#3d-modeling

1 messages · Page 63 of 1

latent charm
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@ancient mantle Try to avoid doing anime-styled stuff at the start as they take a lot of stylistic liberties that can get you used to bad practices, mostly with proportions. Gotta learn the rules before you can break them and all that.

That said, check out the blender foundation's youtube channel, especially their blender fundamentals playlists, and if you're okay with written tutorials this is pretty much the best "I don't know blender but I want to, what do?" book
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

ancient mantle
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I think everyone starts with a donut

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thanks to blender guru in 2016

latent charm
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Also bear in mind that everything's a little up in the air with Blender at the moment as a major new release is very close and it has a lot of UI changes.

compact umbra
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2.8 release candidate, hot stuff

spiral sigil
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can anyone help? how come the tattoo textures of my model look so low quality?

compact umbra
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Probably because your texture is a low resolution

spiral sigil
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seems about right, i used the atlas thingy though so how do i avoid that?

dull canyon
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manually atlasing

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¯_(ツ)_/¯

latent charm
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Yep. I've never had any good results with the automatic atlasing tools.

dull canyon
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yeah, I also read from a lot of people that the atlas tool messed up their textures

spiral sigil
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i might need to google that

latent charm
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It's super easy though, make a nice big image, and just start tiling your images into it.
Then in the UV editor load that image in and scale & position the UVs to their new locations and sizes.

spiral sigil
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HaS BeEn UsInG AuTo AtLaS

latent charm
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You can scale to specific amounts by pressing s then a fraction, so s /2 would half it's size

spiral sigil
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thanks for the help bootiful peeps!

latent charm
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And if you set the UV display coordinates to Normalized you can move it numerically again, g axis value,
so g x /4 will move it 1/4 of the way across the +x axis (to the right)

spiral sigil
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👌

latent charm
hazy swallow
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Mr Toad I believe

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That’s why they are called kiddie rides my dude

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A little off topic aren’t we

silent acorn
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see, that's commitment, right there

silent acorn
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Does anyone know if it's possible to give a single line between two points like this one any kind of form / appearance?

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Like, if I want it to actually show up in-game. Maybe the outline setting on a shader?

onyx juniper
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Bulbasaur is a frog

hazy swallow
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It’s not though

onyx juniper
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It is totally based on a frog'

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It's a frog pokemon

hazy swallow
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It’s a plant lizard based on dinosaurs

dull canyon
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so, I'm kinda lost how I wanna model now... I got no like proper reference images that I could use as guides so I'm not sure how I'd go about modeling a character up with proper topology. should I just sculpt and then retopo? or should I practice creating good meshes from nothing to begin with

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I'm using Blender

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yeah, and I ain't got money to spend on any of the Adobe stuff

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and I'm also not a student or whatever

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I guess I could just try the edge loop approach, but it'll probably be very difficult in the beginning with no experience

dull canyon
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I feel like it's good to be able to do both sculpting and modeling

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and I've done a bit of sculpting now and I feel like for a simple model as what I wanna do it'd be better to use a modeling approach

silent acorn
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Kinda late here, but modeling has its merits, too.

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It leans more toward a technical approach than something like sculpting, which means it can be a lot more precise. Being able to work in low-poly is really nice, too.

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There's something really satisfying about knowing why each of your model's verts is where it is.

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('course, I guess that could apply to retopo'd sculpted models, too)

steady zealot
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@silent acorn Just add some kind of mesh to it, however thin.

silent acorn
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Oh, good idea! I was just going to see about using a wireframe shader.

dull canyon
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@silent acorn yeah, that's why I wanna just model this one, since it's a somewhat easy model (Imp Midna) and I want to learn how to do a purely modeling workflow too

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but I don't really know where to start since I can't find any good reference pictures to use in the orthographic views like you usually would

silent acorn
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Hmm, yeah, that's tough

dull canyon
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I guess I could just try laying down some rough edge loops to define the important shapes and then try to connect and shift them around? I dunno

silent acorn
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imp midna is a great start though, helps that the character's pretty great :P

dull canyon
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ye, I never played the game but I love her design for some reason

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something about the proportions

silent acorn
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it's just cute as heck honestly

dull canyon
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yeah

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the same with the inklings from Splatoon

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they're just friggin adorable

silent acorn
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yup, nintendo's character design's just off the charts

dull canyon
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so, I guess if I just layed down some rings for like the beginning of the legs, feet, waist, shoulders, wrists and neck I guess I could try to go from there?

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so I get "good" topology right off the bat

silent acorn
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Yeah, that's a really good plan. Finding something close to a proper reference should help with getting the proportions, too.

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it did kinda make the character look like a gremlin though o_O

dull canyon
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yeah I have that picture in my pureref sheet

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just wish it was higher res

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I think that was one of the discarded concepts

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like, not quite the final design

silent acorn
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Yup. For the start of the model, though, I might start with a simple four-sided cube and work on getting the shapes right.

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Then you could add edgeloops around the side to get everything rounded out.

dull canyon
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well, that's what I did with my first attempt

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which kinda resulted in like 17k tris just for the body without head or hands

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😐

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but I guess I could start with the cube for the torso and then add in the edge loops for the connections to the limbs and neck and breasts and such

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🤔

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I hate it when I have these rare spurs of inspiration/motivation but I have to work...

silent acorn
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that's a mood right there, yeah

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TBH, topology's never been my strong point either so I'm a bit scared to give bad advice

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But maybe you could try adapting low-poly topology like this to the model?

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as in, following its general rules on edgeloops / topology

dull canyon
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yeah, stuff like that is what I've been looking at

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cgcookie did a series a while back where he modeled a female body from scratch, but he had several reference images to use so that made it easier I think

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I think I'll try my cube + loops approach later when I got some time

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thanks for the help tho

silent acorn
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yeah, good luck with it! make sure to post progress pics, I'm really curious to see how the model will turn out.

dull canyon
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will do

onyx juniper
silent acorn
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Yeah, that seems like a really good reference.

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does anyone know how using multiple shaders would work on a model?

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like, for example, having flat lit toon on part of a model and something else on a different part.

dusk turret
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Depends on the shader(s) and how many materials you use.

silent acorn
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Oh, gotcha. So I could just give a model multiple materials in blender before assigning each a different shader in Unity?

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I know that multiple materials can be cause performance issues, though. Would two separate ones be alright?

dusk turret
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2 would be perfectly fine!

