#3d-modeling
1 messages Β· Page 39 of 1
I've never had a contract hahah
yeah but thats most likely what you're gonna get
I just do freelance
contract/freelance same shit
you've got the skill tho XD
i heard people are paying 300 bucks for fully commissioned and rigged models tho
Started sculpting my next Avatar today... its gonna be a fun 6-8 weeks π https://cdn.discordapp.com/attachments/412715894351855626/434513985124171776/unknown.png
yes im working it from scratch... im using Zbrush, Maya, Substance painter and Marmoset to get some nice renders and Texture bakes
At this point in time, I've only been modeling consistently for the past 2 or 3 months
And a lot of that time was spent learning
As far as rigging goes, I'd had absolutely no experience
Blender is easy to pick up... i can link you to a decent Tut that should get you started
I've got a pretty good grasp on it Catie :)
if you need help just ping me
i got 9 years background with Blender and 4 years in the games industry as a Creature artist
Holy smokes, no kidding...
It definitely shows!
I'm humbled :)
Sorry, I hadn't seen the previous messages
I focus mostly on low poly modeling, so my work isn't nearly as detailed or lifelike
Do you typically bake to a lower poly version and retopo?
@static sun
Given your background, I would love to see what sort of resources you could point me to
Have you seen any of my work?
I usually sculpt characters up to around 50m poly then retopo down to around 15-30k and bake over the details
i liek eggz
Nah... zbrush might hit 4gb or RAM usage with 50m poly
Wow.
Doesn't really touch my 32gbs
No wonder I see so many of these sculpt with 500k+ tris
The chat I'm working on ATM is at 1.4m and I've not even gone near detailing yet
I'm eager to see where you take it, it will be a refreshing change from the norm in VRC
I'm pushing myself with this char so I'm hoping it will be my best so far
You aught to π΅ after all, it's a sort of persona, and doubles as a walking portfolio of what you can do
Speaking of, do you have a place where I could see some more of your work?
My artstation and deviant art
I only picked up doi g character art last year so I'm still learning
Going from creature to character is quite the leap I imagine
It's a lot less forgiving
Creatures don't have the uncanny valley to fall in to and anatomical rules most the time
Yes, absolutely...
Facial anatomy is terribly difficult
Particularly from an animating standpoint
Lips are the hardest part for me ATM
Couldn't agree more
The edge loops for lips and mouths are frustrating in low poly especially
Lots of potential for clipping
I enjoy retopo and don't find that part hard... sculpting is a hole different ball park
I've never really played much with sculpting, but then I've never needed the level of detail that it boasts since my style is cell shaded
Any shading I need is easy enough to texture on with uv maps, as opposed to baked geometry
I still need to texture in substance
Your modeling is far more honest than mine haha
You could save a lot more poly's if you textured it in a paint program rather than using actual polygons
I need sleep T- T it's 3am for me
I will be on tomorrow... just ping me if you want me
@quasi flame Catie uses retopology, so they get their Tris way down in the post-production
Get good rest!
Oh yeah, a good chunk of my tris are still there to prevent shape key and joint tearing
It's hard to avoid clipping with lower tri count
14270 isn't too bad a tri count
My next model will look be far more optimized though
It looks like it's working out for you, just something to think about if you ever get close to the poly limit.
Definitely
Next one, I'm going to only put dense Tris in areas that will have a lot of movement
For obvious reasons, the hips, face, shoulders, joints, and hair
Yeah, I've seen a lot of knobbly elbows in vrchat
Everything else will have very transitionary weighs and verts
Have you finished your model? I don't think I've seen the final one yet.
