#3d-modeling

1 messages · Page 77 of 1

sturdy kite
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well yea technically there is no limit anymore

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70k is reccomended

latent charm
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32k is recommended, 70k and above will blast you directly into the very poor rank.

gaunt abyss
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Gotcha, I usually just either use the standard shader anyway with 4k and sometimes 2k textures for for smaller details, with about 3 materials on the avatar.

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Thanks for the info!

sturdy kite
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everything under 70k is still green, if you go above it becomes poor

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I think before that it was 10k reccomended and 20 max or something. I think they had 2 steps as well in the old limit

ashen stag
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Well before it was "upload or can't" now you can always upload and it'll just effect your performance rank

sturdy kite
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yep but most of the time 70k is well enough. Adding the poly count of objects that are disabled makes it a little worse but its still fine for the most part

nimble lichen
sturdy kite
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Youll have to find a way to get the model out of the game into VRC but we are not allowed to talk about how to rip games here

nimble lichen
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ah ok thnx

dull canyon
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would you guys say the Substance Painter Launch Pad course from CG Boost would be worth 70$?

tepid wagon
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I watched the intro to this course and it seems very similar to SP course released in 2018. Not that many things changed so I think it is not worth $70

dull canyon
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mkay

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so if I have a tail with a dynamic bone component at the root so the whole tail moves, how can I make it so I can touch and move my own tail? don't I just need to add a collider to the wrists or one of the fingers and add these colliders in the dynamic bones component?

spiral sigil
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you add a dynamic bone collider to your wrists

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adjust the size

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and in the dynbone script on the tail root, you can set to colliders to interact with it

dull canyon
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okay, that's what I did. wasn't there some way you can test if it works in unity?

spiral sigil
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go into playmode

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and move the wrist bone toward the tail

dull canyon
spiral sigil
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is the dyn bone script on the root tail activated

dull canyon
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oh wait, I need to increase the radius of the dynamic bones

spiral sigil
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yeah

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radius

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with that tail you can use the radius distrib to make it only around the tail

dull canyon
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uhh

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I see what you mean but not how to do it

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this is my first time messing around with DB

spiral sigil
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each sphere is just one bone that's affected by the script

dull canyon
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yea

spiral sigil
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i choose a base number for the radius

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which in this example is 0.25 and then adjusted the curve until it more or less fit what i needed

dull canyon
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ah so you're trying to make it so the spheres only cover the tail

spiral sigil
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weird curve since the tail is gradually getting bigger in the middle and then thinning out again

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exactly

dull canyon
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aight, I understand

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thanks

spiral sigil
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also be careful with colliders

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they can really easily become unoptimized

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cuz they basically multiply how many dyn bones you have

dull canyon
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okay, I mostly just wanted to try it out to understand how it works and how it could be used

spiral sigil
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feel free to ask if you have any more questions

dull canyon
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thanks

potent pond
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love it

dull canyon
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@spiral sigil out of curiosity, how did you model the "fur" on your tail there?, could you maybe show the wireframe for it?

spiral sigil
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i didn't make the tail

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i took it from another mmd model

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@dull canyon

dull canyon
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thanks

woven trail
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i have this model that is in a pose
how do i make that specific pose a mesh
instead of the model
and only the mesh

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@ me if u can help

silent junco
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What version @woven trail

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God I hate that people don’t say what version they are using

small valve
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@woven trail in blender, set pose to rest pose (you can do this with CAT's)

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then delete the armature

silent junco
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I would recommend you don’t delete armature cause if you regret it then poor you

woven trail
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2.8

small valve
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make a copy of course

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unless ur dumby wumby

woven trail
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wait

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ok so

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i have it posed

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so i just delete the armature?

silent junco
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No

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That would make it go back to its default pose

woven trail
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so what do i do

silent junco
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Go to pose mode

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Ctrl+A

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Apply pose as rest pose

woven trail
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it says this then goes back to default pose

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wait

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i think it worked

quaint jasper
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Select your mesh in edit mode and do shade smooth

silent junco
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Select mesh, right click, smooth shading is the faster way

woven trail
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well it didnt work

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i need the mesh itself to be the pose

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so i can have the pose on a particle

silent junco
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Try search it up online

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That might help

quaint jasper
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aren't you just supposed to apply the armature modifier when posed ?

silent junco
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From the 5sec I looked up nothing said to do that

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So I guess no

quaint jasper
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Just did it and it works

silent junco
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Do that I guess then

woven trail
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ok can u put in simple terms

silent junco
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Ruuuubick to the rescue

woven trail
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how do that

silent junco
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Go to modifier tab

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And hit apply on the armature modifier

quaint jasper
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in blender

woven trail
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in pose mode

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?

silent junco
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On the right side

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Unless you changed it

quaint jasper
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in object mode

woven trail
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i did not

silent junco
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There’s a bunch of tabs

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One of them is modifier tab

woven trail
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whats the the icon

silent junco
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On my phone so I can’t really help that effectively

quaint jasper
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it's a wrench

woven trail
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so this is after i hit the set pose as rest pose

silent junco
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No

quaint jasper
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no that's irrelevant

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pose the model how you want, go to object mode and apply the modifier, that's all

silent junco
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What I said was accidental misinformation and should not be taken as fact

woven trail
spiral sigil
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too late, my PC broke :(

woven trail
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well i dont think i see this modifier tab

silent junco
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Go to object mode

quaint jasper
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you need to click on the mesh

silent junco
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That too

woven trail
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ok

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got it

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ok

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i think its good?

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i hit apply

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eyy

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i think it works now

spiral sigil
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wait for it to be down again in 1 min

woven trail
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ok time to repeat on the head

dull canyon
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so when I'm modeling something with a tail, should the tail be as straight as possible or should it have the shape it'd have in a neutral state?

hallow bough
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I'd assume a neutral state. The shape you want it to be in.

dull canyon
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hmm, makes sense I guess

mild nimbus
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@dull canyon depends but I do mine in straight line

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For easy rigging weight painting

hallow bough
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How do you not make it look akward and stiff though. Gravity?

spiral sigil
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gravity

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animations

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dyn bone in general

hallow bough
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Makes sense!

dull canyon
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but how? ._. I just tried it and couldn't figure out the right settings for DB. are you using colliders?

spiral sigil
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not at all

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just specific setting that i took some times to get

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and i played a lot with the curves too

dull canyon
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could you show me those settings?

spiral sigil
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sure, gimme a sec to open my project

dull canyon
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thanks ❤️

spiral sigil
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This should work (in theory), it's a prefab with the dyn bone script, the distrib curves should be there

dull canyon
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hm when I copy the values the tail doesn't move at all

spiral sigil
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don't forget to set the root

dull canyon
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oh

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derp

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yeah

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just noticed

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oooooh

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thanks a bunch!

