#3d-modeling

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small cloud
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ctrl+TAB is shoftcut in edit mode for mode change

flat oriole
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thx, this makes the work much easyier^^..

covert fractal
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Anyone know where I could possibly find a TV remote control model (for free), that I can add to my world?

flat oriole
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and use the "downloadable" filter

covert fractal
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How can I look for 'only free', when on those websites?

flat oriole
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when you click on Free in the filters, on some website like turbosquid you have to click on Price and click on Free

solid shale
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Messing with a friend's model for vrchat and wondered if 18K is really too bad a polycount

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I could remove some covered areas but it's a pretty clean and even mesh to begin with

zinc furnace
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Nah

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Ignore those warnings, polycount has almost zero impact on performance.

solid shale
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That's cool

zinc furnace
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The difference between 10k and 20 will be absolutely negligible

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What matters is material counts

solid shale
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Ran fine on mine but I was worried people on toasters would cry for my blood

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And yeah, materials is going to be tricky. There's a whole bunch of different textures on it

zinc furnace
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That's fine, there's texture atlasing for that.

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Tupper has a guide on manual atlasing

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Not strictly necessary but I would absolutely recommend it if you have more than 4 materials

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Texture atlasing gets easier with less materials though, so I end up doing it anyway

solid shale
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So far there's ones for the body and 'hair'

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But I may give the eyes their own since they're blurry and may need one for the metals

flat oriole
solid shale
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Looks like stray verts

latent charm
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@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.

flat oriole
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what o.O

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ah yes, there was a single face inside lol

flat oriole
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now i finish my rigging and weight painting, how can i add the viseme stuff/ shape keys?

blissful sleet
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create shape keys and use proportional editing to shape the face

flat oriole
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i dont have the value bar by shape keys? is the shape key function depending on some other stuff?

blissful sleet
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click the plus to add shape keys?

flat oriole
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no doesnt work

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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?

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shape key problem fixed btw.*

blissful sleet
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have to unwrap the new faces as well

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and do whatever texturing needs to be done

gusty crypt
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nvm sorry should have done some research i found out how to do it thank for those that saw

brave dune
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should be able to jsut turn the bezier curve into a mesh

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Alt + C can be used to convert a bazier curve into a mesh

gusty crypt
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yeah thank you very much. i will have to use that more often.

mental blaze
spare fulcrum
mental blaze
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Looks good so far.

spare fulcrum
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Ball jointed legs and hinge jointed knees.

hasty crane
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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

static sun
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looking good so far @spare fulcrum

spare fulcrum
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Thank you, @static sun

hasty crane
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Would anyone know a way to fix this without getting rid of its thickness

static sun
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np... im just fixing some topology on my character atm

blissful sleet
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what's the problem @hasty crane

hasty crane
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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

static sun
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If you wanna keep it low impact, just use a flat plane and a transparency cutout

spare fulcrum
spare fulcrum
flat oriole
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i know i can fill square gabs with bridge edge loops, but how can i fill triangle gabs?

indigo hatch
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can i make my sweater visible? lol

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it doesn't show up in blender ๐Ÿ‘€

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kinda need it cause i'm frankensteining something

spare fulcrum
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@flat oriole Select only 2 edges and it'll make a triangle.

flat oriole
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i get everytime an error: "Select at least two edge loops"

spare fulcrum
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What program?`

flat oriole
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blender

spare fulcrum
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Select two edges and press F in edit mode

flat oriole
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ah ok, thx

indigo hatch
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nvm found it

green terrace
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Eyy

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I'm new

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Mostly here for announcements but if anyone here ever needs help with Blender, feel free to ping me

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I'm like a walking encyclopedia ๐Ÿ‘

static sun
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added eyelashes for more sex appeal close up <. <

green terrace
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Oh I remember my LiS days

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I've worked a lot with the models

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Haven't even played BTS yet

static sun
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do et D:

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and bring tissues for Farewell

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also i created the character from scratch <. < didnt pull it from the game ^- ^"

green terrace
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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

static sun
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i do all my stuff from scratch

green terrace
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Nowadays I do that too of course ๐Ÿ˜„

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That was over 2 years ago when I wasn't confident enough with that

static sun
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awesome

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i have 4 years in the games industry as a 3D artist and nearly 10 years total 3D experience

green terrace
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I'm at about 5 years now. Started working on my first large scale Game project in January

static sun
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awesome

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im coming round to the end of my first commercial project that should be out by the end of the year

green terrace
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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

static sun
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we dont have a discord ^- ^" maybe after launch

green terrace
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Ah so it's all confidential still then

static sun
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yus

flat oriole
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how can i connect single mesh parts together? in blender

eternal crow
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just the weapon not the character

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but for now ill just work on the sword

static sun
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not really

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thats hard cause of the style not the parts ^- ^"

eternal crow
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well im still kind of new to hand modeling so its a bit difficult on my skill level

flat oriole
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between two mesh parts i have a gab, how can i fill the gab? (blender)

static sun
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bridge

eternal crow
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kinda how like this one lacks a lower torso and shoulders?

