#3d-modeling

1 messages · Page 79 of 1

spare skiff
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So I should mark seam from top?

quaint jasper
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@spare skiff

spare skiff
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it seems to look fine now😭

devout scroll
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Don't watch 2.7 tutorials it you're working with 2.8

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They'll just confuse you if you're new

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There are plenty of 2.8 tutorials now

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Look at grant abbitt's channel

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He should have some for everything, and a lot more succint than blender guru

silent junco
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Also remember to watch tutorials that use same rendering engine when doing textures

spare skiff
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I have put a mask map on the model when I use matcap but I don't know why one side there is red line coming out while the other sides don't.

silent junco
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Uv probably

terse meadow
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my question fits in here the best but i have an idea for a model that i cant make at the moment, i want to mirror this things arms, ie flip its left arm and transform it into a right arm, but i dont have any idea how i do that, so if anyone can help that would be appreciated

stable edge
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X mirror

silent junco
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mirror modifier in blender

terse meadow
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i mean i have attempted the mirror thing

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but i have no clue how to work the damn thing

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so any video that would help my specific issue//help would be appreciated

hallow bough
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@terse meadow Are you trying to use the mirror modifier? It should be quite easy to use. Or can you not find it?

terse meadow
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i know how it works on a rough level

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besides that no clue on what i want to acomplish

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lemme open the blender thang real quicc

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essentially i just wanna mirror one of his arms and put it where the other cannon arm resides

ashen stag
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You should separate the left arm with its bones, duplicate and mirror it over the origin, rename the bones to right instead of left, then attach it back

terse meadow
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i can get a mirror going on

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but from here i have no clue what to do

ashen stag
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Well you dont want to mirror the whole thing

terse meadow
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yeah

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i have no idea how i mirror specific things

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or any real knowladge of mirroring at all

ashen stag
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You have to se(p)arate it to mirror it alone

terse meadow
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ion know

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how i do that

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all i know about blender right now is weightpainting and fixing up a model for vrc

ashen stag
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Select what you want to separate and press p. Youre going to want to take out the arm bones and the arm verts

terse meadow
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welp i did that

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got me a seperate arm

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but now i gotta delete the original one

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without removing the mirror

terse meadow
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ok so i made some progress

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i got the arm in the right area

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how do i make it so that its no longer in mirror mode per say and the arm is there fr

ashen stag
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Well if you used the modifier just apply it

terse meadow
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cant

ashen stag
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Well then fix it so it can?

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If you cant it should complain about something

terse meadow
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ok it works now

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there where shape keyes

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no longer need help

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am big boye, can do it from here

low nova
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Brooo

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That’s funny

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They weren’t lying

young pond
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working on a building for a world

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god has it been painful

onyx juniper
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Neat!

spare skiff
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How can I paint if they are blocking the way of each other

quaint jasper
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paint what ?

spare skiff
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the black line that left unpainted

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I want to paint it gold

spare skiff
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I figured out how to do it

azure lily
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I can see why I've heard of people disliking weight painting in blender 2.8. Is there an option for weight painting everything your brush touches, even on the other side of mesh? The front faces option in tools tab doesn't work.

azure lily
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Ye that work, thanks!

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Gotta start reimporting some models through fbxs probably, I've had some annoying bugs with 2.79 files

mild nimbus
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@young pond those stairs look dangerous

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Consider using the array modfiers to duplicate the stairs

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Equally

young pond
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you're funny

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thinking I didn't use an array modifier

vivid crater
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I think they mistook the thing to the right of the leftside stairs as stairs

young pond
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no that's a set of boxed gardens

spiral sigil
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Hi guys is it possible to add cloths separatly in unity want to change them fast the clothes ve the thame rig

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theyre not on body connected yet

quaint jasper
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How many polygons are on those pieces

spiral sigil
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all togehther are 20k i think

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yeah with my sword 21641

quaint jasper
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That's way too much for cloth

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That's going to have a terrible performance impact

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The maximum cloth polygons you can have without being flagged as very poor is 200

spiral sigil
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oh wait sry it was together with character

quaint jasper
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To know you need to open the arrow next to the asset and click on the mesh object

spiral sigil
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hood has 2800, hose has 1624 and shoe has 700

reef lotus
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I don't think they mean a cloth component they just mean swapping clothes, that should be fine assuming you're just swapping materials

spiral sigil
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so ive now my clothes but on some positions the body skin shines trough the hood can i fix this?

quaint jasper
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oooh sorry lol

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You can't fix that in unity sadly

cedar oar
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hey guys, i'm new here and wanted to ask a question:
I keep getting this problem in Unity where my model is all black and it doesn't give me the option to extract textures. Extracting materials doesn't seem to do anything. What can I do?

cedar oar
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i can't find a solution anywhere to this. the main problem is that "extract textures" is grayed out, and it's that way on almost every model I download. Any help?

cedar oar
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I keep seeing "Cubed Unity Shaders" pop up on certain models. Does that have to do with my problem?

slow zealot
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there are no textures embedded in the fbx ... so nothing to extract ( when using cats for blender to export make sure embed textures on export is enabled in settings)

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this is off on default when importing that add on

cedar oar
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I... uh ok.

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why cant i say that

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._.

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i got it off of a site, it's not my model.

slow zealot
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else you have to manually put the textures in the unity assets folder

cedar oar
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oh is the problem that the textures are in a tex folder instead of the same folder as the model?

slow zealot
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does not matter ... but the folder has to be in your assets folder

next jungle
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You don't seem to have any light source in your scene 🤔

spiral sigil
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use poiyomi toon shader btw

cedar oar
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I see... i think.
I'm sorry i'm very new to all this lol

slow zealot
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good eyes @next jungle

cedar oar
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I have poiyomitoonshaders in here too

spiral sigil
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which version?

cedar oar
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2017.4.28f1

spiral sigil
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thats the unity version

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not the shader version

cedar oar
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oh right

next jungle
cedar oar
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um idk...

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it came with a model i loaded into a different scene

spiral sigil
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yeahh it might be really outdated

next jungle
cedar oar
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ah thanks

next jungle
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Looks like you had a real old version you need to select the materials and change the shader

cedar oar
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i think i'm just gonna... make a new project lol

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so i dont have to deal with all that

spiral sigil
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click the material and then look in the inspector and change it like this

next jungle
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No it's okay you just gotta swap the shader since the materials were using the old naming scheme

spiral sigil
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all you have to do is delete the folder

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then import the new poiyomi shader

cedar oar
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I see my mistake. I imported the new shaders and then deleted the old ones. woops

spiral sigil
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with poiyomi especially you need to delete it first before updating it

cedar oar
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oh my god i'm actually dumb

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@next jungle your tip about not having a light was the problem.

