#3d-modeling

1 messages ยท Page 82 of 1

azure rain
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yeah that is probably what folks would be modifying in Photoshop

vapid widget
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say uh
I load a thing in and uh
I can't get into object mode
mainly because this is practically my first time opening blender

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ok nevermind I broke something before

pale dome
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where i can do 3d models?

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do i need some app or something?

stable edge
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Blender

pale dome
vapid widget
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ok so
now I dont have the option to move anything with my mouse via the little tool things on the bottom bar that are usually there

still wadi
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Ppl say if u got anime pfp ur weird, yea...

vapid widget
stable edge
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Blender is the program to use

pale dome
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oh ok

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can i get link to dowload blender

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pls

stable edge
fading pine
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if you can't google and download blender I have doubts you'll be able to learn and use it

surreal isle
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can agree, did 8 hours of tutorials and still find it somewhat challenging

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on another note, can someone rate how my first character is coming along?

spiral sigil
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looks ok so far. cant really say for that tho. normally i start with a basic block geometery and scupt it down but as long as ur getting the general shape it should be good

fading pine
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I want to make some clothes, and I'm watching a tutorial. Is there something like maya's shrink wrap deformer?

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A want a mesh (the clothes) to shrink and conform with the underlying mesh (the person)

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for blender that is

thin bison
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Yup, it's called the shrinkwrap modifier

fading pine
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aaye I didn't see it. I'll look again. Is this a good way to go about making clothing, or is there a better method you know of?

thin bison
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I just tend to to sculpt so I use a different workflow

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Mostly I just mask out the area in sculpt mode on the base and extract a copy if I want to work on pants or shirts

fading pine
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Ah yeah I want to learn how to sculpt things but modeling seemed more approachable and more familiar coming from cad

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I'm super not used to doing soft body

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thanks anyways. Gonna play with this modifier

thin bison
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Use it in combination with vertex snapping to volume for easier use

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You won't have to fret about placing the vertex inside or it hovering over the mesh

spiral sigil
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if anyone knows how to show the standard UV grid on a mesh pls let me know its been driving me crazy for a while.

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im working on UVs on my mesh from scratch so i want to see where it stretches ya know what i mean

quaint jasper
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Apply a UV texture on it ?

spiral sigil
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i dont know how

quaint jasper
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You don't know how to add a texture to your mesh ? You can look that up easily

spiral sigil
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Choose UV Grid

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When you click to make a new image

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Or color whatever grid you pref

surreal isle
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i have a small issue

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i cant seem to smooth the model out without creating points and edges on my mesh

quaint jasper
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Use more geometry and smooth shading

spiral sigil
quaint jasper
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Use proportional editing

spiral sigil
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Iโ€™m not experienced with blender too well, what does that do?

stable edge
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Means you don't have to move it vert by vert

spiral sigil
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Gotcha

quaint bronze
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Proportional editing lets you select a single face/vert/edge and move the nearby ones within a range that you set ^

spiral sigil
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๐Ÿ‘

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Anything else?

stable edge
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I'd probably have it as only move connected or whatever it's called

surreal isle
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@quaint jasper does smooth shading work in the game itself?

quaint jasper
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Yep ! It's purely visual

surreal isle
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ok, cheers

vivid crater
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whered you get that reference sheet?

surreal isle
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google images

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i can send it to u if u want

vivid crater
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sure

hollow radish
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in maya but some thing of moving vertices

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cut tool is k, join tool is j, or whatever 2.8 version it is

surreal isle
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thanks, by the look of it i might have to start from scratch

hollow radish
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tris are fine, but you should avoid them if you can

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yeah that's the process ๐Ÿ‘ my first few faces were terrible

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another way

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๐Ÿ™ƒ even I have problems since I don't box model a lot but sculpt more

surreal isle
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i have experience with modelling in blender, so i dont think i should have too many difficulties

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the issue is i model objects not humans

hollow radish
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well your better than most people already ๐Ÿ‘€

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you should probably look up human anatomy, and how anime stylizes it

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so you can get a sense of what's wrong

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and have a ref model at hand

surreal isle
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alright, thanks

hollow radish
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Also most models I've seen for anime are pretty flat

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do to shading

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you can fix normals

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or just make your head "round"

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but for anime you would need to figure out which is the most accurate of your picture,
since 2d doesn't translate to 3d for these types of sketches

surreal isle
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i used side and front references

hollow radish
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well side and front don't necessarily match up

surreal isle
hollow radish
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I think its most evident when you start doing the eyes

latent charm
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If you haven't, read up on how Arc System Works made Guilty Gear XRD, they talk about a lot of their graphical development.

hollow radish
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^

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those rely on custom normals though

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so you would have weird normals around your mouth if you just let blender recalculate normals

surreal isle
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unless i did it manually

hollow radish
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yeah I fix my normals as well

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data transfer or edit normals modifier

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or whatever you find useful

surreal isle
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hmm, guess i have more to learn than i thought

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all this so i can have a unique model ingame lmao

hollow radish
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๐Ÿ™ƒ ah yeah, i've been doing this for two years and only recently I think I got my damn workflow down

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but it takes me an entire month nonstop to finish an actual model

surreal isle
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oh boy

hollow radish
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so 100hrs+ but its my high bar and stupid workflow

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if I just box modelled and painted

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I could make a model in 25hrs

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well with base models even less

surreal isle
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i spent 4-5 hours yesterday and only got half of what i sent done

hollow radish
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I think it takes me a day

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to make hair

surreal isle
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wow

hollow radish
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well... that's minimum

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I probably do weird things

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but yeah, learn properly first or the hours add up

surreal isle
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mmm

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im starting to question if i have the patience lmao

hollow radish
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๐Ÿ™ƒ i just do it

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and wonder halfway why I'm even doing this

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though sometimes I need to pause projects cause they are too high level for me

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cause I don't know zbrush too well

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or my proportions are terrible

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yeah, for vrchat you need to worry about hands

surreal isle
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its all a bit overwhelming tbh

hollow radish
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pretty much

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which is why I just head swap in the beginning for my models

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initially

surreal isle
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not like i have anything better to do

hollow radish
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then I started making my own base

surreal isle
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mmm

hollow radish
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this is more for sculpting ontop

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but it might help you

surreal isle
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yeah

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although, i've never really liked the idea of using someone elses work

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dont know why

hollow radish
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just saying this is free and a good place to start

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and get things quickly

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unless you want to make your own base from the start

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but yeah, take it in steps

surreal isle
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yeah

hollow radish
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for me, really only using it as a starting point for a new base

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since I've had weird proportional problems

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and possible leaning issues

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tldr, every upgrade to my base I make, i make more mistakes but don't fix enough to be satisfied
and my workflow makes everything take longer

surreal isle
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im sort of a perfectionist with these sort of things, paired with my lack of patience i rarely actually finish anything

hollow radish
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just do it and move on

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overtime you'll feel less afraid to do so

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cause I'm a perfectionist as well

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its really never done, just only released

surreal isle
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indeed

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i'll get started on the face again and post updates

hollow radish
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๐Ÿ‘Œ I'll be on my way

surreal isle
surreal isle
clever pebble
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Yo can someone help me with blender? For some reason I cannot select bones in weight mode, it just simply doens't work... :/

latent charm
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@clever pebble Edit menu > uncheck Lock Object Modes
It's a really fucking dumb default that is inconsistent with previous behaviour.

clever pebble
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Well, I turned it off but now when i try to select any bone it gets be back to Object mode ;o

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I click on the bones, shift+click the mesh, go to weight paint mode, I ctrl+click select a bone and it turns me to object mode

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To be more specific

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Why does blender need to be so dumb, jesus.

