#3d-modeling

1 messages · Page 54 of 1

dull canyon
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well, if it works it works, so the less polygons the better for vrchat

silent acorn
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as in, filling in those gaps?

dull canyon
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yeah, joining the vertices and creating the faces

silent acorn
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there's prooobably a better way to do it, but just selecting four points and hitting 'F' should work.

dull canyon
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the way I did it before was select two vertices that aren't connected, hit F and keep hitting F so it forms all the faces. but that feels kinda tedious

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if I have to do this for all the gaps, oof

silent acorn
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You should be able to select up to four vertices to make a complete face, so it's not tooo bad, but yeah. Sorry, it is kinda annoying

dull canyon
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well I only have to select 2 vertices in this case

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and then just point the cursor on where I want the edge/face to be created and keep hitting F

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but okay, guess that's how it has to be done 😄

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I guess over time you'll become more efficient with it

silent acorn
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yeah! as it stands, what you've got here is miles ahead of my first model

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shudders

dull canyon
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I mean, that looks like it'd work

silent acorn
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The hands, man, they still haunt my dreams

dull canyon
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😄

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are they just boxes? 😄

silent acorn
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It looks like a balloon animal twisted into human shape and given the cruel gift of life

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mmmaybe ;>_>

dull canyon
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xD

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so

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do you absolutely have to avoid triangles with this?

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like, just polygons and ngons?

silent acorn
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Ngons are usually a big nono, they sometimes freak out when stretching or twisting.

dull canyon
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okay

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so, just polygons? but how do I go from small intricate to bigger planes?

silent acorn
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I know that some people prefer to work in tris, though. I'm not entirely sure of the details there.

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Oh, I think I know what you mean. Lemme throw together an example here

dull canyon
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thanks

silent acorn
dull canyon
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yeah

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like if I go from a detailed area like the eyes to a less detailed area like the rest of the face

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I'd obviously need less faces

fringe rock
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Cut sqare in one or more quad with k and make an aditionnal cut in the corner outside that new quad

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To keep everything quad

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So youcan add detail in knee, chest,etc

silent acorn
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Yeah, you could probably do something like this. I find it's best to keep even edgeloops around a model, though.

dull canyon
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ok so you make tris

silent acorn
latent charm
dull canyon
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oh, okay

latent charm
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If you're doing a model that's going to deform, such as an avatar you should be avoiding tris as much as possible.
They are allowed, just strongly discouraged for a few reasons, mainly that when subdivision modeling they create weird geometry and can cause shading oddities, among other things.

dull canyon
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okay

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so, always quads

latent charm
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It's not a hard rule like I said, just a strong suggestion.

dull canyon
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okay, this really is its own science 😄

latent charm
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Mesh Topology if you want to look up more about it

dull canyon
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yeah, thanks

silent acorn
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aw shoot, I should go sleep

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good luck with the modelling, you're doing real good so far!

dull canyon
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thanks for the help o7

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thanks 😄

silent acorn
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👍 👍

dull canyon
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ah, so in that head, you'd basically lay down an actual grid on top of the model, and then just move the vertices to match the details

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simply put

latent charm
dull canyon
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oof

latent charm
dull canyon
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thanks

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gonna bookmark that one, looks very useful at first glance

latent charm
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The polycount wiki has so much good information

dull canyon
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but it's so much

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and I'm a dumdum so I need things like this in an ELI5 format 😄

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I learn better when I have images to look at and some text to read instead of pages upon pages of just text

latent charm
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I found one of the hard parts initially with modeling was being able to put a name to the concepts and actions, once I had that I could search for it and learn more at my level of understanding at the time.

dull canyon
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yeah, that's the issue with everything new you learn. at least for me

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the terminology and concepts you don't know yet

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so you go in a discord channel and ask lots of questions 😄

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at least that's how it works best for me. when I have people I can actually talk to and ask questions directly, rather than having to read long texts just to learn the terminology so I can google for it... might sound lazy but ¯_(ツ)_/¯

latent charm
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Sounds like you just need a little human assistance to make that first link and can make good progress yourself from there, which I wouldn't describe as lazy.

dull canyon
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yeah, that's basically it

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I learn best by doing, but I'd always need someone I can directly ask questions if I'm stuck figuring something out

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one of the reasons I hated purely abstract/theoretical classes in university so much. like math. it's purely abstract, you never apply anything you learn in the real world so you just have books to read, and you simply can't ask the prof during the lecture every time you don't understand something

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like, once I'm over the initial hurdle and know some of the basics I can find stuff on my own more and more

latent charm
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Oh god right? I actually really love using math stuff to actual end results, but unless I can constantly see the (even if incorrect) output of it all it makes no sense to me. I also failed maths at school a few times, partly because they never took it beyond theoretical conceputal whoowhoo.

dull canyon
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yeah, I eventually dropped out of IT studies

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there was too much crap that's just theoretical/abstract which we never applied to anything

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we just learned it for the sake of learning it

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like, wtf am I supposed to do with all this

dull canyon
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ok, I think I'm kinda getting the hang of it, or at least a better understanding of topolgy

umbral crystal
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also u should mostly use quads if ur rendering or u want good shading also

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quads just tend 2 have smoother shading than if u mix in triangles

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even if its triangles that are quads

dull canyon
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mhm

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so, is there a way to automate the process of having to select each individual vertex and hitting G + click so it snaps to the surface of the underlying mesh when you for instance add an edge loop or extrude multiple vertices at once?

subtle jackal
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shrink-wrap modifier, or retopoflow is good for that.

dull canyon
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thanks

subtle jackal
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shrink-wrap can be a little fussy when trying to move vertices more precisely

dull canyon
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I still don't understand what F2 actually does

subtle jackal
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or at least I haven't found any magic combination of settings that makes it less fussy

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and it lets you do things like create a face by selecting the vertex in a corner between two faces and pressing F, or continually create faces by selecting an edge between two edge loops and pressing F. It also intelligently tries to select materials when creating faces on objects with materials assigned

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lemme find a video it'll probably explain things better than I could

dull canyon
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thanks

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okay, now it makes sense

dull canyon
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ok I might actually consider spending money on retopoflow... gonna watch some more tutorials/reviews

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but it looks like a huge timesaver

zinc furnace
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@dull canyon retopoflow is free FYI

dull canyon
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is it?

zinc furnace
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You can buy it on the marketplace if you need official support

dull canyon
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like, officially?

zinc furnace
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Yes

subtle jackal
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It's open source, so if you're poor like me you can just grab it from github

zinc furnace
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But you can also just download it from Github

subtle jackal
zinc furnace
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Just make sure that you rename the folder if you do that

dull canyon
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oh

zinc furnace
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You can only get support directly from the dev if you buy it, which is mostly done by professional companies and stuff

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For personal use it's not worth the money

dull canyon
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ooooh

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okay

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that's nice

zinc furnace
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I think you have to rename the folder inside the zip to just retopoflow

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And then either extract it to blender addons directly, or put it in a zip again and install from zip

subtle jackal
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all the stuff on Blender Market is required to be GPL (or some sort of open source) licensed IIRC, so a lot of them have github pages where you can snag 'em for free.

