#3d-modeling
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And ruubick yeah I think they made a comertial of cartoon network
But that rig is a damn beast
I wonder how many thousands of hours it took 
WIP Battleship based on IJN Kirishima
My hs and more than one people working on those rigs
so now that I've finished retopologizing the naked body of my model what would be next? UV unwrapping?
Hmm, does anyone know why when I import 2 fbx models (both has textures), the first model loads in fine, has textures and everything, and the 2nd fbx model appears all black...
@dull canyon Yep !
okay. I guess if I UV unwrapped the whole body now and later on deleted some parts of the mesh that get covered by clothes and such it wouldn't really make a difference right
or rather, if I just went ahead and marked my seams for now
and once the clothes and everything are in actually unwrap it
Oh god that rigging video
I havent gotten into that kind of advanced rigging yet for my projects just from the scale of it
@dull canyon check if your rig works well for vrchat, you would need to redo topology if it doesn't work well
okay, so should I just add an armature and load it into unity to test?
works unless you are confident with your placements
hmm, is there a way to weight paint through the mesh? I keep subtracting but moving the bone still moves vertex groups that isn't even colored (on the outside at least)
All blue, yet it still moves
your not weight painting the right mesh
so, when do I know that it's time to apply the mirror modifier to everything?
when you feel like you're done? you can always select middle vertex and go to Select>side of active to select exactly half of mesh @dull canyon
mkay
Does anyone know how to use a sims4 .package file ? I've tried all the answers google gave me, used the blender extensions which didnt work. Tried downloading the recommended version of blender for that addon which didnt work either
https://gumroad.com/l/OutdoorCourse
I have been watching this artist in many videos and the contect he does, and this video course seems PRETTY interesting.
Saw that he annoucned it and looks pretty cool, sadly the end part is on Unreal but...
The process surely would be interesting
so how does this work when I have a low poly mesh with a multiresolution sculpt on it and I want to bake the normals from that multires using Substance Painter? do I have to save the multires as external to be able to use it?
the easy way to create low poly modeling from high poly using 3d max and zbrush and substance painter
sorry, should've specified I'm using Blender, no idea if it's the same as with zbrush
then exporting fbx on the high-res model
"Spine has length of zero" help pls
you can ignore that
No need to ask permission, ask away
okie heres the model i want it to be A avatar for vrchat UvU
also like a PC user.
THIS one ๐
as a PC user avatar pls
If you have the model you could try setting it up yourself, it's not very hard to get it working, just look up a tutorial and use CATS
yeah but someone do it pls ;w;
https://i.imgur.com/bLcPqQI.png so I guess this is a decent UV unwrapping of the body?
area stretching is a bit of a different story https://i.imgur.com/0kmwYKp.png
but guess that's just my bad topology
doesn't seem too bad
it's not terrible but there's a lot of unused space
For VRChat specifically, I'd try to allocate more texture resolution to the arms (especially the forearms and hands)
you can probably create seperate seams for the different body parts
Since they'll be seen up close from first person a lot
definitely should be a seam on the wrist for sure
@dull canyon Also if you're unfamiliar with UV Pinning & Live Unwrap, check out this quick demo I did ages back (2.79x, probably similar in 2.8x))
https://www.youtube.com/watch?v=vR2OHI89cZQ
@dull canyon They say you should focus your highest polycount on the focal areas of a model, such as the face, since that is where people will be looking most the time.
Notices nipple polygon density
Hmmm.... 
:3
yeah I'll play around with the seams and resolution once I have the clothes and everything else figured out
how many textures is considered good or very good rating?
was it just 1?
4 max for very good
okay, so I could have 1 texture for the body and 1 for the clothes and everything else I assume?
yep
good
better to atlas from the beginning if you can though
yeah
I just followed the cgcookie tutorial from a few years ago for unwrapping the body
just so I touched it once for now
and I get a rough understanding of what's going on
@latent charm thanks, now this makes more sense, I didn't really understand what exactly was happening in the cgc video when he explained it
Are there currently any good tutorials for the current Blender (2.8?) version?
For getting into it and creating 3D models
tons of them
so which parts should I give the most texture space? face, arms, hands?
yep
Face
usually face is 30% of your UV space, or has its own UV map
also, wasn't there a way to have islands layed perfectly on top of each other? I'd believe that's what you want to do for the hands and feet since they're most likely to be just mirrored
right?
i think that's done through the mirror modifier ?
well I applied the mirror modifier
since I assumed you'd need the whole mesh unwrapped to work properly
well I guess that's assuming the whole body for your model should have a perfectly symmetrical texture?