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i feel really stupid now xD

spiral sigil
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it was clearly visible in the project folder

cedar oar
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what kind of light would i need to illuminate the whole scene though?

next jungle
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It's also good to update your shaders you had really old version of poiyomi

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Directional light is usually good for a simple setup

cedar oar
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Ah ok. However, a lot of my avatar is still dark, even with the light on. Is that going to be a problem?

next jungle
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Can you show a new picture?

cedar oar
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yeah

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one sec

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i'm gonna test the model in-game since i just uploaded it

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even if it's not working i can always delete it and fix it

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man i really wish there was an "update model" button 😔

next jungle
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You can update the avatar by just uploading again

cedar oar
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oh

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oh god the avatar is t-posing

next jungle
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It remembers the avatar id it was uploaded to unless you detach it

cedar oar
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time to learn how to give the model a male animation set lmao

next jungle
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You need to select the model in your assets and change it into humanoid

cedar oar
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Import Settings >Rig >Animation Type >Humanoid?

next jungle
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Yes

cedar oar
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yay i'm l e a r n i n g

next jungle
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How do your material settings look like right now?

cedar oar
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All the materials are in the right places

next jungle
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But how do the settings on the materials themselves look if you select them from your assets?

cedar oar
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oh uh...

next jungle
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Oh that's why they look so off they are on standard right now

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Weirdly dark with that as well though your directional light might be facing a different way right now

cedar oar
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wdym they are on standard? and how would i change that?

next jungle
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When you select a material on the top right you can switch the shader if you wanna swap from standard to poiyomi

cedar oar
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oooh

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what kind of poiyomi shader would you suggest?

next jungle
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It depends on the part of the model what you wanna use

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Opaque is for stuff that doesn't have transparency and can't be seen trough

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Though you can go Advanced Cutout for all for now if that makes it simpler for you

cedar oar
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I also wanted to give my model a sword, which i've already downloaded the dae and placed it in scene. part of the sword is red though, is there a way i can change the color in unity or would i have to do that in blender?

next jungle
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Color would be best done with photoshop or some alternative photo editing software

cedar oar
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rip

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oh i think i know the problem, when i imported the dae i neglected to import the textures as well

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there we go, i fixed it

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i simply dragged the material onto the part of the sword lmao

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that was easy

cedar oar
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how do i change the camera height though? It seems the placement of my in-game camera is above my avatars head

next jungle
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In the avatar descriptor you can change the camera placement

cedar oar
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Ah ok

slow zealot
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been trying out the free display.land app and i think it is pretty useful for 3d scanning props and even buildings etc for worlds

vivid crater
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wtf how did you get such a good result, mine came out looking like baby vomit

slow zealot
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i believe the person who did that one did 30 rotations

vivid crater
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ohh, wait thats not your result?

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yea the preview ones look fuckin epic

slow zealot
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the better the camera ,the more details it can grab and also spending hours and lots of rotations seem to work

spark horizon
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the best way is to just take a bunch of photos and use meshroom

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you can also use meshlab to clean them up a bit

vivid crater
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yea meshroom is still the best free option, but the hype around display.land is that its all on your phone

spark horizon
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ya

vivid crater
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no photos, you record around your object, then it gets sent off to process on their hardware, and you can download it for use

spare skiff
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is there any way to save the outlines of the uvmap only as an image since there are some places of the model that I cannot paint I would need to do it on a picture editing software

quaint jasper
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Isn't RealityCapture free ?

spark horizon
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never heard of that before. im curious how it stacks up to meshroom

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ill do a test tonight

slow zealot
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tried meshroom ... with 1900 screenshots around a 3D model in a game on a black bg for contrast it did not really manage to get anything after processing for 19 hours

quaint jasper
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lol

spark horizon
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you run into diminishing returns with that amount of screenshots. and if the lighting changes it can completely ruin it

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or if the character has an idle animation

slow zealot
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black desert online character creation 😄 (no animations)

spark horizon
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the background also matters a lot. if there isnt any contrast you wont get anything useful

vivid crater
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plus i dont think its the best for trying to recreate something with photogrammetry that was already a 3d model to begin with

spark horizon
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you also dont have a focal length so it is harder for it to get accurate depth

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but there are some uses I could see

spark horizon
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heres a quick scan i did of a t-34 in war thunder. It turned out better than expected but would definitely need a lot of adjustments to make it look good

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testing it with reality capture rn

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was also faster

quaint jasper
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glad to know it's still superior !

spark horizon
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guess im switching

spare skiff
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why there is an unexpected waterline on my model

frosty plinth
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Been Making a New Samara Morgan For Halloween Next Year, Always Start Sooner or you'll take a while

spiral sigil
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guys, I was just doing a random OC

fierce dirge
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what website is that?

stark ore
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started making an original character, i think im happy with how this head turned out. gotta do some reproportions on the body and rig up yet. but wet brush's look great in PSD

spiral sigil
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it's blender 2.82 Ice King

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also, good texture paints

steady zealot
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@spare skiff can I see the topology?

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My guess is it is an n-gon trying to triangulate and creating weird bunched up Normals

spiral sigil
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Heerm

spare skiff
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the uv wrapping of the top part

mild nimbus
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@stark ore Can I asee the topology?

spare skiff
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@spiral sigil

spiral sigil
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what's up Phil?

stark bay
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Does anyone have any anime head models that i could use for an avatar

potent sparrow
steady zealot
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@spare skiff yeah that's a massive n-gon. You want to break that shape up into quads or tris

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N-gons don't play nicely, especially when theyve got odd shapes

mild nimbus
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Only time ngons are fine are on hard surfaces

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Like a gun

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But don't abuse it

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It's limited

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Ngons on everything else is a big no no xD

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If it deforms quads only

stark ore
mild nimbus
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Why do you have tris places in major deformation areas?

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There shouldn't be a tri on a face except like behind the ear or up in the nostril

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You also have it in the back of the head to

thorny fractal
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if you know what your doing you can be a bit crazier on where you put tries, the cheeks look a bit weird but if done right they coudl deform fine and you might even want topology like that if your doing some complicated normal editing for cel shading and want the shadow kinda on the cheak without it looking all shaky

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the guilty gear models do a similar thing

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but theres a lot of weird edge flow here

idle niche
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@stark ore That looks sick!