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need to study this to understand how it actually works

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so what does stiffness actually do?

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like, I know what stiffness means, but what does it do here?

spiral sigil
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in my case or in general ?

dull canyon
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in general

ashen stag
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Prevents a bone from rotating too far from it's parent iirc

dull canyon
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so it limits how much the rotation can deviate from its parent?

ashen stag
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Yeah in a sense

spiral sigil
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stiffness limits the maximum movement range of the dyn bones

ashen stag
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Like a chain rope has very low stiffness but a dry noodle has high stiffness (before it breaks)

dull canyon
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ok, so higher value means higher stiffness means less range of movement?

spiral sigil
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yes

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in my case

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the stiffness is super high in the beginning

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because the base of my tail had a tendency to collapse on itself and clip through the body

dull canyon
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yeah I tried to do that too but couldn't get it to work properly

spiral sigil
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so the first 2-3 bones are super stiff so they don't bend as much

ashen stag
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It's needed since elasticity is so low

dull canyon
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so how do the curves work? are they a multiplier for the value you set?

ashen stag
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Remember curves are really important, Svels stuff would be garbage without the curves

spiral sigil
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yeah without the curves the tail just fly all over the place

dull canyon
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yeah

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so for instance if I set the value to 0.5, and the curve for instance at some point has a value of 0.5, will the value for the bone that falls onto that point of the curve be 0.25 then?

ashen stag
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Yes

dull canyon
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aight, makes sense

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so next question, what exactly does elasticity do? again I understand the word, but not exactly how it impacts the bones here

ashen stag
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Elasticity is the bones desire to return to its original position

dull canyon
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ooooh

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so high elasticity means it would barely move

ashen stag
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Low elasticity makes the bone move back slowly after being disturbed

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Elasticity is always low, above .2 or .3 and the bones just won't move as it's overpowering

dull canyon
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gotcha

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and what does dampening do?

ashen stag
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Dampening reduces bounciness, low dampening results in a pendulum effect when motion stops

dull canyon
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so high dampening = less bouncing?

ashen stag
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Yes

dull canyon
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okay

spiral sigil
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a friend psoted this a long time ago, he just shared again

Damping: increasing this creates more air resistance. This means less jiggle. Start with a value of 0.5.
Elasticity: increasing this will make the bone return to its original position more quickly and with more force. For long flowy hair, decreasing this will help. Start at 0.1.
Stiffness: increasing this will decrease the maximum movement range of the bone(s), making them able to move less far. Start with a value of 0.1. Do not put this too high as it will cause jittering and flickering.
Inert: increasing this will decrease the amount the bones move in general. Lower values will make the bones "lighter" and easier to move. Start with 0.9.

dull canyon
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now for the last thing that made no sense to me cause I couldn't see the effects at all, what do gravity and force do?

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thanks, I'll note this right down in my TIL document 😄

spiral sigil
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gravity will push the bone in the chosen axis

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same for force

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gravity is less bullshit tho

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also if you use a root bone

dull canyon
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I never see force do anything with my tail

spiral sigil
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you need to use the stiffness curve to make the first and second bone very very stiff

dull canyon
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okay

spiral sigil
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force rerquire a huge number

ashen stag
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Force and gravity do the same thing slightly differently. Both drag the bones in a direction. Gravity only kicks in if the bones are far enough away from their start point

spiral sigil
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gravity a small one

dull canyon
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oh, okay

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interesting

spiral sigil
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more info from Rokk :
You can find the right stiffness curve really easily
Just set a Y force of like -2
That will stretch the fuck out of the bones
Set the stiffness to 1 and adjust the curve until everything except the first row is pulled down
Which means starting stiffness at 1 and dropping off after a certain point
You can do it in play mode to see it in realtime
Then copy the component, exit play mode, paste values
Set Y force back to normal

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I'll probably do it again cuz I just said some random curves and when it was good enough I called it a day

dull canyon
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hah

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but it looks pretty good

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it's a bit too bouncy for my taste but better than anything I was able to do yesterday and today

spiral sigil
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it's bouncy cuz it curls up in-game when i run around

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also i have a simple left and right movement set on the tail

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but with those settings it just looks like the tail is moving randomly

dull canyon
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okay

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well thanks so much for explaining this you two ❤️

spiral sigil
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enjoy

dull canyon
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I will create all the jiggles

spiral sigil
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the good stuff to do is add jiggles to butt and thighs

dull canyon
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that's the plan :3

ashen stag
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Not ok :(

spiral sigil
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👁️

ashen stag
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I used to use dynamic bones for a lot of stuff but now I only really use it for hair, skirts, and earrings

dull canyon
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yeah I'll probably try to hold back on the jiggles too since I want a well performing avatar

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but I might just make two versions, one which is below the 32 limit and one with all the dynamic bones

spiral sigil
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lot of people are doing that

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use the less optimized with friends and private instances

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and use the more optimized in public

dull canyon
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yep

ashen stag
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That's usually the best way to do it. Keep in mind the performance limit system has graceful degredation so if dynamic bones are the only reason you're below the limit it'll only disable those instead of your whole avatar

dull canyon
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okay

spiral sigil
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it only disable the dyn bone if the person activated the limiter

ashen stag
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That's what I'm saying sorry

spiral sigil
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npnp

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usually the bigger problem with the dyn bone

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is the collision checks

dull canyon
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you mean when using colliders?

spiral sigil
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some people just don't care and put like 30 colliders to try and prevent clipping

ashen stag
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Yeah it's multiplicative

spiral sigil
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and they get 3k dyn bone collision checks

dull canyon
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oof

spiral sigil
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so you can set the limiter to just remove the colliders

dull canyon
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yeah I heard they can get real bad real quick

spiral sigil
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dyn bone will still work but no more 3k collision checks

ashen stag
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You should really only have colliders in your hands (1 per). Colliders to prevent clipping should be a last resort

spiral sigil
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i have 3

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1 in each hand to touch my ears

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and the tail of my fox

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  • one in the head to prevent the fox tail from clipping in my head
ashen stag
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I'd use em more but dynamic bones don't play well with Final IK so it's quite limiting.

spiral sigil
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what's the limitation of final IK?

