#3d-modeling
1 messages Β· Page 40 of 1
Hm
I think the texture on my model is broken
Theres a black line on the model but no black line in the uv map and no black line on the material file and the mesh is sealed
Iuno
atlas edges?
Hm
Possibly the seam
black linrs
Theres no red line for the seam
And the nearby mesh/uv/material files doesn have any black in it either
The texture windows for all the areas aroudn dont have any extra files/checkboxes
Alright so I have little to no experience to actual modeling. I was wondering if anyone knows how to fix this issue my model has. The chest for some reason morphs with the arm when moved. Is this fixable in blender at all? https://i.gyazo.com/f858d88e2a76005049edb40049c96b1b.png
Weight painting i blender will fix it
But you have to learn it, there is several videos about this from other modelers on youtube
i keep getting the urge to sit in my chair upside down
Question, I'm able to make the outer edges of my model as a finger pose no? (since im Mouse n' Keyboard) Cause Im planning to have the model without it's outer edges and use a finger pose to give it the edges so he dosent blend in some backgrounds
Yea I tried removing all weights in the shoulders and it made it worse. No idea what to do other than that. Everything else seems fine, the arms are painted correctly and bends correctly in unity and blender but in vrchat this monster happens. https://i.gyazo.com/94dc127d1fa882cf462e073084b08467.jpg
If anyone could point me towards a decent weight painting video or know exactly what im doing wrong would be greatly appreciated. Such a good model but bad clipping
@lime yoke https://www.youtube.com/watch?v=nK2F-l8Wjbg
In this episode we improve the way the mesh deforms using weight painting. See Brackeys' channel for the programming half of this series: https://www.youtube...
Watched that video and some others but removing weights in the shoulder region doesnt fix it. The only thing I can think of is that the bones are placed too close to the chest. If I could just remove shoulder bones and break the upper arm bones into two bones I would feel like that would fix it. https://i.gyazo.com/65add011b49f7261cbf1fa04ab584e83.png If you look at this picture it looks like the shoulder is pulling verts from way to close. But if I remove that https://i.gyazo.com/574f6315b5710f68179db94983c697c7.png This happens and makes the arm float
I checked the upper arm weights and its fine
I've merged a mesh from another model and set it to appear on a shape key
Problem is, it now appears on every shape key. Any way to undo that?
All I did was take the new mesh and join it with my current one. Both the current and new mesh had shape keys already.
I fixed it, I recreated the new shape key and it worked the second time. Weird. Had to separate the two models again to get them to behave
I'm trying to apply a striped texture to underwear, but the texture is being projected along the wrong axis. This seems like it should be an easy fix, but sites tell me I need to UV unwrap it. I feel like there should be an easier way to do this.
If the character's premade, each material should have its own textures and as a result, should already have a UV map. Maybe try going into some photo-editing or art software, selecting the section that looks like it should belong to the underwear and orienting it 90 degrees. You can also try drawing it oriented 90 degrees.
Know what an island is, in texturing terms?
It's a section of the texture which belongs to an area on the model.
If you do that, you may find the solution to the issue.
I dont think the texture needs to edited. Here's two better angles that show the issue:
ALl that I need to do it change the projection axis
@little spoke Do you have the model? Maybe I could take a look at it, if you have some problems.
Yes. Blender is up
I suck
I thought the same thing for a long time
My best advice would be to watch how a WIDE VARIETY of other people model their things before really attempting it yourself
It seems like at this point, you have a pretty good grasp of how to navigate the interface
Now you just need to know the fundamentals that come with modeling
Maybe I'll make a video tutorial series at some point..
Something... Consistent.
A one-stop-shop
hi
be 100% honest how noobish is this to you
it wont hurt my feelings, i have already trashed it
I did the same thing when I made my first avatar
it looks like a chibi version of the guy in your profile pic π
lol
Lmao
chibi mc butterpants
still good tho
its my first ever
i can only model props π
it does
but front looks weird
You need cubed shaders
dem puffy cheeks tho xD
Oh
do u liek chickun tendurs
Nah
:(((
It looks like wax kinda
chicken tendurs
Buffalo chicken tenders
π©
hello is here i can talk about model and avatar ?
@viscid axle well yea
last night i found 2 model from transformer prime series about megatron and soundwave..i search all discord vrchat i can found for see if both of them can become avatar in vrchat..those model are not made by me but by guys let's people to download the model the have made..
here the link if you want have look
Is anyone able to help me with the whole concept of "bone" and blender itself, been trying out the program since yesterday looking through various tutorials but I don't know what's wrong with this model
its starting to hurt my CPU T- T
12.5m
i still have clothes to go
and i have problems decimating 100k XD
Best of luck!!! π
How many poligons is allowed..?
19,999 for a character.?
Blender is probably better supported by the community
There are VRC specific tools available for Blender, such as CATS
But if you're at the point where you can model from scratch, just use whatever you're most comfortable with
I use 3Dmax, but a long time ago...
There are also some quality of life things in blender that 3ds max doesnt seem to have
In Blender, is there a way to select all the vertices belonging to the head, and all of its children?
I can select everything in the Head vertex group, but this model has long hair and eyes etc, and I need to select that as well.
There are dozens of vertex groups belonging to the hair, I would rather not try and select them all individually. Is there an easier way?