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I think the excellent rating says 4 or less.

silent acorn
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Okay, great! Thank you!

dull canyon
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so your avatar can have multiple materials, and each material can have it's own shader?

tepid wagon
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Yup

dull canyon
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and if my material in blender is for instance glossy or transparent, does that translate into unity as well? or is it dependant on the shader used?

silent acorn
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I know that colour and transparency can be changed in the shader's settings, not sure if blender material colours affect anything though.

dull canyon
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okay, guess I still don't fully understand what materials are actually used for

tepid wagon
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I don't know, I never tried texturing in Blender. There are shaders that support glossy/mat looks or transparency and you can choose them in Unity

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Think most those cartoony shaders only have input for base color but for example PBR Roughness setup support Base Color + Normal Map + Ambient Occlusion + Metallic + Roughness + High Map

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Depending on what shader you choose you can input different maps that are just 2d images that contain information

dull canyon
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okay, so you'd do it via maps, so the materials just hold information which part of the model holds which texture simply put?

tepid wagon
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Think material holds information about what parts of the model to affect so you can for example set material for hair and use shader that supports transparency and normal map so you could have make it look like hair has texture and is bit see through

dull canyon
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okay, now it slowly starts to make sense for me

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so apart from that Blender materials don't serve any other purpose in terms of vrchat avatars

tepid wagon
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You set materials in blender for certain part of mesh

dull canyon
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yeah

tepid wagon
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Blender or other 3d software

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Then you assign shaders to each material on your model

dull canyon
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okay, makes sense

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and depending on the shader I can use different maps to achieve different effects like gloss or normals or transparency

tepid wagon
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That is correct

dull canyon
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nice

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thanks for enlightening me

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so for excellent rating I can use up to 4 materials

tepid wagon
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Don't know, I only use 1 material / 1 shader mentioned before

dull canyon
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okay

tepid wagon
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Of course different shaders while may accept the same maps will handle this information different depending on what the code tells them to do (as shader is basicly a code that will process information given to it and then pass it to another piece of code). That's why you can have completely different results with the same maps

dull canyon
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yeah, makes sense

onyx juniper
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The purpose of maps is to effectively have more materials in a single one. It tells the shader what settings to use on that specific pixel of the texture

zinc furnace
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That's not the only purpose, you can have far more granular detail in a metallic map for example.

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It's the difference between plain ol' vertex normals, or a full-blown normal map.

onyx juniper
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Rigging hip joint, send help

woeful mauve
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can someone make me a all black character with a gas mask

slender holly
hazy swallow
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@spiral sigil got any cosmic horror Kermits in the works? Would love to see that

slender holly
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please dont encourage him

hazy swallow
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I’ll never not support weird creativity

slender holly
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I came off a bit of a dick, I meant it more as a joke. art is relative to its creator.

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If i posted some of my drawings i'd probably get checked into a facility.

hallow cairn
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This is going to be interesting when it comes to rigging this, tho gotta add those details first

wanton sun
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So I know there's a ton of tutorials for Blender, but are there any good guides for making Avatars with 3DS max? I'm good with modelling already I just need to know what kind of VRchat specific stuff character needs to be done in specific ways

polar sun
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Looking to atlas this model from 2 mats to 1, but it's unmapped in Blender and I have no idea how to map textures there.

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Could use a hand

slender holly
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@polar sun If youre looking for a really neat course and alright with spending a bit of cash theres tons of great courses on udemy that teaches you 3d modelling, ive been at it for about 5 months and its crazy how much i have learned in a short timespan.

frigid coral
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boyz

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anyone need any free 3d assets? I am bored

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have no inspiration

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gimme a task and i'll model it for you

wheat folio
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Msged u ^^

glad steeple
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Man can have breast

stable edge
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M a n b o o b s

fossil inlet
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white moth
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How can I select all triangles that are deformed by a given shape key

graceful wedge
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Hey guys, I wanna eventually have a necklace with gravity on it, so it'll drop if I lean forward and down for example. To achieve this, I guess I need to add bones to it in blender, what's the best way to go about doing it? do I need a lot of bones? Never manually added bones before

white moth
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I.E. all triangles that have at least one vert moved by the shape key

graceful wedge
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not sure myself sorry 😦

white moth
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You need to add new bones to your armature and then re-rig the part of the avatar you want to follow the new bones instead of what they used to be. This is rigging and #avatar-rigging is more what you need

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But I’m short you need to watch some rigging tutorials

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And also first learn how to edit and modify armaturea

graceful wedge
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Yeah I guess tutorials is the best way, I've done a tad of bone editing but not enough really, thanks though 😄 I'll ask in that channel if I get stuck

white moth
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When editing an armature you can do add-> new bone, position head and tail where you want and give it a parent in the bone tab of bone it should follow when not moving itself (in your case, probably chest)

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But then you need to create a vert group with the same name as the new bone and assign the verts that should follow that bone to that group, and also subtract them from chest vert group

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That way that part of the avatar only follows the new bone

graceful wedge
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I think I follow that 😂

cold plank
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it's actually pretty easy!

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I was planning on making a tutorial on that myself. I've been making eye tracking and visemes on my own face meshes for a long time now and I think that's something that isn't covered with a focus on VRChat

lean maple
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is it at all possible to edit a model in unity? if not how would i go about making the unity model compatible with other 3d modeling programs

zinc furnace
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Import the FBX into Blender

cold plank
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right click the model in the assets tab at the bottom @lean maple and click "show in explorer".

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look for an FBX file (that's likely what it is) and open that in (ideally) blender

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since blender has Cats blender plugin, which has several automated tools to preform common tasks in setting up a model for vrchat

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even in full-scratch models it's a huge time saver.

lean maple
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ok thank you

dull canyon
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@white moth in Blender? I'm not sure you can

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that's why I think it's usually a good idea to use vertex group as shape key targets

spiral sigil
shrewd portal
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Hm... i managed to model a body and that´s fine but i stuggle with ||anime|| hair for a while, could anyone have some tipps or anything for that ?

glad steeple
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Dont worry too much about the shape if the texture is going to be flat and the shader is going to be a toon one, it should barely matter if the definition of the shape is lost

shrewd portal
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Ah alright, thank you!

tepid wagon
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You can dissolve some of the edge loops in your hair that is in the center so it has similar mesh density as the hair on the right side of the picture, and use subdivide modifier instead of making so many edge loops. That way mesh will be easier to modify and will be smoother (although as BlueASIS mentioned if you use toon shader it won't really matter). Make the verticies of the strands that run in their center stick out more to make strands appear to have more volume.

onyx juniper
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Man I don't get how you people can just ignore jagged outlines as long as everything looks smooth within

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Not criticizing the above model, but the mentality that mesh smoothness doesn't matter compared to shader smoothness

silent acorn
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It's difficult, because mesh smoothness comes at the cost of performance

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I'll usually excuse a more jagged mode if it means better performance for everyone in the room

spiral sigil
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how do i properly add seams to unwrap the entire model (except hair)?

