#3d-modeling
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thx, this makes the work much easyier^^..
Anyone know where I could possibly find a TV remote control model (for free), that I can add to my world?
on all 3d model website you can download stuff for free^^ like sketchfab.com or turbosquid.com and so on
and use the "downloadable" filter
How can I look for 'only free', when on those websites?
when you click on Free in the filters, on some website like turbosquid you have to click on Price and click on Free
Messing with a friend's model for vrchat and wondered if 18K is really too bad a polycount
I could remove some covered areas but it's a pretty clean and even mesh to begin with
That's cool
The difference between 10k and 20 will be absolutely negligible
What matters is material counts
Ran fine on mine but I was worried people on toasters would cry for my blood
And yeah, materials is going to be tricky. There's a whole bunch of different textures on it
That's fine, there's texture atlasing for that.
Tupper has a guide on manual atlasing
Not strictly necessary but I would absolutely recommend it if you have more than 4 materials
Texture atlasing gets easier with less materials though, so I end up doing it anyway
So far there's ones for the body and 'hair'
But I may give the eyes their own since they're blurry and may need one for the metals
https://i.imgur.com/6drVN3P.jpg It's the amount of 2048 textures that worry me
what can be the problem when on some faces the new circles will not be there like on the picture?? https://abload.de/img/bild424ol6.png
Looks like stray verts
@flat oriole You've got a extra/double edge/face of some sort. Look at how the edge the loop cuts refuse to cross over looks different?
You might have accidentally split it, or split & filled with a triangle or an n-gon that the loop cut can't cross through.
now i finish my rigging and weight painting, how can i add the viseme stuff/ shape keys?
create shape keys and use proportional editing to shape the face
i dont have the value bar by shape keys? is the shape key function depending on some other stuff?
click the plus to add shape keys?
no doesnt work
an other question, because of i made new face parts on the mesh the texture is not looking correct on this new faces, how can i fix this?
shape key problem fixed btw.*
so anyone know any simple way to make a curve like this. it is a Bezier curve and has no mesh so i can not joint it to the head. i tried creating a torus and editing it but having some trouble . https://s1.gifyu.com/images/blender_2018-05-09_16-13-27.png
nvm sorry should have done some research i found out how to do it thank for those that saw
should be able to jsut turn the bezier curve into a mesh
Alt + C can be used to convert a bazier curve into a mesh
yeah thank you very much. i will have to use that more often.
https://cdn.discordapp.com/attachments/353351685982388234/444036750524809216/LLENN_Progress_5.png
The face is okay for now, but I'll have to redo the hair again after the props are modeled.
https://i.gyazo.com/81341dd9d5c659ab32be79ddb1579d18.png The Tiny Penetrator Robot Boy deserves a little six pack
Looks good so far.
https://i.gyazo.com/dfcacd2a97427ecf8d0fc0cb9a074246.png sharing my progress here, because I want to show it to someone and noone I know cares about this.
Ball jointed legs and hinge jointed knees.
could someone help me? I got a problem with wing where I added extra bones so I could lower them below my back, however this happens
looking good so far @spare fulcrum
Thank you, @static sun
Would anyone know a way to fix this without getting rid of its thickness
np... im just fixing some topology on my character atm
what's the problem @hasty crane
That outline you're seeing normally connects the front side of the wing with the backside for added depth but moves out of its position
If you wanna keep it low impact, just use a flat plane and a transparency cutout
https://i.gyazo.com/c5511a4ba9f2199e72b5cdf2f6bbb57b.png for a moment I freaked out because I thought some iron giant was peeking at me in Blender, but then I realised that's just the robot's thumb...
https://i.gyazo.com/e83e4122ff024adc48fd3eac0f505b65.png The model is slowly entering puberty
https://i.gyazo.com/e82ca2b4c4b202b4cc0d9b60b1871ab0.png has come a pretty long way
i know i can fill square gabs with bridge edge loops, but how can i fill triangle gabs?
can i make my sweater visible? lol
it doesn't show up in blender ๐
kinda need it cause i'm frankensteining something
@flat oriole Select only 2 edges and it'll make a triangle.
i get everytime an error: "Select at least two edge loops"
What program?`
blender
Select two edges and press F in edit mode
ah ok, thx
nvm found it
Eyy
I'm new
Mostly here for announcements but if anyone here ever needs help with Blender, feel free to ping me
I'm like a walking encyclopedia ๐
Oh I remember my LiS days
I've worked a lot with the models
Haven't even played BTS yet
do et D:
and bring tissues for Farewell
also i created the character from scratch <. < didnt pull it from the game ^- ^"
I've done a few level commissions for fan projects here and there but mostly it was during my 3D learning phase so I didn't create a whole lot of original content other than an HD re-texture of Chloe
i do all my stuff from scratch
Nowadays I do that too of course ๐
That was over 2 years ago when I wasn't confident enough with that
awesome
i have 4 years in the games industry as a 3D artist and nearly 10 years total 3D experience
I'm at about 5 years now. Started working on my first large scale Game project in January
awesome
im coming round to the end of my first commercial project that should be out by the end of the year
Would love to know more, maybe ping me a link in the lobby channel, I'm heading off for today so I can look at it tomorrow
we dont have a discord ^- ^" maybe after launch
Ah so it's all confidential still then
yus
how can i connect single mesh parts together? in blender
i really wanna make this one but its got so many tiny pieces https://image.prntscr.com/image/y7c7zhctTquk8Gz1D7F4eg.png
just the weapon not the character
but for now ill just work on the sword
well im still kind of new to hand modeling so its a bit difficult on my skill level
http://prntscr.com/jgcjl7 i also have a image of it at a upwards angle
between two mesh parts i have a gab, how can i fill the gab? (blender)
bridge
kinda how like this one lacks a lower torso and shoulders?
which are basically huge ass gaps
@static sun how?...
select 2 edges and hit F
there are two different meshes, i can only click on one mesh to edit
join them together first
probably you mean ctrl + j?
yh
ok but then i have a new problem with the material, because i can see the texture only on one part of the new mesh
i cant help you there
jea...
sorry... i make all my stuff from scratch and dont get these issues
he's working with a mesh that already has uv mapping on it.
so whatever is on the mesh is being distorted.
just UV the newly added faces then
^
Maya auto UV's
easy to say.. i dont know how to work with uv mapping
results arnt clean but its there
select the faces, hit U
then in the UV panel hit "G" to move them around, "S" to scale, "R" to rotate
that looks kinda creepy o. o
The face doesn't match the reference, but it's a start
after pressing u i dont see a new panel
i did, but i cannot comprehend it for my situation
its the area under the nose
the reason why i sculpt and retopo instead of freehand model characters is cause you get the face planes and forms down properly and avoid this level of creepy <. <
the issue is you box modelled it
is edge and box modeling the same thing?
