#3d-modeling

1 messages · Page 84 of 1

fair swift
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i have it favorited if i knew how to find someone specific i could totally give it to you

main kettle
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@fair swift 😭

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@quaint jasper probably this is my imagination it drew

quaint jasper
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yeah i know the meme

spiral sigil
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Just get their VRC name and add them and meet up in game

main kettle
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@quaint jasper before, there were a lot of them, but now they seem to have disappeared

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@spiral sigil where can i find vcr name?

spiral sigil
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Send it to each other

main kettle
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@spiral sigil also, what’s is vcr

spiral sigil
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VRChat.

main kettle
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@spiral sigil I’m idiot

proper narwhal
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any one know why when i try to asign a material to an object in blender it isnt doing anything?

spiral sigil
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Is the object UV unwrapped?

proper narwhal
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not sure how do i tell?

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or is there any way to tell?

thin bison
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Getting back to modeling after not doing it seriously for a couple months is a bit daunting

proper narwhal
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wow that is amazing

quaint jasper
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Proportions look great !

thin bison
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Might do a second pass on the topology as I'm not entirely convinced about the nose and bridge

proper narwhal
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still looks great

runic nymph
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nut

spiral sigil
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is there a way to save just a selected collection in blender

frosty plinth
frosty plinth
spiral sigil
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Wheres a good place to upload assets for people to use. I've made a few simple things I'd like to share

devout scroll
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you can make it free

thin bison
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Sketchfab is pretty good for that

devout scroll
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o that too

thin bison
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Artstation has a marketplace as well

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But if you just want a place to upload things you want to give away for free you could use a cloud storage solution which you can link to

spiral sigil
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I mean if I ever got good I'd like to sell things but right now I'm working hard to just absorb as much information I can.

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I'd like something where I can link to and say hey friend can you help me with this or hey I made something interesting you can have it

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BOOTH looks nice but is very japanese. How much japanese do I need to know to be able to use it lol

thin bison
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Sketchfab prices can be set as free and it allows live preview

devout scroll
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Booth has lesser quality stuff on it too so eh

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You can set it to english too, but I'd put stuff on sketchfab I guess

spiral sigil
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ty

frosty plinth
frosty plinth
frosty plinth
frosty plinth
brittle notch
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been working this on blender

glad steeple
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also the abs kind of just became a crevice, tone those down abit

kind gull
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Could someone help me parent a character to a skeleton

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and put weight paint on it?

hallow bough
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Have you tried looking up some tutorials on weight painting?

kind gull
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yes i have

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and i'm confused

stable edge
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Select mesh then skeleton then control P

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Can't be that confusing

shell sentinel
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On my 3rd model and learned about curves for hair

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This is life changing

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Thabkfully my pal who's getting the avatar doesn't really care about dynamic bones so I won't have to stick bones in all the hair strands

next fractal
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A warning with the curves. They're extremely high poly.

spiral sigil
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@shell sentinel did you do a tutorial for the hair

shell sentinel
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@next fractal I FIGURED I’m wondering if there’s a way to knock it down

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And I did!

hallow bough
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Could always dissolve the edge loops you dont need if each hair piece doesnt have defined strands anyway

shell sentinel
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Also yeah thankfully this guy only has 20 strands but I saw the 4 hair tufts that a commissioned model I got had and lORD

next fractal
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Yeah, you can either retopologise it or manually decimate it, good luck man!

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looks good though

shell sentinel
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Good to know! Thanks so much

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My models are really stylized so I alway try to keep it as low-poly as I can

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This dude tho needed

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Way too many loop cuts

spiral sigil
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Can you post the tutorial pls

hallow bough
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Around the joints im assuming xD?

shell sentinel
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Yeah it was just this one!

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@Mari not -too- many around the joints, mostly where the coattails met the waist

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Here ya go! It's just this one

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I edited the dhape a ton though to where it was practically a cylinder with tapered ends

hallow bough
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Gotcha XD Well you learn everytime luckily!

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Hair curves saved my life i didn't know how to make hair with volume before it tbh

shell sentinel
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Yeah for real lol its so funny that every new tutorial I find I learn like 10 other unrelated shortcuts that could have saved me HOURS

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I went from 3 hours to 10 minutes on the simple base mesh for sculpting tutorial

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To make a simple body structure to start from

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Rather than me modeling one body part off of a basic shape mesh and deleting/connecting the faces every time to merge them

hallow bough
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The time it takes to make stuff improves so much the more you start actively watching 3d modeling videos and making things it feels good XD

shell sentinel
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The 3d learning curve is really sharpe I’ve found

spiral sigil
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I've found most of the things I'd want to make aren't super complex but I dont have enough program literacy to do it. So I'm constantly looking for better ways to do something

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I keep a list of questions that if Google fails me I ask here

shell sentinel
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Same omg I’ve started writing stuff down too

onyx crane
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Does anyone have Maya and would be willing to try opening an .FBX and converting it to .OBJ for me? I am trying to open it in Blender but it's just not budging, and throwing out errors. (It's an .FBX of a ceiling light).

quaint jasper
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because it's an ascii fbx ?