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its a test build so no clothing

dull canyon
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nice

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how did you do the hair? curves?

spiral sigil
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i took the model from DA

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hair model

dull canyon
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ah, okay

unborn mist
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Hey if anyone could assist me that would be great. Currently im trying to work on a player model (this would be my first one) and after dealing with a bunch of other problems such as wrong versions of unity and such I believe I finally have everything correct (Newest release of the SDK and Unity 2017.4.28f1) but now unlike the other versions of unity when I import in the actual model it does not create a materials folder. It does still have "materials" in the model itslef but they are transparent and I do not have the option to edit them. Could anyone help me with this?

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Ok so i did just find a temp fix which involved manually creating the materials folder (edit: and materials), then adding the textures to that and applying them to the model. I would still like to find a way to fix the original problem though

steady zealot
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Anybody know the best way to patch up the textures of frankensteined models?

pastel plinth
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nope

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How can I enter to a game like....

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well VRChat :v

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pls I am lost Here

steady zealot
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What do you mean by enter?

pastel plinth
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play the game

steady zealot
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Download the game through steam

pastel plinth
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ok thanks

steady zealot
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(btw this isn't the right place to ask for that kind of thing. This is only for discussion of 3d modelling)

pastel plinth
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sirry I know

vale nimbus
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I'm having a lot of trouble getting "Pillow" to work on Blender. Aparently I have to install Pillow, but not before I install XCode and Python. And then use the correct lines of code in the terminal. Someone, anyone, please help me.

ripe lotus
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Thanks

small cloud
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@steady zealot either slowly adjusting one of textures by increasing/decereasing contrast/brightness or colour, or can do blender texture paint

snow nymph
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😀

daring fog
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WEW

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@small cloud 👀

onyx juniper
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Kewl

steady zealot
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@unborn mist if you're still having trouble with this, the fix is to click on the model in the asset browser, and in the inspector, go to the materials tab and change "use embedded materials" to "use external materials (legacy)"

slender holly
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that is freaking awesome dude

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how many poly's, friend?

vital totem
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anyone know how to properly add teeth into model's mouth?

quaint jasper
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Find teeth model online, obj, fbx or whatever else you work with, add that into the mouth positioned correctly and scaled to fit in, create a bone for the lower jaw, weight paint the lower teeth to that bone, lower teeth to head bone, voilà

vital totem
quaint jasper
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teeth go way back in the mouth

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you can probably scale horizontally a bit more

vital totem
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@quaint jasper

quaint jasper
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I think you can get away with even larger

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Vertically and horizontally, but it depends on what it looks like from the front and with an open mouth

vital totem
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okie dokiee

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😄

quaint jasper
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I'll post screenshots of mine in a sec

vital totem
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oooh i see i see

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one more thing

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after all i made the model, should i supposed to combine all into single model before import to unity or let it be>

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*?

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@quaint jasper

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oooh ok, thanks guys

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😄

vital totem
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if i put one piece of model in new layer, does it effect anything bad? like the combine is unabled?

glad steeple
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Its emission, incase you are still wondering (thanks for deleting the message)

stiff sleet
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ok

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emission in blender? I tried doing emission once but it didn't work

glad steeple
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Emission is done in both blender and unity

stiff sleet
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I deleted it cause I was thinking maybe question belongs in another channel XD

glad steeple
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This is a fine place for it

stiff sleet
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So is the glow effect (eyes/body) something you do in Blender or Unity? Does anyone know of a tutorial? (ok putting it back)

glad steeple
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Emission is a texture that corresponds to the UV map of the model, you just tell it which parts you want to glow

stiff sleet
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Would it glow in every map or just some?

glad steeple
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All

ashen stag
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You shouldn't put a lot of work into the emission in blender besides it's UV position as the values and stuff don't transfer to unity

glad steeple
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Yeah, as long as the map lines up correctly

stiff sleet
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I'm sorry but this confuses me.

glad steeple
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Thats fine

ashen stag
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You have your normal texture, and then another map where you color it grey scale where white is bright, black is dark

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So if you wanted your eyes to glow you would have another texture (which is a duplicate of your eye texture) where everything is black except the eyes

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Then you apply this new texture to the emission section in a shader that supports it

glad steeple
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If the eye is unwrapped independently (with mmd model this is usually the case) you dont even need the map most of the time, you can just drag that slider up

ashen stag
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That's true but also gross lol

glad steeple
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That comes with the nature of mmd 😅

stiff sleet
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unwrapped? Like a seperate mesh?

ashen stag
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Nah different texture

glad steeple
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What model are you working on

stiff sleet
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I'm still learning on stuff, modeling is the only thing I know and beginner at that XD

ashen stag
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Did you model that from scratch or do you have textures for it

stiff sleet
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Scratch

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I'm still new to texturing so this might be a challenge for me XD

ashen stag
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You shouldn't worry about emissions too much until after you've completed texturing as it's down the pipeline.

stiff sleet
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This is my second avatar that I am doing

ashen stag
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Once your model has textures and UV maps then all you need to do is edit your textures so the emission works. Doing emissions now is jumping the gun imo

stiff sleet
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I will try, thank you

mild trellis
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can i ask for some modelling advice?

glad steeple
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That is what this channel is for

mild trellis
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would i be a good idea to draw a character turn around sheet first?

glad steeple
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Yes

mild trellis
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characters going to be 5 foot 6 by the way

latent charm
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They don't have to be, but often are. I also think with some shaders they also have a colour that's multiplied with the map so even a greyscale map can be given colour via the shader.

ashen stag
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Warframe uses grey scale because the user can change it in game. If you want the emission map to copy colors then yeah keep it RBG but if youre are going to change the color in the shader it should be greyscale

stiff sleet
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Is there a way to do the texturing in Gimp? With the wireframe to show where to textrue?

ashen stag
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In blender open the UV panel, select everything you want the UV map of, and you can export the UV layout as a PNG you can overlay in gimp so you can texture it

stiff sleet
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Ok, thank you

quaint jasper
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I'd suggest trying substance painter though

stiff sleet
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Whats that?

quaint jasper
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A tool made for texturing

ashen stag
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Isn't it over $100 though?

quaint jasper
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Oh, is that what happened with the partnership ? Damn NVM then

stiff sleet
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Oh, I don't have money XD paycheck to paycheck life

ashen stag
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I know you can buy it on steam for $150 but haven't looked into it at all really

stiff sleet
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Plus, I only have a Linux system XD

ashen stag
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Gimp will work though so you should be fine to at least texture simply

stiff sleet
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Thank you 😃

glad steeple
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I use gimp for textures

