#3d-modeling
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did you add it ?
i redownloaded
cool then enable it and save
how do i enable?
by clicking the checkbox
where?
there's a search bar at the top ...
tried that
i don't think that's its name, but did it say successfully imported when you did it earlier ?
Triping explained it to you earlier
yes but still not working
you should contact the blender support or ask on their forums then
it's usually very straightforward, but this could be a more complex issue or a bug
normally when you install the zip file it will automatically filter everyone out and only show cats after it's done.
https://cdn.discordapp.com/attachments/561333335104946196/653683717641994255/unknown.png How does someone even re-texture something like this
I see some substance painter action
yup
Hi guys, I need help with blender.
I am creating "shape keys" of the mouth and some vertices move mirror correctly , but others do not. For what is this?
I searched help on google and I haven't found anything.
Looks like if verticy isn't perfectly mirrored it won't move. Copy coordinates of one vert to the other and change X axis value to negative, see if X mirror works after that @twilit swan
@tepid wagon Same coordinates and X axis to negative and nothing... :C
Did you try removing doubles?
Let's try...
or merge at distance if its 2.80 same thing
Removing doubles and nothing.
I tried making my mesh assymetrical (it braked x-mirror) and then symmetrical again and it was fixed. Wonder what is wrong here
The point of this was to remove verticies that are on top of another, selecting two that are on the other side won't do anything
I did copy paste of coordinates
Did you try this x-mirror?
Yes, I can move mirroring other verts
but not that verts
example, I moved 3 verts, only 2 was mirror
Did you try removing doubles? You didn't really tell me. Press "A" to select everything "Alt"+"M" -> "Merge by distance". Right after press "T" and in the menu on the left change merge distance to .0001
Done, was that
But I did "remove doubles" before with CATS
But nothing happens
Ufff~ many thanks, I was losing a lot of time with this T_T
Great, it was getting me confused
Have you tried weight painting yet?
It is hell of a ride* no one is expecting
@silent junco after you have some weights on it, paint weights on after putting the model into problematic poses
Yeah ik
Yes, I tried the weight paint with other models, it's an odyssey!
Now I am doing face shape keys, which seems to be the easiest.
I am afraid when I start creating bones.
I'm kinda new to 3D-modeling, what resource would be the best way to get started?
Like, any certain YouTube video series or documentation? Thanks!
You could try Blender Guru Donut tutorial for Blender 2.80 to get yourself familiar with the UI
People like to rag on Blender Guru, but his tutorials are very informative, and at a good pace for beginners to grasp what he is doing easily.
It depends on what you want to model
If you want to do humanoid characters, don't bother with blender guru, although it's not bad at all. I'd lookup something along the lines of a beginner character modeling course
Or try and get someone why already knows to teach you the basics
If you want to do general modeling and are 100%clueless about 3d software, then yes, blender guru is good. lots of other channels are good also
You'll always learn best from actual courses or people though
@runic isle
I suggest just trying stuff out. At least for me, trying to teach myself everything and just googling the specific thing I dont know how to do is the fastest way of learning for me. This might create bad habbits tho
Even if you want to model humanoid, I would recommend to start with blender guru, so by the time you get to modeling humanoid you'll already be familiar with the modeling medium
Tradtional learning of human anatomy is extremely helpful for humanoid modeling as well
is there a way to extrude from a flat plane in blender like this
You could try to knife tool the shape you want and than extrude, or use loops

Shouldn't be too hard if you get the basic shape and than sculpt it, just be careful to not ad too many tris when sculpting
Or go one step further and add details thru normal mapping
Well, I'm not that skilled myself, but I would start by breaking the model into basic shapes
You donβt need to worry about too many tris when sculpting
Itβs actually a good idea to make it very detailed
Then use a copy of the basic shape to bake uvs on
Yeah just retopo takes time
Which is why you can make a semi high detailed base mesh before sculpting that has good topology
And bake sculpture as normally
Working on a personal avatar
There are similarities with the sweater some have prob seen it ingame but I remade it from scratch lol
is the whole thing from scratch?
π
hair is a bit thick π€ or needs work
Nah when I put it into 3D coat it will be fine
Most of it is just planes
The fronts are not cause normals
like hair cards?
