#3d-modeling
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all about thinking ahead
especially with poly count
subdivide at least once
for most important areas
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
yup yup
shader is your last thing to worry about
Unless you going for that alpha channel trick
lol
I'm guessing you are aware of the concept of Texel density Szena?
I am in fact not
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Texel density is a way for art directors to have a consistent feel to everything in the game. It prevents a prop from being higher res than the table it's sitting on, or a...
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Tutorial explaining what texel density is, how to use it, and some tools you can use to set correct texel density easily on your mode...
The problem you're having with your uv is that they're very uneven in terms of the texel density
so basically more consistent quad sizes?
The checker board texture you can create when creating a texture is great for checking texel density
https://i.imgur.com/CPWmCsB.png yeah guess I shouldn't have ignored that eh
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?
Yes texel density is very important and key to appealing models
I never bought it up cause I'm so use to it
And thought it won't be that important xD
https://youtu.be/0DHT-0kOyaA?t=797 This guy has a number of videos were he shows how he packs his UV maps
Here is a short video where I share my workflow to rapidly create PBR stylised game assets for Noara usin Blender, Zbrush, photoshop and substance painter.
New course now available. Learn how to create a current gen game character using Zbrush, Blender 2.80 and Substance Pai...
Both for characters and simple objects
I like to square my uv islands on simpler objects
mhm
Oh pierekk
hmm, now I'm thinking o redoing the UVs and everything for this model
You will get really disappointed when you see my high quality uv map
Canโt show it cause school atm
๐ท๐
Yeah, Pierrick is really good at showing and explaining his thought process
i was wondering, is it possible to have like a leece or a rope attached with an object that follows u ?
https://i.imgur.com/18Elb9O.png would having seams like that make more sense?
around the face
That nose is gonna end up cramped
so a seam around there too?
wouldn't I have to worry about the seams being visible there tho?
or does substance such a good job at hiding them
Thatโs the problem
what is?
With proper padding and triplanar projection for procedurals the seams will generally not be visible in substance painter
^
okay
https://i.imgur.com/LyW6foI.jpg feel like I went overboard with it now?
@dull canyon What are you leaving the empty space for ?
clothes and stuff
is that the tail in the top right corner ? seems fairly big
yeah I shrunk it down already
actually, no I didn't
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
what's the maximum texture size for vrchat?
the limit is defined by unity
it's fairly big
but fairly heavy too
the max i've ever went was for 4k
ok, then there's something weird going on
cause my model does not look at all ingame like it does in substance or unity
and for some reason the left boob keeps going horizontal through my body
I'm close to screaming right now
it's different in vrchat than unity ?
yes
sure
my great uvs
๐คฎ
wtf
if fucking works
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
the hell is this lmao
don't do that kids
its unregistered hypercam
I usually turn off mirror before I start weighting even though that may be a terrible ifea
@dull canyon things will never look exactly the same from SP to another software
All you can do is tweak it to make it look as simalier as possible
yeah the issue why it looked so different in game was because teh default home apparently has crap lighting
Ya
in any other world it looked like I expected
once she has some clothes on
๐ณ
kfad nice
๐
This Amazing Brush for Blender by Pablo Dobarro!
This new sculpt brush "Cloth Brush" has a custom cloth solver than can run inside sculpt mode in real time on localized areas of the mesh.
It has properties to control the cloth material and it can grab, drag or pinch the sur...
myyyyyyy
everyday i blame myself to not start working with blender ;_ ;
i willl doo ittttt
Do you guys know of any free subway train interior models? Thanks in advance
@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.
wow thank you
@spiral sigil Having trouble downloading a model, are some of them not for sale/download?
A lot of them are not for sale/download
You could try other CG website, but it's difficult to find high quality free assets like those
Maybe DeviantArt has stuff
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.
aight I got a good one, thanks guys
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.
ok thank you
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.
This is more of a channel to discuss projects made for vrchat, renders are not really part of the process
https://media.discordapp.net/attachments/601162166527197195/674142479347482634/EP6U5wLXkAAd7qK.png
getting closer to finally finishing my first from scratch model. gotta do some more proportion edits and add hair and texturing. but im happy im almost done
reference
Nice !
