#3d-modeling

1 messages · Page 11 of 1

steady zealot
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Even tried splitting every quad in the curve to make it look like it was pieced together, and that looked really weird

steady zealot
steady zealot
tough plover
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I see

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I think the fact that there it's so smooth and not like individual planks is what's making it look a little odd

steady zealot
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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

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yeah potentially

tough plover
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let me try another alternative design

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some kind of segmented thing?

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maybe having the planks run the other direction would help?

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just throwing ideas out there

steady zealot
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here's with your other design

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it looks nice to me but it necessitated some weird geometry

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And I'm not too keen on it

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I'll keep experimenting! Thanks for the input!

spiral sigil
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How the hell are seems going over edges that don't exist anymore

spiral sigil
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Do you want to see dimensionality on each plank being placed into the bar feature(?), it looks handcrafted and more real

steady zealot
spiral sigil
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There are edges tangent to the bevel

steady zealot
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I'm not sure I follow

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Either way, I'm redoing the texture to include planks

steady zealot
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Alright, It looks more physically feasible now!

spiral sigil
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Those individual slabs getting smaller and squished into trapezoids is probably not something people would want to choose in a real construction scenario

spiral sigil
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I don't remember how to professionally UV Unwrap I've been out of season for awhile

steady zealot
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If you can describe to me how they should look, I can do it

spiral sigil
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It's easier to picture how it should be if you imagine actually placing each slab

steady zealot
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I watch a fair amount of woodworking videos but I'm not quite sure what your vision is

spiral sigil
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Keep the slabs same size except for the one where it meets

steady zealot
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You mean rectangular versus trapezoidal?

spiral sigil
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Yes

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But if you think it's better the other way it's fine

steady zealot
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That's far too much work, so I think I'll pass. But I appreciate the input

spiral sigil
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Yeah for now idk the math

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All sorts of perspective math with trigonometry

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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

steady zealot
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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

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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

harsh saddle
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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?

steady zealot
harsh saddle
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Ah, right, that does complicate things.

umbral steppe
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hello, im trying to learn how to create avis, does anyone know where can i start? tutorial wise at least, thanks :p

steep ice
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what SIL blendshape is for?

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because it does nothing

azure rain
steady zealot
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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

tight dew
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I was gonna go to sleep, but then that midnight motivation kicked in and I made a rigged candy bucket lurkrat

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This is a full minute of me just wiggling a rigged bucket, felt like sharing

solar fossil
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Why did I watch the whole thing? it's just a bucket. What was I expecting?
It's a wiggling.
Bucket.

spiral sigil
stone olive
jagged bronze
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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?

tough plover
jagged bronze
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price?

tough plover
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free

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but you can tip if you'd like

jagged bronze
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eh no thanks

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not my style

tough plover
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it comes with the Substance painter files, you can change the textures as you wish

jagged bronze
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yee ik

tough plover
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it's also a hell of a lot more optimized than the one you're using lol

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feel free to modify it in any way you'd like

stone olive
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and then adjust the distance from the hat itself so there isnt clipping

jagged bronze
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ok

strange lotus
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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?

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Trying to use a skin texture for a body it wasn't originally made for

tough plover
strange lotus
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I have zero experience in that

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unfortunately

tough plover
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did your specific body mesh come with any textures? might be easier to modify those

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otherwise good luck getting UV seams to line up

strange lotus
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It did but they are very simplistic. I'm trying to modify the (neck down) body of a furry avi to human skin

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I guess I'll keep at it in PS

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I'll try and blend the seams when I'm done

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Hmm

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This is hard 😅

harsh saddle
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Really good texturing is arguably just as hard as the modeling.

devout olive
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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?

tough plover
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what did you use to texture?

devout olive
tough plover
tough plover
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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

GitHub

Creates duplicate meshes for every UV map and every material of the selected meshes. - GitHub - sacred0/SubstanceMultiUVExport: Creates duplicate meshes for every UV map and every material of the s...

glacial lion
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awesome

devout olive
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Im trying to make a hat on my avatar grabbable, how would I do that?

devout olive
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Whenever I try to bake my textures for my model, they all come out completely pitch black, how can I fix this?

distant lake
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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)

ionic skiff
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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

distant lake
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alright I'll try that when I get home, thank yoy

ionic skiff
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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

distant lake
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alright

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I tried that originally but I messed up and gave up really fast but he looks uncanny without the teeth

harsh saddle
tough plover
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if you have the metallic value set to 1, it'll also end up black

void lintel
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I love it when you export your model and blender just corrupts your blendshapes

obsidian nova
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Those white lines are the edge of your texture map. You’re seeing them because of something called “mip-map compression”.

obsidian nova
dull crater
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So I need a little help with something

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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

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Because there aren't enough polygons in those areas to do it right

dull crater
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If needed, I can also share my main reference photo

harsh saddle
dull crater
vivid plover
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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.

