#3d-modeling
1 messages · Page 71 of 1
it breaks eye tracking still
yeah
fine with that
Basically rather do it the right way than doing a broken way for vrchat, have to make compromises though
yeah, I just heard from the cats guys about that
jesus what are the devs even doing
the whole thing is such a mess
that's an IK limitation, not a bug 
yeah, and apparently blend shapes need to be in a certain order to work?
which would explain why my avatars eyes are mostly closed
seems like something hardcoded
yeah
did they change anything in regards to that with that big update that's coming soon?
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.
yeah, guess I'll just start working on the model itself and wait with the "technical" stuff until after the update
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.
mhm
I'm glad my non-MMD model doesn't look super creepy or bad in-game
think if I refine and work on that general style it should be fine for vrc
Well, eventually you can sell stuff on booth 🤔
I could but I think my consistency is off and I tend to "rush" models
even though I spend like 100hrs on them
and a lot of the designs I reference are extremely complicated looking
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
More that just the first four blendshapes need to be the blink blendshapes iirc
Yea, right under the basis, the first two are blink, the next two are lowerlid which activate when you look down
So whenever someone has their mouth open or eyes close when they look down you know why pretty quick
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
When I try to bridge it says "Select at least two edge loops"
I'm still in edit mode as well, if that helps
Google is not being my friend right now
@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 >.<
Picture?
you have vertices selected not part of the loop
How do i get just the loop? It auto-selects the vertices when I get the edge loop
I think they are. but I'd need to see it at a different angle and maybe in wireframe mode
Not using background image, neat.
I think they're following a modeling tutorial, recognize that reference pic
Yeah. I'm using the tutorial to learn basic modeling
I hope to make my own avatars eventually, even if it's a year from now
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?
I believe it's alt click on an edge
alt+left click
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.
Mind shooting me the file? I'll take a look on my end
Sure. I'll try to send it, what method would you prefer?
Anything should be fine
I'm searching my memory and I feel like it had something to do with the two cubes being separate objects or something?
Ohhh, yea they need to be the same object
I forgot in 2.8 you can edit multiple things at the same time
How do I get them to be the same object?
Get out of edit mode and select one then the other ctrl + j
There we go! Thanks a million
This only happened because in 2.8 we can now edit a bunch of things at once
That tutorial wouldn't have known either since it's a little older
OH
Yeah, but I think it's a great tutorial so I'm just following along and learning where these things are in 2.8
Yea it's a really good tutorial, tons of content
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
can anyone see why i can't edit this dynamic bone even though i gave it a component? its the front hip clothing
the others works fine with his cape
nvm figured it out
hey lads, is there someone who can tell me how to add a tongue piercing in blender ?
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.
okay thenks
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?
your arms are really off
well the shoulders specifically
the legs needs to be straight or else you wont be able to rig properly
test in mixamo or some auto rig to figure out how it might look like
aren't the shoulders too low
Alright, I'm pretty proud of this so far
My first proper attempt at modeling a face, it's not entirely complete since you'll notice a lack of lips.
Looks like my first attempt haha
Mine too
so, are poiyomis shaders worth the money?
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?
He's probably open to dm, he talks a lot in #avatars-2-general too
mh, I just asked in his discord
okay so apparently that's how it is...
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
are there other well performing fur shaders out there?
sorry, just realized this is the wrong channel for that
https://gfycat.com/PeskySlushyElectriceel I'm confused...
I already tried deleting either half of the mesh and using both mirror modifier and symmetrizing, and it still behaves weirdly like that
What
Oh
Just use Normal mirror modifier for it
As far as I know it might be a stupid reason like it’s not in a vertex group
Is there anyone can help me making a blueprint?
wdym
Like making character with a bluprint
Like this
So I can make the 3d version on blender
If there anyone can help me. Tag me ok
You mean a character reference? Front, side and back view I assume?
@tepid oracle You can either draw it yourself or have it drawn as a commission. Try VRCTraders.
