#3d-modeling

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mild nimbus
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should be biggest island

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all about thinking ahead

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especially with poly count

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subdivide at least once

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for most important areas

dull canyon
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I guess technically you can do the shader part last since you can always go in and add and assign new materials after you've done the texturing

mild nimbus
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yup yup

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shader is your last thing to worry about

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Unless you going for that alpha channel trick

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lol

thin bison
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I'm guessing you are aware of the concept of Texel density Szena?

dull canyon
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I am in fact not

thin bison
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The problem you're having with your uv is that they're very uneven in terms of the texel density

dull canyon
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so basically more consistent quad sizes?

thin bison
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Yup

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Well, uv island sizes

dull canyon
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ah, uv islands

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okay

thin bison
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The checker board texture you can create when creating a texture is great for checking texel density

dull canyon
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so how would I fix that in the future? make a seam around the mouth so it's its own island to scale it up separately?

mild nimbus
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Yes texel density is very important and key to appealing models

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I never bought it up cause I'm so use to it

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And thought it won't be that important xD

silent junco
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Ha, ha, ha...

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I only make shitty uvs lol

thin bison
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Both for characters and simple objects

dull canyon
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mhm

mild nimbus
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Oh pierekk

dull canyon
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hmm, now I'm thinking o redoing the UVs and everything for this model

mild nimbus
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I bought his rigging course

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Good guy

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Even Yan Sculpts approved him

silent junco
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You will get really disappointed when you see my high quality uv map

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Canโ€™t show it cause school atm

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๐ŸŽท๐Ÿ›

thin bison
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Yeah, Pierrick is really good at showing and explaining his thought process

jaunty marlin
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i was wondering, is it possible to have like a leece or a rope attached with an object that follows u ?

dull canyon
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around the face

silent junco
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That nose is gonna end up cramped

dull canyon
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so a seam around there too?

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wouldn't I have to worry about the seams being visible there tho?

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or does substance such a good job at hiding them

silent junco
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Thatโ€™s the problem

dull canyon
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what is?

thin bison
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With proper padding and triplanar projection for procedurals the seams will generally not be visible in substance painter

mild nimbus
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^

dull canyon
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okay

mild nimbus
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Plenty of ways to hide seams anyway

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Or at least make it a illusion

dull canyon
dull canyon
prime veldt
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damn even me cant even edit

quaint jasper
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@dull canyon What are you leaving the empty space for ?

dull canyon
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clothes and stuff

quaint jasper
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is that the tail in the top right corner ? seems fairly big

dull canyon
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yeah I shrunk it down already

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actually, no I didn't

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it will need some texture space tho since I wanna try and do all the details in texture since I couldn't figure out how to model it

dull canyon
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what's the maximum texture size for vrchat?

spiral sigil
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the limit is defined by unity

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it's fairly big

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but fairly heavy too

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the max i've ever went was for 4k

dull canyon
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ok, then there's something weird going on

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cause my model does not look at all ingame like it does in substance or unity

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and for some reason the left boob keeps going horizontal through my body

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I'm close to screaming right now

spiral sigil
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it's different in vrchat than unity ?

dull canyon
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yes

spiral sigil
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๐Ÿค”

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do you have multiple UVs ?

dull canyon
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no

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I can DM you what it looks like in vrchat

spiral sigil
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sure

silent junco
vivid crater
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๐Ÿคฎ

spiral sigil
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wtf

silent junco
dull canyon
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also we found the issue with my boob. turns out mirroring the mesh in edit mode instead of with a mirror modifier is a bad idea

spiral sigil
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the hell is this lmao

dull canyon
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don't do that kids

silent junco
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its unregistered hypercam

ashen stag
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I usually turn off mirror before I start weighting even though that may be a terrible ifea

silent junco
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its unregistered and its hypercam

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also its 2

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it says it on it

mild nimbus
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@dull canyon things will never look exactly the same from SP to another software

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All you can do is tweak it to make it look as simalier as possible

dull canyon
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yeah the issue why it looked so different in game was because teh default home apparently has crap lighting

mild nimbus
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Ya

dull canyon
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in any other world it looked like I expected

mild nimbus
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Lighting goes a long way xD

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Do share your final model

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Wanna see how it looks

dull canyon
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once she has some clothes on

spiral sigil
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๐Ÿ˜ณ

reef lotus
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kfad nice

silent junco
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๐Ÿ‘Œ

potent pond
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myyyyyyy

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everyday i blame myself to not start working with blender ;_ ;

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i willl doo ittttt

terse skiff
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Do you guys know of any free subway train interior models? Thanks in advance

spiral sigil
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@terse skiff Hi! There are a lot of free models on multiple different websites, but the one I personally use the most is Sketchfab! (||https://sketchfab.com/||)

Please note that you will need to make an account to download the models-- but its pretty easy and safe.

terse skiff
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wow thank you

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@spiral sigil Having trouble downloading a model, are some of them not for sale/download?

quaint jasper
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A lot of them are not for sale/download

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You could try other CG website, but it's difficult to find high quality free assets like those

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Maybe DeviantArt has stuff

hazy swallow
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DeviantArt has lots of stuff, even good stuff. Just be prepared that much of it won't have downloads and basiclly all of them will need to be optimized to be used in game as they are made for film.

terse skiff
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aight I got a good one, thanks guys

spiral sigil
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Apologies, but for future reference-- When you search for what you are looking for, applying the filter circled below (Downloadable) will filter all of the search results to well, what can be downloaded.

terse skiff
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ok thank you

urban turtle
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Not sure if this is the right area to ask this kind of questions but I'm having an issue with rendering a model in Blender. It's a .mesh.ascii file that i'm able to open in blender with the XNA add-on. Everything shows up fine except for the hair, which shows up transparent and white. I was able to figure out how to remove the transparency but now I'm stuck on how to get the texture color onto it.

quaint jasper
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This is more of a channel to discuss projects made for vrchat, renders are not really part of the process

stark ore
quaint jasper
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Nice !

mystic chasm
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so im legit confused. im trying to make an avatar with a tv head and i thought i set it up correctly but when i uploaded i noticed the tv didnt move with the head it just hovered over. any idea on how to make the tv the head?

quaint jasper
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weight painting

mystic chasm
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?

