#3d-modeling

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potent pond
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Oki, just don't give up ๐Ÿ‘†

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And ruubick yeah I think they made a comertial of cartoon network

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But that rig is a damn beast

quaint jasper
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I wonder how many thousands of hours it took lulw

exotic gulch
potent pond
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My hs and more than one people working on those rigs

exotic gulch
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Oh you mean the ship or the program

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because the ship is sunk

dull canyon
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so now that I've finished retopologizing the naked body of my model what would be next? UV unwrapping?

arctic pagoda
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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...

quaint jasper
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@dull canyon Yep !

dull canyon
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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

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or rather, if I just went ahead and marked my seams for now

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and once the clothes and everything are in actually unwrap it

tender tendon
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Oh god that rigging video

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I havent gotten into that kind of advanced rigging yet for my projects just from the scale of it

hollow radish
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@dull canyon check if your rig works well for vrchat, you would need to redo topology if it doesn't work well

dull canyon
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okay, so should I just add an armature and load it into unity to test?

hollow radish
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basically

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like rough weightpaints ๐Ÿค”

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mixamo

dull canyon
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or just automatic weight paint

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with some adjustments

hollow radish
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works unless you are confident with your placements

arctic pagoda
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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)

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All blue, yet it still moves

hollow radish
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your not weight painting the right mesh

dull canyon
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so, when do I know that it's time to apply the mirror modifier to everything?

small cloud
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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

dull canyon
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mkay

spiral sigil
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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

potent pond
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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

dull canyon
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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?

azure rain
dull canyon
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sorry, should've specified I'm using Blender, no idea if it's the same as with zbrush

azure rain
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then exporting fbx on the high-res model

dull canyon
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okay

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thanks

clear cloak
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"Spine has length of zero" help pls

small cloud
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you can ignore that

spiral sigil
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hey boiz

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can i ask something? ._.

trim quartz
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No need to ask permission, ask away

spiral sigil
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okie heres the model i want it to be A avatar for vrchat UvU

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also like a PC user.

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as a PC user avatar pls

trim quartz
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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

spiral sigil
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yeah but someone do it pls ;w;

dull canyon
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but guess that's just my bad topology

quaint jasper
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doesn't seem too bad

reef lotus
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it's not terrible but there's a lot of unused space

latent charm
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For VRChat specifically, I'd try to allocate more texture resolution to the arms (especially the forearms and hands)

reef lotus
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you can probably create seperate seams for the different body parts

latent charm
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Since they'll be seen up close from first person a lot

quaint jasper
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definitely should be a seam on the wrist for sure

latent charm
quartz hawk
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@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.... vrcTrollThinking

dull canyon
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:3

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yeah I'll play around with the seams and resolution once I have the clothes and everything else figured out

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how many textures is considered good or very good rating?

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was it just 1?

quaint jasper
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4 max for very good

dull canyon
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okay, so I could have 1 texture for the body and 1 for the clothes and everything else I assume?

quaint jasper
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yep

dull canyon
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good

quaint jasper
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better to atlas from the beginning if you can though

dull canyon
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yeah

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I just followed the cgcookie tutorial from a few years ago for unwrapping the body

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just so I touched it once for now

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and I get a rough understanding of what's going on

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@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

opaque jolt
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Are there currently any good tutorials for the current Blender (2.8?) version?

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For getting into it and creating 3D models

quaint jasper
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tons of them

dull canyon
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so which parts should I give the most texture space? face, arms, hands?

quaint jasper
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yep

hollow radish
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Face

quaint jasper
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usually face is 30% of your UV space, or has its own UV map

dull canyon
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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

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right?

quaint jasper
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i think that's done through the mirror modifier ?

dull canyon
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well I applied the mirror modifier

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since I assumed you'd need the whole mesh unwrapped to work properly

hollow radish
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I uv it after mirror then delete one half

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Then mirror modifier

dull canyon
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well I guess that's assuming the whole body for your model should have a perfectly symmetrical texture?

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but what if I wanna add some moles or other asymmetrical things, then I can't use the mirror, right

hollow radish
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Yeah

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You can just model it

dull canyon
hollow radish
dull canyon
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ok

hollow radish
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this is useful

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you can reatlas with stacked shells

dull canyon
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ah yeah, I've seen this one

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buuut I don't think I'm gonna be spending money on that just yet

hollow radish
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๐Ÿ™ its extremely useful

dull canyon
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I'll try to make this first avatar with as little expenses as I can

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though depending of how much of a pain texture painting in Blender is I might buy Substance Painter

hollow radish
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ummm....

