#3d-modeling

1 messages ยท Page 37 of 1

hot flint
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Also, this is a very useful guide for anyone doing visemes themselves

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as much as i hate doing this, it'll be nice to actually be able to have viseme mouth shapes

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yeah, me too nif

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me too

rare crystal
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its tooo bad shaders cant just transfer from prgram to program with no problem. I like the way the toon shaders look in maya

hot flint
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yeah... i feel that...

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thats usually why i just do shadeless

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idea

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couldn't you bake textures?

rare crystal
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idk how that works

hot flint
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Ahhh

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most engines have the ability to "bake" whatever the current rendering style is onto a texture map

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that you can then use to apply back onto the model later

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look into it

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texture baking

rare crystal
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i will

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.........later

spiral sigil
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so

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i think i should just use boolean to merge body parts

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because im lazy

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๐Ÿ˜„

rare crystal
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I dont like boolean.

spiral sigil
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whys that

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is manually connecting the meshes better?

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vertex fill?

rare crystal
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manually connecting would be better. boolean usually causes some unwanted effects

spiral sigil
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oh

rare crystal
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vertexes dont match up and polygons go berserk

spiral sigil
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is it fixable

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if you just attach a head to the neck or something

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with boolean

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then fix it

rare crystal
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it is, but its almost as much work as doing it manually. but itsa huge mess

spiral sigil
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oh

rare crystal
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if you can, make the two meshes treat as one, then sew them edges together. but make sure they vertexes line up.

spiral sigil
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ah

rare crystal
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otherwise youll end up with holes.

spiral sigil
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join mesh -> stitch

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do you put anything in between

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?

rare crystal
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no.

spiral sigil
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or just directly stitch them

rare crystal
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directly. but again make sure the lines and edges line up well. or youll end up with extra polygons that wont have a matching partner to stitch with

spiral sigil
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how do you do it if the polys arent even

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decimate?

rare crystal
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no.

spiral sigil
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any modifiers?

rare crystal
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youll have to manually deletes some edges and vertecies in certain spots

spiral sigil
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o

rare crystal
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im sure there's some viedeos that can help show you

spiral sigil
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are there any modifiers that would make joining meshes easier

rare crystal
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idk in blender. if it was Maya i could tell you the tool to use directly.

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but idk its name in blender

spiral sigil
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cant you just union boolean then merge?

rare crystal
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maybe. ill have to see what your doing

spiral sigil
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merge the vertexes after or join/delete

rare crystal
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merge them after. delete or add whats neccessary then merge them

spiral sigil
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thats just a bunch of random shapes

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i booleaned together

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the overlap is the redish area

rare crystal
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omy my goodness

spiral sigil
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i could cut it across?

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and then slide it

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merge the vertexes and remove doubles

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?

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im not really sure how to do this

rare crystal
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ok... so for instances like that, you can just connect the Vertices that intersect the other object to another vertice within the same polygon. any polygon that has more than 4 vertices will not show up in unity. it will be an empty hole

spiral sigil
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i know theres a way to slide the vertexes together

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but i dont know how the guy did it

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but apparently it makes it easier to merge meshes

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he uses the knife

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after making loops

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and then slides it all together

rare crystal
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idk what the tool name is in blender, but there should be a tool to allow you to connect 2 vertices by creating another edge in between.,

spiral sigil
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and then presses remove doubles

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and it seals all the vertexes

rare crystal
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yeah. the knife would be your first tool

spiral sigil
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im not sure how the knife thing works

rare crystal
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after that its up to you.

spiral sigil
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hm

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i have to review

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if i knew how to workt he knife i could probably do it

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it's a combination of knife cuts and loops

rare crystal
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relatively simple. just select the knife then the 2 vertices you want to connect

spiral sigil
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i did it

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i just chopped out the insides

rare crystal
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cool!

spiral sigil
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then connected the outides together

polar estuary
hot flint
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Good riddance

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done and done

rare crystal
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YEAH!

hot flint
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wooorttthhh

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okay.... is there ANYTHING ELSE im forgetting WHILE im in blender...

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Hmmm...

rare crystal
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eye tracking?

hot flint
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Ah

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do i do that in blender?

rare crystal
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idk

hot flint
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I thought that was in unity

rare crystal
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neever tried

hot flint
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i've only ever seen it being a CATS thing

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i have eye bones set up for it

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so maybe that'll work

rare crystal
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but supposedly its important how you set it up in the building process

hot flint
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eh, i've got eye bones that rotate properly

rare crystal
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they have to be in a certain starting position though, otherwise your eyes in game will look into your skull

hot flint
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Hmm

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interesting

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i'll have to test that first then

rare crystal
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yeah

hot flint
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Maybe they have to be pointing forward?

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mine are pointing straight up, and use rotation to move

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so we'll see

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this is how i see MMD models set it up

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so if it works on MMD, it should in theory work for me

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time to throw it to the unity wolves

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crooooosssing my fingers

rare crystal
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probably

hot flint
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im actually really stoked to see how well dynamic bone gravity plays with the hair and cloak bones i set up

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Ahhhhhhhhhh....

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Eyes need to be children of the head

rare crystal
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yes

hot flint
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they're currently a child of the eye controller

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which is a child of the head

rare crystal
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aahh yeah.

hot flint
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Hmmm... interesting...

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It seems unity incorporated the pose i put her in.

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i see some potential

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Ahhah....

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I also see some points that i never applied weight to

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so now they're all kinds of left behind

rare crystal
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whoops

hot flint
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let's fix that

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other than that though, everything looks pretty damn stellar

rare crystal
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sweet!

hot flint
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which is a first

rare crystal
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i still have yet to make a model that has everything. mine are all just blank expressions with some dynamic bones

hot flint
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few more things i need to test....

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dynamic bone set up, and normal movement

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OH....

