#3d-modeling

1 messages Β· Page 55 of 1

zinc furnace
#

Especially due to the PBR workflow requiring a certain type of texture to look its best

latent charm
#

@subtle jackal In Unity for VRC, shaders made with Shader Forge (unmaintained but free) or Amplify Shader Editor (actively developed, but $$$) work with no problems.

subtle jackal
#

Good to know, thanks

zinc furnace
#

I vastly prefer Amplify

#

Although Shader Forge isn't necessarily bad

latent charm
#

Same, mostly because it's actively developed.

dull canyon
#

okay. well that was quite a bit of information to take in again πŸ˜„ thanks for the explanation and patience

zinc furnace
#

Amplify comes with a baffling number of example shaders, if you need toon lighting you can literally just copy one of their examples for example

#

Gives a good toon ramp

subtle jackal
#

Yeah I just liked UE4's flexibility, like being able to make color masks and such in the regular material editor was super nifty

#

reminded me a lot of Substance Designer

latent charm
#

If you also know your way around blender's node editor you can bake out masks and stuff them in an alpha channel or wherever and easily use them in a shader with amplify.

subtle jackal
#

Cool, I'll give it a look

umbral crystal
#

the node editor is similar to amplify yea

strong thistle
#

humm

strong thistle
#

@subtle jackal if your going to use this in Unity i wouldn't bother to much with the extra maps in Blender as the settings you use in Blender Nodes will not export into Unity so try not to waste time , for blender i would say focus on Diffuse and from that you can generate the other maps after in external programs such as Awesome Bump (Diffuse, Normal, Specular, Height, Occlusion, Roughness, Metallic) are the most commonly used textures in Unity shaders.... other maps such as Displacement a lot of people get it confused with Height maps however its a very different map not used in standard shaders only found in high end Tessellation shaders that use data translated from Normal inverse Y in grey scale to distort the actual verts,this is perhaps the old real type tessellation displacement in Unity as height maps is a sort of fake less expensive way to do this

subtle jackal
#

I'm well aware lol

#

Though really if you're working in blender you should really do at least your normal and AO in there too, the results from programs like Awesome Bump/CrazyBump/B2M et. al. aren't the best. They're ok for like simple ground coverage stuff but aside from that you should be either baking down from a high poly or painting your own.

strong thistle
#

ya just running it with out going thru each layer to fix does not do great

#

if you take time to adjust settings its ok

#

your correct Normal and AO are key

#

sent you link for Displacement Map

subtle jackal
#

The problem with using generators is that they're essentially fancy image processors, and using just image processing isn't quite enough to get the data out of them you need, at least not with a lot of accuracy, even by adjusting settings.

#

Don't get me wrong, a lot of them do admirable jobs, it's just important to know what and how you can best use them, and when to do things the old fashioned manual way.

#

I've been impressed by bitmap2material on multiple occasions, especially its light cancellation feature

fossil inlet
#

Best way to get a normal/displacement is to just sculpt out your high poly and bake that to the low.

#

Other ways will always be less accurate (but take significantly less time - it’s a trade off)

#

No point in doing a displacement for VRC though

strong thistle
#

Beast shader works great in VR just set the fixed factor to 1

gleaming ridge
#

anyone play tower unite here'

dull canyon
#

which parts of your model do you want to keep as separate objects? or rather, which should you absolutely keep as separate objects for making an avatar?

barren quiver
#

Does anyone know if there's a quick way or addon to move the end of the bone to the start of the next one in Blender?

fringe rock
#

You dont want separete object for your vr avatar so part of your avatar dont disappears

dull canyon
foggy maple
#

@barren quiver In the bone settings is a check box called Connected

barren quiver
#

@foggy maple Yeah, that's the kind of thing I want, except in reverse.

zinc furnace
#

The quickest way is selecting the start of the next bone, put 3D cursor there, select end of previous bone, then perform selection to cursor

#

I'm actually wondering the same thing myself

barren quiver
#

That's not very quick when you're dealing with lots of bones

#

I've ran into this problem several times, basically every model I work on due to format shenanigans

zinc furnace
#

The only way I found is to check the import settings while importing the model

#

You can turn on auto-connect there on DAE or FBX for example

dull canyon
#

so when you sculpt an avatar, do you want the mouth to be open or closed?

barren quiver
#

Not possible for what I work with

#

For reference, Connected moves the start of the bone to the end of the parent. What I want is moving the end of the bone to the start of the child.

latent charm
#

@barren quiver Turn vertex snapping on and just drag the end of the parent bone to the root of the child and it'll snap. A bit tedious but I can't think of a better way short of scripting it in python.

dull canyon
#

ok so I guess if you have absolutely no experience with sculpting that's not the first thing you should jump into...

#

lets see if modeling is a bit easier

dull canyon
hollow radish
#

be careful with topology

dull canyon
#

yeah. this one is just for modeling in general, not specifically for vrc. it'll probably end up with being sculpted and retopologized later on anyways

hollow radish
#

oh

#

what program do you use to sculpt?

dull canyon
#

Blender

hollow radish
#

hmmm

#

too used to zbrush

umbral crystal
#

they not sculpting

hollow radish
#

they said it might end up sculpted

dull canyon
#

ye

umbral crystal
#

ye

crimson mist
#

it's not bad for the start

dull canyon
#

thanks. yeah, it certainly looks better than the head I tried to sculpt earlier...

crimson mist
#

just if you want to make vrc-ready models in the future, then that would be quite a pain to rig and animate

#

it's good to have at least 3 edge loops for every joint you want to animate :3

dull canyon
#

yeah, thanks for the tip. but I think it'd be fairly simply to add additional edge loops once the rough model is done here

crimson mist
#

true

#

I only hate that place where legs connect with torso. I've never made it properly yet

dull canyon
#

πŸ˜„

#

well mine is gonna have a skirt too

#

but also some underwear

#

yoursl ooks nice too tho

crimson mist
#

thanks :3 I forced myself to model few characters because I sucked at it

#

but designing waifus is always the fun part

dull canyon
#

or designing what you'd wish to look like IRL

crimson mist
#

Then use it as your motivation :D

fossil inlet
#

I’m hot af, can’t reach this perfection

#

So I just model what I wish my girlfriend looked like

#

.>

#

<.<

glossy tangle
#

XD

polar violet
#

I've tried every thing to make my own model I'm at the point where I'm probably am stupid because I've tried EVERY DAMM TUTUORAL and tip and reddit suggestion and i cant seem to get it to work , so what I'm asking is for you genius to help me make my own mmd vrc player model using this , the one id like is called Qoute or in the folder is quart , so if you can please help .

subtle jackal
dull canyon
#

neat

#

hopefully I'll get there too πŸ˜„

crimson mist
#

Are you new to Blender or just character modeling @dull canyon ?

dull canyon
#

both

#

started learning 3d modeling like 2 weeks ago

#

tho I do have some experience with 2d drawing

crimson mist
#

2d drawing is useful :D

dull canyon
#

ye

crimson mist
#

You could turn the subdivision surface modifier on and smooth shading in one of the menus on the left

#

And see if you like the results more

dull canyon
#

yeah. I'm just following along a tutorial on general anime character modeling right now

#

to get a basis

crimson mist
#

Ah yeah. Then maybe it's better to just keep following it

dull canyon
#

yeah

#

this is just version 1 anyways

#

obviously it's not gonna be good πŸ˜„

crimson mist
#

Yeah, it's good enough

#

My first ever try of modeling a human head still gives me nightmares sometimes

dull canyon
#

yeah, that was me yesterday πŸ˜„

#

jumped right into sculpting the head

#

instead of cute and female it looked very scary and alien

crimson mist
#

Maybe we're just good at modeling aliens :D

dull canyon
#

I mean, all anime characters' heads look like aliens if you look at them without hair

gentle forum
zinc furnace
#

Can you define "this"?

