#3d-modeling

1 messages · Page 71 of 1

hollow radish
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I have two spine bones, essentially

quaint jasper
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it breaks eye tracking still

hollow radish
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yeah

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fine with that

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Basically rather do it the right way than doing a broken way for vrchat, have to make compromises though

dull canyon
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yeah, I just heard from the cats guys about that

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jesus what are the devs even doing

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the whole thing is such a mess

quaint jasper
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that's an IK limitation, not a bug AkkoShrug

hollow radish
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what mess 👀

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eye tracking should be independent of any ik

dull canyon
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yeah, and apparently blend shapes need to be in a certain order to work?

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which would explain why my avatars eyes are mostly closed

hollow radish
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seems like something hardcoded

dull canyon
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yeah

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did they change anything in regards to that with that big update that's coming soon?

hollow radish
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a lot as far as I know, but I don't think about vrchat updates cause the stuff that's promised tends to not come.
Rather just wait and do something else. Less stress to worry about.

dull canyon
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yeah, guess I'll just start working on the model itself and wait with the "technical" stuff until after the update

hollow radish
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A lot of people already work on the technical stuff and I can't really keep up with it. I used to but a lot tends to break.
Rather focused and stuff that's low in supply and high in demand 👀 which is quality modelling.

dull canyon
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mhm

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I'm glad my non-MMD model doesn't look super creepy or bad in-game

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think if I refine and work on that general style it should be fine for vrc

hollow radish
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Well, eventually you can sell stuff on booth 🤔

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I could but I think my consistency is off and I tend to "rush" models

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even though I spend like 100hrs on them

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and a lot of the designs I reference are extremely complicated looking

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speaking of design, its best to take someone else's design that's high quality
because even if you have a "good" model, if the design is bad the model will look bad
even if everything else is correct

spiral sigil
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More that just the first four blendshapes need to be the blink blendshapes iirc

vivid crater
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Yea, right under the basis, the first two are blink, the next two are lowerlid which activate when you look down

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So whenever someone has their mouth open or eyes close when they look down you know why pretty quick

olive orbit
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Hey, I'm in blender right now and having some trouble. I'm using blender 2.8 and attempting to bridge two edge loops. when I try it says I don't have two selected

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When I try to bridge it says "Select at least two edge loops"

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I'm still in edit mode as well, if that helps

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Google is not being my friend right now

olive orbit
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@quaint jasper I believe you were actually the one to help me with this the last time I had this issue. I lost all my work, and had to start over >.<

spiral sigil
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Picture?

olive orbit
quaint jasper
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you have vertices selected not part of the loop

olive orbit
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How do i get just the loop? It auto-selects the vertices when I get the edge loop

quaint jasper
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those aren't part of it

spiral sigil
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I think they are. but I'd need to see it at a different angle and maybe in wireframe mode

olive orbit
spiral sigil
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Not using background image, neat.

vivid crater
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I think they're following a modeling tutorial, recognize that reference pic

olive orbit
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Yeah. I'm using the tutorial to learn basic modeling

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I hope to make my own avatars eventually, even if it's a year from now

spiral sigil
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I'm not seeing why you would be getting an issue with bridge edge loops there.
Are you using a to clear all selection and ctrl+right or left click (I forget) to select the edge loops?

vivid crater
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I believe it's alt click on an edge

olive orbit
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alt+left click

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I remember last time I had this same issue, but I can't recall for the life of me how I got it to work.

spiral sigil
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Mind shooting me the file? I'll take a look on my end

olive orbit
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Sure. I'll try to send it, what method would you prefer?

spiral sigil
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Anything should be fine

olive orbit
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I'm searching my memory and I feel like it had something to do with the two cubes being separate objects or something?

vivid crater
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Ohhh, yea they need to be the same object

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I forgot in 2.8 you can edit multiple things at the same time

olive orbit
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How do I get them to be the same object?

vivid crater
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Get out of edit mode and select one then the other ctrl + j

olive orbit
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There we go! Thanks a million

vivid crater
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This only happened because in 2.8 we can now edit a bunch of things at once

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That tutorial wouldn't have known either since it's a little older

spiral sigil
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OH

olive orbit
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Yeah, but I think it's a great tutorial so I'm just following along and learning where these things are in 2.8

spiral sigil
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Yeah, I just figured that out

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They're separate objects, just merge them together

vivid crater
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Yea it's a really good tutorial, tons of content

olive orbit
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Now that that's done I'm going to put a pin in it for tonight and do the next part tomorrow. Thanks again everyone, I really appreciate it

desert crown
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can anyone see why i can't edit this dynamic bone even though i gave it a component? its the front hip clothing

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the others works fine with his cape

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nvm figured it out

cobalt prism
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hey lads, is there someone who can tell me how to add a tongue piercing in blender ?

small cloud
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you'll need to move the piercing with Ah, OH and CH keyshapes and then recreate visemes, then also move the piercing for any other keyshapes you'll be using.

cobalt prism
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okay thenks

signal zenith
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Ok so I have this so far for my model, I know I still have a lot to learn but how is it and what could I do to fix it?

quaint jasper
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Fix what ?

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You should keep the fixing when you've made the entire thing

hollow radish
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your arms are really off

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well the shoulders specifically

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the legs needs to be straight or else you wont be able to rig properly

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test in mixamo or some auto rig to figure out how it might look like

silent junco
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aren't the shoulders too low

dry notch
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My first proper attempt at modeling a face, it's not entirely complete since you'll notice a lack of lips.

spiral sigil
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Looks like my first attempt haha

stable edge
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Mine too

hollow radish
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Looks better than my first

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Though has creasing problems

dull canyon
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so, are poiyomis shaders worth the money?

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or should I even be getting his shaders when I really just want a fur shader for now? how does the whole patreon thing work, if I just subscribe to his patreon once and download all the shaders and then unsubscribe, do I only get that version of the shaders and no future updates?

vivid crater
dull canyon
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mh, I just asked in his discord

dull canyon
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okay so apparently that's how it is...

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so I'm not sure it's worth it for me to invest into that, if there's another good fur shader out there, cause I think I really only need a fur shader, I don't think I wanna use toon shading for my models but rather the standard shader or similar

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are there other well performing fur shaders out there?

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sorry, just realized this is the wrong channel for that

dull canyon
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I already tried deleting either half of the mesh and using both mirror modifier and symmetrizing, and it still behaves weirdly like that

silent junco
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What

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Oh

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Just use Normal mirror modifier for it

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As far as I know it might be a stupid reason like it’s not in a vertex group

tepid oracle
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Is there anyone can help me making a blueprint?

silent junco
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wdym

tepid oracle
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Like making character with a bluprint

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Like this

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So I can make the 3d version on blender

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If there anyone can help me. Tag me ok

hallow bough
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You mean a character reference? Front, side and back view I assume?