I've been cleaning out my closet for the past few days
send help
and mozzarella sticks
I guess for the most part the model is finished
It's gonna be benched at least while I'm working on this new one
i need sum more help
in blender it looks like this
and theres something there
but in unity...
how can i fix that
hi
can someone show me how to import shaders and how to make hair/clothes move. like is there anything i need to download to make those things move? or is it a certain component (bc i forgot the name for it)?
im happy with how my character is coming along ^- ^ https://cdn.discordapp.com/attachments/412715894351855626/434784518667239424/unknown.png
@floral prawn just double click the shader's unitypackage or drag it into unity if it's a folder. The plugin is called dynamic bone it's on the asset store
Neat
Looking clean!
i need sleep T- T
Don't push yourself too hard
It's not that... went to sleep at 3:30am and woke up at 8:30am
Well, my work is labor intensive, so I'm forced to be awake.
Eventually, I want work inside an office.
My work is mentally based so I get drained easily
Deadlines right?
Ever worked for a studio that went belly up for missing a milestone?
Yeah
It's getting there, It might also help to select the mesh and press spacebar, and type "Shade Smooth"
you'll probably have an easier time knowing what needs work
it has drastically improved since i'd seen it last, well done
Body mesh it just about done
i'll probably revisit the proportions later
but for now... it's on to the hair
hey guys
i need to apply a skin texture to a vertex group to cover an imperfection
is that possible to do
nvm i did it
any Idea on how to improve it?
it's hard to really tell when it doesnt have eyes or anything
It appears as though the head is tilting up slightly, but that could just be me
No worries!
Funny enough, as frustrating as hair is, it's probably one of my more favorite to model
maybe i'm just a masochist
ergdffdgdfgdf
GUYS
i applied the skin patch
and it turns out black in game
whys that
where the imperfection is
I dont know what you mean by skin patch
ok
so
there was a problem with my model
so i made a texture/material
and matched the skin colour
and then applied hte material/texture to the vertices
affected by the imperfection
and now ingame its black instead ofthe colour of the texture/mat
i fear having to try hair in the future
however in blender it looks completely fine
even when i move the hands around and stuff
in pose mode
odd question but do you have differnet uvs?
i'm not sure if there is an easier way but i tend to seperate the mesh based on uv, delete the wrong uvs, rename them to the same thing, then rejoin
fun
https://i.imgur.com/sDZGyds.png
this is slowly taking shape
Nice!
the fact that the jaw is basicliy hinged on is why its being done seperately this way
Good idea
one of the reference images im using
i figured the lips and internal of the mouth can be worried about after the main head shape gets finished π
aldlahdladas
Be proud of me. I made my first full character from modeling up
I present to you, stickbro
that would look sick for the stick model to shine in worlds
its very shiny and the contours of the model are smooth
ππΌ
oh my
that is coming along nicely
sddfsaddasdfasfsdfsdf
wtf
i cant get rid of this circle smudge cursor
oh wow r18
how do i get rid of this
its stuck
dem hips tho
how do i change cursor
askdjhakdhasdhakdlsa
wtfffff
it wont go away
i reloaded
its stuck
how do i go back to normal cursor
wtf
its stuck oin this stupid circle smudge tool
what the hell are you talking about
the circle smurdge cursore
how do i go back
i cant get it off
in blender?
in blender
get out of paint mode
my cursor is stuck
what is that
im in edit mode
i dont know how to change cursors
asd,jhaskdjhasdljkhadklsd
i dont what key i pressed
it changed my cursor
Have you tried pressing ESC?
and now i can select anything
yes
dugh
escape doent work
its locked
to some stupid smudge tool
grease pencil?
i dont know
...
i think u should probably hang it up for the day. you're beyod frustrated now K
i dont knwo what to do
its stuck on every fiel and mode
i made a new screen
and its stuck
how do i get my normal cursor back
this stuypid orange circle just smudges everything in every screen
go to file and load factory settings that will revert blender to stock
if they doesnt work reboot your pc
that*
save your work before you do that
@hot flint I gotta ask my friend to draw me a character reference so i can model something OG
i watched a few tuts. looks tedious
at this point i'm almost not even using the reference anymore
well shes pretty much formed out
i'll only probably revisit it occasionally for new parts
dem child bearing hips
i need to find a tutorial on how to merge clothing on to a character
I dont even bother
i just make my own
V key OP
also Bridge Edge Loops is a beast of a command
so you put the clothes on and then delete the underlying body mesh
thats what im talking about
i guess you wouldn't want to do that if you wanted to change clothes
asdkjaSHDKALjsdhklahasqtrdaw'eAW'EQW
WTF
MY COMPUTER IS LAGGING
i have 32 GB of ram nvidia 1070ti and blender is not working
How many materials are applied to the model?