#

I can't tell what's going on in that screenshot

gentle forum
#

The shading of the faces

#

Regardless of using smoothing

#

first one was standard shader

zinc furnace
#

Are the vertex normals OK? I forgot how to display those in Blender, they'll be shown as pink lines extending outwards

#

If they extend inwards you may have to fix them

crimson mist
#

in Blender press N, scroll waaaay down until you see this little menu:

#

click on the icon I highlighted. You have to be in Edit mode btw

#

and then zoom in at those two objects

#

maybe in wireframe mode

#

you should see blue lines and yours are probably going to face inwards like this, which is wrong in this case

#

then you'll need to select those two objects in edit mode, press W and select Flip Normals

#

if that wasn't the problem then maybe you needed to recalculate normals

tropic turtle
#

As person with 6+ years of 3D print experience... the most common issues i see for objects that are 1) no concept of how a 3D model becomes a real thing and how to design for 3D print, 2) blender generated non-manafold... 3) unrealistic expectations of size / quality / cost.

#

if you want that to be articulated or printed in color via FDM... it needs to be an assembly not just one STL.

gritty kiln
#

@hallow bough Make sure you make it decently high poly for 3D printing, but low poly enough for VR chat later. Good luck!

umbral crystal
#

ez, subsurf / multi res

zinc shard
#

alright so i have a question about mesh colliders. every time i add one to the walls of the world im building in order to make it so users cant walk through walls, it wont let me spawn into the world and immediately takes me back to the hub. how can i change it so that users cant walk into walls but im still able to spawn into the world

open kelp
dull canyon
#

@tropic turtle yeah, I always have to rage when I see a nice model on myminifactory only to find out it is not optimized for 3d printing...

tropic turtle
#

I post all my stuff to thingiverse... it's the same there... about 10% of them are junk that need fixing.

open kelp
#

Like cmon there 14k people online, one of you would have to of seen my message, yet you choose to ignore it

dull canyon
#

just because someone is online doesn't mean they a) are actually awake and b) know anything about 3d modeling πŸ˜ƒ wait a bit until it's day in other parts of the world

open kelp
#

All i need is a simple answer. how do i fix the connection problem and why did it happen

open terrace
#

connection? problem? just a common model, what you want to fix? how much people in chat? maybe 2-3
select 2 verts and press alt+m to see what google and blender's documentation provide

fringe rock
#

idk

#

what is the issue

#

its not clear

open kelp
#

The model isnt 100% 3d, parts of it have gone 2d and idk how to fix it

#

in the screenshot above it shows that

fringe rock
#

select the face and press E

open terrace
#

use Mirror modifier to get copy of other side

crimson mist
#

Yeah

#

Ctrl+R and create a new loop through the center, delete the left half and use mirror modifier to get that rounded 2D part on both sides

#

And then apply the modifier and connect them by making new faces

open kelp
#

Like i probably wont be able to figure any of this out. Can i just send the blend file to somone and they can see what im tryna explain

#

Im sorry but i just never use blender so im like such a bot

open terrace
#

why not ask this questions to google, there's already bunch of examples for everything

open kelp
#

google cant exactly look at a photo and be able to tell me what i need to do

open terrace
#

because you need to "create" a question
"how to mirror one part of the model in blender" etc, ask something only if you doesn't find anything, search already answered question is much faster then wait for reply

crimson mist
#

But I told you what to do :P you can either model the lacking part again or use a mirror modifier to have it on both sides again

#

And to use it, first you need to split your mesh in half

#

By using Ctrl + R

#

And just delete the wrong half

open kelp
open terrace
#

select verts/faces with rmb, then X or Delete

crimson mist
#

Okay now it's messed up

open kelp
#

Im so confused

crimson mist
#

Did you apply the mirror modifier in more axis than it was needed?

#

Or did you just extrude it?

open kelp
#

all i did was follow a reference image / background image. i honestly dont know what the fuck happened

#

Omfg im completely hopeless

#

i shouldnt even bother using blender tbh

crimson mist
#

Can you at least undo it back to the first screenshot?

open kelp
#

nope. unfortunately i cannot

#

like the only thing i know in blender is extruding the cube using background images

#

so 😦

open terrace
#

press ctrl+z few times

open kelp
#

Cant, i already saved it and closed blender

crimson mist
#

you can send me the blend file

open terrace
#

why you save thing that looks worse than before, hoh, actually you just need to delete parts to make it looks as before, if you want to

open kelp
#

because i never use blender and idfk what im doing at this point

fringe rock
#

see ya

dull canyon
umbral crystal
#

hahaha 'google cant look at a photo and tell me what to do'

#

yea bc google is supposed 2 teach u how 2 do something that works in multiple cases

crimson mist
#

@dull canyon she's looking good now :D

dull canyon
#

ty

umbral crystal
#

u could save time by adding clothes already

#

that way can skip adding any detail over those areas and in some cases delete them entirely

#

unless u plan 2 add multiple outfits

crimson mist
#

I think they're just following a tutorial

#

and it's a good practice

umbral crystal
#

ye ik

#

it is good practice but then

#

if ur gona just give it a single outfit

#

wat use of modelling whole skin layer and sculpting it 2 perfection

#

just waste of time imo

#

but yea while it does help u learn about that stuff

#

just that u might have 2 remove it anyway

crimson mist
#

I believe it's just a practice of modeling bodies

pseudo parcel
umbral crystal
#

u sure its not just ur shader

pseudo parcel
#

i'm sure

#

i made the model in blender, even in blender i don't that outline

umbral crystal
#

what shader is it using

pseudo parcel
#

cubed paradox/ flat lit toon

dull canyon
#

@umbral crystal I don't plan on giving her just one outfit, and yeah I'm following a tutorial

umbral crystal
#

cubed paradox needs 0 outline width

pseudo parcel
#

i don't have any

umbral crystal
#

cubed paradox needs 0 outline width

#

even if u have outlines off

pseudo parcel
#

eh i know

umbral crystal
#

turn them on

#

0 width

pseudo parcel
#

alright

#

i just selected tinted with 0

#

now i'll reupload it

#

Oooh

#

they look good now

#

thank you alot

fringe rock
#

Lol

pseudo parcel
#

No u

dull canyon
#

so, can some of you show me some examples of how you model your avatars mouth and eyes? trying to learn what approaches there are for it

crimson mist
dull canyon
#

okay, I should have specified also inside

#

ie what the mouth looks opened and the eyes without the eyeballs

#

but thanks, that also helps

crimson mist
#

are you trying to learn realistic or anime models?

dull canyon
#

both? πŸ˜„

#

like, how do most anime avatars handle it?

crimson mist
#

I'd recommend importing MMD model to Blender and examining it

dull canyon
#

okay

crimson mist
#

there's just too many different angles to show pics

dull canyon
#

true enough

crimson mist
#

most anime avatars have rounded holes as eye sockets

#

and then the eyeball is just floating in there

dull canyon
#

okay, and the eyeball is an actual sphere?

crimson mist
#

it's often a flattened sphere, sometimes even really flat

dull canyon
#

okay, and then the iris on top of that I assume, if they're even modeling that? or are they just flat textures?

crimson mist
#

it's usually just a texture, just like you can see in the screenshot. It doesn't have a separate iris

#

it's all 'usually' because there are many different styles and approaches obviously :P

dull canyon
#

okay, is that just out of laziness or is there a technical reason for it?

crimson mist
#

there's no need to model it I guess

dull canyon
#

okay, I guess you could use like baked normal maps to give it the illusion of some depth?

subtle jackal
#

It's the flat shading that allows you to do them like that

dull canyon
#

so with any other shader the flat textures would look off?