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people told me that it broke some updates ago

ashen stag
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Final IK still works but since NetIK you need to use rigid bodies or a VRC IK Follower to grab vrchat ik bone positions

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Problem with dynamic bones is that a bone with dynamic bones has its transforms locked

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So you can't have a dynamic bone chain on a Final IK effected bone

spiral sigil
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oof

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wait

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but you can still move an item from hips to hands, right ?

ashen stag
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Of course yeah

spiral sigil
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but I can't make a bone follow the rotation of another bone ?

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like if i have a puppet, could i make his head follow the same rotation as the main avatar ?

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or is that broken now ?

ashen stag
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Yeah you can do that with Limb IK I tested it yesterday

spiral sigil
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ok cool then

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that's what I mostly used

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ty for info

ashen stag
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To do it you would need a VRC IK Follower for your head and have that as a target of a limb ik where the third bone in the chain is the puppets head

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Set position weight to 0, first 2 bones of limb ik need to exist but are not used

spiral sigil
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yeah I know all the setup
didn't know about the vrc ik follower tho

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I didn't need to use that before

ashen stag
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Main problem atm is that the vrc ik follower is kinda bad so it jitters and has a low update rate but is still generally than the baggage of the physics system

spiral sigil
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more extra steps for no reason yay

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oh it jitters now ?

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oof

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main reason I used Limb IK instead of fixed joint is to remove that stupid jitter

ashen stag
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What I tested were duplicate arms which worked fine but tilted when I turned my head

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Like I said I still think it's better as no physics system but still annoying

spiral sigil
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true

ashen stag
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Also it's more optimized as doing the arms with the physics system took 0.2ms to run where the limb ik ran at 0.06ms. small change but something

spiral sigil
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better than nothing at this point

ashen stag
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Im hoping it gets fixed at some point but I doubt they will mention anything besides "IK improvements"

spiral sigil
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I lost hope for them to fix anything when they break it tbh

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been playing for 3 years and it's just disappointments

ashen stag
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That's avatar creation for you :)

mild nimbus
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Dont go to people who frankenstein

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go to people who actually know how to make it REEE

spiral sigil
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hey don't attack me

ashen stag
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Just because someone kitbashes doesn't mean they don't know more about other things related to avatar creation

dull canyon
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I assume the root bones also count towards the 32 DB limit right?

ashen stag
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Yes, a root bone helps but still counts for the limit

dull canyon
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okay

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I assume it's correct that if I select a root bone in weight paint mode everything is purple?

ashen stag
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Purple means no influence (or more specifically no vertex group for that bone)

dull canyon
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okay

spiral sigil
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I am using blender 2.81, and I am having troubles getting my textures exported with my OBJ/FBXs.

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Any help?

dull canyon
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I'm not expert but I think you have to copy the image files manually or something

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at least that's how I had to do it with my first model

median pike
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@spiral sigil i am not sure how to bake textures in to the fbx but I know that the "better fbx import/export" has that feature on by default so you might want to look in to that

spiral sigil
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okay I will look into it. Thank you

silent junco
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You have to save the textures manually

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On pc

mild nimbus
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@spiral sigil hooking up texture maps in the shader editor

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Image Texture and Principle BSDF node to material output node

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Hook up all the image textures into each respective materials

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Then export fbx

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It will export with the appropriate assigned materials

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Texture maps are not apart of a material untill you apply it to the material

spiral sigil
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Okay thank you

mild nimbus
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Yup yup

visual vigil
dull canyon
spiral sigil
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check bone rolls in blender

dull canyon
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I reset them

spiral sigil
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set to 0?

dull canyon
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yes

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alt + r

spiral sigil
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what happen if you reset the pose in unity ?

dull canyon
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oooh

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thank you

spiral sigil
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🥳

dull canyon
spiral sigil
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are they slightly tilted "up" ?

dull canyon
spiral sigil
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oh i was thinking in unity

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I can't tell from the pic

dull canyon
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I'm not sure, I was concerned because of how much they spread apart

spiral sigil
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that's kinda find tbh

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since you can make your own hand gesture

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which is what i do all the time cuz i prefer to have more control about all the bends and spreads

dull canyon
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well I'm using the index

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or do you mean you can specify how each finger bends

spiral sigil
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you can choose specifically how each finger bends with animation overrides

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I don't know how the Index work so can't help on that part

dull canyon
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okay, well with the index you can obviously move each finger individually

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you don't need gestures to move the fingers

spiral sigil
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the fingers should bend "straight"

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they basically should follow that bone line straight down

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and not have the bone in the middle being off-center for example

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or you'll have some weird bends and spread

dull canyon
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okay

spiral sigil
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for best bends you should also have a perfect t-pose too

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especially for the hands

dull canyon
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do you mean in unity or blender

spiral sigil
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fingers should properly face downward

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it's easier in blender but you can adjust it unity without issues

dull canyon
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ok well it looks like when I enforce the t pose the fingers slant slightly upwards towards the pinky

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which I can also see in blender

spiral sigil
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😔

dull canyon
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I guess the finger bones should each be a straight line right?

spiral sigil
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it's preferable

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slightly bends toward the direction they should go tho

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like every bone btw

latent charm
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Not so much the finger bones but the finger mesh itself is what should align as closely as possible with the X axis.

spiral sigil
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or unity won't know which way to bend

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mines look like this and I didn't have to adjust anything in unity

latent charm
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As I understand it unity takes whatever position the bones are in, and uses the world space Z axis to define the rotation space.

dull canyon
latent charm
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That'll be easier since the finger mesh and bones are both aligned, so doing the T-Pose in blender is going to be easiest

dull canyon
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ok so what are the requirements for eye tracking to work?

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I have 2 bones, eye_l and eye_r, do they have to be named LeftEye and RightEye or soemthing stupid like that?

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why is there apparently literally no information about how to set eye tracking up without CATS

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reee

small valve
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LeftEye and RightEye

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uhh

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the bones of course need to be straight up

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position them in a way that your pupils comfortably rotate and shift within their sockets

dull canyon
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that's not what I mean

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I mean how do I set it up so unity uses those bones for eye tracking

small valve
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oh, i think vrc does jt automatixally

dull canyon
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well it doesn't for me

small valve
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just make sure theyre assigned in the humanoid rig

dull canyon
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yeah they are

small valve
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and that should be it asusming the rest of the rig is set up properly...