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which are basically huge ass gaps

flat oriole
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@static sun how?...

static sun
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select 2 edges and hit F

flat oriole
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there are two different meshes, i can only click on one mesh to edit

static sun
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join them together first

flat oriole
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probably you mean ctrl + j?

static sun
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yh

flat oriole
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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

static sun
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i cant help you there

flat oriole
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jea...

static sun
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sorry... i make all my stuff from scratch and dont get these issues

mental blaze
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he's working with a mesh that already has uv mapping on it.

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so whatever is on the mesh is being distorted.

static sun
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just UV the newly added faces then

mental blaze
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^

static sun
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Maya auto UV's

flat oriole
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easy to say.. i dont know how to work with uv mapping

static sun
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results arnt clean but its there

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select the faces, hit U

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then in the UV panel hit "G" to move them around, "S" to scale, "R" to rotate

static sun
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that looks kinda creepy o. o

mental blaze
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The face doesn't match the reference, but it's a start

flat oriole
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after pressing u i dont see a new panel

mental blaze
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I'm not used to modeling moe anime faces.

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watch a tutorial on uv mapping, m8

flat oriole
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i did, but i cannot comprehend it for my situation

mental blaze
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fuq, even my bro said the model looked creepy.

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im doing something wrong

static sun
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its the area under the nose

mental blaze
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I modeled exactly what the side of her face looks

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no extruding nose

static sun
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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 <. <

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the issue is you box modelled it

mental blaze
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is edge and box modeling the same thing?

static sun
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Box modelling and edge modelling are the same

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its basically where you extrude faces, verts, edges and form a shape

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good for things like cars, buildings and weapons

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bad for anything organic like characters

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you get a more natural feel if you sculpt then retopologies

mental blaze
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I'll give it a try after I make the p90 and combat knife

static sun
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blenders sculpt tool is half decent... look at Yan's work on youtube for tips and tricks

mental blaze
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mouth/nose area cleaned up and ready for sculpting

quasi flame
hot flint
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Looking clean as heck!

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well done!

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also noticed that you bumped up the tris on the chest, haah

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it was originally very deprived

hallow shore
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Any tips on making right and left hands symmetrical?

quasi flame
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mirror modifier if that's blender

stable edge
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And if you have no keyshapes

hallow shore
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i use maya, but thanks anyway~

mental blaze
hallow shore
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๐Ÿ‘Œ cute

stable edge
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Your models face isn't cartoon or real enough

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That's why it looks off

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It's in uncanny valley

mental blaze
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that was an interesting google search, m8.

stable edge
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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

mental blaze
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but yeah, the face will get a do-over in sculpt mode after the other props are made.

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already fixed the nose/mouth disfiguration

stable edge
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Dunno what you mean by google search

mental blaze
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never heard the term uncanny valley

stable edge
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Ah ok

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The body seems mostly fine

mental blaze
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Oh, I had no problem working with the body

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it's just faces is where I'm lacking

stable edge
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But the shoulders might be for too high for a childish character

mental blaze
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I'm working strictly from the character sheet reference

stable edge
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Unless their arms are usually that stiff

mental blaze
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I'll give a look at the proportions though.

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thanks for the feedback, dude :>

stable edge
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All g!

hallow shore
mental blaze
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:<

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The sound effects of his mouth...

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I remember it

hallow shore
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smack

mental blaze
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Just checked the sheet, I have to scale up the head ._.

stable edge
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Make sure the eyes look good

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Like overall

mental blaze
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Oh I know, the most important element of all

stable edge
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Right now they just kinda stare soullessly

quasi flame
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Maya has the same thing, you make an instanced duplicate special across the axis

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@hallow shore

junior idol
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anyone have tips on how to model a face?

spare fulcrum
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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.

junior idol
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thank

spare fulcrum
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Damn, that low poly example is hot, I'm definitely going to take some guidelines from that to my own model.

static sun
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Just look at face topology examples

spare fulcrum
junior idol
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๐Ÿ‘€

static sun
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The ngons don't help it

spare fulcrum
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Only the last pic seems to have an ngon

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The rest are all quads.

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And that one ngon could easily be divided into two quads.

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Or even triangle+quad.

junior idol
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wtf is a ngon

spare fulcrum
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Faces with 5+ vertices

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For animations quads work the best(4 vertices)

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Triangles are better than ngons in most cases, but still not as good as quads.

green terrace
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triangles are the only stable faces so they're recommended as a baseline until you know what you're doing when moving to quads

spare fulcrum
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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.

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Triangles are not good for smoothness.

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Ngons subdivide smoothly and therefore deform better.

green terrace
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I avoid triangles where I can

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because it disables edge loop detection

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which speeds up modeling workflow by the hundreds

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ah your image shows exactly that

spare fulcrum
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In short: quads > tris&pentagons > everything else

latent charm
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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.

static sun
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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

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triangle deform better, quads are easier to work with

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work with quads.... but dont avoid tri's

latent charm
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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.

static sun
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its mostly to do with textures

latent charm
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probably because tris cannot be nonplanar. (seriously, try to imagine a nonplanar triangle. It'll blow your mind out. :D)

static sun
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the CPU is the bit of hardware that handles topology... the GPU just adds the textures, shaders and post processing

latent charm
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I... what. The GPU absolutely handles geometry. How else can the model even be shown on screen?

static sun
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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

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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

latent charm
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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.

static sun
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again now

latent charm
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ZBrush does really weird shit to do its stuff.

static sun
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materials and textures are VRam dependent... poly are CPU dependent

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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

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A world of people in VR with correctly done characters wont have any lagg

latent charm
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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.#

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Specifically, in unity 5.6, a well made avatar will have 1 skinned mesh and 1 material and a well made shader.

