#3d-modeling

1 messages · Page 76 of 1

dull canyon
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I think they mean just to get the folds, not to have dynamic cloth physics

solar fossil
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Ahhh my baked frames!!!

mild nimbus
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@dull canyon most of the time

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u will be hiding the feet

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or deleting it

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when you work on a new character model.

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lol

fringe rock
dull canyon
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@mild nimbus yeah, like I said, I want to make a complete base mesh that I can then modify as needed

silent junco
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not low enough!!

dull canyon
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I thought you meant the face or something ._.

silent junco
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i have a serious problem when someone says tri count of just wanting to scream not low enough

fringe rock
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ok here 20

vivid crater
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now we're talkin

hollow hemlock
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xd

dull canyon
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that reminds me a lot of like the old zelda games on the Wii or whatever

silent junco
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10

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Get it to 10

hollow hemlock
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Cube with extrude

silent junco
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I can imagine a way to get it to 8

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It’s called a prism

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And requires it’s not connected

mild nimbus
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@dull canyon what is the tricount?

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Cause people are judging off visuals instead of variables

azure rain
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@dull canyon what the feet look like on Twilight Princess on wii

tepid wagon
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@mild nimbus Tricount is number of triangles in a mesh

azure rain
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and every quad is made out of two triangles

mild nimbus
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@tepid wagon I know what a tri and quad is I'm asking the count on his model lol?

tepid wagon
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It's 1.3k tris @mild nimbus

mild nimbus
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The entire model

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Is 1.3k?

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You do know I'm referring to szena right?

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Lol

tepid wagon
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The feet are 1.3

mild nimbus
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I meant the entire model

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Not the feet

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Lol

tepid wagon
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I'm sorry then, I will shut up and rethink my behaviour

mild nimbus
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🙄

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Speed sculpted

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30mins

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Retopo it in topogun

digital coral
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Another zbrush user!

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:D

mild nimbus
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yuh

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All I ever use at work now a days

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tbh

quaint jasper
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Not a fan of zremesher ?

mild nimbus
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Need some more poly modeling in my life

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Well no because zremesher

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will ruin the retopo I did

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and wont deform properly

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Look closely you can see the topology

quaint jasper
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super high still no ?

mild nimbus
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I just happend to sub divide it again lol

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cause i dident like some portions

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so I redid some proportions

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still need to retopo it again

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oof

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and its easier to manipulate the models facial features when its already retopo'd

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just retopo re import subdivide it a bit

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refine and tweak

median pike
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how do you just do that in 30 minutes?!

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thats impressive

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I cant get a base done in a month

tepid wagon
mild nimbus
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Practice and doing it on the job

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Repetitive

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That guy did it in 1 hour while explaining

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So he is prob faster then me

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But it don't matter

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The speed is good enougg

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Enough

dull canyon
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@mild nimbus the model isn't retopologized yet cause it's not finished

mild nimbus
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ahh i see gotcha

vivid crater
spiral sigil
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😂😂😂😂

silent junco
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ayy thats me

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just its you guys

mild nimbus
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That image

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Is golden

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Omegalul

wind garden
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Modeling hair...

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How does one make it smooth looking without making it too high poly?

quaint jasper
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Smooth shade ?

wind garden
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Ill try it thanks~

cold charm
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I'm havign a derp moment in blender -- i mashed the wrong button (don't know what it was) and now my selection tool is a circle instead of a crosshair. Any clue how to make it small again?

median pike
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escape?

silent junco
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press W

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and keep doing it

cold charm
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god bless u lime

silent junco
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until square

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its a bit annoying that its above s

fringe rock
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I still have trouble with normal. I have to train that

dull canyon
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ok so since I can't get Retopoflow 3 working under Blender 2.81... what are some other tools that specialize in retopologizing and are reasonably priced?

slow zealot
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using retopoflow under an older blender version maybe (just install to a different location)

dull canyon
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I don't wanna have to regress tho

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also makes me wonder if I'm doing something wrong with retopoflow 3... it's supposed to work with blender 2.8+

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but when I try to install the addon zip from github it just doesn't do anything

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is topogun still a thing?

digital coral
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@mild nimbus I've been using zbrush for a while but only recently got super into it. I love it! I've been trying to do as much of my modelling work in Zbrush as possible since it's a lot cheaper than using autodesk.

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I'm still very slow and even tho I paint a lot, 3D anatomy is something else

mild nimbus
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Search up the book

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"Antomy for Sculptors"

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great book to study on

digital coral
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Ooo I will

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It looks useful actually, thanks.

mild nimbus
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Wait I may actually have the PDF

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Burried in my PC

dull canyon
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shhh

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it's not free

mild nimbus
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I can give it free xd

dull canyon
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so take that to DMs

mild nimbus
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If i find it tho

digital coral
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Oof haha

dull canyon
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they also have a book about facial expressions in the same fashion

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might get that one

digital coral
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I saw that haha

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I've been getting around with like

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Drawing while sculpting

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It let's me plan it out better? Idk

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I do concept art but I'm trying to move to 3D

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Because 💰

dull canyon
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I started learning 3d so I could make my own body for vrchat

digital coral
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I challenged myself to make a vr chat avatar so I can get an idea for how the workflow works while still letting myself get away with stuff

dull canyon
dull canyon
spiral sigil
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is it already converted to a mesh ?

dull canyon
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I just applied the particle system modifier

tepid wagon
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Try to select everything P -> Separate by loose parts @dull canyon

dull canyon
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nope, doesn't do anything

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I think I need to somehow convert those instances into actual objects, but "make instances real" doesn't do anything either

tepid wagon
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Isn't it already converted to mesh?

dull canyon
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nope

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also can't convert to a mesh

tepid wagon
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Well if it can't be converted to mesh I don't think it would export to fbx

dull canyon
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yeah, I know

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that's why I'm trying to figure out how to make those actual individual meshes

spiral sigil
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in blender 2.79 there was button on the particle modifier to convert to mesh

dull canyon
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yeah, that's what I did

spiral sigil
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there was also shift + ctrl +a and choose "make duplicates real"

dull canyon
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that shortcut doesn't do anything in 2.81

