#3d-modeling
1 messages · Page 3 of 1
it essentially means its just viewing the texture with no material settings
material settings are irrelevant
u have much more pain for yourself@to work through
ye
good on u for starting so early
dont give up ull be ahead of so many people before they ever got to start 3D
thanks man.
be the best the best there ever was
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!
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i just googled that
ty :)
i reccomend you model in Blender though, Unity is a game engine
you made a map with probuilder or something?
Sick design !
Hey i know you
Anyone here can create a avatar for me? My laptop dont have suport for 3D modeling
your laptop doesn't need to "support" 3D modeling, not really how this works. blender is fairly light, it can run on my 7th gen i5 laptop with integrated graphics
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
do you have a budget? references?
Id recommend joining the vrc traders discord
Some proper renders of a model I made recently.
Love the mask
🐺
I have made 3 version with differing subdivision counts. I am practicing proper optimization while also not losing much quality.
Hear me out, find one vertex thats your favorite, delete everything else, boom quest avatar ready
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.
I wish i knew how to work for companies like that\
Contract work is stressful.
I only have done hard surface modeling for this company which I am good at. But my true passion lies in characters and enviroments.
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.
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.
Spooktality avatar is finished
I am so fricking close, i dont even want to think about having to do phys bone
That's clever
Lets go look at how nice this looks
Thank you I figured its a skeleton so it's gotta be spooky
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.
Never played it but it looks like sketchfab has the base body and another with the rooster head so you'd just have to kitbash it together.
I have no idea what that means.
It means taking a part from one model and sticking it on another. That might be as simple as it's going to get unless one of the models there works for your needs.
Oh ok
I’m also looking for a model of the tape recorder he uses in Payday 2
Which might be harder to find
Yeah, there are some tape recorders on Sketchfab but if you want an exact replica, you might need to commission it or get lucky to find it.
How do I make a Quest avatar with sound and particles?
so ive deduced this issue with this model's eyebrows/pupils down to a z-clipping issue, how would i go about fixing this?
For particle systems, just parent a particle system to the avatar but note that you can only have 2 and having any will give the avatar a poor quality rating so it won't be displayed by default. Quest avatars can't have audio sources.
move them on the z-axis.
Then why have I seen multiple avatars with audio that works on Quest?
by how much? and would it affect other shape keys?
There are sometimes hacks that can be used but I think a lot of those have been patched so they won't work for new avatars and the old ones that have them tend to get removed after they get noticed.
By enough to stop the z-fighting, you just have to play with it. If you move them using a shape key and then apply that shape key to the basis, it shouldn't affect your other shape keys.
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?
You could try it. What messes up shape keys is a bit of a mystery to me, sometimes it will, sometimes it won't. If you make a change as a shape key, there is a little arrow near that panel that allows you to apply the shape key to the basis, basically altering the base shape. I've found that generally doesn't mess up other shape keys but it might not be necessary.
so save my change as a shape key, then apply to basis? (provided my first process doesnt already fix it without issue)
Yup
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
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
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
main camera
3d viewport
this is wack
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.
im gonna do that before futzing with it any further
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
yeah, messing with the ZTest option proved some results, so ill ask there. using poi pro shader. thanks
lmao vrc has no issues, its PURELY a unity editor camera thing.
I bet there would be some issues on Quest but PC is pretty good about minimizing z-fighting.
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
Ah, then you're good.
thanks for the help btw
so cute of a avatar...
eheh thanks
booth is a wonderful place
canonically she'd kick your ass in 20 different ways but i dont want to clutter this chat
moooove over I've got some interesting optimized developments going on here
Should I add frillssssss???? 
Yes!!
So,
quest avatar. With toggleable clothing styles, drink, glow stick, seasonal props, facial expressions, and bone based visemes, and a few other things.
I'm tempted to cram a PVP system in there, for giggles.
How do I apply the Cloth modifier.
Thank you. :)
fast little world i modeld today. now i gotta figure out how to unity again
fast little world i modeld today. now i gotta figure out how to unity again
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...
how did tou do that
blender?
but how
Mouse and keyboard on a PC with the software Blender & Gimp
in blender is there a way to extrude a face along a path like I can do in solidworks?
Yeah, I haven't done it but I knoe there are tutorials for extruding along a path.
multiple ways, you could use something like a curve modifier
how do i make this all one face
I think you can select all of those edges, hit delete and then "dissolve edges"
thank you once again, Krampus
I would point out it would get turned into a bunch of triangles again once it actually gets into Unity
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.