@tepid oracle You need to join the VRCTraders discord server and pay someone to do it. #community-servers-old
@dull canyon the other popular fur shader is xiexes xsfur
https://booth.pm/ja/items/1084711
I feel like you might as well do poiyomis patreon tho since this doesn't really have regular updates either 
well, I already bought xiexes for now since apparently you do get access to all updates with one payment
assuming there will be more
but I'll probably get poiyomis whole pack at least once, once I'm done with the next model
❤️
ooh, looks like Blender 2.81 is slated to be released in 2 days
😲
🤔
What diff
Cant wait to not upgrade
Your loss lmao
‾_(ツ)_/‾
I really need help with making a custom character
anyone know why blender won't display more than one of my UV textures?
Because you clicked on the camera icons ?
clicking on them doesn't reveal them for some reason
they are just greyed out, tried googling on it but nothing pops up
Because different UV names
Just undo the merging and rename all the uvs to be the same on each seperate mesh
There's also a script for it if there's a ton of them
Cats merge renamse uvs
O
does anyone here know how to convert a .model file to a .fbx
cant find any documentation online
or just some way to import it into blender
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
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
im aware, i havent been able to find anything for specifically .model files
ive been working with blender for over a year now
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
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
i find it hard to belive they wouldnt have some sort of trial or somthing
seems like there isnt one
theres a student version but thats 100 a year
still unreasonable for me
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
well i know for a fact the file is from CM3D2
I'm having trouble deciding what mesh I need to use for the boots, any ideas?
clown
Or I guess I mean base shape, like do I need to use a cylinder or a square or what?
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?
mirror modifier
or select the vertices and search for "symmetrize"
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 
Is this a good tutorial for modeling out hair? The end result looks really good, but I have no idea how well this will translate over to Unity/VRChat :/ https://www.youtube.com/watch?v=t2XjdzzWCqI&feature=emb_title
In the last few months I've had some time to experiment with different methods of making stylized hair in blender, and one of the easiest and effective ways ...
And for a bit of context, I'm trying create hair similar to this reference sheet
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.
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
One last thing for now, the other thing I was imagining was perhaps having an appearance similar to the tutorial posted above, or that of the renders from Mario Odyssey, where there are clearly defined shapes made up of smaller, somewhat random strands of hair https://cdn.discordapp.com/attachments/552719468900384780/645527638710157330/91JM-zf8OQL.png
(sorry if this is too much aaaa)
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 😅
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
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...
I need some blender help asap
Hair cards are powerful
yeah, I should probably look into how to do them properly myself
If you go that route try to make them all UV mapped vertically
If you take time and do proper hair UV mapping you can get the hair shine like this super easy
bet
are hair like that for Tracer done with transparency too?
dynamic not drawn on
to get the pointy ends
overwatch has volume in their hair, its probably curves
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
forgot what that issue was called
the thing where you try to UV map converging lines to parallel ones
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 ;~; )
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?
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 :)
And I've actually got another question
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...
God box modelling is such black magic.
Becomes this
Oh shoot it wont send the image
It probably thinks it's some form of nudity
Damn sexy polygons
Lol does it?
😂
Mabye?
There we go it likes this one.
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.
I added cloths before I left to work, mabye I'll be able to post that after I get home.
yo
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?
what chu mean
are you going off of the character on the side of the screenshot?
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
Im using a torus shape for the collar
But if I need to use a custom shape I'll do that.
custom shape is best for the collar
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.
@signal zenith Starting to look real nice !
@signal zenith u good? u poppin? got a plan?
the texture detail is gonna show the real beauty
Still figuring it out, Its been awhile since I did 3d modeling so I'm trying to relearn as I go with this model
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
and then continue
like every 500 - 1000 polys i put the textures on just to see
made an overalls base for my personal avatar. i can't decide how i wanna do the head?
any ideas for style?
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
Hey Munchkin do you know to use CATs?
