#3d-modeling

1 messages · Page 53 of 1

fossil inlet
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That said, your avatars don't need to be over 31k.

barren quiver
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Then I would advise you to keep your advice to the things you personally have experienced.

fossil inlet
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My point stands.

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I have much more experience in game development than you if you're going to try to pull that card. Please.

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There's a reason the max SDK limit was 20k for the first year of VRChat's lifetime.

barren quiver
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That's really no excuse for parroting what other people have told you, unless your clients are experts themselves!

fossil inlet
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If my clients are other creators, I tend to trust their judgement.

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I wouldn't have said it if some random had told me that. :p

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Cutting out dynamic bones doesn't help, by the way. The reason dynamic bones have a bad rap in VRChat is you get these "3d artists" who take an MMD model with 150 skirt bones and add dynamic bones and colliders to all of them.

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At that point you're essentially trying to simulate cloth the hard way.

barren quiver
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That's wrong

fossil inlet
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You only need a couple of dynamic bones to accomplish a satisfactory result.

barren quiver
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That's true, but because dynamic bones are single threaded, they still have a high performance cost because of how linearly they scale.

fossil inlet
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Unfortunately there's no other way to accomplish soft physics in an optimized way without them. Cloth is out of the question for VRChat, I don't know why they have it enabled, to be honest.

barren quiver
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No arguments there...

fossil inlet
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While I have you, did you change something with your shader between Unity 2015 and 2017 versions?

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Seems different but I can't put my finger on it.

barren quiver
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Yes, I think the biggest change between them was an improved method for determining light directionality

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The current version in testing, 1.3, has some further improvements on that too

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I've got a comprehensive list of changes between each version on the Gitlab page

fossil inlet
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Ah I'll have to check it out. Thanks!

barren quiver
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If you have any questions/comments about my shader, just mention me and I'll try and respond as soon as I can!

umbral crystal
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cloth is pretty decently optimized

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considering its handling much more than dynamic bones for what it is

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also prob run on gpu physic thing

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but still not the best

zinc furnace
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@fossil inlet it says it on the site

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Over 70k is very poor, under is Good

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It's specially mentioned that way, but the behavior is also consistent with everything else

fathom heron
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When not previewed, my model is stuck in the animation position. Tried to fix it by recording t-pose, which works until I do the preview again. It just breaks again and I try to fix it again.

fossil inlet
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@zinc furnace except that’s not the case at all, and avatars are divided into tiers based on poly count. 70k is just the maximum, not the maximum for the best tier.

My point still stands though - there isn’t a single avatar that needs to be over 31k. You can achieve detail perfectly fine with better baking and retop techniques.

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Your avatars aren’t as detailed as you seem to think they are - just unnecessarily high poly.

zinc furnace
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Yeah but I can't get the best tier anyway

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Because of a variety of reasons

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Also, properly making something low poly essentially involves re-modeling it using the original as reference

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Such as retopo

fossil inlet
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Your point?

zinc furnace
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Hey don't ask me, you were the one who initially pinged me for this discussion. @fossil inlet

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Fewer polys is good, but many people don't have the 3D modeling experience required to properly retopo something.

fossil inlet
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Inferring that you’re too lazy to retop is a pretty terrible argument for not going under 31k.

zinc furnace
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With the current limits, the game is well within the recommended scale that Oculus recommends

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I didn't say "lazy" but feel free to keep putting words into my mouth

fossil inlet
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“Properly making something low poly essentially involved re-modeling it” “such as retopo”

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Yeah, it does. Doesn’t stop you from doing exactly that

zinc furnace
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If 20 people are at 70k polys, the world itself can still be 700k polys without going over the limits as recommended by Oculus

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And my world is like 70k polys in itself

fossil inlet
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I don’t care what Oculus recommends.

zinc furnace
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k

fossil inlet
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There’s still no reason for your models to be over 31k. They aren’t that detailed.

zinc furnace
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Sure there aren't any reasons, if you ignore the reasons everyone else is listing.

fossil inlet
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• Lazy

...?

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I’ve worked in the industry as a 3D Character Artist for 6 years. You people just need to learn to optimize your models rather than saying “eh, good enough”

zinc furnace
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If only your degree came with common sense

mental blaze
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quitting ahead is the fun part 😄

zinc furnace
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I never said "lazy", if you're going to keep putting words into my mouth then you're just gonna be talking to a brick wall. Cya 👋

fossil inlet
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This isn’t the MMD channel. You shouldn’t be talking if you aren’t modeling everything yourself.

mental coral
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I have to say, rigging for VRchat is actually teaching me a bunch of things fast that I wasn't figuring out just by doing tutorials / making my own game models.

Visemes are cool as heck. Any good tutorials on cloth / tail / hair simulations? I haven't even tried that stuff yet and I want to.

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Also: I've never bothered to re-topo manually but decimating a model is... criminally bad sometimes so maybe I should. Usually I start from low-poly though so I don't have to. Only reason my models balloon in tris is from using subdivision surfaces.

fossil inlet
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Decimating is okay for static object like rocks or things that aren’t going to be rigged, but for avatars you definitely want to retop

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Your edge flow will control how your avatar deforms, so something as erratic and inconsistent as decimate is out of the question

mental blaze
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what if they avoid decimating areas that bend

fossil inlet
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Generally it’s good practice to retop your entire thing; you can tell a good modeler by how clean their edge flow is :p

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Also looking for specific loops and rings which are important in making a character deform correctly. Everyone can tell when you do something like zRemesh or auto-retop because it lacks those features

mental coral
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I work in the same building as pro animators so I got some good Crits on my edge flow.

fossil inlet
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👍 that’s an excellent resource

mental coral
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So useful! Things you don't get from most tutorials.

mental blaze
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wish i could meet people in my field in person

fossil inlet
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Go to GDC

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Meet all the people

mental blaze
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the ticket prices :<

fossil inlet
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...are a tax write off if you work in any professional capacity :x

umbral crystal
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oof

versed ember
fossil inlet
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I don't think it has anything to do with the texture resolution, they just look overblown and corrupted

versed ember
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Then how would i make them less overblown and corrupted i just wanted to make them look less pixilated but if you see a problem i open to input

fossil inlet
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Wait for the full game to release for better models/higher res textures :X

versed ember
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Thats a plan then imma release them to people who ask cause they are gonna have awesome rigs and more options for customization.

wet kiln
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Can shapes be bent to make something like a walking animation?

umbral crystal
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shape keys are vertex offsets

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no idea y u would do that but sure

royal steppe
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It doesn't work as well as you would like because the vertices go straight to the end location instead of arcing like bones would. Rigging isn't as bad as everyone thinks once you get used to the proper tools to do it.

wet kiln
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I'm a complete noob to any of this, so I don't know how to go about doing things myself, which is the reason I come here to ask questions.

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¯_(ツ)_/¯

daring crow
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Looking great!

stable edge
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Hat band looks like it's clipping a bit though

zinc furnace
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Could be the angle

mental coral
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@versed ember That texture looks easy enough to reproduce too. What's it from?

ripe lotus
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Looks awesome @visual vigil!

waxen pulsar
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Can blender turn a leg with muscles into a relatively smooth one? I want the shape to move towards that of a cylinder
I've tried Googling it, but none of the solutions are related

versed ember
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It is from a game called anthem

umbral crystal
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blender can do a lot of things if u either do it manually or semi-manually or sometimes theres tools for it

waxen pulsar
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I want a tool for this, but I don't think it exists. I'm still kind of new with Blender though

umbral crystal
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can always try shink/fatten with proportional editing

waxen pulsar
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Thanks, I will try. It's much easier to mess things up than to make them look better though

humble stream
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how do you make a custom avatar

latent charm
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@waxen pulsar I'd have a look at the smooth or laplacian smooth modifiers, both of which you can lock to a set of axes, so you could make it only operate on x and y, or only z, etc.

waxen pulsar
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I will give those a shot, thank you!

latent charm
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Also that there's a slot for a vertex group so you can limit the modifier to specific regions and intensities.

knotty storm
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I'm attempting to use the sculpt tool to see how effective it is in the creation of floating islands.

