#3d-modeling

1 messages ยท Page 69 of 1

copper moss
#

thats damn good for a year

hollow radish
#

like april I think

#

could say I basically no lifed it ๐Ÿ‘€

#

I managed somehow

copper moss
#

no better way to get good at something hahah

hollow radish
#

then I get introduced to a god tier 3dcg server, then I felt really low tier ๐Ÿ‘

#

well, at least I learned a few tricks like autopacking and stuff

#

beat out all the terrible workflows

copper moss
#

Stereotypical art stuff, but dont compare yourself to others man. You shouldve seen my models after a years time of me learning it for the first time

#

its all unpresentable hahah

hollow radish
#

bruh, it's a motivation that I can harness

#

some people stop modelling, I feel like I should improve a lot

#

plus its a standard to compete anyway

copper moss
#

Well, if you can take that in that mindset, i guess thats a good thing

#

most people see that in a negative light

#

And yea, that standards bar can be vicious.

hollow radish
#

well if you want a job, its either that or don't (though I'm not a 3d artist by trade anyway)

copper moss
#

hahah yea thats, uh, far too accurate.

hollow radish
#

ooof

#

let me go back to coding ๐Ÿ‘€

copper moss
#

took me 2 years after graduation to land a gig

#

HAH codings like an instant hire

#

im so envious of my dev friends

hollow radish
#

from what I'm seeing, doesn't feel like it

#

at least when I apply for stuff

#

maybe because I've been procastinating on doing art ๐Ÿ‘€

copper moss
#

Guess it depends on location and background. I just have a couple fresh grads making near triple my salary and that kills me lol

#

the industry definitely favors the devs.

hollow radish
#

well I like coding anyway, just that its not as easy to start compared to art

#

cause I can't just making something amazing in 5hrs

copper moss
#

Yea, but you can actually make a game on your own that way, if that interests you. I'm jealous of that. Programming has been like slamming my head into a wall. its so hard for me to grasp

hollow radish
#

yeah, just imagine if you are actual programmer and you still have the same feeling

#

well, that's for art people as well

copper moss
#

hahah fair point

hollow radish
#

cause people praise me and I just go "my art --> ๐Ÿ‘Ž "

copper moss
#

the true artists plight

#

anyway i gotta bounce back to work, good talkin with ya man

hollow radish
#

๐Ÿ‘Œ

slender holly
#

@copper moss hey thanks for linking that youtube channel earlier, they have great resources

#

never really touched substance designer though, i usually stick with painter

copper moss
#

Yea of course. 3DEX is fantastic. Designer isnt really needed unless youre doing environments or extreme photo realism

slender holly
#

Enironments is what i like to do sometimes, i might snag it once it goes on sale on steam

copper moss
#

if environments is your focus, its a necessity imo.

#

has a much much steeper learning curve, but there are tons of resources out there for learning

slender holly
#

I have stepped away from 3D modeling for a bit to focus on traditional art in order to give myself a better grassroots when it comes to the fundamentals

#

so i'm excited to jump back into Blender and continue learning once i get a bit of a grasp

copper moss
#

hell yea, traditional is so nice. I gotta get back into it myself as its something that I've been slacking on a bit too much

slender holly
#

I kind of realized it once i started sculpting

#

and realized i had no fundamental knowledge about anatomy

copper moss
#

yea, figure drawing shot my skill up immensely. If you can attend those, they are beyond helpful.

slender holly
#

Ooooh yeah i actually would love to go to a physical art class

#

I work so much better with a visual representation

nova tree
#

why dont this work

stable edge
#

Uvs

silent acorn
#

ye, it's likely that all of the feathers(?) there are set via UVs to use the same texture

thorny fractal
#

i always had the hardest time trying to figure out programming, once i had a teacher actually there to explain it to me and walk me through it in my game production class then it just kinda clicked i think the hardest thing about programming is getting into mindset for it

errant bronze
#

I see you have a glove

#

Fingerless gloves are all the rage

spiral sigil
#

I need help exporting normal maps
please
does anyone have a java script of it I'm looking for?

#

I sure hope this is the right channel

#

@spiral sigil uh.. Why would you need a javascript to export a normal map?

#

A normal map is something you create in a program like photoshop, or generate using a texture and a "normal map generator" on the internet

#

Dont need a script to do it friendo~

#

I don't mind that; but I hate the fact that it does stuff like this

#

making it pixelated and unrealistic

#

Your normal map is more than likely incorrect, then

#

A Normal map is used to set depth in a model

#

I know that Capsy

#

so pixelated stuff wouldnt make sense unless you're using one that isn't using the correct UV Map

#

look; here's what I'm trying to get at, okay?

#

see this normal map?

#

hold on

#

and this one in a different program?

#

the first one is the one I want, while the other one isn't the best looking

#

I'm just trying to export these textures to make them look like BendyNormal

#

see what I mean?

#

uh

#

You've confused me a bit, so what exactly are you trying to do. You have normal maps then you also have what appear to just be height maps

#

I'm exporting them as normal maps in unity

#

and I need a script for it to work

#

I hope that's not as confusing as my last statement

#

these are the normal maps

#

that I'll show you in a dm real quick since I don't want to spam this chat with screenshots

fresh stump
#

so i got a big problem, i got bones on my avatar. and i did weight paint it, but for some reason the bones are not attached to my avatar. can anyone help?

copper moss
#

If youre working in maya, you likely deleted your history. If youre in blender, I'm not too sure.

fresh stump
#

im in blender, and i got no clue how to fix it. it's really annoying ๐Ÿ˜ฆ

#

when i put my avatar into unity my character lays on the ground

quaint jasper
#

Select both in blender and ctrl + J

hollow radish
#

did you export it with the armature?

fresh stump
#

i think i did?

hollow radish
#

check again

fresh stump
#

let me see, i use cat's to export so

#

and @quaint jasper im gonna try it. im not a star in blender

#

@quaint jasper it says no mesh data to join

quaint jasper
#

Screenshots ?

fresh stump
#

any idea's @quaint jasper ?

quaint jasper
#

oh boi

fresh stump
#

???

quaint jasper
#

did you do a cat fix already ?

fresh stump
#

yeah i did

foggy maple
#

hey, can you send me that? i will make it cats compatible if its not

fresh stump
#

il PM it to you.

lament pond
silent acorn
#

oh my god, is that a va11-hall-a avatar? it looks amazing!

hollow radish
gentle forum
glad steeple
#

hit f

#

Also dont model with the subsurf modifier

azure rain
#

it lets you hide absolutely awful modeling if you do that

glad steeple
#

No it just makes your awful modelling higher poly :-)

azure rain
#

yeah that is well

#

example of what I meant by hiding absolutely garbage

glad steeple
#

Post the video!

azure rain
glad steeple
#

Its a great example of why not to model with subd @gentle forum

azure rain
#

good point I just figured I'd post screenshots if someone didn't want to watch 16 minutes

glad steeple
#

Well i mean you can read the title and just take it at face value

#

if you care enough then you watch it

gentle forum
#

huh

azure rain
#

but yeah you don't want to blow up your triangle count unnecessarily especially since that can make people really nauseous

#

and also makes trying to make a quest version of your avatar a massive pain in the butt

gentle forum
#

ehh i don't make my stuff for quest anyways

azure rain
#

yes but still good to keep in mind making your content right on the quest so more people can see or even using it other Social VR programs like Mozilla hubs as soon you'll be able to bring your anime waifus over there

glad steeple
#

The quest argument isnt the only reason

#

watch the video

azure rain
#

completely farpoint

#

I watch the video a couple of weeks ago myself

gentle forum
#

yeah this makes sense

#

thanks ^^

ashen forge
#

how do i model hand

hazy stratus
#

Its good!

