#3d-modeling
1 messages · Page 33 of 1
Thanks
👍
Ok so im trying to attatch new clothing to a model but i can't get the pants to fit right http://prntscr.com/iitlo3 ive tried everything but they look sorta right on one end
http://prntscr.com/iitm35 but they look far off on the other
and don't position properly
also if i pose his arms to match the shirts t-pose http://prntscr.com/iitmkn parts of the inner skin stick through
Nice
he looks great so far
does anypne have a rigged robotbody
i want to make a joke avatar
doesn't matter what it looks like
@azure adder looking good and accurate
👌
do you know how I can tint a model with the Standart shader?
I like the metallic/albedo shader but I can't tint the texture
nvm I found something called Sprites and it's good
@proper niche if you're actually gonna finish this I love you
How do I merge selected faces into a new mesh?=
I think ctrl+J @coarse walrus
ty
https://cdn.discordapp.com/attachments/307348216767053825/416962126536769539/unknown.png umm ok , so I havea bit of a problem after I take my avatar to unity after blender one side of my hair is transparent, how can I fix this?
ctrl+J where?
some models holy what are these skirt bones lol
ctrl+J does not do anything for me...so it appears
@lucid raft CTRL+J is join meshes. This would be utilized when needing to combine two or more meshes into one. You would select the appropriate meshes, then use this shortcut to join them together in Blender. (make sure your UV maps are all named the exact same thing first)
How can an unwrapping be so pretty yet so shitty at the same time?
@mossy tide The hair only has one face, you'll either have to use a shader that renders both sides of a face, or make the hair have 2 faces facing away from eachother.
ya ty , got told about cubs shaders about a hr ago
now im on to learning how to decimate from 70k polys yo 20k with out making it look like total crap
hey guys, so question
one of my models in blender had 3 materials, and I exported it as a FBX
but now I can't put more than 1 material
in unity, I mean
....and just as I typed this I literally dragged the materials onto the model again and again and now it's working
i hate this program sometimes
My avatar has a successful upload but doesnt appear ingame
PM me if you know the solution
Try reuploading
Progress on the iron giant 😃 https://i.imgur.com/57NkkZU.png
the torso is a little short but thats an easy fix 😃
i hope to have him done tomorrow 😃
the model anyway
@azure adder Coming out very well
once i joined/combined meshes, how do i select the individual joined parts in unity and apply materials on it?
since it is all one mesh?
trying to make myself in a chibi/anime style hybrid thing
this person a loser ^^^
It cute
The iron giant model is coming along nicely.
Am I even doing this right?
First time trying to make a mesh
I hope I'm not doing it wrong
so how do you use the 'o' button in blender properly? cause i've selected part of a mesh, i set it to Root, and then even though i selected just part of a mesh the whole mesh goes up/down??
The topology of the face will have to be refined after you complete it
but it's a start.
I might just buy a 20k poly comission
no... continue learning.
do it 😄
try this: learn how to use sculpt mode and make a rough version of the character.
dont be afraid to get over 1mil in poly count
after that, edge model it.
Do you have any blender sculpting tutorials you would recommend?
Mostly by blender guru
Never could get the hang of it
I myself am not generally artistic.
Organic modeling has always been my weakest side :(
I'm mainly artistic in music
https://www.youtube.com/watch?v=ywSq0bSYLWI
not related to character modeling, but more on the usage of the sculpt tools.
Blender tutorial showing you how to add fine details to your model, like bumps and scratches. Perfect for armour, vehicles or anything that needs wear and te...
I'm willing to pay for a good commission of the character I want.
Cheers, thanks
I don't really know where to look for commissions though
I don't even know if people accept them here.
:/
But prices usually go as high as the triple digits.
modeling + rigging + texturing + animations + shape keys, etc...
I can easily pay fifty to 100 USD
I have no problems paying that much as long as the model is done Well
find someone on art station, tbh.
I'm not good at organic, but my specialty is leaning more towards hard surface.
Why pay though. There are plenty MMD models in the web. You just need to export them and read if author allows using it in VRChat. Apparently, it's common for Japanese to have grudge to people using their models there
but as of now, im practicing modeling environments.
I've gotten two Gaster Models. There's one there I dislike.
That's all there is. Other models are ones I do not desire
The one I want is based off of an image.
But when I create models out of boredom, I end up making this.
this was a 30 minute model.
And a bunch of other players
dont know, it might've been my brother playing on the account.