Shouldn't be a huge problem so long as everything is flat
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.
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.
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.
This 3d? If so, you've managed to really get it looking like a drawing. If not, it still looks good.
when you are testing your weight painting and suddenly Blender turns Spooptober mode
Hey i was wondering if anyone in here knows why this is happening in CATS in Blender :)
try with 2.93.x, cats does not support 3.x.x yet
how do i make the colored one into a ball? (unity)
Oh man, this is not how you would model this; if that’s your goal.
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.
Try the retopo modifier in the modifier tab (wrench tab).
i dont see the retopo modifier
It does actually, but only the hidden dev version on their discord (it is on their github, but I have not found anyway to get to it without the link in their FAQ, which is what I am linking to) #703190726447595581 message
I'm looking for someone that would be interested in creating a custom world (paid) please let me know asap! Trying to get quotes
I think he means the remesher modifier. I've never gotten that to work for this application but you can try it.
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
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
yeah it's strange, i have places where set from faces works nicely, but other places where it doesn't
how do i fix this
Sorry for the late reply, yeah it is 3D xD. Thanks
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
Like 16 years of doing it very, very occasionally. If you do it daily and use good resources, I'm sure you can pick it up much more quickly. I've seen people make major improvements in a year.
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"
You can understand how to use Blender fairly quickly, just like you can understand how to use a pencil quite quickly. Using it to make art is another matter. You can progress quite quickly if you're consistent but you're not going to be a master sculptor in a month or even a year.
oh i just mean understanding the features. that's the biggest hurdle for me.
I'm extremely bad with the technical stuff.
today is a day as good as any to start learning
I've already made the doughnut not i gotta think of bigger projects
maybe try making a couch
oooooh that should be neat
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.
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.
this is the bit i struggle with
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.
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#sirpinkbeard #Blender2.8 #3dmodeling...
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yeah I figured that would be a little more complicated then the donut but not overwhelmingly so and you could play around with cloth simulation
Those two videos cover pretty much everything you need to know.
cloth sim is something I've always wanted to try but never went out of my way to figure out how
will get to that next time i use blender
thanks for the advice : )
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Hello my finely-feathered friends. In this beginner tutorial, we go through the process of making a pillow, using Blender's cloth simulation.
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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.
bookmarking both of those
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||
yeah i can imagine sculpting all those lines and creases takes ages
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.
ill try to make many small projects that vary in how u go about making them
the couch is probably the next thing I'll do but i might try like a miniature version of my room after
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.
yeah trying like your real-world room would give you lots of objects to look at to try to make
like definitely plenty of hard surface modeling to play with to make your computer case
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.
im honestly not looking to learn unity in that way, just want to use it as the final step when porting the model into games like bonelab or vrchat
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.
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.
a bit of retexturing
maelstrom design 🕺
How do I get these Dots on face selection?
you see that when in X ray mode
I am aware of that, Is that only in Wireframe mode?
no, any mode
Still a work in progress.
Ooo lovely
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)
any tips?
Is it possible to extract Ambient Occlusion maps from a material in blender? I need the AO maps in png format
does the blender material even have ambient occlusion in the first place?
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figured it out
cool
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?
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.
is it possible to downgrade a project from blender 2.93 to 2.83
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
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
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
Hand cannon done lets gooo!
anyone know the world mb limit
oh.. oh hell yes
The limit is the decision of players when they look at the world size
time to model my entire house
A reasonably-szied house can easily be under 100 MB if it's optimized unless you live in a palace or something.
that looks sick asf!!! good work!!
would i need to add colliders or something or can i keep it as it?
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..
i'm back to square one with how much progress i lost
Blender got autosaving
ty
You at least need a ground collider if you want to not fall through the ground endlessly. The rest is negotiable.
If you want to collide with it, give it a collider. Box is usually fine
how find use i want stuff bak >:(
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
ill try that
Thanks
me omw to get commissions:
I don't think the thumb is the longest finger but you've got 5 fingers so that's a solid start.
i dunno man how else am i supposed to give a thinbs up
pose mirror doesn't actually mirror properly does anyone know how to fix i forgot the method
make sure the bones are all named symmetrically. In other words, the bone on the left has to be named the same as the bone on the right with a matching, but opposite suffix, like _L and _R
So for example "UpperArm_L" and "UpperArm_R"
Idk if I'm late but I'm not an expert either, but make sure both fingers r the same cuz the finger next to the thumb is thinner than the others but its guud so far
Finished.
damn thats cool
I'm not sure where you'd ask modeling questions but does anyone have experience fitting gloves on avatars?