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there is "make instances real" but that doesn't seem to do anything either

olive bone
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I wonder

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is there a way to get this model?

vivid crater
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@mild nimbus did I hear free? 👀

olive bone
opaque cargo
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Hello I have a question regarding weight painting, when I click on vertex in weight painting mode even with "weight" set to 0.001 it instantly jumps like the weight is 1.0, there are no inbetween values

tepid wagon
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Weights are relative, if vertex is being influenced with strength of 0.001 by a bone and there are no other bones with influences then this one bone will have full control over that vertex. If another bone would also have 0.001 influence strength over that vertex then both bones have 50% influence over vertex each @opaque cargo

opaque cargo
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oooooh

silent junco
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maths

opaque cargo
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very nice explanation thank you

spiral sigil
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big brain time

cold charm
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having some trouble.. added nails a model and edited a sleeve to be more fitting, along with fix a random vertex in a finger. Tried joining them, along with parenting them to the bones; but now the nails fly everywhere I move, the edited vertices also move every time I speak.. it's a little strange.

spiral sigil
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if they move everytime you speak you can select all the moving parts and with the basis shapekeys select, press W > shapekey propagate

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in blender 2.79

cold charm
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And I parented some horns to the head bone, and now it wants to move like it's hair. Is there an easier way to add static accessories to models?

spiral sigil
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you add the accessory to your model in blender

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for the horns you place them around the head and then you weight paint the horns to the head bone

cold charm
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Would I weight paint the nails then as well?

spiral sigil
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yes

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every new mesh that you had needs to be weight painted

silent junco
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if it doesn't work

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weight paint

spiral sigil
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hi, I need help
I make models but there are some things in which I need help from other people to be able to continue with my work
My models when exporting are seen with polygons
in fbx and obj
That's why I wanted to know if someone could export the models to me
and also if someone makes me animations for my models since my pc where I work the animations don't work out for me
if you want to help me please talk to me in private
Thanks a lot

fading citrus
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i need help.
I use blender.
My modeled skin is shiny.
However, if you open the data modeled by others,
The skin is not shiny.
Perhaps it's a configuration difference, but I don't know where to change.
The image is in solid mode. Both use image textures.

slow zealot
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the bottom one uses the mmd shader most likely (toon) while yours is using the default standard shader.

fading citrus
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Thanks for response.

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Is the shader visible from the shader editor?
Both data have the same settings.
It looks like the principal shader uses the principal BSDF.

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sorry,Image is in Japanese mode.

silent junco
dull canyon
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so I'm kinda unsure how to best proceed with my model from here. I have a sculpted body and head and box modeled hands and feet. should I join the hands and feet with the body and sculpt the details on, then retopo the whole thing and bake the normals; or should I retopo everything now, delete the sculpts and use the multires modifier to sculpt in details and bake normals from that?
does any of these methods have advantages or disadvantages over the other?

dull canyon
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also I found the solution to my issue with the hair particle system yesterday. once you apply the particle system modifier you have to select the generated objects, search for "make single user" and check "object data" to make everything a separate mesh

spiral sigil
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Good to know !

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Also I'm not good enough to give you advice but personally I would join the hands and feet, sculpt the details and make a normal map out of it

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Seems like the easiest and faster method for me

dull canyon
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hmm, that was my initial thought too

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but I actually feel like using the multires would actually be more performant, since it'd be a cleaner mesh than what the remesher produces

opaque cargo
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Ok so I'm really confused and don't know where the problem is

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this is in blender

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moving the uv's doesn't do anything to these "shadows"

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same area look good with "solid" shading

tepid wagon
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Did you try removing doubles* and recalculating normals?

opaque cargo
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yes

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it does nothing, did it again just to be sure

tepid wagon
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Do you have autosmooth on and set to 180? Did you make sure there aren't any faces extruded from that spot inwards? @opaque cargo

opaque cargo
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not sure what autosmooth is

opaque cargo
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it was the autosmooth D:

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thank you very much

spiral sigil
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friends, seriously, I need someone to help me please

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I make 3D models, I export them in obj or in fbx and when I put it in unity it looks full of polygons
if someone can help me with that please talk to me in private, or could you help me by exporting the models to you and passing them to me, and if you can help me make animations to the models mouth

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a model usually is full of polygons yes, or you wouldnt have a model at all really

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I do not mean that

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I don't talk about textures
the polygons with glitters look like a precious stone

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I export them as fbx or as obj but polygons are seen as precious stones

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vrpill Then someone else comes, asks for help, and then they don't read my request and nobody helps me

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please someone help me

latent charm
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@spiral sigil Set the objects to smooth shading (Tool shelf, Tools tab, Edit, Shading > Smooth)

spiral sigil
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Thanks a lot!!!!
I will prove it
finally someone jsjjsjsj

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where is Tool shelf?

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xD

latent charm
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Press the t key in the 3D view

spiral sigil
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oka

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smooth shading

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nothing happens?

dull canyon
spiral sigil
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AAAAH oka

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Can I export it now?

dull canyon
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yes

spiral sigil
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in any tutorial I've seen they taught me this
Thank you very much, I was getting desperate

dull canyon
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you're welcome 🙂

fading pine
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In blender, how would I go about inscribing an oval on a mesh and then negatively extruding?

hushed owl
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select the edge of the circle and press i to inset it

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then press e and extrude it inwards

silent junco
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my best guess is Boolean

small cloud
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yeah, boolean modifier to do that

fading pine
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the first thing worked out actually

silent junco
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also a negative extrusion is called an intrusion

fading pine
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I tried a boolean modifier and it just didn't work out for some reason, it was removing the entire face

silent junco
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you need to change its type

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theres also what you place it on

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you need to place boolean on what you want a hole in

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then change it to whatever it decides to be the correct one at the moment

mild nimbus
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@fading pine Edit Mode > CTRL+TAB > Face Select > E to extrude > S to scale uniformly > E to extrude again > Move it on its Y axis by pressing G then Y

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and push it into the mesh

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ez pz

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If if you want a hole

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Delete the inseted face

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on both side

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Go to edge select ALT+RIGHT CLICK to highlight the entire edge. Select the other side to

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then press space and type Bridge Edgeloops

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it will bridge both ends of the edges and you will have a hole

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Boolean is the incorrect way to do it since it will ruin topology flow

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that modifier is really only meant for sculpting because you need to retopologize it in the end anyway

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so its okay to have ruined topology

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when in the sculpting phase

spiral sigil
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what if i don't know how to sculpt ?

mild nimbus
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Then practice?