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I scarcely use the sculpt tool. This is one of the first times I've used it so extensively.

mortal slate
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dfajsldkfjsdalkfjs

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its like blender but ill update when i get it unity ready if im able to lol

tacit chasm
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i need help

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I have this daft punk model i ripped from SFM, and I can get the full model into unity, but I cant texture it.

umbral crystal
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it has way too many meshes and materials

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combine them all

tacit chasm
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all the textures i've compiled are TGA

umbral crystal
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and yea u cna texture it

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prob just didnt extract materials :\

mental topaz
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yi extract materials in unity after you select the model
and tga just an image format

tacit chasm
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I thought i had to. SFM stores models and materials seperately in VFT and MDL files

mental topaz
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when you covert mdl it do materials

tacit chasm
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okay so how would I do this then?

mental topaz
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select model in Project, and extract materials in material tab

tacit chasm
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yeah, that's how I got the pieces in total

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now he's pink

mental topaz
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which shader are you using? its broke

tacit chasm
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oh fuck

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I forgot I had to reinstall

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I dont have the sdk or cubed shaders installed

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okay so sdk and cubed shaders are in now

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he's no longer pink

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but he's still gray

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the model i'm using didn't really come assembled, they're all SMD pieces

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I assembled them in blender and sent it out as a usable OBJ.

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So should I maybe just reformat each pieces as an individual OBJ?

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What should I do?

mortal slate
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mabe try to export as fbx??

tacit chasm
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oh?

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see the thing is

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the helmet is in a few seperate pieces

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i dont know why

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it's 4 seperate meshes

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why the fuck

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What do I do? T_T

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I cant figure out how to texture it in blender either.

umbral crystal
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first of all don't ever export with that many meshes just because it was made that way, try to make them all go together into a single mesh if possible

tacit chasm
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it was like that when I got it

umbral crystal
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also the texturing part is simple look up how to apply textures online in blender

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it doesnt matter

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and there are limits and ratings u can read about on the docs

tacit chasm
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well the model I put into unity is all one mesh I think

mental topaz
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ctrl+j after you select meshes to join in blender

umbral crystal
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or use CATS fix model or whatever

tacit chasm
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okay well

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I still can't texture the damn thing

umbral crystal
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i told u 2 look it up

tacit chasm
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that's what i'm doing

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that's why i'm here

umbral crystal
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If u have the images u can pretty easily change textures around until it applies the right one

tacit chasm
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I don't know how

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and doing the stuff i see in the videos isn't working

umbral crystal
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and ur probably not even using a mode that can render materials

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such as texture, material, or render

tacit chasm
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i'm not THAT bad

tacit chasm
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it's not working

tacit chasm
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is there a problem with they way it's oriented?

umbral crystal
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r u in the material draw mode and is the light set to hemi

tacit chasm
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im just adding textures and unwrapping by UV

umbral crystal
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u should not unwrap

tacit chasm
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this

umbral crystal
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thats a really bad idea if u have textures

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unwrap moves the UV coordinates around but it doesnt move the textures around so

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completely ruins it

tacit chasm
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so what do i do then

umbral crystal
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u don't unwrap..??

tacit chasm
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OK

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AND THEN WHAT

umbral crystal
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u literally just put the texture in it

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without unwrapping or anything like that

tacit chasm
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literally how

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i have like

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13 hours on blender

umbral crystal
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u literally did it before

tacit chasm
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assume i dont know ANYTHING

umbral crystal
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u clicked to add new texture

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and u put image

tacit chasm
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but nothing showed up??

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hold on let me try again

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i'll reset

umbral crystal
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bc ur probably again

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not in material mode

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bc u can view as solid, wireframe, render, texture, material, etc

tacit chasm
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I was in texture mode

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omg

umbral crystal
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lol

tacit chasm
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i want to die

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see theres still

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the helmet

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hmm

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I'll try this is and see what happens with the helmet

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omfg it was THAT easy

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it's perfect now

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okay

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ALSO

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Can I use normal maps?

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The kit came with them, how would I use them if at all?

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this stuff

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oh wait

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i think i figured it out

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yup i figured it out

umbral crystal
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mark as normal map and turn on normals while turning off colors

tacit chasm
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yuppppp

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gottit

mental topaz
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why you need normal map in blender? are you want to do render? because unity create own materials and that stuff is just for things inside of blender )

tacit chasm
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Idk

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ohhh

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well, idk

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maybe

mental topaz
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in unity materials have a property "shader" aka code about how it will look, and some of them (standard one for example) have ability to normal maps, so can put them in materials settings after

umbral crystal
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blender materials != unity materials

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but doesnt hurt 2 add them 2 test

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they do however carry on export

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if u have all textures stored in unity

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should automatically map them to the standard shader

tacit chasm
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they do

umbral crystal
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if u mapped in blender

tacit chasm
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blender and unity are both using the same source folder

umbral crystal
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doesnt mean it will stay mapped when using other shaders tho

tacit chasm
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So I combined all the helmet meshes

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so now it's just the helmet

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so all I have now is suit, helmet, hands, and neck

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Should I join more of them?

mental topaz
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you can merge everything together for optimization purposes, + separated meshes can cause bug of hiding on some angles of view

tacit chasm
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Is there a downside?

mental topaz
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i'm usually combine everything into 1 mesh, if that not a world map with 15m polygons )

tacit chasm
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I see.

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So it's better than to just combine all the meshes into one?

umbral crystal
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the less meshes the better

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but sometimes u need multiple

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i.e. body swapping

mental topaz
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do shape keyses can replace this thing for body swapping with scale to -1^10? 🤔 like even with weights with so small size it not must be visible

umbral crystal
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u should not use shape keys for that

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say u have 10 different outfits

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u would have 1 face and 10 meshes

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but u only have 1 outfit active at a time

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so in turn thats only 2 skinned meshes at a time

tacit chasm
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Oh okay.

umbral crystal
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better than say havig every single outfit mixed into 1 mesh

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and also polygon limits stricter for that

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bc all the active polygons

mental topaz
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what a detailed 3a outfits you are planning to use )

tacit chasm
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lol

umbral crystal
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like im saying

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if each outfit is a total of like 20 sometjing k polygons

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20k*10 is 200k polygons

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well over the limit

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but again its literally nothing if ur activating one at a time

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each could even have their own material as its still only 2 mats being active

mental topaz
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those mmds that 10 outfits is more then 50k )

umbral crystal
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but yea overall

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mesh body swap better than blend shape body swap

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performance-wise

tacit chasm
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hmmm

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He's still gray in unity

mental topaz
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did you export materials from your model in unity? and move your model after you move textures?

tacit chasm
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Yeah, all the textures and normal maps are in here.