a lot i have to atlas it because it wont load in blender
unity
i just need the model for an animation
and it wont load
because it has too many mats
so i hav to atlas it
i cant even atlas it because im lagging
yet
That would be why.
i have only 5% load across everything
i dont understand
5% load
and everything is lagging
if you have unity open with the vrchat build panel, shit will lag like fuck
nmp
I HAVE NOTHINJG OPEN
just blender
i only have bledner open
with 5% load
@hot flint are you gonna use her for R18?
and its laggign
oh curious. what is she supposed to be
pure innocent grill models HYPE
well she made bewbz and cameltoe thats why i asked
K, if you dont want to believe what other people tell you, that's not our problem
atlas your materials
you'll thank me later
im trying to atlas it in blender
but it wont elt em
it takes me 10 seconds to move 1 material onto the rainbow map
omfg
IVE BEEN SAYING FOR THEW APDOjearl;ijjasp[dks
this took me over 30 minutes https://imgur.com/a/BUHR8
and im still not even close to done
becaue my computer isnt working
i can atlas an entire model in under 5 minutes when im not lagging
i dont think having 100k polys affects it
its 100k poly model
but is irelavent
Whatever you say
well
since the model is broken
im just gonna throw a shader ontot he entire body
im raging
atlas broke it more
im so anger rn
im so mad
i just need the model to put into a 5 second animation
to attach to my main dude
why atlast it then π€
because it is 100k polys
and is lagging me out
with 2% load
makes no sense
i decid it to 60k
it sort of helped
still took forever
oof
Materials are multiplicative
the more polies, the more it impacts blender's engine
has nothing to do with PC power
ok
Gonna be floating in the air. Need to figure out how to put a wide creepy smile on him
no eyes
lol
How can i connect this model with the animator panel? i checking tutorials but still cant connect:( https://imgur.com/a/JGQJo https://imgur.com/a/hyf5U
hows that
π
someone help me im trying to figure out how to animate my spider model..XDD
7 hour trying and nothing
im watching tutorials every where im thinking hard
Try the #animation channel
anyone have any good generic tpose for male
Should I do weight painting before uv mapping?
doesnt matter really
the paint brush might get too heavy
oh man they have bezier curves in blender
my blender fu is about to be as good as my illustrator fu
oh?
niceu
yeah i'll rig the hands later. i gotta redraw them
i am le exhausted
see you tomorrow @hot flint gj on the model
G'night, you deserve some sleep time
π΅
looks good @hot flint
(hopefully you can decimate this one)
head alone looks like 20k
20k poly?
try.... 2.3m <. <
i will end up bringing it down to around 14-18k poly when im done though
I'm almost certain they go and retopologize it themself
@vivid crater knows their chicken dinners
Hello all. Can somebody help me with a Moving Texture?
Ive seen people with this type of Texture where the Texture stays in place
even if clothing moves
that would be Skybox textures
How exactly do i set it up?
There are 3 types
6 Side
Cubemap
Procedural
Found
Ty for the help π
i think i'll stick with the additive route
zbrush looks cool though for when you wanna make supppppperrr high poly art
its part of the creation process for characters
sculpt - retopo - UV - Bake - texture - rigg
yeah its just a different process. subtractive vs additive
@static sun hmm, just curious, what would you say your favorite and least favorite parts in that process are
https://i.imgur.com/eNRZple.png
considering i have no real idea what im doing, it is slowly taking shape
Everything g else foe most
That's a very real answer
https://gyazo.com/9ba78b01dcd1e7b1bc60b669756e1a5d ughjgjhghgjhghghghghhgghgh im exhausted with blender for the day, but gotta love cycles renders, scarily real, lets go back to soft toon shading
Well starting is hard cause it's all about the foundations and find the character.