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And up until somewhere around 64k polys that will have minimal impact.

static sun
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multiplayer games require lower poly because of the CPU strain.
and yes... few materials mean less GPU strain

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its better to have 1 material with 20 texture layers than 20 materials with 1 texture layer

latent charm
static sun
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each material set has a shader call and thats more gpu intensive and VRam heavy

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VRchat needs LoD implimented

latent charm
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In worlds LOD groups work as expected, and on avatars too but all LOD groups show at once in mirrors.

static sun
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from my experience LoD only shows up with dynamic bones

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if LoD with avatars where implemented correctly, you should need to upload a high poly, mid and low poly for 1 character

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high poly being around 65k poly, mid being 20k poly and low being 5k

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means more detail and less performance issues

green terrace
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@latent charm Yeah that's right but if you're working with it it's easier to have quads

spare fulcrum
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Doesn't VRChat make the animations before turning the end frames into tris?

cloud verge
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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

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But I also come from an animation background so they were quite essential if you were putting smoothing on them for rendering

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So to this day I still avoid orphan tris and 5 poles whenever I can (though sometimes neccessary)

tepid mirage
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Can we upload avatar with +20.000 Polygons ?

static sun
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19999 poly

spare fulcrum
tepid mirage
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@static sun it's not possible to have more ?

spare fulcrum
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It is, but it's technically hacking and a bannable offense.

tepid mirage
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๐Ÿ˜ fu

spare fulcrum
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Just learn to model.

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Over 20k isn't really needed.

static sun
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Stick to under 19k poly

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TBH 15k poly is the industry standard for most games

tepid mirage
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The quality is not WOW at 20k poly ๐Ÿ˜

spare fulcrum
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Triple A games have under 20k models

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Batman from Arkham City and main character from Crysis 2 are two good examples

static sun
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My character is at 19k poly ATM

spare fulcrum
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It's not about the poly count, it's about how you use them.

harsh jacinth
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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

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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.

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Just optimize your materials and atlas your stuff.

modern mango
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that is a little dated eh? ๐Ÿ˜„

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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.

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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

modern mango
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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.

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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.

harsh jacinth
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Understood, thank you for clarifying! ๐Ÿ‘ ๐Ÿ˜„

spare fulcrum
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He now has five fingers!

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And finished the face too

static sun
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awesome

spare fulcrum
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The hands, chest, and feet still need a lot of work.

static sun
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whats everyone up to?

lament pond
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Streaming

cloud verge
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derping

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should probably make something

eternal crow
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being tripped out by this freaking thing in 3ds max

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while in reality

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its flat on one axis

cloud verge
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is it just splines? D:

mental blaze
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I'm currently working on school assignments :<

eternal crow
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no its not just splines, its the meshes, i just have to fix the z-axis' scale, the parts are all in seperated pieces

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it would be helpful if 3ds max would stop freezing all the damn time

eternal crow
static sun
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That happens when the history builds up

mental blaze
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like maya

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oof

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fuq, I forgot that I was going to 3d model maya-chan next.

eternal crow
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again

mental blaze
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oof

eternal crow
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yeah might also be cause i was messing with the uv's too

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i might as well just finish the character i got earlier first then move on to him

alpine merlin
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hey If I purposely made a model without hands,will unity complain me for not havig enough bones?

modern mango
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if you want to humanoid rig it you should make fake bones

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else you'll get issues

alpine merlin
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fake bones as in?

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not puting anything there?

modern mango
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make bones like there would be a hand

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weighted to nothing

alpine merlin
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owh

modern mango
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so you can map them and the IK wont yell at you

alpine merlin
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will I still need to asign em?

modern mango
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yes

alpine merlin
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owh

modern mango
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unles you want to T Pose all the way ๐Ÿ˜‰

alpine merlin
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haha, I just wana make a simple model and call it a day, Wanderer inspired... since I just visit worlds randomly

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thank you btw @modern mango

spare fulcrum
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@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.

alpine merlin
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alrighty thax

rustic loom
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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

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I've tried to recalculate normals but it did nothing.

spiral sigil
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I need some help with the lipsink on a model

spare fulcrum
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State your issue.

spiral sigil
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Ok so I have a model of Niko from oneshot

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And it has a lip bone of sorts but I can't set it up so that it moves when I talk

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The model was ripped from Garry's Mod

spare fulcrum
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Ah, I didn't want to touch jaw bones, because people say it keeps messing up. I use visemes instead.

spiral sigil
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Ah

shy thorn
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where can i find a hoodie to throw on my avatar

frigid elbow
static sun
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just under 19.8k poly with extra details around the eyes, and staff <. <

lament pond
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Dat uv map

spare fulcrum
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That is hawt

static sun
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thanks

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exploding it for Texture baking atm then i can start texturing on Monday

vocal ridge
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Ok so Iโ€™m 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 itโ€™s self? I need help xd

static sun
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i uploaded my first avatar after about 30 mins of playing VRchat

vocal ridge
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Thanks

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Thanks!

