#3d-modeling

1 messages ยท Page 68 of 1

glad steeple
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its mostly just theory, which is nice enough

dull canyon
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also, I started out with sculpting and I still prefer it to box modeling

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but I guess with the next iteration of my avatar I'll try starting with box modeling. maybe.

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but that's just me I guess

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I find the sculpting workflow a lot more natural and free than box modeling

azure rain
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was just mentioning the Box modeling so skip retopology

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and also so folks would get familiar with the tools

dull canyon
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yeah, that's of course an upside if you do a clean model to begin with and then just multires sculpt on that

azure rain
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and you know it's good to learn about what Edge loops and stuff are

dull canyon
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yeah

azure rain
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jumping straight into sculpting can make that stuff not noticeable

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considering how often folks just take the decimate button to delete stuff even though Edge Loop selection dissolving would make cleaner results

dull canyon
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well you gotta learn about it one way or another, either via box modeling or retopo

azure rain
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even though if I was teaching folks I would start with the Box modeling and then retopo so they're jumping into what do all these scary buttons do and having no idea what good apology looks like good topology looks like

dull canyon
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yeah

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I haven't been doing this long but I still know that good topology is important and there aren't really any shortcuts you can take to get good topology

azure rain
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if there was the AAA video game industry would it be using it by now

dull canyon
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unfortunately I only very recently learned about the multires sculpt workflow, if I knew about that earlier it probably would've saved me a lot of headache and despair

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I only saw people like yansculpts using sculpting with dyntopo and always assumed the usual workflow is sculpt high res model > retopo > bake highres onto lowres, and I was always wondering why my dyntopo sculpts looked so bad and had so many artifacts

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turns out he apparently usually does rough dyntopo sculpt > retopo > multires sculpt

potent pond
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i sometimes check this modeler

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Since i'm a Maya guy lol

sage grail
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Heyyyyy all you wonderful awesome AMAZING people who know what you're doing... anyone know where I can find a free rigged human model for Blender? Or do any of ya happen to have one on you? I need to make poses for 2D animation and while designdoll DOES work for that exactly, I can't get all the right camera angles on it. (I hate adding "free" in there, but I can't buy things that are digital yet. ๐Ÿ™ƒ and sorry if I'm not allowed/supposed to ask this kind of thing here, I swear I had no idea.)

quaint jasper
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search for free rigged human fbx in google @sage grail

sage grail
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Huh..... the first time I googled for some, I didn't find what I was looking for, but it worked this time. Thanks there. ;w;

silent junco
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if you press Ctrl Alt 0(keypad) you move your camera to you viewpoint

untold schooner
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didnt know that. I usually use an addon that has add camera to viewpoint in it

sage grail
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cries in doesn't have keypad on laptop

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I'll remember that tho

sage grail
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๐Ÿ‘€

stable edge
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Old ui but it lets you use numpad

sage grail
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Awesome

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thanks

stable edge
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By using the numberkeys you got

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Three button mouse is good for moving too

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No prob.

olive orbit
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Struggling to give it a more human shape lol

quaint jasper
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use reference sheets !!!

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In blender you can apply images to 3D views, it helps a ton

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Are you modeling something random or do you have something in mind ?

olive orbit
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I have something in mind. A friend is drawing the sketches but I don't have them yet. Was trying to make sure I could actually do something here first

quaint jasper
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cool, then i guess you can keep working on smoothing down the general shape

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be as basic as you can at first, don't get trapped in useless details

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go down a step once you're satisfied with what you have, but don't be too hard on yourself !

olive orbit
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Thanks for the encouragement. I'll keep messing with it to see what I can do and hopefully I'll have something more impressive to show next time

quaint jasper
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personal suggestion would be to familiarize yourself with Grab and Draw as the main tools

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they're the easiest one to get accustomed to, and have the most satisfying result you can see imo

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size/strength of brush is also important

olive orbit
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Oh! Grab feels great! Thanks for that. Was using snake hook before, but this is much better

quaint jasper
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Can't really teach weight painting, it's a complex process of you want to do it correctly

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But there's a lot of very good video tutorials on YouTube

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Also weight painting can only be as good as your topology

slender holly
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but

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what if my topology sucks

runic nymph
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get better at it

slender holly
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so git gud

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got it

runic nymph
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i watch tutorials, and copy the general topology of joints

mortal slate
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||i wanna make something, does anyone help with making something||

olive orbit
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I'm not at that step yet but I'm now curious as to how much of a roadblock this is going to be. What is weight painting?

haughty needle
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Its where you attach the specific parts of the mesh to the bones of the armature, it controls how much bone movements will affect the visible model

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say you have a hand, the palm will be weight painted to correspond to the main hand bone, each part of a finger will be weight painted to follow the bone inside it

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there are a lot of tutorials about it but it can certainly be annoying to get to grips with in the beginning

glad steeple
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Yikes ๐Ÿ˜ฌ

spiral sigil
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So I just fired up blender for teh first time in a few months and it updated....all my addons are gone. In preferences it says "Upgrade to 2.8x required" on them.

haughty needle
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So they addons have been updated for use with 2.8

spiral sigil
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when i try to install them it keeps saying module not found

haughty needle
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You can have multiple installations of blender btw, ive got both 2.79 and 2.8 side by side

spiral sigil
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im using the steam version

haughty needle
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got 2.79 on steam and stand alone 2.8

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i think you can opt in to 2.8 on steam

spiral sigil
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it auto updated for me

haughty needle
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its a bit confusing at first due to the changed UI

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sorry, no idea what that means

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i highly recommend following a basic 2.8 tutorial for getting to know the updated UI, i went with the blender donut tutorial

spiral sigil
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think im gonna jsut standaloen install 2.79, I hate the new look. took me long enough just to get used to navigating it

haughty needle
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even though ive managed to sculpt, texture and rig avatars in 2.79

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hehe, yeah i thought the same initially

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downgraded to 2.79 when i decided to get back into it

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but then decided to learn the 2.8 ui since its more been updated to be more in line with standar stuff for other programs

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and tbh after getting over the initial hurdle i prefer 2.8 to 2.7x

spiral sigil
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except i cant edit source or xps models in 2.8

haughty needle
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a quick search turns up that "XPS tools 2.0.0 only work in Blender 2.80"

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so the one you autoupdated might not have followed along correctly

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looks like your screenshot says 1.8

spiral sigil
haughty needle
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yeah but the shot with the plugins and error says 1.8

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for the plugin itself

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so that would explain it not working, likely the pre 2.0.0 version will not update itself to the version for blender 2.8 as to not break older installations

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so you would need to manually install the newer major version of xps tools

spiral sigil
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guess ill see if i can find updated versions

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the one I really neede was blender source tools

haughty needle
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i wouldnt be suprised if this break between versions would affect multiple plugins

spiral sigil
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the only one I have that does update and work is the cats plugin

haughty needle
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thats odd, for me cats did not follow when steam updated from 2.79 to 2.8

spiral sigil
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i had to re enable it and manmually update it in teh preferences window but it doesnt give me the error. looks like htere are 2.80 versions of all my plugins after all

haughty needle
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cool ๐Ÿ™‚

potent pond
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Maestro gato ~

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โ™ฅ

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Work is killing me lately

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cant even do the stuff i want properly and with the time i want ;_ ;

vivid crater
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oh, i love that persons art, their style is so cute

potent pond
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Yes

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Paulinaapc

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is amazing

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i requested her a Comissions when she used to be free long ago

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lol

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me with the character i luv the most

vivid crater
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Was gonna make a joke where you're Rem and your favorite character is the cool guy, but I don't know where it would go

queen nimbus
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hello, I've been trying to make my own models with mmd parts for a while now but I always end up with a broken model. So i have to stick with retexturing my base model without changing anything.