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if so you should try their converter tool

onyx crane
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Nah, it's not that -- "Version 6100 unsupported! Must be 7100 or later." have tried opening in both new blender and old blender

quaint jasper
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i think it's the maya version that's the problem then

mild nimbus
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Just install Maya

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Oh wait

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They ruined us with there new student system

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👍

quaint jasper
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i never want maya on my pc again

mild nimbus
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I only used it for uving

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Cause there tools amazing

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And rigging animation

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But blender is starting to evolve in those aspects

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More the reason not to use it

onyx crane
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I got it, used the autodesk converter to do .dae and then took that .dae into blender

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and yeah, i am really happy with the new Blender's abilities

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also much more beginner friendly (than old blender)

mild nimbus
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Maya student license gonna be poof for me in 1 more year

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F

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Once it's gone I'm out

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Cause that new system is a yikes

pulsar cobalt
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Question: I have a glove on the right hand of my model. I copied, mirrored, and moved it over to the left hand. However, it still moves with the right hand. I've clicked everything and done about an hour of youtubing and can't figure out how to fix. Can anyone help?

quaint jasper
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that's called weight paint

pulsar cobalt
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I already tried subtracting and repainting

quaint jasper
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probably done incorrectly then, you can select all vertices affected by specific vertex groups, try to find which groups affect the wrong hand

green ember
shell sentinel
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Oh wow he’s PERFECT

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You translated him to 3d really well

median pike
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getting a bit better with sculpting. I am still far away from being good enough for avatars but I am slowly getting there

autumn badger
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That's super cute!

median pike
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thank you!. I already got a few suggestions to improve it like pushing the forehead a bit forwards so the eyes sit more in the face. It still looks a bit uncanny but Its much better from my yesterdays attempt

hard ember
weak berry
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i need to 3d model a helltaker character in the future but idk which one

onyx juniper
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From Blender Discord's Add-Ons channel:

[Optiloops](https://github.com/vilemduha/optiloops)
TAGS: tagFree, tagOptimization
Allows you to quickly delete edge loops that don't contribute much to the shape's curvature. This is the proper fast way to optimize mesh, instead of the dreadful decimate```
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Mostly for @shell sentinel Looking for a way to trim the hair curves

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That cat/devil guy is really doing for me by the way

shell sentinel
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Omg thank you ! He's Spring-heeled jack :V

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Also i ended up using a "decimate" modifier that worked!

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And then joined everything

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Here's how to turened out! Ignore the junky automatic weights lol

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Hes gonna have a ton shader on so the head ans hair will essentially blend in

onyx juniper
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I gathered from the picture that this guy is supposed to have hair over one eye, or where he's supposed to have another eye, like Jessica Rabbit

shell sentinel
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YEAH lol pretty much, it doesn't technically cover the area on the model but he's gonna be in shilouettw so

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Also im losing my mind in trying to wright paint the hair to the head and one. Single. Strand

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Does not work

vivid crater
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you werent gonna have bones for the hair anyway right?

shell sentinel
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OH its hooked to the neck

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Yeah but I had to merge the hair onto the body

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If you do that after weighting it, it turns off all your weights

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Automatic wrights stuck this onto the neck. I'm laughing so hard

pulsar cobalt
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Is there a tutorial for getting a pose right with high heels? Mine keeps resetting back even though I set it as rest pose

green ember
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@shell sentinel It was a bit challenging to make him 3D because of his inconsistent design in the pilot. but I think it turned out pretty good at the end

shell sentinel
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Yeah haha pilot episodes tend to have very off-model designs

green ember
shell sentinel
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FAIR LOL

green ember
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it wouldve looked hella off if it was front facing in 3d

shell sentinel
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Curse of the phineas/mung Daal

green ember
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pretty much

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but I'm happy with how it turned out. had a friend of mine draw me tpose reference for it

hardy agate
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whats that from?

green ember
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Smiling Friends

spiral sigil
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not sure if i should ask here or #avatars-2-general , how do i go about making clothes from scratch?

spiral sigil
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Divided into different meshed for each pillar, walls, floor and ceiling for a baked occlusion map ect.

quaint jasper
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Planning on Quest compatible ?

spiral sigil
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It will be Quest compatible. The render view will always be below 10.000 tris

quaint jasper
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That's great !

spiral sigil
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I don't know about the texture maps though. Should each be 2K?

