#3d-modeling

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mild nimbus
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All you need to do is upload it

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instant 368 day access

bleak tree
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I'll have to look into that.

mild nimbus
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SP is really nice

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But I been in the NPR realm for a while lately so I use 3D Coat

bleak tree
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Mmh

mild nimbus
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was made in SP xD

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great tool to your workflow

bleak tree
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The normals screw up a bit when I merge everything. Some stuff appears soft when they shouldn't

quaint jasper
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Did you check the normals on the entire model ? there's a face orientation shading option

bleak tree
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Ahah

mild nimbus
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oh

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Check if you have sharp edges on

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or bevel edges on

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if you see like blue high lights or hot pink hightlights

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and also select everything and try CTRL+N

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to recalculate normal outside or do them manually

bleak tree
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And turn off auto smooth I guess since that changes everything.

mild nimbus
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Oh

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if it was already smoothed out

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but you extrude more geo

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it will extrude in flat shade

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so you need to do smooth shade again

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to normal smooth the new extruded geo

bleak tree
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Yeah. I'm done extruding now. The model's done.

mild nimbus
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๐Ÿ‘Œ

bleak tree
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I found some meshes with flipped normals.

mild nimbus
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It really do be like that sometimes

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๐Ÿ˜‚

bleak tree
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It's okay. I can now fix them. It's good that I found them

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So now I'm going to go in and sharpen edges manually. I'd rather have more control over it anyway.

quaint jasper
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A good thing to try is to go in edit mode, select nothing then type "select sharp"

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reduce the angle at your choosing it might do a lot of the work for you

bleak tree
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Don't seem to get that.

quaint jasper
bleak tree
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Space bar just plays animation for me. I'm not using the same interface.

quaint jasper
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ah, what's the key to open the search for you ?

bleak tree
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Object name comes up when I press enter

quaint jasper
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maybe F3 ?

bleak tree
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That's top orthographic view.

quaint jasper
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spacebar search is too convenient not to have it

bleak tree
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Why does everyone smack their lips in tutorials?

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I'll find it in preferences then

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It's TAB

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Can't I just mark sharp the edges I want to be rigid?

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That's all I want.

quaint jasper
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you can, this just helps finding them quickly

bleak tree
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Right

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Well I know what to do for that now

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Select sharp edges gives me this.

quaint jasper
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you're in face select mode

mild nimbus
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if you are on 2.79 controls

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search is space

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2.8 is f3 i believe

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Im still stuck on 2.79 controls :lul

quaint jasper
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same, ill never change

mild nimbus
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WILL prob never go back

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Boomer users rise up

bleak tree
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That's fine. I admire anyone that's mastered the previous interface. I just migrated from Maya so I have the worst time adapting

mild nimbus
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tbh

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Maya user interface is still better

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prob cause I always use it for work

quaint jasper
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blender is sooo easier to get compared to maya imo

mild nimbus
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idk

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my company engrained the Maya interface int ome

bleak tree
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Blender's definitely powerful in certain things that put Maya to shame.

mild nimbus
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so i generally just know how to use it now xD

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The only thing Maya has going for themselves

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is there UV unwrap tools

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T B H

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But blender is currently tackling that right now

bleak tree
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The animation tools are really nice too.

mild nimbus
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and its looking pretty nice

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Ya Maya will always uphold animation side since its meant for that

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maya is generally better for animation vs Blender imo

quaint jasper
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For now SmugHat

bleak tree
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Hehehehehe

mild nimbus
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It just feels nice to animate in Maya

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and rigging to

bleak tree
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I would LOVE to see Blender become a great animation tool.

mild nimbus
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rigging is really smooth in Maya

quaint jasper
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we have Pablo with us, we;re unstoppable

mild nimbus
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xDD

bleak tree
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That's my role in things. I'm an animator.

mild nimbus
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hell ye

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Not much of an animator

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but i can do basic walk and run cycles

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jump etc

bleak tree
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But since I'm at home waiting out this virus, I'm working on Elenor.

mild nimbus
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ur gonna be there for awhile

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American economy is going to poo

quaint jasper
mild nimbus
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pog

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OMG

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its from that 1 movie

quaint jasper
mild nimbus
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where an unknown UFO is in middle of a field

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and they try to teach the language

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to read time or something

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i forgot the exact name

quaint jasper
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Arrival

mild nimbus
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the language is in many forms of circles

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Yaaa ๐Ÿ˜ฎ

quaint jasper
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been working on it for a while, wasn't good enough to make some of it so i stopped for a year

mild nimbus
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practice practice~

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Actually based on statistics of stocks right now

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America is technically in a recession right now

quaint jasper
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i get paid in dollar so not a whole lot of fun going on xD

mild nimbus
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2 of my friends got layed off

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company cant afford them

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cause of this

quaint jasper
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the 3D industry should prevail, working from home shouldn't be too hard

mild nimbus
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oh ya definitly

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literally working remotely

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film production and like game producion will prevail

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Source Control makes life great : ' )

bleak tree
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I have something I made in Source Filmmaker

bleak tree
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I'll post it somewhere for videos.

mild nimbus
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I did a basic animation of 1 of my models

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never finished it lol

quaint jasper
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@bleak tree here is fine !

bleak tree
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Alright

mild nimbus
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animation is alot more fun when you make the model and rig it personally

bleak tree
quaint jasper
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Damn, that's fantastic

mild nimbus
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This was amazing

bleak tree
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Thanks.

mild nimbus
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you over exaggerated the faces pretty well

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especially for a style like that

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the movement seem natural to me

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not to stiff

bleak tree
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Yeah, I wish I had a bit more freedom but the rigs were limited.

mild nimbus
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ya i feel you

bleak tree
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Oh, I have more stuff, but it's not released yet. It's for this festival that's supposed to host thousands of people, but it got postponed because of the damn virus.

mild nimbus
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Do you do the 11 second club?

bleak tree
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I thought about it but never got around.

mild nimbus
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Its fun when you choose a random 11 second clip

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and imagine what you can make it from it

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and the winner gets quite the benefits to

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I see you act out your animations physically to

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This is key to being a animator.