but what if I wanna add some moles or other asymmetrical things, then I can't use the mirror, right
https://i.imgur.com/4XuC4gW.png so something like this? the face has it's own texture
https://gyazo.com/44d0466f82c5ad68bbe66ccfae69d424 might split this
ok
this is useful
you can reatlas with stacked shells
ah yeah, I've seen this one
buuut I don't think I'm gonna be spending money on that just yet
๐ its extremely useful
I'll try to make this first avatar with as little expenses as I can
though depending of how much of a pain texture painting in Blender is I might buy Substance Painter
substance painter is going to be like monthly
nope
yes
if you get the perpetual license
cause adobe
it's 150โฌ
a bunch of 3dcg people were talking about it
perpetual license is gonna be gone, but it can still be bought through steam
you won't get any updates beyond the year though
ยฏ_(ใ)_/ยฏ
๐
@hollow radish I gonna get this addon cos I hate UV unwrapping, what a waste of time that is
yeah
it saves me a lot of time
but you still need to be somewhat competent at uv unwrapping
so straighten when needed
There was a lot of straightening and moving precisily, it was a nightmare
and that was quite a simple model
that looks good still
I had a tutor that require things to be packed well
Waiting for me to make a model then get blasted by how poor I do things, then git better later
If I will have to streighten islands and press button to get good fill rate that would be really amazing
I mean this addon
Wait, do you not straighten with one button?
I have an addon that allows to "rectify" - turn an island into a rectangle but it doesn't always work
textools might be useful if you don't know it, though I think I have uvsquares for some reason ๐ค
or follow active quads can also work if you make one face into a square first
@quartz hawk thanks, because of you I can't stop thinking "OwO notices nipple polygon density "
lol
you better stop
new blender: nice, clean UI with little confusion
old blender: using a lazer pointer fed by a nuclear reactor
its funny since people dont like change, plenty still prefer the old one and cant be bothered to move
for just importing/exporting its fine tho
I decided to move because I wanted to get into industry standard ๐ plus support
Plus 2.79 gets messy
A lot of clutter
2.79 feels a bit janky and not streamlined...
basically a lot of hacks to do something
so, if I want to use 2 separate textures for the face and the rest of the body, how do I do that?
I have my UVs all laid out
I guess I need 2 separate materials, make vertex groups for the body and face and assign the materials to those vertex groups?
I'm so confused
so does stuff like normal maps or specular maps also count towards the texture limit?
Create a new materiak and assign the face vertex to it. Unwrap. Done
yeah
god why is texture painting in blender so damn annoying and unintuitive
why the fuck is it painting on the wrong texture even though I have the right ones selected
I am very close to buying substance painter right now
please someone help me, this is driving me insane. I want to paint the dots for the reflection in the eyes. I have separate material and texture for just the face, the disks are assigned to the right vertex group, they are unwrapped, but when I have the face texture selected and paint on the model it paints on the body texture instead...
just to check, when in edit mode and youre on the face material and hit select, does it select all the parts you want?
wondering if you assigned the material also since you said you assigned the vertex group
yes
well actually no...
I keep forgetting that vertex groups and material groups are different things
any tutorial on how to join a body with a rigged pants? I dont know how to do it and I dont find any videos
rigged pant?
pants with bones
so you delete the legs from the model and put the pants with bones but idk how to do it
oh srry
uhm, delete the part of the body mesh that gets covered by the pants, join the pants with the body mesh, use the bones from the body to rig the pants?
would be my first guess
idk
Custom model creation option should generally have you covered if the pants are rigged.
Every tutorial I see has a completely different UI than the current version, is there any way to downgrade without any sort of issues?
If that even makes sense
Yes you can have different versions installed at the same time
okay so if I have 2 textures, for the face and for the rest of the body, I assume I also need 2 separate images for stuff like specular or roughness maps?
Yes, unless you decide to use a custom shader in which you could squeeze some channels into the alpha if they're not used for transparency.
mkay, and does every one of those images, be it textures or maps, count towards the overall textures? or is it just materials
ie "texture slots"
this is so confusing for me
I think there's a max number of texture samples unity lets a shader have but I've never run into that, and it's quite a lot so I'm not sure why you're worried about hitting that.
because of the rating
VRChat's ranking system doesn't take textures into account as far as I know
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what ...
"material slots"
An Object is something that (can) have multiple Material Slots
A Material is something that has multiple Texture slots
A Texture is something that has image data.
Does that make more sense now?
yes
thanks
so I'm currently using 2 material slots then, face and body, and for each of those I can use multiple textures each, for albedo, normals, roughness
You could use one material for the whole lot, just pack the head texture up with the body and alter the UVs to match.
at the cost of resolution for each part tho, right
so... if I'm using 2x 2k textures now I should just use one 2048*4096 texture?
or does it have to be square
From what I can find, non-square textures are only a problem in specific circumstances (which we aren't encountering here).
