
I think you need to clear up some ram
i give up
Why?
It's messed up?
the right is just a duplicate or the left one
@-@
It could be the animation
I'm not sure
Probably the animation is messed up or something
i reached for him ded
Did Maya not work as well?
i don't have its license anymore

🪳
Some more progress today
I kept the poly count lower by not modelling seats in, it's very goofy but currently 5,014 tris with all parts on it
5000 is too many
Hmm tricky
What is average amount?
I was going off the falcon example mod at 4,188tris
Also currently that is with different parts on top, the headlight comes in circle or square sealed beam, then cover too, as well as exhaust layouts x4 (twin 3 inch, single 3 inch, twin 2 inch, single 2 inch), so not sure
count polygons without wheels
4,210tris
is that a sebring?
It's a Nova Sterling kit car, idk what a Sebring is
It was called lots of names though was the A.D.D Nova
USA name was the Sterling Nova
Yep it'll be the same 👌
rebadged
what does RR stand for?
rear engine, rear wheel drive iirc
oh. thanks.
Yep, I'm lol'ing at the side pipes cause the engine is in the rear so they're just for show lol
Interesting wing though, maybe I should do some splitter and wings as addon parts 🤔
This is probably my first real dive into model work. I modified the book model to be a right to left read manga. I even redid the UV to suite my needs. pretty happy with my work.
that's the only part I can show
for reasons..
I'm thinking 512x512 ended up being too high res but at the same time I kinda like it
reading it gives you -100 happiness.
and gives you max stress and anger

the ending you showed is officially recognized btw
wooow how did u do that??? so cool
y'all aint see shit ya hear?
Looks like Unturned style, with a bit more detail, am I correct?
I think you're right

Oh didn’t realize it was fallout
No sadness. It's the JoJo ending so all is well.
I do like that ending lol
Looks great. I've been dying for something similar that can be used with the motorbike mod.
unturned?
Which bike mod? Auto tsars??
Ooh a package, I wonder what's insi-
"if you can't buy one, make it yourself" next mod for PZ
Jar crafting too
That's it
it already has trailers.
Bruh
You are my favorite person here
Really? Since when?
Learn something new everyday
Which mod will this be going in? So jealous rn. I had planned on getting this very thing done for either my dakimakura mod or anime collectables one
for one of its own, it is a figure that could appear in drawers of rooms with a low spawn rate
Very nice
A fellow power enjoyer deserves my full respect. Send it to me when it's done. Instant favorite
Question is can it fit in the jar?

I'm just a modeler, so I'm with @velvet sentinel who is helping me with the script, he finishes his part and I'll upload it to the workshop
I like your modeling work. Idk if you do commission stuff but if you do I might hire you for some future stuff
nope Xd, I left it so big that it reaches the player's hip, because if it was very small, many details would be lost that it took me to do since the texture was drawn completely by hand
I sometimes make orders, I'm from Chile so sometimes orders abroad make it difficult for me but they are almost always small things and I only charge with credits
I added you. I might reach out at some point :)
Have you considered having 2 versions one big and one normal figure size for shelf collecting?
... I will take your idea into account
Same model of course but since you would have the big version it wouldn't matter as much if detail is less visible on the small one
pog
I had this made for me and saphh did great work on the models for the scale. I really like the idea of higher detailed big ones tho https://steamcommunity.com/sharedfiles/filedetails/?id=2935337159
Power plush and figure
I liked your idea and I already informed the Skulker, I will make 2 variants, the one I already had and another one that is rarer to find the mannequin size
@molten sail are you making the entire 177013 book
this mod gave me the idea to make my mod
That's what that is. Not every panel of course but it along with other manga and doujinshi will be findable with dakimakuras
Hearing this made my investment all the more worth it 😂
week 2 of modding zomboid and i haven't even started
but i swear i will eventualy just wait
Once I get my dakimakura mod updates and my berserk one I plan to get more stuff added to the figure mod
I grabbed a dakimakura mod from the workshop and I made my personal version and I changed the images to be +18 Xd
Suomi SMG
Should I keep this size or go bigger? As far as irl maga goes this is about right but if I go bigger the image might be more clear.
you are getting so much better. that is awesome./
this looks so cool. how do you do all that with the models?
I am having so much truble with the attachment editor. I watched peach's video and followed it and thought I actually did it correctly but it turns out I was just changing the shovel position in the game and not my mod.
I can't understand how I can tweak the position of my mod item when it is on the players back
I am using Blender and importing Pz models there
the poop mobile!
Nice. Lools like a bit the soviet ppd-40
Shading on it looks off but otherwise 10/10
It's the Finnish Suomi SMG
You make good videos and art
Jar when
That is art boobie that you're making
It's my mate whatcha doin in here?
your mate has birthed true beauty upon the land of Kentucky
Oh yes he does

Also Boobie why does the zombies don't have hair? I mean maybe you can't find the hair model or you just don't want it or something?
Idk
I want to know how the apply all the clothes and weapons to the body. I tried to recrate this but with the PZ model and I just couldn't figure it out
also funny enough this tiny thing right here is actually that power figure in a jar
dude beat me to adding it into the game

Please help, because the light in the model looks wrong? the light hits it badly in some parts no matter where you put the light on the model it looks like this,
Probably an issue with the model itself @reef salmon
Yes, I know, what I want to know is what I did wrong during the blender so that it came out with that light error
normals?
in blender
whenever ive had shading issues on anything on the engines i work with atleast its usually cuz normals r wrong
this?
en modelado
🖱️ click en el boton izquierdo
haz click
Pero primero deberias ver en backface culling
ns cm se llama en español lo uso en ingles
Ha, hablas español :v y yo aca usando traductor
Ando almorzando termino y reviso eso que me dices manin
ok







