#3d-modeling

1 messages · Page 75 of 1

dull canyon
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what's it called

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there was one japanese

stiff coyote
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this video says it has one

thorny fractal
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i just think curves are a super wasy way to block out the shape for hair at least even if you arnt going to use it in the final mesh, the hardest part about hair is just figuring out the shape and flow of everything

dull canyon
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yeah, I guess that's true

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dammit why can't I think of the name

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vroid

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that's it

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that lets you basically draw stylized hair

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VRoid Studio is an application to create 3D models of humanoid avatars (characters). The app runs on Windows and Mac and can be used for free by anyone. 3D models created with VRoid Studio can be used as avatars on various VR/AR contents, both for commercial and non-commercia...

stiff coyote
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im getting there

dull canyon
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👍

stiff coyote
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ty

dull canyon
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you might wanna try either adding a bit more resolution manually or with one subsurf level so it doesn't look too blocky before you try sculpting on it

stiff coyote
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dont worry, i will!

dull canyon
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https://i.imgur.com/Hqyc2eq.png so the exact middle would be about one square lower than where the crotch is right now, but I'm not sure if I want/should fix that 😐

dull walrus
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can anyone help me

spiral sigil
wet bolt
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Can anyone download some files for me please

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It’s free

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I just for some reason can’t download sketchfab

stiff coyote
dull canyon
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looking good

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did you add a subsurf or manually subdivided?

wet bolt
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hello

dull canyon
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hi

wet bolt
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could you perhaps download some files for me from sketchfab for some reason it wont let me download

mild nimbus
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The hair is looking good

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I like to see how you are understanding the root of hair.

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Alot of beginners just slap on some strands that has no root to the center of the head

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or any form of roots at all really

spiral sigil
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is anyone able to edit this model of me?
its a shyguy mask, but i want to make the eyes black instead of clear
i have no idea what im doing so i could use some help

azure rain
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send me the texture I should be able to change that in like a minute@spiral sigil

spiral sigil
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Its a model

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like there is no surface between the eyes (what im doing rn but it wont work)

azure rain
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oh that would take a bit longer then

spiral sigil
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well ive done it now

azure rain
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meaning you started it out or you're broke it

spiral sigil
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ive filled in the vertices on my own

azure rain
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cool

slow zealot
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there is the X-bot in the vrcsdk examples folder

stiff coyote
dull canyon
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looks very good

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ok so I just looked at one of the more refined base meshes on polycount and there the hand has like 1500 verts compared to the 1200 mine as currently, so, I guess I'm good for now

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I feel like you'd want more topology in the hands anways in a game like vrchat cause you look at them a lot usually

stiff coyote
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too much detail!!!!

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why disney!!!!

hallow bough
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Because big budget company XD

dull canyon
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@stiff coyote so did you connect all the meshes together or are they still individual meshes?

hallow bough
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It looks like they connected the meshes

wet bolt
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Can someone help with skeleton

marble sail
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tips on starting modelling clothes for use on your avatar? (blender)

wet bolt
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I need assistance with a skeleton

silent junco
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I recommend to start with clothes then make the body fit

marble sail
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Ah ok, I plan to fiddle diddle around a little bit with Lexichi

dull canyon
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think I'll leave it at that for now

spiral sigil
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show topology

dull canyon
spiral sigil
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very nice

dull canyon
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might need some tweaking later, but I wanna move on for now

spiral sigil
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probably yeah
around the thumb maybe

dull canyon
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yeah, might try to rotate the thumb so the edges that go horizontally through the fingers don't go vertically through the thumb

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or I'll just do a quick test rig and see how it deforms

spiral sigil
dull canyon
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yeah I could try something like that

silent junco
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looks

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handy

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you cannot stop me svelsien

dull canyon
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really wish I'd have an easier time to manipulate topology

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it's still confusing the shit out of my brain on which edges or vertices I need to remove or move to get the topology I need

silent junco
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use all types of view

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lm shit at advice so thats the best i can give

jagged eagle
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this isn't specifically a vrchat question (sorry), but once it's made i'm gonna make a lower-poly version, no way am i uploading this many polygons
but, does anyone have a good idea for making the wrapping on this pole less lumpy?

dull canyon
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@jagged eagle use separate meshes

jagged eagle
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well, the issue is i'm making a replica of a staff from a game, and the original has a complicated texture filigree that i recreated by sculpting

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b/c if i had to model that separately i might just drink bleach instead

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but i'll figure something out

azure rain
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yeah that would be better for having the wires separate on the high-poly and then baked down to the low-poly

dull canyon
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^

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just take a poly strip, wrap it around the staff, add a solidify and maybe subsurf modifier, merge it together, bake normals and AO

jagged eagle
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i was about to politely ask how it being separate would help it be smoother, but now i'm convinced, despite not knowing how to get started

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i uh don't wanna bother you with handholding though lmao

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i was about to start just going down the filigree and manually selecting and removing it, which would be awful:

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(yes the topology is a nightmare, i'm gonna clean it up, i'm just salvaging an ancient project)

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i'm just kinda stuck trying to get rid of that 'hammered metal' look on the wires but

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iii will play around with it and try those things

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like if there were a way to 'apply' smooth shading to the mesh that'd be nice, but lol

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but yea don't mind me

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again ignore the nightmare artifacts

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😔

dull canyon
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my suggestion would be, add a plane, enable snapping to faces, add a subsurf and shrinkwrap modifier and extrude the plane along the staff

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oh and a solidifer modifier

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so shrinkwrap > subsurf > solidify

jagged eagle
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mm yeah i think i know how to do that. and google helps. i'll try, thank you

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OH subsurf is subdivision, yeah i know what that is, right

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i'm

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new and dumb, thank you lol

dull canyon
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yeah, it's commonly abbreviated to subsurf

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subdivision surface

jagged eagle
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ye

dull canyon
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that'll give you something like this

silent junco
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you can use screw, subsurf and skinwrap to make something similar though it is not perfect

jagged eagle
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i hate to be a dumpster person and ask for advice then not follow it, but after failing multiple times the other ways, i managed to get Something Basically Correct with smoothing, remeshing, subdividing, then resculpting the creases

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blah

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but it'll do for now, thanks for all the help

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part of my concern was authenticity to the original, and i kept failing to get the planes to match the real filigree

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but oh well

hallow bough
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Wonder if using bevel curves would have worked for the wrapping on the staff 🤔

dull canyon
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that could work work too probably

sleek arrow
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Imported a model to get ready to sculpt her body, and thought I'd make your eyes scream at this disaster lmao.

spiral sigil
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rigged face

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very nice

sleek arrow
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🤣

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I'm gonna hate myself by the time i get this cleaned up and merged

vivid crater
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Hand made shapekeys 🕺

dull canyon
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sounds like fun times ahead

hallow bough
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All the bones!

dull canyon
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I really dislike feet 😐

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at least modeling them

spiral sigil
dull canyon
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good thing you won't see them naked in 99% of the cases so I just need to get the general shape right I guess

spiral sigil
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chubby toes

dull canyon
spiral sigil
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yes

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feels a bit short tho but since you are going to hide them anyway it doesn't matter

dull canyon
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the whole foot is short?