crimson mist
#

you don't even really need normal maps for that. It's just a matter of a good texture

dull canyon
#

okay, makes sense I guess

crimson mist
#

anime eyes would look weird with PBR shading

dull canyon
#

okay

#

guess I'll try out both then when the time comes

subtle jackal
#

I mean it still looks reasonably ok even without perfectly flat lit shading but mostly yeah. If you're going for realistic style you'd probably just want to model a normal eyeball

crimson mist
#

realistic eyes are much more work

dull canyon
#

I wouldn't mind that

#

if the result looks nice

#

I'm not sure how far I wanna go on the scale of anime to realistic

crimson mist
#

eye sockets like that give a natural shade around the iris btw

subtle jackal
#

in my case there the iris is literally just a slightly concave plane

crimson mist
#

that's the point of modeling them as holes

#

it's just a trick :P

dull canyon
#

ah, okay

#

and to make them shiny you can just use a glossy texture, right? right? πŸ˜›

#

(probably not htat simple)

subtle jackal
#

eh, doing them glossy would probably detract from the effect

crimson mist
#

you could make shiny dots as separate little meshes

dull canyon
#

okay

crimson mist
#

just like you would draw those little white shiny shapes when 2D drawing anime eyes

subtle jackal
#

The reason they're done this way is literally just to mimic a cartoon style so it really only applies to cartoony models

dull canyon
#

okay

crimson mist
#

yeah

dull canyon
#

so maybe not exactly what I want then

#

like, I don't want mine to look like yet another MMD model

subtle jackal
#

probably not yea

dull canyon
#

so, it's not because i'm too lazy but more that I don't really know where to look without risking getting any malware: you guys maybe have an example MMD model that's available for free?

subtle jackal
#

but contrary to what Nanodeath said more realistic eyes really aren't that much work, unless you're trying for extreme realism. You can achieve a pretty good looking eye even with just the right glossy settings. And also a fairly decent one with merely two layers (so you can properly inset the Iris)

#

there's the Kizuna Ai model and the TDA miku which are both available for free

crimson mist
#

I did mean extreme realism tbh :P

subtle jackal
#

yes

dull canyon
#

ok, thanks

dull canyon
#

guess I got some stuff to do and look into and learn tomorrow πŸ˜„

crimson mist
#

that's just a lot of fun with setting up a shader

dull canyon
#

yeah that looks like some work, tho more for the shading/texturing

crimson mist
#

yeah, that's what I meant

subtle jackal
dull canyon
#

anyways, something like what asami said I had in mind

subtle jackal
#

I dunno how easy it is to translate into unity stuff as I've not tried, but Danny Mac who does semi-realistic models actually made a Blender eye tool

crimson mist
#

I have a good source of kancolle avatars but you often need to understand basic Japanese to download them xD

dull canyon
#

I do speak some japanese

crimson mist
dull canyon
#

alright, thanks

crimson mist
#

they often need passwords which are mentioned in models' descriptions

dull canyon
#

I noticed

#

anyways, time to engage couch mode, thanks for the help ❀

dawn ember
#

Has anyone ever used the transfer weights functionality of blender? Is it as good as the PMX editor plugin?

latent charm
#

I've been using it a lot lately for helping reweight outfits and such with nasty rigs to my avatar.
It's rarely going to be 100% perfect, but if the two meshes are similar enough and are properly aligned (and reshaped if need be) you'll only have minimal weight cleaning & fixing to do.

fringe rock
#

Merge bone with cats work well with model with a lots of bone. But in some case you need to use modifier or paint it yourself

foggy compass
#

I seriously doubt this fur will work in VR haha

umbral crystal
#

u cant export fur to unity (u can prob export as polygons but terrible idea)

foggy compass
#

Yeah this gravy train wont get rolling. u_u

#

Probably have to find a way to make the model look fluffier, probably some sort of point pulling

#

i scribbled on it because it marked the picture as nudity

#

I'm trying to achieve this short tuft effect for the fur? and was thinking of subdividing the entire model and then pulling random parts LOL

#

I know there's got to be a better way

umbral crystal
#

use shaders

#

and make fluff around joints

#

there fur shaders in unity that not look like fur but look fluff enough

foggy compass
#

oh ok!

#

Something like this?

#

can you apply a toon shader ontop of it?

#

or can you only have one shader

umbral crystal
#

only 1 shader per material

#

either just write ur own shader or edit one

#

theres a $10 fur shader made for vrchat called xiexes fur shader

#

probably has a few toon settings cuz also theres xiexes toon shaders

foggy compass
#

im extremely new to 3d stuff @.@ don't think i could ever write a shader code

umbral crystal
#

then idrk

thick lodge
#

Can anyone point me to a good resource to learn how to create shape keys? I'd like to make the tongue move as this model only has basic lips and eye movements.

#

I also wanted to see how I could mimic the same sort of facial expressions and change of eyes like in this example, the face I have is not structured in the same fashion (I didn't expect it to, but yea lol)

umbral crystal
#

u can "mimic" the expressions by using them

#

typically an mmd will have several blend shapes that swap eyes and such by moving a panel with that expression over something else

#

also for making ur "own shapekeys" it is a fairly simple process provided
A) mouth is rigged with detail
or
A) things are properly connected
B) minimal double vertices (unless necessary i.e. y symmetric teeth)
C) u can use connected proportional editing tools and sometimes cursor based rotator

#

proprtional editing would let u move many verts at a time without such manual and individual work

#

so u could "tug" on the tongue or the cheeks and so on

thick lodge
#

Is there an easy way to duplicate a shape key so I can start from one that already has the mouth open?

subtle jackal
#

Yes, set the shape-keys to mimic the facial pose you want, and then use the small drop-down arrow and select "new from blend" or whatever the specific text is

thick lodge
#

Ahhh I see, thank you. and as for shifting a panel. could I just make 2d material with the different 'expressions' , join them to the model, and just have the shape key move them over in fron the face?

subtle jackal
#

depends on how your model is constructed

dull canyon
#

morning

subtle jackal
#

I'd recommend looking at some existing models and paying close attention as you activate each shape key and see how they work

thick lodge
#

Hm, I'm not seeing a drop down in blender in the shapekey drop down saying 'new from blend' just the option to create a blank shape key

#

ahh wait, neeeevver mind, I'm just blind

umbral crystal
#

new shape from mix

#

and the X will clear any keys u changed to 0

thick lodge
#

yea I got it now, just got to. . . I guess pull the tongue out.

umbral crystal
#

sure y not

thick lodge
#

I'm currently just creating a vertex group then move it as a whole, or is there a simpler solution

umbral crystal
#

uh yea

#

i already mentioned

#

connected proportional editing

#

u literally tug on the tongue vertices by some pull radius

#

just literally press num 5, click end of tongue vert, press num 3, connected proportional editing, g then resize ur radius with mousewheel and u can move it around problem solved

thick lodge
umbral crystal
#

woof πŸΆπŸ‘Œ

dull canyon
#

now make it so the tongue doesn't go straight through the lip πŸ˜› (at least that's what it looks like from this angle)

umbral crystal
#

yea easiest way is

#

where u see a

#

O
β€’
O

#

icon

#

u change that to cursor

#

move camera with numpad like i said before all that

#

click with left click somewhere near cheeks

#

and rotate the tongue tip with r

#

good for moving jaws also

#

u can do the same to angle the tongue back downward by reducing the radius when u do so

ripe lotus
#

Whoa

#

That head looks like one i made from scratch not to long ago

muted ruin
subtle jackal
#

Probably not the best idea to mention that you're breaking the rules of the discord (and also technically committing a crime) when asking for help.

dull canyon
#

^

lament pond
umbral crystal
#

look like dino or snake

subtle jackal
#

@lament pond Cute!

lament pond
#

Dragoon @umbral crystal

#

Thanks @subtle jackal

ripe lotus
#

Isn’t a dragoon a dragon knight?

dull canyon
#

so, from what I gathered creating something from scratch falls into 2 categories: model with just basic low poly shapes first and sculpt later which makes the sculpting part a bit easier but you have to worry/think about the topology right off the bat but you might save having to retopologize later; or just add some basic shapes and directly jump into sculpting which means you don't have to worry about proper topology right away but then you'll have to retopologize to get a low-poly model later...

#

and I'm not sure which approach I like more yet

ripe lotus
#

Have you tried making anything yet Szena? OwO

silent acorn
#

@dull canyon Sculpting isn't essential, though. I kinda prefer having total control over my vertices, so sculpting's never actually come into play.

dull canyon
#

yeah, but I feel like you have a lot more you have to think about right off the bat when you're doing it like that

#

constantly having to think about proper topology

#

tomorrow I'll give sculpting another go

dull canyon
#

I think what's mostly holding me back with sculpting is simply my lack of proper understanding of anatomy

#

so I hope the more I practice it the better I'll get with that

#

and then just retopologize

#

that feeds like both my thirst to create something and to optimize/polish something πŸ˜„

ripe lotus
#

Try making something thats not organic!

