#3d-modeling

1 messages ยท Page 56 of 1

dull canyon
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thicc

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this person shouldn't skip legday

umbral crystal
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lol

ripe lotus
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I love how you modeled just the butt

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Some people start modeling the face or body first but Wulfe?

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the ass

umbral crystal
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no it was just test

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make low poly booty and make into supa smooth wit modifier only

ripe lotus
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oh xD haha nice job OwO

iron schooner
fossil inlet
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Finished the hair; just need to model and texture a couple of accessories and then I can get rigging

mint prawn
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looks amazing rome!

void narwhal
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perhaps you should consider adjusting the whites of the eye looks yellow to me

umbral crystal
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i call hax

fossil inlet
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The whites of the eye irl aren't actually white, they tend to get a bit yellow/orange/red as you get further from the iris

void narwhal
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yeah realistically but art isn't always realistic

fossil inlet
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@mint prawn Thanks Jerome ๐Ÿ˜„ That means a lot

umbral crystal
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sometime it look more visualy appealing

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2 hav thing 'so realistic' that it not realistic

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like hollywood explosion for exampl

fossil inlet
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I'll keep that in mind

strong thistle
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so please remind me when i export a tree or some model from blender what the export setting to force it to stand up strait in Unity as its changing the x axis ?

umbral crystal
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change the up axis

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or use a transform

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that rotates it by -90 on X after making it applied when at 90 X

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or try applying transforms

bronze bridge
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strange i dont see a import to unity from blender :T

urban gust
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looking adorable @plush token

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looking great @fossil inlet

fossil inlet
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Oh they disabled adding images to the channel?

hallow bough
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Woah looks awesome!

dull canyon
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dat butt ๐Ÿ‘Œ

spare goblet
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is anyone had vergil yamato model?

spare goblet
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How do i move object

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I litterally new in Unity

dull canyon
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you might wanna watch the Unity beginners tutorials then

crimson mist
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@plush token what software did you use for texturing? Except for the eyes

spare goblet
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Help my vrc sdk menu says clear chache and PlayerPrefs

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The method is not founded

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Seriously

fringe rock
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delete and reimporte the sdk

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did you add a plugin/addon recently ?

spare goblet
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@fringe rock yea i just add free katana

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so what do i do

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@spiral sigil sorry to interrupt but i would like to ask because my vrcsdk cant clean the cache so do i have to delete the add ons or just the sdk file?

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Hello i need help

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Seriously

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@rigid moat sorry to interrupt but i need help

zinc furnace
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Importing the SDK makes your stuff look better because it automatically adjusts some quality settings, including the world light color's influence on the model. It also adds stuff like Light Temperature Mode to lights

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And a lot of other stuff

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I had the same thing happen when I was working on shaders in a separate project, I couldn't figure out why it looked so off until I imported the SDK

spare goblet
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Oh sorry

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But i just new to unity

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Well its because the cache could not load

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Okay i will find my own way sorry to interrupt your night time

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@fringe rock and its still not works

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Should i redownload the Unity engine?

fringe rock
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you have the good unity version and the last sdk ?

spare goblet
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@fringe rock yes

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The lastest one

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With the number 5 on it

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The right version for vr chat

fringe rock
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make another project i guess with only the sdk

spare goblet
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@fringe rock i did

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I delete all the old one

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And its not working

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Because the console told me that its not work

fringe rock
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project

spare goblet
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I did

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Maybe i gotta have to take the picture

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Because its jpeg file so let me put it in your dm

fringe rock
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your unity is Unity 2017.4.15f1 ?

spare goblet
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No the 2018

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The lastest

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Or the compatible with vr chat

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And yeah i gotta have to redownload tommorow

fringe rock
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you need to use Unity 2017.4.15f1

spare goblet
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Thank you

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I will redownlaod it tommorow

onyx juniper
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@fossil inlet I'd never seen the reference for your project before. I think the source has much more rounded, girlish mouth or low cheeks compared to the indented mouth or higher cheeks in your model

fossil inlet
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๐Ÿคท If someone wants a 1:1 recreation exactly as the concept shows maybe they should pay more

plush token
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@crimson mist the whole thing was textured in substance painter and modeled in blender

crimson mist
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Thank you

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That's what I also use

fossil inlet
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At some point you have to move onto the next stage and if it's not exactly like the concept, oh well - @onyx juniper

onyx juniper
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I agree with the latter sentiment, but not the former

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I half expected my critique to be too late

fossil inlet
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That too; nothing I can do about it now. As long as the client is happy I'm not concerned.

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Not to mention that I'm already taking about 1/3 - 1/5 of what I'd be making if this was a character for a studio, so I can't just spend dozens of hours trying to exactly emulate a likeness from concept art (which never has perfect proportions anyway and might not translate well to 3D) is a waste of my time when I'm already not being paid enough as it is, but people aren't willing to spend $5k for an avatar, so compromise is the name of the game.

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And if this was a hero character for a studio I'm making about 1/50th of the cost for the work put in - 1/3 is the very lowest end of the spectrum for a small studio who can't quite achieve AAA quality.

dull canyon
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"At some point you have to move onto the next stage and if it's not exactly like the concept, oh well"
yep, that's also what I'm currently trying to do while re-learning to draw and learning to 3d model. don't spend several weeks on one piece/stage, set deadlines and just see how far I can get and move on after the deadline is met

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I guess especially when learning stuff you wanna get mileage, not masterpieces

crimson mist
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There's a cool rule for a similar channel in a gamedev discord I'm in
If someone doesn't ask for criticism of their work then don't give it

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I could say a thing or few about each avatar that is shown here but I stay quiet because otherwise it would look like a roast subreddit :x

onyx juniper
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I've never thought that rule was cool

latent charm
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There's this even better thing where whenever you criticise their work you also offer a solution or advice to help fixing it and generally phrase the whole thing in a helpful way.

Example:
Your topology is shit, what the fuck are you even doing. โŒ
The topology around the eyes is a bit funky and might make blinking weird, here's a site that has some face topology link goes here โœ…

hallow bough
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Ditto Gallium

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We should encourage and help eachother out here. No roasts.

fringe rock
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the Rome character look like Alita for some reason to me. I think the lower cheek are maybe not chobby(more round) enough and the higher cheek not high enough I would say. should be easy to move the vertex around

fossil inlet
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Please stop trying to fix my character. Moving verts would distort the texture. She was baked with how she currently is in mind.

fringe rock
dull canyon
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pats @fossil inlet

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I think it looks great ๐Ÿ‘

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@latent charm out of curiousity, do you have experience with drawing/character design?

latent charm
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The extent of my drawing skill is the time I drew a penis on the inside cover of someone's textbook at school.

dull canyon
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haha alright

small cloud
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You're hired as our senior artist.

latent charm
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Sweet, I charge 12 yellow an hour, but it goes up to fuschia on weekends and overtime.

dull canyon
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I only have green tho

onyx juniper
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I haven't been roasting anyone

ripe lotus
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I'm having an issue i've never run into before, a couple verts on my model i'm making that are not being influenced when I skin them. I've never had this problem before so I'm unsure how to fix it. I've tried unweighting it completely and removing all the vert groups from it but no results. Any ideas?

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Oh nevermind I got it!

dull canyon
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tell us how you fixed it >_<

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other people might run into this issue and would appreciate the solution

ripe lotus
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I seperated the part from the rest of the model and cleared all of the vertex groups instead of just the ones near it

gentle forum
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How would you go about using subdivision without creating more tri's?

umbral crystal
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?

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uh that not make any sense

gentle forum
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Does it not

umbral crystal
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point of subdivide is to subdivide

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sub divide

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aka to cut and split

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dividing faces

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oof

gentle forum
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?

umbral crystal
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plain smoothing is different but then u prob not have enough faces for it 2 actually do a good job

gentle forum
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?

umbral crystal
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the whole point of subdivide

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is 2 cut ur faces in halves or fourths etc

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and also apply smoothing if thats what u chose

gentle forum
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how do i make it look more like that though

umbral crystal
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?

