#3d-modeling

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deft fog
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They're still inside the head pretty badly

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Now they're clipping inside the whites of the eyes (which are pretty far back in comparison)

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It could maybe be a weighting issue, or maybe a bone isn't parented right somewhere?

stable edge
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Uh if they're inside the head the bone placements wrong

deft fog
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It's correct everywhere else, though

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Unity, Blender, etc.

stable edge
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In muscle mode of rigging in unity see what it looks like

stable edge
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Don't assign any eyes?

deft fog
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I'll try that

zinc furnace
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If the eyes look different ingame, it's basically always eye tracking

deft fog
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Eye movement moves right in the eye rigging part of unity

zinc furnace
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Not sure why this shader needs the armature modifier to be removed from the eyes though

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Wouldn't that just mess the eyes up entirely?

deft fog
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I dont get why eye tracking would break this

zinc furnace
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Well, it's basically the only thing that's different ingame than in Unity

deft fog
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But I also don't understand how, though

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They work on another model, these same eyes. They work in Unity, they work iin blender, etc.

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Gonna suck having to tear out the eyes and make new ones...

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I'll just take them from a model I know works 100%, if I must.

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Shit.

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It's the eye tracking in some way or another.

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Guess I'll be stealing some eyes.

hot flint
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@austere harbor protip

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Go to the data tab

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Tick auto smooth

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Then define the edges that you want to be marked as sharp

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You'll get a much cleaner look

austere harbor
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DataTab?

hot flint
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The one with the three dots in triangle form

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On the left hand panel, there should be a tab for UV/shading or something

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(while in edit mode, at least)

austere harbor
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AAaahh

hot flint
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Then you can select edges, like the teeth

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And mark the edges as sharp

hot flint
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Looking good Catie!

austere harbor
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Much appreciated Polar ๐Ÿ˜„

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I'll be sure to mark this all down

hot flint
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โ˜„

static sun
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it's taking sooo much to get the textures right O. O
and rigging is giving me head aches T- T

hot flint
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Rigging is never easy

static sun
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i'm fine if i do it in blender... but trying to move over to maya

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so im relearning everything T- T

hot flint
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Oof

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I can't get into Maya, too entrenched in blender

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I recently learned a whole heap of Tricks as well

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I've got a lot that I need to drill myself on

static sun
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atleast the weight painting in Maya is "select the mesh" - "select the bone" - "flood weights" - "add edge smoothing"

hot flint
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Yes, I've read that that's like that

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Seems that shape key at work is all so much easier in Maya

static sun
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its much more refined for game development than blender imo

hot flint
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I imagine that the trouble that you run into with just floating weights like that is that you wind up influencing things that you didn't want to

static sun
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the 1 click send to Unity/unreal is amazing

zinc furnace
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When I load an image in Blender, it's too dark. What could be the cause?

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It looks fine in every photo viewer, but as soon as I load it in the image viewer of Blender (in the UV Map window), it's too dark.

earnest relic
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Hello my dudes

runic lake
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herrow

thick rune
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I need to ask how does one hide their name plate with an object and a shader? I wanna make it togglable too so that I can turn invisible and hide the name plate at the same time. I've seen it done before and there is nothing on the internet on how to except an outdated post on a forum. Also I hope this isn't against the rules.

viscid wave
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So I have a model with really blocky fingers, does anyone have a good tutorial on how to smooth certain parts of a model?

thick rune
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Also how the heck do you make your own 3d skybox in your own space?

zinc furnace
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@viscid wave I normally use the knife tool to subdivide the joints

loud lake
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really to cool to see other people making custom models ๐Ÿ˜ƒ

deft fog
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Placing new eyes on my model

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Yet, this happens when I join them.

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Yet they both share the same origin

zinc furnace
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Perhaps try CTRL+A applying the scale, rotation and position/transform of the eyes and the armature/body before joining @deft fog

deft fog
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Oh wow that did the trick, thank you.

haughty slate
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Made a scene with my latest model

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Might attempt to make a world with this kinda style but i gotta fig out how to even do that lmao

deft fog
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What could be causing this when its ported to Unity?

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This makes no sense

loud lake
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LMAO maybe unity misinterpreted the weights...?

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never seen that happen if the rig is setup correct ๐Ÿค”

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good luck ๐Ÿ˜„

deft fog
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i

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fixed it?

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I added a new bone that was a staff controller... that somehow did ALL of it.

loud lake
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tfw did a custom toon-shader in blender and forgot it wouldn't transfer to unity

deft fog
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Make new eyes
Eyes work everywhere
Not in VRChat

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I seriously just dont understand this

loud lake
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fun times

deft fog
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They eyes are also directly ported from a model where they worked

loud lake
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I can't test mine in vrchat yet so god only knows how broke it's gonna be first time I try

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are you're eyes just textures? Cause mine will be meshes

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I have mine where the pupils are a disk shape with the "eyes" actually being concave and shadeless to give the illusion they are solid white behind the eyes

mossy quail
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i really like how the eyes look

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great job

loud lake
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thanks! working on hair now....hence why she's bald LMAO

mossy quail
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๐Ÿ˜„

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What sort of style are you going for?

loud lake
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it's gonna be Jill from Va11halla so my avatar

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so twintails i guess?

deft fog
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My eyes are two meshes. A rear backdrop and then a floating eye that rotates

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And this is what it looks like in VRChat.

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Wew.

loud lake
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maybe she's just possessed on vrchat

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i assume you've checked blendshapes and all that...

cobalt willow
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Are the head and eyebones pointing straight up with zero roll?

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Assuming you've correctly set it up for simulated eyetracking already

livid frigate
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Also what shader did you use? I've had a white eye before because of a cubed shader setting

deft fog
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I am using cubed, yes

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But the eye is visible at first and when eye tracking loads, the eye disapears.

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I'll try a new shader on the eye

loud lake
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the eye does have a standard scale / rot / pos in blender?

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maybe it's origin point is someplace really far away so it's freaking out?

deft fog
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Origin point was set to match the entire body

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Scale, rotation, and position were all applied before being combined

zinc furnace
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Try making the eye and head bones bigger

deft fog
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That'd just push the eyes outside the head

loud lake
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well I'm headed to bed ttyl

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good luck @deft fog

deft fog
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Thanks, I'm trying to figure it out

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I FIGURED IT OUT

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OH NO

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It placed the fucking eye bones and assigned them to the breast bones

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ahahahahaha

mossy quail
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XD

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@deft fog if you wouldve done it the other way around, that would be hilarious

loud lake
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LMAO

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Well gald you figured it out @deft fog

deft fog
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Well it's still not working, even after figuring out the eye issue. So now I'm trying to extend the eye bones to see if that helps. Doesn't seem to be. Wondering what I need to do, because once it hits eye tracking, it doesnt work

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Had someone with VR look inside my avatar. They're just... not on the model or in the model at all

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But they're visible for the first half a second the avatar loads

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I went to the avatar test room and used that poly counter thing. Doesn't show the eyes in there at all. So they're not just white meshes

static sun
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cleaning up the shadows and adding some extra life

mossy quail
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Damn

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Great job

static sun
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i pretty much just need to clean up and finish off the textures.
and finish off the Rigg, weights and retarget for animations then i can render <. <

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the last 5-10%

static sun
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i'm wondering if i should make some intentional wallpapers

static sun
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starting love this piece now O. O

spiral sigil
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oh damn, been a long time since i saw the progress

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look awesome

static sun
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I have a fair amount to finalize with the texture... but i think the renderer is setup properly now

honest scroll
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So i have a question for people who model humanoid faces.

