#3d-modeling

1 messages · Page 12 of 1

tough plover
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I'm not sure where you're seeing "anger" or "ego"

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the only heated comments I've seen were from you or Shonzo

spiral sigil
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Ego as in identity

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Shonzo is ballin so I think their opinion at default has merit when we talk about creating maximum improvement and output

onyx jewel
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Is it wrong to enjoy compliments & others getting use out of your work? All I'm getting from you is that I need to keep to myself and spend another year learning before I should even consider publishing anything

tough plover
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Shonzo is definitely good at avatar creation and putting out quality content, but both your and their initial responses didn't even answer his question, and seemed more mocking than anything

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after that, it would have been fine to elaborate on the ethics of it, and akin it to tracing art, but only doing the latter and not the former is not very helpful

spiral sigil
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I operate under the assumption that you will burnout if your ultimate goal is to share art with the world and do not yet have the skill, nor have a friend group who is interested (you would then need to find approval from random people on the internet and I'd be hard pressed to see that happening without quality work already)

ionic skiff
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my one question is why are you so concerned with their drive to learn? should that not be up to them? i think its nice seeing people take interest in 3d art, too, but just telling them that theyre not driven enough will get nobody anywhere

spiral sigil
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They get nowhere by trace retopo-ing a par model

tough plover
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they learn retopology

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it's literally their first time doing it

orchid phoenix
tough plover
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now, to be fair to you too, it's a bit unreasonable to think that your first retopo job will be great and be better than the original model

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but if it is lower poly than the original, it's not unreasonable to want to put it out there for other people to use. (as long as it's permitted, that is.)

spiral sigil
ionic skiff
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theres no correct order in which to learn the skills associated with 3d art. i didnt start out with sculpting either. i downloaded lots of free available sculpts and retopo'd them. i didnt share them, but its still a valid way to learn

onyx jewel
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oh yeah I know it won't be better than the original, I just know I might not be the only one struggling to get a low poly avi and others could realistically benefit from that work, it's not like it's a retopo made for no reason that I'm just trying to post to get my name out or whatever

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current plan is just send to the original creator when I'm done and let them do whatever / sell it, and if they delete my email or whatever that's fine too

spiral sigil
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I have been calling to attention that their focus is extremely not effective for learning, as they have said before they just want to save themselves time and save a 3d model to use as a base yet they have not yet an understanding of the human features they want to make a base for

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That is not studying and they are going steps ahead

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They will inevitably have to redo this later

ionic skiff
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and why is that an issue

tough plover
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but you have. to start. from somewhere.

spiral sigil
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So that when you make bases to save time they are actually good enough

onyx jewel
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Just modeling for purposes of study is poor motivation for me

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I don't just write programs that I know will be terrible because I want to learn something

spiral sigil
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Well you gotta say that since that is a condition in my function

onyx jewel
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They have to be useful to me or others

ionic skiff
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if you look at it as "good enough" itll never be good enough, because theres no such thing. hate to break it to you but youll never be entirely satisfied with your older work as long as youre improving

tough plover
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^ same, if I make something I want to be able to use it. I don't care if I'll need to redo it later, that is a problem for future me

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being able to use it is motivation to make it in the first place. later on, you will get additional motivation from wanting to improve it

spiral sigil
ionic skiff
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theyre not trying to figure out how the body is shaped, theyre trying to retopologize a humanoid figure

tough plover
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where that literally doesn't matter

spiral sigil
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Your understanding is only as good as your subjects

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But whatever

onyx jewel
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I could make the argument that hand placing individual verticies and faces to match the contours of the body underneath is helping me

spiral sigil
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That would if it's on a good subject of the body

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You just reworded what retopo is if you only had painstaking tools to do it

onyx jewel
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how do you think I'm doing it? I'm not just clicking the remesh button in blender

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I am hand placing every single face

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I am making the topology

spiral sigil
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And the example you are using is quite limiting to say the least

onyx jewel
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I am following the contours of the foot and legs and body

ionic skiff
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theyre not copying the existing topology

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theyre not looking at the topology of the original mesh

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it is just used as a base to retoplogize on, same way as you would use a sculpt

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so it quite literally cannot be limiting because the shape does not matter long as it is humanoid

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the shape can always be adjusted after retopology is done

spiral sigil
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Assuming your retopology or example retopo has flow that is designed to accomodate those changes

onyx jewel
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it's not even the exact shape either, it's been smoothed down quite a bit because the old one was too muscular and bulky imo

spiral sigil
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So they are making their own constructed polymodel/sculpt?

onyx jewel
ionic skiff
onyx jewel
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these are all hand placed on the smoothed base, every single one of these faces was considered

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this is the original (I believe those weird loops in the middle got deleted by me at some point)

spiral sigil
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I was assuming it was a retopo directly on the base model

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Wait it is?

ionic skiff
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im not sure what youre getting at

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they have the original model and then projected a plane onto it, then started retoplogizing from scratch

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theyre not just editing the original model and changes to the shape can, as i said, always be made after retopology is done. this is just teaching them how to follow the contours of the human body

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because thats largely the same across all humanoid models. sure theres a million ways to go about it but lowpoly will always be quite similar

spiral sigil
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Oh I'm not sure either I don't remember then besides that the example still looks like a dampened inflated balloon

ionic skiff
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the original base is fine. it works for what they need out of their avatar, so i see no issue with it

spiral sigil
onyx jewel
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retopo vs original smooth shaded -- it's not perfect but it's also like 1/3 or less of the triangles

still wadi
calm marten
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is it smarter to make a tail and hair before or after retopo stuff?

tough plover
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hm depends, I'd say don't worry about retopo'ing stuff right now, and just focus on getting the shapes of everything right

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at least make the tail, hair you can do whatever you want, but you can likely make it separately from the rest

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like, you don't really need to worry about when you do the hair

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you'd at least want the shape of the head first lol

calm marten
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sounds good! probably wait on the tail till after retopo because i saw that i could choose some points on the back and extrude them to make the tail easier

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i also fixed the legs like you guys said. Hope this is better

tough plover
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yea, the legs are definitely better. still not perfect, but a lot better

calm marten
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which part do i need to fix?

tough plover
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the knee and ankle need to be sharper

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the digi knee and digi ankle that is

calm marten
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the knee idk how much sharper i can make it due to the method i used to make the legs but i can fix the ankle 100%

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im starting to think i may just need to recreate the legs with uv spheres since i cant make sharp angles with this skin modifier

tough plover
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oh, you're using the Skin modifier?

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yeaa that's going to be a bit limiting

calm marten
harsh saddle
# calm marten yeahhh it sucks lol. Dumb question though, how the heck do i make hands ITS SO H...

Are the hands particularly unique? You can buy base meshes that you can use for any purpose so I don't generally prefer to reinvent the wheel. If you really just want to say you've done it, at least do it just once and then reuse your work. If the rest of the arms will be visible, you need to make sure the edge count works out for the surgery but still easier than making them from scratch.

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If they're wearing clothing and everything doesn't need to be connected, you can just slice them off and stick them in the right spot.

calm marten
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im tempted to at this point. The only clothing my character will have is a cape modeled after Amicus's from Adastra, maybe pants and then a crown so gonna have to make it look decent

harsh saddle
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If you're going to make your own hands, I'd still download a base mesh as reference. You can use reference images but I'd much rather work from 3D reference. Personally, I sculpt all my models first and then retopologize because I can't wrap my head around how to plan these things out without a structure to build from.

calm marten
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agreed, thats what im trying to do first so i have most of the detail and shape done

calm marten
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Oh wait I forgot to line the knee and feet up🤦‍♂️

tough plover
calm marten
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ah ok. Back to the sculpting board

tough plover
calm marten
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i was wondering that too, i zoomed out and noticed how off balance it would be if the character walked

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He seems like hes sitting pretty natural now instead of bending backwards

tough plover
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getting somewhere, although the legs are back to looking a little short. try moving the toes/foot only downwards, then rotating the shin to match

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remember:
1 - thigh
2 - shin
3 - foot
4 - toes

calm marten
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i forget thats how it is, im so used to human stuff.