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good tool

latent charm
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@stiff sleet Check out Armor Paint, it's a basic material painting program and has a linux build. Still in development but pretty decent from what I've tried so far.

stiff sleet
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I will look into that, thank you 😃

mild trellis
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I mean i'm happy using the xenoblade 2 models i downloaded but i wanna try and make something more personal

stiff sleet
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Do you have any experience in 3D modeling? @mild trellis

mild trellis
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3 years autodesk maya

stiff sleet
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So you saying you want to create a character from scratch?

quaint jasper
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As long as you work around an existing armature, you should be fine

mild trellis
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Eh

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Everyone says to use blender though 😔

stiff sleet
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Mostly cause its free

quaint jasper
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You can make the model in maya and export the result in blender

stiff sleet
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and most are just doing it as a hobby

latent charm
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One reason a lot of people use blender is because of the CATS plugin, but if you know how to properly rig & weight models you don't need it at all.

mild trellis
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Can i model the character in maya and take it into blender?

quaint jasper
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"You can make the model in maya and export the result in blender"

stiff sleet
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I am not familiar with Maya though. Just started to use Blender and 8 years ago I took a Intro to 3D modeling class which they used 3DStudio Max

latent charm
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Yup. Or you can do the whole lot in Maya if you're more familiar with that program.

mild trellis
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I am familiar just not with rigging i'm not the best

latent charm
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There's always time to learn 😀

latent charm
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Hell, do what I did and just learn as you go. Nothing teaches you more than fucking it up completely.

stiff sleet
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Plenty of YT tutorials on how to rig a model

ashen stag
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A lot of people use blender and if you ask a modeling question people are probably going to assume you're using blender. You should use whatever you're comfortable with though

mild trellis
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Also i need to figure out how to convert 5 foot 6 to a page for drawing a character sheet design

quaint jasper
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you can use a pre existing model, set it to that size, and create a sheet from a 2D view of it

stiff sleet
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When drawing a character on paper, don't worry about height. Height only comes into play if you are drawing something else next to it

mild trellis
stiff sleet
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Don't worry about height, you can scale a model up or down in Unity

quaint jasper
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Seems like it's mostly textures

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But do work around a model's rig that has the correct proportions though

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otherwise you're fucked for a while

stiff sleet
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Yes, use a pre existing rig(if Maya has them)

mild trellis
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They do

stiff sleet
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Ok, then use a basic humanoid rig and model around it. Don't worry about height scale cause you can shrink it down in Unity if need be.

mild trellis
quaint jasper
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Those legs seem too long

ashen stag
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MMD disagrees

mild trellis
quaint jasper
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that looks right from the model itself, so i guess it's a perspective thing

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good luck with the modeling !

mild trellis
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my screen is shit btw

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Not sure if i can do this right 😦

quaint jasper
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You can !

mild trellis
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I dont even have a design drawn

quaint jasper
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You can comission someone to make you a design sheet out of your drawing above

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it's worth it

mild trellis
#

I have 0 money ;-;

quaint jasper
#

What you can't pay for you have to make up in skill yourself then

mild trellis
#

ok

#

@quaint jasper what do you think 😦

quaint jasper
#

It's a good start, but only you will know what looks right since you know what you're aiming for

#

and don't worry about trying to make the perfect thing right away

#

It's better to make the general shape first, then adjust and model on top of it

mild trellis
#

Ok

mild trellis
ashen stag
#

One thing is don't be too hard on yourself this early, if you look up timelapses a lot of pro stuff looks pretty bad at the early stages

mild trellis
#

i'm going of nothing here just guessing

ashen stag
#

Can't hurt to get ideas of pipeline management by watching timelapses

mild trellis
#

but i really dont know what to do for it

quaint jasper
#

A lot of it is moving stuff, extruding, scaling, it's super time consuming when you don't know what to do

#

You can find already existing turnarounds and edit it

#

Then you model on top of it

mild trellis
#

idk

#

something just doesnt feel right

quaint jasper
#

don't worry, everyone has the same feeling when they start

stiff sleet
#

@mild trellis Google "drawing simple female model turnaround", should be something to work from there to modify.

mild trellis
spiral sigil
#

i wish i could learn how to make a 3d model out of this so i can do it for vrchat

glad steeple
#

So do it

whole hazel
#

That as a starter model, would be really great practice.

onyx juniper
#

Agreed

rare oriole
#

does anyone have blender experience

#

i think i messed up my blender settings because after i mark seams and select a face within the seams and press ctrl L it selects the entire object and not the island

#

idk how to undo it

quaint jasper
#

What do you want to do ?

#

Remove the seam ?

rare oriole
#

i want to select within the seams

quaint jasper
#

You can't

rare oriole
#

but using ctrl L doesnt work

quaint jasper
#

seams is for UVs

#

they don't create a cut in the mesh

rare oriole
#

ive been selecting within seams for years

quaint jasper
#

if you want to select with L, you need to cut on the seam with v

#

I've never done that

rare oriole
#

i marked my seams

#

its like when you make a new face

#

and so you just want to select in the seams

#

but ill try to do the v thing

quaint jasper
#

you marked UV or mesh seam ?

rare oriole
#

i marked my uv's but its worked the same way for me for years

quaint jasper
#

are you on 2.8 ?

rare oriole
#

i think ive made a mistake and changed settings so it wont select within the seams anymore

#

like a delimit setting

#

im on the same vers where it worked before

#

im 100% sure the seam is closed

quaint jasper
#

If that's an option then i never knew about it sorry

#

is the part in seams unwrapped ?

#

Could the answer be what you're looking for ?

#

"
Select Linked has options in the Last Operator panel (once it was executed).

Often by default Seams option is checked which means selected linked geometry will be limited with the seams added to the mesh:"

rare oriole
#

i just tried tthat and it didnt work

#

what the heck

quaint jasper
#

You tried reverting to default settings ?

rare oriole
#

i havent done that yet

#

how do i do it

#

sorry ill google

vivid crater
#

are you on face select?