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Attempt 2 is the model I just finished in blender, which had all the textures applied

mental topaz
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do you have more then 10 textures (except normals)? if not try to assign them all by yourself) you can even check which one in blender, after you export materials from model properties in unity

tacit chasm
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and Daft Shared and Thomas are where the actual textures are stored

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there are 6 textures I used, not including normals

mental topaz
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select your model in this Project folder, then in Inspector you'll see some properties, in the last tab you'll see materials with button called export (or something like that), then you need to select folder where to export them, so after you can drag textures into each this material (for that you also select material in Project folder and in Inspector you'll see properties of selected material, and you need to drag the texture into box called Albedo)

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@umbral crystal actually both things are good but depends on what you have, until 1 material + shapes has better performance then 2 materials + 2 meshes shapes method will be better 🤔

umbral crystal
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u don't **need **multiple materials

mental topaz
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@tacit chasm heh

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@umbral crystal by materials i mean draw calls cause of them (yip i don't know stuff :d just draw calls word)

umbral crystal
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ew did u click legacy materials

tacit chasm
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no, that's under the embedded materials menu

umbral crystal
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o ok good

umbral crystal
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u can just extract

tacit chasm
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How?

mental topaz
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@tacit chasm send me .blend i'll check

umbral crystal
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extract material button

mental topaz
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he's button is grayed )

umbral crystal
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into a folder called material (make if there not one)

tacit chasm
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it's blocked off, yeah

umbral crystal
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it appear when first import

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unless u already done it before

mental topaz
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try to delete all this models from unity and materials if you extract them before and retry, but keep textures

tacit chasm
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ok I deleted and reimported the whole Paft Dunk folder

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which is where everything was stored

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it's there now

mental topaz
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you exported model as .fbx?

tacit chasm
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nnnno

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OBJ

mental topaz
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that's a problem heh

tacit chasm
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It is?

mental topaz
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obj doesn't contain bones and etc, so you'll be like a solid object, then second obj also export mtl file with information about materials, you doesn't import that with a model so its create one material for the whole model
so do the same but export as .fbx or if you want to be static import obj with mtl (actually for me .obj have more file size then .fbx)

tacit chasm
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okay so go back to blender, and export the textured model as an fbx?

mental topaz
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yes

tacit chasm
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Well that's a good sign I guess

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the normals are in the asset folder though, so... Do I have to mark them as a normal somehow?

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because right now they're TGA's like all the other textures

mental topaz
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you need to click fix now, unity just will mark them for itself those images as normal maps

tacit chasm
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Yeah it fixed itself but uh

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why is it green?

mental topaz
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extract materials and select them all, then near Albedo box in Inspector tab you'll see box with " - ", click on it and choose white color in color picker
box that on the right side, because left one for the textures

tacit chasm
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Oh awesome

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NICE

mental topaz
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also to be not static and have all anims you need to select your model and in Inspector window go to Rig tab and change from Generic to Humanoid

umbral crystal
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do u know wat an obj file is lol

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it doesnt even support bones or animations

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u actually dont even need 2 export at all

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unity can read straight from a blender file

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but if u want 2 thats ok

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and u still need 2 configure the model after its humanoid 2 check bone mapping and rotation

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and for vr users will need 2 apply full body tracking fix

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also typically smd model have broken fingers

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can be fixed by tposing in blender and reseting pose in unity

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or fixing finger bone direction and enforcing tpose again

mental topaz
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rotating them in Configure

tacit chasm
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Is there a way to lower polygon count in unity, or do I have to do it in blender?

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cause i'm WAY over the limit

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100k

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and also this^^^

fossil inlet
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Yeah, delete edgeloops or retop it.

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There's no reason you should be even close to 100k

tacit chasm
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111,195

fossil inlet
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What did you do, subdivide it?

tacit chasm
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i didn't make it

fossil inlet
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Then why are you in the modelling channel "-.-

tacit chasm
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because we just spent the past two hours fixing it in blender

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trying to get textures to work

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^^^Read up^^^

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So how do I do those things?

zinc furnace
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This channel is about 3D modeling in general, not necessarily about doing everything from scratch. The rig question is offtopic though.

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You go back into Blender to lower the polycount. @tacit chasm

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So either retopo it or use decimation

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Is there an easier way to view face normals in Blender? I find it a little hard to tell sometimes and don't want to keep toggling backface culling

umbral crystal
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also usually mmd shirts and pants etc have holes on the inside

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can be fixed by extruding or using solidify modifier then removing interior faces

zinc furnace
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@umbral crystal perfect, thanks!

muted goblet
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hello? can anyone help me with a development of a small mobile app im making?

umbral crystal
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wat this gotta do with modelling

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also idk if hiring allowed here

muted goblet
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well i need 3d modeling

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its something super simple and mod's im so sorry if this isnt allowed

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I just need one simple model

fossil inlet
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You can commission someone and pay them for it :p

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You're asking for a specialized skillset; expect to pay quite a bit more than minimum wage.

subtle jackal
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https://i.imgur.com/B1eoRKv.png while my first avatar was technically a success I wasn't super happy with the results, so taking a new approach! Pretty happy so far. Hair is such a pain tho.

primal jolt
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Does anyone know how to apply surface subdivision to only a specific zone of a mesh, or do i need to create 2 seperate objects?

zinc furnace
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Can you select a vertex group in the modifier maybe?

primal jolt
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I'll try that hold on

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No, i dont see a way to select a vertex group in that modifier. is there a way that im not aware of?

zinc furnace
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Apparently that isn't possible. Your only option is to select the area, press P to separate selection into a new mesh, then apply the modifier to the new mesh.

primal jolt
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i think we're looking at the same forum post 😛

zinc furnace
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Nah, I just looked in Blender real quick

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There's no slot for a vertex group so I'm assuming you'll just have to split the meshes manually

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You can rejoin them later

primal jolt
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sadly :/ IDk how to rejoin meshes yet, however I'm still with-holding my cautious optimism that stitching them together will be easy lol

zinc furnace
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CTRL+J to join selected meshes

primal jolt
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ty ❤

subtle jackal
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You can also manually subdivide parts using the subdivide operator. There's a button for it but I went into preferences and set it to "d" for me since I use it quite a lot

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it's quicker and more accurate (and less buggy) than the knife tool for a lot of things 😛

spiral sigil
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I wants to be able to make em but i cant why is that @quaint jasper

clever cypress
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Could you specify which part you're having trouble with?

primal jolt
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any critiques, comments etc would be greatly appreciated

silent junco
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a spine?

fringe rock
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What is that

crude frost
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it looks like a gmod bg

shy vale
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I saw someone turn this off once before, and wanted to be able to see the actual color I'm painting with. How would I go about this? I'm using blender for textures btw.

umbral crystal
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?

charred echo
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how do i mark an area of polys in blender

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and edit them

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?

umbral crystal
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wym 'mark'

charred echo
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nvm

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figured it out

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was area selection thingy

charred echo
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okey

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have tried to fix this for a long while now

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but i can't figure out

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why its missing parts off the arm pit and shows a white color on the neck

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anybody have an idea of whats going on?

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at this point it seems more reasonable to just delete the hoodie entirely and find something else to wear

zinc furnace
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Seems it may be inverted normals there

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Try selecting the faces and do flip normals

swift heart
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seems like you've also got some n-gons in your mesh, so try triangulating those if the normals idea doesn't work

spiral sigil
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I WANNA 3D MODEL SO BAD

fossil inlet
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@spiral sigil Your profile picture has never been more relevant.

spiral sigil
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y

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?

long sonnet
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hi I'm new and i would like it if some one would make me a custom avatar

fossil inlet
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-Benisop89```
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YouTube is your best friend :p

long sonnet
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oof'

primal jolt
#

Dont know if yall already know this, but for those who want to optimize WHILE modeling, remove sub surf (as much as you can without loosing aesthetics), select all faces (that apply) > W > shade smooth, it will bring out the smoothness and lower poly for the most part on lower poly areas.

subtle jackal
#

Did... did you think you had to subdivide a hard-shaded model until it looked smooth? o.O

primal jolt
#

im brand new to modeling. like, i spent all of my sunday this week watching tutorials and taking notes.

subtle jackal
#

Ah, well. Surface normals is definitely one of those things you should probably learn quickly lol

primal jolt
#

Surface normals?

subtle jackal
#

it'll help you when hand-triangulating parts for the best results on low poly surfaces, and once you get really deep into it, you'll learn about custom vertex normals 😛

#

yes, surface normals are essentially what decide how your model is lit. Normal maps, for example, alter those normals to change lighting on a per-pixel basis

primal jolt
#

OwO more?