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You don't, I've installed them normally plenty of times now

dull canyon
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oh, I didn't know that

zinc furnace
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I had to rename the folder to get it to work

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Otherwise it just would not show up at all

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Maybe blender addons can't have periods in the folder name

subtle jackal
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weird, maybe it changed recently

dull canyon
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so, I just do "install addon from file" and point it to the zip with the source?

subtle jackal
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yeah, and if that doesn't work rename the zip apparently

zinc furnace
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I think you rename the folder in the zip, not the zip itself

dull canyon
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should I see it in the addons list?

zinc furnace
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Yes

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If you don't, go to the addons folder and rename the folder manually

subtle jackal
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yes, if it worked it should go to the addons list with that searched and check the checkbox

dull canyon
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ok yes you have to rename the folder in the zip file

subtle jackal
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ok

zinc furnace
dull canyon
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yeah, got it now

zinc furnace
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I had to rename the retopoflow folder in %AppData%\Roaming\Blender Foundation\Blender\2.79\scripts\addons

dull canyon
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so now I just have to fight my conscience

zinc furnace
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Retopoflow has plenty of tutorials so it should be easier to get started

dull canyon
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cause even after all these years I'm still partially in the mindset of using tools like that kinda counts as "cheating"

subtle jackal
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lol

dull canyon
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even though I know it isn't, but my brain is stupidl ike that >_<

subtle jackal
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if addons are cheating I've never modeled a thing in my life

dull canyon
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it was the same with digital drawing in the beginning

subtle jackal
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one of the best parts about Blender is there are so many great addons to speed up workflows

dull canyon
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yeah

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to me it just feels like... stuff like this you should first learn the "hard" way before you take shortcuts

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but on the other hand I want to produce nice avatars and not have to spend hours just on one step (eg retopology)

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¯_(ツ)_/¯

zinc furnace
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Retopoflow isn't cheating

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Shrinkwrap is

dull canyon
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lol ok

zinc furnace
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Kind of a running joke because shrinkwrap is easier but also gives worse results

subtle jackal
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well what you do is use shrinkwrap to keep geometry in place and move it around after, that's pretty legitimate

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cheating would be using like... uh what's that addon called

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Tessellator

dull canyon
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what would that one do

subtle jackal
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it can generate quad meshes on its own, but doesn't take into account things like deforms and whatnot

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it's similar to ZBrush's ZRemesher

dull canyon
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okay

subtle jackal
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made to take high poly static objects and generate low poly geometry automatically

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Dynremesh does a similar thing as well

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They are very impressive tools

dull canyon
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I know that it doesn't actually matter, but I wonder what people like blender guru would have to say to addons like retopoflow 😄

subtle jackal
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I'd be surprised if he didn't appreciate it

dull canyon
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probably

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but yeah, it looks like an amazing tool

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if I end up actually using it a lot I think I'll still buy it, just to support the guys

subtle jackal
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Anyway I won't badmouth the guy but I really wouldn't take him to be any sort of authority on Blender or 3D art in general. The guys at CGCookie are equally as good at least.

dull canyon
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yeah

subtle jackal
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Andrew Price, that is

dull canyon
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well, thanks again everyone for the help and info ❤ gotta go grocery shopping now (yay...)

brisk tapir
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Hi, I have a question. It's my first character modeling and I make the body first without any clothes or just clothes ? ( I use 3dsMAx)

subtle jackal
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I made a full body without clothes so that I can make versions with different outfits in the future. It depends on what you want

brisk tapir
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U think it's better for a CGI student to do the full body without clothes before ? Iwant to improve myself you know

dull canyon
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I come from a 2d art background and basically everyone says to draw the body in the nude first before putting any clothes or similar on

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mostly so you get the anatomy and everything right, and as @subtle jackal mentioned that allows you to do different outfits later on

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you're more flexible if you don't have a set-in-stone concept for the characters design or if you plan on reusing the same character in the future

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also, I wish yansculpts would get a proper audio setup, his mic is waaaay to bass heavy >_<

brisk tapir
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Okay thx you a lot^^ I will do that

dull canyon
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o7

dim field
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I have no idea how to 3d model I'm only in ninth grade but I really want to :(

dull canyon
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https://www.youtube.com/watch?v=JYj6e-72RDs this is what I started out with a few days ago when I had 0 clue about 3d modeling. watching blender guru and yansculpts and asking around here has helped me a lot to get a lot of knowledge in a short amount of time

Blender tutorial for complete beginners! How to use the most common functionality of Blender: Modelling, Materials, Lighting Watch Part 2: https://youtu.be/s...

▶ Play video
dim field
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oh thanks

umbral crystal
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how do u retopo with stuff like fur

fading lion
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would someone mind taking a look at a model, something is going on with the armature not following the mesh when I move it in object mode and I think the right leg is parented to the stomach?

fringe rock
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yeah

fading lion
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thx b

spiral sigil
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So I got bored in class and decided to model an X-Wing with a BB-8 droid and a whole interior cockpit

fossil inlet
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More like X-Doubt

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Viewing it in Microsoft 3D viewer, no 3D program open in your toolbar, and you just decided to model an entire functional scale model with an interior in the span of a class?

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Yeah no lol

spiral sigil
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Can i be in vr chat

dull canyon
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I guess?

spiral sigil
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I demand a 3d or bodies will be droppin

spiral sigil
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anyone thats an expert on blender?

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i wish to make this point stick out without having to create a new surface on the tip

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any suggestions?

brisk tapir
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For my first face modeling I make that, what do u think about it ? ( sorry for my english I’m half flemish and half French)

dull canyon
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looks good at first glance

brisk tapir
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Thank you

ripe lotus
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Oo i like it @brisk tapir!

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Do a cycles render of it

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Kinda reminds me of elves from divinity

subtle jackal
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Looks like a Maya viewport to me so he doesn't have cycles.

fossil inlet
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That’s the Max viewport

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Maya doesn’t have the cube with the ring around it

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Still doesn’t change that he doesn’t have cycles

fossil inlet
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I’ve been using Maya since 2010 and have literally never seen that, must be an option.

subtle jackal
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still could be either

fossil inlet
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You can also switch Max to Maya controls so it’s likely in a similar vein so that Max users aren’t ripping hairs trying to navigate with Maya

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That said his poly count and UI still look like Max

subtle jackal
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yeah you're right

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Ever since we had to use Maya for Mac in school I've tried to purge the experience from my memory so I couldn't quite remember the particulars 😛

fossil inlet
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😂

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I’ve been using Maya so long it broke me

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Blender seems atrocious every time I’m forced near it

subtle jackal
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honestly would pick Blender over Maya every time. It's just a nicer experience for me

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crashes less, too

fossil inlet
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But all the cool plugins are written for it and Max, and I don’t want to write a Python script for something I can bear 10 minutes of Blender to accomplish

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I haven’t had Maya crash in a couple of years

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Last couple of updates have been more about stability than anything

subtle jackal
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yea this was back in like 2011

fossil inlet
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Also removing Mental Ray and making Arnold and Renderman native

subtle jackal
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and Mac version

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so basically as terrible as you could possibly get

fossil inlet
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Yeah Maya crashed way too often back then for little things

umbral crystal
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how 2 make circle shapes without using triangles 00f

strong thistle
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i think pro builder would do this

swift heart
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delete every other edge
triangles are now quads

zinc furnace
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Everything is triangles, even circles

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You can technically use ngons but you really don't want to

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If you want it to look less jagged, fix up the vertex normals and set the shading to smooth

umbral crystal
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yea but wat if i had an odd number of verts

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also actually unity can import quads

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theres a keep quads button in the import settings

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also quads / quad triangles have much better shading than triangles

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they are also subsurfed better

swift heart
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quads will also tessellate in a way that's different from how triangles tessellate if you use tessellation shaders

umbral crystal
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yea they will get cut into fours

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or halves

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triangles do too but they will keep the triangle shape as quads keep quad shape

hollow sand
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how do I upload my 3d model?

stable edge
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In unity, import the sdk, and choose the menu window, vrcsdk, build control panel. Login and you can upload from there Josuke :)

hollow sand
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K

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Thanks

hollow sand
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@stable edge sorry for bothering again, but could you help me please?

stable edge
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its fine!