π maybe ask cats nicely to write up something that does just that?
https://i.imgur.com/bL9rQ2x.png
i need to stop being lazy and continue working on this thing π
planning to use jaw flap or visemes?
visemes
to me it'd be kind ahard to decide, it would fit the theme to use jaw flap, but with visemes it's much nicer
also jaw flaw is ez to do, so I'd just go with it LOL lazy af
https://i.imgur.com/H6uwSGL.png
its low enough poly that visemes shouldnt be too bad. But yah, since the jaw is technicly on a hinge, its tempting ot make a temporary jaw flap
@brave dune so you going to make bob to lol?
considering this is my first model from scratch, i would rather avoid doing something like his hair for a while π
too bad i havent seen nomono online lately. he would probably get a kick out of this
@valid edge yea lol and Mechlai has his sister avatar lol
This looks much better than the Reboot reboot.
its pretty bad though that one of my better reference pictures is of a toy
that and youtube
https://i.imgur.com/oqtvpyI.png
i need to smooth the head some but its getting there
and add some more curve to the "eyebrows" near the eye
but at this point, im mostly going for shape and worrying about fine details later
@brave dune full esposide are here http://www.shoutfactorytv.com/series/reboot
"Welcome to Mainframe. Home to Guardian Bob, formatted to mend and defend. Join the fast-paced action and adventure as Bob and his friendsβDot, her brother Enzo and his trusty dog Frisketβfend off ...
i have the whole sereis on dvd
im just being lazy in finding episodes for detail due to mostly getting shape now before fine detail
https://fanart.tv/fanart/movies/9928/moviebackground/robots-520c6e7d23b5b.jpg
i can see where youa re coming from
what a handsome boi bot
https://www.youtube.com/watch?v=U8z6C1SXQFI
π this vid is one of the references im using
https://i.imgur.com/KtcVC7g.png
may have made the face a bit too long π
^ was thinking of making this
i am not looking forward to the texturing
Just take the UV Unwrapping one step at a time. Maybe focus on the eyes, then the head, and then the arms, etc.
why texture, the basic original model was just colored materials
Anyone have a good example of weight painting at the arm joints?
i want to die
I tried auto-weights and it kept giving me errors :(
Autoweighting will give you errors if your mesh is made of multiple separate parts. Try to combine as many of those loose parts as possible.
@gentle forum
I just had to do it all manually, managed to make it work nicely, but I'll keep that in mind next time!
[Blender] How do I lock an item(sword) to my hand? I recently learned shape keys to use in Unity but my sword doesn't follow my hand.
almost done, had to redo the model here and there but its getting to its final state
Not sure if this is quite the right channel, but are there any places to find good free unity shaders? I'm looking for a cell shader if anyone knows in particular, but what would be your go-tos if you wanted to get something like that?
Not sure if I should be here or in the general avatars chat. I'm just starting to figure out how to create avis for VRChat. I am adjusting a free use PMX file body base. I fixed all the bones (there were so many extra bones) and re-parented the mesh so that it matches up with the adjusted bones. However every time I move a bone I get this weird crunching almost. If anyone knows how to fix it or if that's just something this base is always going to give me I'd love some help! http://prntscr.com/j78c7i
sounds like a weight painting issue. I'm still pretty new too though
Maybe you deleted the bones but didn't weight paint them to their parent?
I assigned the vertex group to the parent bone. I have no idea about weight painting. I'll do some googling on that. :l
go to weight painting mode, it's right there with object mode and edit mode. Then select your bone, and anything in red will move with that bone. Blue will not. Anything in between will only move slightly
You are a godsend. This looks like the answer.
great!
only few great people can do that XD
what, weight painting?
Might be hard to do super super high quality stuff from scratch, but just fixing little issues that other rigs have is very easy
any advice i can get, cause i made my first custom avatar (Also trying a emote custom made[Soon]).
i learn the basics, but can someone help me with tutorials that are better and in depth explanation
are you getting stuck on anything in particular?
pro tip: take it slow
Good evening everyone
evening!
How goes the battle?
Oh?
Hmm, I never bother to rig with bones
But just look up facial muscle anatomy, and Minnick that
Mimic*
I do everything manually with shape keys
Doing them from scratch with shape Keys allows for much more cartoony and exaggerated expressions
ah yeah, i just need a jaw mostly
I get a ton of mileage out of using the proportional editing tool
I ran across somebody in game that had made an MMD edit of that same character
And, apparently they were really butthurt about seeing the level of detail that went into mine
ooo
Yeah, they weren't too happy to see me
Not really sure what to make of the situation, but I guess that sort of thing is bound to happen. I just thought it was really uncanny with the timing of how recently I have just finished it
I feel bad, but I'm not even sure how to talk to them because I'm pretty sure that they immediately blocked me
wait, so you and a random person made the exact same thing in a similar time frame?
Yeah, but theres was uh...
still, what are the chances
Idk, it's painfully obvious it's mmd
π
I feel bad though, because I do know how difficult the mmds are to work with
I know it probably did take them a lot of time and effort, but for them to just frown on me?