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.
omg krampus my beloved how are you
Would anybody have a good tutorial on modeling a base for your avatar?
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
so it either goes that high or that high but down
it snaps to that
i don't know how i did it
i have done it a few tiems on accident
how do i return to the precise movement
i think i figured out it was the little magnet icon
I'm alright
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.
Why is the book cover shining like It's a light source >:(
did you turn up the emission on it?
also why are you plugging the alpha into the mix shader? there's nothing else connected
I am new to shading, I saw some tutorial about it. 🤷♂️
And for Emission
does it have a second material for the sign part?
Where is the actual light placed
The image itself. 🤷♂️
Are you sure that isn't just the light bouncing off the book and onto the plane below? Is the plane below reflective?
lightsaber work so far
dinner break gonna chillax
i'm planning on making a little podium that i can spawn in front of me in vr chat
that has multiple lightsabers there
no purpose yet
but just for the sake of it look cool as fuck
podium is gonna be rocks prolly
Not 100% sure. Can take a look at it later.
i finished up the basic model, just needs a bit of refining
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
I'm not sure what I'm even looking at. Is this a hand?
its the end of the sleeve
Okay nd how is it supposed to look?
not with that sharp point
this is a better photo
same spot on both sleeves btw
also this is how its suppose to look
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
its definately through the mesh
i moved a specific bone and this happened
it seems that that specific point is linked to the upperarm
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?
You should just be able to paint that point with a 0 weight 1 strength brush and it will go down
so uh, how do i pose it
By moving the bone that is affecting that part of the mesh
explain it like ive never used blender before
cause i have no clue on what i need to press on for that
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).
You good up to that point?
that was in unity though
i have no idea how to do it within blender
in unity it was as simple as selecting it within the hierarchy but with blender it only moves the rig itself
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.
thanks
... it seems that i can't even access that
which is now really confusing me
also i mean the specific point
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
rig
however it is there within the weights
Well if it's impacting the mesh, it must be rigged to it somehow.
I dunno how a single vertice would be rigged to it
Haha skeleton bone go brrrrrr
this is how i'm going to present it in vrchat
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Could be face orientation facing the wrong way
Finished my halloween costume!
how would i fix that?
go into edit mode, select all by pressing a, goto mesh on the top left, normals, and recalculate outside
in blender?
ye
You can also flip individual faces by selecting them and then going to mesh -> normals -> flip normals but that should work.
ight heading to blender right now
Creating a model of the world Neverhood
does anyone here with experience in substance painter mind helping me out with a baking issue?
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
did you try messing with the baking settings?
not yet no
should try messing with the max and min ray distance
i've pretty much only just bought substance lol
i'm loving it though
alright, thanks
okay that actually worked great lol
thank you!
i wasn't expecting to have such good results i expected it to start affecting the normals i wanted to keep
for more challenging geometry, consider using a Cage mesh
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
also, baking in blender at first might be a better option, since you can more quickly iterate modifying the meshes/UVs
that's a good idea
it's frustrating because i'm sick of finding 10 minute long videos
with a web cam and the entire history of 3D graphics before they actually tell you how to do the thing
oh and a sponsor from skillshare where they suggest a blender modelling course
only reason why i didn't do it in blender first lol
you could split off the head to its own mesh for now
or another material
the mesh you paint on doesn't exactly need to be the same as the "final" one
i can try to
it can be an exploded version, can have separated pieces, etc
i really don't have enough experience in this program to know what the best option would actually be
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
Substance painter is typically the go-to application for texturing
for anime models though, using custom normals can actually be a way to get the lighting to look even better
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
and I had a little bit experience with modeling by only did it in sfm
because I only need to put the character together piece by piece
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
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
this is not a reason for asking for someone to do it for free, putting it together and fixing weight painting is time consuming in itself
No I don't need the waist painting to be fixed though the waist painting is fine
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
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
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?
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
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
Do you own a vehicle?
If you do, then you'd know how much a service costs, even though they don't make the parts, they charge for the time to put them in.
Same concept fits here, where even if you have all the parts, you'd still be asking someone to put in the time to put it together.
Well yeah a vehicle is more important than 3D models It's the everyday transport of course you're going to have to pay for it not trying to be a dick
And some people make their wage off 3d models
it's better to just ignore these ppl tbh
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
the whole point for me is to not use any lighting at all
no elp
Youu have to remove parts of the mesh
how?
you may want to go in edit mode and grab the hands with the proportional tool and also symmetry on x axis enabled
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?"