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I myself don't and i was wondering if it is as straightforward as i think it is. Can i use a sculpting method and then decimate the model afterwards or is there a more complicated way i have to do this.

midnight swift
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there are multiple ways you could do it

honest scroll
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Because i plan on getting into anime character modeling, and its concerning to start without knowing.

static sun
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human faces are in no way simple or straight forward ๐Ÿ˜

midnight swift
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I like to start with a sketch and set it as background picture

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and then add a plane and extrude and stretch it around

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and add a subdivision surface modifier

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it helps getting nice rounded shapes

honest scroll
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I will look more into it, thanks.

cold plank
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I use meta for the same thing. Reference images get turned into meshes by pulling vertexes. ๐Ÿ˜ƒ

static sun
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model the head first then the head piece after... by doing them together you add in a lot more complexity which will give worse deformations later

cold plank
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There's layers there catie

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Meta is supergoodtimes

static sun
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you have poly flow in the face... your gonna have a hard time making them talk or emote later ๐Ÿ˜‰

cold plank
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Have you ever used meta?

static sun
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no... i use professional software cause i do character creation for work

cold plank
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ditto, but metaseq is specifically designed for low to medium poly game assets

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and in fact it's what 99% of mmd models are made in

static sun
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i really dont like MMD models

cold plank
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That's fine, but lots of people do, and making blendshapes in meta is so easy it's child's play, literally

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also it comes with a fully VRchat compatable autorig with weight paint, so there's that too. ๐Ÿ˜›

midnight swift
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You can do all thet in Blender, too

cold plank
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slowly, yes

midnight swift
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depends

cold plank
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I'm talking about modelling from scratch.

static sun
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<<<< models everything from scratch in Zbrush ๐Ÿ˜

midnight swift
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yeah, I do that

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ok, if you have it it's really cool

cold plank
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I can't into sculpting

static sun
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i used blender before... you can do everything in blender very well with practice

cold plank
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with my vr headset, maybe

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but I prefer to click vertexes honestly

midnight swift
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yeah, I do it that way in Blender

static sun
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Sculpting gives you cleaner results

cold plank
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maya is way better for detailed stuff, and zbrush is great for organics but if you're going for good looking lowpoly stuff or anything mechanical good old fashoned direct point vertex is the way to go

midnight swift
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I like the subdivision surface modifier in Blender, you can achieve nice smooth surfaces without all the complexity of many vertices

cold plank
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imho

midnight swift
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although I tend to tweak the mesh afterward

static sun
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my character is 18k poly <. <
im like half the industry standard XD

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its considered "low poly" if its under 30k poly now

midnight swift
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for mechanical stuff I'd actually use CAD software

cold plank
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please excuse my lack of unicode on work pc

static sun
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mid poly is 35-75k

cold plank
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but on the left is blendshapes

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literally just copy mesh, make move, done

midnight swift
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yeah, like in Blender

cold plank
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yeah, except you don't need to tweak a rutabega and pray to an elder god to get it to work

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lol

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Blender is a great example of UI design.

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IE: What you don't do

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lol

midnight swift
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I don't know what your problem is

cold plank
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sorry, I just hate it's UI so much

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it's so, so, so overcomplicated

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I get that people love it

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I just... can't

midnight swift
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I like the control Blender gives the user, everything is very transparent

static sun
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regardless of the software... you need to practice good edge loops

midnight swift
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what is the receipt for that?

static sun
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otherwise you get mutant face shapes

midnight swift
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or recipe (sry for my english)

sonic totem
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I remember a good quote from a tutorial from Blender guru about the program. 80% of the results come from 20% of the features

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lol

static sun
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thats every software @sonic totem

midnight swift
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that's true

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I don't know what half of the stuff does

cold plank
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Catie: you're not wrong. I guess after using 3ds max and maya and meta I can't use something like blender. Polygon modeling with a proper 3 window ui and layers with clear, easy to understand photoshop like workspaces I just can't go back to having to print a cheat sheet of keyboard shortcuts just to get anything done in a reasonable ammount of time

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a literal child (mine) learned how to make things in 3d with meta in an afternoon

midnight swift
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If you want 3 window UI you can get that in Blender

cold plank
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it won't make it any less awful or make me want to use it, lol

static sun
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yeah... i jumped in to VR and learnt how to use VR modelling tools in about 20 mins and did the same with like 5 other bits of software

its just good GUI design and a basic understanding of the modelling workflow XD

midnight swift
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then we can agree upon that everyone likes to use what they're most comfortable with? ๐Ÿ˜ƒ

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I started making models like one month ago (although I have background in sculpting and CAD)

cold plank
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that's awesome

midnight swift
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It did need a little time to get into Blender, but I think it paid off

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working with Unity is way worse

static sun
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i have to do everything from scratch cause of work so i find it easier

cold plank
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yeah it's a good stepping stone

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wow, really?

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I find unity intuitive and great

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but software is my day job

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that actually explains why my youtube tutorials were so popular

midnight swift
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I do software too, but mostly for control of machines

cold plank
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it surprises me that people find unity more complicated than 3d. I'm the complete opposite. Weight painting is an absolute pain and I write software to get around having to do it, lol

midnight swift
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so I'm more comfortable working with text

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instead of clicking assets, components etc. together

static sun
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i work in Unity and Unreal for work <. <
the hardest software i use is Substance cause of the different shaders and texture layers to make things look good

midnight swift
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and you never know if unity does things automatically or not

cold plank
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console is your friend

static sun
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substance designer can be a migraine for me

midnight swift
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maybe I just need more practice with Unity

static sun
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I only know how to get characters working in unity... i dont see the need to learn much past that

midnight swift
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yeah, me too, but sometimes you want to make some special things for a character

static sun
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with my current character, im tempted to replace all the animations with custom anims to add more life to them

midnight swift
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any tips on how to make animations that don't look like performed by a robot?

static sun
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look at Mixamo

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or if you really want to do it yourself... you will need to do a Animation course ๐Ÿ˜

loud lake
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I started with blender and after trying 3Ds max was completely confused by it...I went back to blender lmao @midnight swift

static sun
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its a different workflow @loud lake ๐Ÿ˜„ try Maya... its a lot closer to blender in terms of workflow

loud lake
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Also tweening ease types are definitely the best think of your animation in terms of "major" movements and position for those. Then use easing curves to try to fill in the spaces and when it doesn't look quite right add more keyframes as needed. @midnight swift

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@static sun I tried Maya too it was better but too pricey to use outside my school

static sun
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Look at Maya LT ๐Ÿ˜›
all the maya zazz at 1/6th the cost

midnight swift
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tweening ease? what dou you mean?