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It literally worked 20 minutes ago, and now it doesn't.

silver crow
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if it helps, you can select different bones from the vertex group tab
i can get screenshots in a second o:

clever pebble
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Please do, cause i need to get this avatar to work... :c

silver crow
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its in the properties tab, but clicking on the bone you want to paint will highlight the desired area :3

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if its not showing up, you can add a vertex group and name it after the bone and it'll auto assign!

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it will also automatically make a mirror group if applicable

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you might just want to double check with some bone groups because ive painted the tongue bones backwards a few times hahaha

clever pebble
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I still don't get it yet i feel like its very simple

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could I call u and possibly share my screen so u can guide me like this?

silver crow
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i can try!

hollow radish
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its supposed to be smooth or your shading will be off

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also don't make quads unless you can hide them

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should try to be evenly spaced

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you can smooth vertices to fix it

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and then manually move it again

frigid robin
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I wanted to show the couple hours worth of material FUCKERY that I've done for a single object for the world im tryna make

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Hope to god I can bake all those nodes into some pbr maps, if I cant im actually gonna cry bro

latent charm
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@frigid robin From what I can see of your nodes in the screenshot you should be fine for baking them to pbr for unity standard ๐Ÿ‘

frigid robin
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My problem is, that I've never baked anything before lmao

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I dont even know where to start

latent charm
frigid robin
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Yeah I've been looking, it's all gibberish right now to my lizard brain, although once I sleep I'd probably be able to decipher the process

opaque cradle
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trying my hand at 3d modeling for an avatar i've been meaning to make. two test projects later and this is my current progress! It's mainly been me clicking around and watching a few small starter tutorials so far, so if yall got any tips, ill take em ๐Ÿ‘€

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(seams are just there for my poor eyes to know where things are adkvnkj)

clever pebble
signal helm
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Flat face

surreal isle
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@hollow radish thanks, time to start from scratch again lol

dull path
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I don't understand obj file (its poorly made), how can I get all the triangel in it (I don't want f and all of this sh.. only the coordinat of the point that compos all the triangel)?

thorny ivy
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You want the coordinates of each vertex exported?

dull path
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the 3 points of everry triangel

thorny ivy
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Eh you can delete all the faces and edges leaving only the vertices

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But for what do you need to do this if I may ask? :>

spiral sigil
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if you don't need a face or an edge somewhere

dull path
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to aply a aply ray tracing

timber mesa
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still not perfect

azure rain
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cool

thorny ivy
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Is there a post saying what avatar 3.0 is bringing?

frigid robin
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About a 20-30 minute talk about all the stuff from this point forward

thorny ivy
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ah

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alright thanks will watch :>

frigid robin
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There's a lot of information, I dont think anyone has compiled it all into a text document

thorny ivy
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hopefully its nothing too crazy to pick up

frigid robin
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One of the major things I was excited for is basically a full whitelist of final IK

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They're splitting the base character animator up into 5 different layer animators

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We're getting a built in inventory system that is split between actions, moods, and emojis

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Moods is shown as just different facial animations

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Visemes can now be created in unity using a blend animations, so you can use bone roll and posistion

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Visemes with that can also activate subgestures, like moving eyebrows up or squint, etc.

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This includes objects, I was talking a ruuubick, and asked him wether or not I could bind a gigantic fuckoff mouth laser to a viseme for me screaming - he said yes

thorny ivy
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<---still really new at rigging

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lol

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well mostly vrchat

frigid robin
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So there is no need to have seperate animators for specific actions, or rigid bodies since the constraints

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If you've made visemes before using blend shapes, you can still do that

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It's just the option is there to also either augment that with bone rotation and position, or you can just use blendshapes

thorny ivy
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no havent done visemes

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was looking those up today lol

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the modeling part im 3/4 there

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texturing etc

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just the things vrchat has and uses is something i still have to learn

hardy agate
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that video might as well be speaking german, i cant understand the slightest thing either of them said

spiral sigil
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Anyone interested in contributing to a murder map me and a buddy are working on? will either use unityhub or azure devops for version control. We both know a good bit about unity and arent new at all. Ive also been coding for over 4 years and can teach you/work on the udon side of the map. Please DM me if interested~

stark ore
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Contributing what though?@spiral sigil

fallow fable
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Hi guys : )

Any idea why my weight maps aren't functioning as intended? when I go to pose mode and move bones with said weight values attached, it just ignores it and accepts any value as 100%

stark ore
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How are you weighting it?

fallow fable
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weight painting in blender

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naming a bone and a vertex group the same name to link them

fading pine
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That's how you link vertex groups to bones?

fallow fable
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mhm

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that's how I was told to do it, but now it's not accepting the range in value of the weight paint

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it's accepting any paint as 100%

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and my object has no bendyness to it

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is there another way to link vertex groups to bones? lol

stark ore
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If a vert has no weight to any other bone than just 1, then it automatically is 100%

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Cuz there is nothing else pulling it

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Im assuming you only did this to 1 group

fallow fable
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O!

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wow thanks

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makes sense

stark ore
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Np, glad that made sense

fallow fable
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wow what a great resource this discord has been, I'll have to be sure to come back and answer a few quesitons later when I understand most things.

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I would have been stuck there quite awhile, youtube wasn't doin it for me

stark ore
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Its all experience, i still have alot to learn

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๐Ÿฆฅ

nova cave
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what is paint and why is it weighted

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actual question from me ^

spiral sigil
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Can you import textures onto a .obj model on Microsoft 3D Builder

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I don't know how to

thorny ivy
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Use blender vrcAevSip

spiral sigil
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I can't lol

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I don't have a pc

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I use xbxox

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Xbxo

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Xbox

thorny ivy
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Ah

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Didn't know Xbox could use this

spiral sigil
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Is stupid I know

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Xbox has the windows app called Microsoft 3D Builder

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It works the same as the pc version

thorny ivy
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Seems to be mostly focused on 3D printing

spiral sigil
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Ok

thorny ivy
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Doesn't seem like you can apply textures etc

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Blender is very light to run tho
You can use anything you find

spiral sigil
quaint jasper
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that's all done manually

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But right is Maya, and has tools for that

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blender maybe has an addon

thorny ivy
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Textools I think is the name of the addon

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But there should be a uv layout addon

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Those won't give you this kind of layout tho

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They puzzle the islands to gain as much coverage possible of the UV space

spiral sigil
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ill try that out and see what happens. ill try looking for a uv layout addon too. if not then ill just line them up as close as symmetrical as possible using maths

quaint jasper
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apparently it's possible this way

stable edge
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Does anyone know what type of texture blenders studiolight is

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I can't remember ittttt

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Usually it's an image of the environment around the model

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That's what the image usually looks like anyway

fringe rock
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oh thanks for that mirror thing. will use that If my face isn't symmetrical so I can squeeze more rez for other stuff if needed

spiral sigil
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yeah i would do that but i dont want the texuture to be symmetrical, want to but different stuff on each side, and i dont really wanna put a seem down the middle

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or cut it in half and mirror it

stark ore
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That mirror tool is mighty helpful

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I been manually mirroring with snap tools

fringe rock
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you will only have issue in the distance with symmetrical if you don't have enough texture bleed.

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for that one it might have a line at the back of the head. but you can fix that by using clamp instead of repeat.

stark ore
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Also i got a new model i been workin at from scratch new base n all, ill post the full pic when home

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Not done yet, needs a suit jacket. Its like 13.5k tris

thorny ivy
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@stable edge HDRI

stable edge
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It was reflective

thorny ivy
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Hmm matcap?