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@tepid oracle You can either draw it yourself or have it drawn as a commission. Try VRCTraders.

tepid oracle
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Yes. Some stuff like that @hallow bough

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can you?

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i download that pic 😂

quaint jasper
vivid crater
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@dull canyon the other popular fur shader is xiexes xsfur
https://booth.pm/ja/items/1084711

VRとパフォーマンスを主にした本格的獣シェーダー ほかの似たようなシェーダーはレンダリングパス数が多いため、ラグなどを起こしやすいのが多いです。 私のは、すべてワンパス。 毛と肌のレーヤー別...

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I feel like you might as well do poiyomis patreon tho since this doesn't really have regular updates either vrcThinking

dull canyon
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well, I already bought xiexes for now since apparently you do get access to all updates with one payment

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assuming there will be more

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but I'll probably get poiyomis whole pack at least once, once I'm done with the next model

livid storm
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❤️

dull canyon
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😄

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hewwo

dull canyon
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ooh, looks like Blender 2.81 is slated to be released in 2 days

vivid crater
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😲

silent junco
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nice

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thats like 2 days from now

dull canyon
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🤔

fringe rock
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What diff

ashen stag
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Cant wait to not upgrade

stable edge
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Your loss lmao

ashen stag
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‾_(ツ)_/‾

stray spindle
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I really need help with making a custom character

silent tinsel
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anyone know why blender won't display more than one of my UV textures?

quaint jasper
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Because you clicked on the camera icons ?

silent tinsel
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clicking on them doesn't reveal them for some reason

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they are just greyed out, tried googling on it but nothing pops up

stable edge
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Because different UV names

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Just undo the merging and rename all the uvs to be the same on each seperate mesh

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There's also a script for it if there's a ton of them

small cloud
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Cats merge renamse uvs

stable edge
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O

sly atlas
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does anyone here know how to convert a .model file to a .fbx

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cant find any documentation online

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or just some way to import it into blender

thorny fractal
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you can get different addons for blender to import different file formats, like if you have an mmd pmx model or whatever theres an addon to import pmx. then you can re export it as fbx from their

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you might need to put in a bit of work to clean it up tho when you convert it. ik mmd models tend to have a lot of fluff thats not really needed outside of mmd

sly atlas
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im aware, i havent been able to find anything for specifically .model files

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ive been working with blender for over a year now

thorny fractal
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if its a proprietary format for a different program you probably wont be able to find an addon for blender or anyhting since those things are usually encrypted and in autodesks case they change the encryption pretty often making it really hard to sustain an addon for things like maya and max files. by what i can tell a .model file seems to be for some sort of CAD program so you might need to start from there

sly atlas
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yeah thats as much as ive been able to gather. i havent been able to find any of the programs listed. and CATIA is like over a grand to purchase so thats out of the question

thorny fractal
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i find it hard to belive they wouldnt have some sort of trial or somthing

sly atlas
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seems like there isnt one

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theres a student version but thats 100 a year

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still unreasonable for me

thorny fractal
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piracy exists as an option but i shouldnt condone it but its somthing ive had to do to convert files in the past. but if your converting a CAD model into an fbx which is composed of polygons then who knows how well if it will convert if at all since CAD technically is not always using polygons for defining its shapes and a lot of time when converted to an fbx or other format that uses polygons then the generated toipology can be quite terrible

sly atlas
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well i know for a fact the file is from CM3D2

signal zenith
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I'm having trouble deciding what mesh I need to use for the boots, any ideas?

fringe rock
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clown

signal zenith
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Or I guess I mean base shape, like do I need to use a cylinder or a square or what?

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Also does anyone know of any ways I can make it so parts of the body like the arms and legs are symmetrical with one another?

fringe rock
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mirror modifier

dull canyon
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or select the vertices and search for "symmetrize"

silent junco
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well yeah

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but

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mirror modifier

vivid crater
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If you know it's a cm3d2 model why are you trying to get the .model file
You could just go in game and use a pmx exporter vrcThinking

vocal dragon
spiral sigil
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It won't translate over very well since you'll have to convert the curves to meshes and that's a whole nother mess and you'll have really high poly counts.
It's possible but it's a pain.

vocal dragon
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Ah, I see. Are there any good tutorials for optimized hair that looks similar to my drawing, then? Additionally, I want the ears to have that appearance of being covered in fur as well

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(sorry if this is too much aaaa)

dull canyon
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@vocal dragon hair cards

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and fur shader

vocal dragon
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Do you have any suggestions for tutorials on those? I'd consider myself to be in that "intermediate" area of 3d modeling, where I know how to make good looking meshes but as far as the more advanced stuff like that, I'm sorta clueless 😅

dull canyon
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take a look at @livid storm's fur shader video on youtube, read up on hair cards, I don't have anything specific at hand for that

spiral sigil
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https://youtu.be/7haDfwYtDjg
Daniel Kreuter's method should work pretty well.

Those hair strands are each their own modeled clump of hair with a hair texture over it with transparency to make it look like individual strands normally.

This video is the 11th part of 40 in this very detailed tutorial series about modeling. I'll take you through all the steps of anime style character creation...

▶ Play video
spiral sigil
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I need some blender help asap

livid storm
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Hair cards are powerful

dull canyon
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yeah, I should probably look into how to do them properly myself

livid storm
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If you go that route try to make them all UV mapped vertically

dull canyon
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if I don't wanna end up with the stereotypical anime hair

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I can english I swear

livid storm
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If you take time and do proper hair UV mapping you can get the hair shine like this super easy

spiral sigil
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bet

dull canyon
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are hair like that for Tracer done with transparency too?

livid storm
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dynamic not drawn on

dull canyon
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to get the pointy ends

vivid crater
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overwatch has volume in their hair, its probably curves

dull canyon
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cause I tried doing planes similar to what daniel did there, but when I tried to add the texture I ran into that problem where the texture was all wiggly

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forgot what that issue was called

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the thing where you try to UV map converging lines to parallel ones

vocal dragon
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Thank you guys for all the advice, I'll be certain to experiment with all of these options when I have more free time to! (thanks for taking up most of my free time college ;~; )

signal zenith
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Ok so I have this for my model so far. Is there anything I should do first before working on other things like eyes, ears, and fingers?

vocal dragon
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I would personally get the rest of the clothing out of the way, like the coat, belt buckle, and shoes. Aside from those, to me at least, it's looking like a good low-poly model so far :)

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And I've actually got another question

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For the character that i'm trying to model out and with the reference image I'll be using, is this a good tutorial for getting the shape of the face modeled out? https://www.youtube.com/watch?v=0QT1GNMevfc&list=PLyelx0TsmSpf-8xZfjZveokSsIwj0F3lo&index=2

Create Your Own Game Character at http://www.darrinlile.com If you're new to Blender, watch this Blender Quick Start Guide first: https://youtu.be/lZe3tGWSy6...