loud lake
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Like instead of linear movement you can use curves in the animation editor view. The curves help give a more lifelike animation style since almost everything moves in curves

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Drag the ends of the keyframes to adjust the curves

static sun
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Animation is its own profession ๐Ÿ˜„ i would only bother doing it if you are serious

midnight swift
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ah, ok, that makes way more sense

loud lake
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Feel free to pm me if you have any other questions ๐Ÿ˜ƒ love helping I love animation and modeling

static sun
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I have a friend at Pixar and they love animation... but they did like 4 years in college learning how to do it correctly XD

midnight swift
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It doesn't have to be 100% lifelike

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it just doesn't have to suck

loud lake
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@static sun also I kinda just love how much blender can do! Like 3D motion tracking, full video editing suite, etc it's crazy

static sun
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yeah ... its animation tools need updating though... its really horrible for doing loop animations

loud lake
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Apparently the UI is getting a pretty massive overhaul next version ๐Ÿ˜„

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No idea on animation tools tbh I just work around the small issues I have never find really big ones

spare radish
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Yeah, basing on the screenshots, it seems like Blender's interface is trying to become similar to Maya

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It's using icons a lot more and the overall look of it seems to be similar.

deft fog
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After a couple days of bashing my head against this model to get the eyes to work, I'm on the verge of giving up

loud lake
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No @deft fog you're so close

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It looks great otherwise

deft fog
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I can't get it to work. On paper everything should be fine

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I also can't afford to commission it to be fixed. That would be about 40usd and I already had to commission someone to fix it beforehand.

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The model was imported straight from xenoverse and came with huge issues. Issues I've since learned to fix

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Thus meaning that money was wasted.

loud lake
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Wait how deep are you already then?

deft fog
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Forty

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Wouldn't be as bad but I had hdd failure.

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Had to replace an hdd

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I might just dip into savings and see if someone can fix it

midnight swift
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what's not working?

thick rune
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How do I make light pass through an object?

loud lake
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Define "pass through"

deft fog
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@midnight swift the eyes. They work in everything except vrchat

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They vanish a second after loading. Not inside the body. Not pure white and hidden either

midnight swift
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what means not work? eyetracking or blinking?

spare radish
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If you mean 'Pass through' as making a texture transparent, just make sure the texture has a transparent channel.

deft fog
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Eye tracking

midnight swift
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normals flipped?

deft fog
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Nope, checked

loud lake
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You completely remade the mesh and re parented it too right?

spare radish
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Also, set to either Cutout or Fade, whichever mode you need.

deft fog
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Yes, twice

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I don't get what I'm doing wrong

loud lake
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Thought so...

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Dang man

deft fog
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It's obviously something I did wrong

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But I can't figure it out

midnight swift
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parenting is right?

deft fog
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I'll check it after work. It should be

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I took it straight from another model.

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The port I did of the model didn't come with working eyes.

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I just realized I accidentally sent the model to my phone.

spare radish
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Hey again

thick rune
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Nvm may have found a fix.

spare radish
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Quick question for you all. Do you prefer to work with more polygons or less polygons?

deft fog
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More. Makes it easier for things not to get clunky

thick rune
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Next thing I need help with. How do you make something render through the floor and not not have the floor render through?

thick rune
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I managed to make things inside the sphere render through using ZWRITE OFF, but now how do I cut off everything outside of the sphere?

thick rune
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I'm basically trying to cull off my surroundings, so that they don't appear inside the sphere, but the avatar is the only thing in it.

loud lake
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the toon shader in Unity that I'm using is so much worse looking then the one i made in blender ๐Ÿ˜ฆ

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I did some more work on that hair should have it mostly done by tonight which means I can start on the clothes finally

deft fog
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Trying to approach my model again now that Im home

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Testing a version with no eye anything set.

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No animations, no blinking, nothing.

loud lake
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Good luck @deft fog

deft fog
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Thanks, but I'm giving up for now

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Next paycheck, I'll have a pro fix it

hot flint
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Just got finished with a basic flatsheet for a nendroid style ryuko model

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this will be a lot of fun

vivid crater
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Those thighs are thicc

hot flint
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You right, i went and fixed them

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way more proportional

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also more true to nendroid

stable edge
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nice โœจ โœจ

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getting into the whole make your own model things myself

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hopefully will be able to do good like you!

deft fog
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The original hands for this model were pretty chunky and bad. This was AFTER the fingers being fixed

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So now I'm trying to slim them down and make them more like an actual person's hand.

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Look how CHUNKY it is in VRChat

stable edge
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looks like the bone positions are off

deft fog
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It's a mix of both

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First I'm making the hands due to how large they were.

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Second, I'm gonna fix the hands.

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Bones, I mean.

stable edge
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and maybe the weights are screwy since you did stuff

deft fog
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The weights are fine, now. They used to be pretty bad

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But the bones were pretty weird.

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I just repositioned them, so fixing up the weight paints will be needed anyway

stable edge
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i mean the thumb 1 looks off

deft fog
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The model came from Xenoverse, and the hands were giant and blocky

stable edge
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the bone

deft fog
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Ah, yeah

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It was worse

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But certainly not that much better at the moment

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I'm worrying about remodeling them first, before doing weights and bones again.

stable edge
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dunno if you need to remodel

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just loop cut and move a few

deft fog
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The hands didn't actually survive being ported out of Xenoverse

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Here, I'll find the screenshot I took of what they looked like fresh into blender

stable edge
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oof

stable edge
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seen worse

deft fog
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Damn really

stable edge
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at least theres a working script for the models

deft fog
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The hands were also already pretty large, too.

deft fog
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OOF

stable edge
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all of the models

deft fog
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Looks like someone bridged edge loops, or whatever its called

stable edge
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all of them

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theres theories about it being the verts are in bone space

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the models were got boneless to

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so*

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i mean it doesnt explain some stuff

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like shouldnt the mresh be deformed symmetrically?

deft fog
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You'd think

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But I mean

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i dunno

stable edge
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anyway just use some mmds as a guide

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or other game characters

stable edge
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usually i just snap to vert at this point

deft fog
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I've actually thought about stealing a good pair of hands from another model.

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I tried to do it with eyes for this model, TWICE.

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But I still can't get them to work

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So now it just has static eyes.

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But hands would probably be easier.

stable edge
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steal or snap

deft fog
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Especially seeing as I can get ones already weight-painted.

stable edge
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youll have to deal with uvs though

deft fog
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I've already learned UVs

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Had to when porting over the eyes

stable edge
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unless the hands are of similar--

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ah good

deft fog
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First I'll try fixing the hands

stable edge
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use the snap

deft fog
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Snap?