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This time for example I made a halloween version of my main avatar and I just changed the shoes.When I uploaded it to test it in VRC her hips bulged forward.

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i haven't touched her armature in blender and I did the required fix.

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someone had suggested me to do a full body fix on blender but it did nothing. Her hips bulge out when I move normally in game and when i play her emotes her hips get back to normal until it finishes playing.

glad steeple
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looks like the ass is on backwards

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Full body fix no longer works, and breaks avatars more

queen nimbus
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yeah

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it was broken even before the " fix"

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the thing is her ass in the back is in place so she has two asses

glad steeple
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sounds like a win

queen nimbus
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I have no idea how this could happen

marble grotto
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I gotta start a new model for Halloween ๐ŸŽƒ

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Any ideas

potent pond
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@quaint jasper

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can i share a thing a friend is working on here?

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It's not related to Vrchat

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but he is doing an AMAZING job for just been 1 person doing everything

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i feel facing myself doing the things i do was a challenge but.. near to my friend... that's something i would like to aim for

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It's related to 3D for sure

quaint jasper
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sure

potent pond
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This is the Shortfilm he is making, it has all the process, in the middle the composition starts, he is in the middle of it, half way to finish it

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at the end the programs he is using

quaint jasper
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impreessive !

potent pond
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When i'm streaming and modeling he is doing the same but he is generalist and he knows LOT, i go sleep 3 am, he goes 5 am

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And like that sinc elike .. 3 months

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it's amazing what he could achieve by himself

quaint jasper
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have you seen the Astartes series ?

potent pond
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nop o.o

quaint jasper
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It's also one guy

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but i'm still not convinced that's true lol

potent pond
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HOly shit, i'm taking a look

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that's amazing

silent junco
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my childhood was weird

glad steeple
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clearly

surreal ridge
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So here's a question I'm completely stumped on

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This belt only appears in Dev view

quaint jasper
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what's dev view

surreal ridge
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Probably using the wrong term

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but when in solid mode, the belt disappears

silent junco
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look under shader

surreal ridge
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... in blender?

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sorry, I'm a blender noob. No idea where that is

silent junco
surreal ridge
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Whoah

silent junco
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in the top

surreal ridge
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yeah. This is a window I've never used before

silent junco
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click on the character

surreal ridge
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Yep. Now in the Solid view the belt is showing

silent junco
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and assign it a material

surreal ridge
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... yeh I don't know how to do that. Thanks though, this'll help me narrow down my google search

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Ah, found it. I had flipped normals

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just selected all the faces and recalculated the outsides

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Thanks!

silent junco
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oh

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try to add a solidify modifier

small cloud
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perfection for public worlds

candid copper
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o-o

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yep that looks fitting for a spooky month

silent junco
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it is a normal cat

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he like sleep and eat bird

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also it took like all day to make

olive orbit
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The fact you can make something like that in just a day is impressive to me.

onyx bloom
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is there a way to fix vertex order after editing a mesh with preexisting shape keys to prevent an issue that looks like this:

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here is basis:

olive orbit
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Um, I hate to ask but can I screen share with someone? I got a reference image in place to sculpt to but the thing I made is off. I thought I could grab the vertices to try and get it roughly into shape before I start using the grab tools and such but I can't for whatever reason. Thought I could still make it work by just forcing everything into place by sculpting but in distorts in such a way I'm not sure that'll work. I'll send a screenshot in a moment to give an idea of what I'm talking about

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Imma keep trying to manhandle it into shape if I can, but I think I need help ๐Ÿ˜“

quaint jasper
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@onyx bloom shape propagate !

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

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@olive orbit you need to find a tutorial for non destructive modeling edits

spiral sigil
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Damn you just destroyed a whole mans career

olive orbit
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@quaint jasper I'll look for that, thanks a million

onyx bloom
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@quaint jasper OH MY GOD THANK YOU so much! I have been trying to fix this for three days! Now that the shape keys work I can give you a big ol smile!

quaint jasper
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you're welcome, it saved my ass a lot of times !

timid quiver
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Hey @quaint jasper

quaint jasper
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@timid quiver supp

timid quiver
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If I like the face of a model can I put my own clothes on it?

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For example I want to get a male avatar, remove the clothes and just put the clothes I wear for more immersion but idk how to do it

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I canโ€™t for the life of me find a male avatar with a T-shirt and shorts so Iโ€™m just trying to edit one in if itโ€™s possible

silent junco
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@olive orbit try to smooth it out

onyx bloom
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@timid quiver you could download meshes for the avatar you want and the clothes that you want and then merge them together within blender (free program) although it is pretty complicated because you have to weight paint the clothing on. I can tell you a shortcut for weight painting if/when you get to that step

timid quiver
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I've got no idea how to do any of that lol

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I've only used blender like twice and that was to make a donut @onyx bloom

onyx bloom
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oh... well I have no clue about any easier ways to do it. For the past 3 days I a was adding clothes and armor to my avatar and I just now am about to finish up after running into a bunch of problems

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if you want more detailed advice feel free to dm me tho

quaint jasper
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It's not really relevant to 3D modeling, since it's kitbashing

spiral sigil
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My meme I am gonna upload soon when I get trusted user

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It plays the despacito song

coarse kestrel
silent junco
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normal maps are bs

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and it still isn't good enough

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now it just works

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making normal maps is like a bethesda game

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it just works

ashen forge
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So this is a weird thing that's been bugging me for awhile, I've been downloading a lot of game models and I've noticed one consistent aspect. A lot of them use split/ripped verts, I don't need any help on "fixing" it but I just wanna know why.

untold schooner
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it happens when you extract stuff from games. also it says in the rules to not mention game ripping

ashen forge
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Well, I haven't actually been doing that exactly I've just been finding them.

quaint jasper
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that's due to sharp edges

ashen forge
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I always kind of assumed it was mainly for lighting reasons

quaint jasper
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Well, yes, sharp edges show shadows differently

olive orbit
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I think I need to try a new method than the tutorial I've been watching, because my second attempt is no better lol. It started better, but I seem to struggle most with trying to shape the mesh to match my reference. @quaint jasper I tried looking up non destructive modeling edits, but I can't figure out how to apply it to a human mesh.

quaint jasper
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you might need to enable the LoopTools addon in blender, then use it to relax the mesh, and make your edge loops circles, then you can subdivide those faces correctly and have less destructive edits

coarse kestrel
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she only took a whole month to make x.x
Now to work on the paid version

spiral sigil
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@coarse kestrel OMG I know you

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You made a world I was in

coarse kestrel
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hewo

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the one with the giant black hole?

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or the floating nanachi?

spiral sigil
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YES!!!

