#3d-modeling

1 messages ยท Page 57 of 1

mental blaze
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What the? Lol

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Single license 100 bucks. Not bad

fossil inlet
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I love $100 programs

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World Machine, Topogun, hell you can even get the entire Quixel suite for $50 on Black Friday some years

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I sat at the World Machine booth at GDC and talked to this girl who helped the guy who created it get to the expo. I shook his hand too ๐Ÿ˜ฎ dudes a bloody legend. Their next update will focus on updating the UI since itโ€™s kind of dated

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I use the development build so itโ€™s dark mode and not as dated but it could still use an overhaul

tropic bear
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I got substance painter and designer for $200 on a sale

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So big win there

small geode
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is it possible to add a new bone in blender, re-expoert the fbx overwriting the avatar fbx that in unity, it updating, and working? without having to re-set eeeeeeverything back up?

fossil inlet
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Should be, as long as it's not a bone you need to assign in your config. Even if that's the case, you'd just assign it to its designated slot in your humanoid avatar configuration.

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Otherwise yeah I do that all the time if I want to add dynamic bones to something

small geode
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hmm when i add any bone for some reason it seems like all my verticies get scrambled

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oh no nevermind its when i delete a bone

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when i add a bone it never shows up on the unity side

subtle jackal
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not looking forward to the Colt horse motif on the opposite side lol

small geode
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looks good!

subtle jackal
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thanks! I don't do a lot of hard surface stuff so discovering easy ways to get clean looking surfaces was kinda fun

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also lots of floater abuse lol

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there are actually a lot of places that have issues honestly, but they're all small and shouldn't show up at the texture resolution I'm aiming for lol

visual garnet
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Hey everyone I use Blender but if you have any programs that are much easier and better I would love to try it out.

hallow bough
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To me Blender has always been the "easiest" program. It's just more straightforward for me. But people tend to say the same about Maya ๐Ÿคท Might be different for everyone.

mental blaze
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houdini cough*

solar fossil
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Paint 3d cough

dull canyon
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@hallow bough from my short playing around with it Retopoflow for Blender looked pretty easy to use

hallow bough
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@dull canyon I'll start playing around with it :D It's a good place to start learning about it atleast.

thorny fractal
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a lot of people use 3d coat for hand painted textures similar to wow style. since substance painter for actually painting is pretty terrible and blenders painting system isnt great

dusk turret
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If you want to sell your work you can't use the amateur version. (3dcoat)

zinc furnace
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I have a ton of unused textures in my blend file, how do I delete them? I wanna pack the blend file but it becomes super large due to all the unused textures.

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Only "Eff" is used

void narwhal
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you can also manually delete it and use a macro

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but deleting linked mats/texs can lead to crashing in 2.79 if i recall correctly

zinc furnace
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I tried that script but it didn't work

void narwhal
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i believe the method i used before was just a macro

zinc furnace
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I eventually settled on another solution. In the scene outliner (hierarchy view in the top right) you can set the mode to Orphan Data and hit Purge All once or twice

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That removed them for me

void narwhal
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alright

humble fern
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if it's not used you should be able to reload blender and it won't be there

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oh, textures not materials

turbid portal
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Um guys

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Where i can find Paul Newmaker downloadable 3d model?

spiral sigil
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Yayayyaay

brisk tapir
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Hi ! Can you help me ? I don't really know how to do a hand if you have some tutorials or great mesh it's okay ^^ thank you

smoky burrow
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what would be easy in blender

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Would a pill be easy

strong thistle
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well they will not actually delete without completely closing and reopening blender again

lament pond
plush token
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Got my Raphtalia model finshed

lethal pumice
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:GWmroIllyaUwaa:

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oh

dull canyon
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such a cute raph @plush token

plush token
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Thanks!

dull canyon
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would protecc

turbid portal
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Guys,can you help me?

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Guys?

dull canyon
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nobody can answer that question if you don't state what you need help with

turbid portal
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Where i can find Paul Newmaker downloadable 3d model?

dull canyon
turbid portal
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thx

twilit dawn
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Wait you can create your own avatar in vrchat?

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thats news for me

cinder lynx
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Yeah, most people make or edit their models in blender then export it to unity and then once finished, upload it to vrchat

north spire
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i activated the texture view mode

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first time i have this problem

spiral sigil
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disable this

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@north spire

north spire
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ty

spiral sigil
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had to upload to imgur because for some reason discord deemed THAT explicit

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it's supposed to be a hoodie if that isn't obvious enough

lament pond
spiral sigil
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ugh terrible chat restrictions i can't yell in joy
that looks so good!!!!!!!

lament pond
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How about whispering in joy?

fringe rock
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Look hight poly asf

spiral sigil
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@fringe rock i mean, the thing i did, obviously

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this is pretty much just a test/concept though

spiral sigil
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oh that's cute as shit

hollow radish
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found a disgaea 4 model pack but no fuka

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so just took a the head and body of one female character

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took just a day though ๐Ÿค”

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and usually it takes me forever just to get to this stage because I usually research and have exact measurements

spiral sigil
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update: reduced to like 12k tris, can prob reduce more.... but i'm proud of myself. it was like 400k before

lament pond
strong thistle
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suggest you set the arms downwards Y so it would fit on most model pose

tawdry cobalt
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I'm surprised no one's made a Hypnotoad yet haha

smoky burrow
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Maybe someone should try

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@here

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What would be easy in Blender?

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Again @here What would be easy in blender

tropic bear
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I mean we can't make an idea for you

reef lotus
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so many cute models

zinc furnace
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@smoky burrow you can't ping everyone or here but there are 20k people online. Were you considering pinging all 20k of them?

smoky burrow
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Sure @zinc furnace

zinc furnace
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That's pretty rude not gonna lie

drowsy forge
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Aight, so I'm looking for a nametag model. Can anyone hook me up?

south sparrow
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is anyone familiar with blendshapes in maya?

spiral sigil
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Okay so I imported a model into blender and used cats to fix everything, but it shows up like this, what am I doing wrong?

smoky burrow
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idk

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Can someone link me A pill shaped Charatcher

spiral sigil
thorny fractal
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if its an mmd i think thats extra stuff used by mmd for colliders and other things. idk about mmd that much tho but im pretty sure its safe to deleate that stuff

spiral sigil
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coolio

thorny fractal
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thats just my educated guess tho

smoky burrow
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@here link me a pill shaped charecter

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so i can Modify it in Blender

spiral sigil
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this is it in blender and idk how to remove those

fallen snow
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Tab to go into mesh edit mode, select a vertex with right click, L to select connected, P to separate. Then tab to exit edit mode, select the separated mesh, X to delete. Repeat until they're all gone

spiral sigil
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after cats Fix Model yea? cause they dont show up until after

fallen snow
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When you can see them is fine

spiral sigil
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cool, I'll try that out, thanks man

glacial pasture
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@lament pond Inspired by moe shop love taste?

arctic grove
lament pond
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@glacial pasture what's that

copper gull
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so im hitting a couple walls here

fringe rock
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Trump back again

copper gull
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cute...

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but seriously some help would be extremely appreciated.

fringe rock
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Idk

glacial pasture
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do you have shading off and no lights in the scene

copper gull
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no i know i dont have any ngons or missing faces or flipped normals

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but

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i guess its more in line with finding base shapes with my refrence

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would it be wise to just start with a rounder shape? or would just cutting more loops into the geometry would better?

fringe rock
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Your ref more as guid3 line dont try to be exacly the same

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Drawing cant never really be exact from all angle

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Dont try to optimise firts get the shape right. After play with the topo

copper gull
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oh. im still learning this tbh, i thought going semi low poly would at least help as a start.

fringe rock
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That work

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Make a bunch of shape

copper gull
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at this point i guess i have no other option but just to give that a shot XD

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i appreciate your input _qb!

thorny fractal
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did you do any vertex normal editing for this model

hollow radish
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I usually edit the normals of the face

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using data transfer

dull canyon
sonic nimbus
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@dull canyon Sculpting is a common, but advanced workflow for modeling. Whether it's optimal depends on the artist, and the application (in this case VRChat). It's a lot more flexible than traditional modeling so many artists prefer it. The downside is that the meshes it produces aren't suitable for use in some applications like real-time rendering and animation (VRChat does both) without clean-up through retopology. Sculpting produces very high poly models (that character is a little under 1 million before retopology) with a random topology. Besides the high poly count being an issue for real-time rendered applications like VRChat the random topology also leads to issues when deforming the mesh through animation. This is solved through retopology which is the process of manually modeling around the sculpt to make a new model with the same shape but good topology and often fewer polys. The new model may not be as detailed as the original, especially if you're trying to make a model suitable for real-time rendering like VRChat, but you can recover some of these details by baking normal maps from the original sculpt.