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I only use texture maps for the globe and pillars

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Will it run smooth with high resolution texture maps?

quaint jasper
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2K isn't considered high resolution, but i'd suggest trying 1K to see if the difference is that big

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in terms of visual quality

spiral sigil
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Thanks. I'll bump it down to 1K if quest users are lagging.

quaint jasper
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Very unlikely though

spiral sigil
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It is the first time I am making a map for VrChat, so I put all effort into making it as optimized as possible.

quaint jasper
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You have some leeway though, no need to take down everything to make it run on an N64 😄

spiral sigil
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In some cases there are about 40 players if not more (in the lesson)

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So I have no idea how this map will work in practice.

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And ALLL those avatars will just burn up any computer

quaint jasper
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Quest by itself can't handle that many people, hardly half

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Regardless of avatars, 20 people will already suffer from microphone stutter

spiral sigil
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Oh, it is sign. Nobody speak, lol

quaint jasper
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Of course, but some sign users may try to use speech in some cases like I've seen MrDummy before, it makes it even more difficult

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That's why the Hub has such a low limit of users per instance

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Performance can and should be great in an optimized world, but players bring in voice, IK and their avatars

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So it all adds up very quickly if the avatars are bad

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A single awful quest avatar could be worse than your world many times over

spiral sigil
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Would there even be a solution to optimize an almost MMO like world for quest users?

quaint jasper
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Agressive optimization

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Lots of culling, lots of baking, lots of atlasing, low res, barely any audio, etc

spiral sigil
quaint jasper
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Your world should be absolutely fine

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I'd suggest maybe merging the pillars though, lowering drawcalls as they probably cannot be batched easily

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And won'tt get culled anyway

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At least not occlusion culled

spiral sigil
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That is interesting. Maybe I should divide them into four sections? I wanted to have pillars behind the player not take up performance.

quaint jasper
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Ultimately it's alright, there's a few good ways to do it, it's such a low number of drawcalls that it's not really a giant issue

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I'm off for now, but feel free to ping me with any question and I'll do my best to answer them tomorrow

spiral sigil
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Thanks for everything. Will do 🙂

hallow bough
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Is it better to model a tail (Cat,wolf etc) In a natural position or straight/horizontal for rigging and such? I don't have experience working with animal tails XD

spiral sigil
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I would guess it's easier to make a straight tail

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and then bend it how you need after weight paint

stable edge
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Yeah, they usually leave it straight out when weighting because that's easier

versed glacier
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i need helps does anyone know how to import stl models into blender

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when i try that they appear invisivle

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but the origin is still there

green ember
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any input?

safe tapir
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Pretty decent, but are the arms supposed to be so short?

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Or are you still working on it?

green ember
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oh yeah WIP

safe tapir
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Aha

green ember
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no forearms shoulders or feet yet

safe tapir
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I see, well looks pretty good otherwise then so far, can't think of much to add aside from that. Maybe a few intends or something on the ball joints perhaps?

green ember
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its solid colors in blender right now i plan to make it pbr in substance painter

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that'll add definition to the metal and all the joints

hallow bough
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Getting Doctor Who vibes from the design!

gaunt aurora
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@green ember needs pistons

spiral sigil
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so I'm learning some hair using curves. But I'm running into trouble. When I alt-s to taper off the end it moves the whole object down. Is there some way I can position the path in the object that it's generating?

gray hornet
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Where is the origin point of the circle?

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the second curve that has the shape of hair

spiral sigil
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bruh

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the origin

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I set the origin to object and it fixed it

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thx

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making hair this way seems pretty easy but this seems like a lot faces, etc. Is there a way to bring it down?

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Also this doesn't seem like a thing I can uv unwrap and texture?

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Is my only choice to assign a material to it and color it that way?

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Thru some experimenting I converted the curve to a mesh. To optimize would I just dissolve faces and edges?

gray hornet
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You can check in curve settings to lower resolution

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but dissolving edges would work I think

spiral sigil
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it was a cube at one point. Now it's hell

gray hornet
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xP

spiral sigil
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what is he

gray hornet
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It's a Slugcat

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from Rainworld

gray hornet
rare cedar
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Anyone want to help (and by help I mean do this avatar that I have) with this Zoro avatar that I am working on? I have to do some renaming of bones and placement changes.

quaint jasper
rare cedar
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where tf that at

manic dove
autumn badger
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Are most of the anime avatars made using VRoid?

stable edge
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Vroid is relatively new, so no

green ember
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i think

fierce tundra
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yeeeeeeeeeeeeeee

green ember
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really making a use of that multires modifier for the a lot on this model

spiral sigil
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looks good !

green ember
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now to texture it 😈

waxen pewter
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thinking of purchasing Retopoflow - anyone have experience with it ?

spiral sigil
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I'm making this rabbit tail using curves. Is there a way to make the end less sharp? Or is using curves for this a dummy idea.