Otherwise as long as it's a power of two in some way (1024x1024, 512x256, 128x32, etc) it's fine.
mmmkay, I mean, I haven't done any clothes yet, so I might have to go with more space anyways
And if you have anything else for the model, you could go for a 4k texture and now you've got a load of texture & UV space for that too.
ok this is getting kinda annoying now... I created a new 4k texture, I UV unwrapped everything and layed it out, I removed all old materials and textures, I added a new material to the body and plugged the new texture into the base color slot, I can draw on the texture in the image editor, but not in the texture paint viewport
and I have paint mask disabled
wip
looks cute already
its a gas mask thing
well, it also looks like a cute little creature
im trying to do a dress for it currently doing the basic shape
just not right
like
its dress shapped
but its not right
https://gfycat.com/RemoteElderlyDodo @latent charm last time I'll be asking for help tonight...
otherwise this is going to drive me insane all night
what is your problem
that I can't paint on the model directly
I'd say check what paint options are on or not.
I haven't used 2.8's texture paint stuff yet (honestly, waiting for 2.81-2.82 before I switch over)
you don't need the first 2
Yes and no, when not present they're implied.
@dull canyon https://youtu.be/u9nE2Xg6Jgk
This is my tutorial on texture painting within Blender 2.8. It's a quick start guide and meant to get you going painting quickly and easily. In later episode...
i only have image texture and material output when i weight paint
You need to enable brushes in your view i think
only visible different in terms of UI between tutorial and you gif
use standard settings
since you're using TextDraw which is correct, but the icon isn't in your scene view
uhm
oh
that went completely over my head
I'm in material preview
don't you need to be in texture ?
there is no texture
the issue is not the display
but the fact that it doesn't draw, at all
on the model it self, only when I paint on the texture in the image editor
yeah even if I enable that I can't draw on the model
okay... wtf
when I add a new base color texture it works...
I give up trying to understand why
thanks
didn't know what do do with the dress so i did shoe
head is gonna be the biggest pain
cool
looks good
Iv'e got an easy question that I can't answer - in the current verison of blender, how do i import a 2d image?
Enable this plugin, hit space, type import image as planes and import image as planes
IJN Fusokagi
thats a cool boat
Its a aircraft carrier but thank you
still a boat
https://i.imgur.com/dPyb6Vw.jpg TIL to add the eye lashes much sooner next time
they add so much to the character
https://i.imgur.com/1u1b5AH.jpg help, I have no idea what I did but all of a sudden a bunch of random edges are sharp like this
https://i.imgur.com/lcmHUpB.jpg found the solution, apparently at some point I managed to split the normals for some edges, doing "merge normals" got rid of that
well in my case it's usually because I did something dumb, not so much because Blender is misbehaving
teeth time
i actually just finished a texture for them, that are okay i guess
they're teeth alright :p
thankfully i dont need to do the other parts since they were done for me but now its time for shape keys
woo.
okay that's some scary looking topology but it should probably animate okay as kept the edge loops around the eyes in the mouth
I'd have left more around the cheeks and jaw, but eh it should be okay.
you'll get there
probably
definitely
and hands are only abominations that are vaugly hand shaped
did you use curves for the hair?
nope
those are all planes
with a subsurf and solidify
I'll basically try to do "haircards" but without transparency
much more control over the topology
if I was on a really tight poly budget I could remove the solidify
definitely, youd have to convert to mesh to fix up the curve
yeah
what polycount did you set for yourself btw?
ideally I'd like to stay under 90k
right now without clothes and with one subsurf I'm at 80k
That sounds pretty good, I'm assuming you're gonna have one for vrc?
yea
I'd want to at least, since my topology isn't the best yet I kinda need that subsurf to make it look somewhat good and smooth
the next model I'll probably do with box modeling instead of sculpt + retopo, so that will hopefully be better topology
That's funny, I started mine box modeling with multi res and ended up trying to retopo anyway
and i still need to do some kind of reduction on the back since its more dense than the front because of the butt cheeks
i didnt like how the first looked
mkay
honestly once I was finally done with the retopo it felt like a huge weight fell off my shoulders
mostly because doing retopo in blender is a pain in the ass
at least in 2.81
yea, its uh, interesting
2.79 at least has retopoflow still I think
im on 2.8 rn too
it's real annoying imo
the way snapping and the shrinkwrap work are kinda dumb in a lot of situations
heres the previous topology, the back is less dense but i dont like the way the leg loops turn into the butt cheek
ah yes, butts ๐
im making a smaller person, so thats not allowed
says who
id like to make a thicc person tho 
:3
whoa
i don't really give a fuck about topology
thicc lolis are a thing
id rather them be like, i dunno small and cute i guess
well, cute is subjective I guess
ass
buttocks
theyre fine, just this model im making specifically isnt for that
gluten
GLUTEN
YES
caps
yes
get a 3d model
import into unity
model resources
though some are missing their rigs
The #1 source for video game models on the internet!
its a website
that has models
https://gfycat.com/BeautifulIllegalIndigobunting not sure which one I like more
๐ค
i like the one with less polygons
any other ways of doing like fluffy balls
but thats just me being a low poly dood
yeah, I thought so too I guess
i don't know how to do the hair on the model im working on
https://i.imgur.com/xNlfG7Z.jpg yeah guess I'll go with that, gonna make it asymmetrical when I'm sure I'm done with it
now, if I would've been smart I would have marked a seam on the first cone before I duplicated it a dozen times...
ah well
alt click a few times and mark seam
whoever it was that said they were using uvpackmaster, can you tell it to keep the current size/ratio of islands and just pack them as tightly as it can?