Box modelling and edge modelling are the same
its basically where you extrude faces, verts, edges and form a shape
good for things like cars, buildings and weapons
bad for anything organic like characters
sculpting (zbrush) modeling\retopology (3ds max\3d-coat) texturing (substance painter)
you get a more natural feel if you sculpt then retopologies
I'll give it a try after I make the p90 and combat knife
blenders sculpt tool is half decent... look at Yan's work on youtube for tips and tricks
mouth/nose area cleaned up and ready for sculpting
sexy robot legs, check!
https://i.imgur.com/6VJYhrK.png
Looking clean as heck!
well done!
also noticed that you bumped up the tris on the chest, haah
it was originally very deprived
https://imgur.com/gallery/JQ5lSUE you can probably guess what this is
Any tips on making right and left hands symmetrical?
mirror modifier if that's blender
And if you have no keyshapes
i use maya, but thanks anyway~
https://cdn.discordapp.com/attachments/353351685982388234/444373924059414538/LLENN_Progress_7.png
I found her sheet reference, now the colors are set. (p90 model placeholder used)
๐ cute
Your models face isn't cartoon or real enough
That's why it looks off
It's in uncanny valley
that was an interesting google search, m8.
The eyes are too open for the iris and co the hair shading is weird and the middle of the nose/mouth is extruded too much
but yeah, the face will get a do-over in sculpt mode after the other props are made.
already fixed the nose/mouth disfiguration
Dunno what you mean by google search
never heard the term uncanny valley
But the shoulders might be for too high for a childish character
I'm working strictly from the character sheet reference
Unless their arms are usually that stiff
All g!
https://imgur.com/a/CHqEvCN make this next
smack
Just checked the sheet, I have to scale up the head ._.
Oh I know, the most important element of all
Right now they just kinda stare soullessly
Maya has the same thing, you make an instanced duplicate special across the axis
@hallow shore
anyone have tips on how to model a face?
I did it like this - start with a ball, then for the chin, then the jaw, and then the cheekbones. You have the basic front shape then, and going from there should be fairly natural.
https://opengameart.org/sites/default/files/human_male_face.png for a low poly example.
https://s3.envato.com/files/18241030/Human Head Base Mesh - Preview Image1.jpg for a slightly higher quality example.
thank
Damn, that low poly example is hot, I'm definitely going to take some guidelines from that to my own model.
Just look at face topology examples
http://cryrid.com/3d/temp/planes.jpg for some reason the low poly faces look amazing to me
๐
The ngons don't help it
Only the last pic seems to have an ngon
The rest are all quads.
And that one ngon could easily be divided into two quads.
Or even triangle+quad.
wtf is a ngon
Faces with 5+ vertices
For animations quads work the best(4 vertices)
Triangles are better than ngons in most cases, but still not as good as quads.
triangles are the only stable faces so they're recommended as a baseline until you know what you're doing when moving to quads
Common workflows that take advantage of quad-dominant meshes. Triangles have limitations they do not. In most cases triangle heavy meshes are not ideal, but it all depends on how you model the character.
Triangles are not good for smoothness.
Ngons subdivide smoothly and therefore deform better.
I avoid triangles where I can
because it disables edge loop detection
which speeds up modeling workflow by the hundreds
ah your image shows exactly that
In short: quads > tris&pentagons > everything else
Tris are okay if:
They're on a non-deforming area of the model (like a gun barrel, etc)
They're evenly sized, because long thin tris can cause weird smoothing artifacts
The engine is automatically converting a n-gon to tris with the edge going the wrong way
Otherwise yeah, try to avoid them for reasons shown above.
regardless of if it shows in VRChat or not... unity will automatically triangulate the mesh cause it deforms better.
quads are just easier to work with
triangle deform better, quads are easier to work with
work with quads.... but dont avoid tri's
I think the reason is GPUs can't actually work with anything but triangles (last I heard anyway) so everything gets converted down to tris eventually.
its mostly to do with textures
probably because tris cannot be nonplanar. (seriously, try to imagine a nonplanar triangle. It'll blow your mind out. :D)
the CPU is the bit of hardware that handles topology... the GPU just adds the textures, shaders and post processing
I... what. The GPU absolutely handles geometry. How else can the model even be shown on screen?
the main reason why the poly limit on characters in the SDK is 19,999 poly is cause the world average of players means it wont screw over people frame rates in VR as much
you say that... but Zbrush is CPU based and doesnt touch the GPU in any way other than for display output... and can handle millions of poly
That's completely untrue. GPUs are amazing at handling polygons. The framerate killer is people using too many skinned mesh renderers and too many materials which slows the CPU down.
again now
ZBrush does really weird shit to do its stuff.
materials and textures are VRam dependent... poly are CPU dependent
the reason why Vram gets eaten in VRchat so much is cause so many people think its ok to have a character at 19.9k poly with 20+ materials
A world of people in VR with correctly done characters wont have any lagg
The problem with having 20+ materials is that for each material the CPU has to switch from one to the other. That switch time is what contributes to fps drops.