It did hurt
But it's all good, can't please everybody
pretty sure they were just salty
I probably would be too if I were in their shoes
And thank you I really do appreciate it
It just makes me hesitant sometimes to put so much detail into my models when I know that it might make somebody else feel like there's is insignificant
That's why I kind of tried to do a pretty obscure character but, well , that happens
I guess that's fair
i get that issue
cant really prevent that
Apparently they're part of a fairly famous streamer group as well
From what I've been hearing
ouchhh
Which I really hope that they weren't streaming at the time
okay, that is bad
we need a streamer role in vrchat or sth like that
I think the only thing that I would ever windup streaming, is my modeling process
ah i agree
Because I feel like that's what most people would want to see from me
there are probably a lot of people that would like to learn how you model too
tbh id be really interested in actually seeing how youd go about doing a model from scratch
same thing goes for painting onto something youve modeled, or texturing
i cant figure it out π
Mmhmm
It's funny, I do a lot of coloring as I go
I use material so that I can play with a pallet
Palette*
i tried to paint my stuff but got lost inbetween words like UV Maps and Stuff like that
Yeah, a lot of that stuff is a lot more complicated sounding than it really is
I admit, for the longest time I wanted nothing to do with UV Maps
But with my methods, they're actually really tame
I'm honestly still too scared not to use rigify when beginning my weight painting process
I start with auto weights, and then manually correct them
For me, it's more so just the scare of all of the different joints
agreed
Hands and fingers especially
but honestly Polar if you start working on a new model from scratch, stream that to twitch and save it on twitch π id love to see how you do it
cuz what i managed to do what making a desk from a cube by subdividing and messing with faces
but thats about it
I don't even have a Twitch account yet, I'm actually kind of been holding off on that until I move out into my new place
Unfortunately right now, I'm responsible for paying for both myself and my roommate..
So I'm not in the best situation to be devoting all of my time to
Modeling
^^
ouch
I'm impressed that you're good with hands, I haven't really dived into doing a whole lot of customization with them yet
Though I will say, for this last Model I did have to do a lot of editing
What with there being two different sized hands and arms
legs and such arent that good
but ive had to rig hands a couple of times so i had to learn
(didnt think of auto weights)
I feel like where a lot of people get discouraged is they don't understand that each mistake is a learning opportunity
What used to take me a full month now takes me less than a week
Smolder only took me 5 days
Niflheim took me 13 days
As I continue to model more, I'm constantly learning new shortcuts
More effective and efficient ways to tackle things
Giving a little bit of time, I'm sure that I can complete two projects in a week
That is, if I'm not sitting there playing around with it in VRC
Hahaha
All this, and having to keep a day job and pay for both me and my roommate has been really exhausting
i feel like i have improved too
I'm sure when I get in my better situation, I'll be able to devote far more time to it
I may even start taking commissions
π΅
Absolutely
There's something way more satisfying about building something yourself
Something in the struggle that gives you the satisfaction of understanding what it's all worth
That's probably one of the reasons I feel worst for that one player
Ugh
I'll get over it
You're right
if you do something well there will always be people who dislike it anyway
Very true
Maybe I'll start thinking of some concepts of some original characters that I'm sure that nobody would ever make
sadly yes
Maybe some extremely complex animations
I feel like I need to step up my game even more
it can be nice having models that have mmd versions though
i know this doesnt even come close to modelling from scratch but it took me quite some time to stitch the mmd parts together (first time doing that) and when i used it ingame, first thing i was told was "your avatar looks like shit" https://media.discordapp.net/attachments/433260521219948544/434311855649849344/unknown.png
i had to rig/weight a model that had a mmd counterpart and i got some pretty good reception
Wow, rude
I've actually been told a number of times that my models look really weird, but I guess that makes sense compared to what it is that people are used to seeing
"this is too ___" "that's not enough ____"
cerz the eyes are too high
?o.o
of your model
i didnt make that
its a finished face
like i said its a slam stuff on and hope it looks good type of deal
oof
polar id say its mostly that theyre used too weeb stuf ahaha
It might be because it covers too much of the face without leaving enough room for the face to show detail
maybe π
You're probably right Jolly haha
to weeb stuff*
I don't take anything personally anymore, I just feel bad when I make other people feel bad
My goal is not to make anybody feel bad, my goal is to inspire other people and be inspired by others
That's literally the one reason that I came to vrchat
That's it
To inspire, and be inspired
mm, its probably just the crowd
It's all good, I honestly don't expect everybody to be taking this as seriously as I do
There are a few Diamonds in the Rough though that have really inspired me
I constantly keep touching base with them to see what new projects they're working on
ooo nice
I know a guy who's working on an inventory system
Where you can pull up and call objects from a database
w/o scripts?
ah
damn
they must be pretty good at their stuff
Like I said, serious people
It's kind of sad, a lot of people complain that I hop around a lot
But it's because I'm a sponge, I don't feel right if I'm not learning something
Yep
Well there's that, and then there's the fact of I don't know what I want until I know what I can do
The more that I learn is possible, the more I am inspired
mm same same
Generally instead of going to the most populated rooms, I'm always looking for the least populated rooms
ah me too, but thats mostly for testing
Mmhmm
Sorry, I'm realizing I'm probably just venting at this point
I don't think any of this has anything to do with 3D modeling
I guess suffice to say, I'm not exactly sure what my next project will be, but it should be starting soon
Venting is good every once in a while
I have part of a mesh in Blender that I UV unwrapped, but some verts appear twice in the map. When I select one, I can only move both. How do I only move one of them?
