#3d-modeling
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Thanks yea it's complicated im not so good at this stuff
No worries, I just started not too long ago as well. I've been working on Models mainly, but I'm working on starting animations to even further individualize my Avatar's
yea that's probably my next step too
What're you hoping to do?
Hey, I need a hand with single objects that have mutliple textures if anyone is able to please.
I have two textures for pants and an hoodie but the model is a single object so I am at a impass currently.
@elder pecan like Kingdom Hearts stuff
@limpid iris have you attempted importing it into unity yet?
It won't work, I have two seprate textures one for the hoodie and on for the pants. If I apply one it cancels out the other.
But I will try it just to be sure.
Well I only ask because as I can see in your screenshots, it has 2 separate material sections for the hoodie and one for the pants. Applying your textures through Unity should solve your problem and I can help with that if you get stuck
Oh, I forgot unity could possibly help, forgive me, I am still new to this.
No worries dude, we all start from somewhere. I literally only started about 3 days ago
Yeah, it seems to be into two texture groups (There were two more, like face and mouth but I removed those)
hey, maybe somebody has an answer to this issue so I have a very small skirt and I don't want it to clip so I wanna weight paint it to my knees, now I want to keep the skirt bones so I can still make them jiggle a little while my knees kinda do the direction right but here comes my issue because now 2 bones are share the vertex group my knee has to few impact so that it clips although is painted red, how do I give him more power because its already red?
ah not quite but i see the issue behind it thanks
Hey, I'm new, and slightly lost... Is this a place I could ask for some pointers as to how to build a model? Like, not an avatar, but an entirely custom model?
blender tutorials and i'd recommend blender's support channel
Well I have some experience in blender my main problem is how to build it for VRChat, I understand I'm being a tad ambitious and I'm willing to attempt something easier first, (I have a few ideas) I would just like some tips as to how to go about it. I have a few immediate questions if it isn't much trouble:
Should I make it in pieces and stitch it together or make it all at once?
How should I go about modelling it/the pieces, should I use just straight shapes or maybe build around the shape of the body( part)?
Thanks in advance for any advice you decide to bestow upon me!
P.S. I am attempting to model the character in my profile picture, "Providence" from Risk of Rain. I have other characters I could attempt to create first but I can't truthfully give you any source of where they are from, as they are either personal creations or inside jokes. Thanks again!
P.P.S. Sorry if this sounds robotic or pre-planned, I just typed most of this up, then cut most of it out as I didn't want to slam you all with a wall of text as my first message. ๐
Providce this is what I have done so far with blender.
I ended up creating my own avatars straight away from scratch because I was unsatisfied with how others looked ๐
so it's fine if you want to immediately start from scratch, nothing wrong with that
I used the character modeling tutorial by Darrin Lile to make my first model; he's very helpful. almost sort of a bob ross lmao
ah ok. @spiral flax separate pieces. you should start with a premade/generated body mesh set as black, and add the bracelet/helmet etc on top. To properly make the cloak 2-sided you might need to duplicate the cape mesh and reverse normals as a final step (after unwrapping/rigging). As for the ragged cape edge, you don't have to model that, you can do a texture with transparency. If you can find a decent body to start with (gotta decimate it tho) you should be good. Also, I use the rigify plugin's default metarig because i can't be arsed to make sure i have the right humanoid bones, but i think there's better options.
Thanks everyone! If everything goes well I'll give you guys progress reports!
learning to model from scratch is great. No matter what software you use, generally you can get a pretty good result once you learn how to rig
best part is then you're not tied to someone's script or whatever
there's lots of new 3d modelling software on the horizon too, and VR itself makes it a lot easier with software like shapelab and google blocks
Gotta wonder, is there anything like the Mirror Modifier in Maya? You can enable symmetry, but that only works on a selected mesh
If you, say, drop a cube into the world, there'll still only be one cube and no "mirror" of it
I was going to recommend joining the Blender discord, and ask them where to start. each program is very different, and many tutorial frankly suck ass
ok
and if there is any group of people who are going to know what tutorials are good, it will be them. This is coming from someone who has taught themself over the course of 2 years
Like all 3d modeling programs, there's a lot to learn
i know the basics in blender But modeling...
i tested photogrammetry but it's hard too
and it's SOOO LONG
for rendering ect
sorry for my bad english, i'm french
Your English is actually quite good. But if you are trying to get into digital arts, be prepared for long renders. I have a Threadripper, and even still I can wait for 30 minutes to an hour to render one screenshot.
that's part of why I switched to game engines
ok first I have 32 gb Ram and a big graphic card
That gpu has to be able to render the entire scene, otherwise, render the scene in layers.
Render in layers if in blender
I'm not sure about Blenders native render software, but many render programs just use the CPU.
titan is not enough pr2hack ?
I know things like Vray and Redshift use the GPU for acceloration, but are still CPU Based
well it uses your CPU
Hum i have an i7
I often get situation of CUDA out of memory when rendering in blender cycles.
Depending how big is your scene, rendering with gpu is possible.
yeah i know the out of memory thing i tested to render a video in 8k
hum
it crashe
d
Separate in layers and try one part
Ah
Like An glass
Bezier curve, then screw modifier
???