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?
weight painting
you should probably watch some video tutorials for the basics in that case
I mean ik how to rip the head off and replace it with a tv and rig an avatar
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
Weight painting is part of the basics, but that's more for #avatar-rigging if you're not making the 3D model
Rigging is worst part
I usually just go with very lightly modified automatic weight
@quaint jasper use turbo squid
Real isopod hours
as an isopod lover i am displeased that the eyes are not pure black voids of death
has anyone else here had problems with substance painter not using pen pressure of wacom tablets?
ok apparnetly for whatever dumb reason you need to enable windows ink for substance
and then you basically can't use it to draw anything anymore
because fuck windows ink
how the hell is this so bad
and this is what you pay like 500โฌ for
lets see if a driver update fixes this... I doubt it tho
I can't be the only one using Substance Painter and a Wacom tablet having this issue
right?
I don't think a lot of people are using substance painter
wat?
Not anymore yeah
what are people using then?
I thought Substance was the goto industry standard for texturing
gimp/photoshop and any other free alternative
that... that's not 3d texturing
Well it was, and then it joined the Adobe suit and now it's locked behind subscriptions
it's good enough 3D texturing for free
Isn't steam the only place you can get it without the subscription bullshit?
yeah, it's only 80 bucks or something
Industry standard 
Sure, when your company pays for it
fucking 700 bucks for a software with horrible UI
Now everyone's moving to blender slowly
anyways, back to the original point
what is the industry using for 3d texturing then nowadays?
substance painter
and nobody else has ever run into this issue I have?
Did you check forums ?
I googled
You and I are not the industry
in that case then yeah you might be the only one
worth a bug report
I wouldn't say the subscription cost for substance painter is astronomical
And it's definitely way better for texturing than photoshop
It puts off the extremely large majority of enthusiasts though
if you barely have any money
and you need to pay 80 to texture a model
it's quite expensive
Yeah I can agree on that point
I want to get SP but it's way too expensive for me right now
Personally I have a sub to photoshop and substance painter though so I might be the minority
especially just for a hobby that I can only practice 2-3 hours max per week
ok so apparently that issue is known and they "are working on it (tm)"
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
Yeah change some colors and export. Refresh the texture in blender is not the more fastess way
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?
nevermind, just set the clothing item to a rest pose than sculpted around it
any protip for not wanting shoot meself when modelling hair?
beizer curves
@indigo stirrup
i dont think you even need to do retopology, just set a low resolution and then call it a day 0u0
i still think you can do beizer curves
just a lot of them
thin ones
lol
it would be better than trying to sculpt or poly model flat bangs specifically
literally polymodelling flat bangs rn
polyquilt is making it quite a bit easier
wish I was doing this in VR, the lack of perspective really sucks
but blenderxr still suuuuucks
Testing body movement
Seems to be pretty clean
Id rig and animate it myself but im on a time constraint
so i went to Mixamo
Just needa fix up the deformation on the arms is all.
and skirt
and branch off for hair bones for dynamic bones
Everything has a death stare when the face is not functioning yet
After making 20 characters in my time doing this it's always a death stare until facial controls are made
That's the downside of 3D though...
Everything looks dead till that face is functional and ready to go
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 ๐คทโโ๏ธ Keep it going though ๐
Finished her
Looks nice
fuck
i misremembered them as the legends one
cause shadowtrooper is used on 2 stromtrooper types
@fresh isle that looks awesome is the character from something? (@ me pls) ๐ฎ
!!!!!!!!! so coool
Only image I had to work with lol
Started working on the sword of my Bunny Hop-E fighter
probably i will follow with the mask tonight
its there
just the bloom actually
over saturated it
there is texture for the nostrils lol
if anything i can just hop on 3D coat and make it more defined
Honestly I think defining the nose a bit is a good idea
Pther than that it looks great
Is it quest compatible?
i believe so need to chk
its shadowless
did you already uninstall and make sure that every file/folder was gone from the installation path ?