hot flint
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Very clean!

static sun
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thanks @hot flint

mental blaze
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Are you planning to put the ratio to 1:1?

static sun
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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

mental blaze
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Ah.

static sun
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the test i did worked well so

mental blaze
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I'll definitely work with Maya for the next avatar

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Need to get ready for summer semester (3D modeling for games 1)

static sun
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i'm trying to stick away from Blender

mental blaze
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Stay with Maya:P

static sun
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well blender is my safety net... and i used to use it for everything and im trying to move away for productivity reason

mental blaze
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I see

lament pond
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why all the blender hate

static sun
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i dont hate blender

lament pond
modern mango
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isn't blender usually very good for productivity once you know how to work with it and all the hotkeys?

static sun
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but for work reasons i need to know this software

mental blaze
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What I usually do to stick with a specific software is to use the same hotkeys from blender

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That's how I got used to 3ds max and maya

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Now I have to force myself to learn zbrush

static sun
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blender needs little work arounds that use up time...

lament pond
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Work arounds?

mental blaze
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I hate zbrush orthographic view

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Shit, break is over. Will come back in 3 hours

static sun
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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

lament pond
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I'm not much of a sculptor or retopo guy so I wouldn't know much about that

static sun
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its not bad... its just a lot of extra work to get everything right

lament pond
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I do remember seeing a really nice plugin for retopo in the past

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Plus you could always just snap to surface

static sun
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even with my 8 year background in it can only go so far

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Maya has a specific tool for Retopo

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thats nearly as good as standalone tools like TopoGun or 3D coat

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i usually use 3D coat to retopo... but if its a small piece i use Maya to save time

cloud verge
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I could never get used to the blender UI

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I should though

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mainly I use 3ds Max because I own a license of 2013

static sun
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wait for 2.8... the GUI has been cleaned up a fair amount

cloud verge
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Oh hmmm, need to check it out

zinc furnace
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Yeah, but CATS is only optimized for 2.79 at the moment

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The devs said they're excited for the 2.8 changes though.

static sun
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yeah and will get an update when 2.8 gets released ๐Ÿ˜‰

cloud verge
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is CATS required for vrc work, or is it more of a "nice to have?"

static sun
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hopefully it streamlines workflow a fair bit... but know Blender it will be 2.82 before its stable

spare fulcrum
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"Nice to have"

cloud verge
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Gotcha

spare fulcrum
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I only use it for visemes, nothing else.

modern mango
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its not requred at all mainly for MMD's but also can make some things easier

zinc furnace
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CATS is good

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Even if you're not doing MMD work

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It automates so many things

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You can enter pose mode, pose the face, then turn that pose into a shape key, to name one thing.

cloud verge
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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

zinc furnace
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You can autogenerate all lipsync visemes with only 3 shape keys to start with

static sun
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you should @cloud verge FBX is Autodesk based

cloud verge
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oooh

zinc furnace
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Well, you could do everything in 3DS Max, but it's pretty hard to optimize stuff for VRC in there

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Still, it works fine

#

But lipsync and eye tracking might be difficult

cloud verge
#

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

static sun
#

depends on your skill leve @zinc furnace
if you do everything yourself then its actually faster

zinc furnace
#

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.

cloud verge
#

when you say optimize, what do you mean specifically?

#

oh hmm

zinc furnace
#

Well, CATS Blender Tool automates a lot of stuff in the exact way that VRC expects.

#

For example, eye tracking.

cloud verge
#

gotcha

static sun
#

Doesnt mean the results are decent <. <
automating processes kills a lot of quality

zinc furnace
#

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.

cloud verge
#

though, I suppose I could create some scripts/utils for Max if none exist

zinc furnace
#

@static sun not necessarily at all

cloud verge
#

Yeah I like control over everything

zinc furnace
#

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.

cloud verge
#

Since I build stuff from scratch

zinc furnace
#

Sure, lipsync visemes are slightly lower quality if you don't hand-make all 12(?) of them.

#

ยฏ_(ใƒ„)_/ยฏ

#

Nobody really notices

cloud verge
#

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

static sun
#

i make about 30 morph correction drivers per limb so 12 for basic lip sync isnt much hassle

cloud verge
#

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

zinc furnace
#

Unity natively supports FBX, it's probably the easiest format to import

cloud verge
#

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

zinc furnace
#

Including baked animations and embedded textures

cloud verge
#

oh neat

static sun
#

Most Game engines use FBX

cloud verge
#

that's good

static sun
#

even 2D engines use FBX

zinc furnace
#

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

static sun
#

Blenders FBX is outdated by 4 years now

cloud verge
#

hehe

zinc furnace
#

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.

static sun
#

thats mostly due to Unity not being up to date with FBX updates

zinc furnace
#

Nah, I mean before even importing into Unity

cloud verge
#

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

zinc furnace
#

Yeah, newer versions are buggier. I'm sticking with 2015 and it seems to work just fine.