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or the toes

spiral sigil
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toes

dull canyon
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ok

spiral sigil
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much better

dull canyon
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aight, thanks

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no fancy topology, but it'll hopefully do its job for now

spiral sigil
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it's clean so no need to worry about it

dull canyon
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yeah, I won't be making this model to cater to feet fetishists so it should be fine 😄

spiral sigil
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😔

vivid crater
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But that's like ez money

dull canyon
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there's easier ways

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like making furry avatars with boobs bigger than the head

spiral sigil
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make it a furry feet and you can triple the money

vivid crater
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Making whole furry easier than making a foot 🥵

silent junco
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pretty much

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i can make a cat but not a foot

vivid crater
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i bet your cats look like a foot

silent junco
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no it looks like this

spiral sigil
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🚶‍♂️

vivid crater
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looks like a foot to me

silent junco
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also i don't get why all feet in games are the "normal" one

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what about people like me

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my toes are like 2-3 cms long

spiral sigil
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😐

mild nimbus
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@dull canyon Is the model not going to wear shoes?

dull canyon
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she is, which is why I'm probably not gonna put more effort into those feet

silent junco
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if she is gonna have shoes

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why bother making toes

dull canyon
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cause she's meant to be a base, kinda

silent junco
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ah

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i never use bases

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mostly because my models look like weird things

spiral sigil
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I found that something that helped with my feet when I modelled them was pointing the toes slightly inwards towards each other, instead of having them a fixed distance apart from each other

marble sail
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why when I extrude from circle mesh, I can't see it outside of edit mode? (in blender)
nvm, tried putting face first on circle then extruding, which fixed the problem
2nd edit: it still happens, after I edit it for a little longer, faces suddenly disappear when I switch to object mode, how do I unhide them?

strong yacht
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any good free retopo stuff for blender? manually doing it with polybuild is great and all but its still a bit of a slog

sleek arrow
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First time I've dealt with this, how would you make texture painting less blurry? I'm assuming it has something to do with the UV?

small valve
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@sleek arrow it is a texture thing. i forgot exactly how it was in blender but i know in unity it has everything to do with the uh

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fuck i forgot it was called

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filter? there's like a filter where you can set how the texture is mapped onto something. there's a handful of options but ive never messed with it in 2.8

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i only used it once to change the filter so it doesnt try to blend together pixels for a minecraft avatar

sleek arrow
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Filter?

quaint jasper
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Is that on a texture or are you vertex painting ?

sleek arrow
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texture

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all I've done is create a base colour texture and was going to paint fur

quaint jasper
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might be better to do that outside of blender then

sleek arrow
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About to throw it in substance painter to test it

azure rain
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what's the size of your texture and what the UV unwraps look like

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as that might just be the Texel density your unwrapped kvue

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and remember nobody's going to be that close to your ears in game

sleek arrow
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my unwrap is a nightmare lol

marble sail
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so I guess I can't model from circles

spiral sigil
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Wdym you can't model from Circles?

dull canyon
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actual circles or curves?

marble sail
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not gonna repeat myself twice for what I wrote like 2 scrolls away

dull canyon
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can you not see the faces at all from any angle?

marble sail
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I didn't hide it or anything

dull canyon
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have you tried selecting everything in edit mode and hitting shift + n?

marble sail
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just tried it and did nothing

dull canyon
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can you send me the blend file?

marble sail
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okay, I think I know what was causing the issue: when I copied the vertices from other model, it also copied the material

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removed the material and it works normally

dull canyon
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ah, well, yeah, that could be a cause

spiral sigil
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For some reason the tail has became transparent when viewing outside, however when looking inside the tail you cannot see out of it. ive tried flipping normals, turning the transparency feature on and off and even removed the material however nothing. Anyone got any ideas?

silent junco
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faces are one sided

strong yacht
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Turn on backface culling to make sure the normals are in fact facing the right way

dull canyon
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when you turn this on

strong yacht
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that works too

small valve
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yeahh that!

gritty dagger
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I got motivated by a VRChat map I cant find anymore to try something in blender after a long time ^^

silent junco
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Woormy

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🐛

vagrant wave
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I have a rigged model that I'd like the stretch the arms and legs of in Blender. Is there a way to do this by like, scaling the already weight painted bones themselves, rather than say, trying to somehow stretch the armature with the vertex edit mode (not sure of the best way to do this), and then moving the bones so they align with the mesh again?

spiral sigil
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You can use the pose mode on the armature and change the scaling of the bone and it will also change the scaling of the mesh if it's properly weighted

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If you use Cats you can then use the "apply as rest pose"or something like that

snow nymph
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😀

sharp path
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I'm having problems about "No active UV layer on High Poly model" when baking a normal map for the low poly model. I checked all the videos that they UV the low poly model only. But mine won't work cuz IDK why.

still wadi
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@sleek arrow it's texture quality sometimes when you have certain mesh uv mapped on low texture quality they look zigzagy and low poly

zenith fable
signal hatch
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How do you make hair in blender!!!!???

olive roost
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I always thought hair was probably one of the highest poly things on a model second to the face. That’s so cool!! Espec the ones that are just made mostly of planes

azure rain
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yep video games are all smoke and mirrors pretty much visually

olive roost
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I love that

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Video game makers are just modern wizards

azure rain
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like pretty much all particle effects are just 2d billboards

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not Billboards but decent demonstration of why normal maps are useful

olive roost
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NIIIIIICE. It brings so much detail to it!

azure rain
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yeah this picture is pretty much one of my go-to examples as I pull it up quite often talking about how folks on Second Life are horrible about optimization

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which is why they can't have any VR

olive roost
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Haha suckeeeers

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Ok but for the normal map, does that mean they have a super high poly detailed model somewhere that they made the normal map from?

azure rain
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yup

olive roost
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Sweet!!

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Thank u for the lesson and ur time!

azure rain
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this is a wonderful Wiki for learning how game modding works

spiral sigil
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If you follow the anvil tutorial from Blenderguru, you will model a very basic Low Poly anvil and at some point he will make a duplicate and scult on it
At the end you can make a normal map out of it

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Really easy to do actually

olive roost
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Thank you!!! I see this has some of those big multi-syllable words y’all say. This will be useful-

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And oh sweet!! I love blender guru. His donut tutorial was my first foray into blender!

spiral sigil
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The sculpted model got like millions poly

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And the basic one only got like a thousand or less

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But visually they are exactly the same

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One will lag you and the other will be smooth

azure rain
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basically if it doesn't contribute to the silhouette put it on the normal map

olive roost
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So kinda like with the division example, u could see the big wrinkles still but like the seam of the pants on the sides didnt rlly matter?

azure rain
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yup

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so they go on the normal map because they're important but not enough to add geometry to it

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whereas the wrinkles affect the silhouette

olive roost
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Sweet!!