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Just like drawing

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lol

spiral sigil
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that require effort

mild nimbus
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But picture sculpting like virtual clay

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not like drawing but

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its a craft

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practice makes perfect

silent junco
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sculpting doesn't require a lot of effort

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its not easy peasy now i can create anything i want

mild nimbus
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Depends what you make.

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and if its correct

silent junco
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but for organic things its very good

mild nimbus
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When you sculpt characters needs to be anatomically correct

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which in itself

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is a practice

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and a study

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thats if its a humanoid

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at least

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but anatomy plays a role most of the time via animals

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and humans

silent junco
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when you don't give a fuck (my method) its about not giving a fuck and actually begin doing it instead of some random saying it needs to be done like this

mild nimbus
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Yikes

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weirdo moment but alright

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¯_(ツ)_/¯

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Sorry if you feel attacked?

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xd

silent junco
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nah i just kinda get annoyed by those oh you look this is how you should do it

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so kinda

mild nimbus
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Well its true.

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There are alot of rules

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in sculpting

silent junco
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well yeah but when you begin while they can help

mild nimbus
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that must be followed

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to give the best end product

silent junco
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sometimes they just give extra ammount of stress

mild nimbus
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In the end its just constructive feedback

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remember this an art.

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and you will hear from people who do this as a job or a hobby

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and they will say the same thing

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in the world of art everything is feedback

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and must be taken in accordingly for your own self imrpovement.

vivid crater
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Yea, because there is such thing as learning bad practices and developing bad habits

spiral sigil
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how do you avoid that

dull canyon
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by showing things to lots of people that can give you constructive feedback

spiral sigil
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😔

mild nimbus
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Show it to people

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Who are better then you

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Don't show it people who don't know anything about the craft or the same as you

spiral sigil
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what if i don't know any people that got gud

mild nimbus
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Cause you just surround yourself in good and you never improve

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Then stay bad idk what to tell you. I'm not gonna butter up my responses.

spiral sigil
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wow

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rude

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I see how it is

dull canyon
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sent you 2 invites to the servers I'm on to get feedback and help

spiral sigil
mild nimbus
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@spiral sigil don't get me wrong I haven't seen your work. So I don't know your skill level just saying in general.

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If you find it rude use that to improve then.

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There is always room for improvement

subtle jackal
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Make an account on 3D art forums and post stuff there. Find people, basically.

mild nimbus
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Artstation / BlenderGuru fourms

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ZBrush Discord

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Substance Painter Discord

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Indie game dev discords

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the list goes on and on

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xD

subtle jackal
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Polycount

mild nimbus
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^

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CG Trader is 1 of them to even tho its for selling

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but u can ask there

subtle jackal
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There are some others I'm sure I'm forgetting too

mild nimbus
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Reddit is there to

subtle jackal
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BlenderArtists too

mild nimbus
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yee

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The actual Blender discord

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also

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Autodesk doesent really have a set community

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but makes sense tho

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its industry software lol

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needa pay to get into those kinda places but

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FlippedNormals is 1 of them

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free

fading pine
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There's a blender discord?

mild nimbus
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Yes.

still wadi
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thoughts ?

spiral sigil
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Looks good
I can't see anything particularly wrong with it

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how is it from the front ?

hollow radish
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face is abit awkward

hallow bough
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Nostrils!

still wadi
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there judge the booty then

spiral sigil
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looks normal and not a blob of unrealistic fat

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good job

shy bolt
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hi

mild nimbus
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Triggered

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jk thats fine

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lol

hallow bough
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Oh lord that looks like hell to do

mild nimbus
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but the end result is a good visualized anime model

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10 x faster

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the ndrawing it by hand

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and no resolution drop

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cause its aligned to the x axis

spiral sigil
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ping me when you are done, i'm really interested in the result

hallow bough
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I did gradient stuff like that but never lineart. I get what you're saying though the tedious work will pay off

glad steeple
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depending on the scale mipmapping might fuck up the textures

mild nimbus
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It wont mess it up

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its a 8x8 texture map

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and is a seperate UV map

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strictly for its outline

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2nd uv map will be the properly placed UV islands with its textures.

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Actually you may be right I may needa test it

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But this char will always be close up

barren quiver
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That looks good, but the hair is a bit smooth and goopy

ashen stag
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Slime girls

fervent estuary
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alright how do i select bones in weight paint?

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ive looked through up to page 3 in google and nothing has helped

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control click, shift click, restarted the project entirely

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nothing

spiral sigil
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Blender 2.8?

fervent estuary
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yep.

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tired running it in my older version but the project crashes whenever i try to

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since i still have a version of 2.7 downloaded too

spiral sigil
fervent estuary
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i have watched this video 7 times

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while i very much appreciate his enthusiasm, as it really makes me feel like I can do it, this is really starting to annoy me

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cant click the tail, head, base any of it

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"Pointy ass? not on my watch"

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also i have no idea what people mean when they say go straight from pose mode to weight paint thats not an option

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the moment i click it, it deselects the entire armature

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i am dying for a solution to this

fervent estuary
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I hate blender so much

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it just fixed itself

silent junco
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@fervent estuary

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Select rig

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Then select mesh

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Make sure mesh has priority

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Then go to weight paint mode

fervent estuary
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you think i didn't try that.