dull canyon
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okay, thanks

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though I meant the specific process he uses there, of duplicating the body, using Boolean to "cut out" the parts he needs for the clothes, scaling them up and sculpting those parts

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I know about retopology and such

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like, would you use that approach to do for instance very loose clothes like dresses? I can see it working for tighter clothes like pants or tight shirts

void narwhal
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Yeah i don't see an issue it is a quick method that gets results for sculpting in blender
but optimal can be quite subjective considering 3d modeling is a form of art
with many techniques for a variety of reasons beyond that of speed

generally sculpting gets a more organic like look as opposed to other techniques
obviously you can make sculpting look more hard surface but it can take alot of time&skill to achieve that fine detail

sonic nimbus
visual vigil
thorny fractal
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depending on how i go about sculpting cloths kinda depends what kind of cloths im making and the look i want. cloth simulation is cool and all but if your doing a heavily stylized look then it might not be the best. and some times depending on the kind of cloths its just easier to mesh extract part. sculpting cloths from scratch allows allows you to kinda stylize it yourself while a lot of the base detail and wrinkles in cloth simulation is kinda left to the simulation itself. I dont think theres really a best way to do it.

dull canyon
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@sonic nimbus okay, thanks

cerulean shoal
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i will make the duolingo owl muhahahaha

remote jungle
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Hey guys Iโ€™m not sure where to ask this - id like to learn how to make a custom avatar myself. Iโ€™m trying to port a model from World of Warcraft, is that possible/easier since the animations are there already? (Perhaps this is a better channel to post in?)

zinc furnace
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You don't need any animations of your own, as long as the model is "Humanoid" compatible. @remote jungle

dull canyon
remote jungle
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Ah sweet

spiral sigil
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thank you, very simple straight forward instructions on blender.

subtle jackal
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Joke's on you I customize my start-up file to remove the default cube, camera, and lamp so I can start clean every time ๐Ÿ˜›

crimson mist
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I just use the default cube most of the time lol

hallow bough
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Every new project.. a cube is born

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Then promptly yeeted to the trash!

zinc furnace
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Yeah, my startup file is utterly empty too

reef lotus
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the default cube just wants to be made into something great vrcfrown

dull canyon
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yeah, I also emptied my default workspace ๐Ÿ˜„

onyx juniper
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I did too, but I always end up creating a new cube

reef lotus
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a -> a -> del -> shift + a -> cube
perfection

vivid crater
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Delete is far away, I use x

ripe lotus
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I use planes usually when I start something owo

remote jungle
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Hi folks a quick question

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Can these be used in VRC as avatars ?

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Itโ€™s k I found out you can nps

onyx juniper
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Planegirls?

visual vigil
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ye

fossil inlet
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Doing daily face sculpts to improve my speed/anatomy. If you have any critique I'd greatly appreciate it

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I only gave myself 2 hours so detail isn't a priority here. Just trying to get the main forms and mid frequency detail in as well as the underlying bone structure and fat pockets

open parrot
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guys, im using blender and im trying to port it over to mixamo, textures don't show up due to it not being packed media, what do i do?

fringe rock
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already look really great keep doing

spiral sigil
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@open parrot Textures arent required for mixamo, so Im not sure what the issue is?

lament pond
fringe rock
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how you deal with the collision with the arms ?

vocal dragon
jovial lichen
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Hey does anybody get that problem where you duplicate parts of the model but the duplicated part becomes clear?

stable edge
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uh thats deleting not dublicating

jovial lichen
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never mind I figured it out

vocal dragon
versed glacier
ivory leaf
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SCP?

versed glacier
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nuh

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i just randomly searched for creatures in google and though one of scetches looked cool

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and decided to build it

dawn flower
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"looked cool and decided to make it"
how to become a better artist and prevent art blocks xD

versed glacier
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i mean i made it from scratch using only reference <.<

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its mine

dawn flower
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Well you searched randomly for creatures :p

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Still looks nice

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is it fully rigged?

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Or are you gonna fully rig it?

versed glacier
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im gonna rig it

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and texture

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i accidentally overlapped 1 vert on the leg and fucked up it completely bc i realized it after sculpting the whole model but luckily i managed to fix it

dawn flower
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F

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Good luck

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I wanna learn to sculpt one day

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I wonder if I can follow a class for it at my school

versed glacier
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this model is not probs gonna be in vrc tho

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it has 4 million polys

dawn flower
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If you want I can optimize it (not now but in the summer), my current assignment is also make a high poly model into low poly for games

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Unless you can do that yourself

versed glacier
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eh i think ill just make nice scene out of this

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4 legged bois in vrchat are pain in the arse anyways

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XD

dawn flower
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Would still advise optimizing it for static use :p

versed glacier
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ill build some alien planet around it and render it

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yeh in edit mode its lagging alot XD

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since it has to show all dem dots and lines

dawn flower
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And move them when you move your camera

versed glacier
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oh btw this was first low poly model

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then i started sculpting

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my intention wasnt to add this to vrc in the first place anyways

dawn flower
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You can bake the high poly on the low poly if you still have the low poly

versed glacier
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the low poly is long gone after all those brush swipes

dawn flower
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F

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Always iterations of your work :p

versed glacier
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hehe

hallow bough
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Retopology?

versed glacier
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i have no idea what that word means

tropic bear
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lol

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retopology is the process where you take that messy sculpt and you convert it into something more usable and ready for a game

onyx juniper
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You trace quads over it

tropic bear
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turns this:

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(very messy, uneven detail)

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(a bit more even and ready for animation/games)

onyx juniper
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Visual aides help so mich

tropic bear
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topogun ๐Ÿ™

fossil inlet
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^

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Don't use Blender or Maya or whatever for retop

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Topogun is literally built for retop and doesn't lag or have terrible, added on controls for retopology

vocal dragon
subtle jackal
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literally never had a problem using Blender for Retopology

spiral sigil
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Does anyone have any tips or tricks for making hair in blender

vocal dragon
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^ seconding what Lazy_hound said, I'm gonna be making hair for my character soon

subtle jackal
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depends on the style of hair you're making, really

spiral sigil
subtle jackal
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hairs with headdresses are pretty simple really. You basically would model the headdress first and then just model the bits of hair that stick out

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for anime style hair I like to have sort of... planes representing clumps of hair that I then add depth to, personally

swift heart
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i personally recommend vroid studio to anyone trying to do anime hair. makes the workflow sooooo much faster

tropic bear
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literally never had a problem using Blender for Retopology
It's not really preferrable imo. I tried for ages but constantly hit snags, it's really not designed for retopo at all

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The day i swapped to topogun, it was so so easy

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No modifiers, no dealing with mesh display, snapping, etc

dusk turret
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Sounds like a sponsored message ngl.

tropic bear
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LOL

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If i could use blender, I would

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I've started really pushing as much of blender out of my workflow as possible and it's gotten a lot easier

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Concepting (and detailing post retopo)? Zbrush. Retopo? Topogun. Textures? Substance/3DCoat

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I'd buy the blender plugin if I didn't have topogun. Maybe someday. Topogun still doesn't have all the features I want (some symmetry is really wack and not fun to work around)

dusk turret
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Which plugin? retopoflow?

tropic bear
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Yeah, retopoflow

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Heard positive things about it.

fossil inlet
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Pretty much every professional 3D character artist agrees that no hair creation solution ever looks quite as good as manually placed hair cards. It's a lot of work but the result is really, really worth it.

dusk turret
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It's free!

tropic bear
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Is it? ๐Ÿ‘€

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I swear there was one that costed like $70

dusk turret
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It both costs money, and is free.

tropic bear
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?

dusk turret
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Money on the blender store and free on GitHub.

tropic bear
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That's odd they'd release it free on GitHub lol

dusk turret
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"Purchasing a license entitles you to tool support and helps ensure RetopoFlows continued development."

tropic bear
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Any 2.8 support?