20k polys is nothing to a vr capable GPU, even at the lower end.#
Specifically, in unity 5.6, a well made avatar will have 1 skinned mesh and 1 material and a well made shader.
And up until somewhere around 64k polys that will have minimal impact.
multiplayer games require lower poly because of the CPU strain.
and yes... few materials mean less GPU strain
its better to have 1 material with 20 texture layers than 20 materials with 1 texture layer
https://docs.unity3d.com/Manual/OptimizingGraphicsPerformance.html
The unity docs literally state that a PC GPU will only begin to struggle over several million vertices.
each material set has a shader call and thats more gpu intensive and VRam heavy
VRchat needs LoD implimented
In worlds LOD groups work as expected, and on avatars too but all LOD groups show at once in mirrors.
from my experience LoD only shows up with dynamic bones
if LoD with avatars where implemented correctly, you should need to upload a high poly, mid and low poly for 1 character
high poly being around 65k poly, mid being 20k poly and low being 5k
means more detail and less performance issues
@latent charm Yeah that's right but if you're working with it it's easier to have quads
Doesn't VRChat make the animations before turning the end frames into tris?
Quads are a nice organized way to keep track of the topo when modeling and allow you to quickly add detail with edgeloops...they typically deform in animation a little better
But I also come from an animation background so they were quite essential if you were putting smoothing on them for rendering
So to this day I still avoid orphan tris and 5 poles whenever I can (though sometimes neccessary)
Can we upload avatar with +20.000 Polygons ?
19999 poly
https://i.gyazo.com/4646d8f1ff4aeb4a525ed4a151f639f3.png making the face too human makes the robot lose its charm =/
https://i.gyazo.com/0857dfbb0834d6c884f84a8feb56a996.png when she finds out your fetish
@static sun it's not possible to have more ?
It is, but it's technically hacking and a bannable offense.
๐ fu
The quality is not WOW at 20k poly ๐
Triple A games have under 20k models
Batman from Arkham City and main character from Crysis 2 are two good examples
My character is at 19k poly ATM
It's not about the poly count, it's about how you use them.
Triple A games have modeler who know how to optimize for game sake, with millions of polys accumulating in game at one time, they have to optimize.
Also SDK modification is not against the rules and isn't bannable, that is misinformation.
This is posted in Announcements; and it's also stated in the EULA section 5.
https://i.imgur.com/X4QfgrY.jpg
I mean its cool if you have the aptitude to manually go and reduce your polys, props to you. But decimation just sucks because its the computer trying to calculate how to reduce the polys, and can look terrible as a result.
Just optimize your materials and atlas your stuff.
that is a little dated eh? ๐
Also you seem to confuse reverse engineering the API (e.g. communicating with the servers) with modifying the SDK which is 2 completely different things.
This text says absolutely nothing about tollerating SDK manipulation, if at all, it says the opposit.
The SDK is part of the app and thus manipulation is strictly forbidden
The only thing that might be allowed according to that text is if you would write your own uploader that uses the API without using the original SDK and parts of its code.
But even with that, when you use it to upload content that is limited and forbidden by the original SDK, it is malicious use and thus forbidden.
Understood, thank you for clarifying! ๐ ๐
https://i.gyazo.com/84eb19789e69ee71ef3d65d45cc9b2a8.png just some more progress on the botboy
He now has five fingers!
And finished the face too
awesome
The hands, chest, and feet still need a lot of work.
whats everyone up to?
Streaming
being tripped out by this freaking thing in 3ds max
https://cdn.discordapp.com/attachments/387443655687798786/444655174565363712/unknown.png it looks fully scaled right?
while in reality
its flat on one axis
is it just splines? D:
I'm currently working on school assignments :<
no its not just splines, its the meshes, i just have to fix the z-axis' scale, the parts are all in seperated pieces
it would be helpful if 3ds max would stop freezing all the damn time
That happens when the history builds up
hell i only have him in it right now and it just fucking crashed https://image.prntscr.com/image/reAlLVmwScu1pzaoIxCcig.png
again
oof
yeah might also be cause i was messing with the uv's too
i might as well just finish the character i got earlier first then move on to him
hey If I purposely made a model without hands,will unity complain me for not havig enough bones?
owh
so you can map them and the IK wont yell at you
will I still need to asign em?
yes
owh
unles you want to T Pose all the way ๐
haha, I just wana make a simple model and call it a day, Wanderer inspired... since I just visit worlds randomly
thank you btw @modern mango
@alpine merlin When you're finished with your model just make like 3 double joint bones to the end of the hand and assign them thumb, index finger, little finger. Don't add weight or anything, just let them be there and assign them as the fingers in Unity. That way there will be no actual fingers, but everything will still work.
alrighty thax
I have this issue with my model, there's some kind of outline on it that I can't get rid of and it carries over to Unity
I've tried to recalculate normals but it did nothing.
I need some help with the lipsink on a model
State your issue.
Ok so I have a model of Niko from oneshot
And it has a lip bone of sorts but I can't set it up so that it moves when I talk
The model was ripped from Garry's Mod
Ah, I didn't want to touch jaw bones, because people say it keeps messing up. I use visemes instead.
Ah
where can i find a hoodie to throw on my avatar
I'm modeling the old Disney Parks Mickey Mouse costume. I believe everyone that doesn't use a mic should use a mascot costume avatar.
https://i.imgur.com/MOyZRAf.png
Dat uv map
That is hawt
Ok so Iโm about to import a model into Vr chat but it says that I have to spend more time enjoying the app.
