#3d-modeling

1 messages ยท Page 45 of 1

cold plank
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its one way to handle it

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either way, if other modellers wanted to work with these tools and this format, I'm hoping vrc devs agree

sonic nimbus
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@cold plank The most that DRM will do is prevent people from being able to edit it with the pixiv tool. It will not prevent people from ripping it and editing it in Blender.

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Displaying the model on a user's computer makes it vulnerable to be ripped.

cursive wedge
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^

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As long as you can view it, you can rip it somehow.

maiden oriole
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ใ‚คใƒฉใ‚นใƒˆใƒฌใƒผใ‚ฟใƒผใŒใŠ็ตตใ‹ใใฎใƒ†ใ‚ฏใƒ‹ใƒƒใ‚ฏใ‚’ๆœ€ๅคง้™ใซ็™บๆฎใงใใ‚‹3Dใ‚ญใƒฃใƒฉใ‚ฏใ‚ฟใƒผใƒกใ‚คใ‚ซใƒผใ€ŒVRoid Studioใ€ใ‚’2018ๅนด7ๆœˆๆœซใซๅ…ฌ้–‹ ใ€œWindowsใƒปMacใง่ชฐใงใ‚‚็„กๆ–™ใงๅˆฉ็”จๅฏ่ƒฝใ€œ โ—ผ๏ธŽVRoid Studioใซใคใ„ใฆ ใ€ๅ…ฌๅผใ‚ตใ‚คใƒˆใ€‘ https:...

โ–ถ Play video
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mmhhhh, let's see what this can actually do in the future

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ah im late

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kek

lucid badge
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Does anyone know how to fix the You cannot edit your VRChat data while the unity Application is running" error?

brave dune
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Sounds like youa re in play mode

lucid badge
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When I try to upload an avatar it automatically puts it in play mode

cobalt willow
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As it should... Just follow the instructions on the screen (Name your avatar and click on the tickbox) and you can press upload.

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Your "error" means you cannot make edits to your avatar while in play mode. I'm not sure what it's stopping you from doing

bright hazel
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hey i uploaded my avatar, but its not showing for me to use it

cobalt willow
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Are you logged in with your VRC account ingame?

bright hazel
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yup

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i even restarted it thinking i might needed to do that, but it's still not showing

cobalt willow
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Detach your current avatar ID from the pipeline manager and reupload

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Suspect you removed it and then tried to reupload it

bright hazel
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ok hold on

lucid badge
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The box to name my avatar doesn't pop up

bright hazel
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ok where do I find the ID

cobalt willow
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Where your avatar descriptor is. Where you set your viewport

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It's own component

bright hazel
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i dont see it and i dont know how to take a screenshot to show you

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hold on ill use my ipad

lucid badge
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You cant send screenshots in here

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It should be on the right side of Unity

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In the "Inspector" tab

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Where you added VRC_Avatar Descriptor script

bright hazel
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Ok

lucid badge
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It should be called pipeline manager

bright hazel
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ok

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hit detach?

lucid badge
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Yes

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Then reupload

spiral sigil
lament pond
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You could always mirror the arm

pale sigil
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hey, does anyone here sculpt their own models? i've got a quick question

static sun
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whats up @pale sigil ?

zinc furnace
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^And this is why you just ask your question, and not ask to ask.

static sun
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yup

pale sigil
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sorry D:

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im trying to figure out how to smooth out my model so it doesnt look like a poly monster

weary wigeon
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Hey does anyone know how to fix the problem where you've duplicated your model and apply a material to the duplicate, but it applies to the original and duplicate?

waxen nest
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it's using the same model info from the project tab

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then work on that one

weary wigeon
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Ohh alright. Thanks

vivid crater
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thicc

waxen nest
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thot b gone

drowsy bear
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I have existing bones in a model but whenever I modify the shape keys, the bones stay in the same position, what do I need to do to make the bones conform to the model?

foggy maple
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@drowsy bear shape keys never move a bone.

drowsy bear
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Thank you, but I already got that from a different tab.... That said I'm still trying to figure out how to attach a bone to a specific vert that way in unity I can move bone and get mesh movement

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Specifically fingers/hands. I just see the bones move in the muscle tab and the model stays static, where as all other joints seem to be working fine

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@foggy maple Do you know of any way to specifically bind a bone to a near by verticie?

foggy maple
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@drowsy bear You can't bind a bone to a vertex, but you can bind vertices to a bone. And that's called weight painting in Blender

drowsy bear
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Hmmm, I'll try making the weight heavier and see if it works then

waxen nest
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should basically look like this

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only places where it gets weird would be working on the face

drowsy bear
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This is becoming quite vexing, I did a sample area and when moving back to posing mode, it only moves the bone still, completely ignoring the mesh.

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I might just have to re-lay all the bones and see if that does something

foggy maple
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@drowsy bear Does the mesh have an armature modifier with the correct armature in it?

drowsy bear
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When you ask that, do you mean is the armature under modifiers there? because that is

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Modifers>Armature>Armature

foggy maple
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@drowsy bear That's good, but is the correct armature selected? Click on the wrench icon, that is the modifiers tab

drowsy bear
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When selecting the armature then the wrench it simply shows body and add modifer

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and the existing modifier "Armature"

foggy maple
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@drowsy bear no, select the mesh, then go into modifiers

drowsy bear
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I'm still seeing esentally the same thing yet now it shows body up top

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I'm thinking I'm having this issue because it is a SFM model and they used shape keys to move the hands rather than bones

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Alright from my understanding, and some googling, I need to remove the shape keys, and re-make the modifier to include the bones.

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That sound about correct?

stable edge
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uh i dont know about that

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usually the mesh should just have the modifier (Armature) and be a child of the armature listed in the modifer

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as long as that is correct and the bones actually have control over the verts the bones should move the mesh

drowsy bear
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@stable edge So the issue is the bones don't have control, I've already used the weight paint brush and still nothing

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@stable edge What do I need to do to give bones control over verts?

stable edge
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what colour is the mesh when youre in weightpaint mode?

drowsy bear
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Around the bones, red

stable edge
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should be fine then

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you sure youre in pose mode?

drowsy bear
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doesnt work, pose mode just moves the bone

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mesh stays the same

stable edge
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moving the bone in edit mode should do that

drowsy bear
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I test other joints, they move fine

stable edge
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so theres just a section that doesnt move?

drowsy bear
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If I move the forearm, the entire area moves, including the hand. but when I move the thumb just the thumb bone moves

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I'm thinking I might need to delete all the hand bones, and re make them

stable edge
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has the thumb been weighted?

drowsy bear
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thats the only thing I havent tried

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the entire hand is red at this point

stable edge
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well yeah thats an issue

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the hand bones need to control the hand

drowsy bear
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it didnt start all red haha

stable edge
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the arm bone needs to control the arm

drowsy bear
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frustration took over and I just painted it all red

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so I should just delete all the finger bones and re make them?

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it works to the wrist, individual joints from there do nothing

stable edge
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uh no id probably start with normalise all weights first off

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then turn on auto normalise

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and weight the hands

drowsy bear
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how do I turn on auto normalise?