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I just want that end to curve more at the top and make it look soft

stark ore
green ember
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just turn off mipmapping lol

spiral sigil
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wtf is mipmapping

green ember
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texture scaling by distance

thin bison
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Basically, it's your renderer creating downscaled version of your texture to use at distance

spiral sigil
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oooh

thin bison
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And turning it off is inadvisable as it leads to very jaggy looking textures at a distance when off

ashen stag
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Talking about creating UV maps with mip maps in mind. What is a good practice? I've created UVs that are fine in every aspect except mip mapping.

thin bison
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Having a good pixel margin between uv islands, it will help with seams. Also planning, such as having uv islands with similar colours and tones close to each other. Some artists even have certain sections where the background colour will be similar to the uv islands

ashen stag
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Yeah warframe does it where instead of blank space or solid color the islands bleed outwards until they hit another island. Was just curious as I had some jarring mip mapping on a simple texture so I just turned it off. Thanks for the advice

thin bison
ashen stag
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Alright thanks a bunch, looking back at the texture that I was having an issue with it makes a lot of sense that mip mapping would struggle with it. Do you think it would be best to try to separate the white and black into different islands instead of having it the way I do?

thin bison
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I'm guessing that's for one whole piece of a mesh?

ashen stag
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Yeah its knee high socks, the UV is the leg as it goes down

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The main reason I didnt split it into different islands was because the white and black are not cut on vertex edges

thin bison
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Is it the stripes which are causing trouble with the mip maps?

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Or the seams on the leg?

ashen stag
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I can open unity and send you an image, but the main problem is that the black blurs into the white all across the leg

thin bison
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Yeah, show me

ashen stag
thin bison
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ooof, what's the original texture size?

ashen stag
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4k

thin bison
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You might be better off without mip mapping then, is it a texture atlas for multiple parts of the model?

ashen stag
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Yeah the entire model is atlased into 1 texture

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However, the legs are the only issue with mip mapping

thin bison
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Yeah, you might be able to fix some of it by redoing the uv map for the legs, giving the stripes more breathing room and softening the transition between black and white

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As the biggest issue seems to occur in areas were the stripes are really close on the texture

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You could also do the arc system method as you seem to just use solid colours with gradients and create a white and black block and placing faces in them

ashen stag
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Alright well thats a couple things to try when I head back to this model at some point. Just wanted to chime in since its a problem that I found quite a while ago. Thanks a ton for the advice though

thin bison
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Always happy to help

green ember
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i was hoping to have it be all shiny and cool ingame but there goes that because unity is shit

spiral sigil
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that's standard shader ?

green ember
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rero standard with custom reflection fallback

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i guess its not that bad as long as it never uses the normal reflection probe

spiral sigil
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don't know much about rero's shader

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but for a very shiny metallic look with standard

green ember
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it's basically standard but with extra stuff

spiral sigil
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you put mettalic all the way up

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and roughness all the way down

green ember
spiral sigil
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😔

waxen pewter
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not sure if anyone have interest but - Retopoflow is free (V2.03) for blender 2.79 - some ppl have working with 2.8 / i can not get it working for that version - hers the git for DL

spiral sigil
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How is this free?

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you download it from their repo

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for free

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Just downloading the repo doesn't mean it'll be setup to work in blender though

waxen pewter
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version 3 you pay for

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it works - i use it

spiral sigil
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Just downloading a clone of the repo works?

waxen pewter
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this is the free release for blender users

spiral sigil
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Where do you get it though.
The releases page only has a 3.0 beta.

waxen pewter
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thats the paid version

spiral sigil
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Then where do you download it because the only other download I see is cloning/downloading the entire repo

waxen pewter
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it's 4mb / python code for blender / i dont see your argument here

green ember
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the default quadflow retop in blender is pretty good

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ngl

spiral sigil
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I don't see where I'm supposed to look to download it is the problem.

waxen pewter
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just clone and download the 4mb file - install the zip as an add-on - thats it

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@green ember is that for 2.8x - not 2.79

green ember
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id assume theres a version for 2.79

spiral sigil
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What file specifically.
I tried to clone the whole repo and install it and it didn't work.

vivid crater
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the one on github is for 2.79 only

spiral sigil
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I did it on 2.79.

onyx juniper
spiral sigil
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roadkill any better than belder at unwrapping?