▶ Play video
primal dew
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God box modelling is such black magic.

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Becomes this

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Oh shoot it wont send the image

vivid crater
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It probably thinks it's some form of nudity

ashen stag
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Damn sexy polygons

primal dew
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Lol does it?

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😂

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There we go it likes this one.

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It's hard to see but my point is this took like 5 mins and is so fucking sketch to look at but it works.

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I added cloths before I left to work, mabye I'll be able to post that after I get home.

crisp trellis
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yo

signal zenith
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Ok so I fixed it up a bit but I'm stuck again, I'm not sure how to create the bottom of the jacket and the collar of it. Any suggestions?

crisp trellis
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what chu mean

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are you going off of the character on the side of the screenshot?

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but the cylinder is not really good for the collar i would say you model a custom shape and not a cylinder and cut 80% off of it

signal zenith
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Im using a torus shape for the collar

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But if I need to use a custom shape I'll do that.

crisp trellis
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custom shape is best for the collar

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you could cut some unnecessary polys and frustration on the bottom of the jacket too and use a normal texture but if you want the bottom of the jacket modeled go for it but i dont recommend going through it if you dont do custom shapes often.

quaint jasper
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@signal zenith Starting to look real nice !

crisp trellis
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@signal zenith u good? u poppin? got a plan?

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the texture detail is gonna show the real beauty

signal zenith
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Still figuring it out, Its been awhile since I did 3d modeling so I'm trying to relearn as I go with this model

crisp trellis
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a 3d model without texture is hard to look at for me i always put textures on the unfinished models so i can see how it would look

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and then continue

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like every 500 - 1000 polys i put the textures on just to see

spiral sigil
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made an overalls base for my personal avatar. i can't decide how i wanna do the head?

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any ideas for style?

silent tinsel
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Anyone knows how to combine UV maps in Blender properly? Each time I have a go at it, only one of the meshes display the textures entirely in all it's details. All of the others ones are very low poly after the Join

spiral sigil
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Hey Munchkin do you know to use CATs?

silent tinsel
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Pretty new to it..

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I have been making anime avatars on PMX editor and skipping the Cats process for months now because how spooky Blender came off as

spiral sigil
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hnn shoot, I'm trying to add an eyepatch to my avatar but it has all these extra bones and when I merge the armatures and try to rotate the neck or head bone, the eyepatch doesn't move with the head, it just stays still.

silent junco
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Is the bones important

quaint jasper
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They're not

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Unnecessary actually

silent junco
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Remove the bones and then just paint it on the head

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If it’s because you need that pose

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Apply

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Then weight paint it on

bronze jasper
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how's everyone like this? I'm still working on her obviously, but she's coming along nice

dull canyon
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butt too small 😛

hallow bough
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Yeah the hip area definitely looks too small. Or off atleast.

primal dew
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It's such witch craft

dull canyon
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so what would be the reason that I can't append the armature from a different blender project to a new one?

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oooh

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you have to append the object

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not the armature... that's a bit unintuitive

latent charm
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You can append the armature directly, but with no object to hold the armature data nothing's gonna show up.

dull canyon
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aah

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okay

dull canyon
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box model approach...

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not sure I like it

primal dew
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Why?

dull canyon
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dunno, I feel like with sculpting I have more freedom

primal dew
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Mabye,but box modelling gives me the freedom to not retypo everything and save me from my own need to endlessly tweak edges.

dull canyon
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yeah, which is why I'm trying it out this time

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but I feel like even with box modeling you have to think about proper edge loops at some point

primal dew
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Like that whole thing took me mabye 1.5 hours.

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Oh I dont mean that, although its help me there ALOT

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I meant like making the eyes look right with out it would have just been hell with out it

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Just letting the computer subdivide and smooth saves me from spending time on details.

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Plus it just agrees with me. I've tried sculpting, I just get stuck.

silent junco
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they are adding automatic retop on 2.81

vivid crater
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There are other retopo tools for free that are available too, but they rarely ever get the perfect result you want

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Most retopo tools are best for objects that are not ment for dedormations

dull canyon
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@silent junco if oyu mean the remesher, that's not retopo

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I'm using 2.81 and there's no "auto retopo" tool that I'm aware of

silent junco
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im refering to voxel remesh

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its not perfect

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but its still pretty neat

dull canyon
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the remesher is more a tool for sculpting

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so you have a constistent mesh density throghough the whole mesh

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but I'm pretty sure you can't use the topology it produces as a low poly base to get around doing retopo when you're done with the sculpt

silent junco
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its still better than anything i do tbh

primal dew
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Could I convert you to my lord and savior box modelling

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Its, pretty good

silent junco
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could i convert you to no

primal dew
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you cant im a zealot for box modelling now.

frozen mural
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Ok so i want to start 3d modeling and making my own models for vrchat but like... how do i actually go about doing that

fringe rock
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then start modeling and go from that

small cloud
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there's plenty of tutorials for vrchat avatars, and even more for 3d modeling

glad steeple
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Dont watch vrchat tutorials

frozen mural
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Nothing ive found on youtube has proven particularly helpful

small cloud
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what kind of stuff do you want to make?

glad steeple
frozen mural
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Well just your stereotypical anime-ish avatar that you find around vrchat @small cloud

glad steeple
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oh so you dont want to start 3d modelling

small cloud
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as I said, there's PLENTY of vrchat avatar tutorials on youtube by now

frozen mural
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Well ive done avatars before but I want to do my own unique thing

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Something that i made from scratch

frozen mural
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Yeah

glad steeple
dull canyon
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hm, can you not have multiple viewports with different edit modes in the same workspace in Blender?

crisp trellis
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yesh

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youre right ypu can @dull canyon

dull canyon
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that's... a contradicting statement

crisp trellis
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why

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wtf

dull canyon
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can you or can you not

crisp trellis
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u get me confuzed

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you can!

dull canyon
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how?

crisp trellis
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well kind of

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i always habe the wireframe and the modeling tools on the right and the model with textures on my left

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so thats 2 viewports right?

dull canyon
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that's different rendering modes

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what I mean is having object mode in the left one and sculpt mode in the right one

crisp trellis
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the image is not clear i cant really see

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ya thats totally possible ill show you a screenshot

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also why are you modeling unerwear??????

dull canyon
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I'm not, I'm just playing around with a setup for my sculpting workspace

vivid crater
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because the dont want her to be naked

dull canyon
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or do I

vivid crater
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😉

dull canyon
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also, what does the setting for brushes when you hit ctrl+f actually do?

vivid crater
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seems like the angle, not sure never used it

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its probably more useful in texture painting since in sculpt mode it usually does it based on the faces direction, they might just have it on all brushes

dull canyon
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hmm, okay

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also I hope they add a way to actually drag around the workspace before they release 2.81...