alright, managed to fix that but after importing an fbx model i am not sure if this is correct
the model is gigantic and the bones are small
i think i've exported it incorrectly from unity project
does anyone know where i can find a melee final destination model
@surreal ginkgo itโs not your fault, just descale the avatar
Happened to me with a Yusuke model
also, as i tried making the bones, mesh isnt moving at all
F
i am totally lost in blender
The fix model button doesent really fix everything
depending on your setup things may break lol
yeah, the way avatar is now is okay
When you imported the rig
i wanted to added bone rigs
was it working just fine>
to breasts cause its missing
nope, the model was ready before
and its missing some rigs
sure
Still cool
๐
ok i'm doen fr tnight
nite nite
That looks clean bro
could someone try and replicate if blender 2.81 crashes when you're in edit mode and switch directly to vertex paint mode?
how complex is your mesh?
hm okay I can't replicate it with a new project either...
only with my current model
interesting, I tried with a 200k tris cube and it didn't
but with my 65k tris model it will consistently crash
okay I'm so confused
I have modeled highlights in my eyes, ie 4 disks that are just floating above the iris
I weighted them .3 to the respective eye bones and .7 to the head bone, just like the irises themselves
in blender they move perfectly fine
in unity they move perfectly fine
in vrchat they go waaay off
I already completely deleted the meshes and added fresh ones
according to blender there's no other vertex groups influencing the vertices either
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
I'm not using 100% influence cause I'm not using cats to do the range influence for me
https://gfycat.com/WeightyCompleteCuckoo this is what I'm talking about
Ah ok, I only use CATS for this
You could paint highlights over the eye texture if it isn't mirrored
which would not allow me to make "shocked" or "lifeless" expressions if I wanted to
apparently it's an issue with the shape keys
yep, it was indeed messed up shape keys
can i ask for one :3
If u mean a 3d model, then in #community-servers-old thereโs vrctraders! Thats where u go to ask and/or buy models
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
I feel like getting into 3d modelling, anyone have an good tutorials(specifically models for avatars)
there's tons on youtube already, take your pick
Thanks!
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
well yeah, it'll be a blend of the two
actually I just noticed that every other shape key pushes the pupils back even further when I active them
ugh, dang it
propagate is not what I wanted...
blend was what I needed
most likely !
well fuck
there has to be an easier way then having to go into each individual shape key and doing "blend from shape" ๐
not that i'm aware ! Since it's something done during the creation process, but if you find a way lmk !
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
is what i usually do
okay, I'll try that next time I get n that situation
Dark trooper are like more angular regular stormtroopers
nah theyre just mad stormtroopers
that works too
https://gfycat.com/FlimsyFavoriteAzurevasesponge anyone have any idea why my cloth is hovering above the collider?
@dull canyon there's both collider outer distance values and cloth collision distance values, just need to bring them down a bit.
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 :]
Tried unpacking the textures?
so why is my cloth ignoring it's pined vertices?
ok apparnetly you have to increase the stiffness
you can't export blender materials
you can do textures
but not materials
@dull canyon cloth can be hell to work with
if it has too few polygons it becomes a nightmare
yeah, I think I'm slowly getting the hang of it
Anyone here make avatars?
nah no one
finally clothed ๐
Have you looked into marvelous designer ?
I have
and my wallet cried
maybe for the next model I'll consider it, but not for this one
have you seen the modeling cloth add on for blender?
I have
and it's a neat idea but kinda terrible still cause blenders cloth sim is just slow af
last time I tried it it wasn't much better than blenders cloth stuff
I will probably just invest in marvelous
assuming there aren't any unpleasant surprises like with substance painter...
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
thats cause cloth isn't really made for clothes tbh
yeah I guess, I'm just abusing it to get some semi convincing folds since I'm lazy to do it all myself
No i mean like make me a custom avatar and i can pay of need be
i guess you can try messing around in 2.83 alpha for that cloth brush
@latent charm Yes I tried that
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.
If not you'll want to extract the materials from the fbx in unity and just go through them and manually reconfigure them.
if i put the textures on the imported materials, they are not set up and aligned properly
@dull canyon Just use the physics engine and let the skirt drop and form its own folds
and apply the modifier
its what I do for droppy and wrinkly cloths
That post made me mad
Hes right tho
@mild nimbus by physics engine you mean the cloth simulation?
