#3d-modeling

1 messages · Page 66 of 1

formal wave
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Even if I did know, I can't because I'm at work...

abstract crane
formal wave
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...

spiral sigil
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how do i make it to where it uploads a whole other avatar rather than replacing the existing one?

spiral sigil
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Detach the blueprint id on the pipeline component

glossy tangle
proud wadi
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3D artist here, (its my dayjob) feel free to ask any questions regarding modeling or texturing (no rigging, lol I suck at that)

I use Blender, Maya, Zbrush, Substance, Photoshop, and Substance Painter.

So if anyone has modeling/texturing questions, hit me up and I'll do my best to answer. People have helped me out, so I wanna help yall out.

tepid wagon
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Is there a way to make a profile in Blender that will follow certain path while having the same crossection everywhere?

glossy tangle
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i have a question regarding texturing, when modifying textures, im noticing it appears some models have a "mirror" modifier or symetry set because the UV layout only shows half the models face... how would I go about changing that because i see no "mirror modifier" in the modifier stack so it has me confused as to how symetry is being used for UV layout....

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Example, If i want to add a birthmark (green dot for example purposes) its setting on both sides...

spiral sigil
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There's two uv islands stacked on top of each other.
Separate them, or if you want you can use cats atlas tool to separate them for you.

proud wadi
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oh ok Just saw, if its directed at me don't foregt to tag me!

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@tepid wagon yes!

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you need a curve, and a profile

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what does the crosssection look like?

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there is a way to do it with just curves

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and theres a way to do it using an array modifier, and a curve modifier

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if you describe the shape I might be able to help better

tepid wagon
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I already have it modelled with different technique but I really would like to know how to make it quickest way possible, I will sent pics soon

glossy tangle
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@spiral sigil im checking for stacked uv's but not seeing any. (thought not really sure how to check for sure - still learning)

proud wadi
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nice! lookds good

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make two seperate pieces, grab them in edit mode, convert to curves

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then you need to plug one of the curves into the bevel of the other

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although honestly, for just a simple curve like that

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I would just use the bridge modifier and add cuts in the modifier, it will automatically smooth out the angle

tepid wagon
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I see. I tried with converting to curves but it comes out looking wrong, lemme show you

proud wadi
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yeah, getting it do do it along the right axis is tricky sometimes

proud wadi
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ahh ok

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try freezing transforms

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specifically location, rotation and scale

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so.. all of them lol

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@glossy tangle sorry yeah @spiral sigil is right. The UVs are overlapping

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see how only half of the face is in the UVs

tepid wagon
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oof got same result after frezzing, maybe some other options are incorrect?

proud wadi
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both sides of the head mesh are using the UVs from only the right side @glossy tangle

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let me try real quick to make sure I'm telling you the right stuff @tepid wagon

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oh sorry

tepid wagon
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I converted both meshes to curves, is that how it is done?

proud wadi
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yeah thats what you need for this method

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I think I mis spoke about freezing location hold on

tepid wagon
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I also got 1.0 scale, rotation and location at 0

proud wadi
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make sure you're putting the right curve into the right bevel

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put the profile (small piece) in the "bevel object" section of the long piece

tepid wagon
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I did but it came out funky like I show and if I do it the other way it is also not right

proud wadi
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ack

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shoot. idk man, maybe if I was there I could help, its kinda hard without seeing everything.

tepid wagon
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I don't get it cos I followed a tutorial thinking I did everything like they said and I only getting those wierd results

proud wadi
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Honestly if this were me, I'd use a different method

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I usually prefer arraying a mesh along a curve

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more steps but more controllable

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and it works with more complex shapes

tepid wagon
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is there a tut for it?

proud wadi
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hmm I'll look

glossy tangle
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@proud wadi @tepid wagon i see. Ok so only half is used... but.... is there a way to reverse that and tell it to use the whole face ? or where do i find those settings? I never knew one could do that with UV. seems handy if both sides are to be identical.

proud wadi
tepid wagon
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@glossy tangle I think you need to hide half of your mesh and than go to your UV and move the island somewhere else to unstack them

proud wadi
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here someone's doing it the other way

tepid wagon
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@proud wadi Ok, thank you for your help!

proud wadi
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no problem! @tepid wagon

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@glossy tangle You'll have to select the other half and flip it. Although I should warn, your texture and everything is already set up to be mirrored

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if you flip the other side of the head UVs there wont be anywhere on the texture map to put them

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so you'll h ave to re do the textures

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what's the goal, do you only want to add a mole on one side?

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or do you want to learn how to UV and Texture from scratch?

glossy tangle
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Thats fine. im not affraid of having to repaint i just dont know how that was done to begin with and trying to wrap my head around it.

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Well, im trying to add the mole to just one side.

proud wadi
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lol want a cheat way?

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just add a polygon right on top of it

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put the mole on that

glossy tangle
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but if it means relearning how to uv i dont mind...
the more i knowt he better.
Oh! good idea too. transparent png on it...

proud wadi
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yeah! exactly

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depends on what you need/what you want to learn

wooden gust
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yo I Watch child porn

tepid wagon
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@glossy tangle It was modelled with mirror modifier and unwrapped. The UV islands have been stacked on top of one another and they stay that way even after modifier have been applied

proud wadi
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unless you hit "mirror U" in the modifier

glossy tangle
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Ok im sorry if i seem a little dense at this... so i select the whole face... edit mode, u to unwrap... all over again or what was this about selecting half and unhiding? ?

daring karma
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<@&397642795457970181>

tepid wagon
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@glossy tangle If you try moving an island it will move both I believe so to prevent that you need to have only half of the mesh selected for example half of the characters face. It will cause only half of the island to be visible in UV layout and then you will be able to move it independently

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by island I mean a part of a mesh that has no seams so it is a single piece on the UV map

glossy tangle
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oh! i see what you are saying

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but they seem to be the same side.

tepid wagon
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Good. I actually just tried it and was able to move them independently even after selecting both though

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Just press L to select entire island

glossy tangle
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aha

tepid wagon
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You may want to leave them stacked however to save up space if both parts will look the same

glossy tangle
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true... just trying to find ways that give me more liberty to modify the texture. \

tepid wagon
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It depends what texture you want for it. I had to have everything that is in the center of my avatar unstuck on the UV as I was getting visible seams as both skin and cloths have texture to it

proud wadi
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Great tips @tepid wagon

tepid wagon
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I see so it won't be symmertical I guess

proud wadi
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getting rid of seams is tricky, being able to paint in 3d makes it easier

glossy tangle
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right. trying to find a way to make it antisimetrical but it seems the best option is just redoing the uvmap...

proud wadi
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I love substance painter for that

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yeah agreed, if you want it to be drastically asymmetrical. you'll need to start over on the UVs and Texture

tepid wagon
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@proud wadi #4987 I made my texture in Substance and used triplanar mode (I think) and the seam wasn't visible on the face but was visible on cloths for some reason so I decided to separate the islands

glossy tangle
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Ok one more question about texturing...
lets say I took a model, re-made the breast because I dont like mega-milks-jugs on the model...
The way i did it was delete existing breast, and extrude new shape and form it. then when i went into uv map, it was missing... so i selected the missing mesh section and hit unwrap... it put two circles on the map... but not connected at all to anything.

tepid wagon
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Well you created new pieces of mesh that need to be put on the texture somewhere

glossy tangle
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but now its a pain if i wanted to paint chest area...

tepid wagon
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Can't you just scale them down? I mean the old ones?

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If you were to scale them down they would stay on your UV map

glossy tangle
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i tried scaling them but they were so huge... DDD didnt look right

tepid wagon
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Are they gonna be symmertical?

glossy tangle
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thats why i remade. but not sure if they can be reconnected?

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yeah

tepid wagon
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I think you can reconnect with "weld" or "stitch" options

glossy tangle
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i ended up with two meshes... so i just stacked them.

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Weld/stick in the uv map?