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I'll keep my eye out because if I can't resolve these topogun issues i might just swap

dusk turret
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Seems like they're working on it. b280 branch.

fossil inlet
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Just get topogun and stop being cheap and trying to find ways around it :X nothing compares to topogun

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There's a reason literally everyone in the industry uses it

tropic bear
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I haven't seen any support for topogun though

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It's good but there's really some stuff that I really would love to have in my workflow

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If it adapted and updated it'd be nice but it feels very dated

dusk turret
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@fossil inlet "trying to find ways around it" Around what? ๐Ÿค”

tropic bear
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Unless I'm stupid and there's some box I need to tick, symmetry not connecting the same edges on the opposite side is very frustrating

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also finding ways around spending money

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blender can only last you so long, eventually if you decide to move up in the 3d space you'll have to fork over some big boy coins

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And the implication is still that you should still buy the $90 retopoflow license. It's not free, and you're only really hurting the industry (especially small scale) by trying to push up without spending

fossil inlet
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Around avoiding buying topogun lol

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it's too good

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Topogun is just for retop

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idk what else you want from it

tropic bear
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It's far from perfect

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Ive already spent like 200 hours in it and it's still frustrating me a lot lmao

fossil inlet
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๐Ÿคท

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I've used 3DCoat too, prefer Topogun

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3DCoat tries to be too many things

tropic bear
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I haven't bothered with 3Dcoat's support yet

fossil inlet
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I don't have experience with retopoflow because I use Maya

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And Maya's retop is not good. It's not that the tools are bad, but even caching a high poly mesh as an alembic in your GPU it still lags if you don't clear history every 30 seconds

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I imagine Blender also struggles with 30 million polys on screen at once.

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The beauty of Topogun is that it doesn't lag no matter how much I throw at it

tropic bear
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Blender doesn't have any actual retopo tools built into it, so you have to muck about with modifiers, materials, snapping settings, etc before you can even begin

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I don't sculpt to 30 mil anyways, i barely even push my sculpts past 400k

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No lag in blender or topogun, but I'll take it from you lol

fossil inlet
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Blender can't go that high anyway for sculpting because it's a 3D program

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zBrush can go as high as your ram will allow because it's a 2.5D program. They're fundamentally different, which is what allows zBrush to solve what Autodesk couldn't for the longest time

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Now Autodesk is straight up removing Mudbox because no one uses it over zBrush anymore

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Even Houdini, for as much as it can do in every other aspect, can't sculpt like zBrush because it's true 3D

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Not saying my sculpts ever reach 30 mil normally, but 10 mil isn't out of the range of possibility on average

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zBrush used to crash around 10 mil before it got a 64-bit client though >.>

timber yacht
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Blender can go pretty high with 2.8. I've seen ~15million.

As long as you don't go into edit mode on the mesh, it's fine. You don't need to do that though if you're just sculpting and retopoing. Retopoflow is a very good tool depending on what you want to retopo, but I'd recommend it.

subtle jackal
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Indeed. Unless you're doing professional work as a freelancer or something, telling people to go out and pick up topogun just for fiddling with making stuff in VRChat is kind of silly, and a bit snobbish to boot.

waxen pulsar
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Most I ever imported to Blender was 7.3M polygons. It was really laggy, couldn't work with it. Threw it into a VRChat world with no problems though (desite freezing my Unity for 10 minutes while it split the mesh in 123 parts)

timber yacht
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Blender 2.79 doesn't handle high poly counts well. 2.8 is a lot better at it.

waxen pulsar
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Ah, cool, maybe I should try it again! And I'd recommend pirating, but that's often frowned upon

dull canyon
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for a reason

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cause you're showing the company you're even willing to break the law and pirate their software cause that's how badly you want it, so they see there's demand for it which won't make the companies change their views on their pricing model.

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instead just don't use overpriced software and look for alternatives instead

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that way you're not breaking the law (so they can'T come after you and get money that way) and they won't get any money when you're using something else

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ยฏ_(ใƒ„)_/ยฏ

vocal dragon
mint prawn
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oh robots i like robots

dull canyon
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so, when you're creating a new character from scratch, what are everyones workflows and processes? do you do detailed 2d concept drawings, or just rough sketches to get a recognizable character and then jump straight into 3d?

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I know it's all personal preference, I'd just like to hear how people here are approaching this stuff usually

tropic bear
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for me i go to zbrush and start getting the shape down

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not a lot of detail, but the basics. then, i pop into topogun and make the retopo

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then into zbrush again where i subdivide and do detailing. (I do this sometimes in blender too)

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uv, bake normals, then substance painter time

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After all that, rig and it's done

dull canyon
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so you don't do any 2d sketches first? when doing an original character

tropic bear
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ive been doing it long enough i only reference stuff by eye

dull canyon
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okay

tropic bear
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i generally understand the shape

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if you understand the shape of what you're making, you focus way less on the outline/matching refs and more on making it look good on it's own

dull canyon
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huh

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okay

tropic bear
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At least for me ๐Ÿคท

dull canyon
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yeah no, I can totally see it

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I'm just so used to drawing first

tropic bear
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If I need to follow specific refs I can, that's just my preferred way

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I almost have my own style

dull canyon
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I might try that with the next iteration of my character then

tropic bear
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if you don't have zbrush, I'd reccomend using just a blender subdivided cube

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subdivide once, apply

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shape it into what you want, apply again

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shape it again and you should have a pretty detailed base for sculpting

dull canyon
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yeah I know the basics of sculpting in Blender

tropic bear
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not a super fan of dyntopo since it always makes the mesh look kinda bad when smoothing

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i stay away from it as much as i can

dull canyon
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ยฏ_(ใƒ„)_/ยฏ

jovial rampart
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;-;

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what?

subtle jackal
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trick to smooth dyntopo is to set collapse edges and try to maintain smooth transitions from sparse to dense geometry

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but yeah it'll never beat e.g. multires

radiant python
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@tropic bear buddy you don't use the mesh you sculpt.... you re-topology it to get proper edge loops

tropic bear
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I know.

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I said that.

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I sculpt it, retopo, then use a multires on top to get a hi res

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For baking

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I've been doing this shit for 5 years now, 2 years commercially

latent charm
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One useful technique I saw was dyntopo sculpt, retopo however, then use a combo of multires & shrinkwrap to create a multires with the sculpted details. In some cases it helps loads with baking since blender has the bake from multires option.

ornate iron
fossil inlet
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Oof need to turn that background brightness down. Hurts my eyes ๐Ÿ‘€

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@latent charm that sounds like it overcomplicates it a ton. You don't need a fancy program like Substance to do this, but the proper workflow is just sculpt > retop > unwrap/UV the low poly retop > bake the low poly mesh using the high poly mesh > AOL - You have Normals

#

You don't need to transfer the detail from the high poly to the low poly with subdivision levels unless you're working with subdivision levels in something like zBrush to sculpt further detail

#

But if your sculpt is done, all you need to do is retop, UV, and bake

silent acorn
#

@dull canyon Sorry, I'm kinda late here, but I'll usually create a rough front/side reference, then work to create a very low-poly base for the character. From there, I'll add detail to places that need it. I try to get across with as few verts as I need to get the point across.

dull canyon
#

okay, thanks

tropic bear
#

atm im not good enough to make just one sculpt and call it a day

#

again i get the shape, then retopo, then sculpt over

#

once im comfy enough with zbrush ill do it in one go.

fossil inlet
#

Sculpting can be super rewarding once you get the hang of it. When I first got zBrush I would get super frustrated because I didn't feel like I had control over the brushes, but once you get used to it you can do some pretty cool stuff

tropic bear
#

No yeah for sure. I'll get there, this is just a workaround

fossil inlet
#

As long as you have a goal that's all that matters

latent charm
#

@fossil inlet It's been a while since I last used that technique but it definitely does have its uses.

fossil inlet
#

70% of my character pipeline is in zBrush. The other time is just spent retopping, UVing, texturing, and rigging

#

If you have a really good sculpt the rest of your character will fall in line, so long as you know materials and how to rig and whatnot

tropic bear
#

I wish I had that workflow

#

Someday

fossil inlet
#

Most of texturing is just knowing how materials behave with light. You need to start looking at things as roughness and metallic values, how noise impacts diffuse, and how to put all of that together for specific materials so that plastic looks like plastic, metal looks like metal, skin looks like skin, etc.