Ya back of the hair just planes so no need to worry about seeing through the hair from the back
Only front
anime hair is always a bit tricky π€
for me at least I've decided to box model it
I would like make a "high" poly version but subdividing it tricky π€
doesn't work out well
No need to
well thinking about shading aspects
Bake textures pretty much goes all away
but maybe just nitpicking
when you work on something nobody will ever notice π
It be like this sometimes
also when did posting pictures be allowed now
I made this and actually decided to put it into VRChat
I dun know I'm.rather new here
its a bit too... grungy
To this server
also can clearly some edges are just sharp π€
Ya it was suppose to be in a snow environment
hmmm
Ya some parts I did not smooth out
should have just beveled it at that point
Just for the sake of saving poly count
I guess so π€
but these type of things
you see it always close up
so its basically like the best possible quality
like in an fps game
Mhm
Hm?
wondering if its flexible
yeah, just ref when you can
I have the exact reference actually
oh
trying to find a certain picture
wait this is texel density π€
I also dident bevel the arm rest on the sniper cause that usually never shows
This was the reference
Lol
guess its leather
Yuh
I think the specular might be off then
ok
π
Prob add some roughness
With a principle bsdf
Should be fine
I'm share this last thing and I'm head to bed I'm tired
Has my old logo on it oof
About 1 year old
Slowly working on an outfit for vrm character
That's wonderful ! 500 poly ?
Neat
Lme actually check I still have that version saved
Oh it was even less actually
824
so those are going to be very nice and efficient of the quest
When did he say anything about the quest?
I might not build it for the quest, it's still 4 material slots to make everything look okay. One for the eyes, two for the mouth, and everything else is one material
Well except for the chainsaw teeth but that's besides the point
the fact of the polycount was stupidly low is what was making me think of the quest
cool
might be of interest to some people https://polycount.com/discussion/141061/polycounts-in-next-gen-games-thread
yes that's a very good read
lol
did blender remove being able to set the segments/rings when placing uv spheres?
ctrl + r ?
im on 2.8 and ctrl + r just brings up the loop subdivide tool
apparently it's part of a different menu now
thanks
Alright, done for today. Hopefully get her finished by Sunday 
https://www.youtube.com/watch?v=a0VxX6Bw7g4 @spiral sigil
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
im stuck on how to even make a scarf and wrap it around xD
Download 3d model here https://www.cgtrader.com/esmilesvfx learn blender 2.8 free training series https://www.youtube.com/playlist?list=PLYKnBP50d35LsQTtOIiN...
so far so good i guess? still trying to figure out how to curve the litle hat peice on top
cut the top of the circle into strips so that you can manipulate the vertices to make a curved shape
give me a sec to make a couple of gifs showing the relevant bits
okay
what do you press after you select the second vertice
@azure rain
so that it doesnt still attach ti the knife when trying to select 2 other vertices together
do i need to worry about the 1 vertice left behind? its also like that for the other side also theres one spot where it didnt light up
@azure rain
you don't need to worry about that last bit at the end and you would need to cut the the bottom
no it wouldn't as the way you would have selected to change the shape wouldn't affect the thickness
so how do i cut it
you rotate the camera so that you're at the bottom of the Hat
so you would do the same thing with the knife tool you did at the top
basically grab the top and bottom faces of the edges of the hat and turn on proportional editing so you can make the the Hat into a curved shape when you grab it using the G key https://i.gyazo.com/ca4990eb9e76c375926d36f24f25eda7.png
right, I'm a complete beginner with blender, but the usual person I bug for help is afk. I've somehow disabled the background grid???
If I go into a 2d viewpoint via numpad hotkeys the grid shows up but as soon as I move the camera at all it immediately vanishes?? It's not super important from what I gather, just kind of weird that it vanished on me, don't know what I've done
I'm NOT just zoomed in really far, I'm certain of that
Im somewhat new to blender, but I have a cylinder that I want to extrude the side faces out so i have another segment outward. the only way I seem to be able to do so is to select the faces and the E to extrude and immediately right click then scale. The problem is the scale scales it on all axis so its not level with the middle of the cylinder. Is there an easier way to extrude outward on one axis?
Nevermind, i found i can press shift + z after scaling
Sorry D:
If you want to extrude along the faces' normal directions you can use alt+e for some extra extrusion options
Ahh thats a lot easier! thanks!
Ive only modeled levels in probuilder in unity and im pretty good at extruding/moving/welding vertices together but i want more control so ive moved to blender. i hope to learn more as I craft my next level. appreciate it
ok, so dunno if this question belongs here but im asking mainly due to it being very important
how do people get models from sources that are non-PC based? such as PS2 games
what is it
its important for one reason
today i remembered something... Transformers Devastation is the SECOND G1 game
many eons ago, there was a game called Transformers Tataki, with 108 G1 characters
anyone know how i can rid of that line and make it so the back can relect on the front
Added the booties finally
cant wait to jump into 3D Coat π
very cool style !
are those curves for the hair?