#

2018 crashes a lot

static sun
#

the bugs in the new versions are due to new tools being added

cloud verge
#

I have friends that used Maya often, and they've told me that they have had nothing but problems since Autodesk acquired Alias

static sun
#

i use Maya LT cause its less buggy cause it has none of the bloat that comes with the full version

cloud verge
#

oh hmm neat

#

I didn't realize there was a lite version

static sun
#

its 1/6th the cost and 100x less buggy

#

really need my new computer T- T

zinc furnace
#

Lmao, I still have a Maya installation from 2005 somewhere

#

Came with the UT2004 ECE I think?

static sun
#

lol

cloud verge
#

I'm working off an i7 990x from like... 2010?

#

loooong overdue haha

#

gonna build a Ryzen 2700x machine

static sun
#

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 <.<

cloud verge
#

ohgod

static sun
#

im moving for a i9 7920x early next month

cloud verge
#

let's hope it exports

static sun
#

it is exporting ๐Ÿ˜

cloud verge
#

"don't touch it, maybe it will do something"

static sun
#

but its 34m poly XD

cloud verge
#

yeah that'll do it

static sun
#

yup

#

34m down to 19.8k

cloud verge
#

I really want to build a threadripper machine or maybe a used dual xeon box later on

static sun
#

2.4gb obj file D:

cloud verge
#

mainly just for CPU rendering

#

D:

#

and then get off my arse and animate things

static sun
#

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

cloud verge
#

I have literally $2500 of parts sitting here waiting on a motherboard that was supposed to be released on the 8th ๐Ÿ˜

static sun
#

and then liquid cool it all

cloud verge
#

niiice

#

and yeah I can't wait for the next gen cards

static sun
#

reports on the specs are looking sexy af

cloud verge
#

indeed, I can't imagine how fast Quicksilver renders will be ๐Ÿ˜ฎ

static sun
#

i use Marmoset so its all realtime

#

but i will be able to do multiple passes faster and video renders

cloud verge
#

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

static sun
#

exploded side by side of the high poly and low poly

cloud verge
#

looks good

#

I love the mask with horns

static sun
#

really want that to come out well <.<

cloud verge
#

hmmm

static sun
#

tbh i want it all to come out well

cloud verge
#

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

static sun
#

this is for bakes... i will be texturing in substance after

cloud verge
#

unrelated (to VR Chat), but this was my latest endeavor

lament pond
#

Most silent clap ever

static sun
#

my last project... didnt end up in VRchat cause the eyes looked creepy AF ๐Ÿ˜

granite dew
#

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?

zinc furnace
#

Yes

brave dune
#

the inside of the mouth could be anything you want as well. A simple black void or you can try modeling the inside

granite dew
#

arg this is hard af

brave dune
#

its not too bad once you get used to it

granite dew
#

its such a damn tight space to work in XD

static sun
#

@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

brave dune
#

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 ๐Ÿ˜›

static sun
#

im happy with my bake results ^- ^

#

im scaring myself a little cause it worked flawlessly first time

brave dune
#

i look forward to seeing the final result

granite dew
#

is there a way to stop blender from culling faces when zoomed in "too close"?

brave dune
#

yes

granite dew
#

is it in preferences?

brave dune
#

hit N in the viewport

#

it will bring up this menu

granite dew
#

You are the man

#

โค

#

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

lament pond
#

If you have your mesh mirrored you can just turn off your mirror modifier while you work in there

granite dew
#

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

lament pond
#

Do you have the vertex group in the mesh

#

Because if you select one it should only be painting to that one

granite dew
#

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...

granite dew
#

And now Unity is saying "failed to initialize unity graphics" wtf

quasi flame
spare fulcrum
#

A man of culture.

nova acorn
#

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?

zinc furnace
#

Well, you could probably do that with shaders

#

You can switch materials in animations, or switch to a different body mesh

slate axle
#

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

zinc furnace
#

Set the material of the eye to cutout

#

Then maybe change the cutout slider

slate axle
#

How would I set the material of the eye to cutout? Sorry kinda a noob at models and unity.

zinc furnace
#

Go to your model's materials in unity and change the rendering mode to cutout

slate axle
#

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?

zinc furnace
#

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.

slate axle
#

Okay thank you. Mind if I send a picture to show what it looks like?

zinc furnace
#

Sure

zinc furnace
#

Oof, that looks rather creepy

#

Wait

#

First of all, please join your meshes in Blender

spiral sigil
#

that's the expression meshes

#

just need to put to cut out or fade

#

and play with the alpha cutoff

zinc furnace
#

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

spiral sigil
#

and unnecessary fuckery with your model

slate axle
#

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

slate axle
#

Thank you "ROKK & Svelsien " For the help I finally fixed my model and i joined the mesh together

hot flint
#

@quasi flame looking really good!

slate axle
#

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??

modern mango
#

no it tells you that you need to do it because its funny...

#

If that was a real question.... Yes ๐Ÿ˜‰

#

word around is 24h+ (playtime) but it can be more. Time is not the only factor so you shouldn't just idle around

static sun
#

VRchat is about socializing... go nuts

hallow shore
#

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?

modern mango
#

text chat very likely no
but a mail like messageing system propably?

spare fulcrum
#

Text to speech mayhaps.