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i mean as it is its attached to the model... it was extruded from existing mesh

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its just not attached in uv

tepid wagon
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Yeah, the options are visible if you press T and go to "Tools" and "UV Tools"

glossy tangle
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i really appreciate you helping will try. brb

tepid wagon
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I think if you select one vert the otherr one should be then highlighted and you may than stitch it, I'm not sure though

daring karma
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don't wanna derail, but I ironically have a substance-related question

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anyone know why my textures would look alright in substance but warp/get messed up in Unity when they're the same mesh?

spiral sigil
tepid wagon
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@daring karma Unfortunately I don't remember this happen to me and I don't know what is wrong. That is cool clock btw

daring karma
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Dang, I was thinking maybe it has something to do with Unity's triangulation - but I have no clue! It does it in a few other spots too, I'm tryina chase it down 🤔 (Thanks btw!)

tepid wagon
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@spiral sigil Idk but I googled: Magenta can mean two things AFAIK, either the shader is broken or you have an unassigned material; The latter is the case here.

spiral sigil
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Im new to this whole uploading a model thing so Im not sure what most of that means lol

tepid wagon
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Did you create material and put texture to it?

pulsar kayak
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you might want to switch the shader, either the shader is missing or its corrupt

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try using standard or Unlit for now

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i'd recommend to get a simple toon shader from some kind of website

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or whatever look you are aiming for

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switching the shader, select both materials (pink spheres), on the top right in your unity there is the inspector

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there you can select some built-in shaders, as well shaders that you imported into your project

spiral sigil
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thank you so much

formal wave
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I need help on how to color this.

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Someone mentioned that I need to unwrap the shapes by making seams first, but I don't know how...

stable edge
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Select edges -> edge -> mark seam. Select all of mesh -> UV -> unwrap.

glossy tangle
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im having some issues getting dynamic bones working on a model im editing.
I can get it working fine on ears and tail, but not on breast. I can move breast fine using the bone that is weighted, but when assigning dynamic bone, it does nothing even after inputting the settings. It acts as if all Axis are locked.

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anyone heard of that behavior ? if so what to check?

fringe rock
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simple

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in blender subdivide your bone

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so you have 2

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dyna need a end bone. sort of

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@glossy tangle

glossy tangle
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Thanks. Will try that in a moment.

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@fringe rock once subdivided do i need to assign the weight to the tip? As it is now, subdivited, the tip has no weight

fringe rock
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no need to have weight like i done in the video . 💁 Did you try at least

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you can overight the unity file so no need to redo all the components

glossy tangle
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well i subdivided, but there are no weights assigned to the tip...

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im staring at a purple mesh...

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trying to make sense of it for a sec.

fringe rock
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If you dont understand what I just say. Cant help you

glossy tangle
fringe rock
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I never mention weigh paint In my initial explication. why you bring that up. In the video I say boom here you go.

glossy tangle
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I mentione it because after subdivide of bone, the tip does nothing. I assumed I have to add weight paint.

fringe rock
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boom here you go

dull canyon
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I just went in with the draw brush and pushed the mesh in so the eyeballs will fit, but I feel like that's not the way you're supposed to do it

uneven saffron
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anyone here willing to teach a poor fellow or at least know a video for me to learn basic modeling in unity

tepid wagon
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Unity isn't really made for modelling. You can put in some basic shapes and scale them but thats it. Use Blender instead, it is free.

uneven saffron
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oh ok thx

tepid wagon
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Download Blender 2.8 and learn using it. There are more tutorials on 2.79 but 2.8 has more user friendly UI and you should be able to learn it faster

zenith relic
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blender 2.8 is a little easier to use...and helps in some cases to build faster.

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but also u need a decent comp for that too..

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graphic card required.

dull canyon
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like, the shine and gloss and everything

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I guess the actual texture for the iris has to be baked

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and for the gloss I guess a roughness map, assuming the shader supports it?

glossy tangle
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Hi, so i used cats to try and apply full body fix... but im having some issues im not sure how to resolve. my character ends up looking like this in game...

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So i switched from humanoid to generic, applied and switched back from generic to humanoid... applied again seems to have fixed it. Old meta-data? Seems to be fine now. I wont know for sure until i get home to try it on full body.

fresh dragon
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Yes that is how u fix that @glossy tangle

indigo stirrup
quaint jasper
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Select all and make normals consistent

indigo stirrup
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like, recalculate normals? cause that aint helpin much

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I went the lazy way, duplicated the vertices and flipped them

quaint jasper
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Make normals consistent is a blender action

indigo stirrup
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I read up on the interwebs

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and it seems those two are the same thing

quaint jasper
hollow radish
tepid wagon
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The legendary donut tutorial has been updated to 2.8

thorny fractal
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the antichrist has returned

quaint jasper
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You mean our lord and savior Blender Guru

thorny fractal
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to each their own

hallow bough
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Why the anti christ xD

wheat delta
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Real-time donuts

frosty plinth
quaint jasper
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The rotation seems really wrong, isn't the bone tail supposed to be in the center of the eye mesh ? @frosty plinth

frosty plinth
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The eye bones were wonky, so i just used it the way it came as... ill fix it later on.. 😄

quaint jasper
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Also interesting to use automatic weight paint instead of assigning weight through vertex groups

frosty plinth
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Thanks

vivid crater
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Donut maker is back vrcWOAH

desert crown
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@vivid crater do you know if the back-top matters when rigging for the bone "chest" ?

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is it both top-back and top-front?

quaint jasper
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It's everything around the bone

desert crown
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thanks ruubick! just needed to make sure

desert crown
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vertex weighting is much more accurate than weight painting, but slowly

quaint jasper
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I wasn't aware there was a difference

glad steeple
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I wasn't aware either, can we get a source?

desert crown
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ofc it all started with this video

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ever since then i decided to expand not only the breast, but also other mesh and rig from there.

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i do use mixamo to already rig the basics bone from before hand, everything else like hair, clothes, breast are extra added bones and then proceeding as that video described

quaint jasper
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Yeah I guess it's a method, but it's rough as hell

desert crown
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yeeee

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but very accurate

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no clipping for 1st result if you do it carefully

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@glad steeple was that the source you wanted?

glad steeple
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I can't watch it right now but I do appreciate it

desert crown
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sure

copper slate
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Does anyone have any advice for how to add decent looking fingers to a model that has none (A knob for hands)? I haven't really done much with models themselves up until this point apart from the usual porting/bone rigging

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I'd assume the whole hand would need to be reworked

quaint jasper
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You could find a free model, take the hands and add them to your existing model

copper slate
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... Why didn't I think of that. Thanks!

azure rain
frosty plinth
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@desert crown I’ll make a tutorial when I get to it...

desert crown
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with the vertex weight group?

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its the best rigging by far, it just takes a long time

frosty plinth
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DM if you need a push

desert crown
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i'll keep that in mind thank you!

lament pond
hallow bough
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When doing retopology would you guys recommend using a subdivision modifier or adding as many verts as needed manually?

quaint jasper
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You should look into RetopoFlow plugin

blazing hill
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yo, how do i select all the children of a bone in blender? ya boi arion is using blender for a bit ree :S

tepid wagon
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Select parent bone -> Shift G -> Children

blazing hill
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ty @tepid wagon

potent pond
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Last model that i did
Video of the process it's on the description :3

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OC design it's from Hiroki (Hiroki-art) named Hiroyi-chan~

spiral sigil
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omg thats so beautiful!

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great work

potent pond
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Thankies! (i do really need to do hands better next time lol i was a pain ;_ ; )

quaint jasper
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Were you able to turn the previous one into a VRC model ?

potent pond
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Not yet, sadly since i'm trying to make some models for a portfolio to move abroad soon as i can
(My country is blowing up economically, Argentina)
But as soon as i have a free time i gonna go back to work in the other one, i need to do like 2/3 more models to have something to show.
;_ ;

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The only one that i could make into VRchat (More than my OC Miushy) It's the Death love and robot Cutie

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few friends rigged it and another friend made the visemes

quaint jasper
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That'ss awesome !

potent pond
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So yeah as soon as i finish a few models more i gonna be doing retopo and optimizing it for Vrchat :3 ♥

quaint jasper
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Also, what hardware are you working off of ?

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Sorry I meant if you were using a tablet to sculpt lulw

potent pond
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LOOL

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I cleaned it

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No, i sold my Tablet

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so i can move abroad

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all of that is pure mouse

quaint jasper
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Impressive !

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Which country are you aiming for ?

potent pond
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Europe / Spain / Barcelona

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I've double citizenship so i can stay legal

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😚 the most important fact hahahah!

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There is so much stuff i want to model :eyes_shaking:

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i've 4 in sight, also i saw in VRC traders a few comissions that even if they pay for it i kinda dont care lol, i gonna do them just for fun when i have free time.

quaint jasper
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Better to get paid !

potent pond
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That for sure, but if doesnt happen then i just gonna do it anyways (just not telling the owner until it's done and maybe the person do like it ~) I wont mind donations! hahahha

onyx juniper
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@potent pond As soon as I saw him in that episode I thought of VRChat

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It was inevitable

potent pond
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insert thanos meme

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yeah same, but never thought it was going to be me the one who was going to make it

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hahahah, but a friend told me "i want that avatar", so then i said, "Wait i can make it", and i did it lol

slender holly
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that is a vey broad question for a very difficult question

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are you wanting to modify an existing model or create from scratch

tepid wagon
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The easiest way would be to put it together from some primitive shapes, rig and weight paint it

azure rain
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but downsides you look like you're from the 80s CGI

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which I suppose you can make work

tepid wagon
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I just told them what is in my opinion the easiest way to make a 3D character, which is what they asked for, they did not specify any particular type of 3D character

slender holly
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Honestly, you dont need anything except blender.