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a new window should have popped out so i probably said something wrong

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oh this is the new sdk

hollow sand
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yes

stable edge
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you need to have the model within the scene, firstly

hollow sand
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oh ok

stable edge
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oh have you never done the process before?

hollow sand
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nope

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I am trying my best

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I have blender opened

stable edge
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thats fine, we all have a first!!

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you dont need blender open for this, so feel free to close it

hollow sand
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ok

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I have my desired model

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but I need to rig it, no?

stable edge
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after adding the avatar to the scene click on the avatar in the hierarchy (left), change to inspector (right)

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does it already have a rig?

hollow sand
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no, which is why I have blender open rn

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I have the textures for it

stable edge
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mm, this might take a while then

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if you have no rig theres no point to having unity open

hollow sand
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where can I get a humanoid rig?

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ok

stable edge
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id recommend making one yourself!

hollow sand
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ok

stable edge
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there are two pinned posts id recommend you look at in rigging

solid glen
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I have a few questions about beginning modelling, once someone has some time.

stable edge
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what are the questions?

solid glen
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I guess I'm mostly looking for the most efficient workflow for beginning a base model. Start from a sphere? Cube? Have a design ready to go, or wing it? Have a detailed drawing ready, or just a sketch? Clothes before or after? That sort of thing. What's basically considered the easiest to start with

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Bunch of things. I'm not new to Blender, but it has been a long time.

stable edge
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workflow is specific to people, and there isnt really a "best" workflow

solid glen
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I get that

stable edge
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usually people start with a cube, plane or vertex

solid glen
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However, I do want to hear what people have to say about what they found good for them from straight beginner

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Thank you for your time. 😃

stable edge
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you'll want to have a design already, otherwise your mesh will be... off...

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you can stray from the design a bit, and you dont have to be that detailed, so you can do a sketch if you want to, but having fuzzy (?) lines might be confusing

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with the illust id recommend doing they base body first (if you dont, clothing is more guesswork) and then clothing

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you might want to have the lineart of the body visible over the clothing so you have an idea of the elbow location, etc.

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model wise it more depends on what youre going for

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if you want more of a character base that you can swap clothes of then do a full body

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but im usually lazy

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if youre just starting, do something with a simple head and work on making complex faces later

solid glen
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I think I will want to switch clothes sometimes, so a body with clothes I can change sounds nice

solid glen
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yeah, complex by high poly and heavy mesh

sly basalt
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@hollow sand You're also using an outdated Unity. You need Unity version 2017.4.15f1

solid glen
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I am a 2d artist casually, so I am aware of how to create body shapes that look realistic/stylized to an extent

stable edge
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i mean topolgy wise

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topology*

solid glen
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ah, okay

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then can you explain what you meant by the mesh being "off"?

stable edge
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youre going off memory so youll miss aspects, and youll mismake shapes (?)

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compare yourself drawing a circle to a perfect circle

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youll draw the circle too square or to diamond like

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too*

solid glen
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I mean, I work at it until it looks perfect

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it's not like I do it in one go

stable edge
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neither but...

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left is "traced"

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its not perfect but the right is deformed

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oh wait hang on

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since when could we upload images

solid glen
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haha

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I understand what you mean, though

stable edge
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timewise, its better

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and it makes complex things easier to do too

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really a reference is a must

solid glen
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so what you're saying is to start with a clean sketch at minimum, or a reference photo similar to what I want?

dull canyon
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I think most people (at least in the beginning) do a front and side (and sometimes back) view of the character they want to model

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at least that's what I'm working on atm

stable edge
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front and side are minumum

dull canyon
stable edge
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reference or clean sketch, as long as its (mostly) front or side

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pretty good!

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face is a bit strange and the busts seem a bit too linear but

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arms might be a bit too short as well

dull canyon
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thanks, yeah I know there's lots of issues

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I haven't drawn in a long time

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gonna redo the whole thing

stable edge
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tails also a bit linear as well

dull canyon
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I got way too caught up in details and shit

stable edge
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there arent that many issues actually

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you probably dont have to redraw it (just fix some aspects), but if you want to improve artistic skill, feel free to!!

dull canyon
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eh I went at it with the wrong mindset so

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and she is suppsoed to look more foxlike

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so I was trying for a longer face

stable edge
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well, best of luck!

dull canyon
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thanks :3

dull canyon
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I'm just really happy that I got into VR and that something like vrchat exists

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it's given me the opportunity to experience having a body I can't yet have IRL, and the motivation to learn something new that will hopefully make me happy and might even come handy in the future for new jobs

umbral crystal
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also a lot of ppl who model

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r gonna be like

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"start with face then make rest"

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actually just make whole entire character

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but don't add any details

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just basic round shape and round head

dull canyon
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work from big to small shapes

umbral crystal
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then u can start subdividing and adding details

dull canyon
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just like with drawing basically

umbral crystal
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like a muzzle or eyes

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and floof

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cuz dam i used 2 like

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try and model the mouth along with the character

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was terrible idea

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and super hard 2 keep quads correctly

dull canyon
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yeah, same mistake I made with my current project

umbral crystal
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so instead i make flat face

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and then extrude mouth

dull canyon
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"do as I say and not as I do"

umbral crystal
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ye

dull canyon
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so, how far do you guys take your concept art when you're creating a character? like, how detailed/finished do you make your drawing before moving onto 3d?

subtle jackal
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I'm crap at 2D art so not very

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really it's less about having a super detailed concept drawing and more about having a plan in general

dull canyon
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https://i.imgur.com/nEkcGTj.png this is what I got so far (slightly nsfw), and I'm not sure how I should proceed now. if I were to just draw a normal picture I'd either do some lineless gray scale shading or do some cleaner lineart and then start shading/coloring

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yeah, a plan is what I'm lacking right now 😄

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like, I figure I should probably do some cleaner lineart now, define the base face and hair

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then probably do some clothes, and some flat coloring?

subtle jackal
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more detailed than what I worked from really

dull canyon
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and probably some mugshots of the head with different expressions?

subtle jackal
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that would probably help yeah, when crafting expressions

dull canyon
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mh

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I guess the easiest way to describe it is to go so far until she has an actual character so to speak

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right now the face just feels very generic I guess

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(I'm just typing out my thoughts right now, hence the rambling)

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so I guess I should make the final face/head

subtle jackal
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I mean when I say a plan what I mean is you don't have to draw out exactly what you want, but have maybe some reference images and so forth

dull canyon
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add some flat coloring and the clothes

subtle jackal
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so like for me I'll have a general idea and then maybe find images with elements I want to combine

dull canyon
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well, the 2d artist in me would scream if I left it "unfinished" like that 😄

subtle jackal
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the rest I do in my head

dull canyon
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mkay

subtle jackal
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so like my character has demon horns for example, and for those I didn't actually draw exactly what they'd look like but rather just looked for anime style images of characters with horns to get an idea how much detail to go for etc.

dull canyon
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ok so, my plan I think will be: clean up the lines on the body > make a detailed face that has actual character > do some expression shots of the head > add some colors > move over to 3d for a first prototype

subtle jackal
#

which isn't to say that's all you SHOULD do, mind. Everyone has different ways that work best for them, but you don't have to is all I'm saying

dull canyon
#

yeah, I'm just trying to gather different peoples workflows so I have some reference to go on...