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Good job

bleak tree
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Oh yeah, I'm really into it.

mild nimbus
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ya you needa be into it

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to really pin point the animation

bleak tree
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I'm trying to find some animation work. I'm stuck building a portfolio and helping out on a mobile game.

mild nimbus
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I use to act out my stuff to. You got something going for yourself ๐Ÿ‘Œ

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I wish you best of luck on your journey tho

bleak tree
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Mmh

mild nimbus
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you seem to know what needs to be refined and practiced

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You have potential

bleak tree
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Yeah, after years of fumbling.

mild nimbus
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Everyone awakens to there skill set sooner or later

bleak tree
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I'll have something else to show before long. Something I animated in Maya. A dancing crawfish.

mild nimbus
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I look foward to it ๐Ÿ˜„

bleak tree
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Guess mark sharp was what I needed.

quaint jasper
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that can def be a single material

bleak tree
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Oh good.

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I'm excited now. I can keep my momentum and unwrap her tonight. I REALLY want to see her all texturized.

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Even slapping a test image on her UVs will be enough.

ashen stag
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You can have different stuff on the same material via maps like metallic, roughness, and emission

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Even then, one 4k is more optimized than two 2k IIRC

bleak tree
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Glorious!

barren quiver
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Keep in mind that texture sizes are power-of-two, so any combination of (512, 1024, 2048, 4096) can be used. Like, 2048x2048 is fine, but you can also have an atlas of 4096x2048

bleak tree
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Oh really. That's neat

quaint jasper
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Can you do that with substance painter ?

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can't use UVs out of bounds

barren quiver
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They aren't out of bounds.

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Out of bounds = outside the range of 0-1 = wraps around to the other side

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But I think you need to set the document in Substance up to have the right texture size or it'll squish it into a square.

bleak tree
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On the fence over cutting the face's UVs down the center and layering the islands on top of eachother, to have them mirror.

quaint jasper
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Substance doesn't like overlayed UVs afaik

barren quiver
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It doesn't at all

bleak tree
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I'm not using Substance

quaint jasper
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What do you plan on using for texturing ? @bleak tree

bleak tree
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I do have photoshop.

quaint jasper
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So you'll manually create all your masks ?

bleak tree
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I just don't want to use student software. That's why I'm making her in Blender

quaint jasper
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Substance is industry standard

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Student is just one of the many licenses

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Blender is less standard than substance is even

daring karma
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What issues were you having with stacked UVs in Substance? The only issue I had was that it made the bakes unusable so I had to spend a dumb amount of time manually painting in dirt, etc. to blend which sucked

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I only ever dealt with tiling or stacks in non-unique environment geo, though. I think avatars are probably worth a unique unwrap

bleak tree
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I guess I better look into getting substance. It's not like I'm profiting from this. Can't really.

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It's a personal project

daring karma
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You could look into ArmorPaint or I think Quixel Mixer is free now + is a full texture painting suite. (You'll still probably run into the limitations with bakes and stacked UVs though)

azure rain
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if you put the overlapping uvs one UV unit over any direction that would help with the baking

bleak tree
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I'll try those.

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I'm not sure if my old student email will get me Substance.

azure rain
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example of what I meant

barren quiver
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That helps in Substance?

azure rain
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I've heard that it does as it's not trying to process the uvs that's not in the zero to one space

daring karma
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It's definitely worth a shot if you can get SP - it's the standard as Ruu said + def has the most finessed workflow vs those other apps.

bleak tree
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I still have connections with my old institute that got me Student Maya for a couple years, just to play around in.

daring karma
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wait, is there another issue with stacked islands in Substance besides bakes getting fucked? I feel like weird things happen all the time in SP and I can never figure out what causes them so that might be one of the causes

bleak tree
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Better not overlap my textures then, just in case. I'm working with 4k, I can handle that.

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And fuck Photoshop. I'll try Quixel, see how that fits.

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For now, I need to finish this unwrap

bleak tree
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Coming along really well. 4K is the way to go.

mild nimbus
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@bleak tree I dont reccomand using Udims

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if you are using Udims

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Thats not good for games

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only for film

bleak tree
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Udims. Explain.

mild nimbus
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when you import seperate UV tiles

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instead of seperate materials

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Over lapping UV's are fine with SP but you need to do it right.

bleak tree
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Right. I decided I won't be overlapping any UVs

mild nimbus
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You can overlap everything in 1 UV tile just make them seperate materials.

bleak tree
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Just to make it easier on myself.

mild nimbus
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It just needs to be seperate materials

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doesent matter if it stacks in 1 UV tile

bleak tree
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Okay.

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I've also decided that I'll only use one material

mild nimbus
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It will seperate everything appropiatly with its corresponding materials and UV map

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1 material

bleak tree
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Or one texture file.

mild nimbus
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So I assume you are using a Material ID map then

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lol

bleak tree
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You got me. I am flying blind here.

mild nimbus
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Material ID map comprises of basic colors to zone out specific part of the mesh under 1 material

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So you can plop like metal on color red

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leather on color blue

bleak tree
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Oh cool, I see.

mild nimbus
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under 1 material

bleak tree
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That's what the other friendly fellow person was talking about.

mild nimbus
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This is the most simplified

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tutorial

bleak tree
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Thanks. I'll give it a watch when I finish this unwrap.

mild nimbus
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You can either bake the ID maps or export it with vertex colors

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๐Ÿ‘Œ

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I advice vertex colors

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easy and fast

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and SP can detect it upon import

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Baking the ID map is more for like photoshop

bleak tree
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I won't be able to get SP for some time.

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I talked with my old director. He says he'll talk to someone about it.

mild nimbus
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sounds good

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could of just used your student ID though

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lol

bleak tree
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For now I need to work with what I can get.

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Well I'm waiting on them. All I have is an email. I graduated three years ago.

mild nimbus
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Setup vertex colors as the ID map just in case

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So if you know areas that will be metal

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make all that red

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leather blue

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etc

bleak tree
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Yeah

mild nimbus
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can use any color btw

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doesent need to be R G B

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Make sure the colors are not to similar to each other. The application may get confused and treat it like the same color lol

bleak tree
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Right

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Well I finished unwrapping... I think.

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The skirt was a bit of a bitch.

hollow radish
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this took a long ass time to make

dusty heron
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Looks neat.

desert crown
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wow shes cute

stable edge
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Looks great!!

opaque pier
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Looks good, good job!

mild nimbus
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Causally see toyko free field from pso2

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@bleak tree the texel density seems okay

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I don't see anything on the face though

bleak tree
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I'm revisiting it.

mild nimbus
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Because it's the smallest uv

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Which is NOT what the face should be

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The face infact should be the biggest uv for good resolution

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Hope that UV map is 2k also

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Consider looking up texel density.

bleak tree
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It's 4k

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Better

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And you're right. The face must always be the main island.

