#3d-modeling
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I'll have to look into that.
Mmh
The normals screw up a bit when I merge everything. Some stuff appears soft when they shouldn't
Did you check the normals on the entire model ? there's a face orientation shading option
Ahah
oh
Check if you have sharp edges on
or bevel edges on
if you see like blue high lights or hot pink hightlights
and also select everything and try CTRL+N
to recalculate normal outside or do them manually
And turn off auto smooth I guess since that changes everything.
Oh
if it was already smoothed out
but you extrude more geo
it will extrude in flat shade
so you need to do smooth shade again
to normal smooth the new extruded geo
Yeah. I'm done extruding now. The model's done.
๐
I found some meshes with flipped normals.
It's okay. I can now fix them. It's good that I found them
https://gyazo.com/e4a17672587eeda1808f3839a9d1c43f Clean as a whistle.
So now I'm going to go in and sharpen edges manually. I'd rather have more control over it anyway.
A good thing to try is to go in edit mode, select nothing then type "select sharp"
reduce the angle at your choosing it might do a lot of the work for you
Don't seem to get that.
Space bar just plays animation for me. I'm not using the same interface.
ah, what's the key to open the search for you ?
Object name comes up when I press enter
maybe F3 ?
That's top orthographic view.
The search function is very easy to use and it gets you to so many tool quickly
+++++++++++++++++++
www.markom3d.com
www.facebook.com/markom3d
https://www.instagram.com/markom3d/
spacebar search is too convenient not to have it
Why does everyone smack their lips in tutorials?
I'll find it in preferences then
It's TAB
Can't I just mark sharp the edges I want to be rigid?
That's all I want.
you can, this just helps finding them quickly
you're in face select mode
if you are on 2.79 controls
search is space
2.8 is f3 i believe
Im still stuck on 2.79 controls :lul
same, ill never change
That's fine. I admire anyone that's mastered the previous interface. I just migrated from Maya so I have the worst time adapting
blender is sooo easier to get compared to maya imo
Blender's definitely powerful in certain things that put Maya to shame.
so i generally just know how to use it now xD
The only thing Maya has going for themselves
is there UV unwrap tools
T B H
But blender is currently tackling that right now
The animation tools are really nice too.
and its looking pretty nice
Ya Maya will always uphold animation side since its meant for that
maya is generally better for animation vs Blender imo
For now 
Hehehehehe
I would LOVE to see Blender become a great animation tool.
rigging is really smooth in Maya
we have Pablo with us, we;re unstoppable
xDD
That's my role in things. I'm an animator.
But since I'm at home waiting out this virus, I'm working on Elenor.
i'll share the first blender anim i made last week

where an unknown UFO is in middle of a field
and they try to teach the language
to read time or something
i forgot the exact name
Arrival
been working on it for a while, wasn't good enough to make some of it so i stopped for a year
practice practice~
Actually based on statistics of stocks right now
America is technically in a recession right now
i get paid in dollar so not a whole lot of fun going on xD
the 3D industry should prevail, working from home shouldn't be too hard
oh ya definitly
literally working remotely
film production and like game producion will prevail
Source Control makes life great : ' )
I have something I made in Source Filmmaker
I'll post it somewhere for videos.
@bleak tree here is fine !
Alright
animation is alot more fun when you make the model and rig it personally
Not everyone hits the ground running.
Credits:
Animation and Visual Effects: Musetrigger
Sound Design: Optimus97 and Musetrigger
Music: Musetrigger
Voice Cast:
Shark: Musetrigger
Keely: Musetrigger
Moray: Lily Lammers
Portside: SuperVario64
Programs used:
Source Filmmaker
A...
Damn, that's fantastic
This was amazing
Thanks.
you over exaggerated the faces pretty well
especially for a style like that
the movement seem natural to me
not to stiff
Yeah, I wish I had a bit more freedom but the rigs were limited.
ya i feel you
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.
Do you do the 11 second club?
I thought about it but never got around.
Its fun when you choose a random 11 second clip
and imagine what you can make it from it
and the winner gets quite the benefits to
I see you act out your animations physically to
This is key to being a animator.
Good job
Oh yeah, I'm really into it.
I'm trying to find some animation work. I'm stuck building a portfolio and helping out on a mobile game.