It's only a handful of verts, maybe 6 at most. I manually selected them
Try using L, coming from nothing selected
And using G to grab
L only selects attached verts
That doesn't work, I think they all appear twice in the map. Selecting one in edit mode will select two in the map. Selecting one in the map will also select the other.
Hmmm.... Curious
Try selecting those verts only, and doing "unwrap" again
Hopefully that'll separate them
I liek eggz
more polly D: more details... more everything
View of the poly's https://pbs.twimg.com/media/DbKCpGvWAAEo8Bt.jpg
its weird... cause its not enough T- T
i don't undertsand how you can reduce that under 20k
better without caps
@spiral sigil Retopology β€
i will post the Retopo after im done... you will see how much lower it will get in a few weeks
please do, i'm really interested
oh, i was wonder why my model looked so weird, she doesn't have eyebrows lul
π
i was thinkingof learning how to retopo, but in the end it'd take me more time learning and getting retopo right than just getting model to 20, mmds that are at 100-200k+ are not difficult to get down
even for face I don't see any need for retopo, as it can be done nicely with removing edgeloops and not touching ones around eyes and mouth
yea, retopo is probably better for sculptors, since, well you know
a bajillion polys and such
retopo isnt hard... good references and time is all you need
the biggest issue is setting up the bone weights after
im still very new to anything bone related, but im glad i found vrchat so i have some motivation
Oof, I'm going to have to learn how to rig a face with muscle bones.
Ouch, good luck. Rigging a face from scratch is hard.
Anyone here know how to pull AVs from second life into blender then import to VRC?
Shapekeys for facial animation are sort of cleaner and easier to do
Shift + D
There way I get around "Not touching the face or mouth" (to not damage shape keys) is by just making my own shape keys
Makes life a lot easier
I make my characters from scratch so I have to make them if I want them
You can touch the face and mouth, you just can't add or move the vertices. Deleting is fine.
Could someone be kind enough to help me get these stockings resized?
I can send you the files for the base model an the stockings
dose anyone have an idea where i can find a hand model for free?
ive been looking for hours
nvm!
Should I model in ortho or perspective
whichever is easier for you
depends on what your modelling...
characters should be done mostly in perspective but items are best done in ortho most the time
looking great
thanks... im trying to figure out how im gonna do the hood O. O
@polar flower I find it better to model in ortho since it's easier to tell where everything actually is, especially if you're using a model sheet
The mesh is merged but it's doing this.. https://imgur.com/a/mAUHE6T
You could have another mesh on top
If you pull a vert out and another one is under it, you may have duplicates of the same mesh layered on top of one another
@gentle forum
It's only one mesh
And I did remove doubles
No vertices get deleted cause I already did that
Double check to make sure
Itβs either that or itβs a distance thing
Unity is not that well optimized anyway
That could be mipmapping causing it as a byproduct of not having enough UV margin.
Turn mipmapping off on the texture, if it's still happening it's something else.
If itβs doing that on the uv map you would be seeing pixels up close too
This is more of a distance thing
Yeah, mipmapping is a distance based feature so it's possible.
@gentle forum Do the flickering edges align with your UV islands?
They're only around the legs, basically
Does it happen if you use the unity standard shader and put the texture into the albedo slot?
Interesting.. So this only happens in the Drawing room
Presentation room
I tried multiple other worlds
Must be a lighting thing on certain maps
Guess so, thanks for the suggestions though fellas
I'm trying to think of decent worlds to use for testing this kind of thing and I'm drawing a load of blanks. :|
Strangely, 'Avatar Testing' isn't really that good for testing all possible lighting cases.
Ideally, you want somewhere that has areas with one of each light type (directional, point, spot), somewhere with lightprobes, and somewhere with a reflection probe, and properly set up ambient light.
Is there any way to add text to a animation to my avatar?
I cant upload it with text mesh
I have a animation where a text pops up on my avatar
but Im not allowed to have regular text mesh on my avatar
Make a flat plane, put text as a texture.
Done
Then use the finger poses as a way to make them pop up
Itβs not worth making it an animation because you wonβt be able to move
https://i.imgur.com/6Hktwcc.png
considering i have no idea what im doing, its slowly coming along
Why is it when I merge two armatures together, the mesh I positioned just teleports back to where it was imported
xDDD
Can someone tell me why it's coming out like this? https://i.imgur.com/MhnRf16.png
I was merging two armatures and meshes together, have all the texture files in Unity
I tried applying a texture to a material but it's not showing up on my model for some reason.
@gentle forum did the meshes have different names for the uv map?
they need to both have the name name
only one is loaded at a time
Trying to put a texture on my model just makes it grey. Help please?
so you put the .blend in unity?
no, i'm still in blender. I want to make sure it actually looks right before i import to unity
probably not, I don't know how to do that, i've been following a tutorial to the letter but it's coming out wrong anyway. I'm using the node thing to try to do it since that's what the tutorial does in cycles render
http://prntscr.com/j83mas fell ya
i have to uv him by hand practically
it's a game ripped model but the uv's are so fucked its ridiculous
and his ears are a pain in the ass
what I did was, I marked some seams, then I rearranged them to be neater. Then I made simple texture in a paint program. Saved as png. Then I went to cycles render, made a new material, went into nodes and added Image Texture, connected it to defuse BSDF. The ball changed color to show that it's not the texture. However, actually applying it to my model just makes it grey.
should i post the tutorial I was using?
oh wait
viewport shading was set to solid instead of texture. Uh. I guess that's fixed then...
and there's a tiny little discolored spot that I can't ignore.