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i can rotate the shin but might lose that sharpness you were looking for

tough plover
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you can rotate it and still keep it sharp

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example

calm marten
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Is this ok or did I move it too far?

calm marten
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I think i got all of the shaping done for the body finally. Tried remeshing with 10kbut noticed the torso had some gaps in it, did i do something wrong or do i just need a different sample size?

harsh saddle
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Remeshing isn't going to be sufficient for quality character retopology. It's a job that still needs to be done manually.

calm marten
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Makes sense, Sacred made it sound really easy last night.

tough plover
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remeshing isn't to get a final mesh. it's to take the multiple separate shapes and make it into one solid mesh that you can sculpt more easily on

calm marten
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i dont like the sound of whats up next then

tough plover
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blockout -> remesh -> sculpt -> retopo -> everything else

calm marten
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Whats a good way to start retopo? Seems kinda overwhelming knowing how much character there is to cover

ionic skiff
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uv unwrap / texturing sippspeen sculpting is the good part

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youre ways from needing to retopo but when the time comes theres plenty of tutorials on yt that cover it

tough plover
calm marten
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sculpting was at least fun🥲

tough plover
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there are addons that can help, but I normally do it manually with the help of modifiers

calm marten
tough plover
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I do:

  • mirror (clipping on)
  • shrinkwrap (offset 0)
  • subdivision (one level, Catmull clark)
  • shrinkwrap (small offset)
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every face you add will result in 4 faces in the final mesh

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so it really doesn't take long to cover the body

ionic skiff
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if all you wanted was something along the lines of a blockout you couldve poly-modeled it and then added detail via textures

calm marten
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I'll be very honest from what everyone says I need to do I'm kinda lost on if I'm even in the right spot for what I'm working on. I mean I have this mess, shaped and such but heck IDK if I have to do more shaping or move on to the next step😅

jovial seal
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the normal map bakin aint working out for me ima be honest

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did i screw something up?

ionic skiff
calm marten
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ok easy enough. Do i have to remesh everything together or just do it in groups and im guessing use Quad with the 10k sample again?

ionic skiff
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everything joined as one object

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im not sure if quad remesh actually joins by vertices, sacred would have to confirm

calm marten
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oh boy lol. I'll have to figure some of that out because some things didnt like being merged while having a mirror modifier

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when i tried the quad if left a few medium sized holes so idk if thats normal

jovial seal
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so like the baking a normal map isnt working and idk what i did wrong

harsh saddle
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The different object sculpting workflow seems particularly useful for complex anatomical stuff where you're shaping individual muscles.

jovial seal
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can anyone help with my nromal map situation

harsh saddle
# jovial seal can anyone help with my nromal map situation

I don't generally use selected to activate for normal maps, I use multi-res and shrinkwrap and then bake from multires. That might work here but I think selected to active should as well, I'm just not sure what might be off in your setup.

tough plover
# jovial seal

your meshes might be scaled quite high, thus your Max ray distance isn't enough

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try setting the max ray distance to 2

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and extrusion to 0.1

jovial seal
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how much does my UV matter here?

calm marten
jovial seal
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do i need a good UV for it to work properly?

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and would i need it on the basic object or the complex object

harsh saddle
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A normal map is a map so if the map is bad, the normal map will be bad as well. Particularly for baking, you can't have things overlapping or tiled. It shouldn't matter on the high-poly object since the bake is just accounting for distances between vertices.

jovial seal
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alright ima remap it manually then

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it appears to have owrks

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im getting some wierd artifacting

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tho

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like i expected the square too look kinda bad but like its overlapping with the centre point somehow

jovial seal
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what that

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i never screw witht extures

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ima be completely honest

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i just do project from view a few times and it typically works out

harsh saddle
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Also is there space between the islands themselves or are they right on top of each other?

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Resolution is also a consideration. I generally bake at 4k and set the max size in Unity

jovial seal
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huh

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where is that

harsh saddle
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Well you see where Selected to Active is so...

jovial seal
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wait im blin

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lmao

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its says 16 px so i set it to be higher?

harsh saddle
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No, that should probably be fine. Can you post an image of the UV editor with all of the faces selected in edit mode?

jovial seal
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ye

harsh saddle
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Do you know what resolution you're baking at?

jovial seal
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this is the complex one

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this is the simple one

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this is just

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like

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super wierd

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could i just like delete it on the complex model and leave it in as actual depth on the basic one?

harsh saddle
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All that should matter is the simple one. It's hard to see if there is any overlapping but check on that. The islands look like they all have some space to me but some of the faces around the window are reall shin, probably because you're projecting from view and those faces are perpendicular to the camera. You'll get better mapping using seams but that takes a bit of practice to do well.

jovial seal
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oki ima retry in abit

jovial seal
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is there a way i can manually edit the normal map?

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to tweak it n stuff

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like here

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it seems kinda inverted

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like the depth is now extruding outwards instead of inwards

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i have no idea what happened

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i deleted the indent cause i wanted it to be normal on the basic object as it has the depth there already

jovial seal
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im gonna cry

jovial seal
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ok

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so this is the result

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so uh

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the column is pointing inwards when it should be outwards

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and that there on the left i have no idea how it happened its a giant artifact

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and the cube on the right looks like its trying to poke outwards too

jovial seal
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heyo i still need help on the above situation if anyones willing to give me tips on editing normal maps n stuff :P

mental hazel
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why is it when i try to loop cut it does this instead of cutting the whole row

orchid phoenix
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hold shift i believe to make straight lines

mental hazel
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it cancels when i right click

orchid phoenix
mental hazel
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it says "set tool by name" when i right click that

orchid phoenix
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shit uhhh

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i never use those things so i wouldnt know, try holding left click

orchid phoenix
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im so sorry lol

onyx jewel
orchid phoenix
onyx jewel
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(its all good now I got it btw, needed to turn off project individual elements but it was snapping and being weird and I don't exactly know what I did but it stopped snapping)

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this could probably be better

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need to more evenly space some loops

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I have no idea what to do for the wrists and it seems most others don't either because it rotates in all directions so just making geometry more dense there

orchid phoenix
onyx jewel
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yes

orchid phoenix
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do a tpose with your palm down, then bend your arm

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how does it bend?

onyx jewel
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will in a few here, covering the hands up then I'm gonna test all the poses and make sure they look right

orchid phoenix
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mk

tough plover
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it should be in the back

orchid phoenix
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^

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thats what i was tryna say lol

onyx jewel
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oh god I'm dumb yup

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even looked at my physical elbow I'm like yup that looks right

orchid phoenix
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lol

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ur good, elbows are weird

onyx jewel
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fixing that, appreciate it ❤️

onyx jewel
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feeling like I've got a better routine for making the fingers now, debating redoing the toes

calm marten
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Question, what sculpt tool is usually helpful for carving the eye sockets and which is useful for shaping the face?

onyx jewel
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well, for part of it at least

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subdivide that inner region a bunch then push it back with grab maybe?

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I have no idea what I'm doing so take me with a grain of salt

acoustic cave
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hey guys I commissioned an artist to work on my model and apparently they sent me this and the eye meshes look white in unity but cinema 4k is apparently a paid software so how would i do this in unity/blender??

calm marten
harsh saddle
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As for the vertices, if you're going to retopologize anyway, just use dynotopo.

calm marten
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thats about what ive done as well and it seems elastic deform with various radius inputs helps a ton on the face if you're using a mouse instead of a drawing pad

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whats dynotopo? havent learned that part yet

harsh saddle
# calm marten whats dynotopo? havent learned that part yet

I use a mouse as well, i think it's fine. Elastic deform is better at not causing distortion but the falloff can be a bit extreme. I prefer grab for sculpting and elastic deform for adjusting proportions. Dynotopo is an option to can select in the upper right while in sculpt mode that gives you vertices where you need vertices. The topology will be a mess but why think about topology during sculpting?

onyx jewel
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thinking about topology during sculpting is good if oyu don't wanna retopo it later like I'm currently learning how to do

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too many polygons

calm marten
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That'll be helpful, thanks for the tips on that. Im mainly thinking about that because remesh messed up my hands to look like pixel blocks so have to create some new points for it to shape it

harsh saddle
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I just accept retopo as part of life. I find it more challenging to try to model something with topology in mind vs figuring out the form during sculpting and then I just need to place down faces where the mesh is.

onyx jewel
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fair enough

orchid phoenix
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makes a nice round hole

calm marten
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i didnt realize that was possible...

orchid phoenix
orchid phoenix
calm marten
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its me your talking to and unfortunately my head always does lol but im happy you told me i can invert that

harsh saddle
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Also I think you smooth if you hold shift. I don't have Blender open and there's a lot of muscle memory there but I think that's it. That's essential.