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I've encountered this in multiple meshes/projects now.

Blender 3.6.2

quaint jasper
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Seeing your entire UI would help

copper mulch
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how do i smooth out this edge

tough plover
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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
copper mulch
quaint jasper
quaint jasper
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Flat shading certainly doesn't help

copper mulch
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i had to decimate it , it was 100000 polygons

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yeah i can tell the topology is bad when i smooth shade it

quaint jasper
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Well, refer to my image above and it might help

copper mulch
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i fixed it wohoooooo

orchid phoenix
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i have it bound to q so i can spam it lmao

umbral flume
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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

thin shadow
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knife tool

umbral flume
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how

thin shadow
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can't get anymore elaborate than that. It's just called "knife tool". Depending on workflow, K.

vast stone
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boolean operator

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or mayb not idk, knife tool probably easier

quaint jasper
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Knife project is the tool made for that purpose

heavy sonnet
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My weight painting is being weird, I'm trying to do mirror weights, but whenever I paint it mirrors it on the body

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So for example

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I'm painting the left leg

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It shouldn't be mirroring the weights exactly on each leg

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But the right and left bones should be mirrored

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When I paint on JUST the left leg

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It paints symmetrically

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So when I try to weight paint the left leg it is making the right and left leg painted to the same bone

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I understand it should do this for bones in the middle

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But these are left and right bones it shouldn't do that right?

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And the weights aren't even mirroring between legs 😭

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I've never had this happen before??

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I know the mesh is symmetrical, I used mirror modifier

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Nvm somehow mirror vertex groups got unchecked, that was my issue

swift jolt
tough plover
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to create them all, select your mesh in object mode, shift click the armature, and do ctrl + P > empty groups

snow estuary
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Your character reminds me of prismo

tough plover
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avatars take a very long time to make, how much are you willing to pay for something like that?

alpine pond
tough plover
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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

alpine pond
snow estuary
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I say 50

tough plover
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to make it from scratch? hell no lol

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stylized like that, I doubt there will be bases similar enough to be good starting points

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maybe one could be used for the body, but I think the face would have to be redone

heavy sonnet
# swift jolt Yes that is what mirror does :)

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

swift jolt
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never done that for me when using the mirror

heavy sonnet
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well i figured it out

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mirror does what you said if you have mirror vertex groups disabled

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it does what i said if you have it enabled

autumn gust
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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)?

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This is for Blender 3.6 by the way.

tough plover
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Fix model is not required for anything

autumn gust
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oh ok

autumn gust
tough plover
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no, the shape keys just get added

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just make sure the UV Maps have the same name

autumn gust
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And what about multiple materials that might have shape keys of same name?

tough plover
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what? that's not how shape keys work

autumn gust
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say for example the default shape key

tough plover
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shape keys belong on meshes, they move vertices from one location to another. they have nothing to do with materials

autumn gust
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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. 😹

tough plover
autumn gust
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ah ok

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I see

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So it would not affect the mesh that does not need cutouts on parts of the atlas texture then?

tough plover
autumn gust
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Yeah, that was why I think not combining the head part in the atlas is a good idea.

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as it is the only thing that has transparency.

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Also would bring it down from ~20 MB (with the poiyomi shaders) down to about 6 MB or so.

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in textures alone

tough plover
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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

autumn gust
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true

spiral sigil
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Can still atlas them, but use a separate material for the transparent parts.

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Not sure if there is any real benefit to it or not honestly

autumn gust
spiral sigil
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Also not use cats

autumn gust
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I did not use cats, I used separate tools this time.

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like the material combiner plugin for blender.

heavy swift
spiral sigil
autumn gust
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yeah

misty compass
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anyone know how to remove this radius setting on blender 3.6?

tough plover
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or hit W

timber bay
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if i press Z for cut through on my blender knife tool it doesn't cut through

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it enganges ORIENTATION LOCK to ze Z axis instead.

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someone please help i go insane RN

stone pine
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so you're trying to confirm your cuts?