I saw someone using it already. 'Slurp my noodle' he said
It was a girl
but he usually plays alone in vr
yeah or give turbosquid a stab when it comes to grabbing models.
oh.... if you really really want a good software to make clothes, download Marvelous Designer 7.
ah
Mainly the scientist model on the right
The coat would have to be buttoned together, and the head and hands would need redesining
Other than that though
if you want to, get a base model online and place it in MD7
to save money
see how the software works, so you know how different it is from blender.
a slim base model (ignore the head)
The thing is I wouldn't even know how to start
I understand you're telling me to get a base model
and remove the head
But even then
what you should do is watch the video demonstrations of the MD7 software.
give it a try 😛
You're telling me to download a new software to make a model when all I want is a SINGLE model
:l
no really, take a look on how the clothes are modeled.
no edge modeling at all.
you get a plane and it wraps around the model base.
But whatabout the head? >_>
worry about the head last.
marvelous designer price = 50.00 a month
30 trial 😄
I use speedtree (a tree modeling software), but the license is 2K
guess what i used...
well, eventually, I'll have to switch over to the unity version for 20 a month.
:l
How long would it take to even do a complte edit with this software then redo a head
Because I'm terrible at vert edits in blender
just watch the video tutorials on md7 first.
dont even try for blender, its a hassle.
Modelling in this software is easier, I assume?
_>
which is why they placed a price tag on the software.
I haven't made anything, but catie uses it a lot.
Its because i switched to my world project.
but I have the software on my pc whenever i switch back to character modeling
This better be worth it. I downloaded it..
im a 3d art student and thats what my instructors tell everyone.
I see
as a game designer, instead of playing 40 hours on one game, play 20 games in 40 hours.
that's something I have to practice doing.
"Your design prowess will level up much faster."
Basically what you're saying
is to work on everything in a period of time
instead of just one thing
something like that.
:l
im a 3d artist, so im not much informed on actual game design.
Well currently
Im trying to convert my PMX model of gaster MMD
to a filetype acceptable by MD
ah, thats easy
Except blender froze when trying to import
oh
🤷🏻
I was about to say that you import to blender and then export as a obj.
oh and make sure to watch the tutorials though.
That's what I'm going to do when I get back on character modeling.
Like for instance, making Ozen the immobile with her combat suit.
I don't like the one that's publically available.
yep, learn the UI first.
I was even confused at first.
lemmie open it up so I can remember.
top section is the menu bar, the 3d navigation is the one on the left, the one on the right is where you place your 2d planes for making clothes.
as for toolbars, start using em.
bruh, I literally misread some of the import types as MMD lol
:/
the navigation isnt really bad compared to Maya.
many of my classmates had trouble (im a 1st year).
a fully rigged model of your character interest.
nice
I could directly remove the head on the MMD model
resize the body
and use this head
yee
but seriously, watch the first couple of videos so you know how to make the clothes planes wrap around the model.
the reason is because of the ripples.
:l
Almost ALL of the anime clothes in vrchat have nothing.
rippleless clothes...
well, some bothered to texture them on.
actually, I think you have to bake them on the model :\
Well, I'll come across that issue sometime
Wew. I have a hair model section thats not in the armament, where I need it to be.
Any time I try to move it over into the heigharchy, it... deletes itself?
@spiral sigil looks cool
ty
How do I select multiple vertices in blender..?
@spiral sigil Gotta say, lovin your characters
Covering the whole spectrum of breast size I see
didn't even notice that but yeah I guess so
Can you make a mesh that changes breast size with the emotes
Yes. I'd imagine you'd do it in the same way as when you change facial features
Where you would make a shape key that would expand/contract the breasts. You'd just need to make sure the topology and texture would support the stretching.
Feel free to correct me if that's wrong though. Not the most experienced.
Can someone help me get a MAX file into blender???
I would like to have a cactus avatar but the only free version came in MAX file, please help...
@tough niche I did a bit of research but the only results I can find say that you can't. You'll need to open the MAX files in 3Ds MAX and export them as an OBJ file or an FBX file. From there you can import these files into Blender.
Kind of impossible...
I tried an online converter and the after importing the files, nothing appeared...
Im either too much of a n00b in Blender or Idk...
I have no idea what I might have done wrong... @trail laurel
How do i give my avatar a mouth when it doesnt have one
guys how can I make a simple 3d object based on a picture with alpha and width. Imagine Nyan Cat with some upscaled width. How can I do this with pictures?
So uh, I know nothing about 3D modeling but I want to try and get my OC onto VRChat. How do I start?
I would recommend blender. since almost all tutorials is for that
@spiral sigil
First, start by learning tutorials on yt. Basics first then if you want- any more tips during your spare time. Create something simple to start off. After so, if you have enough experience- you can try making complex models.
check out some tutorials by Blender Guru those are pretty good.