#

As long as its only meant to have 4 fingers

#

Because who would intensly inspect the modeling of your hands

ashen forge
#

I'm making a model of one of my OCs

azure rain
#

yeah but that doesn't look too hard to fix

ashen forge
hazy stratus
#

looks good!

#

what do you use to model?(software)

#

im looking to try modeling but I currently only have fusion 360

ashen forge
#

Blender.

#

2.7 specifically because I'm still learning 2.8 and waiting for certain addons for it

#

I also decided to just completely make the hand from scratch and I think it looks better and much less polys

hazy stratus
#

THANKS!

dusty badge
#

in the context of a source model, how would i do the eyes in blender

#

this is with the iris being a texture instead of vertexes of course :p

#

the main eye part i have textured to the whites but idk how i would layer on the iris onto it

slender holly
#

@ashen forge are you modeling via looptools?

ashen forge
#

Ye @slender holly

hazy stratus
hollow radish
#

ohno

#

you guys need to learn topology

stable edge
#

^^

dusty badge
#

thankfully im only editing a model :p

#

im honestly not interested in making my own models yet, but i like editing models

hazy stratus
#

Ik it sucks but I have like never 3d modeled before and im trying to figure it out

ashen forge
#

clyde please

hazy stratus
#

Wat

ashen forge
#

I'm trying to post a picture of my perfectly sfw model and clyde keeps screeching at me that it isn't sfw

hazy stratus
#

Oh

#

Gtg

ashen forge
#

I'm just gonna make a big cube over the main body that says "anti-clyde box"

old field
#

Lmoa

hazy stratus
#

Lmao

#

I just got SEVERE deja vu from looking at my own 3d model

vivid crater
#

๐Ÿ˜ฒ

#

have you ever tried curly/wavy hair?

stoic ridge
#

I don't know how I've done it but somehow when I export my FBX, none of the weighting works, even though all the weights are still there

#

how to even diagnose this

solar fossil
#

Hmm, try exporting to a different model format

stoic ridge
#

hmm, I guess unity can also import .blend directly

solar fossil
#

Can it?

stoic ridge
#

it breaks it fairly often but I used to do it for this model with no problem too

#

breaks for this particular .blend file, possibly because I'm using 2.80 now

solar fossil
#

Never tried using .blend directly, so cant comment on that

stoic ridge
#

so yeah this is a weird situation. I started with a working project, added some new geometry and set weights on that, resulting export doesn't behave like the weights are present at all

#

I have backups and everything but blender continues to find ways to waste my time

solar fossil
#

Hmm, here is a very sketchy attempt, try copy pasting from blender 2.8 into 2.79 and export using 2.79

stoic ridge
#

๐Ÿค”

solar fossil
#

You never know, it might work villager

stoic ridge
#

first I'd have to get 2.79 back

barren quiver
#

Is the armature modifier there?
Otherwise, try this stupid thing: scaling it up, applying scale, then scaling it down and applying again

untold schooner
#

you gotta go replace a file in 2.8 so it let's you do .blend in unity

dull canyon
#

I'm still not sure which method of doing hair I want to use for my model... hair cards, sculpted, curves

#

kinda leaning towards hair cards cause they look like the most efficient

dull canyon
#

what method for hair is everyone here using?

#

for like stylized/anime characters

tepid wagon
#

Don't know what everyone use here to model hair, I used hair cards. I tried to model hair with curves but it gave me mesh that was too dense. I never tried sculpting but I'm pretty sure you end up with really dense mesh you gonna have to retopo and put more work into it.

dull canyon
#

okay, do you have a tutorial on how to do "proper" hair cards? I can't really find much on youtube in combination with blender

tepid wagon
#

Sorry I don't have any

dull canyon
#

if I understand this correctly hair cards are really just planes/plane strips with a transparent hair texture?

tepid wagon
#

Aye

#

Just planes you bend and taper at the ends

dull canyon
#

mkay

#

and the standard shader in unity supports transparent textures?

tepid wagon
#

Yes although when I tried transparent textures it didn't look good on my avatar, it didn't have enough hair planes and it looked too thinned

dull canyon
#

so what did you do to fix that?

tepid wagon
#

Removing the transparency and making 3 layers of hair one on top of another, with one layer with dark and other with very light strands. Yeah not ideal. I will try making proper hair in the future but now I have to make some other models

dull canyon
#

mkay

tepid wagon
#

I don't remember ever seeing someone with AAA like hair with transparency ingame tbh

dull canyon
#

yeah

#

I'm just wondering what the best approach would be for stylized hair that both looks decent, doesn't use too much polygons and is not a total pain in the ass to make

#

but I guess with hair that's a case of "chose either 2"

tepid wagon
#

Was talking bout something like this

dull canyon
#

yea

tepid wagon
#

If you make lots of hair planes it may work with transparency and look good in VRChat idk

#

It will be lots of tris though

dull canyon
#

yeah, and that's what I wanna avoid most

#

I want to make my model as performant as is reasonable

tepid wagon
#

Then I would go with hair cards without transparency

#

Perhaps using more texture for hair would make it look pretty good without having to add lots of hair planes. You wouldn't have to neccesarly sacrifice a lot of UV space if you stack hair planes on top of each other, just not literarly every hair plane in the same spot on UV or it may be very noticable how texture look the same on every hair strand

dull canyon
tepid wagon
#

yup

dull canyon
#

okay, that's what I was leaning towards

#

guess I'll try that then when I get to that point

#

so what's a reasonable texture size to use? is 4k okay?

tepid wagon
#

I also checked out modeling of the hair at 1:57 (link you sent started at UV arrangment) and it is indeed how you model hair like this. I suggest you use subdivision surface for it to make hair look smooth with as little edge loops as possible that will capture the shape you want. After you are done you can also apply subdiv and use the edge loops in the middle to make the hair appear to have more volume by moving it away from hair plane normal

dull canyon
#

okay

tepid wagon
#

Yes it is ok for an avatar. I used 4k because I had normal map details on avatars armor but without it I think I would go for 2k

#

Unless you mean 4k for just the hair then it may be an overkill

dull canyon
#

no I meant for the whole texture

tepid wagon
#

Sure, 4k is fine

dull canyon
#

so, you would use a separate texture file for the normal map for instance, right?

tepid wagon
#

I had textures generated by Substance Painter, albedo, normal and so on all with 4k textures

dull canyon
#

okay

tepid wagon
#

Think I made metal and oclussion maps reduced to 2k in Unity

dull canyon
#

yeah I was thinking of getting substance painter cause it looks like the best tool for texturing

tepid wagon
#

Then you better hurry before annual subscription becomes unavailable

#

or maybe it already is idk

dull canyon
#

I would've just bought the non-subscription one

tepid wagon
#

Oh wait annual means yearly

#

I meant permanent

dull canyon
#

yeah

#

guess I'll buy it with the next paycheck then

tepid wagon
#

It is worth it but it is most amazing for making worn out looking textures

#

For items with scrathed and dirty surfaces

#

but has some ready made skin textures as well from different body parts

dull canyon
#

ie for anything somewhat realistic looking ๐Ÿ˜„

tepid wagon
#

aye

#

Right if you want to use toon shaders than it may not be worth it

dull canyon
#

yeah I don't plan to with this model

tepid wagon
#

It also doesn't accept textures you can modify, it only makes textures from scratch

dull canyon
#

what does that mean?

tepid wagon
#

oof I have trouble explaining it correctly. I just don't think you can upload already textured model in SP, it is the way SP works. You upload your mesh, set first layer, add base color or texture to it, create mask where you designate what parts you want texture to affect and so on until you have all model textured. I would like to suggest to watch some substance painter tutorial on youtube if you interested as my explanation is poor

dull canyon
#

ah, okay

#

well, thanks for the explanation

tepid wagon
#

This is how this hair card looks like

#

I selected the middle edge loop, it is pulled out of the rest of the plane to make it look like a hair strand has more volume

#

The texture may not look good at the very tapered ends if you unwrap like this but texturing will be easier

dull canyon
#

yeah

pulsar trench
#

Hi, I've come to use blender this evening, and left click select has stopped working. I can still right click, and I can still drag select, but it refuses to just click on anything in object mode. The menus work, but if I go to load, I can't click any of the filenames. Again, if i drag select within a filename it selects it, but a single click refuses.