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So first paint it all blue again with zero weight, then...?

stable edge
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its in the toolbox

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no

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ill open blender but both thing you need to do are in the toolbox

drowsy bear
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Alright I'm in weight paint, with tool box open and I see normalize

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but how do I do all weights off without manually painting

stable edge
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its under tools

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you need to choose normalize all

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under weight tools

drowsy bear
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no change

stable edge
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then use autonormalise when painting

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will make all weights add up to 1

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so if you paint on the thumb 1 it will -1 on the arm

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if the arm already has the weight

drowsy bear
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welp this is strange, when I select the entire model and click normalize all, only the right leg goes red

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nevermind I had a vertex group selected

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Alright everything is properly weighted

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so I'll go back to pose and try again

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nope, bone still moves not the thumb, or fingers

drowsy bear
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Well redid bones, created new vert group, weighted parented the bones, and still doesnt work... The models wrist will move(with hands attached of course) but the hands will not move

stray topaz
static sun
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totally normal

stray topaz
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ok, good. I didn't want to import it into VRChat and creep out people

vivid crater
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eye see some good results in here

stray topaz
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๐Ÿ˜

latent charm
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In textured/material mode, depending on the alpha setting, blender's depth testing is freaky as fuck

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Assuming that's what's happening of course. If things look okay in unity, nothing to worry about. Besides, it's unity material settings that matter. Not blender's.

stray topaz
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gotcha, i'll be back if that happens

bright hazel
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um I am having a hard time with my avatar, i was hoping if someone with experience on how to make one can help me and show me what I am doing wrong?

zinc furnace
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This is the second time you've asked this question @bright hazel

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If you just ask your question, you'd get an answer

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Don't ask people if you can ask a question, just ask straight away. Most people won't be bothered to start pulling teeth.

bright hazel
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i dont know what you mean, I asked my question, and it is the first time i asked

zinc furnace
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I mean, all you asked is "can someone help me"

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Can you be slightly more specific?

bright hazel
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there is a list

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Can't get her to pose in a T pose, I don't know if I have her to blink or talk, Can't get the clothes to fit to her, etc

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tried looking up videos and they were no help

zinc furnace
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If you are using Cats blender tool, you can enter pose mode, pose the model into a T-pose and press "apply as rest pose"

bright hazel
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ok thats 1 down

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thank you

zinc furnace
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Usually when you fit clothes onto a new model, the clothes come with their own armature

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You can pose the clothes in place, apply rest pose, then use Cats Blender Tool armature merge to put the clothes onto your model

bright hazel
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hmmmm ok

final dew
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How do i add dynamic bones

glass prism
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dynamic bones is usually a paid thing

waxen nest
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you can be good sumaritan citizen and buy it or get it illegal

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or be chaotic good and do both

drowsy bear
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Hey rex, got the hands thing to work last night

waxen nest
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nice

drowsy bear
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but now I can't get my model to work the way I want in VRchat

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So I just ended up using keyframes for the hands haha

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That said my model is still messed up

waxen nest
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yeah some models are screwed up to begin with

drowsy bear
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I think I'm gonna have to start from scratch and just use the tools I gained on the way

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I'm about ready to just pay someone to do it

waxen nest
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i kinda just embrace the screw ups

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i mean i now have an ominously floating t-pose woman

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not what i was going for but i'll take it

drowsy bear
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my guys arm sholders were like sticking out of his head

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and his waist was in the floor

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All the bones were mapped right in unity so I have no clue what went wrong where

spark shadow
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My friend rex, thats against the ToS

waxen nest
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;/

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sometimes you just dont know what goes wrong

drowsy bear
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Both blender and unity are half baked I think is the first real hurtle haha

spark shadow
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What does baking do?

drowsy bear
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half baked=not finished

spark shadow
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But there's a setting in unity in shaders that's called like baking or some shit

waxen nest
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never seen that

spark shadow
drowsy bear
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yeah I just meant the programs look like they still have a way to go in terms of being completed

chrome arrow
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Hey guys?

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I have a question regarding a model I am working on.

waxen nest
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post away

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i probably cant help but someone else might

spark shadow
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Same

chrome arrow
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Alrighty.

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Well, my question is that I am trying to use models from Luigi's mansion to make as avatars.

spark shadow
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Ok

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Nd

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And?

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Ask the question

chrome arrow
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And everything works all fine, until the animations get in, and the tail on the ghost seems to contort, which is what I am trying to figure out how to fix.

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That opaque part is the tail

spark shadow
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Contort how?

chrome arrow
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I have a vid of it if you want

waxen nest
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might be weight painting issue

spark shadow
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Is it not supposed to move?

chrome arrow
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I can post it in here, it is below 4 mb

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Correct.

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I have weight painted it, but I am not sure if I missed anything

spark shadow
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Ok, is it moving with the skeleton?

chrome arrow
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From what I can tell , yeah

spark shadow
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Is it supposed to?

chrome arrow
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No.

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Would you be able to help me in a call for a few minutes if you wouldn't mind?

waxen nest
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you'd have to weight paint it to 0 then

chrome arrow
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I have, I am just not sure if I have missed anything

spark shadow
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Ok, can you unbind the skeleton from the mesh?

waxen nest
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did you check for all the bones in the tail

spark shadow
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Is that a thing you can do?

chrome arrow
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Yeah, where would that be if I could?

spark shadow
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So the Tail is supposed to move without being part of the legs?

chrome arrow
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Not at all. Just no moving whatsoever.

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As if he was just floating by.

spark shadow
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Ok, so from what I can understand, the legs seem to be attached to the mesh, making it contort when you move

chrome arrow
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Alrighty, is there a way I can un-attach it?

spark shadow
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I think that's something you may need to do in blender

chrome arrow
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No problem.

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Would you mind getting in a call with me so I can share my screen, to see if you can assist me finding it?

spark shadow
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Okay, I just want to clarify that I have no freaking clue what I'm doing, I just started doing this shit last night

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But, from what I can tell that seems to be the issue

chrome arrow
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Alrighty.

spark shadow
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And if you really wanted to, you can make the tail kind of move by itself using Dynamic bones

chrome arrow
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Oh, true.

spark shadow
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Kind of like, jiggle bones

chrome arrow
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I have not gotten in with dynamic bones yet.

spark shadow
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I think in blender, if you go to the Armature, you may be able to unselect it or unbind it to the mesh

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I'm sorry if that's not really a good answer, but I'm still really amateur to working with blender and unity

chrome arrow
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I get it.

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I am as well

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XD

spark shadow
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Do you at least have the basic tools for blender?

chrome arrow
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Yeah, I do.

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I have been working on it a bit.