subtle jackal
#

I try to speed up my workflow wherever possible because I want to work professionally (or at least semi-professionally), so I skip things if I think I can get away with it 😛

dull canyon
#

yeah, makes sense

#

but as with drawing you first have to learn the rules before you can break them and take shortcuts 😄

#

which is where I'm at atm

subtle jackal
#

yeah I mean if you want to go strictly as "proper" as possible then you'd want a detailed character turn-around with all the features, then a full high-poly character sculpt, and then build a low poly from that, but realistically you can trim a lot of the fat from that sort of workflow 😛

dull canyon
#

yeah

#

I just want to learn how to do it "properly" first, so do every step

#

from that I can figure out what I can skip and where I can cut corners

subtle jackal
#

Yeah in that case I mean go nuts with your character turn-around really. I mean either way it's not gonna hurt

dull canyon
#

ye. maybe I'll do just a quick rough backview just to get a feeling for how it looks from that angle. anatomy has never been my strong point

subtle jackal
#

hell it can even help you with your 2D art since when you get to modeling it, it'll exaggerate any short-cuts you take in terms of realizing your drawing in 3D form

dull canyon
#

like, I also don't want to "waste" time by making a fully rendered image of it for instance

#

but I'd want the image to also be somewhat presentable if that makes sense 😄

#

like, I want to polish both my 2d and 3d skills I guess

subtle jackal
#

It's hard to waste any time on that since there's always use for it later probably. You can use it to sample colors from, decide on shaders for the final model, practice texturing, etc.

dull canyon
#

true

subtle jackal
#

and if there's an element you won't like about the character it's better to find it in the 2D stages than later on

dull canyon
#

on a different note... I still feel like I don't have my "own" style even after all these years

#

like, everything I draw just always felt very generic :/

subtle jackal
#

I feel the same way honestly I think part of it is just the high-level of self-criticism most artists have

dull canyon
#

I guess

subtle jackal
#

well for what it's worth, what they taught us in school (talking like university, not like... K-12), was to find a bunch of artists we like and follow everything they do. Honestly I always kinda did that on my own, but it does help

#

especially if they're professionals

dull canyon
#

yeah, I know that good artists know how to properly steal successful artists' works

subtle jackal
#

for example one of my favorite artists learned to decide colors by looking at photographs and color-picking random spots and seeing where on the color picker they show up

#

well when I say "follow" I don't mean copy

dull canyon
#

but I get like a strong case of impostor syndrome when I do that 😄

subtle jackal
#

I just mean keep tabs on them and study their body of work

dull canyon
#

well, most art, especially in the manga/anime field is derivative, and even outside that area artists always copied each other to some degree

#

it's nothing bad, if done correctly

subtle jackal
#

well yes, but I mean don't try to be them, just learn how they work, maybe try the techniques they use, see what you can learn from them etc.

dull canyon
#

like, you're obviously not suppsoed to just blatantly rip someone elses art off

#

yeah

#

learn how they do things, learn what mistakes they made

subtle jackal
#

yep

dull canyon
#

if you really want to learn from someone don't look at their success, but look at all their failures that lead to that success

#

don't look at a masterpiece, look at all the failed sketches that lead up to it

#

aaaaaanyways, time for couch and stream

subtle jackal
#

\o/

dull canyon
#

hopefully tomorrow I actually get my paycheck so I can order the 2070 and modmic

#

I wish I would've started doing art a bit earlier in my life, maybe things would be a bit easier now 😄

ancient kettle
#

Hello

spiral sigil
#

@stable edge What do you mean by "too linear" for Szena's side & front view sketch

spiral sigil
#

Thats looking cute

#

I like how the shader looks on the upper image

#

Would personally prefer increasing the outline width

stable edge
#

Is that a puyo?

#

Side view of the busts is almost a line and curve (mica), same with tail, that starts with a line as well (the top of the tail connecting to the back/hip

#

Busts are usually a bit rounder at the top

#

The way it was illustrated implied too much weight, and also not wearing a bra to some degree

sleek crater
#

no its from the slime anime @stable edge

#

"That Time I Got Reincarnated as a Slime"

stable edge
#

Oh :(

#

Still, it looks nice though!!

spiral sigil
#

@stable edge Thanks for the explanation

#

Am not too familiar with tails but can see what you mean about the breasts

stable edge
#

all good!

dull canyon
#

Rimuru!

#

I love it

#

can he also transform into his Shizu form? 😄

#

@stable edge I mean, she's not wearing anything in those pictures so... 😄 I will refine everything with the final lineart so hopefully there'll be more curves where they should be

#

but yeah, I can see what you mean

#

I didn't really have much flow when I did that sketch

stable edge
#

thats fine!!

#

as long as your ref is good for when you actually make the model

#

you wont run into that many problems

dull canyon
#

yeah. I also gotta remind myself that this is just the first time I'm actually doing anything like that

#

so of course it's gonna be messed up in various ways

#

and that's fine...

#

but it's hard to break out of old habits 😄

#

like, I still have the tendency to treat everything like a masterpiece, which is bad

stable edge
#

yeah

dull canyon
#

so, here's a question... if I were to 3d model and rig my character in the nude, how difficult would it be to add for instance a bra that actually does... bra stuff?

#

without altering the actual nude model

#

ok now that I think about it I guess that wouldn't actually be doable in just blender, I'd assume

#

so I should probably model the character at least in underwear

stable edge
#

i mean collisions is easer in unity

dull canyon
#

ye, figures

stable edge
#

though i havent really tried

#

to some degree i have but not with two close meshes

dull canyon
#

yeah, I guess it'll be easier to just model her with a bra and panties

#

I don't plan on having her be without clothes anyways 😄

#

I just figured I'd be more flexible the more "modular" I model everything, so have the clothes be completely separate so I can change her outfit easily

stable edge
#

as long as theyre separate from the face

dull canyon
dull canyon
#

feel like we need a development-general-chat or something 😄

crimson cove
#

@plush token ohhh wow great Rimuru!!

dull canyon
#

indeed

dull canyon
#

so, what methods/workflows are there to do texture for your model?

latent charm
#

Quite a few. Texturing isn't my strongest point but I'd definitely suggest getting AwesomeBump (free, https://github.com/kmkolasinski/AwesomeBump/releases) which can generate PBR texture sets from a single colour image.
Also worth getting familiar with texture baking in blender, especially normals from a high poly model to a game-ready one.

dull canyon
#

yeah, I'm a bit familiar with baking at this point

subtle jackal
#

AwesomeBump is a cool clone of crazybump, yeah. I use Bitmap2Material since I got it with Substance's indie pack. Substance painter is also very powerful especially for more realistically styled models

#

I actually painted my avatar entirely in Blender, however. Its 3D painting is just more intuitive for me somehow.

latent charm
#

Plus reading up on PBR so you understand how that workflow works.

subtle jackal
#

I only wish performance was a bit better

#

well, I say entirely but I did a few things in GIMP also, so that's not completely true lol

dull canyon
#

what does pbr stand for

#

Physically based rendering?

latent charm
#

Yep, gimme a bit and I can get you some links

dull canyon
#

thanks, I'd appreciate it. currently just reading about it on wikipedia

zinc furnace
#

Pretty sure it's a fancy way of saying that your diffuse texture is completely unlit and that you offload a lot of information to other textures. Stuff like specular or metallic maps, and AO

subtle jackal
#

It's more than just that, honestly

latent charm
#

As always, polycount wiki is a great place
http://wiki.polycount.com/wiki/PBR

There's two PDFs I'm trying to find that were nice and long and went balls-deep into the detail of the system.

