#3d-modeling
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I love $100 programs
World Machine, Topogun, hell you can even get the entire Quixel suite for $50 on Black Friday some years
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 ๐ฎ dudes a bloody legend. Their next update will focus on updating the UI since itโs kind of dated
I use the development build so itโs dark mode and not as dated but it could still use an overhaul
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?
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.
Otherwise yeah I do that all the time if I want to add dynamic bones to something
hmm when i add any bone for some reason it seems like all my verticies get scrambled
oh no nevermind its when i delete a bone
when i add a bone it never shows up on the unity side
Doing some more work on my shootybang. Lazy high poly woo.
not looking forward to the Colt horse motif on the opposite side lol
looks good!
thanks! I don't do a lot of hard surface stuff so discovering easy ways to get clean looking surfaces was kinda fun
also lots of floater abuse lol
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
Hey everyone I use Blender but if you have any programs that are much easier and better I would love to try it out.
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 ๐คท Might be different for everyone.
houdini cough*
Paint 3d cough
@hallow bough from my short playing around with it Retopoflow for Blender looked pretty easy to use
@dull canyon I'll start playing around with it :D It's a good place to start learning about it atleast.
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
If you want to sell your work you can't use the amateur version. (3dcoat)
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.
Only "Eff" is used
https://blender.stackexchange.com/questions/5300/how-can-i-remove-all-unused-materials-from-a-blend-file/102618#102618
you can use the python script for getting rid of unlinked Mats* /My bad
you can also manually delete it and use a macro
but deleting linked mats/texs can lead to crashing in 2.79 if i recall correctly
I tried that script but it didn't work
i believe the method i used before was just a macro
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
That removed them for me
alright
if it's not used you should be able to reload blender and it won't be there
oh, textures not materials
Yayayyaay
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
i found the first thing ive ever made in blender 2 years ago
https://cdn.discordapp.com/attachments/440731172805279754/560276003562192915/unknown.png
https://cdn.discordapp.com/attachments/506248523331665940/560275873643888640/unknown.png
well they will not actually delete without completely closing and reopening blender again
such a cute raph @plush token
Thanks!
would protecc
nobody can answer that question if you don't state what you need help with
Where i can find Paul Newmaker downloadable 3d model?
that's not really what this channel is for, might wanna ask in #avatars-2-general
thx
Yeah, most people make or edit their models in blender then export it to unity and then once finished, upload it to vrchat
hello, somebody know why i cant see the character texturized?
i activated the texture view mode
first time i have this problem
ty
tried sculpting as an introduction to 3D, what do you guys think? first time https://i.imgur.com/5IdLs4v.png
had to upload to imgur because for some reason discord deemed THAT explicit
it's supposed to be a hoodie if that isn't obvious enough
ugh terrible chat restrictions i can't yell in joy
that looks so good!!!!!!!
How about whispering in joy?
Look hight poly asf
@fringe rock i mean, the thing i did, obviously
here's the progress though
and yes
this is pretty much just a test/concept though
oh that's cute as shit
found a disgaea 4 model pack but no fuka
so just took a the head and body of one female character
took just a day though ๐ค
and usually it takes me forever just to get to this stage because I usually research and have exact measurements
update: reduced to like 12k tris, can prob reduce more.... but i'm proud of myself. it was like 400k before
I'm gonna go pass out now, I leave you with this https://skfb.ly/6IQV8
Model I was commissioned to make for use in VRChat.
If you like my work and would like to support it you can check out my Patreon or if youโre interested in having me make a character for you then shoot me an inquiry through my website. - Paruko (Chirpy Chips) (Splatoon 2) ...
suggest you set the arms downwards Y so it would fit on most model pose
I'm surprised no one's made a Hypnotoad yet haha
Maybe someone should try
@here
What would be easy in Blender?