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Seems pretty basic, nothing particularly special about it. It'd just do it in blender with marking seams and manually moving UV islands

onyx juniper
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I was just posting this for the unwrap approach

waxen pewter
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@spiral sigil i managed to just select the .zip file "cloned DL" in the add on section of 2.79 - set it active with checkbox and then save prefs - nothing different from any other plugin rly

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then it's here -

green ember
waxen pewter
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nice model - substance painter eh?

green ember
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ye

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blender render

swift dock
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ok so, I have a unity package that contains a model and what not fully set up and ready to go, uploading works fine and all.
However lets say I edit the .fbx file in blender, and just delete a piece of the clothing. Once I load back into unity to see how the model was updated there, it's entirely messed up (almost looks like a very thin stick figure). There any way to get around this? Or am I going to have to just not use that custom scene and have to re-do all the animations/dynamic bone colliders/etc?

open scarab
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Wouldnt recommend you save over a fbx in unity when its set up, usually mess stuff up, create a new one instead

spiral sigil
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I usually version control my fbx then let unity reload it so I don't have to redo all my bones and what ever

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sounds like you did something wrong in blender like accidently edit outside of the basis shape key which happens to me a lot

devout scroll
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If you change the number of bones it will likely break

old robin
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someone dm me if they can make me an avatar bacause i dont know hoe

spiral sigil
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Can I get some guidance / critique on how I unwrapped this nanachi. I'm still fairly new and have a lot of anxiety with uv unwrapping for some reason so I'd appreciate any comments.

quaint jasper
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You should have maybe have seems to cut the legs in their own parts

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The fingers have seams ? And what are those very tiny islands ?

balmy oriole
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yeah i feel like i would separate the legs and the fingers into separate pieces

desert crown
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separate all materials via cats plugin and then you can fix uv's separately on each of them

young vault
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🤔

spiral sigil
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I want to do it without cats.

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The fingers seem to be their own mesh and account for the bigger circle islands

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The really small islands are nails and paw pads

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I'm going to propperly seam the fingers and legs then

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inside the arm-- the fingers are basically cylinders jammed into the arm and I guess get unwrapped separately. I can't imagine making them a different color from the rest of the fur so I guess I'll keep them as is in terms of wrapping

quaint jasper
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Any reason you're making seams for all the tiny parts on the hand then ? i can't imagine you wouldn't be able to paint them as whole

spiral sigil
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I'm incredibly dumb and think the only way I'd be able to find, and paint them correctly is if they are their own island

balmy oriole
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honestly i feel like it would be easier for me to just take the model file and do it myself than it would be to explain

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just pretend you're making a stuffed animal and split the seams like that

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like the way you've done the fingers instead of separating the pawpads it would be better to split each finger in half (one for inside, one for outside) and then paint the pawpads on the correct side

spiral sigil
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i feel like it would be easier for me to just take the model file and do it myself than it would be to explain
Then I wouldn't learn anything

balmy oriole
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the way you're doing it now is fine for really tiny texture maps (like if you're just doing solid colors)

spiral sigil
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I was planning on doing mostly solid colors. I debated doing it how you mentioned for each finger, but I'm very inexperience with retexturing

balmy oriole
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ah i see. of course it's best if you do it how you feel comfortable

spiral sigil
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Thanks I'll re do some of it and come back later

balmy oriole
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i probably tend to over-mark seams anyway, if i'm being honest

spiral sigil
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it's best if you do it how you feel comfortable
I mostly want to step out of my comfort zone and get better

quaint jasper
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If you're doing solid colors then those can overlap, no need to take space for nothing

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also your arms aren't fully seamed

spiral sigil
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yeah I see that, but kinda unsure where to put them. Can it be arbitrary?

tepid wagon
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@spiral sigil Not sure do you use it (it doesn't seem like from your screenshots) but you can enable Streching in UV view options to have easier time deciding does certain parts can be connected or should you separate them https://gyazo.com/f678b3e58f1cd90f797d839da3a42e12. Most likely you going to need seem around each finger (possibly on their sides and not top to bottom). You should also consider removing half of your mesh and using mirror modifier for any parts that will have mirrored texture, that way you can save up a lot of space on the UV as both sides of the mesh will overlap on the texture. You mentioned you gonna have many parts in single color - you can create a small plane for each color you gonna use, name them with different colors you want and unwrap them with every part of your model that will NOT be single colored. Single colored parts can then be sorted according to what color you want them in, scale them down to a single pixel on the UV and place them where your little planes are on the UV so they take least amount of space (you can use different shapes like triangle or hexagon to have easier time in finding them on the UV)

spiral sigil
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@tepid wagon I can't seem to find the place in your screenshot to enable it

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I found it

quaint jasper
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Do you have giant UV padding values ?