@dull canyon you can change your view point with the number pad if you dont know and 5 for the type of perspective
I'm well aware, but the new pie menu is much nicer imo
swap fast then
This is a dumb question, but why does a Unity cube can take in a normal map, but a cube made in blender and imported to Unity as an fbx doesn't calculate any normals? (same shader)
Yes
well i already have a normal map
but it only works on a cube made in Unity
but not a custom 3d model from blender
doing CTRL+N in blender doesn't seem to fix it
Images plz
The blender cubes uvs?
You need to do uvs always
Or they will have no height or length
And be in a corner
hm, is there a way to make faces of a mesh that I've hidden also not show up in object mode? or do I have to delete them
?
okay
guess I'll wait with that until I'm actually done with the clothes and everything then
I think you can hide vertex groups
You can also delete only faces and then spend a lot of time to undo that
good job so far
I lost alot of motivation unfortunately
it feels like all the hours I put into this over the past weeks and months are finally paying off
yeah I was in a big slump not too long ago too
but like 1 1/2 weeks ago I like really buckled down, finally got the retopo done and since then I put in so many hours every day
it's like such a rewarding feeling seeing it all come together now
Yea, sitting working on a naked bald lady doesn't give you much reward
I mean
Unless you're making a naked bald lady 
if she ain't nude you ain't doing it right
so im trying to upload a avatar and it just keeps on doing a ding sound and then just shows this,... what to do?
Congrats !
@dull canyon i know im super late to the question but i believe you can hide part of a mesh in object mode if you create a vertex group and then add it to a mask modifier
I'm having difficulty with exporting and importing blender files into unity
Export as fbx instead
@hardy agate ah, that'd make sense, thanks!
yep, that works, now I have a more accurate estimation for how much topology I'll end up with
https://i.imgur.com/4O7PoUm.png does anyone know if there's a Blender addon that would allow me to easily completely straighten these strips out? so that everything's at 90ยฐ angles
the pointy ends are just 2 vertices scaled to 0
they all are actually just rectangular strips
nevermind, apparently there's a standard addon uvsquares
that does exactly that
Select left side of a strip in the UV section, then hit S+X+0
yeah I wouldn't wanna do that by hand
Repeat with right side
uvsquares does basically exactly what I want
yea doing it manually is probably the least favorable thing
when/why would I want to use 32bit float for textures?
When you need a higher dynamic range than the usual 0-255.
Displacement maps are one example of this, as just a regular image is likely to suffer from banding as the step from one value to the next cannot have the same precision as with a 32bit float.
Skyboxes are another example, as the sun is super fucking bright and 8bit colour just cannot accurately represent that without tonemapping and that's kinda useless if you're using it for lighting.
This dude does quite a lot with HDR stuff (runs the HDRI Haven site) and has a variety of blog posts on the subject of HDR imaging for 3D
http://blog.gregzaal.com/
okay, generally speaking do I want that for vrchat avatars?
Not really no.
ok
so, do I want to join all my meshes (clothes, hair, body) together before weight painting or after?
Depends really, clothes and body yeah but hair can be done separate since it's all based off the head
But if it's a big skirt it would be easier to do on its own
okay, cause I did that and right now I'm having big issues with automatic weights not properly including the clothes
it's skin tight clothing
Ah no you can't do automatic weights with multiple meshes
even in the same object?
Your hair uvs seem really messy in terms of shape
ยฏ_(ใ)_/ยฏ
what does your hair look like ๐
What do the hair uvs look like after you used uvsquares?
Wait do you have subdivision modifier on the hair?
Also arms are kinda wonky in terms of anatomy
Or at least it's missing a few things
Though might be fine
To be a good sculptur you gotta know anatomy imo
to be a good sculptor, you have to know what you are sculpting
Hello, I'm currently working on the base for a low poly model for a character and I'm worried that I'm doing something wrong. Is there anything I need to add or take? Here's the side view.
And the front, I'm not sure what to fix to try to get it right.
Alright I think I have the elbows going.
I would have suggested starting off with cylinders from the start, since everything is round in shape for the body
Maybe I might make a second version and try that method out.
your ref already has an a pose
though ๐ค its not the best anyway
What could I have done to make it better?
