#3d-modeling
1 messages · Page 11 of 1
maybe?
or
This was the 45 degree one I mentioned
There's this. It's similar but a bit different because of topology
I see
I think the fact that there it's so smooth and not like individual planks is what's making it look a little odd
I'd prefer not to have to cut a line through the curved quads, but I'll give it a shot to see what it looks like
yeah potentially
let me try another alternative design
some kind of segmented thing?
maybe having the planks run the other direction would help?
just throwing ideas out there
I tried something similar to that and it looked pretty weird but maybe if I divvy the segments up properly it could look good
here's with your other design
it looks nice to me but it necessitated some weird geometry
And I'm not too keen on it
I'll keep experimenting! Thanks for the input!
How the hell are seems going over edges that don't exist anymore
Do you want to see dimensionality on each plank being placed into the bar feature(?), it looks handcrafted and more real
What do you mean by this?
Alright, It looks more physically feasible now!
Those individual slabs getting smaller and squished into trapezoids is probably not something people would want to choose in a real construction scenario
What's the alternative?
I don't remember how to professionally UV Unwrap I've been out of season for awhile
If you can describe to me how they should look, I can do it
It's easier to picture how it should be if you imagine actually placing each slab
I watch a fair amount of woodworking videos but I'm not quite sure what your vision is
Keep the slabs same size except for the one where it meets
You mean rectangular versus trapezoidal?
That's far too much work, so I think I'll pass. But I appreciate the input
Yeah for now idk the math
All sorts of perspective math with trigonometry
But it seems to make more sense of things since after all the 3d application is using that math to show you your model and texture
In order to make the planks rectangular, I'd need to make the actual mesh have rectangles in the bend, and that would require remodeling the entire bar corner
So I think this is fine for now. The scope of this world is much much larger than this one room though, so I have a ton of other stuff to work on
Seems like it could be done with just the normal map but I honestly don't think people are gonna care or even notice most of the time, looks good and who even knows how wood works?
It is using the normal map, but I'm using trim sheets and tiling textures, so the UVs determine the shape
Ah, right, that does complicate things.
hello, im trying to learn how to create avis, does anyone know where can i start? tutorial wise at least, thanks :p
that's the point so it knows what it looks like when you're not talking
SIL is short for Silence.
It is a bit confusing as to why it exists, because you'd think it would just use the default shape without any shapekeys for silence, rather than a shapekey with no difference
I was gonna go to sleep, but then that midnight motivation kicked in and I made a rigged candy bucket 
This is a full minute of me just wiggling a rigged bucket, felt like sharing
Why did I watch the whole thing? it's just a bucket. What was I expecting?
It's a wiggling.
Bucket.

This is a bucket
i think the fact that this was recorded at 5 am really adds to the ambience
so i have this fedora hat model that i found for free online but i noticed that the band around it is not against the hat, and it looks bad and i wanna figure out how i can make it like flat against the base hat, can anyone help me out?
should probably use my fedora instead
price?
free
but you can tip if you'd like
it comes with the Substance painter files, you can change the textures as you wish
yee ik
it's also a hell of a lot more optimized than the one you're using lol
feel free to modify it in any way you'd like
maybe you could seperate the band from the hat ( click a vertex on the band, press L, then P > seperate by selection ) and then apply a shrinkwrap modifier
and then adjust the distance from the hat itself so there isnt clipping
ok
For bodies, is it generally easier to cut up a premade texture to fit a new UV map in photoshop or edit the model's UV in blender to fit the texture map?
Trying to use a skin texture for a body it wasn't originally made for
you should probably make the textures from scratch, pretty easy in Substance
did your specific body mesh come with any textures? might be easier to modify those
otherwise good luck getting UV seams to line up
It did but they are very simplistic. I'm trying to modify the (neck down) body of a furry avi to human skin
I guess I'll keep at it in PS
I'll try and blend the seams when I'm done
Hmm
This is hard 😅
Really good texturing is arguably just as hard as the modeling.
When I me and a friend made this avatar and put it into VRChat, we came out with these annoying white lines, how exactly would we fix this?
you didn't add enough texture padding around your UV islands
what did you use to texture?
Procreate
Is there a way to fix this?
check to see if there is a way to adjust the UV Padding
if not, you can use blender to bake out the padding. this is an older video but it should cover the topic https://www.youtube.com/watch?v=2xNqqsP2cjA
To stay up to date with my latest videos and cool Blender tips, make sure to subscribe to this YouTube channel!
Cheers!
released a Blender add-on to facilitate working in Substance painter with multiple UV maps by creating copies of the mesh(es) for each UV map automatically and giving them new materials so they show up as separate texture sets. useful for shaders like Poiyomi that let you choose which UV you want for basically any texture. let me know if you encounter any issues https://github.com/sacred0/SubstanceMultiUVExport
awesome
Im trying to make a hat on my avatar grabbable, how would I do that?
Whenever I try to bake my textures for my model, they all come out completely pitch black, how can I fix this?
does anyone know if it's possible that I can make the teeth stick out from the mouth while it's closed? (I'm not home right now so these are the only references I have as of right now)
definitely. you could model it so the upper row of teeth is forward to the point they stick out. could also make the teeth only stick out during specific gesture expressions by moving the teeth with shape keys
alright I'll try that when I get home, thank yoy
youd probably need there to be a bit of a curve to the teeth, more like it wld be irl ig if you wanna go for the first option
alright
I tried that originally but I messed up and gave up really fast but he looks uncanny without the teeth
Not properly mapped would be my guess. If you're going to bake to your texture, you need to not be using tiling and not have overlapping UVs.
if you have the metallic value set to 1, it'll also end up black
I love it when you export your model and blender just corrupts your blendshapes
Those white lines are the edge of your texture map. You’re seeing them because of something called “mip-map compression”.
Ah wait, seems like someone already answered you.
So I need a little help with something
Because I used the grab tool to get the arms and legs, I ran into an issue where I can't properly detail the elbows, knees, as well as add fingers and toes
Because there aren't enough polygons in those areas to do it right
If needed, I can also share my main reference photo
Turn on dyntopo in the top right, it will give you detail wherever it's needed. You'll need to retopologize this to make it animateable anyway if that's the plan so you might as well not worry about topology.
Ah, thank you very much, I'll try it when I get home
Anyone encounter something like this in Blender before?
Sometimes an object I have will no longer show the selection in edit mode.
Other objects still work correctly.
And I can still select parts of the misbehaving mush - I just don't have any visual indication of what edges are selected or seams or sharp.
I've encountered this in multiple meshes/projects now.
Blender 3.6.2
Seeing your entire UI would help
how do i smooth out this edge
ok, so it does seem like I was right with the idea that it was originally two layers
can you go back to the original mesh and try this:
- in edit mode, hit L over the mesh
- hit X > Vertices
- see if there is anything left
this model is broken as hell rn 💀
This tool is my personal favorite in edit mode
Has it been decimated or something ? The topology looks not great.