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sorry idk anything about avatar making

quaint jasper
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you should probably watch some video tutorials for the basics in that case

mystic chasm
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I mean ik how to rip the head off and replace it with a tv and rig an avatar

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It's just when it comes to things that aren't the very basic things then idk how to do it. I've looked online and asked a few friends but they haven't done this before

quaint jasper
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Weight painting is part of the basics, but that's more for #avatar-rigging if you're not making the 3D model

silent junco
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Rigging is worst part

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I usually just go with very lightly modified automatic weight

mild nimbus
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@quaint jasper use turbo squid

near crown
silent junco
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as an isopod lover i am displeased that the eyes are not pure black voids of death

dull canyon
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has anyone else here had problems with substance painter not using pen pressure of wacom tablets?

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ok apparnetly for whatever dumb reason you need to enable windows ink for substance

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and then you basically can't use it to draw anything anymore

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because fuck windows ink

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how the hell is this so bad

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and this is what you pay like 500โ‚ฌ for

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lets see if a driver update fixes this... I doubt it tho

dull canyon
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I can't be the only one using Substance Painter and a Wacom tablet having this issue

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right?

spiral sigil
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I don't think a lot of people are using substance painter

dull canyon
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wat?

quaint jasper
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Not anymore yeah

dull canyon
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what are people using then?

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I thought Substance was the goto industry standard for texturing

quaint jasper
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gimp/photoshop and any other free alternative

dull canyon
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that... that's not 3d texturing

quaint jasper
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Well it was, and then it joined the Adobe suit and now it's locked behind subscriptions

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it's good enough 3D texturing for free

dull canyon
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I mean that happened like 3 months ago or so

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and you can still get it on steam

quaint jasper
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that was in june 2019

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and it's expensive as hell on steam too

latent charm
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Isn't steam the only place you can get it without the subscription bullshit?

quaint jasper
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yeah, it's only 80 bucks or something

dull canyon
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yeah, I meant the non-perpetual license going away was only a few months ago

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140

quaint jasper
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Industry standard lulw

dull canyon
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I mean

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zbrush?

quaint jasper
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Sure, when your company pays for it

dull canyon
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fucking 700 bucks for a software with horrible UI

quaint jasper
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Now everyone's moving to blender slowly

dull canyon
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anyways, back to the original point

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what is the industry using for 3d texturing then nowadays?

quaint jasper
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substance painter

dull canyon
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and nobody else has ever run into this issue I have?

quaint jasper
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Did you check forums ?

dull canyon
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I googled

quaint jasper
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You and I are not the industry

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in that case then yeah you might be the only one

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worth a bug report

dull canyon
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already did that

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I doubt anything useful will come from it tho...

next jungle
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I wouldn't say the subscription cost for substance painter is astronomical

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And it's definitely way better for texturing than photoshop

quaint jasper
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It puts off the extremely large majority of enthusiasts though

spiral sigil
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if you barely have any money

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and you need to pay 80 to texture a model

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it's quite expensive

next jungle
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Yeah I can agree on that point

spiral sigil
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I want to get SP but it's way too expensive for me right now

next jungle
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Personally I have a sub to photoshop and substance painter though so I might be the minority

spiral sigil
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especially just for a hobby that I can only practice 2-3 hours max per week

mild nimbus
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Go to to the SP discord?

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And if you have a student ID free license free 328 days

dull canyon
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ok so apparently that issue is known and they "are working on it (tm)"

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apparently with a recent update they moved from wintab to windows ink for whatever stupid reason and of course it broke a ton of shit

fringe rock
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Yeah change some colors and export. Refresh the texture in blender is not the more fastess way

slender zephyr
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how come when i use pose mode for a clothing item to pose it to a base model, but when i (using cats model plugin) fix model, one arm stays put while the other goes back to its a-pose form?

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nevermind, just set the clothing item to a rest pose than sculpted around it

indigo stirrup
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any protip for not wanting shoot meself when modelling hair?

small valve
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beizer curves

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@indigo stirrup

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i dont think you even need to do retopology, just set a low resolution and then call it a day 0u0

indigo stirrup
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I saw the bezier curves method

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muh main shit is uhhh

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how do flat bangs

small valve
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i still think you can do beizer curves

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just a lot of them

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thin ones

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lol

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it would be better than trying to sculpt or poly model flat bangs specifically

indigo stirrup
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literally polymodelling flat bangs rn

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polyquilt is making it quite a bit easier

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wish I was doing this in VR, the lack of perspective really sucks

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but blenderxr still suuuuucks

mild nimbus
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Testing body movement

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Seems to be pretty clean

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Id rig and animate it myself but im on a time constraint

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so i went to Mixamo

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Just needa fix up the deformation on the arms is all.

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and skirt

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and branch off for hair bones for dynamic bones

hallow bough
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That death stare though

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Might be a wee bit too much eyewhite going on

mild nimbus
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Everything has a death stare when the face is not functioning yet

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After making 20 characters in my time doing this it's always a death stare until facial controls are made

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That's the downside of 3D though...

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Everything looks dead till that face is functional and ready to go

hallow bough
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Of course, it just seems extra emphasized by the eye white visible on the top and bottom of the irises. I'm not familiar with your workflow though but i've seen such a thing overlooked many times ๐Ÿคทโ€โ™€๏ธ Keep it going though ๐Ÿ‘

fresh isle
spiral sigil
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Looks nice

visual vigil
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slowly coming along

silent junco
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shadowtrooper

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nice

visual vigil
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Dark trooper

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not shadow

silent junco
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fuck

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cause shadowtrooper is used on 2 stromtrooper types

glad steeple
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@fresh isle that looks awesome is the character from something? (@ me pls) ๐Ÿ˜ฎ

fresh isle
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@glad steeple It's my Starbound character, it's an avian. And thanks

glad steeple
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!!!!!!!!! so coool

fresh isle
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Only image I had to work with lol

glad steeple
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if it works it works

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very nice character, great work ๐Ÿฅฐ

potent pond
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Started working on the sword of my Bunny Hop-E fighter

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probably i will follow with the mask tonight

mild nimbus
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She is pratically finished lol

spiral sigil
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No nose

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๐Ÿ˜”

mild nimbus
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its there

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just the bloom actually

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over saturated it

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there is texture for the nostrils lol

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if anything i can just hop on 3D coat and make it more defined

median pike
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Honestly I think defining the nose a bit is a good idea