Ez-pz on making cups and circular objects
Yeah but i think i should start with that
Do it. Place a curve and make the half side of an object.
and progress step by step until i can do complex objects
What the screw does is spins the curve 360 degrees to form that shape
I'll saw tomorrow
because it's 12:30 AM in france
or 00:30 i you want
and i'm sooo tired
i didn't sleep for 2 days i think
bref,
Oh no
i sent ya a friend request
I'll send image of what I made in 30min
ok
Yee
xD that's pretty good
It takes me weeks to make organic models, but less than an hour to make food.
Oh no
Go to sleep
you saw in mcdonald's ads the hamburgers are reproducted in 3D
in 8k
verygoud
ok Bye Pr2 ๐
Bye
https://imgur.com/a/fPn4z (Album, Click link for more angles) WIP
What's this?
WIP project.
Lightmap baking test?
Tis simply a wip angle. And I'm still trying to figure out lighting. Unreal Engine has some issues with lighting that I am trying to figure out.
In this case, back side of room has a hard cut on lighting transition from floor to wall.
I am aware.
You nailed the right side though
Well, maybe after adding missing mesh
Otherwise, nice job
Still a WIP, nowhere close to done at all. But thanks
is with mine when i wear it <.<
Lol, well I tried looking at the wikia to see if there was a similar jacket brand the devs used for reference. No results but generic.
and all the cosplayers have her jacket open which is not what i want
Ah
this is primarilly a portfolio piece with VRchat being a platform end goal so...
I wanted to make a portfolio piece of a world, but I realized that I would have to learn zbrush to make the landscape.
Cliffs, player paths, vegetation was the biggy.
Zbrush navigation is annoying
depends on what you want to do... im a character artists so i only do character stuff
My issue on my end is not practicing on sculpting rocks, cliffs, etc.
Not only that, I have to focus hard on the player path based on the 200 images of references.
You basically go down a giant hole.
I was going to create sculpted pathways and throw them in unity
look at Houdini for map creation
look at the river creation system
so โค
- it has a free version so :3
really dont know why more people in the VRchat community dont use it more for their map creation
I'll definitely give it a try and ask my instructors if they've used it before
if you want to be a level artist... i 100% recommend using Houdini for it
Well, a large amount of the vrchat community are new to using 3d software...
Large...
they all use Blender and Gimp <.<
not a surprise people would use the free opensource stuff
i recommend
- Blender for 3d content,
- Gimp for texture editing
- Mari (non commercial) for texturing
- Houdini (acadamy) for map creation
all free
I already have MD on my pc
i have
- Zbrush
- Maya
- MD
- Substance
- Quixel
- 3dcoat
- Marmoset
- Keyshot
but i have 5 year in the games industry so use most of that for work
- Quixel is a texturing tool used in Photoshop (actually really good)
- 3d coat is another texturing tool that is really good for a more hand painted feel
- Marmoset is a real time render tool (i use it for final renders for my portfolio)
- keyshot is a raytrace render tool (i use it for clay renders)
I used cycles and renderman
i tend to use UE to showcase my stuff actually working
im planning on doing so after i finish my Max project
Well, for web dev, stick with using dreamweaver If you're new to it.
im using dreamweaver and the adobe set
i have an idea for it
I used apache http server to run my dead site on my pc
Web hosts typically delete sites if they're not visited enough.
im planning on running via GoDaddy
GoDaddy or Squarespace
alot of domain providers also offer web hosting services these days
Is it normal for .blend files to grow after applying "Join Meshes" in CATS? I recently noticed that my file grew to 18MB from just about 1.5MB right after decimation. In between the time of those two filesizes I did "Separate by Materials" and "Join Meshes" multiple times.
I never used Cats, so I don't know.
I love the texture on the jackets
i am disappointed in the lack of Greedling models https://gyazo.com/b733056c671ed646a50bf1b132ddc5e9
physsound now bought
lets see...definite must for ground sounds and vegitation interaction
Hi - blender is just showing greyscale for this model I'm looking at. Ideas?
I have the texture in my materials....
post an image.
Looks like you didn't assign materials to the mesh.
press tab if you're in object mode, ctrl+a to select all of the mesh and click assign material within the material view.
Oh.
There's only 1 material.
Head over to the texture section and make sure the image is referenced.
How do I make sure that the image is referenced?
did you watch a video crash course on using blender?
Nope!
I've managed so far doing what I need to do in blender
This is the only thing I need to know ><
another question, did you already assign uvs?
I didn't do anything. It's a premade model I downloaded
check texture tab, next to material tab
It has things in it
is the image transparent
see through?
No
there are two images on model?
More than 2 actually
I think
I dont even know if I'm on the right screen -_-
sec
check the UV image editor and see if you can see your images
Having trouble finding that
I'll attempt to watch one of the tutorials sometime
It's pretty frustrating when you don't know how to do anything in it :p
in this tutorial we will apply textures in blender ,we will see the method for blender render and cycles. http://urtuts.blogspot.com
Cool. I'll check that out.