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OH GOODNESS

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YES

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YES YES YES

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THE HAIR

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ITS SO CUTE

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HECK

rare crystal
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lol

hot flint
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IM SO GIDDY

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okay okay

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now to check the robe

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okay, that one is way more subtle than it needs to be... let's fix that

spiral sigil
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hm

hot flint
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wow

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that was TERRIBLY sneaky

rare crystal
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?

hot flint
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somehow, there was 10% weight paint influence on a ring of verts around the waist that both SHINS were influencing

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fiiiiiixxxxed get the FUCK out

spiral sigil
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you don't like shin rings? ๐Ÿ˜„

rare crystal
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oh pffft

hot flint
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not around my waist

spiral sigil
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some mmds are so beyond fucked up

hot flint
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๐Ÿ˜‰

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this wasn't an MMD lol

spiral sigil
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oh geez

hot flint
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must have been when i was editting part of the robe

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no clue how it wound up on BOTH shins

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ooorrrr it could have been the autorig from rigify

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for the initial weights

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regardless, case closed, take em away

rare crystal
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i feel like later irl. im gonna end up saying "A Bolt of BRILLIANCE!" because of Detective Pikachu

hot flint
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added one layer of tail bones to the robe thingersso that should make for a more bouncy skirt feel

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that's a great line hahah

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yes, perfect, seems that was exactly what the problem was

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also the eye tracking should be picking up properly now

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Yessssssssss

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turns out i just needed to make the robe bones fall like one of those mobiles used for toddlers

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works like a dream

rare crystal
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toddler robes!

hot flint
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heheh

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Alright, that looks to be the magic formula

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remains to be seen if it'll play nicely with all of VRC's very jerky movements

hot flint
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fingers crossed... uploading now..

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IT... IT WORKS

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IM IN TEARS

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the only thing i cant verify yet is eye tracking

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since mirrors dont show it???

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i dont think??

tired plume
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mirrors show eye tracking

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i see it all the time

hot flint
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hmm

tired plume
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i think it doesn't show mouth visemes though.....?? not sure

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you could ask somebody though if not sure

hot flint
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mmh

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i'll figure it out

tired plume
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cause my first model had eyetracking and i walked up to the hub mirror

hot flint
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not sure how to do eye tracking from scratch

tired plume
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and she started responding like that

hot flint
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everyone uses cats

cobalt willow
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Mirrors show visemes, although roughly 1 second delayed

spiral sigil
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hey guys

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how do i mirror and flip onto the same place

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i sealed 1 foot

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but i have 2 feet

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i dont want to manually seal the 2nd foot

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and the mirror modifier doesnt do what i want

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is there a way to get it to work

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it's the offset of the mirror modifier

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NVM I DID IT

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:d

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๐Ÿ˜„

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๐Ÿ˜„

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decimated 1 foot - sealed it then mirrored ๐Ÿ˜„

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omg

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my hair without decimatio is 13000 polys wtf

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i have a mess of vertices in the hair and i need to seal the holes how do i do this

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should i just decimate it more and then seal because it s a mess

spiral sigil
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zzzz

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manually doing hair is hard

marsh lava
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Anyone had the sculpt tool refuse to work on a specific mesh?

spiral sigil
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is there a way to delete all unlinked vertices?

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i have garbage vertices just floating

spiral sigil
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what if i place a cube inside the head and boolean all the hair that goes all over the place

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to delete it all

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or could i just create a mesh

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throw it inside

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what if i duplicate the hair

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sclale it down

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throw it inside

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hit boolean

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how do i change the origin of the duplicate to make it the center middle of the original object

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cursor to select doesnt do anything

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it keeps snapping to origin

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instead of middle of the head

spiral sigil
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hm

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i guess that doesnt work

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is there no modifier that deletes everything and remeshes eveyrthing>

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hm

small cloud
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@spiral sigil you remove doubles before decimating

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to avoid mesh tearing

spiral sigil
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ok

blissful sleet
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@spiral sigil space -> select similar -> amount of adjacent faces (to select all floating vertices)

spiral sigil
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hm

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o

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thanks

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is there a quicker way to seal skirts

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?

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im just using merge

blissful sleet
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i grab them and snap to vertice then remove doubles but merge is probably faster

small cloud
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@spiral sigil what do you mean by seal skirts

spiral sigil
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when i decimate them

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they get holes

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hm

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16000 tris

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and i havent touched the face hands or legs

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lol

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should i even bother decimating them

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40000 down to 16000 manually

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โค

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i need better colours

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its so flat

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lol

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how do i make the colours better

lament pond
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Shading

spiral sigil
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how

blissful sleet
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don't touch the face or hands legs should be fine

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click glsl in nmenu to see shading

eternal crow
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does anyone know how this filetype works? i got these files outta the files for sonic forces and i wanna use the parts for the avatar to make my character

spiral sigil
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@blissful sleet can you screenshot the location of that i cant find

blissful sleet
spiral sigil
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oh

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there it is

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๐Ÿ˜„

hot flint
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Hey @spiral sigil! Awesome work, glad to see you making some progress!

spiral sigil
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ty

hot flint
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What would you say you've learned most in doing this so far?

spiral sigil
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stitching and repair meshes

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lol

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decimating properly

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manual decimation and filling holes

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time for my favourite part

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unity particles ๐Ÿ˜„

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my model looks weird with cubed's shaders

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i dont have to use cubed's shader do i

steady notch
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Nope!

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A good alternative is just to use full-bright. It won't look right in darker maps like the PUG, but it it is an alternative. If your character isn't anime/cartoon, the standard shader will be just fine for you.

blissful sleet
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i always use standard

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shadeless loses so much detail

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i turn down smoothness and set emission to .1 or .2

steady notch
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Ah, that's some good advice.

zinc furnace
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Even less cartoonish characters might look better with Flat Lit Toon or Unlit

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I ported a Quan Chi from Mortal Kombat 9 which looked plastic-y with standard shaders

steady notch
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Without normal maps and some sort of map controlling gloss/specular/smoothness, most models look kinda rough.

