#3d-modeling

1 messages · Page 3 of 1

spiral sigil
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lighting isnt Flat on default, nor is the color being Texutr

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it essentially means its just viewing the texture with no material settings

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material settings are irrelevant

keen dune
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im so sorry i put u through pain

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i figured it out

spiral sigil
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u have much more pain for yourself@to work through

keen dune
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ye

spiral sigil
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good on u for starting so early

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dont give up ull be ahead of so many people before they ever got to start 3D

keen dune
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thanks man.

spiral sigil
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be the best the best there ever was

keen dune
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no

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how much longer is this going to go on

gleaming cobalt
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How do I import a model I made in unity into blender,

spiral sigil
# gleaming cobalt How do I import a model I made in unity into blender,

How to export a 3D model from the Unity Engine to Blender, 3DS Max, or a 3D program of your choice! I show you how to export the model by using the FBX exporter from the Unity Package Manager and use that within your programs!

🔥 INSANE UNITY SAVINGS 🔥
🕹️Unity Lightning MEGABUNDLES: https://bit.ly/UnityLightningDeals

🔥 INSANE HUMBLE SAVINGS: ht...

▶ Play video
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i just googled that

gleaming cobalt
spiral sigil
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you made a map with probuilder or something?

gleaming cobalt
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no

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a REALLY REALLY basic model

spiral sigil
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you can just do that in blender

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blender has all the basic shapes that unity does

quaint jasper
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Sick design !

covert bloom
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Anyone here can create a avatar for me? My laptop dont have suport for 3D modeling

tough plover
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avatar creation takes a lot of time and work, so you better be prepared to pay if you want someone to make an avatar for you

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do you have a budget? references?

pure dagger
magic badge
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Some proper renders of a model I made recently.

pure dagger
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Love the mask

magic badge
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🐺

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I have made 3 version with differing subdivision counts. I am practicing proper optimization while also not losing much quality.

pure dagger
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Hear me out, find one vertex thats your favorite, delete everything else, boom quest avatar ready

magic badge
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Double checking I have perfected all of my skills. Currently trying to find a new company to work for as my current contract ends in november.

pure dagger
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I wish i knew how to work for companies like that\

magic badge
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Contract work is stressful.

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I only have done hard surface modeling for this company which I am good at. But my true passion lies in characters and enviroments.

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I was going to apply as a modeler for the VRC team but situations at the time plus my contract prevented me. Now the position is gone sadly. I will wait.

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This may be an accidental repost. Here is a render I did with my models.

I only had the sans modeled at the start. I was tasked on such short notice I only had an hour to do it if I wanted my render to be used. The Hall start to finish including rendering, modeling, And texturing took me only an hour and 10 minutes. Not my best work.

But certainly good speed modeling practice.

pure dagger
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Spooktality avatar is finished

keen dune
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I am so fricking close, i dont even want to think about having to do phys bone

hushed leaf
keen dune
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Lets go look at how nice this looks

pure dagger
spiral sigil
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Does anyone know where I could find a 3D model of Jacket from Hotline Miami? I’m trying to make a Quest avatar of him and I don’t wanna have to make my own model.

harsh saddle
spiral sigil
harsh saddle
spiral sigil
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Oh ok

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I’m also looking for a model of the tape recorder he uses in Payday 2

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Which might be harder to find

harsh saddle
spiral sigil
junior hare
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so ive deduced this issue with this model's eyebrows/pupils down to a z-clipping issue, how would i go about fixing this?

harsh saddle
spiral sigil
junior hare
harsh saddle
harsh saddle
junior hare
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not sure what you mean by that second part. i was just going to select the relevant parts of the mesh in blender and slightly move them along the Z. would that not achieve the same effect?

harsh saddle
junior hare
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so save my change as a shape key, then apply to basis? (provided my first process doesnt already fix it without issue)

merry trout
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So im working on both my first face made in blender and also im trying to make it vrchat compatible. Problem is how ived done the eyes is conflicting with vrchat, basically im using UV Warp to move the pupils, i know theres a way to do something similiar to uv warp in unity but it seems very difficult, i could just make the pupils a 3d model but then i couldnt do thinks like cutting it off a certain point so it doesnt poke out. Maybe there is a way to do that both works in blender and vrchat if anyone knows?
https://i.gyazo.com/a21571c2309c746f9b99be5283f803c5.mp4

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i may have came up with a idea to do the spherical eyes but keep my style of eyes but i am tired and will try it later

junior hare
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update on the z-clipping problem
so unless i remove the problem mesh, or move it an unrealistic distance away, the problem still appears. HOWEVER
for some reason, the main camera in unity does not render this issue, only the scene camera (the 3d viewport) does

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main camera

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3d viewport

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this is wack

harsh saddle
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You could publish and see how they look in VRChat. PC generally doesn't have too many issues with z-fighting but Quest has a lot.

junior hare
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im gonna do that before futzing with it any further

harsh saddle
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I think there are also ways to get the shader to ignore the depth buffer and always render on top so that might be a question for #shaders

junior hare
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yeah, messing with the ZTest option proved some results, so ill ask there. using poi pro shader. thanks

junior hare
harsh saddle
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I bet there would be some issues on Quest but PC is pretty good about minimizing z-fighting.

junior hare
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im not building this avi for quest anyways (at least rn, it has 24 mesh renderers) so one less thing for me to worry about

harsh saddle
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Ah, then you're good.

junior hare
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thanks for the help btw

latent mirage
junior hare
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eheh thanks
booth is a wonderful place

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canonically she'd kick your ass in 20 different ways but i dont want to clutter this chat

muted raven
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moooove over I've got some interesting optimized developments going on here

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Should I add frillssssss???? vrcTupSmug

red glade
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mullet 🕺

oak hatch
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So, vrcPerfGood quest avatar. With toggleable clothing styles, drink, glow stick, seasonal props, facial expressions, and bone based visemes, and a few other things.

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I'm tempted to cram a PVP system in there, for giggles.

tight quartz
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How do I apply the Cloth modifier.

harsh saddle
tight quartz
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Thank you. :)

swift jolt
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fast little world i modeld today. now i gotta figure out how to unity again

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fast little world i modeld today. now i gotta figure out how to unity again

bleak agate
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is there someone who can teach me how to make my own avatars 😅

quaint jasper
# bleak agate is there someone who can teach me how to make my own avatars 😅

Rain sensei here, ask me as many questions as you need, we’re making a head out of a cube.
btw that cube was 2m by 2m I had a slip up don't fight me.
I'm using blender 2.9

I’m sure you’ve seen a lot of people who get perfect circles and start pulling here and pushing there, and in no time they’ve got a pretty face. That’s sculpting, if you want...

▶ Play video
boreal goblet
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how did tou do that

glad steeple
boreal goblet
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but how

glad steeple
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Mouse and keyboard on a PC with the software Blender & Gimp

stark shale
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in blender is there a way to extrude a face along a path like I can do in solidworks?

harsh saddle
tough plover
mental hazel
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how do i make this all one face

harsh saddle
mental hazel
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thank you once again, Krampus

azure rain
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I would point out it would get turned into a bunch of triangles again once it actually gets into Unity

harsh saddle
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Yeah, Unity will triangulate everything regardless. Not sure if it would do a better or worse job with one big ngon than a bunch of quad slivers.

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Shouldn't be a huge problem so long as everything is flat

mental hazel
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hm
then could there be a way to align them so they are all straight?

harsh saddle
# mental hazel hm then could there be a way to align them so they are all straight?