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There are some reflective matcaps

native field
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this is a guy i've been wanting to do for a long wile. at this moment i'm trying to get their bones/rig to work before i contune to fully work on the hands

thorny ivy
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It's generally better to first make the character

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And then work on rigging

native field
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this became a bit outdated because they guy above has been scraped and i'm working on something new that i'm confident will better

native field
spiral sigil
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Try to make sure you're working with quads and not creating polys or tris in parts that should be moving. It'll save you a lot of headache later on.

native field
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could you elaborate?

thorny ivy
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Quads deform easier

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Allot easier to control aswell

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Also

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It's a bit blocky for deformationvrcThinking

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Can vrc rigs use proxy geo?

native field
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by quads you mean cubes right?

spiral sigil
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No

native field
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idk what quads are then

quaint jasper
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A quad is a square face

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A tri is a triangle shape

native field
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ah ok

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is there examples you could give of both cuz i'm still slightly confused

quaint jasper
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The difference between a square and a triangle shape ?

spiral sigil
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Quads are shapes with 4 vertices or 4 sides depending on how you're looking at it. They're easy to work with and easy to subdivide.
You can run loop cuts through them easily and their geometry is nice to work with.

Tris are not as nice to work with and they don't deform and shade well. They also don't allow you to run loop cuts through them.

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Ngons/polys are the same just with 5 or more points

native field
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so it would be easier if i work with cubes or anything that has 4 faces?

spiral sigil
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Not cubes. That's not what quads means.
Just shapes with 4 vertices, that's it.

thorny ivy
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Like a square sheet of paper

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Tris is just like a sheet of paper with 3 sides instead of 4

native field
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so just work with flat faces?

thorny ivy
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Hmm

spiral sigil
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No

thorny ivy
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Alright just add a cube to the scene and apply a subdivision surface modifier to it

quaint jasper
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You're making it worse lol

thorny ivy
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Wot vrcThinking

quaint jasper
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Just use square shapes

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Not cubes, cubes are 3D, squares are 2D

thorny ivy
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Lol I just wanted to show him the quads on a mesh vrcAevSip

quaint jasper
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If you use a cube, that gives you 6 quads

native field
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ok so from what i'm understanding is that i should have started with 4 quads and then went form there?

spiral sigil
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What

native field
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i made the head and part of the body with 3d shapes and you said it be easier if i used quads instead

thorny ivy
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Alright so what's your final design that you have in mind?

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Do you have a drawing?

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Or any reference?

spiral sigil
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That's not what I said, I said that you should be working in quads.

native field
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ok so should i start over and use qauds instead? if so i have no problem starting over

spiral sigil
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Not what I said either.

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All I wanted was for you to be mindful about your model's topology so you didn't have a mess to deal with later.
I wasn't saying to change anything or start over.

thorny ivy
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Maybe an image of a mesh made up of quads would help lol

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OR

spiral sigil
thorny ivy
native field
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thank you

thorny ivy
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If you know most basics of modeling there's a modeling exercise series

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Teaches you some tricks and techniques

native field
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thanks again

thorny ivy
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Blender bob Ross has quite a few things for you lol

stark ore
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here some pics of a model i did from scratch. incomplete but i feel far enough to post it now

quaint jasper
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Looks great ! Is it rigged ?

hollow radish
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shoulders seem a bit too large

green moon
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I want to start modelling some cool avatars but I dont know where to get started and what is the easiest way to do it

hollow radish
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easiest way is still the hard way

spiral sigil
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Have you gotten experience with working with basic 3d models and stuff yet? I think it's better to start with making edits and such before going into modeling from scratch. That way you learn what works and why and what best practices are

green moon
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Yeah I do know how to 3D model

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I just dont know what software to use

hollow radish
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examples?

spiral sigil
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Mostly everyone here uses Blender as their main program. Occasionally other people in other programs come in but not often

green moon
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Okay

hollow radish
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it doesnt matter what software you use, blender can match other software in a lot of areas. just have to have equivalences

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you have to be experienced with one program to realize the benefits of the others

green moon
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Okay

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well thanks

stark ore
quaint jasper
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Super cool, are the legs alright ? They look a bit forward in blender

delicate shoal
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Is the head static or does it float around a bit with a dynamic bone or something? Glad to see a not-anime avatar for once ๐Ÿ˜›

stark ore
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they are fine, forward bent for vrc fbt

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head is static atm

native field
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i got question. i want to show a doodle of a idea of a model i want to do but idk if i'd put it hear or else were?

sharp oriole
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Holy crap @stark ore it looks great! I can't believe that's literally only the second model you've ever made from scratch. You're improving too damn fast!

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@native field Yep, here would be fine

brisk bobcat
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can i ask on this channel about questions of blender?

high crag
earnest quiver
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best model i can do is a stickman.

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which i did do.

thorny ivy
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Huh

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Try recalculating your normals?

stark ore
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I did spend like 15-20 days just watching speed modeling n tutorials while looking at mobile games inbetween @sharp oriole

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I have alot to learn to improve my poly count

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Goal is to make convincing models under 10k like the ps3 era and even lower like the mobile scene. That way quest is simple to allow

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If anyone has stuff related to mobile game model creation please share it with me

sharp oriole
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Hmm, never thought about watching speed modelling vids to learn

stark ore
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Gives you an idea of how other people model

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Workflows

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I watched to find simularities in them. Then incorporated those

#

I mainly used a sculpting/retopo video series of blender 2.79 as reference of a sao character for anatomy/topology advice as i box model

thorny ivy
#

What in wondering is

#

Aside from edge loop reduction

#

How about decimation on non deforming partsvrcThinking

stable edge
#

Kota are your materials ok

#

suarva if theyre not deforming just get rid of the verts you dont need

#

that dont add anything to the model

thorny ivy
#

If they have some surface details then local decimation brings it down to do minimum what's needed to support those shapes lol

brisk bobcat
#

what i need to do to solve this?

spiral sigil
#

using the components that are mentioned
also wrong channel

brisk bobcat
#

what channel i should ask?

#

srry about that >.<

spiral sigil
brisk bobcat
#

ty

visual python
#

Hey, is anyone here good at 3D modeling classic muscle cars? Specifically of the Corvette variety?

fading pine
copper pine
#

Is there some Good 3d modeling Tutorial on YouTube That maybe fit with vrchat?

stark ore
#

literally just look at everything related to topology and sculpting aswell as human anatomy @copper pine
can't tell you whats good because everyone learns differently

copper pine
#

@stark ore oke ty โค๏ธ

#

What is Then the Best Programm? Blender or cinema?

native field
#

not sure if this is the best place to show this but this is a concept doodle for a model i want to do. i'm not the best artist but it's a start and i will continue to refine them to be able to use them as a proper reference

visual python
#

Hey, is anyone here good at 3D modeling classic muscle cars? Specifically of the Corvette variety?

stark ore
#

depends on your fancy really @copper pine

#

blender is a fine start

#

different programs give different needs and ways of doing something, some more or less productive than others in area's

copper pine
#

@stark ore okay i think learning in blender First. Itโ€˜s easier i think and should do what i want.

cedar gazelle
#

For anyone that uses Blender 2.8, how do I weight paint through a mesh, like you could with the x-ray feature in 2.79?

spiral sigil
#

did you google that question?

native barn
#

Hey guys im having an issue while exporting a model into unity.

#

It insta crashes unity 2018 when i export it and i have absolutely no idea why.

muted laurel
#

what should I use for 3d modoeling cuz I'm new to 3d modoeling

pure pond
#

ey how is the hair? ive been workin on it for a while now and I think it just looks kinda weird. Ik the hair is not all the way down, still gotta do that part

spiral sigil
#

Might want to check your topology, got some artifacts in the shading.
Hair is looking alright but notice that hair is layered and stacks on top of each other, it's not just one layer of strands each.
I feel like your model is too close to the actual skull line
Video game models like to block out hair first and then put hair cards on top of them to add a more hairlike feel to it.