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if ur model is only made of quads its a pretty easy subdivide

gentle forum
umbral crystal
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well again

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thats just crappy topology

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u can try the tris->quads thing

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but it might not work bc of the shapes

gentle forum
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:/

umbral crystal
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typically good topology means always using quads if it can follow the quad pattern

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there 0 reason 2 have triangles on those legs

gentle forum
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yeah well that's what im trying to fix but nobody's giving me any direction

umbral crystal
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well u can try using edge dissolve or tris->quads tool

ripe lotus
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Are dynamic bone box colliders a thing?

umbral crystal
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u can make ur own collider scripts but afaik those won't be used in vrchat

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cuz theres a colliderbase

ripe lotus
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Ah okay, thanks Wulfe

umbral crystal
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also u should prob not try make into box by putting corners

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each collider script u attach means every bone in ur dynamic bone needs to check for it

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so if u have 6 dif dynamic bone collider on the box

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and it for example hair with 20 bones

ripe lotus
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Yeah I know that

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I minimalize everything

umbral crystal
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that 120 collision check

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ye

ripe lotus
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I was just curious if there was a better way to keep hair from clipping through the back of a model

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I'm expeirmenting with two inside colliders to try and constrain them to the back

fringe rock
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put a giant collider

ripe lotus
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and its kinda working but not to the perfectly desired result

bronze jasper
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hey guys, would anyone be willing to give me some work? I need the money and I've missed the modelling community in this game

bronze bridge
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for some reason everytime i open up blender it cannot read the previous files I saved

gentle forum
umbral crystal
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u can try unwrapping by marking seams and also re baking textures to the new uv map

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it should more evenly spread out the uvmap

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if thats a mirrored uv map u can also use project from view

subtle jackal
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There's no real automatic way to remove stretching. You can try pinning the borders and re-unwrapping but that only does so much

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the best way is to apply a test texture to your model and move verts around in your UV islands until you remove the stretching

small cloud
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@gentle forum alt+J and in operator bottom left change degrees to 180 and checkmark compare UVs

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might not get rid of all tris, but rest can be done by dissolving diagonals with selecting them with edge selection and then ctrl+X

spare goblet
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Help i cant upload my avatars when im finished with my avatar i cant upload it once i finished it the menu for naming avatar is not shown up

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Hello

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I dont wanna ping anyone so pls help me

onyx juniper
weak venture
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where do i even go to make an avatar?

umbral crystal
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whatever tool u make characters with

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and then unity

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pretty self explanatory

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if u dont know anything at all then a completely from scratch one is prob not the best idea

dull canyon
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I mean

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I basically didn't know anything at all either ๐Ÿ˜„

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granted I still don't know much but it's not impossible to just start from scratch if you have the devotion and motivation

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and time

crimson mist
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Importing MMD models is a good start

onyx juniper
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If I could just stop creating spirals in the hands and feet that would be great

zealous mountain
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there a way to get cinema 4d stuff into vrc?

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idk how to get what i make to go anywhere... i sound so dumb. can u export ur c4d model u made into a fbx or obj file? idk what to do

dense kelp
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@zealous mountain as far as i could find from researching, you can export from c4d to .DAE or .FBX, both of which can be opened in blender or imported into unity

zealous mountain
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ok, well now i know that now lets hope i can figure how to do that

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also do u now how to get a animation to be exported with a model from c4d to unity

thorny fractal
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pretty much finished the diffuse textures time to make the rough/ metallic maps, but those wont really matter in the vrchat port version of it

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her arms look kinda short in this i think but its cuz of the angle and fov of the camera

vast elk
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i think its perfect

subtle jackal
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Arms look fine to me

thorny fractal
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i was just saying but usually your hands go down to the center area of the thigh it just dosnt really seem like it would in this shot

subtle jackal
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seems like they'd reach to about the stockings or so by my eye

thorny fractal
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maybe im just too tired to tell then

subtle jackal
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Probably been looking at it too long ๐Ÿ˜›

onyx juniper
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Can I just ignore these spiral loops?

keen karma
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Anyone use Blender 2.8?

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Having a hard time with mirroring

void narwhal
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unless you're having an issue with something else in regards to mirroring

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๐Ÿคท

keen karma
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No I figured it out

void narwhal
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good

keen karma
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Thanks anyway

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Sorry for punting you for mesetta too

void narwhal
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fuck you

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rappys have lifes

umbral crystal
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oof

void narwhal
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beating up* my family

sick skiff
umbral crystal
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thats a shading issue

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usually bc of topology problems

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make sure the cross is not part of that arm

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as in it floats above

maiden lagoon
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Can anyone recommend a good weight painting tutorial (specific to VRChat would be amazing)

umbral crystal
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either that or mark edges around the cross as sharp

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i mean weight painting isnt related to vrchat at all

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its just a way 2 rig the mesh to the character rig

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proper weight painting is a standard in all areas

maiden lagoon
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oh ok I was told that doing it for VRChat was somehow different or made more difficult - guess I was misinformed

umbral crystal
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no its the same process

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Its just that vrchat requires specific bone arrangements (for humanoid avatars)

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and in some cases specific bone names

maiden lagoon
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got it - so general knowledge of rigging for VRC should cover that I imagine?

umbral crystal
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but thats not related 2 weight painting

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yea ig

maiden lagoon
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thanks for always being around to help.

umbral crystal
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woof

sick skiff
umbral crystal
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yea

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thats bad topology

sick skiff
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If I mark the edges there as sharp that should help right?

umbral crystal
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yea

sick skiff
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Yeah this model isn't really the most well made

umbral crystal
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that would prevent it from trying to blend the normals

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with arm and cross

sick skiff
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Only one I could find though, beggars can't be choosers I suppose

umbral crystal
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so it won't do smooth shading

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u can also try to use autosmooth

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removing any custom normal data

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it should make the cross have sharp edges automatically by angle

sick skiff
umbral crystal
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that doesnt rlly matter

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how shading works is

sick skiff
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Aight

umbral crystal
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if an edge is marked as smooth

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it will blend normals to the edge

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so it will look like it is smooth

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hence smooth shading

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flat shading doesnt rlly do that

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it doesnt blend normals so it looks flat

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bc the normals change drastically instead of smoothly

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so it would get rid of the shading problem

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but yea typically it would make much more sense 2 just

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put the cross on top of the model

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unless the model had enough quads to already extrude a cross

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cuz that is just bad topology

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u see some nice "quads" (tris actually but)

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and all of a sudden

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boom extra polygons that mess up the flow and also add unnecessary connections

sick skiff
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Ah

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Should I mark the underside of the square here as sharp too just in case?

umbral crystal
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yea whatever connecting edges

sick skiff
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Or including the edges connected to the perimeter?

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Also the thing I'm trying to fix isn't specifically the shading, more the issue of the offending faces kind of stretching where they shouldn't be on the UV map

umbral crystal
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try marking seams to help the unwrapper

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like under the arm and around the shoulder for example

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so it can expand into a cylinder

sick skiff
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It's under the arms, around the back of the shoulders, and on the sides

umbral crystal
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o

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also would recommend tris -> quads tool with compare UVs on and then fix some of the topology

sick skiff
umbral crystal
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oof

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also that unwrapping is a bit dangerous

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theres a lot of places were textures may accidentally bleed into others

sick skiff
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This is what the whole thing looks like, it's not exactly great but I'm too lazy to actually redo it, and considering it's single colors I could rearrange it easily

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The biggest issue is that I unwrapped the coat rather lazily

spiral sigil
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who doesnt unwrap lazily :p

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wip

ripe lotus
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@thorny fractal That looks so goooood! OwO

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super impressed

fossil inlet
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In Maya so no lighting, ignore the materials - just testing pose design. She's going to be carrying a big railgun and I'm not sure which of these two I like better:

umbral crystal
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lol the line at the bottom

keen karma
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This is my first attempt modelling a character

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I'm excited

dull canyon
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๐Ÿ‘

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@fossil inlet personally I like the bottom one

fossil inlet
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I think I like it better too, thanks ^^

ripe lotus
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Bottom totally!