#

Most of the time even when people have good sculpts they have a hard time with texturing in PBR so just keep that in mind. There's some really good resources for studying material behavior

tropic bear
#

Before I even sculpted i used to develop PBR nodes in blender (before principled)

#

So I've kinda gone through that struggle LMAO

fossil inlet
#

Have you tried Substance Painter?

tropic bear
#

yep, and designer

#

Work in both

fossil inlet
#

Designer is more for environment artists honestly. You can create most of the materials you need in Painter with folders and material layers controlling each node action as if you were in Designer

#

Too many people use the preset materials or smart materials in Painter and they're really just a stepping stone for learning, rather than something you should use on anything serious

#

Gets really easy to see assets on ArtStation where someone just threw on a preset material or smart material from Substance Share or default palette

#

Only time I use Designer anymore is to get very specific patterns for fabric or leather, or if I want like a tiling embroidered leather pattern Designer is really good for that

#

Chainmail is another one that's hard to do in Painter with its limited alphas and procedural selection

#

Substance Alchemist should be fun for environment artists though. They were showcasing it at GDC and you can basically use pictures of whatever kind of environment you're going for and it'll generate a texture and masks based on your image using some deep learning thing. So they demo'd this scene of these craggy rocks and plugged in an image of a snowy mountain, and it filled the valleys with snow and put snow on top of the rocks, and colored the dirt and rocks a very dull grey with darker tones, then plugged a pic of lava and basalt into the same scene and it created this lava flow type scene. It's kind of inaccurate at times but they said they wanted to leave it like that for happy accidents

#

Aside from the images for your texture color/properties you still have to do the terrain/tile creation through layers like Painter, but it acts like Designer in the way it scales

tropic bear
#

Yeah substance alchemist

#

Man it looks insane. I'm very excited for it

#

I admittedly don't use substance too much, it's nice to have drag and drop materials (since i don't do much realism)

#

Someday

fringe rock
#

@vocal dragon I have to say that its look really like your drawing

vocal dragon
vocal dragon
cerulean shoal
#

wh

cerulean shoal
sly cairn
#

is that actually a duo model

spiral sigil
#

i would pay for that

void gull
vocal dragon
#

I NEED that duo model

#

omfg

void gull
vocal dragon
#

yES

#

Progress on my current model, now the biggest thing I'm trying to figure out is.. how to make the face look a bit cuter/better, idunno. Any suggestions/thoughts?

indigo stirrup
#

eyebrows, they do so much.

vocal dragon
#

That's something I somehow forgot to do, thank you

fossil inlet
#

Eyelids too

vocal dragon
#

That too yeah.... idk how to model eyelids though, hrm.....

#

Any suggestions, @fossil inlet ? I'm not super experienced with modeling characters, this is the first one I've tried in all honesty

vocal dragon
vocal dragon
vital wadi
#

so I decided to give modeling a try in sculptis, hands are painful I've learned

vocal dragon
#

Can agree

vital wadi
#

Just messing around so wasn't trying to be super accurate or anything

#

but I don't want my fingers to look like cthulu tantacles or spears either

#

this is surprisingly fun

vital wadi
#

so if I want my limbs to "float" for lack of a better word, I need to make them seperate spheres, right?

lament pond
crystal surge
#

If avatar is slightly below ground in vrchat, what is the best way to raise it up slightly in blender?

zinc furnace
#

You don't do it in Blender

#

You do it in Unity because that's where the core issue is to begin with @crystal surge

#

In the humanoid rig configuration, raise the hips up slightly until the feet are flat on the floor, then apply.

crystal surge
#

@zinc furnace I don't play around with rig config much, but... by raise hip, do I just literally move the hip (with the whole body) up on the scene tab then click done? Or do I do so elsewhere? Thanks. got it

quasi halo
#

anyone make worlds

lament pond
thorny fractal
#

i feel like its a lot harder to sculpt fingers when trying to pull out pieces from the hand itself with somthing like the snakehook brush. its a lot easier to start with a primitive and shape a fringer from that then boolean it into the hand and then touch it up

dull canyon
#

I saw a video of somebody using metaballs to shape the fingers initially and then sculpt them

#

looked interesting too

lavish forge
#

Hey guys, I just imported this Kobold model into Blender and it's showing the polygrid around the model but not the texture?

zinc furnace
#

Go to the material tab and untick transparency or increase the alpha

#

@lavish forge

lavish forge
#

That doesn't seem right

#

and i unticked the transparency and he's just black, hrm..

#

And in doing so, it removes the poly-grid which I kinda need for this

viral arch
#

Try ticking the shadeless box

lavish forge
viral arch
#

Go into the textures tab, if there's a texture in there labeled as toon, uncheck it

lavish forge
#

Couldn't find 'labeled as toon' I'm afraid, but I did play about with the diffuse influence section and turned off 'Colo' for diffuse. Now he's white. Hrm..

viral arch
#

It kinda looks like you have the wrong texture or something

lavish forge
#

the hecking material is WHITE dang it

craggy surge
#

@vocal dragon if you make the face rounder it will look cuter

lavish forge
#

I'm still figuring out how the texture n' material system of Blender works tbh, I'm used to 3ds max and maya's way

zinc furnace
#

You may have to remove the alpha influence from the texture itself

lavish forge
zinc furnace
#

Well so far it seems your texture has zero influence on anything so I suggest starting there

#

Not surprising that your material is white

#

Turn on Color influence

lavish forge
#

yoooo

zinc furnace
#

Alright, cool

lavish forge
#

@zinc furnace you're like a 5 billion IQ master of Blender thank you <3

subtle jackal
#

Oh boy, a model ripped from Second Life :V

dapper crane
#

@lavish forge That is looking awesome! Wow!

lavish forge
#

as @subtle jackal pointed out it's ripped from SL lol

vital wadi
#

So I'm learning blender from the ground up since I can't find an avatar I like, and spent 4 hours making a doughnut

#

y'all amaze me with this wizardry you're postin

subtle jackal
#

working on new hair, whee. Also probably do a new outfit when I figure out what I want.

cerulean shoal
#

Nobody gets duo

fossil inlet
#

Thatโ€™s a dudeโ€™s torso

subtle jackal
#

it is

#

My avatar is an effeminate guy.

fringe rock
#

๐Ÿ‘บ

dull canyon
#

@subtle jackal are you also using curves for the hair?

subtle jackal
#

nah I did those by hand

dull canyon
#

that sounds like a lot of work ๐Ÿ˜…

subtle jackal
#

not really

pliant storm
#

Start to my learning of 3d modeling. Simple beginner tut,next step lighting. Eventually I'll get to modeling characters and cool gizmos.

glass cedar
#

I'd eat that donut

dull canyon
#

yep, that's how probably 90% of the people start out

spiral sigil
#

lmao

#

That donut, i can smell it.

#

But sadly, i cannot eat it :c

#

aww

subtle jackal
#

first thing I made was a guitar body in Wings3D. I completely fumbled my way through it but it was in doing that that I realized I could do 3D if I tried hard enough

pliant storm
#

I did try to model a mask quite a few years ago for a cosplay, but I had no idea what I was doing and I never completed it lol. First serious look, yummy donut.

zinc furnace
#

I have a model where the face only has a blink shape key. How can I separate this into two separate "wink" shape keys?

subtle jackal
#

separate half, rename the shape keys, re-join

light elk
#

Couldnโ€™t you duplicate the shape key?

#

Eh i mean >~<

zinc furnace
#

I don't want to separate the face because that results in doubles on rejoin.

#

I can't remove doubles because that will break the shape keys on the face for sure

subtle jackal
#

no it won't

#

I've done it numerous times

#

you could also, if you're worried, just separate the opposite eye, make sure you have all the faces that move, though. That's why it's easier to simply split the whole face.

zinc furnace
#

So removing doubles won't fuck up the shape keys?