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Oh, wait a second, maybe the joints in between if that is a thing

spark shadow
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I' worked on a model last night for like 6 hours

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3 of those was trying to figure out blender and why python wouldn't work

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2 of them were figuring out why my model didn't have any textures

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The last hour was fine tuning the shaders/normal maps

waxen nest
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half your time spent in making models is on troubleshooting

spark shadow
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Only to realize that I can't even upload a model

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๐Ÿ˜‚

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We truly live in the dark ages

waxen nest
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ye

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i had 19 hours but was verified cause i played in december

lament pond
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What happens when I let my friend use my vr

spark shadow
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Rex

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Can you test my model and see if I did everything right

waxen nest
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ye sure

spark shadow
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Alright fam, let me just eat something real quick

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I'll be like 20 minutes or so

waxen nest
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also @lament pond whats the problem

lament pond
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Problem?

waxen nest
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yea

lament pond
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With what

waxen nest
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the model

lament pond
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Nothing

waxen nest
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then why post in 3d modeling

lament pond
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People posts wips in here

spark shadow
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REx? u here

weary wigeon
spark shadow
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i was messing with an MGS 5 model last night

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Check your materials

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its probably using both

waxen nest
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it shouldnt if you duplicated it right

spark shadow
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Megumin

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aw shit

waxen nest
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ik

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the only link i could find to the model was on cursed site

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the og one got taken down by the author

weary wigeon
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I'm clicking on the model in the assets folder and doing ctrl + d

spark shadow
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feels bad

weary wigeon
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That's what I've been doing

spark shadow
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Hey rex, what do you need to upload?

waxen nest
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seems strange

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but you need 20-40 hours of gametime on vrchat

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using a vrchat account

spark shadow
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i know that

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i meant, to see if i rigged shit right

waxen nest
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zenkai all i did was ctrl + d on the model and drag the duplicated model into the scene

weary wigeon
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And yeah I started getting into making avatars a few days ago. kinda just trying to retain everything I've learned so far

spark shadow
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what do i need to send you

waxen nest
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oh if you save the scene you should be able to just send it to me

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the entire project*

spark shadow
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Can i .rar it to you?

waxen nest
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btw zenkai are you using the same material for both

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and yeah thats fine

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i think discord accepts unity files anyway

spark shadow
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its 75mb

weary wigeon
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Nah I'm trying different materials, like the original has the body material and lets say I'm trying to apply a different material to the duplicate. It's just applying the material I've applied to the duplicate to the original

waxen nest
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;/

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you'd have to upload it to something like mega then

spark shadow
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google drive it is i guess

weary wigeon
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you could use dropbox

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I think you get a free gb of space

spark shadow
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ive got 20gb of google drive space

upper hamlet
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Can anyone help me with weapon positioning?

shadow jacinth
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Does anyone know how to convert SFM to blender?

spiral sigil
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pretty sure there is a plug in for blender

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search "sfm import blender" sure you will find something

bright hazel
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"Invalid Avatar Rig Configuration. Missing or invalid transform: Found duplicate transform 'RightEye' for human bone 'Jaw' and 'RightEye' "

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what does that mean and how do I fix it?

zinc furnace
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Unmap the jaw bone in Unity

bright hazel
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how?

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under rig?

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nvm i think i found it

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thanks

umbral crystal
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use crowbar to convert the mdl to smd then use blender to import the smd

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with the valve source tools

flat oriole
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when i make a simple 3d oject in blender and but it in unity and try to put a material with a simple texture on it then the texture will not showin on the object.. what can be the problem?

spiral sigil
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you need to create a uv map

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select cube go into edit mode press u to bring up the unwrap menu

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check a tutorial for uv unwrapping

flat oriole
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does the process need a texture?

spiral sigil
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to create a uv unwrap you don't need a texture

flat oriole
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ah yes i see now the difference, thx

umbral crystal
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it maps to coordinates and then the texture is stretched over those faces

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if its more detailed u can mark seams and blender will create a UV map that 'cuts' along the seams and expands

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u can use it to separate specific parts of the mesh and to expand certain corners of it which is very useful for texture mapping

static sun
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make sure you use the TexTools plugin for UVing

eternal crow
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so ive been trying to bake a texture but the result comes out ok but the normals on it appear fucked to hell

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and for some reason the texture doesnt display at all its just gray

spiral sigil
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select the coat go into edit mode

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in the tool shelf go to shading/uv

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select everything

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then press recalculate uv

stark moss
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So whats this channel for exactly?

spiral sigil
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"A place to discuss 3d-modeling in Blender, Maya, C4D, 3DSMax, etc."

stark moss
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What about if you need help for blender

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Specifically texture wise

wary rivet
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Hello, I need some help. I am trying to put an avatar's head on a different avatar's body, is there is a process to this that is easy to try? I'm using blender

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right now when I Ctrl+J to combine them, it removes the textures of the body

stark moss
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Does anyone know to hide the little spheres and the little white boxs?

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im new to blender

ivory charm
spark shadow
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Question, what does weight painting do?

ivory charm
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basically makes the bones control a vertex by a specific amount

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its what allows the bones to control the model

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also

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not even 10k polys

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gotta love 3ds games

spark shadow
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A ww2 box tank has 22k polys

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Life isn't fair

ivory charm
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oof

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well at least a tank should be easy to downscale the polycount for

spark shadow
ivory charm
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decimate

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there's probably a lot of unneeded vertex's

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you could check the polycount of certain objects in there

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like the turret

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not the barrel of the gun

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but the turret itself

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might have a high polycount on the curves

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might be able to shave some polys there

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also the model i used used to have 134 objects OOF

spark shadow
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Holy hell

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That's a lot

ivory charm
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well most of them are different faces/hand positions

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and for some reason the umbrella being made of too many objects

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and then double it all for an outline model

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which i dont need because of a shader

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and now im gonna export it so i can load it into blender and start weight painting

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bc im more familiar with armature systems in blender

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https://i.gyazo.com/4cb19de1cd12df827f7a68112bb241df.png
ok anyone know how to fix this?
whats going on is im importing the fbx (Which the armature looks fine in 3dsmax) but when loaded into blender the armature is blown up immensely (The model is so small by comparison that it is in the orange dot on the translation controller

ivory charm
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nvm found out how to weight paint in 3ds max

ivory charm
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and wow its actually better than blender on doing it

junior idol
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my first attempt at face modelling

spiral sigil
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that is a decent start but you will run into a hard time while creating shape keys look up tutorials on topology/poly flow

drowsy dome
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hi

stable edge
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yo @ivory charm youre probably using the wrong maxscript

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dont remember the actual name but ideally use the general one

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not the aa once

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one*

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the one that can load animations

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also the outlines are more then one colour ingame so you wont be 100% to canon

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MT Framework is the script, and it centres the model too

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and exports normally

harsh sequoia
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Does anyone know how to turn a normal model into a chibi?

waxen nest
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you can make it really small

stable edge
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chibi=/=loli

waxen nest
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chibis and normal anime models arent the same tho

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you'd have to edit it in blender so it actually would look like one

harsh sequoia
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I know that much, just not sure how to go about doing that properly

cobalt willow
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Size it down and scale up the head and other parts as you see fit?

waxen nest
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youd have to keep the head as a seperate mesh though

harsh sequoia
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The only problem with the is the neck ends up not connecting properly and trying to fix that makes it some what deformed

cobalt willow
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Not necessarily. You could just resize bones in posemode in blender

stable edge
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and export in pose mode

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if you dont youll lose your work

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pose last please!

harsh sequoia
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I'm not quite sure what you mean by that as I've used pose mode to adjust hair and exported out side of pose mode and everything was fine

stable edge
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ive had issues where it reverts

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might have just been cats though ๐Ÿค”

harsh sequoia
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Ah.

stark moss
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so I tried porting a gmod playermodel to blender I textured it up made it look pretty then I ported it over to unity and I dont know what happened lol

maiden cedar
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are your bones set up properly?

ivory charm
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@stable edge what is nice is that the shader i can use in unity handles the multicolor stuff too.

stark moss
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Im not sure if my bones are set up

frigid totem
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So, I've seen a lot of blender in use for vr chat. I'm more familiar with maya and will be going that direction. Anyone have any specific reasons that's a bad idea?

cobalt willow
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Can't think of any reasons you shouldn't use maya. Might be few cases you would need blender, but then you can just export the model, bring it to blender, do the thing and then bring it back.