Yeah, it made me mad because of obj files
My obj dont have bones
Boneless mesh ๐
Obj is fine when you don't want bones though, not like it's useless
jpeg is fine too
i just write down the vertex positions on a piece of paper
its uh, funny you say that
thats what obj does, its text based so you can open it in notepad to look at the vertices
is that why theyre so fucking big
Ye lmao, they're reliable, but big bois
explains stuff
How does stuff like .fbx store data then?
cuz that shit is fucking tiny
despite including vertex, skin, and bone data
oh yeah that too
Yes you can
You can just share the fbx file with others then
You can directly extract the texture from it
that's how a lot of 3d model formats handle it which is why I made that joke lol
pretty sure fbx just stores them like that too + other data just not in plaintext
different formats are good for different things
Iconic duo of obj and mtl
Very nice
OOO~! nice work
@visual vigil I wonder why you're not showing the rest of the body :3
LOL XD

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
you know why

Nodes maybe
Rendering requires they are placed correctly
Almost like summoning an eldritch god
But you use ram instead of sheep as a sacrifice
hm
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
i believe you can get those things for free from official developer blogs / repositories by oculus
i think
only the old one for auto cad but in 2d format
https://www.cgtrader.com/3d-models/electronics/other/oculus-rift-s-vr-headset cannot find any free ones sadly
oculus doesnt release free models?
You can try photogramatry or just model it yourself
Finished Weiss for use in VR. This was a fun build. Hit me up if you want the model or unity assets!
good shading, looks very close to how the animators have it set up
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.
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
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)
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
ooof, the normals might be off then
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
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?
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...
so i just fucking realized that students get maya for free
Is there any other 3d modeling programs that are also free for students?
Most websites have it pretty obvious when I was checking around
Students get blender for free (:
Blender is as free as the grass we sit on
I use blender mainly
I'll have to learn Maya for the University im transferring to in a year
https://i.imgur.com/uZc9FvT.jpg my first model I'm somewhat proud of, despite all the mistakes and issues
now, does anyone have tips how to bake good AO textures? >_>
Big 'ol ears
big fwoofy ears
don't wanna bake ao onto your texture ?
isn't that what I said?
Need to say it 2 times
I mean, what other way is there to bake AO maps? I don't know anything about it
you said AO texture
Yeah you either bake it on the albedo or have a completely separate map for it
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
I should've mentioned only free methods or substance
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
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
so the cage is like an outside mesh that's just above the actual mesh?
so... it's just a scaled up version of the mesh?
Usually people just duplicate their base mesh and inflate it a bit
But you won't get good results with just that
๐
I'm not good at explaining things I would just do some research on it
mkay, thanks
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
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?
out of curiosity are you baking from a high poly or are you just baking from low poly to low poly
low poly as in your unwrapped model
yea
your model needs to be unwrapped for it to be baked
yes, this model is textured and good to go
you just said you didnt have one
ok so you do have your low poly
yea but you said you didnt have a low poly so i got confused
I never said that
nvm
๐
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
it's real life sized
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
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
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
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
so what exactly is marmoset? does it do just rendering or also texturing like substance?
I assume I'd want Toolbag?
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
mkay, 190$ isn't too bad if that includes all I'd need for doing good bakes and stuff
and renders
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
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
okay
why is vrchat so slow lately to update my avatars when I upload it
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?
mkay
but I can do rigging and weight painting on the low poly mesh and then just apply the subsurf right
Not sure about that since the subsurface will add more polys and I don't know if they will be weight painted
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
i think that's how it's generally done
subsurf stuff should still be painted, but you can test it out yourself
mhm
after you paint low poly i mean
we'll have to meet ingame for that :3

though I kinda wanna play around with this inventory system thing to dynamically show and hide stuff
good luck
finally i can take a break from modeling this weekend
been going at it basically non stop for the past weeks
I noticed yeah
considerign that this was my first attempt
looks good too tbh
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
thanks ๐
https://docs.google.com/spreadsheets/d/1NAAZ04XoaVroxMUj6s7ZnQCAKmb-_vMZPtMbHsQQFoc/edit?usp=sharing any comments on what I might have gotten wrong are appreciated
Blender is made by you, support its development at https://fund.blender.org
Credits:
- Splash-screen by Andry Rasoahaingo
- Wandered by Daniel Bystedt
- Class room by Christophe Seux
- UDIM monster by Daniel Bystedt
- Fire explosion by Ram Singh
- Liquid simulation by Andy G...