#

Some already have that.

modern mango
#

pls no

spare fulcrum
#

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.

modern mango
#

eh. its not exactly that easy

#

vocaloid is more then just typing what you want and pitching it

spare fulcrum
#

Hence the "technically" :p

modern mango
#

no it also isnt

#

unless you pitch and speed up the text and deal with pronunciations ๐Ÿ˜‰

hallow shore
spare fulcrum
#

It's a japanese text to speech mainly.

hallow shore
#

sorry it reminded me of this

spare fulcrum
#

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.

hallow shore
spiral sigil
#

does anybody have the TDA len base. The links are dead now

spare fulcrum
#

Inner cylinder connected to the root part, and the two outer cylinders to the extension part.

rare crystal
#

@static sun That's super awesome! I also use Maya but I'm still learning in it.

hollow tide
#

anyone that accepts commisions?

modern mango
hasty crane
#

hey guys, how does one fix your hips being thrust forward?

mossy quail
#

if i remember correctly, people were either saying making spine longer or shortening the spine

hasty crane
#

hmmm I'll try playing around with that then

stable edge
#

iirc its hips shortening

hasty crane
#

I'll guess I'll try both xD

hasty crane
#

both didn't work T.T

static sun
#

E3 is almost here... what games are people expecting?

mossy quail
#

@static sun hopefully Pokemon Switch but ive lowered my expectations quite a bit over the last few months

vivid crater
#

I'm not sure what to expect

#

But I'd like to, one day, see another Jumping Flash

static sun
#

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))

mossy quail
#

Ok, imma be honest

#

The face scares me

vivid crater
#

Faces are always scary

static sun
#

if they dont look creepy in UV then you UV'ed wrong

mossy quail
#

Tru

vivid crater
#

tanabae that makes sense, I mean, you're literally peeling a face off

#

Truly terrifying work you do

mental blaze
#

I've seen some disgusting images when I disassembled unity games

#

i.e. mouse's mouth

spare fulcrum
#

10/10 would show da wae again

spiral sigil
#

@spare fulcrum My brotha

cloud verge
#

get swole my brudas?

spare fulcrum
#

do u kno de gain

humble pecan
#

In blender how do I combine bones, like if I wanted to put weapons on a models back?

foggy maple
#

@humble pecan There is a new feature in cats to do exactly that, try it out

lament pond
#

If you're just trying to combine armatures use ctrl j to join @humble pecan

humble pecan
#

Shouldn't I position them first?

zinc furnace
#

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.

eternal crow
humble pecan
zinc furnace
#

Can you be a little more specific?

humble pecan
#

Well last time I remember Models are not meant to look like that.

eternal crow
#

idk whats going on anymore

#

it seems this thing is just fucked

#

but the rest does

humble pecan
#

Think something went wrong or I forgot to do something in blender.

twilit tree
#

Omega, looks like you haven't assigned your textures to the materials

spiral sigil
#

The blood's on the wrong side i think

brave dune
#

@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

proper niche
spare fulcrum
#

@spiral sigil Only novice swordmen use the sharp side.

winter wigeon
#

how hard would it be to make a dabi character from my her academia?

spare fulcrum
#

Looks fairly detailed.

#

If you have 0 modeling experience then many dozens of hours

humble pecan
#

It's still happening and I have no idea how to fix it.

mossy quail
#

@humble pecan isnt it fine? o.o

#

it just has no textures on its materials

humble pecan
#

No.

mossy quail
#

you mean like see-through?

#

@humble pecan do you plan on using cubeds shaders?

humble pecan
#

Cubeds shaders fixes nothing.

#

They look fine in blender. It's just in unity.

mossy quail
#

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

mossy quail
#

try and apply the standard shader for the glow material

zinc furnace
#

Maybe set the zero-width outlines on the glow too

vivid crater
#

insert every smug emote here

dense kelp
#

Lemme see if i can find smug wolfy

spare fulcrum
#

@humble pecan Recalculate the normals in Blender.

spiral sigil
#

Is that under the spacebar menu

#

@spare fulcrum

spare fulcrum
#

Select all -> Ctrl+N @spiral sigil

spiral sigil
#

Ah

spare fulcrum
modern mango
#

could be worse

static sun
#

Yeah... could be 6.4m poly like my characters heads tend to be <.<

spare fulcrum
#

Ohwow, decimate tool is way better than the modifier

#

Down to 4k ez

zinc furnace
#

The decimate tool? That's new. How does that work, where would you find it?

spare fulcrum
#

Select all, mesh -> clean up -> Decimate Geometry

#

Then change the ratio lower

spare radish
#

Do you want to animate it?

spare fulcrum
#

Not really planning to, other than lip sync eventually.

spare radish
#

Then maybe getting the proper edge flow around the lips would help with that.

spare fulcrum
#

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

zinc furnace
#

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

spare fulcrum
#

The face is the most important part of a character I find.

zinc furnace
#

True

#

So yeah, you could probably decimate it a little less where it counts

spare fulcrum
#

Less "generic 3D model from the 2000s"

#

Alright, putting that aside for my next project.

deft fog
#

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

chrome arrow
#

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

deft fog
#

I had found a fix

#

Now, whats going on with my shit now is THIS

#

Blender you pile of shit

gusty wyvern
static sun
#

@spare fulcrum manual retopo is a better method

zinc furnace
#

@gusty wyvern look in your console

#

Do you have any 429 errors?