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Unless the legs need a bit of love...

hollow radish
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๐Ÿ™ƒ 4k should never be used unless you are very very strict on making it one entire texture
or you want people to see the detail of your entire eye when you are literally close to the face

bleak tree
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It's all one texture.

hollow radish
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guess its fine

bleak tree
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Makes sense never to make a bunch of 4k textures.

hollow radish
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you should use uvpackmaster

bleak tree
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Hmm

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Really feeling like a dunderhead now.

hollow radish
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that's fine, I went through stupid decisions as well, its all in the process

bleak tree
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Well, it's not like I did terribly.

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But I DID pick a very advanced looking model to try unwrapping

mild nimbus
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That's triple A standard

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That's what I do at work lul

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3 seperate maps

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Head body cloths

bleak tree
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It's glorious

mild nimbus
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Look up Chao Dong

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And his students

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Gorgeous work on Art Station

hollow radish
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yeah seen him before

bleak tree
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It's late, and I don't feel like depression.

mild nimbus
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His course is legit ngl

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I use to do his course

hollow radish
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but yeah, just look at what AAA does, or mobile games (but usually AAA has more resources and standards)

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you can adjust to your need and figure out why they do things

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usually figuring out what type of quality you want, is the first step.
This is so you can pinpoint what you need to work on

bleak tree
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Right

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Well, this isn't bad for my first try, at least. A bit ambitious. I'll throw it into a texturing program tomorrow and see how much I'm kerfudgied everything. For now I've earned my sleep.

mild nimbus
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It's looking better

bleak tree
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Thanks

azure rain
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an example of a 1 texture UV layout but it's also compartmentalised in to different body parts

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which now that I think about it is kind of the same thing as the picture above just squished into one rectangular texture

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and that Texel density looks a lot nicer in your screenshot with the new layout

bleak tree
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My next project will not be so cluttered with pointy things, that's for sure. I can have a UV layout like this.

bleak tree
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Trying to see if I can paint directly on my UV map in Quixel mixer

bleak tree
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I found problems in my UV layout, addressed them, and even added some more resolution to her emblem and arms.

bleak tree
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I painted her in Blender. When I got to the last island, it crashed and I lost the paintjob.

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So there's more I need to figure out.

bleak tree
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Well, at least I still managed to strengthen the UVs while going through it.

bleak tree
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I feel like Quixel Mixer is more for making terrain with bump maps and what have you.

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I'm not able to do anything for my model.

quaint jasper
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substance painter is what you want

bleak tree
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Yeah well I can't get it until I go through a couple things, and I don't feel like waiting.

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I'm working on it though.

daring karma
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I've seen people texturing hero assets in Mixer 2020 on Quixel's livestreams so it should be ~do-able~, but SP is unequivocally going to be the best for what you're trying to do obviously

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Texturing in Mixer did seem like a pretty big headache

bleak tree
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Oh yeah. I've seen what it can do.

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It's disappointing that everything I've tried just gives me trouble when I know what's best for me.

quaint jasper
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You can still get a trial license for now

bleak tree
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Yeah.

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casts Quixel Mixer into the fire

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flips off outdated photoshop

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I'll give this trial a shot.

bleak tree
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Okay I got it. I'll pick it apart tonight.

sharp light
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It happens whenever I try to color my model.

quaint jasper
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If you mean texture pain then you're using your texture as your brush

brittle ferry
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I am a Fn idiot and I deleted a vert that I shouldn't have, and didnt notice till I was in game, obviously after saving over my .blend and FBX files... I mean... if I HAVE to redo everything it is what it is.. just wondering if anyone here may have an easy fix for it though

olive roost
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Does ur unity still have the fbx file?

steady zealot
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Select the points, hit f, and then in the UV editor manually line up the new polygon in the texture

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In blender

olive roost
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hes sayin he saved over em tho

steady zealot
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No he's saying he saved the blend file

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As in saved it after the change and can't go back

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But he can still fix it in the blend file that he still has

brittle ferry
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you actually just gave me the idea

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just drag a vert in blender over the empty space

olive roost
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ohhhhh ok i getcha

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nah id recomend the face method

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that entorix suggested

steady zealot
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F is fill

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It will create a new polygon where you need it

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And then it's just a matter of placing it in the correct spot on the UV map

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And you may be able to line it up perfectly if you can find an existing hole in the UVs

brittle ferry
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I think I got it ty

steady zealot
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You're welcome

daring plover
hollow radish
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merge verts

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but you will need to recalculate normals

daring plover
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Alright ill try, thanks for reply

bleak tree
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Basic texture. No detail yet

bleak tree
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Substance Painter is fantastic.

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I figured out how to only paint certain parts at a time.

quaint jasper
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Glad you're enjoying it !

hollow radish
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if you don't paint on uvs, substance painter paints on the surface of you object

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so you can redo uvs, and your paint should be still the same

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(though some things are a bit finicky, you'll figure it out)

dull canyon
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yeah, it's like black magic

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I had to re-do the UVs a few times after I already started texturing, but it was not a problem, everything still was in place after re-importing the model

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and yes, masks are your best friend. ID maps, polygon masks, UV island masks

bleak tree
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Making the textures 4k was a good decision.

hollow radish
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would say, you can always downscale it

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but your ram might die like me ๐Ÿ™ƒ

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I suggest taking a look at what other people do for substance painter

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its a long process...

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if you are going for a physically accurate root, its a lot of refs

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slapping a material and some procedurals won't net you a good result

bleak tree
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Ran into something interesting. I got to work on her legs, but the symmetry isn't accurate. I fear that my mesh might not be perfectly symmetrical.

hollow radish
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delete half

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mirror

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re uv

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this is why substance is nice

bleak tree
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Eh, I can do this in Substance? Because I don't want to re uv anything since it took me hours.

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Well I managed to go in and fix it.

hollow radish
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yeah

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this is why you shouldn't take too long on a process

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I think this partially the reason why materials are split into head,body,clothing,metal

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material and also reuving things

bleak tree
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Well I'm not going back.

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I'll manage.

hollow radish
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just take notice next time

bleak tree
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For sure.

hollow radish
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not like I had the same problem and spent a few days

bleak tree
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Well it looks like it really isn't that big of a deal.

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Yeah it seems okay

hollow radish
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but yeah

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time is a huge deal for 3d modelling, cause it take 40hrs to do even a prop

bleak tree
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Oh I spent days on the modeling portion.