I use to act out my stuff to. You got something going for yourself ๐
I wish you best of luck on your journey tho
Mmh
Yeah, after years of fumbling.
Everyone awakens to there skill set sooner or later
I'll have something else to show before long. Something I animated in Maya. A dancing crawfish.
I look foward to it ๐
Guess mark sharp was what I needed.
https://vignette.wikia.nocookie.net/phantasystar/images/7/71/Pso2tcg_elenor_montague.png/revision/latest?cb=20190319013021 The pink parts of her outfit have a sheen to them, especially her middle, so I was thinking of having those in a separate material. Her eyes too.
that can def be a single material
Oh good.
I'm excited now. I can keep my momentum and unwrap her tonight. I REALLY want to see her all texturized.
Even slapping a test image on her UVs will be enough.
You can have different stuff on the same material via maps like metallic, roughness, and emission
Even then, one 4k is more optimized than two 2k IIRC
Glorious!
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
Oh really. That's neat
They aren't out of bounds.
Out of bounds = outside the range of 0-1 = wraps around to the other side
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.
On the fence over cutting the face's UVs down the center and layering the islands on top of eachother, to have them mirror.
Substance doesn't like overlayed UVs afaik
It doesn't at all
I'm not using Substance
What do you plan on using for texturing ? @bleak tree
I do have photoshop.
So you'll manually create all your masks ?
I just don't want to use student software. That's why I'm making her in Blender
Substance is industry standard
Student is just one of the many licenses
Blender is less standard than substance is even
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
I only ever dealt with tiling or stacks in non-unique environment geo, though. I think avatars are probably worth a unique unwrap
I guess I better look into getting substance. It's not like I'm profiting from this. Can't really.
It's a personal project
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)
if you put the overlapping uvs one UV unit over any direction that would help with the baking
That helps in Substance?
I've heard that it does as it's not trying to process the uvs that's not in the zero to one space
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.
I still have connections with my old institute that got me Student Maya for a couple years, just to play around in.
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
Better not overlap my textures then, just in case. I'm working with 4k, I can handle that.
And fuck Photoshop. I'll try Quixel, see how that fits.
For now, I need to finish this unwrap
@bleak tree I dont reccomand using Udims
if you are using Udims
Thats not good for games
only for film
Udims. Explain.
when you import seperate UV tiles
instead of seperate materials
Over lapping UV's are fine with SP but you need to do it right.
Right. I decided I won't be overlapping any UVs
You can overlap everything in 1 UV tile just make them seperate materials.
Just to make it easier on myself.
It will seperate everything appropiatly with its corresponding materials and UV map
1 material
Or one texture file.
You got me. I am flying blind here.
Material ID map comprises of basic colors to zone out specific part of the mesh under 1 material
So you can plop like metal on color red
leather on color blue
Oh cool, I see.
under 1 material
Tutorial about the simplest solution of creating Color ID Map with Blender 2.8 and Cycles Engine
That's what the other friendly fellow person was talking about.
Thanks. I'll give it a watch when I finish this unwrap.
You can either bake the ID maps or export it with vertex colors
๐
I advice vertex colors
easy and fast
and SP can detect it upon import
Baking the ID map is more for like photoshop
I won't be able to get SP for some time.
I talked with my old director. He says he'll talk to someone about it.
For now I need to work with what I can get.
Well I'm waiting on them. All I have is an email. I graduated three years ago.
Setup vertex colors as the ID map just in case
So if you know areas that will be metal
make all that red
leather blue
etc
Yeah
can use any color btw
doesent need to be R G B
Make sure the colors are not to similar to each other. The application may get confused and treat it like the same color lol
Looks neat.
wow shes cute
Looks great!!
Looks good, good job!
Causally see toyko free field from pso2
@bleak tree the texel density seems okay
I don't see anything on the face though
https://gyazo.com/c0f38a616c438c4649ddeecf071b4043 The way I unwrapped the head, it sorta made the face less resolution
I'm revisiting it.
Because it's the smallest uv
Which is NOT what the face should be
The face infact should be the biggest uv for good resolution
Hope that UV map is 2k also
Consider looking up texel density.
It's 4k
Better
And you're right. The face must always be the main island.
Unless the legs need a bit of love...