Pretty new to it..
I have been making anime avatars on PMX editor and skipping the Cats process for months now because how spooky Blender came off as
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.
Is the bones important
Remove the bones and then just paint it on the head
If it’s because you need that pose
Apply
Then weight paint it on
how's everyone like this? I'm still working on her obviously, but she's coming along nice
butt too small 😛
Yeah the hip area definitely looks too small. Or off atleast.
so what would be the reason that I can't append the armature from a different blender project to a new one?
oooh
you have to append the object
not the armature... that's a bit unintuitive
You can append the armature directly, but with no object to hold the armature data nothing's gonna show up.
Why?
dunno, I feel like with sculpting I have more freedom
Mabye,but box modelling gives me the freedom to not retypo everything and save me from my own need to endlessly tweak edges.
yeah, which is why I'm trying it out this time
but I feel like even with box modeling you have to think about proper edge loops at some point
Like that whole thing took me mabye 1.5 hours.
Oh I dont mean that, although its help me there ALOT
I meant like making the eyes look right with out it would have just been hell with out it
Just letting the computer subdivide and smooth saves me from spending time on details.
Plus it just agrees with me. I've tried sculpting, I just get stuck.
they are adding automatic retop on 2.81
There are other retopo tools for free that are available too, but they rarely ever get the perfect result you want
Most retopo tools are best for objects that are not ment for dedormations
@silent junco if oyu mean the remesher, that's not retopo
I'm using 2.81 and there's no "auto retopo" tool that I'm aware of
the remesher is more a tool for sculpting
so you have a constistent mesh density throghough the whole mesh
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
its still better than anything i do tbh
could i convert you to no
you cant im a zealot for box modelling now.
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
then start modeling and go from that
there's plenty of tutorials for vrchat avatars, and even more for 3d modeling
Dont watch vrchat tutorials
Nothing ive found on youtube has proven particularly helpful
what kind of stuff do you want to make?
Learn how to model a Low Poly Character in this Blender 2.8 Beginner Tutorial! The first 500 people to sign up via my link will get two FREE months of Skills...
Well just your stereotypical anime-ish avatar that you find around vrchat @small cloud
oh so you dont want to start 3d modelling
yeah then you're better off in #avatars-mmd
as I said, there's PLENTY of vrchat avatar tutorials on youtube by now
Well ive done avatars before but I want to do my own unique thing
Something that i made from scratch
Yeah
Or if you are adding onto an MMD base - https://www.youtube.com/watch?v=TPrnSACiTJ4
Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8. New videos will be uploaded every o...
hm, can you not have multiple viewports with different edit modes in the same workspace in Blender?
that's... a contradicting statement
can you or can you not
how?
well kind of
i always habe the wireframe and the modeling tools on the right and the model with textures on my left
so thats 2 viewports right?
that's different rendering modes
what I mean is having object mode in the left one and sculpt mode in the right one
the image is not clear i cant really see
ya thats totally possible ill show you a screenshot
also why are you modeling unerwear??????
I'm not, I'm just playing around with a setup for my sculpting workspace
because the dont want her to be naked
😉
also, what does the setting for brushes when you hit ctrl+f actually do?
seems like the angle, not sure never used it
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
hmm, okay
also I hope they add a way to actually drag around the workspace before they release 2.81...
drag around?
oh, you want it somewhere else
right now you can only say move to first or last
no, I want to be able to arrange my workspaces freely
in any order
ohhh,, thats what you mean
feel like this is just an oversight
that is a bit weird lmao
isn't it just clicking top cornor
hm?
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?
textues
oh do you want deperate
yes
this?
yes
ok i dont think 1 object 1 sculpt works
yeah that's what I figured
well ok then
yea im not sure if you can do that
even when you have a popout window it still syncs up
@dull canyon is it hard to switch form object mode to sculpt meode? does it make the modeling hard?
they probably just want to see both at the same time
@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)
Your fine, I honestly want to learn as much as I can. Thank you.