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Though bringing smoothness waaaayyy down helps. Snake/Big Boss/whatever from MGS5 looks amazing with just a normal map and low smoothness.

rigid root
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if you have Substance Painter + Substance Designer, this is really useful

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@steady notch have you tried to set up a PBR avatar with a roughness map yet?

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also FWIW most materials that'd be on a person are quite rough, the default value in the slider is supposed to be changed

steady notch
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@rigid root I haven't. But I'm a huge fan of Substance Painter! I just don't do many realistic characters.

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And when it comes to world design, I really dislike the way Unity renders cube reflections.

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Is VRChat set up as a forward renderer?

rigid root
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do they have any way to make probes?

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I think so

steady notch
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They do, but the way they distort them is poorly executed, IMO

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UE4 uses some sort of black magic that makes probe based reflections nearly as convincing as real-time.

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For example, I can easily leave glass reflections to the probes in a UE4 project, but in Unity, it's disturbing to look out a window using them.

rigid root
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looking into that now, I want to see if Unreal does it the same way as CryEngine

spiral sigil
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Should I remove doubles before or after decimating (planar)?

rigid root
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before, but just try it and you'll see the difference

spiral sigil
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Yeah I just saw some parts of the model are better to decimate before doing it or you get this odd stretchy texture.

rigid root
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ah yeah I think that's from when the merged vertices have different uvs

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is it user configuration whether to use box captures or sphere captures?

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in both cases the code seems pretty simple, I wonder if maybe the quality difference in unity is from how they each deal with blending multiple probes

mental blaze
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oof

eternal crow
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im getting my forces avatar made, (i finally named her after like awhile cause why not, her name is Asakura)

rare crystal
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thats a cool name

eternal crow
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Thanks ๐Ÿ˜„ i honestly was gonna use my name irl but i thought that's not very original

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plus it fits her better than my actual name does

hot flint
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Rigging is definitely a pain, yes@lament pond

lapis needle
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@cobalt willow That pin hurts my feelings. (Not really)

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I nearly forgot why I got on here again. If anyone is dieing for a model they cant find to be made into an avatar Im the dude who does those. RIP my hardrive. I actually killed my last computer for overusing it with making models and using it for VR.

eternal crow
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^ i accidentally beat mine when i got mad and it had a tiny yet essential piece break off

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but it was a cheap $200 hp stream laptop

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which ran like a potato

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but hp was nice enought to let us exchange it and i ended up getting a WAY nicer one for like only $100 when its normally like $750

rare crystal
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The hard part about making a model of Ozzy from Osmosis jones is that literally HALF of the google search results are fan fantasies. HALF the entire search. So finding good reference angles are hard.

spiral sigil
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Why not just watch the movie/cartoon

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@rare crystal

rare crystal
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lol i don't have it, and i don't feel like paying $2 to watch it on YouTube

spiral sigil
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hey

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how do you open a .x file

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?

sour quest
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how can i fix that

timid crane
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@spiral sigil there's a blender add-on for that

eternal crow
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i have that add on but it only lets me export them for some reason

tired plume
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@lament pond i suppose you could have two extra shoulder bones just there by themselves, for the purpose of trying to keep that part of the shoulder mesh in shape

spiral sigil
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O

hot flint
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It's more just a matter of divying up bone weights really

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I had a bit of that issue with a good number of my models too

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Just takes precision and patience

small cloud
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@lament pond that is generally fixed by having enough loops and blurred weight, should be easy enough, but yeah, shoulders are single most hated bones of mine...

bronze quartz
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How can I select 2 materials at the same time in blender and on edit mode select all the vertices of the 2 materials? Cause I try with CTRL and when I enter edit mode and select all vertices it only selects the last material I clicked...

spiral sigil
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you need to merge them

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slect both of them and press ctrl+j

bronze quartz
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Oh, thank you!

minor oracle
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hey folk, anyone know if there's a good chat to talk about oculus quill / medium / other vr art programs?

sinful sable
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Hi guys.

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I have have huge problem regarding a model that I've been trying to fix for GMOD and also put into VRchat

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It stretches in specific locations near the head

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that I don't know why

tired plume
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Cause mixamo isnt perfect and i suppose you could try to yank this out as a .fbx and then go manually fix it in blender

eternal crow
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@sinful sable Welcome to the club of mixamo f*cking models up ๐Ÿ˜„ i've had it where mixamo completely wrecks a foot

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for simpily no damn reason

tired plume
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Basically even if mixamo accepts and spits out a model youre gonna have to understand how to use blender anyway if you want no mistakes like this

proud oar
cobalt willow
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Select all your meshes and set the origin point at the same place

junior idol
wooden marsh
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Anyone know why in blender when I append a new head onto a new body, and join the armatures, the bones on the appended mesh lose their weight paint so they're useless?

spiral sigil
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yo

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guys

topaz frigate
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whats poppin?

spiral sigil
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how do i apply that shader that makes my body parts look like space

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how do i apply it to a select part

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what do i do in blender

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so that i can use it on parts of my body and not the entire body

past mountain
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@spiral sigil what you need to do is have a separate material for that and yes you can do that in blender.
In the blender you create a new material for the mesh. When you do this you will of course have a material that isn't tied with any surface, so what you do is you go into edit mode, select the areas you want to have that material assigned to, then on the right you select the material and in edit mode there should be a button called assign, you press that button. Then (if the selected area is already uv mapped) you export it as an fbx put it into unity and now you can apply the space material/shader to the new material part. For the actual space material you'd have to look around the web for it or ask other people. Hope this helped ^^

spiral sigil
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that's complicated ๐Ÿ˜ต

past mountain
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yeah, that's blender for you. Took me ages to get into blender but at some point you get used to using blender and can actually do cool stuff, would recommend to watch tutorials and try around if you have time and determiantion

stray topaz
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anyone know about Unity Dynamic Bones? I got the plugin