#

i dont think you can select the uv islands in vertex select

rare oriole
#

teah ive tried both it doesnt work

vivid crater
#

very strange VRC_Thinking

rare oriole
#

i just reset factory settings

vivid crater
#

did it fix it?

rare oriole
#

no 😦

vivid crater
#

hmm

rare oriole
#

i might have figured it out

#

nope

#

ugh blender is so frustrating

vivid crater
#

im guessing you already unwrapped it to make sure the seam is right too?

rare oriole
#

OH

#

hm

#

idk

#

its not right in the uv either

vivid crater
#

so there must be an edge somewhere thats not marked

rare oriole
#

i will do a control to prove it i think

#

huh

#

it worked

#

so i think you r right i just dont know where it is

vivid crater
#

👏

#

oh

#

you can sync up your uv view and your 3d view
so when you select something it selects it on both

#

might help you find it

rare oriole
#

it stopped working again

#

but the uv shows it is a closed seam

#

aaaaa

#

it works in smaller selections s o im just gonna chip away at it

#

thanks for help tho u 2

slender holly
#

Hey! this is exciting

vivid crater
#

yes, im just hoping its not a blender 2.8 release candidate 4 VRC_Laughing

foggy maple
#

Heck yeah, I can't wait :D

stiff sleet
#

@rare oriole Have you tested to see if you have any duplicate vertices anywhere? Like if you accidently hit E when a vertices was selected.

rare oriole
#

yea i did. for some reason it just started working earlier

vital totem
#

i wonder if i have to add eye & mouth rigging in modelling software to make it detectable in unity?

spiral sigil
#

no just shape keys @vital totem

quaint jasper
#

Well, you kinda need rigging in both cases

spiral sigil
#

well for the eyes

#

to make them move

vital totem
#

oooh so
eyes= need rigging
mouth= need shape keys

quaint jasper
#

If you want to move jaw and teeth together, you'll need to rig it

vital totem
#

oooh okay

#

i see

spiral sigil
#

it better be today

steady zealot
#

did blender just update to 2.8???

spiral sigil
#

yup

#

gonna download

steady zealot
#

wow

spiral sigil
#

i miss the old layouy

#

much simpler

steady zealot
#

I disagree

#

however, it is going to take time to get used to the change

#

no matter how you look at it

#

Anybody know if CATS is updated for it?

quaint jasper
#

it is

steady zealot
#

Yeeee thank you

blissful sleet
wintry cape
#

I don't mind the new layout at all, but I can't for the life of me figure out transparency.

spiral sigil
#

i cant download it

#

its so slow

#

eventually goes 0 B/s

#

when 2.79b downloaded quickly at normal speed

#

first impression launch is pretty bad, as bad as AMD's Navi rumors were

#

can someone here make a mirror somewhere like google drive

wintry cape
#

I think everyone who doesn't like the 2.8 layout is downloading 2.79 at the same time

spiral sigil
#

im keeping that 2.79

wintry cape
#

If that's the case, it'll be fine soon enough

spiral sigil
#

gg Blender. you fucked up as hard as AMD did with RX 5700 XT and 5700

#

unless we get a switch to use default layout

dull canyon
void narwhal
#

2.8 is a push in the right direction

#

but unfortunately it's quite lackluster in some areas

#

got rid of blender internal without bringing additional nodes or features that would otherwise be present in blender internal

#

they got rid of color management camera presets (not a big deal but i miss them D;)

wintry cape
#

I just want to figure out transparent textures

#

I've found a tutorial with the node editor but it didn't work

void narwhal
#

so are you inexperienced with nodes?

#

and when you're dealing with Eevee you need to change settings aswell

wintry cape
#

I don't do much work in blender besides making avatars, so all I need to know is how to work with transparent textures and normal maps

#

just to see how things are coming together

void narwhal
#

swapping the principled shader with transparency between those two slots is basically going to change as to whether the transparency is applied to black or white basically
(aka the Mask/Factor)

#

make sure to use Color Space "Non-Color" for normal maps

#

ahhhh

#

i'm just realizing my mistakes and that they added transparency into the principled shader

wintry cape
#

Did they? I couldn't figure it out.

#

I'm too used to the default renderer that doesn't exist anymore

void narwhal
#

anyways besides making those changes if you're using the Eevee Render engine you need to change the settings for blending in order for it to work properly

#

aight i'm done

spiral sigil
#

Good old node base

#

So annoying yet so easy

small cloud
#

going to 2.8is literally a downgrade if you're just using it mostly for avatars

dull canyon
#

how so

#

guess it's a good thing I didn't do much in 2.79 then ¯_(ツ)_/¯

#

so I don't need to learn much new/re-learn stuff

void narwhal
rain flax
#

2.80's atlasing is actually fairly straightforward, but it does take learning some new processes

#

and depending on your setup may take longer to bake

#

unfortunately people hate change, so i am worried this will turn into a python2 v python3 situation where there are people still using 2.79b in 2029

dull canyon
#

ye

#

people be stubborn

spiral sigil
#

people still use Vegas 13 for making sparta remixes and YTPMVs

void narwhal
#

well in this circumstance the best comparison would be 2.49 or 2.79

spiral sigil
#

they hate the newer ones

#

same situation here then

#

there's Melodyne 4 but people use 2.1.2.2

void narwhal
#

2.79 will have a bunch of addons that people won't abandon soo 🤷

spiral sigil
#

^

rain flax
#

that's literally the same thing that happened with python

dull canyon
#

which is dumb

rain flax
#

addons and plugins will update

#

if they don't, fork it yourself and fix it (or hope someone else does)

spiral sigil
#

if the layout cant be switched between new and old then my middle finger is a good 'thank you' enough for Blender's dev team

latent charm
#

Except those that are abandoned.
And that's why you install blender to version specific locations so you can have multiple versions.

spiral sigil
#

if it ain't broke don't fix it

rain flax
#

When you install you have the option to choose between several "handholding" 2.79 layout holdovers for 2.80

void narwhal
#

alot of addons tend to be a one time job kinda situation

spiral sigil
#

this sweet layout

#

where everything is where it should be

#

balanced as everything should be

latent charm
#

The only bullshit I refuse to accomodate in 2.8 is those horrid slow pie menus.

void narwhal
#

along with the creators moving onto other projects

rain flax
#

you can create that layout in 2.80, fwiw

#

pretty easily

spiral sigil
#

there are other problems in 2.8

dull canyon
#

there will always be problems if you look hard enough

spiral sigil
#

i'm just gonna say Blender 2.8 is equivalent to AMD FX CPU lineup

rain flax
#

it isn't like 2.79 was free of issues. I'm really glad they dumped blender render

dull canyon
#

and considering blender is open source and free I'd say they're doing a pretty damn good job

#

unlike other companies like Valve

spiral sigil
#

that's true

dull canyon
#

looking at you Dota2

spiral sigil
#

but having to change the layout that people were familiar with for many years is honestly a dick move

dull canyon
#

not really

void narwhal
#

i'm just hoping they expand upon nodes now that they scrapped blender internal

#

i'm upset i can't utilize a cubemap in blender

rain flax
#

they have, nodes have been extended upon in 2.80 in quite a few ways

latent charm
#

It's no bigger change than 2.4x to 2.5x, and the blender community survived that no problems.

rain flax
#

you can use a cubemap in blender

void narwhal
#

not in cycles or 2.8 no?

rain flax
#

cycles or eevee

void narwhal
#

how do you apply it properly then?

rain flax
#

using it as a skybox?

spiral sigil
#

I remember watching Tupper's mega tutorial on avatars years ago and it felt like hard because Blender looked confusing. A week on Blender and I was already used to where everything was.