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and good luck @keen karma!

onyx juniper
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Fun shapes Katt

bronze bridge
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im done with blender everytime i save it the textures just dont want to save even if i put it in a same folder

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maybe blender only works with computers that are office working based?

river gazelle
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@bronze bridge If you do any blender edits to an image you need to save the image before you quit, I think it's F3 to save it

autumn coyote
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ะ–ะฎ

tender tendon
umbral crystal
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y is it so creepy

tender tendon
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its just a sad chubby cat

umbral crystal
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the face tho

tender tendon
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Its the generic sad cat face that people photoshop on everything

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Was kind annoying making it fit the UVmap

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Since i had to stretch it to the flayed uv face lol

glossy tangle
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are ngons bad for VRC?

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i have a plush pillow im making and wondering how detailed/careful do i have to be

latent charm
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Ngons are more of a pain in the arse than not. At least try to get decent quad-based topology

zinc furnace
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They're essentially converted to tris anyway, I heavily recommend not using them

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Quads are converted too but that doesn't really matter

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I think you can turn that into quads without too many issues

glossy tangle
latent charm
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Yeah that's how I'd do it too

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And everything above tris gets converted down to tris, sometimes you'll have to do it manually in certain cases as autotriangulation can cause smoothing problems in extreme cases.

glossy tangle
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i beveled the outter edges...

subtle jackal
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turn on AutoSmooth and either use the angular sharpening or set it to 180 degrees and mark the edges you want sharp.

glossy tangle
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is auto smooth the same as smooth shading?

subtle jackal
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also when you're doing hard-surface low poly modeling tris and n-gons really don't mean much of anything

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sort of

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auto-smooth is more a prerequisite for custom normals

glossy tangle
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Well, its supposed to be a plush pillow wrench...

subtle jackal
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ah

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well then you might want to make that a little more obvious

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but even so, it's still not super important since it won't be deforming like a character and won't be subdivided

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hell a lot of pillows and cloth in games use the sort of triangle soup things like Marvelous Designer spit out

glossy tangle
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Hm not sure i follow with autos smooth

subtle jackal
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It's hard to explain without getting super technical but basically you use it in combination with marking edges as sharp manually to get the surface normals you want on your low poly

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You could think of it sort of like smoothing groups in 3DS Max, or if you're familiar with the Edge Split modifier it's basically a better version of that since it works on a vertex normal level instead of actually splitting the edges.

glossy tangle
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ok. Im going to have to read up on that then. Thanks.

onyx juniper
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triangle soup I love this. I'm naming my band after this

glossy tangle
latent charm
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Since it came up, if you do have some triangle soup you need de-souping, Instant Meshes https://github.com/wjakob/instant-meshes is a pretty damn good auto-retopologizing program.
Sometimes the face flow it outputs can be a bit weird, but noting a little manual fixing can't solve.

glossy tangle
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Thanks. Looking at it now.

subtle jackal
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Alternatively, if you're a giant nerd like me who cares about things normal people don't (like supporting free and open source software), there are a couple addons on the Blender market which do similar things and are GPL licensed, too: https://blendermarket.com/products/tesselator https://blendermarket.com/products/dynremesh-2

spiral sigil
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just wounding, what pose for a model is best? a post or t pose?

zinc furnace
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Personal preference. A-pose seems to be more popular among certain groups because it's a slightly more natural resting pose

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T-pose is probably easier when starting out

spiral sigil
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thanks!

zinc furnace
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And I see a lot of games that have a weird hunched over rest pose with their arms forward

onyx juniper
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I think a-pose lends to or is easier for creating shoulder topology that follows and deforms like a real tricep

fossil inlet
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@onyx juniper Deltoid*

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Triceps are on the backside of the upper arm, wrapping under the Deltoid and down the side of the Bicep

left scroll
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Doing a little light reading on the subjects, and I'm currently under the impression that "retopology" and "decimation" are somehow quite different despite them both having the same goal of reducing poly count. Is there an easy way to explain how they're different, or would it be one of those things you'd only understand after working with them directly?

hallow bough
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Please correct me because I'm learning as well but it seems like decimation is reducing polycount and retopology is turning a sculpt into a mesh? I'm a bit confused as well though.

subtle jackal
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Decimation is pretty aptly named honestly. It reduces poly count, while basically destroying the mesh you use it on ๐Ÿ˜›

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retopology is mostly used for turning a sculpt or high-poly mesh into a low poly but essentially it's the practice of reconstructing a mesh with new topology, regardless of what the underlying mesh is

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just that 99% of the time when you do it it's from a higher-poly to a lower-poly mesh

dull canyon
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decimation is also usually an automated procress, there's even a modifier for it in Blender

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retopology is usually done manually, either the hard way by going into edit mode and drawing the new topology, or using something like retopoflow

left scroll
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Ah, thank you guys for the responses. I've been toying with the idea (and haven't started at all on) of trying to increase the polys and detailing on a lower poly model, but I was wondering if retopology was unsuited for a model which had extra polys added through subdivision, rather than being sculpted from scratch.

Looks like it's one of those things I should just dive in and try to actually wrap my head around, rather than just reading up on ๐Ÿ˜›

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was just an odd point that stuck out to me when i noticed "decimation" mentioned a lot over in #avatars-2-general , but "retopology" is mentioned much more frequently on this side

dull canyon
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yeah, like asami said. there are generally speaking 2 approaches. either you model something from scratch where you already pay close attention to the topology, then later on you add details by sculpting and then you can just bake the high poly sculpt onto the existing low poly model.
or you basically start with sculpting, then retopologize and bake the high poly onto the low poly

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from what I've learned it's mostly a matter of preference

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at least for stuff like characters

subtle jackal
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The reason you see Decimation a lot in the #avatars-2-general side is because some of them are working with existing models which are too high-poly for VRChat, and properly going in and reducing poly count is often difficult, and certainly tedious. Especially if the mesh is triangulated. So they use the decimation modifier instead. Sadly this is also why there are a LOT of really janky looking avatars in VRChat with things like holes at seams and really bad deforms when animating.

latent charm
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The worst part about decimation is when I see people use planar decimation on deforming joints
๐Ÿ˜ฑ
Just
no

fossil inlet
dull canyon
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looks very nice @fossil inlet ๐Ÿ‘Œ

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@latent charm or decimation on hands or face ๐Ÿ˜„

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(which everyone at least says is bad because shapekeys or something)

latent charm
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Decimation on the face with blender is generally difficult, since anything that alters the vertex order will destroy shape keys and usually blender won't let you do that.

The hands are because they deform so much in so many places. There is a way around this (to a degree) by using vertex groups to guide the decimation away from the areas that need to keep their structure.
That and Not using planar decimation on a deforming mesh

fossil inlet
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Why decimate when you can retopologize like a normal, rational person >_>

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Should never use decimate in general

dull canyon
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yeah

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just saying, that's what I learned so far

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haven't done it myself

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gonna start my second attempt at modeling my avatar this week

latent charm
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Sarcastic answer: Lazy weebs
Real answer: A lot of people have just got into 3D because of vrchat and can only just manage importing files and the absolute basics, retopo alone is beyond their skill level. Not to mention transfering the original mesh's attributes to the retopo'd one.

dull canyon
#

yeah, obviously

#

but at least it gets people into 3d modeling

#

so if people keep making good tutorials for newbies on how to actually create their own avatars from scratch, that'd be a real good thing imo

#

maybe someday I'll try to do something like that, putting together my learning experience in a format for new people ๐Ÿ˜„

#

once I get confident and good enough at it

fossil inlet
#

Shit Minecraft got me into 3D modelling back in 2010 ๐Ÿ˜…

#

VRChat teaches people way more than doing things for that ever did

dull canyon
#

yea

latent charm
#

I don't even know what got me into doing it but I have such fond memories of 2006 blender

dull canyon
#

now only the tools (mostly the SDK) needs to be a bit less "hacky" imo

#

or, more streamlined

#

but that's probably not that easy to do

latent charm
#

Yeah, definitely streamlined. For me once my stuff leaves blender that's where it all tends to slow down because of things like the SDK being a mess.

dull canyon
#

yeah

#

I can see that

#

like, even just little things like having to manually assign each viseme...