Here we see a local cup of coffee trying to hitchhike to somewhere he can get proper lighting. Maybe he'll be able to catch a desert bus.
that is coming along nicely so far
i tried to mark the seams but it just marks the enitre model
despite it being seperated into multiple meshes
but klonoa just LOVES to piss me off
maybe i should try a different character for the time being
GUYS
ADMINS WE NEED HELP IN THE GREAT PUG #81921
there is a guy invisible
anhes been here for hours
we been requesting
and no admin has joined
i don't think this is the place to talk about this
and hes blasting a rininnging sound
ik
but i just want him banned
im new to the server sorry
I would mention it in the general channel
@twin hinge
From there I'm sure someone can direct you
not sure where to find help for an issue im having
hopefully someone here can diagnose
cause this has been killing me for like 2 days now
@rain flax someone told me to go straight to you
"issue I'm having", not very descriptive
he posted in bug report too
one more guy that didnt read the rules
Going to be drawing up flat-sheets for a new model soon here
polar you need to make an extra lewd model for friends+worlds π
Hahahah
I didn't catch that until just now
I hope that's not all that I'll go down in history for
already too late
π¦
You guys won't be too happy with the next model then
But that's ok
I'm doing it for me
I can't always be a thicc
next one for the boys
I could do a pretty hasty edit on my most recent model to make it less than sfw
But idk
I'd rather get started on this new one
Progress
hows things @hot flint ?
Good! π΅ About to start drawing flat-sheets to box model a new avatar
How are things on your end? Getting close to retopo?
started on the clothes... should get it mostly done by the end of the week.
but ive given myself 2 more weeks of sculpting to get me the best results possible.
if i get it done sooner i will move over to retopo... but i do want to get this right first time round to avoid going back and forth
anyone willing to help texture a model?
depends on the complexity of the model @opaque halo
what's causing the loss of quality
only really happens if I zoom out a certain distance
scratch that, it happens up close as well
all I was doing was changing the colors
thats seam tearing
Huh
honestly... dw about it... you not going to be that close to the body for it to matter
am i wrong catie ?
i cant really tell
also as you said, pretty sure that nobody will see that ever
except if they are specifically searching for that
Pro tip:
Consider how it will be seen in game and dont worry about hyper detail as much
also it's in unity, i'm not even sure than you can see that in vrchat
the version of unity VRchat uses isnt the most recent
haha
I already did remove doubles and there were no gaps
I don't know anything about UV mapping or how textures work so I guess I can't do much there
My instructors always tell us to plan out our uv mapping to make sure that the seams are placed in areas where it's seen less often.
hello
anyone here
i need a shape key i put in at 1.0 to become 0.0 and maintain the shape
how do i do that
as default
Animation clip
Ah, there's a solution for that, but I forgot how at the moment.
i have this shape key at 1,0 but i want it to maintain its shape at 0.0 and not have a 1.0
Basis correct?
not basis
If not, you should be able to change it to 0 without it changing values.
I reread it now.
i need my shape key which is currently at 1.0 to be applied to the 0.0
Oof, I don't want to suggest for you to apply shape key.
i tried that it didnt work
Google this one, m8
already did
Let me try
This might not be what you're looking for, but it's a start
This is something I really need help with on a model I'm making. I need a way to reverse shape keys, so they the influence of a key becomes the default mesh, and what used to be the default mesh becomes the shape key.
For example: If I create ...
yea i already tried that 1`
i just want to make the shape key in 1.0 to become the default at 0.0
that method doesnt work
There's probably something you're doing wrong. What I read in there will work.
Anyways, this one is possible.
Create duplicates and do a trial and error.
uh i dont get what you want but if you want the model to have a shapekey defaulting at 100 in vrchat you just set it at 100 in unity
commander keen?
should be interesting to see it done
i need to stop getting distracted an continue working on my model π
gonna do a whole bunch of nods to the games
On some YouTuber channels
Gonna be able to bounce around on his pogo, pull out some Shikadi Soda to chug
zap people with his raygun
Haahaha
I'll get to it when i have a more diverse portfolio
I want to show that i can make things besides just Thicc
basically lmfao
I liek eggz
I just got a Vive about a week ago and I am currently trying to make my own avatar for VRChat in ZBRUSH. Does anyone have tips for retopology and projection? I struggle terribly with it.
I would consult Catie about that
They seem to have more modeling and retopo experience thank anyone else here
@runic grail
Okay. Sounds good.
Much, Much cleaner, well done!
Thunks
Iβve also started the hair
hair is the part im soooo bad at
im afraid to touch hair
I need to learn how to draw refs
I recently bought a reference book to draw manga faces.
Nice
Hi, does anyone now if the new Cats Version is fixed by now?
What do you mean
spine probably
That's the Texture Map.
Do you's Think this is too Hi poly For VR Chat?