Does this look better for a start?
yes
Awesome, so how should I do the arms and legs since I was using a 10 faced cylinder for the body? Like do I add more cylinders or what do I do?
can anyone who's a pro with zbrush help me?
Does this look alright for the arms?
Depends on what you want
But it might work
Also @ashen stag you can do automatic weights on multiple meshes
Itโs as easy as doing it the normal way if not easier
Wouldnt that lead to drifting or uneven weights across the meshes? Not sure if its different in 2.8
Using the automatic weighting during parenting for non watertight models usually leads to a mess thats harder to clean up than just weighting it from nothing. ยฏ_(ใ)_/ยฏ
Yeah I cant speak for 2.8 so if it works better then more power to ya
yeah I just tried keeping the meshes as separate objects and parenting them with auto weights one by one, and it does work better, but it still has issues...
and I'm not sure if it's just my lack of experience, blender 2.81 being dumb, or my topology just being too trashy
but doing weight painting is very tough for me for either of those reasons
not sure if I shouldn't just start from scratch again to get a cleaner base, instead of trying to work with this scuffed one...
would maybe someone be willing to take a look at my model and evaluate what my best option would be?
I just did it all at once
Works for me
Though my 3D models are usually more simple
yeah, mine is probably really scuffed at this point
since I have no clue what I'm actually doing at this point
If it works it works
well, except it isn't
Try combine the meshes
more or less
Then just infuse it with the skin
?
Make the skin and clothes connected
you mean connect the vertices?
Yes
okay
Recommend you duplicate before doing so
I have a backup save
That works
well, that didn't work, probably because the clothes aren't really touching the body...
thanks...
already did that
Ok
or at least I'm hiding them with a mask modifier, in case I need to adjust things
Iโm trying to think of a solution but I got none atm
so, I assume normally you would extract the mesh that you want to use for a part of clothing directly from the body mesh?
like, for panties you'd select the faces that would be hidden by the panties and like separate them and then shape them as needed?
Hmm, you could try rigging the body first then using data transfer on the clothing
yeah I tried that but couldn't really get it to work
Damn ๐
but maybe I just did something wrong...
any idea if i can go back to blender 2.79 without issues >.<?
Accept your fate and use 2.8
from scratch
Cool
basically spent 20hrs trying to perfect the head https://cdn.discordapp.com/attachments/404198768800694273/644098620659990528/unknown.png
after the 10th, basically just box modelled
then went back into zbrush to clean up
I either only use sculpting in blender or only box modeling
To prevent cliping in general. The clonthing should be connect to to the body topology if they are really close
well it came out looking pretty awesome
did you use substance painter for the textures?
Dude. Its great. Super simple and effective
My only problem i have with it is that Iโm just bad at drawing
well, I think I'm done with rigging
so, should I join all meshes together before uv unwrapping or can I do that afterwards?
You should UV map as soon as you finish the mesh
Agree with Rusoski
mkay
well, guess I'll try drawing a hair texture now
been a while since I used CSP
argh, apparently I have to re-do the hair mesh...
this "hair card" idea doesn't seem to be working out, probably because I did something wrong
https://i.imgur.com/2Kar4t3.jpg guess I wasn't supposed to actually apply the solidify and subsurf modifier
or I just say screw it and move on so I can finally finish this model...
Just finished this Stormland fan model, it's fully rigged so feel free to pick it up to use on your avatars! - https://skfb.ly/6OKnH
Since launch day for the US is tomorrow, I decided to make some more fanart before the launch of STORMLAND, the new open world VR adventure from Insomniac! This weapon is the smg, one of the most well known weapons from the game. it features lots of cool holograms, a bull-pup...
@dull canyon you're pretty much always going to have to clean stuff up and make tweaks, that's just the nature of the beast, in a sense. Especially with skin weights and so on. As for the hair pieces, you might be able to fix some of the texture distortion by switching how they are triangulated. It's caused by affine texture mapping in UVs. You might also be able to fix it using shaders, not sure.
mh, yeah I get that. I just have to decide when I just want to cut my losses and move on I guess
@hollow radish did you modify the normals on the head? I'd love to see how you tweaked them, it's hard to find good examples of how to get that nice shading on the nose and cheeks.
You didn't lose anything. You are still learning.
yeah no, figure of speech
at some point I think I just have to stop tweaking and correcting and just try to get this into the game already just so I am done with it and so I can move on to the next version
IIRC you hadn't really modeled much before and decided to jump pretty much straight into a full avatar yea? That's a pretty tall order for a novice. I'd say you did damn good.
yeah, this is my first model I got this far, first touched Blender in early summer I think
yea, that's pretty dang good. If you want to start again, I mean sure, go for it, but don't let it frustrate you if things are a bit scuffed. As long as you're learning, you're progressing.
yeah, I'm very tempted to just paint a very very rough hair texture directly on the hair and call it a day
I won't be running around in this avatar anyways, at least not in pubs, so...