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you said

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you didn't want any more expenses

dull canyon
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shush

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๐Ÿ˜›

hollow radish
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substance painter is going to be like monthly

dull canyon
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nope

hollow radish
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yes

dull canyon
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if you get the perpetual license

hollow radish
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cause adobe

dull canyon
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it's 150โ‚ฌ

hollow radish
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a bunch of 3dcg people were talking about it

reef lotus
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perpetual license is gonna be gone, but it can still be bought through steam

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you won't get any updates beyond the year though

dull canyon
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ยฏ_(ใƒ„)_/ยฏ

hollow radish
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๐Ÿ™ƒ

tepid wagon
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@hollow radish I gonna get this addon cos I hate UV unwrapping, what a waste of time that is

hollow radish
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yeah

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it saves me a lot of time

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but you still need to be somewhat competent at uv unwrapping

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so straighten when needed

tepid wagon
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This was the most time consuming UV I made

hollow radish
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yeah...

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you need that addon

tepid wagon
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There was a lot of straightening and moving precisily, it was a nightmare

hollow radish
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๐Ÿ™ƒ

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I have yet to do props

tepid wagon
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and that was quite a simple model

hollow radish
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that looks good still

tepid wagon
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I had a tutor that require things to be packed well

hollow radish
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Waiting for me to make a model then get blasted by how poor I do things, then git better later

tepid wagon
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If I will have to streighten islands and press button to get good fill rate that would be really amazing

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I mean this addon

hollow radish
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Wait, do you not straighten with one button?

tepid wagon
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I have an addon that allows to "rectify" - turn an island into a rectangle but it doesn't always work

hollow radish
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textools might be useful if you don't know it, though I think I have uvsquares for some reason ๐Ÿค”

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or follow active quads can also work if you make one face into a square first

tepid wagon
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Oh, that is the name of the addon I have :>

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but thank you anyway

dull canyon
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@quartz hawk thanks, because of you I can't stop thinking "OwO notices nipple polygon density "

azure rain
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lol

vivid crater
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you better stop

ebon vault
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new blender: nice, clean UI with little confusion
old blender: using a lazer pointer fed by a nuclear reactor

vivid crater
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its funny since people dont like change, plenty still prefer the old one and cant be bothered to move

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for just importing/exporting its fine tho

hollow radish
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I decided to move because I wanted to get into industry standard ๐Ÿ‘€ plus support

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Plus 2.79 gets messy

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A lot of clutter

dull canyon
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I love 2.8

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and I can't understand how people can even properly use 2.79

hollow radish
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2.79 feels a bit janky and not streamlined...

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basically a lot of hacks to do something

dull canyon
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so, if I want to use 2 separate textures for the face and the rest of the body, how do I do that?

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I have my UVs all laid out

dull canyon
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I guess I need 2 separate materials, make vertex groups for the body and face and assign the materials to those vertex groups?

dull canyon
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I'm so confused

dull canyon
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so does stuff like normal maps or specular maps also count towards the texture limit?

fringe rock
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Create a new materiak and assign the face vertex to it. Unwrap. Done

dull canyon
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yeah

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god why is texture painting in blender so damn annoying and unintuitive

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why the fuck is it painting on the wrong texture even though I have the right ones selected

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I am very close to buying substance painter right now

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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...

vivid crater
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just to check, when in edit mode and youre on the face material and hit select, does it select all the parts you want?

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wondering if you assigned the material also since you said you assigned the vertex group

dull canyon
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yes

dull canyon
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well actually no...

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I keep forgetting that vertex groups and material groups are different things

clear cloak
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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

dull canyon
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rigged pant?

clear cloak
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pants with bones

dull canyon
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ah

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(pants don't have singular version)

clear cloak
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so you delete the legs from the model and put the pants with bones but idk how to do it

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oh srry

dull canyon
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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?

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would be my first guess

clear cloak
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idk

spiral sigil
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Custom model creation option should generally have you covered if the pants are rigged.

cold charm
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Every tutorial I see has a completely different UI than the current version, is there any way to downgrade without any sort of issues?

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If that even makes sense

spiral sigil
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Yes you can have different versions installed at the same time

dull canyon
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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?

latent charm
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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.

dull canyon
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mkay, and does every one of those images, be it textures or maps, count towards the overall textures? or is it just materials

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ie "texture slots"

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this is so confusing for me

latent charm
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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.

dull canyon
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because of the rating

latent charm
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VRChat's ranking system doesn't take textures into account as far as I know

dull canyon
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"material slots"

latent charm
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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.

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Does that make more sense now?

dull canyon
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yes

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thanks

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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

latent charm
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You could use one material for the whole lot, just pack the head texture up with the body and alter the UVs to match.

dull canyon
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at the cost of resolution for each part tho, right

latent charm
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Not necessarily.

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That's only if you scale the images down.

dull canyon
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so... if I'm using 2x 2k textures now I should just use one 2048*4096 texture?