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Ty!!!

azure rain
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no problem want to make sure modelers are pointed in the right direction

spiral sigil
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@void shoal by watching a tutorial on YouTube

dull canyon
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@void shoal do you mean the general concept of weight painting, or specifically how to do it in Blender or another piece of software?

small valve
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weight in a way that you want your mesh to deform

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the way you want it to fold

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for bodies like humans, follow muscle lines

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same thing applies to retopology

dull canyon
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okay. I'm not an expert myself, but the general gist is, each mesh is as you probably know made up of vertices. if you want to rig a mesh so it can be animated you'll need bones and link certain vertices to those bones so the vertices follow the movement of that bone. a weight is a value between 0.0 and 1.0, and usually one vertex can share weights between several bones, for instance bone A has a weight of 0.4 on that vertex and bone B 0.6, which determines how much the movement of each bone influences the movement of that vertex

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and yeah, the cleaner and more comforming to the actual form your mesh is the better the deformations will be

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@latent charm or the people in #avatar-rigging can probably explain it more accurately

stark ore
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i almost finished my first head from scratch. gotta make a tongue and uv and whatnot. i think it turned out decent

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3.7k total

dull canyon
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anatomically speaking I think you're missing a browline?

stark ore
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browline?

dull canyon
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brow ridge, sorry

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but yeah, for a start it's looking good

stark ore
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oh, ur right, thats easy to add

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thanks for pointing that out

dull canyon
silent junco
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some people have lots of brow ridge he doesn't

hazy flicker
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Friends, I made an avatar, what do you think?

silent junco
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looks like an anime character

hazy flicker
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Thank you, my original avatar

idle niche
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Very nice! Good job

hazy flicker
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Thanks!

silent junco
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But what does the rest look like

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The face isn’t all last time I checked

hazy swallow
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it looks very good

stiff coyote
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still working on the detail

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its killing me

quaint jasper
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That's really nice ! Never seen anything like that before

stiff coyote
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its an elsa dress

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and thank you so much!

median pike
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Oh you poor poor soul

stiff coyote
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i hate disney for making there be so much detail...

brittle crane
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i tried to aproach a low poly character to start as my first avatar ever created

stiff coyote
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my first model was a character from an anime, ozen the imovable with armor, lemme see if i have a pic of it

terse meadow
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Daamn that look gooood

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I still need to make something of my own

terse meadow
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I would probably make like a tree thing or a robot of some kind

stiff coyote
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i would make myself

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it would be fun and weird

brittle crane
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looks great lailai

stiff coyote
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thank you

terse meadow
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I have the ideas but I lack time and dedication

brittle crane
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thats your first avatar?

terse meadow
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Also any knowledge of how I could make it

stiff coyote
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the armor guy is

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i didnt know blender at all, so i made myself make somthing

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and i ended up having a friend rig it and help me put it in vrchat

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same idea with the elsa

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i plan to put it in vrchat

terse meadow
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It looks good

terse meadow
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If I made something on that level I would

stiff coyote
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this was my second model

brittle crane
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spooky but amazing

stiff coyote
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a recreation of the luna ghost from scooby doo

median pike
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I lack the creative thinking and ideas but know almost all technical things about 3d design

stiff coyote
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well if you wanna make stuff, and dont know what to make, you can help others make things maybe!

brittle crane
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once i get the ability to upload my little toaster i will make som more 🙂

stiff coyote
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nice

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this elsa thing is my 3rd model i think

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full model

median pike
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I mean yeah.. thats what I have been doing. But generally even though I cant think of anything myself, someone elses idea really must hook me to be passionate about it

brittle crane
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only i need to learn how to animate via uv texturing for the eyes and mouth

stiff coyote
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all i know how to do is make the shapes , hehe

median pike
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I know "how" I just strugle to make it good lol

stiff coyote
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this elsa thing is killing me though, its taking such a long time, but i kinda like that

quaint jasper
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what's your latest creation Redotix ?

brittle crane
median pike
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@quaint jasper well I am working on a furry like character. Still far from done but I am getting there. Already started over like 14 times

quaint jasper
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Why so many times cantwakeup

marble sail
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probably working without references

median pike
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No I actually have comissioned a suctom refsheet for it

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My issue is that I always mess up and rather than try to salvage it I try to avoid it on my next run

silent junco
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God I wish I could draw so I can make something other than advanced blobs

median pike
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Stop wishing and learn how to do it than

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Also you dont need to know how to draw to do 3d art

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It helps a lot but its not needed

dull canyon
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I'll probably put a rough texture plus a fur shader on it so you won't see much of the underlying geometry with the shader

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and the texture is just so that it looks somewhat okay even when people have disabled shaders

silent junco
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It is I think but it could use some more

dull canyon
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well, with fur shaders you don't want too much geometry

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I'll test it out when I get to that point

silent junco
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It’s just very flat

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When I do circles they are typically 6 at least

dull canyon
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yeah those are 6 edges

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could maybe go for 8

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but I just wanna keep it as low poly as possible

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since most of it will be hidden by fur anyways

silent junco
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That looks like 3

dull canyon
silent junco
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Ah

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That looks fine then

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The angle made it look like a triangle

dull canyon
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I'll tweak the shape a bit more, just added a quick cylinder and just moved it around a bit

silent junco
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Isn’t that how most things are done lol

dull canyon
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I guess 😄

median pike
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@dull canyon whats the poly count

dull canyon
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on the tails? 176 tris

silent junco
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Is that many needed

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Just give it a rougher curve

hardy lake
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hey guys, i've been making some outfits for my avatars from scratch lately, and i've been wondering how there golden rim details are made... pic incoming

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it much be a normal map right?