How long do I have to be in the app? Also which app? The VR Chat SDK app or VR Chat itโs self? I need help xd
i uploaded my first avatar after about 30 mins of playing VRchat
Very clean!
thanks @hot flint
Are you planning to put the ratio to 1:1?
i've put it in to a 1:1 ratio... but when i put it in to Substance i will set it to be a 2:1 Ratio to reverse the stretching
Ah.
the test i did worked well so
I'll definitely work with Maya for the next avatar
Need to get ready for summer semester (3D modeling for games 1)
i'm trying to stick away from Blender
Stay with Maya:P
well blender is my safety net... and i used to use it for everything and im trying to move away for productivity reason
I see
why all the blender hate
i dont hate blender
isn't blender usually very good for productivity once you know how to work with it and all the hotkeys?
but for work reasons i need to know this software
What I usually do to stick with a specific software is to use the same hotkeys from blender
That's how I got used to 3ds max and maya
Now I have to force myself to learn zbrush
blender needs little work arounds that use up time...
Work arounds?
Booleans need extra work, its easy as hell to overdo Retopo, the UVing tools are sub par leading to a fair amount of texturing, the Sculpting brushes are kind of ugly to work with <.<
and a fair amount of the shortcuts are confusing
I'm not much of a sculptor or retopo guy so I wouldn't know much about that
its not bad... its just a lot of extra work to get everything right
I do remember seeing a really nice plugin for retopo in the past
Plus you could always just snap to surface
even with my 8 year background in it can only go so far
Maya has a specific tool for Retopo
thats nearly as good as standalone tools like TopoGun or 3D coat
i usually use 3D coat to retopo... but if its a small piece i use Maya to save time
I could never get used to the blender UI
I should though
mainly I use 3ds Max because I own a license of 2013
wait for 2.8... the GUI has been cleaned up a fair amount
Oh hmmm, need to check it out
Yeah, but CATS is only optimized for 2.79 at the moment
The devs said they're excited for the 2.8 changes though.
yeah and will get an update when 2.8 gets released ๐
is CATS required for vrc work, or is it more of a "nice to have?"
hopefully it streamlines workflow a fair bit... but know Blender it will be 2.82 before its stable
"Nice to have"
Gotcha
I only use it for visemes, nothing else.
its not requred at all mainly for MMD's but also can make some things easier
CATS is good
Even if you're not doing MMD work
It automates so many things
You can enter pose mode, pose the face, then turn that pose into a shape key, to name one thing.
I won't have time for awhile to mess with vrc stuff, but I'm trying to figure out if I can do 3DS > FBX > Unity easily
You can autogenerate all lipsync visemes with only 3 shape keys to start with
you should @cloud verge FBX is Autodesk based
oooh
Well, you could do everything in 3DS Max, but it's pretty hard to optimize stuff for VRC in there
Still, it works fine
But lipsync and eye tracking might be difficult
yeah, I want to reduce as many steps as possible
have a few from scratch avatars I want to build, and a map or two to make
depends on your skill leve @zinc furnace
if you do everything yourself then its actually faster
I have a few game rips that I can only import in 3DS Max. Despite all that, I still prefer doing the last steps in Blender. Especially texture atlasing, mesh joining, and visemes.
Well, CATS Blender Tool automates a lot of stuff in the exact way that VRC expects.
For example, eye tracking.
gotcha
Doesnt mean the results are decent <. <
automating processes kills a lot of quality
It creates the eye bones in the right places, and makes the correct shape keys for blinking and lower eyelid movement. To name one thing, VRC expects the blinking shape keys to be the first two, otherwise you get wonky stuff happening. CATS does that for you. It can also fix your bone hierarchy to match the hierarchy VRC wants.
though, I suppose I could create some scripts/utils for Max if none exist
@static sun not necessarily at all
Yeah I like control over everything
Eye tracking is just as good with CATS as it would be if you manually positioned the bones, or manually moved the shape keys into slots 1-4.
Since I build stuff from scratch
Sure, lipsync visemes are slightly lower quality if you don't hand-make all 12(?) of them.
ยฏ_(ใ)_/ยฏ
Nobody really notices
Like, I have a few MMD models that are a good start, but I will probably retopo them, adjust them to be my size, re-texture and re-rig them as well
i make about 30 morph correction drivers per limb so 12 for basic lip sync isnt much hassle
Yep, same here
Perfectionist.png
D:
Mainly where I'll be asking questions is on the import into Unity since I have never created anything for it
Unity natively supports FBX, it's probably the easiest format to import
But we'll see...busy with work for a month, and I have new computer parts just waiting on a mobo that I need to get set up and all my stuff reinstalled on
Including baked animations and embedded textures
oh neat
Most Game engines use FBX
that's good
even 2D engines use FBX
On top of that, Unity also supports importing some stuff that Blender doesn't, I noticed. I have had constructs that I had to turn into editable meshes in 3DS before exporting to Blender
Going from 3DS to Blender is... questionable, to be honest
Blenders FBX is outdated by 4 years now
hehe
Oh yeah, I noticed that I had some version errors too
But then again, 3DS Max has some weird issues with FBX exports sometimes
No other program has crashed more often than 3DS Max for me.
I have had models that I physically couldn't FBX export without removing the bones first.
thats mostly due to Unity not being up to date with FBX updates
Nah, I mean before even importing into Unity
hmm
I'm really glad I bought max when I did...seems like newer iterations have many more bugs
or maybe I just got lucky I dunno
Yeah, newer versions are buggier. I'm sticking with 2015 and it seems to work just fine.