vivid crater
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drag around?

dull canyon
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at the top

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where you have the buttons for all your workspaces

vivid crater
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oh, you want it somewhere else

dull canyon
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right now you can only say move to first or last

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no, I want to be able to arrange my workspaces freely

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in any order

vivid crater
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ohhh,, thats what you mean

dull canyon
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feel like this is just an oversight

vivid crater
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that is a bit weird lmao

silent junco
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isn't it just clicking top cornor

dull canyon
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hm?

signal zenith
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Ok so here's what I have so far, I still need to make the hands, eyes, and mouth but not sure how. I also still need to add the extra details to the coat like the light blue squares and stars on the coattails as well as add a feather to the hat. Any suggestions for doing all of that?

silent junco
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textues

crisp trellis
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this is an example model its not mine

dull canyon
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you are still in edit mode in both views

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I'm not talking about rendering modes

crisp trellis
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oh do you want deperate

dull canyon
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yes

crisp trellis
dull canyon
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no...

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the left viewport object mode, the right one sculpt mode, for instance

crisp trellis
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ok what do you want then explain 1 more time please

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oooh 1 object 1 sculpt?

dull canyon
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yes

crisp trellis
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ok i dont think 1 object 1 sculpt works

dull canyon
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yeah that's what I figured

crisp trellis
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well ok then

vivid crater
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yea im not sure if you can do that

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even when you have a popout window it still syncs up

crisp trellis
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@dull canyon is it hard to switch form object mode to sculpt meode? does it make the modeling hard?

vivid crater
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they probably just want to see both at the same time

crisp trellis
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in edit mode

primal dew
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@signal zenith I would recommend for the hands just making the fingers, as the characters hands seem to be pushed into the sleeves. This'll give you some liberty and save time trying to make hands. Make finger cylinders and have them poke out of the sleeve, that way complex hand topology isnt a issue. For the feather I recommend using using cards (a textured 2d plane, sorry if Im over explaining I dont know where you are at and prefere to be safe)

signal zenith
#

Your fine, I honestly want to learn as much as I can. Thank you.

primal dew
#

No problem.

crisp trellis
#

@signal zenith did everything go well? the model looks good

signal zenith
#

Yeah its slowly but sure coming together, just need to get some more things going like the eyes, mouth, textures, and so on like I said in a previous post not to long ago. But it'll now have to wait until I get home from work today.

dull canyon
#

😐

silent junco
vagrant kestrel
#

vrcAevSlap that looks so cool

silent junco
hollow radish
#

You still need to retopo

primal dew
#

Have fun with that

silent junco
#

haha

#

no

#

fuck that

primal dew
#

This is the intense and pointless factionalism I LOVE FOR

#

Dang it auto correct.

#

I live for

dull canyon
#

retopoing that one would actually be quite easy

#

since you can get most of the details from normal baking

silent junco
#

probaly

hollow radish
#

well its a model you can't use then unless its just a single colour

#

if you are that lazy

#

zremesher is coming to blender

vivid crater
#

its probably gonna deform in a weird way anyway regardless of topology

silent junco
#

do i look like the kind of guy that gives a f

#

it has 4 legs

#

4

vivid crater
#

im not saying anything was wrong with it lmao

silent junco
vivid crater
#

like blade said, its actually made by the zremesher guy

silent junco
#

im sorry what problems

reef lotus
#

you can't really use sculpts in-game since the poly count is insane
that goes for any game really

glad steeple
#

sculpt beats box modelling
wont retopo

#

choose one

silent junco
#

both

#

Also decimation Isn’t that bad

reef lotus
#

if you intend to rig that decimation isn't gonna be that great for that

hallow bough
#

If you want a usable presentable model you better retopo XD

silent junco
#

That thing you see if you scroll up

#

Looks the same at 27k tris

hallow bough
#

The decimation? Not the best idea 😅

#

Better results are by hand most of the time.

silent junco
#

If you refer to planar

#

Yes

#

That one fucking sucks

azure rain
#

yeah decimating is still going to result in topology soup that wouldn't animate properly

silent junco
hallow bough
#

Is it looking the same the point you're trying to make I'm confused

silent junco
#

Rainwolf said that it wouldn’t animate probably

#

It does

hallow bough
#

It won't do well if it's just decimated and not retopologized like the standard method of making a practical model. The 27k tris won't matter if your topology is a mess.

silent junco
#

That was a WIP image

azure rain
#

I know but the point being topology that looks like that isn't going to animate nice

vivid crater
#

like, its gonna work obviously, but just the fact that the edges arent gonna be straight around the bending points will make it jaggy

hallow bough
#

Ditto

silent junco
#

I’m not on my computer atm so I can’t post images

primal dew
#

Listen

#

Just box model

#

Its perfect. All flaws are not actually flaws, your just not yet enlightened to the meaning of it all and could not understand.

vivid crater
#

Well, both are pretty useful depending when and what

#

And you can always multires and sculpt on your model

primal dew
#

Shshshhhhhhh its perfect.

#

No flaws

#

No case where sculpting is better. Only perfection.

vivid crater
#

🤾

primal dew
#

I'm kidding btw, it's just that for vrchat box modelling is probably best. Its makes it fast a low poly with nice quality and topo. The level of detail is put on a cap that takes alot of practice to break, but poly limits limit the details anyways.

#

I just prefer it at this point

#

For less conventional models a sculpt may be better

vivid crater
#

Pretty much for most that's not VRChat

reef lotus
#

sculpting is fine but you need to retopo to make it usable

vivid crater
#

Or just using it to tweak your model, without dynatopo

primal dew
#

Yeah I would never do box modelling for like, a car or something. Since I can just sculpt then decimate

#

Cars usually dont bend

vivid crater
#

Well, for hard surface things box modeling is pretty fine

#

Most machines/hard surface is a mix of box modeling and booleans

azure rain
#

yup

vivid crater
#

For architectural and industrial things, it's pretty much just CAD stuff

#

Games and stuff they might take everything they made and sculpt wear and tear on the edges, but for the most part it's just raw modeling

hollow radish
#

👁️ you don't want to sculpt wear and tear unless its very big, you would just use substance painter for a lot of things

#

well depends on the product anyway

azure rain
#

yeah that would go in your painting software. not On the geometry

primal dew
#

That's true

spiral sigil
#

im making a quest avatar from scratch. ive been overthinking about how i should do eyes