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Having some tris is fine

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@thorny fractal Is right however about edge flow, but it's no biggie. I like using a subdivision surface modifier at lvl 1 and modeling with that because if you do use tris on areas, it will still make them into quads ;)

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Not like the cheek is going to deform much anyways >.>
As long as you get better and try every time that's what matters

quaint jasper
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Did you use the cloth brush for those folds or MD ?

idle niche
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It's all modeled

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After I apply modifiers I go back and remove edge loops that are unneeded

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Starts off High poly, usually about 120k, but I always reduce it below 70k

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It lets me get the shapes I want easier since I don't sculpt yet

stark ore
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@mild nimbus for the cheek bit, when you have to model in on an existing base you did earlier, due to time restriction being short atm sadly causing me to add a few poly at expense because of the deformation i needed in the eye. this was an edit from my first scratch made model that i just finished not even a week prior to being given the opportunity for this

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even modeling it from scratch, i don't think its completely avoidable for the tri

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sometimes things can't be perfect, may still be a better way, but i doubt you can make that perfectly all quads

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also thanks @idle niche urs is looking good aswell, i never used subdivide yet, i hear mixed back and forth about it

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also the obvious thing to avoid having tris on the face is to have more tris i imagine. but i also try my best to have the lowest tri possible, makes it a bit simpler if i want to make a quest version later i imagine

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still fairly new to humanoid scratch making though

old galleon
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It's on Blender

idle niche
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Shows the weight on the bones further down the hierarchy? Don't know. I don't think I've ever seen that before.

quaint jasper
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Do you mean a gradient ? @old galleon

old galleon
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Uhh... This picture mean is Weights are painted entirely from the parent bone, and child bones paint only the allocated area.
Sorry

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My English is poor. So after lines using Google translate

quaint jasper
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If you could try to explain further it could help understand your issue

old galleon
quaint jasper
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You want the top part or bottom ?

old galleon
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I want the result of bottom

quaint jasper
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Oh easy !

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Use the gradient tool with substract brush !

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Or you can click the weight menu and select "Assign automatic from bone"

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It works if you have the armature set to pose mode

old galleon
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Thank you! I'll try it!!

mild nimbus
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@stark ore subdivision can turn tris into quads

stark ore
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I know, but i don't want more poly

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Goal is to try to stay around 20000

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Sometimes less poly is more. When ur a high poly mesh with a bunch of shapekeys, you present frameloss. Me and my friends tested this after one of them uploaded a model without lowering his hair poly yet.

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At 170,000 poly and a full set of shapekeys, we lost 20 fps

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this can be seemingly less by simply seperating the head mesh from the body though

mild nimbus
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40k will be fine to

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Depends on the game engine to lol

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But i get what you mean

vivid crater
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blender is especially bad too since its shapekeys save the position for every single vertex, including the non moving ones

mild nimbus
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It's why I use Maya

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Tbh

vivid crater
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🙏

mild nimbus
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I mean you can reset the shape keys in blender or further edit it

vivid crater
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even still, in blender by having shapekeys on the mesh at all, not including basis, every vertex position is saved
so when using it, it counts as the entire mesh deforming

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there have been reports of people having performance issues with shapekeys that are always active, probably the cause of it since most here use blender

mild nimbus
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Surprised they haven't fixed it lul

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This is why we all must use what is best for the job

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Regular subdivision is not the same as subdivision modifier in blender to

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Caused the form doesent change

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Only just adds geometry

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And doesn't turn tris in to quads

silent junco
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blender is like an eldritch god

swift heart
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iirc it's a unity bug

devout scroll
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I heard it was a unity bug and was fixed in 2018

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But you could prevent it if you changed import settings i think

vivid crater
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its not really a fault on unity at all tho, its legit just how blender handles shapekeys
in that A shape key merely records a position for each vertex and therefore shapes always contain all the object’s vertices.

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just looked at that one canny about it, its untouched

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pretty much the fix for blender is what one of the comments say, separate the part of your mesh that actually uses shapekeys from the rest of it

dull canyon
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ya, you'd think that'd be how it's done to begin with

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why record the data for each vertex when only one is actually changing

latent charm
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It is a unity bug though, as this problem only recently manifested.

vivid crater
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seems like a correlation thing to me, especially since theres hardly any reports of it and the ones that exist have at most 1 reply

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since its a fact that blender saves all vertex positions in shapekeys it feels more likely the cause, also considering most games use bone transforms for facial animations one can understand why it hasnt popped up until the vrchat era of unity use

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i dunno, to me it sounds the most reasonable enough given the different info

vivid crater
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probably solved 4weird

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my words left unread, since i indeed referred to the canny too 😔

mild nimbus
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But bone actions can be shape keys to lol

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And it's cheaper and faster for shape keys

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I only use shape keys for like revolving doors

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Or Chambers for guns

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Mostly hard surface stuff

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Lol

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My organic models are done via bone animations

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And can also make shape keys easier if you utilize the facial controls

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Facial controls should only be used for simplicity but if you are doing a cinamatic shot bones are a must

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But in gameplay it's easiest and most cheapest because it's not the most important thing to see a characters face reaction in gameplay

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Especially in 3rd person

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So pre determined animations are in play

brisk iris
mild nimbus
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I approve

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of this run cycle

dull canyon
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so is there any way you can use a blender animation like this in unity?

quaint jasper
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Export it ?

dull canyon
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wait, can you?

quaint jasper
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Well, bake the keyframes and then export

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Of course

dull canyon
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huh, didn't think that was possible

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would there be any reason not to do it like that?

quaint jasper
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Blender is as much an animation software as a modeling

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Well, depends what tools you need, keyframing is complex

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But unity has the recording feature which makes it super easy

dull canyon
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hm, guess I have to look into that at some point

quaint jasper
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Blender has a ton of add-ons to help but overall seems more difficult to me

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But you can do a lot of simple animations with randomized keyframes with noise etc

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Learned about it recently and it makes me hopeful to get something decent eventually

storm flower
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How do I import a modell from 3D Studio Max to Unity? I tried doing this but the orientation is not right when I upload it to vrchat.

placid ermine
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so i was wondering if some one skilled with blender would be willing to help me for some reason my blender is not merging meshes

placid ermine
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a friend helped me find out the problum

devout scroll
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Lookup a guide on what settings to export with because it's pretty much all export settings @storm flower

idle niche
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You also just may need to apply transformation/rotation fir the origin of the armature

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You can do that by selecting it and pressing ctrl+a

neon mulch
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Any good tutorials on how to make an avatar from scratch?