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Next project it won't be so complex.

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I'll likely just model a MAG to go with Elenor.

hollow radish
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have you looked into workflows?

bleak tree
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I try to hold true to a sensible workflow.

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I think I did pretty well with the modeling aspect.

hollow radish
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anyway its a learning process

bleak tree
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Yeah

bleak tree
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I'm gonna need to import textured into this so I don't have to draw a hexagonal composite pattern on her legs.

mild nimbus
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Told you

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you will love SP

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๐Ÿ‘Œ

bleak tree
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I so got told.

spiral sigil
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Any tips for patching these two into one piece without skewing the texture?

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Original had a dumb strap that ran along the outside of the helmet - didn't have an interior side either.

bleak tree
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You'd have to paint new texture for that missing part.

spiral sigil
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Dang, feared as much. Got no experience with texturing.

bleak tree
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Well that's how I'd do it. You'd have to make new geometry there anyway.

spiral sigil
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True.

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Any tips for doing so + making a texture patch that fits with the rest? Like I said, zero texturing experience and I'd rather keep the weird strap then have just a gross grey stripe that clearly doesn't match the rest.

bleak tree
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So how about this. You can make a new geometry there, to fill it in, and that one bit of geometry can be given a totally new texture. Of course you might have seam issues.

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I'm not too sure. I never ran into this scenario before.

bleak tree
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Guess I'll add extra stuff in Photoshop after I finish the bulk of it in SP

bleak tree
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Getting dangerously close to the finish line

bleak tree
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So I got a height map, AO map, base color. Dunno what to do with all that.

hollow radish
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use a shader that uses it

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substance painter is more physically based

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or

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you can translate the height maps into normals

bleak tree
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Yeah, okay.

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I can just sorta sandwich them all into a single mat.

hollow radish
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well, the shader you use should accomodate the textures you output

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unity standard is basically fine

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unless you want to use something else

bleak tree
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Huh.

hollow radish
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if you are slapping an unlit shader or cubed, why are you using substance painter

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(unless you explicity only focus on the base colours)

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from what I know you can translate metallic into specular textures, cause thats what I do

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spec/gloss or metal/roughness is the same texture in unity. in unreal its two seperate textures

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anyway depends on your shader

bleak tree
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Yeah

hollow radish
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I'd say just use unity standard if you don't want to mess with shaders and like what it looks like
it susbtance painter

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remember there are two versions

bleak tree
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Yeah, pretty overwhelmed here but I'll watc hthe tutorial

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Yeah, I think Unity Standard will be enough for now. I might change that later.

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I like the way she looks.

dull canyon
#

from what I've heard and read the metal/rough workflow is the most widespread one, but don't quote me on that

#

my biggest gripe with substance painter is that you still can't export multiple texture sets into single textures, ie have only one albedo/alpha, one normal, one metal/roughness texture

#

like, you'd think that wouldn't be so hard to do if all the texture sets use the same UV map/UDIM

daring karma
#

What do you mean? You can change all that in your config unless I'm misunderstanding

dull canyon
#

you're probably misunderstanding

#

say I have 3 texture sets

#

I want to export for instance the albedo for all 3, and have them in 1 single file

#

that's not possible

#

it will generate a separate file for each texture set

daring karma
#

ah, yeah Substance can't atlas those. It might be on the horizon tho bcs they just added auto unwrapping. I usually just figure each texture set = a material + pack shit prior to texturing

dull canyon
#

well in some cases you need separate texture sets to work properly on the model

#

like the clothes and hair for instance

#

but they'd need to be atlased afterwards

#

which isn't that hard when you're only working with RGB textures, but once you add the A it becomes difficult

#

if it's just RGB I can just drag all the files into Krita or whatever and save it as a new PNG

#

since I can use for instance the Base Color channel for the Alpha of the texture so each texture only has stuff where there is something painted on

lean rampart
#

Anybody have a clue why a piece of the mesh disconnects from the main mesh when moved? It has a dynamic bone attached to it

#

I looked at the mesh, and it seems that the hair isn't connected to the head. But even though I did connect the meshes together, I still get the same result. I mean vertices. It's obviously all one mesh technically

#

(Ignore the face expression)

broken bear
#

I think your dynamic bones are just too intense. The root of the hair shouldn't move that much at all

lean rampart
#

I use these settings for my other models, and they're fine

#

I'm moving both the hair ends by placing a dynamic bone on the head bone and excluding all other ones that shouldn't move. Perhaps there's a better way (without placing a script on each hair root)?

#

Placing a dynamic bone on the root of only one hair bone works, but I can't do that for both or I'll waste resources

#

Changing the settings doesn't solve the problem. There's something up with the model

spiral sigil
#

I have a problem with my Avatar.
It works finde in Desktop and VR, but when i go in Full Body and went trough the stuff like with T-Posing the avatar always goes in desktop mode.
Someone knows that issue and how to fix it?

#

ok i think i got it...i had no chest for some reason

bleak tree
#

If I could somehow bake my height map onto my texture I would be happy.

silent junco
#

i think you can in blender

eternal scroll
#

I'm not sure I'll have to check soon I'll let you know

bleak tree
#

If I can do that, I can move on to working on the texture in Photoshop, add text, and fix the seams in the inner thigh.

bleak tree
#

Maybe if I attach it to a shader, and save the resulting texture as a png?

hollow radish
#

well, if you have a height map in substance painter that's baked from highpoly, you can
just use masks and generators

#

though if you make a height map in substance painter by painting, there maybe a way but unsure
how to do it myself

daring karma
#

What do you mean by baking your height map onto your texture? You should be able to import the map into SP as a texture and apply it on a fill layer. It should work as long as the UVs haven't changed, and your scale is 1:1

#

Unless you mean like AO based off the new height information you've painted - you can do that by using HBAO in SP

bleak tree
#

Well, I mean I want to preserve the detail I made with the height brush in SP

#

Hmm. I need to export it with all the maps combined.

#

The mesh maps I mean.

hollow radish
#

this might be useful to you

#

Just remembered it now

bleak tree
#

It's interesting, but I don't know if it's what I'm looking for. I might just have to settle for attaching the height mesh map through nodes.

#

If I can even use it for VRChat

spiral sigil
#

So I'm doing a mock-up for an custom avatar's helmet and would like some feedback regarding the color scheme. The character's name is Wild Card and, surprise surprise, has a card game motif. The setting they're from is post-apoc so I don't want it to be super-flashy or anything but still distinct.