I never saw this error in unity lol can you show the error message maybe?
hope you can see it
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
can somone explain how to fix this? since it doesnt fix when pressing "auto fix"
Click the texture(s) in the project tab and look at the inspector. Either disable mipmaps (what I do) or enable streaming mipmaps
never disable mipmaps unless there is a good reason for this.
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.
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
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?
You now have to UV unwrap your model before texturing
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?
shaders
fr shaders for anime because it often looks wrong without them
although some anime models can do with diffuse shading but it depends
Personally I wouldn't rely on shaders only. You can paint some shadows and lighting effect directly on the mesh
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
i think i wanna go for something like this
so those are "baked shadows" as someone called it?
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
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?
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
you always need a shader
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
yeah thats fine you need to learn what brush hardness is used for certain strokes and what colors work best and what layering effects make etc etc
ok, i think i have some grasp of what needs to be done now at least
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
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
i got access to substance painter so that is a non problem for me
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
thanx everyone anyway, realy helped talking to ya
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?
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
Made the grimoire from Helluva boss
that looks sick asf
how do you give it an invisible background?
if you do renders in blender, just enable "Transparent" under Film
thankies uwu
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
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.
will do boss, love you
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
Whats the poly count
and how many materials do you have
in blender check your statistics while everything is selected
like 5 or 6
bet will do
where is statistics
My guy
am i in trouble
s
screenshot
Now in edit mode
how do i do that sorry
Youll have to do alot of it manually
i'm still relatively new to blender
Go into edge mode and delete some of the edges around the circles
and i have just been making i didnt' realise there was so much to it
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
don't got 30 bucks
plus i need to learn it eventually may as well do it now
thank you for the offer though
Good luck
i'll wing it 😎
fuck it i'm gonna remake it
kachow
Best bet tbh
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 
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?
use edge select and disolve most of the circular ones
will do!
Idk what im looking at
do you want to remove the rectangles entirely?
It doesnt
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
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
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
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?^^"
just makin a nice uv map, nothing strange at all.
@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.
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
And here you have a cylinder that looks like it's a cube and a cube that looks like a cylinder ^^
in this example "looks" is a strong word lol
When you have more poly gons like this all it does is makes everyone lag, optimize your avatars people!
Everyone should just make Quest-compatible avatars 😌
i dont know how to im sorry :(
it sais mine ain’t quest compatible
youtube
The Bloc Martins
The builder should tell you why unless you just haven't published it for Quest.
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
Anyone here i can ask blender help?
nvm forget it
Hey so I’m planning of starting to make models on blender
do y’all know a good tutorial video?
Finished this yesterday for Spookality, yippie! https://sketchfab.com/3d-models/naren-the-ringleader-7992f4c3ea464f168023be7e5431aad9
Weightpainting is a bit wonky in some areas, but :p
how should i go about making eyelids for a model with elliptical eyes
(in blender, for vrchat)
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
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
Yeah, blinks can be pretty wonky and still look fine for how fast they got by.
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
Update to a previous post i made. I know it doesn't have thumbs, i just need to relax rn and take a bit to chill :p
a little goofy
literal cat paws as hands looking pretty good
pulling my hair out trying to figure out why the head is see through help
Try pulling the lids out further even if they stretch a bit oddly so they don't clip
Check the material and see if its set to alpha blend. Change that to opaque.
thank you!
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
cool now it works
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?
the clothing would not know to get bigger with the boob slider without you setting that up
Made a halloween bucket with some candy for the vrc traders prop contest/halloween party, Its free on my gumroad
I'm bad at this here's a worm, made mostly with the skin modifier, love making these so much
Looks pretty nice!
Thank you, it's colors are FF8888, FF88FF, and 8888FF
That's a lot of 8
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.
fitting clothing that was made for different models with different topology will be hit or miss. you will likely end up with a lot of clipping
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
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 !
for "unique body shapes" you're almost better off making your own clothing from scratch for that specific model
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!
8 is half of F so yeah
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
Make sure there's no duplicates
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...
Unity is not a modelling program, Blender is
Ok I was looking at the same time
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...
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?
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.
you could just combine the texture and the body texture in an image editing program
so you just have the skin texture showing through where there's normally alpha
good call.
do you happen to know a way to do it through blender?i don tthink the uv's match up perfectly....