#

and just have the pupils on seperate piece of mesh weighted to the eye bones but

#

ehhhh that seems like itll be problematic

hollow radish
#

its pretty annoying since I want to just let enforce tpose work

hollow radish
#

I guess exporting a posed model works as well 🤔

vivid crater
#

Sometimes unitys auto humanoid rig doesn't set a proper t pose also, too often have I seen it set the hand angled so in VR it's noticably off

fringe rock
#

to have a good default hand pose I have to ignore the t pose warning if I want the thumb to have the correct rotation position

silent junco
#

I always ignore the

#

It’s not in a t-pose

#

Cause I purposely make them not

#

Only way to make digitigrade avatars

ashen stag
#

You can make digitgrade avatars in tpose, unity doesnt care much about the leg structure

silent junco
#

Oh wow

#

It’s probably the shoulders that was the problem then

#

I always mess them up

silent junco
#

i finally got to take a image of my creepers leg

#

but no

#

discord is an asshole

vagrant onyx
#

I'm new to blender and I accidentally set my brush for molding to act like a paintbrush where it follows behind where I'm clicking
how do I disable that and make it where it molds in the area where I'm clicking

#

How I can describe it, it's like I'm dragging it behind on a string

vivid crater
#

That's smooth stroke I believe

#

The checkbox

dull canyon
ashen stag
#

Still gonna sit on 2.79 😅

safe tapir
dull canyon
#

oh god I didn't know you can apply a property to all selected objects by holding ALT

#

this would've saved me so much time...

signal zenith
#

Do any one here know how to create textures in blender 2.8, because I don't want to have to constantly pull up a paint tool program just to fix textures unless I have too.

dull canyon
#

what do you mean create textures? you mean add textures to an object?

signal zenith
#

Yeah

dull canyon
#

I assume you have your mesh UV unwrapped?

silent junco
#

first you make uv

#

then either use noise textures

#

and baking

#

or

#

you go into

#

texture paint

dull canyon
#

I don't think this is what they want to know

#

@signal zenith if you have your mesh UV unwrapped, you select your object, go into the Texture Paint workspace, in the right context menu you hit the little + underneath the "Mode: Material" option, select whatever kind of texture you want, like a base color, and then you get the image to work on

#

if you mean just editing an image you'd just have to switch to the Image Editing view

signal zenith
#

I'm also now thinking that before I unwrap it I may need to behead my character (make the head and the body 2 separate meshes) before continuing.

dull canyon
#

you usually do that with seams

#

you can mark edges as seams where the UV unwrapper should then basically rip the mesh apart. like the reverse of how clothes are made

silent junco
#

you can add seams

#

its good to do that

#

even i the useless greatness that is me

#

use seams

signal zenith
#

Ok it seem I may have to use paint tool programs after all, so does anyone know how to export the UV so I can use it a a guide?

silent junco
#

screenshot

dull canyon
#

no

#

there is a function for that

silent junco
#

yes

dull canyon
small valve
#

hey sorry to ping specifically you @vivid crater but you seem like the only person who knows the answer to this question
"to atlas in 2.8 you gotta switch to cycles and make some nodes, it will bake onto the selected node which should be a new texture node"
is something you said a long time ago, but im not sure what u mean. im guessing since 2.8 is already set up and good i dont have to worry about unwrapping every single thing - just entering the UV edit tab will take care of that for me, i can set up a new texture and begin atlasing. what concerns me is the nodes part - where do i go to edit the nodes? the shading tab? do i do that for every single material? and what texture node, what the hell should my node set up even look like?

vivid crater
#

yea, so in 2.8, you need to switch it to cycles for the bake option to even show up

#

the shader editor is where the nodes would be

#

if you click on the material, it will show the nodes for that material, if your image is already attached it should look something like this, just something basic

#

if your image aint there, you can just slap it in by pressing the circle next to base color and choosing image

#

so in the shader editor, you add nodes like everything with Shift + A
add a new image texture, this is what i meant by when you hit the bake button, it bakes onto the active image texture node (you can tell which is active by the highlighted outline)

#

just a new node, not even attached to of the other ones

#

you gotta do that for all the materials, just copy paste that same node

#

keep in mind, this is all for manual atlasing, so youd need to pack/rearrange the UVs yourself

#

ends up something like this, of course in use youd arrange your UVs much better, but example

#

Not sure if you were looking to manual atlas, but if you are, I can probably give a video example if you need

azure rain
#

yeah like if you arranged the texture on the right to be on the left you could cut the texture in half

#

as it's perfectly okay to be rectangles as long as your powers of 2

vivid crater
#

It's just an example, ideally I'd move them all around and resize things

#

Especially with more than 2 textures

azure rain
#

of course

small valve
#

thank you so much :>

dull canyon
#

are your hair just extruded planes?

hollow radish
#

for now I guess 🤔

dull canyon
#

okay

hollow radish
#

I will need to connect them

dull canyon
#

just asking out of curiosity

hollow radish
#

well I can make sheets...

#

but I don't want sheets

dull canyon
#

cause I still haven't found a way I of how I wanna do my hair

hollow radish
#

I guess find out what style you want

#

and what requirements you have

dull canyon
#

mh, so far I only know of haircards, curves and planes

hollow radish
#

depends I guess 🤔

dull canyon
#

uh, something like that is pretty

hollow radish
#

but its a weird struggle trying to find out

dull canyon
#

at least for a very stylized character

#

yea

hollow radish
#

well

#

hair cards are there so that its faster, more realistic, saves texture space

dull canyon
#

I guess

hollow radish
#

fits certains tyles

#

I suggest following 3d modeller with styles you like

#

this uses hair cards

dull canyon
#

okay, thanks

hollow radish
#

I think 🤔

#

just with the way the hair is placed

dull canyon
#

looks very much like it

hollow radish
#

At some point I might 👀 but I would need to basically need to learn a new skill

#

plus hair cards feel a bit too samey

dull canyon
#

well, that's how I feel about the pointy planes tbh

#

or every anime avatar in vrchat really

hollow radish
#

well you can have hair with duplicate uvs

dull canyon
#

?

hollow radish
#

like how you do mirror modifier

#

also shaders can help 🤔

#

basically just duplicated some hair pieces

vivid crater
#

Yea, I've seen models use a mask and matcap for the hair shine on some shaders

hollow radish
#

I use some

#

I basically use matcaps all the time

#

though not as intense

dull canyon
#

what do matcaps do

#

I have 0 clue about how to actually use shaders and stuff

hollow radish
#

material capture

#

basically it just adds, lets say, a post processing regardless of what the environment is

dull canyon
#

okay

#

so it kinda has baked in lighting?

hollow radish
#

hmmm

#

not really

#

well

vivid crater
#

Yea, it's the circle shaped textures if you've ever seen them in other models

dull canyon
#

yeah, I kinda know what they are, but not what they are

#

😄

hollow radish
#

well

#

I have a mat cap for my hair

#

its for hair shine

#

it works...

#

but doesn't look good all the time

vivid crater
#

Hm, it's used for different things, mostly to add some kind of overlay type look onto an existing thing

dull canyon
#

ah, so instead of doing an actual texture you use the matcap?

hollow radish
#

well..