subtle jackal
#

Uh, jeez, it's one of those things where there's a lot of information to get into. There are multiple sorts, per face, and per-vertex, for example, and split normals in a way give you multiple normals per-vertex (this is what hard-shading is, essentially)

primal jolt
#

got a link to the read-info?

subtle jackal
#

I'm not reading it from anywhere, but you could probably google stuff like "vertex normals" to get some info

primal jolt
#

Gotchya, thanks! o7 gotta populate my notes...

subtle jackal
#

a normal is, at its most basic, just the direction something points, and you can manipulate this data for different results

#

one of the more common ways to manipulate it is to smooth the lighting transition between two split meshes for technical reasons, for example if you have multiple heads for the same body, you could keep the head separate and manipulate the normals around the neck so that they all look seamless, even though the meshes aren't actually joined

#

it's also common to adjust the normals on trees in low poly games so that they are shaded more nicely

primal jolt
#

(obv bluehole visual devs didnt learn this till after pubg was released by the looks of it)

subtle jackal
#

lol

primal jolt
#

Blender manual has a really good explanation of how to use etc

subtle jackal
primal jolt
#

defo saved, will be useful for making map visuals, thats my next big project

#

@subtle jackal to join all meshes without all taking on all of the modifiers of the others, i should apply them (the modifiers) before merging right?

subtle jackal
#

yes

primal jolt
#

kk ty 😄

subtle jackal
#

some modifiers allow you to use vertex groups, so it's possible to have certain modifiers only on parts of a joined mesh, but in general you'll need to apply them.

primal jolt
#

My first avatar is going to be really simple to just dip my toes into the lava that is blender modeling 😆

#

chest area done, arms and legs are going to be interesting

#

4,402 poly so far

keen heron
#

Been working on a bar for me and my friends. Loving how its turning out.

#

(Renders done in Cineam4D)

obsidian ingot
#

I'm kind of new to Blender and Unity but I'm slowly learning how to 3D model to make avatars from scratch. Anyone have any recommendations on videos or forum posts to view to help the process go through a bit smoother? (Any and all help even if it's just how to create armature or whatever)

royal steppe
wheat geyser
#

hey guys

stable edge
#

hi

drifting inlet
#

heyo, do you guys think this is good enough?

#

oh, can't paste pictures here, aha

zinc furnace
#

That looks pretty sweet! Good topology too

drifting inlet
#

yeah, i try to stay as clean as possible to not die when doing UVs 😄

#

learned that the hard way

fossil inlet
#

Holy ngons

#

topology is not good, don't listen to the other guy

#

you can't just boolean impressions into a primitive and expect it to work like that; you still need to keep everything to tris or quads.

#

Go back in and add edgeloops to fix the topology.

#

Just because it looks clean doesn't mean it is.

#

@drifting inlet

drifting inlet
#

I mean, since then I reworked it a lot, since it was 4K polygons 😄

#

Even tho I wasn’t getting any artifacting due to n-gons in the actual game

fossil inlet
#

that's because Unity triangulates your model when you import it.

#

Still not good practice to just be okay with ngons

drifting inlet
#

I know it does

fossil inlet
#

You don't need those bevels either; you unwrapped it yeah? Just delete the bevels and bake them into the normal

#

you can cut out a lot of the edgeloops in the concaves and bake them too.

drifting inlet
#

I unwrapped it yeah

#

I really want to reduce the maps amount I have already honestly

#

My material count is slowly breaching 50

#

With every one being a 4-5map one it piles up fast

#

In its current state it doesn’t have ngons but still has bevels since it’s not using any bespoke materials (reusing general stuff)

fossil inlet
#

your materials should never breach more than 1 or 2

#

You should really look into baking your texture maps, if you unwrapped it there's absolutely 0 reason to have more than a couple of materials for your entire mesh

#

You don't need materials to give you bevels

#

just bake that into your normal

#

Get xNormal or something and take your low poly and high poly meshes, then bake the high to the low.

subtle jackal
#

You can also manipulate vertex normals for cheaper, but higher-quality bevels (1 bevel face with the appearance of 3 or so). This is pretty common especially for more hard-surface stuff.

#

It also allows you to forego full high-poly meshes and just bake floaters where you need extra stuff like handles or screws or such, because you don't have the gradients in your normal map from baking to a regular smooth-shaded low-poly

zinc furnace
#

Pretty sure you can keep quads in the import settings although this is generally only done for tessellation

#

Vertex normals will probably be more important than the normal map in this case

drifting inlet
#

I guess I need to look into normals way more, since I have no idea what are you guys talking about 😃 (I’m a total noob at this whole thing, I just split meshes into vertex groups and assign them materials I get from poliigon)

fossil inlet
#

Does nobody here know what a normal map is?

#

You don't ever import a model without a normal map. That's lazy and inaccurate. Normal maps are made to make your models appear higher fidelity than they actually are.

drifting inlet
#

I know what a normal map is, I just only used them with materials

#

Normal / height maps

#

Never used them with models, so now I know I need to research that, so thanks for that

#

I know you can make a specific material for a part of a mesh with a normal map for that particular mesh

#

But that would mean having a separate material for that particular mesh as I understand it

#

Maybe I’m wrong

#

Like when I was playing with Warframe models - they provide normal map that gives most of the detail

#

So you need to make a material for that particular part of the mesh (like “chest”) that contains maps only for that mesh

#

(Non-tiled)

latent charm
#

It's possible to use one material & texture set for multiple objects if they're fairly small or don't need that much texture resolution.

#

Just have to do the UV layout for it

drifting inlet
#

Well I use one material for all the walls, one for all the floors, etc

#

Since it’s a tiled material with albedo, normal, height, occlusion and specular map, etc

#

So basically you’re saying I can combine multiple meshes to use one material as well, it will just be a material tailored for those particular meshes

#

Basically a reverse of what I was doing till this point

latent charm
#

Sort of. The meshes stay unjoined, but share textures.

drifting inlet
#

Yeah

#

I really need to look into all of this 😃 since I know how to unwrap, but have no idea how to bake normals, etc 😄

latent charm
drifting inlet
#

👌

viscid temple
#

Does anyone know if there is a way to have a really basic template model that I can edit and test quickly in order to make a model that meets my body proportions like arm length and leg length etc...

#

because I want to have a guide because I want to make a model that will work really well with full body, but I want to do all of the testing etc on a template so I can start fresh with a new model and get my proportions right at the beginning and not worry about it later and have the chance to easily fuck it up

zinc furnace
#

Y Bot is apparently pretty good for full body.

#

@viscid temple

#

You can get Y Bot for free off of mixamo

#

Importing it into Blender will probably require you to take it through Autodesk FBX Converter 2013 first.

viscid temple
#

yo, awesome thats the one I was looking for. Is there ANY way to scale the model and test it in full body without uploading it to vr chat?