#

Maybe finding some examples online of short anime/cartoon hair styles might help, or looking at other similar 3d models and reverse engineering how they built their hair

pure pond
#

I used this as reference. To me it looked like the user just had a bunch of hairlock-meshes and ctrl+j. I'm doing the same now

#

is it a bad thing if its layerd on top of eachother?

somber sinew
#

dose anyone know how to put vroid models into vrcaht? idk how to make vrchat avatars and my brothers busy

spiral sigil
#

Layering is the way you want to go with hair usually

somber sinew
#

qwq

pure pond
#

oke thanks

quiet summit
#

and I was wondering how I could put it into my blender project

#

it downloads as a zip and opens into a project but I have no idea how to apply the texture to anything.

#

thanks for the help

hidden flower
quaint jasper
#

join the hair to ?

hidden flower
#

If the bone moves and the back hair stays there is

quaint jasper
#

You have to give it weight paint

#

@hidden flower

#

That but for the head/hair

pure pond
#

Wow that's so cool

#

I see you have triangles and quads in you model, I'm still new to all of this but aren't you supposed to have only triangles or only quads.

quaint jasper
#

That's because i'm bad

pure pond
#

What

quaint jasper
#

I should only have quads, i have triangles because my 3D modeling skills are low

pure pond
#

Low?!

quaint jasper
#

Yeah, don't be fooled by this, "give a million monkey a timewriter and you'll eventually get a novel" type of deal

#

except i'm a single monkey and it took me many months to make a single model

pure pond
#

Okรฉ you gotta learn to love yourself more

#

This is amazing what you made

muted raven
#

Everyoneโ€™s gotta start somewhere

#

But you really get out what you put in , spend 3 months on a model and you get something so perfect that you barely ever switch out of it

quaint jasper
#

that's what you think, but then you spend another year making edits and fixes, it never ends, at least for me

#

If you make it correctly to begin with, you won't have that problem i guess

muted raven
#

Well yeah your always going to add to it and yes if you make it correctly from the start you wonโ€™t be fixing it exactly rather improving upon your successful design !

#

Nothing better then trying to get that most realistic thigh waist and *** weight paint

#

Even in the most extreme of angles

quaint jasper
#

i still don't know what the fuck i'm doing with weight paint to be honest

muted raven
#

Whyโ€™s that lmao ๐Ÿ˜†

quaint jasper
#

it can only get as good as the topology is, and my topology is not good lulw

muted raven
#

Thatโ€™s very correct hehehe

#

Well I mean as long as itโ€™s somewhat human based you should be able to make everything bend naturally

#

You just kinda wing it for 8 hours a day for a few weeks and eventually you get what you want

#

You might hate yourself during the process and give up at every impass but you surely continue the pain

#

For the luxury

#

Of course

#

Nothin better than the compliments on your hard work

stable edge
#

Ruuubick triangles are inevitable

#

You can have them, as long as they don't get it the way

#

Noses usually have tris iirc

#

Your stuff looks good, so don't be so harsh on yourself

azure rain
#

an example of where triangles can actually be helpful

spiral sigil
#

you don't need triangles for that

stable edge
#

If you want less verts you do

#

I think anyway vrcFPaulSip

azure rain
#

and the triangle were mostly there to prevent that bit of crumpling

fading pine
#

Is it possible to unwrap something by material or vertex groups and have separate uv maps you can bake and us in unity?

#

Trying to unwrap a complex models seems outrageous all in one go

marsh moth
#

I've made a point on AltSpaceVR and feel as if it may be applicable here also
When people create worlds, objects or use CC:BY material it is important to share references when possible
Apologies if this is not the right place, I hope it is, CC:BY is a great tool people can use to share their work with other community members
Stay safe all and look forward to getting a little more in to VRChat

stark ore
#

all right! im down to just texturing at this point, the model is just under 15k, i could of saved some more poly on the head i notice now, but im happy with how it turned out overall

#

just realized middle orb is the wrong colour lol

quaint bronze
#

@fading pine You can definitely do this! You would assign the meshes/faces to the materials you create then treat each material set (or objects assigned to that material) as a completely separate UV from the other materials. After UVing everything by material selecting all the objects will make the UVs look stacked, but that should be fine if youโ€™ve set up the materials correctly. After that you can texture each material separately and it should only affect the meshes/surfaced you assigned to the material. The import into unity will just be you assigning the files to the correct material and everything should work out

spiral sigil
#

im trying to move some vertices of an object in edit mode but i want it to mirror at the same time on the other side, when i try mirror modifier it mirrors both sides of it so it just clips through the other mirrored part of the mesh if i try to move them. does anyone know how to do this without showing both sides mirrored?

#

I don't understand what you're asking

#

its clipping cause the mirror modifier is mirroring both sides of the mesh

#

so im wondering how to just mirror the actions of one side onto the other so it wont clip and i can see where im moving the vertices

#

If it's unweighted and symmetrical you can use the symmeterize option to copy one side to the other, and in the bottom left you can specify the axis you want to mirror by

Otherwise you can delete half the face and mirror it and enable clipping and clip the center vertices together and work that way.

fading pine
#

@quaint bronze so say I have a vertex group. I can select that group, then assign it to a material, then do I go into uv unwrap and unwrap for that selection?

#

then repeat for each material?

verbal karma
#

anyone knows a discord server or site where i can look up for people who need 3D objects made/request? i want to work on more objects

spiral sigil
#

https://cdn.discordapp.com/attachments/402349592244649996/704100135755579452/unknown.png
https://community.adobe.com/legacyfs/online/1239587_uvs.gif
so would it be better to set up my UV islands organized like the first one or fill up the space and have the islands be different sizes like the second picture? Ive been following this video and the way they explain how to organize the UV layout to make texturing simpler makes sense to me but also if I make the more important islands bigger and fill up some of the empty space then i can get more resolution out of it right? not sure what the best route is but ill probably play around with both and see how it turns out. https://www.youtube.com/watch?v=roNFY8G8KUM&list=PLmvWjPz-r9TRE45AVpAuRj963VLYSXqXI&index=2&t=1291s

This is a free chapter from our newly released UV Mapping Characters.
https://flippednormals.com/downloads/uv-mapping-characters-

In this full series, you'll learn how to UV map a character from scratch, both for games and for VFX with full on UDIMS.

Make sure to follow us...

โ–ถ Play video
clever prawn
#

Really depends. Personally I go for maximizing texture space, but I also own a Substance Painter license so keeping UV layouts "nice" isn't nearly as much of a concern for me since I can just paint right on the model. With "traditional" texture painting keeping the layout nice is probably a much bigger issue. ๐Ÿคทโ€โ™‚๏ธ

spiral sigil
#

i also use substance painter so i figured it wouldnt matter to much about the organization as well

#

its just easier if you do it traditionally and makes it a little easier to visualize for me personally

clever prawn
#

Yeah, plus it helps if you gotta go in and paint something in "2D" space manually (which I do find myself doing here and there, particularly since I can't hide faces to get them out of the way in Substance grrr)

spiral sigil
#

but also if lets say the face is bigger than the other islands doesnt it end up looking wierd cause the face will have more resolution than the rest of the body?

clever prawn
#

I would try and keep texel density largely the same between each of the UV islands so you don't end up with weird situations like that tbh.

spiral sigil
#

ok. ill try scaling them up equally and filling up as much empty space as i can then

spiral sigil
#

It's best practice to have well packed uv islands, it's what professional game designers do.

thorny ivy
#

texel density and max UV space usage > nice looking layoutvrcAevSip

fringe rock
#

You place it like they show for painthing but after project/bake to a more condenced version with a lower rez

subtle jackal
#

the reason you maximize UV space isn't to make painting easier, but to not waste texture memory, really. As for whether to keep all islands normalized or scale more important islands for more detail, that depends. Ideally you want consistent texture resolution throughout your mesh, but if the item allows you to scale some things to get a bit extra resolution and save either bumping to a higher res texture or you simply can't tell what bits are lower res due to the nature of the model go for it. Especially if you're putting what would otherwise be empty UV space to work due to irreconcilable UV arrangement when islands are normalized.