No problem.
@signal zenith did everything go well? the model looks good
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.
2.81 is around the corner, but this corner is even closer, like, next door, if there were doors in the software development universe, which I guess they do b...
😐
why sculpt beats box modeling
that looks so cool
its cool but its wire frame is a black hoel
You still need to retopo
Have fun with that
This is the intense and pointless factionalism I LOVE FOR
Dang it auto correct.
I live for
retopoing that one would actually be quite easy
since you can get most of the details from normal baking
probaly
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
its probably gonna deform in a weird way anyway regardless of topology
im not saying anything was wrong with it lmao
only this part left
yea but there was some big talk about the quad remesher since it works so well, still ideal for non deforming meshes mainly
https://exoside.com/quadremesher/
like blade said, its actually made by the zremesher guy
you can't really use sculpts in-game since the poly count is insane
that goes for any game really
if you intend to rig that decimation isn't gonna be that great for that
If you want a usable presentable model you better retopo XD
yeah decimating is still going to result in topology soup that wouldn't animate properly
Is it looking the same the point you're trying to make I'm confused
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.
That was a WIP image
I know but the point being topology that looks like that isn't going to animate nice
like, its gonna work obviously, but just the fact that the edges arent gonna be straight around the bending points will make it jaggy
Ditto
I’m not on my computer atm so I can’t post images
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.
Well, both are pretty useful depending when and what
And you can always multires and sculpt on your model
Shshshhhhhhh its perfect.
No flaws
No case where sculpting is better. Only perfection.
🤾
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
Pretty much for most that's not VRChat
sculpting is fine but you need to retopo to make it usable
Or just using it to tweak your model, without dynatopo
Yeah I would never do box modelling for like, a car or something. Since I can just sculpt then decimate
Cars usually dont bend
Well, for hard surface things box modeling is pretty fine
Most machines/hard surface is a mix of box modeling and booleans
yup
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
👁️ 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
yeah that would go in your painting software. not On the geometry
That's true
im making a quest avatar from scratch. ive been overthinking about how i should do eyes
i could do them like this, (not mine)
and just have the pupils on seperate piece of mesh weighted to the eye bones but
ehhhh that seems like itll be problematic
day-whatever on figuring out perfect hand positions for vrchat
https://cdn.discordapp.com/attachments/429349528156504064/646153102906621953/unknown.png
https://cdn.discordapp.com/attachments/429349528156504064/646153919776423946/unknown.png
its pretty annoying since I want to just let enforce tpose work
I guess exporting a posed model works as well 🤔
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
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
I always ignore the
It’s not in a t-pose
Cause I purposely make them not
Only way to make digitigrade avatars
You can make digitgrade avatars in tpose, unity doesnt care much about the leg structure
This counts as tpose for example
Oh wow
It’s probably the shoulders that was the problem then
I always mess them up
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
Blender 2.81 is here hot on the heels of 2.80, and it’s quite an update! In many ways, it’s the stable, feature-complete version that we hoped 2.80 would be....
Still gonna sit on 2.79 😅

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...
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.
what do you mean create textures? you mean add textures to an object?
Yeah
I assume you have your mesh UV unwrapped?
first you make uv
then either use noise textures
and baking
or
you go into
texture paint
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
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.
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
you can add seams
its good to do that
even i the useless greatness that is me
use seams
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?
screenshot
yes
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?
yea, so in 2.8, you need to switch it to cycles for the bake option to even show up
and it pops up right under performance in the render tab
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
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
It's just an example, ideally I'd move them all around and resize things
Especially with more than 2 textures
of course
thank you so much :>
are your hair just extruded planes?