Wiped to default settings, restarted blender, restarted pc

#

anyone know what's going on with it?

#

(left clicks. blender 2.8)

#

nvm, reinstalled. Working now, thx

lament pond
quartz shale
#

Hey, is anyone rigging furry avatars? Looking to commission.

vivid crater
#

๐Ÿ‘€ now we're talkin

#

Not enough hxh things out there

hazy stratus
vivid crater
#

what a cute

supple horizon
#

What's the most straightforward and non-dumb way of attaching fangs to teeth in blender, so that I don't have to adjust them to each mouth's shapekey?

stable edge
#

Dunno if there is a way

supple horizon
#

I feel like it should be fairly trivial, I just can't quite figure out how to make them work properly with blendshapes

dull canyon
#

who's dat and what show is she from

#

das a strong pout

supple horizon
#

?

#

I thought weight painting them to the teeth vertex group would do the trick, but that's not it...

steady zealot
#

There really isn't a painless way to insert them into a shapekey without moving it for every shapekey manually

#

Unless you remade your shapekeys with the teeth weighted to mouth bones

#

If your avatar has them. Still not painless

hazy stratus
#

@dull canyon im late but Rikka from Black Fox

dull canyon
#

huh, never heard of it

sturdy geyser
#

hi

dull canyon
#
sturdy geyser
#

how can i talk

hazy stratus
#

@dull canyonyes

dull canyon
#

okay, is it any good?

hazy stratus
#

Idk. I havent actually watched it

fallen snow
#

So, I exported a FBX from blender using CATS, and when I bring it into Unity I'm getting these errors; the mesh is invisible, with NaN/infinity bounds. What can cause this and how do I fix it?

#

and now it's crashing unity

#

apparently I had a broken shape key?

wintry gazelle
#

Yeah, it sometimes happens when separating or joining meshes, I'm not sure why though

coarse kestrel
slender holly
#

That looks amazing lexi!

coarse kestrel
#

aa <3

coarse kestrel
slender holly
#

I love her

#

totally should do a speed sculpt someday, lexi

coarse kestrel
#

I totally could problem is im now trying to learn zbrush

#

and that's coming from blender as lately sculpting performance in blender has totally just shit itself

#

what doesn't help is whatever the hell "industry standard" is fucking blows for controls

slender holly
#

honestly Zbrush is industry standard so if you have that sort of tool you should use it

#

lmao i didnt even have time to read your last message LOL

coarse kestrel
#

however thought of letting go of a specific button first to do the correct action needs to be shot

#

because if (for some ungodly reason) you let go of ctrl first while zooming in or panning before you let go of left click

#

you'll go back to whatever view you were at before

#

which is insanely fucking annoying

slender holly
#

Jesus i cant even imagine

coarse kestrel
#

imagine if someone kept resetting your view every time you tried to move the camera

#

that shit is the same thing you experience in nightmares

#

it shouldn't be in a program that costs $60 a month

slender holly
#

thats me when i go full retard and forget to Ctl+a and fix my transforms in blender

#

and now my whole model is borked and its nearly impossible to fix for some reason

coarse kestrel
#

Blender is so easy for me now. I can do just about anything with it

#

but now i can't sculpt

#

because it just fails me

slender holly
#

yeah its always fun learning something new on blender and then realizing "hey i can use this trick for something else"

#

Yeah, i have been excited to start sculpting, the person im dating actually gave me his drawing tablet he never used. Unforunately im taking some time away from 3d modeling and focusing on traditional art so i can learn anatomy

coarse kestrel
#

:o

#

anatomy is easy hell for modelling

#

I recommend the book "anatomy for sculpters"

#

pretty cheap and is filled with references for just about everything

slender holly
#

Ah, I'll give it a look, I was looking at other new sculpters alongside my own and realized that i lacked fundamentals in order to actually sculpt

#

I'm enjoying traditional art a lot actually, I'm learning a lot that can be translated into 3D

coarse kestrel
#

hardly, while knowing everything helps. you can get pretty far just developing your own style

#

but if you're going for realism

#

you need it

slender holly
#

I'm still pretty stubborn on being a generalists

#

I feel like I'll accumulate a style naturally.

coarse kestrel
#

I'm starting to get my own style

#

after 9 years heehheh

slender holly
#

Yeah i'm enjoying the journey, i never imagined it would take this long but.

#

I think if i have my eye too set on the end goal ill miss out on enjoying the beginning stage

#

I love looking at my old work and seeing an obvious improvement, best motivator by far

coarse kestrel
#

hell ye

potent pond
#

After been in the Hospital, still with broken internet since 2nd October, mega deadlines at work...
I made this ;_ ;
5 Am, went to sleep ๐Ÿ’‹
https://twitter.com/KrisuMiushy/status/1188368367721336832

After been in the hospital, my internet broken since 2nd Oct (Cannot stream ;_ ;) and Deadlines at work. Here is my #kinro ~
360 here https://t.co/aJ5OEA0wWs

For more https://t.co/w7sV5R8g3L

#DrStone #figure #rules #art #character #3d #anime #watermelon #warrior

slender holly
#

Looks amazing!

potent pond
#

Thankies ๐Ÿ˜

mighty adder
#

@coarse kestrel I use right click for doing camera actions in zbrush, it helps a lot since you can just ctrl right click or alt right click

#

without the stupid left click release crap

#

and you don't have to find an empty space somewhere to click on

coarse kestrel
#

I work fast, if releasing one action before the other causes the program to misbehave in an environment where I need to look around my model quickly. then you've done something really really really really wrong. This shouldn't be in a program this old and this expensive.

mighty adder
#

yeah it takes some getting used to, that's for sure

#

i had the same problem for a while and then i eventually got used to it

iron thorn
#

hello

#

can someone join me in dms to help me with this

#

i want to do this for 2 reasons, 1 i want to create games sometimes for enjoyment, 2 i wanna make a character

#

so i would need someone's help. as i have less than no experience

stable edge
#

YouTube tutorials

#

Time is money and unless someone feels it's worth it you'll need to do your work individually

#

Watch some tutorials and do some research first instead of jumping in blindly

iron thorn
#

alright

lament pond
slender holly
#

@coarse kestrel most important detail is the snoot needs to be booped

#

looks lovely!

dull canyon
#

(Blender master race)

slender holly
#

A cheaper boxcutter add-on w/ pipes?