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I created the bone root but the white line goes up it and not the rest of the bones

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I unintentionally fixed it before but now it's doing it again. Was it something about bone end or something?

upbeat star
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hey guys im legit completely braindead to how .smd files work in unity, since im making a pokemon model the zip came with a .smd file and i exported it as an fbx, what do i do?

coarse walrus
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Is there a way to navigate blender (change the camera/view position) with a trackpad?

spiral sigil
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i need to add and animate a tongue

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and give it the tongue movements for making out

lament pond
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no you don't

spiral sigil
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๐Ÿ˜„

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its gotta stick out and twist

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i wonder if prefab blender tongues exist

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oh boy

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just attach the bone and good to go

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XD

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resize it a bit

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LOL

stray topaz
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hey how do I reimport a model in Unity? right clicking and reimporting the model isn't working

upbeat star
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iv been stuck on making this model all day i really need some help ;--;

north onyx
spiral sigil
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hey guys

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help pls

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how do i assign a heirarchy group to a different parent

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in blender

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i made some face parts and imported them into my working file

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but i cant figure out how to attach it

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it's a bone/armature

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and object

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ctrl doesnt work

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ctrl j doesnt work

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i cant drag the armature into the other armature

timid crane
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Awesome stuff as always!

lament pond
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Thanks

spiral sigil
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OMG

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I MANAGED TO TRANSPLANT MY CUSTOM TONGUE INTO MY MODEL

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i know how to swap body parts now ๐Ÿ˜„

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the secret that is not available online

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๐Ÿ˜„

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not on youtube or google or any site

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nice

spiral sigil
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trying to get a plane with a mesh on it to stand up right in vrchat but rotating it doesnt help

cobalt willow
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@upbeat star .smd files are not supported in unity. You will need to download and install the blender plugin source blender tools to be able to import .smd files to blender, when you got the model in you can export it in a unity friendly format

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You can either save the blendfile or export as dae or fbx

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Into unity that is

spiral sigil
main goblet
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hello

iron stone
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world's biggest secret

spiral sigil
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What

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Well #tutorials doesnt say how to bake eyes and hair seperately

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@spiral sigil

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Its not working when i try to do it

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I hide the eye and hair mesh and then atlas and bake

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try to fry instead

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Lol

past mountain
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@spiral sigil Are you doing it manually or through the CATS tool?

spiral sigil
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Manually

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I only do manual atlasing

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But i dont know how to have the eyes and hair seperate

past mountain
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have you tried doing seperate meshes and then doing it seperately there?

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that should probably work

native palm
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I don't know if this would count, but I extracted a few models from a game that uses Unity and I'm having troubles opening them in Blender because the FBX files are ASCII format.

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I need to open them in Blender because I have to add some new bones to fit the VRChat skeleton, like with knees and stuff, and some I have to add a full hand structure to (the mechas)

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Is someone able to help me with this?

stray topaz
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I feel like I'm going crazy, I'm fixing up my main avatar and my last iteration isn't uploading to VRChat for some reason. The last couple times it uploaded fine, it was almost perfect and after I added a dynamic bone collider; it just doesn't want to upload

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the client path is the same, I didn't make any changes to the model, I only added the bone collider to my head so that my hair doesn't clip into it.

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@native palm I wish I knew how to help with that ๐Ÿ˜ข

native palm
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Also found that using Noesis to export it to the new format shrinks the model size, so I can't use that.

stray topaz
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does the character have an exact height?

native palm
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Not really.

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Like I'd rather have it at the right size according to the game right away.

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And then scale it in unity from there.

stray topaz
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I scale it in blender so I wouldn't have to do guess work in unity

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my avie is supposed to be 7' tall, so I scaled it accordingly and did a test run in avatar testing and it came out to 213 cm

native palm
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It's sort of driving me nuts because I have to essentially, afaik, rerig the model in order to be able to have the VRChat SDK interpret everything properly, as there's unnecessary ground bones and it's missing a few bones for like knees and stuff.

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I know of Blender's Easy Rigging tool already, but I need to be able to import into Blender first before I can do anything with it. ๐Ÿ˜›

stray topaz
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aaahhh ok

spiral sigil
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@stray topaz

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Remove the blueprint

stray topaz
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@spiral sigil FINALLY! That worked. Thanks! โค

spiral sigil
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Np

spiral sigil
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im trying to put a gif on a plane and put it into vrchat. i have the gif part down but when i import it into vrchat it keeps laying down.

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Rotate it

#

Or change the billboard setting

#

And put it as a child of the plane

#

rotating it doesnt help ingame, but what is this billboard setting?

#

The billboard setting will probably fix it then

#

Under the render tab

#

Im going to transplant the blender monkey head onto a random mmd body

#

XD

vital gate
#

Can I import an obj file into unity or do i need to export it first?

#

also how tf do i export it?

mental blaze
#

That made no sense.

#

:<

mental blaze
#

I use it for animation vfx sequences

#

Unity does support obj

zinc furnace
#

I think obj works, but I don't think obj supports rigging

#

Obj is always the most reliable format for me

molten cedar
spiral sigil
#

Anyone really good at making these 3d models, i have a custom request adn i cnat model worth crap. i want to like bring my Vindictus character into Vr i tried some tutuourials but none seemed to show how to get my specific custom character in. i was wondering if someone could help in any way possible. i am but a broke man so i cant offer any compensation im sorry

tired plume
#

@spiral sigil i have experience ripping from games like that and honestly

#

the decimation IS NOT WORTH

#

it is just... not gonna be meant for this world

#

to really bring that shit in you're gonna have to find somebody crazy enough to spend a whole month manually decimating such poly

#

cause it's one thing to rip it and that's the easy part

#

and i'm guessing that if you want somebody to copy the look of your vindictus character that's gonna cost you like 200 dollars, fam

#

cause that's hard

#

it's only easy to do it with games like WoW cause the models are way shittier

spiral sigil
#

damn ok

spiral sigil
#

i need help

#

i baked the items seperately and it didnt work

#

i dont know how to bake items seperately

#

it isnt working

#

i cant find any tutorials or solutions

spiral sigil
#

how many avatar did you make in the last month, jesus

lament pond
#

I'm a busy boar

mossy quail
#

Okay...