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Actually, I want to make the hands symmetrical.

deft fog
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I've seen people change a vert on one side and it changes on the other side as well

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How do you do that in edit mode?

stable edge
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its on 3d view too

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same location

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snap thing is squared

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youll want it to active (duh)

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also use x mirror

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thats in options

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in the tool box

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or the other one like options

deft fog
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Where at? Whats it called?

stable edge
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x mirror

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options

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sub category mesh options

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if youve worked with uvs enough you should know where snap is in 3d view

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same bar thing but in 3d view

deft fog
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Is there a way to do the same but in edit mode, when not doing UV?

stable edge
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yeah

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its there in 3d too

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i just only have a photo of it in uv

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since that was of a broke one

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yoink

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dont need both on

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topology can be off

warm idol
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Hello can you help? I been on Vrchat for 28 hours and I can't upload my model. it said I have to be in certain how long I am on Vrchat to do that. and supposed to have a email or something that I can

mossy quail
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@warm idol how did you reach the 28 hours

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did you afk

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or actually walk around, interact, friend people

warm idol
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No I played.

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I intereacted.

mossy quail
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Were assuming its sort of a combination of playtime and a point system

warm idol
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I have like 5 friends xD

mossy quail
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nobody knows but thats the most likely

warm idol
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I played all the time. I only afk is to get food that's all. but I come back to interact and play games. I stream too.

mossy quail
#

just continue playing, itll unlock eventually

#

but if you reach 40 hours id consider contacting vrc

warm idol
#

Blah. xD I have like comic Con I am going to soon like on Friday. and I will be in hotel until monday.

mossy quail
#

i think its just annoying as well

#

its a double edged sword

#

on one side you prevent hackers from creating new accounts all the time

#

on the other hand it prevents new peeps from uploading their own content

warm idol
#

Yeah.

#

I have like today and tomorrow-ish until I won't be online due to comic Con XD

static sun
#

Whats everyones project goals for the week?>

fierce blade
#

Well, Ive been working on a model for about 2 weeks now, it would be nice if I actually finished it this week xd

static sun
#

cool

#

i have to fix the weights and finish off the textures for my character over the next few days ๐Ÿ˜

spiral sigil
#

Does anybody know how do I join two materials that have the same texture in Blender? I'm having problems with those two materials separated when I make an animation

topaz frigate
#

I think there is a button in cats that might do that @spiral sigil

zinc furnace
#

CATS has a "Combine Same Materials" function, and you can also do it manually

#

Go into edit mode, select the first material, click "select". Then move to the second material, and click select again. Then click "assign". All the faces in the first and second material will now be assigned to the second material. You can do Clean Material Slots to get rid of the first one, or just delete it manually

static sun
#

Atlas materials

spiral sigil
#

Thank you

static sun
#

Got the Mixamo Animation retargeted and working... need to fix the weights and add in some morph drivers then i'm ready to render <. <

#

on track to get this done by the end of next week now

vivid crater
#

Very exciting

#

Is this going on your website too?

static sun
#

yeah

gentle forum
#

Is there any way to change like, a few vertices on the face and not break the shape keys, or do I have to edit all the shape keys once I change the base?

cunning moth
#

i'm following Tupper's texture atlas tutorial. I'm at the stage of arranging uv verts before scaling & translating them into the grid but one of the textures is so hard to tell if I've got my UVs aligned correct, is there away to make it easier. make a darker temp version and replace with original just before baking?

spiral sigil
#

Does anyone have the right link(s) for unity i feel like iโ€™m using the wrong one

cunning moth
spiral sigil
#

Thank you!

#

I just started so its gonna be a struggle

spare radish
#

I'm still having issues deciding how I should handle the texturing of the body.

#

Should I split the head into a separate UV map from the body?

#

Or should I keep it all as one UV map?

#

Also, I think it might be worth mentioning that my Retopology skills are currently beginner-intermediate and my unwrapping abilities are beginner level.

lament pond
#

Usually it is better to have the head on its own so you can inflate it up and work on more details for it @spare radish

spare radish
#

@lament pond How would you recommend doing that? Should I split the head into itโ€™s own mesh or just create a new UV map for the mesh?

lament pond
#

You don't need to separate it into another mesh just put a uv seam

spare radish
#

@lament pond Was also wondering how I'd go about splitting the head into a separate mesh anyways. In some games they do that and somehow do it without causing a distracting seam to appear where it was disconnected. I think the technique's called normal blending or something like that.

lament pond
#

It's just better to keep it connected

warped lotus
#

If anyone know how to convert a XPS model to MMD halp me please

gentle forum
#

Any reason why when I edit the mesh of my model it just ignores the changes when I import over to Unity? I checked the shape keys and they're all normal.

midnight swift
#

When I set the textures up that they are used by both sides of my model symmetrically, do I have to use two versions of the normal maps? Because one channel gets inverted when I mirror it and it would look weird then.

static sun
#

what is this magic?

odd prairie
#

dof

static sun
#

SSS + better shadows

mental blaze
#

I got to give that software a try

static sun
#

has an amazeballs Bake tool (the fastest and cleanest bakes i have ever gotten)
and the render tool is sooo much nicer than Ray trace render tools like cycles or iray

midnight swift
brave dune
#

is the seem closed?

midnight swift
#

Yes, there are no gaps

#

Is it maybe a bad idea to generate normal maps externally?

brave dune
#

im asuming those are where the edges of the uv are

midnight swift
#

yes

#

where the islands meet

#

and it seems like it comes from the surface bending so that the colors of the normal map don't meet up

brave dune
#

the problem with the generation probably is that the islands are facing diffrent directions

midnight swift
#

the problem is, that I don't know how to make them face in the right direction because they obviously get distorted while unwrapping

#

so they could just line up for single edges

midnight swift
#

had fixed the faces, but the edges are still broken

brave dune
#

is the normal map teh only thing you have done so far?

midnight swift
#

texturewise for this model yes

brave dune
#

you could try rotating the islands so they match up better or check the settings of the tool you used to bake it and see if it has any extra options to fix the problem

midnight swift
#

I think I have to bake the normal maps from the actual model

brave dune
#

before it became a bump map, is it a greyscale image?

eternal crow
#

http://prntscr.com/jm9lcj does anyone know why this happens? im trying to import pieces of models from a 3ds game together but not a single one of the many many files work

Lightshot

Captured with Lightshot

#

they all give me that error

#

i tried this with utf-16 instead of utf-8 and the error goes away but it doesnt import the models at ll

#

*all, it just simply does nothing

brave dune
#

sounds like there is info in there that the importer doesnt like

eternal crow
#

why is it that model ripping is never easy for me i mean i did rip the living shit out of that 3d corpse party game just to get a goddamn rig xD

midnight swift
#

yes, black and white

eternal crow
#

what should i do? i dont know any other program that can open these files

latent charm
#

@eternal crow When you say 3ds, do you mean the nintendo 3ds and not the .3ds format, which I believe blender's .3ds importer is for.