#

you'd think it'd be somehow possible to automate that when the visemes already follow a standardized format from Cats

fossil inlet
#

For me 80% of my workflow is zBrush and the last 20% is everywhere else ._. I spent way too much time sculpting

dull canyon
#

heh

latent charm
#

Yeah, if it had a vaguely standardized naming for them (which I think it actually does) any shape key that matches should be autofilled into it
If I cared enough about C# I could probably throw together an editor script to do that

dull canyon
#

I'm trying to get into daily speed sketching and sculpting to build some mileage

fossil inlet
#

If you get serious about sculpting, get zBrush. No other program comes close. Not even Houdini.

dull canyon
#

like, 30 minutes of 5 minute face or fullbody or whatever sketches, 1 hour sculpts, something like that

#

I ain't got the money for that

latent charm
#

ZBrush is amazing sculpting hiding behind an interface not even blender 2.4x could hope to be worse than.

dull canyon
#

lol

#

yeah I'll stick with blender for now thank you very much ๐Ÿ˜„

fossil inlet
#

I actually like zBrush's interface, but yeah it's different to say the least ๐Ÿ˜…

dull canyon
#

I ain't got almost 1000$ to drop on a piece of software

#

I don't plan on doing this for a living, at least for now

latent charm
#

I just hate how pixologic are going the autodesk route of buying out any realistic competition instead of making sure they're better.

dull canyon
#

yeah

#

that's the easy route

#

competitors can't be better than you if there are no competitors

#

(I can english)

fossil inlet
#

Hard to improve things at this point. zBrush 2019's biggest feature was folders for subtools, but they couldn't market that so they're just marketing their Instagram filters for Non-Photorealistic Rendering because they can show off pretty stylized sculpts that way

#

4r7 brought a lot with Arraymesh, zModeler, and IMM instancing, that was probably the last release to really give us anything huge

dull canyon
#

I feel like if more software like this was cheaper a lot more people would get into it and they'd sell more copies...

#

instead of charging a small fortune which nobody who's just getting into the field would be willing to spend

fossil inlet
#

well now you can pay like $30 a month for it

dull canyon
#

yeah great

#

another monthly bill to pay

fossil inlet
#

The $900 version is just the perpetual license, so you have it forever

#

I've had free zBrush upgrades for like 6 years now

#

Even though before 4r7 they acted like you had to pay for upgrades

#

they still gave us free ones, we just had to go through support to get a new key

#

and download link

dull canyon
#

I paid like 25โ‚ฌ for Clip Studio Paint a few years ago. constant free updates and it does literally all I need for drawing

#

no need to pay 30 or so bucks per month for Photoshop

#

so, it definitely is possible to sell good software for cheap

#

anyways

#

to each their own

#

I always see it as a challenge to prove people wrong when they tell me "you need super expensive software X to achieve Y" ๐Ÿ˜„

fossil inlet
#

But really though zBrush is considered the only sculpting program in the industry for a reason. Autodesk is phasing out Mudbox because it just canโ€™t do what zBrush can, and Mudbox used to be the standard.

crimson mist
#

That's why I'll just stick to stylized modeling

#

Simple meshes and painted textures vrclike

#

Competition in realistic 3D is strong but there is little demand for it outside the professional industry

#

I'm not going to pay $1000 for that :P

foggy maple
dull canyon
#

nice

umbral crystal
#

does it work for visemes without the vrc. naming

#

just the aa, ch etc

zinc furnace
#

I don't think so

#

It's mostly meant for the cats naming

open terrace
#

does they work without vrc. wulfe? as i remember by vrc's docs not, but btw you can just rename them in the script to whatever you want i think

zinc furnace
#

You can name them literally anything and it'll work

#

But you may have to manually assign each slot as always

fossil inlet
#

Unless you want the MMD dances to make your lips move, then there's specific names for those

#

But it's not a big deal for most people

ripe lotus
#

zBrush is amazing

#

i second it

#

or 3rd it, whatever order im in xD

#

there is a trial i believe if you're curious about it

hollow radish
#

zbrush has a high learning curve but its worth it if your willing to put the time and effort

ripe lotus
#

absolutely

hollow radish
#

I only really use if for clothing for now but plan to use it for more stuff if need be

ripe lotus
#

though, i would go back again to something rome mentioned and thats learning the human anatomy

hollow radish
#

ooof

#

if I had all the free time, I would learn more, but I need to finish models in a timely manner

ripe lotus
#

that is if you're using it for human stuff

hollow radish
#

so I'm doing shortcuts

#

๐Ÿ‘€ anatomy is a pain and I was forced to improved

#

fingers and feet are still hard

ripe lotus
#

i find making clothes probably the most fun of any thing i build owo

hollow radish
#

yeah

ripe lotus
#

and armor

hollow radish
#

except when you do the hood

ripe lotus
#

armor is so fun

#

engraving n dings

hollow radish
#

or anything kinda weird cause I'm minding weightpainting

ripe lotus
#

and all the scratches

#

MMMm

hollow radish
#

Right now I'm trying out marvelous designer but I'll likely touch up the mesh in zbrush

#

though it has problems.... like uhhh

ripe lotus
#

Oh i hate when you roll up your sleeve and your shoulder fall into the void

hollow radish
#

yeah

#

but I would say it does a lot better job at doing realistic folds

#

but has problems....

#

easy to set up things and learn quickly

ripe lotus
#

oh hecc

fossil inlet
#

@hollow radish if youโ€™re keen on realistic clothing, try Marvelous Designer. You can export from there to zBrush to force some deformations and whatnot and up-res it to sculpt more detail

hollow radish
#

yeah, that's me using marvelous designer

ripe lotus
#

@fossil inlet How long have you been modeling? You're very good at it

fossil inlet
#

Thanks! Iโ€™ve been modeling for over 8 years and working professionally for 6, though I went back to college 2 years ago and have had less time to work on modeling since.

#

@hollow radish oh I totally missed the latter half of the convo, I just saw where you said you used zBrush for clothes ๐Ÿ’€ knowing how to sculpt cloth is super important too, though.

thorny fractal
#

a lot of people dont want to put in the money for zbrush and dont liek cracking software so ive heard pretty good things about 3d coat. although if you want to go into the industry you kinda need to know zbrush

fossil inlet
#

@hollow radish adding pins and freezing areas is key to getting Marvelous to work right. Itโ€™s got its own order of operations โ€œ-.-

hollow radish
#

ooof

#

I literally only started like on saturday

#

but its not so bad

fossil inlet
#

It can be VERY frustrating at times. I used it in version 3 for the longest time and then next thing I knew it was on like, version 5 or 6 or something, and they totally changed it

#

Very frustrating having to relearn it or buttons, keybinds, and menus not being the same or in the same place as they were 2 versions ago

#

FlippedNormals has a good guide on creating a punching bag, should give you a good idea of the basics if you havenโ€™t already seen it

thorny fractal
#

i hate marvelous designer because it just takes away so much control. but i like to use it as a base before sculpting over it in zbrush

ripe lotus
#

I've never touched it yet

#

is it just for clothes?

thorny fractal
#

thats what its made for but people have found a lot of creative uses for it

#

ive seen somone make like a semi smashed soda can in it

#

i haerd with the current version too that you can import your own meshes into it now and simulate those instead of going through the whole process of cutting pieces and stiching them together

spiral sigil
#

Can I mirror an object after I do the change? Or do I need to do it before? I have an arm on one side and no matter what I try to do to mirror it it mirrors everything and I get overlapping verts/edges/faces and my tris go up like crazy

#

I'm really new to modelling so any help would be appreciated

fossil inlet
#

It was initially made for the fashion industry but no one in the fashion industry is a 3D artist so they didn't use it, and it was quickly co-opted by 3D artists everywhere for non-fashion industry use, lol.

ripe lotus
#

oh interesting

ripe lotus
#

@fossil inlet Do you do commissions?

fossil inlet
#

Yep the one I posted a bit above was a commission

ripe lotus
#

May I DM you and ask you a question?

fossil inlet
#

Sure thing

solid glen
#

hey, got a quick blender question. working on a mesh and I realized that I have a few bits missing for vertices. I tried to use grid fill, but I'm trying to mimic the existing edges rather than create a flat plane. help? selected vertices are what's being an issue

hollow radish
#

remove doubles

solid glen
#

how?