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Theres some good courses on Udemy

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but you dont need fancy tools or expensive programs if you want to create from scratch, youre just gonna need to start learning the basics of blender, Bevel, modifiers, textures, UV mapping, Rigging anotomy and other things

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@void shoal

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so in short theres no real easy way of making 3D models by scratch, if you dont want to be just another kitbasher on deviant art, you need to put in the work

azure rain
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and even if you were an MMD kit Basher you need to learn blender

azure rain
glad steeple
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I did this for the Junkyard & Crafty Climbers 😊

mossy tendon
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ah yes

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a place for 3d modeling

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anyone mind to give me a helping hand with blender?

potent pond
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I skip your question , I'm a Maya / zbrush modeler lol, if I knew blender I would tell you 👌

tepid wagon
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If you don't mind telling what you need to know than maybe someone will be able to help you with Blender

mossy tendon
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clicked fix model comes up pink

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fixes when i import it into unity right

quaint jasper
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Not a modeling question but yes

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@potent pond Are you ever going to give blender sculpting a try ?

potent pond
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Damn yes i will! ♥ , i've seen videos around of Blender 2.8 and they look damn good. Even Rendering with Eve and Cyclops i think they are called. I've seen retopology tools and even Addons that are kinda Marvelous designer.
I'm prepared to receive in my life Blender, i have a secret mega list of addons for what i actually do, but for me i need to understand first the UI, i'm kinda.. Lost and mostly is the fault of been multi program.
I know 3dMax, Maya, Zbrush, Modo, (almost nothign blender), 3Dcoat, Mudbox, Substance painter, Marvelous designer, Photoshop, Meshmixer, etc etc. And allll those UIs are conflicting in my head all the time.

Tried Blender long time ago when i started playing Vrchat in January 2018, so i could learn how to do proper videogame avatar (I normally do advertisement and it's much different lol, at least the workflow we use here).
But Blender scared me a bit and mostly because it's a new UI to learn and re discover stuff. I want to skip the basic tutorials but i cant :eyes_shaking:
Funny fact is that... many friends know that i support CAT TOOLs, i'm the first button on supporters, i've been there since 15 months .... but i dont know blender so i just support because i know many people use it, and supporting their effort in the tools is giving people the chance create more stuff, and if they create stuff i can enjoy their creations too so we all win lol-

So resume, Yes, i will but first i need to work on this portfolio thing i'm doing to escape from here with my actual knowledge lol.
Gotta go fast @quaint jasper
Time is ticking and i've 2 months left Awooo!

quaint jasper
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I believe in you !

silent tapir
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Me making First Robo Give me thoughts yes First time really using blender for this

quaint jasper
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@silent tapir if you're making a robot you should look into using the mirror modifier, you only need to make half the model and the otheer side is automatic

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and it'll be symmetrical

spiral sigil
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for something one starts

gentle sonnet
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Hey, got some issues with blender when i try to fix my model or merge any armatures to it.
Was working completely fine with no problems earlier, then i exported the fbx and put it in unity but had to go back to blender and now it crashes whenever i merge armatures, fix model or join meshes.

old field
covert fractal
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So I have a model someone made for me for free. It has an auto-blink thing going on.
Problem is, when having an 'Eye Closed' animation (in Unity) and the blink fires, the blink goes through the mouth.

Is there such a thing as being able to do an 'Anti.Blink' BlendShape to counter this, that I can slap into the toggle animation which would disable the blinking (while also achieving the desired effect)?

old field
open terrace
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@covert fractal you can have "empty" shape keyses for vrc blinking, extra Animator on Body with self maded blink animation and disable it with animation on trigger or emote, timecode about how to disable animator https://youtu.be/sbL9k0VA4OY?t=723
also you need to change files from binary to text: Edit > Project Settings > Editor > Asset Serialization Mode > Force Text

covert fractal
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Ok, but I do not know how to actually disable the auto blink (in Blender) that he had set up. I don't think it's a ShapeKey. May've come with the eye tracking, I guess?
Where do I look for that?

old field
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Empty vrc.blink left and right in blender make sure they stay in same order

dull canyon
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so, when sculpting in blender... when should I use relative and when absolute detail for dyntopo?
I'm using relative detail in areas that need more detail but when I then zoom out and work on an area near that high detail area it always produces ugly artefacts

open terrace
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@covert fractal yes it's eye tracking that enables with visemes, you can import that model in blender with installed cats addon, remove first 4 shape keyses after selecting Body mesh, then in cats panel in eye tracking tab disable blinking and keep eye tracking enabled, that will create "empty" shape keyses for blinking, after export as .fbx to unity

wet moss
small cloud
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@wet moss apply transforms with ctrl+A

zinc egret
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If i put it into Unity its messing around with the fake shadows etc.

amber idol
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Go into the same meny as shapekeys, there should be a tab called normals, turn off auto smooth

zinc egret
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Oh wow

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So i accidently activated that ? or is it on by default now?

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never used to be activated i think

amber idol
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It's on by default

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Is for me aswell atleast

zinc egret
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it never used to activate so i was a bit worried

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Thanks a lot for the fast answer!

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Appreciated

amber idol
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nps ayaka

zinc egret
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@amber idol pardon for the ping, i've seen a "Double Sided" checkbox as well there, would it be helpful to have that checked ? I remember people that disabled my shaders in VRC would see partially holes in my hair because it was every now and then a strain was flipped

amber idol
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Yea it dosen't hurt to have that checked :> Might not do anything though when you put it in vrc. Try messing with your shader if so

zinc egret
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I see, thanks again 🙂

amber idol
wet moss
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@small cloud It does not works: it's just applies transforms relative to "virtual" origin, but changing object to object in relations breaks everything

gritty dagger
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So Im a beginner when it comes to modelling, and Im really struggling with how blenders lighting works. Is this object just missing geometry or why does it look so patchy? (Smooth Shading, with Blenders default Mat, Auto Smooth Normals turned off)

spiral sigil
#

you subdivide?

gritty dagger
#

No its 3 seperate shapes, without any subdivison

tepid wagon
#

It is stretching shading like that because it is lacking an edge loop close to the edges (If it is HP) or it lacks sharp edges (If it is LP)

spiral sigil
gritty dagger
#

Sooo as I assumed its just lacking Geometry?

tepid wagon
#

If you modelling high poly, yes

#

Why is it already triangulated?

#

Triangulating your mesh may be necessary to properly texture it but you can just put a triangulate modifier at the end of modifier stack and tick apply modifiers in your export options

#

Triangulating mesh like that makes modifing the model more difficult and time consuming, try working with quads

gritty dagger
#

I imported that model

tepid wagon
#

Oh, I thought you made it

gritty dagger
#

So I subdivided it (a lot) and it now has over 2 MILLION vertices (way to many) and it still doesnt really look much better if you ask me... so is that because its triangulated?

tepid wagon
#

If you intend to use it for VRChat you can ignore those shading issues if you use cartoony shaders but with standard shaders it won't look good

#

wow xD

#

I think it should look alright with triangulation let me test something

#

Shading changes just slightly after triangulation it seem, but not much

gritty dagger
#

well then is that just how it is? Does it just look awful in Blender, or is there something fundamentally wrong?

tepid wagon
#

WIth that standard shading in Blender everything looks bad except for flat planes

#

Try matcap

#

Press N -> Shading -> Matcap

#

See if it changes

gritty dagger
tepid wagon
#

Very first one that is light gray should look much better already

gritty dagger
tepid wagon
#

The table seem to have normals inversed

#

Maybe that hook also had it's normals on the wrong side

#

go to edit mode, press A to select all, than press ctrl+N to recalculate normals

spiral sigil
#

just don't worry about the end result, you use textures on that and shader

tepid wagon
#

If it won't change anything press T-> Shading/UV -> Flip Direction

gritty dagger
tepid wagon
#

Looking good

gritty dagger
#

Well I know that shaders and textures can do alot

#

but Its still weird that the lighting is just completely unlike anything you would expect it to be

tepid wagon
#

Try hitting ctrl+J to untriangulate the mesh

spiral sigil
#

in blender it looks but in unity not, and VrChat less

tepid wagon
#

This one is very simple so it should be able to do it

#

Yeah, like I said - If you intend to use it for VRChat you can ignore those shading issues if you use cartoony shaders but with standard shaders it won't look good