Flat shading certainly doesn't help
i had to decimate it , it was 100000 polygons
yeah i can tell the topology is bad when i smooth shade it
i fixed it wohoooooo
true
i have it bound to q so i can spam it lmao
Happy JoJo Day, everyone.
Here's a video I'm surprised no one's done yet.
Does anyone know how to cut into another object? I am trying to make an arch, the oval and wall are joined because I thought it would be eaiser
knife tool
how
can't get anymore elaborate than that. It's just called "knife tool". Depending on workflow, K.
Knife project
Knife project is the tool made for that purpose
My weight painting is being weird, I'm trying to do mirror weights, but whenever I paint it mirrors it on the body
So for example
I'm painting the left leg
It shouldn't be mirroring the weights exactly on each leg
But the right and left bones should be mirrored
When I paint on JUST the left leg
It paints symmetrically
So when I try to weight paint the left leg it is making the right and left leg painted to the same bone
I understand it should do this for bones in the middle
But these are left and right bones it shouldn't do that right?
And the weights aren't even mirroring between legs 😭
I've never had this happen before??
I know the mesh is symmetrical, I used mirror modifier
Nvm somehow mirror vertex groups got unchecked, that was my issue
Yes that is what mirror does :)
in order for the weights to be mirrored properly, the vertex groups for the opposite side need to exist
to create them all, select your mesh in object mode, shift click the armature, and do ctrl + P > empty groups
Your character reminds me of prismo
avatars take a very long time to make, how much are you willing to pay for something like that?
Based off of that yeah
I'd also be careful with anyone solliciting you for commision work from this server, 99% chance it's a scam. using VRC Traders ( #community-servers-old ) would be where I'd go for commision work
I've been in the vrchat community since 2017, so I am aware. It all depends on the individuals price range to be fair.
Appreciate it thank you.
The character looks simple
I say 50
to make it from scratch? hell no lol
stylized like that, I doubt there will be bases similar enough to be good starting points
maybe one could be used for the body, but I think the face would have to be redone
that's not what it usually does with opposite side bones, it usually paints asymmetrically but copies a mirrored version of the weights to the corresponding bone on the opposite side
never done that for me when using the mirror
well i figured it out
mirror does what you said if you have mirror vertex groups disabled
it does what i said if you have it enabled
So like, is it possible to have the cat's fix model button not mess with the bones at all, just merge the meshes without decimation (for some reason decimation generates noticeable and major holes in every mesh)?
This is for Blender 3.6 by the way.
can you not just merge meshes manually? it's just ctrl + J
Fix model is not required for anything
oh ok
That would not conflict with say ones with shape keys?
And what about multiple materials that might have shape keys of same name?
what? that's not how shape keys work
say for example the default shape key
shape keys belong on meshes, they move vertices from one location to another. they have nothing to do with materials
That moment when I cannot atlas 1 of the materials due to needing to use an option on a shader to support cutouts and not knowing if I can use that option on all materials in unity without issues with them as well. 😹
you can atlas a material that uses cutout transparency, but that would also mean that the entire rest of the material would need to do the alpha test, and would need the alpha channel in the texture. keeping things that require transparency on their own material is generally recommended, although with cutout it's still going to work if it's one material
ah ok
I see
So it would not affect the mesh that does not need cutouts on parts of the atlas texture then?
it wouldn't affect it, but it would mean you're using the alpha channel for the whole thing, which would double the size of the texture in vram
Yeah, that was why I think not combining the head part in the atlas is a good idea.
as it is the only thing that has transparency.
Also would bring it down from ~20 MB (with the poiyomi shaders) down to about 6 MB or so.
in textures alone
if you use Normal quality compression in unity, a texture with alpha is twice the size. if you use High quality, it will be twice the size of a normal quality texture, but will look better and supports alpha. it really depends on what you need though
true
Can still atlas them, but use a separate material for the transparent parts.
Not sure if there is any real benefit to it or not honestly
I tried to atlas them but for some reason unity messed up the showing of them on a few meshes which became RIP.
Well it's time to understand how unity reads off texture space then eh
Also not use cats
I did not use cats, I used separate tools this time.
like the material combiner plugin for blender.
...
I don't like to say it but if you can't troubleshoot the issue with the automatic atlas you probably shouldn't use it yet until you can do it manually. Then you will understand what went awry
yeah
anyone know how to remove this radius setting on blender 3.6?
if you mean that you want the selection box again, just hold left click on the circle selection button
or hit W
Thank you
if i press Z for cut through on my blender knife tool it doesn't cut through
it enganges ORIENTATION LOCK to ze Z axis instead.
someone please help i go insane RN
so you're trying to confirm your cuts?
Oh I googled what you're asking. K for knife tool, then press C, and hold shift for cut through @timber bay
You only need to use C to enable cut-through. X/Y/Z now toggle axis lock for the cut, I think the command was something else a version or two back
So like I took a free hair that is 38.8k tris and decimated it to 5k tris, does it look good still?
Since you automatically decimated the front short fat hair strands, they are noticeably more bendy then some of the other ones
There seems to be a lot of geometry in the back of the hair where it's longer that you can dissolve edge loop easily with little consequence, because they are already running so straight down so more geometry doesn't actually add more detail there
At least it looks like you did automatic decimation over the entire thing at once
Also to determine if it has enough geometry we would need to know if the hair is going to have like physics
the sad part is that when I downloaded the hair for free (the creator posted it for free on their store page) they merged the strands together into a single mesh without decimating.
If you want better you have to make better
If you want to separate it to control decimation levels per strand, you should be able to hit L when hovering over that part of the mesh to select all connected faces and then P to separate. I think there's also a way to automatically separate all disconnected parts but I don't know it off hand.
There is a way yeah
Manual edge loop dissolution is the best route for good results, though you're always going to lose some fidelity unless the base mesh is just needlessly complex but using different decimation levels on the parts of the hair that will be more visible could give somewhat better results than full automatic decimation.
I see
btw the hair was from here: https://sockembopem.gumroad.com/l/uncmm?layout=profile
interesting for the hair I was using I was able to select, edit mode, P, and then by loose items to get each strand.
47 strands on it total oh my.
Ah, yeah, that was what I was thinking of. You definitely want to recombine those after decimation. VRChat is not going to like 47 separate meshes on your avatar.
yeah 47 + 7 more like it.
the hair was the 8th one
which is why I am doing hair in a separate blend file actually with only the hair.
Easier to fix if stuff goes wrong.
And honestly I might do the same with my avatar's cat ears and tail and merge the cat ears with hair to reduce the mesh's on it as well.
😅
Yeah, unless it's something like a prop where you want to toggle its visibility or give it specific components (like constraints) meshes should generally be combined on avatars.
yeah
How does the look on decimating each strand look so far?
yes I enabled wireframes on each one.
oh nice
got it down to 8k tris
it's actually ok just over 30k tris reduced on it.