#

@midnight swift I've run into this problem (possibly in a slightly different way), I think what you need to look up to find a solution (or at least what's going wrong) is the object's tangent space and how that relates to normal maps.

eternal crow
#

yeah nintendo 3ds

latent charm
#

Yeah that's definitely not what that importer is for. You'll need to see if someone's made an importer for that format, and if not use some other software to convert it to something blender does have an importer for, like collada (.dae), obj (.obj, .mtl), etc etc.

gleaming ridge
#

does anyone have time to help me resize an avatar and add some color pallates

eternal crow
#

but it seems to extract them as ,x3d files and its the only game ive ever seen use this format

gleaming ridge
#

i do not know how but i got most of the stuff in many formats

eternal crow
#

i can

#

not find crap about it

latent charm
#

Can't find much on the error you're getting (unicode error) :/

eternal crow
#

seems like this is the only 3ds game using these model formats

#

i tried with utf-16 instead, the error goes away but then nothing still imports

latent charm
#

Worth checking is opening up one of the 3ds files in a hex editor and check the header, see if they really are 3ds files.
If they are they could be a version blender's importer doesn't like for whatever reason.

eternal crow
#

alright ill give that a shot

#

it has a clear file header but idk what format uses that header

#

and if i go down further i get headers like CMDL and SMDL

#

the ctpk files it mentions are the texture files

#

i might try out another game from teh same company and see if i get the same results

#

because ive cracked bandai's game formatting before

#

i can do it again

static sun
#

3ds uses a newer version of fbx which holds data blender can't read.
Try .obj or .dae

deft fog
#

Hmm. Wonder what could cause the thumb to go out so far

#

Though at least this means my very first custom hand was successful up to about 80%. Thumbs are off.

spiral sigil
#

weight paint and bone placement

deft fog
#

Its gotta be bone placement

#

Do I have it too far out?

spiral sigil
deft fog
#

Hmm

#

Got close for my first hand. I should have looked at examples, I guess.

spiral sigil
#

you did well by going without nothing honestly

deft fog
#

Not sure the difference that would create, honestly. I just don't understand bone placement that well, yet.

spiral sigil
#

hands are pretty hard

deft fog
#

This felt pretty easy.

spiral sigil
#

pivot point basically

deft fog
#

The base hand was already done, but the port from Xenoverse 2 destroyed the hands into horrible puddy mess, rotated messy bones, etc.

#

Let me see if I can find the screenshots of what the original did

#

Bones of random sizes everywhere, hand was lumpy and huge. I had to rebuild them completely.

#

Also the fingers were freakishly long.

#

The eyes and hands did not survive being ported out of the game

spiral sigil
#

not too hard to fix at least

steel fossil
#

anyone have experience with full body tracking models

#

someone told me to do something but idk how to do it

deft fog
#

CATS has that auto-fix button for it

steel fossil
#

so I am trying to increase the size of the limbs on the model so its actual tracking my full body in real, so when I touch my feet I'm actually touching my feet in reality

#

I can't find any videos on it so I'm stumped

zinc furnace
#

If a mesh doesn't have any actual shape keys, is it worth it to delete the whole shape keys stuff in Blender? Or can I just leave the empty keys as they are?

latent charm
#

If they're empty or not doing anything you can do what you like with them.
Just remember that blender's shape keys are relative to the Basis key.

#

@steel fossil What you want to do is on the body mesh, go to edit mode, press o to enable proportional editing, then select the foot (easiest way is press z to enter wireframe mode then... b for border select, I think) and move it up to where it needs to be. Use the scroll wheel to adjust the range of influence of proportional editing.
Before you click confirm, note the transform values (bottom left of the 3D viewport), you'll want to move the bones by the same amount.

steel fossil
#

@latent charm I'm so new to this that it's kinda hard for me to understand, how will I know if it fits me correct, do I need exact measurements or just estimations

spiral sigil
#

hallo people ๐Ÿ˜ƒ is ther somone out here who might be abel to help me out .. i have a armor set but no " Human/avatar " i wanna make the armor fix a avatar i just dont know how to do it

#

make the armor fit a avatar**

#

no one have time or willing to help out ๐Ÿ˜ฆ makes me sad

static sun
#

you will need a an avatar first... then you will nee to rigg the armour

spiral sigil
#

but what can i do it i cant make the armor fit my model ?

#

i know it sounds stupid ,, but i downloaded a armor in hopw of finding a model that wod fit it .. but it looks super dum

static sun
#

then move/scale/rotate the parts to get them to fit

#

i have a friend who took Armour from fallout 4 and put it on a Anime character <. <
didnt fit... but they adjusted the armour to make it fit

spiral sigil
#

i been tyring that for 1.5 hour now so iam abud it give up ๐Ÿ˜ƒ

mental blaze
#

Tasks like that take time.

#

Just keep at it so you know the tricks

static sun
#

pretty much... it takes years to be any good at 3D

polar estuary
#

whats the easiest way to edit avatars specially when trying to change their clothes is it Blender or PMX editor?

zinc furnace
#

If it's an MMD model, PMX Editor is probably easier

#

But CATS has a bunch of new features that are worth a try

polar estuary
#

I think ill try both, and i did not know Cat's new update has a new feature regarding this

zinc furnace
#

Yeah, you can attach meshes to specific bones now for example

#

Or merge armatures

#

So if a shirt comes with an armature (defining where the hips, spine, chest etc are), you can merge them into your own armature.

#

It's been really helpful so far, although my interest in splicing models is very low

#

I don't really do model edits or OC's

polar estuary
#

did they have any new feature something similar to weight painting?

zinc furnace
#

I don't think so, but there's always automatic weights

#

A lot of clothing items or body parts come fully weight painted already, so if you do Fix Model on them, they'll match the bone structure of the model you want to put it on

#

You might have to manually resize or refit some parts of the clothing though

#

So when you merge armatures, the weighting is already done for you.

polar estuary
#

huh i did not know that they automatically weight paint them

zinc furnace
#

Some do. Your mileage may vary.

lament pond
#

I need to be commissioned for more evil characters

vivid crater
#

quick everyone commission evil characters all at once
c:

lament pond
#

Go for it

#

We'll throw an evil ball

spiral sigil
#

anyone here who know alot abud maya ?

unborn venture
#

anyone know a video of a full tutorial from sculpting something in blender then putting it into vrchat? dm me it pls

static sun
#

not for VRchat... but it will get you the first few steps

#

i cant be bothered to fine tune this rigg T- T

mental blaze
#

So I forced myself to learn how to use MD7

static sun
#

its a good bit of software

high mortar
#

who is it where I can get monopoly free models and all complais that is to say ticket card piont plateau

sinful yoke
#

Is there someone I can get to make me a custom model? Iโ€™m trying to get it 3D printed.

#

DM me for details

lapis needle
brave dune
#

oh nice

#

at least a lot of recent stuff seems to have character sheets floating around online

lament pond
#

Kowai

deft fog
#

Nah my dude, that's kowaii as shit

#

People that can model that accurately towards the source have my respects. That looks amazing.

#

The most I do, anymore, is kitbash models based on an edit of a model I did awhile ago.

#

So seeing people create things from scratch is amazing.

lament pond
#

And another one bites the dust

hot flint
#

@lapis needle Looking clean, just be sure to check this box so you can have more control over what edges are sharp

#

While in edit mode, use this button to define which edges should be sharp:

brave dune
#

coming along nicely there

static sun
#

should get it done over the next week

lapis needle
hot flint
#

@lapis needle Hmm... did you turn on autosmooth?