#

for example most of my model is even but my fingernail/toenail UVs are scaled up to better fit in a gap, and due to toon shading and so forth, you can't tell at all, and it gives me a bit more room to have say, fancy nail art if I wanted.

stable edge
#

You want things that are more important to have larger islands, yeah

subtle jackal
#

well no, if you can fit everything in at an even texel density and have enough resolution to do that and efficiently use UV space, then that's ideal

stable edge
#

Also it's to reduce draw cells (less textures = less materials = less cells), and reduce memory usage

#

:/ not too sure I agree with you, considering how older games lay out uvs

azure rain
#

yeah but a lot of older games were also like diffuse only so that visually looks a bit better the unconsistent Texel density

subtle jackal
#

indeed, modern games are all about presenting a consistent level of detail across the mesh/environment

#

Stylistic choice can just give you a bit more freedom/wiggle room in specific cases

azure rain
#

and also that's going to kind of look silly if say the specular highlights are different sizes because of inconsistent Texel density

#

but if you're trying to make a toon shaded Avatar a lot more wiggle room for inconsistent Texel density

subtle jackal
#

well, to the best of my knowledge specular highlights generally don't get calculated based on texel density, so those should remain consistent regardless, but it just looks bad to have say, something super sharp and clear and superbly detailed next to something that is obviously more muddy and lower resolution

subtle jackal
#

yeah that's a pretty good example, though I'm guessing (hoping?) that's a texture streaming/mipmap issue and not an actual art flub

subtle jackal
#

yikes

azure rain
#

it's reminding me of second life before all the textures loading in

subtle jackal
#

hehe

azure rain
#

they probably do that to reduce file sizes considering the cartridges

#

and how much RAM the switch has

thorny ivy
#

Curious but why are avatars with only albedo so common?

#

No normal map,roughness etc etc at all

azure rain
#

because a good chunk of the vrchat avatars are Japanese MMD models which don't really have an art style that would benefit heavily from normal maps and roughness & it takes a lot longer to make a model that has a normal map as you need to do the High poly sculpting

thorny ivy
#

Could also be a substance materialvrcThinking

#

Like skin or erh scales

azure rain
#

yeah but that also cost like a hundred and fifty bucks

thorny ivy
#

just get for a monthvrcAevSip

azure rain
#

this software is only like 17 bucks

thorny ivy
#

Ah and I forgot

#

Quixel mixer

#

It's freeayaka

azure rain
#

oh yeah good point

thorny ivy
#

Armorpaint is free if you compile it yourself

azure rain
#

and I suppose if you're talkin about why you folks aren't doing pbr's if you have any intent of making Quest avatars PBR pretty much doesn't work as as there's no lighting

thorny ivy
#

Ah yeah it's pretty much like a mobile game right? The way you have to optimize for quest

azure rain
#

yep exactly

thorny ivy
#

512x512 only albedo lol

azure rain
#

actually the max texture size is 1024

thorny ivy
#

Ah well I mean you can certainly push it down if possible

azure rain
#

and no transparencies so hair cards don't work cards don't work

thorny ivy
#

Without losing details

#

Huh

azure rain
#

transparencies are expensive on mobile

thorny ivy
#

So how do people get hair done then?

#

Just pure geo?

azure rain
#

yes

#

the Anime Avatar approach to Hair works out a lot better on mobile

thorny ivy
#

One thing I'm wondering tho
I saw someone on twitch make nice model with all the texture maps and hair cards

#

It looked really great in blender

#

And then it goes into unity and oh myvrcStoic

azure rain
#

yeah you need to have good transparencies for that to work

thorny ivy
#

The SSS made the skin look really burnt lol

#

And I think the metalness looked a bit odd aswell

azure rain
#

something showing office similar hairdo in Alpha versus one big clay blob

thorny ivy
#

Hmm

#

Oh and since there's a limit to how many meshes can be unconnected

#

Clothes are fused with the body?

#

Eh atleast most of the time?

azure rain
#

yeah definitely a good idea if you can manage it fused the parts

#

but not the end of the world if you just have the part of the arm that's not covered by a shirt just stuck into the shirt with some geometry to hide the holes as long as you make sure the weight paint is correct

spiral sigil
stable edge
#

Bottom left menu is normal

spiral sigil
#

how do i make it so when i move the mesh it moves the location coords?

clever prawn
#

Are you talking about the "Location" displayed at the top right underneath "3D Cursor"?

spiral sigil
#

yes

clever prawn
#

You can re-center the 3D cursor on an object's center by pressing Shift+S and selecting "Cursor to Selected"

spiral sigil
#

that didnt work

spiral sigil
#

Move in not edit mode

north portal
#

hey guys im just getting into 3D modeling

#

i have a little experience from my animation classes but pretty much new to this

thorny ivy
#

Time to start with the donut

spiral sigil
#

Hope you have a good time

white moth
#

I want to use "Join as Shapes" to make one mesh a shape key of the other, but at some point my modified mesh must have gotten the vert order scrambled. vert count is the same and the UV layout is identical... is there any way to un-scramble it?

#

I was thinking I could use the UV data as a lookup to match up the verts in the correct order, but no idea how to script that in blender code

vapid hatch
#
frail pumice
#

Now I need the shoes and nose and spikey quills and gloves and sonic hedgehog hair

white moth
#

@vapid hatch Mocha oh my god thank you you just saved me manually positioning 222 verts by hand

latent remnant
#

if i want to make a 3d model from scratch in blender what should i first start with?

#

and um im trying to make a chibi but i dont know what i should use as a base for the body

spiral sigil
#

Probably Blender Guru's donut

latent remnant
#

?

#

do you mean a torus?

spiral sigil
latent remnant
#

oh

#

ok

spiral sigil
#

Although if you want to get started immediately modeling characters related to anime, Daniel Kreuter's tutorial I have always found very enlightening. https://youtu.be/5Xuf6ODN_xY?list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM

If you want something with a more cartoony aspect then Darrin Life's tutorial is pretty good too https://youtu.be/0QT1GNMevfc

Download the references here:
http://goo.gl/al2UHh (GoogleDrive)

This video is part 0 of 40 in this very detailed tutorial series about modeling. I'll take you through all the steps of anime style character creation in the 3d software called 'Blender' and without any time lap...

โ–ถ Play video

Create Your Own Game Character at http://www.darrinlile.com

If you're new to Blender, watch this Blender Quick Start Guide first: https://youtu.be/lZe3tGWSy6s

Starting a new character today! I go over bringing reference images into Blender, the mirror modifier, and establis...

โ–ถ Play video
thorny ivy
#

Honestly I would advice sculpting and retopology as a better startvrcThinking

#

Freedom of designing the character and the technical aspect of retopology are separate there

fallow fable
#

If I used a 4444 x 4444 image for my Characters Texture

#

would that fly?