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I mean from modeling it to rigging to unity

idle niche
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Daniel Kreuter on YouTube is where I learned the basics from

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But it’s not exactly the same stuff as you’d want for VRC

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I’ve been uploading the livestreams of me making a model but I’m planning on doing a proper walkthrough

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There are people who stream as well

ashen stag
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You shouldn't limit yourself to vrchat specific videos unless it is on vrchat specific tasks. Any model can be used in VRC.

idle niche
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Yeah, but people don’t know that

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I dont make my stuff specifically for VRchat but I do put them over sometimes

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Anything 3D is befeficial

ashen stag
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Only thing to keep in mind is optimization. You can't port in a raw sculpt for example and expect to be treated well lol

idle niche
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Hahaha yeah not good

neon mulch
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Thx thx

near crown
mild nimbus
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@storm flower game engines x axis is the z axis

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Especially in ue4

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I mean

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Z is up in unity

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Y is up in blender or any modeling software

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So you need to rotate it on the floor in 3ds max

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And freeze tranformations

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And re export it

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Common mistake when new to a game engine

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Lol

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And Daniel Kruter 50 part tutorial I actually did 3 years ago but when I look back it there are alot of things he has done wrong

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But he teaches you pretty good topology flow

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And a good workflow for blocking the body head and hair

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But his method of applying subdivision and sculpting in details is terrible

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Cause now it's extremely high poly.

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He never showed baking

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And I was stuck with a 300k tri mesh

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At the end

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Or retopologizing

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His rigging techniques are nice though for basics but no tricks and faster workflow techniques

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For the rigging process

dull canyon
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don't you mean the other way around, Z is up in blender, Y is up in most other modeling software and engines like Unity and UE

small valve
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I started for like the first 10 vids with daniel

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After that i knew enough that id basically only need to take a close look at references and anatomy

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Currently just need to model hands and ANIME^TM head before i do wryyytopology

spiral sigil
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What daniel videos?

small valve
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Daniel kreuter's 50 video series on how to make SAO bitch in blender

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it's interesting

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but

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See it looks like in the end the tutorial appears to be guiding the viewer towards a workflow optimized for doing retopiligh, rigging, and then animation

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But that doesnt happen

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Its a long 50 video sculpting / polymodeling tutorial and then it just ends

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Which is okay but you only need to know so much about sculpting and modeling before you can just start doing trial and error over and over WITH REFERENCES until you get it right

spiral sigil
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Sculpting 😥

small valve
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Lol its fucking aids

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But also fun

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(No drawing tablet so its mostly aids)

hollow radish
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I would say if you want to learn that workflow, just find professional work

mild nimbus
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Sculpting is easier tbh

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Cause you are not thinking of form and proper edgeflow at the same time lol

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Modeling is just the beginning

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In cg art

hollow radish
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yeah basically

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plus you can have high poly to bake off of

mild nimbus
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Yup yup

hollow radish
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though 👀 if want a perfect rig, quickly testing it with a box modelled model is a lot faster

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just have to figure out what you want to make

mild nimbus
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New generation texture methods

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Xd

#

Most people in VRC are stuck in old texture methods with a albedo map most models in the game are hand drawn

placid ermine
#

Just finished this little thing i just need to find out how to texture it now LOL

mild nimbus
#

@placid ermine want feedback?

placid ermine
#

sure

#

IK its not that great it has bugs

hollow radish
#

arms are a bit too short

#

the wrists should past or on the grain when arms are down

#

you can check this irl

dull canyon
hollow radish
#

not spamming

#

blood l

#

hmm I guess it doesn't like that

#

well its on here

spiral sigil
#

it's because of the multiple uppercase A

hollow radish
#

heh

zenith fable
still wadi
#

who can guess where is this from

#

you get tendies

stark ore
#

Its from BK, the tendies

#

Looks great thou

mild nimbus
#

@Faza_Fox#0273 I reccomand you DONT model in t pose

#

On be left

#

He*

#

@Faza_Fox#0273

#

F

#

Modeling in T pose is a mistake

#

Cause you can't determine proper proportions

#

T pose only exsist for the game engine to do it for you

#

Xd

thorn moth
onyx juniper
#

Offbeat question, does anyone in here know how to get 3DS Max 2007?

hazy swallow
#

@still wadi is that Ramathal Valentine?

near crown
mild nimbus
#

@onyx juniper You can go to the version directory.

#

o wait

#

Autodesk does not log older versions

#

Unless you go to a actual computer that holds it

#

F

spark wagon
devout scroll
#

No

#

You can use those to make visemes if your mesh doesn’t have any then merge them all to head

#

You only need neck, head, left eye, right eye

spark wagon
#

ok

#

Other question, i just sepperated my model by Loose parts and removed some parts i didn't need, but now i can't save a new atlas

#

how can i save my current model's texture?

fringe rock
#

in game they have bone to move the face. so they can make and edit animation in engine.

#

vrchat can use bone for the gesture face animation but have blendshape is easier.

remote steeple
#

Straight up power T pose haha @near crown

near crown
#

lol yea

still wadi
#

@hazy swallow close but minneapolis azur lane

still wadi
#

what do you guys think of this mASSterpiece

quaint jasper
#

Neat, could do away with a bt of edge loops though

hallow bough
#

Subdivision modifier Emmitt

idle niche
#

That's the nice thing about subdi though, the ability to get nice detail and just go back and remove edge loops

#

because it gives you all quads and good edge flow

hallow bough
#

Indeed. Though the downside is that some modelers don't remove edge loops after and just call it a day. Resulting in many edge loops that don't have a purpose 🤷

idle niche
#

Yeah, which is just lazy modeling

#

not good

hallow bough
#

Happens with beginners most of the time though so it's just something you learn. I slapped it on my first model when I started out before I learned that edge loops need to have some reason to be there.

idle niche
#

Exactly

idle niche
#

Looking good there though Shonzo

hallow bough
#

Ditto

polar estuary
#

So I have this question. So I moved the material layer of this Mat from here to here in Blender manually.

#

But when I export the model the mat position does not apply and still uses the default one.

#

So my question is how do you save the position of the material in blender.

#

I want to apply the position of where the material is last positioned.

spiral sigil
#

anyone know the poly limit for an avatar

quaint jasper
#

70.000

spiral sigil
#

thanks

dull canyon
#

theoretically there's no limit

hallow bough
#

Grey area

median pike
#

you can upload any amount of polys but its recommended to stay under 70k for your and other players performance sakes

olive roost
#

Does markin smth as smooth shading transfer to unity? Also markin smth as sharp?

quaint jasper
#

ye

olive roost
#

Ty!

spiral sigil
#

Apologies haha, i feel old too, jus looking for feedback since im not sure regarding vehicle avatars

compact apex
#

hey, can anyone give me some good tips on modeling? I can do quite a bit with blender but humanoids are kinda difficult for me

#

thats the best ive been able to do

#

add any more detail and im screwed

median pike
#

sculpt

compact apex
#

Ah, yes

#

Gimme a sec

#

should i subdivide more to make it work better or am i just being dumb with something

#

also ive just never really used sculpt so im kinda useless at it

quaint jasper
#

You need to subdivide this by 10

#

and then smooth

#

then you can edit vertices with the proportional editing tool

fossil dirge
#

ok so im trying to weight paint with 2d falloff (weight paint behind the front mesh ect) There used to be an option for 2d falloff in the weight paint option menu but blender is being mean and has removed it it seems! plzplzplzplz if anyone knows! using 2.82