^^^
the anvil and donut tutorials exactly are for beginners, and there is one tutorial series pinned in this channel which you should take a peek at too
I would recommend Darrin Lile’s Blender character modeling series as well
If I had more time I'd definitely get into it. Agh, and this looks cool too ;-;
Nanachi Isnt allowed to be used
Nice
guys is there anyone here good at editing clothing to fit a model?
i can't get all te verticies from this sleeve to come out without them being all wierdly stuck out
@eternal crow try removing the part of the arm that wont be visible
omg i completely forgot i could do that xD
Does anyone know how to fix this?
I imported a model in and the parts are all over the place in blender
If I import it into unity it looks fine
can anyone tell me why the feet are going through the floor and how to fix it?
i think its that white line
it only appears when i make the avatar descriptor btw
It took roughly... 6 hours. But I learned how to actually do this modeling stuff.
Though the most of what I'm doing is just building my own custom model out of an existing
Does anyone of you knows how to make my humanoid floats all the time? Instead of walking by feet, I want it to hover the ground.
do idle animation overrides work when you're just using bone/transform rotations? or do they need to be made from the muscle animator specifically?
thought i actually would see someone working in zbrush here making models from scratch lulz
i work in zbrush when the project requires it
i just dont like doing hard surface stuff in zbrush so i'm using maya
I did use zbrush this last week to make a uh... Snakegirl. But not a lamia type. Her upper is the snake lmao
snek
And then people in the other channel were like WHAT, THIS WAS YOUR FIRST SCULPT????
✌
I should make a chimera next
can someone help me
so i made a custom hand gesture but when i do it in game it does nothing
just makes my hand move a little
this channel aint the place for that question
@spiral sigil tf where would i go there aint one fore gestres
#animation ??
then im not too sure
animation
Gestures are animations
I don't know why you wouldn't be able to hit up animation chat.
how to add spectral maps to a material
@regal lily do you mean normal maps?
I think theyre called specular and no those are different than normal maps
Lol
@regal lily so what is it??
listen
a spec or norm
It's
black and white texture or blue and yellow?
that could be a specular map
looks like a soft sphere specular
ok
on some shaders you have to make them into an alhpa
I think i added my gloss stuff as the Metallic field and my albedo was the usual texture tho
Cause the metallic sliders were next to smoothness sliders too
Then normal map goes in normal map
Yeah, the metallic slot is almost the same as the spec, just a bit more focused on gloss than shadow
I love putting reflective sphere maps onto characters in armor. Something about being a walking mirror just stirs the heart.
This is a bit of a specific scenario but I have a mesh I made in blender which I'm using as a skybox. In unity though the vertices of the mesh are slightly visable which kinda ruins the effect. You can barely see them in the screenshot but they're very obvious when the distort effect I'm using is playing. Other meshes are fine but this one that I want to use is like this. Anyone know what's wrong? https://puu.sh/zwf1S.png (They're the dotted lines in the circles)
@silent vine enabled smooth shading in blender and made sure there's no split vertexes? (edit mode→remove doubles)
The smooth shading did it I think, cheers
question about creation of a simple mesh:
how difficult does this mask look to make? (only the mask)
I have no experience with creating from scratch, but I'd be interested in attempting it to make that
Hey lads just a quick question
Visemes/CATS eye tracking works even with non-MMD models right?
I saw an option that said "FBX" in the tab but I'm not sure
yo can anyone give me some tips on how to delete meshes? and not a youtube video please.
hey guys
this sounds silly but
only one of my models wont upload
it gets stuck at beginning
and at bottom it says the client is older than the sdk..
o_O
ive been exporting it out of the project all day no issue
@jovial echo in blender? go into object mode, select the mesh you ant and delete
with X
in unity, just select the mesh you want to delete on right and press del on your keybaord
um i cant really explain it
@timid crane its a pair of shoes and they share the same texture or whatever ya call it
and it has 8,000 polys and idk how to delete meshes faster
unity or blender?
blender
ohh youre talking about decimating
just to make sure, you know what a mesh means right
mesh can be an entire body part or the entire model itself can be one mesh
not fully but all i know is that i'm trying to delete one shoe and they share the same mesh so im trying to delete faces/verts
i just need to know how to do it faster
sorry man, idk how to do that
I've never had to delete any faces from my models since I dont use MMD
i know it has to do with edit mode tho
yeah, edit mode is where all the deletion goes
I know you said you dont want youtube but that might legit be the best way to find a solution haha
So uh, I don't really have a budget for commissions. Are my chances low on VRCTrade?
Not that I'm being cheap, just don't have much to save because of school.