#

Should I have the primary colors be dark and light (black/grey + white) and have red as an accent or...?

tranquil glade
#

it is done

hollow radish
#

pog

spiral sigil
#

does anyone know how i would slice a circle into a generally flat mesh like, say a waffle, and make rings out of it? i thought at first knife projection would be the way to go but it doesn't seem to be working

fringe rock
#

boolean modifier

spiral sigil
#

thanks, i'm not familiar with it, i'll check it out!

bleak tree
#

Think I'll just focus on rigging for now.

dull canyon
#

so, lets say my avatar is wearing a jacket by default, and I wanted to be able to permanently toggle the jacket off and on using emotes, do I need some extra script for that or can that be done with just "vanilla" unity?

olive roost
dull canyon
#

thanks

#

I like how 7 is the max number of additional objects you can have so people are discouraged to go over 8 skinned meshes ๐Ÿ˜„

still wadi
#

watchu guys think ?

dull canyon
#

ayaya

halcyon hare
#

Looks great!

dull canyon
#

I still wish people would stop using open and closed hand gestures. no index knuckles user will ever use your avatars...

fringe rock
#

You mean. Handopen and Fist

dull canyon
#

yeah

fringe rock
#

for most of my model I have the eyebrows lift up a little with handopen and the reverse for fist or nothing.

mild nimbus
#

@still wadi Its nice but my only critique from this model is why is that last belt on the bottom of the parka dress there

#

Dont really see a purpose in it xD

dull canyon
#

fashion doesn't always have to be functional I guess

mild nimbus
#

Personally throws me off but thats all I needa say

#

ยฏ_(ใƒ„)_/ยฏ

barren plover
#

Hello and good night, I'm hiting a brick wall with my head since yesterday and I can't find any solution. I'm importing xps files to blender and then exporting them to fbx for unity, but when I load them to Unity the model have missing textures. I'm using CATS for importing the xps file if that helps

#

I could add the textures one by one put the are a lot of them with normal maps so is a really pain in the butt doing it all by myself

barren musk
#

hello there, im having a problem with an fbx file in blender, when i load the file its just gray like theres no textures, i have a textures folder in the same location as the file but i cant get the textures to work

frank sail
#

Fix model, MMD shading, switching to material or texture viewing mode

#

Any of these would do it

daring roost
#

I'm not sure what i've done. but when i updated blender last, my textures no longer showed on my model
Gonna googles around for some answers, but if you have a solution before i've deleted this, then please @ me
or add me to dm

desert crown
#

@daring roost you gotta double check the shading things

#

if that doesn't work, then your shaders are screwed and need to re-apply textures properly

daring roost
#

can't seem to find that menu anymore ๐Ÿค”

desert crown
#

oh sorry i meant your materials

#

its in the MMD tab

#

kinda have to tilt your irl head

daring roost
desert crown
#

double check on the arrows down there, maybe its under Material Sorter

daring roost
#

some weird blank one

desert crown
#

maybe its Misc

daring roost
#

it's a text field if that helps

#

wait, found it

desert crown
#

yeah its in misc

daring roost
#

yeah

desert crown
#

click on shadeless and see if that helps

daring roost
#

i was in the mmd tab ^^;

#

uhh if anything it made it worse

desert crown
#

have you tried clicking on fix model in cats plugin?

daring roost
#

uhh last i did that it broke a whole model

desert crown
#

yeah that happened to me too

daring roost
#

it was fine before blender updated from 17.9

#

or something about then. idk olld

desert crown
#

yeah thats probably why.

daring roost
#

okidoke, that sounds about right

desert crown
#

scroll down and it should say something about adding textures at the bottom, find your texture file

#

then click on shadeless

daring roost
#

and it just crashed.

desert crown
daring roost
#

unity being unity still

desert crown
#

are you sure you are using unity or blender

daring roost
#

oh right

#

whoops., both do it still. i have both open

desert crown
#

my only assumption now is that your model file is too far outdated

#

what is your model file type

daring roost
#

i'd just say it desynched across saves

#

.blender

desert crown
#

go back to the older versions of blender and export it into fbx and then import that fbx into the newer versions

#

it will work

daring roost
#

sounds like a lot of hastle of deleting a lotta ๐Ÿ’ฉ to reinstall older versions for the 1 thing

#

i'll save it for last resort

desert crown
#

Well if you didn't know, you can have multiple blender versions installed and use them individually

daring roost
#

yeah i figured

desert crown
#

yeah i used 2.79 and 2.8 respectively

daring roost
#

well right now, what i need to re-find is the texture menu in this version

#

just menu's have been changed so dramatically i can't find the most basic of things again

desert crown
#

and the checker icon right under it

#

thats where you apply the textures again and then > Click on shadeless in Misc

#

to update the preview

daring roost
#

ok, can you point out where i apply it again. thats the issue

desert crown
#

Oh scroll down in what you see here on that screenshot all the way to the bottom

daring roost
#

use node?

desert crown
#

under mmd texture > add

junior maple
#

Okay guys, I have an issue.
When I use subdivision surface when I extrude, this happens.
and also when i create a vertice in the middle of miror, i can only move them on Z axis ..

daring roost
#

so i can't use one that's already attatched to the save, and not double it up

desert crown
#

@daring roost yeah you gotta delete the broken one

#

go back up and click the Minus sign on your right

daring roost
#

is there a way to get it out of my UV map panel too like that ๐Ÿ˜ฎ

junior maple
#

you can go to default on top of blender

daring roost
#

default?

junior maple
daring roost
#

nonono not that

#

so they're not leftover junk data weighing things down

junior maple
#

oh, that I dont know

daring roost
#

rip

junior maple
#

you can press X ?

daring roost
#

thats why i wanted to re-use

junior maple
#

the cross

daring roost
#

pressing X closes it from preview

junior maple
#

ah I see

daring roost
#

doesn't remove it

junior maple
#

no one can help me on my issue ? it is really hard to work with that, it wasn"t like this before i went on 1.8.1

desert crown
#

uh...snow queen...lets see i have trouble with subdivide before and fixed it unknowingly

junior maple
#

xDDD okay

#

I try to change stuff on subdivide pannel but nothing is like I wish

desert crown
#

this was because I knew i was pressing Wrong shortcut keys and it permanently screw it up for me

#

so i had to like restart the session

daring roost
#

thank you ๐Ÿ˜„

junior maple
#

I see

daring roost
#

that helps me clear up so much more too

desert crown
#

@daring roost in the blend file you wanna open up the materials arrow as seen on there and the textures(the checker icon)