#

Might be completely wrong about this, but maya might have issues with renaming the armature/bones/mesh which is super important when setting up simulated eyetracking. I dunno how well maya does blendshapes also

#

Never used it myself

frigid totem
#

Hmm. I know it does handle it a little differently... blendshapes in maya is possible though.... I'm more worried about what will happen when I export to unity (never touched it before)

#

Maybe better to just swap to blender for this application... I need to learn it anyways....

cobalt willow
#

According to unity docs it supports maya's proprietary format so you could just save your workfiles directly into your projects asset folder

#

It also supports 3ds max and blenders formats

frigid totem
#

Oh! That's a really good sign

cobalt willow
#

Along with the more common 3d formats like 3ds, fbx, dae

#

Saving your workfile directly into unity will update your model when you make updates to it and save

frigid totem
#

Not a big fan of this comment though...
"Unity can import and use both types of files, and each come with their own advantages and disadvantages"

#

Makes it sound like the programs themselves handle some aspects differently and possibly may not work well in vr chat. Even if it imports properly... gahh.. I guess I'll just have to try it and see

cobalt willow
#

For this scale it shouldn't matter too much

frigid totem
#

Makes it sound like the programs themselves handle some aspects differently and possibly may not work well in vr chat. Even if it imports properly... gahh.. I guess I'll just have to try it and see

#

True theres not a whole lot of special features we can actually use

cobalt willow
#

If you were making a fully fledged game it certainly would matter a whole lot more

frigid totem
#

Yeah. Luckily I dont have the time or patience for that lol

shell veldt
#

ech

#

idk why the textures are doing this

#

its like they tile when they arn't supposed to

ivory charm
#

so how do i merge objects together as a single one in 3dsmax?

#

because my model has 25 objects and i need to merge the stuff that is the same material

spiral sigil
#

switch to blender and press a ctrl j

ivory charm
#

also

spiral sigil
#

looks like a constraint on some bones

#

doesn't matter once you put it into unity

ivory charm
#

ok

spiral sigil
#

plus switch to blender

ivory charm
#

cant

#

armature doesnt show up right in blender

spiral sigil
#

there are millions of free tutorials for it

#

i call bs on taht

ivory charm
#

and i mean not right

spiral sigil
#

what is the file format of your original

#

?

ivory charm
#

scroll up a bit

#

and the original is a .mod file

#

its a file format for the Spirit of Justice 3ds games

spiral sigil
#

oh man i feel instantly sorry for you ripping from those games is a pain

ivory charm
#

well here's how it all looks in 3dsmaxc

#

*3dsmax

#

everything is right in 3ds max

#

actually

spiral sigil
ivory charm
#

not finding that option anywhere

spiral sigil
#

I haven't used max a lot and it has been quite a while so I got no clue

#

^^

modern mango
#

my second self made model :cirComfy:

rain lion
#

looks great.

brave dune
#

will be easy to weight paint too if you want animations on it

thorny mantle
#

So I got a stray dot from a shape key that I can't seem to get rid of. Every time I delete the shape key and make a new one the stray vertecie comes back. Also for some reason if I try to move it, it moves the entire model

#

Help?

stable edge
#

i dont know any that can give outlines uvs or the like so its up to you

#

it might work if you treat the umbrella like a gun though

#

nice going FPaul!!

thorny mantle
#

there this stupid colored line that the vertecies keep following instead of being pulled porportionally, any help as to how to stop that?

spiral sigil
#

FPaul tell me you used an array modifier for all these nobs and you didn't place them all individually. ^^

cursive wedge
#

I always forget about the array modifier, but am using the repeat option :p

main goblet
#

'u'

modern mango
#

@spiral sigil no. I thought about the best way to do it (i know i can easily do) and made one channel strip and then copyed it and layed it out side by side then merged the meshes and after that connected them together with faces which are the blue lines, except on the last 3 ones where i completele merged the vertices together. ( Not the most efficient, and i wish i would have planned for making that detail via texture, but it's still acceptable)

#

then removed all excess knobs / sockets and made the 6,3 TRS Sockets and display part

#

@brave dune why weight paint, i think making a shape key would be the best solution if i wanted to make animations ๐Ÿ˜„

#

just move the mesh up -> key -> done ๐Ÿ˜›

main goblet
#

hello

#

for some reason I can't post pictures here

frosty fractal
#

im looking for someone who is willing to put a select few parts together for me, for free

#

if you want, dm me.

modern mango
#

good luck with that.

#

not many do requests for free

#

there is a lot of time that goes into 3d modelling

glass prism
#

i just got started on 3d modeling and yeah its kind of a pain in the ass because i dont know what im doing

spiral sigil
shell veldt
#

sooo

#

anyone perhaps know why the textures of this are messed up like this?

modern mango
#

@glass prism i just picked a cube

#

and started doing stuff with the knowledge i god from working with my model (fixing and optimizing stuff)

#

and after a bit of experimenting try to make something real ๐Ÿ˜ƒ

shell veldt
#

no one...?

#

.3.

spiral sigil
#

your uv map does not match the texture

shell veldt
#

how would i fix that then?

spiral sigil
#

if you never uv unwrapped something look up a uv unwrapping beginner tutorial

spare radish
#

Hey!

#

How does this look?

#

I hope it shows well.

lost vortex
#

can someone help me out with trying to get these tga files onto a model in blender

coarse walrus
#

I am currently working on visemes for my Roblox character. And what is "CH" sound look like when you make it with your mouth?

cursive wedge
#

Do you not have your own mouth @coarse walrus ?

mental blaze
#

English probably isn't his main language, m8.

#

So he wanted to be sure

shell veldt
#

@coarse walrus to be more specific, its when your like

#

talking / making a SHHH noise, lips open but teeth closed

#

kinda

cursive wedge
#

Was just for irony though.

spiral sigil
#

that was pretty racist what if he has no mouth irl

frigid totem
#

I'm pretty certain that wouldn't be called racist though.... lol

spiral sigil
#

everything is racist if you put your mind into it

#

exactly and don't forget to point it out, for the children's sake.

onyx juniper
#

Do you think wiccans living south of the us border refer to themselves as "Hexicans"?

deft fog
#

I need some help real quick

#

I need to move the armature and mesh down to meet the center of the grid

#

They have to be moved together or my eye movement will be busted forever

#

Whats the best way to accomplish this?