Not sure there is an easy way, you could dissolve all the edges then use the knife tool to make nice parallel slices but you'd still have a lot of extra verts on the perimeter to clean up. I'd probably start with a quad plane, extrude it and then scale the edges to match the silhouette if you want to make it nice but you'll have to do a lot of little adjustments to make it fit the silhouette closely.

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You could also start with a plane that covers the entire shape, then make edge loops and adjust them to approximate the shape, then make more edge loops between those edge loops to interpolate. Similar process to the second option but maybe more efficient.

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Blender has a remesher but I haven't found it to be very successful for this application, there might be other remeshing tools that work better.

harsh saddle
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This 3d? If so, you've managed to really get it looking like a drawing. If not, it still looks good.

void lintel
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when you are testing your weight painting and suddenly Blender turns Spooptober mode

grizzled linden
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Hey i was wondering if anyone in here knows why this is happening in CATS in Blender :)

thin shadow
grizzled linden
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how do i make the colored one into a ball? (unity)

obsidian nova
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If that’s what you’re trying to do, you don’t need it to be all one face, you need it to be a grid-mesh.

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Try the retopo modifier in the modifier tab (wrench tab).

mental hazel
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i dont see the retopo modifier

empty fox
gilded helm
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I'm looking for someone that would be interested in creating a custom world (paid) please let me know asap! Trying to get quotes

harsh saddle
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Making it a grid would basically mean not having all the cuts be horizontal but having some vertical cuts as well which would give you cleaner topology, Not sure if that's necessary if it's just a flat plane but I guess its best practices

rich grove
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the weights should be fine

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i tried extruding the shorts a bit

sharp grove
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is there an easy way for me to blend the normals between 2 unconnected edge loops? i managed to get a nice result with set from faces in one area, but not in another

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yeah it's strange, i have places where set from faces works nicely, but other places where it doesn't

brave swift
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how do i fix this

fresh isle
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Funny bug fables

lament pond
spiral sigil
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just a question i have, how long did it take you to get to the point you're at now with 3D modeling.
it seems like such a daunting thing but I'm really curious.
not directed at anyone in particular just a general question

harsh saddle
spiral sigil
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thats a long ass time.
i see a lot of people saying things like "if you take 30% of the time you spend playing video games learning unity or blender instead you'll understand the program in a month"

harsh saddle
spiral sigil
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oh i just mean understanding the features. that's the biggest hurdle for me.
I'm extremely bad with the technical stuff.

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today is a day as good as any to start learning

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I've already made the doughnut not i gotta think of bigger projects

azure rain
spiral sigil
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oooooh that should be neat

harsh saddle
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You can learn how all of the tools you'll need to use work in a few videos. Personally, I do all of my base work by taking a cube, subdividing it, applying that modifier, then I go into sculpt mode and turn on dynotopo and do 95% of my work creating the model using the grab, clay, crease, and inflate tools, occasionally snake hook to drag out the body from the neck and the limbs. Then, once that's done, I retopologize which just involves creating a plane and extruding it, moving the vertices, and occasionally using the knife tool and adding loop cuts. There aren't a lot of tools you need to learn to do that but it's learning to use them effectively that takes time.

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That's mostly for organic modeling which is what I tend to focus on but there isn't much more to know for hard surface. You will probably want to learn how to inset and bevel, maybe boolean but you don't need to use a lot of exotic tools.

spiral sigil
harsh saddle
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Digital sculpting gets a lot more fun when you use Blender's adaptive sculpting tool, dynamic toplogy. It creates geometry out of thin air and this video covers all the tools and settings to make it work the way you want.

Need a sculpting tablet? Here's a great tablet for beginners: https://amzn.to/2u0piqO

#sirpinkbeard #Blender2.8 #3dmodeling...

▶ Play video

Retopologize anything in Blender. In 6 minutes you'll learn Blender modeling, retopology, edge flow and more tips and tricks to create perfect topology for your 3d models. Retopology doesn't need to be hard or confusing.

My Automatic Retopology Plugin:
https://exoside.com/quadremesher/

Softwrap 2 Plugin:
https://blendermarket.com/products/soft...

▶ Play video
azure rain
harsh saddle
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Those two videos cover pretty much everything you need to know.

spiral sigil
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will get to that next time i use blender

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thanks for the advice : )

azure rain
harsh saddle
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Cloth simulation is useful but kind of specialized. You can also do all of that with the sculpting tools but cloth sim is good for doing it more realistically and more quickly.

spiral sigil
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bookmarking both of those

harsh saddle
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The renaissance masters did cloth sim with a hammer and a chisel so we don't need those damn simulations ||but they can help for that particular application||

spiral sigil
harsh saddle
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There are a thousand features you can learn for specific applications but I would focus more of your efforts on the fundamentals of modeling and sculpting vs things that are only useful for specific applications.

spiral sigil
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ill try to make many small projects that vary in how u go about making them

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the couch is probably the next thing I'll do but i might try like a miniature version of my room after

harsh saddle
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Adding creases to a pillow with the sculpt tools doesn't really take that long if you know what you're doing, trying to create realistic draping cloth would be a bit more demanding.

azure rain
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like definitely plenty of hard surface modeling to play with to make your computer case

harsh saddle
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Most of these things are also dependent on good fundamentals to begin with. You could spend days mastering fur simulation (which won't transfer to Unity anyway) but if your dog or cat model that has the fur on it is bad, it's still going to look bad.

spiral sigil
harsh saddle
# spiral sigil im honestly not looking to learn unity in that way, just want to use it as the f...

I wasn't referring to Unity, that's a thing in Blender. The idea is to use Blender, right? My point is that you can't just expect to not know how to model and throw a simulation on it and have it look good. That'll work for a sheet but pretty much nothing else. You're better off learning the fundamentals of modeling than learning how to use a bunch of specialized tools you'll only use for a small fraction of objects you want to create. Cloth sim is useful but if you want a couch that really looks good, you need to do base modeling properly and then just using the cloth sim for the final details.

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It's okay to dabble in that stuff but if you're spending most of your time learning about a bunch of exotic features, you're going to take a lot more time in learning how to accomplish the basic foundations that every model needs to look good.

spiral sigil
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thats fair

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thanks, ill get to youtube-tutorialing

pure dagger
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a bit of retexturing

pure dagger
red glade
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maelstrom design 🕺

tight quartz
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How do I get these Dots on face selection?

tough plover
tight quartz
tough plover
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no, any mode

magic badge
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Still a work in progress.

spiral sigil
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Ooo lovely

versed glacier
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Im trying to apply geometry nodes but it says evaluated geometry does not contain curves when its clearny made out of them.( trying to make hair)

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any tips?

analog frost
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Is it possible to extract Ambient Occlusion maps from a material in blender? I need the AO maps in png format

azure rain
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does the blender material even have ambient occlusion in the first place?

analog frost
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figured it out

azure rain
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cool

teal raft
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I have a model I did in Blender, and baked textures. Everything looks great there. But when I export the FBX its textures are tiling like this. Anyone know why that is?

teal raft
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I fixed it. I baked the textures with the SimpleBake plugin so I just decided to go ahead and do that with the mesh too. I don't know what the difference is and why it makes one, but things look correct now so I'll just bake the textures and mesh with SimpleBake from now on.

rich grove
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is it possible to downgrade a project from blender 2.93 to 2.83

formal bridge
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No, .blend files from newer versions of blender arent compatible with older versions. Your best bet is either installing 2.83 or exporting the 2.93 files to a usable format IE fbx, obj and then importing them into 2.83

steady zealot
loud pivot
signal fable
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I'm trying to find documentation on Blender scripting, since I'm trying to optimize a set of models that all need to be fixed in the same way

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every body segment is parented directly to its corresponding bone, instead of having vertex groups, so I'm trying to create an automatic process that checks the bone each mesh is parented to, and creates a respective vertex group for it

solar fossil
patent current
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anyone know the world mb limit

patent current
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oh.. oh hell yes

thin shadow
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The limit is the decision of players when they look at the world size

patent current
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time to model my entire house

harsh saddle
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A reasonably-szied house can easily be under 100 MB if it's optimized unless you live in a palace or something.

manic spade
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putting together a cute toy

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mostly accurate hk usp 45

somber elk
patent current
somber elk
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tfw you spent hours working on a model just for blender to crash and you lost all your progress, i had almost finished it too..