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thats weird

dull canyon
spiral sigil
small valve
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I believe they fdo need to be named properly

dull canyon
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that would be so dumb if it's really that

spiral sigil
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main mesh need to be named "Body"

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armature named "Armature"

dull canyon
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is it case sensitive?

spiral sigil
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eyes name LeftEye and RightEye

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of course

small valve
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Yes

dull canyon
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WHYYYY

spiral sigil
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why make something simple when you can make it difficult ?

dull canyon
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yeah that's the feeling I'm getting

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cause it's too hard to use String.ToLowerCase

spiral sigil
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also you need bone to be hips > spine > chest > neck > head > eye bones

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if any bone is missing or there is a bone in-between then eye tracking wont work

dull canyon
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so the dynamic bones roots need to be lowest in each hierarchy?

spiral sigil
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the root is the parent bone of all the bones that should be affected by the script

dull canyon
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yeah, but when I export the fbx it's usually something like
hips
-db root
-leg_l
--knee_l

spiral sigil
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yeah but the chest bone

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is it parented to hips

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or the root db ?

dull canyon
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spine

spiral sigil
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and spine to hips

dull canyon
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yes

spiral sigil
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all good then

dull canyon
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well

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the builder likes to complain when the db root is above the leg bone

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in the list

spiral sigil
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yes because unity is actually looking at the order in the hierarchy

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so place all the bones used in the avatar rig above other bones

dull canyon
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I'm getting a headache

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like, I'm a bad programmer, but not even I could think of something this dumb

spiral sigil
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I stopped trying to find a logic to that

dull canyon
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yeah probably for the best...

wooden canopy
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hey help me please, when i save as on Blender my avatar

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then Export it to FBX

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get high size 45mb???

dull canyon
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does the whole hierarchy of bones have to be named after their naming scheme? is Hips > Spine > Chest > Neck > Head > LeftEye/RightEye not enough?

wooden canopy
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my avatar original is 4mb fbx

spiral sigil
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the system is looking for all those bones basically

wooden canopy
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help :s

dull canyon
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sighs

spiral sigil
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so if they have the proper name and are properly parented to each other then it will work

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if for example

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you get chest > upper chest > neck > head > eye bones

dull canyon
spiral sigil
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then the eye tracking wont work

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that's good

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also btw

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actually nvm

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you don't use cats to make your models

dull canyon
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I want to avoid using it

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I want to understand the whole process

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and not let some tool do everything for me

#

ok so just naming and ordering everything up to the eyes doesn't work either, guess it really needs the whole fucking structure to be in the right naming scheme

#

which is so dumb

#

it shouldn't need any shape keys right?

#

for just the eye movement

spiral sigil
#

the doc doesnt mention anything about it so i guess not

dull canyon
#

sigh

spiral sigil
#

actually

#

just create the first 4

dull canyon
#

well I already quit VR

#

gonna go for a walk now

#

there's only so much incompetence I can handle at once

spiral sigil
#

enjoy

dull canyon
#

okay, lets try this again

dull canyon
#

so this is funny. if I let CATS name my armature and go into the rigging mapping it won't detect any bones apart from hips to head

spiral sigil
#

learning to rig isn't worth it when its much easier and less of a headache to have it generated on a pinch.

dull canyon
#

wrong mindset imo

#

or at least not my mindset

silent junco
#

while it might be easier short term

#

long term its better to know how

dull canyon
#

nope, even with teh whole hierarchy named after what I last heard is the right naming scheme eye tracking still isn't working

spiral sigil
#

you have the shapekeys ?

dull canyon
#

no, haven't tried that yet

dull canyon
#

okay I did a few things and it's working now. now to backtrack what change it was that made it work...

novel coyote
spiral sigil
#

mirror modifier

novel coyote
#

thx

small valve
#

learning to rig > auto rigging

#

every mesh has an ideal or proper way to deform defined by its edge loops, and some are bound by accuracy factors like anatomy

#

you cant get that same level of realism without knowing how to rig and do proper retopology. they go hand in hand !

dull canyon
#

okay so what I learned just now is:

#

bones need to be named exactly Hips > Spine > Chest > Neck > Head > LeftEye/RightEye
eye bones should be straight up and down, as should the head bone be
you need the Base + 4 more shape keys
the mesh needs to be called exactly Body

#

how the rest of the armature is named apparently doesn't matter, if you name and parent it properly it apparently will get automatically detected just fine for the most parts

spiral sigil
#

yup

#

you didn't look at the doc at all ?

silent junco
#

thats honestly stupid how much has to go into eye tracking

small valve
#

vrc is full of mysterious wonders locked behind security and old student projects

dull canyon
#

svel, I did, and I did everything as it was in the doc but for some reason it never worked

#

maybe I had to completely delete and reimport the model at some point

spiral sigil
#

mayhaps

dull canyon
quaint jasper
#

check a vertex and you'll know

dull canyon
#

what do you mean

quaint jasper
#

in edit mode, select a vertex and you'll see which vertex groups are affecting it

dull canyon
#

yeah, it's only LeftEye and RightEye respectively

quaint jasper
#

are your bone connected ?

dull canyon
#

to the head bone

quaint jasper
#

parented or connected

dull canyon
#

parented

quaint jasper
dull canyon
spiral sigil
#

can you show the bone hierarchy ?

dull canyon
#

it worked before, then I tried to reduce the influence the eye bones have by selecting the head bone, setting the brush to 0.5 and auto normalize and painted over the eyes

spiral sigil
#

i don't know

#

I can only think about one more thing

#

in the "n" panel

#

you can check the weight of the vertex

dull canyon
#

okay now I know what rubick was talking about...

#

there's your problem

spiral sigil
#

yes

dull canyon
#

sheesh

#

but why would that not show up during weight painting or when I select the vertices in a vertex group?

#

and why does nothing change when I hit the x

#

or rather, why can't I remove the weight for all selected vertices at once...

spiral sigil
dull canyon
#

I'm very close to losing my mind right now

#

okay, so
even though when I selected the vertex group and hit "select" the vertices of the other eye would never get selected
but if I select the vertex group, manually select the other eye I want to remove, and hit "remove" it removed it...