#

i ain't gonna spent more time learning 2.8's UI

#

but if this means making avatars is slightly better, then i'll give it a week to try out

#

and see if i like it or not

void narwhal
#

yeah i don't see what you're getting at unless you're mistaking cubemaps being solely for skyboxes

rain flax
#

adapting to change is one of the qualities that humans excel at, don't let that go wasted 😛

void narwhal
#

idk lemme check the latest 2.8 nodes again

rain flax
#

What do you mean "apply a cubemap"? A cubemap is a texture, it can be used as a ton of things

spiral sigil
void narwhal
#

a cubemap is essentially 6 faces typically used for reflections

spiral sigil
#

so many people overloading the servers

rain flax
#

yes, but what do you mean by "apply a cubemap"

#

How are you using it?

dull canyon
#

yeah their servers are getting a hug of death from everyone

void narwhal
#

wrapping/projecting it onto the normals

spiral sigil
#

wait

#

where do i get the zip

quaint jasper
#

@dull canyon What do you not find open about dota 2 ?

#

Everything is freely available

spiral sigil
#

oh

#

there

#

i need a mirror

rain flax
#

@void narwhal So doing a sphere projection onto UV'd textures? I guess I'm not quite clear on what you're trying to have as a result, but either way, its almost certainly possible with 2.80

#

If you're talking about within shaders, using a cubemap as a "reflection probe" of sorts is pretty easy and the best way to do it is just set it as a skybox

#

if you don't want to do that you can do it in the individual materials

void narwhal
#

what do you mean by setting it as a skybox?

#

you can utilize an environment texture but it doesn't contain the correct projection

#

and yes i meant it as within a shader as a sort of reflection probe

dull canyon
#

@quaint jasper not saying it's not open. the comparison was that both things, blender and dota2, are free to use/play, but dota2 just passed like 30 million USD in price pool for TI yet the game is still full of bugs cause Valve doesn't care to put a set fixed team of devs on the game

#

since apparently their policy is still "everyone just works on whatever they want to work on"

#

they're actually making so much money off of their players but only give very little back. compared to Blender which is completely free (granted it gets funding) and you get the feeling the devs are actually trying

gentle forum
#

I don't understand this new layout at all, where are the tools

dull canyon
#

wait until blender guru and co do videos on them

#

or watch grant abits intro to 2.8

gentle forum
#

Why was the update forced

dull canyon
#

it isn't?

#

you can still just as well use 2.79

lyric vector
#

Hopping onto this 2.8 bandwagon, I'm willing to give it a try, but does anyone know how I could get my preview to look more like the 2.79 version? The old one is way more accurate to how it ends up looking in Unity. (Ignore the eye color, the 2.79 screenshot is of an older version)

rain flax
#

change your viewport shading to textures only

gentle forum
#

It isn't? I mean, I was using it earlier like an hour ago, then I open it again its updated.

lyric vector
vivid crater
#

@gentle forum im guessing youre using blender on steam, which is why i dont recommend blender on steam lmao

gentle forum
#

You right

#

Christ

#

Oh thank goodness. Well, if you have it on Steam you will still have an option to opt-into the older versions.

#

That was easy.

lyric vector
#

How?

gentle forum
#

Go into Properties>Betas and click the dropdown menu

lyric vector
#

I had already tried that but I guess I just couldn't switch while it was running. Thanks!

latent charm
#

Seriously, don't use blender from steam. you 500% don't want steam to auto-update it underneath your feet one day and risk fucking things up.

gentle forum
#

There's no real reason to use the new one until someone uploads a tutorial on it specifically for avatar making.

lyric vector
#

Yeah, I'm downloading it off the website right now but I'm guessing they're getting a lot of traffic right now because it's telling me it'll take 15 hours for a 125MB file.

void narwhal
#

whether or not someone makes a tutorial you have to learn it eventually regardless

gentle forum
#

I mean, I only use it on Steam because I want to keep track of my hours. You can change the settings to keep it from updating in the future though.

void narwhal
#

blender 2.8 is mostly shifted UI with improved functionality with a few keybinding/shortcut changes

latent charm
#

Nah, they changed quite a lot underneath too. Not much is relevant to the average vrchat user though.

void narwhal
#

well yeah they did

gentle forum
#

I couldn't find anything I needed, I'm just going to wait for a tutorial.

lyric vector
#

The different viewport rendering is a deal breaker for me. I still can't figure out why everything looks so much darker than it should.

sick skiff
#

In 2.79 projects opened in 2.8, I have to manually change materials to use the node system in order to see textures, it's a pita

vivid crater
#

yea, if you solely plan to do avatars for vrchat, 2.8 isnt really a needed or wanted update

sick skiff
#

Eevee came in handy for baking PBA materials to a texture without having to rely on Cycles but other than that eh

lyric vector
#

When I re-imported my model using cats in 2.8, the textures looked fine, so I guess it is just some compatibility problem with models started in 2.79

sick skiff
#

Importing models is fine, it's just opening old projects that's the issue

lyric vector
#

This feels really arbitrary, but starting a new project in 2.8 and then just appending the body object from the 2.79 .blend file has everything looking right, too. And it doesn't look like anything's missing. So then why do projects started in 2.79 render weirdly in the viewport?

quaint jasper
#

@dull canyon I see your point now, but if they still make that much money while also not keeping up with the status of the game, then there's no incentive for them to do more

#

If the internal prize pool had only reached 10M, then they most likely would have backpedaled and worked a lot more

#

Blender has an incentive to do better though

spiral sigil
#

that also means using rig of the body

#

hoping this one doesnt fuck up when it isnt rigged by me

quaint jasper
#

make sure to remove the NSFW geometry before exporting

spiral sigil
#

yeah

#

i do that

#

but my blink broken

#

ripperino

#

ok so i think the problem is that the body is connected to shape keys in some way

#

how do i fix this?

quaint jasper
#

There's an easy one, but i'll need to find it again, one sec

#

To fix blendshapes in all shapekeys: Alternatively, go to the Basis Shape, select the vertices that should never change for any of the blend shapes. The go to options: Mesh -> Vertices -> Shape Propagate. This will propagate and overwrite those vertex positions into all blend shapes. Easy, done, all in one simple step

spiral sigil
#

eh what

#

any shortcuts?

#

mesh what

#

mesh menu?