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i'm back to square one with how much progress i lost

manic spade
harsh saddle
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If you want to collide with it, give it a collider. Box is usually fine

somber elk
harsh saddle
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Though I don't recommend depending on it. Just get in the habit of hitting Ctrl S every 15 minutes or so and occasionally saving out a new version so you have old versions to restore if something gets messed up

somber elk
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ill try that

somber elk
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YESSS\

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thank you my friends

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i got it back

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hel yea

snow estuary
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me omw to get commissions:

harsh saddle
somber elk
devout creek
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pose mirror doesn't actually mirror properly does anyone know how to fix i forgot the method

steady zealot
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So for example "UpperArm_L" and "UpperArm_R"

small marten
snow estuary
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ik, im working on the topology

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the ulgy hand is just a joke

magic badge
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Finished.

lost trench
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damn thats cool

full willow
pearl swan
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I'm not sure where you'd ask modeling questions but does anyone have experience fitting gloves on avatars?

harsh saddle
# pearl swan I'm not sure where you'd ask modeling questions but does anyone have experience ...

Pretty much just like fitting anything, if you don't need it as a toggle, delete as many faces beneath the gloves as possible to avoid clipping and used edit or sculpt mode to fit the glove to the hand. If you need it to be a toggle then you can't do this as easily so you might want to give it a little more space around the glove to minimize clipping. Then just transfer weights from the hand to the glove in weight paint mode. You'll wan to do that part before you delete any of the faces.

somber elk
tranquil jackal
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Would anybody have a good tutorial on modeling a base for your avatar?

somber elk
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i have a question, i accidently made it so that whenever i try to change something it snaps instead of growing if that makes sense

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so it either goes that high or that high but down

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it snaps to that

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i don't know how i did it

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i have done it a few tiems on accident

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how do i return to the precise movement

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i think i figured out it was the little magnet icon

harsh saddle
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It is indeed the magnet and you can make it snap to lots of different things. I don't use it too often, though, If I need a specific value, I just enter that in the tool menu.

magic badge
tight quartz
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Why is the book cover shining like It's a light source >:(

tough plover
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also why are you plugging the alpha into the mix shader? there's nothing else connected

tight quartz
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And for Emission

tough plover
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does it have a second material for the sign part?

loud panther
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Where is the actual light placed

tight quartz
harsh saddle
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Are you sure that isn't just the light bouncing off the book and onto the plane below? Is the plane below reflective?

somber elk
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lightsaber work so far

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dinner break gonna chillax

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i'm planning on making a little podium that i can spawn in front of me in vr chat

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that has multiple lightsabers there

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no purpose yet

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but just for the sake of it look cool as fuck

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podium is gonna be rocks prolly

tight quartz
somber elk
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i have begun again

somber elk
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i finished up the basic model, just needs a bit of refining

steep crown
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idk if this is the right place, but any of yall know how to fix this? ive tried weight painting it but that didn't do anything
only does it when i press play in unity btw

harsh saddle
steep crown
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its the end of the sleeve

harsh saddle
steep crown
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not with that sharp point

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this is a better photo

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same spot on both sleeves btw

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also this is how its suppose to look

harsh saddle
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Are you doing anything exotic with the avatar? Special expressions, animations? If this isn't showing up in Blender, I would say it's more of a question for #avatar-help

steep crown
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its definately through the mesh

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i moved a specific bone and this happened

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it seems that that specific point is linked to the upperarm

harsh saddle
# steep crown

Well if points are moving with bones that shouldn't move them, that sounds like weights. If you pose that bone like that and then go into weight paint mode and go through all your vertex groups, none of them show any weight there?

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You should just be able to paint that point with a 0 weight 1 strength brush and it will go down

steep crown
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so uh, how do i pose it

harsh saddle
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By moving the bone that is affecting that part of the mesh

steep crown
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explain it like ive never used blender before

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cause i have no clue on what i need to press on for that

harsh saddle
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You've already done it, you moved the bone and it moves that point, now you just need to go into weight paint (it's in the upper left).

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You good up to that point?

steep crown
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that was in unity though

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i have no idea how to do it within blender

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in unity it was as simple as selecting it within the hierarchy but with blender it only moves the rig itself

harsh saddle
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Okay, well you have to go into pose mode first, that's also in the upper left where object mode and edit more are and then you can select and move the bones.

steep crown
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thanks

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... it seems that i can't even access that

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which is now really confusing me

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also i mean the specific point

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i didn't explain that well, the hand of which is the bone with the issue, isn't within the article of clothing meaning its not there in the actual rih

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rig

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however it is there within the weights

harsh saddle
steep crown
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I dunno how a single vertice would be rigged to it

somber elk
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remodelling the pommel

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i think i figured out a better way to make the pomeel

late glacier
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Haha skeleton bone go brrrrrr

somber elk
somber elk
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this is how i'm going to present it in vrchat

fair oasis
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somber elk
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why the fuck it import like that

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why it render part invis

thin shadow
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Could be face orientation facing the wrong way

pure dagger
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Finished my halloween costume!

somber elk
pure dagger
somber elk
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in blender?

pure dagger
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ye

harsh saddle
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You can also flip individual faces by selecting them and then going to mesh -> normals -> flip normals but that should work.

somber elk
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ight heading to blender right now

ocean salmon
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Creating a model of the world Neverhood

sharp grove
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does anyone here with experience in substance painter mind helping me out with a baking issue?

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i baked a high poly mesh into a low poly but i've got artifacts in places, probably from where retopoflow didn't surround the high poly mesh properly, and i'm wondering if i can manually clean it up

tough plover
sharp grove
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not yet no

tough plover
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should try messing with the max and min ray distance

sharp grove
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i've pretty much only just bought substance lol

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i'm loving it though

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alright, thanks

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okay that actually worked great lol

sharp grove
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i wasn't expecting to have such good results i expected it to start affecting the normals i wanted to keep

tough plover
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for more challenging geometry, consider using a Cage mesh

sharp grove
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one thing i'm a bit worried about is that i almost always manually model my heads and don't sculpt them (the model atm has no head), when i go back to blender and finish the head then bring it back, is there a way to stop it from making the normals on the head funky? or should i just keep messing with the values until it works

tough plover
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also, baking in blender at first might be a better option, since you can more quickly iterate modifying the meshes/UVs

sharp grove
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that's a good idea

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it's frustrating because i'm sick of finding 10 minute long videos

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with a web cam and the entire history of 3D graphics before they actually tell you how to do the thing

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oh and a sponsor from skillshare where they suggest a blender modelling course

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only reason why i didn't do it in blender first lol

tough plover
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you could split off the head to its own mesh for now

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or another material

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the mesh you paint on doesn't exactly need to be the same as the "final" one

sharp grove
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i can try to

tough plover
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it can be an exploded version, can have separated pieces, etc

sharp grove
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i really don't have enough experience in this program to know what the best option would actually be

fallow fable
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Anyone here do anime 3D modeling? I'm so tired of my current setup and just wondering if there is anything better to use.