#

i have a pokeball model

#

it has 60k poly

#

i want to decimate it

lament pond
#

It'd probably be faster to just make a new pokeball

stoic ridge
#

sphere -> slap on a texture, done?

mossy quail
#

it has a really cool inside modeled though

#

when i decimate it all shape keys are lost

#

which is the problem

#

can have it exported without splitting into 2 parts?

#

@stoic ridge i want it to be able to spring open though

smoky vector
#

nice model but wheres >_< expression!!

#

and owo

lament pond
#

They didn't ask for those

spiral sigil
#

Eh, most games have low poly character models

#

Because optimization, shaders n whatnot

#

Great textures with normal maps, specular maps et al ๐Ÿค”

#

Autocorrect pls donโ€™t fix specular to something weird again

spiral sigil
#

that moment when you find a free pistol model online and it's 1 million tris

#

anyone know a good place to get low poly gun models?

#

I just want a pistol

cobalt willow
spiral sigil
#

I had no idea this existed

cobalt willow
#

+1 KNOWLEDGE ๐Ÿ™Œ

spiral sigil
#

exactly ๐Ÿ™

whole plinth
#

does everyone combine their materials before exporting from blender? I know that megatutorial said to do that, but I have issues most of the time that i try it out.

cobalt willow
#

Depending on how many materials you got, combing them might or might not be necessary.

#

It's ALWAYS best to have just one material, but a few more isn't too bad

zinc furnace
#

I have a model with one shape key for blinking. To avoid issues with missing shape keys, I need to separate the blinking shape key into two winking keys in Blender. What's the easiest way to do that?

cobalt willow
#

For simulated eye tracking?

zinc furnace
#

Yes

cobalt willow
#

If you got one shape that blinks both eyes I just create dummy shapes that moves a single vertex

zinc furnace
#

Ah, alright

#

I wish the eye tracking in this game wasn't so weirdly set up tbh

cobalt willow
#

Technically they are new shapes so it works

zinc furnace
#

And it would be nice if Blender just exported empty shape keys too

#

But I've resorted to moving a few tiny vertices in the hair instead

cobalt willow
#

Blender does export empty shapes, unity doesn't recognize them

zinc furnace
#

Oh, makes sense

silver tide
#

Could someone help my friend figure out the problems with this model, we pulled them straight from FFXIV but the colors from the textures are faded and the hair/etc is..... polygonal... and there's no "texture" on the horns (like, actual texture as if it looked like it had bumps and etc on it).

#

should look more like this

#

color/texture wise not the same armor/guy of course, but you know what I mean)

spiral sigil
#

It uses a color id map

#

you'll need a special shader

#

for it to apply the color to the textures

silver tide
#

@dense hornet gonna just go ahead and tag you, this stuff might help lol

onyx juniper
#

But Blacksmith uses old obsolete api's. Use it anyway?

#

@lucid gorge

static sun
#

Not in VRchat yet but i got my showcase renders done for my character project.
need to clean up the Weight paints to make them more animation friendly
https://www.artstation.com/artwork/voVmE enjoy

ArtStation

This was a 6 weeks personal project to get my head in to the new year.
This is a Fan art of Max Caulfield from the Life is strange Franchise.

This is my first project working with haircards and using Maya, I genuinely had to relearn a fair amoun...

mental blaze
#

Neat

spiral sigil
#

hello

#

whats the easiest way to mirror eyes

#

i need to get my pupil into a symmetrical position

hot flint
#

I don't know that eyes ever look quite right if they're completely symmetrical

#

This is a better option

spiral sigil
#

i have OCD

hot flint
#

then dont add shines

spiral sigil
#

it needs to be symmetrical to the decimal

#

my characters pupils are not shiny

hot flint
spiral sigil
#

i need to figure out how to align my pupils on an x mirror

hot flint
#

it's not terribly difficult

#

do the following...

spiral sigil
#

i pressed mirror

hot flint
#

Please listen.

spiral sigil
#

ok

hot flint
#

Do the following:

-Take the eye you DO like, and go into edit mode and duplicate it
-Left click to confirm duplication, then immediately press spacebar and type "separate"
-Separate by selection
-Open the property panel (N key) and set your 3D cursor to 0, 0, 0 coords

#

Set the pivot to 3D cursor

#

-Select the duplicated eye mesh in OBJECT MODE

#

-Tab into edit mode

#

press A to select all

#

Hit S to scale

#

type in: X -1

#

left click to confirm

#

press spacebar, type in "Flip Normals"

#

and do that command

#

then, just tab out of edit mode, select both meshes with right click, and do CTRL + J to join them

#

done

spiral sigil
#

wait

#

how do you set pivot to 3d cursor

#

oh nvm

#

lol

hot flint
#

I sent the printscreen

spiral sigil
#

i see

hot flint
#

lol

#

because it's too difficult to describe in words where it was

#

without confusion

spiral sigil
#

well

#

it threw them on top of each other on the opposite eye

hot flint
#

I'm not sure i understand, i need to see what's going on, clearly

#

DM me if you're having trouble so im not cluttering things

spiral sigil
#

oh i did it

#

it's because i didnt select the duplicate

#

XD

#

ty

#

โค

hot flint
#

np!