๐ 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
It's all one texture.
guess its fine
Makes sense never to make a bunch of 4k textures.
you should use uvpackmaster
or you could be a mad lad like this guy https://www.artstation.com/artwork/xzGvV1
that's fine, I went through stupid decisions as well, its all in the process
Well, it's not like I did terribly.
But I DID pick a very advanced looking model to try unwrapping
That's triple A standard
That's what I do at work lul
3 seperate maps
Head body cloths
It's glorious
yeah seen him before
It's late, and I don't feel like depression.
but yeah, just look at what AAA does, or mobile games (but usually AAA has more resources and standards)
you can adjust to your need and figure out why they do things
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
Right
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.
It's looking better
Thanks
an example of a 1 texture UV layout but it's also compartmentalised in to different body parts
which now that I think about it is kind of the same thing as the picture above just squished into one rectangular texture
and that Texel density looks a lot nicer in your screenshot with the new layout
My next project will not be so cluttered with pointy things, that's for sure. I can have a UV layout like this.
Trying to see if I can paint directly on my UV map in Quixel mixer
I found problems in my UV layout, addressed them, and even added some more resolution to her emblem and arms.
I painted her in Blender. When I got to the last island, it crashed and I lost the paintjob.
So there's more I need to figure out.
Well, at least I still managed to strengthen the UVs while going through it.
I feel like Quixel Mixer is more for making terrain with bump maps and what have you.
I'm not able to do anything for my model.
substance painter is what you want
Yeah well I can't get it until I go through a couple things, and I don't feel like waiting.
I'm working on it though.
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
Texturing in Mixer did seem like a pretty big headache
Oh yeah. I've seen what it can do.
It's disappointing that everything I've tried just gives me trouble when I know what's best for me.
You can still get a trial license for now
Yeah.
casts Quixel Mixer into the fire
flips off outdated photoshop
I'll give this trial a shot.
Okay I got it. I'll pick it apart tonight.
If you mean texture pain then you're using your texture as your brush
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
Does ur unity still have the fbx file?
Select the points, hit f, and then in the UV editor manually line up the new polygon in the texture
In blender
hes sayin he saved over em tho
No he's saying he saved the blend file
As in saved it after the change and can't go back
But he can still fix it in the blend file that he still has
you actually just gave me the idea
just drag a vert in blender over the empty space
F is fill
It will create a new polygon where you need it
And then it's just a matter of placing it in the correct spot on the UV map
And you may be able to line it up perfectly if you can find an existing hole in the UVs
I think I got it ty
You're welcome
how can i fix it?
Alright ill try, thanks for reply
Substance Painter is fantastic.
I figured out how to only paint certain parts at a time.
Glad you're enjoying it !
if you don't paint on uvs, substance painter paints on the surface of you object
so you can redo uvs, and your paint should be still the same
(though some things are a bit finicky, you'll figure it out)
yeah, it's like black magic
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
and yes, masks are your best friend. ID maps, polygon masks, UV island masks
Making the textures 4k was a good decision.
would say, you can always downscale it
but your ram might die like me ๐
I suggest taking a look at what other people do for substance painter
its a long process...
if you are going for a physically accurate root, its a lot of refs
slapping a material and some procedurals won't net you a good result
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.
Eh, I can do this in Substance? Because I don't want to re uv anything since it took me hours.
Well I managed to go in and fix it.
yeah
this is why you shouldn't take too long on a process
I think this partially the reason why materials are split into head,body,clothing,metal
material and also reuving things
just take notice next time
For sure.
not like I had the same problem and spent a few days
but yeah
time is a huge deal for 3d modelling, cause it take 40hrs to do even a prop
Oh I spent days on the modeling portion.
Next project it won't be so complex.
I'll likely just model a MAG to go with Elenor.
have you looked into workflows?
I try to hold true to a sensible workflow.
I think I did pretty well with the modeling aspect.
anyway its a learning process
Yeah
I'm gonna need to import textured into this so I don't have to draw a hexagonal composite pattern on her legs.
I so got told.
Any tips for patching these two into one piece without skewing the texture?
Original had a dumb strap that ran along the outside of the helmet - didn't have an interior side either.
Dang, feared as much. Got no experience with texturing.
Well that's how I'd do it. You'd have to make new geometry there anyway.
True.
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.
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.