tepid wagon
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Yes, none of the islands seem streched to much

spiral sigil
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I turned the padding down a little

spiral sigil
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@tepid wagon

tepid wagon
#

Top to bottom is how I described cuts you just made, I thought cuts will be less visible if they are on the sides of fingers @spiral sigil

quaint jasper
#

If these pieces are symmetrical then you should cut them in half and overlap all UVs islands

#

The more space you have for the things that matter, the better it'll look

glad steeple
#

avoid all the empty space too, your materials can make the most of the texture res if they take up more room!

tepid wagon
#

I cut my avatars fingers only on one side so if I had my hands in natural position seams would be visible only behind me but I compromised on streching which is pretty high in this case https://gyazo.com/79ef5de403be420256b40638f71d78e5. At the end it didn't even matter cos I decided to use single color for the fingers. Try switching from Streching to Area in the options and if streching is low and area of faces uniform it should be good enough

spiral sigil
#

Oh I think I understand now

#

If these pieces are symmetrical then you should cut them in half and overlap all UVs islands
[6:02 PM]
I have to learn how to do this

#

I'm not entirely sure how

modest wadi
#

Im trying to merge the meshes of a model together so I can get it to just two, but it messes up the textures. Any way I can get around that or remap the textures?

glad steeple
#

Combine the textures

#

cats tools can do that

spiral sigil
#

when im in obj mode and click on armature and want to go to pose mode, i cant actually click on any of the bones and pose them. anyone know why?

#

alright one more thing before I loose my mind. How would I unwrap something like this. I've tried a few things but the uv keeps coming out weird

stable edge
#

Make seams?

#

Then unwrap

spiral sigil
#

not sure where to put the seams on this one

stable edge
#

You could also have another one going straight down if the textures are symmetrical

spiral sigil
#

i tried straight down mix results

spiral sigil
quaint jasper
#

enable correct aspect

spiral sigil
#

I don't see that in the UI and google isn't helping

stable edge
#

under fill holes

#

which is in the black box bottom left in your picture

spiral sigil
#

😠 crap im dumb

stable edge
#

dw im worse

spiral sigil
#

ok so that didnt help

quaint jasper
#

unless you have an addon to make those UVs, i don't understand how you can get a rectangle as a result

spiral sigil
#

yeah im perplexed

#

no addons

#

at this point im really stuck

#

made this with curves then converted to mesh

quaint jasper
#

Did you not merge the vertices at the end ?

spiral sigil
#

im not sure what you mean so likely not

quaint jasper
#

Well if it's a curve then it becomes a tube, if it's a tube it makes sense you end up with rectangle UVs

stable edge
#

Editmode > select all verts > Mesh > clean up > merge by distance if you missed it

spiral sigil
#

No I see what you're saying it does make sense because it's literally a tube. But is there any way I can maintain some of the shape so I can paint on it later?

#

and i dont get why i need to do the clean up

quaint jasper
#

can you send us this piece as its own fbx ?

#

well that's the whole model

#

You didn't apply transforms to your model @spiral sigil

spiral sigil
#

transforms?

#

sorry for my ignorance please bear with me

quaint jasper
#

In object mode, select everything and do ctrl + a

#

It gives you a warning at the bottom of you screen when you tried to uv unwrap

stable edge
#

o

#

makes sense that you were trying to unwrap a tube and it was unwrapping that way

#

because it was still shaped like a tube

quaint jasper
#

It's also mostly because they didn't have scale applied

devout scroll
#

Yeah, if you scale stuff in oblect move and your scale isn't uniform you'll have issues with a lot of things not working right. Gotta apply it

stark torrent
spiral sigil
#

😩

#

Alright I'll try again

#

This has been a learning adventure

frosty plinth
frosty plinth
#

now her eyebrow shape lol

fringe rock
#

scary

green ember
#

steampunk sword wip

spiral sigil
spiral sigil
#

@quaint jasper I spent a stupid amount of time thinking it was the way I was doing seams and I was so confused thanks for the help. I'll remember to apply transformations before unwrapping

#

What are you working on that requires so much geometry?

hallow bough
#

I'm wondering that too.

spiral sigil
#

I'm toning it back

#

I really don't need that much

balmy oriole
#

anyone here have any tips for modelling and rigging suspenders? should i use bones for the whole thing or just have it move with the chest? i don't want it to clip if possible, but it's going to hand off the body in parts

spiral sigil
#

that's kind of interesting I'd also like to know how that would work

balmy oriole
#

backpack strap tutorials would work too

#

if i figure it out i'll report back here

devout scroll
#

i'd think it's mostly weighted to the body and has separate bones where it hangs off if you want it to jiggle around

balmy oriole
#

yeah that's what i was thinking too

frosty plinth
frosty plinth
devout scroll
#

Disney would like to know your location

frosty plinth
#

@quaint jasper what You think to shinny lol... I'm trying the new blender like you said got really use to it this past week!! WishesGaveThumbsUp