PBR
#

In a horribly simplified form that's kinda true.

dull canyon
#

well I don't really wanna go balls deep

#

just what I should know about it for now

latent charm
#

I suggest you do eventually if you intend to be creating materials.

subtle jackal
#

It's also about energy conservation and microsurface simulation etc.

#

but you just don't really need to know about that stuff if you're authoring materials

dull canyon
#

ok, I guess I have to read up/look up some videos explaining texturing in general

#

like, I have a very rough understand about what's involved but again I lack the terminology to look further into stuff...

latent charm
subtle jackal
#

Was just about to link that lol

dull canyon
#

what I actually meant with my initial question is: say you have a character with for instance very detailed eyes (think anime styled), would you try to draw that design in say Blender, or would you UV unwrap the eyes and paint it in an external program? I don't really know how good the drawing tools in Blender are but I'm using for instance Clip Studio Paint to do all my 2D drawing

zinc furnace
#

That's actually something I'm curious about too. Texture paint in Blender seems very tedious and hard to work with, while doing it in an external program without seeing your changes immediately seems even worse.

dull canyon
#

yeah, that's basically my point

subtle jackal
#

I painted mine in Blender, you can do awesome things in it if you learn the tools. The main reason I ended up with blender (I tried substance painter, first) is the ease of swapping between multiple meshes/maps, which for whatever stupid reason is still difficult in painter

dull canyon
#

thanks, I'll watch through those

latent charm
#

Also @dull canyon If you're trying to look something up but don't know the name for it feel free to @ me

dull canyon
#

thanks, I will then ❤

#

but I hope you realize you've opened the flood gates by saying that 😄

latent charm
#

I'm cool with it, because helping people trying to learn and improve is something I was brought up around, in a way. Both parents being teachers and all.

dull canyon
#

ah, well yeah that'd explain it

dull canyon
#

or wondering about how you'd do it

#

so if I understand this correctly I could basically draw my texture, like a roughly woven scarf as the texture, and take the same image in grayscale to define the shadows/highlights and use as a normal map?

#

ok, now things make more sense I think

#

@latent charm on terminology again: are normal, bump and height map synonymous?

latent charm
#

Not all of them no.
Height map and bump map are generally the same thing, where in most cases 50% grey is no change, white is high and black is low. Based on this texture the geometry gets displaced along its normal.

Normal maps are significantly different, but it's fairly easy to convert a displacement map into a normal map.

#

I can give you a quick rundown on normal maps if you'd like

dull canyon
#

yes please

latent charm
#

Normal maps use the RGB channels in an image to alter how the surface normal is when lighting calculated against it.
The light hits the surface at a certain point and the normal map says "Wait no, you're facing like this actually" which changes the shading, giving the appearance of fine detail. No geometry gets moved around compared to with bump/height maps.

dull canyon
#

ah, so a normal map basically... tells the light in what direction the normal it hits faces

latent charm
#

Yup.

dull canyon
#

so, the RGB values are basically used as teh new XYZ values for the normal?

latent charm
#

As far as I know, in unity B is ignored because it can be recomputed from R and G in the shader and frees up a channel to assist in compression.
But yeah, pretty much.

dull canyon
#

yeah, I was about to ask, you'd only need X and Y I guess since the Z probably won't change

#

alright, thanks for the explanation 😄

latent charm
#

It kinda does but like I said, recomputed in the shader. Nothing for you to worry about usually.

dull canyon
#

yeah

#

I think I'll start doing like a "Today I learned" diary or something to write stuff like this down 😄

#

because I know I have a tendency to suck up a lot of information when I'm learning something new but at some point my brain has like a memory overflow and old stuff gets overwritten by new stuff

latent charm
#

It's gone now but I used to have an old blog that was kinda the same, just a record of what I'd learned and how I'd applied it to a model/render/whatever.
It's a pretty good learning technique to write down what you have learned and how you used it since it helps anchor it in your memory. Same with talking about it to other people.

dull canyon
#

yeah. I wish I realized that when I was still studying at university

#

I've always been the worst at taking notes

#

so I'd remember something I learned that day for one day, and the next day more than half of it would be forgotten again

subtle jackal
#

you can reconstruct the Z value because if you've properly calibrated your normal map each vector should = 1, so 1 - (x-y) = Z, for what it's worth. Also bump and height maps don't necessarily always displace geometry either. Often they're used to simply alter shading like a normal map or even (for example in Godot) for parallax occlusion mapping

dull canyon
#

ok

umbral crystal
#

u can change that with a shader

native niche
#

guys, little question
the 70k tris patch is released or are we still in 20K tris?
(im completely new with this)

dense kelp
#

70k is already in place

native niche
#

thank you

spiral sigil
#

Can someone make a Batman player model put it in a world then DM me the world name so I can equip it please?

umbral crystal
#

wat

fringe rock
#

I DM you when its done @spiral sigil

spiral sigil
#

minor reef
fringe rock
#

Be different. We get to much déjà vue

zinc furnace
#

It's on deviantart somewhere

dull canyon
#

that's why I'm learning how to model, cause I don't want to use some run off the mill avatar base that a thousand other people are using 😄

umbral crystal
#

btw

#

model like a very generic character first

#

then extrude and cut out details

#

easier 2 keep good topology

versed ember
#

This is as far as i can go for modeling tonight but think it was worth it just need to learn some more on rigid body's and are arms will be set

dull canyon
#

👍

umbral crystal
#

wait where is the "modelling"

#

did u model any of the characters or something

#

cuz cant rlly tell

zenith relic
#

blender anyone-?

#

i could use some assist..

#

i need to cut that wing in order to make it flexible for dynamic bones..

#

and im having a little difficulty to cut it since its not a box anymore..

latent charm
#

You'll have to clean up the topology a bit, but k for knife tool may well be what you need

spiral sigil
#

weird thing, for some reason the hair has rim lighting and the meshes aren't the same shape, any idea how to fix this?

zinc furnace
#

I'm retopologizing an absolute mess of a fur coat. Is there an easy way to get a solid view in edit mode for the new mesh, but keep viewing the other mesh in material view?

latent charm
#

@spiral sigil My guess is how smooth shading works. Either mark the edges as sharp or throw another edge loop.

#

And Rokk you should be able to set any 3D viewport to any shading mode independent of any other.

dense kelp
#

Not sure about that but have you tried using one of the matcaps?
It should be easier to spot things that way

#

Since blender has built in matcaps

zinc furnace
#

Ohh, I didn't think of opening multiple viewports. That's good, thanks

umbral crystal
#

make sure all ur models are made using quads and/or triangles

#

n-gons are typically bad practice due to shading and exporting limitations

#

bc most programs convert them to quads and/or triangles anyways

zenith relic
#

knife doesnt really help

#

i need to cut it just like a normal box

#

but since the shape is different i have to do it manualy..

#

it would take me forever to cut them all

umbral crystal
#

just use loop cut and slide....

#

Ctrl+R click

zenith relic
#

not working..

umbral crystal
#

it works if u can make a loop cut

zenith relic
#

i tried

umbral crystal
#

only works if its near face or edge center also

#

and then after u click u can slide it

#

makes cutting faster and u can cut where its gonna bend more so that its more fluid

zenith relic
#

it appears only 1 line in 1 surface..

umbral crystal
#

r there no double vertices

zenith relic
#

y

umbral crystal
#

won't work

zenith relic
#

indeed

umbral crystal
#

faces have 2 be connected

#

otherwise cant find a loop

zenith relic
#

connected how?

umbral crystal
#

connected to the same edges

#

cannot be edge split

zenith relic
#

a

umbral crystal
#

remove doubles fixes that

zenith relic
#

sadly its like a remodeled box with many edges..