@novel blaze that doesn't seem so bad, the mask
just need better control in whatever program you're gonna use tho
like i'd probably make the base in zbrush and then go to blender to really make it crisper + add the detail with little lines here and there
and teeth is choose either
there's probably even somebody else's teeth mesh i could edit to make it faster.
the teeth on that mask would basically just be bumped up
no need to move or even separate or have gaps
but yeah alright, zbrush, I'll make note of that program
then i guess i suppose i would subdivide just that region on the front of the mask and then manually sculpt in blender
by dragging here and there and constantlly looking at it
if there's any symmetry tools in blender to help with this then i would definitely make use of that.
and p sure there is
there are, but I always forget how to use them
yeah
well then
oh no
Anybody created a realistic avatar model head based off of a real person before?
I tried by taking a lot of pictures of my head then importing the photos to 123D Catch but it was bad x)
I have seen atleast 5 people using actual 3D scans of themselves or others as avatars
Does anyone @here have Daz Studio/Poser? I need a .pz2 converted to .obj.
@lament pond nice one mind showing off some topology?
@lament pond do you not use control curves?
if not that makes work with curves faster
I don't have much experience with beziers xD
I show my technique for creating hair in Blender using curves. I also provide the Blender file. (Gumroad Store For Cool Character Stuff Down ▼) "Sculpting In...
quick search but that is basically it
@lament pond hope this might be helpful
Rainbow shit?
No
make it rainbow
Um, another shit post https://imgur.com/gallery/1gymNFD
#donttalktomeuntilyouhavearainbowpoopemojiavatar
Bad bread
And now I don't want to be a cancer anymore
@tender veldt is there a problem with your most recent creation ?
No
The Lenny creation is the history
Nukes, rainbow shit, raining shit, and the evil skybox
Are my freaking creation
stop clicking enter
OK fine
@lament pond those shoulders look mighty spikey :0
xD
Idk if this is the right channel but can someone help me joining a couple of files into one in blender and preferrably keeping the bones? I converted the model from a game
hey my dae file is not importing correctly into blender
it looks fine in unity
any ideas on how to solve this?
guys do you know where to get pictures that works well with panosphere? without showing the edges!
Do you guys know if I can view my desktop while in VRChat?
Is there a way to allow this? I think I saw somebody do this once.
i believe you need some sort of third party software for that
Oh, hacks?
Anybody know how to make the gui bigger so I can see all the names of the menu and heading bars inside of Blender?
I
Wait
I think blender did an update where the UI resizes according to your desktop resolution
That might help @halcyon bay
@halcyon bay You can increase the size of some areas by pressing the + and - keys, or you can scale the whole interface up or down by going into file→User Preferences→Interface, at the top left is a display scale slider.
Oh, you're on a slightly older version than me I think. Try looking in system for a DPI slider. @halcyon bay
Oh, I'd like thew new blender version, may I ask yours?
Latest. 2.79
If you're also on 2.79 it could be because I'm on a high dpi display (macbook pro)
https://www.blender.org/download/releases/2-79/
What's new in 2.79
ha, thanks @latent charm !
boobs
ayo
Not turned on until i see tri-titty
I should sculpt one with six titty
And like four heads
Shit i wonder if i can find a hydra monstergirl
I think there was a multi-titty girl on Osmosis Jones
Not sure why that was my first thought
👍
I need some really quick assistance (hopefully).
I have two separate materials/meshes, what have you.
I need to combine them into one object, or at least parent them in a way where it doesnt break the pre-existing bone structure for the main item
That flat hood in the back, I just want to attach it so it matches the movements the body makes. Will I need to make a bone for this?
@deft fog and it did not belong to the model?
It initially did. I detached it and removed the parents so I could flatten it and merge the three materials into one.
Because it was outer, lining, and eyes
I'm now going to try and make bones for it by duplicating an arm and restructuring it
I'm still super new at this and this is the first time I've ever done anything beyond rigging an MMD.
try selecting the mesh then the armature and parent them
select mesh then armature then press ctrl p
or shift p
does the hood still have an armature modifier on it?
I have no clue
I finished making the bone structure for it. Could I just apply these new bones for it
That way I can also have dynamic physics for it
Okay this is weird
When I go to select the mesh and then the bones, as you said before, to set its parents
The moment I select the mesh, it highlights the entire bone structure.
ok all you need to do
is select the hood
go to the right
there is a wrench symbol
click that
add modifier
armature
and in the modifier assign the skeleton
no need for a new skelleton
Is that Object?
Error, cannot be applied to a mesh with shape keys.
I have no knowledge of rebuilding shape keys, though
the hoodie won't have any important shape keys
OH
I thought it wanted it removed from the armature.
Im a doofus
Okay this is weird
So close.