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Oh I googled what you're asking. K for knife tool, then press C, and hold shift for cut through @timber bay

pale mica
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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

autumn gust
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So like I took a free hair that is 38.8k tris and decimated it to 5k tris, does it look good still?

spiral sigil
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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

spiral sigil
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Also to determine if it has enough geometry we would need to know if the hair is going to have like physics

autumn gust
spiral sigil
harsh saddle
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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.

spiral sigil
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There is a way yeah

harsh saddle
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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.

autumn gust
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I see

autumn gust
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47 strands on it total oh my.

harsh saddle
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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.

autumn gust
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the hair was the 8th one

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which is why I am doing hair in a separate blend file actually with only the hair.

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Easier to fix if stuff goes wrong.

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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.

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😅

harsh saddle
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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.

autumn gust
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yeah

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How does the look on decimating each strand look so far?

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yes I enabled wireframes on each one.

autumn gust
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oh nice

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got it down to 8k tris

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it's actually ok just over 30k tris reduced on it.

spiral sigil
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If you ask me the hair is scuffed from the beginning

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It's quite boring basic and not good at what it does but it's what most people default on

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Hopefully you learned valuable information for optimization through this process though, you can then apply it to any other project

autumn gust
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true

gritty junco
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is it possible to decimate geometry without losing weight paints? every time i use decimate my weight painting gets wiped

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if so how do you do it / what’s an alternative

snow estuary
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Nope

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Decimate basically makes a new mesh

gritty junco
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damn alright

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thank you

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would it be possible to use data transfer from the body then? on the decimated mesh

spiral sigil
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Doing "decimate" will not screw up your UVs but if you do un-subdivide it will.

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It will also lose shapekeys.

tough plover
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what? you can absolutely decimate without losing weight

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go to edit mode, select the part of the mesh you want to decimate, then do f3 and search for Decimate

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in the context box, turn down the Ratio to decimate it

gritty junco
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every time i used the decimate it gets rid of my weight paints

tough plover
tough plover
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that's quite old

gritty junco
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the addons + tutorials i used when starting out with blender all used 2.83

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so i just stuck with it

tough plover
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vertex groups and blendshapes are both preserved when decimating. this has been the case for as long as I can remember.

gritty junco
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well one time i had clothes with weights and after decimating them the weights were gone

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i asked a friend about it who’s more experienced than me and she said that always happens

tough plover
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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

gritty junco
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there was no shape keys on it

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i just used the decimate geometry in edit mode

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i’ve never really used modifiers (mostly because i don’t know how)

umbral flume
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Can someone tell me how to ass verticies to a face when i am trying to move the faces and edit the object?

tough plover
umbral flume
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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

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see if i move them it's not what i need

tough plover
umbral flume
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yes. They are all one mesh

tough plover
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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

umbral flume
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I've tried the duplicate option, but it just dupplicates the back of the couch and that's not what I need.

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I'll try. Thank you

tough plover
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@umbral flume

umbral flume
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The ctrl + r works. not as fast as I used to be in 3DS max, but thank you

tough plover
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not sure how you could go any faster than that lol

umbral flume
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I wasn't using the scroll wheel lol

tough plover
umbral flume
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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

tough plover
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you can choose to not have as many loops as the coushins if you want

umbral flume
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The vertices get in between the other vertices and it's hard for me to find them and deseleect them

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well i could have moved them to where they where stretched way behind the couch...

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but oh well

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that's a problem for future me

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XD

umbral flume
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i did the scrolling on the other half and it worked wonders

gritty junco
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how do i fix this massive hole 💀

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i downloaded these pants and didn’t edit the geometry so it’s not anything i did

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edit mode pics unposed if needed

tough plover
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dear god the poly count on those pants what the hell

gritty junco
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i didn’t make them don’t blame me

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(this is why i asked the decimation question earlier lmfao)

autumn gust
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I figured out what my issue is with atlasing.

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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.

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I even went as far as to ctrl+j all of the mesh's before using it as well to no success.

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ah I see the issue

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there is a long bug if say you try to combine an indexed texture.

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The issue is, how do I know if it is indexed in blender?

quaint jasper
gritty junco
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how do i fix this though

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im guessing just weight paint again and sculpt a little bit?

quaint jasper
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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 catthumbsup

autumn gust
quaint jasper
gritty junco
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thank you!!

quaint jasper
autumn gust
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I have such a body mesh that I need to figure out optimizing some more 😅.

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When I try using cats on it, it seems to put random holes on the mesh.

quaint jasper
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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

autumn gust
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I see

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So you agree that cats is not perfect and sometimes destroys the mesh 😅.

quaint jasper
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Yep!