#

Faces and bodies can be difficult to do when starting out

umbral crystal
#

i usually only sculpt existing verts

#

but i build low poly, apply sub surf, sculpt w/o adding new verts, add multi-res (normals sculpt)

#

then i just bake normals and paint textures so on

subtle jackal
#

You can get pretty far without really knowing anatomy as long as you use assloads of reference, honestly.

silent acorn
#

^

#

One advantage of 3d modelling is that you can tweak a model endlessly until it looks right

fossil inlet
#

I've never seen a student or hobbyist get anatomy right just by looking at reference. You can definitely only get so far using it without understanding how the underlying anatomy works.

silent acorn
#

I guess it depends on your model's level of detail. With something on the lower-end of polycount, you'll be worrying more about silhouette than anatomy

fossil inlet
#

At that point it's more about proportion. You aren't going to be getting muscle detail out of something in the style of Final Fantasy III's models.

#

Just don't fall into the trap of having bad anatomy and writing it of as stylized. Even successful stylized models have basic anatomy down - it's one of those, "You need to learn the rules before you can break them" scenarios.

#

I definitely encourage anyone looking to be a character artist to go take a life drawing/anatomy class where you sit down with a nude model and learn anatomy from an artistic perspective, and then an anatomy class from an art school (not a biology anatomy class, that won't really help you draw people better), where you essentially break down the skeleton into 36 major bones, major muscle groups and how they connect to the bones and how they behave when activated, along with learning landmarks and other defining forms. Even though drawing seems like a separate skillset than modelling, the skills transfer and what you learn in drawing anatomy will help you in modelling it.

silent acorn
#

These are really good points, yeah.

fossil inlet
#

After you've got basic anatomy down I recommend taking an Γ©corchΓ© class, which is essentially traditional sculpting anatomy from an artistic perspective, where you basically create a skeleton out of clay and wire, then overlay each muscle to the bone, then sculpt out the skin and other features on top of it. If you're ever looking to do zBrush sculpting (Blender doesn't compare in sculpting capability, not even Houdini does, and that program does everything), definitely take an Γ©corchΓ© class at least once if you can find one in your area.

maiden delta
#

is this science class?

latent charm
#

Rome is generally right. Without an understanding of actual anatomy you'll jsut be learning wrong and wind up with weird looking results.
Even if your end goal is to make something cartoonish or anime, for fucks sake don't learn on it. You just end up with a really warped perspective of what's right and wrong and eventually have to take the time out to un-learn it so you can learn things properly.

umbral crystal
#

yea but typically it might help 2 draw anatomy before modelling it

ripe lotus
#

If you have money and are serious i’d agree with Rome

vivid rain
ripe lotus
#

Looks good Leton OwO

vivid rain
#

Thanks Hibby.

dull canyon
#

@fossil inlet yeah, I have a very basic understanding of anatomy from drawing, watched lots of Prokos and Sycras videos and stuff. I did fall in the "it's just my style" trap in the very beginning but nowadays I think I have a somewhat good grasp on what's good anatomy at its core and what's just not knowing anatomy at all when I see a picture. But it's a whole different beast in 3D, but it might actually turn out to be easier for me after some practice since my biggest issue in drawing has always been that I have to bend and twist my brain to think how the forms would look in 3D without actually being able to see them, which is not the case in 3D modeling πŸ˜„

#

@umbral crystal yeah something like that would've been my idea of approaching it too. Using low poly UV spheres to build the general masses of the body (rib cage, pelvis, head, limbs), applying a subsurf, doing some slightly more detailed sculpting without dyntopo, applying a multires and then doing some finer sculpting for details where needed, like the face or clothes

dull canyon
onyx juniper
#

I was about to be impressed with myself that the pic I was about to post was deemed explicit. "It must look like a sexy woman,that's what I was going for!"

But then I scrolled up and saw Dephy's muppet-like monster set off the filter too.

dull canyon
#

ok

#

so, what are the common workflows when modeling a character that I want to make different outfits for?

subtle jackal
#

create a fully textured base body that you can put outfits on, basically

dull canyon
#

ok, I should've specified more πŸ˜„

#

like, if I have the full body mesh, and then another mesh on top for the clothes, wouldn't that explode the poly count?

#

even after retopologizing

subtle jackal
#

You delete the parts of the base mesh that are covered (and don't become uncovered with some animation)

#

at least that's what I did

#

you can, if you're a masochist, build all your stuff high-poly, UV and texture that, and then retopo a version of the avatar specific to each outfit and bake your textures down, but that's a lot of unnecessary work

#

I'll make an example image one sec

dull canyon
#

thanks

#

isn't there some way to use the mask modifier for that or something

subtle jackal
#

no, masking doesn't actually get rid of the polys. You might save any performance needed shading them but their positions are still calculated behind the scenes, better off to just make a copy of the body and delete anything you don't need for that outfit

dull canyon
#

but for that afaik you have to join the meshes you want to mask with each other and that would ruin the modularity...

#

oh okay

subtle jackal
dull canyon
#

ok

subtle jackal
#

if I'd done like a petticoat thing I could've also deleted more of the legs

#

also you can ignore the other changes I've made to the mesh since then like adding a tail and changing the hair, still need to backport those lol

dull canyon
#

yeah, I was about to ask

#

that approach isn't really "modular" in that the clothes and the body aren't separate from each other, so when you change something on the body after modeling a set of clothes you have to basically do double the work

#

or, at least duplicate teh new body to all layers with clothes and readjust every set of clothes

subtle jackal
#

also the textures have stockings for the outfit those are just a layer I can enable/disable in the file for that

dull canyon
#

hmmmm

#

so

subtle jackal
#

well if you build the clothes on the body you don't have to adjust it, you just use it to see where your body is and how the clothes hang off of it, you can also use it to copy basic weights from to help speed up your skinning

#

and then once everything's moving nicely you delete the parts of the body that nobody would see anyway

#

your outfit would have a separate material, textures, etc.

#

just keep your materials for the body low

#

I have a material for my hair, a material for the head, and one for the body, so even with another material for the outfit I've still got a "great" performance ranking

#

I plan to add an additional material for some extra face expressions (I haven't done blush or > < type eyes or anything yet, which I'd need another texture for), and then if I want some accessories too I still have free materials to keep my target "good" ranking too

#

the only real adjustment I made to the body was adding a squeezy point where the stocking band would squeeze the thighs

#

that's just because, well, I like the effect, it looks nice

dull canyon
#

I can agree with that πŸ˜ƒ

subtle jackal
#

oh and modifying the feet for the shoes

#

because high heels

dull canyon
#

but the programmer in me can't come to like this approach somehow

subtle jackal
#

I wish it were more automatable yes, but to the best of my knowledge it's not

dull canyon
#

okay

subtle jackal
#

even in commercial AAA games usually meshes are swapped when the character changes outfits, etc.

#

if you come across a better way please do tell, though

dull canyon
#

I will if I ever find one πŸ˜„

#

so, what's usually your approach when modeling clothes? do you model or sculpt them?

subtle jackal
#

I do a low poly and then use that to create a high-res sculpt base

#

unless I use a tool like Marvelous Designer or such

dull canyon
#

okay

#

so, I might be missing something obvious here but... wouldn't there be a way to use the Boolean modifier for removing the topology of the body that gets covered by clothes?