#

lol

#

would that be ok in the game?

clever prawn
#

I mean, personally I'd scale it down to like 4096 because hardware usually likes power-of-two textures better (AFAIK going over results in padding to the next power of two size which wastes way more VRAM than you really need to)

#

Basically, for performance reasons hardware will always allocate space in VRAM equivalent to padding your texture up to the next power-of-two size. So in that case it'd be almost like having an 8k texture in memory of which you're only using a 4k corner of, which is pretty wasteful. Scaling down to 4096 (rounding down to the previous power-of-two size) would avoid that, and the difference in size is probably small enough that you won't notice.

plain spruce
#

ahh you can barely see it but the top photo towards the middle

#

there's a slight light leak seam

#

also visible within the game

fallow fable
#

ooooo ty killa : )

#

good info

spiral sigil
#

Probably due to not have enough bleed textures in the texture.
You can fix that by adding more to the texture or you can try using the alpha is transparency option in the texture import settings in unity

#

That topology looks very rough though, might want to consider editing that

rose olive
#

////p///

#

////p///
@rose olive

coral plover
#

so i attempted to make a 3d model for vrchat how did i do? any advice will be helpful (im normally a 2d artist so this was a new thing and i mostly have a cartoony style i really tried qwq)

#

ik... its bad qwq

#

goal:creepy yet simple (sorry for forgot to add)

spiral sigil
#

Not bad, might want to consider a little bit more layering in the hair cause one layer anime hair tends to look a little flat
But for a first effort it's very good

coral plover
#

thank you ^^ @spiral sigil and okay ill try to see what i can do about that

spiral sigil
#

Was this scratch or VRoid?

coral plover
#

Vroid

#

cause when i tried doing it from scratch i got nervous and uninstalled it

spiral sigil
#

I see

coral plover
spiral sigil
#

Kinda?

coral plover
#

oh what did i do wrong?

spiral sigil
#

I'm not sure how VRoid works so I wouldn't knwo

coral plover
#

i swear to god the hair is gonna be the death of me in 3d modling qwq and okay do you know anyone that does if they can help?

stable edge
#

I don't use vroid but I'm pretty sure you could have multiple hair layers

coral plover
#

thats what i done i made another layer @stable edge

#

not sure what im doing wrong tho..

stable edge
#

Don't you have to adjust the shape of the new laywer first?

#

Change that so they're layered with each other, not colliding

coral plover
#

hm okay

#

ill see what i can do give me a moment

thorny ivy
#

@coral plover think he means actual parts of the hair being stacked on top of eachother

#

To give the hair style more depth

coral plover
#

oh okay like shading in 2d?

thorny ivy
#

Hmm no more like just taking the strips of hair and placing them on top of eachother

#

A bit randomly aswell

#

Kind of like this a bit

coral plover
#

okay i see it tho i dont use blender tho i get it

thorny ivy
#

Vroid is pretty limited
Idk maybe there's an option to layer hairvrcThinking

stable edge
#

Yeah you can have multiple hair groups iirc

#

so on the second one if you deform the base shape you can have in layered on top of the first one

coral plover
#

okay

#

i know its limited tho this is how i get into new things when i first learned how to draw i used bases so i think of this as a base until i can push myself once im ready @thorny ivy

thorny ivy
#

Oh you can already start vrcAevSip

#

Once you learn the basics of blender allot of options are there for you

stable edge
#

Yeah but topo is hard etc etc

thorny ivy
#

Not polygonal modeling

stable edge
#

Do what you're doing right now, it's a good stepping stone

#

You have to do retop after sculpting

coral plover
#

okay imma sleep now tho cya and have fun and okay

thorny ivy
#

Sculpting and retopology is the best one now vrcAevSip

stable edge
#

Yeah but it's a good stepping stone

#

Using vroid will help you understand blender

thorny ivy
#

Hmm
Well if it can teach editing the mesh etc

stable edge
#

Yes

#

It's a good place to start

#

And familiarize yourself with the 3d workspace

thorny ivy
#

Ah yeah I see it has quite something

neat ocean
#

Do these proportions look ok? Something keeps bugging me but I've stared at this for too long to really see what

thorny ivy
#

Head size compared to ribcage but then again that's the style vrcThinking

neat ocean
devout scroll
#

head looks a bit tall, mainly the top hair bit

#

I'd squish it on the Z a tiny bit

stable edge
#

I feel like the elbow is too close to the body also

neat ocean
coral plover
#

Wish me luck ๐Ÿ‘Œ

fading pine
#

Ok good luck

spiral sigil
#

Really want an avatar but cant make one because my computer is too sucky.

thorny ivy
#

As long as blender works you can go ahead lol

stable edge
#

If you can't run blender because your computer is too sucky can you run vrc then

mint furnace
steady zealot
#

3d modelling software (if you're not using insane amounts of tris/polygons) are typically a whole lot more performant than games, because they don't have to render a whole lot of stuff at the same time, or do as many simulations for particles, lights, etc.

#

So you shouldn't have to worry too much about being able to use blender. If your computer can run VRChat, it can run Blender to atleast some degree

#

just don't make your models surpass like 300k tris (this number pertains to blender performance only, and you should not be making avatars with nearly that many polygons. Max recommended polycount for each avatar in-game is 70k)

stable edge
#

^

#

I agree with that

stark torrent
#

Making a Bo peep avatar rn. Her head is fully rigged, but I still need to retopologize her body, and add more detail to her clothes

#

eevee real time render btw

thorny ivy
#

And then it goes into unity and it looks totally differentvrcStoic

#

@stark torrent wrinkles with cloth brush?

stark torrent
#

nah, marvelous designer

#

I'm going to sculpt details in Zbrush later on

#

actually, besides the lighting, this is pretty much how she will look in Unity

#

at least based on the other avatars I've made

thorny ivy
#

Ah the lighting which will decide most of the looksvrcThinking

#

Seen some great models in eevee

#

Then they go into unity and eh

fading pine
stable edge
#

Not 100% sure but you might be able to use Boolean to help?

quaint jasper
#

@stark torrent So pretty !!

thorny ivy
#

@fading pine redraw those edges using knife tool

stark torrent
#

Thanks rubick ๐Ÿ™‚

fading pine
#

I might try redrawing with knife tool

stark torrent
#

@thorny ivy Uh oh, that's concerning haha. Everytime I make stuff, it look great at the beginning, but just degrades in quality as the pipline goes ๐Ÿ˜ข

thorny ivy
#

Ah atleast you can make characters

#

I'm still busy finishing anatomyvrcStoic

#

Not that it's really needed for these kinds of chars but a good basis always helpsvrcAevSip

ripe escarp
#

I just made a simple crt monitor in blender and when i import it into unity, it's all combined and not seperate, how do i fix this? sorry if my wording is terrible i'm pretty tired

small valve
#

mm? why do you need it to be separate meshes in unity? animations?