#

because that is just about the most time consuming thing ever to do

zinc furnace
#

Not that I know of

#

You can only test avatars ingame

vapid obsidian
#

I hope this is the right channel, but does anyone know how to convert MMD bone morphs into shape keys? One of my models uses bone morphs for blinking and mouth movement.

fringe rock
#

If its like an animation. Pause when its a the desirable place and in cats apply as pose

minor mural
#

hello

spiral sigil
#

hi

minor mural
#

hiya

#

I'm new to 3D modeling

silent acorn
#

oh, welcome! make sure to ask if you've got any questions

#

programs like blender are always complicated at first, but they're really nice to work with once you know all the shortcuts

drifting inlet
#

follow-up for a discussion yesterday

#

re-did the thing, made a separate high-poly asset and baked it (the actual "speaker" part was baked as a floater so i won't need to mess with it)

latent charm
#

That topology is a mess.
This is more along the lines of what you'd want to be doing for the low poly one that's gonna wind up in unity.

drifting inlet
#

the speaker comes out too angular even after baking

#

the actual round part

#

basically i wanted to preserve real edge loops and stuff

#

how are you doing the circles part? subdivide + alt+shift+s?

latent charm
#

Yeah

drifting inlet
#

basically this is what i did yesterday 😄 could've just stopped there then =/
since i went back and thought that it would be good to have some that actually connect and go around the whole thing

#

(now let's see if i have undo history far enough)

#

back to the drawing board) 😄

spiral sigil
#

@drifting inlet real edge loops is something you could technically achieve using Normal maps, so doing what Gallium recommended is definitely a good route, then for more smooth round-offs, depth and other aspects you can use a normal map to achieve that result

latent charm
spiral sigil
#

A roughness map can help to smooth the edges too, if I remember correctly off the top of my head

drifting inlet
#

ok, so i'm unable to make it exactly like that so far 😄

latent charm
drifting inlet
#

some edges are a bit harsh, since i didn't spend enough time offsetting stuff properly in marmoset, but again, since i'll be rebuilding this thing once more - i'll throw the current result away anyways :D
still, at least i baked my first normal map

drifting inlet
#

the somewhat end result with 218 polygons. now I just need to actually assign proper materials to parts of it as I planned 😄 https://imgur.com/8z3l1ZB
Thanks for all the help. 218 polygons total

umbral crystal
#

why the whole hting smooth shaded

drifting inlet
#

because why it should be flat shaded oO? the final shape is baked with bevels all over it, looks as expected (the one on screen is the older bake, but still)

umbral crystal
#

because the center of it isnt really smooth

#

or at least the bevelling inside

#

smooth shading does not work very well across sharp/hard edge angles

drifting inlet
#

it s the same asset though

umbral crystal
#

o then its just something u did with it

drifting inlet
#

just with baked light

#

at low resultion

#

(20), so yeah, a lot of artifacting makes it weird

#

will be better at a nicer bake (like 50-100)

glossy tangle
#

hey people,. I have a question regarding texture transparency in blender internal.
I have a model I want to add blush to and have that mesh push forward. Problem is that I dont know how to set transparency to a texture in blender internal. Does someone know of a good guide on that?

rain flax
#

I have enabled direct image attachment in this channel.

zinc furnace
#

Why not just on all channels?

#

It makes sense for this channel but I can see it helping in just about any channel

glossy tangle
#

Thanks Tupper 😃

subtle jackal
#

@glossy tangle You don't have to do anything special with blender for transparent textures that I'm aware of, but the viewport render doesn't display them particularly well.

mortal slate
#

@glossy tangle

cursive wedge
#

i would recommend you to put an image of the file when sending a .blend file, makes it easier to know whats up 😉

glossy tangle
#

@mortal slate Thats in cycles. I'll save it and study it. Thanks. I'd love to be able to do it all in cycles but the workflow calls otherwise 😐 Last night I managed to kind of figure it out. I had to make the image in photoshop and then bring the png into blender. Unless there is a way to paint transparent textures that i am not aware of in blender internal.

mortal slate
#

Which render is it, game or like blender render, ill take a look at it when i get the time

livid maple
spiral sigil
#

art...

mortal slate
#

@livid maple did you make that in fusion??

livid maple
#

SolidWorks

mortal slate
#

ahh, did you use its internal render??

#

also its looks sexy af lol

livid maple
#

i used RealView graphics for that screenshot

mortal slate
#

can i render that in blender??

livid maple
#

sure

mortal slate
#

i work on it a bit more, there a few parts that didn't render well

pulsar skiff
spiral sigil
mortal slate
#

why it so small?

elfin peak
#

thats what she said

vapid obsidian
#

Is there a way to make a shape key toggle the visibility of a material? I currently have a blink shape key that works with the model, but the eyelids are halfway closed in the mesh, so I'm trying to make it so that the material makes the material visible at the start of the shape key and make it invisible again at the end of the shape key.

mortal slate
#

@vapid obsidian are you talking about be blender??

vapid obsidian
#

Yes.

mortal slate
#

ahh, you can key frame transparency idk if that helps

thick wraith
mortal slate
#

Im gonna work on making it vr ready now

umbral crystal
#

where r the shadows

mortal slate
#

i put a shadow catcher under it but the hdri was pretty diffuse

livid saddle
#

@spiral sigil this is not the channel to just be posting random art

#

This is supposed to be discussing 3D modeling

spiral sigil
#

working on a model and i'm trying to mirror it but i can't as it has shape keys, how can i apply the mirror modifier without getting rid of the shape keys?

visual vigil
#

you can try the Multi Shape Keys plugin @spiral sigil

#

it would apply the modifier and keep the shapekeys

spiral sigil
#

where do i find this plugin?

#

@visual vigil

visual vigil
#

on a github link

#

im looking but cant find it

spiral sigil
#

@visual vigil i found one, idk if it's the one you was probably on about but i got it to work now, thanks

visual vigil
#

do link, cuz mine stopped working

spiral sigil
#

gimme a sec

visual vigil
#

ty

visual vigil
stable edge
#

rip dio

spiral sigil
#

I'm sending it here bc it was deleated from avatar optimization, but I guess it's not the proper channel and It's also wearing rll little clothing 👀

#

so I just put the top part

fossil inlet
umbral crystal
#

prob not

#

i mean could be

#

but sound more 3d model related

storm kelp
#

fuck i wish i could model xD

#

wait can we swear?

stable edge
#

Pixl, Poppies work was done with Vroid

#

if you want to learn to model with blender anime-style see Daniel Kreuter's stuff (youtube)

storm kelp
#

yeah but like... its so much effort for just an avatar.

stable edge
#

Vroid isn't though

storm kelp
#

i've done 1 avatar before and it was just a terrible deadmau5 thing

#

whats vroid?

stable edge
#

old (official) video

#

it has english language options

storm kelp
#

oh

#

looks easy enough to use

stable edge
#

yup!

#

i dont know if they have a male body base yet

#

anyway here is the sites dl page:

#
VRoid

VRoid Studioは、人型アバター(キャラクター)の3Dモデルを作成できるWindows・Mac用アプリケーションで、どなたでも無償で利用可能になります。

swift heart
#

they do have a male base

stable edge
#

oh nice!

umbral crystal
#

i mean u can model

#

not liek blender cost money or utube not exist

storm kelp
#

yeah but i suck at it

subtle jackal
#

Some weird topology on that model tho. Looks like they took a lower-poly base with a few triangles and just subdivided it to get quads. I mean, I doubt it matters in a practical sense, especially in VRChat, where all the facial animation is handled in shape keys and you can smooth out any weirdness, but eh. I'm a stickler for clean topo.

fossil inlet
#

What if I told you that you’ll initially suck at everything and only through hard work and dedication can you become good at something?

subtle jackal
#

^ this tbh. It's why I sigh internally whenever someone says "Oh you're so talented " Like no dude I've just been doing this for a decade now. Put in your 10,000 hours and you can too.

fossil inlet
#

Literally same. Talent is just an excuse people make up so they don’t have to face the reality that someone who’s really good at something has been doing it for a long time and they don’t want to put in that kind of work

#

Usually kids who are “talented” just started drawing really young and doing it a lot. You draw every day, you’re going to get good at it, relative to your knowledge of art fundamentals. Still gotta learn those, they don’t just come through epiphany.

subtle jackal
#

yep

spiral sigil
#

Vroid is rlly easy to use, I have made 3D models with ZBrush, but I don't think they are actually rlly good and I just don't wanna send them here. Even tho Vroid is rlly easy to use I made all the textures myself, except the base for the face and body I just re painted them over the base. But yea, I agree. And btw avatars-mmd didn't let me send pics

#

And by 3D models I mean modeling

crimson cove
#

I like using VRoid for just making the face, then I slap the head on a different model base

swift heart
#

yeah vroid is god-tier for modeling hair from scratch

spiral sigil
#

yea

autumn ledge
#

so I've made a sword and I gave it some particles in Unity, but I dont know how the SDK works

zinc furnace
#

VRoid is not very great at bodies so you're probably using it the right way

#

I'm not much of an artist so vroid hasn't really been useful for me

#

But apparently hair is super easy in there

livid saddle
#

@spiral sigil what body did you use for that?