That is, for drawing an anime texture onto 3D parts
Is there like some specific blender program someone might recommend or, another program specifically for drawing onto 3D objects?
There is a layer plugin for blender but I can't get it to work in flat lighting

tough plover
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for anime models though, using custom normals can actually be a way to get the lighting to look even better

violet wigeon
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hey so I was wondering if someone can make a avatar for me I already have the resources but I just need someone to put the pieces together like the shirt pants and glasses and hairstyle and it's a Splatoon Avatar that I want and I already have all the resources I just need the bones to and have the stuff be on the player model and have the colors there and everything and I can do the rest of the work like uploading it also don't worry about my English I always suck that fucking doing lawn sentences

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and I had a little bit experience with modeling by only did it in sfm

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because I only need to put the character together piece by piece

violet wigeon
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Also the textures are already on the models And the only color change I really need is on the hair eyebrows and the eye color And on the pants there is a white line I want that to be changed to neon green Same thing for the hair eyebrows but the Iris is Hazel

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And I'm looking for someone to do it for free since I already have all the resources

#

And I don't need the model to be uploaded into vrchat I can just do that myself and I can export the model out of blender myself

tough plover
violet wigeon
tough plover
#

the fact you don't know what weight painting is is another reason why you should be offering compensation. you're paying for the skills that you're avoiding learning yourself

#

I'm not trying to be rude or anything, but you can't expect anyone to do it for free

#

especially without knowing the exact amount of work required

#

you might think that everything is just "ready to go", but this is not Lego. there are a lot more intricacies

violet wigeon
#

Yeah and I understand that I'm just giving directions of what needs to be done with the model And waste painting is where you put the waste painting on the model like in certain spots where it stretches at so that way it don't stress the textures or whatever shit and also it's made where the model don't get the stored it or whatever you use the model for

#

And plus I understand that modeling is a pain in the ass as well

#

Model and has never been a easy task

tough plover
#

that's not what weight painting is at all, but anyways. because you understand that modeling work can be a pain, isn't that just another reason to pay someone to do it?

violet wigeon
#

Well there is some people that do do it for free and plus I'm not having someone to make the model completely from scratch

tough plover
#

those people are either being very generous or don't know how to value their time. it's not about having to make stuff from scratch or not (you should always pay for that), it's about someone else having to put in the time to do the work so that you don't have to. this is a totally fine thing to do, as long as whoever's doing the work gets compensated appropriately

heavy parcel
violet wigeon
heavy parcel
#

And some people make their wage off 3d models

spiral sigil
grizzled linden
#

how do i make the larger arms fit with the smaller set of arms (holy sh** that was a weird sentence xD) any ideas? im open for anything

somber elk
#

making a new lightsaber hilt i am

#

this time darth baders

fallow fable
#

no elp

pure dagger
somber elk
grizzled linden
spiral sigil
grizzled linden
#

well i got it to work, but in unity the shaders i use comes up with an error that says "too old" even tho i used them this morning?"

spiral sigil
#

I never saw this error in unity lol can you show the error message maybe?

grizzled linden
#

sorry

#

my pc crashed lol

spiral sigil
#

some assets are conflicting you have 2 Dynamic bones in the project and some animator seems broken but those errors are just warning it shouldnt prevent you from uploading your avatar to vrchat

grizzled linden
#

can somone explain how to fix this? since it doesnt fix when pressing "auto fix"

harsh saddle
spiral sigil
harsh saddle
#

There seems to be a fair amount of debate as to when and if to use mipmaps. I would like to understand them better the discussion of them seems sparse and technical. I experimented with them once and liked how things looked better without them and my worlds perform well without them so 🤷 . It seems like best practices would be to use them in some places and not in others. As to when those times are, I'm still not real clear on that.

spiral sigil
#

mipmaps looks better when you are far away and are cheap to compute, they also free up the GPU memory and bandwidth. The only reason to disable mipmaps is for UI elements or orthographic view where the camera can't zoom in or out.

#

here you can clearly see the visual difference

somber elk
#

this fucking shape has been the most painful thing in my blender journey

neon kelp
#

ok, I have been working on my first avatar for a while now and most stuff is done. weight painting, blend shapes, etc. I just don't know were to start with the textures and shaders. like what is even needed? any tips and/or ideas?

spiral sigil
neon kelp
#

I have made a UV map as well, I was thinking stuff more along the line of what details I should actually draw on the texture, do I need to paint shadows or do i rely on shaders for them?

spiral sigil
#

fr shaders for anime because it often looks wrong without them

#

although some anime models can do with diffuse shading but it depends

spiral sigil
#

oh you mean baked shadows

#

I would look at how some hololive 3d models do baked shadows and highlights to get a more precise idea

#

of how to draw on tex

#

for example here you can see between the fingers and under the arms they painted a darker skin to simulate the ambient occlusion

#

(also on the neck)

#

Hairs lighting is also directly paint on the texture

#

mm yes blue ao

#

kool

#

@neon kelp are you aiming towards a soft or harsh shading style

neon kelp
#

so those are "baked shadows" as someone called it?

spiral sigil
#

to me its more AO than shadows

#

we say baked because you can 'bake' lightmaps with lightsources in a technical process

#

but your actually going to draw this in

neon kelp
#

just to recap a little, best way to go about this is looking at references and get inspiration (copy) from that and the no shaders?

spiral sigil
#

imo if you can sucessfully copy for learning sake then do it as long as you dont ever post it anywhere like artstation even if u credit original author

#

the originality part can come later once u even know what ur doing

neon kelp
#

when i say copy i mean look at it draw exactly the same

#

just making that clear

tough plover
#

but you don't always need shadows, if that's what you asking

#

in this case I would still use them though

#

otherwise you will look always flat lit and it will look odd

spiral sigil
neon kelp
#

ok, i think i have some grasp of what needs to be done now at least

spiral sigil
#

if your texturing in blender you will absolutely need to use the setting where you manually change brush hardness/softness curve and how to use blending effects without layers

#

becuase blender has no layers its just one layer the texture

#

u need addon for that or something like substance painter or 3dcoat

tough plover
#

substance painter is the way to go if you want to be a bit more serious about texturing

#

you can get it for free with the student program

neon kelp
#

i got access to substance painter so that is a non problem for me

spiral sigil
#

Armor Paint isnt that bad too! and way less expansive

#

honest subscriptions come later

#

suk it adobe

#

also Blender + Krita is a good workflow if you dont want to spend any money ^^

#

there is many options u will learn about them inevitably and end up choosing one

neon kelp
#

thanx everyone anyway, realy helped talking to ya

grizzled linden
#

can anyone tell me why my mesh wont be attached to my bones? i click "objects -> parent -> Automatic weights" like what am i doing wrong?

spiral sigil
#

Asking in general out of curiosity: When you model an anime character's head (including neck), what specific parts, shapes or planes do you polymodel first, and do you work with subsurf?

#

im interested because it seems alot of people start in completely different ways

pure dagger
#

Made the grimoire from Helluva boss

somber elk
somber elk
#

how do you give it an invisible background?

tough plover
pure dagger
somber elk
#

no matter what i do

#

darth vaders lightsaber renders like this in unity

#

when it's clearly not meant to do that

#

@harsh saddle my beloved

#

i require assistance if you're available

#

and i have tried recalculating the oustide

#

hell i tried recalculating the inside too

harsh saddle
# somber elk <@334006467805839372> my beloved

It's hard to see exactly what're going on but sometimes recalculating doesn't do exactly what you want. In that case, you can turn on backface culling in the solid view in Blender and then in edit mode go to mesh->flip normals to flip the normals of individual faces.

somber elk
#

I HAVE a quewstion

#

so

#

when i spawn in my lightsaber models

#

i go from 100fps to an easy 50

#

is this bc it's loading too many seperate parts?