Finishing is hard cause you have to start something new
you could cut glass with that chin
https://gyazo.com/c58ec959864547251d998a2e9f59594f Yeppppp I mean it doesnt appear that sharp when rendered properly in unity with cubed shaders because I changed nothing for the blender materials
Stil gotta change alots till im happy
Thanks, trying to make something like this https://gyazo.com/bd2e0f3c038faee4a5e8e97365240ebc
https://gyazo.com/4fa677ed2f08e312fb9d7079d68000d4 Update on Kopter-Chan cause I got into it 
yeah push her chin up its more round
did you make her from scratch?
https://gyazo.com/0c24f708311045730cd26251186c0fff Finished, for now, unless I want more. I made the base shape/face and hat and textures. The Sweater is from something on devain art, and the stockings are some texture aswell.
Turned out great π
Thanks π
@hot flint Hows your girlie coming on
naise desu
@hot flint shall I fire up the oven?
I'm not sure i follow
@hot flint Fire up the oven so you can bake that model KEK
yeah i'll probably skimp on tris here and there
i've got a few places in mind especially
im pulling the trigger on the dell visor
kinda like the lighter set up and i'll just use ear buds
i use the dell, it's nice enough but you lose tracking really easily
do you mean head tracking or arm tracking because of the cameras
might work better with higher end pcs
also how long is the chrod
yeah i know about the arm tracking
just keep the thingies in front of ya
well i get member pricing + $100 gift card so it essentially costs me 250 bucks. i dont wanna drop anyreal money on high end stuff for a few more generations
yeah the pc hardware isnt quite there yet and tracking systems have yet to be standardized
Well shit
I guess it looks like im gonna have it done by friday
because someone's got a VRC wedding they just invited me to
the theme is black and purple
am i clairvoyant or what?
Time to start making money doing VR fortune telling
aren't you almost done anyway
Art is never finished, only abandoned - Leonardo Da Vinci
that's how i feel about all those trance songs I've written since 1998
lol
I'm nearly there, there's just a few tricky modeling things left to do,
and a LOT of rigging
meh rigging is fast
can u show me your nodes for cell shading when you get time
oh so you dont use cycles either
All this stuff goes way over my head, I'm nowhere near talented enough to model from scratch
because my models never exceed 20k tris, i can get away with using 15 materials to shade things
for different color options
it also allows me to tweek levels on the fly, rather than having to edit the image every time i want to test different colors
And at the end it gets atlased and peak optimization is achieved
oh so theres no set up ur just using diffuse and shadeless ok
u dont have to atlas when theres no textures
I mean, you can still atlas. It still takes load off AFAIK
Oh wait, I was thinking of something earlier in the week when they were using this color palette
I atlas anyway to reduce materials
yeah but not really necessary
That said, colors instead of textures allow for crazy compact atlases, since it's only one pixel.
there's a huge load of inefficiency with draw calls if you stick with so many materials
So it doesn't even matter
but truth on that rokk
8px by 8 px atlas lol
just wanna see it in game
are you gonna do a full manual rig or use rigify?
I finished green guy btw
niceuuu
haahah that's too fun
mission accomplished. people were creeped out
but not bad for my second model ever
somebody caught the reference
Oh!!! That's why it seemed familiar!
yay π got PS working again :3 now i can draw
Nice!