But posing shows that bending/moving tears apart the combined meshes
well
Is there a way to fully combine these materials in the hood to be one solid object that cant be warped like this?
if you transform meshes after weighting that can happen
you will need to weight paint it
if you got the stamina
There's just no way of joining/combining these, then?
Sort of like having two spheres, and then combining them to be one large mesh
every vert has a weight influence towards a bone
if you change its position relative to the bone
How would I weight paint this with that sort of issue?
the influence still stays the same but the leverage becomes different
Its applied to three bones.
Man, this would all be alleviated if I could combine these three into one single object/mesh
They were originally separated for MMD reasons. No need for it to be like that now
dunno
cats does starnge things
i didn't program it
but if your weights are fucked up
either go back to a point were they still worked
or repaint the weights
well then you will have to weight paint
Shit
its not that bad only for that hoody
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
^^
this is the way
trust me
but i don't have the time right now to teach you
:/
https://imgur.com/a/kxn7k blender is flickering for me :c
im trying to add textures to an object i just made but after importing the image with the UVs the the object still has no textures
@deft fog select both meshes in object mode and press ctrl j
Thats not my issue anymore
Well, sort of
I want them as one solid object, completely. Not just joined
Even when joined they can tear from each other
I want it as a solid single mass.
Oh
My new issue is weight painting.
So like moving together as one?
@deft fog select the vertices you want to join and press alt+m
oh
What does alt+M do
i mostly use it to merge vertices together
but nvm wont work for you
you can always try selecting both meshes and merging them
This is way to complex for how new I am
I think Im just going to remove that brown lining.
Weight painting is actually simple: https://m.youtube.com/watch?v=G3gIN4dJYw4
Learn Blender at https://Blender101.com In this video we begin the process of binding the character mesh to the rig. We touch on weight painting and point we...
I learned it from that guy
its simple when you have simple avatars ^^!
I think its already merged
But it isnt weight painted so it doesnt move when a bone moves
theres a difference between joining them with ctrl+j and merging them with alt+m
Dammit.
👀
lol
Alt+M does nothing, after joining
it didnt work?
Literally did nothing
I never used alt M so i don't know what it does
Rip
lol ctrl+z
Lets vore it
Cant believe I was able to make my own hair and shoulders into this model, but I cant attach a simple hoody
you made your hair and shoulders from zero?
Not from zero, no
That was taking too much time
So I started with another models' hair and edited it to what I wanted
Easier to start with a base
This is the first model I ever customized like this in any way
oh
So is it the inside of the hoodie thats not moving along with the model?
Ì checked, They shared the same painting
Even after making them all 100% painted, it still did it
Is there a way to custom set painting so I can set a specific number
Because this painting system seems pretty counterintuitive for some aspects of modeling
Rigging
Wait, there is an automatic assign from bones
Im gonna test that
I do a combination of weight painting and selecting vertices
I only do the weight painting when there isn't any creases or interior mesh
The arms have control over its weighting too, even when it shouldnt
Why does this have weighting from every damn bone on this model
This is so frustrating.
https://m.youtube.com/watch?v=G3gIN4dJYw4 starts at 6:43
Learn Blender at https://Blender101.com In this video we begin the process of binding the character mesh to the rig. We touch on weight painting and point we...
Its likely some areas are weight painted even when they're not suppose to be
if this is a hoodie that you are trying to paint i recommend moving everything else to another layer
So the left arm bone should only have it weight painted on the left arm area, etc.
I have no idea what layering actually is or how to change layers.
So I did the assigning using vertex groups, still does it
I think Im just going to remove the lining.
Hide the part that is weight painted accordingly to the bone
And then select the entire mesh (ctrl a) and click remove
Alt h to make the hidden part visible again
Is there a way to remove all weighting from all vertexes on a mesh
Because I think its caused by the lining having influence from EVERYTHING ELSE
Weight painting is simple yes....but tedious af and i hate it
The only good thing about it is seeing the model being "colored"
There should be options for removing all weighting from an item
Especially when you need to remove and edit it often
Alternate but pretty much the same way:
Ctrl A and click through the vertex group and click remove
So you at least dont need to click select every single time
Hey can anyone help with getting my model under 20000 polys
👍
Infinite, you need to separate by material and go piece by piece decimating
Its a learning process
Im going to save this and then see if I can auto weight it to get a wider range of movement from the hood
It's just that I'm kinda new to uploading avatars, and I just went through the whole process just to find out that my model went over the poly limit
One more quick question. What's the best way to smooth out weighting?