#

if so shuold i just combine a lot of the parts together

#

if that's not it, why does it run so slow

pure dagger
#

and how many materials do you have

somber elk
#

where do i check that

pure dagger
#

in blender check your statistics while everything is selected

somber elk
#

like 5 or 6

somber elk
pure dagger
#

google

somber elk
#

??

#

oh

#

google it

#

ok

#

cheers

#

ig

#

@pure dagger

#

o no

pure dagger
#

My guy

somber elk
#

am i in trouble

pure dagger
#

you have 1.3 million polys

#

that is why

#

send a ss of your saber

somber elk
#

s

pure dagger
#

screenshot

somber elk
pure dagger
#

Now in edit mode

somber elk
pure dagger
#

Can i ask why you used so many polys?

#

You need to unsubdivide them

somber elk
#

how do i do that sorry

pure dagger
#

Youll have to do alot of it manually

somber elk
#

i'm still relatively new to blender

pure dagger
#

Go into edge mode and delete some of the edges around the circles

somber elk
#

and i have just been making i didnt' realise there was so much to it

pure dagger
#

I cant really explain it

#

I can offer to fix it but it will be ~30$ if you wanna do it your self my best advice is to google and youtube how to decimate/unsubdivide

somber elk
#

don't got 30 bucks

#

plus i need to learn it eventually may as well do it now

#

thank you for the offer though

pure dagger
#

Good luck

somber elk
#

fuck it i'm gonna remake it

#

kachow

pure dagger
#

Best bet tbh

somber elk
#

yea this looks like a hell hole of work

#

plus i did it once and it only took me a few days

#

i can do it within a couple hours now

#

that's my self expectation right there vrcEretNice

somber elk
#

procastinating remaking it i am

#

i think i just realised the bets way to do

#

i got this

#

@pure dagger bets way to remove some poly shitters off this?

pure dagger
somber elk
#

youuu got it boss

#

and how would one fix whatever the fuck you coall this

pure dagger
somber elk
#

how do i remove the ugly creasees

pure dagger
#

do you want to remove the rectangles entirely?

somber elk
#

nono just the crease thingys on the side

#

if that makes sense

pure dagger
#

It doesnt

somber elk
#

uhhgh

#

let me show you what i want it to look like

#

low res pic go br

#

but i want it to have that shape cut out

#

and everything stays smooth circular

#

@pure dagger

somber elk
#

anyone please help

#

i want the creases to go away

#

that little shit of shading on the left side of each pill shape is going to be the death of me

#

please someone :c

#

forget it i redid it and got rid of it

spiral sigil
#

i think you can do something with weighted normals modifier to work around bad topology

#

but there is definitely a good topology way of doing what you want

pulsar bluff
#

Didn't know where else to post this, but for an anthropomorphic model so far, does this look okay for someones first time attempting an avi from scratch?^^"

fiery pawn
#

just makin a nice uv map, nothing strange at all.

harsh saddle
#

@somber elk You generally only need a lot of faces where you want to have actual detail. You'll want cylinders to have maybe 16 faces around their perimeter to look decently smooth when smooth shading is enabled but you don't need horizontal edges looks like that unless you actually need to add more elements in those areas. See how these look exactly the same?

#

Well, the one on the left has 64 faces and the one on the right has 33,000. You don't get any value from adding more faces to a smooth cylinder like that.

#

Now if I wanted to extrude out some of those faces to make knobs and buttons, then it would make sense to have more faces but you only want to have dense geometry where it's actually necessary.

trim berry
#

Anyone know why substance painter is making blue colors a light purple color? Its happening when I try to color the eyes on the batmiune.

reposted in here bc its a better place to ask

spiral sigil
spiral sigil
#

in this example "looks" is a strong word lol

pure dagger
harsh saddle
#

Everyone should just make Quest-compatible avatars 😌

somber elk
#

it sais mine ain’t quest compatible

pure dagger
#

youtube

hollow ermine
#

The Bloc Martins

harsh saddle
somber elk
#

boy am i glad i did backface culling before hand

#

whenever i export it as fbx it basically doubles the poly ocunt on it

#

is it bc of subsurface rendering?>

#

it was

daring plover
#

Anyone here i can ask blender help?

gritty kettle
#

I need help modeling this

#

And texturing

gritty kettle
#

nvm forget it

ancient jackal
#

Hey so I’m planning of starting to make models on blender
do y’all know a good tutorial video?

ashen forge
#

Weightpainting is a bit wonky in some areas, but :p

jolly lake
#

how should i go about making eyelids for a model with elliptical eyes

#

(in blender, for vrchat)

spiral sigil
#

Spawn a circle primitive

#

Fill faces

#

Poke face

#

Extrude out more loops as needed or insert faces (because you can't cut loops into triangles)

#

Stretch entire shape into ellipse

#

Oh eyelids I'm not sur

#

Show character

jolly lake
#

I already got off my pc so I can't get any screenshots

#

I've already got a solution anyways that's a little jank but works fine considering how fast blinking is, I'd love to hear a better solution later though

#

for now I'm going to bed though

harsh saddle
#

Yeah, blinks can be pretty wonky and still look fine for how fast they got by.

spiral sigil
#

I would look for models of similar style that look to do proper blinking and try to replicate what they do on your model if u want better solution

pulsar bluff
jolly lake
shy thistle
#

pulling my hair out trying to figure out why the head is see through help

harsh saddle
harsh saddle
red glade
#

Working on a new fit for ma boi. p happy with how its lookin already

#

Just not sure what i wanna do for the uhm upper body

azure rain
gray skiff
#

Hola amigos, I apologize if this has been asked many a time but my search queries have left me empty handed.

#

I've got a Base model that has toggles to increase various sizes of the model (think, bigger booba). If I've attached clothing to said model in Blender/Unity, would the clothes break in game, or extend in tandem with the model?

azure rain
#

the clothing would not know to get bigger with the boob slider without you setting that up

snow estuary
#

u need to rig the boob area of the clothes as welll

#

so they know how to expabd

pure dagger
#

Made a halloween bucket with some candy for the vrc traders prop contest/halloween party, Its free on my gumroad

spiral sigil
#

I'm bad at this here's a worm, made mostly with the skin modifier, love making these so much

spiral sigil
#

Thank you, it's colors are FF8888, FF88FF, and 8888FF

solar fossil
#

That's a lot of 8

gray skiff
#

What's up homies, I'm looking sculpt what amounts to children's clothes onto this big mommy milker behemoth. However the thought occurred to me that while I might be able to get the sculpts patched together, the textures themselves are going to look very distorted upon applications. Would that indeed be the case? Would test but am locked in the wage cage for the rest of the day.

tough plover
#

as for actually fitting it, I would suggest using the Mesh Deform modifier

#

you can essentially make a new mesh that wraps around the clothing, and use it to deform the clothing.

#

on the deform mesh, I recommend enabling X symmetry and also doing the reshaping on a shape key. this is because adding cuts to the deform mesh breaks the modifier, and so you would need to redo everything. doing it on a shape key means you can simply unbind/rebind and re-enable the shape key

gray skiff
#

Thanks brotha, there's a very nice tutorial on YT and this tool looks to be a lot more streamlined for this than the ol' sculpteroni, and I'll run this on a shape key as well. With that said, would you by chance know if there is a resource or a repository of tutorials for fitting... unique body shapes? The one's I'm pinging on YT are more or less like snapping in matching lego's haha.