#

give it to me

dull canyon
#

so is this still the "preferred" way of doing characters? initial sculpt using remesher, retopo and fix stuff up, add details with multires modifier, bake normals?

vivid crater
#

Yea, everyone knows kazuma has a massive dong

dull canyon
#

you mean a big excalibur

vivid crater
#

Ah, yes of course

sturdy kite
#

yea it looks nothing like the character. Shading is also completely off so mabye its an OC or something

vivid crater
#

VRArt has that kinda look on their characters, you can search up their other posts here

dull canyon
#

so... any input on my question? ๐Ÿ˜„

slender holly
#

yeah kind of

sturdy kite
#

Its true, its always personal preference. The style is just really simple and doesent suit the character in my opinion. A cell shaded style would be better for this character

#

Oh yea. I always use box editing, make a rough sculpt and keep adjusting it until it lools good. Still using blender 2.79 here. I dont know much about sculpting in maya and similar tho @dull canyon

dull canyon
#

just gonna do the feet and then start on the retopo and hopefully I can fix up all the issues there

sturdy kite
#

ono images on mobile are my demise

#

Ill tell you what I think of it once im on a PC

dull canyon
#

okay, thanks

#

it's my first model (but 5th or so iteration) so there's obviously lots of issues... but at this point I just wanna get it into vrchat so I can move on

sturdy kite
#

What I can say is. Take ur time with the model, as long as it might take, and you'll learn a lot while working on it. Ive made my first entire character from scratch a couple of months ago. It took me for fucking ever bit Im so happy with it

#

So never rush anything and Itll turn out great

dull canyon
#

yeah, like I said I started over from scratch like 5 times, been working in this one for about 2 or 3 weeks now and I'm finally starting to be happy with where it's going

#

just need to make sure I don't fall into the uncanny valley again the whole time

sturdy kite
#

Yea the most annoying thing is looking at your model and seeing there is something wrong bit you cant just quite make out what

dull canyon
#

anime at this point

#

I was undecisive before, wanted to do a mix of both semi realism and anime and that never worked out

#

now I'm aiming for something similar to this

sturdy kite
#

Ah so similar to the overwatch or league style?

dull canyon
#

yeah, kinda

#

I do use Ahri as reference ๐Ÿ˜„

sturdy kite
#

Dont shy away from using reference from there as well then

#

that can help a lot

dull canyon
#

yeah, I am now

#

that was my big mistake before

#

not using any reference of actual art I liked

#

just anatomical reference

quaint jasper
#

Might want to cut down on it a bit, there might be contradictory stuff

sturdy kite
#

wow thats a lot

#

I just used like 5 pics ^^

quaint jasper
#

Or have someone make you a design sheet from all those references

dull canyon
#

well I'm not using all of them, I just throw together what I find and like and then chose a handful as actual reference

sturdy kite
#

Looking at ur current sculpt rn and I think it looks pretty solid. What stands out to me are the Hands and the hips. Id make the hips a bit smoother but depending on what Clothing you'll give her it might not even matter that much

dull canyon
#

yeah don't mind the hands... I'll have to redo them

#

I still strongly dislike doing hands >_>

sturdy kite
#

Yep, Its the same with drawing hands, its always hell of a lot of pain

dull canyon
#

yep, I know

#

I come from 2d

#

I'll either try box modeling the hands and then doing some rough sculpting or just doing it all in retopo and then add the details in sculpting

vivid crater
#

The thing about hands for me is I see mine all the time and can roughly make it look okayish
Feet though, I have no clue what I'm doing at all ๐Ÿ˜‚

dull canyon
#

oh yeah feet are the next beast to wrangle

vivid crater
#

Honestly, I've considered just trying some photogrammetry programs to get the rough shape

dull canyon
#

mh

#

I wish I was better at blocking in shapes, but I always jump to details and sculpting too early

sturdy kite
#

Since I havent posted it here before, here is my first from-scratch character that I finished a few weeks ago

dull canyon
#

looks awesome

#

just don't over-do it with the dynamic bones

sturdy kite
#

The front and the back of the cape work with the same bone, that way they wont clip and im not using as many

#

Just got 2 colliders for the body and one for the hood

#

Skirt is painted to the Legs so it doesent have any bones and still doesent clip

dull canyon
#

nice

dull canyon
#

kinda wish gfycat wouldn't compress the shit out of it but eh

#

but yeah, ignore the hands

#

they're garbage

slender holly
#

i love the url

dull canyon
#

I don't mind that

#

to me it looks pleasing so...

#

oh wait, the waist

#

you mean the area just above the belly button right

#

okay yeah, I can see that

#

will try to fix that then... thanks

#

okay yeah this area I'd like to keep wider

vivid crater
#

You mean the hip dip?

#

I think that's what girls call that

dull canyon
#

that's one way to describe it I guess

#

๐Ÿ˜„

vivid crater
#

Yea, I remember looking it up when I was searching for grill references

dull canyon
#

gotta remember that then

vivid crater
#

PogU anime tiddy

dull canyon
#

ye I don't like anime tiddies

#

I like when the boobs aren't bigger than the head

vivid crater
#

I like all tiddy ๐Ÿ™

dull canyon
#

same

#

well, I associate "anime tiddies" with big unrealistic boobs

vivid crater
#

Floppin around all over the place

dull canyon
#

^

#

yep

#

flat is justice!

#

:rooVV:

#

whistles

#

you do you

#

well yeah, obviously

#

thicc thighs save lives

#

ยฏ_(ใƒ„)_/ยฏ

#

Schwi is a robot

#

several hundred years old

#

sure

sturdy kite
#

Schwi is adowable ok

dull canyon
#

^

sturdy kite
#

Jibril worst girl now

#

after Zero

dull canyon
#

well

#

ยฏ_(ใƒ„)_/ยฏ

sturdy kite
#

I thought it was super good

#

I like Shiro as well

dull canyon
#

same

#

s2 giev pls

#

yeah if you're not into the siscon trope I can see why you don't like it

sturdy kite
#

I love the main character and the overall tone. There is some great fucking references as well

dull canyon
#

yeah NGNL is not for you then

sturdy kite
#

There is a Laputa reference

dull canyon
#

it doesn't take itself serious at all

dull canyon
#

I hope amazon is lying and my XP Pen tablet doesn't really arrive next week but this week

#

I do

vivid crater
#

Get outta 3d modeling with your weeb talk ๐Ÿ‘€

untold schooner
#

god I hate anime

#

god I hate weebs

dull canyon
#

no u

azure rain
#

then you're going to be very unhappy around here Cheese

vivid crater
#

Oh boy, cheese vrpill

sturdy kite
#

yea I hate those weebs as well smh vrcAevSip

#

While im already here imma post some pics of the Character im currently working on, also made from scratch

untold schooner
#

while I'm not a fan of anime, good job on that

sturdy kite
#

aye thx

tepid wagon
#

I would like to learn sculpting in Blender 2.8 , can someone recommend me any tutorials?

dull canyon
#

erm, Flipped Normals I guess?

#

just take some of what they say with a big grain of salt

#

grant abbitt also does some tutorials

tepid wagon
#

Huh, literarly 2 videos on the top of search list are from FN and GA so I guess I will watch those, ty

dull canyon
#

yansculpts has a very personal style and he understands mostly what he's doing but his way of teaching is a bit... offputting to me

tepid wagon
#

I see. I am guessing all of these artists are character artists and I just want to make a sofa but I hope the basics are the same

dull canyon
#

well

#

for the basics on modeling you can check out blender guru for instance

#

since you'd probably be first box modeling everything and then adding details/stylizing it via sculpting

tepid wagon
#

Nah I'm familiar with hardsurface modelling, I just want more details on my sofa

dull canyon
#

yeah then you can just apply any of the sculpting techniques those people use

tepid wagon
#

Alright, lets get started then

slender holly
#

@dull canyon yeah honestly flipped normals is decent but decent FREE scultping tutorials are scarce

#

havent been able to find any that teaches anatomy and stuff without being a paid service

dull canyon
#

yeah, anatomy is something different I guess

#

though for that you can also just check out drawing tutorials

#

enough of that out there both stylized and realistic

hollow radish
dusty badge
#

i really want to finish giving this model face flexes but its so boring to me tbh

#

i feel like i must redo each face flex because something went wrong with a part of it, it was never meant to show expression, since its a character usually wearing a mask, in a fps, as a default character model.