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or does it have to be square

latent charm
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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.

dull canyon
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mmmkay, I mean, I haven't done any clothes yet, so I might have to go with more space anyways

latent charm
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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.

dull canyon
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so either 2k or 4k

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yeah

dull canyon
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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

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and I have paint mask disabled

silent junco
dull canyon
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looks cute already

silent junco
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its a gas mask thing

dull canyon
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well, it also looks like a cute little creature

silent junco
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just not right

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like

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its dress shapped

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but its not right

dull canyon
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otherwise this is going to drive me insane all night

silent junco
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what is your problem

dull canyon
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that I can't paint on the model directly

silent junco
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odd

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have you set it up in shader

dull canyon
latent charm
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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)

silent junco
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you don't need the first 2

latent charm
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Yes and no, when not present they're implied.

quaint jasper
silent junco
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i only have image texture and material output when i weight paint

quaint jasper
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You need to enable brushes in your view i think

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only visible different in terms of UI between tutorial and you gif

silent junco
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use standard settings

quaint jasper
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since you're using TextDraw which is correct, but the icon isn't in your scene view

dull canyon
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uhm

quaint jasper
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oh

dull canyon
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that went completely over my head

quaint jasper
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change display mode ?

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top right corner

dull canyon
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I'm in material preview

quaint jasper
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don't you need to be in texture ?

dull canyon
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there is no texture

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the issue is not the display

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but the fact that it doesn't draw, at all

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on the model it self, only when I paint on the texture in the image editor

quaint jasper
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i just tired on mine and it works

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it's your display mode for your mesh

dull canyon
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yeah it worked before I changed the textures around too

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god why is this so hard

quaint jasper
dull canyon
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yeah even if I enable that I can't draw on the model

quaint jasper
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Then i think you need a texture

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even if completely white

dull canyon
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okay... wtf

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when I add a new base color texture it works...

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I give up trying to understand why

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thanks

silent junco
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head is gonna be the biggest pain

coarse kestrel
silent junco
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cool

dull canyon
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looks good

silent junco
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i wanna do something high poly at some point

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but im more comfortable at a 10k tris

cold charm
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Iv'e got an easy question that I can't answer - in the current verison of blender, how do i import a 2d image?

spiral sigil
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Enable this plugin, hit space, type import image as planes and import image as planes

hollow radish
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๐Ÿ‘€ oh that's useful

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I usually just import as ref/background

exotic gulch
silent junco
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thats a cool boat

exotic gulch
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Its a aircraft carrier but thank you

silent junco
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still a boat

dull canyon
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they add so much to the character

dull canyon
silent junco
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i know the pain

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of blender working then not

dull canyon
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well in my case it's usually because I did something dumb, not so much because Blender is misbehaving

dusty badge
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teeth time

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i actually just finished a texture for them, that are okay i guess

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they're teeth alright :p

silent junco
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its nice

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looks like teeth

dusty badge
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thankfully i dont need to do the other parts since they were done for me but now its time for shape keys

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woo.

azure rain
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okay that's some scary looking topology but it should probably animate okay as kept the edge loops around the eyes in the mouth

latent charm
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I'd have left more around the cheeks and jaw, but eh it should be okay.

dull canyon
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first real attempt at stylized hair

silent junco
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looks good

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i can't even do heads

dull canyon
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you'll get there

silent junco
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probably

dull canyon
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definitely

silent junco
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and hands are only abominations that are vaugly hand shaped

vivid crater
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did you use curves for the hair?

dull canyon
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nope

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those are all planes

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with a subsurf and solidify

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I'll basically try to do "haircards" but without transparency

vivid crater
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vrcThinking sounds like curves with extra steps

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looks good regardless

dull canyon
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much more control over the topology

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if I was on a really tight poly budget I could remove the solidify

vivid crater
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definitely, youd have to convert to mesh to fix up the curve

dull canyon
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yeah

vivid crater
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what polycount did you set for yourself btw?

dull canyon
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ideally I'd like to stay under 90k

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right now without clothes and with one subsurf I'm at 80k

vivid crater
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That sounds pretty good, I'm assuming you're gonna have one for vrc?

dull canyon
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yea

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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

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the next model I'll probably do with box modeling instead of sculpt + retopo, so that will hopefully be better topology

vivid crater
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That's funny, I started mine box modeling with multi res and ended up trying to retopo anyway

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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

dull canyon
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why tho

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that's fine, that area will bend and need extra topology anyways

vivid crater
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i didnt like how the first looked

dull canyon
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mkay

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honestly once I was finally done with the retopo it felt like a huge weight fell off my shoulders

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mostly because doing retopo in blender is a pain in the ass

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at least in 2.81

vivid crater
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yea, its uh, interesting

dull canyon
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2.79 at least has retopoflow still I think

vivid crater
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im on 2.8 rn too

dull canyon
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it's real annoying imo

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the way snapping and the shrinkwrap work are kinda dumb in a lot of situations

vivid crater
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heres the previous topology, the back is less dense but i dont like the way the leg loops turn into the butt cheek

dull canyon
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ah, yeah, that makes sense I guess

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not the best

vivid crater
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ah yes, butts ๐Ÿ™

dull canyon
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but okay for a first tiem I guess

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thicc butts and thighs save lives