If you ask me the hair is scuffed from the beginning
It's quite boring basic and not good at what it does but it's what most people default on
Hopefully you learned valuable information for optimization through this process though, you can then apply it to any other project
true
is it possible to decimate geometry without losing weight paints? every time i use decimate my weight painting gets wiped
if so how do you do it / what’s an alternative
damn alright
thank you
would it be possible to use data transfer from the body then? on the decimated mesh
Make a copy of the mesh so you have the original, decimate the main, then do a data transfer from one to the other and use "nearest face interpolated" for the closest copy. You may still have to fix some weights in areas.
Doing "decimate" will not screw up your UVs but if you do un-subdivide it will.
It will also lose shapekeys.
what? you can absolutely decimate without losing weight
go to edit mode, select the part of the mesh you want to decimate, then do f3 and search for Decimate
in the context box, turn down the Ratio to decimate it
every time i used the decimate it gets rid of my weight paints
thank youuuu i’ll try this
it shouldn't. what blender version are you on?
2.83
that's quite old
the addons + tutorials i used when starting out with blender all used 2.83
so i just stuck with it
vertex groups and blendshapes are both preserved when decimating. this has been the case for as long as I can remember.
well one time i had clothes with weights and after decimating them the weights were gone
i asked a friend about it who’s more experienced than me and she said that always happens
yea that's just not true. if you use the decimate modifier, you can't apply it becuase blender doesn't allow you to apply most modifiers if you have shape keys
there was no shape keys on it
i just used the decimate geometry in edit mode
i’ve never really used modifiers (mostly because i don’t know how)
Can someone tell me how to ass verticies to a face when i am trying to move the faces and edit the object?
what are you trying to do here
i am trying to move the back of the couch around the coushion and I don't know how to ad verticies while I am moving them
see if i move them it's not what i need
are you trying to go from that straight couch to that curved couch?
yes. They are all one mesh
you should add loop cuts to the back of the couch (ctrl + R, hover over an edge, mousewheel to add more cuts), and use a Simple Deform modifier to bend the couch
I've tried the duplicate option, but it just dupplicates the back of the couch and that's not what I need.
I'll try. Thank you
The ctrl + r works. not as fast as I used to be in 3DS max, but thank you
use mousewheel to add a series of cuts, like I show in the clip
not sure how you could go any faster than that lol
I wasn't using the scroll wheel lol
try to only add as many loop cuts as you need, in this case enough to match the amount of geometry on the coushins
I added one and put it at the middle of the curve and doing it by halfs. it'll make less pollygons for load times
why not just add a series of loopcuts like this? the curve is uniform, it makes sense for the spacing of loops to be even
you can choose to not have as many loops as the coushins if you want
The vertices get in between the other vertices and it's hard for me to find them and deseleect them
well i could have moved them to where they where stretched way behind the couch...
but oh well
that's a problem for future me
XD
Thank you for your help.
i did the scrolling on the other half and it worked wonders
how do i fix this massive hole 💀
i downloaded these pants and didn’t edit the geometry so it’s not anything i did
edit mode pics unposed if needed
dear god the poly count on those pants what the hell
I KNOW
i didn’t make them don’t blame me
(this is why i asked the decimation question earlier lmfao)
I figured out what my issue is with atlasing.
turns out it was not on my end but something with the material combiner plugin accidentally assigning the incorrect location of one of my material's UV's.
I even went as far as to ctrl+j all of the mesh's before using it as well to no success.
ah I see the issue
there is a long bug if say you try to combine an indexed texture.
The issue is, how do I know if it is indexed in blender?
Select everything and press M > merge by distance
thank you SO MUCH
how do i fix this though
im guessing just weight paint again and sculpt a little bit?
In this case you inadvertently merged some vertices with the method above, so undo the steps and make sure that the bottom part of the pants are overlapping first 
By chance happen to know of way to check if a texture in blender is indexed? It might be the cause of trying to material combine textures together causing issues at runtime in vrc with one material seeming to be the wrong color.
You can also purge non indexed data with the File >
i just undid the weight painting and redid it after merging , it fixed the issue 🙇🏻♀️
thank you!!

by chance you know how to safely decimate a body mesh without destroying it when the low poly version is 21k tris to try to at least make it 5k tris for quest?
I have such a body mesh that I need to figure out optimizing some more 😅.
When I try using cats on it, it seems to put random holes on the mesh.
Aside from manually dissolving edge loops, I don't think so. Cats bake has sometimes done an incredible job, sometimes entirely unusable. So I've often gone the manual route
yeah lol
sadly I also will need to decimate the head too
as it is 11.6k tris alone.
The only big mesh's I have now on my avatar is head, base, and a few clothing as a single material.
😅
I sure quest 3 will improve a lot and improve the limitations on the quest versions of the performance checks
as even things like 75 bones is too small lol.
(the base I use is 75 bones alone, and that does not count hair bones and bones that holds materials on the head lol)
Even if it does, they still will likely want to set performance standards with Quest 2 in mind unless they want to have different performance ranks for every headset. Quest 1 can still technically run the 100 MB worlds we were eventually allowed to create, there's just like a 95% chance of crashing.
I was thinking of like, removing support for Quest 1 when 3 comes and supporting quest 2 at minimum.
Since Quest 1 just seems like it sucks from what I heard about it so far.
the quest one has already been deprecated
Yeah at this point it is but I don't think they'll want to be deprecating Quest 2 very quickly.
A lot of people aren't going to be jumping ship to Quest 3 for years if at all.
Also I think quest 2 should be able to handle at least 32k polys on avatars right if that was updated to be the poor level threshold with bones matching PC?
they won't deprecate quest 2, it would be supported like Quest 3 lol.
(with Quest 1 removed)
the limits aren't set arbitrarily. they don't simply pull numbers out of thin air and decide those are the limits
That is my idea.
there is testing and benchmarking done before limits are chosen
ye
the quest 2 is already running at the limit of what it can do
have you not heard all of the people complaining about crashing?
Also some avatars perform very well on quest despite having 69k polys and 161 bones 😅.
being the only avatar in a world does not count
Because the one I have uses only ~13 MB of texture memory and 5 MB of physical size.
you need to consider instances of 40 or more people
true
I don't know if quest lobbies can go up to 80, but if so, the limits better be damn strict
Crashing seems more common recently on Quest 2 for whatever reason. Hopefully an update will sort it out to be at least like it was.
sometimes bugs in vrchat crash it too.
I sometimes get performance issues on my PC in crowded instances even when I have the minimum displayed rank and max size adjusted for performance.
true story, vrchat drains my laptop battery even when connected to a 45W power cord 😅.
oh my
most likely because most users have very poorly optimized avatars.