#

you can soley rely on matcaps

#

if you want...

vivid crater
#

I mean, you can :sweat

dull canyon
#

but?

#

what's the "right" way then

hollow radish
#

what is a "right" way

dull canyon
#

dunno, you make it sound like that's the wrong way

vivid crater
#

I mean, usually it's used like added detail on top of your texture

dull canyon
#

ah, okay

hollow radish
#

i mean you can work with flat shaded characters

#

but, doesn't actually wow people

#

unless you do it really well

dull canyon
#

yeah I don't plan on using a toon shader for now

hollow radish
#

essentially low skill ceiling

dull canyon
#

I will be using poiyomis shaders, but with the "standardish" mode

hollow radish
#

you mean pbr...

#

but not

dull canyon
#

assuming it looks good

#

haven't actually tried it in game yet

vivid crater
#

Poiyomi is gud, it allows for 2 matcaps with masks also

hollow radish
#

if you want a standard

#

this is one to go for

dull canyon
#

standard shader you mean?

hollow radish
#

its all in unity

#

well

#

standard shader isn't really what you want to go for anime

#

unless you are semi realistic

dull canyon
#

which I try to aim for

hollow radish
#

its not pbr anymore if you deviate from it

#

videos like those above use more anime influences

#

so shading doesn't entirely make sense

#

there's a gdc on it

#

but if you want some industry standard

#

go for pbr

#

then it would be compatible to every game

dull canyon
#

mh

hollow radish
#

then I guess stylized textures or models

#

for pbr

#

basically you would make textures that works with a pbr shader

#

its uhh... wild west right now

#

from my point of view

dull canyon
#

ok that's a bit too much info for me to take in atm

hollow radish
#

yeah this is the type of stuff that makes the problem much harder

#

if you want something easier

#

just learn pbr

#

then once you figure out that

#

you can just deviate

#

how you need to know fundamentals to stylize art

dull canyon
#

what do you mean by learn pbr?

hollow radish
#

Photobased Realism

#

or was it photobased realism 🤔

#

basically all AAA games

#

diffuse, metallic, rougness, normals

#

stuff like that

vivid crater
#

It's physically based rendering

dull canyon
#

I only know PBR as physically based rendering

hollow radish
#

yeah yeah

#

that

dull canyon
#

okay

#

yeah I think I know the basics about that

hollow radish
#

I don't think you do judging by your models so far

dull canyon
#

I don't mean I practiced any of it yet, I just read up on it

vivid crater
#

Pretty much most pbr auto emulates real word things on its own

hollow radish
#

you would need something like substance painter or something of the like

#

makes it easier

vivid crater
#

But adding a super realistic shader to something very not real is uh

dull canyon
#

yeah, no

hollow radish
#

yeah 🙃 now you see the dillema

#

I use silent so it sort of works out

vivid crater
#

There's some kind of middle ground you gotta discover for yourself with how you want it to look

median pike
#

Making height and normal maps is fun AF btw

dull canyon
#

okay so, quite a while ago people here suggested to try and stay away from most toon shaders cause they usually look off in certain maps with different lighting, and instead suggested to use a more standard shader since that conforms to the lighting more

#

that's where I'm coming from

hollow radish
#

yeah

#

because some toon shaders don't care about proper lighting...

vivid crater
#

Or don't use lighting at all

hollow radish
#

oh god

vivid crater
#

The main complaint we had before was mostly the unlit toon models, since they tend to glow very bright in dark worlds

dull canyon
#

yeah, exactly that is what I want to avoid

hollow radish
#

yeah, patching up the symptoms, not fixing the cause

dull canyon
#

I want my avatar to look good, or at least decent, in any "well lit" world at least

#

in terms of shading

vivid crater
#

That's the dream right there

hollow radish
#

just found this

dull canyon
#

and yeah, I'm trying to aim for a stylized, semi realistic thing for my avatars... similar to

hollow radish
#

go with stylized pbr

#

they basically already have that mastered

dull canyon
hollow radish
#

standard shader with sss

dull canyon
#

so, PBR but not photo realistic?

hollow radish
#

I guess so

#

there are many videos on it

#

the bottom maybe not so much

dull canyon
#

hm yeah, something like that top one

#

or I guess something similar to Overwatch

hollow radish
#

was litearlly

#

about to say that

dull canyon
#

but a bit more stylized

hollow radish
#

I would say, that's a very easy thing to search up for

dull canyon
#

like, leaning a bit more into the anime/eastern style

#

yeah, knowing what you need to know is half the battle

hollow radish
#

I suggest if you are really serious, some god tier modellers have tutorials

#

umm

#

i think lv80 has some tips

#

80 LEVEL is an industry-leading platform for game developers, digital artists, animators, video game enthusiasts, CGI and VFX specialists. Join us to learn about new workflows, discuss new tools and share your work

#

I see this site being referred a lot

vivid crater
#

Ah yes, I love 80 lvl

hollow radish
#

never heard of it till I joined a got tier cg server

#

here

#

I guess you'll find something

#

From the stuff I've heard, best to take an existing design rather than make your own

#

cause if you have crap design, model will be terrible

#

also would be good since you don't have to spend the effort in thinking about stuff when its already done for yo

#

here's one

dull canyon
#

okay, I'll take a look

#

thanks

hollow radish
#

yeah don't go fully trust youtube videos 👀

dull canyon
#

never do

hollow radish
#

Some of the worklows are kinda poor

dull canyon
#

I take everything with a big grain of salt

hollow radish
#

really the ones that are the best are like on artstation

#

very secluded or whatever since poor marketing

#

I guess this one speaks for itself

dull canyon
#

mhm

hollow radish
#

yeah if you want to reach this level 🙃 there's a lot to process and learn

#

but if you want to make high quality stuff, you really need zbrush and substance painter

dull canyon
#

*if you want to do this for a living

#

no way in hell a hobbyist is gonna spend all that money on friggin zbrush

hollow radish
#

well, even for a hobby some people go really far

#

like me

vivid crater
#

I mean, the VR peeps spent upwards to a thousand and more

dull canyon
#

painter I can understand, the texture painting in blender is lackluster

#

to say the least

#

but modeling and sculpting has come a long way I feel like

hollow radish
#

yeah zbrush has too many stuff that's useful

dull canyon
#

eh

#

I've see a lot of great models created in Blender

hollow radish
#

I mean sculpting works

#

but

dull canyon
#

so unless you work for a studio that uses zbrush or whatever other "standard" in their pipeline