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๐Ÿ™

vivid crater
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im making a smaller person, so thats not allowed

dull canyon
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says who

vivid crater
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id like to make a thicc person tho vrcTrollThinking

dull canyon
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:3

vivid crater
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whoa

silent junco
dull canyon
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thicc lolis are a thing

silent junco
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feel pain

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and feel the hands of the law

vivid crater
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id rather them be like, i dunno small and cute i guess

dull canyon
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well, cute is subjective I guess

vivid crater
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ye, i just dont want it to wander into the sexy territory at all

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thats spook

silent junco
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i don't like sexy loli avatars

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its weird

dull canyon
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ยฏ_(ใƒ„)_/ยฏ

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to each their own

steep stag
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ass

dull canyon
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buttocks

vivid crater
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theyre fine, just this model im making specifically isnt for that

steep stag
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gluten

vivid crater
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maybe next one

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GLUTEN

steep stag
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GLUTEN

silent junco
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YES

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caps

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yes

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get a 3d model

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import into unity

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model resources

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though some are missing their rigs

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its a website

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that has models

vivid crater
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cant discuss ripping in this server

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no

silent junco
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only need to do hand and hair

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and some other

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things

dull canyon
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๐Ÿค”

silent junco
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i like the one with less polygons

dull canyon
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any other ways of doing like fluffy balls

silent junco
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but thats just me being a low poly dood

dull canyon
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that'd be the right one then, the cones

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half the tri count

silent junco
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and front

dull canyon
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yeah, I thought so too I guess

silent junco
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i don't know how to do the hair on the model im working on

dull canyon
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now, if I would've been smart I would have marked a seam on the first cone before I duplicated it a dozen times...

silent junco
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F

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good luck

dull canyon
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ah well

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alt click a few times and mark seam

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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?

silent junco
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i like to use bones on before im done to test stuff

fringe rock
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@dull canyon you can change your view point with the number pad if you dont know and 5 for the type of perspective

dull canyon
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I'm well aware, but the new pie menu is much nicer imo

fringe rock
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swap fast then

arctic pagoda
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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)

silent junco
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Take in a normal map?

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Do you mean generate?

arctic pagoda
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Yes

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well i already have a normal map

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but it only works on a cube made in Unity

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but not a custom 3d model from blender

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doing CTRL+N in blender doesn't seem to fix it

silent junco
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Images plz

silent junco
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The blender cubes uvs?

arctic pagoda
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ah the blender cube doesn't have uvs I don't think

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thanks, now it works!

silent junco
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You need to do uvs always

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Or they will have no height or length

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And be in a corner

dull canyon
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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

hollow radish
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?

silent junco
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You need to delete them

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Why do you ask

dull canyon
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okay

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guess I'll wait with that until I'm actually done with the clothes and everything then

silent junco
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I think you can hide vertex groups

fringe rock
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if its the mesh no.

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but if you separate them yes

silent junco
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You can also delete only faces and then spend a lot of time to undo that

dull canyon
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gonna add more details to the cloth with multires sculpting and textures

quick thunder
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good job so far

dull canyon
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thanks

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it's been a long time since I had this much fun doing something

quick thunder
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I lost alot of motivation unfortunately

dull canyon
#

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

vivid crater
#

Yea, sitting working on a naked bald lady doesn't give you much reward

dull canyon
#

I mean

vivid crater
#

Unless you're making a naked bald lady vrcBlush

dull canyon
#

if she ain't nude you ain't doing it right

silent junco
#

its not nude if its wip

#

and doesn't have genitalia

heavy lion
#

so im trying to upload a avatar and it just keeps on doing a ding sound and then just shows this,... what to do?

quaint jasper
#

Congrats !

hardy agate
#

@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

stable bronze
#

I'm having difficulty with exporting and importing blender files into unity

quaint jasper
#

Export as fbx instead

dull canyon
#

@hardy agate ah, that'd make sense, thanks!

dull canyon
#

yep, that works, now I have a more accurate estimation for how much topology I'll end up with

dull canyon
#

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

olive bone
#

Select left side of a strip in the UV section, then hit S+X+0

dull canyon
#

yeah I wouldn't wanna do that by hand

olive bone
#

Repeat with right side

dull canyon
#

uvsquares does basically exactly what I want

vivid crater
#

yea doing it manually is probably the least favorable thing

dull canyon
#

when/why would I want to use 32bit float for textures?

latent charm
#

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/

dull canyon
#

okay, generally speaking do I want that for vrchat avatars?

latent charm
#

Not really no.

dull canyon
#

ok

dull canyon
#

so, do I want to join all my meshes (clothes, hair, body) together before weight painting or after?

ashen stag
#

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

dull canyon
#

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

ashen stag
#

Ah no you can't do automatic weights with multiple meshes

dull canyon
#

even in the same object?

hollow radish
#

Your hair uvs seem really messy in terms of shape

dull canyon
#

ยฏ_(ใƒ„)_/ยฏ

hollow radish
#

what does your hair look like ๐Ÿ‘€

dull canyon
vivid crater
#

What do the hair uvs look like after you used uvsquares?