#

thats why it doesnt work.

umbral crystal
#

?

zenith relic
#

it looks like this

umbral crystal
#

are there no doubles

zenith relic
#

i made those objects from boxes...

#

but when i got the shape..

#

ive removed the edges...to make it in 1 piece.

#

and probably i need to remake it again in order to get that thing to work

#

also ive noticed that there is no aling option in blender

umbral crystal
#

did u try like

#

doing the ctrl r thig

#

on the center of an edge

#

it shows a pink line if u can cut

#

u press it not hold it

zenith relic
#

it does seem to show up a working cut

#

but not how i want it..

#

to fix that i need to make a center of the box?

#

instead of having just a surface?

white moth
#

just a general blender question, i have some textures with transperency, how can I render them as cutout alpha in the 3d view instead of gradient transparency?

#

cutout would avoid alot of rendering bugs in the 3d view

umbral crystal
#

idk but in rendered view it fixes

spiral sigil
#

Why wont my model work in blender

#

I can't use a DAE File in blender help me out

umbral crystal
#

yea sure u can

#

might be outdated version also

spiral sigil
#

I imported it but i cant import the textures

umbral crystal
#

just put them manually

#

with the images

spiral sigil
#

Okay i got the textures but they arent on him

fringe rock
#

Another jojo

spiral sigil
#

Yea

fringe rock
#

If you only want a basis model of jojo. There already a world with them

spiral sigil
#

but i wanna make my own

#

Cant really do that since idk what im doin

umbral crystal
#

ur not using a mode that actually renders materials/textures lol

#

also make sure that ur lights are set to hemi

spiral sigil
#

so.. im completely new to modeling and Im trying to add shoulder bones to a model, anyone think they could me out?
Im able to share screens and what not

umbral crystal
#

um u dont have any shoulder bones

spiral sigil
#

right

umbral crystal
#

if u want 2 add them u do it in blender or whatever

spiral sigil
#

I have no idea how to add them

umbral crystal
#

u might wanna add weight painting tho

#

so that theyre actually rigged

#

and not just empty bones

spiral sigil
#

Ive got blender open but I have no idea what the fuck im doing

#

Can I call you and share screens? @umbral crystal

umbral crystal
#

na gona play vrcat

spiral sigil
#

;/

umbral crystal
#

only got 30 min gona use em wisely

#

🐶

stable edge
#

that is some straight hair my dude

dull canyon
#

not sure if this is the right place to ask, but is anyone here using a RTX card and blender 2.79?

zenith relic
#

so...to make the whing bone flexible i have to split 1 cube in multiple ones right?

sweet mirage
#

how do i put the glasses on the face TT

zinc furnace
#

In Blender

dawn ember
#

@sweet mirage Drag them onto the head bone

#

Or blender

zinc furnace
#

CATS has an "attach mesh" button that you can use

sweet mirage
#

the head bone the head none

#

bone

zinc furnace
#

Just put that model back into Blender and also import the glasses

sweet mirage
#

oh ok

zinc furnace
#

Then attach it to the head bone with attach mesh

sweet mirage
#

i will attempt to do this is my first time

umbral crystal
#

"Blender"
or parent it to the head in unity (u will have an extra mesh added to the count tho)

sweet mirage
#

i will attempy

#

blender

umbral crystal
#

oof

zenith relic
#

any clue how to mirror the bones in blender?

#

the old way doesnt work anymore in 2.79 version...

zinc furnace
#

Mirror a pose or mirror bones in edit mode?

#

Set origin point to 3D cursor with . for the latter. Recenter the cursor with Shift+C

#

Duplicate one side of the armature (minus the middle bones of course)

#

Press CTRL+M to mirror the duplicates, then press X to mirror along the X axis

#

Then press W and flip names, although you will still have to fix up the bone names manually since they'll be named .001

#

For pose mode, just CTRL+C one side, CTRL+V to the other and tick "flip on X-axis"

umbral crystal
#

symmetricize works also

zenith relic
#

i tried this: shit+d then ctrl+M then set the axies witch for me was Y then enter.

#

and...pretty much worked..

#

thanks dude

umbral crystal
#

ok blender bois

#

how 2 move UV and edge at the same time

#

without using a loop cut or knife tool

tropic bear
#

What exactly to you mean?

#

If you mean moving the edge in the x axis, and watching it also move in the x axis, not really possible

#

If the UV's are simple enough, just translate them in the UV editor

latent charm
#

@umbral crystal press g twice to enter vertex/edge slide mode, slide it. Press f6 and there's an option to slide the UV as well.

umbral crystal
#

kk thx

zinc furnace
#

Is there a way to scale a model outward by its face normals? I need to add a second layer of fur to this fur coat.

subtle jackal
#

Alt+S

zinc furnace
#

I set the pivot point to "individual origins", duplicated the faces then just scaled up, but that ends up doing this

#

Yeah I actually tried that next, but that just does this:

#

Obviously the scaling here is exaggerated to showcase what it's actually doing, but you get the point

#

Actually nvm, you were right! I had to set the pivot point back to "median point"

#

Thanks.

subtle jackal
#

np

sweet mirage
#

can anyone add rigging to hair

umbral crystal
#

u can try asking in a server thats meant for that

spiral sigil
#

@hybrid forum just scammed my friend, he paid him $400+ to do a model and he created a cheap looking half assed model. when my friend left a slightly negative review on @hybrid forum in his discord server he deleted his message, and banned him to get him silenced. BE CAREFUL

gray canopy
dull canyon
#

have you tried normalizing the normals yet? I think it was something like ctrl shift n or similar

gray canopy
#

yes, the problem is more extensive then that

#

if I do that, then it just puts the normals inside and while they are reflecting light the right way that direction, I need them on the outside

#

reflecting light outwards

ripe lotus
#

@spiral sigil Noted! I'll spread the word :3

subtle jackal
#

@gray canopy ctrl-n to normalize, then go into mesh>normals>Flip normals

#

though it looks like you also have doubled-up faces and stuff

gray canopy
#

btw that didn't work

gray canopy
#

I think i figured it out but the solution is horrifying, it seems that there is an inside and an outside piece and that the normals are all over the place for either and that it's missing pieces

subtle jackal
#

sounds about right.

gray canopy
#

solved.

dull canyon
#

enlighten us

zinc furnace
#

Oof, that happens a lot when a model has duplicated and flipped polys for the "inside"

#

And you then remove doubles

spiral sigil
#

i added the red

#

for the shape

#

im using blender

#

im trying to shape it into the helmet. also i have top, front, back, left and right images

#

help?

subtle jackal
#

Well, you could get like 80% of the way there with half a UV Sphere

spiral sigil
#

how do i do that

subtle jackal
#

https://cgcookie.com/course/learn-the-blender-basics It sounds like you may want to start from the top, this is a good course to get you going

spiral sigil
#

ik how to use blender to an extent

#

i have background images for every side

#

i just dont know how to sculpt it to the helmet

subtle jackal
#

well you'd create a UV sphere with add>mesh>UVSphere, then choose the resolution of sphere you want, delete the lower half, and use the scale and move tools, probably along with proportional edit, to shape it like the helmet. You can use wireframe view to see the background images you added.

#

a helmet like that is honestly kinda the most basic of basic shapes

spiral sigil
#

how do i select multiple faces at once

#

i mean marquee

subtle jackal
#

ctrl+right click I think? it's like a muscle memory thing for me at this point lol

#

wait, ctrl+left click actually

spiral sigil
#

also

#

1 sec lemme get a pic

#

i shaped it a little

subtle jackal
#

now you'd use the basic tools like scale and extrude to adjust the shape and add geometry as needed

spiral sigil
#

ok

#

thanks

spiral sigil
#

Can anyone please help me make animations?

dull canyon
#

I think there's a separate channel for that

#

ah, you already asked there

#

nevermind ¯_(ツ)_/¯

tough hazel
#

That looks painful... For someone who uses blender, including myself, this looks soul shattering

zinc furnace
#

Is that for 2.79 or 2.8?