#

aka the company wouldn't give two shits for it. :p

vivid solstice
bitter leaf
#

hands are the baine of my existence. Who is with me?

quaint jasper
#

Humans hands you mean

slender holly
#

just give your character claws

#

would be a cool addition

potent pond
#

i know your feel Alease

slender holly
#

Krisu!

#

Whatcha been workin' on?

dusty badge
#

ngl though

#

id take hands over this shit rn

#

i got an another character i want to flex up but i also gotta figure textures out too

#

lets just say i never had to deal with textures besides configuring shaders and vmts...
not actually making them ๐Ÿ˜…

dim plinth
#

Keep having this come up, anyone know how to fix this?

quaint jasper
#

what are you trying to upload

dim plinth
#

I have a locomotive I modeled

#

A handful that is, Iโ€™m just trying to get one going to start it out

#

These babies, trying to get them in game so I can have just a plain and simple train avatar haha

quaint jasper
#

then you need to add the vrc_world to your scene

gentle forum
#

what's this stuff about baking lights into your model before uploading to Unity?

#

i'd like to learn how to make textures look less flat ^^

#

i've seen someone add lighting in blender using nodes and manually texturing it using the lighting as a reference? will it help make my avatar more optimized as well?

quaint jasper
#

It's just about aesthetic

#

you can bake AO at least

#

that's the extent of my knowledge

gentle forum
#

hmm..

untold schooner
#

id use substance to bake AO

#

usually acts better and prettier

cinder wraith
dull canyon
bronze cloud
#

Hey I'm having some trouble, so I added a mast to a model but for some reason it delays when I move my head and wiggles around, Can't seem to be able to fix it, I've been told it was because of dynamic bones or something like that, I'll upload a video here showing what I mean

#

added a mask**

#

I've tried so many things but cant seem to be able to fix it

#

(started using unity and editing stuff just yesterday)

tepid wagon
#

You are suppose to weight paint the mask to the head bone, not to some additional bone set to be dynamic

untold schooner
#

your malwarebytes trial expired

spiral sigil
#

If you have a dynamic bone component on your head, just add it to the exclusion list for dynamic bones and it won't move anymore.
If you attached it with a rigid body, you're doing it wrong.

bronze cloud
#

@spiral sigil I fixed it by removing the dynamic bones on the head but i'll the the exclusion thing, sounds like it would work

fallow isle
#

Idk if this is the right place for it, but I've got an avatar I made months and months ago, and have been trying everything I can to fix some issues with it. I've completely given up on it. If anyone is interested in buying the ZBrush project and Substance Painter project, hit me up. You can have full rights to it, and I don't care what you do with it.

dull canyon
#

if anyone has any good and free resources on retopologizing the whole human body I'd greatly appreciate it if you send them my way. especially where to place the main edge loops and stuff

fresh isle
#

@vivid crater

vivid crater
#

Leggy

fresh isle
#

leg

vivid crater
#

Looking gud, can't wait to see more

solar fossil
#

Hazbin hotel PogOmega

potent pond
#

@fresh isle that was one of my ideas tooooo hahaha I love that artist since so much time that I wanted to me one if her designs. The protagonist was already done in 3D

#

I do t remember the artist but if you look for the name you will see the recepcionist in 3d and also rigged, it's a pretttty nice model... And rigged!

#

I was planing the radio locutor guy

#

To make it a figure but... I have so many stuff to do and already need to deal with this situation I have irl

#

So i will be looking at your design

#

๐Ÿ’•

#

Can't wait for the final result ๐Ÿ‘€

upbeat bluff
#

@hollow radish trust me I'll give you money to make some avatar for me ๐Ÿ™‚๐Ÿ‘Œ๐Ÿป๐Ÿ‘Œ๐Ÿป

#

@bronze cloud you too

dim plinth
#

How do I add vrc_world to my scene??

tepid wagon
#

You will find it in VRCSDK folder > prefabs > World > VRCWorld

dim plinth
#

I just drag it into the scene yeah?

tepid wagon
#

Don't remember :>

dim plinth
#

Got it! Thanks for helping me figure it out lol

glad steeple
#

What HMD are you using to get pictures like that @dim plinth

dim plinth
#

Im taking screenshots on my oculus

#

While in game

glad steeple
#

oculus...??

#

rift.. rift s?

dim plinth
#

Yessir

#

Is there any way to turn an object into an avatar?? Iโ€™m struggling to figure it out even with the tutorials online

quaint jasper
#

what are you struggling with exactly ?

dim plinth
#

So, I have the model I want to use, and I'm trying to upload it as an avatar to use in game, but I cant seem to find the right thing to click on to upload it as a avatar. I have the VRC world setup in unity, and I can access the model I want to use on a map, but I dont know where to go from there

quaint jasper
#

You should follow a tutorial video

#

And make a project from scratch for avatars

#

You're trying to do three different things at the same times and it's not possible

dim plinth
#

Roger that

warm jetty
#

100ๅนดๅ‰ใฎใƒ‰ใ‚คใƒ„่ปๆœใงใ™ใ€‚ ๅŸบๆœฌ็š„ใซใฝใ‚“ใงใ‚ๆง˜ใฎBOOTHใ‚ขใƒใ‚ฟใƒผ MisheใฎBodyใซๅˆใ‚ใ›ใฆ่ฃฝไฝœใ—ใŸ่กฃ่ฃ…ใงใ™ใ€‚่กฃ่ฃ…ใฎๅฐŽๅ…ฅ่‡ชไฝ“ใฏUnityไธŠใฎใฟใง่กŒใ†ใ“ใจใŒใงใใพใ™ใ€‚ โ€ป ้Šƒใฏๅซใพใ‚Œใฆใ„ใพใ›ใ‚“ใ€‚

#

I just made this clothes and its free to download : )

#

Feel free to DL if you want. Its fit for Mishe's body

spiral sigil
#

anybody have a copy of blender sourcetools for 2.79? I can only find versions for 2.8 or newer

vivid crater
spiral sigil
#

i meant the sourcetools plugin that allows blender to use valve files like .smd and .dmx

vivid crater
spiral sigil
#

big thanks bro

fresh isle
#

My progress since yesterday.

fresh isle
hollow radish
#

you should test the fingers quick for vrchat

fresh isle
#

I'd need to rig the model but I don't wanna do that until I actually finish it

dull canyon
#

I'm trying

stable edge
#

You're doing good! iris

dull canyon
#

thanks

#

so generally speaking, should you avoid poles in areas that deform or does it not matter?

azure rain
#

poles in places where it's not going to deform so you're not having to worry about non Square shapes is probably a good idea

#

but you look like you're going to be fine as I'm not seeing any in your major loops

dull canyon
#

okay. well I'm following the cg cookie guide and some other tutorial for the most parts

#

but I think I'm slowly getting a feel for it

#

but poles still mess with my brain

azure rain
#

well it definitely looks like you're off to a good start

dull canyon
#

thanks ๐Ÿ˜„

sick chasm
#

Hey people, so i imported my fbx file into unity but its all grey. is this normal? the textures seem to be missing

ashen stag
#

So import the textures and apply them, they aren't in your project or they are and arnt assigned

thorny fractal
hollow radish
#

but n gons are useful for flat surfaces ๐Ÿ‘

dull canyon
#

ye

#

as long as it doesn't have to deform or you're not going to subdivide it

vivid crater
#

yea a lot of hard surface models that are made with a boolean workflow have plenty of ngons

dusty badge
#

doing texture painting to determine where to go over with what later

#

i wish i was dead ngl

near crown
spiral sigil
#

I have the latest blender. How do i view the tris for how many there are?

vivid crater
#

its in the bottom right

spiral sigil
#

o ty

olive bone
#

Not sure witch one to add...

dusty badge
#

hmm

#

first one

cinder wraith
#

When is it appropriate to use mark sharp and does that affect the UV in some ways?

dusty badge
#

good question

quaint jasper
#

@cinder wraith After adding sharp you should unwrap again

#

it's different geometry, but i guess it depends if you bake your textures or not maybe ?

olive bone
#

@cinder wraith Always unwrap on the go, dont wait until you get the model complete

#

@dusty badge K, fist then

#

@cinder wraith I never do mark sharp, I do edge split instead

quaint jasper
#

@olive bone What's the difference ?