2018 crashes a lot
the bugs in the new versions are due to new tools being added
I have friends that used Maya often, and they've told me that they have had nothing but problems since Autodesk acquired Alias
i use Maya LT cause its less buggy cause it has none of the bloat that comes with the full version
Lmao, I still have a Maya installation from 2005 somewhere
Came with the UT2004 ECE I think?
lol
I'm working off an i7 990x from like... 2010?
loooong overdue haha
gonna build a Ryzen 2700x machine
just figured out that the High Poly version of my Character is freezing Maya but is exporting still <. < so im just gonna watch some YT vids and wait for it to respond
and im on a FX9590 <.<
ohgod
im moving for a i9 7920x early next month
let's hope it exports
it is exporting ๐
"don't touch it, maybe it will do something"
but its 34m poly XD
yeah that'll do it
I really want to build a threadripper machine or maybe a used dual xeon box later on
2.4gb obj file D:
im getting the bulk of my hardware next month#
but i will be getting Duel GPU's when the next gen Nvidia Ti cards come out
I have literally $2500 of parts sitting here waiting on a motherboard that was supposed to be released on the 8th ๐
and then liquid cool it all
reports on the specs are looking sexy af
indeed, I can't imagine how fast Quicksilver renders will be ๐ฎ
i use Marmoset so its all realtime
but i will be able to do multiple passes faster and video renders
I can do AO passes faster than dual xeon CPU based AO passes....that will be insane
yep
I'd like to do some kind of short animation project but rendering has always been a constraint
not anymore haha
really want that to come out well <.<
hmmm
tbh i want it all to come out well
maybe some texture on the horns, unless you're going for a smoother style like a cow horn?
but yeah, looking really good so far
I wish I had stuff to post that wasn't... well... I guess I'll just post it haha
this is for bakes... i will be texturing in substance after
unrelated (to VR Chat), but this was my latest endeavor
A little over ten years ago, I made an AMV called "daydream" which was the first video I ever uploaded to Youtube. This video was the very strange combinatio...
Most silent clap ever
my last project... didnt end up in VRchat cause the eyes looked creepy AF ๐
How would I go about setting up a mouth for lip syncing on a model where the lips are meshed together?
When I set up weight painting and a vertex group, I can get the jaw to move down but between the lips just turns into a stretched mesh with an ugly texture
Do I need to find the vertices between the lips and essentially slice them so the top and bottom lip aren't sewn together?
Yes
the inside of the mouth could be anything you want as well. A simple black void or you can try modeling the inside
arg this is hard af
its not too bad once you get used to it
its such a damn tight space to work in XD
@granite dew Character artists have years of training and background to produce a lot of their work... its not easy XD even for trained people it can still be hard
hiding part of the mesh is handy as well
https://i.imgur.com/F9eIIaV.png
when i did the mouth for this, i just cut a slit into the afro extruded the cut to make a minor inner lip, and then went from there. Hid most of the fro to get it out of the way. This image is the AH viseme ๐
im happy with my bake results ^- ^
im scaring myself a little cause it worked flawlessly first time
i look forward to seeing the final result
is there a way to stop blender from culling faces when zoomed in "too close"?
yes
is it in preferences?
You are the man
โค
set it to zero and it works now thanks
like this task isn't hard it's just tedious because it's such a tight area and so many verts/faces
i know exactly what i need to do but it's gonna take some time...heh
If you have your mesh mirrored you can just turn off your mirror modifier while you work in there
If I want to weightpaint only a specific vertex group how can I ensure I'm selecting only that group when weight painting?
select the respected bone?
er. cause that doesn't seem to work
Do you have the vertex group in the mesh
Because if you select one it should only be painting to that one
i was doing something wrong in the order of switching from the vertex group to clicking on pose mode
i don't know quite what but I think I fixed it.
i am learning blender is very specific in order of operations
just need to learn how it works properly. I've only done basic editing and stuff with already created models, first time really trying to do anything like adding a mouth so its just all new for me
uhhhh does using the gradient tool in weight painting ruin a vertex group?
certainly seems to...
And now Unity is saying "failed to initialize unity graphics" wtf
robutt, poly's where it counts
https://i.imgur.com/gRKlXh0.png
A man of culture.
Can avatar animations have appearing and disappearing polys?
Oh man, now that I think about it, it's going to be hell to texture isn't it?
Well, you could probably do that with shaders
You can switch materials in animations, or switch to a different body mesh
I have a question, When I put my model into unity everything is find but my models eyes are like this grey/puprlish blobs covering my models eye's and my models eyes are behind this blob. Has anyone else had this issue? I'm very confused over this
How would I set the material of the eye to cutout? Sorry kinda a noob at models and unity.
Go to your model's materials in unity and change the rendering mode to cutout
Okay, i'll go do that now. I did find out it's and expression that's blocking my eye's is there a way to just delete it?
If it looks fine in Blender but looks bad in Unity, it's almost certainly just a transparency issue. Just set the material of the expression to Cutout, and move the slider until it disappears.
You can also select this expression in Blender, press P to separate it into its own mesh, then delete it.
Okay thank you. Mind if I send a picture to show what it looks like?
Sure
Oof, that looks rather creepy
Wait
First of all, please join your meshes in Blender
that's the expression meshes
just need to put to cut out or fade
and play with the alpha cutoff
Actually, you can probably delete that mesh or fiddle with the material's cutout.
Either way, join your meshes please.
You're gonna cause lag
and unnecessary fuckery with your model
Thank you for helping me with what I messed up on. and I'll go back into blender to join my meshes as well. and then try to fix the eye issue
Thank you "ROKK & Svelsien " For the help I finally fixed my model and i joined the mesh together
@quasi flame looking really good!
I have a question, so I click build and import to VRChat but it's telling me i have to spend more time enjoying the app and they will email me. So I just have to spend more time in the game for an email??
no it tells you that you need to do it because its funny...
If that was a real question.... Yes ๐
word around is 24h+ (playtime) but it can be more. Time is not the only factor so you shouldn't just idle around
VRchat is about socializing... go nuts
i love how people just move there heads to talk when they dont got a mic or vr
is text chat ever gonna become a thing in the future?
text chat very likely no
but a mail like messageing system propably?
pls no
Microsoft Sam era was early 2000s. There are text to speech programs that sound very good now.
Hell, vocaloid songs are technically text to speech.
eh. its not exactly that easy
vocaloid is more then just typing what you want and pitching it
Hence the "technically" :p
no it also isnt
unless you pitch and speed up the text and deal with pronunciations ๐
First time using Vocaloid and it's great! Looking forward to use it again. Idea for this video from Vinny's "Yo! Noid 2" stream: https://www.youtube.com/watc...