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A lot of sculpting is building up and then smoothing down to polish off rough spots.

calm marten
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ah i gotcha

tough plover
onyx jewel
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yeah I'm figuring that out in pose mode right now :p

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looking pretty stupid

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ah well, might make it tomorrow me problem

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wrist, elbow, shoulder and knee all look correct, hips/legs and fingers all need work done 😦

quaint jasper
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You'll have to look into twist bones if you want to have proper deformation for elbows and knees

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For fingers it's about topology and weight painting

onyx jewel
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I think my rig's already got twist bones, just need to figure out how to set up constraints and actually use them

quaint jasper
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Twist bones don't need constraints iirc

onyx jewel
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oh

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maybe they're already in use then and I just haven't realized it 😆

quaint jasper
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I could be wrong! I knew about it years ago but never used them myself

ionic skiff
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twist bones definitely need rotation constraints

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otherwise youre not telling the bone to behave any differently than your already wp'ed wrist/elbow/etc

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knees also usually do not need twist bones

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rotation constraints can also be used to make the hips move a lot nicer but thats a bit more complicated

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sorry for the poor wording i am very tired atm

onyx jewel
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what if the twist bones get weight painted?

ionic skiff
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twist bones are supposed to have something weight painted to them

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this is a very straightforward 2 minute video

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its for setup in unity

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heres one for rot constraint setup in blender

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id recommend watching both

thorn moth
cobalt tiger
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WIP (Head and Hair scratch, Body by Zinpia, and no clothes yet)

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I feel the nose might be a bit... off

quaint jasper
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The highlight could maybe use some adjusting, but the shape seems good! Very pretty!

calm marten
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Wanting to work on the eyes and get it out of the way but curious how everyone does the glowing eyes. Is anyone able to tell me or have a video i can use, or would this be more of a shader question?

snow estuary
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Glowing eye

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?

calm marten
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Yeah. Let me find a pic real fast

orchid phoenix
calm marten
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Thank you! I'll have to figure that part out in a bit then

calm marten
orchid phoenix
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p sure u have to do it in unity

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since ull b using different shaders and whatnot, it wont carry over from blender

calm marten
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Ohh that makes sense. Here's what I meant just to show you what I did. The sun/light is off so it's definitely glowing

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sorry for bad quality, rather take pic then fill my pc with screenshots

onyx jewel
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alright, fixing my weird hand lol

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I feel like I'm doing a decent job at making the shape and following contours now, just looks awful when animated 😆

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found a decent looking topology reference that I'm gonna try and match

calm marten
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That setup looks amazing. If thats the ref pic then good choice but if thats your own model then awesome job!

stark sand
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Hi! I'm about to start modeling a low poly character, but I have a question regarding clothing. Should clothing be modeled separately or built as a part of the character's body? What are the pros and cons of both approaches? Appreciate any help from anyone who's familiar ^^

calm marten
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In my personal opinion id probably choose to model them separately so you have more freedom when designing both the clothes and character and i think it makes it easier if you want the clothes have some movement to them instead of sticking to the body ( I could be wrong, someone else may have better info lol) How low poly are we talking i guess would be the factor as well

orchid phoenix
# stark sand Hi! I'm about to start modeling a low poly character, but I have a question rega...

if youre making clothing as part of the body, there won't be any clipping and youll have a lower polycount (depends on how low poly youre going, like ren said) but you won't really know what the body looks like underneath.

if youre making it separately, youll have a better understanding of the shape of the body which will allow you to make the clothes look better and you can have more detail but there might be clipping if you don't hide or delete the bits of the body under the clothes

stark sand
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I see, I'll consider both approaches for a bit with that in mind. Thanks!

tough plover
calm marten
tough plover
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if you're not duplicating the faces from the body and instead you're just creating the faces in such a way that it still lines up, you can do a weight transfer from the body to the clothes when rigging

stark sand
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Sounds good! Rigging clothes has always seemed a bit daunting to me so this is really helpful, thanks ^^

tough plover
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I'd also recommend making sure the body is as low poly as can be, because the higher poly it is, the higher poly the clothes will be too

calm marten
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Need some honest opinions and advice on this. Had a perfect head before I applied a remesh modifier to the model but afterwards it became kinda jagged and sharp making it harder for me to sculpt how I want it. You can kinda see how bad it is where I tried doing the eyes sockets. Is there any way to salvage this head or should I count my losses and delete the head to remake another?

azure rain
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question is there a particular reason you're using the remesh modifier in the first place?

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@calm marten

tough plover
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you can Remesh the Remesh if you want

calm marten
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Someone told me that was what I needed to do. Yeah I wish I had a bit more of the geometry as well but that remesh took a lot, especially from the hands

calm marten
calm marten
calm marten
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nm zey helped me figure it out real fast

harsh saddle
tough plover
calm marten
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How would I handle making hair like this for my model? I love the fluffy Mohawk style of sorts but unsure how to create it, and make it look good enough to blend in

quaint jasper
calm marten
snow estuary
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Oh wow

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That's cool

calm marten
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Is there any downsides to using an object with skin modifier to create the hair/fur since its easily shapeable?

snow estuary
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Why would there be downside

calm marten
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Not sure. I've never used it before so didn't know if it had any drawbacks, but i do have to say it worked perfectly for the hair lol

calm marten
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Not gonna lie I was overthinking the hair a bit but my main question now is how do you guys usually carve out the nose/nostrils and the mouth so it can open?

snow estuary
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The top and lower part

calm marten
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I'll definitely do that. Might take some time with how many vertices that are bunched together. Is the nose easier? I tried a few different tools but it just looked off

snow estuary
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The nose also as a separate part

stark sand
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Hi, does anyone have tips on how I can join the legs with the body cleanly?

calm marten
snow estuary
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Mask the mouth

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Amd slice

calm marten
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actually that just kinda confused me more, I might just put the model off for a while.

snow estuary
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Aww rip

calm marten
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ah its ok, i really should have planned it out better before starting my first model lol

spiral sigil
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watch some random YouTubers or twitch streamers polymodel a model like yours and observe if they do their human in pieces or as one piece, and if they do seperate parts how it is done and why

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Everyone does it differently so you will see what u want to do for your own needs

stark sand
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Gotcha, I ended up adding loopcuts to the torso to match the verts and joined them together. Will see if this is a workflow I'm happy with if I get favorable results

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I'm working with low poly so I do know the topology count

red glade
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Workin on a exo setup for ma character, Cyberpunk really done reignited how much i love cyberbodymodification

fair mason
valid needle
solar fossil
snow estuary
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Low poly

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No sculpt

stark sand
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Hmm I see

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I figured it'd be easier to visualize the parts by blocking them in pieces

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but yea I'm having a bit of a headache with the flow of everything haha

#

currently trying to get a good arm/shoulder link, but it's not very flattering as you can see

solar fossil
#

That's can be fine too if you plan out your loop count from the beginning, I usually do 8 for each loop on every part, so they can be easily merged to the main body when done

stark sand
#

the hands is where everything went wrong so I should probably do that next time

solar fossil
#

Would recommend modelling in tpose, keeping the arms stretched out makes it quite a bit easier to work with without having to mess with normal/local space, can do everything on the global xyz axis

stark sand
#

Oh yea that was what I was doing, just moved them into the A pose to join them together so I could visualize the shoulders better

#

not sure if that's an effective strat

snow estuary
#

theres a loop for the shoulder

solar fossil
#

https://youtu.be/F1CTfis1TEg?si=wBuawcyNUWhtWba-
Got classes so gtg, but here Is a great tutorial series

This video is the 1st part of 40 in this very detailed tutorial series about modeling. I'll take you through all the steps of anime style character creation in the 3d software called 'Blender' and without any time lapse.

If you haven't watched it already make sure to go through part 0! In that video I'll show you the final result and tell you a...