#

Also big thank you sir @tough plover !

tough plover
#

for "unique body shapes" you're almost better off making your own clothing from scratch for that specific model

gray skiff
#

Oh dang hahaha, and here I am thinking "yeah this'll kitbash just fine" 🙈

#

Thank you for the guidance mane, I'll dip my toes into the creation side of things!

jolly lake
bold oar
#

can anyone help me with why this is happening? i seperated this Y bot so i can hide some of the body parts individually but now he's all jagged like this and it shows this way in unity as well

quaint jasper
#

Make sure there's no duplicates

zinc mantle
#

Hello everyone i juste download unity and i want to start making my oc but i want to start from nothing modeling every outfit and I don't really know what to use and all... If someone have some time to lose and try to help me out with some information...

quaint jasper
#

Unity is not a modelling program, Blender is

zinc mantle
#

Ok I was looking at the same time

quaint jasper
#

https://youtu.be/5JA0f8ZgIw0
Great tutorial to follow along to learn the basics

Rain sensei here, ask me as many questions as you need, we’re making a head out of a cube.
btw that cube was 2m by 2m I had a slip up don't fight me.
I'm using blender 2.9

I’m sure you’ve seen a lot of people who get perfect circles and start pulling here and pushing there, and in no time they’ve got a pretty face. That’s sculpting, if you want...

▶ Play video
split dragon
#

i'm looking to make cutouts for these holes in the actual mesh (since quest can't do transparent cutouts), and i'm working in blender. Does anyone know a good way I could use the alpha map cutoff to actually cut out the mesh?

(or do i have to manually do it with the knife tool?

harsh saddle
#

I think you'd have to use the knife tool. I guess you could do something like importing that into illustrator or another vector program, doing an image trace, then importing that as an SVG, extruding it, then using that for a boolean but that's gonna make for some real stank topology. Regardless, you're going to end up adding a lot of faces to try and do this accurately. One option might be to just put the knee texture behind the rips. You'd lose the depth but without adding a lot of additional geometry and you might be able to fake a little depth with a normal map.

tough plover
#

so you just have the skin texture showing through where there's normally alpha

split dragon
harsh saddle
#

You could also projection paint it in Blender using the body texture as a stencil and then combine the textures in Photoshop.

red glade
#

Just gotta make the tactical rig 🙂

#

Made the uhm mechanix gloves also.

#

I will redo the fishnet as i found a better way

naive atlas
naive atlas
#

huh

pure dagger
#

Link me your world

#

And give credits to my gum road 👉👈

naive atlas
#

i will dont worry

naive atlas
spiral sigil
#

Another worm

pure dagger
#

I appreciate it, but you couldve just put it on a small card or something 👉 👈

naive atlas
#

all good ,i like it ,so more the size they see it

opaque solar
#

Do anyone have a method or tutorial on how to make a realistic cloth folds or wrinkle in blender?

harsh saddle
opaque solar
#

Thx

quaint jasper
#

You'd have to edit the mesh in Blender, in edit mode, put your cursor over one of the vertices, press L, and then Alt + S to scale outward, hopefully that solves it !

lament pond
amber spruce
#

Hey guys, if I'm putting boots on an avatar that will never be removed, can I just delete the foot mesh and leave a non manifold edge at the ankle? Or will this cause me issues down the line and I should 100% cap that off with a face?

tough plover
#

you can absolutely just remove the ankle by just deleting the faces

amber spruce
#

Hell yeah brother, I love easy solutions

fallow pewter
#

Would this be an appropriate channel to ask a question about substance painter for modeling?

azure rain
#

honestly you're in a decent spot

glad fiber
#

wip , power shoes before retopo

fresh isle
#

Start on a bug body of sorts

tame sinew
#

What's a good way to make some desert terrain? I know there's the terrain in unity, but it's not exact enough for dunes and what not.

pure dagger
spiral sigil
#

might need some good textures though

tame sinew
#

I'm thinking polybrush, but that doesn't have a set height option...

spiral sigil
#

you should be able to remove height with shift

#

this is the example they use

tame sinew
#

That’s for regular terrain in Unity. I don’t know if I can convert the mesh from blender into a terrain in Unity

spiral sigil
#

OH that's different

#

I don't thiiiink you can do that

#

it looks like you can use a converter to make a mesh a unity terrain object

#

but the ones I'm seeing cost $$$

#

if you were doing it all in blender, but wanted the detail / tree painting you can do something similar using particle systems and weight painting

cerulean kiln
#

so i was making something in blender and exported it as a fbx but in unity there were broken faces. i fixed it by exporting as obj but when i put the obj file into unity, all the materials were gone and it only had the 1 "default" material. wtf?

#

when i put the same obj file back into blender it still has all the materials. so something in unity is messing it up?

#

nvm i got it

versed glacier
#

So as people have told me. using boolean is a sin and game engines (dont like it?) how would i make these holes on the ship with this topology without boolean

tough plover
#

@versed glacier

versed glacier
#

i think my brain just fried

#

what if thesres that edge loop going around in that area..

versed glacier
# tough plover

oh wait that edge loop was useless i dissolved it but i cant comperhend how did you do that hole XD because when extruding or insetting the faces they like to go to center so how did you get to stay on the top side of the wall?

tough plover
#

one sec

versed glacier
#

im still learning topology stuff so my brain is little mushy when coming into problems like this

#

<,< what did you press to cover those holes with faces so fast jesus

tough plover
#

just select the edge and hit F

#

and keep hitting F

versed glacier
#

damn you just made my life so much easier

tough plover
#

needs to be the edge between the ones you're filling between

versed glacier
#

oh its little problematic on my side though

tough plover
#

yea because you have an extra loop around the top

#

around the bottom too

versed glacier
#

oh yeah they were created when i extruded to get the outer rim of the railing of the ship

tough plover
#

you can dissolve loops using alt + click to select them (or ctrl + click to select every edge between two points) and ctrl + X to dissolve the edge

versed glacier
#

oh.. right that loop doesnt seem to make sense anymore after the extrude was done

tough plover
#

mhm

versed glacier
#

man i have so much to learn.. i just cant see the bigger picture

versed glacier
tough plover
#

yea that looks pretty good

versed glacier
tough plover
#

for organic stuff you can find references for how your loops should flow

#

I'm not as advanced with hard surface but I know there's a lot of tutorials for it

versed glacier
#

gotcha well thanks for help 😄 now i gotta go figure out how to do this but with arches XD need to bore the window holes into the hull with arches

tame sinew
spiral sigil
#

I'm not a dune expert but I'd like at some references if you're stuck

tame sinew
#

I think it works well enough. I'm gonna try to convert it into a terrain in unity to flatten out the middle, then scale it as much as I need to in order to get enough buildings in

spiral sigil
#

I know they have these rad ridges

tame sinew
#

Yeah, sadly I couldn’t get those ridges without it looking worst off

harsh saddle
#

I'd just model it in Blender, especially if you don't need to use stuff like speedtree. The pinch brush would work well for that.

spiral sigil
#

yeah, if you don't need the terrain features which it doesn't sound like you do

harsh saddle
#

Yeah, there are other ways to do grass and trees but terrain is a good option if you need a lot of them and you need them to perform well. For a desert, I'd just sculpt it.

red glade
#

tacticool camoflage (shit stains)

#

Gotta make the tactical rig. Annoyingly im not sure how i would approach it

prime zenith
#

I know there is a lot of experienced people here, so I want to ask about this issue. I already had 2 experienced people try to help me with no success.
I have a matcap problem as on the image - the matcap gets "pinched" on a certain edge loop, but I cannot pinpoint how to fix this. Any ideas ?