#

mastering blender has taught me a ton

#

also

#

a very, very useful check to do:

#

Turn on Backface Culling

#

make sure nothing disappears

#

if it does, its normals are inside out

spiral sigil
#

so i have my pupils on the bones of each eye area do i need to CTRL J the pupils to the white part?

#

and add weights

#

?

#

o

#

if i want the pupils to bounce around when i move how do i do that

#

?

#

i guess the white part has to move with it

#

if i want my eyes to roll around when i move around

#

i saw some guy have that

#

how do you that

#

when he turned his head his eyes rolled to the side he turned to

#

and then bounced back

#

it looked hilarious

#

and when he would dance

#

his eyes went all ove rthe place in his head

#

lol

hot flint
#

Sorry, i'm bouncing back and forth between channels

#

let me read

#

That would be done with a root bone for both eyes and a dynamic bone plug in

spiral sigil
#

what do you mean

#

add a bone from both eyes to 1 bone then to the head?

hot flint
#

Something like that

#

head >
Bone>
Eye_L
Eye_R

#

but that might mess with eye tracking if that's something you wanted

#

but it sounds like you dont care about tracking, you just want them to flop around

spiral sigil
#

hahaha

#

ye

#

but i do need to do mouth visemes

#

i want my character to do random weird mouth animations

#

lol

hot flint
#

haha

#

that'd be easy enough to do if you assign them to speech

spiral sigil
#

yeah

hot flint
#

but if you want them to do it while you're not talking, there's a different method for that

spiral sigil
#

o

hot flint
#

should be interesting

spiral sigil
#

lol

#

i just need her eyes to flop around

#

do i still need to join them to the whites and add weights

#

i need to parrent them too right

#

i dont think i need to add weights

#

the white part has weights already on the bone

#

so i just parent them

hot flint
#

nah, the whites can stay separate

spiral sigil
#

o

#

do i have to set anything in blender to make the eye bones become dynamic or do i just do it all in unity

#

as long as there is a dynamic bone holding the 2 eyes

#

it should bounce all over right

hot flint
#

nope, only unity

#

but you do need the dynamic bones plugin for unity

#

if you dont have it, you'd need to buy it

spiral sigil
#

so i dont need to split the head from the eye bone

hot flint
#

nope

spiral sigil
#

if i just set the eye bone to dynamic it will work

#

ok

hot flint
#

likely yeah

spiral sigil
#

๐Ÿ˜„

#

i should fix the mouth

#

i need to put a curved rectangle behind the opening

#

it looks weird when she opens her mouth because its empty

#

i put my custom tongue into her

hot flint
#

does she not have teeth? lol

#

or just no mouth cavity?

spiral sigil
#

well

#

the mouth was weird

#

the tongue and teeth were combined into each other

#

and the mouth animations were broken before i decimated it

#

but i didnt decimat ethe face

#

maybe i just do 1 of those

#

lol

#

right now the inside of the mouth is empty

#

except for my tongue

#

lol

#

maybe i throw a 2d object in there and apply a rainbow shader or something

#

lol

#

rainbow cube inside lmao

hot flint
#

lmao whatever works, right?

spiral sigil
#

yeah

#

i gotta put something in there to block it out a bit

#

if i dont attach bones to floating objects what happens

modern compass
spiral sigil
#

@hot flint

#

how do i reset the pivot

#

the eyes are pivoting from the 0,0

hot flint
#

Are you talking about eye tracking?

spiral sigil
#

no

hot flint
#

I'm not very versed in it, sorry

spiral sigil
#

when i did the eyes

hot flint
#

Hmm

spiral sigil
#

theres an anchor

#

in the axis now

hot flint
#

oh, interesting

#

no clue, sorry

spiral sigil
#

the pivot point is the dotted lines that go into the ground

#

how do you get rid of that

#

the origin

#

the origin for the eyes are the floor

#

i fixed it

#

nvm

#

model is broken

junior idol
#

its 2d and i cheated by tracing a basic drawing but its something

timid crane
#

Curvy ๐Ÿ‘Œ

lament pond
#

That is the usual method

polar estuary
patent arrow
#

@polar estuary tools>origin

topaz frigate
#

Thank you

patent arrow
#

@lament pond short rock MonkaS

lament pond
#

What

patent arrow
#

looks like the evil gas girl from boku no hero academia

lament pond
#

If that's Toga then yes

patent arrow
#

i think hold on

#

lol it is im a fucking weeb bruh

#

looks really good

lament pond
#

The hair will be a fun challenge to see how many strands I'll be able to put in

patent arrow
#

u gonna make the mask aswell ?

lament pond
#

Her scarf?

patent arrow
#

yeah

lament pond
#

Yes

patent arrow
#

she has like both kinda

spiral sigil
#

@lament pond are you creating them from scratch or did you make body parts yourself and then you just put them together and modify them ?

lament pond
#

Those both count as scratch

spiral sigil
#

so for that Toga model you started from nothing ? didnt use premade legs or anything like that ?

cursive wedge
#

VRArt1 makes everything from scratch from what i see, as good and nice avatars those are, simple low poly and colourfull, love them. Keep up your good work @lament pond ^^

hot flint
#

The trouble with "Same face" is that people tend to get suspicious easily even when they don't see the effort put in

#

Oof

#

I can relate, but I forcibly make my models all unique to avoid that issue because I don't deal well with the accusations

#

@lament pond does honest work, but this is a common problem when it comes to anything

#

Just think back to the controversy with Disney over so many characters looking like Elsa

#

Legos aren't known for their wild variety in design, but more for their versatility

lament pond
#

I want to include more hair strands but the tri limit doesn't

mental blaze
#

neat

mossy quail
#

vrart

#

your avatars are great

sullen sail
#

gey

spiral sigil
#

no

mossy quail
spiral sigil
#

thats skill

mossy quail
#

u mom gay

sullen sail
#

๐Ÿ‘๐Ÿฟ NO ๐Ÿ‘๐Ÿฟ U

mossy quail
#

ya granpap a trap

cold plank
#

lol don't worry guys. First off: using a base model, tda/lat/whoever isn't cheating. If you do literally EVERYTHING except the body form and you make changes to the face textures it's fine. There's a huge amount of effort chopping and weighting things even from other models and redoing armatures no matter what software you use. Even in anime, AND western animation "sameface" is a thing... mainly because in the real world people actually look pretty similar.