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several. times.

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it fixed itself

silent junco
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Then you shift left click to select

fervent estuary
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nope

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didnt work when i did it

silent junco
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Odd

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All is in object mode right?

fervent estuary
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yep

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what fixed it was i ran "automatic weights" on it and it suddenly let me select the bones properly

silent junco
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Oh

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You need to do that before

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Lol

fervent estuary
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just once, not even on the whole model, on a sub-mesh

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and on every tutorial i watched that was never mentioned

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oh well

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end result looks sick

silent junco
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Neat

fervent estuary
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so im satisfied, now to get it into unity. i can handle that lol

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but i appreciate you trying to help

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i spent literally 2 hours trying to figure it out so sorry if i seemed a little passive aggressive in my early responses

silent junco
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Btw sometimes try to look through the blender manual

fervent estuary
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yea, i did, but i still couldnt figure it out, i looked into bone properties mainly and tried to figure out the armature when it was an issue with vertex groups

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looked in the wrong place lol

sage ice
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In blender is there like a "Colour Picker" tool like when you copy a colour to use else where but for Weight painting values %0.0-1.0
Or some way to select a vertice and see what weight value is currently on it

silent junco
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which version?

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but idk about other versions

sage ice
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ah right forgot to mention Im on 2.79b

silent junco
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this is a thing i wish people would say

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oh yes does it have this funktion

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they don't say the version

ashen stag
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@sage ice When weight painting you can hold Ctrl and left click on an area to copy its weight

sage ice
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Ooh thank you o: I'll try that when I'm next on in the morning xd

fervent estuary
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Just wanted to give a quick update, came out perfectly in the end. and works like a charm, thanks for the suggestions last night

quaint fog
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Can someone make a model of my cat

silent junco
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what does it look like

quaint fog
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@silent junco

silent junco
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huh...

quaint fog
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u asked what does he look like ?

silent junco
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yeah ik

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its just that i think i know a dude with a 3d model of the exact same cat in both color and appearance

quaint fog
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😮

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who ?

silent junco
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not on this server

quaint fog
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Can i se his model

silent junco
quaint fog
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oh dats

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dats thurston waffle

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i think

silent junco
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it is

quaint fog
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my cat does not look like him tho ;c

silent junco
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long hair

quaint fog
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not even the same race

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but do u know if anyone can model my cat ?

silent junco
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i am not skilled enough and the people i know probably worn't do your cat so no i don't

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sorry

quaint fog
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ok

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Cant find any good cat models in vrchat

quaint jasper
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People can help you here, but if you need someone to do it for you then you can join the VRCTraders server in #community-servers-old to commission someone

quaint fog
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idk where to look

silent junco
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your best hope is commissions probably

glad steeple
#

you could always photoscan your cat

azure rain
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assuming you could get your cat to stand still long enough

glad steeple
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tru

quaint jasper
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give it food

mild nimbus
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Update

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lol

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needs more work but

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its coming along well

silent junco
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I liked it better when there wasn’t any color

mild nimbus
median pike
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Once you bake shading and ao it will look quite nice

mild nimbus
#

yee

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Dynamic Lighting is not applied yet either

silent junco
#

There’s also the hair being smooth

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The blush being weird

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And lips on a anime character

spiral sigil
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And hair is blue

silent junco
#

The color isn’t that big a problem

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It’s mostly that it’s without shadow

stable edge
#

Please do move the blush higher up the face

silent junco
#

And give it a smoother transition

mild nimbus
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Yuh I will move it further up

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You dont ever bake AO with anime models tho

#

Cause its baking realistic shading instead of intentional shading

#

When it comes to anime models you need to do everything the wrong way

#

and adjust normals for it to be good enough for cel shading

#

I paint my AO manually on seperate RGB channels

#

all the normals are modified manually

#

to achieve the proper cel shading

#

xD

quaint fog
#

@glad steeple what is photoscan

hallow bough
#

Plenty of artists bake ao even for anime models though. If you know what you're doing.

#

Not necessarily something you shouldn't do.

silent junco
#

ao can make improvements

glad steeple
#

@quaint fog google

mild nimbus
#

Computer generated AO will ruin the shading

#

Need to manually paint AO

#

Specific to cel shading it's bad

#

This is.not a pbr workflow

hallow bough
#

Not bad for non cellshading though :)

mild nimbus
#

Yes I only do AO generation if it was PBR

#

This models case is very specific

idle niche
#

That’s not true at all

#

You can use baked AO for them

#

You just need to be careful with how you use it

#

It gave it more vibrancy instead if flat and saves you a bit of work

#

However, it’s not a full substitute for painting by hand as well

mild nimbus
#

Bake AO can work but I have places where I want the shadow to be which is why I just want to paint it manually on the green channel via vertex paint.

#

And its generally easier

#

if you do it manually imo.

#

for these kinda models

#

But I see what you mean

idle niche
#

Yes, of course

#

I exclude many parts baked ao maps I use

mild nimbus
#

honestly spending more time on the line art then the actual texture still

#

defining muscle groups and bones and such

#

lol

idle niche
#

Sweet!