Im setting up some physics and they're far too... jagged for what Im doing
The best way to smooth it out is to paint it manually after the automatic weighting
Well, It's more that I need to smooth it out, have some lighter weighting around
basically you do automatic weights and then go through everything in weight paint + pose mode to make sure ot deforms the way you want
See how it's pretty red for most of it? I need it smoothed out, sort of fading to blue instead of just abruptly stopping
eh I don't see a problem with it being bright red?
if it's not bound yo any other bone it's not gunna really matter anyways
When animated, it looks bad
paint over them in a less hard colour using the chest bone
eh probably but I didn't learn it
As you can see, its pretty weird as is from automatic painting
oh your problem is more about the fact that it doesn't deforn properly with the rest
Its why I need lighter weighting around it
Else it just has that section where you can tell it stops
Minutes?
20 *
Yeah sure, Ill still be here
I need to get up and eat some breakfeast, then i can show you
Alright breakfeast aquired
now I have a question for you, Do you want me to just tell you how to change the "colour" of the weight paint
or do you want me to tech you how to do it properly?
Proper
mmk
Okay so ive been screwing around with apps
So sorry for no responses lately
If you want it to be smoothed out, weight it by using the vertexes instead of actually painting
So the majority of the boob at the center would be red, but as you extend from there
Create the different rings of weight around it almost like a gradient, so try:
Center (red/100%), outer ring (green/50%), outmost ring (blue/25%)
If parts are a little wonky, experiment with the wonky areas by changing them to different weights
Gatreh helped me out a ton
I SHOULD have a 100% working and ready custom avatar for VRChat now
And if I wanna mess around and use it in MMD
I may send it to the original creator and be all "look what I did!"
I never used MMD but i would want to hgngj
Do you need to configure the model in any way for it?
Sort of
You need to get decent enough with visemes/shape keys, and a specific structure for the body that MMD reads
Which should be the same for Unity.
doesn't seem like a problem 👍
I may or may not put myself through torture making each individual shapekeys for lip syncing from scratch--
I could've saved my troubles by using CATS rip
Its actually really easy
You pose, use CATS plugin for "save to shape key" or whatever the option is
And name it
Wash, rinse, repeat.
Spent 3 days making individual mouth movements
Good lord dude, were you doing each viseme vertex by vertex?
YUP.
WHYYYYYY
lasso tool
I have absolutely no emote I can use to show you my reaction
Dammit. Nitro cannot save me, here.
There is no emote to show the kind of emotion I know you're feeling
Oh trust me, I have thousands of em thanks to Nitro
Also, instead of doing my studies, I worked on this model all night.
Now I have 267 reviews piled up
I dragged myself through needless pain 👀
Now that I know all this
I may never even reapply the knowledge
I have the custom avatar I want right now, and no other urges to do this again
Maybe I'll... study again.
Anyway, @whole pike There's a great way to do visemes that's surprisingly easy.
Once you've got the model, split the head off, so if you bugger it up, no big deal.
Add the human metarig and go into edit mode to line the face control guides with your model. In the rig tab under Rigify Buttons, hit generate.
That'll create a big fancy complex control rig.
Add an armature modifier to the mesh by selecting the mesh, then the armature, then ctrl+p and picking automatic weights. Go through the list of visemes one by one, posing the face using the rig, then hit apply as shape key each time.
Boom. Done.
I'm starting to lose a lot of... whats that word
Will?
happiness
This is just killing my spirits. EVERYTHING I do causes another problem.
Seems like you forgot to weight the sleeves, thankfully nothing too drastic
like having to rearrange the entire edge flow of the head so there isn't any weird geometry
Haha weird geometry
not guilty of that one
nope
not me
Its my first edit, so its pretty sloppy underneath the clothing
👀 you can't hide from me
seriously
After all that, that really did just kill my spirits a bit
Because now stuff like this is happening
Not entirely sure what I'm looking at there
The bottom part of the arm isnt connecting with the rest of the shirt
So it's meant to be a closed sleeve then?
Yes
merge the vertexes and reweight if needed then
The vertexes are merged
Its the weighting
Big problem is that it also decided to throw out a lot of weighting I had already made
And I dont know why
If they were merged it wouldn't be able to split like that.
Its all one big solid piece
My weights even moved around
I dont know how this is even possible
Im probably going to give up and just stop, this is crushing me.
I cant afford this time to keep doing this
Nope, it's split. Look how the pale blue suddenly steps to the 0-weight dark blue as it goes down the arm
Well, it was working before I weight painted the chest
And for some reason, after doing all that, joining the meshes back together destroyed the weight painting
I also have no clue how to merge vertexes.
Oh.
And the save file is corrupted.
I cant even load it anymore.
I guess I'm done.
Maybe if I get some money, I'll just commission someone to fix it.