▶ Play video
stark sand
#

Thanks to both of you ^^ guess I have a 40 part series to watch 😝

mental hazel
#

when i fill something in, it generates bad faces
how do i fix that?
ive tried using the knife tool but when i make a cut on two verts it just cancels

quaint jasper
#

and then Tris to Quads

tough plover
#

^

#

shortcuts: ctrl + T, alt + J

mental hazel
red glade
#

Not really sure how I wanna do the shoulders/Shoulder blades just yet.

alpine merlin
#

to improve myself I stop relying on subdivision and focus on smoothing the topology itself... this model is 24k poly.

red glade
calm marten
#

Looking for some advice on whether the hands are too small or whatever changes they need to make them look proportional to the body.

quaint jasper
#

You'll only really know how they feel once you test the model in VR

#

You can just scale the hand bone once you've finished the model if you need to adjust proportions so don't worry

calm marten
#

Very true, I meant more of do they look too small compared to the body. I don't want a semi-muscular avatar with baby hands🤣

quaint jasper
#

They look correct to me size wise catthumbsup

calm marten
#

perfect! thank you for the feedback on that

red glade
#

Not really sure how I wanna setup the "insides" if you will. but wellsee

calm marten
#

Sorry for the grainy picture but do the eyelids look ok or do they need some fixing. I'm open to any advice on how to fix the weird look lol

quaint jasper
calm marten
#

That makes sense. The video I was learning from wasn't very clear on that detail

snow estuary
#

Is also way easier to animate later on

quaint jasper
#

They can be, but I rarely see it done. Shapeykeys are trivial

snow estuary
#

Is pretty hard pull them for shape keys

red glade
#

Decided to take a break and start on the legs, still feel a bit iffy but the rough idea is there

spiral sigil
#

worth a quick read to appreciate some of the work behind your render

#

even if you were never taught matrices and vectors

snow estuary
#

Are u writing your very own rendering engine

spiral sigil
#

no i just came across it in a youtube video for something else

#

math is cool

snow estuary
#

I never bother learning math until I need it lol

#

Instant regert

spiral sigil
#

oh yeah i dont suggest actually learning it unless u need it for your shader logic

#

or you are making your own render engine

#

doing operations with vectors is like weird

red glade
mental hazel
#

what else should i add to this guy?

orchid phoenix
cobalt tiger
#

How do people go hi poly and merge sculpt pieces together? I've seen this done in a walk-through for blender, It'd help a lot if I knew how it worked

verbal creek
cobalt tiger
#

I found the video on it as well, ty! It can be found on his channel on how to do it

verbal creek
#

otherwise you can also use a boolean modifier, but i think that's kinda dated by now

snow estuary
#

Voxel remesh

#

Although a real life sculptor can't really add stone to a sculpt

spiral sigil
#

I just realized that making a reference board is just like a storyboard except the images are not rendered into a final image yet

#

Like references for a project shouldn't just be generally whats in the project but have photos of every detail possible in some form

#

The references must already the artwork before you ever got there for it to come out the best. Or if you are already very experiencrf artist you have absorbed reference material from previous project

#

The conglomerate of the references IS the artwork

#

Almost in a literal sense

verbal creek
#

yeah, i started using microsoft whiteboard recently to plan out projects and it's been amazing. feels wonderful to actually have a plan, and it does make for much more cohesive models and art pieces

spiral sigil
#

The leeway is the original innovation that occurs

mental hazel
#

how do i make it so when i move the hand bone, the first bone of the thumb moves as well?

#

the first thumb bone is weighted, while the hand bone isnt

proud wadi
mental hazel
mental hazel
#

wait nvm i fixed it

mental hazel
#

dangit now this is happening

stark sand
mental hazel
#

no

#

what im trying to do is reconnect the arm bones

#

fixed it

#

had to connect them

stark sand
autumn gust
#

So like, I have a head that on blender looks to be using the correct shape key as the default look, but somehow in unity and vrchat it's using the sad one 100% of the time instead for some reason when it should be using the one that displays in blender? What can I do to fix this?

tough plover
autumn gust
autumn gust
#

ah I see now

#

wanting to use the last shape key when I did it, however I deleted the duplicated basis key when that happened.

snow estuary
winter iron
proud wadi
# mental hazel wait nvm i fixed it

Sry just saw. I'd reccomend using your heirarchy to more easily see what is parented to what. "parenting" kinda looks like nesting within expandable folders. Both the root thumb, and root "fingers" bone should be parented to the same hand bone. Might be good to look at a beginner rigging tutorial? either way lmk if you're still strugglin/need help :)

proud wadi
snow estuary
#

Mind u, I only work on it during my free time, so each day around 1-2 hour

autumn gust
#

Does this look good?

spiral sigil
#

People who are adventure time fans also include the kids who are still in school so perhaps 15 is a reasonable affordable middle ground... 15 feels pretty economic too me, 9.99 feels super economic. Also if the discount is too steep then the physcological effect of discount probably wont work on most adults, so probably dont do more than 50% off

spiral sigil
#

@snow estuary food for thought, have your avatar have some kind of shader that can project Prismo onto a wall just like in the show. That really will set it apart and be very true to the character.

#

There are particles in unity that can stick to the wall, there is def ways unity can figure out where walls and floor is. so something is very possible here

snow estuary
#

Huh

spiral sigil
# snow estuary Huh

a way to improve ur idea so it can be cooler and listed for a higher price

snow estuary
#

Sadly

#

I don't think is even possible

steady zealot
#

not on quest though.

snow estuary
#

Aw man, I gotta spend time learning to write shader

#

✍️

loud pivot
#

Straight cookin

ionic beacon
#

Random question: Within VRChat purposes, when or why do I need Ambient Oclusion in my avatar?

tough plover
#

avatars are obviously a lot more dynamic than static objects that typically benefit most from AO, but it still does help achieve more realistic results regardless

spiral sigil
spiral sigil
#

What's going on with the feet tho

#

It looks like a loafer but made out of flesh

#

Flesh shoes

spiral sigil
steady zealot
#

It's not a perfect solution

#

but it might be worth taking a look

spiral sigil
#

The issue I forsee is like, it will project on a wall fine, but the floor... The projection may not be able to pick up something with no depth if it is perfectly in line with the world axies

#

So in that event just like tilt the shader's axis of things down a bit so the floor isnt dividing by zero or whatever

#

The real fix that would keep it all proportionate probably would be a pain in the ass, not sure though im just thinking of the one way of many this could be executed

#

I forget there are all these shafer packages online i can look at to study how to code my own its such a good opportunity

#

The code comments probably in Japanese rho

loud pivot
spiral sigil
#

Ohghh ok

onyx jewel
#

is there a way to get this hand to match a topology guide when it's pre subdivided? should I just go ahead and finish this off and make the geometry manually? been staring at this for like 30 minutes and just can't wrap my head around it 😆

verbal creek
#

you could turn off optimal display on the subdiv modifier so you can see the outlines of faces more clearly and see if that helps figure it out. would definitely make screenshots easier

onyx jewel
#

I mean I can see the outlines clearly, just not sure how to make them follow the pattern without applying the subdivide modifier and then sketching manually

verbal creek
#

i'm kind of having a hard time seeing the edges properly, but this part right here can be made by using tris, unless thats not what you're referring to?

onyx jewel
#

oh sorry I see what you're saying

#

this is what I just reverted to, I just can't figure out how to make it do the thing

#

I tried drawing that shape in my screenshot above and it didn't make the stuff right

#

sec

#

ohh hey I see what you're saying

verbal creek
#

i'm sorry if it wasn't quite clear. hand topology is complicated for sure

onyx jewel
quaint jasper
#

That's a lot of loops sweat You're making it harder on yourself imo

verbal creek
#

that's just the subdiv modifier. i asked them to turn off optimal display so i could see better

quaint jasper
#

Phew ok catthumbsup

onyx jewel
#

honestly I'm not even sure why these loops specifically exist

verbal creek
#

it's not where i would personally place them either. i tend to have two circular loops on each finger, but the hand is mostly quad grids

#

especially since vrchat doesn't have splay or skeletal hand input cough cough

#

wish valve would get on with that

onyx jewel
#

is there a way to make these just work? if I can avoid adding polygons I'd love to

#

it looks all weird when I bend it, sec

verbal creek
#

i think they could certainly work with proper weight painting, which shouldn't be too difficult since the topology is quite simple. the blue loops in the pictures you sent initially would probably help, though

onyx jewel
#

actually I guess now that I look at it here I probably just need a couple more loops in the main hand area

#

or maybe move the loops / joint a little bit

verbal creek
#

that seems.. off. what do your bones look like? is the geometry actually moving with the bones as it should?