I'm not too sure. I never ran into this scenario before.
Guess I'll add extra stuff in Photoshop after I finish the bulk of it in SP
So I got a height map, AO map, base color. Dunno what to do with all that.
use a shader that uses it
substance painter is more physically based
or
you can translate the height maps into normals
well, the shader you use should accomodate the textures you output
unity standard is basically fine
unless you want to use something else
Huh.
if you are slapping an unlit shader or cubed, why are you using substance painter
(unless you explicity only focus on the base colours)
In this video you will learn how to export textures and create export presets.
Support thread: https://forum.allegorithmic.com/index.php?topic=6297.new#new
from what I know you can translate metallic into specular textures, cause thats what I do
spec/gloss or metal/roughness is the same texture in unity. in unreal its two seperate textures
anyway depends on your shader
Yeah
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
remember there are two versions
Yeah, pretty overwhelmed here but I'll watc hthe tutorial
Yeah, I think Unity Standard will be enough for now. I might change that later.
I like the way she looks.
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
What do you mean? You can change all that in your config unless I'm misunderstanding
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
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
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
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)
I think your dynamic bones are just too intense. The root of the hair shouldn't move that much at all
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
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
If I could somehow bake my height map onto my texture I would be happy.
i think you can in blender
I'm not sure I'll have to check soon I'll let you know
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.
Maybe if I attach it to a shader, and save the resulting texture as a png?
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
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
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.
In this Substance Painter texture painting tutorial, we are going to have a look at how to use Anchor Points along with Normal maps to really speed up your texture work.
Make sure to follow us social media to stay up to date with what we're up up!
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https://www....
this might be useful to you
Just remembered it now
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
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...?
it is done
pog
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
boolean modifier
thanks, i'm not familiar with it, i'll check it out!
Think I'll just focus on rigging for now.
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?
It can just be done through vanilla unity! However there is a prefab to make it easier that basically does the whole setup for you https://github.com/Xiexe/VRCInventorySystem @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 ๐
ayaya
Looks great!
I still wish people would stop using open and closed hand gestures. no index knuckles user will ever use your avatars...
You mean. Handopen and Fist
yeah
for most of my model I have the eyebrows lift up a little with handopen and the reverse for fist or nothing.
@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
fashion doesn't always have to be functional I guess
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
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
Fix model, MMD shading, switching to material or texture viewing mode
Any of these would do it
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
@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
can't seem to find that menu anymore ๐ค
oh sorry i meant your materials
its in the MMD tab
kinda have to tilt your irl head
double check on the arrows down there, maybe its under Material Sorter
maybe its Misc
yeah
click on shadeless and see if that helps
have you tried clicking on fix model in cats plugin?
uhh last i did that it broke a whole model
yeah that happened to me too
scroll down and it should say something about adding textures at the bottom, find your texture file
then click on shadeless
and it just crashed.

unity being unity still
are you sure you are using unity or blender
my only assumption now is that your model file is too far outdated
what is your model file type
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
sounds like a lot of hastle of deleting a lotta ๐ฉ to reinstall older versions for the 1 thing
i'll save it for last resort
Well if you didn't know, you can have multiple blender versions installed and use them individually
yeah i figured
yeah i used 2.79 and 2.8 respectively
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
@daring roost texture menu is the sphere thing that i showed you
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
Oh scroll down in what you see here on that screenshot all the way to the bottom
use node?
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 ..
so i can't use one that's already attatched to the save, and not double it up
@daring roost yeah you gotta delete the broken one
go back up and click the Minus sign on your right
is there a way to get it out of my UV map panel too like that ๐ฎ
click the X but it just closes not removes
you can go to default on top of blender
default?
nonono not that
i mean clearing these out from the save
so they're not leftover junk data weighing things down
oh, that I dont know
rip
you can press X ?
thats why i wanted to re-use
the cross
pressing X closes it from preview
ah I see
doesn't remove it
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
@daring roost go here. See the top window?
uh...snow queen...lets see i have trouble with subdivide before and fixed it unknowingly
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
thank you ๐
I see
that helps me clear up so much more too
@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
So, should i export FBX file on another cleared session ?
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
perfect
I wont have my modifiers anymore ?
probably not, but it should be easy to resume right?