#

Or is that from scratch

spiral sigil
#

The normal body, I just edited the body with the normal comands and edited the textures, I also adaded thing with z brush but i don't think that is what you mean

livid saddle
#

Normal body from what? Vroid?

hollow radish
#

I make everything from scratch, even hair 👀

#

has more flexibility but it takes time and getting better at it allows me to really do a lot more

umbral crystal
#

i need 2 lern sculpt

#

can model but sculpt seem easier

dawn ember
#

so uhhhh

#

Anyone good with blender in the house?

#

This is what my materials look like with a normal node not attached

#

And this is what they look like with the normal map node attached

#

Nothing is connected to the normal map node, but just putting it there messes up the whole thing

#

Okay this only appears to happen when using Eevee and tangent space is selected

#

weird

mortal slate
#

can you show me whats to the left of normal map

#

@dawn ember

spiral sigil
#

been working on this model for weeks and now finally had enough free time to finish it, now rigging

dull jungle
#

Nice

dawn ember
#

Nice

cyan ice
#

Noice

dull canyon
#

so. can you lovely people describe roughly what your workflows are for creating an avatar from scratch to "ready to prepare with cats"

spiral sigil
#

Make sketch Make rig and name bones Right Shoulder, Right arm, Right Elbow, Right Wrist, Right Leg, Right Knee, Right Ankle and vice versa for Left Side and Hips, Spine, Chest, Neck, Head, Eye_L, Eye_R

dull canyon
#

I meant an actual original avatar, not with a premade model or somethinig

silent acorn
#

I usually start with concept art, the more detailed the better- it's waaay easier to correct a design problem from the drawing board than with a complete model

#

Then it's modelling, texturing, rigging, etc

#

But yeah, having reference art is incredibly important

#

Oh, one more thing! I find that instead of detailing one area at a time, slowly advancing the entire model is a bit easier

#

But that might just be me.

dull canyon
#

okay, and when modeling/sculpting, especially human(oid) characters, do you start out with a sphere and then just sculpt it into the shape of the body, or use multiple objects, or is it all just personal preference?

stable edge
#

i mean i usually start with a cube for the legs and then build up

#

make sure you dont leave the cube connected in the middle at the chest

#

and do more complex parts separately (head hair etc.)

dull canyon
#

okay, and are stuff like clothes and accessories also best kept as separate objects? like, if I wanted to give the same character different outfits, what would be the best way for that?

#

oof, so from what I gathered I first have to learn 3d sculpting, and then retopologizing >_>

#

also, so once I have my model retopologized, if I want to add the details I assume you do that via the texture and baking?

fringe rock
#

star with a side view of the character and front and build from that

dull canyon
#

mkay

fringe rock
dull canyon
#

okay, that's kinda what I figured

#

so I guess sculpting is really just learning the tools and having a good concept art reference

#

retopologizing looks like a different beast

fringe rock
#

the best way is to scult and retopo after so you can have an bump map/occusion map

#

be f you do a anime style you dont really need that i tihnk.

dull canyon
#

well, I wanna go somewhere inbetween anime and realistic

#

like, very clearly anime style but more detailed than most MMD models I've seen so far

fringe rock
#

in general you (bake the normal/bump/etc) of a sculture on an low poly model.

dull canyon
#

and how do you create a normal/bump map?

fringe rock
#

when you sculpt in zbrush or blender. You have a lots poly so it very realistic. After that you envelope it with a low poly version so its easier to rig. On that you bake the normal and other thing .

#

But for noe

#

since you begin

#

just model thing from box or sphere

dull canyon
#

okay

fringe rock
#

try make low poly character first

dull canyon
#

so basically I want to not have dyntopo enabled in the beginning of the sculpting?

fringe rock
#

Yeah I would say so. At least to start to be familiarised with 3D stuff

dull canyon
#

okay

#

thanks

subtle jackal
#

How you approach the high-poly is really up to you. Most people do sculpting but if you're not great at precise brush control you can also do high-poly subdivision modelling (you don't even have to worry about edge flow, really, as long as your surface normals look alright. (example of a model I was doing purely for normals: http://artificialincarnation.tumblr.com/image/100476232425 ). I usually like to do a hybrid approach where I model in some things on the high-poly and then sculpt others. But I use Blender for everything so it's easier that way for me. (Here's an example of a hybrid-sculpted one, I modeled the seams for accuracy but then sculpted the wrinkling: http://artificialincarnation.tumblr.com/image/127198447720 )

#

Dyntopo doesn't matter, by the way. But I've found unless you really know what you're doing and take a lot of time, it's easier to get a clean-looking result with a multires sculpt instead of dyntopo.

dull canyon
#

ok, that was a lot of words I didn't really understand 😄

#

what exactly is "sculpting" and "high-poly subdivision modeling"?

subtle jackal
#

Ah, I thought maybe you'd had a bit more experience in 3D I guess. Sculpting is the process of creating a 3D model by sort of... deforming a surface with brush-strokes rather than, for example, regular poly modeling where you extrude things or create new faces. High-poly subdivision modelling is where you create a sort of base "cage" mesh and that adjusts a much-more high-poly surface under it.

#

And yes I've used Retopoflow, it's pretty nice. I especially like the Tweak and Contours tools, they're the most useful of the lot in my experience.

#

polystrips is still a little too fiddly in practice to be as useful as it looks

ripe lotus
#

I personally start with the eyes when building from scratch

dull canyon
#

okay

#

yeah no, I'm completely new to this all

#

I started reading up and doing tutorials a few days ago

#

only 3d modeling I've done before is with CAD software for 3d printing

#

@ripe lotus why the eyes?

ripe lotus
#

Just how I do it

dull canyon
#

ah, okay

ripe lotus
#

As artists, there it no one way

dull canyon
#

yeah, I guess

#

I've had the same issue with drawing, I never really figured out where to start

#

I never found my workflow

ripe lotus
#

Try and experiment, failing is fastest way to success

dull canyon
#

yeah, I know, but as weird as it sounds failing is still hard for me. I know I have to fail to get better at anything, but my brain just has a hard time accepting failure and defeat >_>

ripe lotus
#

Ever heard of Alessandro Baldasseroni?

dull canyon
#

can't say I have

ripe lotus
#

Blender Guru did a interview with him, hes one of the most successful and top character modelers in the world. He talks about his journey to where he is and how he did it.

#

might help you improve

dull canyon
#

I'll check it out sometime. I've watched a lot of other good 2d artists, like sycra or achmed aldori or bobby chiu and they've all shared their experiences and stuff and I understand it, it's just hard applying it yourself

ripe lotus
#

Honestly his biggest point is, if you're not passionate about it, you're never going to do well.

dull canyon
#

yeah, makes sense

#

what I've observed about myself in the past is that I tend to get really passionate and interested in something, but at some point I'll hit a brick wall and if I can't get over that wall at the second or third attempt I'll get super depressed and stop doing it

#

was that way with IT studies, Japanese studies, drawing, programming (that one's mostly on my current job tho)

#

I got really into 3d printing end of last year and now that some other issues have come up and the fact that my printer requires a lot of tweaking and shit to work well I'm rarely using it compared to at the beginning

#

https://docs.google.com/document/d/1eJirtacoSyc4cgHsalu6zye6Y06Xy75WUWCv-1UC5tw/edit?usp=sharing so this is what I quickly came up with for now... things with ??? I have absolutely no idea if they're right, even less so than with any of this. I appreciate and comments on things that I'm missing or getting wrong or should do in a different order or whatever

ripe lotus
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There is no one right way.

dull canyon
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I know. I'm just trying to figure a general workflow out... like things everyone normally has to do when creating an avatar for vrchat from scratch