#

I'll give it a try, just have to be precise enough to only remove doubles along the middle of the face then

subtle jackal
#

you can do that by only selecting the edge down the center of the face before selecting "remove doubles"

zinc furnace
#

Oof

subtle jackal
#

well that's strange indeed

zinc furnace
#

I wish there was a proper way to copypaste vertex positions in Blender

#

You can do it individually per vertex but that's simply not an option on a fully modeled face

subtle jackal
#

you say that but I'd consider my face pretty "Fully modeled" and I have not had that happen when doing this

zinc furnace
#

Anyway I found a way to do exactly this online

thorny fractal
#

It's weird when you spend a few months on a project and you finally finish because now I just feel kinda lost and don't know what to make/ do next lol

glass cedar
#

Just have to relax and recharge for a couple days sometimes

fossil inlet
#

Just start something new, relaxing is a trap

#

Youโ€™ll get inspired a lot faster by starting something new than waiting for inspiration to come

fringe rock
#

Sometime shapeskey are on all the body for some reason so if you remove double if fuvk evetyting

#

Like sometime bones are weight paint on all the model for .00000000~~~

ripe lotus
#

Thats what I do rome owo

#

I never seem to really get burnt out doing this stuff

subtle surge
small cloud
#

missing shader

fossil inlet
spiral sigil
#

@subtle surge Missing texture or shader

fringe rock
ripe lotus
#

@fossil inlet I'm jealous of your experience haha ๐Ÿ’•

dull canyon
#

just get more experience 4head

clever condor
dull canyon
#

looks nice

spiral sigil
#

Goggles!

fossil inlet
#

That 4k jean texture on a flat lit anime avatar

dull canyon
#

so, did I understand it correctly that a model done and exported in Blender 2.8 can't be imported in 2.79 to use Cats on?

spiral sigil
#

Uh, no?

#

If you export the file as an fbx, or whatever you can reimport it into 2.79

dull canyon
#

okay

spiral sigil
#

An actual .blend file i wouldn't say so though

dull canyon
#

ah, so that's what I remembered then

#

thanks

#

so I might try to actually start sculpting in 2.8 then since supposedly it should get released soon (tm)

spiral sigil
#

Cats wouldnt be too far behind if that would be the case

dull canyon
#

yeah

#

last I heard it still doesn't run in 2.8 tho

#

at least for the beta

spiral sigil
#

Not yet, its not a full release

dull canyon
#

yeah

spiral sigil
#

You wouldnt want to properly work on developing a tool for a beta branch, its too unstable

dull canyon
#

mhm

foggy maple
#

@dull canyon @spiral sigil Well, cats works in Blender 2.80 currently ๐Ÿ˜†

dull canyon
#

nice

foggy maple
#

They said that the api would be final in december, but it's not

spiral sigil
#

Oh, it does? that's cool as!

fringe rock
#

i get error in blender 2.8 when i try to activate cats. only the mmd appear on the right

foggy maple
#

@fringe rock You need the latest development version of cats

fringe rock
#

probably

foggy maple
#

Definitely

cursive wedge
#

Oh my, working dev version in 2.8 ๐Ÿ™

spiral sigil
#

If questions are allowed here : I need tips with blender modeling

fringe rock
#

Go

spiral sigil
#

?

gleaming ridge
#

@spiral sigil me too i need to have a model rigged been trying for a while had problems textureing and rigging a model i like this tryed many things i tryed asking googleing i have problems that fall under does not apply you name it been trying for a few years on the same model what do you recomend i have a small problem that i can only do short term projects if its a long term thing a forget easley

#

This is what ive been trying to work on for the last few years

plush niche
#

how does one fix a missing shader or texture

gleaming ridge
#

@plush niche same here

plush niche
#

lol

gleaming ridge
#

My problems are the shaders and textures and rigging and thats it

plush niche
#

ye i dont know how anything works so dont ask me xD

gleaming ridge
#

Everything is ready to load into what ever program accepts my model

#

You and me are both shitfaced in the same boat

plush niche
#

indeed

gleaming ridge
#

I dont know either

#

I hate blender too much buttons i think a space ship is easyer to fly than this

#

I think an out of control rocket on kerbal space program is easy to fly thats without cheats

fringe rock
#

..

dull canyon
#

so, how do you guys model your characters orifices like mouth and eyesockets? I'm currently struggling to wrap my head around how I'm going to do the lips and eyelids after I've sculpted them...

#

like, how do I separate my lips when I sculpted mouth closed

#

or is that my mistake? that I should be sculpting the mouth slightly opened instead?

subtle jackal
#

just leave a ring open for the inner mouth to model in afterwards, as for eyelids/sockets I just sort of extrude them inwards. You don't have to make water-tight meshes these days

dull canyon
#

the eyeballs are separate objects

subtle jackal
#

yes

#

you just want to make sure you have enough geometry in the eyelids to be able to close them, mostly

#

for your blend shapes later

#

assuming you make them

dull canyon
#

so when I'm done with the sculpt I would then in the retopo define some clean edges for teh lips and eyelids to move them around?

#

also, gotta love it when the fucking wacom drivers decide to randomly crash and stop working

subtle jackal
#

basically yeah

dull canyon
#

okay

#

now to figure out why I can't draw anything anymore...

#

it's adding topology but not changing the mesh

#

there we go... had to close blender

#

jesus fuck

dull canyon
#

I have no idea what I'm doing >_<

subtle jackal
#

that's generally how it goes when you're doing something you've never done before ๐Ÿ˜›

dull canyon
dull canyon
edgy gale
#

for a moment i thought it was zbrush and had some vietnam flashback

dull canyon
#

lol

#

yeah no I don't have that kind of money just laying around

#

so, anything that's totally wrong with it so far?

edgy gale
#

actually i don't see anything wrong

#

I don't use blender so much

zenith relic
#

any ideas how to fix this zoom?
i cant seem to find the view camera to check the zoom so i can see closer the objects..

#

sadly i see like this when i zoom in too much

dull canyon
#

if you hit N you can adjust the lens I think it's called, if that's what you mean

zenith relic
#

i need to see the object closer to work on the small details

#

but i cant since i cant zoom enough to get there....the screen hits the object and goes inside

dull canyon
#

yeah, that's what the lens does I think

#

increase the value and you should be able to zoom further in

zinc furnace
#

It's the near clip plane in the N menu

dull canyon
#

or that

zinc furnace
#

Lens should also be adjusted to something like 50 IMO, but the near clip plane is what matters most here

#

Set it to 0.01

#

The far clip plane is 1000 by default which is usually entirely unnecessary, I set it to like 50

#

Not that it matters much either, but if the clip planes are too far apart you may get precision issues

zenith relic
#

where can i find that?

#

on the camera on the right?

dull canyon
#

if you hit N when your cursor is on the main area

zenith relic
#

lens 35.000

#

i gues this is the key ?

dull canyon
#

and what rokk said

zenith relic
#

perfect

#

exactly wat i needed

#

thanks dude

dull canyon
#

o7

zenith relic
#

finaly i can work on the small details

zinc furnace
#

There's Clip: Start and End there, set the start to 0.01 is what I would sooner recommend

#

A lens value that high may cause issues

subtle jackal
#

when I need to get in close I just use orthographic mode

zenith relic
#

i dont have orthographic mode.

#

oh well...i guess this is enough..

subtle jackal
#

5 on numpad

zenith relic
#

whats the command for flipping the faces? i forgot

#

also i dont find the button for some reason.

dull canyon
#

flipping faces? you mean normals?

zenith relic
#

"flip direction" is the thing i asked for...i found it

zinc furnace
#

In Blender, what could be causing a mesh to decimate itself when scaling or moving vertices in edit mode?

#

As if a decimation modifier is applied or as if Remove Doubles is constantly re-applied with a huge merge distance

#

Literally just pressing G, left-click and suddenly the geometry gets decimated to an absurd degree

zinc furnace
#

Figured it out, vertex snapping was on at the bottom

ripe lotus
#

People who piece mmd models together and say theyโ€™re โ€œ3d modelersโ€ makes me wanna vomit

zinc furnace
#

Depends. Everyone starts somewhere, and piecing together MMD parts and making it look good often still requires modeling skill.

#

I had to retopo pretty much an entire jacket to get the model from 72k to 30k

ripe lotus
#

I donโ€™t really consider someone who pulls pieces from talented artists and slaps them together to have the right to the title. Compared to actual 3D artist who go to school and dedicated years and years into making things from nothing.

#

Ya know?

zinc furnace
#

That's the definition of gatekeeping right there

ripe lotus
#

I just dont think its right is all.

#

ยฏ_(ใƒ„)_/ยฏ

#

Obviously you have to start somewhere. But I always considered a 3D modeler to be someone who makes their own content from scratch

zinc furnace
#

You could apply the same logic to avatar creation in general.