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and then specular on top to make it shiny

silent junco
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Normal

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Spec

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Maybe metallic

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Smooth or rough

hardy lake
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what's the best way to make normals? i will show a shirt i made, and no matter how i played with the settings while trying to bake it in blender i couldnt get a map with no artefacts...

silent junco
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Make a high detailed version

silent junco
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Then bake normals

hardy lake
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the ruffles were screwing up the normal map

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i was attempting to bake the folds into the texture

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i had a high res version of this shirt and then tried baking it onto low poly

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but i guess blender couldnt calculate the surface with all of the folds from the ruffles

silent junco
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Make sure that normals are correct

hardy lake
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pretty sure i recalculated them but okay, i'll check it next time 🤔

silent junco
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Blender can fuck up when recalculating

hardy lake
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true true

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thank you ❤️

silent junco
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Overlapping can also fuck it up

hardy lake
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yeah that's why i blame it on the ruffles

silent junco
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There’s a bunch of settings you can tweak

hardy lake
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trying to bake this rim on the shirt, this normal map doesnt look right does it? 🤔

silent junco
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oh god

dusty heron
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There is something wrong...

hardy lake
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maybe i should just take the texture, open it in photoshop, draw the rim on and make a normal map in photoshop? xD

dull canyon
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that's not quite how baking works

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I assume you don't have a high poly version of the shirt itself

hardy lake
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i have it

dull canyon
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then you'd probably have to join the high poly rim and shirt and the bake that onto the low poly shirt

mild nimbus
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@hardy lake sculpting is best way for normals

hardy lake
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no idea where the ruffles are though

dull canyon
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have you tried increasing the ray distance?

hardy lake
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yes

silent junco
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What does it look like

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When on top of each other

hardy lake
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i guess this isn't too bad?? thats the result of the normal map applied to my low poly shirt

dull canyon
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you still don't wanna see those brightly c olored spots

tepid wagon
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@hardy lake Think your normals may benefit from physicaly disconnecting and moving top and the frills away from each other at the time of bake and then connecting them back together so you don't get their normals bleed into each other. Frills normals may need to be recalculated, their normals colors seem off

dull canyon
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does he have to move the objects away from each other tho? wouldn't it suffice if just the UV islands are moved?

hardy lake
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@tepid wagon thank you, i'll check the normals and move the sleeves away ^^

dull canyon
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no wait, nevermind, I think I understand it now

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ignore what I say

tepid wagon
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Moving islands away could solve problem of having seam* show up at certain distances in game but it will still bake some of the normals of the top to frills and frills normals to the top if ray distance is great enough

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too late :>

dull canyon
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yeah, I just realized where my thought process went wrong

#

actually, I'm still confused

#

if you have only the high poly and low poly version of an object selected, would the rays that the low poly sends out still hit other objects that aren't selected?

tepid wagon
#

Substance Painter has an option to pair low and high poly objects so they will be only the ones considered in baking process, I don't know does Blender do that

#

Without specific option enabled every object will be considered in baking. Option is neccesary as with normal maps you only want paired objects to be taken into account in bake process while baking ambient occlusion you would want all objects to be taken into account

#

but how exacly it is in Blender I don't know

#

The normal map Jorgen shown has some green and orange spots which shouldn't be there. I don't think I can explain that one though, I think it was either when normals from other objects get baked in or there is too little or too high range the rays can hit high poly object resulting in details that are for example on the other side of an object baked so like details on the back get baked to the front

dull canyon
#

hm, yeah makes sense

edgy widget
#

hi I need help installing Blender Cats plugin

#

I'm using blender 2.81a from steam

#

I know where the add-on are, but when I select the folder for cats for install it does not do anything

#

I'm not sure what files am I suppose to select

small cloud
#

github has everything explained, read it

dull canyon
#

@edgy widget you download the .zip for cats, and then select that when adding the add-on in blender

dull canyon
odd scaffold
#

Ok so I scaled down my mesh by a factor of 10 in blender to avoid having a weird scale in unity... Now my shape keys move vertices 10 times too far. Is there a way to scale down the shape key influences by a factor of 10

odd scaffold
#
import bpy
obj = bpy.context.active_object
basisval = obj.data.shape_keys.key_blocks['Basis'].data.values()
for kb in obj.data.shape_keys.key_blocks.values():
    if kb.name == 'Basis':
        continue
    kbval = kb.data.values()
    for vert_index in range(len(kbval)):
        kbval[vert_index].co = basisval[vert_index].co + (kbval[vert_index].co - basisval[vert_index].co) * 0.1
#

For crying out loud none of the blender resources are any good. you literally are expected to write python scripts yourself with shit documentation. Anyway if anyone did what I did go copy that script or let it be lost in oblivion like all the other blender python scripts I can't seem to find

quaint jasper
#

Could manually adjust shapekeys to 0.1 and create new from mix, but not ideal

odd scaffold
#

true, apply from mix is pretty powerful and can probably do that

#

but doing it manually for each shape key seemed really error prone

tepid wagon
#

@odd scaffold I tried replicating your issue and it seems it only happens when I scaled down mesh itself without armature. Scaling down both mesh and its armature kept shapekeys the same, is it different for you?

odd scaffold
#

how did you scale down both together?

#

I guess I never knew how to do that, so I scaled one, then scaled the other

#

oh you mean scaling in object mode

vivid crater
#

i think you couldve scaled the armature in pose mode and set it to rest

odd scaffold
#

oh, interesting... that will adjust all the shapekeys correctly for the rest pose?

tepid wagon
#

You can just select everything with "A" both armature and mesh and scale by 0.1

stiff coyote
#

i accidently closed the modifyer menu in blender, and dont know how to get it back

onyx crane
#

@stiff coyote look for the wrench icon on the right side of your screen?

#

(sorry not sure if this is what you're referring to)

stiff coyote
#

it was a way different problem, but i eventually figured it out

slow zealot
#

my worst nightmare to see when importing an pmx model in blender , any ideas how to fix this?

fringe rock
#

shape key set to basis ?

median pike
#

Flip normals

hazy flicker
#

plz kill me

dull canyon
#

?

silent junco
#

Seems fine

#

2 legs

dull canyon
#

I actually don't see what's wrong with that texture

vivid crater
#

Maybe they just wanted either at a perfect 90 degree angle or something

#

Oh, I see the problem, there's a 1 and a 2 over the texture, and the 2 is going into the leg

dull canyon
#

well is that actually on the texture? I thought yuti made that themselves

#

and even if it is, that line is easy to fix really

vivid crater
#

That part was a joke vrcCrying

dull canyon
#

I was half assuming that

#

¯_(ツ)_/¯

silent junco
#

they also drew the uv map on it

slow zealot
tepid wagon
#

You were suppose to flip normals on the parts that needed to be flipped, not the entire face. Select head, press ctrl + n (2.79) or shift + n (2.8) to auto recalculate normals, check whether they all point in the right direction and if something is still wrong select only that and flip its normals @slow zealot

silent junco
#

seems normal

lament pond
small valve
#

@slow zealot in case all else fails, you can always hit Normals - recalculate outside

#

it will get you what you want but may sacrifice something you may or may not notice

sudden summit
#

My problem has been solved. In case you have the same problem or something very similar to mine, here are two things you can try :

  1. Go to object mode, select your object, press CTRL A, select Apply Scale (or Scale if you are using the circular menu).
    If this doesn't work, you can try the following :
  2. Go to edit mode, select everything, then press Shift N to recalculate the normals.
fresh isle
#

Lme find one with the reference

#

Can't post anything from my pc rn bc I'm in a car

slow zealot
#

cute

silent junco
#

probably needs a bit more hair polygons

hazy flicker
#

test rigging

fresh isle
#

More polygons in the hair? Whatdya mean?