It's a japanese text to speech mainly.
sorry it reminded me of this
But with fiddling can be made to simulate Engrish
There are some English vocaloids too
Cyber Diva, Ruby, Dex/Daina, and Cyber Songman are all English.
https://www.naturalreaders.com/online/ another good text to speech if you dont got the moneyz
does anybody have the TDA len base. The links are dead now
https://i.gyazo.com/48060351817146d28b01f1afcadbf20f.png sexy robot finger segment
Inner cylinder connected to the root part, and the two outer cylinders to the extension part.
@static sun That's super awesome! I also use Maya but I'm still learning in it.
anyone that accepts commisions?
you'll have best luck in the vrc-traders discord found under #community-servers-old
hey guys, how does one fix your hips being thrust forward?
if i remember correctly, people were either saying making spine longer or shortening the spine
hmmm I'll try playing around with that then
iirc its hips shortening
I'll guess I'll try both xD
both didn't work T.T
E3 is almost here... what games are people expecting?
@static sun hopefully Pokemon Switch but ive lowered my expectations quite a bit over the last few months
i didnt see a PC or VR conference on the list... but id love to see VRchat
<. <
saying that, The last of us 2, Final Fantacy 7 remake and maybe a new life is strange
Progress of the textures for my character project
Material ID - Ambient Occlusion - Normal map (BC5 Compression (no Blue Channel))
Faces are always scary
if they dont look creepy in UV then you UV'ed wrong
Tru
that makes sense, I mean, you're literally peeling a face off
Truly terrifying work you do
I've seen some disgusting images when I disassembled unity games
i.e. mouse's mouth
10/10 would show da wae again
@spare fulcrum My brotha
get swole my brudas?
do u kno de gain
In blender how do I combine bones, like if I wanted to put weapons on a models back?
@humble pecan There is a new feature in cats to do exactly that, try it out
If you're just trying to combine armatures use ctrl j to join @humble pecan
Shouldn't I position them first?
In Blender, is there a way to use the knife tool on the UV map/texture instead? I've got a phone model and I want to put something on the screen, but the screen is just part of the same front side of the phone. The screen doesn't have its own verts. I can use the knife tool on the model, but I would rather mark the new polys onto the actual texture, for more accuracy.
does anyone know why when i try to scale my uv's they turn into this box thing and even when i have the snap to grid and stuff disbaled it behaves like it is enabled? https://image.prntscr.com/image/fWY8gvEISTGzDo9_JW66mA.png
https://cdn.discordapp.com/attachments/385085826528444428/445762301295853568/Screenshot_89.png So this happened and I'm not sure why
Can you be a little more specific?
Well last time I remember Models are not meant to look like that.
idk whats going on anymore
it seems this thing is just fucked
because now his ears and stuff wont texture http://prntscr.com/jhy9j7
but the rest does
Think something went wrong or I forgot to do something in blender.
Omega, looks like you haven't assigned your textures to the materials
The blood's on the wrong side i think
@zinc furnace For your screen, if you dont want to cut the mesh itself, you could use a texture mask. And depending on how you want to go about doing it, use a second uv for positioning
https://i.gyazo.com/dcaedc152df132f37e9ae54cab8108d7.png thanos head v2
@spiral sigil Only novice swordmen use the sharp side.
how hard would it be to make a dabi character from my her academia?
Looks fairly detailed.
If you have 0 modeling experience then many dozens of hours
It's still happening and I have no idea how to fix it.
No.
https://cdn.discordapp.com/attachments/385085826528444428/445762301295853568/Screenshot_89.png Said problem I mentioned before. Some of the model seems to be non-existent at every angle and I have no idea how to fix it because I don't know what's happening.
it does
apply cubed shaders
apply an outline
set it to 0
and if that doesnt work, you may need to get a double sided shader with backface culling
try and apply the standard shader for the glow material
Maybe set the zero-width outlines on the glow too
insert every smug emote here
Lemme see if i can find smug wolfy
@humble pecan Recalculate the normals in Blender.
Select all -> Ctrl+N @spiral sigil
Ah
https://i.gyazo.com/105267748a565df40a276582052573a7.png tfw 250k polys on a face
could be worse
Yeah... could be 6.4m poly like my characters heads tend to be <.<
https://i.gyazo.com/1bca71270a3bfb97122fdee733e9010d.png any ideas how to easily un-nightmare this horrible creation?
Ohwow, decimate tool is way better than the modifier
Down to 4k ez
The decimate tool? That's new. How does that work, where would you find it?
Do you want to animate it?
Not really planning to, other than lip sync eventually.
Then maybe getting the proper edge flow around the lips would help with that.
Nowait, it's 2k. For some reason there was double layer of face
..and if I remove the unnecessary flat back it's actually 1449...
How many polys do you guys usually keep in a realistic face?
Feel like I over-did it with decimation
1.4k for a realistic face sounds low, but it's still within the realm of possibility
It's 1/15th of the poly limit for just the face, after all
The face is the most important part of a character I find.
https://i.gyazo.com/dd92a71a8fde4f6b2ba19441d32d32f4.png 9.7k does give a lot more detailed face
Less "generic 3D model from the 2000s"
Alright, putting that aside for my next project.
What would be causing such a strange issue? this has never happened before and all I did was open a file that never did this before
Seems to only do it when I fix the model in CATS
I will report it, there
I sometimes get that issue with certain models i have, so i try to do most of it manually, if its only occuring when you're "fixing" the model then i'd advise going the slow route
I had found a fix
Now, whats going on with my shit now is THIS
Blender you pile of shit
Im having this issue whenever i try to upload this. does anyone know this problem by any chance ;~; https://gyazo.com/a326d55e713d7eac7ca9c043261e9bd6
@spare fulcrum manual retopo is a better method
@gusty wyvern look in your console
Do you have any 429 errors?