Anyone understand if it is possible to decimate parts that have multiple shape keys than just the basis? I already separated my meshes and need help in what can be decimated. Btw, I am not going to decimate my face or hands
once seperated from the main mesh, you can technicly remove the shape keys. There are two main ways you can decimate
you can either use the modifiers or you can select certain parts of the mesh in edit mode, and choose the decimation option under the Clean Up tab and use the decimation amount on the bottom left to decide how much to decimate
I appreciate it man! This is the second mmd I'm working on and it has way more tri/faces than the last. (45,000)
decimate the hair
that is usually my first responce to anything when it comes to decimating an MMD ๐
No kidding, the hair alone has 4,500, lol
It just has so many shape keys to delete, which confused me
when you split something, it inherits everything. So since the shapekey for the mouth doesnt touch the hair, it can just be dleted for not. there is an option to delete all shapekeys from the currently selected object
Yeah I think the reason why there are shape keys for the hair is because the hair is also connected with the eyebrows.
Does anyone know how to keep a prop from disappearing at certain angles? I added a knife prop to my model but at certain angles it just disappears.
@brave dune what if the model DOESN'T have hair? (Like its a sonic character or something)
I'm still having issues getting a texture to show on my object in blender...
The textures are there ๐
Oh wait.
Now...it works...
So, I'm having to select the texture in the tree and drag it onto my object
Seemingly having an issue where Blender won't export my blendshapes with an FBX.
Unity can't find them, and importing the FBX into Blender yields the same model with no blendshapes.
It ... SEEMS like Blender will export blendshapes with a DAE but unity won't find htose ones either.
@eternal crow Then you start breaking the model into parts and decimating that way. I tend to start with hair, then start with feet and work my way up
@somber roost not sure if ye got your answer but perhaps check if you have any modifiers that would inherently remove shape keys, if not, perhaps try exporting it as a 6.1 ascii fbx
@dense kelp Casually gave me a wierd answer actually. Turns out Blender doesn't like it when all your blendshapes are exactly the same, even as placeholders.
Huh
Blender doesn't like exporting shapekeys when it creates the .fbx when said shapekeys don't do anything too.
Would anyone know of a way to find/extract Lego models from games like Lego Star Wars? The Complete Saga for PC is all compiled binaries ๐
I have the original discs for Gamecube/Xbox, but have no clue how I would extract them anyway
It's legal to rip assets from a game if you own the game and it's for education purposes/non-profit
that's all I have to say on that
Anyways. I do have a problem that I wonder if anyone has an idea of how to fix
so let's say you made a hand like a box, so now you have 4 fingers that are all in one box and you have the thumb sticking out
is there a good way to split the edges in such a way that you can split apart the fingers and fill in the holes in the sides?
your phrasing confuses me but do you mean uv seams?
Edge loops
so is that really the easiest way to make something like this http://puu.sh/zqtaa/8137f4ac32.png
into 4 boxes that are attatched at one end?
@coral flame I dont think you got the limbs topology correct there ๐ฆ
show the elbows and fingers
@errant prairie idk how to do that for discs i own either because i only know how to do that with ninja ripper for torrented iso or gamefiles all laid out for me from the get go.
I mean i guess theoretically you just pop your actual game discs into pc and make an .iso yourself. Then i suppose dolphin emulator would be the best for those games and then you can pick any of the popular rippers. Note: cleanup is still a massive bitch
@coral flame Really nice base mesh! Don't forget to clean up those loopcuts around the arm and hand later on!
@tired plume Yeah, I found ninjaripper and tried to rip a model of Jango Fett, I got all of the textures, but I couldn't get the model from the rip for somereason
UV texturing is hard with 3k tris ?
@slim summit the elbows are literally glitched because of the amount of loopcuts i did and the deformation so i'm gonna remake a character like that
Is my image posting? If it is its not showing on my end
Image posting is disabled for now
https://i.gyazo.com/5299b07121ae283000dcf213938e2b39.mp4 Working on a Kamen Rider Ex-aid Henshin belt
Welp.
@errant prairie there should have been like a million files that ninja ripper gave you, and i've gleaned from russian sites that you have to look for a pattern where the files start repeating, then only take just one of those groups before it repeats. and theyre supposed to be the mesh parts. (who knows though omg russian sites)
cause when i did it to a porn game, it did gimme the model but she was basically exploded into a bunch of pieces that i had to put back together. i think only rarely will it give you something neat. also there's that blender addon for trying to import from the ripdumps i was using.
having an on going issue with blender fly-mode, I can't figure out nor find anywhere why when leaving fly-mode my cavera moves forwards instead of keeping the same view
just use numpad+. and shift-mmb
it's related to a some kind of zoom issue, seems like a blender bug to me
kinda fixed it
Hello everyone, im looking for someone who really knows what he is doing and have some good skills with modeling and animation and stuff for VRChat. I want to have a normal Kanna Avatar, with animations which make her transform to a super sajin kanna (like some knuckles doing it) .and transform sound. And a slap sound if im slaping someone ๐ . write me with your offer, how much you want for this service โค
Edit: I dont know if this is the right section for this, dont judge me pls ๐ฎ
Edit 2: and a kamehameha (or a similiar attack) animation ๐
@spiral sigil you could check out the VRchat traders from the #community-servers-old and ask from there.
thanks guys ๐
I think you can cause i remember playing with this somewhere
And also i probably went here https://blender.stackexchange.com/questions/5608/rotate-object-texture
Alternatively i think some of the shaders in unity let you rotate or scale by tile size??