#

I think that's more than enough imo

#

Well not more than enough

#

But r

#

I think its fine where it is

#

I don't plan on rigging like 7 bones to the hair, at max maybe 3

dull canyon
#

@fresh isle I'd say the resolution is fine, but looking at the references it looks like the ends like spikey balls rather than just a flat "sheet" of paper

fresh isle
#

Yea I getcha

#

I'm mostly getting it rough right now anyway

#

Like I'm doing the tail rn

#

for example

subtle jackal
#

I know it's from like 12 hours ago but please tell me y'all are joking when you say you don't see the problem with that texture.

#

I mean this is like a damn near complete example of everything not to do when UV mapping and texturing.

subtle jackal
#

Well anyway for education's sake of anyone scrolling by, let me explain:

#
  1. UV islands are a mess. This person marked seams and unwrapped and didn't bother adjusting anything to aid in texturing. No pinning, no sculpting, no attempt to make things nice and even.
#
  1. UVs are laid out haphazardly with no regard for UV space usage. There are a TON of wasted pixels in that image, and if that wasn't bad enough
#
  1. Despite having all that space between the UV islands, none of it is utilized for mip-mapping, you'll get seams out the wazoo when zoomed out if this texture mips down, there's almost no island bleed-over.
#

Let's have a look at a decent texture in comparison. Since you gotta do something yourself if you want it done right it's one of mine. Call me a narcissist if you want.

#

UV islands are adjusted to square edges and positioned cleanly so texturing is dead simple. UV space is used cleverly and efficiently, very little texture space is wasted, and I've used a simple tool called "UVPadder" ( https://polycount.com/discussion/114616/uvpadder-filter-for-gimp-2-6 still works in 2.10.x) to add "infinite" dialation to ensure that mipmapping works as well as possible.

polycount

UVPadder GIMP Filter Automatically generate padding for UV islands! Win32 Binary Download: http://www.mediafire.com/?i7d128nobj898k5

spiral sigil
#

Should keep in mind that most people creating content for this game aren't professionals in the field with years of experience. Most, if not all of us are amateurs learning as we go on.

Still, your lesson about better practices is still good.

I highly recommend the UV Squares add-on.

subtle jackal
#

Just because you're not a professional doesn't mean you can't try to do things properly

spiral sigil
#

True

silent junco
#

You would become the world’s most disappointed person if you ever saw my uv

fallow dew
#

How do you get those clean square unwraps?

spiral sigil
#

By moving the vertices on the uvs to make then square

fallow dew
#

ah so u gotta pretty much manually do it

#

i know theres things like follow active quads and what not

spiral sigil
#

Or marking seams properly so it unwrap cleanly

#

Or using an addon

fallow dew
#

yeah i've been making maps and stuff from scratch for a bit, but im getting rdy to learn humanoids

quaint jasper
#

There's add-ons for that

#

Square unwrap

tepid wagon
#

You can use Textools rectify for that

fallow dew
#

Thanks for the answers. Can I get a F for respects cuz im about to delve in to what i think is gonna be months of learning

#

at least i dont gotta learn blender

#

again

spiral sigil
#

Nah it's easy
You'll only break 3 screens

fallow dew
#

i hope not i just bought this nice 4k panel so i can improve my workflow

silent junco
#

You can also use scale a lot

#

To get semi perfect squarity

idle niche
#

Yeah, square unwrap is good. It’s default to blender, just need to enable it.

#

But how you setup your UV’s depends on the method you’re using to texture as well I’d say

#

It’s not always worth being super meticulous about things if the end result is virtually the same. Time does matter

silent junco
#

Sometimes you just need to break physics

hardy lake
mild nimbus
#

@subtle jackal I use a Addon specifically for Blender TexTools

#

It Rectifies your Islands

#

But Autodesk Maya can just do that for you to

#

But then again the edges wont be straight if you make them straight in Maya

#

With this addon saves you the time and straight everything out in a absolute square

#

Go all messed up on the sides

#

should of cut Horizontally oh well

#

Very useful add on i recommend it for a faster workflow

#

I try my best to align everything to the X and Y axis

#

just I never vectorized my islands for the sleeves...

#

so kinda took up extra space

#

lol

jagged eagle
#

planes of black filling the openings of the shirt

#

it's such a loose shirt i can't cut the body right at the openings or she has floating arms and legs

#

and leaving the body in there makes it clip through her shirt when she moves, in small places

mild nimbus
#

close it off by exturding

#

the edges

#

ur best bet is to do proportional editing

#

and make them closer

#

to try and seal it off

#

lol

spiral sigil
#

Adding geometry by extruding sounds like a fast track way to corrupt shape keys

jagged eagle
#

hmm. i think i'll just leave it how it is then. this way i can crouch and stuff and it doesn't look bad inside the shirt lol

#

loose clothing is a nightmare

spiral sigil
#

Does anyone here create VRChat models using autodesk Maya?

#

I have a really annoying issue and I am not sure if there's a solution to it or not

#

It's regarding the name of blendshapes and exporting them properly into Unity

stiff coyote
#

how does one uv unwrap

subtle jackal
#

@fallow dew actually you just straighten the borders and pin them then unwrap again. Addons like UVsquares and such only work on perfect grid UVs

mild nimbus
#

Shape keys wont get corrupted if you dont touch them

#

xd

fringe rock
#

What you can do to avoid corruption is to select all the body but not the face and search propagate/apply

dull canyon
weak berry
dull canyon
small valve
#

@weak berry ayy, join an actual 3d modeling discord since that sounds like a really interesting project 0u0

mild nimbus
#

^ what apple said

#

xdd

silent junco
#

@weak berry use a orthografic reference

#

they shouldn't be too hard to find if you are lucky

#

though i might have typed wron

weak berry
#

I'm using one already

quaint bronze
#

@weak berry A suggestion I have is to model the plane the way it would have been put together irl! Having the nosecone or flaps be separate objects can help ‘define’ those areas and give a better overall silhouette or look. It can also make texturing easier depending on how you plan to UV the object. Looking at schematics also helps you gain a better understanding of how and why things were made the way they were, which can help tremendously in making the model feel ‘right’! The FW-190 is such a pretty plane and i hope this helps you bring it to life 🙂

#

Also take into consideration asset usage! Putting the most polys/tris in the places that the player will see/interact with helps keep size down while not losing out on visual fidelity

weak berry
#

well i'm trying to use it for a avatar that is massive but hide the mesh so i can put the FW in full size with a seat in the hand as a handpuppet avatar

quaint bronze
#

In that case I would argue going as low poly as you can with as few mats as you can - dont want to take too big of a hit to performance. The general avatar optimizations still hold true even if it's a plane

odd scaffold
#

Hey, any fix for Alt-b in blender 2.81? It doesn't seem to be working to clip to a bounding box...