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But when it works, it's really wonderful

autumn gust
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yeah lol

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sadly I also will need to decimate the head too

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as it is 11.6k tris alone.

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The only big mesh's I have now on my avatar is head, base, and a few clothing as a single material.

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😅

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I sure quest 3 will improve a lot and improve the limitations on the quest versions of the performance checks

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as even things like 75 bones is too small lol.

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(the base I use is 75 bones alone, and that does not count hair bones and bones that holds materials on the head lol)

harsh saddle
autumn gust
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Since Quest 1 just seems like it sucks from what I heard about it so far.

azure rain
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the quest one has already been deprecated

harsh saddle
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Yeah at this point it is but I don't think they'll want to be deprecating Quest 2 very quickly.

tough plover
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^

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especially with how popular it is

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the current stats are based on the quest 2

harsh saddle
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A lot of people aren't going to be jumping ship to Quest 3 for years if at all.

autumn gust
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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?

autumn gust
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(with Quest 1 removed)

tough plover
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the limits aren't set arbitrarily. they don't simply pull numbers out of thin air and decide those are the limits

autumn gust
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That is my idea.

tough plover
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there is testing and benchmarking done before limits are chosen

autumn gust
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ye

tough plover
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the quest 2 is already running at the limit of what it can do

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have you not heard all of the people complaining about crashing?

autumn gust
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Also some avatars perform very well on quest despite having 69k polys and 161 bones 😅.

tough plover
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being the only avatar in a world does not count

autumn gust
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Because the one I have uses only ~13 MB of texture memory and 5 MB of physical size.

tough plover
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you need to consider instances of 40 or more people

autumn gust
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true

tough plover
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I don't know if quest lobbies can go up to 80, but if so, the limits better be damn strict

harsh saddle
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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.

autumn gust
harsh saddle
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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.

autumn gust
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true story, vrchat drains my laptop battery even when connected to a 45W power cord 😅.

autumn gust
harsh saddle
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It's not the newest PC, a 2060 but Quest 2 can't hardly handle a crowded instance with Quest-friendly avatars.

autumn gust
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true story whenever that happens it sometimes outright crashes vrc or even Windows because AMD sorta screwed up their graphics driver code.

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And worst of all

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they considered the bug report to be spam just because they did not want to fix it lol.

harsh saddle
autumn gust
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oh my

harsh saddle
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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

autumn gust
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oh my cool

snow estuary
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vr in 35 frames??

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sick

spiral sigil
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35,000 triangle¹ over 60 frame¹ × 1 person¹

harsh saddle
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I think you forgot to take the derivative of time

spiral sigil
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Let's put this all on the axis of time before we get ahead of ourselves

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No time is irrelevant except when considering ram getting clogged the more random shit you load and unload into it

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Frame should be on Y axis and triangle/person should be on X axis

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The derivative of any continuous part of that graph should be in units of triangle¹/person¹×frame²

dull yarrow
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ayo anyone here able to make me a 3D Model based off my reference sheet for free? im broke

spiral sigil
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Why no job

azure rain
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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...

▶ Play video
spiral sigil
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Lmao funny joke

spiral sigil
dull yarrow
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K

spiral sigil
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The work u do is job

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Be a real human in society not everyone can live inside unless they have a computer science bachelor

tame sinew
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How would I make this Kama model look torn and ripped? I'm not sure how to...

steady zealot
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Just finished this ceiling texture for my world

harsh saddle
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That's a very pretty ceiling. Must've taken some time to get all the curly bits to fit properly.

tame sinew
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So like use some sort of map to mark out cuts, and then have blender make cuts in those spaces?

steady zealot
harsh saddle
steady zealot
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and have some transparency

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Depends on the style

harsh saddle
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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.

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Quest can't do transparency so you need to alter the geometry there.

steady zealot
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Right yeah, depends on if it's gonna be quest compat, because transparency doesn't work on quest as stated above

tough plover
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yea transparency can work super well, especially if the mesh has no thickness

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example

tough plover
steady zealot
tough plover
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what resolution are the textures?

steady zealot
#

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

tough plover
#

wonder if you could get away with 1k lol

steady zealot
#

Maybe but I'm trying to keep it looking decent

#

lmao

tough plover
#

ye ofc

steady zealot
#

And this particular texture is going to be tiled every 12 feet

#

so it has to be relatively high res

tough plover
#

you also mentioned it's a ceiling tile, so I'm assuming it'll be far away most of the time

steady zealot
#

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

dull yarrow
spiral sigil
tame sinew
devout orchid
#

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

harsh saddle
#

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.