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Nanachi

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My friend Core Frisk is a fan of your world

coarse kestrel
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<3 big thankies

spiral sigil
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We should become friends

coarse kestrel
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lmao

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np

spiral sigil
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And then I can invit you to his server

coarse kestrel
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This is a one drive download link for the renamon :3c

dull canyon
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does anyone have a good resource for retopologizing the human body properly?

haughty needle
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that looks really good to me

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but im no pro or even all that good at this

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its even, not any stretched faces, good loops around joints

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so with my limited experience it looks like it should work well

coarse kestrel
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it's more about flow

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and even faces

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and more geometry where it's needed

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that's about it

haughty needle
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back when i was trying my hand at sculpting an avatar and ending up with messy super high poly models i went through and learned how to retopologize by hand using the shrinkwrap modifier mainly

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later i found this tool that did as good or a better job than i could by hand https://github.com/wjakob/instant-meshes at least for the time i was interested in putting into it ๐Ÿ˜›

tepid wagon
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Pretty awesome

dull canyon
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I wish retopoflow was finally released for blender 2.8

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or that we would finally get the retopo branch merged

haughty needle
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couldnt you run two installations of blender and just drop back to 2.7x to do that one thing? Ive got both 2.79 and 2.8 installed

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mostly because i initially didnt want to learn 2.8 since i had managed to make avatars back in 2017 using 2.79

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but when i tried to get back into it i didnt remember enough that sticking with 2.79 would have been worth it, went and did some 2.8 tutorials and now i prefer it

tepid wagon
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Yes you can but you would need to install them on different drives or use one version from Steam

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I'm using both versions myself

latent charm
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Install blender from the .zip download from the site. You literally extract it and run it from wherever.

The best way to do this is make a folder for your blender installs, and extract into there, then add the blender.exe to your start menu/taskbar.

Also I really suggest against using blender from steam as it's likely to update on its own and that's fucked people over, especially with the 2.8 upgrade.

tepid wagon
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Really? I was using just Steam version, it updated on its own so I downloaded 2.79 from Blender website and opened my "Steam Blender 2.80" project that I haven't overwrite yet in regular Blender 2.79 and continued working from there, only issue was having to download new Blender file

latent charm
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At my peak I think I had every blender version from 2.49 to 2.64 installed.

tepid wagon
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Wow, I started from 2.78

latent charm
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I started with 2.42, ahh good times.

stray kiln
subtle jackal
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instant meshes does not generate topology suitable for animating, especially in more complex areas like the face. It's really more for taking crazy high poly meshes the likes you'd get from e.g. Zbrush or Blender dyntopo down to a more reasonable count to have in a real-time environment with baked normals etc. Like for statues and such.

slender holly
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@coarse kestrel it looks so goood!

dull canyon
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@latent charm do you know anything about cloth simulation in blender, 2.8?

latent charm
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@dull canyon Yup, it's generally similar to in previous versions but they've improved how the springs system works so cloth behaves much more naturally.

dull canyon
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okay, cause I'm having an issue with mine

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for some reason the cloth won't collide properly with the sphere

latent charm
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Are you dropping the sphere down onto the cloth?

dull canyon
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no, the cloth onto the sphere

latent charm
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You might need to increase the collision quality then

dull canyon
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wait... wtf is going on...

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I'm using the exact same settings I tried yesterday

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and now it's working...

latent charm
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Letting it simulate also makes a cache of said sim, so usually after changing settings you want to clear the bake/cache

untold schooner
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smarter every day

dull canyon
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I am so confused

dull canyon
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hmm, now how to best make a ghostly sheet without it looking artificial...

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and without using 10s of thousands of tris

dull canyon
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guess I could use transparency for the texture

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@latent charm you think that'd be viable? I basically wanna make a cliche sheet ghost avatar and I wanna make the sheet look torn up and stuff. instead of using geometry could I use transparent textures for that?

slender holly
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its still going to need a massive amount of tris to simulate cloth though

dull canyon
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I mean, a plane with 2000 tris looked okay

latent charm
dull canyon
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yeah

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something like that

untold schooner
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get the shape you want then you can use optiloops to make it more optimized

dull canyon
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is that a default addon?

untold schooner
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uh no but I can get it and post real quick

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it's to remove loops while still maintaining the same shape

dull canyon
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okay, thanks

latent charm
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Oh that looks super useful. Damn.

untold schooner
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it really is

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it's way better than the unsubdivide decimate

slender holly
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is it destructive?

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ill have to try it out

untold schooner
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how do you mean destructive

dull canyon
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I assume it's not a modifier, it's actually altering the geometry

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so yeah, it's destructive

solar fossil
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All decimation is destructive 002thinking

dull canyon
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yea

slender holly
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dumb question

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dont hurt me

untold schooner
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do you mean destructive like blendshapes or what

slender holly
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yeah i was asking about the addon you were talking about

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not the unsubdivide decimate

solar fossil
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Tha angle limit one?

dull canyon
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hmm, I just found a flaw in my plan tho...

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I also want to give the sheet at least some thickness

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so how would I make some holes in the sheet then

untold schooner
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just make holes and have it double sided

dull canyon
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well I mean when I use a transparent texture

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like, to make not too artificially looking holes I'd need a lot of geometry I would think

untold schooner
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you're planning on using a texture that has holes on it?

dull canyon
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that would've been my plan, to save on geometry

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I mean, I guess I could just make it a simple plane, but then I'd need a shader in unity that can also render the backfaces of meshes right?

untold schooner
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yah that's what I meant by double sided

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I'd use either poiyomi toon or rero standard

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they both have the ability to turn cull off (double sided)

dull canyon
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okay

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so

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I'd want to make it so on the outside it looks like a normal white or whatever sheet with some holes in it

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and from the other side I'd want maybe something like these "space" shaders you see often

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that look like you're staring into space

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I'd assume I'd need to use two materials for teh sheet then right?

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one for the outside and one for the inside

untold schooner
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yes

dull canyon
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and if I wanted to make the holes visible from both sides... is there something like a transparency map or so?

silent junco
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Just make a hole in the model

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Also the regular decimation is better if you ask me

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Than planar

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Also holes that look good donโ€™t require a lot

dull canyon
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care to show me an example?

silent junco
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Not on pc atm

dull canyon
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yeah whenever you find the time

silent junco
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But like 16 verts is a pretty good circle

dull canyon
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well I don't mean circular holes

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just holes as if it was torn up a bit

silent junco
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So more square ones then

dull canyon
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guess I could just split up some edges

silent junco
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The torn part can be done via a fur shader and map to show where it should be

dull canyon
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hmmmmmmmm

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guess I'll be better off actually modeling the sheet after all...

silent junco
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Good luck

dull canyon
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guess I'll try box modeling + multires sculpting for some details

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should at least give me cleaner topology too

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or rather more efficient

silent junco
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You can use a plane and subsurface along with cloth to make it

dull canyon
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I know, but the cloth sim is kinda meh

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at least with just a square plane

silent junco
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Thatโ€™s why you make the plane round with subsurface

silent junco
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the problem is that if you have self collision and it too high the edges will break

dull canyon
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so you're saying I shouldn't manually subdivide the plane but just add a subsurf?

silent junco
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no

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you can do it manually

dull canyon
runic nymph
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๐Ÿ‘

silent junco
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Nice

dull canyon
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so right now this is just a plane that I pushed and sculpted a bit. if I wanted to have a different texture for the outside and the inside, I assume I'd need a slightly scaled down duplicated of that plane with the normals inverted on the inside?

silent junco
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you don't need to scale it

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but you do need the normals to be reversed

dull canyon
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well wouldn't I get z-fighting?

silent junco
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no

dull canyon
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if they're in the exact same space

silent junco
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thats only when they face the same way

dull canyon
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oh

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okay, good to know

dull canyon
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contemplating how I should make the edges look torn up now...