Again @here What would be easy in blender
I mean we can't make an idea for you
so many cute models
@smoky burrow you can't ping everyone or here but there are 20k people online. Were you considering pinging all 20k of them?
Sure @zinc furnace
That's pretty rude not gonna lie
Aight, so I'm looking for a nametag model. Can anyone hook me up?
is anyone familiar with blendshapes in maya?
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?
then it does this in unity
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
coolio
thats just my educated guess tho
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
after cats Fix Model yea? cause they dont show up until after
When you can see them is fine
cool, I'll try that out, thanks man
@lament pond Inspired by moe shop love taste?
posting this here too https://gyazo.com/acd2d34fef808b514deae4da2ae30ecc (how do I fix the dark under the chin) >>>> what the avi looks like in mmd >>> https://gyazo.com/f21c286b64dc67ffb1d3cfe620152c39
@glacial pasture what's that
so im hitting a couple walls here
Trump back again
Idk
do you have shading off and no lights in the scene
no i know i dont have any ngons or missing faces or flipped normals
but
i guess its more in line with finding base shapes with my refrence
https://i.imgur.com/COdl3Ln.png
as you can see the lower area of his armor looks more blocky,but...
https://i.imgur.com/TTBn6Q3.png
the back of his hind armor is more sort of spherical.
would it be wise to just start with a rounder shape? or would just cutting more loops into the geometry would better?
Your ref more as guid3 line dont try to be exacly the same
Drawing cant never really be exact from all angle
Dont try to optimise firts get the shape right. After play with the topo
oh. im still learning this tbh, i thought going semi low poly would at least help as a start.
at this point i guess i have no other option but just to give that a shot XD
i appreciate your input _qb!
did you do any vertex normal editing for this model
https://youtu.be/S2sTZRn296s?t=268 out of curiosity, would you guys say the way he does the clothes is "optimal" for something like avatars?
I will show you how I sculpted a fan's drawing in 3D! You will see the before and after drawing, from 2D to a full 3D character. โผDrawing a Fan's Sketch: htt...
@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.
okay, thanks
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
I know about retopology and such
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
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
@dull canyon You might want to try something like this for loose clothing. https://www.youtube.com/watch?v=YPC-T9l1wE8
Follow up from previous tutorial about cloth sewing here: https://www.youtube.com/watch?v=u6CN08r7WVA This tutorial explores an approach to work with cloth s...
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.
@sonic nimbus okay, thanks
i will make the duolingo owl muhahahaha
Hey guys Iโm not sure where to ask this - id like to learn how to make a custom avatar myself. Iโm 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?)
You don't need any animations of your own, as long as the model is "Humanoid" compatible. @remote jungle
https://i.redd.it/7el2xgoqh1p21.jpg if that ain't the truth
Ah sweet
thank you, very simple straight forward instructions on blender.
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 ๐
I just use the default cube most of the time lol
Yeah, my startup file is utterly empty too
the default cube just wants to be made into something great 
yeah, I also emptied my default workspace ๐
I did too, but I always end up creating a new cube
a -> a -> del -> shift + a -> cube
perfection
Delete is far away, I use x
I use planes usually when I start something owo
Hi folks a quick question
Can these be used in VRC as avatars ?
Itโs k I found out you can nps
Planegirls?
ye
Doing daily face sculpts to improve my speed/anatomy. If you have any critique I'd greatly appreciate it
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
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?
already look really great keep doing
@open parrot Textures arent required for mixamo, so Im not sure what the issue is?
how you deal with the collision with the arms ?
I don't have as much experience with 3D modeling, but this is what I've got of my character so far. I've got a decent amount of experience with 2D artwork and as such, made a front, side, and back view of my character and am modeling based off of that. https://i.imgur.com/ynUBu5A.png https://i.imgur.com/pMGzxdK.png
Hey does anybody get that problem where you duplicate parts of the model but the duplicated part becomes clear?
uh thats deleting not dublicating
never mind I figured it out
Started following that tutorial and uh... oh boy https://i.imgur.com/RN7lZoa.jpg
any thoughs of this? (wip)
SCP?
nuh
i just randomly searched for creatures in google and though one of scetches looked cool
and decided to build it
"looked cool and decided to make it"
how to become a better artist and prevent art blocks xD
Well you searched randomly for creatures :p
Still looks nice
is it fully rigged?