#

still doesn't quite look like it

#

at least not from this zoom

lapis needle
#

its being mirrored over cuz im just laying out the model

#

thats why the shading looks weird

hot flint
#

Hmm..

#

If you want more comfortable shading to look at,

#

mmd tools has a button for GLSL

#

which looks pretty nice

wanton hatch
#

You can also press N and enable matcap, not as glossy

lapis needle
#

meh

prime arrow
#

I've been trying to make more of my own models recently and using texture painting to add textures, however I'm having an issue where when I zoom out there is black lines on the textures. I can't paint over them and they aren't there when I zoom in, anyone know I fix this? https://i.imgur.com/rkhWtCF.png

cobalt willow
#

Adjust the edge of the UVs bit closer inwards?

onyx juniper
#

Moar bleed

prime arrow
#

That seems to fix it, thank you. Is there anything I can do while setting up the UVs to avoid having to fix this manually on all my models? Seems to be a problem with the UVS at the seams being too close to the edge of the texture.

onyx juniper
#

If you're using Smart UV Project, use a larger Island Margin

prime arrow
#

so far I've just been marking seams then using unwrap though I will try that with my next model, thanks

zinc furnace
#

When you texture atlas your model, you can also set a higher margin

#

So that the end result won't have the same issues

hot flint
#

Legs and torso are basically done

lapis needle
#

these ruffles were fun to make

chrome tree
#

Aren't frills great?!

lapis needle
#

they're awsome

balmy stream
#

idk if this is the correct place to post this but does anyone know what the maximum DPI blender and/or vrchat will take? I see a lot of basic ones at 72 but obviously you work at a much higher dpi (300)

#

I'm wondering if somewhere along the line they're compressed or if that's just what people are using

lapis needle
#

@balmy stream Blender will support as high as your card supports. Obvously youll crash if you do something in like 8k resolution and your card isnt capabale of it. Unity supports a max 8000 by 8000 texture resolution per image.

#

which can be scaled down automagically. but its really really slow

balmy stream
#

right, I understand that. but when working with texture maps you can scale up the DPI (which in turn increases resolution obviously) but I'm wondering if there's a maximum DPI that the game (or blender) supports, or if they'll be automatically scaled down below 300, or if I'll crash peoples' computers by using a, for example, 300 DPI image at 4Kx4K res image

lapis needle
#

I think it might cause some performance issues.

#

you could test it out and see what happens

hot flint
#

My arch nemesis....

#

we meet again

lapis needle
#

trying to figure out how to model hands

#

i got lucky with this character im doing. she has no hands. yee

#

dang it. I hate that they put the reload image right next to save image

#

i made it to the fun part

wanton hatch
#

Great progress!

hot flint
#

Much better...

loud lake
#

looks great!

hot flint
#

๐Ÿ’™

lapis needle
#

finally done

deft fog
#

So adorable. I love it

brave dune
#

seeing you guys work so quickly on these things just make me think that i need to stop being lazy and get into the habit of workin on these things more

wanton hatch
#

I was just thinking the same, working on something, but progress is so slow

brave dune
#

my main problem is that i jump projects so much ๐Ÿ˜›

loud lake
#

You should it's fun! I love modeling but never have the time but this is forcing me to make time ๐Ÿ˜„ I just work on it in small burst when taking a break from other projects to not burn out

brave dune
#

maybe i can work on something since i have a vaction coming up. When i'm not at the con, i could try working on the two from scratch models i started

wanton hatch
#

Go for it! And remember to post some updates here if you get the chance

brave dune
#

i plan on it. Reference photos are the hard part that does slow me donw though ๐Ÿ˜›

wanton hatch
#

Yeah, they're tricky to get consistent, but the more of them you do, the faster it will go in the future. Only tip I can give there is to make lots of help lines

lament pond
#

@hot flint It's like a nendoroid

deft fog
#

It's fun until aomthibg goes wrong and everyone that looks at the file shrugs and says "it should be working I don't know what to tell you"

lavish spindle
#

I've been looking through tons of videos today specifically on putting clothes on tda models properly ( mostly pmx editior ughh) but I'm specifically looking for blender advise for fitting clothing perfectly on body. I already know how to attach them but there is clipping and i know there is a sculpting options but I can't make it looks perfect and I'm literally spending hours to shape the clothes.

brave dune
#

if you cant see the mesh underneath, delete it. That is the usual method from people i talk to

stable edge
#

Don't do clothing fitting but proportional editing might help?

deft fog
#

I got this fan-made model from Kemono Friends.

#

A fairly unknown character, so it feels like the model was tossed together real fast and thrown out.

#

Ive been editing verts in shapekeys for the last 30 minutes

#

The things you gotta do to repair old models

neat breach
#

I found a Patrick Star model that had a grand total of 10 bones

#

and none of them were the ones I needed

#

it's been fun learning about starting with a boneless mess and working backwards to fill it

#

weight painting and all that

hot flint
#

@lament pond yep, that the general idea behind this model is to look just like a custom nendroid

lament pond
#

I wanna make my own nendoroid base

#

Start printing my own nendoroids

ocean python
#

wanna add that tentacle effect around body

#

i have the exact model and done with mouth sync though

#

i dont know how to D;

#

guess its 2d stuff though

minor spade
#

how do i import a 3d model to blender? ive downloaded a 3d model but its a .png file

static sun
#

a png file is a picture not a model

minor spade
#

i know

#

it is a 3d model but my pc sets it as png

static sun
#

sorry but .png files hold no 3d data what so ever.
you need a .fbx or .obj

minor spade
#

it is an .obj

#

but my pc sets it as .png

static sun
#

it shouldnt

minor spade
#

can i send u the 3d model ?

#

and u can see that it is a 3d model

static sun
#

if you send me a .png i wont be able to do anything with it

minor spade
#

not thst

#

the download of the 3d model

static sun
#

0.0

minor spade
#

its .tga mow

#

now

#

nvm

#

its .obj

#

but my pc cant see it

static sun
#

import the .obj in to blender

minor spade
#

nvm fixed it

north remnant
#

I have a model that uses textures for facial expressions, it's pokemon XY models, how would I go about animating a blendshape for it when the facial expressions are materials by themselves and I need to make them "overwrite" the current texture for a facial expression on a Key ?

#

I'm using blender and I have no experience in it past moving a jaw bone open and shut on a keyshape

#

and of course decimating, importing/exporting etc

brave dune
#

the way most people do it is via having copies of the mouths behind the main and moving them forward as needed

faint timber
#

Uhm hello! i got some issues with a shirt, and i need help to fix it.. but it seems like i cant post the pictures? i got two pictures, and i would be so happy to get this fixed.. im really new to blender so i hope u wouldnt get disappointed in me, and let me learn about it more ๐Ÿ˜ƒ anyway have a good day!

#

It could be pretty great if i could post the pictures, but .. it seems like it wouldnt work? idk how to show u the problem then .. :S

halcyon citrus
#

Imgur people tend to use

#

Upload the image there and post the link

faint timber
#

Oh okay! idk how imgur works tho' but let me try ๐Ÿ˜ƒ

halcyon citrus
#

I would assume simple drag and drop

faint timber
#

Should i just post the link then?

spiral sigil
#

drag and drop

#

and post the direct link to it

faint timber
#

Ohh yea i can see now

#

and the link comes in here? ๐Ÿ˜ƒ

#

does it work?