hollow radish
#

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

ashen stag
#

To be a good sculptur you gotta know anatomy imo

hollow radish
#

to be a good sculptor, you have to know what you are sculpting

signal zenith
#

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.

azure rain
#

Edge loops around the elbows

signal zenith
quaint jasper
#

I would have suggested starting off with cylinders from the start, since everything is round in shape for the body

signal zenith
#

Maybe I might make a second version and try that method out.

hollow radish
#

your ref already has an a pose

#

though ๐Ÿค” its not the best anyway

signal zenith
#

What could I have done to make it better?

signal zenith
azure rain
#

yes

signal zenith
#

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?

bronze jasper
#

can anyone who's a pro with zbrush help me?

signal zenith
silent junco
#

Depends on what you want

#

But it might work

#

Also @ashen stag you can do automatic weights on multiple meshes

#

Itโ€™s as easy as doing it the normal way if not easier

ashen stag
#

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_(ใƒ„)_/ยฏ

silent junco
#

It works pretty well in 2.8

#

Had better results than when it was one mesh

ashen stag
#

Yeah I cant speak for 2.8 so if it works better then more power to ya

dull canyon
#

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?

silent junco
#

I just did it all at once

#

Works for me

#

Though my 3D models are usually more simple

dull canyon
#

yeah, mine is probably really scuffed at this point

#

since I have no clue what I'm actually doing at this point

silent junco
#

If it works it works

dull canyon
#

well, except it isn't

silent junco
#

Oh

#

Pics?

#

I wanna see how broken it is

dull canyon
silent junco
#

Try combine the meshes

dull canyon
#

already did

#

even worse result

silent junco
#

Ok

#

Am thinking

#

So itโ€™s skintight clothes?

dull canyon
#

more or less

silent junco
#

Then just infuse it with the skin

dull canyon
#

?

silent junco
#

Make the skin and clothes connected

dull canyon
#

you mean connect the vertices?

silent junco
#

Yes

dull canyon
#

erm

#

that'd be difficult I think

silent junco
#

You can do a quick test by using union

#

Boolean

dull canyon
#

okay

silent junco
#

Recommend you duplicate before doing so

dull canyon
#

I have a backup save

silent junco
#

That works

dull canyon
#

well, that didn't work, probably because the clothes aren't really touching the body...

silent junco
#

Well then idk

#

Good luck anyway

dull canyon
#

thanks...

silent junco
#

Just a final thing

#

You can always do the thing and delete any unseen faces

dull canyon
#

already did that

silent junco
#

Ok

dull canyon
#

or at least I'm hiding them with a mask modifier, in case I need to adjust things

silent junco
#

Iโ€™m trying to think of a solution but I got none atm

dull canyon
#

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?

vivid crater
#

Hmm, you could try rigging the body first then using data transfer on the clothing

dull canyon
#

yeah I tried that but couldn't really get it to work

vivid crater
#

Damn ๐Ÿ˜”

dull canyon
#

but maybe I just did something wrong...

daring roost
#

any idea if i can go back to blender 2.79 without issues >.<?

silent junco
#

Accept your fate and use 2.8

silent junco
#

Also export and import

hollow radish
#

from scratch

silent junco
#

Cool

hollow radish
#

after the 10th, basically just box modelled

#

then went back into zbrush to clean up

silent junco
#

I either only use sculpting in blender or only box modeling

fringe rock
#

To prevent cliping in general. The clonthing should be connect to to the body topology if they are really close

dull canyon
#

well it came out looking pretty awesome

#

did you use substance painter for the textures?

silent junco
median pike
silent junco
#

Never thought to find another one

median pike
#

Dude. Its great. Super simple and effective

silent junco
#

My only problem i have with it is that Iโ€™m just bad at drawing

dull canyon
#

well, I think I'm done with rigging

#

so, should I join all meshes together before uv unwrapping or can I do that afterwards?

olive bone
#

You should UV map as soon as you finish the mesh

potent pond
#

Agree with Rusoski

dull canyon
#

mkay

#

well, guess I'll try drawing a hair texture now

#

been a while since I used CSP

dull canyon
#

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

dull canyon
#

or I just say screw it and move on so I can finally finish this model...

acoustic cedar
#

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...