Or are you gonna fully rig it?
im gonna rig it
and texture
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
F
Good luck
I wanna learn to sculpt one day
I wonder if I can follow a class for it at my school
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
Unless you can do that yourself
eh i think ill just make nice scene out of this
4 legged bois in vrchat are pain in the arse anyways
XD
Would still advise optimizing it for static use :p
ill build some alien planet around it and render it
yeh in edit mode its lagging alot XD
since it has to show all dem dots and lines
And move them when you move your camera
oh btw this was first low poly model
then i started sculpting
my intention wasnt to add this to vrc in the first place anyways
You can bake the high poly on the low poly if you still have the low poly
the low poly is long gone after all those brush swipes
hehe
Retopology?
i have no idea what that word means
lol
retopology is the process where you take that messy sculpt and you convert it into something more usable and ready for a game
You trace quads over it
turns this:
(very messy, uneven detail)
into this:
(a bit more even and ready for animation/games)
Visual aides help so mich
topogun ๐
^
Don't use Blender or Maya or whatever for retop
Topogun is literally built for retop and doesn't lag or have terrible, added on controls for retopology
Heyyy now i'm getting somewhere :o https://i.imgur.com/rQxVfdD.jpg https://i.imgur.com/69o7Fhn.jpg
literally never had a problem using Blender for Retopology
Does anyone have any tips or tricks for making hair in blender
^ seconding what Lazy_hound said, I'm gonna be making hair for my character soon
depends on the style of hair you're making, really
well something like this
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
for anime style hair I like to have sort of... planes representing clumps of hair that I then add depth to, personally
https://www.youtube.com/watch?v=QwUmjbhzm1M similar to this workflow but a bit lower poly
Uncommented (time lapse) recording: https://youtu.be/rMPJD_2LiHQ This video teaches you how to model the hair mesh for your 3d anime character. The software ...
i personally recommend vroid studio to anyone trying to do anime hair. makes the workflow sooooo much faster
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
The day i swapped to topogun, it was so so easy
No modifiers, no dealing with mesh display, snapping, etc
Sounds like a sponsored message ngl.
LOL
If i could use blender, I would
I've started really pushing as much of blender out of my workflow as possible and it's gotten a lot easier
Concepting (and detailing post retopo)? Zbrush. Retopo? Topogun. Textures? Substance/3DCoat
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)
Which plugin? retopoflow?
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.
It's free!
It both costs money, and is free.
?
Money on the blender store and free on GitHub.
That's odd they'd release it free on GitHub lol
"Purchasing a license entitles you to tool support and helps ensure RetopoFlows continued development."
Any 2.8 support?
I'll keep my eye out because if I can't resolve these topogun issues i might just swap
Seems like they're working on it. b280 branch.
Just get topogun and stop being cheap and trying to find ways around it :X nothing compares to topogun
There's a reason literally everyone in the industry uses it
I haven't seen any support for topogun though
It's good but there's really some stuff that I really would love to have in my workflow
If it adapted and updated it'd be nice but it feels very dated
@fossil inlet "trying to find ways around it" Around what? ๐ค
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
also finding ways around spending money
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
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
Around avoiding buying topogun lol
it's too good
Topogun is just for retop
idk what else you want from it
It's far from perfect
Ive already spent like 200 hours in it and it's still frustrating me a lot lmao
I haven't bothered with 3Dcoat's support yet
I don't have experience with retopoflow because I use Maya
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
I imagine Blender also struggles with 30 million polys on screen at once.