#

Also pls do not worry about the high poly count - I will optimise this later, I am just stuck on this specific issue right now

versed glacier
#

also try playing with the auto smoothing angle

#

first try playing with the smoothing angle if that doesnnt work. try dissolving the edge loops around the area where it does the thing to make it more flat

prime zenith
tough plover
#

what the hell, what is the poly count on those

prime zenith
#

I did dissolve lot of the edge loops and created some ngons down the shoe, but it does not solve the problem at all

prime zenith
#

I just had to apply all transforms

red glade
#

Finished his design ish

fringe leaf
#

The new Halloween costume I made 😄 looks so cute

mild talon
#

Finished the hand rig 🌸

jolly lake
#

master hand avatar

spiral sigil
amber spruce
#

Anyone know any good tutorials on making clothes? Struggling to find videos that aren't showing fabric stimulation shortcuts

gentle solar
#

my first attempt at modeling, been following Rainhet Chaneru's tutorial

mild talon
#

Anything is good on the subject if you don't know what to do

#

But if you need high quality, go for Marvellous Designer, not Blender

versed glacier
red glade
#

spoopy

gray skiff
#

Waddup gangstas, apologies in advance if this has been asked before but I'm not too certain on the verbiage to run a search query in the Disc

#

How would I go about making clothes react to proportion sliders within VRChat?

#

For instance, there are sliders that increase certain parts of the body, which when used will clip through clothes that are set into place.

azure rain
#

basically you would have to make blendshapes for the clothing to move as well and then hook up the animations in unity to control both blendshapes at the same time

#

if you're having a body under the clothing

gray skiff
#

That's a good idea, thank you sir! I think I'm just gonna spend some time getting the ideal proportions down in Blender with the provided blendshapes. Unfortunately, the proportion sliders in game aren't 1:1 with the blendshapes so I'mma have to do some eyeballing.

#

Thanks mane!

azure rain
#

hope your clothing stuff goes okay

spiral sigil
#

Just triple checking but when it comes to peformance impacts of textures, its pretty much all about the area right

#

I have made a very odd ratio texture of 528 x 2,276 that has only 20% more area of square 1024x1024, and it gives roughly double resolution for my model

#

and it is still squares its not warping on checkerboard pattern btw

harsh saddle
#

More specifically, it's about how many pixels your UV islands are covering, so if using a different resolution or mapping allows you to utilize the UV space more efficiently, then that can also have an impact.

#

You can have a 4k texture but if your UVs are only able to make use of 50% of the space, then you're still going to have limited resolution in your texture.

spiral sigil
#

how does unity handle processing empty and covered UV space when rendering textures

harsh saddle
#

I'm not sure but I'd imagine it treats it all the same. If there is no transparency, it's still looking at the black space and if there is transparency, it needs to know what areas are transparent so I don't think it ignores any space.

spiral sigil
#

mm okay thanks

#

something interesting I found on unity docs is it says to reduce UV islands and seams for performance

#

never expands on that thought though

harsh saddle
#

I could be mistaken, that's just my assumption. if it prefers to have fewer islands then maybe it is processing where your UVs are.

spiral sigil
#

yeah

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at this point im just curious its not like crucial lol

fluid ice
#

been working on meshes and for some reason the texture for this cylinder is on the inside and the outside is transparent. 💀

spiral sigil
#

pov still trying to slap paint onto metal until it looks good

fluid ice
mental hazel
#

how would i make a effect like the medievil magic swords blade?
like where it cycles between royal blue and black

mental hazel
#

how would i pull this off?

somber zodiac
#

^ That can be done with poiyomi I believe, A simple scrolling gradient over the blade of the sword at a specific direction to get it to flash like that. You would open up the poiyomi shader, apply the normal sword texture under the main section, then go under special effects> Emission 1> and apply your gradient, turn on scrolling emissions and change the color to blue. then you would set the scroll direction. Alternatively you can have a particle system that has a shape ontop of the mesh of the sword, with a velocity over time in the direction of the emission you want, then you change the color of said emission either through a color over time option, or an animation which swaps it between two colors. The first option would only be pc compatible the second is quest compatible. But particles are heavier on computing power.

lean hemlock
#

im unable to quick decimate my avatar with cats, blender shows visually that it happened, decimate modifier still shows 390k poly and blender also, anyway to fix that without deleting the shapekeys?

somber zodiac
#

Decimate, quite literally changes the vertex point orders as well as vertex groups associated with said shape keys. so by definition reducing the poly count in a non-subdivision method, will require you to remap out the shape keys on the model. There is a way around this using something called shapekey transfer, This is done by having 1 model with the LOD you require and the old mesh with the shape keys

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^ Worth noting that using this method, you can also learn to rig things that may give you automatic bone weighting errors, due to manifold meshes being wrong

tough plover
#

@lean hemlock don't use the decimation modifier, use the decimate operation in edit mode. do it on a new shape key

#

it will preserve your shape keys

#

if you have good topology, I recommend dissolving a bunch of loops rather than decimation

spiral sigil
#

I'm curious because I can't find the answer in documentation or fourm posts: How does unity during a game treat an 8k texture that has been told to be read as a 2k texture

#

like if the actual texture is 8k POT square, and yknow change the reading res to 2k, would the filesize still be large because you still need the 8k to make the 2k

tough plover
spiral sigil
#

is the original 8k stored in vram or dram somewhere

#

ohhh

tough plover
#

if you set a texture to 2k from 8k in the import settings, it makes a 2k version and stores it

spiral sigil
#

so where is it stored is my question then

tough plover
#

under Library

spiral sigil
#

no like uh when your in a game like vrchat

tough plover
#

in VRAM

spiral sigil
#

so other players will have to load in both

tough plover
#

no, only the 2K one

#

the "imported" version is the one Unity actually uses and that goes into the asset bundle

#

it gets re-encoded into a better format like DXT or BC7

spiral sigil
#

oh okay so the 8k wont be seen in other players vram at all?

tough plover
#

correct

#

but again, as long as you set it to 2k in the import settings of the texture

#

there are very few cases where you should have 8k textures at all

spiral sigil
#

yeah I ask cuz cobruh is trying to make a texture below 1mb and the origial texture is like 8k

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or 16k

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he changes it up when he says it and i havent seen pictures

#

but he makes it read at like 2k or 1k or something

tough plover
#

having the source texture 8k means that it takes a lot longer for Unity to actually create the new imported texture

#

so there's no point really

tulip ice
#

Has anyone had issues with models made in nomad sculpt? Seems like any of them I use as an avatar are on the ground in front of me in game. Even if I’m using the same process as non-nomad stuff

manic spade
#

made a paper birch for a first tree

#

no subsurface in unity because i dont feel like writing the shader

spiral sigil
pure dagger
#

or change your blend mode

mild talon
tulip ice
manic spade
magic badge
red glade
jovial seal
#

how do you drag stuff towards each other

#

i have forgotten

tough plover
# jovial seal

you could just enable X mirror and select one side and move it

jovial seal
#

what on earth is that lmao

#

anyone know whats causing this seam with the mirror modifier?

#

they are merging

tough plover
#

make sure you delete the other half of the model entirely when you use the mirror modifier

jovial seal
#

yeh thanks i just kinda janked my way around it using a backup and merge by dist

#

omw im mad at myself

#

i sent like 4 or 3 hours of my life modelling this for no reason cause i cant even rig it due to no alt button

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lets go

oak hatch
#

need ot do a lot of work to make it better, but for now, gun.

woeful summit
#

I might include a safety other then the blade trigger safety in the trigger

#

If anyone want help with realistic firearm proportions on their model builds, hit me up because I can give some pointers, I play world of guns Verry often, watch forgotten weapons like it’s gospel, and have visited the cody firearms museum a good few times

oak hatch
#

It's based LOOSELY off the FCU X01 PDW.