#

waaaait. I have an idea

#

Nope, didn't work

#

Is there any way to move an armature outside of edit mode? Because I can't seem to move this at all

zinc furnace
#

Yeah, that's always a pain and nobody really knows why

#

You can pose the hips in pose mode so it's in the correct place, then click the Cats "Apply as rest pose" button

#

You can also just move the origin point of the armature and the mesh

stable edge
#

just change the origin

#

find the lowest vertex and copy the z coord

#

center the 3d cursor and the set its z coord as that

#

set the orgin

#

move mesh and armature to 0,0,0

vague leaf
#

anyone know how to get the guilty gear models to work? bones are hella fucky. just curious '0

zinc furnace
#

Depends on what you mean with "hella fucky"

#

Are they all pointing up or something?

vague leaf
#

nah they've just got like 8 neck bones, 4 chest bones. probably gonna have to make my own bones tbh. weight paint is weird too.

#

so many bones

zinc furnace
#

You could try Mixamo

#

But automatic weights shouldn't be too hard

vague leaf
#

I could

ivory charm
#

Reason for funkyness is because their rigs were made for the medium, which is to simulate traditional animation

#

And theres a lot of smears that happen

hot flint
#

She just wants a hug ๐Ÿ’™

brave dune
#

always love your style ๐Ÿ˜›

lament pond
#

And a soul or two

#

But she'll settle for the hug

waxen nest
#

good to see my model has shape keys where it matters ;/

junior idol
#

anyone know what causes the textures not to work even though everything looks to be working?

cursive wedge
#

That is just a throughout vague description of your problem, you will need to add something to it to let us know the problem.

tribal mulch
#

looks great @hot flint

vivid crater
#

hmm ๐Ÿค”

#

really makes you think huh?

spiral sigil
#

@junior idol there are lots of possibilities. more detail pls

hot flint
#

omg

#

@tribal mulch you're a genius, how did i not see this

#

you even completed the sleeve of the arm

#

i'm very impressed

spiral sigil
#

yo @static sun , you still around ? i got a question for ye

static sun
#

wazzup?

spiral sigil
#

did you sell your model ?

static sun
#

bi

#

no

spiral sigil
#

can i dm you ?

static sun
#

go for it

foggy maple
#

@tribal mulch @hot flint Those arms are perfect for hugging ๐Ÿ‘

#

Massive group hugs ftw

viscid remnant
#

I have a few .pmx models that wont' open with CATS. Is there some kind of protection on the file or something?

#

works with mmdtools though

floral violet
#

Cats pmx import just sets the import settings iirc it's the same as going import>pmx but you don't have to alter the settings for import

viscid remnant
#

Oh, got it.

#

I've never imported without it before so I'll have to copy the settings I guess. not sure if anything is important or just QoL

#

Nevermind. The auto import just wasn't recognizing it as pmx. Didn't know I could select myself.

quiet furnace
#

Does anyone know how to rearrange the material list so when you export it to Unity, it changes also in the Skinned Mesh renderer?

#

I would believe rearrange it in the material list in Blender would change the material array in unity but it does not do so

rare cradle
#

@quiet furnace I'm not able to cofirm at the moment, but I believe the list in the Blender material view is only visual

#

You might have to look around in the different views (maybe the outliner might have some clues), but I bet an objects materials have an index which can be manually assigned/changed

latent charm
#

@rare cradle @quiet furnace Just had a look myself and the object does have indexes for the materials. And those do get changed when you rearrange them in the material list. (tested on blender 2.79)

Now, if those changes get sent through to the exporter (assuming fbx) and unity reads them is a different matter.

rare cradle
#

@latent charm thanks for checking

latent charm
#

If you want to check you can find stuff about the materials and their slot number here bpy.data.objects['object_name'].material_slots (I used bpy.data.objects['object_name'].material_slots.items() to list them all off, changed their positions and listed them again)

stable edge
#

What's the best way to make hair?

#

I've started with a sphere and an inverted sphere but id like to know if there's a better way

tawny mason
#

Whats the best free 3d modelling program at the moment and.when i say free i mean free like full release.is free

latent charm
#

Blender. There's tons of online resources for learning how to use it.

solemn elm
#

Use it! It's pretty cool!

granite whale
#

blender is easy to learn once you remember / set your prefered preferences and shortcuts

#

blender is VERY shortcut heavy

native summit
#

How did i suddenly get 3M tris xS
my blender is frezing xS

#

ah w8 my blender just wasn't active :3 never mind. still though 3m tris is a big jump from 10000 i only added a pants :/

viral mesa
#

I need some help regarding the polycount
I've made a model that counts about 13 000 polys, but when I import it in Unity, it shows up with 26 000 instead, which is way over the maximum treshold?
Does anyone have an idea about what's causing this?

grave loom
#

What program you using

#

Either way unity breaks polys into tris so youre getting double the count since 2 tris make 1 poly

viral mesa
#

3DS max

tribal mulch
#

you should be counting in triangles

late wing
#

i keep getting stuck at Preparing for Upload anyone knows whats wrong?

indigo scroll
#

i dont know how to do this so im asking if anyone knows how to make pop ups appear on vrchat like the dark soul's You Died message appear for everyone's screen, i would very much perfer if there is a video explaining this for me please

humble fern
#

@indigo scroll you're not gonna get a step by step because an effect like that is extremely obnoxious and blocks everyone's view of everything, including themselves, the floor, and even menus, so they can't get out of it easily

quiet furnace
#

@latent charm I was able to reshuffle the material list by seperating by materials and rejoining. This has allowed me to circumvent the bug with Material slot [4]

tribal mulch
#

@indigo scroll use the uninstall wizard

solemn elm
#

Actually you also need to learn what types of modelling procedures you need to do for a specific situation.

#

'Cause you might need Box modelling and other types to get around.

tough niche
#

Does anyone have Tetraface???

#

I would like a file converted to a useable fileformat...

proper crater
#

Hey is there a effective way to make shoulders on an avatar less broad?

main goblet
#

wip

#

' u '

main goblet
#

hello

halcyon citrus
#

I like it

main goblet
#

Thanks

native summit
#

does anyone know why i can see my foot through my right boot? Is there a xray effect for objects? ๐Ÿค”

zinc furnace
#

Probably flipped normals

native summit
#

how do i fix that :S

#

i think its because i mirrored the boot

zinc furnace
#

Could be

#

Select the vertices of the boot and do flip normals

#

Cats Blender Tool has it under model options

native summit
#

ah thanks il try that ^^

zinc furnace
#

And of course, make sure the mirror modifier is actually applied

native summit
#

its not fixing it :S

zinc furnace
#

The missing boot is on the same material as the properly working one, right?

native summit
#

i think its not :/

zinc furnace
#

In that case, the material might just be set to transparent in unity

#

Those are the only two things I can think of. Flipped normals and transparent materials

native summit
#

where do i find that because iv looked for that and couldn't find it. also i copyed the working one zo why does it keep becoming transparant xS

#

well if i use 2 lefty shoes it works xS

keen drift
#

whats the best place to download 3d models?