Is it possible to bring models of real life objects into VRchat using photogrammetry?
ah yeah, now that I take a closer look while actually being awake I see it
I still don't know what I wanna do for the hair on my model...
The front are clumps
curves, planes, haircards...
Cause of the normals
Facing 1 side
Look at alot of real life hairstyles
Or any hair style from any style of characters
yeah that's what I've been doing for the past few weeks now...
XD
guess it's more a lack of knowing what general style direction I wanna go in
on the one hand I like the anime kind of style, on the other hand I'm tired of seeing them all around in vrchat and wanna do something more realistic but still stylized...
I wanna play around making some hair cards this weekend to try things out
XD
or too plastic I guess
I kinda like the general style of that Ahri model, but I don't like the way the hair are done
I dunno
undecisiveness is the enemy
You have similar references I use to look at xD
how to flatten things in blender
Scale them on the given axis to 0
Blue 7000yo confirmed
what characters have you made
how to disable object selection in 2.81a
press a twice ?
a selects all
and then press it again
Heres a compilation of all of my RWBY models for VRChat thus far. I modeled all of these over this last year. I hope you guys enjoy.
I watched your stream a couple times, super impressive !
any hair card experts here? https://i.imgur.com/e8K2JWo.png would something like this work? for like medium to long hair
or is that too dense
depends
Noice!!
second time making a 3d model i intend on using
so far fairly imrpessed with normal mapping n what not
learned something mildly disheartening and at the same time exciting tho: normal mapping doesnt work too well on flat shading
shame for the style i was going for, but at the same time kind of a bonus since goiing for more realistic shading is something i plan to do
listen to how 3D modeling really works.
https://www.youtube.com/watch?v=vQ60rFwh2ig From a mathematical stand point
And a company like Autodesk has come to be of how you transform a cube
into what you want
Transformation/Scaling/Rotation
If you ever seen this http://prntscr.com/qaz39eI always wondered what is the Matrix for?
The matrix is literally a system to calculate Transformation/Rotation/Scaling
Compressed into 1 forumla
its so fascinating
"The Matrix" conjures visions of Keanu Reeves as Neo on the silver screen, but matrices have a very real use in manipulating 3D graphics. John Chapman explains the true power of the matrix.
Graphics series with John Chapman:
1/ Universe of Triangles : http://youtu.be/Kdyviz...
Every single individual vertex uses this formula in real time
to calculate its location and scaling and rotation
Its so fascinating
https://www.blendswap.com/blend/17309
Does anyone know if anyone has made this model VRChat ready? I threw it in blender, exported to .fbx and well xD
Idk go ask Judy Hopps xD
238k poly's...
oof
Thats how you know this model was meant for a film
Not for a game engine
Especially the materials
lmao right? in blender she's very... very pose-able
I would show an example but it's mildly suggestive and I dont want mods to be upset spaghetti with me
oofies
Its art after all so personally idc im sure others wont but its best to be safe lol
UV is for me use layout to be quick when finish cut
unless this is enough info to know
You gonna wanna delete alot of those bones since you wont be using alot of them
You have a rig designed and ready for animation
Most VRC models just have ab ase rig
i know x3
i don't know a whole lot of blender, rigging or model making. I have hours of research I would have to do if I wanted to make this model work
without paying a professional to do it for me xD
I would pay :3c
And poly count is gonna be a pain to clean up
As everyone does decimation which is the worse thing u can do
I mean i would but im busy with few other request and my personal project...
:x
hay wΓ€r jemand so nett mir etwas in unity zu helfen? Es geht um eine brustverkleinerung bei einem avatar Owo einfach anschreiben bΓΌtte
hay would someone be so nice to help me in unity? It is about a breast reduction with an avatar Owo just write to me
@spiral sigil been looking at the exact same model ..if you delete the repellant materials you get just over 70k tris
Can someone help me make a model from scratch I've never done this before.
Start with a tutorial and then ask questions when you get stuck or need guidance.
@slow zealot still have to re-build the bones to fit VRChat
yea cats completely breaks the weightpaint when joining all meshes
Join them manually
Isnβt that hard
You just select all the meshes and press ctrl + j
I dont get why you use cats to nearly everything
usually when it comes to models made for animations they have their own little problems and cats def cant fix them.