#

i ain't a professional who has memorized a dictionary full of shortcuts okay.

quaint jasper
#

i haven't either 😉

spiral sigil
#

wait hol up

quaint jasper
#

"select the vertices that should never change for any of the blend shapes"

spiral sigil
#

do i really have to go to edit mode for this

#

and separate materials so i- fuck this idea

#

that aint easy

#

hide select hide select

#

back and forth

#

but i can see that ONLY the body is messy

#

the head and the content inside the head are not

#

so it should be easy as i did a head+body separation

#

now, where is the "Mesh" menu at

#

out of all the things people can't tell the shortcuts

#

or tell the wrong one because THAT'S A FUKEN PASTE SHORTCUT

#

who does this

#

who puts a shortcut on PASTE

stable edge
#

Different hotkeys for different applications

#

If it's so bad for you change the hotkey

slender holly
#

man im so excited for the influx of tutorials thats gonna come out for 2.8

mild trellis
eternal scroll
#

is there a way to texture a model in blender?

old field
#

yes

#

lol

#

what are you even trying to say

#

the bot clearly does not like one of the words

dull canyon
#

lots and lots of videos introducing the new interface and whatnot

frail forge
#

thanks blender to updating to 2.80 (this took me already 3 hours to download)

foggy maple
#

Their servers are literally burning with all the 2.80 influx going on

#

@frail forge

frail forge
#

@foggy maple thanks mate

opaque orchid
#

some1 know how can i see my model materials textured in blender 2.8 like in 2.79?

spare kernel
#

nope sorry i went back to 2.79

spiral sigil
#

im glad you did

#

if anyone needs, here's a mirror to 2.79b

#

@quaint jasper your idea doesn't work

#

when done the shape thingie

#

it does but more glitchy on head now

frail forge
#

i kinda hate 2.80 now

spiral sigil
#

and i can't tell which part is getting the error

#

@frail forge i sent a mirror link for 2.79b

frail forge
#

yea i got from above from hotox

spiral sigil
#

the neck connection part

#

yeah i cant seem to find a solution to that

mild trellis
#

Please help... ;-;

fossil dirge
#

Hey, in the new blender 2.8, how do you weight paint though the mesh? (like behind and stuff) there used to be a little button for it in 2.7 but i cant find it

#

@mild trellis the reference you are using really doesnt have correct proportions, so your 3d model will lack those too :0, would recommend finding a new refferance image

spiral sigil
#

@mild trellis yes symmetry

#

mirror modifier

mild trellis
#

😭 i made the drawing my self....

spiral sigil
#

symmetry on the 3d model

#

not the drawing

#

it's best to have symmetry on both though

#

draw one side and copy paste that for the other in 2D

#

for 3D, cut the first half and use mirror modifier

mild trellis
#

thats what i did...

spiral sigil
#

look at this

#

at least you can draw fingers

#

fuck fingers man

#

they hell to draw

mild trellis
#

i used a base 😭

spiral sigil
#

oh

#

...

#

oh....

mild trellis
#

for the hands

spiral sigil
#

okay

mild trellis
#

the rest i drew.

spiral sigil
#

drawing isnt very symmetrical i can tell

#

also please use full Front view and such

mild trellis
#

i litterally mirrored it

spiral sigil
#

might be slightly off because you use freeroam view

#

send me the .blend via DM

#

ill see what's up

mild trellis
#

i'm using maya

spiral sigil
#

oh...

#

that's not part of me then

#

i suggest Blender for this

mild trellis
#

blenders controls are ass

spiral sigil
#

nah, they real easy

mild trellis
#

but fine

spiral sigil
#

There is a thing as using maya hotkeys in blender

mild trellis
#

Then why isn't no

#

not working?

#

and how would i bring the image into the scene?

spiral sigil
#

transform

#

background image

#

tick the quad

#

and then add your image

#

and move it to the center so it matches your model if you can import it to blender

mild trellis
#

ugh

#

guess i'll start over

#

how do i go into the dam views?

spiral sigil
#

there, bottom left

#

click that

#

sdujghjsdkjfd

#

waiut

#

im an idiot

#

next to it

#

is View

#

tab

#

you can use Numpad to do view selections

#

but my KBRD doesnt have numpad

#

so i manually select them

#

not perspective

#

you can manually select Persp/Ortho from that

#

mine says it's Page Down key

mild trellis
#

the image isn't showing up in the regualr scene

spiral sigil
#

screenshot?

mild trellis
spiral sigil
#

also did you tick the quad box selection on it

#

for one

#

you don't have a right side or left side ref

#

you don't need it for the two

mild trellis
#

?

spiral sigil
#

you only need for front and back

mild trellis
#

😦 i feel like a dumbass

spiral sigil
#

first off

#

your ref sheet only has front and back view

#

no right or left

#

second, the background image area allows you to adjust your image for each view

mild trellis
#

i'll have to make that i guess...

spiral sigil
#

that means having to add that again same place and putting different view for it

#

this is what a ref sheet should look like

mild trellis
#

ok

spiral sigil
#

you dont really need a right or left side

#

IF your hair is symmetrical on both sides

#

if not, you should include

mild trellis
#

so basically i need to do the left and right side of the character even though my drawing is shit anyway...

spiral sigil
#

so it would help me to model them

#

if yours is symmetrical, any part,--fuck my english broke

#

if your model has every part symmetrical, then you don't need one of the sides

mild trellis
spiral sigil
#

okay your hair isnt symmetrical

#

yeah, good enough

#

now you need to just make left right

mild trellis
#

its crap but ok

spiral sigil
#

and best not to draw hands on those

#

like that

mild trellis
#

i spent till 2am working on this yesterday

#

i dont know how to do this 😦

spiral sigil
#

people who already have good arts skills and muscle memory know how shapes of each body are

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so they dont need a ref sheet at all

mild trellis
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I'm still learning

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Thanks by the way bored

mild trellis
spiral sigil
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dont ask me

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im not an artist

mild trellis
#

ok who should i ask?

spiral sigil
#

not me

mild trellis
spiral sigil
#

Use 8head scale

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No offence but the shoulders seen kinda undeveloped.

mild trellis
#

8 scale?