I could probably do it for free if i ever finish modeling Greed
Idk i think some of us forget that 'one big solid piece' doesnt actually mean one big solid piece cause
When we 'merge' meshes the gaps are still there just fyi
So we have to go in that shiz and get down and dirty with the vertex editing like manually close some gaps
With fill or the bridge gap thing or other tools
Cause the only way a mesh is one big actual solid piece is if they were sculpted like that from the beginning or edited heavily.
Any mmd models are definitely not the definition of that. People mix and match hair and face n clothes for mmd models -because- they are actually not merged in the way we think it is
Even if it says a single Body mesh in your blender.
So basically i can see theres an armpit in that picture up there where the sleeve is tearing up.that is cause a clothing mesh was fitted over a body mesh for that chick and there was always a gap there from the beginning.
Well, good news is the backup was fine. It was before everything got corrupted. Dont have some of the other bone and weighting stuff I did.
I have a working model and thats good enough now. I dont need anything else because Im not risking that or taking the 5+ hours. Man, what a ride.
is there a way to extrude weights?
How do you bake a mesh onto another mesh'texture? There's a dress with some markings and the markings are on a mesh that is separate from the dress mesh. I would like to bake the markings texture onto the dress mesh so I don't need the extra mesh just for the markings
Is there anyone here who is good at fixing deformed models or something? because i found model rips from a game i like but most of the models are super deformed
this might be something easy, but I cant figure out how to close this gap. I was just pressing F to create the face after selecting the vertices, but now when i select them they select a lot of extras
Any opinions? Is the topology ok?
so just drag the cheeks out a little to make them more prominent?
better?
3/4 view
Little more
I'm scared that pulling them much more will make the edges between faces too noticeable
OK, thanks for the ss, now it should be fine.
is 1k tris appropriate amount for the area that I've done?
the face?
the mesh that I've sent, so basically only the face
depends really
my fox face has like 750, but that is with tongue, teath and it has a muzzle
I compeletely ignored the mouth. I can't use emotes as I don't have VR and I don't think I want to make visemes, at least with my experience right now
if your going for more detail, use normal/specular maps, dont just rely on higher poly count
If need be I will decimate it a little and bake the normals from the higher poly mesh. I know that trick
mhmm
and tbh this 20K limit is rather low, most "modern" games go much higher
ive shreaded a few models to make them fit that limit tho
afaik 20k tris is ~2007 games era
mhmm
cause its a free to play game with people playing potatoes? 😛
potatoes are for baking, boiling or putting in a stew
and the optimisation is... well it just is I guess. 😁
I need to shave I'm becoming unsmooth
i have a bit of an issue (not sure where i would really ask about this) where I've exported an object from unreal engine (umodel) but i cannot get the uv map to follow. In most cases i would do it myself but I'm not that skilled yet and it would require significant work with how much i know, but i had have the blueprints and maps for them. would it be possible to either A: export the uv "set" with umodel (I've not seen the option in it) or B: use the normal maps (or the other maps whichever) to get the texture coordinates from them. (or C if I'm dumb and there's a simple answer other then "geet gud" what would that be)
https://imgur.com/a/djZFc
that is what I've managed on top (i just want the head) and what the real uv map is below
...
https://imgur.com/a/9BckS I need to relocate this mesh and the corresponding bones to the waist of the model, is there a way to move both at the same time also will moving them separately cause it to not work correctly in the end?
i dont think it has to be totally perfect, just as long as you weight it good enough
like the rope following hips or something and the rest to their own bones for DB or whatever
@azure adder you in the mars map?
someone has the iron giant model
He looks great
I try to make it as accurate to the ref as possible 👀
oh no
but the hair is coming along nicely
I just have to ignore minor details and focus on the main elements.
i made some slight anatomical changes
His shirt normals are backwards
is this better? https://gyazo.com/80e766d8d7e20052a64035fed4408ad5
His arms look really long
Add more shoulder bump
Thin the neck and raise the groin/pelvic area
It's pretty short
how do i accomplish the "void texture" galaxy effect in unity?
I think I'm dumb. In Unity, is there a way to save a template file to build characters from so I won't have to continuously re-import the VRChat sdk and asset packs?
Looks like this is the answer: https://forum.unity.com/threads/template-for-new-project.71595/
Anybody know if there is a way to move a unity 3d character from unity into blender back and forth easy?