I remember doing one before when i was less experienced in rigging and it was a pain.
quick question, when orienting a sword in blender, do yo point it up or forward?
also, do you put the origin on the handle or the geometric center of the sword model?
I point them up
origin on hand grip spot
but it doesn't really matter as far as I know
hand grip origin is useful for certain animations
which is why I'm asking what people's preferences are and if they have a good reason for it
I donβt really make props often but I do both
Just make sure the middle of the handle is at the center of everything
Having the origin be the handle makes aligning the weapon in your hand a little easier, and allows for easy sword spinning animations and stuff like that. Also, If you want your model to be a projectile (ie. An Arrow or Missile) it's best to have it oriented upwards, because the velocity based alignment uses the upward direction as the forward direction.
Anyone know how I'd edit a 3d mesh? There's a sword and sheathe placed on my character's hip, but the sword hilt and sheathe are part of the same mesh, so I can't make the hilt disappear if I spawn in the sword into the character's hand
@ionic snow blender, select by material if you have them separate, if not, just select all of the faces on the sword + hilt (you can hit ctrl+L to select connected parts) and P>separate by selection
@small valve Thanks. Though I haven't ever used Blender yet so I might need a quick run down on that
Search for low poly tutorials first
I really wish blenders remesher would actually do proper symmetry...
and I also wish that if I changed some settings on a tool or whatever, do a stroke with the brush and then undo it that it wouldn't reset the settings in addition to undoing the stroke
Are you on 2.82 ?
2.81
did they fix that in 2.82?
or do I have some weird setting enabled somewhere by accident
http://prntscr.com/qbqqdk Finally done
lol
Yes I adjusted the UV shell for the head
and that hair strand bleeding onto UV 0005
Now for the fun part
Alright, I just installed Blender and trying to get Cats on it, but I never used it so I have no idea how to install it or get my 3d mesh into it
@ionic snow i can use blender
what file is your original model?
well you need to press file
pres import
and select the mesh format that u have
then drag the mesh file into it
I'm just trying to figure out how to get Cats onto Blender so I can upload meshes easier, at least that's what I'm told it does. I went to Blender preferences and went to install the addon, but I have no idea where it is in the list of checkboxes and I don't know how to get it onto that list if it isn't already
As for the mesh itself, it's a sword hilt and sheathe. I wanted to make the hilt and sheathe separate models so I can make the hilt disappear from the character when he equips the sword
whenever i try to make a unity project, it says it is unable to make a project folder. Anyone got help?
Make sure that unity can write in the selected folder
anyone know why exactly i can't upload. ik it says i cant because unity application is running, but that doesn't make any sense to me.
i already hit build and publish but i can't finish uploading it
nvm, i had unchecked pipeline manager like an idiot
To anyone who can use Blender, can you help with editing 3d meshes? I don't know how to select certain parts of a mesh or delete only specific parts
@ionic snow I can once I am home in a few hours
@ionic snow I'm available
Itβs the same as selecting the model
Left click unless changed to right click
Then press x to delete
No he wanted to seperate linked objects
As seperate mesh data
L select and P to seperate
Delet specific parts
Anyone know why cycles stopped working properly in my viewport?
how do you do texture baking in 2.8 of blender?
under scene
then press bake
then press bake after changing settings to the needed
@spiral sigil Don't you have pause preview enabled? In the upper right corner of the viewport there seem to be pause highlighted in blue
I meant to type "bake transfer" from one uv to a new one like to do a texture atlas but for one part of the uv islands
I'm kind of doing it in cycles but it never wants to bake to the new texture and it overwrites the texture it's getting it from
@tepid wagon Thanks, I figured it out but I appreciate the help
hm, has blender sculpting symmetry always been broken like this? I have to regularily symmetrize with dyntopo cause at some point the symmetry gets lost in some parts of the mesh
seems like it's mostly happening when using the smooth brush
its because you have the thing where distance gives different levels of detail on
probably
relative detail?
still happens with constant detail too
then idk
Anyone okay with teaching me Blender? I don't have any avatar issues right now, I just feel like I should learn Blender since I've been making avatars purely from Unity
Blender guru
Udemy
Art station stream services
Discord communities
Many sources
I can teach you basics
But I need set time aside for you xD
@mild nimbus I knew you were already great at using Blender I just didn't know if you wanted to or could teach it
Alright, just dm me when you got the time I guess. I'll probably be working on more avatars in the meantime
how can I bring this back to 0,0,0 position?
Press n and type zeros in x/y/z position @rose cloak
thx
I need some glory hole
no
anybody have any recommendations for sources of Trim Sheets?
what about trim sheets are you looking for
I'm looking for trim sheets themselves
Premade ones.