You might be uploading too much
@zinc furnace thats the only error i get in console https://gyazo.com/2728db2d950f3ed4e77effe9a1147876 :c tried searching it but with no luck on a fix
This means you don't have upload rights yet
Play more and update your SDK while you're at it
what makes it so the UV's on a model are out of the box
but being able to still select them and move them around, they're just not in the correct spot visually
Tiling and Udims
Yeah, that's a good question. I've had models where they were exactly one box length out of the box, so to speak
my current project is 2x1 but sits in a single UV space
i recommend you guys "Substance Painter" if you want to paint your own model ๐
https://cdn.discordapp.com/attachments/443440215814701066/446414295660625920/RoboFinal.jpg
@severe hill Substance for PBR or 3D coat for a more hand painted feel ๐
sure :3
the price of 3D coat is nothing to shrug about tbh ^- ^"
@zinc furnace Thank you for the info โค I had a friend tell me that they did a update were you have to play for 24hrs or something like that but wasnt sure if that was true. the model uploads fine under my account but not the persons acc im trying to upload it under. I guess that update holds true o3o
http://prntscr.com/jiskey ;-; my work vanished because of my crappy computer and it was my first time to
https://gyazo.com/4e5e52d7974b196dbf25c78dfd22407f
this is going to be hard to cut down polies
anyone around? I have a question with blender
can't exactly find an asnwer with google
What on earth is an IQE
Inter-Quake?
I mean
I found a script for python I guess
but Idk how to apply or put it into blender so i can move the model over @lament pond
You just need to import the addon
Or put the python script directly into your addons folder
Just save it as a .py file
Yeah just save as
ok now i'm having trouble finding where to go in blender to make it grab the IQE file
Hello
Any1 here
Is there an easy way to chop off excess vertices from doing a hair swap
?
The hair that gets inside the head
Posted in the wrong area, so I'm going to copy-pasta it here.
I've been working on a model for quite a while now and, blender being blender, one random part of a mesh decided to randomly delete itself when I wasn't aware.
I've tried to restore it via saves and etcetera, but the progress lost versus the process re-gained doesn't balance out.
Is there a way to just import the same model back in and just fill in the hole, deleting the useless excess? I've tried creating and manually filling in the faces, but the textures don't fill in properly and looks incredibly off.
https://puu.sh/Ao0F8/a42e8a5409.png
Or rather what I should ask; How can I re-assign this area to the correct texture?
https://puu.sh/Ao132/3ef46b6e07.png
https://puu.sh/Ao149/7ecda42790.png
I guess you could import a second version, delete everything else then join and merge the meshes. Or you could fill it back in and reassign the new mesh on the UV map
If itโs just a flat color itโd be much faster just to reassign the texture on the UV map I think
or... hit "U" and place the UV's by hand <. <
i have a lot to finish still T- T
Would anyone have tips on modelling curly polygonal hair? Would doing it that way be the best option?
Using Blender 2.79, by the way.
Also would be interested in adding eyelashes. I think I can handle the modelling and texturing, but how would you make sure the eyelashes would stay attached to the eyelids?
Modelling long ones attached to the mesh wouldnโt be an option since the male character Iโm making doesnโt have very visible lashes.
@spare radish use smooth grab, play with the curve and fine tune the drop off
Also think leaves
https://imgur.com/a/Sechv0y ignore the lazely done UV's
Hands look a lil bumpy
Set the surface to soft T- T
i like my hard edges
*hands verts seem too high to look natural
Only need to move the top ones
But it looks like the hands just really weird on one side
https://imgur.com/a/oXjq5lv how's this?
again i know the uv's are lazily put together
Better, but you should look at Mario's hands more
I usually do more animeish stuff so I don't real use Mario as a ref
Just compare your hands and Mario's to 3dmarios
All g ๐
An attempt to figure out hand topology. Success? #3Dmodeling https://t.co/WUDhO7GJYH
819
3204
@static sun Looking really nice Catie!
Hand Topology is fairly simple to get Low poly.
https://cdn.discordapp.com/attachments/402634073907920897/447040725981593600/unknown.png
you get to a point with Retopo where you can just do it ๐
its sort of clicks randomly over night and sticks
can someone help me with something?
Can anyone explain me this problem ? (I have the texture in the folder i check it many time) but still doesn't work ! https://cdn.discordapp.com/attachments/443920387164733440/446756271308275732/unknown.png
Come DM ๐ข
Make sure the textures are set up correctly in the materials
@tepid mirage extract the file again with japanese encoding too
Or do "find missing files" in Blender
@lament pond i dont know how do this im looking for tutorielnfor make avatar im totally noob in blender.... @zinc furnace i try to find missing and still doenst work ... Ill try later to extract and i come back here for say if its work or no...
Thanks for subjections
pivot point is now any game object in armature despite what is being rotated, any ideas?
@spare radish i have a model who's hair has giant curls, would it possibly help you reference wise?
@eternal crow Thanks, but Iโm not sure the method would be applicable to the one Iโm working on.
is it like the hairs all curly on yours?
Iโve also kind of solved the problem by giving the character an elevated ridge on their forehead with which Iโm hoping to add a curly hair texture on. My character has short curly hair and is done in a semi realistic art style.
Iโm still considering polygonal hair with more detail though.
Iโm wondering if I should take the approach of modelling a cylinder and then giving him curls that way, but Iโd like more detail.
At the same time, I run the risk of making the UV unwrapping a complete and total nightmare for myself.
So to recap I can imagine 3 viable options at the moment:
- Low detail, very low poly, easy to unwrap
- Medium detail, low poly, harder to unwrap
- High detail, medium-low poly, extremely hard to manually unwrap (possibly resort to Smart Unwrap)
Maybe also hair cards?
Although Iโm not sure how many itโd take.
@spiral sigil it's with all models, even ones I've uploaded with massive amount of weapons and everything that works, till now
Can drop down a 100% base ooka Miko with any fbx as game object to test. Same result
https://i.gyazo.com/d07fe2053ac09a7ce455b7ce7022f85e.png finally got my model to work properly
Also tried creating game object > 3d cube under wrist to test and that also makes my elbow and arm rotate AROUND the gun. So it's not gun files or models
Tested it with a few by now
Any time I do anything like merging or joining materials or bones, the armature or the materials will flip on both its Z and Y axis
How can I fix this? I need to apply the eyes to the armature and now everything flips when attempted.