It's not the newest PC, a 2060 but Quest 2 can't hardly handle a crowded instance with Quest-friendly avatars.
true story whenever that happens it sometimes outright crashes vrc or even Windows because AMD sorta screwed up their graphics driver code.
And worst of all
they considered the bug report to be spam just because they did not want to fix it lol.
That's the thing, I alter the settings so that almost everyone is in a fallback avatar and then its barely playable in PC VR if you don't get VR sickness atall.
oh my
So if that's happening to my somewhat outdated gaming PC, standalone Quest 2 is another matter. I often get max frames when Quest 2 people are at 35-40
oh my cool
Krampus forgot his units, who was their math teacher I need to have a word with them
35,000 triangle¹ over 60 frame¹ × 1 person¹
I think you forgot to take the derivative of time
Let's put this all on the axis of time before we get ahead of ourselves
No time is irrelevant except when considering ram getting clogged the more random shit you load and unload into it
Frame should be on Y axis and triangle/person should be on X axis
The derivative of any continuous part of that graph should be in units of triangle¹/person¹×frame²
ayo anyone here able to make me a 3D Model based off my reference sheet for free? im broke
There is Walmart tacobell KFC laundromat hardware-store Walgreens Dunkin-donuts miscellaneous-warehouse-jobs chinese-takeout-kitchen
Why no job
nobody is going to make your model for free
https://store.steampowered.com/app/1486350/VRoid_Studio_v1230/ this free to download software could get you a pretty close match for it
VRoid Studio is a 3D character maker that lets you use your imagination to easily create your own original characters. By making your 2D characters able to move in a 3D space and usable in anime and game production, your creative range will greatly expand. The VRoid Project has started with the hope that many creators will have fun exploring the...
Lmao funny joke
K
Thx
Yes
Find job then u can do no work ez
K
The work u do is job
Be a real human in society not everyone can live inside unless they have a computer science bachelor
How would I make this Kama model look torn and ripped? I'm not sure how to...
Just finished this ceiling texture for my world
I don't know much more to it than cutting out some triangles/adding new cuts and deleting faces where you want the holes to be. For a more realistic cloth look, you might want to use multires to subdivide it and use that to bake a normal map
That's a very pretty ceiling. Must've taken some time to get all the curly bits to fit properly.
So like use some sort of map to mark out cuts, and then have blender make cuts in those spaces?
Yeah I hand placed the curves. Thanks!
You don't need a map for cuts, just delete some triangles and move the surrounding vertices around to get the shape you want for the hole. It's a very methodical, manual process. If there's an automated process for that, I'm not aware of it.
You can also just find a ripped cloth texture and UV Unwrap the model to use it
and have some transparency
Depends on the style
True, transparency is an option if you aren't concerned about it looking good on Quest and a lot simpler to make more complex shapes than making holes in the geometry.
Quest can't do transparency so you need to alter the geometry there.
Right yeah, depends on if it's gonna be quest compat, because transparency doesn't work on quest as stated above
yea transparency can work super well, especially if the mesh has no thickness
example
looks very good btw
Thanks~!
what resolution are the textures?
In that picture, 4k. In the world it'll be 2k
I make all the textures in 4k and then use unity's compression thing to make them 2k
wonder if you could get away with 1k lol
ye ofc
And this particular texture is going to be tiled every 12 feet
so it has to be relatively high res
you also mentioned it's a ceiling tile, so I'm assuming it'll be far away most of the time
Each story in my buildings are 12 feet tall
so they'll be 12 feet from the ground in some places
and 24-48 in taller rooms
and considering my avatar is 6 feet tall roughly, they'll be seen as close up as 6 feet away
by me
closer by those taller, etc
man i got one shit sucks
What if the mesh does have thickness, and the other side can be seen from front view?
And I am planning on having it be quest compatiable
quest has no transparency and all shaders have backface culling
so its a. should be modelled with polygons b. visible through parts will double polygons amount
ok your model has thickness so no need to duplicate polygons in that case
For Quest, I'd ensure only areas that need thickness have thickness and any holes will need to be modeled on both sides and ideally have a rim, though maybe you can get away without one. It can be hard to have something like a coat where you can see most of the inner lining and get everything under the polygon limit but I guess holes can technically help remove some triangles.
Coat of Arms for the world I'm making.
Oddly reminiscent of an old 3ds style of modeling, something about the golden petals and bell flowers especially
Maybe it's just the rendering of the gold's overvalued sheen
Probably
The render isn't going to be used directly, this is a screenshot from substance painter
So it will look different in realtime
I need to know more…
That is so impressive...
How'd you do it? And is there a video tutorial?
No tutorial, just good ol' fashion 3d Modeling and baking/texturing~
You'd be surprised what progress you can make with a solid idea
Or what you believe to be one anyway
It's because you have the willpower and energy to bother to learn
Just realized blender is only good at modeling
Doing other things in there is just pain
Like what?
I’m a bit late but I’d recommend using transparent textures to with a cutout shader make it look torn
@quaint jasper spreadsheets
To be fair, people that do grease pencil animations and video editing in Blender are a little odd.
I pretty much use Blender for everything and it does a pretty good job. Texturing is a lot better if you setup your brushes.
Also, get some brush alphas.
Yeah, reports of Substance painter being necessary for texturing are greatly exaggerated. Is it a useful tool? Sure, but there were textures before Substance.
Ok imagine there's 100 object and each of them have its own material
How do I bake all their diffuse onto one map quicky?
in blender?
Yea
Yup
To my knowledge, you need to go into every material and set a texture and click it
And repeat 100 times
SimpleBake would simplify the process, paid plugin but might be worth it: https://blendermarket.com/products/simplebake---simple-pbr-and-other-baking-in-blender-2
it's still totally doable in blender without it though. you have two main ways of doing it:
- baking from one UV to another
- baking from a mesh with all of the mats to a mesh with one mat
I think the second option is simpler, but it would only work well if the pieces are static. occluded parts of the mesh wouldn't be baked properly.
as for how to do it, here's how I would do it:
- duplicate all of the meshes, and combine the result into one mesh. this will be your "source" mesh.
- duplicate that mesh, and on the copy, delete all of the materials, and create a new material. this will be your "target" mesh.
- on that material, create a new image texture node, and create a new image with the size you want (probably 4k)
- on the target mesh, go to UV editing, seleect all of the UVs, and use UV > Average island scale. then, you'll want to pack those UVs as efficiently as possible. I recommend using UVPackmaster with Heuristic search, but UVPacker is a free addon that should do a decent job, and I think the latest versions of blender ships with a better UV packer.
- in the rendering options, set the render engine to Cycles, GPU Compute, and reduce the samples to like 16 for Render.
- in Baking, set the bake type to Diffuse, only enable "Color", enable "Selected to active", and set the Max ray distance to like 0.1.