Cause i know the noenoe shader does if youre just gonna use that
you should edit the uvmap in blender
Got a weird one and not sure which channel is best for it but this seems to be the more Blender generic one
If I change the proportions of a rigged model using the bones, (scale mostly) is there a way to apply those transformations to the armature and apply the changes to the mesh without messing either up?
Or just the mesh really. I wanted a rough starting point for some tweaks while keeping the bone joints and weights in the same place. Shorter legs, etc
Is there anyone here that can make a custom MMD model? I'd do it but I don't have the time and the patience due to only having 1 day off for the next few weeks. I pay a fair price, I understand that time is valuable.
Pm me if interested
Hey i've seen an alphonse elric around vrchat before does anyone have a link?
the normal one or the armor one?
@solid shale there should be an option to apply transforms while in objectmode, this way every mesh is now at a 1/1 scale, use the spacebar search to find the correct option, and try it out.
@cursive wedge None of the apply options seems to do anything. It reverts back in edit mode.
Se should be applying scale rottation and origin to 0/0/0 in workspace, thisway when scaling the armature nothing should get out of possition, though you need to do this in object mode i think or in edit mode.
And for the individual mesh you have
I am always having problem with the way to do it myself, so you could find the correct way online. Tough you need to select it to be applied :p
Yeah
I tried applying the armature modifier to the mesh and rebinding it but then the transforms are doubled
Ouch, ye as i said, im just touching the surface of what i should have known in blender. :p
Ye we gotta be real quiet about this since it is a blender secret! shhhhh
I just imagine the pink panther theme playing whenever it's 'cheating' at modeling
The 20k limit is applied on TRIS as they're called in blender, right?
y
games usually only use tris
animations (as in movies) can use quads
but make it a habit to only have quads in your original models
it will make your life easier and going back and forth too
Thank you kindly, is there any quick way to read amount of Tris on the mesh in blender?
Top right of menu bar.
Oh well. There I find total amout of tris of the model, not current selected mesh.
@Wesan#9150 tab into edit mode with the mesh selected
How do I know that I'm under 20,000 polys? Is it just the number of tris or tris and faces?
the number of tris
Awesome, just got a Kagura girl at 19,992 tris! Wasn't sure since I got the faces at 17,866
Is it possible to model an avatar from scratch without any knowledge of modelling at all but a tutorial from youtube to help?
I'd like to learn but I'm not sure how long creating a new avatar will take or if I will even learn from one tutorial.
https://i.imgur.com/A6TNETF.png - I'm up to modelling face but hopefully when I eventually finish the avatar I can learn to rig and then import into VRChat
So I exported the mmd to Unity, but somer of the textures seem to not be recognizable. Do I have to do something to make Unity recognize them?
anyone can model, it just takes a lot of practice to make it look good
hey guys whats the proper angle for the thumb? so it bends on the hinge? o. o
when in unity the thumb bends sideways .- .
https://i.imgur.com/qQFiQAZ.png - Getting there with the face ๐
Look at face topology references to get an idea for edge flow.
You got a base going though, just give it another stab after looking at face examples in wireframe.
A tip you should do right now: select half of the face and delete it. Add a mirror modifier to speed up modeling time.
Id also recommend using a reference image set behind the work so you know how to model the face better
but good job so far dud
Another tip: Go for faces, triangles if you can't avoid them, but no n-gons.
Thanks ๐
Anyone know how to flips normals in Unity? The texture is showing up on the wrong side of an object
I am trying to have an object with different textures on each side. I am thinking that having a duplicate of the original object, flipping the normal, and applying the new material would be the best way to go about this. Has anyone done this before?
making a new shader may help to increase performance when the world is done, but I will try the first solution now
Are you talking about Blender or Unity when searching for flip normals?
hi guys
I was trying to make my own avatar, i already have the mmd model but its so hard for a newbie like me i can't do all the stuff like eye tracking emotes with song and emotes with particles
someone told me to ask here for someone that could "do it" for me
@spiral sigil Can I dm you a question with shaders real quick?
Is there a way to batch add bone constraints in blender?
um do any of you know how to slice off or delete a section of a model in Zbrush?
this program is so hard to use lmao
the Masking section doesn't have a hide part button like internet keeps telling me, so i can't "delete the hidden thing you masked"
blender question - is there a tool to slice a model all the way through? There was a tool in 3dmax that did that, useful for slicing a model in half. (context: i need to mirror a poly-crooked model but instead of manually deleting each face section i want to use a tool to cleanly slice the model in half, then apply mirror to it.)
i think there is, i think it was called Bisect or something
to slice it all the way through
press space and search for it
bisect? looking into that right now
it did it, dont know if it looks awful cause i did it wrong or cause the model is that messed up, but that did it. thanks!
also nvm i found a Trim brush in zbrush xD, i used masking to delete portions with it
is there a way to disable the annoying camera clipping in blender? yes the model is tiny so zooming in is difficult but i dont need the camera clipping the model out when i get close. Ortho view is also difficult to navigate. ๐ฆ
everytime i try to unwrap a face it cuts down the middle even though i didnt make the seams can anyone help ?
that is something that i dont know, perhaps check to see if it has a double face in error?