Without that I'm not sure how to select stuff just on one part of the model

quaint jasper
#

How is it not working ?

odd scaffold
#

in the old blender it would just show a box "frustum"

#

but now it seems to do nothing

#

like I want the feature where it clips everything outside of the box you select

odd scaffold
#

oof, so it's a bug in 2.81? I guess they fixed it so it will get fixed in 2.82?

fleet anvil
#

yeesh, im still on 2.79

odd scaffold
#

I wonder...if it's a rendering issue, maybe it still works to prevent selecting stuff which is what I care about anyway?

quaint jasper
#

hopefully, seems like it's fixed but awaiting a merge, i don't know if they do mini updates, could be a 2.81b

fleet anvil
#

why not just hide things you dont want to select

#

or use layers

odd scaffold
#

aha it is just a rendering issue

stark ore
#

i started to redo the head now, gotta make the ears, eyes and mouth again, but i think i made it way better this time around

odd scaffold
#

I'm able to use alt-B to prevent selection

#

@fleet anvil I can't hide things by selecting them because I'm in the middle of fine-tuning a selection

#

I guess I would have to learn to save/load selection

fleet anvil
#

oh right

stiff coyote
#

so im trying to use a hair particle in blender and follow a tutorial with it, but when i went to add children to the hair, it makes it all crazy

#

instead of like the tutoriel

#

and i cant find out why mine is all heywire

#

does anyone know anything?

mild nimbus
#

That seems normal to me lol

stiff coyote
#

mine is the top version

stiff coyote
#

nvm, im just having trouble

fresh isle
quaint jasper
#

Cute !

dull canyon
#

how many tris is that?

quaint jasper
#

Probably 20k ?

spiral sigil
#

it look good Ruubick

#

Oop

#

sorry i meant LoneEevee

fresh isle
#

@dull canyon 13.7k

dull canyon
#

that's really good

#

nicely done

dull canyon
digital coral
#

Hey I had a question

#

In VR chat, what;s the most common way to model eyes?

dull canyon
#

floating disks if you mean the iris

digital coral
#

oh I see

#

do you have any place with more info on that?

dull canyon
#

so the eye itself is actually just a cavity, and the iris is a disk floating

#

erm, not really, sorry

digital coral
#

wouldn't that cause issues with lighting though?

dull canyon
#

just looking at a few models in game

digital coral
#

or do you just apply emissive textures?

dull canyon
#

no idea how exactly most people are handling that

digital coral
#

working on a model right now and I'm planning out how to do the eyes now

dull canyon
#

or anything else that shows up when you search for "vrchat"

digital coral
#

Oh I see

#

I guess that works. Lighting doesn't look as bad as I expected

dull canyon
#

yeah, it's a clever trick I guess

#

giving the illusion of there being an eye ball

digital coral
#

would like to see this in a lit scene though

dull canyon
#

I mean, you can just download any free model and put it into unity

#

and test it yourself

#

most people also tend to use separate meshes for the highlights on the iris

digital coral
#

yeah I see

#

most people just apply fake shadows with textures and apply emission to the white of the eye

#

I suppose that would work. Thanks for the help!

dull canyon
#

sure thing

dull canyon
#

hmm, so I have no clue how I would go about cleaning up the block-out for my hair

#

😐

dull canyon
#

or should I just retopo over this

#

🤔

hallow bough
#

By clean-up what is your goal exactly? Making it neater or merging to make in one mesh :0 or making it lower or higher poly? @dull canyon

dull canyon
#

merging it into one, or fewer meshes basically, right now it's just several hair strands overlapping each other

dull canyon
#

guess just retopologizing over it would be the "easiest"

silent junco
#

boolean?

#

unite

dull canyon
#

would produce shitty topology

silent junco
#

yes

dull canyon
#

why are hair so difficult to figure out for me...

slow zealot
#

be glad you are not working on the same idea as me (for halloween 2020)

dull canyon
#

mh

slow zealot
#

😂

#

don’t even know how to begin on this

dull canyon
#

looks like a job for hair cards

slow zealot
#

O_O guess i have to see if i can get my hands on houdini (it has a hair card generator)

dull canyon
#

or just do them yourself

#

"just"

#

I guess I could try and group the strands into bigger clumps and then try to box model them on top...

silent junco
#

isn't that like a tree

#

a bunch of planes

#

with a hair texture

dull canyon
#

yeah, trees from what I've seen are usually done the same

#

at lesat the foilage

silent junco
#

depends on tree

dull canyon
#

just some planes with a hair texture

silent junco
#

pretty sure you can do that semi-automatically in unity

#

give it hair particles

#

then do some stuff so the hair particles are planes

#

make them actual objects

#

just need a base mesh

dull canyon
#

yeah I have no clue what I should do for my hair... maybe I'll just make the strands a bit cleaner and call it a day

dull canyon
#

meh, enough for today... if anyone has any suggestions how I could approach this better please @ me

weak berry
#

i did some texturing but because it was my first time painting but because i will use it on big distance you will see it as just fine

cold charm
#

not sure where to ask this -- but i can't seem to find any way to download cats since the website doesn't seem to work. Anyone know what I can do?

spiral sigil
quaint bronze
#

@weak berry its coming out really well!

mild nimbus
#

@dull canyon Dont use boolean modifier.

#

Alt + M and merge these vertices manually.

#

No reason to retopo when the hair itself is already low poly.

#

Merge everything manually then subdivide if needed

#

Hair is one of those things that takes alot of manual care.

#

And having it merged properly allows easier texturing if you want to add that anime vibe via specular on the hair

#

since strands are individual objects

#

and its hard to make it look anime like

#

cause of the space between the strands

#

Also

#

using the Boolean modifier will ruin the toplogy

#

thats the poor way out lol

dull canyon
#

yeah, I tried merging stuff manually, but I guess I just lack experience to do it properly and come up with a proper "flow"

fresh isle
dull canyon
#

very cute

quaint jasper
#

Clean AO !

fresh isle
#

Actually

#

The AO is vertex color

#

Like previously stated

quaint jasper
#

How long ago was that stated RuuuThunk

dull canyon
quaint jasper
#

You can select those loops and scale them on x 0 to align them

#

Wait, are they crossing ?

dull canyon
#

they're two strands of hair merged on the edges

quaint jasper
#

Oh

#

Well

#

I guess you could try selecting the merge edge and split it vertically

dull canyon
#

that's not the goal tho

#

I want to clean up the hair mesh so I don't have a bunch of individual meshes for each strand

#

but I have no clue how to do that properly

silent junco
fresh isle
#

Wait I thought I said the ao was vertex color. Guess I said it in a different server or something

#

Oh right it was nvm lOl

silent junco
#

did you use freestyle for those lines?

fresh isle
#

Yea

#

I was debating using only silhouette but then I decides against that

#

I also used dashed outlines

#

Considering concept at least

#

This was the image I used as basis for her design, usually she wears longer pants