onyx jewel
#

finger may just need to be chubbier too

#

idk

snow estuary
#

It looks like a twig

verbal creek
#

the knuckles look like they almost slid forward and the way the finger is segmented is quite disproportional

snow estuary
#

I think is more of a weight paint thing

verbal creek
#

yeah, certainly. bone placement too

#

the knuckles should not be moving like that and this part right here looks far too long i feel

onyx jewel
#

I'm not sure if that part feels too long because the other part of the hand is deforming with it or it's just actually too long

#

but yeah the knuckle is too far forward

#

I thought I put them in the right place but I guess not

#

actually lemme add more loops before arriving to any conclusions

verbal creek
#

it looks a liiittle long but it's not too bad. part of the hand deforming with it definitely exaggerates the issue

onyx jewel
#

ugh yeah more loops does basically nothing

#

sounds like manual weight painting time or need to move joints😭

#

looking at my hand irl I'm like 99% sure the joint is in the right place but let me try moving it vertically and over a bit

steady zealot
onyx jewel
#

man I just wanna be done with these fingers

#

I'm like so tempted to just copy the geometry from the body underneath

#

been holding up my avatar

onyx jewel
#

okay got em good enough

snow estuary
#

Look like some anime opening

winter iron
#

I would love those animations

still wadi
#

■ ダウンロード ■
https://vrsuya.booth.pm/items/5157852

■ 原曲 ■
しぐれうい - 粛聖!! ロリ神レクイエム☆
https://www.youtube.com/watch?v=Ci_zad39Uhw

■ 紹介 ■

  • せーの?
  • AFKやEmoteに入れてアピールしよう!
  • 構成品はAnim単一ファイルで、自由に活用してください。
  • 表情はMMD専用シェイプキーとして使用し、MMD表情が対応していないアバターは表情が正常に出力されない場合があります。

■ クレジット ■

▶ Play video
#

it's from this guy

#

it's free to dl

still wadi
#

you got any other stuff you made you can show off ?

#

a portfolio perhaps ?

spiral sigil
#

Portfolio deez

still wadi
#

no please

tough plover
#

lol

open scarab
#

today we will learn about reverse image search

tough plover
#

^

#

oh would you look at that

#

who would've thought

spiral sigil
#

DAnggg shes seggs

autumn gust
cobalt tiger
#

Model I made for game group

cobalt tiger
#

future male base perhaps?

#

suggestions welcome!

lost bobcat
#

does anyone know someone with blender modeling experience or if any of you are willing to help me a little bit so i can ask for guidance in starting my first steps for modeling? if any replies please @ me in it so i see it

stark sand
# lost bobcat does anyone know someone with blender modeling experience or if any of you are w...

This tutorial I recall has a similar looking character: https://www.youtube.com/watch?v=rEBwBrRzyhw

MAR

Make this simple frog all in Blender 2.92!

🐸 Froggo sketchy concept: https://imgur.com/a/ertvDDM

Timestamps
0:00 Blender setup
0:48 Modeling
13:02 Uv mapping
15:03 Texture painting
23:20 Adding a backdrop
23:36 Setting the camera
25:33 Render settings
25:51 Light setup
26:41 World settings
27:20 Bloom baby!

✖️ DONT CLICK HERE: https://bit.ly/...

▶ Play video
lost bobcat
#

im trying to make my pet frog as an asset

#

im going to look at that right now, most od the cideos ive seen so far werent too too helpful but thank youu

stark sand
#

If you've never modeled before I recommend starting with an absolute basics tutorial first, but otherwise that video should hopefully help

#

if you come across specific issues or questions feel free to ask

lost bobcat
#

ive done some stuff with editing avatars for semi heavy edits but not any modeling yet. ive got maybe almost a year on that topic

#

thank youu i will

lost bobcat
#

this is where i ended up at but at some parts this was so confusing; lol almost made me wanna cry. @stark sand
i think i got the idea of it now so im going to try my frog image. thank you lots pun 😅

rustic dagger
spiral sigil
#

Is that a spotlight

snow estuary
spiral sigil
#

Ohb okay

mint marten
#

Someone know how to fix this

spiral sigil
mint marten
#

Try to select vertex but it’s error

spiral sigil
#

Hit A to select all then try again

mint marten
#

Why?

spiral sigil
#

Because Blender can do weird stuff sometimes

#

Might also try exiting edit mode and going back in

cobalt tiger
#

New face im modeling

#

lo and hi poly

mental hazel
#

is there a way i can have the camera only show the square? im making textures in blender

spiral sigil
mental hazel
#

"canvas"?

spiral sigil
#

Render resolution

mental hazel
#

oh

spiral sigil
#

Sets the actual size and shape of the camera

#

Definitely works for making textures, it's how I made the atlas for mine.

mental hazel
#

where's the render resolution?

spiral sigil
#

Try to use numbers that make sense with memory sizes
512x512, 1024x1024, 2048x2048, 4096x4096, etc.

#

If you have any other probs, feel free to ping me.

mental hazel
spiral sigil
#

Not sure about PS1 textures, but can certainly resize the textures in outside software once you have them made.

#

That low resolution look is just low resolution, no fancy tricks AyameLaugh

mental hazel
#

even at 175x175, it still doesn't look like its from the ps1

devout orchid
#

unity will force texture sizes to be some power of 2 so avoid weird values and interpolation that comes with it

mental hazel
#

now ive got another problem

#

the texture isnt straight

mental hazel
#

it looks like there is a line from one corner to the other thats deforming it

snow estuary
cobalt tiger
#

Fair in comparison to reference

dense shuttle
#

okay tho, but why did my side bar and only the sidebar got scaled up suddenly XD how do i undo this

dense shuttle
#

i want to unscale it lmao

spiral sigil
#

Just grab and move the side then

dense shuttle
dense shuttle
#

it wasn't like this a few mins ago

spiral sigil
#

Yup, but it's smaller now. I don't think I understand what you are looking for.

dense shuttle
#

i want to scale it back to normal

#

like the rest of the ui

spiral sigil
dense shuttle
#

that only scrolls through menus

#

and UI scale is already at 1

#

idk what the fuck happened lmao

spiral sigil
#

Don't scroll the mouse button, you have to hold down CTRl + MMB and then move the mouse up/down while holding them.

dense shuttle
#

ahh

#

gotcha

#

tysm

spiral sigil
#

It's a weird combo, I had to look it up AyameLaugh

dense shuttle
#

ikr, why would you want to scale just this menu in specific lmao

#

welp

#

thanks, that solved XD

spiral sigil
echo ether
#

Can I use a metarig like this for a avatar?

#

Or can I only use the basic or something.

devout orchid
#

@echo ether technically youre free to use Viseme parameter only and animate the bones however you like for lipsync/expressions, eyebrows also can be bones. So as long as you can get/make proper animations its doable.

tough plover
harsh saddle
#

I'd recommend just using something automatic like Mixamo and clean up the weights. Automatic weighting in Blender is trash and otherwise you have to do all the weights manually

snow estuary
#

Is pretty OK if u seperate the mesh well

#

Or u got a good base mesh to tra sfer

orchid isle
#

Modling jax from the amazing digital circus

manic wharf
#

I did not realize how bad my OBS settings were (sorry about that)

mental hazel
#

how come i can't assign a material to this cube? when i try to assign the hair material it wont work
im using the color attribute for that ps1 feel

digital hound
#

how do you change the texture filtering mode in blender

tough plover
digital hound
#

ty ty

thorn tusk
#

do yall know what i do next

tight island
#

hey i was wondering how u guys deal with finger toes, idk if i should put the edges together which is bad or have some distance between them, i wont be animating them anyway so, what is better ?

harsh saddle
tight island
harsh saddle
#

I think you should be fine with standard human finger spacing. I've never experiences clipping between fingers and it would likely be hard to see if it was occurring.

crude heron
#

Hey so I'm working on fitting an outfit onto my model and i'm getting this clipping on this posing, is this a weightpaint issue? or just a case of sculpting the clothes a little too close to the body

harsh saddle
crude heron
harsh saddle
# crude heron I would like to make it a toggle, just in case. Quest compat not necessary but i...