zinc furnace
#

Bowlroll for MMD

#

Deviantart too sometimes

keen drift
#

thanks

granite whale
#

uvmapping is a heck

zinc furnace
#

3D Modeling in general is like that

#

Weight painting too

granite whale
#

m

latent charm
#

You know you've got the hang of UV editing when the tetris effect kicks in and you can hallucinate UV layouts. ๐Ÿ˜ฑ

granite whale
#

kill me i wanna dIE

unique galleon
#

@latent charm meep

stable edge
#

Apparently uvs suck even more on maya

#

But uvs aren't that bad

#

Just use seams and common sense

#

And imagine the uvs unwrapped I guess

#

Check how other models have their uvs too

#

Game models usually are a good ref since it's usually done by a pro

flat lily
#

I wish i could see UV layouts without actually seeing them...

stable edge
#

I don't have the model but they probably don't have a back of the eye then its just unwrapped

#

Or the seams are halfway

#

Most of the time you don't need the back of the eye because surprise surprise you don't see it

#

Anyway you could just, ya know, look at the uvs in blender

tender tendon
#

I just look at stuff and imagine how it would look as a paper maiche honestly

#

Like this angle can be cut and this is wrapped like this

storm rampart
#

http://puu.sh/AVqCl.png
So my model is supposed to have a diffuse, metallic, and a roughness map [I work with Unreal's PBR pipeline] but I can't figure out how to add in the roughness map

zinc furnace
#

Roughness?

#

That sounds like you would need the Normal Map.

#

I think.

#

Let me double-check that. I know UE has normal maps.

#

Nvm, roughness is something else.

#

I don't think there is a strict Unity Standard equivalent.

storm rampart
#

as far as I know, it's supposed to be the 'Smoothness' setting, but all I see is a slider for that

zinc furnace
#

Yes

#

There's a "Source" under that

#

By default, it's the alpha value of the metallic map

#

If the metallic map has no alpha channel, you could combine the two

#

What are the other options there? I forgot

#

Yeah, it's defined in the alpha of the metallic map, by default.

storm rampart
#

they're kinda opposites

zinc furnace
#

Oh, the only other option is Albedo Alpha

#

You will somehow want to combine the roughness map into the alpha channel of the metallic map.

#

Higher = smoother

spiral sigil
#

In blender, I have two seperate vertexs that are seperated by a line thingy, how do I detach them

storm rampart
#

select the vertexes you want detached and hit Y

spiral sigil
#

_< thats the worst way to describe it, thanks!

storm rampart
#

you may need to re-attach the vertexes to what they're supposed to be a part of

spiral sigil
#

That seemingly just makes a copy of the vertexs

storm rampart
#

yeah it does that if you just do it with lines and vertices

#

doing it with faces / groups of vertices selected actually does it properly

spiral sigil
#

I got it, not exactly how you were describing it, but you got me on to a thought process that got the job done anyway

#

I just deleted the edges and reconnected

lapis needle
#

So to what extent do you think I can push detail with bump maps for an avatar? We will find out in a few days

spiral sigil
#

off topic but does anyone know how to export an object with the texture out of blender as an fbx or obj? I won't save the texture when I try to upload to add it in shane's editor

storm rampart
#

as far as I know, you may need to export the model and the textures manually

#

like export the textures individually into the folder where the model is

#

and then import the whole package into unity

zinc furnace
#

I need to weight paint some hands in Blender. How do I make the view orbit around the hands in Weight Paint mode?

#

I can make it orbit around the 3D cursor or a selected vertice in edit mode, but neither of those work in Weight Paint mode. It just keeps rotating around the origin point of the mesh.

glad frost
#

@zinc furnace select bone and press numpad period

zinc furnace
#

Ah, that will work. Thanks!

coarse kestrel
vivid crater
topaz frigate
cobalt willow
#

It's Ness

topaz frigate
#

From game theory!

spiral sigil
lapis needle
remote dome
onyx juniper
#

Very nice

mental blaze
#

whos the guy from?

fervent wave
#

anyone able to help me figure out how to delete an existing skeleton on an fbx file then save that fbx file so i can Remake a skeleton useable in VRChat? I need help ASAP ive been losing my mind trying to do this for the past 2 hours!!!

storm rampart
#

Is there a way to apply edge modifiers onto a model without destroying the facial shape keys?

static sun
#

@mental blaze its a doodle sculpt

spiral sigil
#

why won't my textures stay after I export the files from blender?

#

I import my google blocks models and am trying to make them look nice but cannot get a texture to stay on to save my life

static sun
#

if its procedural they wont carry over, you need them on a texture to transfer, you also need to put the textures in to Unity before the model so they can be auto assigned to the right channels

frigid robin
#

blender cant really bake assets into the model like 3dsmax is

#

if you texture it and it's in blender

#

youshould be able to go into the uv editor

#

and save the image from there

foggy maple
#

@fervent wave Drag the mesh away from the armature, then delete the armature.

#

In the hierarchy

steady perch
#

Can someobody help with Decimation, I try to put together some models but I can never get even near the 20K without absolutely destroying the mesh :(

spiral sigil
#

@frigid robin so it will save in 3dsmax?

frigid robin
#

@spiral sigil sorry about the late reply, when you export stuff from 3ds max you can choose to make media into fbx

zinc furnace
#

Pretty sure you can also do that in Blender.

#

There's an option to embed the textures into the FBX, I do that literally all the time.

frigid robin
#

But like I said if you were texturing using blender you can go into the uv editor and choose the texture and save as image

zinc furnace
#

Path mode set to Copy, with the box next to the dropdown checked so it's embedded

frigid robin
#

I've never had it work tbh

zinc furnace
#

I've used it with and without texture atlases, seems to work for me

#

It's just not default at all, and it's a bit convoluted to get the options right since you can only tick the checkbox in that particular mode

spiral sigil
#

So save the texture as a .png? @frigid robin

#

@zinc furnace how can I save textures to be embedded into fbx files?

zinc furnace
#

These export settings

#

The path mode set to copy

#

The box next to that ticked

spiral sigil
#

Not working when i upload exported file to sketchfab

twilit igloo
#

So I duplicated an object with a material on it, but it just wont let me delete / change the current material on the duplicate

#

It keeps controlling the duplicate and the original

spiral sigil
#

anyone got experience in aframe?

frigid swallow
#

@twilit igloo If you're talking about Blender, and if you still have the same issue it's because the material is the same. Select one of the objects and add a new material to it, then apply that material to that object, and done.

topaz frigate
#

A friend of mine made a world of shiganshina

#

With armoured and collosal titans

alpine wigeon
#

I've got some models from the Gmod workshop but they're in .gma format, is there a way I can convert them to something blender will accept?

frigid robin
#

GMA is a compression similar to vpk

#

There is programs that let you extract them

#

From there you need to use crowbar to decompile the source model

#

Vtfedit to convert the texture into png

#

And blender source tools + cats to load them into blender

topaz frigate
#

Yep

robust cairn
#

someone make me a sloth plushy plz, thank you

thorn flame
#

Anyone use substance painter for textures?

frigid swallow
#

I have used it before @thorn flame, I've also used and still do use Quixel.

thorn flame
#

I...actually havent heard of that

#

whats quixel?

frigid swallow
#

It works with Photoshop... which is one thing that's better about Substance Painter.