@tepid mirage your issue is the shader is unassigned or corrupted, try adding the shader again or troubleshoot with standard shader. Might need to re-import cubeds shader if you use it as old versions can do that
In Blender, how do I scale UV maps with a different origin point?
The "origin" of the scale is in the center of my selection right now. How do I change this to the bottom left?
The 2D cursor is already in the bottom left. Setting the orientation doesn't seem to do anything.
s
That didn't seem to help. I already got it though, I missed a button at the bottom of the UV editor window
Just had to change the scale origin to the 2D cursor
@zinc furnace place the 2d cursor at the corner and change the pivot point mode
@humble fern http://prntscr.com/jjz6ci whaddya think?
i removed the white parts of the eyes
anyone know how to fix the thing where in eye tracking, only one eye will blink ?
ive tried literally like alot of tutorials butim just horrible at this
looks great
thnkx
Some progress shots of my avatar.
Around 8,000 tris isn't too bad.
Something about the face though brings back Snake Eater/MGS2 vibes.
By the way, I'm likely going to avoid the subdivision modifier because using it brings the model over 20,000 tris.
bake over the details @spare radish
my character (the model above) is 19.8k poly and that includes a fair few accessories
but the details are mostly due to Baked normal maps and Ambient occlusion
^Good idea, I made a very basic but flawed mesh which I used as reference for the character. I used the mesh only to retopologize the body and feet.
I'll likely create a secondary mesh which will be a copy of the first and use Multires or Dynamesh to add further details.
Also looking for a texturing tip.
For the main body, would you use one UV Map or two segmented maps? I'm thinking of using one for the hands and feet and one for the rest of the underlying body.
Also, would you work with a 2048x2048 resolution or 4096x4096
depends on how well you UV
i use a 2048x4096 texture resolution
Okay, question. I have a model that looks like this.
https://gyazo.com/f3d97cae98aed421848724abab411cad
Yet the eyes do this when brought into Unity.
https://gyazo.com/43ceb576badf7a815937660b2d955c22
It has UV Mapping, but Unity wont read the second UVMap
What would cause Unity to not read a UV?
unity will read it as a second material
@static sun Would there be a way to gauge exactly what resolution would be a fit for my needs?
checker material helps
Also maybe how well I can UV unwrap an object?
Someone wouldnt happen to have a new UV combiner addon, would they
The one I found is old and the download link is down
Anyone knows what causes models to import to unity all bent up?
Weight painting is fine on Blender's end
check bone roll
Bone roll was manually set to 0 for all of these, still happens
Could it have something to do with these in my timeline thing?
I have no clue how to remove these, as its not an option for whatever reason
brandon thats for animation
make sure you dont have any arm bone modifiers set as arm bone
notably it might be having the rolls at 0 thats the issue
i rigged something myself and iirc the rolls werent 0 at the start
so i zerod them out for unity
and got results youd expect with having the wrong rolls
best to find the model before any of cats interference
@lament pond have any tips for long hair uving or just in general hair stuff?
Usually for long hair I start by projecting the back part of it
Of course it depends on the style you go for
do you only do one face then double side it with some shader?
Wew
After a ton of work
I can only access the armature by clicking it in the overview menu. When it loads in, it loads in under edit mode. If I leave edit mode or do anything else with it, the armature stops being selectable
So... what did I break this time
Okay then, guess I fixed it by using CAT's eye test and then stopping it.
The before and after to the hands I had to fix on this model.
These models had some super screwed up hands. They didnt survive being ported out of the game, for whatever reason
https://i.imgur.com/RfTKU7p.png Why not model a Band Mascot, So i am going to with this WIP
i's intentional, I wanted to make it look rough.
since as i know it's not meant to look naturuel
So this is what my model should look like
https://gyazo.com/ed02510629992b27d1f6b5ccb182ba46
Yet this is what I get
https://gyazo.com/f45725ebea8c0c2cb955375a1d78fdfe
There is nothing set to make the eyes so small. I have no idea what could cause this.
The small pupil shapekey looks like this.
https://gyazo.com/6d60f91aaf64f31557abd729775580a6
so it's something completely different.
Uh id say that's a combo of shapekeys
Make eyetracking/blink in blender again using cats
Move to unity yada yada
I'd think that there's a mesh behind the eye (forgetting correct name) for the eye whites so the eye being visible should be a big enough hint
@deft fog
I made these eyes, myself.
And only really made the small pupils thing
Though I can try just removing the eye thing and see if that works
Blinking uses bones, while the eye uses visceme shapekeys
That could still cause some problems like thsi?
I'll try
No if there isn't a shape key to blink vr will use the 1st four anyway
It doesn't care if you didn't make any
No no I mean
I made these blinking animations and I made the eyes, themselves. The blinking and facial animations are all built on bones because its a port from a video game. The eyes had to be custom-made because the model didnt port out the eyes for whatever reason
In no spot should the eyes have their small pupil shapebey be active, and its the only shapekey.
Plus, the shapekey that makes the eyes small like that are different from whats happening in game
In game they're more... egg-shaped in a sense.
Cats uses first 4 shape keys to blinm
Blink
So it might be combining
Also you can use game blinking animations
Just need to have the anims
I dont think blinking has anything with the eyes getting so small
Again vrchat thinks first 4 keyshapes (not basis) are to blink
And were these auto made
No, I made them by hand and named them
I have no issues like this
I have an issue with a mesh resizing itself
And its not tied to any animation, because its a constant
I may have found the issue.
The eyes are controlled by two bones, with one major bone doing most of the work. They're using the secondary bone for eye movement.
I'm gonna see if this fixes it.
Made new blinking animations, made new shapekeys. Did the automatic thing. Changed to the correct eye bone.