Been digging speedtree lately.
https://ibb.co/eLvsqx what was it? Like 20 minutes in...
speedtree has a tendency to make extremely high poly models though.
hehe
Well, the export does remove some tris though due to trial version.
ah
fill holes in blender somewhat cleans up the job, the rest is done manually.
Well, that pretty much covers the tree assets part for my world project.
now for grass and other miscellaneous crap.
More research on softwares and plugins, I suppose.
My next scratch built project https://i.imgur.com/SIK37qH.png
i'm going for screen accurate
it still needs a little bit of tweaking
yeah thats because of the mirror
but the eye position and size need a little tweaking as wel as the mouth
but i'm going to make the rest of the body first so i can get the rest of the proportions correct in relation to eachother
I would have to see the movie to notice the differences.
i'm also going to try and make his battle mode
and assign it to a gesture ๐
and a custom walking animation so it looks a lot less awkward
the default walkcycle looks really weird with this character
I can already picture it.
the next character models that are on my todo list are going to be organic though.
the enemies for the world project
I'm waiting until vrchat whitelists c# and playmaker, so I can make basic ai behavior.
I'm also working on a willy wonka version of my current avatar so i can give people tours through my upcoming worlds ๐
made in abyss
this one apparently has advanced combat analysis.
so I can already picture how to handle the scripting part.
like those sentries from banjo kazooie.
i havent played banjo kazooie
make a var on a transform and add the player's current speed and set the newest target location to shoot projectile based on player's local rotation
ah
let me see if theres a quick video example on those sentries
Part 5 of a 100% walkthrough for Banjo-Tooie (Xbox Live Arcade version). This is part 1 of Witchyworld. The worlds are large in Banjo-Tooie so I'll be breaki...
at that part, the slot machine tried to shoot a bit off to hit the moving player.
That would be my first c# script to make for the world.
well, it's 4am and I think I should get to sleep now.
o.o
Iron Giant
Anyway, can someone teach me how to extract UV Map from an edited object?
I actually separate the geometry of the object, took the piece and made to something else with the textures intact. I want to import to Unity with that texture but it gone weird after I render it.
So I thought the reason it bug out because I have cut the geometry out of the original UV layout on the whole object so it fail to render like it does in Blender?
He looks lovely
yeah i'm pretty happy with it so far
Will you be making him as big as the game will allow?
It'd be awesome seeing a to scale Iron Giant
Anybody mind sending me any useful documentation on making my own 3d model?
Sculpting, mesh making, texturing, rigging, etc
Hey guys, Here is a little tutorial for all the folks who want to have a go at creating you very own Avatars. Intro: 0:00 - 1:12 Maya Portion: 1:12 - 4:24 Un...
Hm. Not exactly what I'm looking for.
Meaning making my own model, instead of editing/importing one
Get Started with the Basics of Blender http://cgcookie.com/course/blender-basics If you're new to Blender then you're in the right place! Through this series...
Hm. Closer. Guess I'll blast through these sometime and see if they get me anywhere closer to what I'm looking for.
But I have my doubts.
Nice progress on body area of iron giant.
my reference model has 2 bones per titty is that normal or is 1 just doing fine?
let's go with 0 bones
1 bone for jiggle is enough
I know that feeling.
Hey could someone school me in modeling? I feel so horrible at this, I really need some help... (I feel like I know nothing... even if I did watch a plethora of videos on this...)
Not much i can do but recommend videos, bc that's how i got into it easily
I have watched a few videos on the basics and how to move around in Blender and then some on how to model, but I just feel like I don't know what I'm doing...
maybe some videos from someone who knows what they're doing would help?
I mean, it helped you ๐
This guy :U it was quick to figure things out as you go along with it
Learn Blender at https://Blender101.com If you're new to Blender, watch this Blender Quick Start Guide first: https://youtu.be/lZe3tGWSy6s Starting a new cha...
@whole pike better that what I can do, i can only do simple characters
My perfectionist ass is angry at the amount of time it took to make it jfdjmxnaka
I'll see what I can learn, I think my problem is I'm overthinking it? Maybe being too ambitious... I have multiple characters in mind, (all from the same game) would you mind if I sent some to you and you could tell me which of them would be a good start, or if I should just try and learn to make a model before trying something (that I might think) seemingly complex?
I haven't started for very long, but i dove headfirst into making a character for my first model so i think it's okay for it to be complex; but not too overtly complex
So like a character with basic clothing
I did The Batter from OFF for my first model
Blender is surprisingly simple when you start making them
I was thinking of making something from Risk of Rain, but that might be too intense... thoughts? (if you want I can send you references.)
I would like to see the ref ๐
I have to send it right to you, can't send images in here...