#

and this model is just a dummy ahaha, sorry for the mess

quaint jasper
#

"You need to enable the 2D Falloff option, in the 3D View N panel > Tool tab > Brush > Options or in the Properties panel > Active Tool tab > Brush > Options. Also disable the Front Faces Only option"

fossil dirge
#

i found it thx, but they have removed the 2d falloff option in 2.82, moved the feature to "stroke", so you have to swich from "sphere" stroke to "projected" stroke, wow, really making it easy UwU

quaint jasper
#

damn

fallow fable
#

Hiiii quick question, I can't seem to zoom in completely towards my 3D models feet in Blender, the distance of zooming get progressively shorter as I get close to the feet, inevitably stopping me from being able to see things upclose

uh, how can I force blender to let me zoom in as far as I want?

quaint jasper
#

Press . on numpad

#

also press N, View menu

#

Clip Start to minimum

fallow fable
#

I tried every option that pop'd up when I pressed ., but none of them seemed to allow me to zoom in further

#

can't zoom in any further than this ^

#

🙏🏼

#

oh snap, I just pressed shift + B, that really helped.

quaint jasper
#

Did . not do anything ?

#

Also what happened to that poor leg mesh, did you decimate it ?

sturdy mantle
#

Relatively new to modeling. Say I want to make a simple table, should I take a single cube and mold it into the desired shape, or is it better to construct it from a cube and four cylinders and then join the meshes?

#

what's the 'correct' approach?

quaint jasper
#

There's no better approach, but i'd suggest something like this (gif incoming)

sturdy mantle
#

right, that's the first approach

bold zephyr
#

how can i merge the word guide and the home symbol together as one mesh it doesnt let me do it

quaint jasper
#

alt+ J ?

bold zephyr
#

nope nothing

#

its a text and a cube im trying to merge meshes into one

#

@quaint jasper

bitter leaf
#

Making the swap from maya to blender these past few months I found a tool today for it which is a godsend https://youtu.be/4lxPXkxflV8 if you don’t have this tool I highly suggest it.

Welcome to a walkthrough of RetopoFlow 2.0 for Blender with Jonathan Williamson.

RetopoFlow does for retopology what sculpting did for modeling. This retopology suite turns a difficult and technical process into a smooth, artistic flow so you can create professional models in...

▶ Play video
compact apex
#

I have a bone im trying to move for an animation, its only a child it only controls a hidden object

#

but whenever i change the values it snaps back

bold zephyr
#

can anyone help me out

compact apex
#

Ask the question

#

dont ask permission to ask the question

#

Also

#

When i try to slide the thing nothing happens

olive roost
#

Make sure all the meshes u wanna join are selected. If ur on .7 its ctrl j. Sometimes u need to smack it a couple times in my experience @bold zephyr

bold zephyr
#

they are selcted

#

and im on 2.80

olive roost
#

Cats also usually has a join meshes button if u have it!

bold zephyr
#

ive tried that to

olive roost
bold zephyr
#

not sure is it because of this

compact apex
#

Oh christ

#

sorry

olive roost
#

Ur ok!

vivid crater
#

ah, thats why

#

select your text and type in convert to in the search bar

#

its not a mesh, its still just text rn

bold zephyr
#

convert shaders for cycles?

vivid crater
#

F3 is the search bar by default in 2.8

bold zephyr
#

after that what do i click

vivid crater
#

mesh

bold zephyr
#

curve from mesh or mesh from curve

vivid crater
#

mesh from curve/text

bold zephyr
#

yay fixed ty ty

arctic valve
#

Can somebody give me an idea what might be causing this dark patch on my avatar's whiskers and nose? It's supposed to be a flat black texture, but SOMETHING in Blender has other ideas about those specific vertices, evidently.

spiral sigil
#

Inverted normals?

arctic valve
#

Nope, first thing I checked.

stable edge
#

Checked for doubles?

arctic valve
#

That too.

stable edge
#

Shader could be having issues

arctic valve
#

It's a standard texture on the nose and whiskers, not the fur shader.

#

This should give a clearer idea of what's going on - I dropped a shiny red texture on the whiskers, nose and mouth area to highlight the differences better.

stable edge
#

Do you have anything other then an albedo map in use for the material

azure lily
#

Something wrong with normal smoothing? For a quick check you can let unity calculate the normals in the model's importer settings

arctic valve
#

I tried that. They're still there when shaded flat.

azure lily
#

Can you show how they look like in blender edit mode

arctic valve
#

There's nothing obviously wrong I can see with the mesh. None of it's shaded differently or anything

azure lily
#

Yeah, nothing seems wrong.

#

How about not using a texture and just using material's color?

arctic valve
#

What do you mean?

small cloud
#

is it not UV related?

arctic valve
median pike
#

thats normal maps

#

or uvs

#

try recalculating them and set from faces

#

and show us the uv mapping for those parts of the model please

small cloud
#

@arctic valve if you don't mind, you could send the model and I can ccheck it for you

#

don't need textures, just fbx or obj

dull canyon
#

rare to see you here geek :3

mild nimbus
#

@arctic valve have you removed doubles?

#

You need AO to distinguish the lips properly to

#

Which is why you don't see your lips clearly when the texture is applied

#

Or draw your own static shadow onto the texture map

#

But for the nose

#

It looks like you have a different material assigned

#

To the portion of the nose

#

You need to select the appropriate material in the list in Blender. Go edit into mode press L for (linked) will highlight meshes that are seperated but under the same mesh data.

#

Go back to the material list and click assign under it

#

It will cover up the whole nose with the respective material

#

The reason why I assume this is because the portion of your nose is showing a different material in quads

#

Which can only assume you accidently assigned another material to the nose

#

It's not a mesh issue it's a material issue

spiral sigil
#

That is a normals issue search for "Normals from faces" in edit mode and select your nose.

#

It may mark some edges as sharp(Blue edges) just select them and clear the sharp in ctrl+E menu

#

and make sure to set the shading for the model to smooth to ensure all verts get the same shading

mild nimbus
#

If it was marked as sharp it would of shown in his image...

#

In edit mode

spiral sigil
#

yea

#

The edge would be blue

#

oh if you don't have it turned on already turn on autosmoothing and set it to 180. Mark sharp only works with it on and i think "set normals from faces" only works with it on aswell sorry

#

in that tab under normals

arctic valve
#

I've worked out that it's some kind of material or texture layer doing it. I've tried replacing the nose and the moment I merge the mesh with the main body it gets the same general problem, only with a different shape on the surface.

coarse kestrel
quaint jasper
#

great render !