#

You might be uploading too much

static sun
#

texturing progress (exploded the mesh to make things easier)

gusty wyvern
zinc furnace
#

This means you don't have upload rights yet

#

Play more and update your SDK while you're at it

gentle forum
#

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

static sun
#

Tiling and Udims

zinc furnace
#

Yeah, that's a good question. I've had models where they were exactly one box length out of the box, so to speak

static sun
#

my current project is 2x1 but sits in a single UV space

severe hill
static sun
#

@severe hill Substance for PBR or 3D coat for a more hand painted feel ๐Ÿ˜‰

severe hill
#

sure :3

static sun
#

the price of 3D coat is nothing to shrug about tbh ^- ^"

gentle forum
#

Why is it doing thaaat

#

It's normal on the model too

gusty wyvern
#

@zinc furnace Thank you for the info โค 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

regal belfry
hollow radish
jolly linden
#

anyone around? I have a question with blender

#

can't exactly find an asnwer with google

lament pond
#

@jolly linden what is your question

jolly linden
#

I'm trying to import a model thats model is a IQE type

#

into blender in specific

lament pond
#

What on earth is an IQE

jolly linden
#

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

lament pond
#

You just need to import the addon

#

Or put the python script directly into your addons folder

jolly linden
#

uh, do I need python to do that

#

I just have a the script in text form

lament pond
#

Just save it as a .py file

jolly linden
#

does notepad work with that?

#

@lament pond sorry to keep asking u

lament pond
#

Yeah just save as

jolly linden
#

ok now i'm having trouble finding where to go in blender to make it grab the IQE file

spiral sigil
#

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

mental scroll
#

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

high jetty
#

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 itโ€™s just a flat color itโ€™d be much faster just to reassign the texture on the UV map I think

static sun
#

or... hit "U" and place the UV's by hand <. <

static sun
#

i have a lot to finish still T- T

hallow shore
#

now to uv, fun time

spare radish
#

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 wouldnโ€™t be an option since the male character Iโ€™m making doesnโ€™t have very visible lashes.

static sun
#

@spare radish use smooth grab, play with the curve and fine tune the drop off

#

Also think leaves

hallow shore
stable edge
#

Hands look a lil bumpy

static sun
#

Set the surface to soft T- T

hallow shore
#

i like my hard edges

stable edge
#

*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

hallow shore
#

again i know the uv's are lazily put together

stable edge
#

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

hallow shore
#

yeah i probably have more polys in his hands then i should

#

thanks for the feedback

stable edge
#

All g ๐Ÿ‘

daring fog
hot flint
#

@static sun Looking really nice Catie!

static sun
#

you get to a point with Retopo where you can just do it ๐Ÿ˜
its sort of clicks randomly over night and sticks

brisk pasture
#

can someone help me with something?

tepid mirage
lament pond
#

Make sure the textures are set up correctly in the materials

zinc furnace
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@tepid mirage extract the file again with japanese encoding too

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Or do "find missing files" in Blender

tepid mirage
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@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...

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Thanks for subjections

grizzled anvil
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pivot point is now any game object in armature despite what is being rotated, any ideas?

eternal crow
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@spare radish i have a model who's hair has giant curls, would it possibly help you reference wise?

spiral sigil
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@WaveMeow#9414

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Your weight painting is broken

spare radish
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@eternal crow Thanks, but Iโ€™m not sure the method would be applicable to the one Iโ€™m working on.

eternal crow
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is it like the hairs all curly on yours?

spare radish
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Iโ€™ve also kind of solved the problem by giving the character an elevated ridge on their forehead with which Iโ€™m hoping to add a curly hair texture on. My character has short curly hair and is done in a semi realistic art style.

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Iโ€™m still considering polygonal hair with more detail though.

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Iโ€™m wondering if I should take the approach of modelling a cylinder and then giving him curls that way, but Iโ€™d like more detail.

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At the same time, I run the risk of making the UV unwrapping a complete and total nightmare for myself.

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So to recap I can imagine 3 viable options at the moment:

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  1. Low detail, very low poly, easy to unwrap
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  1. Medium detail, low poly, harder to unwrap
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  1. High detail, medium-low poly, extremely hard to manually unwrap (possibly resort to Smart Unwrap)
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Maybe also hair cards?

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Although Iโ€™m not sure how many itโ€™d take.

grizzled anvil
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@spiral sigil it's with all models, even ones I've uploaded with massive amount of weapons and everything that works, till now

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Can drop down a 100% base ooka Miko with any fbx as game object to test. Same result

proper niche
grizzled anvil
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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

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Tested it with a few by now

cursive wedge
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Origin point wrong?

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On armature

deft fog
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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

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How can I fix this? I need to apply the eyes to the armature and now everything flips when attempted.

deft fog
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WELP

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I fixed it.

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Only to discover this

ebon bolt
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@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

zinc furnace
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In Blender, how do I scale UV maps with a different origin point?

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The "origin" of the scale is in the center of my selection right now. How do I change this to the bottom left?