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Pther than that it looks great

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Is it quest compatible?

mild nimbus
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i believe so need to chk

silent junco
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its shadowless

surreal ginkgo
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im having a problem with blender

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it crashes each time i change a window

spiral sigil
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did you already uninstall and make sure that every file/folder was gone from the installation path ?

surreal ginkgo
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ye

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i've tried reinstalling

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still crashes

surreal ginkgo
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alright, managed to fix that but after importing an fbx model i am not sure if this is correct

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the model is gigantic and the bones are small

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i think i've exported it incorrectly from unity project

prime nexus
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does anyone know where i can find a melee final destination model

fallen pier
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@surreal ginkgo itโ€™s not your fault, just descale the avatar

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Happened to me with a Yusuke model

surreal ginkgo
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also, as i tried making the bones, mesh isnt moving at all

fallen pier
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F

surreal ginkgo
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i am totally lost in blender

fallen pier
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Same

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My friend and I rig stuff in Mixamo

surreal ginkgo
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the model i try to rig doesnt even want to work in mixamo

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;-;

mild nimbus
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@surreal ginkgo was this randomly generated

surreal ginkgo
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i used CATS to fix the model

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i gave up on blending it already

mild nimbus
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The fix model button doesent really fix everything

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depending on your setup things may break lol

surreal ginkgo
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yeah, the way avatar is now is okay

mild nimbus
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When you imported the rig

surreal ginkgo
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i wanted to added bone rigs

mild nimbus
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was it working just fine>

surreal ginkgo
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to breasts cause its missing

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nope, the model was ready before

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and its missing some rigs

mild nimbus
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uh

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u can DM call me

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and u can explain

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in detail

surreal ginkgo
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sure

potent pond
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Working on white part, colors and metal

dusty heron
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Still cool

potent pond
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๐Ÿ’—

potent pond
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ok i'm doen fr tnight

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nite nite

lusty verge
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That looks clean bro

dull canyon
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could someone try and replicate if blender 2.81 crashes when you're in edit mode and switch directly to vertex paint mode?

spiral sigil
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nope

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no crash for me

dull canyon
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how complex is your mesh?

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hm okay I can't replicate it with a new project either...

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only with my current model

spiral sigil
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hmm

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i tried with a 40k poly model

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it crashed

dull canyon
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interesting, I tried with a 200k tris cube and it didn't

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but with my 65k tris model it will consistently crash

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okay I'm so confused

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I have modeled highlights in my eyes, ie 4 disks that are just floating above the iris

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I weighted them .3 to the respective eye bones and .7 to the head bone, just like the irises themselves

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in blender they move perfectly fine

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in unity they move perfectly fine

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in vrchat they go waaay off

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I already completely deleted the meshes and added fresh ones

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according to blender there's no other vertex groups influencing the vertices either

tepid wagon
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Irises and highlights should be 100% influenced by eye bones, parenting eye bones to the head should be enough for them to follow the head correctly

dull canyon
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I'm not using 100% influence cause I'm not using cats to do the range influence for me

tepid wagon
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Ah ok, I only use CATS for this

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You could paint highlights over the eye texture if it isn't mirrored

dull canyon
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which would not allow me to make "shocked" or "lifeless" expressions if I wanted to

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apparently it's an issue with the shape keys

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yep, it was indeed messed up shape keys

outer vigil
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can i ask for one :3

olive roost
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If u mean a 3d model, then in #community-servers-old thereโ€™s vrctraders! Thats where u go to ask and/or buy models

limber ember
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How do I get particles to not render if they're behind a wall? This smoke effect should be almost completely invisible, but I can see it through the walls it's behind

dusty heron
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I feel like getting into 3d modelling, anyone have an good tutorials(specifically models for avatars)

quaint jasper
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there's tons on youtube already, take your pick

dusty heron
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Thanks!

dull canyon
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help, my brain is currently melting down... I've added some star and heart shaped pupils to my model, in the base shape key I've hidden them inside the head and propagaded that over all other shape keys, then I made 2 new shape keys which bring those pupils to the front. but now if I activate any other shape key with the heart or star one active the pupils get push back into the head

quaint jasper
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well yeah, it'll be a blend of the two

dull canyon
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yeah

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how can I fix that? :<

quaint jasper
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it'd need to not be a shapekey i guess ?

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or on another mesh part

dull canyon
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actually I just noticed that every other shape key pushes the pupils back even further when I active them

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ugh, dang it

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propagate is not what I wanted...

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blend was what I needed

quaint jasper
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most likely !

dull canyon
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well fuck

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there has to be an easier way then having to go into each individual shape key and doing "blend from shape" ๐Ÿ˜

quaint jasper
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not that i'm aware ! Since it's something done during the creation process, but if you find a way lmk !

dull canyon
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there we go...

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well that was annoying

devout scroll
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separate your new eye things to a new mesh and delete all shape keys from them but basis and the ones you use to activate, then merge the meshes again

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is what i usually do

dull canyon
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okay, I'll try that next time I get n that situation

silent junco
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Dark trooper are like more angular regular stormtroopers

visual vigil
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nah theyre just mad stormtroopers

silent junco
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that works too

dull canyon
latent charm
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@dull canyon there's both collider outer distance values and cloth collision distance values, just need to bring them down a bit.

dull canyon
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ah, thanks

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that's looking slightly better

untold steeple
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I am helping my friend by creating him a world, he has modeled and textured a pirate ship from scratch. We were having trouble with him sending it to me with the materials/textures, the thing that finally worked was when he sent me the blender file packed. The problem is that I cant figure out how to get the model into unity with the materials, ive tried fbx and ive tried glTF with the UniGLTF plugin and nothing has worked. When I import via glTF the materials are imported but they are all dark gray. Any help? Thank you :]

latent charm
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Tried unpacking the textures?

dull canyon
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so why is my cloth ignoring it's pined vertices?