#

Texturing is one of those thing where it’s taking me longer to learn and do well compared to most other things for making models

#

Using the right tools really helps

mild nimbus
#

Ye

#

I hate it when I make a great model

#

but when i texture it

#

its like a downgrade

#

But texturing within itself is a study also so

#

just lots of practice xD

idle niche
#

Yes, indeed

quaint jasper
#

The trick is to not do any texturing 5Head

mild nimbus
#

^

#

THIS

vivid crater
#

bare model with wireframe showing off 💦

hazy flicker
mild nimbus
#

Pretty solid

spiral sigil
#

Clean

dull canyon
#

thanks, at least better than my first attempt I think

#

just need to add the nails

#

guess I should do some actual work now tho >_>

mild nimbus
#

Practice is practice

#

Which takes work

#

You are already working

silent junco
#

Looks handy

dull canyon
#

so I'm a bit unsure how I wanna proceed when it comes to texturing since I don't know the full workflow/"pipeline" yet. I'm working on the naked base model right now, ie no clothes or accessories, just the body, and I was planning on basically completely finishing this base with rigging and texturing so that I can afterwards use that base and give her different outfits. but now I'm unsure how that would work with the rigging and texturing since I'd have to remove parts of the base and add new stuff

#

anyone got any insight on how to approach something like this?

tepid wagon
#

If it comes to rigging you could merge armatures and adjust weight paints like you would do in case of kitbash. Similar with textures you could use different material for clothes and make separate texture for them or you could divide your texture into sections like for example hair/face and neck/top/bottom/feet or shoes and replace those sections of texture as you need depending on what clothes you make your avatar wear if you want to have only one material @dull canyon

mild nimbus
#

Adding anything new to the model will lead to iv unwrapping again and adjusting it to the uv map to retexture

#

If the body is pre unwrapped deleting faces will just substitute the selected faces

#

On the unwrapped object

#

Adding more to the base mesh I reccomand you just make a seperate texture map all the time with a different material and unwrap all the new assets in the model on a different UV map

#

UVMap 2 rather then UVMap 1

#

Since 1 has the body

#

And hands head

#

Etc

#

2 is cloths

#

Material ID maps are also very useful

dull canyon
#

okay, that was kinda what I was thinking but I wasn't sure if it's a "proper" way of doing things. I'm thinking I either use just one UV space and texture and unwrap and pack the base body as neatly as possible and have it in one area of the UV, leaving enough room for the extra stuff like clothes and accessories

#

or using 2 materials and UV spaces, one for the base and one for everything else

#

though I guess that second approach would mean additional textures and thus more bloat

#

even if I only use 2k textures it would still basically double the size

dull canyon
#

or I just say screw it and make one outfit since I need to practice anyways and there'll be many more iterations of that model too

ashen stag
#

Might be best to just make it one for now if you think you'll improve greatly. Obviously save your untextured base for later.

dull canyon
#

yeah

#

I mean this is still basically my second model I'll ever finish

#

so, lots of room for improvement

#

I just like overthinking things too early I guess

ashen stag
#

Yeah just gotta keep the ball rolling GL

dull canyon
#

so when I wanna texture my model in Substance, is it easy to say "I wanna paint on just this mesh" when I have separate meshes for like body, clothes, etc?

#

or do I need to prepare the model somehow for that?

ashen stag
#

Only preparation I can think of is UV unwrapping but I haven't worked with substance

idle niche
#

@dull canyon You mainly paint by material. However there are options for the type of space you paint in. You can make it so there is no bleed in the UV seams when paining on a certain mesh. There is also very easy to use masking options and polygon selection tools

#

That’s just what I personally know about

mild nimbus
#

Is it okay to share a youtube video i made? @quaint jasper

quaint jasper
#

sure yeah

mild nimbus
stiff coyote
#

ive always worked on this model,

#

only just tried animating it

#

and im remaking it to be more screen acurate, but getting it perfect seems to be impossible , maybe i dont know how to go about making it right, but no matter what the side and from vide of the character never line up

#

making it super hard to remake it

quaint jasper
#

What are you basing it on ?

daring karma
#

bro do you even scooby doo?

stiff coyote
#

the luna ghost dood

#

how do you not know!!!

quaint jasper
#

i mean which image/video

stiff coyote
#

and oictures of the same costume

quaint jasper
#

looks perfect to me

sand fox
daring karma
#

i appreciate that you're making this

stiff coyote
#

although its very close its not acurate to the film

#

and its my kinda dream project ive been continuing for quite a while up till now

quaint jasper
#

trust me, you can never get to perfection when working off of a movie reference, i've been trying for a year lol

stiff coyote
#

there has to be a way

quaint jasper
#

sure, another 1000 hours

sand fox
#

It's virtual vs reality. Perfection is impossible.
But you can get close.
Just don't ruin your own happiness trying to do it.
You could work on this for the next 10 years and never be happy.

stiff coyote
#

i just dont know how to model it properly and i dont even know how, its killing me, i tried remaking the head 4 times recently and i dont know how to do proper curves

#

i even got a voice actor to do the laugh so i can put it on the model, lol

sand fox
#

Sometimes you need to remove yourself from the equation and get the perspective of someone that hasn't worked on this for hundreds of hours.

stiff coyote
#

i swear i can do this

#

im so close!

#

i can just feel it

sand fox
#

I'll make a suggestion.

Ask other people what they think of it before you do any more work on it.

#

You are your own worst judge of anything you have created.

stiff coyote
#

when making it, i dont know how to manipulate the mech right to get what i want

#

im not good with depth eithyer, im pretty blind for that

#

one i made earlier today

quaint bronze
#

Have you tried bringing into Unity and giving it any sort of shading?

stiff coyote
#

idk how to do that stuff at all

#

ill figure it out eventually

quaint bronze
#

if youre more comfortable in blender you can throw a light in your scene and view the model in the renderview

#

sometimes viewing a model with shading/lighting can help work out where the ‘problem’ areas are

#

but sometimes you dont really get a complete picture of what you’re making until its fully textured and in engine!

dull canyon
#

@idle niche aight, thanks, guess I'll just throw together a random model real quick and play around with it in substance to get a feel for it

idle niche
#

Cool! sounds good

#

No textures yet, just started the process now

#

It's always difficult figuring out how to setup the materials and how many. I want detail and control, but I can't have too many mats

dull canyon
#

oof, is there any way to change the UI scale in substance?

heavy bramble
#

For those who make models, what software do you use?

dull canyon
#

Blender, and soon Substance Painter for texturing

dull canyon
#

which apparently doesn't do anything for me >_>

#

since it's apparently working as it should. but on 4k with 125% scaling it's still very small, and 150% is too big

#

and here you'd think an expensive piece of software would support something as simple as custom UI scaling...