#

blender pls

spiral sigil
#

who knows honestly

dull canyon
#

they need like a Pablo but for rigging

fallen snow
#

hmm - in blender 2.81, what would cause the view layer mode outliner to show an object at both the top level and in a scene collection? Notably, disabling (or changing visibility of) the scene collection does not appear to affect the object in question, even though it appears under the scene collection (+ elsewhere)

#

my outliner looks like this - the problem objects are highlighted

#

hmm, deleting the collection and relinking everything fixed it. weird...

mint furnace
#

Im creating this avatar and Im finalizing Retopo but I've been thinking for a while now is there a significant reason why alot of avatars have eye planes rather than spheres in their head that track ? It's mostly anime avatars I see that do this where theres a concave socket and a flat shape for the iris that gets rigged to track as eyes. Idunno Im just thinking about how I wanna handle eyes in the finished character

quaint jasper
#

I think it's mostly art reasons

#

it also gives more control to 2D artists in terms of UVs

#

but if you have eyeballs, might as well keep them and use Vilar's eye tracking shader for the best result

mint furnace
#

shaders are used for eye tracking in VRChat? Im not sure exactly how it works just yet, for some clarity I'm basically going through the steps of creation as I go, Character Sculpt, Retopo, Paint, Rig, then probably Visemes (not sure how I want to handle that for VR yet) but all of that so far has been in Blender/ SubPainter for painting I need to start soaking up info towards the Unity side of things though

#

@quaint jasper

quaint jasper
#

You can find his GitHub page with all the explanation in it

mint furnace
#

Im on it now thanks lots I may take this route I was considering changing the eyes and just making something like alot of the anime avatars have with the concave socket and Iris but that may take longer for me to get a variant I like for this particular character

idle niche
#

I use full eyeballs and bones for some my avatars I made and they turned out well

#

So maybe try both

#

That's what I have and it works good

#

But Ruuubick probably knows better than I

quaint jasper
#

I've only done it once on my crocodile model in 2018, and back then it worked great

mint furnace
#

Ok sounds good did you also use shaders @idle niche or just mapped the eye bones in unity and they just then start doing what theyre supposed to

idle niche
#

No special shaders

#

bones

dawn jay
#

Hey i Came from the VRChat avatar, and I was wonder if any one can help me to create an avatar off of one of my sketches

bold zephyr
#

anyone here knows how to do the thing where you have this circle that gets on the mesh and placing that circle will create vertexes , I did it before but forgot

quaint jasper
#

Ctrl + r @bold zephyr

bold zephyr
#

on edit mode or @quaint jasper

spiral sigil
#

hey guys I'm having an issue when editing a pre-existing FBX file using blender, it's 7.6MB, I import it, modify it like removing some vertices, and then try to export it with CATS and the resulting file is around 200-300MB in size

Not to mention that it looks very small in the unity asset window

#

un-edited pre-existing FBX inside the asset view in unity

quaint jasper
#

@bold zephyr Yep of course, can't edit in object mode

bold zephyr
#

ye i did it cant it says due to deformed mesh

#

fml

quaint jasper
#

@spiral sigil What is in the hierarchy in blender ?

spiral sigil
#

umm sec

quaint jasper
#

You have export settings too, you can try only exporting the mesh first to see if that changes the size

spiral sigil
#

here it is

#

as a side-note, when I do get the avatar in-game it distorts like crazy when moving

quaint jasper
#

Oh

spiral sigil
#

this is with me barely moving my mouse

quaint jasper
#

Shapekey issues then

#

But I don't know if something to that level can be fixed

spiral sigil
#

so basically, the FBX that I'm trying to edit is broken I guess

quaint jasper
#

Looks like it, you can remove all shapekeys except Basis

#

But your mouth won't move, and you won't blink

#

You can create your own again after that

spiral sigil
#

ok then, much appreciated! I'm pretty new with everything and I didn't know what exactly the problem was and was unable to search it accordingly

quaint jasper
#

Look into weight painting first though, could also be that

#

Difficult to tell just from one screenshot

spiral sigil
#

yea, regarding the export, only mesh it's 3MB, if I also add in the armature, it raises again, so I guess it has something to do with that and the shapekeys you mentioned

quaint jasper
#

Wait, is the file that much in unity or outside unity too ?

spiral sigil
#

it's in unity as well but I think I identified the reason

#

inside the TDA MATURE BASE there was a Keys item in the hierarchy in blender

#

I deleted that

#

and everything is normal now, filesize is as expected, it views normally in unity as well and so far, works great in-game as well

quaint jasper
#

Congrats !

spiral sigil
#

was just about to test FBT to see if that works as well

#

thank you! your assistance is very much appreciated!

mint furnace
#

Everytime I import the FBX for this character Im working on to Unity for some reason this specific patch of the shoes on both feet become torn up and holes on both idk why it looks fine in Blender but not in Unity

#

Looks fine in blender not sure what the cause is, also dont mind the color change it's the same model port though -Edit: It was a Flipped Normals issue-

mild nimbus
#

Idk how models like Halo get to this point

#

Your best bet is to re create the shape keys if that's the problem

dull canyon
#

so if I paint my textures in substance and I have made a few materials so I can easily separate the areas I'm working on, is there an easy way to combine these textures back together (ie atlassing) apart from using CATS?

#

or do I have to go into some drawing program and lay them on top of each other

mild nimbus
#

The only way is using UDIMS

#

To seperate texture maps

#

And material ID maps

#

@dull canyon another way is utilizing the RGB channels using the TGA format

#

And seperating the channels

#

Each channel has a texture map

#

Under 1 map

dull canyon
#

but does that work for unity

#

alos, I'm talking about overlaying the textures for the different parts of the mesh so I only have one albedo, one roughness, etc

mild nimbus
#

@dull canyon use TGA format then. You can do that stuff in Photoshop

#

Allows you seperate red channel green and blue channel as seperate maps

#

Under 1 map

dull canyon
#

we're talking about different things but I found the solution and it looks like it's ID maps

mild nimbus
#

ID maps is putting different materials on the same map

#

Thought you wanted to compress your texture map

#

XD

#

Your texture maps into 1 map

#

But glad u found the solution

dull canyon
#

yeah no, that's not what I wanted, guess I worded it wrong

#

though now I'm coming across the next issue

#

if I want my mesh to use more than one shader, for instance one for the body and a separate one for the eyes I assume I have to create 2 materials in blender and assign the eye parts of the mesh to one material, and the rest to the other material, right?