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ok apparnetly you have to increase the stiffness

silent junco
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you can't export blender materials

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you can do textures

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but not materials

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@dull canyon cloth can be hell to work with

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if it has too few polygons it becomes a nightmare

dull canyon
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yeah, I think I'm slowly getting the hang of it

crimson dune
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Anyone here make avatars?

spiral sigil
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nah no one

dull canyon
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first attempt

spiral sigil
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finally clothed ๐Ÿ˜”

dull canyon
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yup

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still missing the thigh highs and maybe some shoes

quaint jasper
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Have you looked into marvelous designer ?

dull canyon
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I have

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and my wallet cried

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maybe for the next model I'll consider it, but not for this one

vivid crater
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have you seen the modeling cloth add on for blender?

dull canyon
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I have

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and it's a neat idea but kinda terrible still cause blenders cloth sim is just slow af

vivid crater
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modeling cloth uses its own solver

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but yea its probably similar performant

dull canyon
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last time I tried it it wasn't much better than blenders cloth stuff

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I will probably just invest in marvelous

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assuming there aren't any unpleasant surprises like with substance painter...

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where just a short bit before I started using it they decided to switch from WinTab to fucking Windows Ink and making it a terrible experience with (Wacom) tablets

silent junco
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thats cause cloth isn't really made for clothes tbh

dull canyon
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yeah I guess, I'm just abusing it to get some semi convincing folds since I'm lazy to do it all myself

crimson dune
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No i mean like make me a custom avatar and i can pay of need be

vivid crater
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i guess you can try messing around in 2.83 alpha for that cloth brush

lime marlin
untold steeple
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@latent charm Yes I tried that

latent charm
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If the materials are setup in blender exporting as fbx or collada or whatever should try to set the common material properties (albedo, specular, normal, etc) that other importers can read them to ease the transfer process.

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If not you'll want to extract the materials from the fbx in unity and just go through them and manually reconfigure them.

untold steeple
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if i put the textures on the imported materials, they are not set up and aligned properly

mild nimbus
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@dull canyon Just use the physics engine and let the skirt drop and form its own folds

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and apply the modifier

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its what I do for droppy and wrinkly cloths

vivid crater
stable edge
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That post made me mad

median pike
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Hes right tho

dull canyon
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@mild nimbus by physics engine you mean the cloth simulation?

stable edge
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Yeah, it made me mad because of obj files

fringe rock
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My obj dont have bones

spiral sigil
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Boneless mesh ๐Ÿ˜”

ashen stag
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Obj is fine when you don't want bones though, not like it's useless

vivid crater
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jpeg is fine too

reef lotus
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i just write down the vertex positions on a piece of paper

vivid crater
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its uh, funny you say that

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thats what obj does, its text based so you can open it in notepad to look at the vertices

small valve
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is that why theyre so fucking big

vivid crater
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Ye lmao, they're reliable, but big bois

small valve
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explains stuff

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How does stuff like .fbx store data then?

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cuz that shit is fucking tiny

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despite including vertex, skin, and bone data

vivid crater
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No idea, I just know about obj because of those fun fact kinda things

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๐Ÿ˜‚

small valve
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i see

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anyway obj is bad sometimes

vivid crater
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Pretty sure you can embed the textures into fbx too

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Don't quote me on that tho

small valve
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oh yeah that too

spiral sigil
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Yes you can

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You can just share the fbx file with others then

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You can directly extract the texture from it

reef lotus
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that's how a lot of 3d model formats handle it which is why I made that joke lol

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pretty sure fbx just stores them like that too + other data just not in plaintext

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different formats are good for different things

vivid crater
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Iconic duo of obj and mtl

visual vigil
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my first time making a from scratch head

spiral sigil
#

Very nice

wheat musk
#

OOO~! nice work

dull canyon
#

@visual vigil I wonder why you're not showing the rest of the body :3

wheat musk
#

LOL XD

spiral sigil
quasi bane
#

so uh.... in blender my model's textures appear... until I render it, tried fixing the lighting but it doesn't seem to be it

visual vigil
#

you know why

vivid crater
silent junco
#

Nodes maybe

#

Rendering requires they are placed correctly

#

Almost like summoning an eldritch god

#

But you use ram instead of sheep as a sacrifice

quasi bane
#

hm

spiral sigil
#

HI Is it allowed to ask about aa finished model? searching for a oculus rift s 3d model i already found the crontroller but no rift s headset
most of the sites are only selling it

small valve
#

i believe you can get those things for free from official developer blogs / repositories by oculus

#

i think

spiral sigil
#

only the old one for auto cad but in 2d format

slow zealot
spark horizon
#

oculus doesnt release free models?

mild nimbus
#

Free models is hard work given away

#

I wouldn't

#

๐Ÿ˜ฉ

median pike
#

You can try photogramatry or just model it yourself

little bramble
small valve
#

good shading, looks very close to how the animators have it set up

little bramble
#

Thank you. The only thing that's really missing from the above image is the outlining. I just couldn't get it to function the way I wanted it to.

silent junco
#

you can make an outline by making a double, add solidify mod, flipping normals and give it a black texture

#

though it increases tri count by double

slow zealot
#

or add the outlines on the textures (seen it on a few models and it looks pretty good when done right (avoids having weird generated outlines inside the face etc)

glad steeple
#

doesnt work for curved shapes

#

which the model is 99%

barren quiver
#

What do you need for the outline?

#

My shader (and presumably some others) let you control the width of the outline using the vertex colours on the mesh, so you can tweak it to match sections or remove it entirely for details too small

hollow radish
#

ooof, the normals might be off then

little bramble
#

It's not a problem to do it in unity, but rendering it in blender is a different story @barren quiver.

#

I would like to check out your Shader though. 8D

silent junco
#

you can just

#

and that renders with outlines

twin lintel
#

Thanks beforehand

#

Hey guys
Idk where to ask this but, ive been trying to get my own models for my avatar. Simple, no-animation, static objects, ive done all the unity stuff but when i try to use it inside the game, its not standing up right, just laying on the ground, anyone knows how to fix this?

dull canyon
#

anyone know what could be the cause for substance to only exporting a grayscale albedo for just one texture set? every other texture set is fine

#

ok apparently it has something to do with diffuse vs base color export channel...

halcyon hare
#

so i just fucking realized that students get maya for free

#

Is there any other 3d modeling programs that are also free for students?

ashen stag
#

Most websites have it pretty obvious when I was checking around

#

Students get blender for free (:

halcyon hare
#

No

#

way

small valve
#

Blender is as free as the grass we sit on

halcyon hare
#

I use blender mainly

#

I'll have to learn Maya for the University im transferring to in a year

dull canyon
#

now, does anyone have tips how to bake good AO textures? >_>

spiral sigil
#

Big 'ol ears

dull canyon
#

big fwoofy ears

quaint jasper
#

don't wanna bake ao onto your texture ?