Ok, I just ask because if you don't need it to be be a toggle, you should just delete the faces and if it didn't need to be Quest-compatible, there are shaders that can mask certain geometry but if neither of those are options, I think all you're left with is refining the weights as much as you can and perhaps shape keys? Never used them for this application but in theory you could shrink the legs as part of the pants toggle to reduce clipping using a shape key

crude heron
#

oh yeah i could do that

spice pewter
mighty quail
#

Why is this object rendering in the viewport like this? It shows like this in the material preview and the shaded preview. But not in solid mode

#

nevermind, I figured it out

#

There was a setting called "show Backface" in the material that I at some point turned on

summer rune
#

I'm not super sure where to ask this it was either here or avatar help but since my issue includes blender I thought here would be best?
I put the fbx of a avatar I'm working on into blender to do some of my own personal modifications but when importing it back into unity I have this strange shadow blendshape issue. All the blendshapes causes a weird shadow around the mouth, nose, eyes, and some parts of the face. I'm really confused why this happened since I didn't do anything to crazy with the mesh just adjusting the eyes. but this shadow issue is only shown in unity not blender. does anyone know what I could do to fix this?

summer rune
#

Got it fixed! There was an error and the vrcsdk fixed it for me.

ocean salmon
#

I'm creating a 3D model of the world of The Neverhood.

mental hazel
delicate raven
#

Mr. Game & Watch's alternate appearances from SSBU, converted from in-game screenshots to SVGs to 3D models and edited/optimized from there

onyx jewel
#

how do y'all go about making creases in clothing? like making em look natural and stuff on a person?

onyx jewel
#

also, don't know how many people are aware but I discovered today blender has Quadriflow remeshing built in and it works reasonably well for simple stuff

#

one click.. not perfect at all but not unusable either, saved me a reasonable amount of time

primal oasis
onyx jewel
#

I thought about that, the problem I'm running into with cloth simulation is it just doesn't really make any creases lol it all falls to the ground like a flag in no wind

#

actually, I guess I probably need to pose the avi don't I

primal oasis
#

you need it to be able to collide with the model

#

and yes if your clothing & model are perfectly placed the simulation won't really do much

#

when trying to make a natural looking blanket on a mattress for example I'll usually drop the blanket from a height, at an angle, with the mattress angled somewhat as well

quaint jasper
primal oasis
#

It's $60, or a 3 month sub for $16, but there's a 30 day trial
It's pretty nifty, it can automatically change levels of detail as needed or you can vertex paint in where you want more/less detail

verbal creek
#

worth it tho. i use it in every project since it makes working with sculpts a breeze. i can just mask out clothing and then quadremesh it so i can actually use a multires modifier

onyx shale
#

golb wip

quaint jasper
#

Looks fucking sick!

wild briar
#

Like what if all the quads are already tris will it just skip doing the auto quad to tri?

#

Just a silly question for optimization sake

azure rain
#

all 3D engines turn a quad into triangles as quads don't exist as far as the graphics card is concerned

stark sand
#

@wild briar ^ this. Quads are simply used as they are easier to work with while 3D modeling. In the end the quads are split into tris to be rendered

wild briar
#

Makes sense to me now

#

Thankyou for the explanation

digital hound
#

trying to mesh armatures together and can't figure out how to make the mesh appear under the model instead of linked

quaint jasper
#

Or Unlinking it, that hierarchy issue is a real bane

digital hound
#

I don't know where I'd unlink it

digital hound
#

its so difficult to figure out. Sure it moves correctly with the bones, I just want it displayed below the armature

devout orchid
#

@digital hound

digital hound
#

I figured it out, it wasn't in the collection. thank you though

devout orchid
#

ah, true, linked sounds more like a different collection

gray hornet
#

Blender secrets vid that shows it https://youtu.be/0ccPL4e7K3g?si=kxDv4l8eNPPZN3SY

#blender
Using some hidden but powerful functionality in the Pose Brush in Sculpt Mode, we can create amazing looking folds in our sculpt with almost no effort.

⇨ Blender Secrets free e-book: www.BlenderSecrets.org

⇨ Full e-book on Gumroad: https://blendersecrets.gumroad.com/l/IxofeY
⇨ Full e-book on Blender Market: https://blendermarket.com...

▶ Play video
#

discord is confusing be, are like links embeded in text blocked or am I missing something

hushed leaf
#

Hmm any suggestion to easily merge two bones in Blender 3+? dissolve isn't doing what I'd like.

#

no wait, if I do it via ctrl-x rather than selecting it from the x menu it is

#

huh.

#

ah nope, just on that one

#

oh I see, if I click the tail of the parent it does what I want

cursive summit
#

I was having an issue where the textures look fine in Blender but are broken in Unity

harsh saddle
cursive summit
#

The model has the right UVs, in Blende they're fine but in Unity they are rotated 90 degrees and smaller then the should be

harsh saddle
#

You can alter the tiling in the material but I don't believe any shaders in Unity have the ability to control texture map rotation. If you know it's 90 degrees and in which direction, one option is to just alter the texture.

jagged moat
#

It's been way too long since I last did a satisfying cloth sim

gray hornet
#

Squeeeesh! Neat way of making buttoned fabrics and stuff

rustic pecan
#

yes there is but you would need to subdivide it alot for the render

blazing ice
#

A use a multiresulution modifier, sculpt my details, then bake from multiresulution. Works well for cloth and such and gives a really nice result

tight dune
#

why when I right click the key frame menu comes up instead of the normal one that allows me to delete stuff etc

#

in blender

mental hazel
#

how can i vertex color the plane and have the color transfer to the sphere?

waxen ivy
#

Does anyone know how to apply two material slots to an object info node in Blender? Or even how that would/could be specified?

pure dagger
dusty heron
#

The original model’s topology vrcRat

reef tusk
#

Looks fine, but a little high poly, it seems they went into skulpt mode, turned dynatopo on at a high setting and pulled that out of it for some reason

dusty heron
solar fossil
pure dagger
jagged moat
#

If you just subdivide a million times and use vertex colours exclusively you won't need to bother with an albedo map!

solar fossil
#

Yes officer, this comment here ^

wild briar
#

Can someone help me pretty please

#

Im not sure why but it keeps deforming so much when i move the tail i made after rigging it 😦

quaint jasper
wild briar
#

Ok ill try that and report back 🙂 thankyou for the quick reply

#

You were spot on ❤️ Thankyou for your help I owe ya one

visual citrus
#

How can I remove bones from a model in Blender (to reduce the bone count for avatar optimization) without messing up vertexes/polygons' ability to move?

eg. I removed some bones from the end of the shark tail and several vertices at the end do not move with the rest of the tail. I also can't publish the avatar, but I'm assuming that's caused by the same issue that causes what the image shows

#

or would it be better to just combine the bones in each section and reduce the count that way?

quaint jasper
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But it'll definitely "move" worse

mellow crag
#

hiya, Pretty noobish question but I'm only just getting into modelling in Unity for world development.
I'm following a decent set of tutorials on youtube by Iconoclass, and I'm trying to extrude a face backwards.
The problem is that when I extrude it, it takes the face back inside the shell of the wall.
Any advice on why it's doing that?

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I've gotten around it for now by selecting all four corner vertices and moving those so it's not a big deal, I'm just confused about why it did that in face selection and extrusion

wild briar
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I believe the uv's of the mesh are facing the wrong way after you extrude

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But i may be confused about what is being asked

#

So in unity. When i use the mobile shader for my model it has part of the mesh blacked out :c

wild briar
devout orchid
#

tho i believe metallic map one you may see only on real hardware, it looks fine in unity

wild briar
#

Thankyou for the reply! I just decided to make a whole new mesh for the tail again but from a cube instead of just extruding the mesh and now its showing properly.

wild briar
#

I thought it was. I switched to vrchat mobile shader and a similar thing is happening. Ahhhh

devout orchid
#

its not black

wild briar
#

It is not black 🙂 but even after recreating a new tail and retexturing it, it seems to still show a different shade. Maybe ill look over some things and report back

devout orchid
#

vertex colors? you sure theres none?

wild briar
#

Im not sure how to check that

devout orchid
#

vrc quest tools can erase them, otherwise its blender thingie

wild briar
#

Ah

#

I need to look into that more Thankyou 🙂

digital hound
#

first time modelling from scratch and I'm liking it so far.
Now I wanna ask if anyone knows a good video for mouth modelling??

quaint jasper
quaint jasper
#

I think that might be a bit too many loops, which would make it more difficult to get something of the right shape more easily

#

If you dissolve a bunch, you might be able to edit what you've got left to look like your reference

digital hound
#

well I'm looking for how to model the inside of the mouth. tongue and teeth. I might dissolve some edge loops later if it'll still look good

digital hound
#

I managed to find one in this video. timestamped https://youtu.be/mWvRv1DW3qA?t=832

Blender Character Modeling Series

Welcome to PART-04 of this Character Modeling Series, In this video we are going to combine our previous head to the Base Mesh then move on to the Eyes, Eyelashes, Eyebrows, and other details.