#

I think you can do a lot with just Blender just fine

hollow radish
#

I mean I already have zbrush

#

dynamesh is way too good and you can run zbrush on a potato

#

you can make simple stuff

#

the more advance stuff, zbrush has a lot more resources already out there

dull canyon
#

¯_(ツ)_/¯

hollow radish
#

like way too much

#

has a brush to literally make belts

dull canyon
#

Blender has the remesher now which will probably only get better

median pike
#

@hollow radish how much is zbrush

dull canyon
#

800$ for the perpetual

#

or 30 bucks per month

median pike
#

Thats more than my headset ffs

#

Definitely way too much for a hobby setting

dull canyon
#

that's almost as much as my whole PC

#

sans water cooling

median pike
#

I dont understand how you can justify that but more power to you lol

dull canyon
#

yeah

#

the 140 or so for the perpetual Substance Painter license were reasonable imo

#

but now thanks to Adobe that's gone too

#

and it's only subscription now

hollow radish
#

there are ways 🙃

dull canyon
#

really wish we could go back to the days where we didn't have to rent software

hollow radish
#

besides, you are literally in a game where people spend hundreds of dollars for a hobby

dull canyon
#

yeah, so I don't have any money left for software

hollow radish
#

that's a life as an artist

dull canyon
#

yeah. be poor, work in an industry that pays poorly unless you're employed by a big studio, having to use expensive tools

thin bison
#

Adobe seriously needs to be investigated under anti-trust

dull canyon
#

yea

signal zenith
#

I'm tempted to make a second model for what I'm working on. My original plan for the Tall Elf was to make him for animation reasons, but than I started thinking what if I want to use him in VRChat someday. So I've been thinking about continuing making the one I have (low polys so it meets VRChat's ToS), and than figure out how to up the poly count for the second one (the one for animations) if I go through with it. What should I do?

tepid wagon
#

You could just use subsurf modifier if you want your animation designated model to have higher poly count

dull canyon
#

^

warm jetty
#

Making synthetic arms for vrc avatars

daring karma
#

that looks dope

quaint bronze
#

Those are so cool! 😮

quaint jasper
#

Damn !

runic salmon
#

Reminds me of Sekiro a bit. Sweet!!

small valve
#

@warm jetty if you dont mind me asking, how many tris are in that and how do yu plan on optimizing it? it looks really fucking sweet and i'd love to see it in-game, but i can't fathom how you'd be able to do it with that much detail

quaint jasper
#

Looks only like a few thousand tris

warm jetty
#

actually its 22,394 tris right now.

silent junco
#

that looks like a atom bomb of tris

warm jetty
#

I'm not sure how much I can reduce from here

quaint jasper
#

Is that because of the tiny pieces ?

vivid crater
#

Not an atom bomb of tris lmao, they didn't go ham on the cylinder bits

warm jetty
#

might be around 15k~20k?

quaint jasper
#

but i guess there's a lot of pieces inside as well

vivid crater
#

I'm guessing it still has geometry on the inner parts tho?

#

Like the faces on the plates not showing

obtuse escarp
#

I'm going to be opening 3D modeling software for the first time today. Here's hoping I can figure it out well enough to make my own avatar.
Will I figure it out before I save enough money to simply buy one? Who knows.

shell gust
#

@obtuse escarp Just spend lots of time into it

obtuse escarp
#

That's the plan. ^^

shell gust
#

😄

obtuse escarp
#

Well. New software, anyway. I can't use Zbrush anymore.

shell gust
#

Which software did you get

obtuse escarp
#

Wings3D

shell gust
#

Any good?

#

@quaint jasper Can I talk to you about something in a DM?

obtuse escarp
#

Reviews say it is, and it says it can export .stl files. I haven't gotten to open it yet.

shell gust
#

Oeh, can you keep me posted about your experience with it?

obtuse escarp
shell gust
#

That looks clean

obtuse escarp
#

Lots of number inputs. It's a tool for checking to see if LARP weapons meet safety regulations.

shell gust
#

Oh dude, that's neat!

obtuse escarp
#

^^

shell gust
#

Thanks for telling me 😄

quaint jasper
#

@shell gust in regards to what ?

shell gust
#

@quaint jasper About application wise and a friend

quaint jasper
#

if that's a moderation question/issue then it should go straight to the mod email

shell gust
#

I mailed the Moderation team on the 13th of November. I was told it took 24 business hours and since today it is the 20th I yet have not received anything.

I totally do not mind to wait, but it would be kind to get some information of course

silent junco
#

do you peeps know of a way to make normals that doesn't look like the drawing of a insane madman

quaint jasper
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@shell gust i'd suggest emailing again then
@silent junco can you be more specific or show an example ?

shell gust
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@quaint jasper I mailed them today again, I will wait it out in the hope I will get a reply.

Thanks for the help anyway

silent junco
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i don

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don't get blender

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the normal works now

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that i need to fix

shell gust
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@rain flax Can I talk to you about a friend?

quaint jasper
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You can dm directly, no need to ping

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@silent junco did you recalculate normals ?

silent junco
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im currently having to fix errors in the mesh that creates those tiny white triangles

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and oh boy

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theres a lot

bitter leaf
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@silent junco what software are you in MQ, maya , blender?

silent junco
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blender

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i know how to do it

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but they are bad

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and im not gonna do a ao before i have done it semi perfectly

signal zenith
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Ok so I'm kind of stuck with my textures at the moment for some reason whenever I upload the texture onto the model it does this to the upper half of the body

silent junco
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uv?

sleek arrow
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Does anyone know any ways to smooth this out? When I subdivide, it causes this. It's not bumpy or anything, I've tried smoothing it in sculpting and shade smoothing and nothing works.

vivid crater
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yea, select everything but the head and use Set normals from faces

sleek arrow
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Where would that be at? I just switched to Blender 2.8 so I'm still trying to find everything >.<

vivid crater
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ohh, i see

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firstly go into edit -> preferences -> keymap

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and switch the spacebar action back to the search function

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thatll help you 8 times out of 10 just being able to type in what you want if you cant find it

sleek arrow
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Omg thank you

cold charm
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Trying to get the hang of blender after switching from autodesk. Doing the doughnut tutorial and I can't get seem to get the icing to snap to the faces. No clue what I'm doing wrong, and i double checked everything was identical from the video

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an example

vivid crater
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what snapping mode are you on?

cold charm
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I have project onto self selected, along with project individual elements. Yours is missing a check box compared to mine

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and it's also on faces

vivid crater
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oh yea, im just not in edit mode

cold charm
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Got it

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Any idea then?

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I genuinely have no clue how to fix this

vivid crater
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hmm, unsure, usually it just kinda works

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do you have proportional editing on? if so you try turning that off

cold charm
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Where would I check for that? And I've tried changing the offset recommended by a youtube comment, and now my invert has become just a select-all button.