#

I think I got pretty close

silent junco
#

i feel like the hair bottom is too flat on yours but other wise its pretty much the same

#

except for the obvious that 3d doesn't do the 2d distortions that well

fresh isle
#

I always got that but I couldn't get it to look right if I did that

#

3D caaan get that look but it'd have to be some insane jankery with custom normals

#

Plus other art made it look flatter than that image makes it seem

silent junco
#

and shape keys and shadows and a thousand more different types of textures

fresh isle
#

Shape keys wouldn't be too hard, at least I hope

#

I always struggle with eye shapes

silent junco
#

shape keys are hell depending on what you want to do

fresh isle
#

But I always just turn off my brain when I do mouth shapes

#

It just comes to me

#

I could rig a jaw maybe? Just to make that process a little quicker

silent junco
#

you could

fresh isle
#

But eyes are big pain for me

#

I usually have good consistency with them but

#

Man

#

I just hate the process

spiral sigil
#

hi

stark ore
#

i think im content with the head now, im pretty sure i made it better this time

stark ore
#

i merged the verts on the ear now thou

onyx crane
#

Does anyone here have Cinema4D and a few minutes? I'd like this file as an .fbx but I only have Blender so I can't export it. If you have a moment to convert it for me and send it over I'd be eternally grateful! https://www.turbosquid.com/3d-models/beach-chairs-c4d-free/967483

onyx crane
#

Got it! Thanks @daring karma !

dull canyon
spiral sigil
#

those ears tho

dull canyon
#

what's wrong with them

spiral sigil
#

nothing, they are perfect

#

maybe too small

dull canyon
#

ah, thanks 😄

#

yeah, I might scale them up a bit

#

depending on how they match with the rest of the design

subtle ridge
#

we

mild nimbus
#

Supah 2d

mild nimbus
#

xdd

dull canyon
#

looks nice

#

I like that deadpan 😐 look

#

reminds me of the konosuba pout

mild nimbus
#

LMAO

#

YES

#

PERFECT

dull canyon
#

someone remind me, how does the dynamic bone limiter work? if my avatar has <32 dynamic bones then they will be active for everyone?

#

ie there is no way to hard disable all dynamic bones?

quaint jasper
#

it's 8 components and 32 collisions if i remember correctly

#

you can hard disable them by editing the json

dull canyon
#

8 components, what does that mean?

#

I have no clue about unity yet so I don't know the terminology

quaint jasper
#

if you check the link i sent you'll see i was completely wrong

dull canyon
#

😄

#

okay

#

affected transforms, I assume that basically means bones, more or less

quaint jasper
#

yes

dull canyon
#

and 8 colliders max

#

good, so I should be able to make my hair look decent and not have it clip through the body with just a few dynamic bones

quaint jasper
#

yep

dull canyon
#

so, if I have a thick/fluffy tail and I wanted to use, say, 3 bones to rig it, would it work that only the first and last bone are dynamic bones? or does the whole chain have to be dynamic

quaint jasper
#

yeah you can absolutely decide which bones are affected

stoic ridge
#

I have tried an awful lot

#

it's like the one last cursed section of this mesh left to clean up lol

median pike
#

Ctrl+j

#

Than edit mode and merge by distance/ remove doubles

stoic ridge
#

no effect, no effect, no such action(?)

median pike
#

Lol

#

Select both meshes with the 3d view and press ctrl + j in object mode

#

Than go to edit mode

stoic ridge
#

it's all one mesh

median pike
#

Oh well than just remove doubles and recalculate normals

stoic ridge
#

normals, oho, there's a random thing to try

median pike
#

What blender are you on?

stoic ridge
#

2.80

median pike
#

Than just go to edit mode and merge by distance

stoic ridge
#

no effect

median pike
#

Are the verts on the same position?

stoic ridge
#

there is only one vert

#

both the faces seem to share it

#

oh god I have angered the blender gods again

#

killing process

#

this thing you call a tool .. a demon lives inside it

#

who wants to play with my cursed blend file

median pike
#

Your file is cursed. Thats your first mistake

stoic ridge
#

yes

#

I only work with cursed files

#

or rather

#

I bring the curse to the files

#

I was only making a nice ice cube tray

#

this thing takes about 15 minutes to do any given operation at this point

#

especially if the operation is undo or redo

spiral sigil
#

subdivide it 3 times

stoic ridge
#

is that the blender equivalent of the "compress it 6 times kunt" meme w

#

I think this mesh was more manageable when it was inefficient and had lots of individual quads

#

as soon as I optimised the number of tris making it up, blender was suddenly very reluctant to touch it

#

anyway the appropriate course of action at this point is probably to ignore the curse and ship it

median pike
#

Dont subdivide it lol

#

Thats gonna more than double the polycount

#

Also you are making an object with a lot of geometry for no reason

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If you want a pattern like this just use parallax and tiling lol

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Much less resource intensive with simple geometry

stoic ridge
#

ssh

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I could definitely do this using a texture yes

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actually I could be doing it as a raymarch

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but it was an exercise

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I don't know how tiling would pan out

#

the pattern isn't exactly tiled

#

it kind of is .. with rotations and stuff mixed in

silent junco
#

The reason it’s shit is because you are using 5+ vert polygons

hollow radish
south arch
#

so you cant just put a photo of me on an avatar to make it look like me put some detail and boom

quaint jasper
#

@hollow radish Very cool addition of the hair on the texture !

hollow radish
#

I just wanted to see what it would look like before I decide anything 🤔

quaint jasper
#

could be cleaner, but i think it looks great

hollow radish
#

Another avatar I have in the pipeline has proportion issues, just wanted to see before I spend a few days again...

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💦 Retopoing the hair is going to be nightmare

olive roost
#

Oooo!! The hair was super cool b4, but im rlly liking the added asymmetry of the bangs!

mild nimbus
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Comic Chan is unamused

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3D model btw

hallow bough
#

I am judged

mild nimbus
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That's not a drawing

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XD

hallow bough
#

Oh no I believe you I just feel judged

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That expression is intense!

mild nimbus
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She is like

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Ok.

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One punch man moment

devout cloud
#

Anyone know how to use blender 2.8

halcyon hare
#

Do you have a question pertaining to blender 2.8?