Let's briefly recap what we've covered so far in this incredible series:

  • Introduction Video ✅
  • Blocking out our b...
▶ Play video
digital hound
digital hound
#

my next conundrum, is it possible to select just the sphere for snap to face with a curve?

quaint jasper
digital hound
#

I mean like a way of using this, but only snapping to sphere.

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I'ma just come back to it another time. maybe continue on face by unwrapping

quaint jasper
#

You're trying to shape the head into more of a sphere ?

digital hound
#

its for the hair, and I'm just come back to it another time. friends are getting on vr.

stark sand
#

One of the tricks used to do that is group selecting faces from the head in the shape of where the hair would come out from and then just duplicating it with Shift + D. Then you can scale up the duplicate and you'll have "hair" that's the same shape as the head that you can manipulate how you please. This is just one way of making hair though

lilac escarp
#

anyone got any clue what could be causing this all i did was try to merge the armatures (blender 3.6.1 with cats 0.19.0 dev ver)

normal geode
empty fox
# lilac escarp anyone got any clue what could be causing this all i did was try to merge the ar...

Because I answer this all too often and can't be bothered to be proper about it, the only version of CATS that work on Blender versions above 3.0 is the hidden developer version that is linked through their Discord.

It is this one.
https://github.com/absolute-quantum/cats-blender-plugin/archive/refs/heads/development.zip

It can only be found through joining their Discord and scrolling to the top of the short faq channel. #703190726447595581 message

normal geode
empty fox
#

In any case, the version on the github is broken, but that hidden developer version does work (below 3.6).

normal geode
visual citrus
#

is there any way to reduce the polygon count of an existing model in blender without screwing up the UV and shapekeys/blendshapes?

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decimated one and then when I tried to publish it's been giving a ton of errors

empty fox
empty fox
visual citrus
#

got cats earlier, actually; still getting issues when trying to publish so I think I'm done trying to make a quest version for now

digital hound
#

my progress so far. first time making a normal model from scratch

trail patio
#

hey guys I'm trying to export one of my old model (it's 3.0) fbx from unity to blender. But all the bones are acting up and misplaced, does anyone know how to fix that?

trail patio
# quaint jasper Export how?

through fbx exporter, I factory resetted my PC and lost all my files, had to ask my friend for it and it works just fine for them

devout orchid
#

what stops you from just grabbing fbx from assets folder

trail patio
#

So I’ve figured ;-;

#

Got it now, sorry for the stupidity

heavy sonnet
karmic reef
#

I have a question if I’m converting an avi to quest and it says the avi is to big and I already delete most of the physbones to make it quest and it’s still to large what do I do?

harsh saddle
karmic reef
#

It’s the textures but all of them are 256 would I have to go lower?

harsh saddle
karmic reef
#

When I get home I’ll show you

harsh saddle
#

Okay

muted pelican
#

I'm trying to make an original model of a kitsune

digital hound
#

Can having a lot of blendshapes decrease performance? Thinking around 150 to 200

quaint jasper
#

Active yes, inactive, no. Why do yoûneed that many?

devout orchid
#

will increase model size/vram usage significantly tho.

muted pelican
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I suppose the shape key could go from 150 to 200, considering the changes in body shape to facial shape and hair besides facial expressions.
I feel like I'm seeing this a lot in Booth these days

open yoke
#

Hello

modern atlas
#

okay so im a total noob at this and im trying to model
im trying to figure out how to get more of the dots so i can edit more precisely

devout orchid
#

you can apply subdiv (lower it to 1 first) or just add edge loop wherever you need more detail

solar fossil
torpid anvil
#

anyone else 3d modeling in blender for the first time? I just modeled stuff for minecraft a lot in Blockbench, so this is new and different for me. Anyway, Have a small screenshot of what I am working on. Never knew faces could be this hard to do.

azure rain
spare kiln
pure dagger
#

Just finished modeling my tempad from loki, what do you guys think

quaint jasper
#

Could use some bevelling, but looks great already!

pure dagger
azure rain
#

do you have a picture of the version from the show

quaint jasper
#

Most things seem rounded to me, but edges might not need bevels yah

pure dagger
#

Sorry for ghost ping one mom ent

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Gave it a bevel what you think

static vapor
#

Oooooh

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Time pad

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From loki

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Noice

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Maybe put the TVA logo on it or something

#

On the back

#

Give it some normal map texturing in unity and apply shaders it should look good

pure dagger
#

Did the prune stick aswell

pure dagger
pallid cove
#

trying to fit a sweater from one avatar to another, it looks like it fits pretty good but for some reason when i actually go and put it onto my avatar, it doesn't work too good

quaint jasper
#

Weight paint it gooder catthumbsup

scarlet comet
#

What book would yall recommend someone to learn how to create characters for a video game with blender?

I'm looking for a book that covers how to use blender (shortcuts and stuff), how to make the model (for absolute beginners), and how to texture the model (for beginners)

I'm also fine with separate books for making the model and then texturing.

I already know how to weight paint, how to do basic sculpting like for clothing swaps and just basic general blender usage.

Goal: I want to be able to easily create a model that looks like it came from GTA SA (PS2)

stark sand
# scarlet comet What book would yall recommend someone to learn how to create characters for a v...

I strongly recommend against books for learning a program like blender. It's a lot of visual (and technical) work, and visual work is best learned with videos/images. Additionally no couple books will be even close to covering all the concepts you'll need to know. You can start off by looking up "How to model PS2 character" and looking around for a good tutorial, though chances are it might not cover everything you need to know if you're a beginner, so work towards that goal by taking other tutorials on concepts you're struggling with.

A tip is to make your first attempt early instead of delaying it until you're "better". I learned so much from modeling my first character, my next one turned out miles better.

flat jay
#

also shortcuts and quick and easy things that aren’t immediately obvious, such as setting a pose as a rest pose, have a bunch of succinct sub-2-minute tutorials out there that don’t take long to find online

#

There’s also the blender documentation if you really want to read through everything

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If you need babysteps for getting a feel for the program without simultaneously worrying about building your first models, try finding some free ones online and modifying them instead. The modelers resource has a bunch of low poly ones from old console games, if you need a place to start

spare kiln
static vapor
static vapor
#

Also short cuts to get those tools

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Then start looking up tutorials how to use those tools to make a simple 3d model.

#

From there just go wild and let your imagination go free

#

After your done learn how to do texture especially UV mapping

dull willow
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After I added bevelling to the rim spokes, the low poly topology was evident

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So either I set sharp for edges where the bevel ends or I copy normals from another flat'ish object. Went with the latter

spiral sigil
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still workin on this armor king edit

fair mason
#

always wanted to make a movie version of him, thats why i started blender lmao

spiral sigil
#

legs are done

it will kill your ocd lmao

karmic reef
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I have a question so I have the body finished in blender how would I sculpt the head and tail on my protogens body?

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With out messing it up

thin shadow
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press home

karmic reef
#

Thanks

#

I want the tail to look like this but I’m nervous how would I do this

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Just the tail nothing else yet

quaint jasper
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Start with a cylinder and then sculpt the rest catthumbsup

karmic reef
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How do I resize the cylinder

quaint jasper
#

S key to scale

mystic void
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how do i do this im so new

karmic reef
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Does this look like a good size for starting to sculpt the tail?

dull willow
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Wow nice. I only have 2d images to go by

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Made this for the e92 last night. 3 more rims designs to go for my fleet

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The lugs are NOT evenly spaced to save some topology headache

quaint jasper
karmic reef
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Ok I’m sorry I will

vernal storm
#

I am having trouble with Weight painting Which is A broad Ask. But I have been painting it many of times and there is just constant trouble with it. I applied an Eyelash onto the eyelid of this avatar, and it simply will not paint correctly. The added Eyelash is apart of the body which I thought was the correct order to do things I am unsure if there is another way I was meant to do this.

thin shadow
vernal storm
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It has a separate material could I select the Vertices of that and Remove it that way Or just separate the whole in full?