#

Do you know what shaders you gonna use for these?

gritty dagger
#

Well I dont intend anything for these models right now. Im mostly just experimenting with different things. But assuming you want a Shader that works correctly with Unitys lighting (or even a PBR shader) then Toon wont do it

tepid wagon
#

If you untriangulate this you should have only rectangles

gritty dagger
#

Ctrl+J does nothing

tepid wagon
#

I think with this asset you could than just select all with A, ctrl+E -> Mark Sharp, than go to Object Data (Vertex Groups) -> Normals -> Select Auto Smooth -> set angle to 180

gritty dagger
#

its Alt+J

tepid wagon
#

oops my bad

gritty dagger
#

Well alright that worked for the table. Because its a very simple shape

#

but that is not often the case

tepid wagon
#

I created a sphere and triangulated it and it still looked alright, idk what is wrong with yours

#

and I even made quite a low poly one

#

Try untriangulating these round parts too, see if it helps

#

than press W -> remove doubles

gritty dagger
#

Well Im gonna fiddle around with it a bit more, but thanks for helping so far

tepid wagon
#

If it won't help just redo them, those are very easy to do

#

Idk exacly how many poly would be reasonable for this hook (hopefully it is a hook) but it should be closer to 100 than a milion, so try to make it around this value

gritty dagger
#

Well I used those models because they were rather easy. Do you expect me to remake all models that I do have similar problems with? ;P

tepid wagon
#

All of them have shading problems?

#

If you place them in a world using soft lights or dim lights may be enought for those faults to not be visible

vivid crater
#

try turning on auto smooth and tweaking the angle if you have to

#

if you have it on shade smooth it just assumes everything is smooth, even the parts that are supposed to be sharp edges

potent pond
#

almost 3 am

#

@quaint jasper

#

💋

#

Spinel from Steven universe movie

quaint jasper
#

Wonderful !

potent pond
#

i ahve teh T posed saved just in case

#

before i fucked up everything for posing lol

#

now i gonna go sleep

#

3 am here almost

#

and i need go work in 5 hs unity_chan_dab

quaint jasper
#

good night and good luck !

solar fossil
#

Now thats a pretty epic model

#

10/10 epic gamer

potent pond
#

💋

#

and funny fact

#

that's 1/3

#

THIS is my Original Idea

#

now i need to model the other spinel

#

and finish the background

#

and in them middle of the spinels, 1 spinel crying

solar fossil
#

What a madlad PogChamp

potent pond
#

ahahhahah 😘

slender holly
#

KRISU

#

dont you need to sleep?

#

wait maybe its me who needs to sleep

potent pond
#

when i do this models i normally sleep 4 hs

#

Kinda i get excited

#

and i want to finish it :eyes_shaking:

#

and normally thart happen around the 3/4 am

#

but now i gonan take a bath

#

and go work

#

this gonna be a loooooooong day

#

lol

slender holly
#

when you first started your journey into this art medium, did you have that drive when you were first beginning?

#

Im kind of in a weird spot between beginner and intermediate, i work on it every day, but its more of a feeling of "I can't miss a day, no matter what i have to keep going" which isnt i feel is a bad feeling, its nice waking up with a purpose in mind.

#

Im just not at the stage of enjoying it and being able to work on it for hours without focusing hard

#

I mean i enjoy finishing a project and i have had that euphoria of acomplishment, but i guess it feels like limbo for the past couple of weeks

potent pond
#

I have been working in advertisement for over 7 years, joined the placed wanting to learn character creation, ask me how much characters I did.. Almost none. Every work I did there I dislike and the things I like will never come, I learned zbrush to show them I could do more, they don't even bought me a simple Wacom or bamboo, I got demotivated and stop my grow, letting myself sleeping. I were like that until I joined vrchat. The moment I knew there was another world and then that I COULD make that world changed my motivation. Start woke up since Jan last year when I first joined. I met wonderful people. I'm rusty and what you feel, I feel the same looking at artstation masters. I don't even know a proper workflow to make my lvl grow up yet, same advertisement for over 7 years same and same for so many time, what is my drive then? I don't wanna go back in that routine limbo of disappointment, I gonna keep pushing even harder, even if that takes my sleep away. The you are not something is already settled if you don't push, that's why I fight for the i'm something, I wanna be.

slender holly
#

Wow, I needed to hear that.

#

thank you.

#

You know, its kind of like going into a dark tunnel, it's hard to see the end result, but i know theres gonna be a light at the end if WE keep pushing forward.

potent pond
#

Just let you know I dropped a tear typing that, because been able to type that down and acknowledge it, after so many time and finally waking up, somehow feels like I finally accepted me.

slender holly
#

Yeah im pretty emotional too because you kind of described my feel for VRchat, I want to give people a place to go and a place to be. a place where its disfuntional at times, but the connection with people is unlike anything else i've experienced before.

#

Can't wait to see what the next few years of virtual realities future, I believe its a bright one.

azure rain
#

yeah I'm excited for the potential of virtual realities

opaque jolt
#

Are there any good tutorials on 3D Modeling in Blender?

#

And i mean 3D modeling as in taking a sphere and working on it with different tools

reef lotus
#

as in sculpting?

#

there's a few tutorials online, but they generally just go over the tools

quaint jasper
#

You can give Sculptris a try first

glad steeple
#

You dont have to start with a sphere also.

potent pond
#

Spheres are cool b ruh

#

You can always start from a base

#

like a MMD base and then do the props to practice

#

Or you can use a base body and then start modifying it as you want

opaque jolt
#

I wanted to try making a few character parts from scratch

#

I mean at least the face

#

Even if it turns out a bit nightmarish

#

Most of my avatars up to now were slaughterbits edited together

#

Like MMD base and adding stuff

#

Or taking stuff from some and compiling them

#

Wanted to try and make accesoires or the heac by myself

#

But for that i need to learn how to sculpture, how to add it to a MMD body and how to add it to the skeleton

#

Or even try making an avatar from the base up

#

Although i heard rigging can be difficult

#

Or rather creating bones

potent pond
#

First do a prop

#

later a part of the body

quaint jasper
#

For a beginner i'd recommend starting off of a sphere really, you need to get used to the tools first

potent pond
#

Sadly i dont know blender to drop you a hint or make a tutorial but i normally start from a sphere in other program 👀

quaint jasper
#

try Sculptris eyes2

#

You can export to zbrush or blender after that

potent pond
#

Listen to Ruuubick~

quaint jasper
#

Yeah i'm the one with the least experience so i'm closer to him 😄

potent pond
#

oh i see :3

quaint jasper
#

At least that's how i started and i loved it

#

i feel like if i had to start in blender or zbrush i would have felt overwelmed

potent pond
#

probably

coarse kestrel
quaint jasper
#

Do you create the edges around bends before or after weight painting ?

coarse kestrel
#

You mean making tris on the elbow, fingers and knees? yeah. i usually do them right before weight painting. as they're kinda just a minor edit.

#

I like to keep the retopo process quads only.

opaque jolt
#

So you would recommend Sculptris over Blender for modeling?

#

Will try to remember that

slender holly
#

well its more of a starting point

opaque jolt
#

Ahh okay

slender holly
#

remember that "modeling" is a very broad term

#

saying modeling means like 60+ different things

opaque jolt
#

That is true

quaint jasper
#

Sculptris is like a tricycle before a bike

opaque jolt
#

I want to learn how to create 3d objects by myself.

#

So you can do stuff easier but not as good?

slender holly
#

so like Low poly objects?

quaint jasper
#

Yeah, it's a very simple program to teach you the basics

#

you only do stuff on a sphere

#

but you can export that to blender if you want

slender holly
#

What i would do is research exactly what you would like to do, theres tons of things you can specialize in. Hardsurface, Repto, low poly, Architecture, Texturing, UV mapping ect.

#

That way you can focus on learning the stuff youre interested in learning.

#

But i highly suggest getting used to the UI of the program youre using, so look up on some basic blender tutortials and mess around

opaque jolt
#

Mhh both things i can use in VrChat (so low poly i suppose), but also something i can learn to join in when my high school holds a game jam or month long game team again (not for programming, but just for creating objects and models)

slender holly
#

Okay, so you most likely will want to learn how to model assets for the game engine unity.

opaque jolt
#

Won't i need to know that for VrChat avatars aswell?

slender holly
#

Yeah, Low poly is a great place to start

#

you'd be suprised on how uncommon it is to make a avatar out of scratch

coarse kestrel
#

cough

slender holly
#

so it takes a lot of work and dedication, but if you learn the trade, you'll be able to make a career out of it.