I need some help here. After Parenting the armature the head teleports to the starting location of it when imported https://i.imgur.com/JOAI7Kg.png https://i.imgur.com/1kfMaeK.png
#avatar-rigging @visual vigil
o
Does anyone know how to bake a mesh texture onto another mesh?
this? @solar mauve
I don't think so
I have a dress with some 'markings'
But the markings are on a separate mesh
I would like to bake the markings texture onto the texture of the mesh so I don't need the second mesh
yea i getcha
Hey~ Quick question. I've tried getting a Mesh from Blender into Unity as .obj to use it as Emission in a Particle System but it just ends up being invisible for some reason (Putting it into the scene normally shows up completely fine) ~ Any idea? QwQ
Huh.. so do you know if it is inverted in blender?
In solid view a normal thing is white and an inverted one is weird and blacker looking
Inverted meshes are invis
it works completely fine when I just pull it into unity
like
only as particle emission its invis
Not sure if this is the best place to ask, but anyone have any suggestions or guides for how to create a Texture atlass if you're using more than just the diffuse/color texture? I have a model with diffuse, normals, emission, specularity and alpha textures that I'd like all baked to minimize draw calls.
I may just suck at google but not finding much info.
Looks like I can change the Bake mode actually. I assume I"d just need to make an atlass for combined diffuse/alpha, for specularity, and for normals.
Has anyone here ever made a model for vrchat in 3dsmax? It seems 3dsmax expects blendshapes to be 0 to 1. But 3dsmax by default makes them from 0 to 100, and i can't seem to find how to change that if it is even possible
yeah works the same with maya
blendshapes are 0 to 1 but in unity i put them up to 100
works fine
Ok, as long as that is what vrchat is expecting and what unity does, it should be fine to do my blendshapes as is. Time to experiment. Thanks for the answer you two!
Ok, so my character now blinks and has eye movement. The eye movement i get due to the bones. But what in the hell gives it the ability to blink? Not my blendshapes, and no bones that have eyelids rigged. I am scared.
It was my blendshape but i forgot to update it to stand out so i was confused 😄
There should be bones that called blink
Nah, no blinky bones, just eyeball bones and blednshapes
p.p Weird
Is it?
It's what the default example rig uses
Unity doesn't even have room for eyebrows in their default avatar rigs
humanoid default that is
I mean in models that I kinda tried to use. There is always bone with this name lol
There were in a model i used as well, but that is not something VRchat seems to give a shit about. And they were not even properly weight painted in the first place
¯_(ツ)_/¯
I now have the knowledge that i can do what i want from 3dsmax. Now i just need to start a model from bloody scratch
It'll be easy i am sure
Yeah, you can always try x)
so somehow, i managed to make a very very broken model that unity hates
i just wanted to combine two meshes
specifically, just putting the head of nanachi on a space engineer, similar to the spacedeer model thats in my icon
well...
Maya seems to approve of the model, and its at about 19k polys
Unity on the other hand, thought that figure was closer to 200k polys
so i did some investigating, and then i looked at the fbx file itself, and was greeted with this lovelyness
oh lord
somehow, during the export process, Maya thought it would be a great idea to add in dozens of half broken Nanachi models to each individual part of the model
That happens when there is a problem with your blendshapes usually
Your base model and the blendshapes dont match. So it then generates all the blendshapes as seperate models during export
how to fix this? https://gyazo.com/e356a32cf7856ffa6075f38aa31faf8c
in blender it looks like this:
@cunning cedar go to your ear texture image, click on it and tick 'alpha is transparency' and apply to import again
(in Unity)
Set the material to cutout
im using atlas, then my whole model will disappear xd
Transperancy then
@jovial escarp whenever I ask myself why I have bad fps I'll look back on that moment
@cunning cedar it should be fixed in unity if u use cutout
had the same thing with that model
Whoa
Grease pencil is a wonderful thing
can't wait for the 2.8 version of Blender
then you use Grease pencil for animations and a new system for rendering
One great thing about 2.8's eevee renderer is it'll be very easy to have material setups in blender that will look almost identical when moved across to unity. At least when using a standard PBR setup.
welp time to figure out how to 3d model by force, i am determined.
tiny bit clueless on where to start when it comes to making a person, obviously i want it to be modular. is there any uh tutorials?
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...
So a really big nutshell:
Make the face, extend from the face to make a head, extend from the head to make the body, and then extend the body to make arms and legs
Etc
So just alot of extending
But there's another method where you subdivide a cube and shape the model with that
I prefer the extension method
oh boy and i thought warp travel was possible
It's simple, but tedious like 99% of making models
has anyone had unity not allowing them to upload avatars since installing the new sdk?
uh, i'm dumb, how do you use that o button for the proportional movement when editing vertices? i looked it up and didn't understand lol, cause i selected a surface and it won't become parabolic or concave or whatever. The whole mesh drags entirely.
when i import an object to my avatar in unity, the center of rotation of the bones on my avatar all become the center of rotation of my object