#

sorry, still new to this

hollow radish
#

its possible you have multiple vertices in one spot

#

select the ring properly

#

press space

#

type "remove doubles"

#

and enter

solid glen
#

okay, got it. done

vapid obsidian
#

I've been trying to rename some bones so they appear correctly in Unity, but even if I just import the model into Blender and immediately export it without changing anything, the position and rotation values are different than before I imported the model.
Is there a way to export a model without modifying any of those values?

stuck patio
#

anyone know how to decompile a VRCA file ๐Ÿ™ƒ

umbral crystal
#

???????????

stuck patio
#

Someone sent me their avatar in a VRCA format wondering if anyone here know how to decompile it into something Unity workable

umbral crystal
#

tell them 2 not do that then..?

#

plenty of other formats..

#

also wym 'sent me' cuz i was 100% sure u only got .vrca from hacked client.........

stuck patio
#

nvm he sent me the unity file

jagged gale
umbral crystal
#

extract ur materials

#

before u do anything to them

#

also u should be using less materials and also joining ur meshes together...

#

extract material is button on ur import in material tab

#

u just pick a folder 2 put the materials and then it extract there

jagged gale
spiral sigil
#

does anyone have a beard for avatars that i can have?
...

dull canyon
#

why is drawing faces so hard ;_;

#

really wish I had a mentor to point out what I'm doing wrong ๐Ÿ˜

umbral crystal
#

what ur prob doing wrong is starting out detailing

#

usually if u didnt figure out good topology yet

#

u just make a quad sphere for head

#

and then delete some part 4 eye and etc

#

extrude other part

#

and move vert around wit proportional edit

dull canyon
#

well, I'm not even talking 3d, but 2d drawing

umbral crystal
dull canyon
#

yeah, hence why I didn't elaborate further

iron schooner
#

Relase My Model 3D Free

#

You lIke?

subtle jackal
#

Honest opinion? It needs a lot of work. You have a very weird indentation around the ankles, the topology overall looks very lumpy and not well-defined, and there are some surface normal issues on the wings. Keep at it, though.

static portal
#

Man I wish more people gave honest and constructive feedback like that.

subtle jackal
#

It can be hard to find good sources of critique yea. Usually you can get some decent feedback on 3D modeling forums and such

#

I've been working on a model of my favorite shootybang. I don't do much hard-surface stuff but it's been going mostly ok.

dull canyon
#

yeah, best I can usually say is "it looks off but I can't tell you exactly what looks off" which is usually not very helpful so I just say quiet ๐Ÿ˜„

subtle jackal
#

there are some anatomical things I could critique as well but I figured I'd stick with mostly technical ones because being a dragon it's hard to determine exactly what they were going for

vapid obsidian
rapid gull
#

Are you using the Cats plugin my best guess would be to use the "fix model" button in blender

zinc furnace
#

@vapid obsidian is this really an issue?

#

It's a scale thing

vapid obsidian
#

Yes, it's causing my animations to not work correctly afterward.

zinc furnace
#

Depends on import/export settings in both Blender and Unity, the root bone setting, etc.

#

It should be consistent on every import as long as you stick to the same import method

#

Additionally

#

Ohh, I get it

#

Check the scale of the "Armature" object. Is it 1 or 100?

vapid obsidian
#

It was 2.54.

zinc furnace
#

When exporting an FBX from Blender, you need to do two things

#

You have to CTRL+A apply the location, rotation and scale on both the mesh and the armature

#

And you need to export the FBX from Blender with "Apply Scalings" set to "FBX All" in the lower left, in the export settings.

onyx juniper
#

Why not just save a .blend file directly into your unity project folder? It can read those

vapid obsidian
#

All except the X axes.

#

Apart from that, the animations work flawlessly like they did before! Thank you!

zinc furnace
#

That might be due to some rotation that is applied on the X axis

#

I don't think you can fix that on armatures

#

Only fix is importing blend directly or export as DAE

#

On meshes without armature you can fix it with "!EXPERIMENTAL! Apply Transforms"

#

On the export options

#

That may also work with armature, I never tried it.

umbral crystal
#

ooooorr

#

apply them normally

zinc furnace
#

That won't help, FBX exports are always rotated 90 degrees on the X axis from Blender->Unity.

#

Unless you tick the option I mentioned

#

Yes, even if you apply all the transforms beforehand.

#

The "experimental" option doesn't just apply the transforms for you, it does something else that makes it work with Unity's different coordinate system (where Y is up/down rather than forward/backward).

#

You don't notice this generally, but the Body and Armature objects are actually rotated -90 degrees on the X axis when you're dealing with an FBX exported from Blender

swift heart
#

i do it with armature stuff all the time, never had any issues

thorny fractal
#

if i enable to eperimental option then it breaks cloth physics and makes anything set as cloth basicly explode

#

but bringing in the .blend file is fine. this is a pain in the ass

#

i cant remember what i did that worked with my last model

iron schooner
#

Okay Thanks

gritty kiln
#

@ripe lotus Nice! Going to bake it onto a low poly version?

ripe lotus
#

Yussu

#

Glad you like it >w<!

dull canyon
#

so, what are your guys' approaches to modeling/sculpting hands?

subtle jackal
#

lots of reference, both for the anatomy and edge flow

dull canyon
#

okay, thanks ๐Ÿ˜„

#

saved to my reference desk

fossil inlet
marble valley
#

does someone have a 3D model of kanye west ?

keen delta
#

Selecting a single mesh point in the UV editor only to find out it gets more than one mesh point on the model

zinc furnace
#

Disable "keep edit mode in sync" might fix that

#

As well as if it's the other way around, 1 vertex having multiple points on the UV map

#

What's the issue though? It seems all of those use the same texture

#

You can select those parts and press U to unwrap them again, making them occupy different parts instead.

keen delta
#

It looks like the upper and lower teeth here share the same texture.

zinc furnace
#

Oh, they're teeth. Well if you're atlasing or baking, you can fix that by just unwrapping them again and they'll stop sharing textures

keen delta
#

I'm trying to make shape keys for lip syncing.

#

Just trying to move em around with the mouth, kind of annoying to have that problem but I guess there isn't much of a way around

zinc furnace
#

Oh, I see. Well in that case

#

Use border select with B or circle select with C and just unselect one of them.

#

With middle mouse

keen delta
#

Thanks

maiden lagoon
#

@fossil inlet You're super talented! Well done.

umbral crystal
#

i mean u dont need 2 do all that...

#

just select the teeth islands (by selecting a face in the UV and then select linked)

#

and make sure u have sync on

iron schooner
#

use free base mesh and edit

pseudo parcel
#

how the fack do i fix it?

zinc furnace
#

You have a compile error

#

Go to console and fix it

pseudo parcel
#

ok

#

done it

#

thanks

thorny fractal
#

smug

iron schooner
#

you like?

#

relase model 3d

thorny fractal
#

this is liek the 3rd time youve done this mate

ripe lotus
onyx juniper
#

Nice

#

Going back to hand topology, What's a common cause of spiral edge loops in hands?

subtle jackal
#

lack of planning probably. make sure you have loops at the wrist, around the thumb, and around the base of the fingers, should prevent them from getting too out of hand.

onyx juniper
#

It's just the face loops on the thumb not lining up through the thumb tip

onyx juniper
#

I think my problem is that 12 is a bad vert ring count for fingers

fossil inlet
#

You're thinking too hard about it. You shouldn't have spirals if you're manually retopping.