#

if thats what you want to do

#

thats my dream someday

#

I've been modeling for like 8 months and have barely scratched character modeling

coarse kestrel
#

I'd say learn blender and stick with it, you can do just about everything most other tools can do without costing your arms.

opaque jolt
#

I am shit at drawing but i am good at 3D thinking and making characters by slice and dice

#

So even if i won't find a hobby with it, i can at least create characters or ideas i can't draw on paper

slender holly
#

im shit at drawing too, but im forcing myself to learn because i want to draw logos and concept art

#

you dont have to learn 2D art

#

im just stubborn

opaque jolt
#

So Low Poly Blender, will have fuuuuun searching tutorials xD

quaint jasper
#

@opaque jolt Try sculptris for a while, try to make something, if you enjoy it, get Blender

opaque jolt
#

Okay

quaint jasper
#

If you start right away with blender i'm afraid you'll get overwhelmed

slender holly
#

Oh god the hands what was i doing

opaque jolt
#

Hah, i got overwhelmed with the blender tutorial pinned on this discord

quaint jasper
#

it's very outdated

slender holly
#

oh yes start on UI tutorials

quaint jasper
#

blender 2.8 is much much better

tepid wagon
#

People not making stuff from scratch isn't anything surprising. The amount of work you need to put in isn't worth it if you just want different avatar

slender holly
#

and make sure to view "blender 2.8 tutorials"

opaque jolt
#

The problem with that video was that it is not sculpturing, but making things by dragging and adding edges

#

I updated to 2.8 already i think

slender holly
#

Eh, Im stubborn Kohi, Im obsessed with doing things on my own.

quaint jasper
#

that's one way of making models

#

both are fun

opaque jolt
#

Nope

#

I am still on 2.79

#

Where is the update button in Blender again?

quaint jasper
#

uninstall it completeely

slender holly
#

And yeah mac thats what i did, you can make a very basic avatar and rig it with only edge loops and cylinders

quaint jasper
#

there isn't, you get it on their website

opaque jolt
#

Oof

#

But i have all the vrchat plugins installed

quaint jasper
#

you can install it again

opaque jolt
#

Dont want to have to search them all again x.x

quaint jasper
#

takes 10 seconds

opaque jolt
#

Or will plugins be kept?

slender holly
#

yeah use 2.8, its a lot easier imo

#

probably not no.

#

but if you keep on using 2.7 its gonna be harder to find tutorials as time goes on

quaint jasper
#

tbh there's an immense list of tutorials for 2.7 because it's been there foor so long

#

but 2.8 has easier workflows to get into, the tutorials are easier to understand

slender holly
#

i started in 2.8 beta and it was difficult because tutorials were scarce

#

and im so glad i stuck with it

#

feels like im ahead of the curve a little

opaque jolt
#

Could someone please send me the link for blender 2.8? Dont know if its because i am tired, but i cant seem to find it

quaint jasper
opaque jolt
#

Thank you

#

3D Modeling is a subject that interested me as a child already

#

I learned most things for the way i made avatars by myself or with help of others
(Watched the creating avatar tutorial, but that is not what i mean. I learned most things related to taking existing 3d models apart, editing them slightly and putting different things together)

#

I basically frankensteined my way up to now

glad steeple
#

Kitbash

opaque jolt
#

But i want to create something by myself

quaint jasper
#

nice !

opaque jolt
#

I was known for my stupid ass Pikachu avatars a year or so ago (had to leave VrChat because of university)

#

The only thing i did up to now that you could really call creating an avatar was taking an existing 3d model of a mimic, splitting it into its basic objects, making it so it would correctly open is mouth while talking, adding 6 pairs of legs to the body and adding them to the bones.

slender holly
#

Just make sure you get consent from creators when you kitbash

glad steeple
#

Like theyre going to get permission from nintendo to be a pikachu 😒

slender holly
#

i've heard of people getting hit by fines by using trademarked textures

#

Im talking about models created by other people blue

glad steeple
#

Oh, i guess humans didnt make the pikachu models, eh? 😉

opaque jolt
#

Oh no

#

If i use stuff like from deviantart, i tend to ask

tepid wagon
#

Got fines by using avatars with said textures or by selling avatars with them?

opaque jolt
#

If it is ripped from a game, i use them freely

glad steeple
#

Not specific to VRChat* kohi

slender holly
#

blue im not sure what youre on about

glad steeple
#

You said "models made by other people" i was pointing out that theres still a guy or two at nintendo who made those models

#

it was mostly a joke, 😅

slender holly
#

@tepid wagon selling them, hasnt happened on VRchat from what i hear, but selling assets on the unity asset store with copyrighted textures is a big nono

#

you can create a pikachu from scratch

#

So i was just confused

glad steeple
#

You can but given the context clues, it was clear it wasnt.

tepid wagon
#

Oh, I never expect someone to be that well educated

opaque jolt
#

Or if it is stuff like glasses or hats i either take them from ripped models or from people who dont ask to be credited or who put them out for free usage

slender holly
#

Yep, I'm just giving you the same warning other creators will give ya

#

Textures are the main thing to watch out for

#

don't go into google images and just copy and paste any texture you find on there

glad steeple
#

check licenses before asking, sometimes they will deny, sometimes they will be open and not require you to ask.

opaque jolt
#

How difficult is it to create textures btw?

glad steeple
#

Depends what you mean

opaque jolt
#

I watched a video by Oney where he showed of flesh textures and renders

glad steeple
#

creating a "texture" is easy

#

Depends on the content and context

slender holly
#

Texturing is easy, UV mapping is the tricky part.

opaque jolt
#

UV mapping?

glad steeple
#

UV mapping is easy, just tedious

#

If you have an idea of what your texture is going to be its simple enough

slender holly
#

Think of UV mapping as transfering a 2d image into a 3d object

#

its about removing seams and adding extra geometry without actually modeling the object.

#

I know what im speaking is probably gibberish but its real easy once you spend a bit of time learning it.

opaque jolt
#

I understand a bit what you mean

#

Quick question for you peeps. Do you tend to make more realistic avatars (MMD level ones) or rather cartoonish looking ones?

tepid wagon
#

Cartoonish in form with realistic textures in my case

#

Wait what? Why did you change it so it seem like MMD models are realistic?

#

They are not

glad steeple
#

mmd is not realistic 😕

tepid wagon
#

You could say PuBG models are realistic, while Fortnite are not

opaque jolt
#

I do not say they are realistic

#

I mean with cartoonish looking ones stuff like the two-legged coyotes for example

#

And title those on MMD level as (more) realistic

tepid wagon
#

so you meant as close to realistic as mmd models?

glad steeple
#

So not realistic at all

opaque jolt
#

Or ones on MMD base

#

I don't think you can do realistic ones on VrChat apart from putting full body photos on models

glad steeple
#

You absolutely can

tepid wagon
#

Mkay but please don't use world "realistic" when speaking of mmd models

#

it was confusing

glad steeple
#

Its just unity, you can do realism.

opaque jolt
#

Okay, i should have phrased it as MMD-level or human-ish

tepid wagon
#

Think the two legged coyote would be called furry although I'm not sure

#

Correct me if Im wrong

#

so you could ask do you tend to make human models or other creatures

azure rain
#

yes a two-legged coyote is furry

glad steeple
#

As in anthro?

#

or two legs and no other limbs

tepid wagon
#

uhh

azure rain
#

that would be a very unstable coyote if it had no front legs or arms

glad steeple
#

I feel like id prefer it that way

azure rain
#

but yeah anime people not realistic in the slightest

vivid crater
#

I think they just mean human looking in general

glad steeple
#

even then its a stretch

vivid crater
#

Vs like a super small chibi

tepid wagon
#

They are simplyfied so they are easier and faster to draw

#

We recognize them as humans yet at the same time it's easy to tell they aren't really humans

vivid crater
#

We recognize non humans as humans a lot too, silly facial recognition 😳

latent charm
#

Pareidolia and Apophenia are great

opaque jolt
#

Okay, then stuff like Ugandan Knuckles, most video game characters in the likes of Mario, Kirby, Bard

#

Or chibi yes

tepid wagon
#

I don't like these very much. They keep asking whether I know the way but I don't know

azure rain
#

yeah the only sort of realistic looking folks around here are folks doing like make human avatars or some of the mixamo avatars

latent charm
#

Hello Hi my avatar looks realistic (for some people a bit too much, it's great)

azure rain
#

mind if I see a screenshot

tepid wagon
#

@latent charm Are you that guy who makes selfies with other ppls butts?

latent charm
#

Sure hold up a sec, (note didn't model it since I don't enjoy character modeling)

#

And yes, that's me

#

Unless there's more

tepid wagon
#

Did you make that model yourself?

glad steeple
#

He just said, no.

latent charm
#

... LITERALLY the image I was going for Blue

tepid wagon
#

oops

glad steeple
#

grate minds fink alike

latent charm
#

All the shaders I did myself though.