dull canyon
#

isn't that what I said?

spiral sigil
#

Need to say it 2 times

dull canyon
#

I mean, what other way is there to bake AO maps? I don't know anything about it

quaint jasper
#

you said AO texture

ashen stag
#

Yeah you either bake it on the albedo or have a completely separate map for it

thorny fractal
#

Have a good cage

#

I love marmoset for baking because it shows the generated cage in real time and you can make tweaks to it and paint some edits for it and show updates in real time. I never bake in spainter I just bake in marmo then import into spainter

dull canyon
#

I should've mentioned only free methods or substance

thorny fractal
#

Also if the ao texture is grainy then I would increase the sample count or use a higher bit depth of you have banding

#

Xnormal

#

But it's good as marmo imo

#

Not as good*

#

But you can import a mesh as a cage

#

Just don't cheap out on making a good cage

dull canyon
#

when you say cage

#

what exactly is that

thorny fractal
#

I think spaintser baking options are super limited

#

It like defines the bounds of where the Ray's are shot out from the model

#

You can bake without a cage and specify the ray length but especially in crevices and stuff if you ray length is too long in those areas you can have them clip through other parts of your model and have artifacts while on the other end if your day is too short you won't capture some detail

dull canyon
#

so the cage is like an outside mesh that's just above the actual mesh?

thorny fractal
#

Yea kinda

#

It has the same amount of verts and stuff as well

dull canyon
#

so... it's just a scaled up version of the mesh?

thorny fractal
#

Usually people just duplicate their base mesh and inflate it a bit

#

But you won't get good results with just that

dull canyon
#

๐Ÿ˜

thorny fractal
#

I'm not good at explaining things I would just do some research on it

dull canyon
#

mkay, thanks

latent charm
#

๐Ÿ‘

thorny fractal
#

I like marmoset for baking because of it's built in tools for editing cages in real time it removes a lot of the back and forth between like blender and xnormal but xnormal still totally works

dull canyon
#

and so how does AO baking work then? the base mesh is sending out rays from each vert until it hits the cage and from that the amount of occlusion is calculated?

thorny fractal
#

out of curiosity are you baking from a high poly or are you just baking from low poly to low poly

dull canyon
#

I only have the low poly

#

so does it even make sense then?

thorny fractal
#

low poly as in your unwrapped model

dull canyon
#

yea

thorny fractal
#

your model needs to be unwrapped for it to be baked

dull canyon
#

yes, this model is textured and good to go

thorny fractal
#

you just said you didnt have one

dull canyon
#

like, I could put it in game now if I want to

#

wha

thorny fractal
#

ok so you do have your low poly

dull canyon
#

I don't have a high poly anymore

#

as in, the sculpt

thorny fractal
#

yea but you said you didnt have a low poly so i got confused

dull canyon
#

I never said that

thorny fractal
#

nvm

dull canyon
#

๐Ÿ˜„

thorny fractal
#

you can bake from itself but usually you bake from the high poly to the low poly, idk if xnormal has an option for bake from self or if you just have to put the low poly in both slots

#

your model scale can be important here too ebcause if your scale is super tiny and you try to bake you can run into issues

dull canyon
#

it's real life sized

thorny fractal
#

there should be an option in xnormal to specify ray length but if you have a cage then that shouldnt matter, you can also include multiple object at once to be included in the bake so like if the skirt or somthing is a seperate object but you want it to influence the ambient occlusion you can bake it at the same time

#

althought i dont like that since it leads to other issues and usually just rely of of SSAO for those larger details

#

you can try baking without a cage by just popping your low poly into both the high definition and low definition mesh slots in xnormal

#

and then checkmarking ambient occlusio and seeing what happens

#

if its fine without a cage then more power to you but if its grainy or kinda shitty quality then you can upp the ray count, by default i think its only like 125

dull canyon
#

mh, well I'm currently trying to bake with the low poly only, told me to scale up the high poly a bit to get better results, guess I'll wait and see until the bake is done

thorny fractal
#

it can be a lot of back and fourth playing around to get good results

#

you can bake directly in blender too but im not a fan

dull canyon
#

yeah I kinda know about that one

#

well I'm glad my CPU is water cooled

thorny fractal
#

oh yea the ray distance calculator can be helpful too since it can help you figure out what to set your min and max ray values when not using a cage

#

and yea another reason why i dont like xnormal is that the baking just takes forever compared to marmo

dull canyon
#

so what exactly is marmoset? does it do just rendering or also texturing like substance?

#

I assume I'd want Toolbag?

thorny fractal
#

its basicly just a real time render engine

#

like eevee

#

but it has some nice quality of life features

#

and it has some good baking tools

dull canyon
#

mkay, 190$ isn't too bad if that includes all I'd need for doing good bakes and stuff

#

and renders

thorny fractal
#

there are other tools that are just for baking

#

knald is one

#

marmoset has real time GI while eevee can only do baked, and its performance is way better, so i like tio import my sculpt from zbrush and do test renders just to get a feel for it because i can go up to like 20million polys before it starts to feel unusable, although it dosnt have a node based shader editor like eevee so your kinda at the limit of whats there or some other custom shaders people have made online, you can technicaly make your own shaders with HLSL but thats past the scope of what most people would do

#

its popular to a lot of more professional artists because it can also export out marmoset scene files that can be played through a web browser, basicly liek sketchfab but i think it looks a lot nicer, and sites like artstation support them

dull canyon
#

mhm

#

well, I'll look into it when I have some money laying around

thorny fractal
#

it also dosnt have as much setup as eevee so its a lot easier to just chuck some models into it and play with stuff and get a pretty result if you just want to mess around but its really not needed its just one of those things thats kinda nice to have

#

it goes on sale every once in awile tho i think i got it for like $90 when i bought it

dull canyon
#

okay

dull canyon
#

why is vrchat so slow lately to update my avatars when I upload it

dull canyon
#

so, when I'm texturing a model I assume I want to do this on the final mesh, ie with all modifiers like subdivision surface applied, right?