#

by making the clothes intentionally go inside the body for where you would normally delete that part of the mesh

subtle jackal
#

Yes but your weights better be perfect, unless you take the time to merge them manually anyway, and also Booleans can cause some weird edges and add vertices in strange places, so you'd still want to clean things up

dull canyon
#

hm, true

#

I guess I'm overthinking this

subtle jackal
#

they also can't do stuff like modifying your feet for different shoes

dull canyon
#

in reality you'd probably make sure your character is as perfect as you want to spend time on it to the point that you know you won't be making any changes to that version anymore and then just do different outfits for that specific version

#

and if something does change with the base you'd just do a new version alltogether

subtle jackal
#

depending on how much changed yea

dull canyon
#

yeah, so within one version you'd have the base, and for different outfits you'd copy that base and adapt it for the outfit

subtle jackal
#

yep

dull canyon
#

and if you'd change the base you just do a new file, copy/import the old base, make the changes and adapt the outfits if you wanna do the same ones

#

or I guess you can do it in the same file, it'd be the same amount of work

subtle jackal
#

in the case with many outfits you can probably use another similar base too, like if the outfit is still pants and a T-shirt you probably don't need different bases

dull canyon
#

yeah

#

but the nude base would always be the base for new outfits, unless the new one is similar to an existing one to the point that it'd be easier to just modify that existing one

subtle jackal
#

yeah basically

dull canyon
#

mkay, I guess that's how you have to do it then

#

well, lets see how far I can get it until tomorrow

#

I wanted to have a somewhat presentable model by the end of the week but I doubt I'll get that far

subtle jackal
#

That's alright. You're doing pretty well so far from what I can see

dull canyon
#

thanks. yeah, I'm just trying to set myself some "soft" deadlines so I can get myself to make some actual progress

subtle jackal
#

and it's good you're applying critical thinking to stuff, I see so few people that do that and want tutorials to tell them every single step of the process

dull canyon
#

and not just procrastinate

subtle jackal
#

those thinking skills are maybe the most important part of getting good at this

dull canyon
#

yeah, I learned from my mistakes when I wanted to learn how to draw

#

when I was basically stuck at just looking for and watching tutorials without ever actually drawing and using what I learn

subtle jackal
#

nods

dull canyon
#

my TIL document keeps growing almost every day

subtle jackal
#

hehe

#

that's good!

dull canyon
#

ye, all thanks to you guys here ❀

#

for me personally I learn best when I have people I can directly ask and interact with to explain stuff to me, instead of having to look for tutorials and watch/read through all the stuff I don't need to know right now just to find that bit of information I was looking for

#

I usually try to google stuff before I ask here, but most of the time the thing I wanna know is either so specific or so broad that it's hard to find any info

subtle jackal
#

It's important to have that at the start yeah, and eventually once you get comfortable you can learn a lot on your own

dull canyon
#

yeah

subtle jackal
#

once I got the hang of the modeling part I started looking at all the videos I could of people making stuff, looking at how they approached edge flow and whatnot

#

especially professionals

#

they're my favorite to watch

dull canyon
#

yeah

#

I've subbed to YanSculpts and Blender Guru cause they seem to know their stuff for the most parts

#

anyways, time for a shower and then some more modeling and sculpting

subtle jackal
#

alrighty! Happy creating :p

thorny fractal
dull canyon
#

looks very nice

#

made from scratch?

thorny fractal
#

ye

dull canyon
#

nice

small cloud
#

thighs πŸ†

dull canyon
#

thicc thighs save lives

thorny fractal
#

^

dull canyon
#

very nice

#

also, are there any specific reasons to use A or T pose or is it just preference?

ripe lotus
#

Just preference i think, I’m sure there is a more logical reason to it but i usually A pose from habit now

dull canyon
#

mkay

ripe lotus
#

I believe if the outfit is complicated I’ll Tpose it, looking at the other ones I’ve done

dull canyon
#

makes sense

ripe lotus
#

Gosh her freckles are so fookin cute

#

Would squeeze

dull canyon
#

I'd pat you

ripe lotus
#

hecc

silent acorn
#

IIRC, a half tpose like that means that any shoulder deformation when the arms move is less noticeable than if they were modelled 100% up or down

dull canyon
#

ah, that also makes sense

#

so, when you're sculpting the body, do you apply the mirror modifiers first?

ripe lotus
#

I save a backup of the thing im going to sculpt with the mirror still on to a different layer then apply with the one im gonna be working on

dull canyon
#

ok

ripe lotus
#

Always good to have backups ^^

dull canyon
#

wish I had a feminine body to look at and touch for reference >_>

latent charm
#

@dull canyon So you have VR? You could download a base mesh and load it into Unity along with the SteamVR SDK so you could have a good look without it getting weird for someone else.

dull canyon
#

I guess that'd be the next best thing, after just looking at a lot of reference images

thick lodge
#

While in Vrchat, my avatar somtimes squints? The eyes just close a little before reseting to default. I checked back to blender and used the CATs eye tracking test and the blend shapes are in the right positions. I'll double check to make sure but does any one have an idea what else might be causing this?

fringe rock
#

Thats normal

thick lodge
#

None of my other avatars do it, thats odd.

#

And im not talking about blinking, it blinks fine

umbral crystal
#

are u sure thats not the lowerlid shapekey

celest dust
#

what is the best way to smooth out my low poly model? to be more high quality

umbral crystal
#

subsurf

celest dust
#

but some of the mesh goes missing because it cuts the corners of the body mesh leaving holes

ripe lotus
#

Before applying the subsurface select all the verts and remove doubles

#

That might do the trick

celest dust
#

that acuallty did the trick

#

so what doees the view and render mean for stupid people?

umbral crystal
#

wat

celest dust
#

in the subdivions tab when u add it as a modifier it has a view and a render section u increase

umbral crystal
#

doesnt mater

#

just aply it if gucci

subtle jackal
#

View is the level shown in the viewport. Render is the level shown when performing a render. It's so that you can make a model look good subdivided without shoving hundreds of millions of polys around in the viewport.

celest dust
#

ty

dull canyon
#

well, lets see what will be released first, Blender 2.8 with support for RTX cards or the Ryzen 3000 series of CPUs >_>

dull canyon
dull canyon
#

also, I just realized that if I do get the Corsair K70 wireless it'd be a problem cause it's a TKL >_>

dull canyon
#

hm, now I'm kinda unsure how I want to do this. should the butt be part of the upper body mesh or the legs?

#

I guess it'd be easier if the glutes are part of the upper body

pseudo parcel
#

so i'm having a prob in blender; why in the uv editing i can only see half of the mesh?

royal steppe
#

the mesh was unwrapped with a mirror modifier. the other half uses the same UV area

#

just reversed

pseudo parcel
#

oh

#

and i can't do anything about it?

open terrace
#

apply mirror modifier if it has it, select half of the model, move away uv, another half, move too, you'll see both sides after

pseudo parcel
#

well yeah i used the mirror

zinc furnace
#

Unwrap it again if you need the two sides to occupy different spots on the UV map @pseudo parcel

umbral crystal
#

^

#

that or just split the uv by selecting half of it

#

but if it has any actual textures they will all break unless u do this on a new UV map and bake them to it

dull canyon
#

hm, very tempted to set up a linux vm on my server and use that just to render stuff since it has 7 unused CPU cores atm... at least until Ryzen 3000 gets released and I upgrade my main machine

ripe lotus
#

Wulfe your picture is adorable

dull canyon
umbral crystal
#

is cool but u wanna fix dem thighs and back

#

just use smooth sculpt tool

dull canyon
#

you mean the seams?

#

that's because I haven't joined the limbs and torso yet

umbral crystal
#

o

ripe lotus
#

Looks good for your first week, something seem off about it though

dull canyon
#

yeah

#

there's probably lots of issues with the anatomy

#

I'll start from scratch next week

ripe lotus
#

I think the arms are a little too short

dull canyon
#

yeah, now that you mention it

zinc furnace
#

Your wrists should be around your hips I think

#

This looks just slightly too short

ripe lotus
#

Otherwise its pretty good, for how fast your learning

dull canyon
#

yeah, the palms of the hands usually go about to the widest part of the thighs, which I didn't keep in mind there

ripe lotus
#

Im impressed owo

dull canyon
#

thanks. it's all thanks to the help of everyone here ❀

ripe lotus
#

Now you gotta do the hardest part of the entire human anatomy

#

The hands

#

πŸ’€

dull canyon
#

yeah

#

and feet

#

fuck them >_>

#

at least the feet will be hidden by thigh highs

ripe lotus
#

In my experience working with hands, working with as little as geometry as possible to get the basic shape first helps alot

dull canyon
#

yeah

ripe lotus
#

I feel like its easy to get lost in loop cuts and sub surfs

dull canyon
#

I was thinking of starting either with just boxes or metaballs

lament pond
dull canyon
#

nice

#

thicc πŸ‘Œ

ripe lotus
#

OwO

feral hedge
#

Noice

ripe lotus
#

Did you see my dragon too?

dull canyon
#

ye

ripe lotus
#

uwu

iron schooner
#

Hi all you like my work?