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transparent map or modeling

ashen stag
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Depends on complexity, if it would result in quite a bit of extra polys it would be best to use alpha instead

dull canyon
#

yeah, that's what I'm thinking

silent junco
#

Make a general shape of the torn and for more detailed parts use textures

hollow radish
#

marvelous designer, retopo, solidify ๐Ÿ‘€

dull canyon
#

ain't got no money

dull canyon
ashen stag
#

I would think so, you can try comparing it to high quality human meshes scattered around on sketchfab and what not

subtle jackal
#

that's pretty standard yeah

quaint jasper
#

Good topology is a very large gray area it seems, it range from acceptable to very good, but then there's professional topology, and that's a bit more difficult to achieve

#

So don't beat yourself down with your own topology unless you need to do very specific things with your model

untold schooner
#

topology doesnt matter to things only you use, unless its very bad and really high poly

#

people do proper topology just to make it nicer to look at in the modeling program even sometimes

quaint jasper
#

It definitely feels great to look at a retopologized model !

latent charm
#

topology does matter, even for things only you use because there's cases where bad topology is just going to cause problems.

For example, extremely long thin triangles are gonna cause shading issues, and not having enough support loops in a face won't do you any favours for properly defining the parts of the face and will make it look weird when deforming and again, shading issues.

Some of these you can hide with a toon shader, but at that point vrcSad

dull canyon
#

okay, thanks for the input everyone

untold schooner
#

I mean it like, if the model looks good and the topology doesnt then it doesnt matter unless you wanna do something it will matter to

dull canyon
untold schooner
#

I dont even sculpt and that looks super cool

quaint jasper
#

1M triangle cube !

dull canyon
#

I mean, I just tried sculpting on a 12 million tris cube and even in 2.80 it's very smooth

untold schooner
#

1 million poly cube technically wont lag your vrchat

#

unless its rigged and/or has visemes

dull canyon
#

so basically unless it's anything but a motionless prop

#

:]

azure rain
#

but still that's probably Overkill having a 1 million poly cube

untold schooner
#

rig probably wont be as bad as visemes but yeah

azure rain
#

considering you could probably fit a full map in 1 million

quaint jasper
#

High poly is fine, but then you got to retopo lol

potent pond
#

interesting

#

video

#

Yeah of course you will go retopo, but what you can do also is do a auto retopo (in case it needs to be fast and not so accurated) and the proyect the high in the low and boom headshot

#

Blender is really trying to catch me

#

๐Ÿ‘€ (Shaking eyes)

quaint jasper
#

blender Join us blender

potent pond
#

i would Ruuubick sama

#

D:

#

When i finish my Kinro

#

i have planned another figure of an artist

#

and then after that

#

i have 2 options

#

Build my last map or focus on blender until i move

#

but oh boi this Muscle stuff in a boi it's very interesting and it's taking a while

#

lol

#

Funy fact is that i saw that there is people testing "walking on walls" stuff

#

but i was planning to do something like with a visual effect for a map

#

so many stuff to do

slow zealot
#

someone knows how i can fix the black eyes ?

haughty pawn
#

So I am having a terrible issue in blender 2.79 that any time I try to join anything it instantly crashes my blender. Anybody know a fix.

quaint jasper
#

switch to 2.8 ?

runic nymph
#

200 iq move

slender holly
#

2.8

#

master race

untold schooner
#

2.8 masterrace

gentle raptor
silent junco
#

Nice textures

potent pond
#

Probably tomorrow i gonna finish the hands / helmet / spear

#

4am

#

๐Ÿ’ƒ๐Ÿผ

#

night night

vivid crater
#

Nice butt ๐Ÿ˜ณ

quick thunder
#

Looks great dude

#

Really impressive quality

dusk turret
#

1 million poly cube technically wont lag your vrchat
unless its rigged and/or has visemes
@untold schooner Shaders are also a factor

#

oh cool thanks Discord

silent junco
#

Iโ€™m pretty sure one bone doesnโ€™t change much

#

Unless some of it has no weight and other parts max weight

untold schooner
#

oh yeah

meager verge
#

alright. so im trying to weight paint for the first time in blender 2.8, and all i get is this weird shading that i cannot stand. any ideas as to what setting is causing this?

#

(also please @ me so i know that someone responded)

slow zealot
#

@meager verge looks normal to me ... the hotter the color the higher the value of the weightpaing (the more that area is being pulled towards your selected bone)

meager verge
#

yes i know, but i have never seen the lines before, i understand weight painting, i have done it plenty before

#

this is what others see when doing it

slow zealot
#

think the lines are something new in blender 2.8

#

blender 2.8does some optimization for the 3D view ... the grid on the model might be that

meager verge
#

i found it

#

it was show contour weights being on

slow zealot
#

๐Ÿ‘Œ

gentle raptor
potent pond
#

Super cute

silent junco
#

He needs some maps but otherwise he is done

slender holly
#

@potent pond have you been messing with blenders sculpting tools yet?

potent pond
#

I have been wanting to and I already investigated few tools that would be worth this to use there, but since I'm with some bigger plans doom involving me moving from Argentina to Spain, I have been focusing on sharpen my eyes and increasing my portfolio gallery otherwise I will be screwed up lol so when I finish my stuff and be there probably gonna dedicate lot of time to be friends with blender, because as far as I can see, it's wonderful ๐Ÿ’‹

potent pond
#

time for posing... ANOTHER DAY

#

hahahah

#

time to sleep sleepy

#

๐Ÿ’‹

potent pond
#

๐Ÿ‘€ Shaking

quaint jasper
#

@slow zealot rule 13 pls

quaint jasper
#

It creates an cut in the mesh to allow for correct lighting/shadow

#

Oh sorry no that's sharp

#

Seam tells the mesh that when creating UVs, there should be a cut there

#

It's useful to distinguish parts of the model when unwrapping

dull canyon
#

now I just wish Blender would also get a feature like in zbrush where you can just cut part of the sculpt off

#

that's like one critical feature it's still missing

#

and it should be doable now that we have the remesher

vivid crater
#

you wouldnt just be able to boolean a piece off?

dull canyon
#

I guess you could

#

but that's very inconvenient

haughty needle
#

Another option is to duplicate and use edit mode to delete one part in one copy and the rest in the other.

dull canyon
#

that's still very disruptive for a sculpting workflow

#

I hope they'll manage to add the same thing zbrush has either with 2.81 or the next version

vivid crater
#

It's not too inconvenient if you're just using dynatopo anyway
but if you aren't, then that isn't really ideal

untold schooner
#

even medium has a knife tool for sculpting

gentle osprey
mild trellis
#

anyone got any good advice for modelling hair?

gentle osprey
haughty needle
#

@mild trellis take half a sphere and place it above the ears with a slight backwards tilt ๐Ÿ˜‰

mild trellis
#

got something that works thanks

mortal slate
primal narwhal
#

Very modern look, very ๐Ÿ‘Œ

potent pond
#

<3

#

Imma trying to get some energy to finish the posing of my Character grrr so much work it's ripping my energy away

#

๐Ÿ˜ฑ

slender holly
#

You can do this!

quaint jasper
#

yep press v

hardy agate
rancid notch
#

poly limit?

dull canyon
#

anyone here using the 2.81 beta of Blender? I'm having a weird issue with positioning my camera. I added a camera object, aligned my view to how I want it but when I hit ctrl + alt + numpad 0 it instead moves the head mesh from my model to where the camera should be

#

it does the same when I manually select the action "align camera to view"

#

neeevermind, found the issue
apparently hitting ctrl+0 marks any object as camera...

craggy charm
#

I still don't understand how modeling works.. But it's cool :)

untold schooner
#

thanks for your input

dull canyon
#

so if I wanted to give my characters ears and maybe tail a fur like appearance, would I do this via modeling and texturing or is there some kind of shader in unity for that?