spiral sigil
#

Yes

#

Always backup before a big step tho

dull canyon
#

mkay

#

but I can do rigging and weight painting on the low poly mesh and then just apply the subsurf right

spiral sigil
#

Not sure about that since the subsurface will add more polys and I don't know if they will be weight painted

dull canyon
#

well that's how I did it with my current model and I didn't notice any issues, just wondering if that's a good thing to do

#

I'm trying to come up with a rough workflow for creating a base model which I can then relatively easily do different versions of

devout scroll
#

i think that's how it's generally done

#

subsurf stuff should still be painted, but you can test it out yourself

dull canyon
#

mhm

devout scroll
#

after you paint low poly i mean

dull canyon
spiral sigil
#

very cute

#

||หขสฐแต’สท แต–แตƒโฟแต—แถฆแต‰หข||

dull canyon
#

we'll have to meet ingame for that :3

spiral sigil
dull canyon
#

though I kinda wanna play around with this inventory system thing to dynamically show and hide stuff

spiral sigil
#

good luck

dull canyon
#

finally i can take a break from modeling this weekend

#

been going at it basically non stop for the past weeks

spiral sigil
#

I noticed yeah

dull canyon
#

but I think it paid off

spiral sigil
#

definitely

#

oh wow

dull canyon
#

considerign that this was my first attempt

spiral sigil
#

looks good too tbh

dull canyon
#

in the thumbnail maybe xD

#

there were basically no textures, the shape keys were all messed up, weight painting was all over the place, the mesh was a mess

spiral sigil
#

still better than what I do

#

Honestly it looks really good for a first attempt

dull canyon
#

thanks ๐Ÿ˜„

dull canyon
foggy maple
#

Very nice ๐Ÿ‘Œ ๐Ÿ‘Œ

potent pond
#

Yep

#

Another reason to convert to blender

dull canyon
#

what would be the reason that my visemes aren't working in game, but in unity they look fine?

quaint jasper
#

Wrong body mesh assigned in the descriptor

dull canyon
#

mkay, lets see

thin summit
#

h o w d o y o u b l e n d e r

dull canyon
#

yep, that was it, thanks rubick

silent junco
#

how to blender:
buy a blender
get a fruit
turn on blender
stick fruit in

#

๐Ÿ‘

thin summit
#

thanks

#

that was really helpful

hardy agate
#

R/technicallythetruth

potent pond
#

i madea quick model of Melody, the 2d Design is from Ziren37, the 3D version is my quick interpretation

#

๐Ÿ˜Š

#

๐Ÿ‘€

sharp oriole
#

Holy shit that really was quick! Looks amazing and adorable

potent pond
#

โ™ฅ๏ธ thanks, i started yesterday 2 am

#

the whole time must be... 6/7 hs

#

I rushed on some details but.. valentine almost done when i posted it D:

#

so i needed to rushh

#

T_ T

median pike
#

I dont get AO baking

#

lmao

#

I might need to try doing it in 2.8 if it changes aynthing

jaunty salmon
#

anyone can tell me how to start to make my own 3d model?

median pike
#

get blender

#

get modeling

#

you need to be more specific. What exactly do you want to know?

#

@jaunty salmon

jaunty salmon
#

yeah i do have blender ๐Ÿค”

#

its like my own 3d model character

#

not the anime style-based character

potent pond
#

if you need inspiration to create your own character like that i normally use for inspiration and ideas ARTSTATION / PINTEREST

#

then when i have something in mind use PUREREF to place all the references together

#

Then the way to start depends on you. Some people start modeling in 3d MAX / BLENDER / MAYA / MUDBOX / C4D / ZBrush

#

when you have the base, make sure to make the UV of each part you have build

#

then if you want extra detail for texturing later your model you can go to ZBrush or even in Blender to make a High poly detail

#

Then you can bake the detail of the high model into the low model with UVs in Substance painter / Marmoset for example and there you keep adding detail and working on textures

#

when you have all together go to the software you builded it and add a RIG / Bones with the proper VRC naming convention

#

after you create the skeleton of it, start Skinning / weightpainting the vertex to the skeleton (you can have a base on MIXAMO website, but then you need to do adjustments)

#

so you can move it later in game

#

Then you do the Visemes / Blendshapes / Key shapes, depend the name of the program you are using

#

those are the faces your character use to talk or even express him/her self

#

once you have all together, you export the model with the skeleton in FBX format

#

open it on UNITY, install VRCSDK

#

add to the FBX file, the avatar decriptor, add the visemes, materilas, textures you use, in the rig place it "Humanoid" and be sure to check the spine bones fix that is around, you can look for it pretty easy in any youtube video

#

UPload and done, welcome to the world

#

OVAN

jaunty salmon
#

Woah, that a lot of work needed to be done ๐Ÿค”

#

Btw thanks for the instruction ๐Ÿ‘

potent pond
#

No prob, that the proper wokflow for creating your own character

jaunty salmon
#

Yeah it sure is~

potent pond
#

you can also request someone to do it, for money,
Or if you want to make it easier you can use a base and just change colors and add props

#

n_n

jaunty salmon
#

yeah i know ๐Ÿค” but i prefer making my own modelling

#

well its hard to find a base tho~

#

xD

potent pond
#

depends on what you need

#

you can buy a base from different websites

#

not anime styled for sure

jaunty salmon
#

For now, i wanna to make a creepy-like-shape doll and with horrify texture and upload it into the game

potent pond
#

๐Ÿ‘Œ

jaunty salmon
#

alright ๐Ÿ‘ but some are pretty expensive model xD

potent pond
#

Indeed

jaunty salmon
#

well anyways, thanks for the help and giving all the instruction from the beginning till the end on making a 3d model ๐Ÿ‘

potent pond
#

yup, that's the whole process

#

have fun in the journey

#

n_n

jaunty salmon
#

yeah i will c:

#

cheers~

median pike
#

looks pretty nice actually

mild nimbus
#

hand painting AO

#

xddd

median pike
#

noo

#

Substance can generate AO

#

and it actually took only a few seconds compared to blender baking

mild nimbus
#

I know it can generat eit

#

lol

#

I use it all the time

#

Ye Substance Baking is pretty good

#

Marmoset is good at it to

#

When it comes to normal map baking

#

Marmoset def the one to go to

median pike
#

the way you worded it sounded like you though I hand painted the AO in substance

mild nimbus
#

oh

#

noo lmao

median pike
#

imagine that

mild nimbus
#

I mean u can hand paint it

#

ยฏ_(ใƒ„)_/ยฏ

#

i did it before

#

for control on the hair

median pike
#

well yeah

mild nimbus
#

and shadow under chin etc

jaunty salmon
#

Let's say i got this mannequin doll model in blender, anyone know how to make holes for the eyes and mouth? o-o

quaint jasper
#

sculpt tools

#

or boolean with a sphere

jaunty salmon
#

Boolean with a sphere? o-o

quaint jasper
#

google boolean modifier

jaunty salmon
#

alright ๐Ÿ‘

#

Okay i got it~ thanks ๐Ÿ˜ƒ ๐Ÿ‘

little bramble
#

@silent junco I'm late but freestyle lines look like poop on the models I've done even after tweaking and playing with the settings. Its just not the look I want tbh.