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FFS

spiral sigil
#

Your proportions look off

mild trellis
#

Ugh

spiral sigil
#

Draw a ybot

mild trellis
#

Guess I'll have to do it all over...

spiral sigil
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Then draw your character beside it

mild trellis
#

why?

spiral sigil
#

Easiest way

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Ybot has perfect full body scaling

mild trellis
#

Ybot what the hell do you mean

spiral sigil
#

Are you new

mild trellis
#

Yea

spiral sigil
#

The y bot is the default humanoid model looks like the drawing doll you get at the art store

mild trellis
#

greeeeeat

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use a male body type for a female...

spiral sigil
#

Its in the game

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What

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Ok then go to model figure scale then lol i think thats 10 scale? Lol

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Your legs will be super long

mild trellis
#

😕

spiral sigil
#

The only difference between male and female scale is the head size

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If you ever went to art school

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8 is standard

mild trellis
#

This advice your giving feels really condescending

spiral sigil
#

You can google it then

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Lol

mild trellis
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I know what you mean is right

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People dont get on others cases for having oversized anime tits now do they...

spiral sigil
#

Just draw a standard humanoid outline for your skeleton

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No because the only thing that matters is that the scaling works and the legs and arms arent scuffed in full body

mild trellis
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i guess fuck me then

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I'll delete the whole thing then.

spiral sigil
#

You can test it

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paladin

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Just make cylinders and spheres

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In blender

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if you know VRC you know the pink/red mannequin avatar

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To see if the proprotions work before you sculpt it

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that's the Y bot

mild trellis
#

but why should i use the y bot for a female?

spiral sigil
#

Its all the same

glad steeple
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It doesnt matter, its pedantics

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use X bot if you are so inclined

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Either works

spiral sigil
#

I can wear male female models with perfect scaling

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That ive scaled

mild trellis
#

i would have thought it would need to be specific...

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Is the torso ok though?

spiral sigil
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No I just use normal porportions

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All humans are basically the same scaling

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Skeleton

mild trellis
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yes or no do i have the toros correct!?

spiral sigil
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No idea

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If youve drawn characters on paper before it should be fine

mild trellis
#

Well fuck it then i'll just give up

spiral sigil
#

Its pretty much the same

glad steeple
spiral sigil
#

Yeah

glad steeple
#

The only big offender is the legs, the are too short

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shoulder could do with some work but, they would function

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So to answer the question, yes the torso is incorrect because its connected to the legs which are incorrect

spiral sigil
#

Essentially thats good enough and will work

mild trellis
#

kill me

glad steeple
#

Its an easy fix

spiral sigil
#

welcome to art

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Lol

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that's why i quit it in mid-2018

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wasted 8 years for nothing

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was decent but art sucked

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stressed me out a lot

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don't make the same mistake

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Traditional art or 3d?

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Lol

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2D

glad steeple
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nothin in life is free

spiral sigil
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Lol

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2d art

glad steeple
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You arent being productive by telling someone to "not make the same mistake"

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Stuff is hard, sure. Not impossible

spiral sigil
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I work in the future

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👌

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hey, i self taught myself without any refs

glad steeple
#

Same 🙂

spiral sigil
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and then quit because i rusted

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Traditional art is a relic

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every art i made got rustier and rustier

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to the point i gave up

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Just make models

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Easier

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yeah, easier

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2D art is difficult as hell

glad steeple
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OK, stick to the anecdotal stuff but dont tell people to "not make the same mistake"

spiral sigil
#

Photoshop is easy

glad steeple
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You should encourage people to be doing any kind of creative work

mild trellis
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Its a pain in the ass being told i'm doing it right one way then share it and get told i'm doing it wrong...

spiral sigil
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Traditional drawing is hard

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@glad steeple waste many years and be disappointed. i think people do this

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some get over it

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some qui

glad steeple
#

Not everyone can succeed

spiral sigil
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quit

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I can turn a photo into a sketch using computer that does it better than anyone..why would i want to draw

mild trellis
#

Hows it an easy fix if everything is wrong?!

spiral sigil
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i was close to be good at art but i started rusting for no reason

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@mild trellis reference

glad steeple
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the legs are wrong thats all

spiral sigil
#

use a reference sheet

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of a reference sheet

glad steeple
#

move the pelvis up a bit

spiral sigil
#

your eyes are a reference sheet

mild trellis
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am i going to have to erase it all

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-_-

spiral sigil
#

no

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they said the legs

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THE LEGS

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Lol

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Just take the drawing i posted and overlay it in blender

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Lol

mild trellis
#

no

spiral sigil
#

Or just redraw it

mild trellis
#

fuck overlaying blender

spiral sigil
#

Lol

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as a barebone

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where is the knee

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the joints

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some bents

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Yea

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hol up

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let me just

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get the tablet

mild trellis
#

so i need to just fix the legs...

spiral sigil
#

nvm im too lazy to plug it in

mild trellis
#

yes?

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@glad steeple

glad steeple
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its slightly better, the hands should go a little lower than the pelvis, and the fat on the thigh is too low to the knee

spiral sigil
#

yeah

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looks like a surgery job on the thigh area

glad steeple
#

Ideally you should be doing a draw over, of an actual model. so you dont have to guess proportions

spiral sigil
#

plus size has the curves

glad steeple
#

a ref sheet this simple is kind of pointless because there is little to no character here, its just a lady without clothes

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if you can find something close to your character (shouldnt be too hard) you can use that too

mild trellis
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too many people speaking

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😦

glad steeple
#

Messages arent going anywhere, take your time!

spiral sigil
#

yeah, if that's too complicated

mild trellis
spiral sigil
#

i don't think you should be trying plus size as your first

mild trellis
#

I don't care i want to

spiral sigil
#

if you want, practice

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by practising human models first

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you can't just go for the results instantly

mild trellis
#

shoot me

spiral sigil
#

and you can't expect to get things to go as you will

mild trellis
#

I got told i drew it right by other people now i'm being told its wrong...

glad steeple
#

Ok, the people who told you otherwise were wrong

spiral sigil
#

if you're going cartoon-like, then such things don't usually matter

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big heads, small bodies, quadruple fingers

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but your ref sheet goes for the default

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so learn human body first

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learn some muscle placement

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and learn different sizes

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before going into this

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i remember i couldnt draw female bodies well

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so i started learning by looking at different sizes of like, bust, hip, chest etc etc

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and went for what i felt was comfy or suitable for an average female model

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took 2 years to know how a female body works in all sizes

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but kinda lost that knowledge after some years of quitting

mild trellis
#

guess my 3 year course on this did nothing for me guess I'll just die then.

spiral sigil
#

3 years on art is baby steps you know

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depends how much you practice though

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but 3 years really isn't gonna do it

mild trellis
#

I'm just shit aren't i...

spiral sigil
#

give it at least 10+ years to be pretty good for average pace

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but extremists take less than 3 for this

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that's where most of your days are dedicated to art

slender holly
#

to be an artist you kind of have to have a love for it to really thrive, you cant get away with practicing once or twice a week

spiral sigil
#

^

mild trellis
#

Great i'll be 29 before i can even draw anything corretly joy of joys...