spiral sigil
#

yes

dull canyon
#

so that would mean I have again 2 texture sets in substance

#

so I'm back to the problem of how I would properly combine the eye and main textures together once I'm done

spiral sigil
#

atlasing

mild nimbus
#

To my knowledge you can't combined 2 different UV maps

#

Unless you use UDIMS

#

Soo

#

But you can def use material ID maps on UV 1001 and 1002 and so on

#

Your best bet is to just compress the entire model into 1 uv

#

And use a material ID map for it

#

Which means to re uv unwrap

dull canyon
#

I'm not talking differnet UV maps

#

where did that come from

#

and yes svel, that's what I'm trying to figure out how to best do in substance

#

apparently it's not that easy to export textures with a transparent background

spiral sigil
#

I don't know Substance at all but it's quite easy to do it blender

dull canyon
#

yeah I know it is in blender

spiral sigil
#

just a bit tedious if you are not used to the process

dull canyon
#

yeah no I'm not

mild nimbus
#

It can be transparent

dull canyon
#

this is my first tiem doing texturing

mild nimbus
#

You do it upon export options

dull canyon
#

lemme see if I can get this right

mild nimbus
#

Texturing in itself

#

Is a study

dull canyon
#

I know, and I just started

mild nimbus
#

So you gonna have lots of fun

#

I'm not near my pc so I can't give you a crash course

#

Of substance painter

dull canyon
#

ok is there seriously no way in substance to set a default export directory?

mild nimbus
#

Yes there is lol

dull canyon
#

where?

mild nimbus
#

1 moment let me get on my pc

dull canyon
#

only thing you can change in the settings is the local and temp cache directory

mild nimbus
#

Thats becaus every project you make you need to set the directory

dull canyon
#

that's not what a default is >_>

mild nimbus
#

You cant do a default.

dull canyon
#

that's dumb then.

mild nimbus
#

You need to set it all the time.

#

because if you have multiple projects

#

u dont want it going to your last projects

#

doesent make sense to make a defualt

#

just select your directory

#

the gif is loading

#

1min

dull canyon
#

ok nevermind, that was my mistake

dull canyon
#

I forgot I recreated the substance project and didn't export it yet

mild nimbus
#

lull

#

When you export your textures you need to select the appropriate directory

#

where you want it

dull canyon
#

yea, I just noticed

#

like I said, I forgot I created a new project between exports

mild nimbus
#

yuh

#

any other questions?

#

since im on xD

dull canyon
#

how do transparency for each texture properly

mild nimbus
#

Upon pressing Export textures you will be hit with a prompt

dull canyon
#

that alone doesn't do anything tho, I already tried that

mild nimbus
#

Did you set your config

#

to meshmaps?

dull canyon
#

the who the what now?

#

oh

#

that

#

uhm, I'm not sure what you mean, how should they be set

mild nimbus
#

You want a transparent background on the entire UV?

#

Or specific spots

dull canyon
#

yeah, so only the parts that are painted/only the UV islands are not transparent for each individual texture set

#

so I can easily lay them on top of each other in krita or whatever

#

or in other words, I don't want a black background

#

anywhere outside the respective UV islands

#

hm, I guess the way I have it configured should work

mild nimbus
#

In Substance, go to your "Texture Set Settings" panel. Click the + to add a new "Opacity" channel. Then go into EACH texture set, create a new blank fill layer. Turn off all Material channels for that Fill Layer except the Opacity (op).

Then, in the "Export Textures" panel, make sure your Config preset contains the "A" channel for each output map. Drag the Opacity input map onto the "A" and choose "A Channel".
Then export as a PNG or PSD or something that uses transparency.

dull canyon
#

that's the result

#

yeah you don't need the opacity channel apparently

mild nimbus
#

well seems transparent to me

#

xD

dull canyon
#

yeah

#

I guess that should work

mild nimbus
#

ya that will suffice

dull canyon
#

then I can just write a quick imagemagick script to combine all textures for different texture sets together

mild nimbus
#

TGA does not support transparency if i recall

dull canyon
#

yeah I'm using only PNG

mild nimbus
#

So ya PNG is best for this

#

wheen u lag

dull canyon
#

so someone else suggested that the best workflow for a model that should be able to use multiple shaders is to just merge down all the materials to one and assign the whole mesh to that material and doing a separate export for substance

#

maybe I should read into scripting in blender and see if there's an easy way to automate this

mild nimbus
#

Idk if these shaders can just assign to specific ID colors

#

soo

#

cause if so

#

that will be a huge help

dull canyon
#

not really, poiyomis shader allows you to use separate masks and textures for every effect

mild nimbus
#

guess thats the easiest way cause you have more creative leg room

dull canyon
#

but you like can't use the same kind of effect (like a panosphere) with different settings

mild nimbus
#

ID's just fill up the entire object

#

instead of specific areas

dull canyon
#

oh whale, I'll have to fiddle around with this

#

thanks for the help anyways

mild nimbus
#

np~

#

Texturing is the fun part

#

in CG art

#

Will be frustrating yet fun lol

dull canyon
#

yeah I can tell

glad steeple
#

also for the record TGA supports alpha

dull canyon
#

at least I have a bit of an artistic background

mild nimbus
#

Ahhh so it does support alpha

#

thats good to know

dull canyon
#

yeah I couldn't remember if it was PNG and TGA or a different format

#

but I think there's only like those 2 formats that support alpha

#

that are widely used at least

mild nimbus
#

I just utilize TGA for its RGB channel seperation

#

Optimzation

dull canyon
#

I mean you can use a PNG for that too

#

PNG also has RGBA channels

mild nimbus
#

Ya but TGA is designed

#

for it

dull canyon
#

how so?

glad steeple
#

lossless

mild nimbus
#

I forgot the company that made up the format

#

but it was used for something

#

lol

#

and they made it public

glad steeple
#

truevision

mild nimbus
#

ya ill just copy paste this lol

#

Truevision TGA, often referred to as TARGA, is a raster graphics file format created by Truevision Inc. It was the native format of TARGA and VISTA boards, which were the first graphic cards for IBM-compatible PCs to support Highcolor/truecolor display.