idle niche
#

Arg, that sucks to hear. I’ve never had issues, but I only use a 1440p screen

#

@heavy bramble I use blender to do most things since it can, and decently. However, for texturing I use photoshop and substance painter. I’m learning ZBrush for sculpting at the moment as well though Blender can do it as well.

silent junco
#

I use blender for modeling and paint.net for texturing

novel coyote
idle niche
#

Awesome! Congrats on getting started!

novel coyote
#

Thanks

silent junco
#

did you use randomize for the fur ?

novel coyote
#

No i made a UV sphere stretch it used Proportional Editing and took some Vertexes and stretched thous

#

@silent junco

silent junco
#

oh

dawn shuttle
#

not sure if I should have asked this here or over in avatar rigging but... what's a good way to prevent the "candy wrapper effect" on joints once I get them into unity and vrchat?
in blender I can just hit the toggle for maintaining volume, or I can make helper bones and set some constraints, but neither of those translate over to Mecanim
it's most noticeable on the posterior of the avatar, when the legs bend the whole thing just sort of caves in on itself

idle niche
#

At that point you’d just have to do your best with the skin weighting. Smooth transitions and harder a transitions based on joints and bend areas

#

Sadly there is not really a way to do twist bones or types of constraints :(

#

You should post some specific examples and see if you can get help and apply that to the rest

novel coyote
#

hey i have a question... how do make like anime faces because i want to make a face like this

quaint jasper
#

You should try to find a template for front and side view

#

the good thing about anime faces is that they all look the same, so any will do

novel coyote
#

ok thanks

quaint jasper
novel coyote
#

thx

quaint jasper
#

if you set the playback speed to 0.25 you can see that he does

novel coyote
#

ok

devout scroll
#

This guy also has lots of anime character stuff https://www.youtube.com/user/MrLasla

dull canyon
#

@still wadi is also a master of the anime faces

idle niche
#

Yeah Daniel has some interesting methods but in general his tutorials are pretty good. They’re what I used initially to learn the basics

#

There’s never one way to things things of course. I’d recommend finding as many resources as you can to see the different methodologies and practices people use

still wadi
#

i see my name

#

also check progress dudes

#

gotta texture face still

spiral sigil
#

looking good

fading pine
#

Is there a way to like, bend a mesh to a curve

#

Im trying to make the bill of a hat

quaint jasper
#

You can create a curve and transform it into a mesh instead

fading pine
#

Oooh

devout scroll
#

But you can also bend a mesh to a curve with the curve modifier

#

You can also use a lattice to manually deform stuff

mild nimbus
#

Shading has been applied to most of it

#

final tweaks to the hair wil be done at the end

indigo stirrup
#

Wow, I'm surprised this hasn't ever been mentionned ANYWHERE in this entire server. But uhhh https://github.com/sakana3/PolyQuilt amazing tool for retopo and just general modeling work.

mild nimbus
#

I am finally done with her

#

just some minor shadow tweaks

#

and hair tweaks

#

finished up the specular

#

on the hair

#

and it reflects depending on the camera angle

spiral sigil
#

Uhhh

#

What do I do now I finished it ._.

spiral sigil
#

click on builder and build and publish

#

Did I mess up?

#

if you made a world it needs a vrc_world prefab in the hierarchy, if you made an avatar you need to add an avatar descriptor to the root of the avatar before you upload

#

you should be good to go after that

#

Avatar Damn.

#

click on the avatar, then select "Add Component" at the bottom of the inspector and type in 'avatar descriptor' to find it, don't forget to set the visemes and adjust the view position

#

Welp crap

#

Forgot to add a chest.

mild nimbus
#

Need a hand?

#

lol

#

I assume you want to add a extra bone

#

Select those 2 bones in edit mode

#

press W

#

and press subdivide

#

it will insert a bone btween the 2 selected bones

#

@spiral sigil

spiral sigil
#

Thank you!

#

I can't select the bones

#

When I click on it. It Clicks on the tiny dots Next to it

mild nimbus
#

Click edit mode

#

and click object mode

#

then select the armature aka the rig in object mode

#

and then click Object mode in the upper left corner again

#

and go into edit mode

fresh isle
#

Was playing Starbound the other day and I saw my character in it

#

I think it's coming around fine so far

dense kelp
#

Lookin' good

frail venture
#

all made by me(sorry for spam)

lament pond
quaint jasper
#

@frail venture Which parts did you model yourself ?

mild nimbus
#

Looks like a vroid model

quaint jasper
#

For the body definitely, I'm not too aware of what kind of clothing they have though

novel coyote
#

his name is naofumi from the anime rising of the shield hero

#

i already look like an hour on the internet for a template but could not finde anything

hallow bough
#

@novel coyote Do you mean an actual model of the character or a base without clothing?

novel coyote
#

a base without clothing becaus i want to make the heade

cobalt prism
#

Any ideas for the shirt textures? should i add some cool lines or symbols ?

cobalt prism
#

@spiral sigil yeah maybe when i make a Pringles avatar xD 😄

spiral sigil
#

Soon

vivid crater
#

put mr peanut on there o7

cobalt prism
#

haha maybe lol

frail venture
#

@quaint jasper The hair and the coloring of the jacket for the model in the 2 pictures of the same pose, and the pupils, eyebrows, hair(of course) and the coloring of the jacket in the square image of the model that is now my pfp

idle niche
#

@novel coyote Usually you don't need a specific character if you want a sheet to use as reference. Just look for any that are similar to the shape of it, that's what you'll be using it for anyways. you can always adjust it later

#

especially for just the body

quaint jasper
#

@frail venture Do you model in blender ?

novel coyote
#

@idle niche ok than i gone look for a face that look much like that of him thx you

novel coyote
novel coyote
#

thanks for the advice @idle niche

idle niche
#

Awesome!

stiff coyote
#

there is a picture of a costume piece im trying to remake, but i dont know how, any idea of how i should go about it?

quaint jasper
#

Seeing the picture would help us

vivid crater
#

maybe find a skull model and rework it

stiff coyote
#

that is a good idea

dull canyon
#

https://i.imgur.com/ShSHjfU.png anyone know if there's an addon that lets me orientate these strips all in the same direction, scales them the same and lays them perfectly on top of each other?

tepid wagon
#

https://gumroad.com/l/uvpackmaster2 this one can stack similar islands on top of each other and lock them so they occupy the same space, after that you could just select all those islands with box select and rotate them as you like. At least this is how it shows how it can work I never tried it @dull canyon

dull canyon
#

thanks, I'll check it out

#

do I need the pro version for that?