#

However, I just felt like Substance Painter was limited in some way. Although, it's probably just because I didn't spend enough time with it.

#

I did like how you could, as the name states, paint on the object with Substance Painter.

thorn flame
#

Work with photoshop how? what like a live link

frigid swallow
#

With Quixel, you paint onto the materials within Photoshop, and then you have a life preview window to look at the model.

#

When you launch Quixel, Photoshop starts up. You choose the mode you want to be in, and then you choose your mesh and all your mats. It creates a project, and you get to use all of Photoshops tools to edit the materials.

thorn flame
#

Man its only $40 dollarydoos right now as well

#

for the indie suite

#

"academic"

frigid swallow
#

While you watch the video though, make sure you remember this dude knows how to use the program.

#

I was ignorant of this fact when I got it, and when I realized I didn't know all the controls and how to work it all right away, I thought it was just stupid clunky. I still think it's clunky, but it's nice.

thorn flame
#

the one thing i just dont like about substance painter is it feels like it has early 2000's style jank

frigid swallow
#

Yeah, maybe it's just because I have it, but I feel like I enjoy Quixel more. Although I did enjoy SP when I used it.

thorn flame
#

Designer is fucking hmm just byotiful i have no qualms with designer

frigid swallow
#

I've never heard of it.

thorn flame
#

Oh substance designer

frigid swallow
#

I also like how nice it is making my own materials with Quixel.

thorn flame
#

Procedural textures n stuff

frigid swallow
#

If I have a seamless brick wall image, I can create a normal map from it, and even a roughness map. Then I can use it on future projects. I assume you can do it with SP too, I just never got that far with the program.

thorn flame
#

They both from what i can see do that easily

#

B2M is what sub uses

frigid swallow
#

I figured so. The interface on SP definitely was not sometime I liked. Just felt very confusing, and while adjusting random stuff I never saw a difference in the mats.

#

I guess that even with Quixel, you can paint on the object like this dude shows. I didn't even know ya could, I hardly use the program. I fucking hate texturing.

thorn flame
#

I'm just watching how this works with photoshop and im honestly just disgusted at how well it works

frigid swallow
#

If you know how to use it, it works nicely. If not, you'll wanna just close it down. The few times I would really get into a project though, I enjoyed how helpful the program was.

thorn flame
#

I learned how to use maya and blender in tandom

#

If i can get around that headache i think i can do anything

frigid swallow
#

Whenever I hear someone used Maya, I immediately think they're a college student. lmfao

#

I have no clue why, but it has such a school vibe to it.

thorn flame
#

that autodesk money getting em young

frigid swallow
#

lol

thorn flame
#

Im happy blender is kinda gaining more and more ground agaisnt em

frigid swallow
#

I've used primarily Blender, and then I've slightly used 3DS Max, Lightwave, and one other I can't remember the name of.

thorn flame
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Oh man lightwave

frigid swallow
#

Blender is just nice since I know it, and it's capable of anything I want to do.

thorn flame
#

Modo?

#

might be modo

latent charm
#

I remember lightwave from college. It was horrible. So horrible it actually suffered from gimbal lock. ๐Ÿ˜ฑ

thorn flame
#

I'm hella glad i didnt have to use damn lightwave

frigid swallow
#

It was something I very briefly used when I first started just modeling around. No matter where I've gone, I've always come back to Blender.

latent charm
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Two months in I gave up fighting lightwave's bullshit and inflicted blender on myself and it's been amazing ever since.

frigid swallow
#

Just feels clean in my opinion.

#

I mean it does have a community, that basically just models shit all day, behind it developing it.

#

I just need to get better with modeling characters. Organic objects in general are rough for me.

#

I end up watching videos like how to make a hand, or foot, or head, on YouTube.

#

If I can see how someone else does it, I just go and do it for myself a few times, then I can visualize the wireframe of the mesh in my head and see how to make it.

frigid swallow
#

How many faces?

lament pond
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Last I looked like 16k tris

frigid swallow
#

Not bad, not bad..

rare crystal
#

Actually anyone who has maya most likely is a college student. We get it free as long as were attending college. Once were out though...

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That and Disney used maya. So it's already a head start on the software

thorn flame
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Yeah your mafia mob boss autodesk overlord wants ya to cough up

rare crystal
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Lol. Only when I'm not in college ๐Ÿ˜‰

frigid swallow
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XD

main goblet
#

lol I still do know how to easy normal maping

#

hmm if only it illustrator

lament pond
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Checking out the current rig using one of my mocaps

humble fern
#

why must you do this to me father

lament pond
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...am I father?

humble fern
#

uhh maybe?

spiral sigil
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Hey

#

Can someone please help me make a 3d model

mental blaze
#

I didn't need to see that...

vivid crater
tender tendon
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https://i.imgur.com/9rofpuO.png Currently trying to remodel and restructure a knuckles into a goblin, since well, they have a decent structure for that, even modelled ears for the first time. A long ways to go until its more goblin than knuckles methinks

cobalt willow
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lol

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That's actually pretty funny and great

spiral sigil
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i like custom made knuckles

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it's refreshing saying some variation and not the same 5-6 bullshit knuckles avatars

tender tendon
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By the time im done with him, its not gonna look a knuckles, atleast i hope so

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Hands needs redoing, eyes too, eyelids, maybe bushy eyebrows, clothing

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etc

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Could also make him a skogstroll @cobalt willow โ›ฐ

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๐Ÿ˜„

cobalt willow
#

I think he already look a bit Danish ๐Ÿ˜›

tender tendon
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haha

tender tendon
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Dunno how i should do the hands though or the clothing, like style

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Listening to the main theme of Dwarf Fortress while making my goblin boyo

topaz frigate
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They're good goblins Brent

glacial pasture
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@topaz frigate damn where you been, had you on my list for like 7 months lmao

#

barely recognize the name but I remember you were one of my earliest VRchat boys

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@tender tendon but can he wear the legendary goblin mail from Runescape

tender tendon
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hmmm thats a good idea ๐Ÿค”

thorn flame
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How do i go about modeling worlds/levels

tender tendon
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Well that is like characters, what do you want, how would it look like etc, purpose.

thorn flame
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Like i can grasp making single objects texturing Baking normals blah blah but that workflow of making a larger scene doesn't work in my head

tender tendon
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I would first create a big scene, if i was gonna do a forest, i would do the ground first, shape of it and so. then having individual rocks, trees, grass parts all of varying sizes. It depends on what i want to create.

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First the scene, then the clutter comes id say, what would the world have.

topaz frigate
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@glacial pasture I've been playing pretty much daily since December

thorn flame
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What about an urban environment say Soviet bloc era looking

tender tendon
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same thing

glacial pasture
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@topaz frigate musta been on opposite schedules as of late then

tender tendon
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first the main big part comes, then clutter and objects of importance comes, taking a look at an image and seeing what it is made of, what things are in it.

topaz frigate
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Haven't been on the last week, on vacation right now

glacial pasture
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@thorn flame Start by getting an idea in your head, like my world was inspired by things similar to my profile picture then I just flushed it out as I went

thorn flame
#

I have references and plans but workflow is making my ass bald before 20

glacial pasture
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Workflow

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I'd say once you get the base level done (the floors and walls), then tackling textures, after textures work on shaders and lighting simultaneously because they compliment eachother so well

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nextup add interactables / mirrors / video players

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and music

topaz frigate
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It's all in doing it piece by piece

thorn flame
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bit of an off topic question, how come im unable to post images?