#

Kinda wish it had a background tho

coarse kestrel
#

Big thankies! oh ye, it's been so long since the last time I posted a render. I forgot to throw my gradient on it x.x

dull canyon
#

does that fur use normal maps or is it just texturing?

coarse kestrel
#

it's normals, roughness and texturing.

dull canyon
#

okay

#

looks nice

coarse kestrel
#

thankies

dull canyon
#

is it actually sculpted and baked or just generated from a height map?

coarse kestrel
#

Thinkin when I've done all the clothing and started work on the v5 I'll move it from my patreon to gumroad or somethin

#

the body is sculpted, fur and tiny details like that were done in substance

dull canyon
#

okay, nice

coarse kestrel
#

can even see it on the gloves heh

dull canyon
#

ya, looks very nice with the folds

#

I need to stop being a lazy bum and practice sculpting more...

coarse kestrel
#

i've only done it like 3 times for projects and it's massively bumped up the quality

halcyon hare
#

Which substance program did you use

#

Painter?

dull canyon
#

yes

#

Painter is to... paint, Designer is to like make your own materials basically

#

very simplified

halcyon hare
#

I messed around with alchemist a bit

#

It's a lot of fun actually

dusty heron
#

Anyone know how to merge two triangles in blender?

#

nvm

mild nimbus
#

😂

mild nimbus
#

still a bit of a WIP

#

but pretty much done xd

desert crown
#

well done

fringe rock
#

Am not sure but the poly count of this boot could probably be an avatr by itself maybe

mild nimbus
#

It's just 20k

#

Lol

#

Ill be doing final clean ups at work tommoz

#

Can prob bring it down to 18k

#

But I got a script I use in Maya to decrease resolution for LODs

#

So I'll be using that

steady zealot
#

Vrchat Avatars don't support LODs

#

Only worlds do

latent charm
#

Unless anything has changed, avatars can have LODs, but all levels will be visible in mirrors. I also imagine with how LODs are set up in unity it might count the polys of all of them to your performance rank. Incorrectly mind you.

hollow radish
#

heh, literally half my poly count for my booth model is on hair since
I can't sculpt hair the way I want it and want enough resolution to
do it justice but refuse to use hair cards

#

the jacket is literally 3k tris I think

#

hair is 20k

#

though in hindsight, could reduce and change the way its done

barren quiver
#

Foolish Blade, a sword that does not cut is useless

mild nimbus
#

@steady zealot it may not support it but I can take the desired version of the boots I want and use it

steady zealot
#

true

dreamy pulsar
#

@latent charm as far as i was aware, the sdk prevents you from uploading if you have the lod component on your avatar, unless I'm remembering wrong

latent charm
#

@dreamy pulsar maybe yeah, I know it was possible at some point.

main spoke
#

@mild nimbus This looks impressive. Was this made entirely in Maya or did you use Marvelous Designer? Or did you simply use bump map or perhaps distortion? To reduce poly count i'd recommend to try decimator in combination with remesher, which results in easier computation than remesher alone, but mere remesher is better to preserve geometry of each individual part if you don't want to use freeform for retopology. Do you happen to have a script for exporting physical materials?

steady zealot
#

@main spoke why did you tag me?

main spoke
#

Woops

#

I ment to tag @mild nimbus

mild nimbus
#

Remesher is only there to optimize the file for export @main spoke

#

Or to reset level of detail or to get Nice beveled edges

#

And my boot was retopologized

#

Only some portions tho

#

Cause originally It was boxed modeled

#

Then I bought into zbrush to sculpt in details

#

I don't know what you mean for exporting physical materials tho

onyx crane
#

anyone have any good resources for texture painting fur?

light maple
#

Wow, love that boot. Good job

mild nimbus
#

Ty ty~

sand sapphire
#

Is there any actual way to tell which faces are forward and which is back prior to exporting your objects into Unity? Unity obviously only displays 1 side of an object and hides the other. It's rather annoying to design something all the way through only to throw it in to find out some faces are considered to be backwards and just don't display at all.

Edit : Also, how do I fix objects to players?

ashen stag
#

In blender you can enable back face culling or another mode that shows the normals via lines. For "fixing objects to players" they should either be direct children or fixed using rigid bodies or VRCIKF if you want particles

echo sleet
#

hii ^-^ I want to start making avatars (i know it's hard work but you gotta start somewhere) what do i download??

desert crown
#

you need to download Blender and Unity

echo sleet
#

ok thanks c:

desert crown
#

then you watch some basic tutorials

quaint jasper
#

@sand sapphire Enable "face orientation" in the viewport settings

sand sapphire
#

Thanks guys, appreciate the quick feedback.

dull canyon
#

yeah, the face orientation overlay is the quickest way to see which way normals are facing

sand sapphire
#

Now that I think about it, I probably should have been a bit more clear on the 2nd thing. I want to make something like a crown as an object, you should be able to pick it up and put it on your head, then trigger it so it locks it's position with the player, you should be able to run around freely with it on your head.

quaint bronze
empty iris
#

hey everyone im new to unity and i wanna make avatar can someone suggest me some good website to download 3D models

crisp raven
#

probably flipped normals?

gaunt abyss
#

Thanks for the suggestion though. I should have searched the issue before asking.

#

Deleting my above posts so the guy above me can have his question answered

olive roost
#

@empty iris Deviantart! Sketchfab. Models Resource. Booth.

empty iris
#

thx @olive roost

gaunt abyss
#

Yup the problem I was having earlier is fixed. Just had to enable viewport clipping.

still wadi
vivid crater
#

whats it based on?

#

anyway, its kinda spooky how cut and defined her core is

thin bison
#

The abs shading would do good with some softening as I don't think the transition in that area could ever be that sharp

#

Even in a highly stylized piece

#

Or make them slightly smaller

mighty bramble
vivid crater
#

yea, with how dark it is it makes them seem as deep as her breasts

thin bison
#

@mighty bramble Set your cursor roughly in the middle of the bolt and set the transform pivot to use the cursor

#

Alternatively that model might have a jaw bone for it which you can use

quaint jasper
#

@still wadi Abs are weird to me as well, but overall this looks great

glad steeple
#

thats not how muscles work

devout scroll
#

@mighty bramble select the whole bolt, shift+s > cursor to selected

#

then , or . (i forget) and switch to cursor as your rotation point and rotate

#

locking to your x axis

cobalt bay
#

I have two door parts who are in the same model on blender, yet I don't know how to select only one of the parts (they are separated by void, no parts linked)

median pike
#

Go to edit mode. Select all with "A". And press "P" and seperate by loose parts

hot robin
#

6,5K tris for a pistol model is low, ok or high?

median pike
#

thats quite high

mild nimbus
#

When you make gun props

#

you dont need to obey the quad modeling

#

Ngons are actually okay

#

when it comes to gun props

#

which saves alot of modeling time and poly count

azure rain
#

this isn't a first-person shooter where it's going to be lod into a smaller model for all the other people viewing your gun

reef lotus
#

doesn't save poly count because when you bring it into unity it all becomes triangles anyways, but yeah for hard surface modeling ngon's are fine as long as the vertices are all on the same plane
obviously you still want to keep topology in mind

quick thunder
#

@still wadi The texturing on that model is amazing.

visual vigil
#

after a month of work id say im finally done!