#

Style Disney

dull canyon
#

looks good

umbral crystal
#

look like spyro did a gargoyle

iron schooner
#

ispirate from Kiara The Lion King

#

for base

iron schooner
#

New Update You Like?

solid tapir
#

hey, can anyone help me with my butt? im getting something like a weggie formation here

onyx juniper
#

How do you people keep getting around the filter?

strong thistle
#

@solid tapir did you try the sculping brush

#

add some more verts in that area and sculp brush

#

you should try to make a higher poly and then bake the textures , after you could decimate a bit

onyx juniper
#

I think butt Spear wants advice on good butt topology

strong thistle
#

lewd

fringe rock
#

Usualy the vertex are near in the crouch area

#

Add some more quad

sage zephyr
#

hey, i've been having trouble with some mesh vertexes with weight painting that for some reason doesn't change with how it moves with bones no matter what weight it's at.

Always acting like it's at maximum weight even when it's not, unless it's 0, then it suddenly acts normal, but only when it's 0.

what could be causing this?

umbral crystal
#

something else has weights on it

sage zephyr
#

i checked, but no, i couldn't find anything else with weight on it

#

i even checked the vertex weights, but i didn't see anything else connected to the vertexes

umbral crystal
#

o ik y

#

bc its a weight average

#

it will compute

#

(offseta*weighta + offsetb*weightb) / (weighta*weightb)

#

and if there is only 1

#

it just uses full weight

#

cuz nothing 2 average

sage zephyr
#

??? i don't fully understand but in that case, shouldn't it still be changing the average if i'm at the very least changing one of these numbers

umbral crystal
#

yea but if its the only weight for that vertex

#

its not averaging any others

#

so anything > 0 is 100%

sage zephyr
#

how would i fix this then, also i'll be posting some pictures just in case

umbral crystal
#

well Always acting like it's at maximum weight even when it's not, unless it's 0, then it suddenly acts normal, but only when it's 0.

#

make the weight blend with another

#

wat

sage zephyr
#

i said i would post screenshots of the problem

#

there you go

#

oops wait

#

note: the bone this piece is connected to has been scaled up in pose mode, that's why the vertex is able to be moved at all.

#

unless i missed what else exactly i was supposed to blend it with the vertex, it didn't work.

fossil inlet
#

Working on texturing in Substance. Skin & Makeup are done, need to start on the clothing and accessories now ^^

#

Hair cards are done but will be textured through a Fibermesh workflow so they're currently hidden along with eyebrows and eyelashes

onyx juniper
#

I like your efforts toward fleshiness. I think it's ended up looking a little flat in the armpit though?

#

Sorry, you were asking about texturing and not modeling, right? The skin tones looks nice I think, but still makes me think of plastic, especially around the lips.

fossil inlet
#

I wasn't soliciting critique at all, but thank you c:

onyx juniper
#

Is this going to be an avater, and if so how many tris are you going for?

fossil inlet
#

Yes this is a commission. It’s currently 56k, with her weapon adding an additional 4k to the count.

crimson mist
#

@fossil inlet do you use a tablet for texturing or just your mouse?

hallow bough
#

@solid tapir Add just 2 or two more loop cuts on the butt area.

fossil inlet
#

@crimson mist Both, depending on what I'm doing

fringe rock
#

πŸ‘€

hallow bough
#

Advice on modeling the triangle looking details?

#

(Skirt, sleeves)

dull canyon
#

what exactly do you need help with?

#

topology?

hallow bough
#

I'd say yes. Just how to go about making the triangle details on her skirt and sleeves. Weither I should model those individually or just use a transparent texture on a strip.

#

They look like ruffles but the shapes are odd :/ ruffles i can do but these I'm confused about.

dull canyon
#

oh, I don't know anything about transparent textures. I'd say they're just flat flaps of cloth

#

but maybe you can save on topology with a transparent texture, no idea how that works

hallow bough
#

I think that should work yeah.

#

Thanks for the help I'm pretty much a beginner still so I'm learning as I go.

dull canyon
#

same

#

I started like not even 2 weeks ago πŸ˜„

hallow bough
#

Looks good! I haven't tried sculpting yet I purely work with just box modeling and such. I wanna try it out though.

#

Most experience I have is robotic things so human models are very new to me haha

dull canyon
#

yeah, I tried the modeling approach and didn't like it, at least for organic forms like this, but it's all just preference probably

#

personally right now I feel more comfortable to just use a UV sphere and deform it into the general shapes and then start sculpting, and later on just do a retopology

hallow bough
#

Yeah I guess it's preference. I haven't gotten into retopology yet.

dull canyon
#

same, I only took a brief look at retopoflow

#

but it looks easy enough to use with a bit of practice

#

so I can sculpt and see the actual shapes first and don't have to worry about topology until I'm actually finished with the model πŸ˜„

hallow bough
#

Yeah :D

dull canyon
#

ah, those are yours?

hallow bough
#

These are two robots I finished recently

dull canyon
#

very nice

hallow bough
#

Yeah xD

dull canyon
#

thicc πŸ‘Œ

hallow bough
#

Indeed πŸ‘Œ There's issues with it but definitely a good way to learn is to just do it.

dull canyon
#

yep

#

I'm trying to do an iterative approach

#

2 weeks ago I set myself to do the first concept art for my character, last week I set myself to get as far into modeling/sculpting as I can, this week I'll re-do the concept and next week modeling again

hallow bough
#

Great way to approach it.

#

I just do whatever whenever xD I should consider planning more too.

dull canyon
#

yeah, that's how I used to approach drawing... and it didn't work out for me πŸ˜„

#

cause I'm a lazy ass

#

so if I just set myself some deadlines I'll have at least some motivation to get something done

hallow bough
#

I honestly have more experience with art so I have to weave in the modeling portion. I'm the worst at deadlines. I need to start sometime.

dull canyon
#

sometime (tm) πŸ˜„

iron schooner
#

My Finish work

dull canyon
#

neat

iron schooner
umbral crystal
#

creepi

dull canyon
#

anyone have any other youtubers they can recommend who do 3d modeling and stuff? similar to Blender Guru or YanSculpts

fossil inlet
#

@dull canyon FlippedNormals (more generic but sometimes specific videos, good if you want to get into the industry), Gregory Stark (sculpting), CG Allies (in Russian but gives you an idea of the workflow)

dull canyon
#

okay, thanks

fossil inlet
#

I kind of hate some of the things FlippedNormals say so take them with a grain of salt but they're not wrong 90% of the time.

dull canyon
#

so kinda like YanSculpts (for me at least)

#

he says some smart things, but some times he sounds like he has no clue what he's actually talking about

fossil inlet
#

Yeah except when they have no clue what they're talking about they still pretend like they do

dull canyon
#

yea

fossil inlet
#

They started out in the industry just a few years ago and already dropped it to start doing YouTube full time, and things in this industry change in the matter of a couple of years, drastically.

#

So some of the things they say might be outdated but I'd still listen to them and take 90% of what they say to heart

dull canyon
#

yeah, I just don't follow everything they say by the book

fossil inlet
#

I mean it's good to take 100% of it when you're still learning and then learn why some things aren't 100% correct after you start to master it.