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The 2D cursor is already in the bottom left. Setting the orientation doesn't seem to do anything.

static sun
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s

zinc furnace
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That didn't seem to help. I already got it though, I missed a button at the bottom of the UV editor window

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Just had to change the scale origin to the 2D cursor

brave dune
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@zinc furnace place the 2d cursor at the corner and change the pivot point mode

eternal crow
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i removed the white parts of the eyes

thin bone
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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

static sun
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still need to finish the makeup and probably tone down the clothes a bit <. <

mental blaze
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looks great

static sun
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thnkx

spare radish
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Some progress shots of my avatar.

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Around 8,000 tris isn't too bad.

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Something about the face though brings back Snake Eater/MGS2 vibes.

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By the way, I'm likely going to avoid the subdivision modifier because using it brings the model over 20,000 tris.

static sun
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bake over the details @spare radish
my character (the model above) is 19.8k poly and that includes a fair few accessories

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but the details are mostly due to Baked normal maps and Ambient occlusion

spare radish
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^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.

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I'll likely create a secondary mesh which will be a copy of the first and use Multires or Dynamesh to add further details.

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Also looking for a texturing tip.

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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.

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Also, would you work with a 2048x2048 resolution or 4096x4096

static sun
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depends on how well you UV
i use a 2048x4096 texture resolution

deft fog
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It has UV Mapping, but Unity wont read the second UVMap

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What would cause Unity to not read a UV?

static sun
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unity will read it as a second material

deft fog
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Oof.

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How would one fix this

spare radish
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@static sun Would there be a way to gauge exactly what resolution would be a fit for my needs?

static sun
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checker material helps

spare radish
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Also maybe how well I can UV unwrap an object?

static sun
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good UVing took me a solid year of practice.

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the Checker material helps a tone

deft fog
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Someone wouldnt happen to have a new UV combiner addon, would they

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The one I found is old and the download link is down

deft fog
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Anyone knows what causes models to import to unity all bent up?

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Weight painting is fine on Blender's end

crimson cove
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check bone roll

deft fog
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Bone roll was manually set to 0 for all of these, still happens

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Could it have something to do with these in my timeline thing?

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I have no clue how to remove these, as its not an option for whatever reason

stable edge
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brandon thats for animation

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make sure you dont have any arm bone modifiers set as arm bone

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notably it might be having the rolls at 0 thats the issue

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i rigged something myself and iirc the rolls werent 0 at the start

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so i zerod them out for unity

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and got results youd expect with having the wrong rolls

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best to find the model before any of cats interference

hollow radish
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@lament pond have any tips for long hair uving or just in general hair stuff?

lament pond
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Usually for long hair I start by projecting the back part of it

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Of course it depends on the style you go for

hollow radish
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do you only do one face then double side it with some shader?

deft fog
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Wew

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After a ton of work

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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

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So... what did I break this time

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Okay then, guess I fixed it by using CAT's eye test and then stopping it.

deft fog
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The before and after to the hands I had to fix on this model.

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These models had some super screwed up hands. They didnt survive being ported out of the game, for whatever reason

austere harbor
austere harbor
stable edge
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Nice

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Hope you've got a side view too

austere harbor
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finished

stable edge
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Looking good ๐Ÿ‘

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Unsure if this is intentional but the top of the head isn't round

austere harbor
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i's intentional, I wanted to make it look rough.

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since as i know it's not meant to look naturuel

deft fog
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There is nothing set to make the eyes so small. I have no idea what could cause this.

stable edge
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Uh id say that's a combo of shapekeys

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Make eyetracking/blink in blender again using cats

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Move to unity yada yada

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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

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@deft fog

deft fog
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I made these eyes, myself.

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And only really made the small pupils thing

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Though I can try just removing the eye thing and see if that works

stable edge
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Remake blinking and try again

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Use cats

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Basis or whatever you want to use

deft fog
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Blinking uses bones, while the eye uses visceme shapekeys

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That could still cause some problems like thsi?

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I'll try

stable edge
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No if there isn't a shape key to blink vr will use the 1st four anyway

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It doesn't care if you didn't make any

deft fog
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No no I mean

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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

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In no spot should the eyes have their small pupil shapebey be active, and its the only shapekey.

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Plus, the shapekey that makes the eyes small like that are different from whats happening in game

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In game they're more... egg-shaped in a sense.

stable edge
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Cats uses first 4 shape keys to blinm

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Blink

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So it might be combining

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Also you can use game blinking animations

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Just need to have the anims

deft fog
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I dont think blinking has anything with the eyes getting so small

stable edge
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Again vrchat thinks first 4 keyshapes (not basis) are to blink

deft fog
stable edge
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And were these auto made

deft fog
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No, I made them by hand and named them

stable edge
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They need to be auto made

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I did that myself and also got issues

deft fog
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I have no issues like this

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I have an issue with a mesh resizing itself

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And its not tied to any animation, because its a constant

stable edge
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Try auto blink shapes and not assigning eyes in unity for upload

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See what happens

deft fog
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I may have found the issue.

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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.

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I'm gonna see if this fixes it.

deft fog
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Made new blinking animations, made new shapekeys. Did the automatic thing. Changed to the correct eye bone.