"People who use premade shaders for their models are casuals. I make all of my shaders by hand and fine-tune them to make the model look its absolute best. Anyone who slaps a Standard shader on it is invalidating the years I spent learning CG/HLSL."

glass cedar
#

You're not a baker unless you grew the wheat and sugar yourself

ripe lotus
#

Everyones entitled to their own views, I was just sharing mine

glass cedar
#

I just don't want someone who's proud of themselves for stepping outside their comfort zone and learning how to do something new to feel bad because they make someone "wanna vomit"

ripe lotus
#

I think you missed my point

barren quiver
#

I think you don't really have one without more context

#

It sounds like you're saying "people who base their work on other people's makes me sick!" which is, depending on perspective

  • totally valid: you're taking about people who combine preset parts and consider it an original work, but haven't really added anything
  • totally unwarranted: you're talking about people who perform extensive customisation and editing of the original models until the result is mostly unrecognisable, or appears identical despite having a vastly more optimised structure
    Where the first case is like "people who play with legos are not architects" and the latter is like "people who write blog posts are not writers"
fossil inlet
#

While both are true, I think there's a fine line between asking for permission to edit someone's assets or use someone's assets in your own work, and stealing, ripping, or downloading from an unsavory site any model you can get your hands on to frankenstein something together. People who simply pipe shove pieces together and never make anything themselves are not 3D artists - just as people who trace other peoples' work or photographs are not artists - they have no understanding of what goes into actually creating the work that they're using, and then claiming as their own. That's what I have a problem with, and it's a rampant problem in this community.

latent charm
#

And then there's the weird middle ground of kitbashing, which alone is a perfectly valid and important skill. Which includes being able to look at various parts and figure out how to smash them together in a cohesive way.

I just think it's all about honesty really. If you're pulling model parts off deviantart or wherever and whacking them together with no changes whatsoever, fine. Just don't try to claim you're doing more than you are.

dull canyon
#

is anyone by chance on a discord server that's made for 3d artists to share and critique each others works and such?

#

also

#

@ripe lotus that's literally how every programmer starts out

#

and every 2d artist

#

you start by looking up things that work/look great/you like, you "steal" them and adapt them to suit your needs

#

and over time ideally you will develop your own style/technique/whatever

#

people don't need a degree to call themselves artists/programmers/3d modelers/whatever

#

if you just plain up trace/copy someone elses work without any modification and claim it's yours then yes, you're a thief

#

but if you use others works to inspire you and to use as a jumping board into the field that's something different

#

that's the definition of learning basically

fossil inlet
#

Idk man I just made my own stuff from the start, felt disingenuous to work with other peoples' work.

#

Kitbashing is a different story, because most kitbash kits are made specifically to be open source, and most often the pieces for kitbash kits are so small that you can make something entirely new with the variety of pieces.

dull canyon
#

everyone learns differently

#

just saying because you used someone elses work to learn isn't valid is just dumb

fossil inlet
#

Kitbashing is its own art, in some ways, but people who exclusively kitbash are generally very open about their process, or people will use kitbash kits to add small greebles to their hard surface models to add some artificial detail in areas that seem flat or uninteresting. They're generally pieces that mean nothing on their own or are so simple to model that it's a waste of time sitting there modeling a nut or bolt when you have a kit that has small, insignificant details like that.

#

Not saying it's not a valid way to learn, but most people that do that aren't learning at all.

dull canyon
#

anyways, I haven't had my cup of cocoa yet so I should just stay quiet I guess

fossil inlet
#

People that learn eventually stop

#

You wouldn't put a frankensteined MMD model on ArtStation, so why consider it original art?

dull canyon
#

don't think that was the point here

fossil inlet
#

Maybe I'm missing it

latent charm
#

Oh no, you've said the words. If you're familiar with Marcel Duchamp then you'll know all about the whole 'what is art' thing

#

Is any art even original and all that

fossil inlet
#

It just irritates me when people who put MMD parts together and call themselves 3D artists. They aren't, yet, at least.

#

Yes I'm very familiar with Duchamp.

#

Doesn't make taking other peoples' assets and claiming them as your own right though. Too many MMD Mergers on VRCTraders sell work they made from other peoples' assets without the permission of the original artists.

dull canyon
#

and I never said that

fossil inlet
#

Not saying you did

dull canyon
#

but also discarding anyone who starts out learning that way and telling them "you're not an artist" is just plain dumb

latent charm
#

Then would you consider someone who put together a load of MMD parts as a critique of the homogenous look of them an artist or not?

dull canyon
#

and gatekeeping

#

anyways, peace out

#

not in the mood for this kind of discussion

#

this early inthe morning

fossil inlet
#

I just don't think there's merit in using other peoples' work. Creating your own is much more fulfilling - people generally use others' work as a way to make themselves feel like better 3D artists than they are, since it's hard to get into 3D and make something that looks good when you're first learning, but using others' work is just delaying that process. Everyone has to go through that.

#

If you get mad because I'm saying that, it's likely because you're just defending the way that you first started out. There's no shame in learning and growing out of that, but you shouldn't be proud of that period you went through as an artist. 'you' being a general statement, not you specifically.

#

Unfortunately there's no shortcut to being a good 3D artist, and by using the work other people did and pipe shoving pieces together, you're not learning the process and not really getting better than if you model your own stuff from scratch and learning the asset creation pipeline. There's a process, and planning ahead is integral to a successful 3D artist. You don't have to plan ahead as an asset merger, and aren't learning that vital skill.

#

I'm not gatekeeping, Szena - there's just a right way of doing things if you want to be successful, and I want everyone who wants to be a 3D artist to be successful. Telling them to avoid using other peoples' work is not gatekeeping.

latent charm
#

Except it is, on some level. You're saying there's one right way of doing things which is completely untrue.

While learning facial topology I essentially traced over an existing mesh, because I wanted to be able to think 100% about the edge & face flow and not about proportion and some other bits and pieces. Was I wrong to do that? At no point did I claim that was 100% my work because it wasn't.

Besides, the whole initial point was about people claiming to be doing more than they were and then somehow it got off track.

dull canyon
#

what was the shortcut in blender to box select a part so everything else gets hidden?

#

nevermind, got it. it was H

#

well, not quite

#

alt b

fossil inlet
#

@latent charm Learning retop is a different story though - if you didn't have a good sculpt and wanted an accurate face sculpt to practice facial topology on, that's using someone's mesh to help learn an entirely different part of modeling - it's still learning. Most times, the people using others' work aren't doing that. You know that.

dull canyon
#

ok, so having a too detailed 2d sketch actually feels like it's more hindering than helping now...

#

keep catching myself feeling forced to stick to the reference sketch instead of focusing on the 3d forms

hallow bough
#

It's always going to be a little off. You just have to find the middle ground and work it out as a 3d form ๐Ÿ˜ƒ

dull canyon
#

yeah. I think next I'll really try to just do rough sketches just enough to build up the character, not super detailed references that take me like 3 weeks to do

#

(and aren't even finished still)

zinc furnace
#

Even if they're not actively trying to "learn" by putting parts together or retopologizing, that doesn't mean they aren't still learning

#

There's nothing wrong with putting parts together, as long as you're not claiming to have modeled it all from scratch. There's no need to gatekeep the "3D Artist" title

dull canyon
#

that'd be too easy and I'll never learn how to do it

#

I have no idea what I wanna do for the face though... if I should keep it as simplistic anime style as it is or make it a bit more realistic

#

I'm kinda using the Kizuna Ai MMD model as a bit of reference, guess for a first model I should probably keep it more in teh simple side

left scroll
#

Hmm, are the body proportions roughly what you want them as, or do you want to finetune it further?

Personal opinion is that with the body currently leaning more towards realistic human anatomy rather than an anime drawing (I'm seeing a fair amount of muscle and skeletal definition, quite a bit more than the standard anime look), a more realistic face would match the overall look more than a cartoonish anime one.