steady zealot
#

Coat of Arms for the world I'm making.

spiral sigil
#

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

steady zealot
#

Probably

#

The render isn't going to be used directly, this is a screenshot from substance painter

#

So it will look different in realtime

obsidian nova
tame sinew
# steady zealot

That is so impressive...
How'd you do it? And is there a video tutorial?

steady zealot
spiral sigil
#

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

snow estuary
#

Just realized blender is only good at modeling

#

Doing other things in there is just pain

quaint jasper
lusty void
devout orchid
#

@quaint jasper spreadsheets

harsh saddle
#

To be fair, people that do grease pencil animations and video editing in Blender are a little odd.

spiral sigil
#

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.

harsh saddle
#

Yeah, reports of Substance painter being necessary for texturing are greatly exaggerated. Is it a useful tool? Sure, but there were textures before Substance.

snow estuary
#

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?

tough plover
snow estuary
#

Yea

snow estuary
#

To my knowledge, you need to go into every material and set a texture and click it

#

And repeat 100 times

tough plover
#

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

vivid plover
# vivid plover Anyone encounter something like this in Blender before? Sometimes an object I h...

I think this was the cause of my edit mode selection issue. Fixed in 3.6.3

https://projects.blender.org/blender/blender/issues/110136

autumn gust
tough plover
autumn gust
#

o

spiral sigil
snow estuary
#

My 3d work flow is so badvrcSkull

#

I spend like hours on fixing my weird issues

quaint jasper
#

I think that's pretty standard KEK

#

If I'm lucky, I'll spend more time on a model than on technical bullshit

spiral sigil
#

Yeah, that's pretty normal

#

Will still be finding and fixing weird issues long after you say your are "done" too.

snow estuary
#

And your modeling have to be non destructive as possible

#

And could be back track at any moment

quaint jasper
#

Nothing that can't be fixed with a bit of manual work catthumbsup

spiral sigil
#

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 AyameLaugh

snow estuary
#

I got like 5 collections lol

#

Which include sketch, modeling, texture, and all combined for questies

spiral sigil
steady zealot
#

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

spiral sigil
#

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

steady zealot
#

Miscellaneous furniture is so satisfying to make

spiral sigil
#

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

snow estuary
#

Some part overlaps and are not connected

spiral sigil
snow estuary
#

Fill quad only works if the connecting edge is part of a loop

spiral sigil
#

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

snow estuary
#

Use the bridge tool

spiral sigil
#

Guess I'm stuck to that

autumn gust
#

Anyone here mind helping me with turning long hair strands into short ones?

snow estuary
#

Just scale them?

autumn gust
#

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

snow estuary
#

Box select

#

And deelete

autumn gust
#

hmm

#

but I also want to keep the shape but shorten it.

#

I guess I could use the grab tool in sculpting?

snow estuary
#

You could take a pic

autumn gust
fossil canopy
#

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.

tough plover
# fossil canopy

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

spiral sigil
#

Super voronoi clouds

#

As far as clouds go

#

Turbulent voronoi

upbeat rose
#

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?

tough plover
# upbeat rose Do people who use blenders prefer to export using CATS? And can anyone show me ...

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.
upbeat rose
#

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 ..

azure rain
upbeat rose
azure rain
#

thanks and it doesn't look like anything would explode if you ignore that?

jovial seal
#

brain is melting dont know how else to add detail

tough plover
jovial seal
#

;-; im scared of texturing this my blender textures suck ass

#

xD

steady zealot
#

If so, it may be wise to learn how to bake normals from high poly models to lower poly models.

jovial seal
#

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

steady zealot
#

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

jovial seal
#

me is poor

steady zealot
#

Doing it blender is a little trickier

#

I wish I had a good tutorial to link

quaint jasper
#

You can get a free year through the student license thing

steady zealot
#

Don't you have to be a student?