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regardless, i think it's because exports from blender bundle everything together in one .fbx or .[model] file

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so you would have to export each component one-by-one

ripe escarp
#

wh

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i typed oooh

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anyway

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i realise what i done wrong

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i need it to be seperate as i want to put different shaders on different sections

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but i think its cause i exported it as obj

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yeah it was

small valve
#

ah

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ohk

steel flare
#

Do all of you guys use blender or is there another program that is commonly used?

spiral sigil
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Most people use blender

steel flare
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Is that because it is free or another reason? Just wondering if there is some paid option that might be better in the long run

ripe escarp
#

in the mmd community some people use metasequoia

spiral sigil
#

Free and a lot of documentation and a plugin that standardizes the process

ripe escarp
#

there is a paid option for 3d modelling programs called 3ds max

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but yeah blender is great

steel flare
#

are there plugins on blender that help with modeling? I've rigged avatars with various plugins but nothing else

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any technical advantage to those other programs?

spiral sigil
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There's tons of plugins for anything out there.

ripe escarp
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not that I know of

steel flare
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apologies for 21 questions

spiral sigil
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what type of modeling ?

steel flare
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what types are there? or is that like asking for what application? Sorry very newb

spiral sigil
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what applications ? what do you need help with

steel flare
#

oh I would like to start learning to model assets to be used in games primarily

spiral sigil
#

you can either sculpt or poly model

steel flare
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what's the difference

spiral sigil
#

Blender 2.8 released with a lot better sculpting tools.
But the standard in the industry for sculpting is ZBrush.

steel flare
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thank you I'll check that out

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appreciate the replies

spiral sigil
#

Generally the workflow in the industry goes
Blocking out -> Sculpting -> Retopology and so on

steel flare
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is retopology like reducing the poly count more or less?

spiral sigil
#

Yeah, it's basically a form of poly modeling on top of the sculpted mesh to make better topology and edge flow. Usually it reduces the poly count as well

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you can also bake all the details when you are done with sculpting

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so you apply all the details with the help of textures (like normal maps) to the "low poly" version

steel flare
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is there a program specifically for creating textures or can you do that in z brush?

spiral sigil
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substance painter

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The industry standard for texturing usually happens in substance painter

quaint jasper
steel flare
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thank you for the link

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is there a specific program for Retopology as well? Seems like you could do that part in blender

spiral sigil
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you do in the 3d modeling software you are using yes

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blender got a pretty good add-on for it

steel flare
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ok excellent, thank you for those links as well

spiral sigil
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blender guru made a pretty nice beginner tutorial for Blender
it's VERY basic but the main point of the tutorial is to show you all the main tools to start

steel flare
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great I googled blender guru and see the series, I will start that later today

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when you said "Blocking out -> Sculpting -> Retopology" are the general steps, by blocking out you just mean creating a rough shape to start sculpting right?

spiral sigil
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Yeah pretty much, some people skip it to a degree and just sculpt blocked out shapes

steel flare
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ok great, just making sure I understood

spiral sigil
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probably easier to make a rough shape if you want to start sculpting

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starting to sculpt a head from just a sphere might be a bit hard in the beginning

steel flare
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yes that makes sense

spiral sigil
steel flare
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thank you, I'll check those out

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is sculpting in VR a gimmick or is that something to check out seriously?

spiral sigil
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more of a gimmick

steel flare
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ok

ripe escarp
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ive heard its fun but idk considering i aint got vr plus i dont do sculpting

steel flare
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I tried it with Medium (comes free with Occulus) just for fun way back. Was like cutting foam with a chainsaw, but with an undo button and many convenient tools compared to real physical sculpting.

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I assume some extremely skilled people can make it work

spiral sigil
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not really a model question but if there are any substance painters here im trying to add some height to the skin but when you zoom in close on the seams for the UV its still barely visable. its hardly noticable at distance so i think i can work with it if i have to but was just wondering if there was a way to clean it up and make sure the seams are not showing at all
https://cdn.discordapp.com/attachments/478941902276788224/705516307495387186/unknown.png

quaint jasper
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I don't think you can hide seams like that, unless you change to triplanar mapping maybe ?

spiral sigil
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its already on triplanar

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i mean its hardly noticeable unless your looking for it at close up'

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so i think i can just work with it but its triggering my OCD ๐Ÿ˜ฃ

spiral sigil
#

I've tried baking AO onto my model but I have two issues - one is a black neck and the other is some scuff around some of the faces that I created to fill a hole after removing the tail of the model.

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the way i've been told to fix the black part is to recalculate normals, but this results in them being flipped the wrong way (so i see the texture on the backside of the far side of the neck) and then flipping them back and rebaking results in no change in the bake - same kind of problem for the scuffed faces in the second image

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could someone help?

thorny ivy
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@spiral sigil is the part in the image part of a single mesh?

spiral sigil
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yes

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i mean

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the body is one mesh

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the belt/ head are on a different mesh

thorny ivy
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@spiral sigil got an image of your high poly?

spiral sigil
thorny ivy
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Huh

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So why do you want to bake AO? You don't have fine detail since your low poly is exactly like your high polyvrcThinking

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Or I'm not seeing everything lol

spiral sigil
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i don't know what you're asking

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this is my model

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i want to bake AO

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i have problem baking AO (in the area that i have created faces/ unwrapped)

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i've fixed it up in photoshop anyway, but it would be nice to know how to fix it properly anyway

fading pine
#

is there a modifier to bend an object

spiral sigil
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Bend an object? How so?

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I mean, there's the deform modifier that has a bend function inside it. https://youtu.be/bMYccraiLQU
What exactly are you trying to accomplish?

In this tutorial video, I want to show you how to use the new โ€œBENDโ€ modifier feature that exists in Blender 2.8x which is part of the โ€œSIMPLE DEFORMโ€ modifier. One of the most important things to know when using the bend feature is the correlation between the ROTATIONAL AXIS ...

โ–ถ Play video
small valve
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hey wanna throw up

quaint jasper
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topology goes grid fill

small valve
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I still have no idea how the fuck #1 happened lol

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I think i was stressing out over how to cap the head

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So first i looped the face over the top and capped it and tried filling in the...quarter sphere?

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That was shit so then i shaved it off and then started a straight up cap to the top

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When all was said and done i sent it to a friend and then was like

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"hm. something is wrong. hm"

quaint jasper
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yeah it stands out lmao

small valve
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Ah. I see. I understand everything now.

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My temples are exploding

stark torrent
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@small valve

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that topology might hurt

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minus the neck part ๐Ÿ˜…

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you might already know that though, but just incase

small valve
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Yeah i was trying to go for that initially!

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Ill keep this in mind :3

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Since its anime im not stressing too much over deformations

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Especially since basically the whole ass forehead is going to be covered up by bangs

timber drum
#

wow

dull path
#

can someone help me (I can send my blender file if neede) , I don't know how to properly link the back and the frount face of my model

fading pine
#

what I wanted to do is, I have this flat belt buckle. I wanted to give it a slight curvature

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like so it would fit flush to a body

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@spiral sigil

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I can't seem to do this with the deform modifier

spiral sigil
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Did you try changing the axis of the deform? You could also try a shrink wrap modifier

fading pine
delicate shoal
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curve modifier?

fading pine
#

Yeah that looks like what I want yiggs

devout scroll
#

You can also use a lattice to bend stuff

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You create a lattice object and add a latice modifier to your object that you want to deform, then pick the lattice in the modifier then edit the lattice to deform your object based on the lattice's vertices

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Gives you more control over the bend, though you might not need it in this case

fading pine
delicate shoal
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I've seen lattices referenced a couple times. I should look into them. I gotta get a better handle on the fundamentals of a lot of those modifiers. I'm winging it too much

raw bane
#

hi guys, how long does it take to release your account for upload?

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I'm playing for about 3 days and I still can't: /

spiral sigil
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The general number people see are about 20-40 hours but there can be major expections to this case. It's different for everybody

raw bane
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got it, thanks bro

dire sable
spiral sigil
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Ctrl+J

dire sable
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Don't work

spiral sigil
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Worked for me. Is your mouse in the scene, it has to be for the shortcut to work

raw bane
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select in the 3D view, don't know if it works in the outliner

dire sable
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This is what it looks like, for some reason the meshes don't show up in blender but they do in unity, Im trying to merge only certain meshes but it won't for some reason

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Ok i'll try that

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nope

spiral sigil
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Where is your mouse when you are doing it? If all else fails you can just do F3, search join and hit join

dire sable
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My mouse is in scene collection

spiral sigil
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Scene collection?

dire sable
spiral sigil
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Your mouse should be in the space where the mesh is, the active scene not the hierarchy section to use shortcuts there.