noob question and im sure im googling it wrong
is there an easy way to merge these ears on to the head mesh where the faces intersect and delete the stuff inside
merge the points close together then delete the insides
so its a manual thing? you cant just merge @ intersect
or if you wonna keep things lower just let them intersect and delete the poly you cant see
well i need to rig the ears and since they arent joined they dont deform correctly
i wanna make the ear twitch in an idle animation cuz that shit is kawaii
just add a bone to the rigg and weight paint it in
oh u know what let me try to knife project
you dont need it to be part of the mesh for it to work
its actually more beneficial for the poly count most the time to just not merge the parts together
yeah im under 20k on this model im just trying to learn new techniques
this seems like a very common operation
keeping it seperate will stop the textures from fucking up
your talking about Boolean
id stay away from Boolean unless your sculpting or super high poly meshes
ok yeah i see. thanks for the tips
yeah ok nvm i just suck at weight painting
weights should be gone before the bone ends not after
depends if your going for a soft feel or not
i think i got it
i am super new. i've only been doing this for a week XD. Google hates me right now. I'm sure i'm bogging their servers down
as an IT pro, I try to use the tools available to me and people as a last resort. I know its annoying to field questions every 5 seconds
keep it coming polar
i teach 3d and do character creation workshops at a local college part time so...
oh sweetness
i do the workshop once a year and the general 3d lessons twice a month
I'll keep my question to a minimum but if I ever need help I'll ask you
fortunately a lot of my 2D vector skills are crossing over. I just had to beat me head on the wall learning blender's retarded workflow
your issue is gonna be a lack of knowing the terminology to search
^
catie tbh I am uterly mind blown at how powerful blender is. Yet, it is somehow free.
likewise
utterly? yeah utterly
its powerfull but every tool is at 90% of what it could be
and tools are only as good as the person using them
im a hobbyist. The shit i do for waifus
its sort of like a sports family van...
does everything but its not the best at anything
but i keep picking up skills at damn near 40 years old. so its k
if you want to do your own textures really cleanly use:
https://www.foundry.com/products/mari/non-commercial
i dont use it myself cause its more for Cinema... but it can be used for games
heres a quick question for you
can you weight paint from the parent bone all the way down for all the other bones or do you have to paint one bone at a time
1 bone at a time in blender
ahhh would be nice to paint child weights off the parent
yeah no... that just causes more issues than it solves
Maya lets you paint multiple bones at the same time... but i only ever do that to get the fades clean
^exactly why i was asking
do i need to do idle animations in blender or unity
wrong channel i guess
if you do it in unity you can pull anims for free off Mixamo
i 100% manually rigged this model
will still work cause your gonna need to Retarget it in Unity for VRchat anyway
All call that basically done
just need to make some buckles and belts
almost 16,000 tris....
Starting to bit my nails a bit
still gotta clean/backface the hair
that'll be pretty taxing
on everything but the face, select all the points, hit W and go "remove Doubles"
there are no doubles
dont worry lol
i keep everything really tidy
No, it's not going to just float there
gotta strap in
its just a tip... when you model in blender you can get doubles for many reasons and not spot them.. the remove doubles trick is just a awesome way to clean them up fast without needing to wade through everything
remove doubles is amazeballz
avoid it on the face cause it fucks the mouth and eyes up
well i got this coconut model pretty much cleaned up. I need to make her shape keys tho
thank god she has a real mouth
honestly... keep it Asymetrical... it gives a more interesting silhouette
it works better that way
weight painting this is going to be...........
interesting, to say the least
but i'm up to the challenge
i just discovered how to mask things for weight painting
so glorious
you think you'll have her rigged by the end of the night?
Hard to say
i'll have at least started
i know her model will be done by the end of the night yeah
just fixed up her hair
was clipping on backfaces
should be good now, minimal tris used
ok i need to not look at blender for a week at least now
yay
GGeeeeeeeeeeeeeeeeeeeeee
I finished modelling and texturing a real freakin' creep
Oh yeah?
also someone pointed out to me that the chestplate is just an upside down heart
Nah, she's a fan work
What's she from?
Something a bit on the risque side?
aye
though i went the more tame route
This is the reference i sketched up
kinda taking the best of both worlds i guess
This is what I worked on. Getting it all modelled and textured was the easy part. I'm trying to get it all set up for VRChat, but it's been hard to do.
How much rigging experience do you have?
Considerable, in my own weird way
Was hoping to get some help with setting him up.