She's beautiful
I think you're on the right track! Just keep in mind poly count down the line
i like cup cakes
hullo
Anyone having export issues with Blender when making an FBX?
a few of my buddies and i are using a project file that presents a clean model but when exported to FBX it creates garbage out of the body in some areas
like polys mashed everywhere in whatever direction
2x different save points in the project between major edits and it still produces the same results
Apply everything
what acute angle
Is that a reference to the anime
Does anyone use 3DS Max?
And can you go 3DS Max > VR Chat? or is there an inbetween you have to do?
Thanks :p
maybe just maybe 3DS max can either export to fbx or maybe blender can open them and from there you could export to fbx
in 3ds max just export as fbx then import to unity
so I have a Blender-related question, I think it's probably an easy answer but I'm very much still learning. I've separated the mask from my VRChat avatar in Blender, as such: https://i.imgur.com/0SsSPhe.png and I want to add a texture only to the inside of the mask, so that when I put it into unity I can put a planosphere shader on only the inside of the mask. Is there an easy way to just make a new mesh that only affects the inside of the mask?
the actual texture on the mesh is going to be mostly irrelevant, since it will have a planosphere shader on it anyway that overwrites the texture, i just need to add a basic mesh so that i can put the shader only on that specific part
hmm, that would create a separate mesh for the inside?
Yeah if you duplicate everything first
But there's probably better ways of doing this like creating a two sided sander in Unity instead of having two meshes
Shader not sander
hmm, well i definitely don't know what i'm doing with creating shaders
as alwasy pro job from @lament pond love to watch your work man
Were you in my stream? @daring fog
@wheat tinsel if you want your shader to be two sided just open the code and in the tags just add "Cull Off"
Hmm, Iβll try that. How do you pick which side gets the shader and which doesnβt?
Actually Iβll just poke around with it tomorrow Iβm trying to sleep now lmao thank you though
@wheat tinsel well, that's how shaders work
Unity's standard shader culls backfaces by default. This means you won't see the insides of models. Shaders can either invert this behavior, or disable culling altogether.
For example, enabling outlines on CubedParadox's Flat Lit Toon shader will essentially render the model again, but with frontfaces culled instead. More width means the rendered model expands more. A width of zero essentially makes this overlap with your main model, which is why a white-tinted zero-width outline will fix invisible skirts and stuff
I don't even wanna know what your poly count is at
Your normal map textures gonna be sexy af tho, but yeah retropology is going to be fun
yeah looks really nice, good job
the polly was at 15.6m... but pulled it back down to 8.6m
i still have a lot to add T- T
MD7 too op
i have MD7... but im manually sculpting the clothes this time for practice
Nice
I have to pretty much overhaul the mask but it feels a lot better with the mask and horns in place
Waw blender is confusing like wow
it can be like that @spiral sigil whats the issue?
If you just got into it it's gonna be pretty confusing
My model goes absolutely insane in Blender after I delete some vertices
How do I fix that?
All the shape keys break and the boundaries are messed up
because you have to re do the shape keys
you are supposed to make shape keys after you have already created and finished the model
Hmm
This particular part doesn't need shape keys though, can't I just separate the mesh temporarily, do the work, then join?
Yep
or just try to only edit vertices that arent connected to certain shape keys, if you seperate by materials with cats
Alright cool, then I'll do that instead.
The shape keys were already done on this one
just delete the shape keys on that part of the mesh
Any of you awesome people want to render Skeletor for me and make some money?
they are good, yess
Hey, I added something to my ankle of my avatar in Blender. When I move the leg how can I stick that new object to the leg?
weight paint that object to the leg bone
Ok!
Got it working, thanks @spiral sigil
nice !
Tweet tweet
does anyone have a yugi {from yu-gi-oh} 3d model i can use {i cant model D:}
there's probably one floating around the internet somewhere already, check places like deviantart or the vrc site i can't remember the name of
awoo indeed
can someone help me i am having issues with blender>unity
so riddle me this, why does something look perfect in blender, but when in unity it looks like crap? for example, my avatar doesnt clip in blender, but it does in unity
like is that normal for unity to just mess things up like that?
You're gonna have to show pics lol
Because they're two different programs with two different interfaces that handle things differently
eg, Blender doesn't care about weight paint in stuff like object mode/edit mode
Unity does
that clay sculpting looks lit π
Something about the weight painting on those knees is... A little off-putting...
@leaden ice if you're referring to certain parts of the model missing, it may be a problem that some of the faces are backwards
There is a box that you can check in the properties panel to show back faces
It's labeled backface culling
Generally an easy fix is to highlight everything in edit mode, and press spacebar and type the command "make normals consistent"
This usually solves most problems with things showing in blender but not Unity
It's the rendered differences, (blender cycles = ray trace, unity = realtime)
As @hot flint said, backfaces are also a thing.. and also hairy will delete all ngons (faces with more than 4 certs)
Mmm, good to know!
@hot flint I use that everytime i mesh, but thats not the problem
i figured it out, thanks
so i just went to download a d.va model and ended up with 195 virus so be careful guys
the model in question was this https://arisumatio.deviantart.com/art/MMD-Overwatch-D-Va-Magician-Girl-MOD-658337233
that is a lot of viruses
eek that's scary
How do you avoid holes in the model when you decimate?