The beauty of Topogun is that it doesn't lag no matter how much I throw at it
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
I don't sculpt to 30 mil anyways, i barely even push my sculpts past 400k
No lag in blender or topogun, but I'll take it from you lol
Blender can't go that high anyway for sculpting because it's a 3D program
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
Now Autodesk is straight up removing Mudbox because no one uses it over zBrush anymore
Even Houdini, for as much as it can do in every other aspect, can't sculpt like zBrush because it's true 3D
Not saying my sculpts ever reach 30 mil normally, but 10 mil isn't out of the range of possibility on average
zBrush used to crash around 10 mil before it got a 64-bit client though >.>
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.
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.
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)
Blender 2.79 doesn't handle high poly counts well. 2.8 is a lot better at it.
Ah, cool, maybe I should try it again! And I'd recommend pirating, but that's often frowned upon
for a reason
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.
instead just don't use overpriced software and look for alternatives instead
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
ยฏ_(ใ)_/ยฏ
That's the model mostly done, the only thing to do now is finish the hair and maybe make a couple more tweaks, and then it's onto UV unwrapping, texturing, making clothing for him, and so on https://i.imgur.com/XOxMPZu.png https://i.imgur.com/bhn6HAw.png
Guardiรก de Piedra - 3D model by theoslan (@theoslan)
oh robots i like robots
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?
I know it's all personal preference, I'd just like to hear how people here are approaching this stuff usually
for me i go to zbrush and start getting the shape down
not a lot of detail, but the basics. then, i pop into topogun and make the retopo
then into zbrush again where i subdivide and do detailing. (I do this sometimes in blender too)
uv, bake normals, then substance painter time
After all that, rig and it's done
so you don't do any 2d sketches first? when doing an original character
ive been doing it long enough i only reference stuff by eye
okay
i generally understand the shape
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
At least for me ๐คท
If I need to follow specific refs I can, that's just my preferred way
I almost have my own style
I might try that with the next iteration of my character then
if you don't have zbrush, I'd reccomend using just a blender subdivided cube
subdivide once, apply
shape it into what you want, apply again
shape it again and you should have a pretty detailed base for sculpting
yeah I know the basics of sculpting in Blender
not a super fan of dyntopo since it always makes the mesh look kinda bad when smoothing
i stay away from it as much as i can
ยฏ_(ใ)_/ยฏ
trick to smooth dyntopo is to set collapse edges and try to maintain smooth transitions from sparse to dense geometry
but yeah it'll never beat e.g. multires
@tropic bear buddy you don't use the mesh you sculpt.... you re-topology it to get proper edge loops
I know.
I said that.
I sculpt it, retopo, then use a multires on top to get a hi res
For baking
I've been doing this shit for 5 years now, 2 years commercially
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.
Oof need to turn that background brightness down. Hurts my eyes ๐
@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
@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.
okay, thanks
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.
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
No yeah for sure. I'll get there, this is just a workaround
As long as you have a goal that's all that matters
@fossil inlet It's been a while since I last used that technique but it definitely does have its uses.
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
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
Before I even sculpted i used to develop PBR nodes in blender (before principled)
So I've kinda gone through that struggle LMAO
Have you tried Substance Painter?
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
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
@vocal dragon I have to say that its look really like your drawing
Thank you so much @fringe rock !! I think this is almost the final geometry, I just need to actually apply materials, textures, a rig, etc onto it https://i.imgur.com/Hx3qac4.png https://i.imgur.com/NAjHfzp.png
And now: in rough colors! https://i.imgur.com/YnnxXtH.png https://i.imgur.com/35rwhev.png
wh
is that actually a duo model
i would pay for that
hee hee
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?
eyebrows, they do so much.