#

and if there is, how bad is it for performance on such a small scale?

quaint jasper
#

You can do it through low poly or with Xiexie's fur shader

dull canyon
#

okay

hardy agate
#

They look pretty good to me

dull canyon
#

thanks. I'm not sure how I should do the tip though, should everything merge to one vertex resulting in a bunch of tris, or should I keep it like this with a bunch of vertices in the exact same place

quaint jasper
#

References !

potent pond
#

YEs references

#

and my recommendation (at least what i do)

#

use this free program

dull canyon
#

I am using references

potent pond
dull canyon
#

yeah, I am using pureref

potent pond
#

perfect ๐Ÿ‘Œ๐Ÿผ

#

That's the wae

#

funny thing is

#

that i used to place the images edit them in Photoshop to place it there

#

but then reading in some websites. kinda ... you can edit the pics there

#

like

#

Scale, rotate, flip

#

etc etc

dull canyon
#

yeah

potent pond
#

I didnt know

#

hahahhahaha

subtle jackal
#

the point of an ear can have triangles, it shouldn't cause issues. People go a little crazy at first with the "ONLY QUADS ALWAYS" mentality but eventually you learn it really doesn't matter that much, they're just preferable when it can be done without much effort.

#

like when you're trying to decide "Do I make a bunch of weird topo and 200 tris worth of edge loops to keep it all quad, or just add this one triangle?" The answer is add the damn triangle ๐Ÿ˜›

azure rain
#

and pretty much the main advantage of just keeping it quads only is subdivision modifiers which is basically not applicable on here

subtle jackal
#

yep

#

an example from one of my recent projects. I had to add a triangle under the arm to keep everything else nice and clean and even, oh no~

#

and of course as you can see, many triangles were used to merge the conflicting topologies of the blazer and sailor collar

untold schooner
primal narwhal
#

That's beautiful I salute you for your service soldier

cedar urchin
slender holly
#

Paws look good, the body itself is looking a little boxy

cedar urchin
#

might have to do with the angle

mortal slate
dull canyon
little inlet
haughty needle
#

@little inlet it might be because of the painted parts of the textures dont go outside of the UVs islands, when the textures are downscaled the black outside of the painted parts can bleed in.

upbeat bluff
#

Hey guys, i need to create my one avatar with myself and Iโ€™m a very beginner to doing that can someone give me the advice to start creat it ?! ๐Ÿค”

#

@here

hollow radish
#

its going to take a lot of motivation

upbeat bluff
#

I know itโ€™s so so hard

#

I think most of you use blender right ?!

quaint jasper
#

Start with the basics of blender, the try out the tools, then follow tutorials

#

and use references

gentle forum
#

are there any tutorials that teach you how to get textures looking like this and how to organize it? i don't really understand the workflow

quaint jasper
#

That's UV Unwrapping and atlasing, tons of tutorials on YouTube

#

The main gist is learning how to unwrap, and then give those pieces the correct scale depending on how much detail they need

gentle forum
#

guess im feeling a little discouraged since i have to make textures from scratch for a halloween model, it doesn't need a lot of detail but i'd like to add shading, is it all painted in blender?

quaint jasper
#

You can do it in blender, Photoshop/gimp

#

The actual texture baking is done in blender though, but that isn't needed either

gentle forum
#

im just confused, am i supposed to be using the UV layout to know what im painting if i take it over to photoshop

#

i don't know what baking is

upbeat bluff
#

Can you give me some of your work @hollow radish @quaint jasper ๐Ÿค”

quaint jasper
#

You can export your UV layout as a PNG image

#

In UV mode, click UV and export as

#

That way you can paint on top of that, and import the texture in blender directly on top of it when you're done

#

After that you can bake AO onto it

hollow radish
gentle forum
#

oh so like..

hollow radish
#
gentle forum
#

atlasing is optimization putting it all on one material, and baking is uhh

upbeat bluff
#

Woooww amazing ๐Ÿ˜๐Ÿ˜๐Ÿ˜ฑโค๏ธ @hollow radish

gentle forum
#

moving the uv's and textures

hollow radish
#

depends what workflow you want

quaint jasper
#

Baking is imprinting detail onto the texture

#

Moving the UVs and texture is Unwrapping

gentle forum
#

i've always been confused how that works with moving the uv's into one material because you're moving it out of place with the original texture

hollow radish
#

I would say study pbr workflow

#

and then you can figure out your own setup

quaint jasper
#

Texturing is the last part

gentle forum
#

i want to learn more than anything

quaint jasper
#

So you're not supposed to move the UVs around when you start texturing

gentle forum
#

so, unwrapping, atlasing, then baking?

hollow radish
#

unless you have substance painter and then you can just reimport the model again and fix the texture problems

quaint jasper
#

Unwrapping and atlasing can be a single step

hollow radish
#

you need to atlas first

#

then unwrap

#

figure out what materials you need

#

if its all unlit

#

just put it in one texture

#

meaning one mat

quaint jasper
#

Atlasing is usually what people refer to when the model didn't have all their UVs in one place, but people who make models professionally do that in the beginning

hollow radish
#

basically

gentle forum
#

yeah like the screenshot i shared

#

i want to learn how to do that

hollow radish
#

I still don't know how to rebake my textures in 2.8 compared to 2.79

#

so its a pain

gentle forum
#

even if it's from models i find off deviantart or something as practice

hollow radish
#

for certain thigns

quaint jasper
#

Yeah I've been fighting with 2.8 and AO

#

@gentle forum look into shotariya's material combiner first

#

With cats plugin for blender

gentle forum
#

oh yeah i have that

hollow radish
#

I would say, you could manually atlas it, but I can't do that in 2.8 anymore

gentle forum
#

i don't like it that much because of how it places things..

hollow radish
#

its a bit trickier to do

#

as far as I know

quaint jasper
#

Piece of software that tries to do it automatically, it might not work at all, but it will give you some insight

gentle forum
#

and it adds little pixel artefacts onto the texture

hollow radish
#

I can't bake my mats to one next texture

gentle forum
#

thanks for explaining a bit more, i think i understand

fringe rock
#

idk how to do atlas thing in 2.8 ether

hollow radish
#

well I can still do it, it just bakes it in its original texture, then I just have to combine the textures manually in another program

fringe rock
#

so what I end up doing it placing all the texture in gimp and black the area not used and move the uv back where they should be in blender using the snap tool so it snap right where it should be

hollow radish
#

that is uhhh... ๐Ÿ‘€

#

too manual

#

when you have textures like these

#

it aint possible

fringe rock
#

for example

hollow radish
#

how long did that take

fringe rock
#

under 10 min probably including moving the uv in blender

vivid crater
#

in 2.8 it bakes onto the active node, you can go onto each material and set it to the same new texture

#

the new texture image has to be saved/exist tho, if you just make a new image in blender and bake without saving the blank new image it gives you a message that it has to be done externally still gives you that message tho

cedar urchin
#

havent done the hhead yet

quaint jasper
#

difficult to say without a reference, but it looks very clean !

hollow radish
#

where's the ref

hallow bough
#

What would be the best way to model a robot head with floating led eyes, so no inset eyes or anything. Like Eve from Wall-E. I'm not sure if i can use any transparency for optimization sake. Perhaps model some flat eyes floating slightly infront of the face?