Very nice ๐ ๐
what would be the reason that my visemes aren't working in game, but in unity they look fine?
Wrong body mesh assigned in the descriptor
mkay, lets see
h o w d o y o u b l e n d e r
yep, that was it, thanks rubick
R/technicallythetruth
i madea quick model of Melody, the 2d Design is from Ziren37, the 3D version is my quick interpretation
๐
๐
Holy shit that really was quick! Looks amazing and adorable
โฅ๏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
I dont get AO baking
lmao
I might need to try doing it in 2.8 if it changes aynthing
anyone can tell me how to start to make my own 3d model?
get blender
get modeling
you need to be more specific. What exactly do you want to know?
@jaunty salmon
yeah i do have blender ๐ค
its like my own 3d model character
not the anime style-based character
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
Woah, that a lot of work needed to be done ๐ค
Btw thanks for the instruction ๐
No prob, that the proper wokflow for creating your own character
Yeah it sure is~
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
yeah i know ๐ค but i prefer making my own modelling
well its hard to find a base tho~
xD
depends on what you need
you can buy a base from different websites
not anime styled for sure
For now, i wanna to make a creepy-like-shape doll and with horrify texture and upload it into the game
๐
alright ๐ but some are pretty expensive model xD
Indeed
well anyways, thanks for the help and giving all the instruction from the beginning till the end on making a 3d model ๐
noo
Substance can generate AO
and it actually took only a few seconds compared to blender baking
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
the way you worded it sounded like you though I hand painted the AO in substance
imagine that
well yeah
and shadow under chin etc
Let's say i got this mannequin doll model in blender, anyone know how to make holes for the eyes and mouth? o-o
Boolean with a sphere? o-o
google boolean modifier
@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
alright will try this in blender ๐
You got this!
Yeah... need take some times to learn how to do this ๐ Since im a beginner on 3d modelling
is anyone able to create this avatar?
what?
Here is my gun bot design, which I modeled, textured and rigged in Blender
Downloads:
Google-Drive
TF3dm
Test in Unity-3d
Test in Unreal 4
Gun Bot Rusty Version on Sketchfab
Gun Bot Bloody Version on Sketchfab
Free download for non-commercial use!
My name is Dennis Haupt (...
if possible
You can ask for commissions in the VRCTraders server in #community-servers-old
ok thanks
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
hm, try changing the falloff shape to projected instead of sphere too @dull canyon
https://i.imgur.com/YRFJYcc.png can someone tell me if I'm using the right channels for export from substance?
what do you mean?
what maps you have used in sp
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?
https://i.imgur.com/h26vNHQ.png this is what I mean by project preset
dw about the template just import your model with the normals ect
mkay
who wants a Pink Floyd the wall hammer with textures?
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
anyone know what tool is used to smoothen corners? like have a curve to the corners instead of sharp curves
Bevel tool is most likely what you are looking for if I got you right
or mix both of those using the bevel modifier
will add to much topology if u do that for something as simple as that
but yes you can do that
xD
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
^ This
and you can change its settings to make it smoother and fill more or less area
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
How to make a cushion in the new Blender 2.82. It's so easy I can't justify uploading to youtube, so enjoy it here instead :) #b3d https://t.co/5FtQ3pqiGp
432
2987
the pressure feature the yadded is nice ya
I use physics to make my skirt and stuff
lol
or light folds on the shirt
yeah, that's what I did with my last model
I don't know why when I turn on reflections the two towers become black for the triangles
so what exactly does CATS do when you let it fix the materials of a model?
Does anyone know if Blender has a feature like Freeform Mode from 3ds max?
I searched on google and it says Live Unwrap and Pin, but i don't get how they work like this.