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and everyone needs a starting point somewhere, someones work(flow) they can initially follow to get started

ripe lotus
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What feels right for you?

dull canyon
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I don't know cause I don't know all the steps involved yet

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I have no idea what actually is all involved in applying a texture or bumpmap or normal map or whatever for instance

fringe rock
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dont wait. start now

dull canyon
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well I tried yesterday

ripe lotus
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Find a picture of something you like and try making it

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and if you fail, try again from what you learned

dull canyon
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I had no idea what I was doing with sculpting mode 😄

ripe lotus
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a popular practice for beginners is to try and make an anvil

dull canyon
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so I heard from Blender Guru 😄

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maybe I'll try that tomorrow

ripe lotus
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Alessandro Baldasseroni actually mentions it too

fringe rock
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anvil-chan

subtle jackal
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You can skip and modify steps depending on what you're doing. For my most recent avatar I started with an idea and looked at boatloads of images to find a design I like (it ended up mostly from one image but with a few modifications). After I had an image down I decided I wanted to heavily mimic an existing base but basically redid the entire thing myself (just to make it easier to get good looking expressions etc.) So with that I modeled the base body, then head, then hair, then accessories (didn't need a sculpt for this). Rigged those to ensure I didn't need any geometry adjustments for good deforms, then UV mapped. Then textured. Then once that was all looking good I modeled the outfit, took that low-poly model and use it as a base to do a little high-res sculpting for normal and AO maps. Rigged, UV'd, baked maps and textured that. Then I combined the models and took them into Unity to do the rest.

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(Just to give an idea of a workflow)

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But I'd agree with others, a full rigged character mesh for VRChat is probably not the best jumping-off point if you're easily discouraged by failure. You're gonna make a few potato-tier avatars before you get the hang of it.

dull canyon
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" I modeled the outfit, took that low-poly model and use it as a base to do a little high-res sculpting for normal and AO maps." what exactly does that mean? I still don't know a lot of the terminology

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so you made some clothes with low poly objects and then added detail in sculpting?

subtle jackal
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it means I made a copy of the low poly mesh, added some details, added a multires-modifier, and then added wrinkles and such, then baked those back to the low poly

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sec, I'll take some pics

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the high poly with extra detail modeled in, mostly seams. Note the multi-res modifier on the right, I'll show the result of that in a sec

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the high-poly. I'd show wires but they're too dense to really make out lol

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the buttons are separate objects, also.

dull canyon
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okay, got it, I think

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and then you'd take the high res version and... bake it onto the lowres?

subtle jackal
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basically the low poly dress is the one I actually have attached to the model in VRChat, the high-poly ones are used for baking, essentially it uses image maps to modify how light reacts to the low poly on a per-pixel basis, which makes it look like it has more detail than it actually does.

dull canyon
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okay, now things make a bit more sense, I think

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thanks for the detailed explanation

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I guess my best course of action would be to just start and ask and figure things out as I go...

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but I'm a thinker and I like to overanalyze things >_>

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like, I'd spend hours watching tutorials without ever actually doing anything with the knowledge cause I always feel like I'm missing something 😄

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so, again on terminology. is "sculpting" basically drawing/chiseling/clay forming and "modeling" changing the mesh on a vertex basis?

subtle jackal
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correct

dull canyon
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alright

subtle jackal
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https://imgur.com/a/nH7B16J an example of how normal maps work, also. This is the low poly model with wireframe showing, yet you can see how light reacts to the wrinkles and such as though that was actual geometry

dull canyon
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and the normal maps are created by using the high res model?

subtle jackal
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yes

dull canyon
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okay, now it makes sense

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I was always wondering how you'd create those for this kind of thing

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thanks again!

subtle jackal
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The two main ways are using a high-res model or by painting height-maps and converting them, or a combination of the two

silent acorn
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Good luck! That basic model you posted earlier is waaay better than my early practices

subtle jackal
dull canyon
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@silent acorn I hope you don't mean mine cause that one's horrible 😄

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@subtle jackal yeah I'll probably just try to take one step after another and keep pestering you guys with questions as I go along

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for now I have to give my brain some rest, it's 11pm already

subtle jackal
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np, happy to help

dull canyon
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ripe lotus
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I feel like one of the worst things to do is try to take to much information at once and run with it

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when your beginning I mean

fossil inlet
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Normal maps are great, you can have much higher rez detail on a much lower rez mesh. Like here it looks great - another trick though, is to bake your lighting so that your mesh still retains high detail texture without the help of lighting. Since most maps in VRC don't have dynamic lighting, your normal map isn't being used at all, outside of maps with proper lighting. So having both baked lighting on your diffuse map and a normal map will help push your textures really far.

dull canyon
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okay

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@ripe lotus yeah, that's the issue I tend to run into

ripe lotus
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Start a portfolio and have people look at your work regularly, critique once you get into it is a road to improvement!

dull canyon
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mh, sounds like an idea

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well I'll keep spamming the stuff I make here so 😄

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not sure where else I could post stuff like that tbh

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I don't like using deviantArt anymore

zinc furnace
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I wouldn't recommend using actual baked lighting on your avatar, whether in the texture or using an actual Unity lightmapper

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Although using a shader that can substitute a fake light direction is definitely a good choice

latent charm
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I somewhat agree with Rokk. Baking some lighting into the albedo is permissable if you have limited but expected lighting situations.
In my opinion, go for the normal map route. Then when people complain it looks bad, forward that annoyance to the world makers using poor lighting setups and make them fix their shit.

zinc furnace
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I find that most popular worlds have "proper" lighting anyway. And to be entirely honest, what a lot of people refer to as "proper" lighting is actually just "realtime lights". That's not always an option

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There have been more and more VRChat-oriented shaders which are geared towards fully-baked lighting setups, and it's pretty great

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Cibbi's Toony Standard, Noenoe, Silent's etc.

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Standard handles baked setups pretty well too

thick lodge
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Does anyone know how to edit a material's shape keys without the use of an animation? Like I have an umbrella for example, its one shape key is open/close. But I'm working with states and gesture states doesn't allow actual changes in shape keys, so I want it to be permanently opened while in unity instead of its default closed

zinc furnace
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Just set the blend shape to 100

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You can do that

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In Unity

thick lodge
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where?

zinc furnace
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Select the mesh then expand blend shapes and set it to 100

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At the top

thick lodge
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not with an animation component.

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I plan to do the same with multiple heads that have different expressions, each disabling the other to take their place.

zinc furnace
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No, click on the Body @thick lodge

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The actual mesh

thick lodge
ionic trench
umbral crystal
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theres no shape key for opening it

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so go in blender and add one

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or add bones and rotate those

ionic trench
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i can show the entire lay out of them there two seperate weapons

ionic trench
zinc furnace
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@thick lodge non-skinned mesh renderers have no shape keys

weak orbit
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hey is there any good fox/cat ears that are good that can link?

urban gust
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@fossil inlet thats a really well done model. great work!

fossil inlet
chrome tree
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Cute!

ripe lotus
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OwO

spiral sigil
dull canyon
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morning

ripe lotus
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i BELIEVE

dull canyon
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so, what drawing tablets are you guys using, if any?

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just out of curiosity. I have a Cintiq 13HD

fringe rock
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Small intuos

dull canyon
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hmm, wasn't there some option in the wacom preferences to set it so the tablet is rotated 180°?