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the only thing explaining how hofugir did so above is posting from a phone which bypasses that restriction (idk how the hell it does it just do)

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I wanted to post reference i found and liked then ask what parts would constitute being their own object

cobalt willow
#

Directly embedding pictures is disabled, however link preview pictures are not. That's what you saw.

soft gazelle
#

Hello, I'm working on an MMD model

glacial pasture
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hi

soft gazelle
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The ears have pinky bois in it

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And how do I fix

glacial pasture
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@thorn flame looks like he had to upload the photos to imgur then post the links

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Pinkybois

soft gazelle
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MMD model in blender I should say

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missing textures

glacial pasture
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Modeling chat seems like having pictures available would be pretty important...

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I know what you mean so hold on

thorn flame
#

You're using cats right Heck?

soft gazelle
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Yeah

glacial pasture
thorn flame
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fix model didnt sort the materials?

glacial pasture
#

Go to that little checkerboard section of your model

soft gazelle
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Uh huh

glacial pasture
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where it says image it probably says somethin, click the X and re-add that image

soft gazelle
#

Fix model did it but the ears have missing textures

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This is everything in the checker boi

glacial pasture
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Enable those two textures and see what happens, if not re-assign the missing textures

#

even if you can't get it in blender you can import it to unity then assign a material there

soft gazelle
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Still pinks

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Except more detailed pinks

glacial pasture
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I'd try re-adding the textures anyways on those materials

soft gazelle
#

Huh

glacial pasture
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so where it says iamge

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Image*

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Click the little X and find "cspa.png" again and make that the texture

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for all the materials

soft gazelle
#

I seem to be blind

glacial pasture
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lmao no worries

#

where you stuck

soft gazelle
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Where do it say image

glacial pasture
soft gazelle
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Ight

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I clicked the X and opened cspa.png again

glacial pasture
#

do that for all the materials that are on the ears

soft gazelle
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That makes them white

glacial pasture
#

๐Ÿค”

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I would just assign the new materials in unity

#

having hte materials assigned in blenders more a pleasure of life, unnecessary

soft gazelle
#

Should I atlas?

glacial pasture
#

Cats does that

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cats is a godsend but also a curse

soft gazelle
#

Should I use CATS to atlas or not?

thorn flame
#

cats atlas is either amazing or terrible

#

ive had results where i have had to double check to make sure it worked

shell veldt
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so

#

is there a way to MAKE edges? like if i wanted to place some on either side of this in the middle

quaint bronze
#

You can select the face and subdivide it - that should create a new edge loop inside.

#

Ctrl+R is the hotkey

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@shell veldt

shell veldt
#

k

hollow radish
#

anyone know whats the best 3d modelling program for characters?

#

aside from blender

shell veldt
#

people will prob say 3DSMAX

hollow radish
#

yeah, I just need to find some tutorials

quaint bronze
#

I use Maya, but thatโ€™s because Iโ€™m the most familiar with it. I think they all do the same thing, you just need to find the one that works the best for you!

hollow radish
#

I think I'm partially worried about my money and time to learn

humble glen
#

is there a way to move that texture

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so that it moves along the model

shell veldt
#

ech

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this one face doesnt want to have an edge made on it -w-

quaint bronze
#

Try selecting the top and bottom edges then hitting ctrl+r

shell veldt
#

nvm found a way

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usin the Knife or whatever its called

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pressing K

topaz frigate
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@hollow radish if money is a concern you can use blender, it works perfectly well and is free

chrome tree
#

(It just has a learning cliff.)

hollow radish
#

i think its more of the quality and work flow

quaint bronze
#

Blender seems to have a very roundabout way of doing things, so the learning curve coming from other software is usually pretty steep

topaz frigate
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You can get the same quality out of any software really, that's more of a per artist thing

#

But yes it has a learning curve especially if you are used to other programs

shell veldt
#

for some reason, when using Face Select

#

selects that edge down there

#

which causes this to happen in the UV

tender tendon
#

Goblin is going well

floral violet
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Those aren't edges

spiral sigil
#

(Also nearly quadrupled the polycount since the original model was from the N64)

tidal bloom
#

could someone help me with a problem? I have an avatar with a seperate head and body and when i move the head lags behind and floats back on when i stop. anyone know a fix for this or a good tutorial i can refer to?

zinc furnace
#

@tidal bloom do you have dynamic bones on that or something?

#

That's the only thing I can think of that would cause that to happen

#

You might be doing the dynamic bones wrongly

tidal bloom
#

well there are bones, im not sure how to tell if theyre dynamic

#

i got the model online and didnt make changes to the bones other than removing upper chest and putting its bone in chest

zinc furnace
#

If you did not put dynamic bone components on them, they're not dynamic so don't worry about that I guess

#

Move the bones in pose mode in blender and see if the head moves correctly, might not even be weighted correctly

tidal bloom
#

a friend of mine says it has to do with weight painting

zinc furnace
#

Yeah

tidal bloom
#

well the thing is i didnt even really connect the two parts in blender

#

so when i pose it they move around seperately :/

#

im kinda new to this if you couldnt tell

zinc furnace
#

You need to make sure the head is part of the same mesh

#

And that it's inside the same armature, too. And that it's weight painted correctly.

tidal bloom
#

would you mind helping me do that?

zinc furnace
#

I can't really help you with that

#

I think you need some more experience to do something like that

tidal bloom
#

ok well thanks anyway

tender tendon
#

Kinda done but clothing still lacks "meat", right now its merely one sided plane, thin and all

#

But im crap at clothing so

#

ยฏ_(ใƒ„)_/ยฏ

#

Anyone got any ideas to change it up or add diversity?

twilit igloo
#

more colors?

#

its hard to tell where the mouth is

#

so maybe something defining that

tender tendon
#

hmmm yeah

#

gonna add some more shade to the face parts

whole jasper
#

How to add name plate above head?

gray oar
#

depends on what you want

#

the simpelest form would jsut be a plane with a texture

whole jasper
#

@gray oar That is what i want is just a plan with texture on it but IDK how to make one XD

gray oar
#

the easiest way (not the best for performance) is to go to your model in unity use the hirachie to find your head then rightclick and select 3d object plane

#

then you have to transform and rotate it until you like it

#

you can create a texture with gimp or paint or so

whole jasper
#

I got the texture and the shape but how to get the texture on the shape in blender XD

gray oar
#

ah blender

gray oar
#

i am not sure right now and cant check right now sorry

whole jasper
#

XD

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@gray oar Ok I tried your unity one out and got it to work some but how do I make the name plate have a transparent background?

solar fossil
#

Well if the texture has alpha channel, you can just use the transparent rendering method, but it depends from shader to shader

whole jasper
#

XD