#

@jaunty salmon Make sure to look up how to retopo a mesh to have good edge flow. Its honestly smart to do.

#

Onto Winter from RWBY now. Woop

jaunty salmon
#

alright will try this in blender ๐Ÿ‘

little bramble
#

You got this!

jaunty salmon
#

Yeah... need take some times to learn how to do this ๐Ÿ˜… Since im a beginner on 3d modelling

hard reef
#

is anyone able to create this avatar?

median pike
#

what?

hard reef
#

if possible

quaint jasper
hard reef
#

ok thanks

dull canyon
#

does anyone know where they moved the "2d falloff" setting for brushes in weight painting in 2.82?

#

there's only "front faces only" now and that alone doesn't let you paint through the mesh

vivid crater
#

hm, try changing the falloff shape to projected instead of sphere too @dull canyon

dull canyon
#

yeah, that works apparently

#

thanks

mild nimbus
#

@hard reef I can make that for you

#

DM me if interested

dull canyon
elder solstice
#

@dull canyon use unity 5 metallic

#

but depends on what you have painted tho

dull canyon
#

what do you mean?

elder solstice
#

what maps you have used in sp

dull canyon
#

ah, well I mean for assuming I'm starting a new project

#

so just use the Unity 5 (Allegorithmic) project preset and Unity 5 (Standard Metallic) for export?

elder solstice
#

standard metallic

#

then it gives you diffuse, height, roughness, normal

dull canyon
elder solstice
#

dw about the template just import your model with the normals ect

dull canyon
#

mkay

weak berry
#

who wants a Pink Floyd the wall hammer with textures?

dull canyon
#

can someone ELI5 how linking between blend files actually works? I thought that if I had one blend file with an object in it, create a new blend file and link that object, then made some changes to the original objects mesh and save the file it would transfer those changes over to the second blend file with the linked object, but somehow that doesn't seem to be the case

bold zephyr
#

anyone know what tool is used to smoothen corners? like have a curve to the corners instead of sharp curves

next jungle
#

Bevel tool is most likely what you are looking for if I got you right

mild nimbus
#

bevel

#

or subdivide

#

using the subdivision modifer

indigo stirrup
#

or mix both of those using the bevel modifier

mild nimbus
#

will add to much topology if u do that for something as simple as that

#

but yes you can do that

#

xD

reef lotus
#

just do bevel by selecting the edge and presing ctrl + b no reason to add extra geometry with modifiers where you don't need it

mild nimbus
#

^ This

silent junco
#

and you can change its settings to make it smoother and fill more or less area

radiant widget
#

wont let me upload anytbody know a fix

#

I'm trying to upload and its making a windows noise every time i try to upload a avatar

dull canyon
mild nimbus
#

the pressure feature the yadded is nice ya

#

I use physics to make my skirt and stuff

#

lol

#

or light folds on the shirt

dull canyon
#

yeah, that's what I did with my last model

spare skiff
#

I don't know why when I turn on reflections the two towers become black for the triangles

dull canyon
#

so what exactly does CATS do when you let it fix the materials of a model?

spiral sigil
#

nvm found the probs

desert crown
#

I searched on google and it says Live Unwrap and Pin, but i don't get how they work like this.

quaint jasper
#

You can do that if you place the 2D cursor in a corner i guess ?

desert crown
#

how do i do that

quaint jasper
#

left click ?

latent charm
#

You can put the cursor in a corner precisely by enabling normalized coordinates and then setting the X and/or Y values, and pressing . to set the pivot point to the cursor.

desert crown
#

i'm trying to think on how to do that cuz edited my interfaces to be different so all the shortcut keys are kinda different

latent charm
#

Look in the keybinds then, it'll tell you what's set to what

desert crown
#

yeah

#

@latent charm what did you mean by enabling normalized coords though

#

@quaint jasper okay i got it to work, but it only works for resizing it 1 way and not both ways

latent charm
#

press x or y to lock it to an axis

desert crown
#

Hm...

quaint jasper
#

Blender lul

desert crown
#

@latent charm do you know what are the shortcut calls that in the shortcut keys list?

latent charm
#

what

desert crown
#

pressing x or y

#

doesn't work for me so i had to assume its a shortcut key

quaint jasper
#

g + y ?

#

or s

#

those never change

latent charm
#

After entering a transform mode (g r or s) pressing an axis key (x,y,z) will lock to that axis

desert crown
#

okay that took longer than it should've but had a friend walkthrough me it

spiral sigil
#

anyone know how to fix this issue? in cycles render my arms look like this

#

while in blender render it looks fine

quaint jasper
#

How does your uv map look like ?

#

also, why is every edge sharp

azure rain
#

yes that's very bad

vivid crater
#

I think some game rips do that, and might separate all the faces too

quaint jasper
#

you can't have good UVs with that, and that explains why it looks broken

#

remove all sharps i guess, but unwrapping that looks awful lol, good luck !

spiral sigil
#

and how do i remove the sharps? lol

quaint jasper
#

select all edge, then remove sharp

#

it's in the edge menu

spiral sigil
#

ahh aight

#

so it seems like its only when any kind of shading is applied. could it be the normals?

quaint jasper
#

could be

spiral sigil
#

nope not a norma issue

hollow radish
#

its a normals issue

#

if it has good normals before and you recalculated, it will likely result differently

#

you have to mark sharp, weighted normals, or really any normals editing to fix normals

#

it's also possible the arm's vertices isn't even connected

#

and if recalculate, it screw it up since each tri isn't connected

#

one way:
clear custom normals -> auto smooth -> 180 -> start mark sharping sharp edges that are sharp

vocal marsh
#

any way i can fix this?

spiral sigil
#

I have the same arm and dont have that issue
Did you do anything special with it?

vocal marsh
#

Well

#

I made edges to get rid of the culling

#

And it didnโ€™t work

#

Any other way I can fix it

steady zealot
#

@spiral sigil this may be a longshot but try selecting the arm faces and then under mesh/normals, click set from faces

#

It maaaayyyy fix it. Or atleast make it passable

spiral sigil
#

yeah i figured that out after like an hour of messing with stuff. xD thanks tho!

steady zealot
#

Did it work?

spiral sigil
#

but do u know what it may be caused by?