#

Sorta, TMP9 meets FCU X01 kinda vibe.

woeful summit
#

Actually, probably not, the stock of the M16 could be too long…

oak hatch
#

No buffer toob, direct blowback/roller delayed

#

stock is gonna be folding, so M16 style config is nogo

#

Also, looks like this will be around 5-8ktris, which is high, but not awful

#

I could murder it down to lower, but then I risk it looking pretty anky.

#

*janky

woeful summit
#

Roller delayed blowback… why not lever delayed or recoil recoil delayed?

woeful summit
#

Might look good, and it’s a little shorter

oak hatch
#

ehh, I was going to go for more like the CZ Scorp Evo,

#

super minimalist polymer stock

woeful summit
#

Ahhh, yeah, that could fine

oak hatch
#

I just have to work out how to also have room for the ejection when folded, might do a clever trick or two.

#

I'll also have a MP5C telescoping type thing as an option, for a 6" bbl version.

#

Make it obscenely compact.

woeful summit
oak hatch
#

Fair point, actually.

#

but ye

#

gonna be fun onna bun

woeful summit
#

You deffinitely sound like a good guy who could help with my dream, I just wish I had more experience in 3D modeling to do it

oak hatch
#

gonna make this PDW, finish up the pistol model I have, a few optics, a few accessories (afg, comp/brake and suppressor), and maybe a MADS unit.

woeful summit
#

Nice

oak hatch
#

Cause who doesn't love an underslung superposed caselite multipurpose 37mm smart munitions launcher?

woeful summit
#

Hehehe

oak hatch
#

[thoomp]]

woeful summit
#

I would like to make a firearms museum within VR chat one day

oak hatch
#

There was an artist who did that with voxel art, IIRC

#

TBH, I'm likely to make a world with my guns/tech in it as a sales pitch type deal.

woeful summit
#

Nice

oak hatch
#

Eventually, lmao.

#

After I make Oiel2.0

#

And more hardware. So much more hardware.

#

Like, if/when I can, I want to make a world where you can use a loading press to load your own bullets, then load the mag wth those bullets, then load the gun witht he mag, and hit the gun range.

#

some day

woeful summit
#

I will say this, if you make your gun so the shells eject at a 30-40 degree angle to the top right of the gun, it would likely not have any issues ejecting folded on the right side

oak hatch
#

MFW someone double-charges a rund and the gun KBs and kills them in VR

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ye, I'll plot it out. worst case ontario, I can angle the hinge so it clears it, a la...I think AKM?

#

Forgot if the sidefold AKM does that or if it's a different gun.

woeful summit
#

But the one on the 5.45x39 russian krinkov in particular seems to not be that bad to model

#

Theres underfolders too, but although compact, those tend to be uncomfortable LoL, especially lacking a cheek rest for a proper cheek weld

oak hatch
woeful summit
#

Hehehe

oak hatch
#

And then working out how to standardize the UVs in my art style so that I can atlas/stack UV stuff reliably.

#

And then making a shader.

#

YAY

#

I want to emulate the way a lot of japanese artists paint guns.

woeful summit
#

Well, hey, at least you don’t have to make a realistic internal animation LoL

oak hatch
#

About that.

woeful summit
#

👀

oak hatch
#

...I may or may not have SOME of the internal modeled.

#

nothing wild

woeful summit
#

Ok, that’s cool

oak hatch
#

but you will be able to do things like press-checks and chamber checks.

woeful summit
#

Nice

oak hatch
#

cause these guns are going onto Oiel2.0 with my avatar PVP system and gun manip setups.

#

MFW I'm still trying to make this thing Good Rated

woeful summit
#

That’s gonna be awsome

oak hatch
#

2 guns, damage models, custom IK stuff, extra gear and attachments...@_@

woeful summit
#

Soo… what if we were going to make a firearms museum that included internal model animations…

#

Within VR chat

oak hatch
#

mite b fun

#

oh, imagine a "become boolet" exhibit.

woeful summit
#

Hehehe

#

That would be interesting

oak hatch
#

first person view of a huge-sized gun, loading, firing, flying thru air, etc.

#

wheeeee

woeful summit
#

It could be like a ride that explains how firearms work, and what rifling does

#

That sounds verry fun actually

#

Heres the hard part tho

#

Quest compatibility

neon kelp
#

i have made some progress!

oak hatch
woeful summit
young owl
# oak hatch

What is it? Kinda looks like a heavily modified glock with some cool-but-illegal accessories. Looks frickin sick. But what is it?

strong cobalt
#

Gun

oak hatch
#

It's built around the FCU of the Hegao Arms HP-10, uses the same mags and FCU, same grip geometry.

#

Behold, I designed a working gun, for a sci-fi setting.

young owl
#

Ooh. Thanks for the clarification!

oak hatch
young owl
#

Fair enough.
I love guns. Used to go shooting with my sad when I was younger, but haven't gone since.

tulip ice
#

Working on everyone’s favorite racist

long depot
tulip ice
#

Lovecraft

long depot
#

I see...

red glade
#

Hello! a small qeustion is there a way i could make a convincing buzzcut/fade thats lowpoly

#

Because just having it bald feels... off

long depot
#

just tell ppl u got male baldness, bam problem solved!

red glade
#

KEKW

#

Fair point

red glade
#

Id reckon there are some uhm, Hair/stubble brushes

median pike
#

I cant think of anything besides texturing it

red glade
#

The height map will add to the effect tho uhm,

#

Ill do some research thanks!

turbid tide
#

Anybody got a single weed leaf 3d model I can use?

red glade
#

You'd reckon you could make it yourself right! Simply cut it out and you can fractal it if needed @turbid tide

red glade
#

@tough plover @median pike Here's something

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Dont ever have me cut your hair cuz yo **** will be crooked butttt

#

Decent fade id say

median pike
#

yeah looks pretty damn good

red glade
#

Thx 🙂

south wolf
#

very nice

#

i actually did make one but it looked kinda cartoony

karmic haven
#

wish i knew how to make a bad ass avi

spiral sigil
red glade
median marten
#

I done a headswap on one of my models but in game the head is a little too large how would i go about unmerging the head armature from the rest of the body to resize

full hornet
#

How do I separate the eye meshes on avatars in blender?

#

My character design has heterochromia and the model Im using uses one texture and uv to color both eyes

tough plover
honest schooner
#

i thought it was gonna be easy to work on this but then i realized "holy shit the entire body is a box"

#

how would someone rig this

tough plover
honest schooner
#

do you rig the entire spine with the body?

tough plover
#

if you want it to stay perfectly solid, that might be a bit trickier if you want it to look right

#

I would just recommend adding a few loops to make it bend

honest schooner
#

because i don't know how you'd bend a block of metal, so how do you rig this?

#

head?

#

spine?

#

head might work.

#

wait no that's a bad idea.

tough plover
#

if you rig everything to the head, it will move with the head. the issue is that it will "detatch" at the hips

#

like it will move away from the legs

honest schooner
#

hips/chest?

tough plover
#

hips would make it move properly with the legs, but it would "detatch" at the neck

#

my suggestion; create a separate bone for that whole part, parented to the hips. then, in Unity, add an Aim constraint to make it "look" at a target object located at the base of the neck

honest schooner
#

so rig everything to the hips

tough plover
#

to a separate bone parented to the hips

#

because you want to be able to move that bone separately

honest schooner
#

oh okay