- select your source mesh, shift click the target mesh, and click Bake
- to test it, connect the color output of your new texture to the base color of the principled bsdf node
@snow estuary
I think this was the cause of my edit mode selection issue. Fixed in 3.6.3
System Information
Operating system: Windows 11
Graphics card: NVIDIA RTX 3090Ti
Blender Version
Broken: 3.6.0 and blender-3.6.1-candidate+v36.a8b82bd89e66-windows.amd64-release
Worked: 3.5.0
Caused by 82ca3d3604bded96f72650c23a7f95f29b956f30
Fixed by 91b27ab637334383b57b8829624c80e0ef0405ac in main
There are 2 problems:
- When se...
wait that tool fixes holes from decimation?
if you have holes in the mesh, no. you'd want to fix those yourself
o
BakeTool is better for this because it allows you to create multiple "Jobs" and you don't have to waste all your time to setup the addon for every bake like SimpleBake
Another free addon is The Lightmapper which is really good at baking lightmaps
https://github.com/Naxela/The_Lightmapper
I think that's pretty standard 
If I'm lucky, I'll spend more time on a model than on technical bullshit
Yeah, that's pretty normal
Will still be finding and fixing weird issues long after you say your are "done" too.
And your modeling have to be non destructive as possible
And could be back track at any moment

Nothing that can't be fixed with a bit of manual work 
I keep "prototype" copies of stuff in case I need to undo something or if I need to reuse it later. Those copies still have modifiers and stuff on them.
Usually never need them again 
I got like 5 collections lol
Which include sketch, modeling, texture, and all combined for questies
You could consider ways to alter the process if you recognize which issues arise in which situations
I keep backups and copies of stuff, but no amount of preparation can 100% protect you from simply having to redo some things. I think part of the strength in the craft comes from your ability to come back from a loss like that
Persistence is the golden ticket
I often find myself so worried about doing things in the wrong order, for fear of having to redo something because of it, that it prevents me from even starting a project. And that's something I think a lot of us struggle with
Adam Smith on his writing on what wealth is and labour once mentioned how the subdivision of labor is more efficient and produces a larger output compared to the same amount of people working individually. Of the 3 main points, one was that when moving from task to task you lose time by "sauntering". Every shred of every second wasted adds up more significantly then people could ever think
This applies to practically anything any person can do
Also consider how much of your weekday is taken by a job, hours taken by sleep, hours taken by eating, etc. More than HALF of your life will certainly be spent on these things unless you have found a way to amass enough wealth to keep yourself afloat without working or your work is what you are trying to train yourself to approach mastery
So it is definitely important to make use of the time available. For most people it is a common habit and lifestyle to do anything but what the smart-human-part of your brain wants. A chinese idiom goes like this: "A dog cannot stop itself from eating shit" which means it is hard to break bad habits
Figuring out how you personally will get yourself into your own personalized habit for your own personal goals I believe is the hardest battle, harder then practicing hundreds to thousands of hours practicing art or any other skilled occupation/hobby
Miscellaneous furniture is so satisfying to make
I have had meshes refuse to fill quad faces with the 'F' hotkey. It happened again and I want to know why it seems to go defunct randomly.
I am showing normals because I thought it may be that, but it doesn't seem to be my current problem because I had just reset the mesh's normal orientation
I think it has to do with some kind of automatic vertex group, because the part of the geometry I had just recently modified is not being selected along with the whole when I select a ring of edges with alt+rightclick
though when I select it with 'L' the entire mass I expect to be grouped together is properly grouped together
What about grid fill?
Why is ur mesh so weird
Some part overlaps and are not connected
I have no reason to spend 5-10 minutes cleaning up that geometry just for me to iterate on the entire design in a week
Fill quad only works if the connecting edge is part of a loop
The loop is continuous, or well a series of discrete points connected with straight lines
Though it decides that one side of the loop is separate from the other
There are no free radical vertices hiding in the same coordinates of another vertex
Use the bridge tool
Guess I'm stuck to that
Anyone here mind helping me with turning long hair strands into short ones?
Just scale them?
that would mess up the top part of them.
I just need to trim the length up and down.
starting at the bottom of the strands ofc
hmm
but I also want to keep the shape but shorten it.
I guess I could use the grab tool in sculpting?
You could take a pic
can anyone help me please. im on the 2.91 version of blender. im working on a vrchat avatar and the cursor is stuck, it wont go back to a select toggle. it only stays as the cursor.
Right click like a real man
your shift key is likely stuck, and you're using right click instead of left click'
shift + right click is to put the cursor somewhere
Do people who use blenders prefer to export using CATS? And can anyone show me picture of the settings regarding the export in Blender & Unity?
I would recommend making a blender export preset with these settings:
Path: Unity project (where your model is).
Path Mode: Auto
Include:
Object Types: Empty: On, Camera: Off, Lamp: Off, Armature: On, Mesh: On, Other: Off.
Transform:
Scale: 1.00
Apply Scalings: FBX All
Forward: -Z Forward
Up: Y Up
Apply Transform: On
Armature:
Add Leaf Bones: Off
Bake Animations: On ```
and use that whenever you export your model.
using CATS to export works fine too, but it often will give you a pop up if you have a handful of meshes and tell you to join them, which I find annoying.
Thank you for your reply. As an additional question, do I leave Geometry as the default in the Export setting?
And I wonder if I can ignore the warning of
Can't generate normals for blendscape 'Hair_front_ahoge_x' on mesh 'hair_front', mesh has no smoothing groups..
why is your hair involved in blendshapes?
It's to adjust the length of your hair.
thanks and it doesn't look like anything would explode if you ignore that?
brain is melting dont know how else to add detail
most detail will be done via textures
Is this for VRChat or a realtime use of any kind?
If so, it may be wise to learn how to bake normals from high poly models to lower poly models.
ye pretty much
i wanna learn to do that!
but cant find a good tutorial that can keep my peanut brain entertained for more than 5 minutes
I use substance painter to bake my normals, as it's a fairly straightforward process. Only issue is Substance is $100USD normally, for the perpetual steam license
me is poor
You can get a free year through the student license thing
its always morally correct to pirate adobe products
True
still baking normals is not that hard in blender
that system was pretty great lol
it's a bit different now though
Do a high poly 3d model commission for somebody for like $100
Reinvest that money into substance perpetual license
Profit
i dont think im ever good enough to get commissions for that much lmao
Did you not make those?
I feel that. Self doubt is a real hindrance. But I'd say you're well on your way, if not already there.
Plus, $100 isn't a lot for a fully scratch high poly model
Freelance 3d artists charge much more than that for some models
depending on complexity of course, and time
Just have to find your market. VRChat users may not have the money (or the understanding of the value of the work involved) to spend on custom models like this, but other communities might.
Anyway that's a bit off topic, but it's food for thought.
@onyx jewel
keep the little "pinch" to one edge, but just make it less tall
so that the geometry is denser
any chance you could pose that one? just wanna see what it looks like bent -- also I think I see what you mean, like squish the back side in more?