#

and then right click delete

junior maple
#

So, should i export FBX file on another cleared session ?

desert crown
#

yep just save everything and export it again into a new fbx

#

then import it as new while still having everything intact then resume where you are going to do

daring roost
junior maple
#

I wont have my modifiers anymore ?

desert crown
#

probably not, but it should be easy to resume right?

junior maple
#

I guess

daring roost
#

even the re-meshed parts kept their spacing

desert crown
#

well there you go

daring roost
#

now to retry the painful experience of weight painting

desert crown
#

Use Mixamo to weight paint the basic bones for you

#

Unless its already rigged before, you should be fine

daring roost
#

yeah you don't wanna see the nightmare fuel that came from miximo

desert crown
#

xD

#

i never worked with loli models before so....

junior maple
#

I imported / exported

daring roost
junior maple
#

on edit mode i have that now

daring roost
#

yeah it didn't take too well

desert crown
#

@junior maple is that good or bad

junior maple
#

I think some vertices are smooth, how do i smooth / unsmooth on 2.8 ?

desert crown
#

i don't remember actually ;-;

daring roost
#

without the bones for the skirt, this is what i have

#

also planning to put some bones for the bead jiggle on the left arm

desert crown
#

๐Ÿ‘

daring roost
#

miximo shat it's self with the ponytail and actual tail. skirt lining probs didn't help

desert crown
#

well

#

you're not supposed to put in with any bones

daring roost
#

ohh

#

yeah that kinda would be harder to work with

desert crown
#

when i mentioned Basic Bones, it only rigs the Head, Neck, Chest, Spine, Hands, Fingers, Waist, Legs, Knees, Ankle and Toes

#

You only then have to add the hair, tail, skirt bones

daring roost
#

soooo basically strip her

desert crown
#

and rig that manually

#

strip her of her bones yes

#

trust me, this will benefit you in the long run

daring roost
#

skirt too?

desert crown
#

Oh no i didn't mean that

junior maple
desert crown
#

her tails and skirts can stay

daring roost
#

oh

desert crown
#

@junior maple :(

daring roost
#

export as what format for miximo is best

desert crown
#

@daring roost mixamo will definitely rig her tail along with her body if i see that. But you can zero weighted it in weight painting easily

#

Unity FBX Original Pose

#

just make sure you put the rings correctly

daring roost
#

okidoke. freshly debonned fox girl exported to fbx

#

rip

#

yeah the clothes are too big to mark her right

desert crown
#

no its fine

#

it will be rigged with the waist/body

#

But you can Zero paint it so it doesn't move with the body

daring roost
desert crown
#

the crotch needs to be a bit higher

glad steeple
#

the skirt isnt the crotch

desert crown
#

^

daring roost
#

clearly

desert crown
#

You can't see it, but you have to play by mind on this one

#

so you will have to imagine it and gamble where it is

daring roost
#

shit, just realised this was also the old AF model that had no optimise

desert crown
#

you can always optimize it

daring roost
#

i did mine by hand because auto screwed everything

desert crown
#

because You can make a separate file out of it(without the bones) and then throw it into the new bones assuming it has the correct shape and size

#

after it is optimized

daring roost
#

the mesh

#

that was the issue

#

ok forgot the key to select by all by surface. i manage to select all without issue, but not by area

dull canyon
#

I really wish there was a way to set a default remesher resolution in Blender...

light perch
#

Will this head work or is it completely off? **Plz dont bully its only been my first few hours after messing around with 3D modeling **

quaint jasper
#

you need a lot more vertices, but yeah

#

also if you want to achieve something similar to the right, you need sculpting, not modeling

light perch
#

oh yeah i know i just wanted to make life easier and 3d model it to as close as possible

fringe rock
#

Give up on poly modeling. You have to sculpt

light perch
#

Ill try but how dose one start off a sculpt? ๐Ÿค”

fringe rock
#

Sculpt mode

light perch
#

lol it was more of a rhetorical question but what id like to know is how do you sculpt out a mouth?

quaint jasper
#

you should look up basic tutorials on how to start

#

will prevent mistakes like that

light perch
#

Ive tried to look them up but the models already come with their mouths hollowed out in the tutorial

quaint jasper
#

i meant tutorials on sculpt settings

#

the above is because you don't have dyn topo enabled for example

light perch
#

ah

frosty plinth
#

Nick From Zootopia

#

My Friend Said If I Make Him One That Looks From The Movie, Ill rig up your Juddy Hopps lol

#

wish there was a easier way of smoothing out the clay looking build

#

Hey @quaint jasper any Suggestions on how i can scrap off the looks of it being bumpy some areas wont smooth out..?

quaint jasper
#

smooth vertices in edit mode ?

#

you should upgrade to 2.82 and use the retopology tools

#

you can't get something smooth if your geometry is like that

frosty plinth
#

hmm yea been thinking about it, downside is layout is new to me

#

to get use to it will be long.. but i'll try

#

thanks

light perch
#

whelp since i cant find the old avatar i used to have ive decided to make one myself wish me luck lmao never done this before

solar fossil
#

may the sculpting gods be on your side

silent acorn
#

good luck!

light perch
quaint jasper
#

ayy, you're a natural !

light perch
#

๐Ÿ˜„

fierce tundra
#

That's amazing

solar fossil
#

eyy looking nice

#

although, the neck looks a little stubby

light perch
#

Thanks! Actually now that you've pointed that out... ๐Ÿค”

frosty plinth
#

oh dang it

#

i just realized the roof is supposed to be wavy ughAwOo

#

oh wait nvm

#

ill cut it

light perch
#

if your model has to many polys or is too big how to do scale it down if its already established?

frosty plinth
#

making a whole new one

light perch
#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

tender pelicanBOT
#

โ”ฌโ”€โ”€โ”ฌ ใƒŽ( ใ‚œ-ใ‚œใƒŽ) There you go

light perch
#

At least i have a reference model smh

solar fossil
#

you want to go the sculpter way?

quaint jasper
#

@light perch Retopology

#

either manually (difficult and takes time) or automatic (result is a tiny bit worse, but blender 2.82 can do that, or zbrush trial with Zremesher)

light perch
#

๐Ÿค”

#

i hope i dont destroy my proud creation

solar fossil
#

backup the backups and make backups for those backups

light perch
#

You guys know what the poly limit is?