It's also worth noting that you don't have to do everything in one go. You can sort of compartmentalize the project and work on bits at a time. E.g. if you don't like the hair, start over on just that, keep trying things until you find something that works or work out how to do it. Same for the head, or the clothes, etc.
well that's kinda what I did, I've been putting off doing hands, feet, hair for as long as I could and then just focused on those individually...
I'll try out how the direct texture painting will look like tomorrow, if it's good enough then it's good enough and I can move on and finish the texturing
It'll help avoid the issue with affine mapping yea
then I still gotta do visemes, and I think then I can finally import it into unity?
if it's all rigged and skinned and so on yea. Technically you don't even need visemes to get it into unity and into VRChat, but it helps for the whole immersion thing
anyway if you want to get your hands dirty with shaders or have a friend help https://gamedev.stackexchange.com/questions/148082/how-can-i-fix-zig-zagging-uv-mapping-artifacts-on-a-generated-mesh-that-tapers
there's a good reply here that explains how to get the perspective-correct mapping on your hair via shader
okay, that kinda makes sense
I guess in the video that I got this idea from they never really zoomed in on the hair so I didn't see if this zig zagging was happening to them too
cause they were doing the same thing, have a strip of polygons, shape into the typical anime style hair shape with a pointy end, and then they made the UVs for each strip rectangular and used a simple hair texture
Yea to be fair there's a point where you can scrutinize too much as well. Long as it isn't super noticeable it's usually fine.
https://i.imgur.com/Kzsbimx.jpg well, this will have to do
I'm looking to take my modeling to the next level, and I heard box modelling and sculpting to retopogrophy is what alot of people do. Anybody else recommend this and have some nice tutorials to getting started with it in blender 2.8?
I did the sculpting > retopo workflow with this model
tbh I didn't enjoy the retopo process, mostly because - at least to me - doing retopo in blender is a pain in the ass because of how janky it behaves
Just for context for where I'm at roughly
granted it was my first time doing it
@primal dew i don't think anyone would recommend box modeling for characters
wut
Okay neat
aren't basically all the MMD models done via box modeling?
Oh sorry I mean to send something before that that showed where I was at but it didn't send.
by professionals yes
I'm pretty rookie
yeah so don't do box modeling
so sculpting > retopo is the recommended way for new learners?
well, I'll try box modeling for the next version I think
or I'll try to worry less about having perfect edge loops when doing retopo... I dunno
I have some experience. I finished this recently. Its entirely in quads, made with loops.
But I for problem zones, like the head and hands. I cant seem to both get topography correct and get detail.
despise what you may think hands don't need to be a super detailed monster of polygons
They dont, but Im generally bad at making them look human without getting really messy, so some more advanced techniques might be nice for those.
mine look like this
ohno...
OH YESยจ
that will not bend properly
but will it bend good enough for the person using it?
it will crumple
i mean it will work
but it won't look nice
plus you don't have enough polies
where it bends
ah yes, that one gif that you see everywhere
i was just gonna ask where was it ๐
๐คฆโโ๏ธ

i am evil incarnate
stay right where you are, im calling ruuuuubick
I'm sorry, I've had worse modelling for 3khrs
its less polygons than the entirty of a mmd avatars ass
3k hours ๐ฆ
new steam library 
idk how much time i have on blender seeing as i downloaded it through the blender website
i probably have around 500hours maybe more
not sure
also steam worn't keep track of my hours in blender
so its eternally saying 95minutes
I've taken a look at box modelling and it seems neat, may try it.
Sculpting into retopography seems time consuming, but sculpting let's me make all those small adjustments so.
2.81 has a auto retopologize function
idk how good it is
https://gyazo.com/b1acc8ed5a9b6c764e18304240088f60 i don't know what im doing with my life
it has red lips when the mouth it closed
๐ธ
youre getting almost close enough to where people are gonna say "yOu cAnT PoSt tHaT HeRe"
well it is a cute frog
yes at the very good frog
i imagine it to scream in pain and agony every time it opens the mouth on that gif
or they're shouting very loud because they're in a crowded shopping mall and their friend has gotten too far away
he goes from passive to mild confusion to then screaming
we can't do actual screaming only screaming
yeaaah
sooo, before you export a model to unity you have to apply all modifiers, right?
okay, just making sure
And thatโs a no no
actually it applies modefiers automatically on export
so you have to apply all mirror modifiers and thus need mirrored textures
but sometimes the order in which the modifiers are applied can mess things up
and you can uncheck "apply modifiers" on the export page
at least i would apply the mirror modifier
yeah no, I was just making sure that you have to apply the mirror and all
Also if your vertex is displaced by 0.02 on a mirror they wornt melt together into one being and itโs all your fault
So make sure that doesnโt happen
that is a very nice high poly
damn that's beautiful !