for now I guess 🤔
okay
I will need to connect them
just asking out of curiosity
cause I still haven't found a way I of how I wanna do my hair
mh, so far I only know of haircards, curves and planes
cause for me, I don't think sheets would let me do this https://pbs.twimg.com/media/DwQoa5jUUAENvS9.jpg
depends I guess 🤔
uh, something like that is pretty
but its a weird struggle trying to find out
I guess
fits certains tyles
I suggest following 3d modeller with styles you like
this uses hair cards
okay, thanks
looks very much like it
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
well, that's how I feel about the pointy planes tbh
or every anime avatar in vrchat really
well you can have hair with duplicate uvs
?
like how you do mirror modifier
also shaders can help 🤔
basically just duplicated some hair pieces
Yea, I've seen models use a mask and matcap for the hair shine on some shaders
material capture
basically it just adds, lets say, a post processing regardless of what the environment is
Yea, it's the circle shaped textures if you've ever seen them in other models
well
I have a mat cap for my hair
its for hair shine
it works...
but doesn't look good all the time
Hm, it's used for different things, mostly to add some kind of overlay type look onto an existing thing
ah, so instead of doing an actual texture you use the matcap?
I mean, you can :sweat
what is a "right" way
dunno, you make it sound like that's the wrong way
I mean, usually it's used like added detail on top of your texture
ah, okay
i mean you can work with flat shaded characters
but, doesn't actually wow people
unless you do it really well
yeah I don't plan on using a toon shader for now
essentially low skill ceiling
I will be using poiyomis shaders, but with the "standardish" mode
Poiyomi is gud, it allows for 2 matcaps with masks also
link : http://www.bilibili.com/video/av14260225/ Cr. scyrax ♫Song - 君色に染まる Music - 西沢さんP Vocal - ヲタみん กลุ่ม Facebook คนไทย - http://www.facebook.com/groups/h...
Sakura Honkai Impact 3 MMD Unity - Houkai 3rd Sakura MMD -八重樱 桃源恋歌 4K by Scyrax
if you want a standard
this is one to go for
standard shader you mean?
its all in unity
well
standard shader isn't really what you want to go for anime
unless you are semi realistic
which I try to aim for
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
mh
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
Jack He / miHoYo Technology Co., LTD / Technical Director
ok that's a bit too much info for me to take in atm
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
what do you mean by learn pbr?
Photobased Realism
or was it photobased realism 🤔
basically all AAA games
diffuse, metallic, rougness, normals
stuff like that
It's physically based rendering
I only know PBR as physically based rendering
I don't think you do judging by your models so far
I don't mean I practiced any of it yet, I just read up on it
Pretty much most pbr auto emulates real word things on its own
you would need something like substance painter or something of the like
makes it easier
But adding a super realistic shader to something very not real is uh
yeah, no
There's some kind of middle ground you gotta discover for yourself with how you want it to look
Making height and normal maps is fun AF btw
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
Or don't use lighting at all
oh god
The main complaint we had before was mostly the unlit toon models, since they tend to glow very bright in dark worlds
yeah, exactly that is what I want to avoid
yeah, patching up the symptoms, not fixing the cause
I want my avatar to look good, or at least decent, in any "well lit" world at least
in terms of shading
That's the dream right there
just found this
and yeah, I'm trying to aim for a stylized, semi realistic thing for my avatars... similar to
or
or even more like
standard shader with sss
so, PBR but not photo realistic?
I guess so
there are many videos on it
This is my character Rey, wasteland raider!