#

for the locking I guess?

tepid wagon
#

Yes

#

There is a list of features each version has

dull canyon
#

yeah I saw it

#

so I'm trying out the demo right now

#

how do

tepid wagon
#

Group islands and lock overlapping I guess, I just checked out some random tutorial

#

No, it is select similar and then align similar @dull canyon

dull canyon
#

it always says selected 0 similar tho

#

guess they are not similar enough

tepid wagon
#

Try using Blenders built in UV menu, select all islands, from UV menu "Average island scale" and then try again with packmaster see if it helps

dull canyon
#

which doesn't look quite right

tepid wagon
#

Can you try my previous suggestion?

#

Average island scale will make islands the same scale and possibly make them look similar for the addon

dull canyon
#

I did

tepid wagon
#

On your screenshot all islands are of different sizes

dull canyon
tepid wagon
#

Do they have different sizes in 3d as well?

dull canyon
#

yeah

spiral sigil
tepid wagon
#

I would just place all islands on top of another by hand since there aren't many

#

but I understand why you want more convenient solution

dull canyon
#

you'd think blender would have some built in function to at least make everything the same size

tepid wagon
#

Yeah, I am not too happy with the UV tools it comes with

#

All those mesh pieces are similar, alternatively you could unwrap just one of them and then paste copies of it alongside the tail, rescale each to match the shape of your current one but amount of work would be similar

#

Isn't there some pop up where you can choose how similar it can be to be stack on top of each other? I mean something like you have on the bottom left whenever you rescale something or slide edge loops etc?

dull canyon
#

there is a similarity threshold but I don't see how exactly it works and the help isn't really useful either

tepid wagon
#

I assume the less similarity the more they can be different from each other and therefore vary in sizes. You could also rescale islands real quick so they are more similar in size. Welp sorry it wasn't useful

dull canyon
#

well it's a start, so thanks for the hint

#

I guess if I scale and rotate them manually to be close in similarity it would work

tepid wagon
#

try without rotating first

dull canyon
#

not sure what these 2 dots in the preview are tho

devout scroll
#

if you unwrap all the strips one by one then it should stretch them out the same i think

#

to fill the whole thing

#

then you can select them all and scale

dull canyon
#

that'd make sense I guess but the strips aren't all the same size and shape

devout scroll
#

they should still be fairly close them because they'd all be big

#

you can then scale manually and stuff

dull canyon
#

well I did everything manually now so

devout scroll
#

okie

#

for simple shapes like this manual works just fine

dull canyon
#

well it's just tedious

devout scroll
#

that's uv unwrapping in general

dull canyon
#

I mean, I could probably also go the other route, just unwrap them and leave as is and paint each strip individually

devout scroll
#

That's pretty wasteful

dull canyon
#

but that'd probably be inefficient

#

yeah

devout scroll
#

They don't have to all be the same size

#

You can paint out of bounds a bit

#

And just get them similar

#

out of bounds of the uv island that is

dull canyon
#

god why is texture painting in blender such a pain sometimes

#

why can't I draw even though the texture slot is selected...

silent junco
#

nodes

dull canyon
silent junco
#

you are on your own

dull canyon
#

thanks

devout scroll
#

lol

#

there can be multiple reasons it doesn't paint

#

best is to just watch some tutorials

dull canyon
#

it was some stupid hidden setting somewhere, I know I had this issue before

#

ah no

#

turns out you just have to restart blender

#

...

spiral sigil
#

Yeah that make sense.

mild nimbus
#

Tbh I had same problem to originally

#

Way back

#

Same for texture painting

#

But it's about selecting the image node and the proper image in the texture settings

#

For it to work

silent junco
#

blender works in weird ways

mild nimbus
#

It does yes

#

Least it's not as weird as 2.79

#

😂

dull canyon
#

but I'm not sure I wanna do that with this model yet

#

think I'll just go for some texturing with a normal map for this one

idle niche
#

I like that a lot! seems pretty good to me, especially if you refine it a little more.

still wadi
#

when u make a cute model

glad steeple
#

when you

mild nimbus
#

@still wadi That a shader in unity or blender?

#

She has that PogChamp face

#

lmao

novel coyote
#

rather said how do i make hair in general

glad steeple
#

ok google how do i model hair

still wadi
#

you just make it

#

:4head:

#

@mild nimbus that's hand drawn no shaders

mild nimbus
#

Pretty good

#

I approve

#

👌

#

well anime models are always hand done anyway lol

#

most of the time at least

#

What texture maps does it have?

mild nimbus
#

nvm I checked your stream just a Albedo

silent junco
#

Now ruin it with shaders

spiral sigil
potent pond
#

INteresting!

#

A little model i'm working on

spiral sigil
#

"little sketch" ok bruh

potent pond
#

LOL

spiral sigil
#

I like it tho

potent pond
#

well LOOK at the shoulder draw

#

D:

spiral sigil
#

I really like the mask

#

She got stapled mouth and it's also on the mask

potent pond
#

Yes

#

That model came out of how i feel right now

#

it's the representation of my feels

#

👀

spiral sigil
#

👁️

dull canyon
#

does anyone here have experience with uvpackmaster? how does the packing box work?