#

TGA works amazing with anime models in specific to

#

having 3 maps under 1 map so the game engine just needs to call 1 map with the information of 3 texture maps

#

thats poggy woggy

#

tbh

glad steeple
#

Use PNG purely because its got a smaller filesize, and you dont need to have a lossless texture in vrchat :-P

#

TGA is nice, but its overkill for alot of applications

mild nimbus
#

I can see that ya lol

latent charm
#

That's not how it works.
png or tga, either way they get converted to DXT5 when built, so you don't get lossless textures in vrchat

glad steeple
#

oh, so use png either way :-P

latent charm
#

You should be using lossless formats as your source files

glad steeple
#

Does DXT5 compress as well as PNG, i assume starting with an already lossy png is better in terms of file size

mild nimbus
#

I dont know anything about its negative trade offs

#

i just know its functionality

#

¯_(ツ)_/¯

latent charm
#

Most pngs are lossless compression, that also happens to be pretty poor on non-vector graphic images.

mild nimbus
#

I find hand texturing more fun

#

tbh

latent charm
#

Main advantage to using png is it's usually a bit smaller than tga

glad steeple
#

a bit?

latent charm
#

It varies on the image.

mild nimbus
#

Isent being a technical artist fun?

glad steeple
#

fair enough, most of the time ive used either png is like half

mild nimbus
glad steeple
#

art is about fun and being wavy brother, no technical in my art 😎

mild nimbus
#

CG in general is the life

#

of technicality

#

hehexd

#

While we got people who draw we 3D bois over here like

#

confused

glad steeple
#

3d bois also have to 2d boi when doing textures 😔

latent charm
#

@glad steeple Here's two images, one a photo and one a pattern mask, as png and tga. The photo's file size is reduced significantly less than the pattern.

glad steeple
#

i will keep this in mind

#

thanks

latent charm
chilly ravine
#

How do you move a part of the mesh with the bone at the same time

hallow bough
#

Weight painting it vrcThinking?

mild nimbus
#

@chilly ravine Elaborate

#

Go into Pose mode and translate the bone

#

by pressing G

#

Almost done with the texture work

#

for the hair

azure lily
#

How's blender 2.8 currently? From what I remember, weight painting or uv mapping got tedious in it and possible some other issues I saw vrc modellers complain about

#

Don't really have problems with 2.79 so would there be any major improvements in upgrading?

median pike
#

if you make models from scratch than sculpting is much better in 2.8

#

other than that no

#

but if you use premade bases a lot of them are being made in 2.8 which get broken when imported in to 2.7

small valve
#

Weightpa8nting and UV mapping are not any more tedious in 2.8

median pike
#

I found weight painting pretty tedious in 2.8

small valve
#

the texture atlas process as a whole is more annoying since you must properly set up your material nodes per-material in order to bake

#

it was not different at all from 2.79 ???

median pike
#

especially becauseall the commonly used features are renamed or just gone so its a pain to use at first

small valve
#

the main draw from 2.8 is that blender is no longer stupid to control

#

which is why everyone is using it

#

including me

median pike
#

but once you get used to stupid controls its hard to just go back

small valve
#

understandable

#

byt its quicker and easier to learn and retain 2.8 then 2.79 in my experience, ymmv but id reccommend learning it at some point

#

even the added work of setting up nodds isnt that bad. I usually make an auto-atlas with Cat's and then work from there

median pike
#

yeah I have already switched to 2.8 but its still a pain to get used to

small valve
#

skipping all of the node parts

median pike
#

I find myself getting so frustrated that I boot up 2.7 and do it there instead

small valve
#

really?

#

go through the blender donut tut for 2.8 if you havent already, in that case

#

thats what i did at leaat

median pike
#

yeah. I just hate that they remade the UI so much that it barely has any resemblance to the old one and they renamed so many tools for no reason. Like thats just making it harder to transfer over and nothing else

#

like what purpose does renaming "remove doubles" to "merge/ by distance" besides making it harder for old comers to transfer and make tutorials outdated?

vivid crater
#

Merge by distance makes a little more sense because that's closer to what it does tho

median pike
#

but the old name was fine

small valve
#

Blender 2.8's ui design is bigger than vrchat avatar stuff. 2.79 and previous was much more terrible in UI / UX as a whole and apparently enough to alienate it from the rest of the 3d industry

median pike
#

I never heard anyone complaining about it being called remove doubles"

small valve
#

the massive change is something that many people have been looking forward to and puts blender in a spot where it can, ykno, actually be closer to what the industry wants

#

believe me wheb i say that as a 3d noob who only picked it ip for vrchat, i dont regret permanently switching from 2.8 to 2.79 and there's plenty of merit in it

median pike
#

the only thing that I honestly like more on 2.8 is sculpting and the top tool bar being more organized. Other than that I really dislike that they went from a very text based UI to a graphic based UI

#

I mean I dont regret it but its still a hassle

small valve
#

Yeh

median pike
#

but Its not like I can do anything about it

#

if I want new features I need to use 2.8 anyways so I dont really have a choice

#

and eventually I will get used to it

#

but still I feel like it was unnecessary

devout scroll
#

it's totally necessary to make blender more user friendly

#

if you're used to it, it doesn't matter, but for new comers blender was very intimidating because of its rough ux

#

it'll be better for everyone in the long run like this

silent junco
#

before 2.8: i wouldn't dare go into node editor
after 2.8: i use node editor very often

azure lily
#

The ui does look really nice, for now I'll stick to older version. It's gonna take a lot of hours across multiple projects to find where old and new things are. That'll be a job for when I have more free time, probably in summer. Now I just want to get my stuff done.

silent junco
#

i got used to 2.8 rather quickly

#

and 2.81 is pretty much the same but theres some light changes

spiral sigil
#

hey, i've imported an model (a choker) for my character in blender, I've positioned it, using cats and shift-drag I placed it into the armature hierarchy

#

however it doesn't move with the rest of the body

silent junco
#

give it weight

spiral sigil
#

I tried to weight paint it but it still doesn't budge

silent junco
#

welp idk

rapid coyote
#

What is that

spiral sigil
#

my avatar in pose mode with the head rotated

rapid coyote
#

Oh

#

Ok

mild nimbus
#

2.8 update is amazing

#

I started in 2.75

#

If I can learn it you can to

#

Just takes 2 weeks and done you are using it like normal

#

And blender changed for the betterment of the industry standard workflow.

#

That's is blenders main focus.

#

Always was for the past decade

#

Tbh old Blender looks so old compared to 2.8 visually it's insane.

#

Go take a seat and learn the new UI less complaining more learning.

#

Not even that hard lmao got hang of it in 2 days

spiral sigil
#

same

#

did the donut tutorial from blender guru just to familiar myself with the main tools

#

learned it way faster than blender 2.79

#

soooo does anyone know how to attach the mesh to the armature of the base model?