#

A better description would probably be a screen face XD?

ashen stag
#

Best thing to do is what you already said, have two planes, one for each eye, slightly in front of the face (which will probably be black to be the screen). You can then have these planes be attached to the eye bones, connected to shape keys ect.

#

Unless your screen is spherical or cylindrical in some way the normal vrchat eye tracking will not work, which then it would be best to either not use it or fake it in the idle

upbeat bluff
glad steeple
#

alot

hallow bough
#

Woa

azure rain
#

alot and that would be copyright infringement

upbeat bluff
#

copyright infringement ?! @azure rain

#

It would be copyright infringement if i do what ?!

azure rain
#

trying to replicate someone else's character model

upbeat bluff
#

Okk calm dawn i didnโ€™t use it just i asked him how much time ...

#

Is it take weeks or months ?! @azure rain

azure rain
#

depends on how skilled the artist and if they're taking any other projects at the same time

#

and also whether they have a copy of Marvelous Designer to speed up clothing making

gentle forum
#

another question, so once i've unwrapped the model, i'm supposed to organize the uv map islands, then paint inside the uv's.. but, what is this other workflow where it looks like everything is baked into place since there's a lot of dithering around the edges of the textures?

#

guess im a little confused

quaint jasper
#

that's texture baking in blender

gentle forum
#

yeah but what did they do to it before they baked it?

#

im missing the beginning steps

#

while i watch people streaming they are just painting the uv's in blender and using nodes, but there's no tutorials on that workflow for vrchat models?

hollow radish
#

Substance painter

#

Or 3dcoat

quaint jasper
#

@gentle forum vrchat doesn't have a workflow for that, it's the same as any 3D asset

azure rain
#

yeah there's nothing modeling special about vrchat just a list of requirements for running well on vrchat

tardy tulip
#

so i adjusted this one end of my jacket and im trying to symmetry it to the other side so i dont have to manually do it it works but when i click fix model it deletes some bones even though they are still parented right any ideas?

spiral sigil
#

CATS deletes bones that have no weight to them. Make sure your bones are weighted

quaint jasper
#

that's an option, it can be disabled

azure rain
#

unity unlit Shader would do that

#

you're not going to see any Shadows on you if you use unlit but the Avatar can still cast Shadows in mixed or realtime lighting

cedar urchin
#

had ti redo some of this model how does it look now (refrence in back not made by me, nor is it my OC)

azure rain
#

mine's posting the screenshots so we can evaluate

cedar urchin
azure rain
#

mind showing the wireframe and triangle count

cedar urchin
#

discord blocked the first photo I tried to share as it thought it was explisit

azure rain
#

lol

cedar urchin
#

ye

#

i still need to learn substance painter and unity

#

also need to know how to rig fingers

azure rain
#

then you might want to play around with lightmap baking and messing around with the settings so it makes very hard Shadows

cedar urchin
#

cant find the exact triangle count

azure rain
#

just take a screenshot of your whole UI

#

and wire frame picture is also important

#

@spiral sigil the lighting section might be a good place to ask about how to accomplish the look you're going for and if you have any screenshots of something similar that would be helpful

cedar urchin
#

I use Maya

azure rain
#

nevermind then I don't know Maya

cedar urchin
#

thats with extra smoothing and concave/convex faces

azure rain
#

that's way too many triangles

#

if you ever subdivide modifier on turn it off

cedar urchin
azure rain
#

okay that triangle count is much more reasonable

cedar urchin
azure rain
#

it's acceptable but a bit heavy

#

basically you shouldn't be using any subdivide modifiers except to make a normal map

cedar urchin
#

hm some things need to be high tri others dont need to be as high

#

ima do some fittling with sellect areas of the mesh to try and reduce it withought droping the overall quality

azure rain
#

that's way too many loops

cedar urchin
#

i know

azure rain
#

basically manually add Loops where you needed don't try to use the subdivide modifier to add them

cedar urchin
#

im using a command that makes faces curvy then I have annother comand that adds edges to make thoose curvy faces flat but with the same definition

#

I also have one that does the oppisiot that im using on select regions after I smooth everything

azure rain
#

do you know how to add edge Loops in Maya at this point as that's going to make it have too many geometry just applying a modifier on top

#

and you need to fix your thumbs not being attached to the hand

cedar urchin
#

I know how to add edge loops, extrude, fill hole, Multi-cut tool, merdge, edit edge flow, ect

azure rain
#

okie dokie so add those extra Loops using that instead of the command

cedar urchin
azure rain
#

okay got confused a little bit because of the shading

cedar urchin
#

I usually do the bulk comand then reduce selected patches

azure rain
#

that's going to make a mess

primal narwhal
#

What shader do you plan on using on the model after all is said and done?

azure rain
#

because you're expecting the modeling software is topology reduction to do the work and also going to result in too much geometry in the areas where a couple of Loops would have done the trick

cedar urchin
#

im failing to see the isssue

quaint jasper
#

once textured you can't see the difference

azure rain
#

basically you're just wasting triangles is mostly my complaint

#

and you're sidestepping learning how to do stuff properly

cedar urchin
#

ill take your word for it and try it in a min got to brb

#

your probobly right with the side steping thing ive done that allot in the past

#

brb

azure rain
#

see you later and it also makes making your quest version quite tricky if you're senselessly doubling or quadrupling your triangle count

cedar urchin
#

how many triangles should I strive for

quaint jasper
#

below 70k

#

the lower the better

azure rain
#

32000 or lower get you good boy points for having a very optimal model

ripe lotus
#

Subdivision modifier is a beginners trap

#

Do not use it

hollow radish
#

polygon isn't as drastic of a performance compared to material count and meshes

#

but you really should not need to go have hundreds of thousands

mighty adder
#

also bake normal maps of your high poly onto the lower poly model if you want nice curvature with lower polys

#

if you are using an unlit shader though you can't see polys anyway unless it deforms a lot

hollow radish
#

that's weird phrasing

azure rain
#

pretty much all you see is silhouette with the unlit Shader

hollow radish
#

yeah, there's no point to normal maps and ao unless you use them in substance painter for generators and such

azure rain
#

there's plenty of point to normal Maps you just have to have the standard Shader

#

not throwing away all the lightning

#

as most places are probably going to have one lighting source that would provide the normal map the lighting to do its stuff

silent junco
dull canyon
#

it's not a bug, it's a feature

potent pond
#

Finally I could start doing stuff on the model still thanks to posing it lost detail, still lot of work for the pose and the detail but this is what I have so far

#

I need to close hands, re draw wrinkles on clothes, fix arms, fix feet, etc etc

#

This character pose its super "fantasy" because you cannot twist like what it suppose to be lol, unless you have another twist on the chest and a snake neck hahaha

#

Still wip so nvm for now ๐Ÿ‘€ shaking

#

And I just noticed I break the weapon tip

#

:sad_dab:

potent pond
#

@quaint jasper look at this!