โ–ถ Play video
subtle jackal
#

@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.

dull canyon
#

mh, yeah I get that. I just have to decide when I just want to cut my losses and move on I guess

subtle jackal
#

@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.

dull canyon
#

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

subtle jackal
#

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.

dull canyon
#

yeah, this is my first model I got this far, first touched Blender in early summer I think

subtle jackal
#

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.

dull canyon
#

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...

subtle jackal
#

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.

dull canyon
#

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

subtle jackal
#

It'll help avoid the issue with affine mapping yea

dull canyon
#

then I still gotta do visemes, and I think then I can finally import it into unity?

subtle jackal
#

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

#
#

there's a good reply here that explains how to get the perspective-correct mapping on your hair via shader

dull canyon
#

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

subtle jackal
#

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.

dull canyon
primal dew
#

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?

dull canyon
#

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

primal dew
#

Just for context for where I'm at roughly

dull canyon
#

granted it was my first time doing it

quaint jasper
#

@primal dew i don't think anyone would recommend box modeling for characters

dull canyon
#

wut

primal dew
#

Okay neat

dull canyon
#

aren't basically all the MMD models done via box modeling?

primal dew
#

Oh sorry I mean to send something before that that showed where I was at but it didn't send.

quaint jasper
#

by professionals yes

primal dew
#

I'm pretty rookie

quaint jasper
#

yeah so don't do box modeling

dull canyon
#

so sculpting > retopo is the recommended way for new learners?

quaint jasper
#

sculpting is a stretch

#

use loops

#

start off of a cylinder

#

or a sphere

dull canyon
#

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

primal dew
#

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.

silent junco
#

despise what you may think hands don't need to be a super detailed monster of polygons

primal dew
#

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.

silent junco
hollow radish
#

ohno...

silent junco
#

OH YESยจ

hollow radish
#

that will not bend properly

trim quartz
#

but will it bend good enough for the person using it?

hollow radish
#

no

silent junco
#

it does

#

kekekekeke

dull canyon
#

but

#

will it blend?

hollow radish
#

it will crumple

#

i mean it will work

#

but it won't look nice

#

plus you don't have enough polies

#

where it bends

vivid crater
#

ah yes, that one gif that you see everywhere

#

i was just gonna ask where was it ๐Ÿ˜‚

silent junco
#

the image of the hand bending is nsfw

#

sorry

hollow radish
#

๐Ÿคฆโ€โ™‚๏ธ

silent junco
#

kekekeek

vivid crater
silent junco
#

i am evil incarnate

vivid crater
#

stay right where you are, im calling ruuuuubick

silent junco
#

i cause pain and misery

#

well too bad

hollow radish
#

I'm sorry, I've had worse modelling for 3khrs

silent junco
#

its less polygons than the entirty of a mmd avatars ass

vivid crater
#

3k hours ๐Ÿ’ฆ

hollow radish
#

blender is 2.5k and zbrush,marvelous,painter are likely a lot more

vivid crater
#

new steam library vrcCrying

silent junco
#

idk how much time i have on blender seeing as i downloaded it through the blender website

primal dew
#

yeah me too

#

probobly like 30 hours at this point

#

in total

silent junco
#

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

primal dew
#

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.

silent junco
#

2.81 has a auto retopologize function

#

idk how good it is

vivid crater
#

๐Ÿธ

#

youre getting almost close enough to where people are gonna say "yOu cAnT PoSt tHaT HeRe"

silent junco
#

why

#

its a 3d model of a from im working on

azure rain
#

well it is a cute frog

silent junco
#

wdym cute

#

thats a face of a war criminal

#

fixed it

#

now i have a perfect frog

azure rain
#

yes at the very good frog

runic nymph
#

i imagine it to scream in pain and agony every time it opens the mouth on that gif

azure rain
#

or they're shouting very loud because they're in a crowded shopping mall and their friend has gotten too far away

silent junco
#

he goes from passive to mild confusion to then screaming

#

we can't do actual screaming only screaming

runic nymph
#

yeaaah

dull canyon
#

sooo, before you export a model to unity you have to apply all modifiers, right?

silent junco
#

Yes

#

If you didnโ€™t you could do all sorts of cool things

dull canyon
#

okay, just making sure

silent junco
#

And thatโ€™s a no no

thorny fractal
#

actually it applies modefiers automatically on export

dull canyon
#

so you have to apply all mirror modifiers and thus need mirrored textures

thorny fractal
#

but sometimes the order in which the modifiers are applied can mess things up

#

and you can uncheck "apply modifiers" on the export page

silent junco
#

I would recommend you do it yourself

#

For safety reasons

thorny fractal
#

at least i would apply the mirror modifier

dull canyon
#

yeah no, I was just making sure that you have to apply the mirror and all

silent junco
#

Also if your vertex is displaced by 0.02 on a mirror they wornt melt together into one being and itโ€™s all your fault

#

So make sure that doesnโ€™t happen

thorny fractal
#

wip

azure rain
#

that is a very nice high poly

quaint jasper
#

damn that's beautiful !

hollow radish
#

๐Ÿ™

#

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 ๐Ÿค” or is that seperately modelled

tepid wagon
#

Probably box modelled first then added folds using sculpting

hollow radish
#

that's also one way

#

Just used to marvelous designer everything for clothes ๐Ÿ’ฆ

thorny fractal
#

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

hollow radish
#

hmm ๐Ÿค” 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

desert crown
#

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

hollow radish
#

N I think

#

or just spacebar search

#

thats what I usually do

#

wait

#

flip uvs ๐Ÿค”

tepid wagon
#

Do you mean rotate UV's or flip normals?