I need some brutalist/concrete/dystopian textures
you're probably going to have to end up paying for those if you want pre-made ones
Even if I wanted to buy them, I can't seem to find any
I guess I'll have to just make my own somehow
Welcome to the ultimate trim texture creation series. In part 1 we plan out our trim sheet for maximum re-use and success.
Part 2 - Sculpting in Zbrush: https://youtu.be/Tspveb9bjYA
Part 3 - Substance Painter: https://youtu.be/CarefswACgs
Part 4 - Trim Texture UV techniques:...
Yeah I know how to make them
Thanks though
But that first site is actually a really good find, thank you
hope you find the ones you're looking for
and I would recommend at some point learning how to make trim sheets yourself as they're quite helpful but I suppose good to start to learn how to use them on environments
As I said, I do know how to make them
I'm just trying to save time
and I'm not that good at sculpting detail
so taking a look it looks like wood cost you fifteen or twenty bucks to go get some trims
which isn't expensive at all tbh
Well worth it I think
but unfortunately that site didn't have the type i was looking for for this particular project
which is not surprising as concrete doesn't tend to come in trim shapes architectural
It would seem that way
having to look at brutalist architecture you're probably going to be okay just using tiling concrete
Yeah, I just wanted worn edges
and like, repeating blocks
Guess it's time to hit up substance painter lol
Thanks for the help
this kind of thing might be helpful for worn edges
yeeeee decals are awesome
yep the only thing to note is they don't work too well on the Oculus Quest because transparencies are expensive on mobile Hardware
Ah, true
just figured I'd mention if you have any desire to put stuff on the quest vrchat
I suppose you could also figure out what approach you need to go with after you figure out how you're going going to construct your buildings
awkward question, is there any way to smooth this out? Smoothing it in sculpt isn't doing anything. >.<
Add more polys and smooth it out
^
spent 30 minutes sculpting the sleeves to be thinner only for every shapekey to say "no"
any suggestions on what to try next?
found it, nevermind
nice colors
@sleek arrow did u already resolve that? Looks like strange vertex normals or unmerged verts
Vertex look not connected soo a fast way would be to merge the double. @sleek arrow
It's slightly better than what it was, just looks like dimples on the side. I am just concerned it'll show up when I AO bake.
I would show a picture, but it's just the bare butt atm lol. I don't know if I'm allowed to even if it isn't NSFW.
I usually get them when I sculpt and most of the time, not even smoothing would fix it.
I could help with that Koviana, it seems like an easy fix
and while I'm helping Koviana, does anyone know of any tutorials that show how to do texture atlasing in blender 2.8?
Anyone remember what I do to separate parts of a mesh in Blender? I forgot
not really the texture atlas plugin is not there for blender 2.8
Oh thank you! I'm still studying 3D modelling, so I'm sorry if I ever ask anything dumb. ;_; I appreciate your help! π @stray topaz
It's all good, just going to take another glance at the picture you had
so i just opened it up, and it looks completely smooth so now I'm confused lol
don't mind my horrible panties ;-; I'm really bad with sculpting panties to a body lol.
my guess is it had flat shading at first, it was just a matter of switching it to smooth shading in the faces menu in edit mode
I've noticed sometimes when i go into sculpting, some things change as well.
I know. :c I'm the worst with panties
anything that is strip like, i have the worst time sculpting to a body lol
well everyone has to suck at something first before they get better, I feel like I'm having to re-learn blender again with the new UI
How I went about it (which I bet you're doing the same thing) is to take it one step at a time and ask Google stuff like "blender 2.8 loop cut shortcut" or something of the sort
Yeah, I watched ALOT of sculpting videos.
I recently learned AO baking which i absolutely love, because I used to hand draw my shading on
Now I'm wanting to learn how to create hair, which is a bit harder to find videos about
I see videos of actual sculptors making hair, but I feel like thats different than avatar hair
Learning in pieces is almost the only way to learn
with how many features there are it would be impossible to not do that
For the panties, it might help to use snapping to face and use the solidify modifier
Managed to get the separation part to work but now I'm having trouble deleting the parts I want, since I'm probably selecting them in the wrong way. They delete, just only where I drag the box
I remember you could select the points another way instead of dragging a box
What I usually do is I search body bases on DA, and if the verticies on the body look decent, I can make panties from that and shape it
You can also use the blender function to relax geometry, it does a better job than smoothing afaik
relax geometry?
is it similar to maya with smoothing without shrinking the shape?