That's something I somehow forgot to do, thank you
Eyelids too
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
https://i.imgur.com/a5OXlFY.png There's the eyebrows btw
I think I figured it out? https://gfycat.com/InsecureFickleAfricangoldencat
Revised https://i.imgur.com/OXPOZNC.png
so I decided to give modeling a try in sculptis, hands are painful I've learned
Can agree
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
what I'm calling my final result for now
this is surprisingly fun
so if I want my limbs to "float" for lack of a better word, I need to make them seperate spheres, right?
If avatar is slightly below ground in vrchat, what is the best way to raise it up slightly in blender?
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.
@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
anyone make worlds
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
I saw a video of somebody using metaballs to shape the fingers initially and then sculpt them
looked interesting too
Hey guys, I just imported this Kobold model into Blender and it's showing the polygrid around the model but not the texture?
Aight @zinc furnace I did that but that's just turned him really dark
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
Try ticking the shadeless box
@viral arch now he's a pink boi
Go into the textures tab, if there's a texture in there labeled as toon, uncheck it
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..
It kinda looks like you have the wrong texture or something
@vocal dragon if you make the face rounder it will look cuter
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
So I got the texture showing
Yet the material stays white..
You may have to remove the alpha influence from the texture itself
@zinc furnace I'm on the texture diffuse influence right now and it don't have any
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
Alright, cool
@zinc furnace you're like a 5 billion IQ master of Blender thank you <3
Oh boy, a model ripped from Second Life :V
@lavish forge That is looking awesome! Wow!
as @subtle jackal pointed out it's ripped from SL lol
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
https://skfb.ly/6IVVW finished my shootybang the other day, now I'm back to working on avatar stuff
Game-oriented low-poly model of the Colt M1911A1
Modeled in Blender, textured in Substance Painter. - M1911A1 - 3D model by Artificial_Incarnation (@Artificial_Incarnation)
working on new hair, whee. Also probably do a new outfit when I figure out what I want.
Nobody gets duo
Thatโs a dudeโs torso
๐บ
@subtle jackal are you also using curves for the hair?
nah I did those by hand
that sounds like a lot of work ๐
not really
Start to my learning of 3d modeling. Simple beginner tut,next step lighting. Eventually I'll get to modeling characters and cool gizmos.
I'd eat that donut
yep, that's how probably 90% of the people start out
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
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.
I have a model where the face only has a blink shape key. How can I separate this into two separate "wink" shape keys?
separate half, rename the shape keys, re-join
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
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.
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
you can do that by only selecting the edge down the center of the face before selecting "remove doubles"
well that's strange indeed
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
you say that but I'd consider my face pretty "Fully modeled" and I have not had that happen when doing this
Anyway I found a way to do exactly this online
1 vote and 2 comments so far on Reddit
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
Just have to relax and recharge for a couple days sometimes
Just start something new, relaxing is a trap
Youโll get inspired a lot faster by starting something new than waiting for inspiration to come
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~~~
why does this happen?
missing shader
Daily face sculpt in zBrush
@subtle surge Missing texture or shader
https://gyazo.com/0b6903736d729a247cc3b43a75d59dd0 I do lazy stuff. First model from scratch :/
@fossil inlet I'm jealous of your experience haha ๐
just get more experience 4head
Spent several hours today on this model. I have yet to do the hands and upper arms, but I need sleep now...
looks nice
Goggles!
That 4k jean texture on a flat lit anime avatar
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?
Uh, no?
If you export the file as an fbx, or whatever you can reimport it into 2.79
okay
An actual .blend file i wouldn't say so though
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)
Cats wouldnt be too far behind if that would be the case
Not yet, its not a full release
yeah
You wouldnt want to properly work on developing a tool for a beta branch, its too unstable
mhm
@dull canyon @spiral sigil Well, cats works in Blender 2.80 currently ๐
nice
They said that the api would be final in december, but it's not
Oh, it does? that's cool as!
i get error in blender 2.8 when i try to activate cats. only the mmd appear on the right
@fringe rock You need the latest development version of cats
probably
Definitely
Oh my, working dev version in 2.8 ๐
Almost done
If questions are allowed here : I need tips with blender modeling
Go
?