I guess I'm just kinda paranoid because my stuff's clipping on my existing avi right there at the legs lol
if you really wanted the front of it to stay sharp, you could add an extra bone with a rotation constraint
these are the weights, it's fairly basic
also, before anyone says "it's too blocky", it looks perfectly fine in game
most people will not be looking super close to the point that the lower poly count will be apparent
b b-ut I need 374,836 polygons
I think I need to model the little ball joint a bit more
have too much smoothing on the base mesh
the base is kinda over muscular lol
seems better
bro don't make me have to 3d model to 1 up you
oh I don't doubt I could be 1 upped in approximately 15 seconds by someone that knows what they're doing
i have the framework for figuring it out but ive been too lazy to put in the work
i dont think i figured out weight painting really
this shit is magic
it takes like 2-4 minutes to run and then an additional few minutes if you want to smooth bake it afterwards but the weights come out great with no effort as long as joints are in the right place -- used it on my jacket and a couple other clothes the other day
yeah idk what that gif is really showing besides it doesnt split into chunks
the actual youtube videos quick start and review show it a lot better
the only thing I don't like is there's no way to exclude bones from auto weighting, so like my physbones and stuff I had to go merge vertex weights with the proper bones
i cant worry about that automatic stuff until i know what its supposed to loo like
all I know is its gotten better results in that 4 minutes than I got with hours of screwing with my jacket
now, I don't know what I'm doing, but I know enough to know its doing a good job
oh clothing
it can do just regular body mesh too
yeah idk its probably impossible to figure out unless you understand theweights of all the body parts under the clothing
then u can know how clothing should move relative to the body
pic I posted above was just body mesh
but it did a great job with the clothes too
easily worth the $30 imo
again grain of salt because I'm clearly not very good at manual weight painting
its time to model feet
less scary then hands because u dont need weight paint on ur toes
thats what ill be doing if u want to versus
I'm just retopo so I'm cheating
i dont see how its cheating as long as you are basing it off of a concept or ur fut
sculpting to retopo and polymoddeling are equally valid
well, it's cheating because the verticies shrinkwrap themselves to the base model
which has already modeled feet
well u got to model your own feet then
maybe once I'm done with this lol
mm
you can trust your own feet to be good example but you never know how well someone else moddeled foot
unless you already know anatomy
nope lol
Any tips on how to make the legs look more normal? They just seem really off to me
biggest things I see is they don't join to the body well & missing kneecaps
combine the legs and body mesh and then maybe smooth / flatten around that area?
consider the center of gravity and balance, and the fact that the model has digitigrade legs. you want to bend the knees more so that the toes are in-line with the knee
Yeah I haven't gotten to that part yet sadly, plus I haven't joined meshes and made them look seamless before so gotta understand that part in a minute lol.
ah no worries, sacred has better advice than I do anyways
So knees and toes in-line and bend knees a bit more. Gotcha
should also probably thicken up the thighs
they look too slim
especially compared to the calves
neck and head have definitely improved since earlier
I've been thinking about doing that so much but left little to no room around the crotch
Glad to hear those 2 are better lol
probably slightly dumb but if you cut an X and subdivide it makes a decent circle ish
I feel like there's a better way to do that lol
I normally prefer selecting a face or multiple faces and doing I to make an inset
your solution doesn't look too bad either, although it does cause some loops to go in weird places
i did ive been modelling the mfor a few huors sorry for late response my brain melted
I am the optilooper now
just tried the inset and don't like it as much but it works
I'll have to remember that tool, it'll be useful in a sec here
Tried doing what you two suggested on the legs and got something like this
its a furry so personally (if i was drawin it so ig id do this modelling it too) focus on the thigh size they dont appear wide enough i mean look how wide the wickerbeast thighs are or digigrade fursuits! it is digi grade thats packed with foam right
Fair point, my only worry is the legs will overlap if I make them any bigger. I might just need to expand the hips a little
wide not bigger
does this look semi right or do I need to make it be less weird
subdivided result seems to match contours pretty well but it's also being shrinkwrapped..
also the torsoe seems really elongated
uhhhhh i cant describe it but usually isnt there meant to be a hexagon shape around the ankle not a square? or will that form when subdivided?
if you look closely in the grey it'll form a hexagon with the X cut
wow how have i not thought about doing topology directly on a reference photo except only for that one perspective, and then figure it out later in all dimentions
I'm doing it on top of a base mesh btw, it's not a photo, you might know I just figured I'd let you know
i would recommend confirming how the topology forms after a subdivide and CTRL z if it dosnt work right
I have the modifier on, it's shaded with the subdivide
yeh but thats not always the topology their could be alot of redundent verts atleast ive had that happen to me before and it was a huge pain in the ass to fix later after i didnt notice it
or maybe im just dumb and dont understand the question xD
ah yeah I'm being careful about that, whole reason I'm doing my retopo is because there are too many triangles
yeh it looks really good so far ankle just looked a lil wierd to me cause of that centre point
yeah the X thing is odd I was just messing around and figured it out
considering it.. really don't wanna do the toes lol
My bad, heads a bit turned around today lol
the featues of the foot just get all dampened so often in models mmm i have to figure out how to lose less of that
hold on
i see this with hands too
i heavily recommend looking at referances for this and even try tracing legs of some models like the rexioum wickerbeast and protogen
oh yeah you can put reference images straight into blender btw
can set them to only show when you're looking at it orthographically
I have a reference model but I had the view hidden. I can look at that a bit more, but are these changes any better?
Obviously I need to readjust the position but thighs seem a bit better
it looks a bit more balanced, but the shape of the leg still looks like a noodle
remember, this is the foot
Whoops meant to correct that
Aren't they gonna join it and sculpt it
Sculpting might be hard since the legs are just planes with the skin modifier so IDK if that makes this better or worse😅
Got any topology tips for hands?
if you apply the modifier it shouldnt be an issue, just click the little V arrow next to hte modifier and click apply
(this will bake that to a mesh dont do it till you're done tweaking)
meh tips its just gonna be a lot of brute force learning
Apply the modifier>and voxel>sculpt the hell out of it
gotta know how to sculpt for that one
Just to be sure I dont misunderstand anything, which modifier am I applying? If it's the skin I already have it on and what does voxel do
hands are definitely tricky, but this is how I did it on my friend's orc avatar and it worked out well.
Wow the top part of the hand has quite amount of loops
man the palms of the hands are such a delicate matter
I can't really get the hand palm right
oh nice finger
God the smooth movement for that is beautiful
im this close to drawing topology directly on my foot so i can plan the flow
do it
i have my own and essentially im doing that in blender onto an image
but it is not yet satisfactory
Just don't make your topology too messy
my standards toxically high dont worry
Figure out the main ones that holds the shape
yes and determine what regions begin deform
i have arched foot do u have that
that makes for a more dynamic foot
From scared design, you can see the loop around the ankle that go backs to the leg disrupt the smooth flow and creates a small ankle like shape
indeed
the one that funnels into a star?