For his rig, I don't need any blinking or mouth movement, I just need his eyes to be able to follow the player and for him to be able to move.
ah, that's done mostly in blender with eye tracking
I've shrunk the body of a Blender metarig down and I enlarged the head bone, since he's literally just a head.
that, i have no clue about
that's something you'll want to look up with youtube
just look up CATS eye tracking
see how they set up the bones on a common MMD model
(which is what practically everyone seems to be using)
I say this, because creating eye tracking from scratch without CATS seems to be a pain
I just find it may be a bit on the difficult side, since most avatars seem to be set up for standard humanoid design.
Mine is humanoid, just not in the conventional sense.
right, exactly...
as long as it has the same sort of eye bone rigging,
it might be just fine
who knows though
this is why i cant stand using CATS lol
it messes with all of my original ideas for rigs
Tail scales!
Lets see... what else was on the checklist...
Huh...
I think that's
actually all there was left to model
wow
I think it's done
all that's left really is to doublecheck shading before i atlas
oh, WAIT
the mouth/tongue
i knew there was something
in Adam Jenson voice I never asked for this
Changed my eyeball mesh into a lattice for some reason.
ohno
I did notice that the CATS tutorials seem to be catering towards Anime meshes so that could be it.
My eyeball's a sphere
hmmmm
could be..
spheres are more accurate, but the anime style is just a socket and a planar object for the pupil
which is
weird
but i guess it works
The true challenge.....
modeling/rigging the mouth
the catch is
it's not a normal mouth
she's got an oversized tongue
debating honestly modeling it at its actual size
because that'd be really complicated
as far as physics go
how do you do eyes anyways
It's honestly just plane simple.
Eyes, i just rig them to bones that are back in the head
can you make unity do that
i really dislike unity
trying to decide if there's anything else i want to do material wise before i go atlasing.....
looks really good so far
how do you make eyes without doing it like with anime models
16334 tris
I honestly dont know Sugar, i always just use that setup
17 Colors
jesus
She's so painfully overdue
huh
this is how i do atlasing for texture maps
so that i'm not using 17 colors
as all seperate materials
So i go down my materials list one by one
"Select" effected mesh
"Unwrap"
and place it on its corresponding color
and so on
You may be wondering "Wait...."
"You said 17 colors"
"There's only 16 here"
well, the 17th color is the grid between the rest
white
which is why i made it wide enough to fit a tiny piece that's white
Now, when i go to select everything,
it's all "neatly" arranged in its color bin
I could have done a better job of packing things,
but i dont really need to for most of it
all that's left to do is to apply the atlas as the new material
and noooooowwww
there's absolutely no lag when i'm in edit mode
so... refreshing...
My heart's actually pounding
i'm so excited to see her rigged
intresting way of doing the colors
haha yea i mean usually you dont have a square for each color
I prefer the UV and manually texture approach
none of this makes sense
I liek chickun tendurs
same
3.2m
that's a lot
is this model for vrchat or completely unrelated to it ?
got some decimation to do
actually... ima Retopo cause Decimation doesnt work well for this level of workflow
Yeah, Retopo is much more ethical for how Catie does things
Their method is having the high fidelity geometry do the "texture" work for them
so they bake that super nice detail into a texture and then apply it to a lower poly model that's created through retopo
im doing something like this but less photo realistic (my last character project (16,200 poly)
also defining the muscles around the face a little more
i think im gonna try do BC5 Normal mapping this time round
BC5 = No blue channel which means lower file size and less artefacts
Kanova is a simple, easy to use, VR enabled, 3D sculpting application. It uses the patented 3D Adaptive Distance Field (ADF) technology developed by Foundry. Unlike other tools on the market, Kanova can be used in pure VR form, for creative explo...
free 3d modeling tool in vr
@cloud badge @spiral sigil
man something about modeling in vr sounds amazing
man i want those gloves that have force feedback to the fingers and recreates the object in your hands
or a full body hap suit
@spiral sigil or get brain zap lol
or skip all that and l2 build full dive like the matrix
there new way feel in vr with brain zap
speaking of nice booty
Svel gave the new model the special treatment
i'm just doing up the rest of the rigging r/n
and adding shape keys
Wow, i just came across something kind of terrifying
but also found out how to fix it
I use this menu a whole lot for everything i do
But, it's possible to accidentially minimize it
To bring it back, there's this TINY
TINY little + button
yeah you can get it back
It gets really scary when you use a 55 inch 4k screen on your desk as a workspace and shit is literally eye-strain-o-vision mode. Dat real-estate tho.