I guess
even the re-meshed parts kept their spacing
well there you go
now to retry the painful experience of weight painting
Use Mixamo to weight paint the basic bones for you
Unless its already rigged before, you should be fine
yeah you don't wanna see the nightmare fuel that came from miximo
on edit mode i have that now
yeah it didn't take too well
@junior maple is that good or bad
I think some vertices are smooth, how do i smooth / unsmooth on 2.8 ?
i don't remember actually ;-;
maybe this could help https://www.youtube.com/watch?v=LXbfcFu1oPc
Today, we use the Auto Smooth feature in Blender 2.8, to keep our meshes edges... while keeping a nice smooth quality when using Shade Smooth - or a Subdivision Surface Subsuf Modifier!
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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
๐
miximo shat it's self with the ponytail and actual tail. skirt lining probs didn't help
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
soooo basically strip her
and rig that manually
strip her of her bones yes
trust me, this will benefit you in the long run
skirt too?
Oh no i didn't mean that
well, it still does the same
her tails and skirts can stay
oh
@junior maple :(
export as what format for miximo is best
@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
okidoke. freshly debonned fox girl exported to fbx
rip
yeah the clothes are too big to mark her right
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
the crotch needs to be a bit higher
the skirt isnt the crotch
^
clearly
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
shit, just realised this was also the old AF model that had no optimise
you can always optimize it
i did mine by hand because auto screwed everything
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
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
I really wish there was a way to set a default remesher resolution in Blender...
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 **
you need a lot more vertices, but yeah
also if you want to achieve something similar to the right, you need sculpting, not modeling
oh yeah i know i just wanted to make life easier and 3d model it to as close as possible
Give up on poly modeling. You have to sculpt
Ill try but how dose one start off a sculpt? ๐ค
Sculpt mode
lol it was more of a rhetorical question but what id like to know is how do you sculpt out a mouth?
I get this issue
you should look up basic tutorials on how to start
will prevent mistakes like that
Ive tried to look them up but the models already come with their mouths hollowed out in the tutorial
i meant tutorials on sculpt settings
the above is because you don't have dyn topo enabled for example
ah
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..?
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
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
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
may the sculpting gods be on your side
good luck!
ayy, you're a natural !
๐
That's amazing
Thanks! Actually now that you've pointed that out... ๐ค
Wildwood Nj Rec Center
oh dang it
i just realized the roof is supposed to be wavy ugh
oh wait nvm
ill cut it
if your model has to many polys or is too big how to do scale it down if its already established?
making a whole new one
(โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป
โฌโโโฌ ใ( ใ-ใใ) There you go
At least i have a reference model smh
you want to go the sculpter way?
@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)
backup the backups and make backups for those backups
I barely remember
well there is no hard limit
I think it was 15000 or smth around there
70k before you get to very poor, but no hard limit
It's good to go as low as you can without altering the look
Even if its a stupidly high number?
ideally you wouldnt use a sculpt without retopologizing
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.
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
@light perch If it's a sculpt the number is stupidly high regardless
that's not usable as is
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
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
I'd retopologize that sculpt regardless of remesh
Lol
Just for the best deformation performance
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
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
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.
Vrc traders in #community-servers-old if you want a commission done for you
Thatโs a lot of shoulders
i'm texturing it. i'm so scered right now
I can't organize bones in the outliner in blender 2.8 and is driving me mad
any help with that?
So I tried to geet some shoes to my avatars and while I was checking the bone rotations this happened idk how to fix this
rotate the shoes back to normal>
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
@spiral sigil Well in normal position they are fine but when I started rotating the legs they seem disconnected
@light perch You can extrude some of the faces from the mesh, and smooth vertices
smooth vertices that's a modifier right?
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
oh, ok
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
Original time is 7h 20min
Speedsculpt challenges every week on: https://vk.com/blendersculpt
Concept by Becca Hallstedt (https://www.artstation.com/artwork/QzmmWZ)
Music by Ansia Orchestra (https://vk.com/ansia_orchestra)
this might give you an idea
hmmm
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.
What kind of tips are you looking for exactly ? Do you have screenshots of your issues ? @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.
that's, an, interesting way to hold your thumb
Yeah, that's one of the issues I'm wanting to fix. This is the model's default posture without moving the skeleton any.