#

Seems to be 2.79

#

I need to learn 2.8 soon

#

I just got used to the backwards workflow of 2.79 and now it's time to switch already lol

tough hazel
#

I'm already used to 2.80

#

So hah

#

But judging by the icons in the poster... Maybe it's 2.79

fringe rock
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they change a lots in 2.8 ?

magic narwhal
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Does anyone know how I could get a sketchup model into the vrchat?

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Like a room model

umbral crystal
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u would have to create a lot of colliders

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that or separate the room into different parts if u wanted object colliders

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other than that pretty straightforward

dull canyon
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whee, today I'll start modeling/sculpting my first character 😄

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god it's gonna be awful xD

umbral crystal
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not if u make a super generic one then make urs from that

dull canyon
#

?

latent charm
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Oh it'll be awful. I guarantee it.
Then you look at it and see that it's terrible, but also where you can make it better, and that's the basis of learning.
And over time you get better. :D

dull canyon
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yeah

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I need to get in the mindset that failing is what I wanna do

latent charm
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Not what you want to do, but that it's okay to do.
Like failure is a step towards further understanding, which will make you better at it.

dull canyon
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yeah

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and hopefully 3d modeling will help me with 2d drawing too

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to get a better feel for the forms

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cause that's always been an issue of mine with drawing, translating the forms and shapes onto 2d

dull canyon
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anyways, I plan on finishing this first version by the end of the week, so I can move on to either another character or the next version of this one 😄

silent acorn
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Hey, good luck! Hopefully yours turns out better than my first character, ugh

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I could describe how I wasted five hours manually filling in the edges of unwrapped faces because I had no idea what I was doing

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but the memory's a little too painful ;>_>

dull canyon
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heh

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well I also have no idea what I'm doing

silent acorn
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I'm reasonably certain that you've got more skill at this than I had at the time

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I had, like, negative talent

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heck, I still do

fossil inlet
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No such thing as talent, just hard work and dedication. You had negative hard work and dedication, probably. 🤔

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Talent is just an excuse people make because they don’t want to admit someone put time into learning and developing their craft.

jovial lichen
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Hey so I wanted to make my own custom avatar from scratch and have it more or less finished and made it in sketchup. However, I’m not sure what to do from this point. Do I need to export it to blender to give it bones or something? How do I add joints to my model??? Any good tutorials y’all could recommend for a beginner to the avatar creation scene?

dull canyon
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yeah, "talent" is an excuse for the lazy people basically

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"oh I don't have any talent so I might as well not even bother putting in some actual effort into this"

silent acorn
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You're right, yeah.

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@jovial lichen You'll probably want to export it to blender, yeah.

jovial lichen
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@silent acorn uwu wats this

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k but in all seriousness tnx

silent acorn
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np, good luck with it!

jovial lichen
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😃

silent acorn
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oh, almost forgot!

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once the rig's done, you'll need to export the whole thing to unity to upload it

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this is a really great tutorial for that step of the process

white moth
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I seriously don’t understand quads. They don’t need to be coplanar, so they are clearly two tris anyway, what are quads even?

subtle jackal
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The easiest type of face to work with

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they subdivide cleanly and are the natural result of operations like a face extrusion

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And while they don't have to be coplanar if your edge flow is good they are usually damn close

umbral crystal
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yea and a smooth quad topology results in really good shading

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normals will interpolate over areas and harsh shading angles or shading issues will be easier to fix

subtle jackal
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Shading doesn't really matter between quads and tris, in fact, sometimes you'll get smoother shading splitting a quad the opposite way because of how it's triangulated internally. It's really just all about ease of construction, in the end. You don't get edge or face-loops with triangles,

manic ermine
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can anyone help me with a model im working on i have all the parts i need but i would like to have someone who knows what their doing connect them together im using 3ds max and would like it to be done for free mainly because it will not require much effort as i did the most difficult part

manic ermine
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i don't need a tutorial and i know how to make the mesh but as im not that experienced id rather have someone who knows what their doing do it and then learn after for the future

umbral crystal
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well then idk if u can find someone to do it for free then

manic ermine
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well it's not much mesh just a neck and waist same with the skeleton

umbral crystal
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if its not much and everything is separate then i dont really see what the difference would be as rigging segmented models is fairly simple compared to a fully skinned mesh

manic ermine
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yeah i just want to make sure it's connected correctly so that is works

umbral crystal
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u pretty much just create the bones urself and then give every segment full weighting so

manic ermine
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as i have been trying this for around 18 hours or less

umbral crystal
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idrk what ur model is but if its segmented then yea

manic ermine
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oh the skeleton is their i took three models and removed each part i wanted and plan to then connect them together

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the parts are a head a upper torso and a lower torso

umbral crystal
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i mean if they were all already rigged individually

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should really be as easy as merging the armatures together

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idk how u would do that in 3dsMax but blender has some tools for that built-in and in CATS tools

manic ermine
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yeah just need to connect the bones and then the mesh thats all i need

umbral crystal
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no im saying if they already had rigs attached

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u would just merge them

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no actual rigging required other than fixing any gaps

manic ermine
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i tried blender it has so far been useless to me

umbral crystal
manic ermine
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well im going to put in miaximo after to auto rigg it and make it an fbx file

umbral crystal
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????

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y r u not answering my question lol

manic ermine
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im not sure if it is rigged

umbral crystal
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if its rigged then it has bones lol

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and u can pose them

manic ermine
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yeah i can but all im asking is for nothing more than someone to connect some parts

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but it will have to wait as i have to fix the model as i accidentaly deleted a fingers mesh

umbral crystal
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no but heres what im saying

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if the original meshes had rigs

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the process would be much simpler

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as opposed to if nothing was rigged

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which would mean u would have 2 rig them urself

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but bc ur not answering its hard 2 even give u a solution or suggestion

manic ermine
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that is because im not sure my self but i can say their smd files i converted in crowbar

umbral crystal
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well its literally the easiest thing to find out

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if the mesh has bones, and u can pose those bones (and/or if the character when used in the game can actually move and has joints) then its obviously rigged

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and again at that point u would just merge all the rigs together and bam ur practically done

manic ermine
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well they can move around yes

umbral crystal
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yes but do they have any joints

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like in the game do their arms move, do their legs move, etc

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cuz again if so then its rigged obv

manic ermine
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if i could paste a screenshot i would but this chat wont let me

umbral crystal
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and u can check that in whatever software that supports rigs

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and sure u can lol

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also the bot doesnt delete screenshot links

manic ermine
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i ment like printscreen and ctrl v

subtle jackal
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you can ctrl+v into imgur

manic ermine
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yeah but do i need an acount

umbral crystal
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i dont get it

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what is preventing u from using ctrl v

subtle jackal
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no imgur doen't require an account

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doesn't*

umbral crystal
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ill ctrl v an image right now

manic ermine
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hm

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lets try

umbral crystal
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just load the original models

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also it seems they do have rigs, they clearly have bones

manic ermine
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yeah i did i removed the mesh as i plan to connect parts from different models

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the part named niddhog is connected to mesh0 to 3 while ultima is seperate

umbral crystal
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well as long as ur exports have the bones also