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I feel so stupid asking like this, but it has to be done I guess. Sorry for the silly questions 😕

vivid crater
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proportional editing is O or this icon, i think had to use it to bring parts of the donut up

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snapping should work with it, but one of the forums said try turning it off and i have no idea what else could be wrong

cold charm
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Oh yeah, i've been using that, just forgot what it was called, I'll try that

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It looks like it's snapping directly onto the surface instead of floating some milimeters above it as i drag

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Is there a way to fix this?

quaint jasper
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disable snapping ?

cold charm
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I'm meaning to use the snapping function but it's not really doing what i'd hope to do.

vivid crater
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dont think theres a way to snap with an offset

cold charm
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dang

vivid crater
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pretty sure the tutorial is gonna say something like solidify modifier with offset

stable edge
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why not shrinkwrap?

vivid crater
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shrinkwrap has offset ye

cold charm
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dunno how to use that though :/

vivid crater
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its just another modifier, kinda like snapping but it conforms the whole object to what you select

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id say keep on with the tutorial, just to see what the next step is

cold charm
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He's yet to mention anything about it really, and all the comments are other people having the same problem

sleek arrow
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another dumb 2.8 question, is there a way to make the bones not obnoxious and grey while in edit mode?

stable edge
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id just use shrink wrap and move on with the tutorial then

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@sleek arrow
armature, viewpoint display, turn "in front" off. (in properties)

cold charm
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figured it out. didn't know about shrinkwrap tho, i'll use it next time

sleek arrow
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thanks 🙂

barren quiver
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Alternatively change from octahedron to stick

silent junco
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Octahedron is just the best at giving visual information tho

median pike
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It is when you need to do shit with the armature but when you dont need it stick is better

silent junco
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its always better

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Mostly because I’m either in wireframe working on it

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Or in rendered working on textures

median pike
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When working with the bones its helpful to know the head and tail of them

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At leas for me

coarse kestrel
dull canyon
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nice

silent junco
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what the

slow zealot
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So smooth

silent acorn
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i'm intimidated

hollow radish
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that's how I feel everyday by people better than me who I come in contact with, but its a motivating factor in a sense

ashen stag
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Yeah never be intimidated, be curious. Good for everyone involved as long as you aren't overbearing 😅

sleek arrow
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Anyone here good with weight painting? I'm having an issue that no matter how many times i try to fix it, nothings works lol.

spiral sigil
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What's up, got pictures and a description of your problem?

sleek arrow
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so basically, my shirt is messing up with my breasts

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I've tried reducing weights and I've tried maxing them to see if anything would work

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this is what I have so far, though I think i need to lower the straps because i weighted them too hgh and the back side of the breast i think need to be darker

quaint jasper
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Can't reduce the jiggle instead ?

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If they fly off to the moon every time you move, they'll always clip with something

sleek arrow
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nope, even the slightest jiggle clips

spiral sigil
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A good method to use to test the rotation of a bone and see how far it and all the vertices move with it is to go into pose mode, then go into weight paint mode, move the bone you want animated and then see what moves/doesn't move with it and then weight paint it accordingly. That way you have control of where you want things to be at certain positions.

Generally though, you're gonna have clipping just by the advent of layered forms, so most people either live with it or remove the underlying mesh so it doesn't clip

quaint jasper
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So the shirt is the issue ?

sleek arrow
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Yeah it's the shirt.

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It has no bones. I don't know much about bone making so I didn't try adding them when i created the shirt

spiral sigil
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I mean, take the breast bone, move it and see what moves with it.
Then add or remove things to the weight painting to your satisfaction.

quaint jasper
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Try reducing the settings on the shirt dynamic bones then

sleek arrow
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I do see what moves with it when I pose, just for some reason, the sides aren't cooperating with me lol

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I'll try reducing and see what happens

thorny mantle
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I want to cut apart a building into smaller random seperate pieces, so what's the best way to do that in blender?

quaint jasper
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box cutting in orthographic view !

thorny mantle
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box cutting?

quaint jasper
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press b

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then you can select entire areas

hollow radish
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depends what you are cutting

dull canyon
hollow radish
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I just want a rigging addon that auto rigs for game engines

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maya has one

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and generate constraints

meager pendant
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hello, would love to know how I get 2.81 to 2.80 ^^ (on the webiste there is no download for 2.80 anymore)

median pike
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I dont think you can

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why do you need it anyways?

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you can get 2.79b but not 2.8

meager pendant
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because 2.81 is destoying everything
and I think 2.8 is more comfortable then 2.79

silent junco
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wdym destroying everything

coarse kestrel
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2.79 is trash

silent junco
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its not trash

coarse kestrel
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it is

silent junco
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2.8 is just better

coarse kestrel
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well

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true

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but going back to 2.79 is lack rubbing your face on a cheese grater

silent junco
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thats because of its major layout differences

hollow monolith
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What’s better maya or blender?

spiral sigil
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Maya

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Both but that’s up to you but I prefer Myra

silent junco
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depends

hollow monolith
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I’m going to try maya because blender gave me a brain fart

warm jetty
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texturing..

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its bit too realistic for vrc

spiral sigil
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It’s good keep it

tepid wagon
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It's very good, don't let anime supremacy scare you off @warm jetty

warm jetty
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thank you : )

dull canyon
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yeah, just cause it's vrchat doesn't mean it has to be only anime or memes

coarse kestrel
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anime smanime

untold schooner
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that looks really good

coarse kestrel
silent junco
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why give the digimon tits

dull canyon
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why not

silent junco
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ok...

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but why

dull canyon
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because boobs make everything better

silent junco
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no they don't

signal zenith
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I'm having trouble with my model once again, I'm not sure how I get the mouth going for him, and for some reason when I unwrap the bottom of the coat it loads it as if it was facing upward when I need it on it's side so I can get textures for it going.

silent junco
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no they fucking don't

azure rain
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I am not sure this is the best spot for a conversation about do boobs belong on a fictitious digital mammal

ashen stag
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@signal zenith If you are using simple colors like that you can always unwrap from your view. UVs won't look good but it should be fine. For a mouth you should just cut a hole using boolean modifier imo

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Also boobs don't make everything better, that just ends with uncanny messes or gross overdramatizations

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Everything has a time and a place

silent junco
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kirby, mario and donkey kong are all better without tits

small cloud
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@warm jetty looks sick af, keep it up

slow zealot
silent junco
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you want all of the face to be black or all of it to have color?

slow zealot
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part that is currently black is getting a color texture

silent junco
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open shading

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find the material for what is black

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add a image texture node

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connect it to a princible bsdf

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i might have typed it wrong

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sorry if i do

slow zealot
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still have that band across the face not being affected by the material (in realistic light it shows clearly in game)

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the band is a blush texture fyi

silent junco
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oh i see

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turn on alpha

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its basically just that its not there but blender still shows

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it

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as pure black

slow zealot
silent junco
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well great

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you should honestly not bother

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its not gonna break the model as far as i know

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or textures