Seems like something that shouldn't even be happening
usually it's when vertices arent connected i think
Yeah, the models are poorly made
Hey, my friend was thinking about starting to 3D model soon. The only setback is that he is looking for an App for his IPad Pro. Any suggestions on any 3D modeling for the AppStore? (DM me)
Looking really nice!
hey guys, I'm trying to create an atlas to character I ported over, but some of the textures are an odd aspect (as in rectangle 960X512) and when I try to add them to my new texture atlas they get deformed to the full resolution to the new texture 4096X4096. Any tips on how to fix this?
also I loose the textures when I create an atlas, just turns everything white
Anyone know why the boolean modifier leaves weird lines on the object I'm using it with?
I just want to trim the object, but it's doing this
what do u want to do with them @arctic storm
@arctic storm if thgose are edges, then u can enter edit mode (have edge mode active), hit space and type loose > select loose geometry
x> delete edges
I'm following the tutorial that tells me to place a cube inside the object I'm trying to trim and use boolean (difference) to do it
but it leaves me with this result
I'll do that now, hold on
What's edge mode, sorry?
Apparently those lines are vertices
enter edit mode and select the Line thingy http://prntscr.com/ja7s22
then select by loose geometry and x > delete edges
I love you
thank you so much, this was really pissing me off
I am forever in your debt lmao
would be easier just using vertices mode with x-ray enabled, then press numpad5, numpad1 and with C tool brush select all of the upper vertices u want to delete
I'll note this stuff down, appreciate it
xray is the two cubes with dots in the previous screenshot
so, i'm trying to combine a jacket from one model with the actual model of another. i'm able to scale the jacket most of the way, but i need to adjust the sleeves a bit (they're slightly too long, and out of position compared to the model's arms). i'm not really sure if there's an easy way to do those things within blender, still fairly new to things.
if the jacket id desighed with easy edge loops, you could probably edit the verts that way to make it fit a bit better
i'm not sure if it is, but considering the arms under the jacket will never really be revealed and i'm going to have to redo weight painting anyway, i just deleted the arm mesh above the wrists, and i'm repositioning the hands
a bit tedious, but not awful
https://puu.sh/AaBMg/a03065c1ce.gif A little bit of tweaking on the model/bones but look at him dance
That dance is better than all Fortnite dances lol
https://i.imgur.com/1wP8CWV.png coming together pretty well
nice π
the trick is moving all the bones in the arms and hands
and i'm setting the roll of them all to 0 but idk if that's the correct move
now I have to weight paint...
if jacket had bones u dont need to weight paint
parent them to main armature bones and mix weight in cats
well the bones were on the overall model of the jacket before i took it off the original model. wonder if it would work to rip the armature with it and mix the weights
i also have to scale the jacket a lot, idk how that affects weight painting
u scale the armature, which scales the mesh too, so in the end it should be all the same, just probably some small adjustments
hmm, that would solve pretty most of it. would still have to re-weight the hands, but that's not bad
... pretty much most of it*
and then i'd have to figure out the other part of what i wanted to do lol
only problematic place is shoulders imo
and i would hope for good shoulder paint from the bones
i dislike only shoulders and some small bit ot chest paint
yeah the shoulders are pretty good on the original model i'm ripping the jacket from
so if i bring the armature with it, it should carry over fine
shoulders are awful honestly, they're so hard to weight paint in a realistic way
if scaled properly then yea
i literally want to just quit blender when i see half-assed shoulders from DeviantArt models
and they are scuffed af as a bonus
i got a model of a persona 4 character and the shoulders were terrible
https://i.imgur.com/kWmxngr.png this is how shoulders work, right?
would need like 0.5 on left and right and then mb 0.1-0.15
i need to sit down for like two days straight and just do shoulders from 0
i think the best is to just make good geometry for them in the first place
and then jus do from scratch paint
honestly, i'd rather commission someone to do weights than do them myself lol
but i also have considerably less experience than you
and probably considerably less patience too
joints generally share 0.5 on the loop
and then blur that shit out
gotta adjust tho
I think it's better to start with Mixamo and edit the weighting of that
If you're a beginner
Hmm, does mixamo add weighting? Maybe Iβll try that just to mess around with
i think it'll prob break more than help you π
so it's going to be fixing weight either way
but you can try
Beginner here o/
Are there any decent 3D modeling software for an iPad Pro?
Iβll at least run it through mixamo just to see how the weights come out, no time investment there
mixamo is good for animations, them low-poly stuff still moves good https://imgur.com/kJ5sUa7
why is the pickaxe green tho ?
probably mixamo export fucked it
The best advice i can give for shoulders is to use yourself as a reference
watch how your shoulders roll in a mirror
mimic what is effected
my example isn't perfect, but this reference mesh is a good example of what the shoulders should physically effect
i still need to do some more cleaning with my weight painting
@hot flint the shoulder gif is best to show shoulder topology... if you want a good "how it effects" reference... look in the mirror at different angles and move around
you are your best reference π
- your free π
Yes, exactly my thought π
i have improved it a lot only just now by doing so
It's already behaving a lot more accurately
awesome π
im sort of sick and have the hickups
its like an endless loop of "am i gonna throw up?... nope just a hickup"
Oh gosh..
hopefully it calms down
(Also in case anyone is wondering, i'm not actually modeling anything atm, more playing around with practicing rigging)
Rigging is fun
(Not using any auto weights, basically just drilling myself on what i know about rigging to make a competent working VRC model)
if you use Maya you can Quick rigg a character in about 3 mins...
that's pretty rad
but you wont have hands
I'd just rather know muscle weights inside and out for more complex models later
this model is only 3k tris
look at Blendshapes and Drivers
you can take a bone rotation (X/Y/Z) and tell it to drive a blendshape that will export to Unity and then when the bone moves the muscles morph correctly
Hmmmmm
i guess more what i'm saying is that i'm taking this as an opportunity to understand anatomy better?