@whole pike made my own oc from scratch in low poly
Yeeee
oh hey, i remember seeing you in the cat world a few weeks ago
i think some guy kept calling your character a furry
I hope senpais noticed me
it cute
Yee ty
I've been working on creating a new puppet character.
I'm trying to keep him low-poly, would you guys say this poly count is?
https://i.imgur.com/yfod8SO.png
Nice yeet
Holy shit under 2,000 for that!?
Thats really good
I only can manage 6k-8k poly for a single character
Under 2k? No, it says it's 2.3k. And yeah, the polycount looks really good for what it is.
maybe wrong area to ask? Using blender, I've imported a complete model and want to experiment lowering the polycount without decimation. But I cant see UV seams on the model and tried activating mesh display>seams with no results. Is there a way to force some sort of UVmap seams overlay? Model is originally mmd if that helps.
http://ibb.co/feFfTH
Time to call it a night. I'll deal with assigning the textures later.
Ah, my bad
I was looking at the faces
It's the mesh preview, but I can export in low res as fbx
Decimate as usual and use soft selection to make different versions of them.
Unity procedural curve modifier to place them in unity scene.
@haughty sparrow https://blenderartists.org/forum/archive/index.php/t-44716.html maybe that ??
@tired plume Yeah saw that one, its from 2005 with the old ui. I am normally blind so I may have missed it but I couldnt find that option anywhere. I'll check it out again
Would anyone be interested in a full tutorial on Metaseqoia from soup to nuts for VRChat?
I'm considering making a video
this would cover modelling from primitives, pulling resources from other models, bones and weight painting, blend shapes from scratch if needed, decimation and topology and finally export to vrchat
i'm sure some people would appreciate it.
well blender's learning curve is a sheer cliff since it's interface was designed by aliens from the planet nebulon
aka the dutch ๐
meta, on the other hand, works like this:
I did a little test the other other night and taught my wife how to make a model from scratch. And she made a little rice ball guy and brought it into the game after about 4 hours. She had never touched 3d modelling in her life
I think a lot of people here would benefit
@cold plank the only reason anyone would be scared of Blender is because it can do stuff you will never need
it's also not at all suited for game character design or targeting that
but if you see past that the few features you need are easy to understand
well if you know maya blender is basically the same
which is why literally every MMD model ever was made in meta or hexagon super diaoh
its like a breed between 3ds max and maya
I suppose, but there are literally templates in meta for humanoids that you can just adjust sliders on to get whatever shape you want, they are weight painted automatically, and then you just model clothing. Honestly though, you can make anything in 1/2 the time
becuase it shortcuts all the things for making player characters
as that's it's focus, but it's not like Daz or something where they all look generic
Every single MMD avatar you've ever seen in VRchat was made in metaseqoia
yet westerners have no idea how to use it
and they don't look generic?
only in the same way people do
maby i am anime racist
^^
ok simple make me a 8 feet bridge troll
with a big belly and a big ass grin
sure!
super easy
the STYLE of mmd avatars is more because that's how people in japan draw them
that doens't mean you need to model anything that looks like that
okey i ll look it up
that's the point of my tutorial
how is it called
I Want to show people how to use the software to make something OTHER then a remixed base model
it actually comes with a full tutorial in the help file for making animated humanoids from scratch
I've used blender for 10 years
Is metaseq free?
I got more done in meta in an afternoon then I learned in blender in 5
years.
it is, 45$ for full version
it's just REALLY, REALLY good for vrchat
I use Maya
mostly becuase of simplicity
3ds max for me but I might check it out
I like 3ds max too.
But there's already an mspaint 3d
lol yeah but you can't model primitives or decimate or etc lol
the reason why most mmd models look similar in vrchat is becuase there's 4 prolific vocaloid modellers out there
the two most popular are Lat and Tda
and they created the bases for 99% of what you see out there
@cold plank sry but not impressed
you mean they were stripped and turned into bases
looks like a simple vertex modelling system
@lament pond actually no - those modellers released the bases
whats so special
oh, I dunno, the weight painting system? The easy morph keys?
I never liked Meta so much, I work much better in blender
Lhun I think he's asking what's something just Meta has
Thus far i have not used any models for my avatars but my own
Right on
That's pretty great. I do have a few characters I've brought in and modified for ease since I like the design so much, but I have several I modeled 100% myself.
So far I've only brought in models I've made. I wouldn't feel right working with anything else.
i havent met anyone ingame yet that made their own models yet
selfmade
indeed, but that's part of the reason why I'm interested in teaching people how to use meta
because a complete novice can make a humanoid from scratch
you didn't use a tda base for that? or did you model off a picture
Although I am flattered, tda does have nice proportions
My current project https://i.imgur.com/2C1fSIw.png
He's coming out lovely Sentinel
I actually used photographs of my real pants to build that guy
@azure adder thumb up
thanks ๐
cute
@lament pond looks nice
but i am never that impressed with animu on a skill basis
since its alrdy such a simple style
but its realy nice
Some say the simpler the style the harder it is to get right
You can't hide flaws behind complexity
I think meta does UV mapping better then anything else imho
indeeedy
How's the vrchat version look?
what do you mean?
you can basically paint along a line, and it'll create a noodly primitive for you
Blender has something like that
but it'll do that in combonation with the bones and weight paint approprately as well.