Pretty good design for a feminine character
oh i see what you mean yea the topo is almost cocentric to the protruding bone
from afar with smooth shading (no normal map, so doesn't look as good)
I think is ok
i will try to plan around the most exaggerated areas
and use terminating tricks that i can remember
Is it possible to bake high subdivide normal onto lower ones?
do you mean like, if the high poly mesh already has a normal map of its own?
if so yes, but only in blender, not substance
Multires
if you're just baking from a high res mesh with no textures, you can easily do that in both blender and substance
reasonably happy with this even though it looks a little odd, seems to preserve the curve of the foot without adding too much geometry
or maybe it's just shade smooth making it look better than it is
either way I'm happy
this area is a little weird
The power of normal maps coursing through their veins
Would be nice if it wrap around the food
yeah, not really sure how to fix it without adding more geometry or following the contours less
You kinda SOL if you don't start it right
I mean, I can re-do it, but I think this is fairly ideal
just following contours
it is weird that it's not a perfect grid but whole reason I'm doing this is to cut back on polygons, not make perfect topology
Don't redo stuff, is just wasting ur time
ehh
already wasted a week trying to make the existing avatar work, this is best option
I am absolutely at my polygon limit if I want to keep joints flexible and no clipping
plus I've got baggier pants I want to add to it and I know that's gonna push it over instantly
Then why you model legs???
nice to have for future
trying to make this something I can maintain till the end of time if I want to
You will improve dramatically in the future given you keep 3d up
(realistically it will lose it's charm in 2 months)
I wouldn't focus now on making assets to save you time later since you still need to completely learn the ideal shapes and forms of them in the first place
You'd be doing basically the same thing but have a focus on studying using it as learning
oh yeah I'm gonna make more eventually -- I just don't wanna go like add a pair of swim trunks or something later and be like ah shit gotta remodel the legs and re-bake the normals and all this other stuff
I'd rather do it all now so I have it
Just don't include it in your model
or like, if I wanted to make a different avi I'd have a base to use that I can sorta call my own
only sorta though lol
at what point do you transform it enough to call it your own
That will be your trophy of sorts marking your intermediate-advanced understanding of the body for 3D purposes
You make it scratch no transform
I need to go re-visit my initial tutorial sometime
I tried sculpting off a reference image and it went really badly
wasted an entire 2 days on it and just deleted it
Yeah I haven't figured out the science but it's just practice that's the only thing that makes a difference
If I had practiced when I started 2 years ago and never stop I would not be here rn
Why
I use blender like once every few weeks for the last 8 months
I am the embodiment of thinking but no doing... Everyone is on a spectrum of their ratio of thinking to doing
With art you are fucked on ur own if u are too far on the thinking scale
it's kinda weird to think about -- I'm making a new mesh with the existing under it as a reference, what if you used it beside the avatar as a reference? how different does it have to be? is using a reference picture considered not your own work? what if you're making paper art and you trace a reference image's outline?
I guess this is something courts have to decide often, there's probably not a clear line
Before I answer that I would ask you first, would using the avatar as a reference and using someone else's work as a crutch be a good idea, or try to create your own framework of understanding whatever u want to model
could taking inspiration from other's art styles be considered not your own work?
It's not even about credit
idk, anyways I'm just being dumb
nah, I want to make my own eventually
It's just about your ability to consistently produce a quality output
Great artist steal lol
I want to be able to sculpt something from scratch
Based tho
Some people take this out of context and of course there is more to it than that
I though that sentence is pretty well known
I mean, all of art and human creation is standing on the backs of others -- what objectively makes it harmful instead of fair?
You can't really make anything without referencing something
You would be surprised how many people will dispute it. But you never see artists who produce good work dispute it
And not every artist wants to get better art but just wants to use it as an outlet, and have definite ownership over that art because it's themself
Artists who just seek to make the best work possible don't often concern themselves with that though
This is the hunch I have about it all based only on what I have been able to observe and myself
So this question cannot be considered without understanding the priorities of individual people in regards to art
It's not worth your time, just understand your premise and directive as someone interested in art and if it's to produce AAA quality assets consistently then do whatever it takes to acquire that ability
Even if you knew the priorities I don't think it can be answered well, but there is a curve there that makes it more acceptable if you're just making art for yourself to enjoy or to better yourself
I understood that was the structure of the analogy thingy but I didn't get what was getting plugged into the analogy
yeah I was wondering if that would come across right when I typed it
So why do you do art
right now mostly just to learn -- 2 months ago I didn't know how to do anything besides move and delete the default blender cube
got bored of the donut tutorial twice previously
I have motivation now because I get to show it off ingame
my avatar is also part of my identity now in a way really
is there anything I can do to my shrinkwrap modifier to stop geometry from getting stuck under the nails
probably just gonna smooth on the original mesh
I had attachment with a character like that but it's long passed haha
If you have friends you can get more motivation if they like seeing your projects when you share them
String wrap has a offset
yeah but the offset just makes it further, it still gets stuck under
Rotate the nail to be more planar to the geometry of the finger under the nail
There are math words I'm using but trust me it makes conveying the idea alot easier if u know what it means
I'm just gonna hit the original mesh with the smooth brush I think 😦
make them 1 piece
Smooth brush will be the cope necessary for now until you take the time to deeply understand each part of the body
I have to accept this reality going forward for myself too but this means only progress
select the middle vertex and do alt + S to push it outwards
What alt s does
wait, is this resizing the vertex itself? what is it controlling?
this scares me immensely 😆
it moves vertices along its normal direction
that'll work for now, appreciate it 🙂
S vs alt + S
it almost feels like it's adjusting the vertex's weight or something
ohh that's weird I don't like that
what is likely going on in your case is that if you haven't been using snapping, the actual mesh you're working on is very far from the mesh you're shrinkwrapping to, causing erratic behavior
am using snapping and re-applied a duplicate shrinkwrap just to be sure
what you can do is duplicate your shrinkwrap modifier (before subdivision), and applying one of them
perfect
but very well could be all these modifiers
it doesn't help the toes are super close together
should subdivision not be before shrinkwrap?
baking for that will be quite difficult, and will probably need some manual fixing
I do two shrinkwraps, one before and one after subdivision
ohh cool
Sorry to butt in again but I think I hit the main points you guys mentioned. I may need to make the legs longer?
you should lengthen the shin and foot, something like this
the knee is currently way too low in your model
and the legs too short
That makes sense. Thighs are already long so that would even it out
Oh god I turned it to the side, why haven't I noticed the knee on the floor before🤣
anyone got a good tutorial on how to generate normal maps and height maps in blender from higher polygon models?
it's just M in newer versions
If you've ever wondered how to bake detail from a complex object to a simple object, there's an easy way to do it. And, in the next 40 seconds, it'll all be yours! Hope it helps!!!