desert crown
#

yes i am trying to flip this uv like you know left and right

tepid wagon
#

mirror uv I guess

hollow radish
#

I usually just press s

desert crown
#

rotating is easy and its there

hollow radish
#

-1

desert crown
#

how do you s -1

tepid wagon
#

scale times minus one

hollow radish
#

the press x y or z

#

scale, -1

#

select the uv and press s

#

don't know the 2.8 controls

tepid wagon
#

so "S" -> axis (x or y) -> -1

desert crown
#

oof maybe i shouldn't have used a custom ui, pressing s don't work for me

tepid wagon
#

Right I havent unwrap anything in 2.8 just yet I may be bsing

hollow radish
#

should be the same

#

if you have 2.7x controls

#

my workflow will slowdown if i change controls

tepid wagon
#

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 -,-

desert crown
#

custom ui

#

based on 3dsmax

tepid wagon
#

can you hover your mouse cursor over UV and press T see will you have menu pop on the far left?

hollow radish
#

max ๐Ÿ‘๏ธ the old dog

tepid wagon
#

It would be better to just use 2.8, it's easier to learn

desert crown
#

@tepid wagon the shortcut keys are all different and it made me scale my uv's only

tepid wagon
#

Ok, I don't think I can help you at all in that case

desert crown
#

yeah don't worry about it

tepid wagon
#

You have "UV's" down there maybe you can go from there to "Mirror" option

thorny fractal
#

dynamesh works off of scale if its destroying thin stuff then you should try scaling everything up

desert crown
#

@tepid wagon oh yeah i did that but then the mesh also flipped so i was confused

tepid wagon
#

I thought that was what you were after

desert crown
#

oh wait that is what i wanted

#

thank you!

tepid wagon
#

alright sleep now, have fun

desert crown
#

night โค๏ธ

arctic pagoda
#

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.

quaint jasper
#

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

arctic pagoda
#

thanks!

arctic pagoda
#

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.

fringe rock
#

do the reverse make the hand in the A pose weight paint the arms hand put back them in t pose then

arctic pagoda
#

ah that works too, thanks!

dull canyon
#

nice

#

can you show your weights?

#

I assume you're not affecting the panties at all with the legs?

arctic pagoda
#

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?

hollow radish
#

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

dull canyon
#

you can transfer weights

#

from one mesh to another

hollow radish
#

yeah I did

dull canyon
#

okay

hollow radish
#

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

dull canyon
#

yea

hollow radish
#

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 ๐Ÿค”
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

dull canyon
#

well, I need to learn good topology first I guess

hollow radish
#

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

dull canyon
#

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

hollow radish
#

well you can retopo it anyway

dull canyon
#

this is already a retopo

hollow radish
#

๐Ÿ‘€

#

well this is my 3rd attempt anyway

dull canyon
#

1st for me

hollow radish
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I think my 1st attempt my arms were wonky

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and the legs were so close

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that md didn't work out

dull canyon
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like I said, next time I think I'll try to start with box modeling

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and then just multires sculpt on that

dusk turret
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@arctic pagoda Select the verts you want to be still in all shape keys and do Propagate Shape Keys

dull canyon
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if I have cleaner topology underneath I think it should be easier to extract the clothes from that

hollow radish
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๐Ÿ’ฆ my next step is retopo fingers, last time I did it it was a disaster

dull canyon
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with this model I just roughly sculpted them in and then box modeled them from scratch when I did retopo

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a lot easier

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I think

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I think all that's left to do for me is some quick texturing, visemes and then off to unity

hollow radish
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did you do any rough rigging

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like any auto rigger

dull canyon
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I did use automatic weights

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and slightly refined them where necessary

hollow radish
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I would say, look at how real anatomy bends

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and try to replicate that

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then you have to understand its for a game so it has limitations

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then you have to understand vrchat has limitations

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after knowing all that you know what have to be sacrificed ๐Ÿ‘€ then you know what can be refined and what can be
just good enough

silent junco
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I go by the fuck it handbook

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If it works it works

dull canyon
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welp, texturing done, time for some visemes

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and stuff

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also, I'm definitely gonna buy Substance Painter

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painting on the model in Blender is godawfully slow

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and I have a somewhat beastly PC

dull canyon
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why is cats messing up with the visemes ๐Ÿ˜

silent junco
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cause machine

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and its blender

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when does blender not fuck up in one way or another

dull canyon
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well for the most parts Blender is working as expected

silent junco
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thats what it wants you to think

dull canyon
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well, lets see if I can import it into unity

silent junco
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ok

dull canyon
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๐Ÿค”

quaint jasper
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bring it in unity and see what it tells you poly wise

silent junco
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you can do it manually

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or use decimation

dull canyon
silent junco
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though that can break the mesh

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in blender

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go into edit mode

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then calculate normals

dull canyon
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still same

silent junco
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wdym

dull canyon
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looks the same still

silent junco
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in blender

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?

dull canyon
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in blender everything looks fine

silent junco
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did you recalculate normals

dull canyon
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yes

silent junco
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ok

dull canyon
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wait...