#

Im pushing it

keen grove
#

I barely remember

solar fossil
#

well there is no hard limit

keen grove
#

I think it was 15000 or smth around there

vivid crater
#

70k before you get to very poor, but no hard limit

quaint jasper
#

It's good to go as low as you can without altering the look

light perch
#

Even if its a stupidly high number?

vivid crater
#

ideally you wouldnt use a sculpt without retopologizing

weary olive
#

This might be a dumb question, but I've been working on a model in Blender v2.78, apparently, and I guess I didn't realize that Blender doesn't automatically update itself? So if I downloaded v2.82, the model I was working on should still work in the new version, right? Again, probably a dumb question, but technology can be weird sometimes and I don't want to risk losing progress.

solar fossil
#

yeah, porting form 2.7 to 2.8 should work

#

just make sure when you open the project to deselect the layout import or that will mess things up

quaint jasper
#

@light perch If it's a sculpt the number is stupidly high regardless

#

that's not usable as is

solar fossil
#

got this thing from ~1.600.000 down to 54k using the simplify brush, but your mileage might wary since your model is much more complex

light perch
#

ohhhhh ๐Ÿค”

#

How do you pick figure how large your avatar is? or is that for unity?

solar fossil
#

i usually do it in unity if the size is not to drastic

#

but if its like 10x bigger/smaller than it should be than that will be a blender job

#

oh protip, use the wireframe viewport shading to see the topology density in real time when simplifying

frosty plinth
#

@solar fossil lol looks good

#

kinda creepy though

#

what is it?

mild nimbus
#

I'd retopologize that sculpt regardless of remesh

#

Lol

#

Just for the best deformation performance

azure rain
#

and also before you do that it should probably have a details sculpt done to it so that you can bake a normal map from it

solar fossil
#

Ah I kept the high poly version of it in a separate blend save so can use that for baking

#

Also lotus, I did not use the remesh since it would mess up the fingers regardless of settings, it was all done using the simplify brush

spiral sigil
#

hey masters of 3d modeling guys create my own avatar as well and sending to my PM. in private. if costs. i don't have problem with that.

spiral sigil
lost wasp
#

I'm in a scary place

silent junco
#

Thatโ€™s a lot of shoulders

lost wasp
#

i'm texturing it. i'm so scered right now

barren plover
#

I can't organize bones in the outliner in blender 2.8 and is driving me mad

#

any help with that?

brittle veldt
spiral sigil
#

rotate the shoes back to normal>

light perch
#

I finally found the model! omg 2 days of searching :c

#

Anyone know how i can recreate that thin layer like those cracks?

#

this was what i came up with but I'm not happy with it i want it similar to the original

brittle veldt
#

@spiral sigil Well in normal position they are fine but when I started rotating the legs they seem disconnected

quaint jasper
#

@light perch You can extrude some of the faces from the mesh, and smooth vertices

light perch
#

smooth vertices that's a modifier right?

quaint jasper
#

nope that's just an option for vertices

#

you can open the search bar and type that

hollow radish
#

you won't get the same results since you are doing it organically

#

I suggest looking at speedsculpts and figuring out what people do,
usually they are in zbrush

light perch
#

oh, ok

hollow radish
#

having multiple objects is one way of doing it

#

but in the end you should merge them and whatever version of dynamesh blender has
(but it is fine in certain circumstances, its just the baking process that's finicky)

#

you would still need to retopo though

#

and then bake down

#

this is an entire process that takes time, so I guess looking up pbr workflows

#

the one you linked ontop is a high poly baked on to a low poly model

#

high poly is the sculpt, low poly is retopologized model

#

this might give you an idea

light perch
#

hmmm

spiral sigil
#

Any tips for avatars with gloves? The original ones for my custom avatar are super-janky and just don't look right, especially considering the rather-slick appearance of the rest.

quaint jasper
#

What kind of tips are you looking for exactly ? Do you have screenshots of your issues ? @spiral sigil

spiral sigil
#

The fingers look... not-natural. They're in gloves, sure, but they seem distorted to me. Got weird angles at some parts and look chunky.

solar fossil
#

that's, an, interesting way to hold your thumb

spiral sigil
#

Yeah, that's one of the issues I'm wanting to fix. This is the model's default posture without moving the skeleton any.

weary olive
#

Do you think the fingers are too short, and that's making them look uncanny?

solar fossil
#

i'm not qualified to give an opinion on hands since my attempt only resulted some sausage fingers

spiral sigil
#

The model is stylized so that may play a part. However, they just seem overly angular in some places and seem more like a mess of sloppy polygons then fingers in a glove.

solar fossil
#

well the model is really low poly

quaint jasper
#

@spiral sigil Easiest way you be to pose back the fingers in a normal way, and then smooth out the mesh

spiral sigil
#

Is there a tool that'd be good for that? I imagine so but not that versed in Blender yet.

quaint jasper
#

sadly not, you'd just have to rotate the bones manually

light perch
#

Is there a better way to mirror one side to the other?

quaint jasper
#

Symmetrize ?

#

duplicate and scale -1 on x axis

#

there's a few methods

light perch
quaint jasper
#

yeah symmetrize

#

+X to -X

#

make sure all your transforms are applied

#

Did you smooth shade your model btw ?

light perch
#

Yeh yeh i just did but symmetrizing it isn't working @quaint jasper

frosty plinth
light perch
quaint jasper
#

then scale x -1

light perch
quaint jasper
#

you need to merge those objects then

light perch
#

to the head?

frosty plinth
#

Nice Horror Modeling

quaint jasper
#

no just the objects together

#

they need to be scaled as an entity

#

you can unmerge them after if you need

light perch
#

Thanks @frosty plinth

#

I thought merging was permanent?

quaint jasper
#

well no, you just select each part by pressing L on the mesh and press P

hollow radish
#

this should be applied or 0

#

your origin is not where you want it to be

#

so it mirrors where based on this

#

apply transform/scale/rotation

#

mirror has an object to reference

#

you can just get a empty object/mesh

#

and reference that

light perch
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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

tender pelicanBOT
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โ”ฌโ”€โ”€โ”ฌ ใƒŽ( ใ‚œ-ใ‚œใƒŽ) There you go

light perch
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Oh blender gods why do you hate me

quaint jasper
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You're skipping over essential steps

light perch
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What did i skip?

solar fossil
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still lacking facial expressions, but i think he turned out pretty well, bonus points for peps who know where he is from ๐Ÿ‘€

quaint jasper
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symmetry is supposed to be flipped

frosty plinth
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lol elsa is part Synth Gen 1 from fallout and gen 2 all in one

light perch
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so i flip the Symmetry before i mirror?