#

Create your main loops, then fill the in betweens

dull canyon
#

@subtle jackal I see what you did there ๐Ÿ˜›

subtle jackal
#

was actually unintentional, but I'll take it

dull canyon
#

sure ๐Ÿ˜›

crimson mist
#

@thorny fractal nice profile pic

iron schooner
onyx juniper
#

It looks like your armpits are digging into your chest there

keen delta
#

I think It must have been moved on the Basis shape key, because this noticeable on all of my shape keys.

hallow bough
#

Normal issue?

zinc furnace
#

Could be Z-fighting

#

There may be doubles in that area

keen delta
#

It's not Z-fighting. From what I know this model has meshes laid on top of each other.

#

I wish I could reset this, but I've done far too many valuable steps before noticing this

fossil inlet
#

You can just delete the extra faces

#

it's not a hard fix

keen delta
#

I selected that one vertex and deleted doubles, buttery smooth now.

brave dune
#

im surprised i havent run into one in vrc yet so i decided to start recreating an old classic

brave dune
umbral crystal
#

u shuld make a dogo

keen delta
#

How do I make a duplicate mesh not show the same textures and materials as the original mesh? I want to duplicate the eyes and hide them inside the model until they're ready to be pulled out via shape keys, blinking for example. The model seems to have all textures included already. Though when I change the alpha to hide/ unhide the different textures like "Blink" or "Angry Eyes" both duplicate and original change https://i.gyazo.com/a0eb015fcd387ace192a120124a7599a.jpg

umbral crystal
#

y would u change alpha??? use blend shapes for all

#

also u dont need that many materials at all, at most like 3 or 4 for something like that

keen delta
#

I'm new to Blender. That's how it's been since I imported the model.

umbral crystal
#

theres already tutorials on '2d visemes' anyways

#

that are basically the same process just different shape keys

keen delta
#

The one you're talking about is 55 minutes long and has no structure at all. It's difficult to follow and most of the time the guy just rambles.

umbral crystal
#

well the process is pretty simple

#

most models have just some plane or something with a bunch of different expressions on it

#

and u basically just make it move slightly in front of the mesh for the shape key

#

and when no shape key is applied it just hides inside the mesh

keen delta
#

That I figured out.

umbral crystal
#

u dont need any alpha stuff

keen delta
#

So how do I make the different meshes have different textures on them?

keen delta
#

My goal is to have the original eye mesh stay open and the duplicate mesh to have the closed eyes so I can get going and make the shape keys for blinking

umbral crystal
#

u just use the atlas provided

#

usually there an image with like several eyes

#

and u just put each with their spot on the atlas

#

that or make it move the eye meshes inward

keen delta
#

No such thing as an atlas for this model, all eyes have a different file.

#

Solved it, made the duplicate mesh single user. Now I can edit the alpha independently.

#

The materials now have .001 at the end of the names

silent acorn
#

@brave dune What shaders are those? They seem really close to the janky old PSX-ish ones

brave dune
#

default blender material while making the model

spiral sigil
#

Can some one possibly make a pink panther avatar like the animated one Iโ€™m a big fan of the pink panther and I canโ€™t fined a avatar for it anywhere

umbral crystal
#

pay

neon tree
#

has anyone thought of makin like a Freelance website for Vrchat? like u contact the freelancers and they make the models ect.

celest crag
#

that kinda sounds dope and i wanna do that

ripe lotus
#

they have that already

#

VRCat

#

there is also VRC Trader's discord

celest dust
#

I have a low poly model and need to sub division on it but what was task I needed to do before so it wouldnโ€™t leave holes in my mesh

#

So it can be smoother and look less like low poly

celest crag
#

i mean i guess the task is look over your mesh and try to see if there is any holes or anything. Have you unwrapped your UVs yet?

celest dust
#

I donโ€™t think I did but with lighting it looks odd

celest crag
#

Can you provide a screenshot?

celest dust
#

Canโ€™t Iโ€™m at work

celest crag
#

ah ok, actually, you might wanna UV unwrap after subdividing, but thats really annoying to do, so if you want to not off yourself with UVs, you might wanna not subdivide and instead bake a highpoly mesh into the lowpoly to fake a higher res model

celest dust
#

Never heard of baking a high poly how that work on a mesh?

brave dune
#

the basic idea is that you have a normal version of the model and a high quality version of the model with modeled details and stuff like that. You put the two in the same exact spot and tell the renderer to bake a normal map by basicly looking at the differences in distance from the normal mesh to the high quality mesh

celest crag
#

basically you take the normals of the high poly and layer it onto the low poly

celest dust
#

But I donโ€™t have a high poly version

celest crag
#

yeah thats what sub div will give you

#

but instead of just sticking with the high poly, and having a low optimized model, you can bake it instead which would save on a lot of performance (and pain when uv unwrapping)

celest dust
#

I donโ€™t care if itโ€™s optimized as much just to get the model higher poly and smoothed but using just sub division would leave holes in the mesh

#

I never baked in blender didnโ€™t even really bake In unity

celest crag
#

well you cant bake in unity so you dont have to worry about that one XD, but alright then, what do you mean by holes specifically?

celest dust
#

Like how the sub division works it curves and cuts the edges so like the squares on the shoulder they get cut on the edge so it leaves a hole in random spots from the corner of a each box

#

I am at work for like a hour or two so if you could DM and Iโ€™ll be able to talk more on it

#

And send pics

celest crag
#

yes i am currently setting up a lil demo gif to try and understand your problem fully

celest dust
#

Just DM bone

#

Me

void narwhal
#

Don't subdivide meshes without knowing what you're actually doing

#

cases you should commonly use it for for VRChat would be baking for curvature for shadows or detail for models that require it

celest dust
#

well in the long run we didn't really fix the issue

#

well i am not using for vrchat

void narwhal
#

alright good

#

you gotta remove doubles before subdividing

celest dust
#

that was what i was missing

void narwhal
#

besides that make sure your model is comprised mostly of quads if not entirely

#

poles are something you need to pay attention to if you're modeling

celest dust
#

will keep it in mind

onyx juniper
latent charm
#

I personally wouldn't do some bits quite like that (mainly the one that causes it to loop around and cut across itself) but otherwise looks like fairly decent topology for a hand

onyx juniper
#

So you're saying that looping around and cutting across itself is avoidable?

latent charm
onyx juniper
#

There's one of those diamonds on each side

hallow bough
#

What causes these weird lines on ambient occlusion bakes?

zinc furnace
#

You mean in Unity's lightmapper?

#

Ohh right, baking AO in Blender, nvm

void narwhal
#

probably split edges/seams

#

aka try checking for doubles on top of the seams/lines

#

sharp edges on normals would probably cause the same issue

small cloud
#

@hallow bough screenshot of what you mean

smoky laurel
#

Maybe not the best place to ask this, but does anyone know where I could find a decent quality free Nintendo 64 model? I really don't want to deal with making one myself with the weird-ass Nintendo 64 shape.

celest crag
#

you can probably find one on artstation, turbosquid, or sketchfab

smoky laurel
#

I've looked on sketchfab and turbosquid, I'll check artstation.

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Though, I have absolutely no idea how artstation works.

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Are there even downloadable models on artstation? It looks like everything is just photos to show off your work.

fossil inlet
#

Thatโ€™s exactly what it is

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Using sketchfab is stupid. People can just steal your shit.

smoky laurel
#

Well, it's not stealing when you make them downloadable.

fossil inlet
#

I posted my model on VRChatโ€™s Reddit (itโ€™s an ArtStation post) and I had people messaging me in screenshots about people from other discords talking about trying to rip it or find it in game and steal it

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I just donโ€™t understand why people are so shitty

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Thatโ€™s why I donโ€™t provide 3D viewers

thorny fractal
#

if you provide a 3d view of it just like destroy it in some way so its unusable to the people who steal it while still being visually appealing

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at least thats what i do

fossil inlet
#

That doesnโ€™t stop VRChat people from stealing your stuff though. They generally donโ€™t care about topology.