#

Or can you fudge it

devout orchid
#

its always morally correct to pirate adobe products

steady zealot
#

True

quaint jasper
#

100% can fudge it

#

I uploaded a nuked spongebob meme as my student ID KEK

devout orchid
#

still baking normals is not that hard in blender

tough plover
#

it's a bit different now though

steady zealot
#

Do a high poly 3d model commission for somebody for like $100
Reinvest that money into substance perpetual license
Profit

jovial seal
#

i dont think im ever good enough to get commissions for that much lmao

quaint jasper
steady zealot
#

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.

tough plover
#

@onyx jewel

#

keep the little "pinch" to one edge, but just make it less tall

#

so that the geometry is denser

onyx jewel
#

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

tough plover
onyx jewel
#

aw cmon that's smooth shaded 😆

#

eh it's fine dw about it, I'll change mine to match

tough plover
#

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

onyx jewel
#

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

tough plover
#

seems better

onyx jewel
#

looks good to me 🙂

#

just automatic plugin weights

spiral sigil
#

bro don't make me have to 3d model to 1 up you

onyx jewel
#

oh I don't doubt I could be 1 upped in approximately 15 seconds by someone that knows what they're doing

spiral sigil
#

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

onyx jewel
#

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

spiral sigil
#

i dont see the difference from the gif that shows comparison

#

is that the point

onyx jewel
#

yeah idk what that gif is really showing besides it doesnt split into chunks

spiral sigil
#

oh i see there is part of the head tht just doesnt get picked up on

#

its floating

onyx jewel
#

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

spiral sigil
#

i cant worry about that automatic stuff until i know what its supposed to loo like

onyx jewel
#

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

spiral sigil
#

oh clothing

onyx jewel
#

it can do just regular body mesh too

spiral sigil
#

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

onyx jewel
#

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

spiral sigil
#

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

onyx jewel
#

I'm just retopo so I'm cheating

spiral sigil
#

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

onyx jewel
#

well, it's cheating because the verticies shrinkwrap themselves to the base model

#

which has already modeled feet

spiral sigil
#

well u got to model your own feet then

onyx jewel
#

maybe once I'm done with this lol

spiral sigil
#

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

onyx jewel
#

nope lol

calm marten
#

Any tips on how to make the legs look more normal? They just seem really off to me

onyx jewel
#

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?

tough plover
calm marten
onyx jewel
#

ah no worries, sacred has better advice than I do anyways

calm marten
tough plover
#

should also probably thicken up the thighs

#

they look too slim

#

especially compared to the calves

#

neck and head have definitely improved since earlier

calm marten
#

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

onyx jewel
#

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

tough plover
#

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

jovial seal
onyx jewel
#

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

calm marten
#

Tried doing what you two suggested on the legs and got something like this

jovial seal
#

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

calm marten
#

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

jovial seal
#

wide not bigger

onyx jewel
#

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..

jovial seal
#

also the torsoe seems really elongated

jovial seal
onyx jewel
#

if you look closely in the grey it'll form a hexagon with the X cut

spiral sigil
#

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

onyx jewel
#

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

jovial seal
#

i would recommend confirming how the topology forms after a subdivide and CTRL z if it dosnt work right

onyx jewel
#

I have the modifier on, it's shaded with the subdivide

jovial seal
#

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

onyx jewel
#

ah yeah I'm being careful about that, whole reason I'm doing my retopo is because there are too many triangles

jovial seal
#

yeh it looks really good so far ankle just looked a lil wierd to me cause of that centre point

onyx jewel
#

yeah the X thing is odd I was just messing around and figured it out

tough plover
#

here's how I personally did it

onyx jewel
#

considering it.. really don't wanna do the toes lol

calm marten
spiral sigil
#

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

jovial seal
#

hold on

spiral sigil
#

i see this with hands too

jovial seal
onyx jewel
#

oh yeah you can put reference images straight into blender btw

#

can set them to only show when you're looking at it orthographically

calm marten
#

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

tough plover
#

remember, this is the foot

calm marten
#

Whoops meant to correct that

snow estuary
#

Aren't they gonna join it and sculpt it

calm marten
#

Sculpting might be hard since the legs are just planes with the skin modifier so IDK if that makes this better or worse😅

snow estuary
onyx jewel
#

(this will bake that to a mesh dont do it till you're done tweaking)

spiral sigil
#

meh tips its just gonna be a lot of brute force learning

snow estuary
#

Apply the modifier>and voxel>sculpt the hell out of it

spiral sigil
#

gotta know how to sculpt for that one

calm marten
#

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

tough plover
snow estuary
#

Wow the top part of the hand has quite amount of loops

spiral sigil
#

man the palms of the hands are such a delicate matter

snow estuary
#

I can't really get the hand palm right

spiral sigil
#

oh nice finger

calm marten
#

God the smooth movement for that is beautiful

spiral sigil
#

im this close to drawing topology directly on my foot so i can plan the flow

onyx jewel
#

do it

snow estuary
#

Just download a feet pic

#

And draw over that

spiral sigil
#

i have my own and essentially im doing that in blender onto an image

#

but it is not yet satisfactory

snow estuary
#

Just don't make your topology too messy

spiral sigil
#

my standards toxically high dont worry

snow estuary
#

Figure out the main ones that holds the shape

spiral sigil
#

yes and determine what regions begin deform

#

i have arched foot do u have that

#

that makes for a more dynamic foot

snow estuary
tough plover
#

indeed

spiral sigil
#

the one that funnels into a star?