#

Which when you're dealing with a realistic model are pretty important.

No use making something as realistic as possible and then just slapping a toon shader on it and calling it a day.

tepid wagon
#

it would look wierd

glad steeple
#

Awful would be my word of choice

latent charm
#

Absolutely! Since nothing in the real world has perfectly sharp shadow terminators like toon shaders have

vivid crater
#

If you're actually going for realistic ye

azure rain
#

that's why you would use the standard Shader for a realistic person

latent charm
#

Or in my case the standard model with preintegrated subsurface-scattering

vivid crater
#

Some cel shaded games have pretty detailed models that would look pretty real if shaded different

quaint jasper
vivid crater
#

Nah, let's talk about the butts gal takes pics with 😳

#

They look pretty good half the time

latent charm
#

Well I was about to bring it back around to modeling with how Guilty Gear XRD's setup was heavily dependent on the models themselves and their GDC talk is well worth watching since there's a fair bit in there about the modeling & UV trickery they pulled off.

azure rain
#

yes It was a very fascinating talk to watch

vivid crater
#

A lot of people now a days who look for a cel shaded style refer back to that gdc vid

azure rain
#

even though that's certainly not a good way to do quick and dirty cel shaded as their setup is rather complicated

vivid crater
#

probably not a task for a single artist like a lot of people here
unless you really wanted it perfect

azure rain
#

and most folks aren't going to put up that kind of effort as most folks just kitbash MMD models

tepid wagon
#

It is the best way to make yourself a personal avatar if you take both effect and time spent into consideration though

azure rain
#

myself I doing mods to the hyena avatars

vivid crater
#

yea, making an avatar from scratch for the very first time is a daunting task

tepid wagon
#

or so I think cos I never tried that, I watched some tutorials though

azure rain
#

yes it is very daunting

tepid wagon
#

Quite frustrating as well as you correct the same thing over and over again

vivid crater
#

ive made bodies before, but not hair
and as it turns out, the thing ive never done is giving me the most trouble right now

opaque jolt
#

The only good thing about Ugandan Knuckles is the creativity it sparked

azure rain
#

be honest most folks here in probably be slightly more content with a second life type system as far as putting avatars together

opaque jolt
#

I mean like the dark souls armor that opens up to show a ugandan knuckles behind the helmet

slender holly
#

Honestly if we had a second life system where we could attatch body parts together instead of having to make an entire model

#

that would be insane

#

hell maybe udon will have something like that

#

it would be so user friendly and would spark creativity for people who dont have modeling experience and would open the floodgates for new users.

latent charm
#

And for users who have a base body, being able to swap outfits without having to do it in unity would be amazing too.

slender holly
#

Y E S

#

I would love to make clothes omg you have no idea how much fun i would have.

#

pretty much what you can do is make a base mesh of a clothes and sell it on the marketplace and make it modifiable so other users can texture it and make cool patterns

tepid wagon
#

Wouldn't that only work if your avatar be quite standard sized human though? One of VRChat selling points is that your avatar can be anything

slender holly
#

Thats why you make the clothes only compatible with a certain base avatar

latent charm
#

Yeah, from a software side it'd be pretty difficult to do, or be limited to humanoids only.

slender holly
#

or you can script it so it comforms to your torso

#

but if your avatar is large it will most likely cause distortions

latent charm
#

My guess is some way to do it would be you attach a component to your avatar (or a special mesh or something) and that defines where on your model what body areas are, and the software re-fits it to that.

slender holly
#

yup! basicially how second life does it

#

where you can attatch an item to a body part

#

you can also resize and adjust the size of the item in the actual client and adjust it to fit your body

azure rain
#

and also the trickiness of the way Second Life is kind of the opposite direction of trying to have as few draw calls as possible with texture atlases

latent charm
#

It's also kinda how I fit clothes in blender.
Duplicate the body mesh (minus un-needed details), add shape key, expand to fit clothes, bind clothes to expanded key mesh with surface deform, set expanded shape key to 0, apply modifier on clothes. Whoosh. Fitted to new body shape.

slender holly
#

Second life also has this cool thing

#

where you can drag a texture from your item list and just put it on an item

#

so you can actually open up about selling Textures on VRchat as well

#

Say you sell a blank shirt mesh and affiliate it with a brand

#

somebody can make textures and map it to that specific model

#

so all a user has to do is drag and drop it into the model

tepid wagon
#

I saw VRChat is hiring someone to deal with game economy or something

slender holly
#

Thats what im referring to. I imagine that UDON will hopefully make character creation easier.

azure rain
#

yes that would be quite Nifty but hopefully vrchat actually bothers to enforce having avatars be optimized and not have the face mesh has more triangles than is in allowed on an avatar on vrchat like second life does

slender holly
#

Second life has a very outdated but extremely powerful network from what people tell me so they can handle a high polygon count

tepid wagon
#

uhm they recently made it so that we are no longer limited with tris count, didn't they?

azure rain
#

they just don't care about frame rates

#

on Second Life

slender holly
#

I'm not entirely sure, I havent played SL in like 4 years or so

latent charm
#

In VRC yeah, there's no 'limit' now. I mean, once you go over 70k you instantly get marked as very poor vrcPerfVeryPoor

azure rain
#

weighted incentivize not using your entire Avatar budget just on a face

tepid wagon
#

I find 70k limit to be very high, model with 70k tris can have tons of details with really smooth mesh

slender holly
#

For newer modelers 70k is extremely low

latent charm
#

If you're going for realistic your poly budget should definitely be weighted towards the head overall though

azure rain
#

yes but you shouldn't use more than a triple A video games triangle budget for a face

slender holly
#

I'd like VRchat to do their own spin on these things

#

take the good from SL and other user created content platforms

latent charm
#

I'm just under 70k and I think about 1/3 is on my head 🤣

tepid wagon
#

I don't like there is no poly limit anymore

slender holly
#

and maybe do their own spin on it and maybe give us something new

tepid wagon
#

Think my avatar tris budget is about the same Gallium

azure rain
latent charm
#

Kick your safety settings to poor and it'll nuke almost everything because lol performance ranking system

slender holly
#

I think a lot of features we are missing and isnt being replaced probably is going to be introduced in udon

#

i dont think VRchat want a broken game.

#

Sorry, unfinished

#

but its a early access game so im willing to cut them some slack

tepid wagon
#

I payed nothing for this game so I won't demand anything from it but obviously making it better will make me visit more often

small valve
#

kind of related but i always wanted to know this

#

i remember like a month ago some peeps talking in vrc-general about how "the vrc team should really just upgrade from tris lol," i think in a joking manner

#

whichh is to imply that there's other ways of rendering meshes (live) other than through tris, which i did not know about

#

they named it but i completely forgot what it was, im just wondering why someone would want ot use something other than tris in a video game

#

maybe im not remembering it correctly and askign a rlly dumb question but i swear i distinctly remember this

#

'i dont see any other way of going about drawing meshes so...why?

#

speaking as someone who justbarely knows enougha bout 3d modeling to make shitty low poly quest avatars in blender

slender holly
#

honestly i dont even know what upgrade from tris means lmao

azure rain
#

all video game engines rendering tris okay technically voxel engines draw in voxel

tepid wagon
#

Low poly doesn't equal shitty though

latent charm
#

Well, kinda, in some contexts yes and also no and sometimes maybe.