#

63k faces

junior maple
#

wp

mild nimbus
#

@visual vigil faces or tris?

#

If it's 63k faces that's pretty darn high

#

Double 63k faces you get x amount of tris

visual vigil
#

63k faces is not that high

#

Its 3k over vrchats 2019 poly limit

#

@mild nimbus

mild nimbus
#

Are you saying tris or faces is what I'm asking

#

Because faces get triangulated when put into the game engine

#

And those 63k faces can be doubled from 63k to 126k

visual vigil
#

I'm aware how Tris work

mild nimbus
#

That's what I'm asking I assume it's 63k tris

#

Lol

#

If so then good job

#

Cause you said faces

#

Was confused

#

Faces are quads

visual vigil
#

I model with quads

#

Not tris

latent charm
#

Regardless of your modeling methods, it winds up as tris anyway. And Tris are what vrc's perf system counts.

mild nimbus
#

I dident even say he modeled with tris

#

But alrighty

#

¯\_(ツ)_/¯

azure rain
#

basically the point being you always count triangles never faces

visual vigil
#

I acknowledge this

#

i blame fucking loop cuts

#

i hate having ngons in my workflow

#

thats good to know that vrchat counts tris

#

really accurate ingame for it to say poly count and then count tris

vivid crater
#

Mainly it's just game engines triangulating everything

visual vigil
#

yeah yeah

#

its just misleading

cobalt bay
#

Does anyone know if there's a fast way I can close this hole ?

silent junco
#

flextape

quaint jasper
#

Symmetrize what you can first, then do a grid fill, then use the modeling tools to smooth or use "smooth vertex" in edit mode @cobalt bay

cobalt bay
#

how do I grid fill ?

#

and symmetrize heh

#

Just to be sure

visual vigil
#

holy shit

#

someone lost their butt due to a grenade

quaint jasper
#

@cobalt bay the same way you do anything, with the spacebar

#

and a bit of googling

#

but the mesh will still need a lot of other fixing

#

would be better to go back to a previous automatic blender save before you destroyed it

cobalt bay
#

It's mainly because the character have 4 legs, it's a centaur

#

but I wanted to make him humanoid

dire seal
#

How do I change the render view in blender?

#

tired of seeing 1 sidded textures making it hard to properly edit

quaint jasper
#

what do you want to see ?

dire seal
#

Flat materials in blender can only be viewed from one side

#

the other side wont render unless i rotate the cam

quaint jasper
#

Enable backface culling ?

spiral sigil
#

Hello, I am unable to rotate any direction besides left and right in blender. Does anyone know a fix?

mild nimbus
#

@spiral sigil picture

spiral sigil
#

1st picture is in blender

#

2nd picture is in unity

#

problem is in unity it looks very polygon-y(?)

#

and the material is not accurate to blender

silent junco
#

one has shading the other doesn't

#

and blender and unity uses 2 very different ways of making materials

spiral sigil
#

the second one is using poiyomi shader

silent junco
#

likely normals

spiral sigil
#

i do not understand

silent junco
spiral sigil
#

alright imma google normals

#

material count 4 but it's showing only 3?

#

oh w8

#

nvm

#

im stoopid

#

two same materials

#

one missing material though

#

frick it, im starting all over again

fringe rock
#

Take a screen shot in blender

small cloud
#

@spiral sigil In Blender try selecting skin mesh and do "set normals from faces"

cold charm
#

i've been trying to add a hat to this avatar for about an hour and nothing seems to be working. I'm following a tutorial to add a bone for the hat but the tab to name the new bone is just empty in both edit and object mode and I don't know what to do

mint furnace
#

(Left Substance/Right Blender) Does anyone know whats up with this? I'm trying to paint my character in substance painter, and I get these weird lines that seem to follow the seams for my UV unwrap. Is there a setting or something that I dont know about that makes it paint properly instead of leaving these gaps on the surface?

quaint jasper
#

the white lines ? are you sure it's not also sharp ? Were the texture baked and do you have enough UV padding

mint furnace
#

if you notice along the area where the seam is like along the leg and hip area in substance when I paint on those areas the paint wont take and leaves the area white

#

and when you say UV padding what do you mean I'm still a bit new to this process

#

@quaint jasper

quaint jasper
#

when you unwrap you can leave more space between uv islands

#

check there is no overlapping

mint furnace
#

how would I do that with blender?

quaint jasper
#

when you unwrap

#

setting in uv panel

mint furnace
#

that's what I've been using

#

when I just hit unwrap in general painting in substance doesn't seem to work at all and the islands look different

quaint jasper
#

i wouldnt use smart uv for avatars

mint furnace
#

do you have a recommended video that follows the process you would use instead?

quaint jasper
#

you already have seams so just unwrap normally

spiral sigil
#

Hello, I am unable to rotate any direction besides left and right in blender. Does anyone know a fix?

tepid wagon
#

Does it say "Constrain axis" in Rotate options there? If so unticking constrains may help @spiral sigil

spiral sigil
#

@spiral sigil In Blender try selecting skin mesh and do "set normals from faces"
@small cloud it's aight im starting all over again, thanks for this though i will try it if i face a similar problem

bleak tree
bleak tree
#

Blender 2.8 is glorious.

onyx crane
#

Crossposting from the animation channel for the Blender experts: How can I bring a Unity .anim or other animation into Blender? I'd like to test an animation out within Blender but I can't figure out how to import them.

quaint jasper
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i don't think that's possible ?

onyx crane
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i did some digging and i found a reply from you in another thread that might help.....the runtime recorder

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i think that would allow me to bake an anim to fbx and then export that fbx -> import in blender

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is that right?

quaint jasper
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Well you can try to record an animation for an object, but i don't think that animation will be included in the FBX ?

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If it is, then i guess you can export it to blender, but if not then i don't think that's possible

onyx crane
quaint jasper
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oh i didn't know the fbx exported could do that, sweet !

barren quiver
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Wow, that's a high poly Elenor!

mild nimbus
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@bleak tree Im pretty sure that is from PSO2

bleak tree
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Hey now, someone got her.