#

Copy paste between 3d apps

quaint jasper
#

i only know how to use one app lol

potent pond
potent pond
#

Right in the feelz

clear cloak
#

anyone have Better fbx importer/exporter addon for blender?

hardy agate
#

What's wrong with the built in one?

potent pond
#

Ther3 is absolutely nothing wrong about it

#

I was just happy to bring this tool I found that could be useful for multi program users hahaha

#

๐Ÿ’‹

fallen snow
#

In blender 2.80, I'm getting this error when trying to bake an object onto an atlas texture

#

what else could cause this error?

deep cairn
#

Blender is shit. It's a waste of fucking time and won't even save your textures made in blender when you save blender files & obj for your models. Uninstall and hang yourself is the only option.

slender holly
#

Yeah dont listen to this person

dusk turret
#

So dramatic. lol

small cloud
latent charm
#

Images are counted as external data and blender has no responsibility to save them automtically.
That said, at least in 2.7x there's a Save All menu item in the image editor. Probably also there in 2.8x too.

vivid crater
fallen snow
#

... back to my question, even the data api view shows these objects as being enabled in renders:

#

the same material works for baking on other objects - only difference is I appended this particular object from an older backup (and then switched it to use the same materials as everything else)

clear cloak
subtle jackal
#

@fallen snow if the project was started in 2.79 there's a weird thing where you have to right click on any collections that weren't active in the saved file and go to Visibility and "Enable in Viewports" and also "Enable in Render" even though they appear to be technically enabled. If that's not the issue then no idea lol

fringe rock
#

@clear cloak you can hit shadeless in the mist tab so you have your texture flat in the solid view port

clear cloak
#

where?

#

im using blender 2.8 @fringe rock

stable edge
#

Too lazy to remake this, but where it says material change it to texture

#

@clear cloak

clear cloak
#

thx

stable edge
#

Np!

fringe rock
#

Just above cats on the right

candid copper
#

question...

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I've stumbled upon this tutorial for an experiment to see if I can make my character's textures/materials a little improved... and found one that shows how to make 'hair particles'

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if I applied these hair particles to my avatar, would that effect my avatar's performance quality by any chance?

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like negatively

fringe rock
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One way to know. Try it and upload

candid copper
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sure but first I have to regroup the materials in to separate atlas

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I wasnt sure if there was a possible way to 'ungroup' atlas so I had to manually overwrite the materials in to separate files

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after this progress I saved a separate blender file whilst the materials havent been turned in to atlas, just in case I want to do any experiment to the materials or whatnot

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I wasnt sure how to edit individual materials... tried Google but only pointed towards the UV/Image editor and that confuses me a lot

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I wouldnt call myself an expert with Blender so I guess that situation made me nervous or something

spiral sigil
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Hey people does anyone know how to help me...im a bit new to blender and i just wanna know how to add accessories and tails...that kinda thing and add physics

faint zenith
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i love your DR stone character โค it's so well made @potent pond

potent pond
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Thanks Sewo, I'm still working on it, I was supposed to stream it, but I did a few vids and my internet service died

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So I'm doing it offline now T. T

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In these days I gonna be doing the final part

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With a nice render

faint zenith
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nooooo rip your internet , i can't wait to see the final render ๐Ÿ‘Œ

tame vale
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ye it looks great

potent pond
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idk if it gonan end so well as the Spinel Diorama or the Komi san Diorama

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but i will try my best

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i'm not so good with guys anatomy

fallen snow
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@subtle jackal that was it, looks like it went into some random collection that had render disabled

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thanks for the pointer

gentle forum
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is there a way to select every other loop automatically or do i have to do it all manually?

quaint jasper
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shift ,ctrl, numpad+

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@gentle forum

gentle forum
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it's not selecting the rows?

quaint jasper
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do it in edge mode ?

gentle forum
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am i just dumb?

quaint jasper
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maybe it's not meant to work this way then

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how are you selecting your edges ?

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@gentle forum

gentle forum
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alt + right click

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on the edges

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to select the entire loop

quaint jasper
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yeah then that's the other fastest method

vivid crater
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select one loop then go to select ring

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@gentle forum

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or in 2.79 its just edge rings

gentle forum
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i want to select every other edge loop, if its possible :o

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im only asking if it's possible in case i want to speed up the manual decimation process ^^

vivid crater
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ohh, i see

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you can do that thing ruuuubick said with ctrl shift + but then hit select loops afterwards

gentle forum
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ohhh!

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thank you thank you

small cloud
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you can hit and edge so it selects all with ctrl+alt+rclick> "Checker deselect">multi select loops(select>edge loops), idk if it has changed in 2.8 or not

slender holly
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@quaint jasper Flipped normals is by far my favorite 3d modeling youtube channel

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his content is a god send

vivid crater
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They're op, I like that it's usually those 2 guys so it's combined knowledge and they can conversate in the videos

dull canyon
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but they're a bit... quirky

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sometimes it's kinda cringe to listen to them, but since they apparently have some experience in the industry they provide some decent knowledge

hollow radish
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one of them worked on batman v superman

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or was it justice league ๐Ÿค”

slender holly
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yeah both of them have industry experience

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their podcasts were mindblowingly helpful to me

cedar urchin
cedar urchin
quaint jasper
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i think the snout could be smaller

cedar urchin
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its a protogen should really it?

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smaller in which direction shorter skinner what

quaint jasper
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in terms of width

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from the drawing, the nose area is much thinner

cedar urchin
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ok ill keep that in mine when I work on it tomjarrow

dull canyon
dull canyon
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but I guess you wouldn't be able to use that for vrchat

turbid portal
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Guys,I have a question

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Where I can take Lord Garmadon 3D model?

clear cloak
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Guys help me always the same my model is pink and I have all the textures help me pls

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nvm

cedar urchin
old field
haughty needle
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slaps top of @cedar urchin 's UV map
"This bad boy can fit so many seams in it"

cedar urchin
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lmfao

cedar urchin
clear cloak
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weight painting is killing me...

glad steeple
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The way the legs are pointed way forward will cause problems

lime hornet
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i have a question
how much vrchat can handle in terms of polygons? ๐Ÿค”

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specifically for a world

quaint jasper
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vrchat can handle a extremely high amount, but players can't

lime hornet
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any specific numbers?

quaint jasper
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those numbers don't exist

lime hornet
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lol

quaint jasper
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you need to try and see what performance you get in VR

lime hornet
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hmm okay thnx for info

rotund viper
small valve
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@lime hornet im gonna steal oculus's numbers here since its the only value ive found for that question; 1-2 million tris per scene total is a safe bet

glad steeple
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just optimise everything else.

small valve
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that includes avatars and objects obviously, so dont make your world so high in tri count that it leaves no room for avatars

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plan anything and everything accordingly to emphasize the important shit and optimize anything else

azure rain
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no you still want to optimize the important stuff so you're not wasting resources

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just it's okay do a higher budget to the hero props

lime hornet
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@small valve @azure rain thanks for the tips will work on it.

potent pond
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hihi

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wanted to share this artist i follow that makes tutorials for modeling

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and they look super fun to do and quick

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Autodesk Maya 2019 - Stylized Modeling, UV mapping, and Texturing in Substance Painter , Zbrush 2019, and Maya 2019. Learn how to Make an Outdoor Environment...