#

I don't think you have the judgement quite yet to determine who knows what they're talking about. If it's things like, "you should go to school for 3D modelling" and you disagree with that, that's an opinion and you'll learn whether you're wrong or not later down the road.

dull canyon
#

well, I'd like to think I have some life experience with my 30 years by now so I some decent judgement for when someone says things that are actually helpful or when they're just spouting nonsense or completely subjective things they're trying to sell as facts and rules

#

anyways

fossil inlet
#

Age really doesn't denote wisdom; if you're just starting out in this industry, there are some things you might believe now that you'll use to disagree with advice people give you, that you might be wrong about.

crimson mist
#

@dull canyon I see you trying to learn modeling really hard.
What are your goals? Job in the industry, making your own VRChat avatars or just to relax with Blender?

dull canyon
#

the latter two for now

#

mostly I just wanna make my own avatars

#

for myself and maybe friends

crimson mist
#

I was trying to do solo gamedev for some time but now I prefer to focus on 3D and team up with someone

#

I'm waiting for that Trusted rank so I can unleash my power ayaka

dull canyon
#

heh

#

yeah my main goal is just to have fun for now

#

maybe one day I can use it in a job or something

#

Β―_(ツ)_/Β―

fossil inlet
#

It's a shame I have to bake the lighting for it to look halfway decent in VRChat. I might be able to do well enough with a PBR shader with a fallback cubemap but we'll see.

zinc furnace
#

Use Rero's tweaked Standard shader

fossil inlet
#

Yep someone just sent it to me

#

Exactly what I needed

sage zephyr
#

I'm going to post this again, since my question got buried pretty quickly and Google, Youtube, and Blender questioning sites haven't been able to find my problem.

basically, certain vertexs are only moving at a very specific weight no matter what i set them to and i don't know why.
the only thing that makes any change at all is to completely un-weight them, but it doesnt really fix anything.

void narwhal
#

try looking through the vertex groups for weights on other bones

#

probably another bone influencing it
besides that i can't really help you without more information

small cloud
#

get this addon, seperate the mesh part

#

then go to Vertex groups and click on black arrow under +-, and select Remove usused vertex groups

#

then you'll see which groups have extra weight there

sage zephyr
#

@void narwhal look at the vertex weights menu on the right, you can see all vertex groups connected to that one vertex.

#

also, what more info do you need?

void narwhal
#

there can be vertex groups without bones with weights assigned as Yuumi has directed you towards

#

have you checked vertex groups yet?

sage zephyr
#

i did anyways and no, but i didn't need to since it was showing the groups it was connected to, not the bones it was connected to

#

also, going to mention this since you need more info

void narwhal
#

alright giving insight as for how it might be deforming could be useful
is it sitting in place when rotating/moving bones?

sage zephyr
#

no

#

it's moving with the bone it's intended

void narwhal
#

so is perhaps the issue is not weighting but rather the base geometry?

#

do you have any active morphs?

#

could the script you used to import be at fault?

sage zephyr
#

rappy, what you are seeing isnt the normal pose of the model

#

the bone its connected to is 1.4X the size in the picture

#

i can show the original size if you need

small cloud
#

I still don't understand what's the issue

void narwhal
#

well the scale could be an issue if the weight for the bone isn't smooth

#

it isn't uncommon when scaling geometry to have jagged verts due to sharp weights

sage zephyr
#

that's why im trying the change the weight of the vertex

void narwhal
#

especially with large values for scaling with low geometry

sage zephyr
#

but even though im changing the weight painting, the way the bones moves it and how far it moves it doesn't change

void narwhal
#

provide a picture of weights for the other bone connected

small cloud
#

try enabling auto normalize

sage zephyr
#

^^^^^^ tried that, no change

#

also, i would but...

umbral crystal
#

already told u if theres no other weights on that vertex

sage zephyr
#

taking pictures of this model is complicated due to the rules

umbral crystal
#

it always uses 100% weight

#

unless its set to 0

#

so u have 2 blend weights with something else

#

otherwise this will happen every time

#

if u look at chest or neck weight u will see they have no influence on that vertex

sage zephyr
#

I guess I don't understand what you mean by this

umbral crystal
#

it really really simple if u know anything about weight painting

#

the way the vertex moves is determined by an average of the weights affecting it

#

if there is only a single weight affecting it then it just uses 100% from that bone

#

if there are 2, it will average the weight, moving one more for the higher weighted bone

#

and less for the lower weighted bone

#

same goes for more complex weighting

sage zephyr
#

I thought the point of the weight painting system was to make it so that you can attach a vertex to one bone and then change how much that bone moves that vertex?

umbral crystal
#

no

#

its an average

#

thats y ur supposed 2 blend weights together

#

and why u dont leave ur hip bone without any weight

#

i mean it makes sense anyways also

#

why wouldnt it be a blending of multiple weights

#

its either more attached 2 ur chest or more attached 2 ur shoulder

#

but the main point is its attached to both

#

so u need 2 blend weights

sage zephyr
#

o_o the whole model's vertexs is connected to individual bones, barely any of them are connected to a secondary bone

are you telling me my entire model is basicly screwed when it comes to customizing it's weight painting?

umbral crystal
#

uh no

#

im being really straightforward

#

if u have an arm

#

do u paint the arm entirely to the arm bone only

#

no

#

u blend the weight of the arm to other bones

#

if i just remove the 'weight for arm bone' part

#

then that area becomes unweighted

#

with weight only from the elbow

#

so now the elbow owns 100% of its movement

#

if its weight in the area is over 0

#

if u want to 'use less influence'

void narwhal
#

Weight painting should end up as a value of 1 with everything influencing it added up

umbral crystal
#

then blend ur weights as such

void narwhal
#

imagine the colors as Blue to Red as 0 to 1

umbral crystal
#

like i said, its literally an average of the weights for that vertex

sage zephyr
#

i get it

#

@void narwhal

void narwhal
#

Blender basically automatically averages internally when it goes above 1 as for how it does it exactly idk
*But you need to normalize/blend weights together regardless for other programs/engines

umbral crystal
#

and if u only have 1 thing on it

#

then the average is always 100% for weight > 0

#

bc theres nothing else to average with

#

it will do something similar to this

#
offset = <0,0,0>
total = 0
for every vertex group this vertex is in
    offset += boneoffset * weight
    total += weight
offset /= weight == 0 ? 1 : weight
#

its also why if u weight something twice to 100% they each get 50% and 50%

#

(a + b)/2

#

again u literally just

#

blend it more to another bone

#

if u want 'less influence'

#

cuz the idea is not to 'lower the influence'

#

the idea is ur 'adding bias'

#

ur giving it more precedense to one bone

sage zephyr
#

just going to make sure i understand this correctly

#

if I connect everything to the "hip bone", including the vertex im trying my hardest to fix, would it fix/help with my problem?

umbral crystal
#

no

sage zephyr
#

fucg

umbral crystal
#

obviously not

#

again think about it

#

then if u rotate ur spine

#

ur vertex is gonna stay planted there

#

so obviously

#

u just weight it to the nearest and most sensible bone

#

so if its a shirt sleeve

#

u weight some of it to the arm

#

some of it to shoulder

#

maybe a bit to chest or neck

#

u dont weight to any other bones

sage zephyr
#

what about a breast?

#

you know what

umbral crystal
#

u create bone for breast

#

weight to chest, breast bone, and maybe spine

#

or dont add bones and just weight to chest and spine

#

again its all about blending weights together

sage zephyr
#

I think i get it

#

however, i do want to ask one last question

#

you said earlier and why u dont leave ur hip bone without any weight, and the model i'm using has a hip bone without any weight

basically what do I do?

void narwhal
#

it doesn't need weight

umbral crystal
#

u need that weight

#

yea it doesnt if u dont want root rotation

#

and it might have blending problems

#

cuz again that 100% thing

void narwhal
#

it will rotate whatever is connected

umbral crystal
#

but some people may also weight spine all way down to hip

#

yes but if nothing has weight in the hip area

#

it will sit there and have sharp blending

void narwhal
#

but realistically it should have weight for the pelvis in this circumstance

umbral crystal
#

ye usually hip has minimal weight but its there

#

just cuz thats sensible weight painting

sage zephyr
#

ok yea it just had a different name...