I'd do it in GIMP or Photoshop. Just line them up or clone stamp it and then layer the texture with the alpha over it.
You could also projection paint it in Blender using the body texture as a stencil and then combine the textures in Photoshop.
That would work tysm
Just gotta make the tactical rig 🙂
Made the uhm mechanix gloves also.
I will redo the fishnet as i found a better way
ill def put this in my world thank u very much 🙂 happy Halloween
Link me!
huh
i will dont worry
ill show u in a sec
Another worm
I appreciate it, but you couldve just put it on a small card or something 👉 👈
all good ,i like it ,so more the size they see it
Do anyone have a method or tutorial on how to make a realistic cloth folds or wrinkle in blender?
There is a cloth brush in the sculpt tools you can look into but often you'll just want to use a cloth modifier and then apply that modifier.
Thx
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 !
Wip
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?
this isn't 3d printing, you don't need your meshes to be manifold
you can absolutely just remove the ankle by just deleting the faces
Hell yeah brother, I love easy solutions
Would this be an appropriate channel to ask a question about substance painter for modeling?
honestly you're in a decent spot
wip , power shoes before retopo
Start on a bug body of sorts
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.
A.N.T.S landscape is a good plugin for blender it creates landscapes, Its kind acomplex so id watch a tutorial first
you could def do this with terrain
might need some good textures though
The only problem that I'm seeing is flattening the terrain, which I don't know how I would do that
I'm thinking polybrush, but that doesn't have a set height option...
That’s for regular terrain in Unity. I don’t know if I can convert the mesh from blender into a terrain in Unity
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
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
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
i think my brain just fried
what if thesres that edge loop going around in that area..
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?
I added loop cuts and dissolved the ones I didn't need
one sec
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
damn you just made my life so much easier
needs to be the edge between the ones you're filling between
oh yeah they were created when i extruded to get the outer rim of the railing of the ship
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
oh.. right that loop doesnt seem to make sense anymore after the extrude was done
mhm
man i have so much to learn.. i just cant see the bigger picture
https://i.gyazo.com/0173e6d386be06df46ca7662bd9e70f6.mp4 so this would be acceptable result?
yea that looks pretty good
you seem really advanced. you have any recommendations where to learn topology for hard modeling and organic? and good practices for them
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
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
How does this look for some sand dunes? If it helps I'm gonna be making a Tatooine City with some stuff outside of it.
https://gyazo.com/75ad89fa3e952d17c09a3b0fdc38276a
I'm not a dune expert but I'd like at some references if you're stuck
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
I know they have these rad ridges
Yeah, sadly I couldn’t get those ridges without it looking worst off
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.
yeah, if you don't need the terrain features which it doesn't sound like you do
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.
tacticool camoflage (shit stains)
Gotta make the tactical rig. Annoyingly im not sure how i would approach it
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
im gonna be honest with you but i have slight feeling that the ammount of edges you have on that is the reason for that. theres so many it looks "smooth" and then theres that 1 edge line thats out of place.
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
I am trying changing the smoothing angle, does not do much. I also dissolved some edges around the are and there is not really a change either
what the hell, what is the poly count on those
I did dissolve lot of the edge loops and created some ngons down the shoe, but it does not solve the problem at all
The new Halloween costume I made 😄 looks so cute
Finished the hand rig 🌸
master hand avatar
wowow good job
Anyone know any good tutorials on making clothes? Struggling to find videos that aren't showing fabric stimulation shortcuts
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
https://i.gyazo.com/06ca8a1cb20fcf2ecd5b29d66f5909dc.mp4 Im making this comfy type night scene inspired by someone who did it aswell any opinions? its still WIP
spoopy
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.
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
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!
hope your clothing stuff goes okay
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
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.
how does unity handle processing empty and covered UV space when rendering textures
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.
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
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.
been working on meshes and for some reason the texture for this cylinder is on the inside and the outside is transparent. 💀
select the faces that are backwards and do alt+N recalc outside and it should fix
pov still trying to slap paint onto metal until it looks good
oh wow that worked. thank you! ^^
ooh nice! 👀
how would i make a effect like the medievil magic swords blade?
like where it cycles between royal blue and black
https://youtu.be/JEzRiKtsjtU
you might not be able to see it very well
And how's the weather mate? -- Watch live at http://www.twitch.tv/joesguy
how would i pull this off?
^ 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.
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?