one step
much like how http://game.engineering.nyu.edu/rigmesh/ works
Yeah like the blender one
I'm blanking on the name though since I've never used it myself
i dislike tools like that
I know some folks who would love to mix and match from existing base models would find it useful though
well it's not for everyone of course
you loose somuch controll
and you can always adjust weight paint after
I think with 3d, depending on what software they're used to using some people find blender great and others can't stand it
I know my wife, who's an accomplished artist - uses clip studio paint and photoshop - finds meta a lot easier to understand
but friends who use cad like blender and maya
one can argue for hours whats better maya has great animation tolls cinema 4d is idiot proof blender has the best interface
whatever
but
if you want to learn a programm
do blender
the community is bigger then any other
and thats the only true reason
anyway, the point of the conversation was to see if anyone who does from scratch like we do was interested in a tutorial for meta
๐ is meta free?
dunno m8
I'm going to be making a blender avatar creation tutorial myself
We can be matching Lhun
@whole pike it's not
Oh damn, i got my hopes up too much hgngjfh
mostly free. 99% of it you can do, but if you want export to fbx it's 45$ for life
nah
I modeled from scratch in it
I just wanted an easier time making my own mmd/anime models
Without spending so long on the head
with all the blendshapes though?
Blender is free
meta accepts PMD directly
so like... if you wanted to go get kizuna ai and use her face
If you model it yourself you don't need pmd format
not to mention blender has plugins
(meta has plugins)
i get the impression some here don't know how to use blender
@lament pond your tutorial is badly needet
I use absolutely no plugins besides looptools and CATS for visemes/blendshapes
I deeply dislike blender's interface and the way dragging a window, for example, splits it instead of stretching it out.
and how you have to press tab to edit
etc etc
^^
You just need to know how to use it
Yeah it was annoying
well you can change that
I'd figure after 10 years you'd have learned the interface first
yeah but the learning curve is crazy.
It turned me off multiple times from blender
I did. I can use blender just fine
the beauty is icame from maya and zbrush
I gave up on using blender 6 times
and i hated it too
but I can do the same thing 10x as fast in meta
Then I stuck with it and I love it now
for my hobby uses
there's a reason the photoshop style tool layout has persisted since the 80's
because it make's sense. lol
sure S for scale
I work in software development as a QA
So what other files can meta export besides FBX?
The good thing about being able to change up your set up is that you can set it up however you like
You can even replicate meta's format if you prefer it
@lament pond maybe that is it what scared many people the amount of freedom
just the fact that you have to deeply customize it first
no
Artists are oging to want Painttool Sai/Photoshop/Clip studio like layouts
you cusomize on the fly
Artistic people don't care about how flexible an interface is
that's why so many people flocked to zbrush
i use photoshop before there was color TV
What do you mean, you can customize CSP's layout too
and letme tell you i still hate the setup
I thought blender was similar to photoshop in my opinion
Anyone knows why Blender isn't letting me assign a parent? https://cdn.discordapp.com/attachments/388730280216625153/416245264962289684/unknown.png
Something's locked
I am an digital artist first, modeler 2nd
But how to check? ๐ค I had it earlier with a different bone aswell and then somehow it let me do it
Are you currently in edit mode?
Yeah I am now
And randomly clicking things made it let me now set the parent again ๐ค
Were you not in edit mode previously?
I can't recall pressing tab just now, but I've tried switching between edit and object mode earlier which made no difference
Well at least now it's working
so i was an idiot and forgot about the proportional editing brush tool
and manually edited the vertices to make the head more round
You can also space and type out smooth to smooth it out without increasing the polys
sometimes suxs
It'll shrink it in a little though so scale it back up
or apply a smooth mod
The problem was not because it was jagged
It was already smooth
The sides were flat
So they needed to be extended/scaled out
I try to keep them all quads
its a bitch i know
sometimes you can't resist the sweet call of a tri or ngon
I feel like I've seen her before
duke nukem
Not that
She reminds me of that one vampire in American Horror Story Hotel
During the disco period
https://cdn.discordapp.com/attachments/351914228027752469/416255817470312449/image.png when you want to escape your flesh prison
insert quarter
๐
^^
We are all suffering souls trapped in a flesh suit...help him shed his..
we are all trapped bones in flesh suits you meant
souls are the bones you fool
I'll get axe-kun
https://imgur.com/gallery/ZcmSo this is too hard hhhhh
Don't forget light in the eyes
hjgnghgh ghfh https://gyazo.com/facfea3832252d92239919c74f710c75
he has a .... surprisingly long torso
@whole pike show face?
i wanna see the mesh
remember were the cheekbone meets the eye
@spiral sigil
good
want a quick tip
keep the poly count even lower when blocking out
will make things a lot easier
blocking out?
what you are doing right now
is called blockingout
getting the main shapes of the model
ah
I don't have to worry much about polycounts; i never subdivide or anything like that
trust me if you start the modelling with a simple mesh and a subsurf on
its alot easier
its like drawing with vectors
but in 3d
and if you keep topology in mind many things fall in line by themself
meaning make your mesh follow a rough anatomy of the body @whole pike
@spiral sigil thanks!!
np
How do I cut stuff in blender?