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It's from the first PSO. Elenor Camuel

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She is my favorite character from that game.

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Just under 49k

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I'm losing my mind over PSO2 coming to NA so I thought I would take on a big project whilst I'm quarantining myself from the virus.

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I've been working five days straight.

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First full 3D model project in Blender, actually.

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So I'm takin' it all the way and throwing her into VRchat so I can be a robot lady.

spiral sigil
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Are you sculpting or poly modeling?

bleak tree
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I sculpted the chest and the head first, and then I sorta wrapped around them with a mesh with good topology.

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I saw someone do it before. They use a sculpt as a guide so they can focus on the structure of the model, and make sure it animates smoothly.

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I wanted to give it a try, and one thing led to another. Now I have a model ready for texturing.

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Oh, and the legs and arms and stuff I also made guides for, but all I did was use a subdivided, low poly mesh.

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Making guides through sculpting works. It makes your models look so clean, and Blender's sculpting mode is perfect for it.

bleak tree
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I don't think I need these many tris on her face...

desert crown
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the face do actually need a lot of tri's actually, Mainly around the mouth and eye parts. The rest of the face doesn't need that much.

quaint jasper
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@bleak tree what do you mean by sculpting guide ?

bleak tree
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Yeah I'm probably going to bring down a bit but not too much. I still managed to go fown to 47k so that's something.

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Hang on I have an example for a sculpting guide

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This is my head reference. It's the model I actually sculpted, and my guide.

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I started with a single plane on the nose, and pretty much wrapped it around the guide.

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I guess instead of a sculpt guide, it could be considered a 3D reference.

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This is the first time I used this method. I'm excited that it worked so well.

bleak tree
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I thought about jumping onto the UV mapping but now I'm not so sure. I don't have any geometry for the mouth. I guess I'll work on that.

mild nimbus
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Thats called

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retopologizing

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lol

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there u go now u know

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😂

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I do it all the time for my works

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Which is retopo flow.

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I use this plugin for 2.79 because its free

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2.8 cost money

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so i just go back to 2.79

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and bring it back to 2.82

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Sometimes i use 2.77

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for anime renders

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so i have tht installed to

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prob wont load . 3.

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oh it did

bleak tree
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Retopologizing. Awesome.

mild nimbus
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👌

bleak tree
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Well now I have a better term for it.

mild nimbus
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ya you can look up the word lots of videos will appear with the exact thing you are doing

bleak tree
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Right. Well then I have some videos to watch while I work.

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Fixed the lips.

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Now they don't look so sad.

desert crown
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👍

bleak tree
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I also realized the eyes were holding too many tris. Cut 6k from the overall number.

quaint jasper
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Also are you using a full sphere for the eyes ?

bleak tree
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I subdivided a cube to a spherical shape and cut out a portion of it to be the eye.

quaint jasper
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Was making a sphere too simple ?

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Maybe there's a technique or reason i'm not aware of

bleak tree
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Well, I went for a subdivided cube so that the geometry would be cleaner. And I didn't want to have hundreds of tris sitting inside the head doing nothing.

quaint jasper
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yeah usually i'd create the eye tracking and then remove everything that can't be seen

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it's hard to get cleaner geometry than a raw sphere though no ?

bleak tree
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Oh yeah, it's clean. It's probably a bit better, but Elenor here doesn't have pupils.

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She only needs pink eyeballs.

quaint jasper
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i'm part of the no pupil gang as well !

bleak tree
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Well, actually she doesn't have irises either.

quaint jasper
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cute !

bleak tree
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I won't run into any hangups if I leave out functional eyes, will I?

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Her mouth is still going to move though.

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She will smile.

azure kraken
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thats nice but she reminds me an android character from a JRPG mobile game (its pretty good too) except she doesn't have pony tails

quaint jasper
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@bleak tree None, eye tracking isn't a requirement

bleak tree
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Right on

desert crown
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she reminds me of the pink bot in kingsmen, except she doesn't have the sharp legs

bleak tree
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The robot ladies get those in Phantasy Star Online 2

desert crown
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😮

bleak tree
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And they hover around with jets on their legs.

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This might be my next project

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IF this one goes well.

bleak tree
bleak tree
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I'm gonna need to join all the mesh together if I'm gonna want it to use the same texture, huh?

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Don't want to have multiple materials for a model this big.

quaint jasper
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Not necessarily no, a couple materials is not a big deal

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If you need to have some parts higher quality than others then unwrapping them on their own makes sense

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or do all on a single 4K texture ?

bleak tree
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Well I mean, I plan on making sure her textures are big.

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But I understand there's a limit to how large of a file size the avatar can be

ashen stag
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Not technically

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You should avoid extreme sizes but the SDK wont prevent you from uploading due to avatar file size

bleak tree
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Right

quaint jasper
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a single 4k texture or a bunch of 2K is usually good to be aiming for

bleak tree
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I'm not going to have any crazy effects attached to this.

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She looks much happier.

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When I unwrap my meshes, they don't all show up together when I try selecting them all.

quaint jasper
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Screenshot ?

bleak tree
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Well, I ran into this problem last night.

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Never unwrapped in Blender before. First time.

quaint jasper
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Oh yeah that's necessary

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Did you already create your seams btw ?

bleak tree
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I figured out the seams.

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But is there a way to select a separate model within a mesh of many models?

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Does that makes sense? I've been trying to figure that out.

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Say I wanted to select this girl's shoes but I didn't want to select part of her shinguards also.

quaint jasper
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In object mode ?

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Not sure what you're trying to do sorry

bleak tree
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In Edit mode, where I unwrap.

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Since all my meshes are going to be joined, I still want a way to select just parts of that mesh.

quaint jasper
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oh yeah you press L with your cursor on one of the vertices

bleak tree
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Hmm. Nothing. Must be because I'm using 2.8, and I have it set to industry controls.

quaint jasper
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make sure your cursor is on the mesh part itself

bleak tree
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Interesting. If I select a vertex, and hold down the up arrow, I eventually select an entire chunk.

quaint jasper
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ctrl + also

mild nimbus
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Im still on pso2

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xddd

bleak tree
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If I want certain parts to have a polished shine to them, will they have to be in their own material?

quaint jasper
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yep

bleak tree
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Right, so I will eventually have to separate certain meshes then.

quaint jasper
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You could also just create one material in substance painter

mild nimbus
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I mean shine can be done via UVs

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but thats static light

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many ways for specular xD

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or proper term gloss for PBR standard

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. 3.

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or roughness lol

quaint jasper
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with substance you'll be able to apply metalic/roughness on any part of the texture

mild nimbus
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^

bleak tree
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Ah

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Don't have that program

quaint jasper
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You can easily get a student license/trial on their website

mild nimbus
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You got student ID?