#

That's just my idea of what works though -- if you've got your own image in mind, gun it ๐Ÿ˜›

spiral sigil
#

An amazing feature of blender to help you with a lot of your workflow is background images @dull canyon

If you have worked out proper positioning of images to base your character off of, you can use background images as a sort of template to sculpt your character around. This can really help you to get the proportions of the character correct to your exact dimensions, and can help with parts like hands and feet. Additionally, The sculpting tool has a handy mirroring open, meaning if you get one hand right, the other will be the exact same assuming the mesh is mirrored correctly.

dull canyon
#

yeah I know, thanks

#

that's what I'm using already

#

what I was saying is that I'm getting too hung up on my reference instead of focusing more on the 3d

spiral sigil
#

so when making clothes is it better for it to be just one layer of polys around the body or give it a little thickness by using a couple layers close to each other? like just a one layer of polys for a t shirt or give it some thickness with a couple.

zinc furnace
#

I would recommend using only one layer

#

There's no need to also have the "inside" or other polys you can't see

spiral sigil
#

ok

#

i just like the look of the little thickness to the clothing but makes sense to only use one layer

zinc furnace
#

Well sometimes people make thicker edges, so the bottom of a loosely hanging shirt isn't just a flat infinitely-thin edge

spiral sigil
#

ok, might try that if it comes out badly

tired kraken
#

yeah, think of it like folding a cuff inwards, no need to go all the way back up, just something like "3 inches" or so

strong thistle
#

just had a read in history concerning the topic of a real 3D artist hummm is a farm not a farmer as he purchased his seeds from Monsanto

spiral sigil
#

hey

#

so

#

but i dont knwo how to finish it can someone help?

onyx juniper
#

I love this drawing

strong thistle
#

Although I am not a painter, I think that the subaqueous qualities of the purity of line seems very disturbing in light of the larger carcass.

spiral sigil
stable edge
#

mmmm

#

noice my dude

glass cedar
#

Why do you keep posting this

tropic bear
#

ive been learning zbrush and this was a ~30 minute sculpt

#

very fun stuff.

dull canyon
#

looks nice and a bit offputting ๐Ÿ˜„

tropic bear
#

yeah, first time actually doing real human anatomy but the goal is to keep trying lips in small batches this whole week

dull canyon
#

well, I meant more the fact that it's on a square like that ๐Ÿ˜„

thorny fractal
dull canyon
#

looks like a wall wants to give oyu a kiss

tropic bear
#

LOL

dull canyon
#

exactly my thought chuuko

tropic bear
#

I'm not a 2d artist at all so the process of having to learn what looks good is difficult

#

I know a lot of 2d artists transfer their skills easily to 3d, here I am trying to do it the other way lol

dull canyon
#

yeah didn't say it looks bad

#

looks good for a start, just making a joke about how it looks like a thwomp cause it's just a mouth on a slab of clay ๐Ÿ˜„

#

and you don't need to be a good 2d artist to do 3d

#

I'm certainly not good at 2d and I find 3d actually more enjoyable

tropic bear
#

i know but i'm trying to round out my skill

#

i think i could be a much more practical artist in the industry if I can work with both

#

certainly tweaking designs on the fly for a customer is much easier in 2d. i think there's a lot of advantages to it

dull canyon
#

ยฏ_(ใƒ„)_/ยฏ

fossil inlet
#

@tropic bear Avoid sculpting individual parts of the face. They all have context and influence the shape of one another. Sculpting an anvil will give you a good base to getting use to the tools and challenge yourself without worrying about external issues like anatomy, proportion, etc.

#

as for 2D, focus on what you want to be good at. If you want to be a 2D artist, do that. If you want to be a 3D artist, focus on that. No one hires generalists - you want to specialize as soon as possible.

#

The skillset from being a 2D artist certainly can translate to 3D fundamentals, just as it can any art, but you're going to get a lot better focusing on one thing rather than trying to spread yourself across multiple disciplines.

tropic bear
#

ah alright, thanks for the tips

#

i appreciate it

cyan stump
#

hey everyone im trying to make a model for vrchat and im putting it into unity but i cant seem to export the textures

#

whenever i try to export them all of them come out individually

fossil inlet
#

That's because you have to assemble the material in Unity with your textures.

#

You have a default that imports with it, but it's usually got issues that you want to fix to perfect the look in engine

tacit chasm
#

Hey, I'm having trouble with textures.

#

so first up

#

my textures arent showing up

#

and then whatever this "CH" texture is turns the whole thing black

#

so far there are 3 meshes that use the ch texture

#

and they all turn it black

#

the only texture i've gotten to work, along with it's normal, is the chain, which you can see on his hip and the zipper of his jacket.

#

what am I doing wrong???

tacit chasm
#

@here

subtle jackal
#

judging from the texture preview, the texture is very black so it might be showing as it should. You should probably have a look at the different textures/materials and see if there's another one that better suits the mesh. It's possible that material was some sort of overlay or something

tacit chasm
#

ah

#

well, even without that specific texture, my other textures arent showing up.

subtle jackal
#

check to make sure it's set to affect diffuse color

tacit chasm
#

yup

#

the normal maps arent working either

subtle jackal
#

hmm, not sure off the top of my head, then. I'd have to play with stuff myself, that's usually how I work those things out

tacit chasm
#

I could give you the package

#

i ripped from an SFM mod

subtle jackal
#

working on my own model at the moment

tacit chasm
#

ah

subtle jackal
#

have you tried maybe setting it up in Cycles? its material setup is a little more straightforward

tacit chasm
#

cycles?

subtle jackal
#

cycles renderer

#

You're in Blender Internal at the moment, which is their older renderer

tacit chasm
#

ohhh

subtle jackal
#

You'll have to set up the materials again, probably, but it might allow it to properly show in the viewport.

#

that said, unless you need them to do something, it shouldn't really matter what shows in Blender if you're taking things into Unity anyway, as long as you have all the necessary maps

tacit chasm
#

yeah, that's true

#

im gonna have to redo the textures anyway in unity

#

also, why is it that the model poly limit doesn't apply props not in use?

#

like, i have a model whos JUST below the poly count limit

#

and he has a guitar that should throw him over

#

but i use it in a gesture as a summoned prop

#

why doesnt that guitar count towards the poly count until its summoned?

subtle jackal
#

I'm guessing it's not rendered? I've not fiddled with props just yet myself (need to figure that out, actually) but perhaps since they're only temporary they figured it was fine

tacit chasm
#

i suppose so, yeah

#

if you set the mesh to "inactive" on unity, and then have the animation use a trigger to make that mesh active again when the animation plays

#

then whatever mesh was inactive will appear

#

essentially throwing the model over the poly limit

#

it's weird, but i suppose that's a good thing

subtle jackal
#

if you have a high poly model yea

tacit chasm
#

allowing higher res models to have their own props and stuff without decimating the poly count

#

also, if I wanted to change the proportions of my character to be more human-like (for example, Wolf O'Donnel is a stocky little wolf guy with short arms, legs, and a big ass head), could I just move the bones around to stretch the skeleton into a more human proportion?

#

And say if I wanted to shrink his head, would I be able to manipulate a bone to do that, or would it have to edit a mesh?

#

because that's the daft punk helmet

#

Wolf could probably swallow that thing whole

#

I know that you can scale a bone on sfm to change body part sizes

subtle jackal
#

if you edit the model to have more human proportions you can just edit the skeleton to match, yeah. As for having the skeleton stretch the model: Maybe? How it's weighted will affect how it deforms, basically

tacit chasm
#

Ah

#

well, thankfully wolf is seperated into like

#

7 meshes

#

Could I scale the host bone, like the neck or something, and would the rest of the bones in the head follow?

#

ah

latent charm
#

Just gonna say, there's a good chance you might have to redo most of the material/texture setup once exported into unity. I personally find it something of a waste trying to get all textures 100% working in blender. Just one to make sure the UVs are correct is often enough.

tacit chasm
#

Yes. Yes I can

#

Yeah, That's what we came up with too.

#

Just mess with the textures and stuff in unity

#

I did that totally with a daft punk PM in blender

#

and then forgot that I had to do it all over again in unity

onyx juniper
tacit chasm
#

before

#

after

heady musk
#

Probably my most ambitious project to date (albeit my first time actually trying to join this channel lol)

Bonus Points- If you know where this guy comes from, without looking it up, congratulate yourself with a pat on the back for being awesome and knowing a true classic robot when you see one.

ocean pivot
#

ะœะพะปั‡ะธ ะธ ะฟั€ะพ ะžะปัŽ ะฝะธ ั‡ะตะณะพ ะฝะต ะณะพะฒะพั€ะธ

stable edge
#

yes

#

I have no idea what you said

#

but yes

foggy maple
#

No I disagree

stable edge
#

oh

#

well I agree with your disagreeing

ivory reef
#

@heady musk i love you. Cubix is best robot.

heady musk
#

@ivory reef Ahhh a Robot Enthusiast of culture, who knows a true classic when they see it ๐Ÿ˜„

zealous mountain
#

shes doing this dumb thing.. how do i get rid of it

#

she was fine like 10 mins ago

quaint jasper
zealous mountain
#

thank u ๐Ÿ˜ƒ

neon tree
#

hey how big is the modeling on vrchat? for profit custom

clever condor
tropic bear
#

It looks pretty great!