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something's not right

silent junco
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activate backface culling in blender

dull canyon
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had to manually turn those faces normals inside-out

silent junco
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then you can see the ones that are the wrong way

dull canyon
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or you just activate "face orientation" in the view ๐Ÿ˜›

silent junco
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backface culling is easier at a distance

dull canyon
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so do I want to embed the textures with the exported fbx or no?

silent junco
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just add the image in unity

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as long as the uv wasn't corrupted it should be fine

dull canyon
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yeah apparently I had to extract the textures manually

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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

silent junco
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its not really that big a problem

dull canyon
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ok apparently the eye bones it created use XYZ Euler instead of Quaternion WXYZ

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but what exactly does the setting where you can limit the rotation for the eyes do

silent junco
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don't know

dull canyon
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I can't stop smiling right now ๐Ÿ˜„

quaint jasper
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Well done !

dull canyon
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it's absolutely scuffed, but it's my scuffed

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couldn't have gotten this far without everyone here and on other servers

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gonna jump on tomorrow, invite a friend and then gonna take some notes of all the issues

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maybe I'll buy poiyomis fur shader to see how it looks

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on this model

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I know there was at least one CATS dev in here? if you read this could you maybe ping me? I have some questions

next jungle
dull canyon
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thanks

dull canyon
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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

quaint jasper
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you can remove some edge loops since you've got proper topology

ashen stag
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Cats has that? Should be easier to just look at the top of the screen in blender yeah

dull canyon
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I meant for decimating

ashen stag
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Don't decimate, it's unhealthy!

quaint jasper
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don't use automatic decimation fred

dull canyon
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I know, but I was getting lazy at this point

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also it's fine at this point, I'm not gonna show this avatar to anyone but friends for feedback

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for the next one I know what to do differently

quaint jasper
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yeah that feeling when you're content with your model so anything extra seems superfluous xD

ashen stag
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If you do decimate just save a pre decimate version obvi if you wanna go back later

dull canyon
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I'll play around with the weight painting some more

quaint jasper
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but still, edge loops

dull canyon
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and probably try out the poiyomi fur shader

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yeah I don't think I could easily delete enough edge loops to get it sub 70k

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I'm at 80k atm

ashen stag
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That's not that bad tbh, remember you can clear a lot of verts on areas that don't bend like forearms and thighs

dull canyon
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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

ashen stag
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Yeah there's no point burning yourself out, gotta enjoy what you make

dull canyon
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also I'm pretty sure I'll buy substance painter

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just so I have it

vivid crater
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substance just switched to a monthly only product due to the acquisition by adobe

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youre still able to buy it out on steam, but unless you sign up for something you wont get updates

dull canyon
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fuck adobe

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they're the EA of the creative industry...

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what are peoples thoughts on subscriptions plans like this? especially for software that used to be available as "buy once"

latent charm
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absolutel bullshit. It's why over the years I've tried to eliminate as much proprietary shitware from my 3D pipeline.

silent junco
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lets hope that never happens to blender

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it likely worn't

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but its still scary to think it might happen

dull canyon
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@latent charm so what would you suggest to use instead of Substance?

latent charm
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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.

dull canyon
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the texture painting in blender is very badly performing in what little experience I had so far

silent junco
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if you know what you are doing its ok

vivid crater
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you know what else happened tho?

dull canyon
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what

vivid crater
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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

dull canyon
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epic...

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no thanks

vivid crater
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they made one of the largest texture libraries free

dull canyon
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yeah, I'm still not gonna touch anything that has anything to do with epic

vivid crater
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i guess ยฏ_(ใƒ„)_/ยฏ

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adobe is leagues worse with their mentality imo

dull canyon
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not denying that

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but epic is owned by china

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I don't trust them one bit

vivid crater
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substance is adobe now

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its more of a pick your poison, but epic is treating theirs nicely

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mixer isnt a complete alternative to painter anyway tho

dull canyon
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no idea what it is

vivid crater
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mixer doesnt do much painting at all, its more of acutally mixing together textures, no nodes or anything

dull canyon
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ok

desert crown
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the textures are read correctly, but the white part is transparent from the textures, however in blender it is not transparent

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i did check mark all the alphas and transparency things in the materials already as well, no dice

silent junco
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it might not be shown in blender but just do it in unity

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as long as you know your mask work

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it should be fine

desert crown
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oh okay thanks <3

dull canyon
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@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

quaint jasper
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upper chest most likely

hollow radish
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upper chest

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Been thinking about it lately about why people should have extra spine bones ๐Ÿค” plus unity has it

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Its mostly for making the body more flexible from what I can tell

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for now at least, its easy to combine the extra bone anyway