You can do that if you place the 2D cursor in a corner i guess ?
how do i do that
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.
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
Look in the keybinds then, it'll tell you what's set to what
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
press x or y to lock it to an axis
Hm...
Blender 
@latent charm do you know what are the shortcut calls that in the shortcut keys list?
what
After entering a transform mode (g r or s) pressing an axis key (x,y,z) will lock to that axis
okay that took longer than it should've but had a friend walkthrough me it
anyone know how to fix this issue? in cycles render my arms look like this
while in blender render it looks fine
yes that's very bad
I think some game rips do that, and might separate all the faces too
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 !
ahh aight
ever so slightly better xD
so it seems like its only when any kind of shading is applied. could it be the normals?
could be
nope not a norma issue
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
I have the same arm and dont have that issue
Did you do anything special with it?
Well
I made edges to get rid of the culling
And it didnโt work
Any other way I can fix it
@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
yeah i figured that out after like an hour of messing with stuff. xD thanks tho!
Did it work?
Yeee
Ack I need help here
Alright
Any way I can fix this?
Ah yes very obvious what the issue is from that picture
How to select vertices on the back side on the model too and not only facing me? Using circle selection tool.
2.79
then i think it's just z
or go to wireframe mode
i think xray only works in solid
z worked. Thanks
its still just z with 2.8+
it just bring up a wheel you have to move your mouse to
the view you want
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
i think it's good for making vrchat worlds
coupon is ELITE19
https://cdn.discordapp.com/attachments/575746091451154484/679344048401678337/unknown.png this is the one i got
Unreal also does alot of monthly asset give aways ( last i checked were all infinity blade assets (valued $12 .000+) . Most were fbx already
yo i know blender pretty well but am total vrchat/unity noob, are Blender materials supported or is it textures only?
Textures only, you'll need an equivalent shaders for what you want to do
In this video, I'll be listing my top 100 blender 2.8 tips. You know when you watch Blender videos, but only end up keeping one or two good tips and tricks for a long time? Well, I decided to watch dozens of hours of content to come up with all of these Blender tips. I'll be r...
i saw this video
idk if it was already posted
but im converting myself to Blender
and seems like a good plan
does anyone know how to fix textures when it comes to adding images on mats
to prevent this
UV Editing panel at the top
ooof
Also pls get ShareX or any other software to capture screenshots lol
idk uv editing
Welp, time to learn !
there's a lot of techniques that make the process easier
God I fucking hate working with UVs
How can I make sure the duplicates of the object I created are symmetrically arranged in three other directions with equal distance
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?
@spare skiff You mean with a square in the middle ?
yes
I want the selected faces to join, with the selected part moving together to place
Alt + m ?
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
works for me
you didn't change the rotation to 3D cursor
rotate on z by 180
and it works
ah i see, then make it 90 degree then scale it by -1 on the correct axis
@spare skiff
Vertex snapping is also a great tool that i suggest
๐คฆโโ๏ธ
Blender is all about spending a lot of time learning small time saving workflows 
LOL
Merge by distance
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?
its something about it showing it not pixel perfect
Looks like you need to bump up texture resolution
UVโs seem fine from what I can see
Looking into making my own avatar from scratch, do people typically use spheres for eyes, or another technique?
gotcha, thanks
fitting and retop progress
Big head
large cranium
its the halfway point to lord helmet
how do i make a texture glow a little bit?
or at least make it bright ?
the city skyline texture looks a little bit dull
anybody?
thanks ... im looking it up
How can I make sure that after rotating the uv part the lines are totally striaght like the lines on the right side
scale them on the same axis
z or y ?
scale to 0 @spare skiff
it's actually on x axis
is the display tab gone in 2.81
What tab is that ?
Are you not in UV Editing mode ?
yes I am in but I cannot find the same tab
oh sorry I found it
if I scale to 0 it moves away
well yeah it'll move the UVs
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
Thatโs the magic of 3D modeling
๐
yeah blender's unwrapping is uncomprehensible
especially for symetrical stuff
have you tried to press 7 and do project from view unwrapping ?
7 is view local