Mesh: Relax?
that sounds like it
yeah, got it enabled already
also, I made the "weighted normal" modifier my best friend and it never let me down so far
Ooo
oh and pair it with mark sharp to keep those sharp edges that you want to be sharp with the weighted modifier
whats skinwrap do?
It makes a mesh cover a surface
so if a mesh doesn't fit another mesh, it would fix it?
Basically snaps all verts to closest surface on another mesh
oooo i like the sound of that, is it an add on?
No itβs a default modifier
I still can't find out how to do texture atlasing with 2.8, it just looks like theres a long way around with the cycles rendering and video tutorials go way too fast or don't go into detail on what to do for the two UV maps
I've been doing it the complicated way and trying to reshape and sculpt everything to fit lmao
ahh okie
You might have to do a few things but otherwise itβs good
oof i think i may have deleted my bones instead of hiding when i was sculpting and now they're gone lol
aaaannnnd this is why I shouldn't sculpt at 7 in the morning lol
control Z
like you saved it with the bones gone?
time to start over i guess ;_;
so is it for sure deleted or is it just hidden in the menu?
and expanding the skeleton doesn't show any other bones?
not that i see
I don't mind resculpting, thats my favourite part
just, ugh I hate working with panties ;_;
armature doesn't show bones? π€
Backup might have it
You are fucked
Yep lmao
yeah, I get those moments too where I screw myself over. it's best to make backups and/or lock the things you don't intend to modify
whats it called again to attach the closest vertices that aren't attached?
I think it's alt m > distance
Thanks π
you're welcome π
i totally didn't used to do them all individually <.< >.>
Is there a way to...how do i put it... to prevent something from stretching when you're sculpting it? Idk if that makes any sense at all lol.
hey
@sleek arrow it's part of the settings no ?
Adaptive topology or something similar
Or do you mean prevent a specific area from being affected by the brush ?
I'm just still trying to find ways to shape these panties without it looking so weird lol.
I've tried solidify, which made it look worse imo. I couldn't figure out the skinwrap someone mentioned earlier
solidify just made it look super bumpy
relax kinda made it look less bumpy, I just can't get the rest out without it looking bumpy, or uneven and stretched out
What does the topology look like ?
If it's really bad then you can't make it smooth
topology?
Sorry, still learning. π¦ I don't think I've researched anything on topology yet
the mesh vertices
@sleek arrow your best bet is to adjust the underwear
lol
Need to show the topology of the body
yeah so that topology is the reason for that shape
just go into edit mode and take a pic
oofies
the cloths I did took like
15 hours
F
now for the body xd
ahhh, okie. i didn't know topology was a word for that xD
Wireframe / Topology / Edgeflow etc lol
but I'll see if I can make some panties from scratch then, that'll probs be my best bet
Topology is the normal word
wireframe is more of a display type
true
I mean, proportional editing should be enough to get you there
Should be something like this tbh
easier to manipulate via proportional editing or sculpting
koviana's body looks alright, i think the problem is just the cloth part
it needs cleaner topology first
true
it's already symmetrical too
the body's not too bad
I mean tri's to quads will do a good job for a simple mesh like that i believe
i just select and duplicate and work from there
it's a bit bad, but that's fine
Yeeeaaahhh
big pole
What you can try to do is to select vertices from the body itself, duplicate and extrude, that way you can just have the body shape @sleek arrow
I didn't create the body I'm not that advanced, I just resculpt them
I'll try that ^_^
usually when i do cloths I just select the appropiate faces
and shift d to duplicate
then P to make it a seperate mesh and adjust it as is
same technique used in sculpting
Interesting
Only problem is when you do that you are duplicating tri's
what Ruu posted
perfect example
looks like an adult diaper, but that's where manually adjusting comes in
^
press C and mouse wheel for big selection
Also if you're on latest blender there's tools for automatic retopology
I'll show an update later when I work on it, time for work. ^_^ Thanks for all the advice. π
π
anyone knows how sculpting works in Blender? When selecting the Body and go in Sculpting Mode its not changing anything, all i see is blue or yellow circles.
nothing changes anything when clicking moving etc
i wonder if someone can make this cute char?
i wonder
unlikely with a single reference image.
its also unlikely that it would be public once finished

You could comission someone to tho
i doubt anyone would do it for free
@sharp flicker I can make that but will take quite the time if you want it the best quality.