Do you think the fingers are too short, and that's making them look uncanny?
i'm not qualified to give an opinion on hands since my attempt only resulted some sausage fingers
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.
well the model is really low poly
@spiral sigil Easiest way you be to pose back the fingers in a normal way, and then smooth out the mesh
Is there a tool that'd be good for that? I imagine so but not that versed in Blender yet.
sadly not, you'd just have to rotate the bones manually
I get this issue every time i try to Mirror the plates to X Global
Is there a better way to mirror one side to the other?
I have them on one side of the face but i want to directly mirror them to the other
yeah symmetrize
+X to -X
make sure all your transforms are applied
Did you smooth shade your model btw ?
Yeh yeh i just did but symmetrizing it isn't working @quaint jasper
This just keeps happening every time i try to mirror
then scale x -1
Just seemed to flip the Jaw plate but still not at the right angle
you need to merge those objects then
to the head?
Nice Horror Modeling
no just the objects together
they need to be scaled as an entity
you can unmerge them after if you need
well no, you just select each part by pressing L on the mesh and press P
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
โฌโโโฌ ใ( ใ-ใใ) There you go
Oh blender gods why do you hate me
You're skipping over essential steps
What did i skip?
still lacking facial expressions, but i think he turned out pretty well, bonus points for peps who know where he is from ๐
symmetry is supposed to be flipped
so i flip the Symmetry before i mirror?
it's either, not both
Welp turns out i have to delete the plates and start from scratch ๐ญ
finished the plates after doing them over three times ๐ฉ and added some better teeth. All i need to do is figure out how to animate the plates opening and closeting.
looks neat.
@light perch You'd have to weight paint each bone to a plate, or you could do it as a blenshape
blenshape? I haven't heard of that ๐ค
Very nice.
I'd say off to the scrapheap with him, but it looks like he just left there
Love it ๐
hey i'm having an error when uploading an avatar
ArgumentException: Getting control 0's position in a group with only 0 controls when doing repaint
can someone help me please
ok nvm i'm having ALOT more error than that and i'm lazy i'll just give up
Noice Job Ruuubick Looks Cool, reminds me of Astro Boy Movie
That looks dope Ruuubick!
those textures doe
@weary olive
A'ight.
looks like deafult substance materials in substance painter
how do make avatar
Find a yt tutorial.
Why is this pulling on the other >:c are they too close together ?
weight paint ?
are you sure they're not weight painted to the incorrect bone ?
Uh... Im not sure... I haven't messed around with weight painting till you suggested it
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
Any bone?
The bone that's supposed to be weighted to one of the plates
Sure what do you want me to do with it?
it needs to be red
How the Hell do I get this Cube shape unparented from this thing I accidentally made?
Maybe that's just how it's supposed to look. The outliner in Blender is new to me.
Well, no. The one in Maya is similar, somewhat
painting it red seemed to help but still the same issue
That's not the problem, it's that the thing that move that should move is weight painted to the wrong bone
so it moves when you move the bone on the other side
Paint it red again with autonormalize on
It's under options under brush
@light perch
I got it. I just separated them then reparented them back to the main skeleton
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?
Nvm i have the same issue again >_>
I tried auto normalize but dun help
How do i check how its weight painted to the bone? @quaint jasper
Auto makes sure all weights add up to one
You probably didn't paint everything red again
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:
@light perch
Oh did paint everything red but then it didn't move at all to the bone it was partnered to
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
did you parented correctly your model to your armature? The parenting hyerachy should look like this:
in the hyerachy tree, drag the model to your armature and a popup menu should appear (automatic weights)
Ahh i see the issue
I cant select the individual bone
the only time i get to select the model is when im in object mode and i can only select the whole bone frame
same results
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!
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
Is it possible to add ProBuilder to Unity 2017 still?
yea
Well,how? It's no longer in the asset store
2018 package manager
I don't think that'll work, the 2018 version uses newer APIs
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?
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.
Pins
Thanks. Just noticed there are a few vids in pins.
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
Any clue why this would be happening to an imported model? I haven't had this happen before.
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
Or you could shrink down the inside a little so they're not overlapping
definitely zfighting !
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
Thanks Gallium!
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
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
If you've never learnt 2.79, then 2.8 would be better.
2.8.1 ๐