#

yes it worked

steady zealot
#

Nice. Not sure but it happens sometimes to me as well

#

Sorry

spiral sigil
#

ahh it be.

#

thanks anyway tho!

steady zealot
#

Yeee

vocal marsh
#

Ack I need help here

spiral sigil
#

Alright

vocal marsh
median pike
#

Ah yes very obvious what the issue is from that picture

marble rapids
#

How to select vertices on the back side on the model too and not only facing me? Using circle selection tool.

devout scroll
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turn on xray mode

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shift+z or alt+z, i forget

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if you're using blender 2.8

marble rapids
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2.79

devout scroll
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then i think it's just z

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or go to wireframe mode

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i think xray only works in solid

marble rapids
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z worked. Thanks

silent junco
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its still just z with 2.8+

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it just bring up a wheel you have to move your mouse to

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the view you want

steady delta
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guys there are some pretty good 3D assets on kitbash3d.com and u can use a coupon to get a kit for free that normally cost $100 - $200

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i think it's good for making vrchat worlds

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coupon is ELITE19

slow zealot
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Unreal also does alot of monthly asset give aways ( last i checked were all infinity blade assets (valued $12 .000+) . Most were fbx already

fallen quartz
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yo i know blender pretty well but am total vrchat/unity noob, are Blender materials supported or is it textures only?

quaint jasper
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Textures only, you'll need an equivalent shaders for what you want to do

silent junco
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and unity doesn't have displacement

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only normal

potent pond
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i saw this video

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idk if it was already posted

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but im converting myself to Blender

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and seems like a good plan

bold zephyr
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does anyone know how to fix textures when it comes to adding images on mats

quaint jasper
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UV Editing panel at the top

bold zephyr
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ooof

quaint jasper
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Also pls get ShareX or any other software to capture screenshots lol

bold zephyr
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idk uv editing

quaint jasper
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Welp, time to learn !

bold zephyr
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nooooo

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it is hard

spiral sigil
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Yes

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And very annoying to do

quaint jasper
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there's a lot of techniques that make the process easier

spiral sigil
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God I fucking hate working with UVs

spare skiff
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How can I make sure the duplicates of the object I created are symmetrically arranged in three other directions with equal distance

dull canyon
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so I'm a bit confused about sculpting in blender now... it seems like it's a bad idea to first sculpt using the remesher and then using dyntopo to add more details?

quaint jasper
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@spare skiff You mean with a square in the middle ?

spare skiff
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yes

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I want the selected faces to join, with the selected part moving together to place

spiral sigil
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Alt + m ?

quaint jasper
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In that case, in edit mode, select one of the vertex of the top edge, snap the 3D cursor to it, then use it as your rotation point, when you duplicate you simply rotate on Z axis

spare skiff
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this was the method I tried

quaint jasper
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works for me

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you didn't change the rotation to 3D cursor

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rotate on z by 180

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and it works

spare skiff
quaint jasper
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still not on 3D cursor rotation

spare skiff
quaint jasper
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ah i see, then make it 90 degree then scale it by -1 on the correct axis

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@spare skiff

spare skiff
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It works now, thank you ๐Ÿ˜„

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oh yeah

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I worked a whole day to get this

quaint jasper
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Vertex snapping is also a great tool that i suggest

spare skiff
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๐Ÿคฆโ€โ™€๏ธ

quaint jasper
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Blender is all about spending a lot of time learning small time saving workflows Giggle

spare skiff
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LOL

quaint jasper
spare skiff
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How can I remove doubled vertices when I put the corner on

spiral sigil
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Merge by distance

hollow monolith
fervent lava
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I'm getting an issue after editing my UVs. The model looks good in Blender, but looks way different and much worse when imported to Unity. Anyone have any idea why?

silent junco
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its something about it showing it not pixel perfect

idle niche
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Looks like you need to bump up texture resolution

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UVโ€™s seem fine from what I can see

neat hinge
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Looking into making my own avatar from scratch, do people typically use spheres for eyes, or another technique?

quaint jasper
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For anime usually not spheres

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for anything else yeah

neat hinge
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gotcha, thanks

barren quiver
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Big head

glad steeple
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large cranium

vivid crater
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its the halfway point to lord helmet

visual vigil
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it balances out when the armor is added

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its super beefy

lucid raft
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how do i make a texture glow a little bit?

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or at least make it bright ?

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the city skyline texture looks a little bit dull

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anybody?

cinder thunder
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@lucid raft emissions

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in unity

lucid raft
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thanks ... im looking it up

spare skiff
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How can I make sure that after rotating the uv part the lines are totally striaght like the lines on the right side

quaint jasper
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scale them on the same axis

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z or y ?

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scale to 0 @spare skiff

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it's actually on x axis

spare skiff
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is the display tab gone in 2.81

quaint jasper
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What tab is that ?

spare skiff
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like this guy using

quaint jasper
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Are you not in UV Editing mode ?

spare skiff
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yes I am in but I cannot find the same tab

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oh sorry I found it

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if I scale to 0 it moves away

quaint jasper
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well yeah it'll move the UVs

spare skiff
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I don't understand why after I have made completely symmetrical cuts some parts are stretched and some parts are flat but they are supposed to be the same parts

silent junco
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Thatโ€™s the magic of 3D modeling

spare skiff
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๐Ÿ™ƒ

quaint jasper
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yeah blender's unwrapping is uncomprehensible

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especially for symetrical stuff

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have you tried to press 7 and do project from view unwrapping ?

spare skiff
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7 is view local

quaint jasper
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should be orthographic from top

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might have to press 5 again

spare skiff
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this one?