They might have been talking about how unity can do some stuff with quads directly?

small valve
#

i know i know, im calling my first and only quest model shitty cuz it was the first time i ever tried >u>

slender holly
#

like are they talking about Ngons?

small valve
#

ah. ehh...maybe?

slender holly
#

Im confused

small valve
#

i literally have no idea

azure rain
#

and a lot of folks are waste triangles cuz they're trying to decimate MMD models

latent charm
#

At the 3D modeling level, you've got tris, quads and ngons
All of which can be used while modeling but considerations have to be taken based on what you're doing and what you're using.

tepid wagon
#

The idea of changing meshes of tris to something else...can't imagine and even if you throw in quads and ngons they get changed to tris anyway

azure rain
#

and in the engine it's all triangles

latent charm
#

For example if you're using subdivison modeling techniques tris & ngons can make shit go real fucking weird, especially regarding edge loops.

tepid wagon
#

Well edge loops only travel through quads

latent charm
#

Exactly

small valve
#

thats what i was thinking, i just wanted to clarify whether i was right or wrong. i also cant see how a computer could render a mesh in any other way than "ehhh just draw a line from this point to that point uwu"

slender holly
#

it really sounds like the dude had no idea what he was talking about tbj

#

tbh

#

I dont know how you upgrade a shape

latent charm
#

you'd be shocked at some of the shit people come out with. Accusations of normal maps causing lag 😡

slender holly
#

no way

#

a normal map

small valve
#

nomral map

slender holly
#

jfc

latent charm
#

Yup.

tepid wagon
#

There is also that way of rendering CAD software uses, rendering with curves etc

azure rain
#

that's how you prevent lag by using less triangles? and handing the lighting to the normal map

latent charm
#

Which still ends up as tris eventually.

slender holly
#

lmao if you think blender has a learning curve trying to learn a CAD program is yikers, thats what machinists use

latent charm
#

Triangles are amazing because it's literally impossible to make them nonplanar.

small valve
#

dude, there's like "i have 20 materials and think tris dont matter" bad, but then there's "i have 200 materials and think normal maps cause lag"

#

how the fuck

tepid wagon
#

If normal maps would be causing lag than game devs wouldnt be using them instead of adding more tris

slender holly
#

"Bake my textures? is that some sort of candy from china?"

azure rain
#

the joys of user-generated content

small valve
#

user-generated content by teenagers*

tepid wagon
#

If I were to import avatar to unity and see 200 materials I would say f**k this and quit this project I think

slender holly
#

the entire reason normal maps exist is to generate geometry without modeling geometry

azure rain
#

that's mostly just stolen Japanese models intended for offline rendering & video games

#

I would say it's more accurate to say it's for having more detailed lighting with less geometry

#

as you still have to model all of that detailed geometry to bake the normal map from

slender holly
#

Depends on if its a bump or normal, they are similar but i feel like bump generates a more 3d feel

latent charm
#

Yeah, normal maps don't create geometry.

slender holly
#

i usually just use normal maps

#

generating geometry isnt the right word

small valve
#

the way i explain normal maps is "its the greatest illusion. they tell the lighting engine how to light a surface in such a specific way that when you look at it, it forms a 3d pattern." then i just show them my hair and thye're like "ohhhh"

azure rain
small valve
#

grossest explanation but hwatever

slender holly
#

Idk about you guys but i use a normal map generator and that works for me like 99% of the time

#

idk about you guys tho

small valve
#

i havent had to use a normal map gen in so long

latent charm
#

It's not far off. They basically say "hey, I'm pointing ◀ this way 😉" when it comes to shading.

slender holly
#

or i just do it in Krita

azure rain
#

that's not going to get you quite as detailed normal Maps compared to baking from a high poly

tepid wagon
#

Normal maps within each of their pixels save data about the normals which makes them kinda like a great array of tris which you can wrap your model around with

small valve
#

i only ever see a need for normal maps in like my hair so i have like one tileable map i repeatedly use

latent charm
#

Awesomebump is great for generating normal maps from textures. Not gonna be 100% accurate but with enough paramater fiddling the results are pretty good.

slender holly
#

i think i was mixing normal maps and displacement maps as far as explanation goes

#

whoops

small valve
#

@galllium im aware uwu, i just prefer to see if people get it intuitively first. then if they want more info i get technical and go "uwu so like this color = this direction" and what not

latent charm
#

Might be, displacement is intented to change the geometry in some way, combined with a tesselation shader and they can look really nice.

slender holly
#

only problem with displacement is for it to look REALLY good you have to add tons of subdivions in my experience

#

i may be doing it wrong though.

tepid wagon
#

Using "non-technical" description of how something works you came up with means you understand how it works. Memorizing a formula doesn't make you necessarly understand it

latent charm
#

At least with shaders in unity you can have view-distance based tesselation, so it just subdivides based on how close the camera is, and not on a per-object level but a per-tri level, so the entire object isn't being subdivided evenly.

slender holly
#

explaining things in a technical aspect is hard for me especially

#

I try to use euphemism and analogies

#

or atleast i tend to.

tepid wagon
#

Does Unity changes LOD on its own or do you need to provide several models of different quality and tell it at what distance use which?

azure rain
#

you need to provide lod models as it doesn't have an auto generator

tepid wagon
#

gotta use that decimate modifier

slender holly
#

can i just say

#

Decimate is a cool word.

azure rain
#

there are better ways to make LOD models then that like you can get pretty decent results with Furniture just removing Edge loops

tepid wagon
#

Removing edge loops takes more time though

#

or much more time depending on how complex it is

#

WIth modifier you only move a slider

azure rain
#

yes and it makes a big mess as it doesn't know what's important or not

#

considering basically the decimate modifiers completely unusable on faces and hands

#

as it completely butchers the topology

tepid wagon
#

I see. To be honest I never used it, just tried it out

#

Think it connects faces based on angle

azure rain
#

pretty much which means it's going to end up butchering the loops required for the animations to work

tepid wagon
#

aye, but how about a furniture? Seem pretty reasonable to use it on those

azure rain
#

yes but Furniture probably is not going to have such over the top density that you couldn't just remove the loops yourself

tepid wagon
#

Maybe I should make some furniture first before trying to prove my point :p

azure rain
#

or you could just try downloading some off of sketchfab

tepid wagon
#

I want to become 3d artist so I try doing everything myself

azure rain
#

which is why it's important to learn how to do stuff not half-assed

#

and using the decimate modifier on everything is half-assed

quaint jasper
#

that's how it's often done in the game industry

#

and kinda the point of LODs

azure rain
#

yes there is a place for automatic LOD generation but that's slightly different than using the decimate in blender when it would just take 30 extra seconds to do manual LOD by stripping off some Edge Loops or turning off the bevel modifier

quaint jasper
#

decimation is faster and easier, the point of LODs is retaining the general shape with a lower poly count

tepid wagon
#

Why are there so many tris there? For displacement texture to have more breathing room?

azure rain
#

or vertex painting

#

as vertex painting is used quite often in the AAA game industry for texture blending

tepid wagon
#

If that wall was to be visible from that one perspective only than 18 tris would be enough

azure rain
#

you would require more than 18 to make the part of it that sticks out

#

and you're not only going to see it from that one perspective so a normal map wouldn't cut it

tepid wagon
#

I should have said visible from that side only, so there would be nothing behind it

tepid wagon
#

so if other side was flat than 24 tris would suffice

azure rain
#

okay but the point is being that's not an LOD that was made by decimating

tepid wagon
#

I just don't understand why is there over 300 tris there

#

Maybe they are made from modules so to say

azure rain
#

I don't know all the details about fortnite Works to know if the extra geometry was required

tepid wagon
#

It would be possible to make them destructable

azure rain
#

to make the closest LOD as silhouette wise it looks pretty much like the next LOD

#

here's the article I was grabbing the screenshots from

#

and no that's not it as they just delete the whole wall piece when you destroy it

vivid crater
#

a lot of people in blender use the multires modifier since its pretty non destructive so you can go back to a lower poly version by just lowering the subdiv count again

potent pond
quaint jasper
#

Wow ! Even the lighting is wonderful

#

I hope you're getting that money !

slender holly
#

That looks amazing!

potent pond
#

Money? i did for love to art lol. What money hahahah

potent pond
#

buuuuuut today a beautiful person gave me a donation ;_ ;

gaunt abyss
#

That looks amazing

silent acorn
#

seriously, that's smooth as heck! nicely done!

glad steeple
#

👀 good

potent pond
#

Someone posted it on StevenUniverse Subreddit

#

and oh boi lol i never had so many likes in my life

#

hahahhahaha

#

But it was the Character without the Diorama so i posted the diorama

#

and oh boi

#

i'm so happy it was so well received ;_ ;

vivid crater
#

Well deserved, it looks great

vivid crater
#

Do you have an artstation?

stable edge
#

^^

tulip condor
#

hi

i'm a pretty annoyed because if i want to make some avatar in blender
or import some avatar to blender i get default opened options and i need to delete camera,light and shade target every time i open blender

so is there a any tutorial how i can implement customized saved
___.blend file in context menu in registry so i will be able to open:
.blend, .fbx, .obj, .dae, .pmx etc.etc file's from context menu

so for example if i go to unity project folder
and click on some model file type then to open-up context meny and find
open with ___.blend file (not blender.exe).

btw
if that matter's for modifying registry,
i'm using windows 10

any help ?

small cloud
#

ctrl+U = save startup file

potent pond
#

@vivid crater

#

omg

#

never had such a feedback like that

#

normally is 10 likes

#

hahaah

quaint jasper
#

Now get that money !

tulip condor
#

wow it work's
thanks a lot vrcLike
@small cloud

potent pond
#

IDK Ruubick i think i gonna get a Copyright problem... BUUUT i think if i make a Gumroad and place it free so people can donate i wont have any trouble.. right?

quaint jasper
#

Ah fair enough yeah, though individual commissions should be alright, if it's anything like Etsy

hallow bough
#

Donations for your work are perfectly fine I'd say 😃 Seems to be a gray area as far as selling copyrighted character models. People still do it though but if you want to be safe just do original commissions and accept donations 👍

potent pond
#

Yes yes

#

I gonna try that, gonna check gumroad

reef lotus
#

Patreon is a good choice as well

potent pond
#

Patreon it's not a monthly thing?