#

its way better

#

than 7 thanks

balmy oriole
#

i forget how long it takes me to model things, sheesh...i'm so tired

#

at least it's uv mapped so i can paint it later

#

unfinished models always look kinda scary lol

hardy lake
gaunt aurora
#

that's a complexe one, make a plane, add an array modifier, add a curve, and then on the plane, add a curve modifier. By doing this, and modifing the curve and the modifier settings, you'll get 1 strand, just repeat it quite a few times. don't worry about the shape of the strands, you should do that through texturing

#

@hardy lake

hardy lake
#

Well in this example the coiling isn't done through texture... It's all a mesh

#

I have experience making straight hair with curves and even have Hair tool addon, but these coiling hair won't stop bothering me

gaunt aurora
#

if you modify the starting shape, like instead of using a plane like i suggested, you can make it all mesh, but your poly count is probably gonna tripple at best

glad steeple
#

also "generated in maya or 3ds max" those programs dont have special tools for anything like that, blender/maya/max do it the same

#

just modify the shape youre using to be a curl

#

@hardy lake ^

hardy lake
#

In fact there are tools in maya and 3ds max, they're called xgen and ornatrix... As for blender, i wasn't able to make the profile of the curve perpendicular to its direction, unless i was using a z-up twisting method, but using that messes up the flat part of the curve, which is laying on top of the head

stable edge
#

Why not just have textured cylinders?

hardy lake
#

cylinders would make sense if the hair is kinda like an afro (curly from root to tip) but what about hairstyle like this? it starts with very flat hair card and then goes down curling around itself

spiral sigil
#

https://youtu.be/i2KXwzzkZX0
My boy Daniel Kreuter is back with a new series about 3d anime character modeling in blender 2.83, new videos every week, already two videos in

This is the first part of my 2020 edition, Anime Character 3D Modeling Tutorial, in which we will look at how to create a 3D character from scratch by using ZBrush and Blender 2.83.

In this first part, we will collect existing reference, draw some additional material and look...

▶ Play video
devout scroll
green ember
spiral sigil
#

What was your inspiration?

green ember
#

"robots are cool as shit"

#

what inspired me

waxen pewter
#

@green ember check out Kuroyu on DA - you might like his work

green ember
#

it's pretty cool but im that's really not my type, im not biggest fan of anime style art and models

dire sable
dire sable
#

I fixed it nvm

#

had to ad a shape key

dire sable
#

Doesn't show in edit

small valve
#

making progress on this uv map

#

first full scratch 3d model

dire sable
#

Ooooooo

devout scroll
#

@dire sable turn off auto smooth, under normals, in the mesh tab

quaint jasper
#

@small valve Looks nice but face seems very small

vivid crater
#

slightly concerned about it being at an angle too, still fine

devout scroll
#

i'd split stuff like face and eyes from the body and have 2 textures

#

unless you want same resolution on everything and a huge atlas

green ember
mental plover
quaint jasper
#

Ctrl + j

#

Also you seem to have overlapping meshes in your face

mental plover
#

Yes, it is from roughly 6 different models

#

is there anything else I'll need to add, so textures or anything before I expoort it, or is it fine to throw back in unity and retexture there?

quaint jasper
#

Merge your meshes first

#

and delete the unnecessary parts

small valve
#

My topology is

#

Its alright

#

It used to be a lot worse

#

First attempt at a scratch made model is going really well

#

This is the second retopo mesh ive made

ember prairie
#

what does it matter what angle the face is in on the UV map?

#

I think it looks good, Solar

quaint jasper
#

because stretching

lament pond
green ember
ember prairie
#

does the stretch display not tell everything o.o?

ember prairie
#

I feel like it might make it easier to do texture work not having it at an angle, but that's not true for all programs

runic nymph
#

@small valve is it me or your mouth is super small

small valve
#

intentional

#

this is my first model and im only usi ng it for like

#

One avatar

runic nymph
#

eeh

small valve
#

I want to properly make the second one i work on

runic nymph
#

i see

small valve
#

And not be scared of modeling lips

#

The workflow for this one was mostly experimental and me learning so i modeled myself into a corner where having no lips was better than any

#

So its kinda shoite

runic nymph
#

what i saw shonzo do is make the lips first and then the chin/cheeks, and then connect them together slowly

#

allows you to defermine the shape of the mouth in advance

green socket
#

Does anyone have pool toy assets, handle and intake valve.

nova oyster
#

eeee
how do i access the Cats Plugin and fix the bones

stable edge
#

I think it's in right menu you can open in 3d view?