#

I mean, honestly:

#

don't worry about it.

#

it's honestly pretty funny too. the same thing is happening in korea IRL with plastic surgery mayhem.

#

different eyebrows go a super long way to change the same face.

#

so if that's all you do along with some retexture it's great.

lament pond
#

@sullen sail I can make them geyer

sullen sail
#

the more u have gey

#

the more you know da way fren

lament pond
#

ew no

spiral sigil
#

i wish i could make avatars but i have no skill what so ever.. i tried and failed miserably

lament pond
#

So keep trying until you're not failing

hot flint
#

What VRArt said ๐ŸŽต

#

takes time and effort

#

my early models were pretty garbage

#

heck, i'm still fixing mine

#

one of her bones decided it wanted to take her teeth for a joy ride

#

So not only am i fixing that issue, but i'm going back through every single weight painting itteration to be sure nothing else is scuffed

#

it's not about it being easy

#

it's about being diligent

#

If it matters enough to you, you will find the determination to see it through

lament pond
#

I was about to ask what that white thing was until I read the text xD

hot flint
#

yepppp

#

they're fixed now though

#

along with a heap of other things that needed polishing

lament pond
#

Polish until you see blood

mossy quail
#

lmao

#

blood is a good start

hot flint
#

"B...Blood?"

mossy quail
junior idol
#

how 2 texture emoji

#

the best i can do is put a smiley face on something

hot flint
#

Texturing? What's that?

#

(/joke, i use materials for all my models, not textures)

crimson cove
#

working on my first 3D model... the pain OTL

junior idol
#

hey at least you're better at it than me ArtsyThumbs

fresh briar
#

hmmm, maybe i am not all that good in character making after all

#

at least i tried

cobalt willow
#

Just keep at it! 3D modeling is tough as shit, but you're bound to keep making more and more improvements

#

Might take a few months to get good enough you're satisfied with yourself, but as long you keep practicing you'll get there

fresh briar
#

hmm, maybe i should start with having a sketch in paper instead of blindly starting to model with no reference

mossy quail
#

yeah

#

model on top of the reference pic

#

thats a lot easier

fresh briar
#

also, i did make 1 "working" avatar, but how can i make some parts "solid" so that they dont twist when i move the joints?

#

as in a robot

mossy quail
#

@fresh briar this might help

#

its a cheat sheet i made with a few peeps across servers

#

to get into modelling

#

i didnt get to use it yet

#

but it might help ^^

#

also whoever sees this and wants to add sth

#

feel free to do so

#

just put your name at the bottom as well

cobalt willow
fresh briar
#

nice sheet

#

i have been using blender quite a lot but i just cant make a face that looks like a face

#

and the hands i have made look like they went thru lawnmower

mossy quail
#

welcome to the problems of 2d and 3d art xD

#

hands and face

#

fuck those

cobalt willow
#

I used to draw stuff, but for the life of me I never could draw hands

#

But modelling hands came surprisingly natural to me

#

Thought it should've been the other way around for me

mossy quail
#

@cobalt willow haha, i hope its that way for me XD

#

my 2d hands succ

#

also face

#

it hurts when i look at it

cobalt willow
#

Could draw faces decently well

mossy quail
#

i can do eyes

#

but the shape looks weird

#

of the head

fresh briar
#

how the hell do you do mouths?

mossy quail
#

and mouth and nose are a nono

#

as well as some hair

#

i dunno

#

most of my drawings have a w mouth

#

cuz thats easy to do xD

hot flint
#

@fresh briar mouths are complex if you intend to have them animate

#

otherwise just use a texture

#

Because this is the shape you'd be modeling

#

having a cavity for the inside of the mouth and tongue

#

and teeth

mossy quail
#

@hot flint for face expressions

#

do you just select the vertices and move them?

#

then put it into a blend shape

hot flint
#

Dont move anything before you make a blend shape

#

first and foremost, create a new shapekey

#

it should automatically be named basis

#

dont change basis

#

make a new shape key, then highlight it

#

once you're not "on basis" anymore, you can make any vert edits you want, and basis will not be effected

#

those changes will only effect the shape key you created AS LONG AS you still have that new shape key highlighted

#

once you go back to basis, any changes you make there will impact basis

mossy quail
#

so these are permanent

hot flint
#

well, not really no

mossy quail
hot flint
#

they're instances that can be deleted without damaging the mesh

mossy quail
#

oh okay

#

thanks for the tut

hot flint
#

however, adding certain things onto the basis layer can sometimes break your existing shapekeys

mossy quail
#

now i just need to learn modelling and im ready to go and do commissions

hot flint
#

so it's advised that shapekeys are done dead last

#

to avoid as much of this as possible

mossy quail
#

alrite

fresh briar
#

hmm, i made a simple chair

hot flint
#

๐Ÿ‘Œ๐Ÿผ

mossy quail
#

nice

scenic ember
#

Cool chair

vivid crater
#

We all should make chairs now

small cloud
#

my chair would be made of 3 planes vrpill still not optimized enough

zinc furnace
#

Every once in a while, I come across a model that I just cannot texture atlas in Blender. I hit the StartManualUnwrap button, and nothing happens.

#

Even with the mesh selected

#

How do I fix that?

stray topaz
#

@zinc furnace from what I can think of without seeing the model, is everything related to the model selected? 'cause I think it can't unwrap anything if nothing is selected

#

and does everything when selected have a green outline?

zinc furnace
#

It does not, that always happens for me after a successful unwrap

#

Anyway, it fixed itself when I clicked the "New atlas" button again.