@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
how does one fix a missing shader or texture
@plush niche same here
lol
My problems are the shaders and textures and rigging and thats it
ye i dont know how anything works so dont ask me xD
Everything is ready to load into what ever program accepts my model
You and me are both shitfaced in the same boat
indeed
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
..
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?
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
https://i.imgur.com/hUmTdKy.png so this would work?
the eyeballs are separate objects
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
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
basically yeah
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
I have no idea what I'm doing >_<
that's generally how it goes when you're doing something you've never done before ๐
https://i.imgur.com/tZL3nMZ.png send help ๐
for a moment i thought it was zbrush and had some vietnam flashback
lol
yeah no I don't have that kind of money just laying around
so, anything that's totally wrong with it so far?
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
if you hit N you can adjust the lens I think it's called, if that's what you mean
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
yeah, that's what the lens does I think
increase the value and you should be able to zoom further in
It's the near clip plane in the N menu
or that
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
if you hit N when your cursor is on the main area
and what rokk said
o7
finaly i can work on the small details
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
when I need to get in close I just use orthographic mode
5 on numpad
whats the command for flipping the faces? i forgot
also i dont find the button for some reason.
flipping faces? you mean normals?
"flip direction" is the thing i asked for...i found it
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
Figured it out, vertex snapping was on at the bottom
People who piece mmd models together and say theyโre โ3d modelersโ makes me wanna vomit
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
I donโt 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?
That's the definition of gatekeeping right there
I just dont think its right is all.
ยฏ_(ใ)_/ยฏ
Obviously you have to start somewhere. But I always considered a 3D modeler to be someone who makes their own content from scratch
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."
You're not a baker unless you grew the wheat and sugar yourself
Everyones entitled to their own views, I was just sharing mine
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"
I think you missed my point
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"
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.
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.
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
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.
everyone learns differently
just saying because you used someone elses work to learn isn't valid is just dumb
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.
anyways, I haven't had my cup of cocoa yet so I should just stay quiet I guess
People that learn eventually stop
You wouldn't put a frankensteined MMD model on ArtStation, so why consider it original art?
don't think that was the point here
Maybe I'm missing it
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
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.
and I never said that
Not saying you did
but also discarding anyone who starts out learning that way and telling them "you're not an artist" is just plain dumb
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?
and gatekeeping
anyways, peace out
not in the mood for this kind of discussion
this early inthe morning
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.
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.
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
@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.
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
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 ๐
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)
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
https://i.imgur.com/k5i5XMe.png
https://i.imgur.com/nY6ONTV.png
yep, feet and hands are just as much a pain in the ass to model as they are to draw...
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
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 ๐
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.
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
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.
I would recommend using only one layer
There's no need to also have the "inside" or other polys you can't see
ok
i just like the look of the little thickness to the clothing but makes sense to only use one layer
Well sometimes people make thicker edges, so the bottom of a loosely hanging shirt isn't just a flat infinitely-thin edge
ok, might try that if it comes out badly
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
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
I love this drawing
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.
https://i.imgur.com/T7ttBe4.jpg
https://i.imgur.com/3KOgwZx.jpg
https://i.imgur.com/mWdUs4q.jpg
and somehow it's 4 hours later
Why do you keep posting this
looks nice and a bit offputting ๐
yeah, first time actually doing real human anatomy but the goal is to keep trying lips in small batches this whole week
well, I meant more the fact that it's on a square like that ๐
looks like a wall wants to give oyu a kiss
LOL
exactly my thought chuuko
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
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 ๐
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
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
ยฏ_(ใ)_/ยฏ
@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.
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
this is the model
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
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???
@here
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
check to make sure it's set to affect diffuse color
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
working on my own model at the moment
ah
have you tried maybe setting it up in Cycles? its material setup is a little more straightforward
cycles?
cycles renderer
You're in Blender Internal at the moment, which is their older renderer
ohhh
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
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?