#

The uv's on the chest have some significant stretch, it might be worth your time learning better UV's

#

Unless that's part of the design

clever condor
#

I've mostly been focusing on the arm, so now I'm going to move onto fixing the rest of the model. I've messed with UV's a bit already, so I think I can figure something out

tropic bear
#

You can generate a UV texture in blender to easily see where stretch is on the UV's, too

onyx juniper
#

Weird mix of clothing detail

fossil inlet
onyx juniper
#

Low brow

fossil inlet
#

Yes, very much intentional

tropic bear
#

Looks really great!!! Wow

spiral sigil
#

A Brand New Knuckle Build for myself; after 100 Knuckles; then my new World can be created :: a Resturant World for Knuckles

spiral sigil
oak nova
#

Guys and gals, Question here from someone that has never ever used unity before...

I bought a 3d model and fixed the limbs etc so it works for vrchat in unity etc but i cant get the textures from the .png file i got with to go on the model. anyone feel to help a noob out???

cursive wedge
#

you need an shader to attach the texdture to and an material to link it to the model

oak nova
#

Ugh, i dont find it xD

#

Like i have tried

cursive wedge
#

usually the materials are generated from the model or you have to click the model to export the materials

stable edge
#

in project, find your model and select it. in inspector (or one of the related tabs - it's been a while) find the materials and export them

ancient bear
#

uhm, does anyone know where i can find a Pathfinder, with custom effects n' such

tardy mango
#

dam i did not know that my sword was 14k lol

oak nova
#

Ok nothing fucking works, cant make it humanoid and i give up. This is really hard...

violet elbow
#

oof

oak nova
#

All i wanted was to get my Papa Emerentius III in the game but noooo. Ugh, so close but still so far away....

dense kelp
#

You're not moving bones around in the hierarchy for it to make sense right?

#

Sometimes people think unity is like blender and you can just reparent bones, but it really doesn't work like that

#

Other than that i'm unsure of what the problem could possibly be

oak nova
#

Not moving anything i just left it

tardy mango
#

can u send pic

oak nova
#

I will

#

Anyone that can help a poor noob so he can just have this xD

#

Would mean alot!

zinc furnace
#

@oak nova it tells you what to do. Unmap the upper chest. Then take whatever was in Upper Chest, and put it in Chest.

oak nova
#

Im sorry, but as i said first time doing it and nevee done anything like this

stable edge
#

@oak nova

#

do what Rokk said

oak nova
#

With each other? Ok ill try

#

Ok i think it worked but idk if it uploaded

#

No, now there is problem when i shall upload, says upload and all fine but cant write name or anything on it

#

And someone actually made it from my blueprints, came to my world 15min ago and just said shit youre here... FeelsBadMan

#

So yeah, sorry. Noob here. Stuck again...

open terrace
#

@oak nova on the last screen, you need to Unpause (blue button at the top of the window) to be able to upload

oak nova
#

Omfg. Really. Is that the only problem. OH GOD I SUCK

open terrace
#

@oak nova at the bottom in Console window uncheck Error Pause, for future : )

oak nova
#

@open terrace Thank you! Really!

oak nova
torn scarab
#

uh ok so

#

how do I edit meshes in unity

small cloud
#

you don't, unity is not 3d modeling software

torn scarab
#

neat

lyric salmon
#

that's a beut right there

open terrace
#

you kinda can redo model with scripts and exclude vertices by their indices (lol) but not sure if you are able to transfer weight/shape keys/etc inside unity

void shale
#

.

#

Ok.

tropic bear
#

Lol I was laughing at that neat reply for a while

limpid plinth
#

Any pro facial animators here?

#

I could really use some more in-depth help on creating a face that's fit for animation in VRchat.

#

I already made a rigged model that works but it has zero facial expression

subtle jackal
#

well what do you want it to do, exactly?

limpid plinth
#

have an animated face, but obviously I gotta model eyelids and a mouth for that.

#

like I see a lot of anime characters in VR chat that have these wildly expressive facial animations and I'm trying to do the same, but I just figured out I'm not good at all in modeling that.

#

you can say this is the 1st sorta successful attempt of me making an OC in 3D and rig it myself, and have it work in VRChat.

subtle jackal
#

well a part of that is the nature of the character you're making. One of the things you could do if you're good with 2D art is think about how you'd express it as a drawing, and then try to figure out how to represent that in 3D

limpid plinth
#

this is what I got, and I did do a couple of attempts at modeling the mouth, but it did not turn out the way I wanted it to be, even though it looks rather simple

subtle jackal
#

Well depending on how you want it shaded you could simply model a small strip of faces or an overlay of sorts for a mouth. Alternatively if you want to use an outline renderer you can simply have sort of an indentation in the face, or even extrude it into a full mouth pocket so you can emulate a tongue and inner-mouth in some poses.

#

as for the eyes it looks like you're using the shine as sort of an inverted pupil like thing? At least in your drawings. You may want to consider making that part of a texture or something you can animate so it works that way

limpid plinth
#

The character shown here actually has pearly blue eyes with no pupils, but for the sake of ease I drew it hardshaded

subtle jackal
#

I get that but I'm saying it seems to add to the expressiveness. If you feel it would work either way that's fine, just pointing it out

limpid plinth
#

can you recommend me any good tutorial video that gets into the nitty gritty of facial animation in unity?

#

obviously in the context of VRchat

subtle jackal
#

you don't do it in Unity, you do it in your 3D suite.

limpid plinth
#

I use C4D for modeling but apparently that facial animation doesn't work that well

subtle jackal
#

facial animations are done as blend shapes, so all you really have to do is mush your model around into the different expressions and visemes and such

limpid plinth
#

I mean the animation in C4D doesn't translate well over into Unity

#

even worse when subd is used

subtle jackal
#

I don't believe you can make them in unity

void narwhal
#

can you not create morphs and export it as fbx?

limpid plinth
#

hence why I was referring to if there are any pros that would like to do it for me? I definitely consider some financial compensation is in order here.

void narwhal
limpid plinth
#

traders?

subtle jackal
#

They're people who take commissions for stuff

limpid plinth
#

I see

sharp abyss
#

Facial animations are just blend shapes in vrc which is really easy to do as long as the model has the mouth and eylids and such

#

Oh that was a few hours ago

silent acorn
azure rain
#

that's adorable & run wonderfully on the quest

silent acorn
#

model is 625 verts, texture is 256x256 dithered into 216 colours

#

thank you!

azure rain
#

actually that could run on a PS1 pretty well

silent acorn
#

that's what I was aiming for, yeah! my texture's probably pretty unoptimized, though.

azure rain
#

are you making a PS1 world

silent acorn
#

As in, I just wanted to follow the same restrictions as PS1 models

azure rain
#

compared to everyone else says that's probably plenty optimize

silent acorn
#

yeah, I was hoping to make a PSX-looking world soon! I'm just making characters for it now.

azure rain
#

sometime I need to try making a GameCube version of my fursona

#

and that PlayStation 1 World going to run fabulously on the quest as you texture Atlas everything

silent acorn
#

Hopefully, yeah! If I went with flat colours, I could atlas the texture into a 12x12 pixel image, but I sort of like the dithering texture. It really gives it that PSX-era look

azure rain
#

yes but considering the size is your working that might as well go with the PlayStation dithering texture

silent acorn
#

oh, that's a good point, yeah!

azure rain
#

this stuff's interesting and I want to keep hearing about it would it be okay if I pm you NIR

silent acorn
#

sure, go ahead!

spiral sigil
spiral sigil
calm dew
#

yo i made a model but when i boot into vrchat, i can select the avatar but the model doesnt load, could one of you guys have a look at the files to see if you can figure out why its not working?

royal steppe
#

this might be a good question for the avatars section instead.

calm dew
#

good point

spiral sigil
#

Hello guys.

ripe lotus
#

From scratch owo

onyx juniper
#

Cute outfit

dense kelp
#

Ayy it's kokonoe, lookin' really good

fringe rock
#

But the real question.

#

How much triangles

ripe lotus
#

65k

fringe rock
#

Not bad :โ‚ฌ

thorny fractal
#

That seems like a lot for how the character looks.

fringe rock
tulip shoal
#

wait this is 5k only? that's really good

#

but yea, 65k isn't that much by today's standards, you'd be suprised what modern gpu's are capable of