#

ยฏ_(ใƒ„)_/ยฏ

#

It seems to do that sometimes

stray topaz
#

oh ok ๐Ÿ˜›

#

now an issue that I've been having, my main avatar's eye tracking wants to look at the quaft over one of his eyes. Is there anyway to fix it?

fresh briar
hot flint
#

Cloth physics, or manually modeled?

fresh briar
#

physics

hot flint
#

Nice! I was gonna say, if you'd modeled those corners I would have been very impressed

past mountain
#

@zinc furnace I think you have to be in object mode to be able to click the StartManualUnwrap button

zinc furnace
#

Yeah, I was in object mode, made no difference

past mountain
#

hmm weird ๐Ÿค” Probably was just lucky, well atleast it works now

latent heath
#

looking for a good fur shader

eternal crow
arctic lava
#

did you check the shape keys by chance?

eternal crow
#

doesn't have any

zenith isle
#

Still wanting help with eye modelling

hot flint
#

@zenith isle Eye modeling is relatively simple depending on the style you're going with

lament pond
#

They want ultra detail

#

Gotta bring out those retinas

#

You gotta be able to see into the back of the eyeballs

hot flint
#

Dont tempt me lol

#

i'll do it

vivid crater
#

The eye needs veins in it too

hot flint
#

In other news

#

Redoing some of the shading for nif

#

a bit more defined with more variety

hot flint
#

Few stones left to polish, then she should be ready for animating

junior idol
#

would sculpt tools be good for someone wanting to start out at 3d modelling but cant create overly detailed stuff?

hot flint
#

Sculpting is somewhat of a messy way to get things in the general area that you want them, but if you want any decent level of detail, you're probably looking at higher poly count

#

it's better to learn some mesh best practices such as facial topology and joint topology before trying to make something without anything to reference

#

sculpting can be useful in getting you closer to a rough shape though

#

if you prefer sculpting to drawing/digitally painting your reference images, i guess that could be a method

#

but generally, sculpting alone lacks the accuracy needed for things such as eyes, mouths, and fingers

#

among other things..

junior idol
#

oof

hot flint
#

I suppose i should be clear, sculpting is not something I personally am strong with

#

That looks like a great start!

junior idol
#

i followed a tutorial for the torso and hip area but ive done everything else without any help ArtsyThumbs

#

seems like all my mesh manipulation time is paying off

hot flint
#

It really does look great!

#

if you're finding yourself at a roadblock, it's always a good idea to give your eyes a break from it

#

I've fixed countless things with my model today that i thought were great yesterday

junior idol
#

oof

#

im more worried about texturing this than actually finishing all the base mesh

hot flint
#

truth be told, i'm bad, i dont texture at all

#

(dont follow my example)

#

i use a material for each separate color, but keep my colors limited

quasi flame
#

Sculpting is great if you're going to do normals and all that, but for vrchat just doing it manually is fine.

hot flint
#

Aye, normal mapping is a great way around lack of detail for low poly models

junior idol
#

i watched a texturing tutorial the other day and just using simple colours and an ambient occlusion looks like it will do the job

#

but the guy used photoshop

#

which i dont have, so it wont be easy to say the least

quasi flame
#

Any paint program will do

#

Gimp is one people tend to go for

junior idol
#

i do have gimp actually

#

but no idea how to use it matsix

quasi flame
#

general use is the same between photoshop and the rest

cunning cedar
#

hello, need some help with proportional editing

#

i select my skirt, press o, select 1 vert and then G

#

but it moves my whole skirt

spiral sigil
#

the circle is probably gigantic

#

reduce it

polar glen
#

anyone know much about 3ds max probool? I'm trying to take a sphere, overlap a cylinder, and then paint the cylinder's color on the sphere but remove the cylinder afterward. How do I do that with bool, or is there a better way?

fresh briar
#

some more blender randomness

fresh briar
hot flint
#

Hahaha

#

AHAHAHA

#

We don't speak of these things

hot flint
#

But truthfully, some of the mesh could be cleaned up quite a fair amount

#

That wouldn't be half a bad idea for me to fix up at some point

#

I appreciate you reminding me

#

@lucid gorge

hot flint
#

Oh of course, I'll post caps when I get back to my computer

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If you're just talking about seeing the topology of where the vertices are, I can just post screenshots in edit mode

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The reason I choose shadeless is because often times the way that I setup my topology doesn't look terribly good with common shaders

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A lot of the parts wouldn't look half as defined as they do now

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It would be very muddy looking

hot flint
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Let's see here...

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Eyelashes had some serious shearing at one point

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I'll have to retopo those

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The shape is ultimately fine, but somehow partial tris got flipped when going from Tris to Quads

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yeah, this is why i go shadeless

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it's bad

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Like why would i not

hot flint
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Before and after retexturing the smaller ones

honest scroll
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@hot flint Looks like oil paint, i like it

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Like i wouldnt even have guessed it was modeled

hot flint
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It's all material based, no textures

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i'm a big fan of cell shading

mental blaze
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Neat

honest scroll
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C4d has a cell shader built in muahahahaha

mental blaze
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Go for gradiants

hot flint
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Oooh... gradients could be neat

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but that would require UVMaping

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and would wind up being lower res ultimately

mental blaze
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Or... god eater cell shade style

hot flint
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I'm not familiar with it

honest scroll
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Comic book style ooooo

mental blaze
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Watch 1 episode of god eater and then come back here

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Your challenge in terms of 4 cell shades

hot flint
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Oooohh.... halftones would be really cool

mental blaze
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Oooh

hot flint
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Mmmhm

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12 colors

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i'll be trying to narrow it down at some point

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but the poly count is so low that it works out well enough