๐
I need to go through a proper pipeline video at some point, usually just getting tips
kinda curious how you do certain objects like the straps in zbrush ๐ค or is that seperately modelled
Probably box modelled first then added folds using sculpting
i used MD for the belt, the seam like edge things on the jacket i did in blender with shrinkwrap with a plane and then solidify. I did everything in zbrush beforehand as a prototype run with zbrush curves and stuff but i dont like using that so when im trying to make it look good i usually do it in a seperate program
the wrinkles in the arms where originally done in MD too
hmm ๐ค I have a feeling I screwed up a bit of my workflow then
cause having stuff double sided is still a mystery especially for baking
especially when you are trying sculpt something thin in zbrush and dynameshing kills it
do you guys know what are the shortcut keys to flip UV's in blender? It says Ctrl + M but it doesn't work for me
N I think
or just spacebar search
thats what I usually do
wait
flip uvs ๐ค
Do you mean rotate UV's or flip normals?
mirror uv I guess
I usually just press s
rotating is easy and its there
-1
how do you s -1
scale times minus one
the press x y or z
scale, -1
select the uv and press s
don't know the 2.8 controls
so "S" -> axis (x or y) -> -1
oof maybe i shouldn't have used a custom ui, pressing s don't work for me
Right I havent unwrap anything in 2.8 just yet I may be bsing
should be the same
if you have 2.7x controls
my workflow will slowdown if i change controls
You also have "Transform" category and under that there is "Scale" may use that
although it may affect the mesh and not the UV cos it is on the side with your mesh :>
Thats 2.79 -,-
can you hover your mouse cursor over UV and press T see will you have menu pop on the far left?
max ๐๏ธ the old dog
It would be better to just use 2.8, it's easier to learn
@tepid wagon the shortcut keys are all different and it made me scale my uv's only
Ok, I don't think I can help you at all in that case
yeah don't worry about it
dynamesh works off of scale if its destroying thin stuff then you should try scaling everything up
@tepid wagon oh yeah i did that but then the mesh also flipped so i was confused
I thought that was what you were after
alright sleep now, have fun
night โค๏ธ
Does anyone know how to edit vertices with symmetry on the x/y/z axis? Kind of like mirror except instead of creating mirrored mesh, you're mirroring moving mesh vertices around.
there's an option kinda hidden at the top right corner of blender 2.8
@arctic pagoda
Not sure if you can do that on other axis though
thanks!
okay that method doesn't work for proportional editing clothes (sleeves) from A pose to T pose, it didn't look right. Here's what I'm trying to do.
I want to rotate the sleeves upwards to match the hands with the pivot being at the shoulder.
do the reverse make the hand in the A pose weight paint the arms hand put back them in t pose then
ah that works too, thanks!
nice
can you show your weights?
I assume you're not affecting the panties at all with the legs?
Hmm, tried to change shape of skirt, now all shape keys affects scaling the skirt :/, cannot undo since it's too late, should I redo or is there a way to fix this?
basically topology and weightpainting
basically just looked up topology for animation
I guess it works
but depends I guess
these have different topology
so it won't work well unless they are very close
so I had to match the topology so that bother were almost the same
and I guess the panties don't move much it works out for most situations
yeah I did
okay
still doesn't mean it will follow correctly
its a starting point
but if your foundation, like topology, is wrong
then the rigging will be off
so everything stacks
like I can already notice a slight lean on my model
yea
that might cause problems
but I adjusted it before
will have to check others
references
from game models
I guess I would say as long as you understand the fundamental stuff you can learn what is right or wrong in a way ๐ค
at least have a justification of what you are trying to do. Not just because some random tutorials said so
at this point you can start experimenting
well, I need to learn good topology first I guess
would say its best to go through the pipeline first
if you get stuck early on, your motivation might die off and you won't learn as much
doesn't have to be perfect anyway
https://i.imgur.com/PN7cy4W.jpg this looks like a hot mess
yeah I'm just trying to finish this one and get it into the game and then immediately move on
and apply what I learned
well you can retopo it anyway
this is already a retopo
1st for me
I think my 1st attempt my arms were wonky
and the legs were so close
that md didn't work out
like I said, next time I think I'll try to start with box modeling
and then just multires sculpt on that
@arctic pagoda Select the verts you want to be still in all shape keys and do Propagate Shape Keys
if I have cleaner topology underneath I think it should be easier to extract the clothes from that
๐ฆ my next step is retopo fingers, last time I did it it was a disaster
with this model I just roughly sculpted them in and then box modeled them from scratch when I did retopo
a lot easier
I think
I think all that's left to do for me is some quick texturing, visemes and then off to unity
I would say, look at how real anatomy bends
and try to replicate that
then you have to understand its for a game so it has limitations
then you have to understand vrchat has limitations
after knowing all that you know what have to be sacrificed ๐ then you know what can be refined and what can be
just good enough
welp, texturing done, time for some visemes
and stuff
also, I'm definitely gonna buy Substance Painter
painting on the model in Blender is godawfully slow
and I have a somewhat beastly PC
why is cats messing up with the visemes ๐
cause machine
and its blender
when does blender not fuck up in one way or another
well for the most parts Blender is working as expected
thats what it wants you to think
well, lets see if I can import it into unity
ok
bring it in unity and see what it tells you poly wise
https://i.imgur.com/xwwnY5r.png ok so here's my first issue...