#

ok I guess it does what I think, guess it just doesn't work properly with the demo engine

next jungle
#

I have the full version

#

It just packs the current packing inside the box

dull canyon
#

okay, so it's just a demo thing that it's not showing correctly

#

well, just bought the pro version too

#

nice, and I get an error when I try to select the engine

spiral sigil
#

wouldn't want it any other way

dull canyon
#

UVP initialization failed: Engine version 2.3.0 required

#

ah wait, do I have an outdated version of the addon...

#

I indeed do

#

apparently they updated it in the past 2 days or so

spiral sigil
#

Easy solution it seems at least

dull canyon
#

except it's still not working, unless I've done something

spiral sigil
#

scuffed

dull canyon
#

nope, the addon is version 2.3.1

#

but it wants 2.3.0 of the engine

#

good job devs

spiral sigil
dull canyon
#

ah you have to restart blender

#

because why wouldn't you...

#

there we go

dull canyon
#

so I'm a bit confused, is a higher or a lower packed islands area better?

sand fox
#

@potent pond edgy, tsundere, probably thinking "damn i look cool as shit with this fake eyepatch", that doesn't wanna talk to anyone because they are shy or something?
chuni vibes.

tranquil tree
#

Does anyone know where i can find a stick figure avatar to put in unity?

potent pond
#

Is that what my bunny is saying

#

In the way he is presented on the pic?

#

Lol

spiral sigil
#

Hey I got a question about avatar making

fading pine
#

What would be a good way to make a simple scarf? Just a long flat mesh/object with bones?

spiral sigil
#

How do i make it so that when someone does say a peace sign somthing happens

#

like somthing apears in their hand

#

How would i make that happen with my avatars?

fading pine
spiral sigil
#

Oh oaky

#

thanks cause idk what it is

small valve
#

@fading pine long plane, thicken, bevel

#

you can add more detail to build up defining sillouettes so it doesnt look like a flat pillow and more like a piece of cloth

#

if you want,a fter that, you can go further and make a high-detail sculpt over top and bake normals'

#

then just add some bones

#

you can use blender's auto weight tool and be done with it

#

pose it as if its being worn and then set that as the rest pose

#

then test again

fading pine
#

Thanks I wasn't sure if it could that simple.

spiral sigil
#

OH yeah

dull canyon
#

so I'm unsure how I wanna proceed now, I basically have a nude avatar that's more or less finished, and I'm not sure if I want to rig it now so I can test it in game to see if all the deformations are looking good and stuff, or if I should wait until I've done all the clothes and everything

#

would I have any issues or a lot of extra work if I weight painted the body now and then the clothes later on?

quaint jasper
#

Deformation only matters on the parts you can see

#

So if it's clothed, seems pointless

dull canyon
#

hmm, I guess

#

but I still feel like I wanna do a quick rigging now to see if my topology works

spiral sigil
#

Do it

#

(keep it for private worlds)

dull canyon
#

obviously

#

I'd only check it in the homeworld

dull canyon
#

tfw my pureref sheet uses about 2GB or RAM

spiral sigil
#

Wtf

dull canyon
#

well, lots of high res references

#

guess at some point I should like separate them out into categories

#

like clothes, anatomy, others art etc

spiral sigil
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Would be better yes

lament pond
median pike
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That could look nice

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Simple shapes

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So possibly even quest friendlly

vivid crater
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The character is from a music video
So I'm guessing that's the actual model then? @lament pond

lament pond
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That's a fanart model I made of the character

latent charm
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@dull canyon I would definitely rig it at this stage, and don't ever fully delete the basemesh (if you do delete parts do it on a copy), since when you make clothes for it you can use transfer weights to give a really good starting weight base for the clothes with minimal clipping.

dull canyon
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yeah I always have backups and do new saves with every big change

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but thanks for the info, then I'll apply all the mirrors and subsurfs and start rigging the base body

thin bison
dull canyon
median pike
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Switch to material view

dull canyon
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I guess I can't have materials set up then?

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cause I did some simple materials for colors

dull canyon
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yeah guess I need a new material with the image texture

thin bison
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Yeah, you need the image texture node feeding into either a diffuse node or principled

spiral sigil
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Has anyone made mr.doofenshmirtz

small valve
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@spiral sigil model or avatar? Al's avatar world probably has a doof

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but idk if that model's files are public

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doof is really popular however, you can prob find it

spiral sigil
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@small valve avatar

small valve
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yeah its most likely in there

zenith fable
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I made some guns

small valve
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good stuff

silent junco
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pew pew

mild nimbus
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That clip is awfully thick

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But nice textures

zenith fable
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what clip?

spiral sigil
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The magazine with "american tactical" written on it

silent junco
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Fat

hallow bough
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Gotta stan a thicc clip

wide ocean
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wtf

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also hi im a random person

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are you all seeing my messages or no?

glad steeple
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yes thats how discord works

zenith fable
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Ahh that

ornate rock
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Does anyone know where I can find a good free tutorial to Blender?
I tried looking myself, but they're usually too vague or behind a paywall.

spiral sigil
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Blenderguru made a whole serie to get you started, check it out

dull canyon
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does anyone have an example model where you can see the topolgy around the area where the torso transitions into the legs? like around the crotch, hips, butt and thighs? I feel like my topology isn't very good for deformation

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do you want topology like this that like wraps around the butt cheecks?

cobalt prism
quaint jasper
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@dull canyon Depends on the poly count, those look the same to me except the bottom one is working with lower poly count

dull canyon
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the topology is different around the transition between leg and torso

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I'm just wondering if topology that follows the natural flow of the body like in the first image is better or worse for deformation in the use case of vrchat

quaint jasper
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it really depends on the bone placement and weight then

dull canyon
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mkay

fading pine
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Are there any good competitors to substance painter?

gaunt abyss
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Whats the current tri limit? Last time I actually made a new avatar it was 20k and I heard that it's higher now

sturdy kite
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70k

gaunt abyss
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Holy shit ok cool lol, thanks.

sturdy kite
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yea 70k is well enough, just make sure not to use too many materials or high res textures and your avatar will still run great

ashen stag
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Soft limit not a hard limit