โ–ถ Play video

Autodesk Maya 2019 - Stylized Portal Modeling, UV mapping, and Texturing in Substance Painter, Zbrush , and Maya 2019. This video is sponsored by Marma Music...

โ–ถ Play video
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He has LOT of tutorials there, i mean basically you can achieve the Maya + Zbrush in Blender sicne blender has everything now basically lol

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and now since there is bundle pack in Steam of Substance painter it's super nice for trying it out

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so idk maybe you like those tuts! Gaw gaw

thorny fractal
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fyi substance has a student liceanse if you are a student, you have to provide student ID but some friends of mine have said that they just provided whatever and it got accepted anyway. although you cannot use it for comerical reasons, but when it comes to substance liceansening when you buy a liceanse its only valid for a year, so you only get updates for a a year and once your liceanse experies youre stuck on the latest version before your liceanse experied. you can keep using that version but you wont get updates unless you buy it again or do the subsription service
althought i guess you could always pirate it..

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and yea i follow him on artstation and youtube his stuff is pretty neat

copper moss
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I cant recommend Painter enough. I dont think theres a better program at the price for the entire 3D pipeline that comes close to touching its capabilities. Well, well worth the $150

azure rain
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yes substance painter is very very helpful at texture painting

rose geyser
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Have a question for anyone. Started getting into learning UV mapping as a beginner, on an MMD model I've been attempting to remap on Blender, I notice that whenever I attempt to map a picture onto a the front section of this shirt(i.e a graphic) I get the image mirroring and being wonky right in the center, like a seam, instead of mapping how I want it to. this occurs even when selecting only those faces and attempting to map it there. Is this just an issue related to it being already mapped for MMD or something? Or is there some small thing I'm overlooking

median pike
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@rose geyser do you have a mirror modifier on the object?

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IF yes, apply it and that should fix the issue

lament pond
small valve
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nice.

upbeat bluff
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Iโ€™m so excited to make my one avatar ๐Ÿ˜

vivid crater
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vrart is alive still? ๐Ÿ’ฆ

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wait i think i said that last time too and ill probably continue saying it every time

hollow radish
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I guess someone asked for a shorty model

lament pond
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Yeah

thorny fractal
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spaint is well worth the $150 if your serious about 3d art, more specifically the pbr workflow. but as i said you dont exactly get it for that $150 which can really turn people off since if they want an updated version a year later they have to re buy it

ashen stag
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updates are never really mandatory for these types of programs though is it? As long as it works like it used to

thorny fractal
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it depends on what you want out of it as a user and some times the updates have more then others. im still using my 2018 liceanse since 2019 didnt add much except for more procuderal textures and rtx for baking

azure rain
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yep it's going to continue the work you just won't have the newest toys with the $150 option as it gets you a year of updates

thorny fractal
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but the steam liceanse is also really weird msot peopel recomend merging your account with an algorithmic account after buying it on steam then not using the steam version

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the day Spainter introduces a half decent brush engine and better painting tools for hand painting stuff is the day i throw all my money at it. because despite the name the program is shit at painting

hollow radish
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just go for 3dcoat

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spainter is for pbr workflow

ashen stag
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pbr workflow is the best workflow imo

copper moss
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Curious what you prefer in 3Dcoat over Sub Painter? I've used both in various titles, but these days PBR is just standard unless your working on something a little more dated.

hollow radish
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I tried 3dcoat, cause it's simple and works for handpainted. Though after figuring out substance painter, rather prefer using that.
There's a lot more tools if you just figure out a workflow.

copper moss
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Sounds about right was just curious. You can also get that hand painted charm in painter, though its def not as straightforward.

hollow radish
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gotta turn off all the layers except base colour, cause I sample colours just like how I colour my drawings

copper moss
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In that workflow, id much rather get just a rough basis in painter and kick it out to photoshop at that point. Export your mask layers and what not, generate some base scratches and wear. Cause I dont think youre gonna beat photoshop with that approach.

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then come back and do clean up/effects in painter and what not. The painter/photoshop bridge is fairly decent.

hollow radish
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was thinking about that, but I think more concerned with not having obvious seams

copper moss
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Yea that takes some serious practice to make that nill in photoshop. still tho, as long as your UV seams arent super abundant, base colors in painter, first pass in photoshop, and 2nd pass/clean up in painter covering up those seams may work for ya

hollow radish
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its basically too annoying to switch programs back and forth

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that's basically the gist

copper moss
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oh for sure, no arguing there.

hollow radish
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well for now at least, I'm mostly going pbr and letting the shader handle stylizing it

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the hair and skin are stylized though

copper moss
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Good luck on the model!

hollow radish
copper moss
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Oh sweet, was this from scratch?

hollow radish
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yeah

copper moss
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The jackets got some really good normals there, good sculpt

hollow radish
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I tried handpainting before for 3dcoat but I didn't understand how to colour properly though I think recently I've understood how to do it

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after practicing some stuff

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really just hair

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I still need to test out

copper moss
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Yea that hand painted touch is a bitch. I havnt given it too much of a go, I tend to lean towards a more mixture of realism that PBR offers with a stylized model.

hollow radish
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I still think the toony stylized is too simple

copper moss
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Same, it tends to feel lacking imo

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if you push the aspects of that it can really pop

hollow radish
copper moss
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Ah I see. Yea that has a certain look to it for sure. I think your hitting it in the jacket specifically. But theres also a level of fidelity that the model has just due to polycount being fairly high it looks like

hollow radish
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its 45k

copper moss
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quads or tris?

hollow radish
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tris

copper moss
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no shit huh

hollow radish
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let me check

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40.4k Triangles

copper moss
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they did a damn good job then allocating that. The skirt in particular looks incredibly high poly.

hollow radish
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wait

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๐Ÿค”

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oh

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your talking about those models

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thought mine

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no idea about the others

copper moss
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OH yea ok no that makes sense

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yea sorry def talking about the examples

hollow radish
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does take time I guess

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but I would put more polish in if I was making a portfolio

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for me its mainly just exploring stuff

copper moss
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oh 100% these are just proxy models for sculpting.

hollow radish
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proxy models?

copper moss
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guess is depends on who you talk to, but for me, proxy models are block ins for the overall silhouette that you then bring into zbrush to sculpt, then do the LOD0 pipeline and texturing.

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im not one to start sculpting from a ball, that seems too tedious.

hollow radish
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oh yeah makes sense

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don't want to spend an extra 20hrs to model a body everytime

copper moss
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Yea exactly. Speed is everything when you need to churn these out like I do lol

hollow radish
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๐Ÿ‘€ yeah, I sometimes don't understand how I can wake up, work on a model, sleep, repeat for 5 days

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haven't modelled in a few weeks

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cause i'm like a jack of all trades

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I'm just waiting for an excuse to make music or sounds

copper moss
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Envious of that, being able to dabble in everything is so nice. I work as a 3D character artist, so modeling is my life, in work and out.

hollow radish
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I only started modelling last year

copper moss
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Wow really?