snow estuary
#

Pretty good design for a feminine character

spiral sigil
#

oh i see what you mean yea the topo is almost cocentric to the protruding bone

tough plover
#

from afar with smooth shading (no normal map, so doesn't look as good)

snow estuary
#

I think is ok

spiral sigil
#

i will try to plan around the most exaggerated areas

#

and use terminating tricks that i can remember

snow estuary
#

Is it possible to bake high subdivide normal onto lower ones?

spiral sigil
#

isnt that how cage baking works

#

high to low

tough plover
#

if so yes, but only in blender, not substance

snow estuary
#

Multires

tough plover
#

if you're just baking from a high res mesh with no textures, you can easily do that in both blender and substance

onyx jewel
#

reasonably happy with this even though it looks a little odd, seems to preserve the curve of the foot without adding too much geometry

tough plover
onyx jewel
#

or maybe it's just shade smooth making it look better than it is

#

either way I'm happy

tough plover
spiral sigil
snow estuary
#

Would be nice if it wrap around the food

onyx jewel
#

yeah, not really sure how to fix it without adding more geometry or following the contours less

spiral sigil
#

You kinda SOL if you don't start it right

onyx jewel
#

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

snow estuary
#

Don't redo stuff, is just wasting ur time

tough plover
#

ehh

onyx jewel
#

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

snow estuary
#

Then why you model legs???

onyx jewel
#

nice to have for future

#

trying to make this something I can maintain till the end of time if I want to

spiral sigil
#

You will improve dramatically in the future given you keep 3d up

onyx jewel
#

(realistically it will lose it's charm in 2 months)

spiral sigil
#

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

onyx jewel
#

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

spiral sigil
#

Yeah it's a slow one man process

#

Tedious

snow estuary
#

Just don't include it in your model

onyx jewel
#

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

spiral sigil
#

That will be your trophy of sorts marking your intermediate-advanced understanding of the body for 3D purposes

spiral sigil
onyx jewel
#

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

snow estuary
#

Learning sculpt helped my 3d modeling a lot

#

The forms and shapes

spiral sigil
#

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

snow estuary
#

Why

spiral sigil
#

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

onyx jewel
# spiral sigil You make it scratch no transform

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

spiral sigil
#

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

onyx jewel
#

could taking inspiration from other's art styles be considered not your own work?

spiral sigil
#

It's not even about credit

onyx jewel
#

idk, anyways I'm just being dumb

onyx jewel
spiral sigil
#

It's just about your ability to consistently produce a quality output

snow estuary
#

Great artist steal lol

onyx jewel
#

I want to be able to sculpt something from scratch

spiral sigil
#

Some people take this out of context and of course there is more to it than that

snow estuary
#

I though that sentence is pretty well known

onyx jewel
#

I mean, all of art and human creation is standing on the backs of others -- what objectively makes it harmful instead of fair?

snow estuary
#

You can't really make anything without referencing something

spiral sigil
#

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

spiral sigil
#

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

onyx jewel
#

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

spiral sigil
#

Curve as in what

#

Oh

onyx jewel
#

on a theoretical graph

#

sorry lol

spiral sigil
#

I understood that was the structure of the analogy thingy but I didn't get what was getting plugged into the analogy

onyx jewel
#

yeah I was wondering if that would come across right when I typed it

spiral sigil
#

So why do you do art

onyx jewel
#

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

spiral sigil
#

If you have friends you can get more motivation if they like seeing your projects when you share them

snow estuary
#

String wrap has a offset

onyx jewel
#

yeah but the offset just makes it further, it still gets stuck under

spiral sigil
#

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

onyx jewel
#

I'm just gonna hit the original mesh with the smooth brush I think 😦

#

make them 1 piece

spiral sigil
#

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

tough plover
# onyx jewel

select the middle vertex and do alt + S to push it outwards

snow estuary
#

What alt s does

onyx jewel
#

wait, is this resizing the vertex itself? what is it controlling?