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The F3 menu should work anywhere though

dire sable
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The problem i have it that some meshes won't show up making it where I can't select them

spiral sigil
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You can still select them from the hierarchy.
But if you want to use the join shortcut you need to be outside of that menu.

dire sable
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Ok lemme see

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heck

spiral sigil
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Is it possible this .blend file was made for 2.79?

dire sable
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I will check

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No idea

spiral sigil
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Go into this menu and enable this option and see if anything is set as to be disabled in viewport. If so just re-enable it

dire sable
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AH

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Heck yea

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Thank you! ^-^

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I'm so happy this is gonna help me a lot

spiral sigil
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how do I put already made textures onto a model in substance painter? So I can edit it there

spiral sigil
#

Related to a custom avatar I'm about to rig up, I actually feel proud of this remake. The original model was super jank but I did my best to incorporate both the psuedo-3D dimensions of the texture + combine it with the original mesh's general look.

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I plan to turn the little circle-indent into a strap anchor to help keep the gauntlet in place when moving (from a realistic perspective).

coral plover
#

nvm about what i said before im too nervous owo

severe walrus
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Where do you guys learn how to do this stuff? Just Youtube tutorials?

spiral sigil
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Tutorials and experience

fading pine
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I tried using the bool modifier but it doesn't seem to work out

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any suggestions?

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Difference just removes the middle of the inner rod

ashen stag
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Change the order of the boolean

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Remove the difference of the other piece

fading pine
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I put the boolean on the other object but no change

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the buckle is the large piece I'm trying to drill a tunnel through

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never mind I figured it out, thanks

#

the modifiers where misleading and the puck wasn't actually where it needed to be

dire sable
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Idk what went wrong

spiral sigil
#

Huh, that seems more than just messed up normals. Odd. Would you mind shooting me the model to take a look at?

median pike
#

that looks like messed up normals though

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for some reason normals can get corrupted and destroy the model on export

olive roost
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The spikey parts make me lean more towards messed up shapekeys! Because those can appear in unity sometimes.

near crown
#

yucky anime

stark torrent
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her hands are backwards >_> @near crown

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or else she doesn't have a thumb?

near crown
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nah its just a weird angle

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the thumbs are in the front :p

mighty fossil
#

Hi I need someone to take a look at a model for me if anyone can please DM me

spiral sigil
#

hey may someone help me make my avatar less..shit?

river maple
#

I dont know if someone could help me /explain this to me: in edit mode in blender my model has 2k faces, in object mode it has 8k and in unity somehow 16k (sometimes even 2000000000 polygons). How can i fix this?

spiral sigil
#

hidden meshes?

river maple
#

no everythin is unhidden

junior cloud
#

I am kind of confused about a little something that keeps happening my shape keys keep disapearing at random anybody know what might be the culprit?

quaint jasper
#

disappearing where ?

junior cloud
#

I made shape keys for the visemes, after I exported the model they just disappeared.

quaint jasper
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Is your mesh with the visemes called Body ?

junior cloud
#

ya that is what I thought was the issue.

stark ore
arctic pagoda
#

Sooo I ran into a bit of a problem. I was changing the hair of an avatar in blender (made sure to separate the hair first and remove shape keys), then I add the hair back to the head.

I also added new clothes and did weight painting.

All shape keys and visemes works fine in blender. But when export it to unity as FBX, the basis shapekey is gone and it went to default to the next shapekey in the list. I have no idea what happened.

devout scroll
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Basis shape key doesn't exist in unity

tepid wagon
#

@arctic pagoda If you generated your visemes using CATS you should have "sil" viseme, use it as your base face expression

balmy orchid
#

anyone mind helping me with a roblox model? i cannot figure out how i can make it rig it as i just exported it straight out of roblox

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basically meaning i got a obj file and i dont know how i can make this an actual model for vrchat

quaint jasper
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Create/use a default rig, weight paint the mesh to the bones, done !

balmy orchid
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i do not know where i can find a default rig

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now im rather more confused

quaint jasper
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The sample avatar is in the SDK

balmy orchid
#

oh didnt know that sdk also works in blender

quaint jasper
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It doesn't, you need to import the avatar in blender

balmy orchid
#

well i do have the "avatar" in blender but like i said its more or likely just an object with no real bones or anything

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and idk what im suppose to do with the sdk

quaint jasper
#

import the avatar from your unity project into blender

balmy orchid
#

its not from unity tho

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its from the roblox studio

quaint jasper
#

Did you make a unity project and import the sdk in it ?

balmy orchid
#

im in blender now not unity

quaint jasper
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That's how you get the sample avatar you'll need for your armature

balmy orchid
#

oh ok

#

wait

quaint jasper
balmy orchid
#

alright guess imma try doing that

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well i got the example avatar, should i just export it?

quaint jasper
#

either method is fine

balmy orchid
#

ok then the problem is how

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i think im becoming blind with all these things stacked on top

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well i just screwed up the model textures and now have to restart it

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neat

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well guess there goes my idea for my roblox model

gaunt abyss
#

Take it slow man. I just read back this conversation, and it seems like all the confusion and mistakes are just from rushing.

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I was the same way back when I started doing this stuff

green ember
small valve
#

awesome

median pike
#

ohh they shape keys on that lol

gaunt abyss
#

lol I love it

hardy agate
#

that was fast

silent cargo
stable edge
#

Maybe a different colour for the legs/cape? Contrast isn't high enough

silent cargo
#

Thank you!! I hope to finish her this week to upload for vrchat

hallow bough
#

@silent cargo I'd try and add some more yellow detail to the boots or change up the cape color. I agree that her legs sort of disappear because of the cape. Make the cape yellow perhaps?

spiral sigil
#

Yellow cape with black trim perhaps?

green ember
delicate shoal
#

@green ember Figured it was a matter of time before avatars for MG started getting made. Whole time I was watching that show I was thinking "that's an easy avatar, that's an easy avatar." I've only made Clancy so far, but I've only run into one other Clancy avatar so far.

green ember
#

Yeah that was probably the one I made

delicate shoal
green ember
#

that looks pretty good. i literally only started doing characters in blender 2 weeks ago starting with that clancy model

delicate shoal
#

well some teenager out there thinks mine's trash and yours is better if that help ๐Ÿ™‚

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I haven't touched mouth visemes outside of just having a static plane squash and stretch so you're ahead of me there.

green ember
#

mine isnt as true to the show

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the other two i did are way closer to how they look in the show

delicate shoal
#

What method are you using for shaping? Clancy was done with subdivision modeling but I'm waiting for my tablet to arrive so I can start sculpting

green ember
#

it was all by hand

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subdivision for the feet maybe but rest of it was raw extruding and merging

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used looptools and the smooth sculpt brush a lot though to make it more well, smooth

delicate shoal
#

if you don't have optiloops enabled, I'd recommend that plugin

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can decimate edge loops cleanly and by angle. I find it way easier with curvy things to model it super high poly and then decimate the loops until I have the minimum I'd like for a given shape. Way better than that godforsaken limited dissolve as it keeps the quads

green ember
#

I have it yeah

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i sometimes select loops and dissolve them manually but i use it

quaint jasper
#

@visual vigil Looks incredible !

visual vigil
#

Thanks @quaint jasper !

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Heres something i finished a few months back

quaint jasper
#

I remember that, looks super clean !