But somthing like that no one will make for free.
thats like at least a month of work there if you want to make exactly as it is on paper
Alot of engravings on the model to
So sculpting may be needed to use a normal map lol
that in itself takes time
don't you need to make the engraving on a seperate model to make it on the basic model
as a normal
not necessarily
you can do a low poly mesh and use a multires modifier
or you can draw normals in substance painter I think
Substance Painter got new update with auto unwrap
I deleted my avatar UV and this is how it did: https://gyazo.com/dee9434f3d785eadba0e97fc4955e95b
looks interesting I guess?
Not for all models but hell yeah
guess it's neat for like stuff that doesn't deform much or background assets
when you just quickly need to texture something without having to manually unwrap it
Yeah creating rooms with custom furniture fox example could be done so much faster now
Although I tried other model with less poly and it crashed twice
but it did really good job here except that it couldn't possibly know which parts to mirror and which need the same texture
btw it took it about a minute to unwrap it
I spent few hours
Is there control over the minimum size of pieces ? I've seen a few images like that about the new update but it seems to make rice grain sized unwraps
I don't think so. I started new project, selected fbx, pressed ok and autounwrap was first thing it did. I will try finding some options in just a moment.
The "rice grain" sized islands in my case are there mostly because my character has tiny hairs on ears made of triangles, it seem to respect the cuts I made (yup I didn't remove seams)
Ok, I looked around and I can't see any options or parameters for autounwrap in current version
i worked on unity for a while now and know quite a few stuff but never touched/made avatar model making or anything with model making
it be great if sommeone could help me
@feral wolf What do you need help with ?
well i trying to learn so it be great if sommeone knew
Have you watched tutorials ?
youtube being dum again
and only let me search for not good turtoials
or outdated 1
search for 2.8 tutorials then
youtube being still dumb @quaint jasper
This beginner Blender video demonstrates how to make a 3D model of a hammer. Blender version 2.8 beta was used for this video.
Blender website
http://www.blender.org
The Blender Beginner Donut series. In this video you'll learn about adding objects, edit mode and using proportional falloff.
Join Poliigon: http://www.poliigon.com
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thx
For the record that hammer tutorial is absolute shite for learning to make game assets
lots of bad practices
I 3D modeled some free 2020 glasses, for when you're ready to prep new year avatars! https://skfb.ly/6PAKz
2020 glasses for ringing in the New Year in VR! - 2020 - Download Free 3D model by Zab (@lixyco) [00b854c]
yeah that meshes going to be way too big as it's using the subsurface modifier to do all the work
are then there any better tutorials or any other way to learn how to make things?
π
so i only need a model and it works fully?
No donuts do not have arms; you can learn to model first then learn rigging π
No need to bite off more than you can chew, no pun intended
yeah you would want to have some idea of how modeling Works before you try drinking
so i have to learn all the parts?
Typically
and that doesnt even touch rigging :-P
3D art is an advanced specialist skill what can we expect.
i wish there was some way to inject knowledge into our brains but we gotta do it the hard way currently, manually.
and honestly in the game industry it's split up to like 5 jobs to make your typical game model
wait but only that 1 part is about modeling then why do i have to learn all 24 episodes .-.
Its not just that 1 part
because it takes 24 parts to make a donut
Well i mean
He complicates it to show the ins and outs of alot of blenders features
The donut is a great place to start.
that's not going to make a functional difference if it's one long video or 20 smaller videos
There arent alot of good vrchat tutorials on making characters in blender 2.8, no.
I liked Daniel Kreuter's method but it's in 2.71, which is similar to 2.79 https://youtu.be/F1CTfis1TEg
This video is the 1st part of 40 in this very detailed tutorial series about modeling. I'll take you through all the steps of anime style character creation in the 3d software called 'Blender' and without any time lapse.
If you haven't watched it already make sure to go thro...
Doubting yourself isnt a great place to start
If you have VR - try out Google Blocks.
cool little modelling tool, thats where i got my start
ooof i aready have troubling keeping that all remember
I've heard good things about Darren Lile's series.
It goes into rigging, uv mapping and even shape keys. https://www.youtube.com/playlist?list=PLyelx0TsmSpf-8xZfjZveokSsIwj0F3lo&disable_polymer=1
Once again, not in 2.8
why does nobody do uptadated tutorials it makes things much easier
Because only recently blender released 2.8.
man my brain aready starts hurting and i didnt even began
It's still new and people are more comfortable working in 2.79
I refuse to move because in 2.82 they changed all the shortcuts again. I'm not moving until they stop changing those.
Did they?