#

this scares me immensely 😆

tough plover
#

it moves vertices along its normal direction

onyx jewel
#

that'll work for now, appreciate it 🙂

tough plover
onyx jewel
#

it almost feels like it's adjusting the vertex's weight or something

#

ohh that's weird I don't like that

tough plover
onyx jewel
#

am using snapping and re-applied a duplicate shrinkwrap just to be sure

tough plover
#

what you can do is duplicate your shrinkwrap modifier (before subdivision), and applying one of them

#

perfect

onyx jewel
#

but very well could be all these modifiers

tough plover
#

it doesn't help the toes are super close together

onyx jewel
#

should subdivision not be before shrinkwrap?

tough plover
#

baking for that will be quite difficult, and will probably need some manual fixing

tough plover
onyx jewel
#

ohh cool

calm marten
#

Sorry to butt in again but I think I hit the main points you guys mentioned. I may need to make the legs longer?

tough plover
#

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

calm marten
#

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🤣

onyx jewel
#

is there a keyboard shortcut for joining 2 selected verticies together to 1?

#

Alt M

jovial seal
#

anyone got a good tutorial on how to generate normal maps and height maps in blender from higher polygon models?

tough plover
tough plover
# jovial seal anyone got a good tutorial on how to generate normal maps and height maps in ble...

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...

▶ Play video
#

a normal map is likely all you need

jovial seal
#

thankyouuuu

tough plover
#

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

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?

tough plover
#

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

calm marten
#

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?

tough plover
#

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
jovial seal
calm marten
#

I could try but with it being a single row of vertices I unfortunately limited myself on making certain parts thick

jovial seal
#

is it all one model or?

calm marten
#

No I have everything separate in case of a scenario like this so I could remake the legs

jovial seal
#

how do you plan on mergin it all?

#

just curious

calm marten
#

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

onyx jewel
#

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

jovial seal
onyx jewel
#

you can also enable mesh symmetry up here to smooth it equally on both sides (the X thing)

jovial seal
#

ive been looking for that for ages

calm marten
onyx jewel
#

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

calm marten
#

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😅

onyx jewel
#

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

calm marten
#

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

onyx jewel
#

can always make minor edits after it's in the game too

#

well, and major, just takes more skill

tough plover
#

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

calm marten
#

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?

tough plover
#

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

calm marten
#

I'm guessing having duplicates is in case something happens and I have the originals to revert to?

tough plover
#

yea pretty much

#

it's always a good idea to keep backups

calm marten
#

And for remesh just use vortex correct?

tough plover
#

?

calm marten
#

Sorry for the remeshing modifier it had vortex as a setting

tough plover
#

not sure what that is

#

there are many ways to remesh in blender

#

you can try them all out

calm marten
#

Which do you recommend?

tough plover
#

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

calm marten
#

Sounds good I'll start working on all of that. Thank you!

onyx jewel
#

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

snow estuary
#

No?

still wadi
#

so you're tracing another model ?

#

lmao

snow estuary
#

Burh when u make new YouTube video vrcRat

ionic skiff
still wadi
#

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"

#

🤡

ionic skiff
#

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

still wadi
#

well from our conversation he hopefully will get his answer

spiral sigil
#

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

onyx jewel
#

kk

onyx jewel
#

been into open source software for years

#

idk yeah it's basically tracing though I'll stop asking

tough plover
#

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

onyx jewel
#

the base isn't even for sale anymore, been replaced by a newer better one

onyx jewel
ionic skiff
#

i really need to continue my base sculpt as well but next up is feet and arms.. sippspeen

#

then retopo time, finally

orchid phoenix
#

you could definitely be paid by people to retopo models for them, but redistributing models without the creators permission is a nono

onyx jewel
#

not good enough for that yet lol

ionic skiff
#

youll get there

still wadi
#

or you wont

#

50/50

onyx jewel
#

entirely possible

#

might lose interest at some point, it happens

calm marten
#

Ok I think I got it this time. The lower part between the foot and calf may be too long right?

spiral sigil
#

I choose not to put that delicately

onyx jewel
#

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

spiral sigil
#

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

onyx jewel
#

appreciate the support and encouragement ❤️

#

really makes my day

spiral sigil
#

Your current system going forward is not conducive to improvement

#

Understand that is the premise

onyx jewel
#

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

spiral sigil
#

It doesn't seem like that's an option as if you had that support group you'd already have em, no?

onyx jewel
#

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

spiral sigil
#

Sure just don't deceive yourself

onyx jewel
#

appreciate the support

restive sorrel
#

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

onyx jewel
#

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

spiral sigil
#

Your ego that you feel needs defense