quaint jasper
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it's either, not both

light perch
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Welp turns out i have to delete the plates and start from scratch ๐Ÿ˜ญ

light perch
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finished the plates after doing them over three times ๐Ÿ˜ฉ and added some better teeth. All i need to do is figure out how to animate the plates opening and closeting.

dusty heron
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looks neat.

quaint jasper
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@light perch You'd have to weight paint each bone to a plate, or you could do it as a blenshape

light perch
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blenshape? I haven't heard of that ๐Ÿค”

stable edge
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:O

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Lookin' noice vrcEretNice

weary olive
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Very nice.

vivid crater
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I'd say off to the scrapheap with him, but it looks like he just left there

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Love it ๐Ÿ‘Œ

past kraken
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hey i'm having an error when uploading an avatar

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ArgumentException: Getting control 0's position in a group with only 0 controls when doing repaint

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can someone help me please

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ok nvm i'm having ALOT more error than that and i'm lazy i'll just give up

frosty plinth
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Noice Job Ruuubick Looks Cool, reminds me of Astro Boy Movie

quaint bronze
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That looks dope Ruuubick!

light perch
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those textures doe

spiral sigil
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@weary olive

weary olive
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Yes?

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@spiral sigil What do you want?

spiral sigil
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Sorry

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Case

weary olive
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A'ight.

ripe lotus
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looks like deafult substance materials in substance painter

blazing gyro
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how do make avatar

dusty heron
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Find a yt tutorial.

light perch
quaint jasper
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weight paint ?

light perch
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Ill try that

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dosnt seem to help those plates aren't even connected

quaint jasper
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are you sure they're not weight painted to the incorrect bone ?

light perch
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Uh... Im not sure... I haven't messed around with weight painting till you suggested it

quaint jasper
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Can you record a gif on how they move ?

light perch
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yeh yeh

light perch
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Could it have something to do with that random line? I tried to mess with the angles and they all merged into the opposite end of the line near the head

quaint jasper
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if it moves, it's weight painted

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so check the weight paint on the right bone

light perch
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well at least originally

stable edge
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The weights should be red, mostly

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Can you select one of the bones again

light perch
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Any bone?

stable edge
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The bone that's supposed to be weighted to one of the plates

light perch
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Sure what do you want me to do with it?

quaint jasper
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it needs to be red

bleak tree
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How the Hell do I get this Cube shape unparented from this thing I accidentally made?

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Maybe that's just how it's supposed to look. The outliner in Blender is new to me.

light perch
bleak tree
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Well, no. The one in Maya is similar, somewhat

light perch
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painting it red seemed to help but still the same issue

quaint jasper
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That's not the problem, it's that the thing that move that should move is weight painted to the wrong bone

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so it moves when you move the bone on the other side

stable edge
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Paint it red again with autonormalize on

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It's under options under brush

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@light perch

light perch
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I got it. I just separated them then reparented them back to the main skeleton

amber dagger
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anyone know if anyone has made a book for vrc where you can turn the pages or made something similar or any idea how to make it?

light perch
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Nvm i have the same issue again >_>

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I tried auto normalize but dun help

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How do i check how its weight painted to the bone? @quaint jasper

stable edge
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Auto makes sure all weights add up to one

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You probably didn't paint everything red again

brittle crane
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In Blender go to pose mode. Select the problematic bone. Select your model in object mode and change the mode to weight paint mode. made sure that all the bone section is in full red. Here is an example:

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@light perch

light perch
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Oh did paint everything red but then it didn't move at all to the bone it was partnered to

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when i delete the problem bone it dose work but comes back again after i add the bone and it doesn't matter how close the bone is to the opposite model

brittle crane
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did you parented correctly your model to your armature? The parenting hyerachy should look like this:

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in the hyerachy tree, drag the model to your armature and a popup menu should appear (automatic weights)

light perch
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Ahh i see the issue

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I cant select the individual bone

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the only time i get to select the model is when im in object mode and i can only select the whole bone frame

light perch
quaint jasper
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yeah

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so this shows that the wrong mesh is weight painted

spiral sigil
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Hey! I was wondering if anyone would like to do some modeling together. Like screen share and just talk while we model things. Dm me!

brittle crane
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in weight paint mode, select the bone shown on your image and using a substract brush, delete the red part of your mesh and repaint over the desired part of your model

light perch
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I just tried both it still sticks for some reason

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not at the same time btw

arctic parcel
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Is it possible to add ProBuilder to Unity 2017 still?

spiral sigil
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yea

arctic parcel
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Well,how? It's no longer in the asset store

quaint jasper
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2018 package manager

barren quiver
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I don't think that'll work, the 2018 version uses newer APIs

arctic parcel
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I heard the new version of VRChat will use Unity 2018, and it should come any day now, so then it will be possible to use ProBuilder in Unity, right?

spark river
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Does anyone know a good, step by step, guide for someone who is a beginner (at 3D modelling and having no artistic knowledge whatsoever) using Blender, wanting to learn how to create canine models? I just need a starting point.

stable edge
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Pins

spark river
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Thanks. Just noticed there are a few vids in pins.

latent charm
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The ones in the pins assume you already have an absolute basic knowledge of how to operate blender, you might also want to check out the basics for that on the Blender Foundation's youtube channel

swift zephyr
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Any clue why this would be happening to an imported model? I haven't had this happen before.

sharp oriole
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Looks like 2 meshes on top of each other, i.e. the outside of the jacket and the inside lining. Shouldn't be an issue in game if you have backface culling on

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Or you could shrink down the inside a little so they're not overlapping

quaint jasper
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definitely zfighting !

brittle crane
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The normals are wrong positioned. In blender, import your moder, next go to edit mode, select all your model with A key and using CTRL + N will fix your normals

quaint jasper
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that's z-fighting

spark river
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Thanks Gallium!

brittle crane
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Blender 2.7 is the best. Blender 2.8 changes the gui drastically so much of the old stuff is confusing to find in the new version

sharp oriole
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Just learn 2.8. Yes its a massive ballache cos its so different to 2.79, but its worth it. Once you're used to it you'll never want to go back to 2.79. Apart from weight painting which is super scuffed, 2.8 is objectively better in pretty much every way

dusty heron
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If you've never learnt 2.79, then 2.8 would be better.

fringe rock
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2.8.1 ๐Ÿ˜˜