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hm, guess that's not easily done with Cintiqs...

dull canyon
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@subtle jackal is that an ultrawide you're using?

subtle jackal
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Yeah

dull canyon
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nice, which one?

subtle jackal
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LG 25UM57-P

dull canyon
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I guess and ultrawide makes more sense for stuff like Blender than having 2 monitors

subtle jackal
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eh yes and no. I do wish I had a second monitor

dull canyon
dull canyon
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has anyone been using blender 2.8b for some amount of time? how stable/buggy is it so far?

rancid mirage
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Its stable. About as stable as 2.79

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but if you plan on making VR Chat assets, dont use it

dull canyon
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I was about to ask

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I guess Cats is not supported yet?

rancid mirage
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you need 2.79 for VRchat assets (if you want to use cats)

dull canyon
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okay

rancid mirage
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and the 2.8b files arent backwards compatible

dull canyon
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well

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fuck

rancid mirage
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you can copy verts back but

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thats inefficient

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the new UI and whatnot is really nice though

dull canyon
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yeah

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I'm watching blender gurus video on it

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the UI is so much better

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and the whole UX in general

rancid mirage
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would be nice to see cats updated for it, curiously enough, I saw a message when loading it on 2.79 that it was made for 2.8

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but it doesnt work

dull canyon
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well, lets hope 2.8 becomes a stable release soon then and stuff updates to it

stable edge
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havent tested but id assume you can export/import as fbx/dae etc. to get data between programs

rancid mirage
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possibly dae, fbx doesnt include textures so for Blender's purposes dae is much better

spiral sigil
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fbx can have embedded textures

zinc furnace
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Yeah, it's the embed media option when you set path mode to copy in Blender

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3DS Max also has an embed media option for the textures

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I don't embed textures anymore though because it bloats the FBX filesize a bit

rancid mirage
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but its a bit annoying, like when exporting to unity if I want to set custom shaders I have to modify the materials anyway, which embedded doesnt allow

zinc furnace
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Embedded materials is different from embedded media/textures

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That's just a new Unity 2017 thing

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And to be honest I don't like it. There is almost zero chance that a model will look good with the default Standard shader settings, even with a normal map.

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So I always have to extract the materials anyway

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Although if you embed textures you will have to always extract them anyway, even if using embedded materials

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The one good thing about the new 2017 method is that it doesn't automatically create wrongly assigned materials anymore. It used to generate them by texture name which caused all kinds of issues. Every time I would have to delete the materials and change it to use the model's material names instead

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I have this room, what's the cleanest way to cut a hole in it for a window?

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I tried a cube with a boolean modifier. Problem is that it turns the wall into a bunch of ngons

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It also creates some junk faces because Blender thinks of the room as "solid" on the inside, but that's another matter that's easily resolved.

latent charm
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Select frace, press i to inset face, scale to proportions and delete the face to make the hole.

rancid mirage
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why not just knife tool a plane to create essentially 3 quads, then cut a smaller quad in the middle quad, and continue from there and turn it into tris

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or insetting

zinc furnace
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@latent charm ohh, thanks! I didn't even know this tool existed. That's perfect!

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@rancid mirage I considered the knife tool, but for some reason the opposite wall is also affected when I'm not in perspective mode

rancid mirage
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but insetting immediately isnt as good if you plan on adding other parts to that wall, like a door

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did you disable mirroring

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modifier and cube attribute

zinc furnace
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I haven't used mirroring at all

rancid mirage
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hm

zinc furnace
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I'm used to a more probuilder-ish workflow so an inset is what I was looking for

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Is there a way to move the vertices while keeping the textures/UV's the same?

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I could unwrap it again later on which wouldn't be terrible, just wondering.

latent charm
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Edge slide by pressing g twice, then F6 and Correct UVs

zinc furnace
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Ah, thanks!

glossy tangle
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is there a way to orbit around a selected model in unity? I find orbiting a bit wonky (coming from blender)

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Right now i seem to have to make many many adjustments just to get the right view. or im doing it wrong.

zinc furnace
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Press F

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To refocus on the selected object

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Not sure if you can "orbit" around an object. I prefer Unity's way as it works better for scenes rather than individual models

glossy tangle
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oh...i've been doing it wrong all this time... Middle mousing... Found its : Rt click... WASD

zinc furnace
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ALT+LMB does it @glossy tangle

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It orbits similarly to Blender after focusing on an object

glossy tangle
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nice!

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Thanks,.

zinc furnace
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Alt is handy, you can also alt+rmb to slowly zoom in/out

glossy tangle
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ah~ yes! usability went up 10000x

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ooh :3 now i can get uncomfortably close to my model ❤ Thanks.

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wtf?

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testing or looking to get blocked?

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granted.

zinc furnace
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<@&385550615012573186> someone's spamming this channel

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Thanks

gritty kiln
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Hello. New here. I've been doing lots of prop modeling and was wondering if 7,558 polys for a fridge was a bit high. It has workable shelves, doors, and freezers.

glacial pasture
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not high

gritty kiln
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Yay! Thanks.

dull canyon
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I really need to get better at not falling into the masterpiece trap... I always end up trying to perfect something that's actually just meant as practice, taking way too much time for it >_>

thorny fractal
zinc furnace
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I think the bottom one looks better

thorny fractal
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alright thanks
i was a bit conflicted on what to do

rancid mirage
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I need help, Ive got a random vertice sticking out of my mesh but when I load the fbx in blender theres nothing sticking out

dull canyon
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@thorny fractal both look good, the dull one would work too since the rest of your model doesn't seem to be very shiny either, but the shiny one looks more realistic I guess

rancid mirage
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the vert doesnt show up in unity either

latent charm
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@rancid mirage Move bones around (it looks like it's around the left leg so start there), could be a stray vertex that missed being weighted properly.

rancid mirage
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Ive moved bones and verts and renormalized weights

opaque linden
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I don't know if this is the right chat to ask but I've tried to import a model from Sketchfab and it doesn't have it's colours. I'm hoping someone knows how to fix this.

storm kelp
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Could anyone help me find a base character with messy hair?

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Anime or not idgaf

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Preferably not tho

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Or should this go in avatars

thick lodge
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Is possible in blender to change a model's shape keys and have them permanantly stay like that and load in with those expressions into unity?

fringe rock
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Select the shape key click on the arrow on the right and select base something

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@thick lodge

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Or in unity selct your body and put 100 on that shape key

thick lodge
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@fringe rock i'm using a state machine to switch between different gesture groups, the only down side is that it doesnt allow for editing shapekeys, or if you do, youre still very limited. So what i plan to do is making copies of the head in blender with different expressions on them, and use the state machine to turn off the default head and active the ghost head, repeating this over multiple gestures

fringe rock
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Ok

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Thats why my friend told me that shape key broke in game engine

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Thats why they have a lots of bone in the face

thick lodge
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Yus yus, so can you ask your friend what he did? ;u ; @fringe rock

fringe rock
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it was in movie vs game. not vrchat/unity thing discussion

umbral crystal
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it does allow u 2 edit shapekeys

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just place the animator in the body mesh too

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if its not a face thing then u should just move the object into the armature by grouping it in ur modelling tool

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also clothing for example u should typically not use blend shapes for

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swapping the meshes might be more efficient bc u don't have those wasted verts and tris still on teh obejct

dull canyon
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can someone recommend a tutorial (preferably video) of someone showing step by step, in realtime, how to do retopology in Blender?

subtle jackal
dull canyon
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thanks

dull canyon
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what are these addons he's talking about? I can't really understand him there 😐

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ah, F2

subtle jackal
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F2 yeah

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and he's using the pie menu addon

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doesn't really change the overall workflow though

dull canyon
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yea

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okay, I'm confused... what does this F2 addon do?

subtle jackal
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F2 just modifies the function of the F-Key to make it a bit more useful. I highly recommend it

dull canyon
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okay

fossil inlet
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Too many edgeloops

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The circles around the eyes are fine but the splits are far too dense

dull canyon
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okay

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so, like half would be enough? or even less?

silent acorn
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My usual rule of thumb is to start with only enough detail to get the point across. Working with more complex models will always be more difficult, so it's nice to get a good simple basis going before fleshing different parts out.

dull canyon
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okay

silent acorn
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looking better, though! I'd maybe cut down a tiny bit more, but then again I'm a weirdo who's into low-poly