Anatomy is hard
i sort of wish i focused in more on what i am now when i was in school <. <
Then again when i was like 5 i could draw all the bones in the body perfectly and was given detention cause the teacher thought i was cheating π
i was only missing the clavicles and scapula
i even got the right number of bones in the rib cage and spine XD
the clavicles (along with shoulders) are tough
i was expecting to hear that the teacher was more concerned about you being unstable (at least in out education system that would be a concern)
common mistake people make with the clavicle is they dont allow it to move... it has a small range of movement
yes
ah no... the teacher was a bitch <. < she hated me cause my sister was a right bitch to her... and thought id be the same and was kind of annoyed that i exceeded everything she gave me thinking i would be dumb
my mum went in and talked to her and basically went from the class after straight to the heads office and she was put on leave for a few weeks
and i was moved to another higher class cause i was apparently not the only person she was actively doing it do
she actually lost her teaching licence 6 months later cause she wouldn't let students go to the toilet and well <. < warning signs flared up all too often
oof
i didnt take shit... my mum said if you need the loo and the teacher wont let you just go
Hey, I took an avatar and split the mesh into several parts. Now I want to do that for the materials/textures too. How can I do that?
Currently every mesh has the same material/textures as the original one
(Blender)
Go into edit mode and create a new material. Select the faces that you want to have the new material. Go to your materials tab and underneath the new material you should see "assign". Click that and all the selected faces will become assigned to that new material.
Already got that! My current issue is the texture of the material. When I go to the texture tab of a mesh change the source path of it, it will change it for the other meshes too :/
Hit the plus button and add a new texture to the list instead of trying to replace. That texture is listed in your project and is being used, if you replace it you change it across the board.
Ah. In that list there is three times the same texture listed. When I hit + it will add .001 to the first one. Is that correct?
And then I have to select that .001 for the to other ones?
Got it. Thanks!
Just remove all the textures and re add the ones you want
Put everything into 1 folder
when an animation is applied to my avatar the mouth drops
and all visemes are distorted
not sure how clear the problem is in the picture
last time I thought it was an issue with how they blend with the basis shapekeys(edited)
however I have yet to even create custom shape keys for the model
can anyone help?
this happened to me a month ago on a model I added some expressions onto
older versions of said model are not affected
any help?
not sure if this is the right place...
I had that issue before, the mouth problem is caused by the eye tracking not being set up correctly
visemes being distorted probably happens because you changed the Basis
Changing the basis doesnt change all the shape keys
so for example if you moved stuff around on Basis, all your visemes wont have that change applied
also is this a coincidence lol I just made a lain model the other day and I saw one other person with one too
For the mouth issue, it happens because you maybe only have one eye set
like there's only a shape key for blink_left and not blink_right
hello
i cant find the load brush images button
its not there
can somoene tell me where they moved it to
because its not there
theres no tutorials for the latest version of blender
so ihave no idea where they moved the brush image button to
guys
how would i get dynamic bones to work without getting this error?
always happens
For me dynamic bones never broke the model, what did you done?
you are also using the wrong sdk version
i thought that the old ones doesnt work and won't let you upload
I mean, I'm pretty sure that error isn't related to older SDK's
The old SDK's work fine for me
More than likely, the guy literally doesn't have the feet, hands and shoulders mapped?
so how do i keep my roughness. i want it bright but i want it to look like a stone not just a color https://s1.gifyu.com/images/2018-04-27_09-35-39.gif
@gusty crypt you cannot see that level of detail in vrc, i wouldn't bother
ight thanks
if u want it to glow, u can set an emission for that material
How is Everyone's projects going?
I'm having an addiction to lick people and everything on them, so all the projects are prostponed for timebeing
Lmao
the thing is that I'm not even joking π
I'm taking a break from starting on new stuff. I have a large backlog of small things that I need to fix. Stuff like custom visemes, custom blinking animations, small holes or glitches in my models, particles that are too big
I'm getting sick of blinking when my eyes are already closed, so I just gotta copypaste a bunch of blink animations across my avatars
kinda same for me, having a creativity crisis so taking a break from all the stuff and just experiencing the beauty of VRC that is screenspace shaders of lemonparty..
Yeah, I'm also going through an "update" phase before going back to new models
Recently updated my oldest model with blinking, tracking, visemes and 4k textures
It felt so gooood
btw if u guys need to upscale tex, and it apprrently works rly well, there's a web for it http://waifu2x.udp.jp/
I already settled on a model that I'm gonna make if I ever start 3D modeling myself
waifu 2x lmao
Yeah, I tried that but it looked like crap for the ones I tried
guess depends on tex used