though that can break the mesh
in blender
go into edit mode
then calculate normals
still same
wdym
looks the same still
in blender everything looks fine
did you recalculate normals
yes
ok
activate backface culling in blender
had to manually turn those faces normals inside-out
then you can see the ones that are the wrong way
or you just activate "face orientation" in the view ๐
backface culling is easier at a distance
so do I want to embed the textures with the exported fbx or no?
when I import the fbx into unity https://i.imgur.com/bpqlLef.png it looks like this, I can't see any of the textures
yeah apparently I had to extract the textures manually
ok so if I see this correctly all that cats did that I didn't do manually was create all the visemes and it did something with the eye tracking... but what exactly? I see it created 2 new bones
its not really that big a problem
ok apparently the eye bones it created use XYZ Euler instead of Quaternion WXYZ
but what exactly does the setting where you can limit the rotation for the eyes do
don't know
Well done !
it's absolutely scuffed, but it's my scuffed
couldn't have gotten this far without everyone here and on other servers
gonna jump on tomorrow, invite a friend and then gonna take some notes of all the issues
maybe I'll buy poiyomis fur shader to see how it looks
on this model
I know there was at least one CATS dev in here? if you read this could you maybe ping me? I have some questions
There's a link to their discord in #community-servers-old might be easier to ask there
thanks
also, yeah, CATS apparently had some issue detecting the tri count properly, the count shown in Blender is what it was actually at, so very poor rating yay
you can remove some edge loops since you've got proper topology
Cats has that? Should be easier to just look at the top of the screen in blender yeah
I meant for decimating
Don't decimate, it's unhealthy!
don't use automatic decimation 
I know, but I was getting lazy at this point
also it's fine at this point, I'm not gonna show this avatar to anyone but friends for feedback
for the next one I know what to do differently
yeah that feeling when you're content with your model so anything extra seems superfluous xD
If you do decimate just save a pre decimate version obvi if you wanna go back later
I'll play around with the weight painting some more
but still, edge loops
and probably try out the poiyomi fur shader
yeah I don't think I could easily delete enough edge loops to get it sub 70k
I'm at 80k atm
That's not that bad tbh, remember you can clear a lot of verts on areas that don't bend like forearms and thighs
and for rest of today I just wanna sit back and be happy about the fact that I finally managed what I set out to do half a year ago
Yeah there's no point burning yourself out, gotta enjoy what you make
substance just switched to a monthly only product due to the acquisition by adobe
youre still able to buy it out on steam, but unless you sign up for something you wont get updates
fuck adobe
they're the EA of the creative industry...
what are peoples thoughts on subscriptions plans like this? especially for software that used to be available as "buy once"
absolutel bullshit. It's why over the years I've tried to eliminate as much proprietary shitware from my 3D pipeline.
lets hope that never happens to blender
it likely worn't
but its still scary to think it might happen
@latent charm so what would you suggest to use instead of Substance?
It can't for two reasons: GPL, and a sub-reason of that being the community wouldn't let it happen and would fork blender hard and fast.
the texture painting in blender is very badly performing in what little experience I had so far
if you know what you are doing its ok
you know what else happened tho?
what
a complete uppercut to that, quixel got acquired by epic and now quixel mixer and bridge are completely free and if you make games for unreal engine megascans is also freely available to you
they made one of the largest texture libraries free
yeah, I'm still not gonna touch anything that has anything to do with epic
substance is adobe now
its more of a pick your poison, but epic is treating theirs nicely
mixer isnt a complete alternative to painter anyway tho
no idea what it is
mixer doesnt do much painting at all, its more of acutally mixing together textures, no nodes or anything
ok
does anyone know how to make textures read as alpha/transparent? example here.
the textures are read correctly, but the white part is transparent from the textures, however in blender it is not transparent
i did check mark all the alphas and transparency things in the materials already as well, no dice
it might not be shown in blender but just do it in unity
as long as you know your mask work
it should be fine
oh okay thanks <3
@hollow radish I just noticed you have one bone more along the spine than I do, what's that one? I have hips, spine and chest
upper chest most likely
sounds like curves with extra steps