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
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
if you have a high poly model yea
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
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
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
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.
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
How's this look?
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.
ะะพะปัะธ ะธ ะฟัะพ ะะปั ะฝะธ ัะตะณะพ ะฝะต ะณะพะฒะพัะธ
No I disagree
@heady musk i love you. Cubix is best robot.
@ivory reef Ahhh a Robot Enthusiast of culture, who knows a true classic when they see it ๐
shes doing this dumb thing.. how do i get rid of it
she was fine like 10 mins ago
check the pins in #animation
thank u ๐
hey how big is the modeling on vrchat? for profit custom
It's the first time I modeled something completely from scratch, so I'm pretty proud of it. Thoughts?
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
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
You can generate a UV texture in blender to easily see where stretch is on the UV's, too
Weird mix of clothing detail
Another face, this one for my next VRC avatar
Low brow
Yes, very much intentional
Looks really great!!! Wow
A Brand New Knuckle Build for myself; after 100 Knuckles; then my new World can be created :: a Resturant World for Knuckles
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???
you need an shader to attach the texdture to and an material to link it to the model
usually the materials are generated from the model or you have to click the model to export the materials
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
uhm, does anyone know where i can find a Pathfinder, with custom effects n' such
Ok nothing fucking works, cant make it humanoid and i give up. This is really hard...
oof
All i wanted was to get my Papa Emerentius III in the game but noooo. Ugh, so close but still so far away....
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
Not moving anything i just left it
can u send pic
@oak nova it tells you what to do. Unmap the upper chest. Then take whatever was in Upper Chest, and put it in Chest.
Im sorry, but as i said first time doing it and nevee done anything like this
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...
@oak nova on the last screen, you need to Unpause (blue button at the top of the window) to be able to upload
Omfg. Really. Is that the only problem. OH GOD I SUCK
@oak nova at the bottom in Console window uncheck Error Pause, for future : )
@open terrace Thank you! Really!
you don't, unity is not 3d modeling software
neat
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
Lol I was laughing at that neat reply for a while
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
well what do you want it to do, exactly?
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.
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
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
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
The character shown here actually has pearly blue eyes with no pupils, but for the sake of ease I drew it hardshaded
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
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
you don't do it in Unity, you do it in your 3D suite.
I use C4D for modeling but apparently that facial animation doesn't work that well
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
I mean the animation in C4D doesn't translate well over into Unity
even worse when subd is used
I don't believe you can make them in unity
can you not create morphs and export it as fbx?
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.
look up vrc traders in #community-servers-old
traders?
They're people who take commissions for stuff
I see
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
Just finished a test model for a new world project.
he's really more of a testbed for rigging and texturing
that's adorable & run wonderfully on the quest
actually that could run on a PS1 pretty well
that's what I was aiming for, yeah! my texture's probably pretty unoptimized, though.
are you making a PS1 world
As in, I just wanted to follow the same restrictions as PS1 models
compared to everyone else says that's probably plenty optimize
yeah, I was hoping to make a PSX-looking world soon! I'm just making characters for it now.
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
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
yes but considering the size is your working that might as well go with the PlayStation dithering texture
oh, that's a good point, yeah!
In this video I demonstrate how to use a texture atlas using a texture atlas from spyro 1. Thanks for checking it out!
this stuff's interesting and I want to keep hearing about it would it be okay if I pm you NIR
sure, go ahead!
Hmm... I will make this an Azure Knuckles Knight or texture the armor Red
Nightmare Knuckles lol
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?
this might be a good question for the avatars section instead.
good point
Hello guys.
Cute outfit
Ayy it's kokonoe, lookin' really good
65k
Not bad :โฌ
That seems like a lot for how the character looks.
this is 5k for example. when you create something optimization always come after.