#

there is two in 1

spiral sigil
#

yes

#

you posted the album

#

so we just need to open that link

faint timber
#

ohh damn should i redo it?

spiral sigil
#

no

faint timber
#

ok ๐Ÿ˜ƒ

spiral sigil
#

so the shirt goes through the arms ?

faint timber
#

Yeah! and the shirt is toooo big on the belly

#

I want to make it so its on the body

#

instead flying in the air

#

u know what i mean?

#

but idk how tho' :S

spiral sigil
#

so weight paint

faint timber
#

Weight paint.. ๐Ÿค”

spiral sigil
#

you will need to move and scale down/up some vertices so you can place the shirt correctly

#

and weight paint it to the bones

#

so it actually mvoes with it

#

but fucking good luck if you dont have any experience with blender

faint timber
#

I dont have any experiences ๐Ÿ˜ƒ

#

But atleast i am trying!

spiral sigil
#

that's already pretty advanced stuff without any knowledge

faint timber
#

I have tried for 5-7 days now to fix it, but no luck so far..

spiral sigil
#

this is weight painting

#

to give you a really general idea

faint timber
#

Oh yes! ๐Ÿ˜ƒ

#

But what about the other stuff? its that advanced? .. if it is, i really want to learn it! ๐Ÿ˜ƒ

spiral sigil
#

the scaling down and movement ?

#

it's just going into edit mode

#

and move the vertices

#

and scale them

faint timber
#

Hmm ok!

#

Thank you for the help! ๐Ÿ˜ƒ

spiral sigil
faint timber
#

Oh yes! Thank you again ๐Ÿ˜ƒ But what are these blue things under the shirt?

spiral sigil
#

blue things ?

faint timber
#

This.

#

Its that a texture or? ๐Ÿ˜ฎ

spiral sigil
#

dont think so

#

doesnt seem important

faint timber
#

Hmm ok! ๐Ÿ˜ฎ

minor spade
#

how do i add paint to my 3d model?

#

i already have the objects and color

twin horizon
#

Mhh how you create the material like draw it

lavish spindle
#

to make sure...what do I assign shoes to ?

#

because i assigned to hips and its fine but when i pose the legs and stuff it moves outta place

neat breach
#

I want to say, uh, feet?

sweet wadi
#

hey when will unity let me add models

lapis needle
tacit crest
#

Anyone know of a toon shader that supports UV2 layering for normal maps or how to set it up at all on a shader like CubedParadox?

alpine spire
#

my model doesn't have the dynamic hands what should i do?

deft fog
#

Anyone know how to change the resting pose of a model? I need help. Nothing I do seems to actually change it.

#

I pose it, I go to apply to resting pose, and it just goes to the previous resting pose. Nothing changes.

#

Also Squidel, you'd have to build your own or take them from another model.

wanton hatch
#

@deft fog You select the armature, enter edit mode (not posing mode) and change it

deft fog
#

So there's no way to just change it with bones and posing then

#

That's a lot more trouble than it needs to be, I feel.

#

Oh I figured it out

#

Sweet, thank goodness.

#

Saves so much work

wanton hatch
#

@lapis needle Thats really cool!

zinc furnace
#

@deft fog to edit the rest pose, you need to do a few things

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I think you have to pose the model, copy the armature modifier, then apply the first armature modifier

deft fog
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I already got it, no worries.

zinc furnace
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Ah, alright

deft fog
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I had to pose it, go to both the mesh I was working with and the bones, and apply the existing armature for what was selected.

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Then for each I had to apply pose to rest position

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Just had to do it for both, which was what was messing me up

stable edge
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Spidys bow needs a lil work

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Smoothing may help

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If the issue is tris (if you choose to subdivide) you can always use a plane and cutout for the frills

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Well the bodies frills anyway

wanton hatch
#

Starting to get fairly happy with my halfling wizard

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Still unsure about the shirt color though

hot flint
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It's adorable!!

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well done so far!

vapid lintel
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ok I have no experience in this so where would I start... also can I use adobe..?

wanton hatch
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@hot flint Thank you! ๐Ÿ˜Š

wanton hatch
#

@vapid lintel If you want to make an avatar, you can use any 3d program that can edit polygon geometry (that is, not a CAD program) and supports rigging, UV mapping and can export fbx files. I assume Adobe CC has something like this, but Blender is free, has many features and good support, so I would recommend using it. To get started, watch a tutorial and do something simple but fun to familiarize yourself with the interface (blender is a bit clunky to use in the beginning), then move over to the more advanced stuff. I feel the best way to learn and stay motivated is to dive straight into it and look up things as you need them.

mental blaze
sweet wadi
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wait so when will unity allow me to upload to vrchat? how long did it take you guys?

spiral sigil
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how do i edit vertices on a mesh in blender

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trying to make custom vysemes

cobalt willow
#

Look up guides on how to make blendshapes in blender, that ought to help

spiral sigil
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k

cobalt willow
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Some might call them "shape keys" aswell, but they're the same thing

spiral sigil
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aighto

stable edge
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Any good guides on making hands?

stable edge
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Dunno if loop cuts and extending is the best way

mental blaze
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I wish I could give some advice on modeling hands, but I suck as well.

mental blaze
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Alright, the poly count is now at 2580

stable edge
#

I wonder if mmds just steal hands ๐Ÿค”

mental blaze
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Depends ๐Ÿ˜›

blissful sleet
#

there are public domain hands, including makehuman

stable edge
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That looks nice!

mental blaze
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For now that is. I had to model the placeholder art, so I can go in depth in remodeling the building in a thrashed setting.

stable edge
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Ahahaha

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I see

mental blaze
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512am.... I should go to sleep now.

stable edge
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Best not to let modeling take over your life

mental blaze
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It already has.

stable edge
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AND sleep

mental blaze
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buh bye

stable edge
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See ya!

jovial lark
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Hello, i want to know how many that cost to got a avatar ?

brave dune
jovial lark
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Thanks

spare radish
#

Did some baking in Blender for a character of mine. I baked the ambient occlusion on a character from a high poly mesh, but it's giving me issues with a tangent normal map. Nothing though for object normal space. Wondering if Unity accepts object normal space, and if not how to fix the issue.

mental blaze
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Yep, gonna take a break on this one. Got to 3d model the inside of the rooms and then the cafeteria stuff.

still coyote
#

Since I'm not getting much help, does anyone know if the shaders on Gamii's Avatars are custom or what?

lament pond
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Group picture of some past commissions I've done

wanton hatch
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Some really great work there, @lament pond !

lament pond
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Merci

storm portal
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I've been doing some renovations to my avatar which included some tweaks to the model in blender. Specifically redoing some UVmaps, some weight painting and moving a few vertexes around that were clipping. Minor minor things.