Artstaion Challenge Beyond Human Game Character Art (real-time)
WIP Thread https://www.artstation.com/contests/beyond-human/challenges/24/submissions/20876?sorting=popular
Thanks to Mihayo and Hans studio for giving me this opportunity that I can finally making my goddess and bring her to the reality
Painting : https://www.facebook.com/navychiori
the bottom maybe not so much
but a bit more stylized
I would say, that's a very easy thing to search up for
like, leaning a bit more into the anime/eastern style
yeah, knowing what you need to know is half the battle
I suggest if you are really serious, some god tier modellers have tutorials
umm
i think lv80 has some tips
I see this site being referred a lot
Ah yes, I love 80 lvl
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
yeah don't go fully trust youtube videos 👀
never do
Some of the worklows are kinda poor
I take everything with a big grain of salt
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
mhm
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
*if you want to do this for a living
no way in hell a hobbyist is gonna spend all that money on friggin zbrush
I mean, the VR peeps spent upwards to a thousand and more
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
yeah zbrush has too many stuff that's useful
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
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
¯_(ツ)_/¯
Blender has the remesher now which will probably only get better
@hollow radish how much is zbrush
I dont understand how you can justify that but more power to you lol
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
there are ways 🙃
really wish we could go back to the days where we didn't have to rent software
besides, you are literally in a game where people spend hundreds of dollars for a hobby
yeah, so I don't have any money left for software
that's a life as an artist
yeah. be poor, work in an industry that pays poorly unless you're employed by a big studio, having to use expensive tools
Adobe seriously needs to be investigated under anti-trust
yea
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?
You could just use subsurf modifier if you want your animation designated model to have higher poly count
^
that looks dope
Those are so cool! 😮
Damn !
Reminds me of Sekiro a bit. Sweet!!
@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
Looks only like a few thousand tris
actually its 22,394 tris right now.
that looks like a atom bomb of tris
I'm not sure how much I can reduce from here
Is that because of the tiny pieces ?
Not an atom bomb of tris lmao, they didn't go ham on the cylinder bits
might be around 15k~20k?
i assumed it was lower poly because of the sharp angles
but i guess there's a lot of pieces inside as well
I'm guessing it still has geometry on the inner parts tho?
Like the faces on the plates not showing
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.
@obtuse escarp Just spend lots of time into it
That's the plan. ^^
😄
Well. New software, anyway. I can't use Zbrush anymore.
Which software did you get
Wings3D
Reviews say it is, and it says it can export .stl files. I haven't gotten to open it yet.
Oeh, can you keep me posted about your experience with it?
Sure. This is the last thing I modeled before my free trial of SketchUp expired.
That looks clean
Lots of number inputs. It's a tool for checking to see if LARP weapons meet safety regulations.
Oh dude, that's neat!
^^
@shell gust in regards to what ?
@quaint jasper About application wise and a friend
if that's a moderation question/issue then it should go straight to the mod email
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
do you peeps know of a way to make normals that doesn't look like the drawing of a insane madman
@shell gust i'd suggest emailing again then
@silent junco can you be more specific or show an example ?
@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
i don
don't get blender
the normal works now
but it gots things like this
that i need to fix
@rain flax Can I talk to you about a friend?
im currently having to fix errors in the mesh that creates those tiny white triangles
i have things like this too
and oh boy
theres a lot
@silent junco what software are you in MQ, maya , blender?
blender
i know how to do it
but they are bad
and im not gonna do a ao before i have done it semi perfectly
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
And when I fix it up it does this to the under side of the body
uv?
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.
yea, select everything but the head and use Set normals from faces
Where would that be at? I just switched to Blender 2.8 so I'm still trying to find everything >.<
ohh, i see
firstly go into edit -> preferences -> keymap
and switch the spacebar action back to the search function
thatll help you 8 times out of 10 just being able to type in what you want if you cant find it
Omg thank you
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
an example
I have project onto self selected, along with project individual elements. Yours is missing a check box compared to mine
and it's also on faces
oh yea, im just not in edit mode
hmm, unsure, usually it just kinda works
do you have proportional editing on? if so you try turning that off
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.
I feel so stupid asking like this, but it has to be done I guess. Sorry for the silly questions 😕
proportional editing is O or this icon, i think had to use it to bring parts of the donut up
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
Oh yeah, i've been using that, just forgot what it was called, I'll try that
It looks like it's snapping directly onto the surface instead of floating some milimeters above it as i drag
Is there a way to fix this?
disable snapping ?