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Or clipping

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Or theyโ€™ll replace a destroyed part with a piece of another mesh

subtle jackal
#

Alternatively it's the internet, anything you put there can and will be stolen. It's just part of the territory.

fossil inlet
#

Which is why you don't use 3D viewers :p

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don't put your model up, won't be stolen.

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My client stays in private worlds with only 2 close friends, the avatar is 100% safe, still doesn't stop people from talking about trying to steal it

left scroll
#

There's a bit of a paradoxical element there when people are shown something they like and want, but aren't actually allowed to obtain. I'm more of the mindset that if you want your own digital creations to remain only yours without being circulated or distributed, then "out of sight/out of mind" to the public will upset the least people -- but at the same time, I get the idea of wanting to show off things that you've put time and effort into.

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There's a rather skewed perception of ownership and what's considered "theft" when you compare tangible goods to digital or intellectual property

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Off-topic stuff aside -- does the smooth/flat shading setting in blender have any effect in VRChat, or just outside of blender in general once you've exported something? Don't think I've encountered any lighting conditions which really makes me see a difference

void narwhal
#

yes it does effect normals in general but you have to make sure you're importing the normals within unity

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you won't notice normals on flat shaded avatars without shadows/light influencing it

thorny fractal
#

if the topology is awful and you apply the armature so the character is posed but dosnt have a rig most of the time they might just give up because its a lot of work to fix

terse meadow
#

anyone know where i can get a base model of mr game and watch?

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i tried 3 on the models resource

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they auto equip all items when i load it in

slow zealot
#

open the model in blender and remove the items would be my solution

terse meadow
#

ok

celest dust
#

so i wanna make my models thighs thicker but some how my hotkeys for my shift Z is set to toggling yhe 3D render view

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what should i fix it too?

hallow bough
#

Miku from Symphogear WIP. First steps into modeling more complicated things :)

runic salmon
#

The sides are transparent if you can't tell.

zinc furnace
#

Extract the materials if you haven't already, then set the material to opaque. @runic salmon

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If you already did that, you have to flip the normals on the parts that are "transparent". Select the transparent parts in edit mode in Blender, press space and type "Flip Normals"

runic salmon
#

@zinc furnace

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any easy fix for this?

dull canyon
#

looking good @hallow bough

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I wish discords tab-complete was less retarded

void narwhal
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i don't see any issue @runic salmon

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looks like intended wear&tear the blue lines are marked sharp edges

runic salmon
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nope that's not how it's supposed to look

void narwhal
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give a reference image otherwise i can't really tell

runic salmon
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I may just use it like that to give the wear n tear feel but it looks kinda scrappy that way idk

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kinda looks like the textures are stretched

void narwhal
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it looks like the reference image you gave me doesn't show the opposite side of the red pistol which you are showing

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so it could very well be intended

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given how the geometry topology is setup i'm inclined to believe it is intended

runic salmon
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hmm maybe

void narwhal
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or perhaps some sort of additional material being used

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for that section

runic salmon
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Maybe I just didn't add the texture correctly

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idk

hallow bough
#

@dull canyon Thank you! Working on rigging wich is going to be interesting. I hope I can get something decent as it is quite low poly.

runic salmon
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@void narwhal fixed it, it was because I added a sub surface mod

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removed that and it looks like this now!

void narwhal
#

great

glossy tangle
#

hey guys/girls i'm struggling a bit here trying to learn blender render (internal) and im wondering if it is possible to use cycles instead to texture models for VRchat or does it have to be internal? I'm more familiar with cycles. current wip:

void narwhal
#

but you should try blender 2.8

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just keep in mind blend files saved in 2.8 can't be opened in older versions

fossil inlet
#

the topology on that Zapper is atrocious o_o

subtle jackal
#

That's because they subdivided it

fossil inlet
#

Subdivisions don't make your edge flow ass though

zinc furnace
#

Perhaps it's been sculpted and decimated, the lazy way lol

void narwhal
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if they did retopo edge flow shouldn't be a concern for a prop like a gun

subtle jackal
#

well when it comes to hard-surface stuff you inevitably have a lot of fanned edges and so forth, unless you're working super high-poly from the start

void narwhal
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generally you're always working high poly in mind* from the start if you're doing high poly at all

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sculpting details is a different story

subtle jackal
#

well what I mean is if you're for example, insetting a circle into a flat plane you're not gonna add a bunch of unnecessary edges to the plane in a low poly mesh, you're just gonna create edges to each corner of the plane from the inset circle

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which is basically what's going on in that screenshot

void narwhal
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for good normals you're always gonna be concerned about edge flow even with hard surface modeling when you're working with a subsurf modifier

subtle jackal
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when you're working with a subsurf, yes, but in that case they were adding a subsurf to a model that wasn't made for it.

void narwhal
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my response was in regard to your high-poly comment

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most normal baked geometry is going to be done with high poly unless you're going super lazy with substance painter

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which create results lacking curvature for things like bevel edges

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but you can fake bevel edges in substance painter to be fair

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for circumstance like that

void narwhal
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i'm kinda running my brain in zombie mode atm so excuse me
but basically my issue was with how you phrase it initially being potentially mistaken as though you could be working low poly for the majority and then all of a sudden start with subsurf when everything was basically all said and
done (which you could with sufficient experience and simple objects)
generally you will always wanna work with subsurf modifier if planned at all in order to view the result
as you're working on it

subtle jackal
#

You absolutely could do that though, if you create e.g. full edge loops for each little feature you're putting on the mesh, or weren't using booleans, etc.

void narwhal
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you could but that doesn't mean you should

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unless within the context of very simple objects in which you can easily predict the outcome

#

no harm in slapping a modifier and working on it with the ability to see the end result

subtle jackal
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yes but that's beside the point. which was that it's not uncommon to see edge flow like was depicted, on a model not made for subdivision surface

void narwhal
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yes but in this circumstance it is more likely to be retopo given the normals unless it was done within substance painter without a high poly

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i already addressed that basically

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aight i'm slowly losing my mind due to various reasons so don't mind me

subtle jackal
#

well if you'd read, you'd see it was a model he downloaded, so it probably already had normals and such baked for it

void narwhal
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aight so i said why not i went to and it seems like it was done entirely within substance painter without high poly

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so i lose

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time to blow out my brains

subtle jackal
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judging by the normal map it looks like it was baked from a high poly to me

void narwhal
#

nah i can see the artifacts from some loops from the low poly

subtle jackal
#

you can see the gradienting you get from doing a bake from a high poly

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especially in the handle and the panels on the receiver

void narwhal
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you can use the low poly normals as base just gonna look worse than an actual high poly

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along with artifacts etc..

subtle jackal
#

if you used the low poly for a bake you'd just get a flat normal color tho

void narwhal
#

the ridges for the grip can be painted

subtle jackal
#

yes just because a high poly was used doesn't mean it was used for everything

void narwhal
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Yes

subtle jackal
#

doesn't appear to be a high poly used for the barrel, for example

void narwhal
#

you can see the artifacts from the low poly normals in the backside of the grip

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compare in wireframe mode

subtle jackal
#

those are from the differences between low and high poly tho

copper gull
#

my modeling skills are still kinnda new tier so idk if my vertecies are off or not

subtle jackal
#

not really far enough along to tell yet honestly, but I don't see any real glaring issues

onyx juniper
#

@copper gull On your model the horizontal-ish edge running through the armor is broken up or skewered at the front where the dip is

copper gull
onyx juniper
#

That's better, but I don't think you're following the shapes in the reference. Think of his chest piece more like a cylinder with a small part pulled down

onyx juniper
#

Maybe not literally what you should do, I'm just trying to help you visualize shapes and approaches

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@copper gull

copper gull
#

I appreciate these.