If you enjoyed this video, please don't forget to like and subscribe!
You can find my entire Blender 2.8 Speed Tutorial series here:
https://www.youtube.com/watch?v...
a normal map is likely all you need
thankyouuuu
one thing not mentioned in that is that you probably want to set the number of Samples for Viewport and Rendering to a lower value, like 32
don't need 4096 lol
@jovial seal
oki!
il try and comprehend this when i next touch my kitchen model
but my peanut brain is too bad lol
so i should bake the doors right?
depends. you definitely could, and it would give the illusion of the depth fairly well
but up close the illusion may fall apart a little bit
plus you wouldn't be saving that many polygons by doing so
focus on baking things where you can save a lot of polygons by doing so
I'm starting to feel like the more and more I try to correct it, the less sense it makes. Is this about what you were saying?
yea, getting somewhere, remember that things being too smooth will likely not look good
you should:
- sharpen up the knee
- sharpen up the ankle
- make the thigh a little thicker in the front
ye but aslong as the door hinge has depth it should work right the rest of it can just be a normal
I could try but with it being a single row of vertices I unfortunately limited myself on making certain parts thick
is it all one model or?
No I have everything separate in case of a scenario like this so I could remake the legs
I'll be honest I'm not really sure. I don't have a single clue what I'm doing or what to do,I'm just playing it by step and trust me there's a lot of confusion lol
oh yeah you're gonna have a really bad time smoothing it if they're not one model
select both legs and the body and hit CTRL + J to join them
then your smoothing will probably work as you're hoping for
holy crap that tip video is secret sauce thankyou!
you can also enable mesh symmetry up here to smooth it equally on both sides (the X thing)
ive been looking for that for ages
I'll try that. Does it make it that much harder since I started making them separate?😅
nah, most stuff like that gets started seperate and then joined to a big chunk
but yes it will make it way harder to smooth it, like infinitely harder
The downside that may come back and bite me is the arms, ears and legs have the mirror modifier so hopefully I don't mess that up😅
you can always just leave the mirror modifier on I think
shouldn't be a problem
don't apply it till you're ready to do non symmetrical work
and even if you screw it up -- cut half the mesh off, mirror it again, check "merge" under mirror
IDK what I'm ready for lol. Sacred said I need to work on the legs and the hands are still very rough forms so I guess I have a bit to do still
can always make minor edits after it's in the game too
well, and major, just takes more skill
keep the mirror modifier up until you need to do stuff like unwrapping
for your high poly mesh, you don't really need to worry about it
Understood. What would you advise I do next for the model, I'm unsure where to progress. I know I need a tail and hair still but that probably comes later right?
I would get your high poly mesh to the point where all of the shape is finished
when your blockout is close enough to the shape you want, duplicate all of the meshes, join them, and remesh it so you can begin sculpting finer details
keep the original blockout meshes in another collection
I'm guessing having duplicates is in case something happens and I have the originals to revert to?
And for remesh just use vortex correct?
?
Sorry for the remeshing modifier it had vortex as a setting
not sure what that is
there are many ways to remesh in blender
you can try them all out
Which do you recommend?
in sculpt mode, you can do Remesh in the top right. there should be an option for Quad
do that, pick a poly count of like 10k to start, and try it
Sounds good I'll start working on all of that. Thank you!
someone needs to make an AI to unfuck blender meshes
lemme re-apply shrinkwrap and turn everything off again
I wish so much you could just place verticies like you can in other cad programs
alright it's time for me to go to bed, I'm losing depth perception and being unproductive
been reasonably productive today tho
5300 triangles with all modifiers applied
old body is 30k fully modeled, I'm hoping to end up <15k
ethics on posting it somewhere for free when I'm done with it so others can use it? is it enough of my own work? would it be a no-no because it's modeled on top of a paid model? original base doesn't even look like it's for sale anymore
thinking probably not but
No?
Burh when u make new YouTube video 
i mean thats just what retopology is, which is what theyre doing
except they didn't make the original model
thus tracing someone elses model
imagine itake your model
i trace it
and claim it as my own
"it's just retopology man"
🤡
thats why they were asking if it was okay
they didnt claim anything as their own, they were asking a question
i agree taking somebody elses model, retopologizing it and then claiming its yours is wrong, but theres no harm in asking a question. i can see where theyre coming from
well from our conversation he hopefully will get his answer
His focus on ownership is weakening his potential if his objective is to learn and excel like he said earlier this day
They want something decent enough to their name so bad they will be willing to trace a par model to make a par trace, this is what I suspect
It is not even about stealing or credit. That realm is irrelevant if it is not severely damaging the IP owner directly and is conducive to their real learning
They fail themselves in credit and creating an objectively good product
no
kk
Idk I just hate that I'm putting in a bunch of work and can't share it but it's whatever
been into open source software for years
idk yeah it's basically tracing though I'll stop asking
the one possible way you could share it is if you 1: get permission from the author of the original model, and 2: get proof of purchase of the original model for anyone who wants to buy your retopo of it
the base isn't even for sale anymore, been replaced by a newer better one
hmm that might work
I think I'll send it to the original creator and let them do with it as they please
i really need to continue my base sculpt as well but next up is feet and arms.. 
then retopo time, finally
you could definitely be paid by people to retopo models for them, but redistributing models without the creators permission is a nono
not good enough for that yet lol
youll get there
Ok I think I got it this time. The lower part between the foot and calf may be too long right?
Again, worry about that when people actually want the models
I choose not to put that delicately
I'm just gonna send it to the creator and let them decide what they wanna do it with it
I don't wanna sell it -- just want others to benefit from it
I think my mind is just kinda stuck in the open source software community too much
And you still fixate on some other random shit with other people
Others can't benefit from shit work man
I can say it even plainer if need be
Your current system going forward is not conducive to improvement
Understand that is the premise
having others benefit from my work, even just a simple thank you is enough to keep me going a lot of the time
it's how I motivate myself to learn
It doesn't seem like that's an option as if you had that support group you'd already have em, no?
it's not the only source of motivation -- I have been wanting to learn this stuff for years and just never had any real reason to
only downloaded this game a few months ago
idk, I love getting the little emails every now and then from software stuff I've done in the past like "hey this is awesome thanks for making it" or even if it's just someone asking for help how to use it
Sure just don't deceive yourself
appreciate the support
anyone know how to fix this as i am adding cloths to avatar but it just looks wired when i go in to pose mose
thanks
that looks like weight painting having too much influence, try painting the bottom edges of those to be a much lower weight on each leg
can also try the voxel heat diffuse weight painting blender plugin to automatically, I've had a good time with it but ymmv + it's $30
Your anger holds back your potential
Your ego that you feel needs defense