#

Besides not being able to visualize it easily with edge split

vivid crater
#

Edge split does what it sounds like, increases vert count a bit depending

quaint jasper
#

So does sharp ?

#

Isn't sharp just edge split + highlight ?

vivid crater
#

Hmm, I think it just affects normal direction, not entirely sure
but edge split also has an option to use the marked sharp edges so it would be redundant if it the same thing

dull canyon
#

so what tools do people here use for doing retopology? cause blender right now kinda sucks balls for it, unless I'm doing something wrong or missing something

stable edge
#

I heard some people use grease pencil (drawing onto the model) for topo planning and snap + shrinkwrap to actually make the mesh

dull canyon
#

yeah, which is horrible in blender right now

#

snapping makes it so I can't move anything that's not in front of the model without completely fucking everything up

#

so you can't easily extrude say the tubes for the limbs

#

and the fact that I can select verts through the mesh I'm retopologizing is annoying as hell too

#

especially when I click exactly on the vert I want to select, but it selects a vert behind it on the other side of the mesh

stable edge
#

Aren't some of these issues just because you're using wireframe mode?

dull canyon
#

I'm not tho

#

that's the thing

stable edge
#

It's probably a bug then

dull canyon
#

also I have no idea how to properly use the grease pencil apparently

#

it just draws wherever it wants

#

oh nevermind, there's options to place it on surfaces

dull canyon
#

but still, why is retopoflow still not updated to 2.8...

olive bone
#

@quaint jasper I am not sure if it is a bug, but un blender 2.8 if you use mark sharp, you won't see the sharp edges, using edge split, splits the mesh into pieces to be able to achieve that effect, take a look at the pictures of the robo arm I have posted, even if the object has smooth shading, you can clearly see the sharp edges, I have achieved this using edge split

tepid wagon
#

Do you have normals on auto-smooth 180?

olive bone
#

Also, you do no need the sharp edged to be highlited because you can clearly see the sharp edges

#

@tepid wagon Are you talking to me?

tepid wagon
#

Yeah, it was directed to you

olive bone
#

No idea, I have not touched that configuration

tepid wagon
#

set this to auto smooth with 180 degree angle

#

and you will see the sharp edges

#

You can also set it to lower angle if you want the software to decide sharp edges for you

olive bone
#

Ok I will check it out, thanks

#

I am not sure If I want the software to decide sharp edges for me, that part I think should be done manualy

tepid wagon
#

It can save up some time while giving the same result, it may be usefull for cases like a lot of repetitive shapes

olive bone
#

Now I can see a improvement

tepid wagon
#

like these grooves for example

olive bone
#

now we are talking

#

like this?

tepid wagon
#

aye but tick the "Auto Smooth" too

olive bone
#

I will test it on de wae ma bruddah, thanks

clear cloak
#

can I ask here how to put shoes to an avatar?

#

In blender

quaint jasper
#

Sharp edges function correctly for me in 2.8, I'll try edge split to see the difference

#

@clear cloak Have you looked at tutorials already ?

dull canyon
quaint jasper
#

Anything is acceptable topology when it's not done by a professional lulw

dull canyon
#

well

quaint jasper
#

That looks really good though !

dull canyon
#

not mine

#

bought the gumroad thing from danny mac

quaint jasper
#

From what I understood, topology is a few very basic rules, but respecting them on a high poly model is what makes it super difficult to achieve

#

So as long as the topology you go with allows for good bending and deformation, it's god enough

dull canyon
#

mkay... it just strikes me as... off that there's a lot of loops like that that go literally all over the model

#

I always assumed every loop should have a good "flow" that makes sense to some degree

#

also, I am this close to installing blender 2.79 again just so I can use retopoflow...

vivid crater
#

yea, edge split and mark sharp function differently
they have similar results if nothing else is touched, but the options are separate for a reason in the ctrl + e menu

#

however, edge split can be used in conjunction with mark sharp though to certain more edges to your liking

dusky gyro
#

hello guys and gals

#

im trying to find/have made an avatar

#

for vr chat

onyx crane
#

Hi, I'm new at 3D modeling and was wondering if someone could explain in short why ngons and tris are bad and polys are good?

vivid crater
#

ngons and tris are both polys, youre probably thinking about quads

onyx crane
#

oh! yes that must be it

vivid crater
#

those are all the forms of polys

#

and its all relative, depends what you make/what you want it to do

#

except ngons vrpill
at the end dont use those in games

trim quartz
#

ngons are mostly bad because they dont export to games well right?

vivid crater
#

games engines auto triangulate things, if you have an ngon it might/probably will do it in a way you dont want it to

tepid wagon
#

Quads are easier to manipulate, you can create edge loops to split them and create more geometry and use subdivision surface modifier to have smooth looking mesh and they have more uniform shading. Generaly you should avoid using triangles and n-gons but they won't however change look of perfectly flat surfaces and you can use them in those cases. N-gons will export, they will be divided to triangles just like quads

dusky gyro
#

does anyone make up avatars

#

?

thorny fractal
#

If your using ngons even for hard surface stuff you should always turn them into triangles before export because different programs that you export it into will convert the ngon to Tris in different ways and ilthis can fuck up your UV maps a bit

onyx crane
#

thanks guys!! this cleared it up for me

#

so long story short quads are more flexible in terms of what you can do with them and have things still look good

tepid wagon
#

Yup, just model in quads and only make triangles if you have to

#

If you are going to use dubdivision surface modifier it is more important to keep all quads as triangles won't be affected by the modifier and you can have some pinched topology or creases on otherwise smooth surface and it will be easy to spot.

onyx crane
#

@tepid wagon when vrc talks about having a "limit on tris" does that mean you could theoretically have as detailed a model as you want as long is it was only made up of quads? how does that work

tepid wagon
#

No, each quad gets divided into 2 triangles

#

Every 3d modeling software should have info somewhere about the amount of triangles you have in the scene so you can estimate how dense your mesh should be

#

I think Quest limit is 10k and PC has no limit so in theory you can have 5 mil mesh in game but you would have lag everyone in a room if it going to be rigged and weight painted like avatars usualy are

#

You should be aiming to have 32k tris unless you want more details on your avatar then 70k tris, don't go over

#

Going over these numbers will lower the performance rating of your avatar to good and very poor respectively

#

I don't remember exact ratings for Quest avatars but I think over 7.5k tris avatar is already rated as very poor and blocked by default

spiral sigil
#

how would i add an extra set of arms onto a model? i could either use PMX editor or blender, i just need to know how to connect them to the body