I want to rip the Miku's hair model
Cmon, im just making ultra funni avatar xd
Aww, the characters from the mobile FF 15 are cute
I wonder if anybody is already using them
Okay, this is annoying
Whenever i click a vertice, the cursor ends up on the opposite side and edits that vertice instead
I never had this problem; fix for it?
@spiral sigil How do you do subsurface in blender? I've been using the sculpt with dyntopo
hold up I forgot you can't upload actual images to this channel
Ah never mind, found the problem
yeah that both part is probably the best bet at this point
y it is
but how do you do it?
I really really really like this image
this project is right at the point of getting retopod
so you see i usually get my basic shapes right
then i make it a lowpoly mesh wich will be the final mesh
and from that optimized lowpoly i create a detail sculpt
So you do a rough sculpture using the tools first and then you make a clean mesh and use vector surface topology?
sometimes i vertex model straight from 1vert
^^
did that mesh from 1 vert
but this is the desnity of faces that is perfect to work with
and thats what i meant earlier with using the subsurface to your advantage
its the same model just a subsurf mod on
OH is that this guy https://imgur.com/a/bIndp
and you follow some basic forms of anatomie
and sometimes topology is more geared towards animation
wanna know my workflow
Pretty much yea
fi you dont have a scetch
butknow what you want to do
get some realy low res zylinders
and qubes
and build the basic shape
realy basic
I got a sketch
if the sketch is detailed
start with realy big shapes
^^
get yourself an all black material ready
all black no shine
and build like with lego your basic form
then use the boolean mod
to combine them
then use the remesh smooth to give them even face
s
go into sculpt mode and build up and take away still working quite raw
then stop sculpting before anything facy like wrinkles or even fingernail
remesh and smooth
then another sclupt with a bit more level
and done with sculpting
retopo your sclupt
i retopo like this
take a plane add mirror mod
shrinkwrap mod
use shanp to face
and build a new mesh around the sculpt
make sure topology is good
then you can vertexmodel a bit
finally
make a copy of your retopod mesh sclulpt detail if you need normals or AOs
thats about it
oh the all black material is for the basic shapes
to see the silhouette better toggle it on and off
the skin modifier is a fidget spinner
take the first phase just to get all the things in the right place
no need for any detail
ps make boobs last
^^
what is that?
thats all you need to start sculpting
do the hands later
and the feet
and the head
get the body right first
use the blocking face only for your basic proportions
okay
so with the model I've got, sort of injecting it into the middle of your process here, it needs to be remeshed to have uniform faces and only quads
what's kind of the best scale for the remesh modifier?
depends what you want to achieve
if you wanna scrub over it with a big claystrip brush
take a higher level
if you wanna crease around also a higher one
8or 9
if you wanna remove some bumpy you built up
take the lowest level possible
another reason to start with very simple shapes is if you got a drawing not in A or T pose
take a cylinder for the lower one for the upper place them over the drawing
and then pose them into the stance you need
repeat one last thing then i bounce
if you make a female character with breast
add them later down the line
they are just saggy flaps of fat
its more importaint to get the underlying structure right ^^
ok
and also one last thing, when you say remesh and smooth, do you mean also adding a smooth mod or just using the smooth method on remesh mod
somtimes a smooth mod helps
u can't be to attached to your first few steps
i see that all the time
people move into detail to fast
and then they don't want to change some mayor proportional or anatomical problem
^^
that makes sense I'm just trying to understand the latter parts of it
So let's say i got a model that has a shirt that covers most of the characters neck (not like a turtleneck) and i wanted to put a scarf or something on the model, how would i go about it without it clipping through the collar of the shirt?
http://prntscr.com/iij0f3 see his covers his entire neck but isint like a turtle neck
started doing my texturing... guess the polly https://cdn.discordapp.com/attachments/407354702595096586/416380822505914369/unknown.png
100k?
740
Anyone willing to recolor an avatar and put a bone in it for me? I'll pay.
just recolor the materials
you where close @iron stone https://cdn.discordapp.com/attachments/407354702595096586/416382354718982144/unknown.png its 900 polly
ez
I don't know how to do avatar shit at all lol that's why I'm asking
do u have the model in ur unity?
I have the model yeah
go to the materials folder or click body on ur model
Honey I don't know how to do any of that
sec lemme open unity
I don't know how to work Unity/Blender at all
come to #avatars-mmd
http://prntscr.com/iij3te @agile halo they meant go here
or where ever your avatars are at, mine just happen to be all in one giant folder in sub folders
because im picky about how my unity projects are setup xD so everything has its own folder for me
Nice toon shader there!!
it the cubed shader im using
doesn't really suit the model tbh though, ive been told he looks alot better on standard shading
http://prntscr.com/iik42u now heres with standard shading
he just doesn't look right with the other shader
i have a model that seems to be separated into several meshes, how would i go about combining them all into one?
Ctrl j
danke
Just be aware that gaps will still be there even tho it looks joined
Which will make weightpainting a bitch if you autorig and it doesnt mix as well around the gaps so just fyi
๐