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Like the whole EyeLash

thin shadow
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it's weight painting routine that avoid that annoyance.
-select the mesh
-separate
-select armature, shift select the separated mesh
-start weight paint
so that you don't paint the unwanted mesh

vernal storm
#

Thank yoouuu Finallyy I have been stuck on that for a few days nooww

swift jolt
swift jolt
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No need for painting. Also concidering that looks like animatronic and they are usualy ridgid, then just painting the weights in edit mode is the easiest

thin shadow
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correct, depending on workflow. there are several ways to achieve the goal

spiral sigil
#

time to weight paint

mental hazel
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is there a way i can change every material to not be glossy? instead of changing the spectacular of each individually?

azure rain
#

you can shift select multiple materials

mental hazel
#

doesnt work for me

azure rain
#

are you doing that in the file explorer area at the bottom of unity

mental hazel
#

no, im in blender

inner quarry
#

hey, if I export a model with multiple meshes will it get screwed up in unity

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does it need to be only one

hushed leaf
#

it can be many

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remember that each material slot counts as a draw call 🙂

azure sluice
#

I commissioned my friend to re-design a robot i made a year ago, Im almost done modeling him :D

ancient herald
#

So I don’t know how to set up blender and I’m currently using steam and the thing that I see is saying “ A graphics card and driver with support for openGL 4.3 or higher is required” and I really need help

weak forge
tame oak
#

just finished this, gonna make him an avatar soon

plush musk
#

anyone able to help me/make me a really big & scary open mouth version of the grey fallback robot? (Blendshape editing)

I already have the model in blender, just wondering if anyone had a video or spare time and could help me out?

quaint jasper
#

What do you not understand about the shapeykey process in blender?

plush musk
quaint jasper
#

Have you looked up any tutorial for it yet?

plush musk
#

Ive tried looking up stuff related to blendshapes, but nothings been too helpful unless im just dumb

stark sand
south saddle
#

eye material WIP finally swapping my eyes

sacred crescent
sacred crescent
karmic reef
sacred crescent
karmic reef
sacred crescent
trim bobcat
#

the mesh wont parent to the armeture with vertex groups

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ive tried and it just. wont

valid needle
#

Made a Building for one of my worlds

valid needle
#

Ambitious building shapes go brrrr

versed glacier
#

any good way to add leaves and vines pouring out of the terrarium? optimized for world

quaint jasper
#

Place them randomly with the particule system, then transform to mesh and then use gravity to make them fall, then bake that into an animation and keep the frame you want

versed glacier
#

i havent really played with particles before

thin shadow
# versed glacier any good way to add leaves and vines pouring out of the terrarium? optimized for...

https://youtu.be/YU_blvKVNTM
Similiar concept, but change the snow to leaves

I'll show you how to create a very simple, but elegant gentle snowfall effect using just Unity's own "Shuriken" particle system and the default particle texture. We can use the parameters to create various effects, whether this be gentle, ferocious or even in a snow blizzard!

🔥 INSANE UNITY SAVINGS 🔥
🕹️Ukraine Unity MEGABUNDLE: https://bit.ly/U...

▶ Play video
versed glacier
#

would i model like 1 plane for it and use particles or something to distribute it around the tree or something?

thin shadow
#

That part, i dont know yet

quaint jasper
#

There are many add-ons specifically for vines in blender

versed glacier
# quaint jasper There are many add-ons specifically for vines in blender

okay so.. i uh didnt find weeping willow textures so i generated them with AI image generator. then i aligned it properly in photoshop and made it transparent.. uh then in blender i made the tree and um select the top edges as reference point for the particle system, then i made planes and uv'd them to the leaves texture i had created and distributed it along the tree did some rotations and other magic and there we go. weeping willow thats really low poly and good for vrchat XD

quaint jasper
versed glacier
winter minnow
quaint moss
#

working on my first avatar from scratch, threw in the base that I’ve been using for my current avatar next to him and omg he’s so big

solid shale
#

Is it just me, or does blender's sub-d seem a bit unwieldly?

#

I notice it curving edges weird, lately

jagged moat
solid shale
#

Yeah, it's just that even with creases, it looks to bow edges out. Like here, I want the cuts between the hair to end straight.

verbal creek
#

to me that hair looks fine, but if you want it to look sharper just fix it after you apply the subdiv

jagged bronze
#

does anyone know a good cat plushie model i can buy or download for free?

#

if you do then ping me or dm me

azure rain
# jagged bronze does anyone know a good cat plushie model i can buy or download for free?
Gumroad

If you enjoy the free daily assets and want to help support their creation, consider donating at https://kofi.com/mobubblerThis is a game ready, optimized, free Shiba Kibby Plushie, just drag and drop the prefab into your scene for ease of use.Uses Sunao Shader which can be found at https://booth.pm/ja/items/1723985INCLUDES LODSSTATS:Tris: 1266M...

azure rain
jagged bronze
#

thanks

azure rain
#

glad to be of help

dull willow
#

Without normal map vs with normal maps

#

This uses the concept of baking AO within the normal map itself and an additional AO map can be used to fine tune

mental hazel
#

is there a way i can turn off an animation to edit easier?

chrome scaffold
#

Is there anybody that can help me out with this issue? I run Blender 2.7.9 and for some reason, whenever I go to mask something in sculpt mode, nothing shows up. I've tried everything that I searched up online, but most of the stuff is for newer versions and I don't really know what the issue is despite all the troubleshooting I've been doing. I tried it on a new project to see if it was the program at fault, but the mask actually works on the new project. Is the old project what's causing the issue? Did I accidentally disable something? I'm not quite sure what else I'm supposed to check because I'm out of ideas...

quaint jasper
#

Try not running outdated programs catthumbsup

verbal creek
#

bad advice, lots of people use older blender versions. still perfectly usable

verbal creek
chrome scaffold
verbal creek
#

only thing i've found is that the hotkey should be alt + m but that might be in newer versions

#

i'm not sure

chrome scaffold
#

I’ve tried the alt+m thing. No dice. 😔

#

I could try transferring it to a new project though. I’ll do it tomorrow and lyk if anything happens

jagged moat
#

I've not baked in blender since downloading substance but the built in baker does have it's uses, I was able to bake a subsurface scatter material into a texture to have a performant and cool looking monkey! I think I might use this method more in the future when making lights and such

#

The original subsurface for reference:

cobalt tiger
#

hmm... might not make a popular base, just practicing my realistic heads

pure dagger
#

@quaint jasperOpen ur dms to me aaaaa :D

#

Wanna share my new model/ideas but dont wanna post em here to get stolen XD

quaint jasper
#

Make the model first and then post it here smart

pure dagger
#

but dont wanan post it here XD

#

If only youw as in vrc traders smh

jagged moat
#

make it 90% watermark with a few glimpses of the model

azure sluice
pure dagger
jagged moat
#

Aaah gotcha xd

azure sluice
vale fractal
#

Got an issue I’ve been trying to figure out in blender for quite some time now.

When I go into edit mode, some parts just straight up vanish on me?
This does the same for sculpting, and UV editing.

harsh wadi
#

oldest
old
newest
i feel like ive been getting pretty good at modealing yeah

desert crown
#

is anyone else using the new blender with cats plugin? i'm on Blender 3.5.1 with beta cats plugin and everytime i import a model into blender, it will always come with baked texture. How do i get rid of this feature?

vale fractal
#

Thank you, lol.

valid needle
#

lol

orchid phoenix
#

bogos binted lookin ass 😭

orchid phoenix
#

no longer bogos binted..

prime timber
#

nois

simple flame
#

can someone help figure this out at all? in blender, it all looks fine, but then theres whole sections of faces missing in unity

somber frost
simple flame
#

How would I go about identifying those in blender? Or should I just look at unity and guess?

#

I’ve never really had this issue before

somber frost
#

It's a blender issue

#

Try to recalculate normals and see if that fixes it with the mesh

simple flame
#

okay cool

#

thank you

devout orchid
#

Can't "unwrap" curve to mesh in nodes. As you see I have some values in UVMap (gibberish for now but whatever, it should show smth), UVMap attribute is manually linked in the material. What am I missing?