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u can just merge the rigs together

manic ermine
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yeah thats what i was aking someone to do to make sure its done right as this is my first custome model

umbral crystal
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well again if u want someone 2 do something 4 u this isnt rlly the place for it

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this is more of the place 4 people helping others do things

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if u dont know how 2 do something, ask people how 2 do it or go 2 some server like VRCTraders and maybe some1 will do it 4 free or charge

manic ermine
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k were can i find vrctraders

umbral crystal
manic ermine
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found it

dull canyon
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@latent charm so can you ELI5 when I would chose between a bump and a normal map, why would I chose one over the other? can you combine them?

umbral crystal
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arent they basically the same thing

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bump and normal and detail maps are usually the same thing

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but a heightmap is usually in black n white

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and what the different types of bump maps would do is just change how the models shading looks

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the map itself is a diagram of what the shading would look like if u shined 5 lights on the object

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one for each color u see

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and in turn that would change lighting directions on the surface of ur mesh

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and a heightmap will usually do that shading part but also displace the mesh so it looks even more 3D

dull canyon
umbral crystal
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its saying a bump map is basically a heightmap

dull canyon
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yea

umbral crystal
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but the terminology honestly is just messed up everywhere

dull canyon
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mkay

umbral crystal
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people call them different things in different places

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a lot of people would interchange bump and normal maps

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rather than bump and height maps

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and etc

subtle jackal
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A bump map only defines a single axis, normal maps give all 3 (x, y, and z). Generally speaking you'll probably want a normal over a height/bump map, especially since most of the VRChat shaders I've seen use them.

dull canyon
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okay

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thanks

zinc furnace
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Bump map and normal map is the same in Unity

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_BumpMap is just normal map

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A heightmap is what actually displaces geometry

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Heightmaps are still cool and should be used in conjunction

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Not always though, IMO it should only be used on bumpy surfaces. I have a very rough wall in one of my more recent maps that greatly benefits from heightmaps

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As well as the carpet

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But the wood doesn't have it nor does it need it

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Normal mapping is pretty much solely for lighting and won't do you much good on very basic toon shaders

dull canyon
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okay. normal maps is what's used to bake a high poly mesh onto a low poly one right

latent charm
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A high poly mesh can have any of its properties baked down to a low poly, the most useful being normals.

dull canyon
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okay

zinc furnace
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How does that work again? Wouldn't you need to unwrap both meshes the same way?

latent charm
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And height maps are best used if you ever intend to combine two, or edit one by hand. Eventually they should be baked down to normal maps, unless you plan to use them for displacement in a shader.

zinc furnace
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Unless it's vertex normals

latent charm
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Nope, each can be unwrapped completely differently. It's only the low-poly's unwrap state that matters.

dull canyon
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what other properties would there be on a high poly mesh?

zinc furnace
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Oh I see, that's interesting

latent charm
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Ambient occlusion, procedural textures that use the more detailed geometry, displacement, etc

subtle jackal
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Your high poly doesn't need to be unwrapped at all

umbral crystal
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u can use stuff like the multires tool in blender to sculpt details onto a lower poly model as well, automatically able to generate a normal map 4 u

latent charm
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That's still doing a high-to-low poly bake, just streamlines parts of the process.

umbral crystal
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ye

subtle jackal
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bake from multires is ok but I've had generally better results with separate meshes

dull canyon
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so, as far as Blender is concerned a normal map == bump map == height map?

latent charm
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Nope

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Normal maps change shading via altering the normal direction on a per-pixel basis.
Height maps are used to displace geometry.

Some of the confusion comes from the fact it's very easy to calculate a normal map from a height map.

dull canyon
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ah nevermind, I remember again

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yeah

latent charm
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The opposite way is much harder.

dull canyon
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so a height/bump map just simulates high/low points in the texture?

subtle jackal
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bump maps that don't displace geometry are a thing too, and they work similarly to normal maps, but they are not used as often these days.

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but yes

dull canyon
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yeah, that's the ones I meant

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not the displacement maps

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the ones that don't alter the actual mesh

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so, if I wanted to simulate for instance more details in a characters hair without actually adding additional topology, would that be done via a normal map?

subtle jackal
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yes

dull canyon
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okay

subtle jackal
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in fact you can, in some instances (or I guess in this case depending on what character shaders you use) layer them.

dull canyon
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I assume via the same process of sculpting a high poly model and baking it onto the low poly one

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layer them? as in applying multiple "cycles" of normal maps?

subtle jackal
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So you could have a very low poly in-game mesh, simulate large differences in geometry with one normal map baked from a high-poly, and then have a repeating super-fine normal map that describes, say, even individual hair strands

dull canyon
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huh, neat

subtle jackal
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these are usually known as "detail normal maps"

zinc furnace
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I use those for skin

dull canyon
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so what kind of shader would your recommend for such things that are also "vrc friendly"?

zinc furnace
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Standard

dull canyon
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okay

zinc furnace
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If you need a toonier model with those details, Cibbi's Toony Standard works.

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Xiexe's XSToon probably works decently well too, but I don't like how inconsistent the lighting can get on that one. Every time I see friends walking around in it, they're super dark in an otherwise very bright map.

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Or other way around

subtle jackal
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I've been using Xiexe's shaders, since I heard they perform well and they have a good amount of options, but I haven't really verified it myself.

latent charm
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I would suggest getting familiar with proper PBR shading before playing around with toon stuff.
Walk before you can run, learn the foundations and work from there and all that.

dull canyon
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yeah I was in a very dark map with a friend today and his avatar was completely light and everyone else was properly dark 😄

subtle jackal
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Haven't noticed any weird lighting stuff myself but I don't go to many places lol. I did notice compared to Poiyomi's Shaders that the tinting of the scene light seems to contribute more, and brightness doesn't seem to be clamped

zinc furnace
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Yeah, which would be correct for a PBR Shader

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But it trusts ambient too much compared to other toon shaders (or even Standard) that I've tried

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Granted, I've only ever tried using XSToon in such a way that it looks like poiyomi or Noenoe

dull canyon
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@latent charm I did watch at least Blender Gurus video on PBR

latent charm
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Time to scream at world builders who don't set up ambient lighting properly :B

subtle jackal
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I haven't tried NoeNoe yet but it seemed to be focused around doing weird effects

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from the preview stuff

latent charm
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@dull canyon So to answer your question, aim to be using Unity Standard Shader for now

dull canyon
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okay

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which would probably be best anyways considering I don't wanna go for a very toon/anime look with my avatar

subtle jackal
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I would be interested in someone much more knowledgable demoing the performance of popular shaders to see how they stack up. I don't know enough about rendering to make any real evaluation

dull canyon
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like, I love watching anime, but my taste in pure drawing/art has moved more to a anime-realism-middle ground these days

latent charm
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Standard is really performant. And good. Anyone saying standard is terrible either has such specific needs it can't meet them, or is bullshitting.

dull canyon
#

okay

subtle jackal
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I do wish we could do UE4-style node-based editing so I could do some advanced masking. If we can I haven't found where yet lol

zinc furnace
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Standard is one of the best shaders for more "realistic" looking models but it has a few caveats that Rero showed me today

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There are ways to improve upon Standard that are more suitable for VRC

dull canyon
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mkay, well I'll ask around here anyways when I ever get to that point

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but I don't have to worry about the shader while sculpting/modeling right?

subtle jackal
#

no

dull canyon
#

good

zinc furnace
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Not while modeling but I think it's something that will come into play when you texture it

subtle jackal
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Not really anyway, it's a good idea to have some clue what amount of detail you'll have as final, like I didn't worry too much about my hair since I knew it would be toon shaded, but aside from that it doesn't matter