#

managed to do it while having the mashes separated, but once they've all joined, it resets

mild nimbus
#

@spiral sigil Elaborate more on that

spiral sigil
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I've added a separate mesh item into my avatar blender project, moved it and positioned it perfectly but it won't move with the avatar

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basically this,

mild nimbus
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Vertex groups

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It's not weight painted

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To that bone

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Find the following bone that you are using to attach your new mesh

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In the vertex group

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Then go into edit mode for the new mesh (make sure the model is joined together with the main model)

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And press L on the new mesh object which stands for linked

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And go back to vertex group with the appropriate name of the bone set the weight to 1.00 and click assign

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And it should start moving with the armature

spiral sigil
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alright, let me try

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Yo vector, do you know any addon (free preferably) that's useful for hard surface modeling ?

mild nimbus
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👌

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Hard surface hmmm

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Not necessarily no

spiral sigil
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so the base tool should be more than enough

mild nimbus
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I use Maya for my hard surface modeling TBH

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Ya I can't give you a fair answer on that

spiral sigil
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that's fine

mild nimbus
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If anything

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If you looking for a dope add-on for retopology

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Look up retopo flow

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It's amazing

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I believe 2.79 one is free

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So i go back to 2.79 for retopology lol

spiral sigil
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Yeah I know about it but I don't feel I'm anywhere close to sculpt something

mild nimbus
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Np xD

dull canyon
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2.8 one is free too, but in very early beta

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and at least for me it wasn't usable cause it was too laggy

hallow bough
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I think it's about time I finally make the move to the new blender version I've been delaying for too long 😅

spiral sigil
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do it

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it's worth

sonic jetty
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Dose any one do commissions on here for. Vr

lucid basin
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does anyone mind helping me out with unity

spiral sigil
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this is more a channel for 3d modeling than unity, grub

hallow bough
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I hope the texture painting in the new version of blender improved some, I'd love layers. I'll download it tonight and try to follow a basic tutorial to get the hang of things 👍

dull canyon
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some of the design choices they made for the texture painting are very... questionable

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I'm actually having a blast in substance since yesterday

hallow bough
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Oh well I can always hop over to substance

silent junco
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You can always spend 50 hours making a node network that makes layers for you

hallow bough
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iris Nah fam

silent junco
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Yes you can

potent pond
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oh boi

red valve
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Anyone know where I can find the 3D model for this guy from the game Accel world vs Sword art online? Like his design a lot but can’t find any 3D models on this

mystic chasm
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so in blender i have 29.5k tris, but the vrc sdk says its like over 2 bil

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any idea how to fix this?

mild nimbus
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Blender 2.8 is not in beta anymore

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there was Blender 2.8A

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then 2.8B

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Then 2.8

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Now 2.81

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lol

mystic chasm
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i still use 2.79

mild nimbus
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its stable to transition to 2.8 now

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but eh

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¯_(ツ)_/¯

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sooner or later everyone will give in

mystic chasm
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naw

mild nimbus
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Only thing I keep older version for is Blender Render for nice toon renders and unsupported addons that are not supported anymore

mystic chasm
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i mean 2.79 works

mild nimbus
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Not my point xD

mystic chasm
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but i wish the sdk worked

mild nimbus
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I know it works obviously

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Started in 2.75

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must say 2.8 is nice ngl

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most of the old tools in the older versions still exsist in 2.8

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only thing is addons and blender render being removed

mystic chasm
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i need addons

small valve
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addons?

mild nimbus
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Plugins.

small valve
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theyre...still there? what do you mean?

mild nimbus
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Uh

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Im talking like

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custom made you download

small valve
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youre talking like custom scripts?

mild nimbus
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ya

small valve
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like cat's blender tools?

mild nimbus
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Uh ya

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lol

small valve
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that's been in 2.8 since day one

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dude

mild nimbus
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But im not talking about CATS?

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Im talking about other add ons that dont exsist in 2.8 yet

small valve
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oh! thats what you meant

mild nimbus
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yes.

small valve
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i thought you were talking about plugins in general ^ ^`

mild nimbus
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No

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lol

small valve
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sory sory

mild nimbus
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is k xD

spiral sigil
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@mystic chasm So if you're using the wrong version of Unity, the SDK will say you have 2.something billion tris because of an overflow error

mystic chasm
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oh

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what version do i need?

open palm
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Unity 2017.4.28f1

mystic chasm
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Don't mean to be a bother but my "head" (if you can even call it that) isn't attached properly

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I'll tilt my head and it'll move with but it won't turn or anything. Kinda like it floats above

scenic perch
quaint jasper
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Try aa grid fill on those two edges @scenic perch

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then smooth it out

cobalt prism
silent junco
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Oh no

dull canyon
mild nimbus
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Yes

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that is correct

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Need to cut the lip up more

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for it to have more details

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But that can easilly be done by sculpting in those details

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and baking high to low

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via normal map

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well no technically it wont work

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You need to bring the seam up to the lip

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and try and hide that seam

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when you texture

dull canyon
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yeah that's what I figured. lesson learned for the next model

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give the face it's own UV map

mild nimbus
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I still make that mistake

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LMAO

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@cobalt prism those arms look broken

dull canyon
mild nimbus
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I usually use 3 materials so

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Well 4

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face / body / cloths / hair

dull canyon
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makes sense I guess, then you'd still come out to 2k but with 4 1k textures

mild nimbus
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We live in 2020 its common to do this anyway

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:lul

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i see ur chest has uh

dull canyon
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ya

mild nimbus
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(╯°□°)╯︵ ┻━┻

tender pelicanBOT
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┬──┬ ノ( ゜-゜ノ) There you go

dull canyon
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don't judge

mild nimbus
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lmao

dull canyon
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I'm just being anatomically correct

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:3

mild nimbus
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: ^)

dull canyon
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so I guess that means you also have to use 4 shaders in unity then right

mild nimbus
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I dont do alot of unity work im a UE4 guy

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but logcially yes

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I would

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if i want to add shaders

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will prob be +2

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so like 6 materials

dull canyon
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mkay

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guess I'll have to plan ahead for that with the next model

mild nimbus
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ya when it comes to texturing

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you need to know ahead of time

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before you begin your UVing

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or u will come across issues

dull canyon
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guess it also comes down to expirience to know what you wanna do with shaders in unity. someone on pois discord suggested dividing the materials up into what will use cutout and transparent shader for instance

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looks good

mild nimbus
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Ye thats another way of doing it to

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Texturing is all about turning on that big brain

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so much to it

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it never ends

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but once u discover a technique its so satisfying

dull canyon
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yeah, guess it mostly boils down to knowing what parts of the mesh should use different shaders and also what parts should have more texture detail

mild nimbus
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yes

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most important parts