#

In my case it's only a figure

reef lotus
#

yeah it's a monthly thing, but lots of people do support artists through patreon

quaint jasper
#

@potent pond You could release High quality version of your renders for lower tiers and maybe the models or some of the pieces for higher tiers

potent pond
#

what i dont understand for example is that in turbo squid they sell models from Copyrighted characters

#

And it's like... what? lol

#

For example you look for pikachu

#

and there is stuff with 99 USD price

#

but Pikachu belongs to Pokemon

#

game freaks and nintendo

#

So idk why they are able to sell that then 🤔

reef lotus
#

yeah fan art is a pretty grey area, but most companies don't seem to mind too much

daring karma
#

I've seen a straight up game asset rip on TurboSquid before for like 80+ USD 🙃

coarse kestrel
#

Legs aren't bending in the correct direction. make the legs completely straight vertically and then push the knee out a tiny bit @rugged mountain

quaint jasper
#

@coarse kestrel Do you manually retopo ?

coarse kestrel
#

Mhm, I do. I tried using Zbrushes remesher but it just wasn't giving me good results nor did I trust using it as well, it's real obvious when you use it. @quaint jasper

#

Also doing it manually is kinda relaxing

quaint jasper
#

Do you rely on a blender plugin ? Retopoflow or something else ?

coarse kestrel
#

Nope. I used to use the snap to surface feature the last time i did retopo a couple weeks ago. but this time I tried using just the shrink wrap modifier which I'm pretty sure most retopology addons use heavily? The only addon I actually use that helps with this is Smart Fill that just makes the F key toggle between grid fill and the normal face fill.

#

Then after I've done a large section I'll go back over making sure everything flows smoothly

#

Of course if retopoflow finally comes out for 2.8 I'll be sure to get it. as much as i enjoy retopology it takes a good while.

#

However when I do this I typically end up with models that are only 12 - 15k tris

spiral sigil
#

uuuffff

quaint jasper
#

impressive !

thin bison
#

I keep 2.79 around just for retopoflow

#

It speeds up retopology by quite a lot

latent charm
#

If you really want to you can grab the 2.8 branch of Retopoflow from their github page, best worth just keeping an eye on it to see how development of it is going for a release, since it's unstable as hell right now.

cold plank
#

@coarse kestrel ! thank god someone else knows how to do retopology

#

retoflow in 2.79 is okay, then I go immediately back to 2.8 to bake textures

#

@latent charm tried that last week and it wouldn't even install

#

@coarse kestrel look into F2 addon

#

also, do you use the HQ mesh to do a bump/normal/specmap?

#

you should

#

because then your low poly retopo will look almost every bit as good

coarse kestrel
#

Yup, I bake the AO and the Normals from the HQ to the retopologized model then I go into substance painter to do everything else. though I could probably do all the baking from substance using the HQ model. I'm not all that knowledgeable with substance just yet but I'm learning it. @cold plank

dusk turret
#

You bake AO in blender?
Substance Painter can do AO baking with a normal map and it's bloody fast!

coarse kestrel
#

Except it doesn't look right at all to me. I can try it out for this model but substance seems to give wacky results sometimes

cold plank
#

then I would have to use substance painter. 😛

coarse kestrel
#

substance painter is a god send

dusk turret
#

Alright, at least you've tried it. :P

coarse kestrel
#

I was actually thinking of painting the AO myself this time

cold plank
#

pretty decent results. Do you have a <7k version?

coarse kestrel
#

7k version of substance? huh?

cold plank
#

no, a 7k version of the model

#

that one is 12k

#

poly

coarse kestrel
#

I do not no, I wasn't asked to make a quest version but I doubt I wouldn't be able to get it down that far.

cold plank
#

and yeah, if you bake normals/AO from the HQ model the bumpy details are godlike

#

you probably could. It's really easy to look incredible with a normal bake like that

#

7k is necessary for quest

#

well, under 10 anyway

coarse kestrel
#

For my next public base model i do intend to release a quest version of it. But that's gonna take a while.

#

And I'm not even sure how many people will make use of it

cold plank
#

trust me, many many users are on quest

#

you may not even notice because the look like everyone else unless you check

#

that model is 5k. It's not one we made, I just did significant mesh edits - but my wife is a god with textures

#

imagine that with a normal map

coarse kestrel
#

Fair. But I've yet to really have a need to make one. back when I made the lexichi v4 the quest wasn't even out

cold plank
#

the thing is, even if it's not up to your standards, they really, really apprecate

#

it

coarse kestrel
#

Everything has to be up to my standards :P

cold plank
#

when you see vrchat through their eyes at a fairly big meetup it's dissapointing most of the time

#

sea of robots, one or two users with avatars, and those are usually new users still on the default row

coarse kestrel
#

But I'll see if I can make a quest version of this renamon

cold plank
#

My group stands out like ketchup stains on a white sheet: usually if you just remove some loops it's just fine

#

with a smoothing shader you won't even notice the vertex blends

#

and keep in mind, you won't have to look at it 😛

toxic zephyr
#

Im kinda new to this and what im about to ask is kinda unrelated but can you use any assets from the unity store for vr chat or is it specific ones

cold plank
#

even if it's half decent, you'll be praised for considering them

#

@toxic zephyr yes, you can. Anything without a script or that doesn't require a script on export to function (like probuilder, standard assets) will work in worlds. Some addons are white listed

#

all shaders that compile for pc dx11 work on pc worlds including compute shaders and all shaders that compile for android work in worlds

coarse kestrel
#

Still wonder why more scripts haven't been whitelisted from the asset store like dynamic bones and finalIK was.

#

Thought the whole idea was that people were untrusted with uploading their own

dusk turret
#

(Compute shaders?!)

cold plank
#

@coarse kestrel because of forward compatibility I imagine. Many more things WERE but they also need to consider security being one of if not the largest sandboxy virtual world to exist today

toxic zephyr
#

Ok so scripts are available just only some ones that are whitelisted?

cold plank
#

@dusk turret yes, compute #shaders can be an incredible adjunct to custom 3d modelling, though that's a better channel for it

toxic zephyr
#

Thank you friend i appreciate the help❤ @cold plank

cold plank
#

anytime! can't wait to see what you create

dusk turret
#

We can't use them though!

cold plank
#

I was fairly certain you could use some aspects of them unless that's changed

#

and if that's not the case, how on earth does the atari 2600 world work

toxic zephyr
#

Hopefully something good im paying 60 dollars worth of assets 😭

#

Maybe more

cold plank
#

many people pay for assets for vrchat, don't worry

dusk turret
#

@cold plank Custom Render Textures

cold plank
#

I misspoke, you're correct

toxic zephyr
#

Ik they do im just saying hopefully i can make something good with the money im spending

cold plank
#

I bundled them together in my brain my apologies, render textures are one form of arbitrary scriping you can still do in vrchat I suppose

dusk turret
#

Well, they're more like storage. :P

cold plank
#

oh, here's something I haven't played with, standard assets are whitelisted, correct?

#

but on avatars? does the lookattarget script work there too

#

humm

dusk turret
#

You linked it yourself. :P

cold plank
#

lol anyway, way off topic now. 😛

#

Maebbie did a great job, the world looks great.

blazing hill
#

yo, i selected my nails of my avatar, made that a unique material (left and right hand into one) how would I change the UV mapping to have that a texture like this can apply to the nails in the middle of each nail?

cold plank
#

@blazing hill I actually did a tutorial on this recently but I'm not entirely satisfied with it