yeah this is like having four 1080p monitors without bezels
windows 10 snap is great
man the build panel lags unityy so hard
Yeah it does
cant count how many times i've remembered one small thing i'd forgotten
just after i pressed the build and publish button
testing out the rigging right now
seeing if anything is too wonky
then it'll be back to blender for some shading changes
gonna make the blue bits glow
and add in shape keys
hair clips a bit
i forgot to plug in my headset so i'd have to restart
its mostly because it resets after an emote
i just decided to add the tongue on greeny guy
tongue messes up when i rotate. guess i need to paint on a main bone
is she supposed to be that big
i dont know what shes from so
you dont want to
im not innocent but i'll take your word for it
im beyond a lost cause by normie standards
isint there some sort of modifier in 3ds max or something that can help correct messed up uv's or at least make them a bit less screwed up? because i REALLY need to find something to help make my model's uv's less of a pain up my ass to work with
i dont use 3ds max
Mmhmm
gotcha
got a bunch of furry friends
anthro is about as far as I venture down that path
π
will be interesting to see how it looks ingame
found a useful tool
for uv mapping
if you need straight lines
pretty sure blender and max can do that already
just do everything you need in maya export as fbx, import as fbx in blender and do what you need there
find a converter
Depends on what blender version you're using, really
2.77 is the most friendly with it
otherwise 2.79 is a garbled mess
good mourning art people
mornin
Heelllooo~
hey Polar
i managed to do thigh jiggle :3
but it just showed me just how much i hate weight painting ; -;
I dunno which way to position the bone cause if I do it horizontal from the legs, it barely jiggles
like
wait
lemme draw
i reached a new level of bad quickdraw
@gentle forum https://imgur.com/a/jh0yQ
thats where i put it
and the rest is messing with dynamic bones until you like it
but mine worked better when it had a bone_end thing
i dont know how to create that though
export choice
You're on the right track actually!
theyre called leaf bones btw
eh polar, how would i create a "bone_end" bone
i did it by accident
and it worked great!
but i forgot to save
now the jiggle is really weird
np
i find it kinda cute that you all worry about weight paints and havnt even started looking in to Morph correction yet ^- ^"
Morph correction takes the Bone rotation to drive a Shapekey to clean up the movement to keep things looking smooth
a thigh rotation would end up having around 12 morphs
its an alternative to weight painting
you still need the weights... but you dont need to worry about blending them as much
its actually used in pretty much every modern video game
Well... if we didnt use morph corrections you would get really bad texture tearing and mesh clipping
morph correction π
π
Noob question maybe, but I have a transparent texture that I want to apply to a part of the model. But when I do so, the places that are transparent are, well, transparent.
Is there a way to make these a solid color instead?
Select the texture itself in unity and untick the transparency options might help
Yeah, but then it becomes black. I actually need it to be white or grey-ish. Maybe have it take the diffuse color
I guess I could just edit the texture itself
Think that's the best way to do it
Those kind of textures remind me of source textures, in the sense that their .vtf's tend to be almost completely transparent
Even though in the actual model there is no transparency whatsoever, but i guess that's all arranged via their corresponding vmt's
working on a thing
Spay The Augmented Scout
Yes
why?
Im not sure if I remember you .v.' my memory has been bad lately
no fucking shit, wow dude how have you been
god its been what years or something??
fucking hell
aye
same
I havent been doing much with sfm at all, been working n such and modeling from time to time
some are uploaded on the sfm workshop
some
private
For a reason
mk
too be honast im not sure where I can post 'those' kind of models in progress without geting in trouble
Wait what
just program to use video to make 3d model your self