I'm meaning to use the snapping function but it's not really doing what i'd hope to do.
dont think theres a way to snap with an offset
dang
pretty sure the tutorial is gonna say something like solidify modifier with offset
why not shrinkwrap?
shrinkwrap has offset ye
dunno how to use that though :/
its just another modifier, kinda like snapping but it conforms the whole object to what you select
id say keep on with the tutorial, just to see what the next step is
He's yet to mention anything about it really, and all the comments are other people having the same problem
another dumb 2.8 question, is there a way to make the bones not obnoxious and grey while in edit mode?
id just use shrink wrap and move on with the tutorial then
@sleek arrow
armature, viewpoint display, turn "in front" off. (in properties)
figured it out. didn't know about shrinkwrap tho, i'll use it next time
thanks 🙂
Alternatively change from octahedron to stick
Octahedron is just the best at giving visual information tho
It is when you need to do shit with the armature but when you dont need it stick is better
its always better
Mostly because I’m either in wireframe working on it
Or in rendered working on textures
When working with the bones its helpful to know the head and tail of them
At leas for me
nice
what the
So smooth
i'm intimidated
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
Yeah never be intimidated, be curious. Good for everyone involved as long as you aren't overbearing 😅
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.
What's up, got pictures and a description of your problem?
so basically, my shirt is messing up with my breasts
I've tried reducing weights and I've tried maxing them to see if anything would work
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
Can't reduce the jiggle instead ?
If they fly off to the moon every time you move, they'll always clip with something
nope, even the slightest jiggle clips
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
So the shirt is the issue ?
Yeah it's the shirt.
It has no bones. I don't know much about bone making so I didn't try adding them when i created the shirt
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.
Try reducing the settings on the shirt dynamic bones then
I do see what moves with it when I pose, just for some reason, the sides aren't cooperating with me lol
I'll try reducing and see what happens
I want to cut apart a building into smaller random seperate pieces, so what's the best way to do that in blender?
box cutting in orthographic view !
box cutting?
depends what you are cutting
https://www.youtube.com/watch?v=LfQNOcBOVWg for once a pretty decent talk I think
Part 1 of 2 where we sat down with the Blender Guru himself, Andrew Price, about the future Blender 2.8. A lot of exciting additions like Blender 2.8 Layers,...
I just want a rigging addon that auto rigs for game engines
maya has one
and generate constraints
hello, would love to know how I get 2.81 to 2.80 ^^ (on the webiste there is no download for 2.80 anymore)
because 2.81 is destoying everything
and I think 2.8 is more comfortable then 2.79
wdym destroying everything
2.79 is trash
its not trash
it is
2.8 is just better
thats because of its major layout differences
What’s better maya or blender?
depends
I’m going to try maya because blender gave me a brain fart
It’s good keep it
It's very good, don't let anime supremacy scare you off @warm jetty
thank you : )
yeah, just cause it's vrchat doesn't mean it has to be only anime or memes
anime smanime
that looks really good
why give the digimon tits
why not
because boobs make everything better
no they don't
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.
no they fucking don't
I am not sure this is the best spot for a conversation about do boobs belong on a fictitious digital mammal
@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
Also boobs don't make everything better, that just ends with uncanny messes or gross overdramatizations
Everything has a time and a place
kirby, mario and donkey kong are all better without tits
@warm jetty looks sick af, keep it up
https://gyazo.com/f24e3e1355cd406ad2287685062c4135 someone knows how to fix this white band in the face
you want all of the face to be black or all of it to have color?
part that is currently black is getting a color texture
open shading
find the material for what is black
add a image texture node
connect it to a princible bsdf
i might have typed it wrong
sorry if i do
still have that band across the face not being affected by the material (in realistic light it shows clearly in game)
the band is a blush texture fyi
oh i see
turn on alpha
its basically just that its not there but blender still shows
it
as pure black
https://gyazo.com/15642d167f024de34a6aa8d2c2b5dac6 this happens