That's what I heard from people who tried it
Even if that was the case, use the legacy keymap..
it changes all the shortcuts back to how they were in 2.7
even though the 2.8 shortcuts make waaay more sense and are easier to learn
Then I wouldn't be standardized with everyone else, still not a great thing.
is anyone ever using just standard Β―_(γ)_/Β―
i think most people who have a brain rebind the stuff they often use
I just wish you could have 2.79 and 2.8 at the same time.
you just install them different directories
big is 2.8
I tried it, it deleted 2.79 from my system.
Probably cause they were in the same directory
small is 2.7
Search for Blender Portable
it keeps everything self contained and seperate
Man, my training is in illustration/design, but 3d is so damn easy with blender
I would've learned sooner if I knew it was this simple
same
i tried Maya way back when and chalked it down to me not being smart
Turns out maya just sucks π€«
Don't regret learning perspective though
Hybrid 3d/2d designers are very employable in game/film concepting. Sometimes I wonder if %100 3d will ever become standard
Drawing just happens to be really quick so its still used quite a bit in conjunction with 3d greyrenders, but if the day ever comes I might need to switch to being an illustrator again π
yeah I doubt we're going to get rid of 2D concept artist anytime soon
so question how long does it usualy take for creating a model from scratch
depends on the model and the complexity
like it takes much less time to make a flower pot then a fully detailed car
same caveat still apply as there's a big difference between a low poly flat colored person and basically a triple A game character
im pretty sure theres an avarage time a humanoid avatar takes
At least 100 hours I'd say. Still extremely variable and dependent on a person.
A week straight of work or a month of casual effort.
oof
well what if you try doing just an arm or arms like youknow robot arms (there was 1 avatar that used that but idk its name
and if you were making a triple A video game character more like a whole season
and as far as your robot arm that would also depend on how detailed you want it and how much time is just learning the skills
just like any kind of art - it all depends how long you want to work on it
if your deadline is in 1 hour - its going to take 1 hour π
so beside modeling
the rigging make it all work right like moving at all
or am i wrong?
Rigging/weight painting - yeah.
yep and there's also UV unwrapping so that you can paint a texture on it and the actual texturing itself
so of how i understand it rigging is basicly the bones you put in?
Yep
and the more bones the more it can move
Uhh sure
or multiple parts
yes that was quite amusing even if what started it was quite frustrating
good tangela
The Kyogre isnt bad
make sure to share the results
so btw cirous i do not have to exaclty do the modeling in blender do i?
I mean, you could do it in Maya or autodesk if you'd prefer those options.
so i can basicly model it anywhere but propably rigging has to be on blender
but those are paid options so I doubt that's going to help your problem of 3D scaring you OasisChronos
I mean, other modeling programs worth their salt should also have tools to rig and weight paint.
why does it look like you just smacked the face on it
so what time limit did you set yourself for that BlueASIS
definitely pretty good as it's definitely recognizable
my best work to date π
cool
oh that looks fun
wierd
im in blender editing mode and the dots dissapeard
and i can only select the faces or whatever they called
@azure rain im now done with part 6 level 1 at the donut tutorial do you think i need to watch all episodes befor i can start modeling avatars
wat app to make the 3d modelling
you're probably going to need a lot more knowledge than just a donut tutorial to make an avatar
yes you should keep watching as you need to learn how blender works
honestly I probably have your near-term modeling golsby make a hat
as you can attach a hat to an avatar without much knowledge about how weight painting works
you need to build up your basic knowledge and complete a few models
and then about 50 episodes propably about modeling of an avatar
yeah probably considering that's a lot more complicated making an avatar as you have to make a skeleton before it and actually be concerned about how you put the model together so the skeleton works properly
and that's before you even get into the stuff required to have the facial animations
so what do you recommend me to watch after i done the donut thing
I honestly don't know off the top of my head
oof then i never get to start with modeling of an actualy avatar
mostly the reason I don't know off the top of my head as I haven't gotten checking with blender 2.8 tutorials
so should i watch after the donut tutorial how to make avatar models or what
thats what i mean
and I don't have the answer right at the moment
also maybe inquire in the Avatar Channel if there's any tutorial recommendations
@azure rain i dont think anyone in the avatars channel has
seems like none rlly knows any good tutorials
Just look for them jesus christ
go follow daniel kreuter's anime character modeling tutorials on youtube
throw yourself in the deep end
it's for blender 2.7, but it should still be fine as long as you've learned the controls for 2.8
like the layout of blender and the keyboard shortcuts
because it's different between 2.79 and 2.8
??
sure, as long as you can figure out what to press to do what you need to