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My old upload looked like this

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My new av looks like this

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It looks fine in unity. I've been able to narrow it down to the actual exported FBX model

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What the hell could be causing my whole mesh to posteterize itself off of the planet?

zinc furnace
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That is weird

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Does it also happen in other maps?

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I see you have the poly flashlight on you right now

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And do you only have one UV map?

storm portal
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Yes, tested on home and avatar testing

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No

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2 maps

zinc furnace
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I know that avatar testing doesn't play nice with reflections or metallic for example

storm portal
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one for the body and one for my 2d face overrides

gentle forum
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Oof I need Blender help, this is bothering me way too badly. I'm trying to figure out what tool reduced the complicated geometry, like reducing faces by changing a value to 48 from whatever the default is, ahhh does anyone know what it is, any ideas?

quaint bronze
#

There's a tool in the CATS plugin that lets you decimate your model if that's what you're looking for

gentle forum
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Not exactly, but thank you

visual vigil
quaint bronze
#

How do you guys go about modeling the eyes for your characters? Right now i'm making half-spheres and just using the texture to create the inner eye but they don't seem to look right when i'm rigging them for vrchat

stable edge
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It might be that you need to use a full sphere so when they turn you dont see the void...?

quaint bronze
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I use a half sphere large enough to not really see a void - i'm just finding that the texture morphs a bit too much as i'm moving them

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Do you guys usually model out the inner eye?

stable edge
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Just know that most anime and cartoon stylized characters dont have well, human eyes

daring karma
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@quaint bronze Shouldn't matter ~too~ much unless you're seeing gaps. Make sure all the rolls on your bones are zero'd on your full skeleton (not just the eyes). Also, maybe make sure there's no unapplied transformations by going through all the mesh objects and checking the object data tab (you can hit CTRL + A to apply any transformation that hasn't been applied yet as you go through).

quaint bronze
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Thanks! I'll look into that - but i'm more concerned with the distortion of the textures.

daring karma
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Yee - your stuff not zero'd out could bend things all sorts of ways. Might be worth it to export your model from CATS and then reimport back into CATS to see if it resolves anything first. Sometimes it can voodoo magic fix things without you having to do too much

quaint bronze
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I'll def try that, in the meantime I'm going to just remake the eyes using spheres and see if that helps aswell

stable edge
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Make sure your weights are good too

quaint bronze
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iirc the entire eye is set to a weight of 1 so it should be fine

stable edge
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If there's any other bones with control though

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It might be the verts are acting up not the textures and or uvs

quaint bronze
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Could be yeah

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I'll look into that one too

ebon bolt
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@storm portal if you look at the avatar itself instead of through a mirror, does it still appear the same? I've known an issue that the model can sometimes re-texture itself in mirrors but to everyone else it looks fine

storm portal
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Yes.

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Whatever it was something had crapped it's pants at the model level. I'm having to rerender

ebon bolt
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geez

hollow niche
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so if i like to do some jiggly animation on the surface of my avatar, what kind of tool should use? or skill?

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thinking about like this

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dunno should i use bone - weighted surface stretching or just with polygon surface..

halcyon citrus
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Mechawoo

wanton hatch
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Seems like you are missing some polygons between the knees and thighs

spiral sigil
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i'm pretty sure that the leg is just gray and kinda blend into the background

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if you look closely you can see a bit of a different grey

wanton hatch
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oh yeah, you are right

lucid hare
zinc furnace
#

I'm pretty sure you can open the materials window, no?

lucid hare
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Especially on big maps. I'm working on

rapid frigate
#

Hello everyone. I'm completely new to the 3d modeling stuff. I've got .tga and .mesh files. Can I create a 3D model out of them? And if so, how?

visual vigil
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Tga is a image

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So that's your textures

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.mesh no clue

small cloud
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.mesh u can open with xps plugin (xnal cats option)

zinc ivy
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hello?

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is anyone here?

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I got a question

zinc furnace
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Just ask your question, it's very unlikely that anyone will bother to start pulling teeth

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There are hundreds of lurkers here

zinc ivy
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so uh. I dunno if this is the right channel for this

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I've been playing vrchat on steam for over 60 hours now. And I wanted to get my first custom avatar, but I cant do that because Im need to "enjoy the app for a bit"

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Is there anyway to approve my new account for publishing?

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Or do I have to play on it or what? Its not very convenient for me too because I have all my friends on steam

zinc furnace
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You need to play more

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Start making a VRChat account

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Add all your old friends back

zinc ivy
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dammit

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okay

zinc furnace
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It's better to do so sooner than later

zinc ivy
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should I try writing an email to support? or is there no point

zinc furnace
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Just play on your VRC account, interact with people. You survived for 60 hours without a custom avatar already

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No point

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The system is automated

zinc ivy
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yeah but

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all my friends are on the steam account

zinc furnace
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They don't deal with that stuff because it would quintuple their workload

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Yeah, so you add all the friends back.

zinc ivy
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allright

zinc furnace
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You write down their names and everything. The longer you wait, the more difficult it will become.

onyx juniper
hoary lotus
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kg

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dk

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mistake

static sun
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@quick thunder if you want me to help you, dont go blocking me cause you cant do the most basic of things in the most basic of ways on the most broken model in MMD history

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and i have walked you through how to fix it yourself about 6 times and you have blocked me twice now for the same subject

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im sorry... giving you a step by step guide and giving you tips like "google XYZ" is passive aggressive?
what was your plan just send me the model and get me to do everything for you?
have you even sat down and watched guides on how to use blender or even bothered googling what i've told you to search?

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im trying to help you and you dont even tell me what the issue is

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again... trying to help

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you dont go to the a garage and say "its not working anymore" you say "the engine made a weird grinding sound, juddered and then stopped"

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ok... how about this.
get your ass to bed, contact me again when you wake up and i will help get this working for you

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im sorry if i come across negatively, i just dont get much time to be a sweet person to everyone so i type fast and dont think

proper oak
mental blaze
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Oof

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When helping someone turns bad.

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Low poly chess models look great, btw.

spiral sigil
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helping someone turns bad ? what did you do

halcyon citrus
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It was earlier it seems between two others, Svelsien. ๐Ÿ‘†

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Also I might take you up on that offer with the chess set. I need some interactable stuff for my world.

spiral sigil
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oh that

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dunno

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i blocked the dude

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i can only see catie's messages

ornate snow
#

Might use those chess pieces for something. Thanks Charles!

still coyote
#

Bound to happen eventually, I mean, look at where we are. XD
I'm doing my bachelor's for game design and while it's not exactly 3d-modeling, I've been teaching myself on the side how to do it, so it's really not that bad. I can see how it would be a bit harder if someone was starting from scratch how difficult it would be. I think my favorite model would have to be the titanfall one, or the one where they could take off their limbs and head, so cool.

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Now if only they could toss their limbs across the room, next level horror stuff right there lol.

mental blaze
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Ah, another game dev student :>

static sun
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I did a diploma in games design and development...

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Do design as a hobby, moved on 3d and character art for work though

mental blaze
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Oh wow

static sun
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I actually do game concepts for the studio I work for... have about 50 potential ideas on the books that might turn in to a full projects