#

weird, theres a vertex group not connected to anything that does literally nothing

#

but it's named as the "hip"

#

weird

umbral crystal
#

make sure to remove it maybe by using CATS merge weights tool or remove 0 weighted bone tool

#

just so A: no humanoid mapping issues B: less bones C: prevent confusion

void narwhal
#

hip or usually pelvis can be a separate bone in some rigs all together

#

i believe i've seen it in such a format for some games

#

usually done for manually adjusting/animating* it separately from the rest of the armature

umbral crystal
#

ye but

#

in the purpose of vrchat it cant be separate

sage zephyr
#

actually, thats the weird thing, theres no bone connected to it at all, or bone that's named like it

void narwhal
#

yeah absolutely

umbral crystal
#

a lot of things are done to make animation easier

void narwhal
#

hence it should be merged if it has weights

umbral crystal
#

such as control panels, IK constraints, and joint chains/controls

#

a lot of blendswap models are like this

void narwhal
#

well if it doesn't have weights it is probably just a placeholder for a rig/root

umbral crystal
#

and also animation ready models

fossil inlet
#

Still have a whole bunch more to sculpt out but the hair is coming along; also need to do eyebrows/lashes for the hair map, might add a few more hair cards just for strays at the part and back of the neck

void narwhal
#

Nice

spiral sigil
#

Anyone here take 3D commissions?

bronze bridge
#

I like the fact that im trying to look for uv mapping for unity and instantly the video i went to thats a guide towards unity shows something completely different acting like it doesnt know what im looking for. For instance it told me to "press tab" and another window shows up. I press tab and it shows nothing

umbral crystal
#

u cant really 'uv map' in unity lol

#

not officially anyway

fossil inlet
spiral sigil
#

@fossil inlet Thanks, I didn't know that place existed πŸ˜…

bronze bridge
#

right clicking in blender the vertex point is the only thing selected and when i select all vertex to move the face or even a single vertex point it just resets itself preventing itself from being moved :T

#

trying to edit a image in uv mapping of uv editor in blender is so complex .... I love maya.... your so friendly to work with but i hate you blender

void narwhal
#

go use maya if you're gonna keep complaining about how inferior it is
if you're honestly good with maya nothing is truly stopping you from using it

bronze bridge
#

-_- im not rich i cant afford maya

#

in order for me to use maya i need permission in college to use lab

#

but i cant seeing it was too late since im doing my assignments in a art class i had lots of work in there to do

#

I have a model for vrchat but its not letting me us a maya file in unity guess its cause i havent exported my maya file yet :T

void narwhal
#

you can get a student license

#

have you considered it?

bronze bridge
#

after this one class im near to graduate my student license isnt going to be sufficient

void narwhal
#

when you wanna select and move something click the mouse again to confirm the action

#

blender can have two different mouse setups right click or left click to select* basically
what i'm used to using is right click to cancel while moving something and* left to confirm or select

bronze bridge
#

thank you my good sir

#

=_= everytime i click away from the uv editor to see what vertex im moving the sphere projection just wants to disappear

void narwhal
#

click the button with the mouse cursor

bronze bridge
#

yay thanks πŸ˜„

#

I feel like i shouldve gone for project cylinder instead of sphere like wow adjusting vertexes to match a line aint workin for me atm

void narwhal
#

Marking Seams for edges can affect how the model is unwrapped

#

So you can press W in Viewport to click Mark Seam with whatever edges you have selected

#

you can bind marking seams to a shortcut if you feel the need for it

#

File>User Preferences>Input

#

you can also search for certain actions/keys within it

#

Blender 2.8 has a favorite option allowing you to easily bind stuff on the fly

#

which is pretty cool

#

anyways Basically imagine Marking Seam as defining where to cut the geometry when it unwraps

#

same thing as Maya

#

Oops just press Ctrl E not W to bring up the menu dunno why i got that confused

bronze bridge
#

yeah and when you hold w you make the vertex get messed up and look like a straight jacket XD

void narwhal
bronze bridge
#

anyways i marked a seam but it seems that i cant control the seam

#

guess the problem for me is that i can only move 1 vertex and holding shift doesnt do anything for me even if i select both vertex points

void narwhal
#

holding shift while selecting just enables you to select multiple

#

try holding alt*+shift and clicking on an edge for an edge loop

#

C for Circle Select and B for Border Select

bronze bridge
#

i did alt shift and it just selects and then selects other things not move them or anything :T

void narwhal
#

G is to Move R is Rotate S to Scale

#

after picking either GRS you can select which axis with XYZ

bronze bridge
#

thanks

#

regrets everything he says about blender and finds that "g" is actually being more helpful in the sphere model somehow and keeps tinkering with it.

void narwhal
#

blender is nice but is lacking in certain aspects

bronze bridge
#

and i guess unity is supposed to fill those aspects blender doesnt have?

rare plinth
void narwhal
#

No Unity is a game engine

rare plinth
#

Still a ways to go though >w<

void narwhal
#

keep working

bronze bridge
#

you know what world vrchat might be missing .///_///.?

#

a portal 2 tube thing ... you know the ones that suck you up :T

void narwhal
#

i like the style you're striving for in that world

rare plinth
#

Thanks man it means alot >w<

bronze bridge
#

._. wonder if there is any folks that actually make their house turn into a horror show

void narwhal
#

i feel like the colors look a little washed out but that could be due to the skybox and the terrain textures

bronze bridge
#

:T your just slightly irritated by me arent you rappy

void narwhal
#

can also see black lines on the horizon

rare plinth
#

could be for sure, I do have color correction added but I can always change that

bronze bridge
#

rappy im sorry for being a complicated individual ;_;

void narwhal
#

color correction should be done minimally though keep that in mind

rare plinth
#

absolutely ^^

#

hmm quick question, have you guys ever liked / disliked auto exposure in maps with vr on?

void narwhal
#

idk if i've ever noticed it tbh

#

generally you should avoid high contrast scenes with bright lights otherwise you will cause fresnel effect on the lenses

rare plinth
#

Thanks for letting me know.. Honestly building for vr chat is fun but I have only built for architecture projects for a led retrofit company. While building this I want to be sure its a good experience in not eye garbage.

void narwhal
#

yeah it's definitely a learning experience which can be fun

#

time consuming though e.e

fair vine
#

Just put my avatar back in Blender from Unity as a FBX and now it looks like this. I tried CAT's eyetracking fix but it didn't work

#

What can I do to fix the eyes?

void narwhal
#

you mean from blender into unity?

#

if you're looking into a mirror it can cause eyes to wander/derp (or at'least it use to)

#

try getting a friend to look at it or try viewing it with a camera if that is the case

bronze bridge
#

yeah its really time consuming that im kinda of nervous that it will take away the hours i get to rainbow six seige or overwatch

void narwhal
#

if you aren't willing or can't put in the time&effort then don't

#

rainbow six siege and overwatch is hardly valuable time unless you lack time to relax to begin with

bronze bridge
#

XD yeah well I do want to be around vrchat to relax and look unique

#

Speaking of vrchat I really wonder how people add those juke boxes to worlds

void narwhal
#

Not too many

bronze bridge
#

You know the changing of the musics? When you click on them in vrchat?

#

They put a jukebox and buttons on it is that a coding or is it a link that the jukebox is picking up. Or is it something else.

void narwhal
#

i would imagine you could approach it a couple different ways

#

there is a jukebox component or something if i recall correctly

#

anyways keep in mind which chat you are in to keep it in context

bronze bridge
#

K

plush token
dull canyon
#

ohmygod

#

can... can I pat her

plush token
#

why of course

dull canyon
#

Raph attacc, Raph protecc, Raph pat

plush token
#

Just doing the finishing touches on the rig now but she is coming to a VRchat near you

dull canyon
#

so cute ❀

#

will there also be a Filo? πŸ˜„

plush token
#

my friend might be modeling Filo

dull canyon
#

nice

crimson mist
#

Amazing

plush token
#

if he does i'll make older Raph

dull canyon
#

they totally have to do her transformation form tho πŸ˜„

plush token
#

he will

dull canyon
#

πŸ‘Œ

plush token
#

he is going to do the works if he does do her

#

if so, i'll make either teen or adult Raph