#

@devout cloud

cobalt prism
vivid crater
#

Teeth

mint furnace
#

Anyone know any good tutorials for Illuminated/glowing 2D facial visemes like a 2D face, that glows when I talk Im trying to work on something like that

#

Like this

spiral sigil
#

You can probably simulate that kind of effect with blend shapes that go from really tiny to expand into the mouth and have them be different colors. Kind of like how the KDA Akali mask works for most models.

crystal sundial
#

Anyone here do custom avatars? Willing to pay

spiral sigil
blissful sleet
#

@mint furnace best way is to have several mouths, with varying emit textures, that are laid behind each other very close. then for the shape key you invert their locations, so brightest is in front, then the next brightest, etc, but still very close

mild nimbus
#

Shader for eye is done

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Literally all shaders XD

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The UV is just a white circle

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Cause parented UV map to the bone

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So I can adjust the specular of the texture via bones

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This shader is definitely cinmatic shot ready

#

Since supports world lighting and local lighting

nimble dagger
#

助けてください!help me!
Uniry:
(Your avatar is humanoid, but it's feet aren't specified!)
(Your avatar is humanoid,but it's upper arms are not specified!)
(Your avatar is humanoid, but it's feet aren't specified!)
これが出てきます 
どうすればいいのでしょうか ?
This will come out.
What should I do?

dull canyon
lament pond
warm jetty
#

new arm is done! : )

dull canyon
#

@lament pond dang, how many tris is that hoodie?

lament pond
#

Not as much as you'd think

dull canyon
#

yeah that's why I'm asking

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my guess would be like around 2-3k?

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or even less

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hair are coming along

silent junco
#

i find it funny that the hyper detailed robot arm is there and then the very cartoonish anime character

dull canyon
#

ed...ward...

alpine steeple
#

Uhm, so i have no idea if this is where i should put this. But i was fixing some rouge vertices in blender, and now my model looks like this.

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I dont have a backup before this happened. In blender it looks perfectly fine

quaint jasper
#

go to the Basis Shape, select the vertices that should never change for any of the blend shapes. The go to options: Mesh -> Vertices -> Shape Propagate.

alpine steeple
#

OH MY GOD

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thank you so much!

#

I was freaking out so bad

alpine steeple
#

is there a way to edit the base shape key without needing to apply that change to all other shape keys?

#

What ive been doing is when i need to make a change to the base keyshape after i make that change i select all of the vertices i i changed and then use the "blend from shape" with base as the shape. on all of the other shapekeys

quaint jasper
#

@alpine steeple Not if you modify the mesh that contains the shapekeys

alpine steeple
#

what do you mean?

#

im sorry i thought i was editing the mesh when i was making those changes to the base shape key?

quaint jasper
#

yes, but if you have a single mesh, then all those changes are on the basis

alpine steeple
#

Sorry i dont think i said this right. When i edit the basis it doesnt apply the change to the rest of the shapekeys

quaint jasper
#

yeah because that's not how it's meant to be done

#

shapekeys are made when the mesh is done being modified

#

if you need to change something that is part of the vertices affected by the shapekeys, then you either need to shape propagate those vertices if they're not meant to change with each shapekey

#

or if they're meant to change with the shapekey, then you need to edit the other shapekeys or create new ones

alpine steeple
#

ahhh

#

kk awesome thanks!

dull canyon
spiral sigil
dull canyon
#

thanks for those skull references

silent junco
#

Skulls are fun to mess around with

spiral sigil
dull canyon
#

so when modeling eyes, should they be fully opened, partially closed or fully closed?

fading pine
#

Are textures and materials the same thing

tepid wagon
#

Nope

#

You could say texture is an image that you wrap around 3d model and material describes what parts of a model it will affect and what shader and textures it will use

dull canyon
#

I guess you can also kind of think of a material as a "container" for textures

#

among other things

fading pine
#

Ooooh

dull canyon
#

in terms of vrchat models they really are just that from what I gathered

#

for instance you say skin has a material, hair have a material, maybe the eyes have a separate material, then in unity you can apply different shaders to each material

spiral sigil
#

for vrchat, the easiest way to explain it is that a material is a 2d texture applied to a 3d model that allows you to define its properties with the help of shaders

median pike
#

but materials arent textures even when thinking of vrchat

tepid wagon
#

Wrong, texture doesn't become a material after it is being applied to anything, it is still a texture

median pike
#

technically a model always has a material. otherwise the poly structure would just not be visible

#

so I guess you could say material is a way to set the properties of how to render an object

#

and a texture is just an image a material can display on a model

fading pine
#

Ooh

#

So material a just a way to config how something looks

#

Materials use shaders and textures

dull canyon
#

very simply put

tepid wagon
#

Yes, you assign material to a certain part of a mesh (can be the whole mesh) and that part will use shaders and textures you apply to that material

jagged eagle
#

this isn't really a modeling question but i can't find the answer online, it's just about unity. is there any way to make like "selection groups" without actually changing parenting? like i have two versions of my avatar and they share a couple of dynamic bones, currently i have to open their armatures and ctrl-click the bones in matching sets to manually select them if i want to change their values

#

it'd be kinda nice to be able to click a button and have the set selected already, but it's not a huge deal i guess

knotty plaza
#

But random but I was editing down my avatar just now and hit 69,420

spiral sigil
#

Nice

dull canyon
spiral sigil
#

9/10 would suckle

dull canyon
#

okay. still feel like 1.3k tris is a bit much without subsurf but I also feel like I don't wanna go any lower res

#

they'll probably be hidden by socks/shoes anyways but I still want a solid base too

spiral sigil
#

they are good enough

#

you going to hide them anyway

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maybe even remove them if you have no way to see them

dull canyon
#

yeah, I know. it's just the "perfectionist" in me that keeps yelling

#

yeah I just want to make a base mesh of the body which I'll then modify with different outfits and stuff

#

I'm also somewhat happy with how the topology turned out

#

the heel is a bit iffy

#

but oh whale, would need another loop or two there to make it rounder

spiral sigil
#

seems good enough to me

dull canyon
#

thanks, yeah I think so too

#

at least a lot better than what I had before

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and the edgeflow should be clean enough so if I add more loops in the legs they won't go throughout the whole foot

viscid hornet
#

looks pretty good, reminds me of Splatoon feeties.

#

which is a good thing since Splatoon's feeties are very low poly and dont look bad!

dull canyon
#

I take that as a compliment, thanks 😄

subtle jackal
#

ye those are pretty good

#

only thing is the lack of nails but that's easy to fix anyway

dull canyon
#

yeah

spiral sigil
#

they seem too big

dull canyon
#

well it's meant to be more on the stylized side of things

#

using Ahri as reference

#

but I guess I'd have to make the whole head shape more "anime-ish" now that I look at it

spiral sigil
#

yep

dull canyon
#

ie wider

spiral sigil
#

ahri got a pretty round face

#

yours is a bit longer

dull canyon
#

yeah, somehow I just now noticed that

#

that'd probably explain why I can't get it to look right

hallow bough
#

I think having lower lashes would help with the uncanny feel for this style

digital coral
#

Hm

dull canyon
#

yeah that too probably

digital coral
#

Are you familliar with traditional sculpting stuff?

dull canyon
#

me? no

#

I'm just learning as I go

digital coral
#

Like primary, secondary, tertiary planes

#

Ah oki

#

Working on my vr chat character

#

There's another dress ontop of this outfit, so I didn't bother with proper folds on the torso

#

I'm excited to use some cloth physics for frills

solar fossil
#

Muh fraaaames