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Other people just started to use cubes and go low poly seeing how I'm just a beginner

onyx juniper
#

It's sequence, sorry if I misspoke

copper gull
#

i guess an issue i have is figuring out when i should transform my verts, edges and faces

copper gull
#

also please keep in mind, these refs im using are from an old 80's anime that only has a profile ref, a 3/4th view for the front and back

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there are no heads on refs or top refs. that i could find that came from the show's concept phase

hallow bough
#

Do you guys have any advice on decent low poly elbow topology?

thin bison
dull canyon
#

so especially for joints it's actually okay/good to have tris?

void narwhal
#

for low poly yeah but if you're dealing with a subsurf modifier it is generally advised against

dull canyon
#

well assuming I'm doing a high poly model and then retopologize

void narwhal
#

then you should try to use quads

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retop can have tris

dull canyon
#

okay

copper gull
#

im having this issue where i cant seem to select all the faces for both halves of this helmet. idk whats going on.

void narwhal
#

really can't say much given how little is shown
perhaps you started pressed a key and started some sort of operation preventing you from doing actions

copper gull
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its only selecting one side

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not the mirror side

small cloud
#

I'd personally suggest deleting one side and using mirror modifier

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and not apply it till you need to

copper gull
#

oh wow that actually helped

silent acorn
visual vigil
onyx juniper
#

Should have been called "Wii Wars"

visual vigil
#

the game was on Gamecube before it was on Wii@onyx juniper

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but they did do a wii reference

onyx juniper
#

2

visual vigil
#

2

onyx juniper
#

BT was on the gamecube. That one should have been called Gamecube Wars

#

Western Frontier was introduced in 2, right?

visual vigil
#

no

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in both

onyx juniper
#

I thought it was just in 2, so I only referred to that one

dire socket
#

I'm making a little chibi monkey man for my avatar. Any constructive criticism on him yet? I'm working on his feet ATM.

spiral sigil
#

It's detailed that's for certain

thorny fractal
#

i mean usually chibi stuff is pretty simple in terms of shapes

#

either your using the wrong word to describe how you want i to look or you strayed off coarse. at least in my opinion

dire socket
#

Yeye. Gonna define it much less in the topography.

hardy marsh
#

so um i have no idea how to use this program i only use blender

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but i was told that if i wanted to use the model parts you see in the screen shots that i would have to combine them in 3ds max and then export as fbx into blender

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but i have no idea how to do this in 3ds max

hardy marsh
#

Okay guys

#

it turns out

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3ds max is legendary

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and it did it for me

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after i imported all the meshs and there respective rigs

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and exported as a fbx

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it just did it for me

lament pond
hardy marsh
#

that render looks lit

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very cute

hallow bough
#

Learned alot from my first go at a model like this.

ripe fox
#

Hello all! are there any tools in blender that people would love to have, or even do have? I'm creating a series of tools for newer users to blender to help make creating avatars easier/more enjoyable. I'm not trying to compete with say CATS etc. This is for a dissertation project. I have ideas from my experiences with modelling, just felt this community are the exact people I'm trying to reach, Thanks! iris

dull canyon
#

@hallow bough nice!

hallow bough
#

@dull canyon Thanks :)

dull canyon
#

mind showing some screenshots of the 3d model?

#

like, in blender or whatever you used

latent charm
#

@ripe fox A tool blender is completely lacking in is a manual bone & weight merge. Being able to select two bones and hitting some keyboard shortcut that would merge one bone & its weights into the other.

CATS has some ability to merge bones but it's fully automatic and completely useless for my needs.

zinc furnace
#

You have some modifiers for vertex weight mixing but it's very slow

#

Cats can merge bones though, what do you mean?

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You can select two bones and hit "Merge to active", it will merge all selected bones into the last selected one.

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You can also select a bone and hit Merge to parent

ripe fox
#

yeah I'm seeing this tool as a "merge to active" tool

zinc furnace
#

That already exists in Cats

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But it does delete the merged bone altogether after merging the weights

latent charm
#

Where is this mysterious merge to active button?

ripe fox
#

in "model options"

zinc furnace
#

Yep

ripe fox
#

highlight the two bones, they will light up

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then select either to parent or to active depending on the needs

latent charm
#

Huh

zinc furnace
#

I do a lot of manual merging for dynamic bones that way. Especially handy for merging columns of skirt bones into each other

ripe fox
#

bottom option

latent charm
#

See I'd have thought something to do with bone merging would have been under the bone merging section of optimization

ripe fox
#

you'd think eh ๐Ÿ˜›

#

but yeah, that tool is there ๐Ÿ˜ƒ thanks for the recommendation though! I might make something similar

#

Things that people currently use are also valued, just looking for all the 'best of' tools for people

latent charm
#

just that feature, maybe even accessable via alt+m while in pose mode would be very valuable to the entire blender community I'd think.
Other than this I have absolutely no use for the CATS plugin and having my tools tab row filled with yet another item is getting silly.

ripe fox
#

alt + m to connect vertices? you saying how the bone that the vertex belongs to can be transferred to the target vertex

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or "averaged"

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not sure if bone management in the mesh edit view would be too great

latent charm
#

Like how you can use alt m to bring up the vertex merge menu in mesh edit mode, but in pose mode for bones.
You select bone bone.001 and then bone.002 and press alt+m and bone.001 and the weights of any child meshes get merged into bone.002 and its associated vertex group.

ripe fox
#

Oh i see! so treat bones like vertices in that respect

#

just a handy shortcut to merge bone x to bone y

latent charm
#

Yeah, or in blender terms selected to active (which would allow multiple bones to be merged into one)

ripe fox
#

I feel that is what cats does, you just select all the bones involved and the target as the last bone, then just merge weights to active. Ultimately you just asking for that tool but within the alt+m shortcut?

#

however I am unsure if it caries across the vertex groups into one? that could be an enhancement of the feature if i'm correct

hallow bough
dull canyon
#

nice

#

and that was all done in blender?

hallow bough
#

Yes in blender ๐Ÿ˜ƒ @dull canyon

thorny fractal
#

what did you use to make the textures

hallow bough
#

@thorny fractal I just used blenders texture painting function as i am still quite unfamilair with it and i wanted to try it out ๐Ÿ˜ƒ Next time i want to do something more elaborate so i can take it further.

thorny fractal
#

ah. i kinda like how texture painting in blender feels but it just lacks the functionality imo. 3d coat is nice but its also $$$ and another program on the list to learn

hallow bough
#

It's decent for stuff that's not so detailed i guess!

fossil inlet
#

3DCoat is more for retop honestly

#

it can do more, but nobody uses it for anything but retop

#

and at that point you might as well just cough up the $100 for a real retop program like Topogun, which is what most industry professionals use.

hallow bough
#

I wanna start learning about retopology, where do you think i should start? Sculpting a human body?

tropic bear
#

I wanna start learning about retopology, where do you think i should start? Sculpting a human body?
Yes! There's lots of things you can look up that can teach you topology

#

for me it was looking up human faces in 3d, then finding some decent human head refs and working with the same flow

#

Once I got that down consistently, just looking at other people's models can help a TON when learning loop placement, etc

#

I actually use topogun, even if it is a bit dated at this point. WAY better than blender's retopology toolset.

fossil inlet
#

Topogun? Dated? pls, I use World Machine for environment generation

#

tbh I think 3DCoat looks way more dated than Topogun

tropic bear
#

Topogun is great but it feels a bit old

#

There's definitely some things that I think would be nice to have

mental blaze
#

Downloads away

quaint jasper
#

Retopoflow on Blender is probably the best

#

And don't shy away from trying the automatic retopo tool in Zbrush

latent charm
#

And don't forget that Retopoflow is also free (there is a paid version that just gives you support & stuff)
Just head over to the github releases page https://github.com/CGCookie/retopoflow/releases
Download a .zip of the latest release and install via blender's addon preference panel

zinc furnace
#

Retopoflow often failed to close loops properly for me, it would just generate really weird quads overlapping. Of course when I tried showing someone else that, it instantly worked again lmao

#

When installing retopoflow from Github, you may have to go to the Blender addons folder and rename the folder to remove any weird characters

#

The periods in the folder name break it

latent charm
#

Never had that problem, could be a windows specific issue.

stable edge
#

Probably.

fossil inlet
#

@mental blaze Honestly just buy Topogun. You canโ€™t save or export with the free version ๐Ÿ’€