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
https://github.com/fblah/ShapeKeyTransferBlender may help you
^ 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
@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
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
when you import something in unity, it makes a copy of it and keeps it stored somewhere else. it's essentially re-encoding the entire asset and putting in a format that Unity can more easily use
if you set a texture to 2k from 8k in the import settings, it makes a 2k version and stores it
so where is it stored is my question then
under Library
no like uh when your in a game like vrchat
in VRAM
so other players will have to load in both
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
oh okay so the 8k wont be seen in other players vram at all?
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
yeah I ask cuz cobruh is trying to make a texture below 1mb and the origial texture is like 8k
or 16k
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
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
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
made a paper birch for a first tree
no subsurface in unity because i dont feel like writing the shader
looks actually really nice, how did you do it if I may ask
flip your normals
or change your blend mode
running from having to fix the rigging anymore
speedtree and fixed the normals for the leaves in maya
🐺
Skellebro
you could just enable X mirror and select one side and move it
what on earth is that lmao
anyone know whats causing this seam with the mirror modifier?
they are merging
make sure you delete the other half of the model entirely when you use the mirror modifier
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
lets go
Needs charging handle and breakdown pins, but otherwise, good job
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
yeye, I still haven't detailed out the charging handle, takedown pins, gotta change how the stock links up with the upper, and "borrow" the AWCY" folding brace model as a basis for the brace.
It's based LOOSELY off the FCU X01 PDW.
Sorta, TMP9 meets FCU X01 kinda vibe.
Could probably move over the buffer tube and nut model of the M16 for that one
Actually, probably not, the stock of the M16 could be too long…
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
Roller delayed blowback… why not lever delayed or recoil recoil delayed?
What about the folding version of the collapsable M249 stock
Might look good, and it’s a little shorter
Ahhh, yeah, that could fine
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.
Well, you might not need to if you flip the hinge so the stock hinges to the left instead of the right of the gun
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
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.
Nice
Cause who doesn't love an underslung superposed caselite multipurpose 37mm smart munitions launcher?
Hehehe
[thoomp]]
I would like to make a firearms museum within VR chat one day
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.
Nice
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
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
MFW someone double-charges a rund and the gun KBs and kills them in VR
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.
Theres diffrent side folders for the AK out there, a crap ton
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
yeah nah, no underfolders for this boyo. I've got a prety decent ish idea of how I want this to look; after that is the 6.5mmTC rifle body, and then a billion billion accessories.
Hehehe
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.
Well, hey, at least you don’t have to make a realistic internal animation LoL
About that.
👀
Ok, that’s cool
but you will be able to do things like press-checks and chamber checks.
Nice
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
That’s gonna be awsome
2 guns, damage models, custom IK stuff, extra gear and attachments...@_@
Soo… what if we were going to make a firearms museum that included internal model animations…
Within VR chat
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
i have made some progress!
What is it? Kinda looks like a heavily modified glock with some cool-but-illegal accessories. Looks frickin sick. But what is it?
Gun
Hegao Arms HDW-10. Fictional sci-fi select fire 10"bbl folding stock, detent delayed blowback 10mm PDW/SMG.
Will also have a Compact variant (6"bbl, telescoping stock).
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.
Ooh. Thanks for the clarification!
No worries. Gave me a reason to nerd out, always a good time for that.
Fair enough.
I love guns. Used to go shooting with my sad when I was younger, but haven't gone since.
who is that supposed to be?
Lovecraft
I see...
Hello! a small qeustion is there a way i could make a convincing buzzcut/fade thats lowpoly
Because just having it bald feels... off
just tell ppl u got male baldness, bam problem solved!
could just texture it on
Thats what i orignally was thinking, Not sure how i would achieve said effect
Id reckon there are some uhm, Hair/stubble brushes
I cant think of anything besides texturing it
Anybody got a single weed leaf 3d model I can use?
You'd reckon you could make it yourself right! Simply cut it out and you can fractal it if needed @turbid tide
@tough plover @median pike Here's something
Dont ever have me cut your hair cuz yo **** will be crooked butttt
Decent fade id say
yeah looks pretty damn good
Thx 🙂
wish i knew how to make a bad ass avi
hey its good you can see the issues with your own work its a very important trait to have as an artist
🙏
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
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
you wouldn't separate the meshes for that, you would unstack the UVs
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
that depends how you want it to move
do you rig the entire spine with the body?
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
I want it to be perfectly solid because that's literally how they would move theoretically
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.
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
hips/chest?
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
so rig everything to the hips
to a separate bone parented to the hips
because you want to be able to move that bone separately
oh okay