#

(the model already has arms but i want to duplicate those sets of arms and just add them under the original set )

mellow crow
#

with blender is there a recomended version to use or is it fine to keep using same version i been using? or should i update blender aswell as all blender plugins i have on it? (last time i launched it apparently was at begining of 2018
current one i still have is
version: Blender 2.7.9
date: 2017-09-11 10:43

on my world im wanting to start to learn how to make props like furniture/cups/mugs/shelves/desks/DVD-BlueRay cases and the like for my fanclub world i started to make last year but never finished

hollow radish
#

just get with the latest one, 2.8

#

it depends

#

but most recent versions are basically all the same if you start of

mellow crow
#

like last year all i used blender for was simply converting files to .fbx format so i could use them in unity (as thats the format i prefer to use in unity) and for the occasional avatar decimation but that was it

hollow radish
#

start using 2.8 if you are serious, plus its a good starting point to learn ๐Ÿ‘€

#

its a lot more friendly

mellow crow
#

how do i update the fbx import/export blender addon or will that just auto update when i update to 2.8?

foggy maple
#

@LordofShadowsHoppou#2151 It will update with Blender. But addons that you manually installed need to be reinstalled in 2.80

mellow crow
#

i had manually added the fbx import/export addon last year since it didnt have it when i first used blender

foggy maple
#

That's weird, it should have it by default

mellow crow
#

this was also end of 2017 begining of 2018 (now its on the official tab tho, so can i assume its updated then?

dull canyon
#

2.8 is actually great

#

2.81 even more so

slender holly
#

yeah i find 2.8 way more enjoyable

dull canyon
tepid wagon
#

Shrinkwrap modifier with vertex group you want it to affect

dull canyon
#

I am using a shrinkwrap modifier... found out that it's the "project individual elements" setting that causes this issue specifically

#

but yeah I guess doing retopo in blender is anything but enjoyable the way it is right now

spiral sigil
#

Any one now how to make a counter that shows how much time you have been in a world

icy stag
#

would anybody be able to help me over vc to make a character model. Im trying to use blender to make it but i have no idea how to use it and i have trouble when following youtube videos

quaint jasper
#

Trouble with what ? @icy stag

icy stag
#

just making it in general

quaint jasper
icy stag
#

do i have to pay for that tho

quaint jasper
#

Yes of course, people aren't going to make you a model for free

#

You can learn how to do it yourself or pay someone to do it

icy stag
#

im trying to get someone to like run through it with me

quaint jasper
#

There's too many steps for someone to run you through it sadly

#

You have to first get used to blender and its UI, then follow a very basic tutorial like the Donut from Blender Guru and then watch a modeling tutorial

#

It'll take time and effort, but you can do it like many others did here before

icy stag
#

k

#

i also need to find a good place to find models.

quaint jasper
#

Are you trying to make something or import an existing model ? In which case you'd have to check the pinned messages in #avatars-2-general

icy stag
#

k

misty tapir
#

Hello fellow 3d modelers

#

how do you put extra accessory as an option for in game character?
I want it to be able to turn on and off.

quaint jasper
#

That would be through a gesture or emote shenanigans

slender holly
#

Question about sculpting, possibly stupid question but im going to be attending a college soon and one of their classes is scultping, will traditional sculpting knowledge translate into digital sculpting knowledge?

dull canyon
#

I'd say to some extent?

#

sculpting in 3d is basically handling digital clay

gentle forum
#

I tried texture atlasing a few days ago and uhh, all it did was give the textures some messed up glitchy artifacts after I baked them

thin bison
#

Did you do manual texture atlasing?

gentle forum
#

Yep

latent charm
#

Manual atlasing doesn't involve any baking so that's not what you did.
If it's causing artifacts on the texture when baking you probably need to increase the distance value here.

vivid crater
#

and you probably want to set the bake mode texture/diffuse unless you set up an actual rendering scene

frozen olive
#

hey people. I am having trouble creating a working atlas because apparently I am too stupid to even begin to fathom how to make it not mess up. I will trade virtual headpats for assistance.

Some info on what I'm doing: There is a button in CATS for atlas. I press button to generate list. A significant amount of information appears that means absolutely nothing to my feeble mind. I panic and press save atlas button. I then act suprised when it doesn't work in unity.

quaint jasper
#

The generated list by Cats is your material list

#

only merge the ones that use the same shader if possible

#

you also don't need to merge everything down to one

#

3-4 materials is still acceptable

frozen olive
#

I get that, but I have 34...

quaint jasper
#

What does it look like in blender ?

#

often times when there's that many, you have the same material duplicated over multiple meshes

frozen olive
#

Before atlasing:

#

after

#

ooh the pants, right sock, and the neck look okay

#

I should just delete everything else on the avatar and be a floating neck, with pants and 1 sock

#

or I could... yknow

quaint jasper
#

You need to remove stuff you don't need beforehand

#

and either apply your textures in blender, or at least add color

frozen olive
#

how do I uh

#

do that

quaint jasper
#

Google it vrcAevSip

#

You're better off googling most things at this stage too

#

we can help with specific steps though

frozen olive
#

okay I have figured out what was messing me up

#

The model was referencing png's for textures, but all the files were saved as psd's

#

somehow

#

well, one of the things that was messing me up at least

#

actually on second thought it literally solved nothing

quaint jasper
#

make sure you'rein texture mode, there's also a good atlasing tutorial made by tupper on youtube

hollow radish
#

learn 3dmodelling properly and all your problems are solved ๐Ÿ‘

dusty badge
#

mood of the day

silent junco
#

use 2.8 and all your problems are solved

hollow radish
#

spend 50hrs understanding blender and you don't have to keep asking the same questions ๐Ÿ‘

gentle forum
#

i like when you genuinely want to understand something after having trouble and you ask something here, people that know how to do said things respond sarcastically and rude, then there's few that actually want to help :(

little inlet
#

Even though I set units to imperial and inches, Blender is only measuring distance in inches but not creating my objects using inches. How do i get it to use inches for everything?

#

I come from CAD software, so Blender is infuriatingly unintuitive and imprecise. It is apparently a necessary evil though so if anyone can help me out I would love you forever.

latent charm
#

What do you mean by "not creating my objects using inches"?

small cloud
#

inches vrcBlush vrcStop

latent charm
#

Yeah, it's bad practice to begin with considering Unity's units are essentially metric, but if you're working from existing plans that are in silly units then it makes it easier than having to constantly convert.

little inlet
#

@latent charm I made a cube 14.5in x .5in x 10.5in but when I measure it with the measuring tool it says it is over 300 inches.

latent charm
#

Hm, for reference the default cube is 2m along each edge, so 6' 6.7", according to blender if I just switch its units in place.

#

Also what blender version are you using? 2.7x or 2.8x?

little inlet
#

2.8

#

Is there no way to tell blender to make 1 unit = an inch?

latent charm
little inlet
#

OMG I love you.

#

I spoke too soon, now it is measuring distance in thousandths of an inch

tepid wagon
#

Would then setting it to 25.4 work? or 2.54 if it is hundredth of an inch

little inlet
#

Don't think it will work. The way blender is set up it seems is if you fix one you mess up the other.

#

Idk how game devs deal with this nonsense or if they just guess by eyeballing what size things should be.

latent charm
#

We use metric.

little inlet
#

Figured it out, Blender thought it was a bright idea to bury the dimensions tab in a random tiny little drop down menu no beginner will ever find. Instead they have the scale in the place where dimensions should be, so I mistook it for the dimensions.

stable edge
#

Or maybe use standard units EXSGT

azure rain
#

basically game developers do everything in meters or arbitrary units that are powers of 2

#

as meters are a lot better for working with a grid compared to inches and game development does involve a lot of modular tiling asset

hollow radish
#

it depends on the engine

#

if you are working with unity go with meters

#

I think you can change units on the fly with blender and it should convert but I'm assuming

vivid crater
#

right menu is N
not sure if anyone uses the tiny arrow

untold schooner
#

only noobs use it

vivid crater
#

chad screencast keys ๐Ÿ’ช ๐Ÿ–ฅ ๐Ÿ‘Œ

hollow radish
#

๐Ÿ˜Ž I love spamming all my hotkeys

#

especially when I have to spend 100hrs to "finish" a model

dull canyon
slender holly
#

butt isnt big enough SalitySaltySenpai

dull canyon
#

that can be fixed afterwards

#

I'm more talking about the topology

#

lotsa poles there, not sure if that is good or not

hollow radish
#

you can test on the rigging, but usually you should worry about where shoulders and groin are

dull canyon
#

okay, do those look okay for mine?

hollow radish
#

hard to say ๐Ÿค” since I've experimented mutiples and don't remember too much ๐Ÿ‘€

dull canyon
#

okay. I mostly followed Danny Macs example, though I did make some adjustments where I thought his topology was kinda weird

hollow radish
dull canyon
#

okay

hollow radish
#

the shoulder gets scrunched up if you move your arm up

#

one way to fix is tpose or maybe bone rigging

dull canyon
hollow radish
#

but

#

having it tpose sort of fixes it but your armpits get pushed inwards

#

let me check mine

dull canyon
#

I tried to keep in mind to keep the density low on areas that will compress and high on areas that will stretch

#

no idea if that's how you're supposed to do it

hollow radish
#

I think it matters much less if you have enough poly, matters more if you have less

#

though kinda depends

#

hmmm ๐Ÿค”

#

but all I remember is I spend a few days just redoing and redoing

#

but probably had iterations

dull canyon
#

yeah that's what I've been doing for like a week now

hollow radish
#

where its more like yours

dull canyon
#

can you show your butt?

dull canyon
#

looks like you have similar topology to mine actually, judging by those polse

#

yeah

hollow radish
#

not sure if mine is best example

dull canyon
#

well if it works it works

hollow radish
#

I think at some point I just gave up ๐Ÿ‘€

#

but usually you would have deformation bones

#

to fix it

#

and control with animation

dull canyon
#

deformation bones?

hollow radish
#

extra bones

#

basically when you hand animate things

dull canyon
#

ah

hollow radish
#

if the leg is scrunched up, you would animate a 2nd bone

dull canyon
#

okay, well this is vrchat we're speaking about

hollow radish
#

yeah...

#

the booth models might have better examples

#

but they seem high poly as well... in terms of bodies

#

its also how you weight paint

#

yours should be fine ๐Ÿค” doesn't look like anything wrong

#

actually

#

the arms

dull canyon
#

yeah I haven't gone over the arms and legs yet

hollow radish
#

topology needs to be more since you want it to affect less on the two halves

#

well more on the center where it pivots

dull canyon
#

yeah

hollow radish
#

don't try to fix the elbox deformation too much... can't really fix without deform bones

#

oh yeah

#

for hands

#

be careful

#

if you want to match up vrc default hand animations

#

kinda need to make it straight ๐Ÿ‘€

#

I spend a day or two testing out hands

#

kinda skews if you don't do it right

dull canyon
#

straight in what direction?

hollow radish
#

well the best is tpose if you want to do it directly, I used to have mine where they are in front of the character

#

like unreal rigs

#

but I think I had a slight twist

#

this is when I straightened it out

dull canyon
#

ah okay

#

yeah that's how I have mine too I think

hollow radish
#

you can see its twisted ๐Ÿ‘€

#

if you have an avatar with good hands

#

use that as a template

dull canyon
#

like this?

hollow radish
#

well...

#

I think very straight straight

#

works for vrchat

#

like the entire arm straight

#

i guess you can try but you might run into the same problems as me ๐Ÿ‘€

dull canyon
#

okay

#

well I can just straighten it out after I'm done with retopo

hollow radish
#

vrchat uses the tpose rig, it should be located in the vrcsdk

#

so if you want to know how what the base rig is used, its that

#

from what I know ๐Ÿค”

dull canyon
#

hm, I feel like I've seen lots of people modeling their avatars in A-pose, but can't recall for sure

hollow radish
#

well if you want perfect animations for vrchat its t pose

#

been researching this as well ๐Ÿค” why people model a pose

#

the only thing I can think about is that its a relaxed position

#

though not entirely where the avatar is in squat position

dull canyon
#

yeah, that's basically what I heard

hollow radish
#

๐Ÿ™‚ it depends as I've heard

dull canyon
#

well, I'll finish it up and then see how it behaves when I rig it

#

is there an option in Blender to apply the deformation caused by an armature to the base mesh?

hollow radish
#

apply armature?

dull canyon
#

derp

#

yeah that's probably it ๐Ÿ˜„

hollow radish
#

apply pose as rest -> apply armature

#

that's what I do

dull canyon
#

okay

#

well, thanks for the input, learned something new again

hollow radish
#

np

#

I'll disappear now ๐Ÿ‘

dense kelp
#

@dull canyon models can be modeled in either A or T poses, but on building, T-Pose must be enforced in unity as vrchat will assume your default pose as a T-Pose, so if you have an A pose as your rigs default (established in unity's rig config), your arms will bend further than they should to accomodate a T-Pose (essentially caving into your body)

dull canyon
#

sooo.. I can just keep modeling everything in A pose and then in Unity I have to change it to a T pose? @dense kelp

tepid wagon
#

Yes, once you rig and weight paint your model Unity will know where the bones are and you may enforce T pose.

dull canyon
#

okay

#

thanks

vivid crater
#

now we're talkin

hardy agate
#

You're vibing license, hand it over, immediately

tender tendon
spiral sigil
hardy agate
#

Are you just going to keep making that sound? Until my head explodes? ๐Ÿคฏ

tender tendon
#

MEOW

primal dew
#

anybody got any good videos and tutorials for curly hair. I want to keep it low poly as possible so.
Im using blender btw so thats prefered.

azure rain
primal dew
#

Thanks helps alot

azure rain
#

no problem I had that in my pile of helpful links

primal dew
#

Ahh some curls to a simple base.

#

Add*

potent pond
#

Memes are becoming stronger in this channl

#

I'm still checking the progress of @fresh isle on the Angel Dust design ๐Ÿ‘

#

i have been watching this since long ago
https://www.artstation.com/artwork/3owrXE

ArtStation

Charlie from Hazbin Hotel, 3D fanart. I had a lot of fun bringing this awesome 2D character into the world of 3D.

Created in Blender and rendered with Cycles Engine.
-Modeled entirely from vertices for accurate topology, No sculpting.
-Clothing materials and shaders made us...

#

But i want to check the LoveEevee's Angel dust now ๐Ÿ‘€

quaint jasper
dusty badge
#

might need to add a tongue to model

#

someone connected the upper in mouth vertexes with the bottom teeth

tender tendon
#

Watched Hazbin Hotel, seems like it would be fun to try and model a character or 2 if i got the chance

potent pond
#

@quaint jasper do you know the Studio Mindbender?

#

imo they are the best studio of Rigging

#

look at this in case you didnt know them

quaint jasper
#

oh i feel like i saw one of their video a long time ago for something similar

fresh isle
#

Oh sorry @potent pond I was away when you pinged me. Not much progress since I'm bad at modeling faces fFFf