#

If you have it installed and active it's probably called cats or smthn

light perch
#

i learned the hard way it only works on humanoids

onyx juniper
quaint jasper
#

Do you have another shot with the eyes looking forward ?

#

A bit terrifying right now 😄

onyx juniper
quaint jasper
#

That's pretty great !

#

Is that a render with SS on ?

onyx juniper
#

Yessir

#

Wait, Subsurface scattering Subdivision surface?

#

Doesn't matter, yes to both

#

Also thanks

quaint jasper
#

subsurface scattering, it looked really good so i was wondering

onyx juniper
#

Now if Only I can get it to look nearly that good in VRChat

runic nymph
#

skin coloured matcap could probably help

onyx juniper
#

That sounds like a pro tip

fervent light
#

What kind of tools would you guys use to edit mouth shape keys? I'm thinking of sculpting, but I'm not sure if there's a better way

spiral sigil
#

Good rigging, pose mode, pose to shape key as a start, then edit the shape keys with proportional editing to make life easier.

fervent light
#

pose to shape key as a start, then edit the shape keys with proportional editing to make life easier

Not sure what you mean here. Shape keys are attached to mesh, not the armature, right? And what do you mean by proportional editing?

spiral sigil
devout scroll
#

Shape keys are all verts yeah

fervent light
#

Ahhh that makes sense. Also, I edited stuff about the eyes in basis, but the rest of the shape keys seem to deform them. Do I have to go through all of them and blend for shape?

devout scroll
#

proportional editing is this guy up here

#

as far as I know shape keys are vertices and the amount they should move and where

#

so if you edit basis they're still gonna move the same amount

#

tho if they don't match basis i think they remember their position or something, i'm not sure

#

you could try to propagate shape key on basis with the eyes selected

#

that's gonna make the eyes just match basis in all shape keys

spiral sigil
#

Shape propagate can help you apply a shape/basis to all other shape keys

fervent light
#

Both tools worked wonders. Blender is literally loaded with shit I will never use 😂

#

I figured out the major reason why these visemes looked so bad anyways. Ah, Oh, and Ch were toothy. Like Chip Skylark himself made them

onyx juniper
#

@fervent light Just making sure you know to only make permanent changes in the Basis shape key

fervent light
#

Yeah, that much I'm aware of. Editing with a selected shape key edits the end position of the shape key

#

I'm making sure to check them afterward too

wise zealot
#

I'm really new to making avatars in blender, is there a course/video/videos (preferably free) that anybody would recommend?

green ember
#

the actual reason why viseme look bad ingame is that two of them are switched out and one never gets used

#

the devs could actually fix that in an update and take credit for something oculus lipsync devs shouldve done

spiral sigil
#

wdym?

onyx juniper
#

What do you mean, "wdym"?

quaint jasper
#

@green ember Which are switched ?

green ember
#

EE and IH

#

and OU doesnt get used

quaint jasper
#

That's apparently incorrect:
"the ih viseme is the ee sound like in beam. E (shouldn't be written as EE) is more like get. We should probably link the docs to the viseme standards that Oculus uses. ou most definitely gets used. I usually test my visemes by making both the ou and oh sounds to make sure the blendshapes work.
https://developer.oculus.com/documentation/unity/audio-ovrlipsync-viseme-reference
its easy to get confused because they use the word tip as an example for ih. If you know anything about linguistics, the sound for 'tip' and 'beam' are closer than the sound for 'get' (Oculus uses 'bed' as the example for E). As a French guy you probably realize it, as the French accent turns 'tip' into 'teep' not 'tep'"
@green ember

green ember
#

so what youre saying is that theyre just switched out on text and people have been misinterpreting them this entire time

#

that makes more sense than them being switched actually switched out, but still doesnt explain why OU doesnt get used

quaint jasper
#

it's pretty easy to test

green ember
#

i just always assumed that e as an EE sound and ih was eh

#

i tested it with the lipsync demo in unity

fervent light
#

Yeah that's a valid assumption

onyx juniper
#

Same here

green ember
#

thats odd, OU works fine on the viseme demo mesh there but if i put a custom one it doesnt

#

i dont know man this shit wacky. thanks tho for that i never actually read into it and that explains it

onyx juniper
#

Maybe OU for some reason is the only one that expects an exact morph name?

runic nymph
#

the lil diamond is to animate i believe

#

you trying to assign a texture to a material?

wooden cipher
#

Yes

runic nymph
#

go into shading, where the nodes are
press shift A , and add an image texture(you can search that) ,then connect it to the colour input of the shader

wooden cipher
#

image texture is greyed out

runic nymph
#

huh

#

may i see... ?

#

do you have "use nodes" toggled on on the material?

wooden cipher
#

Seems that was the issue

#

This is a different type than what I'm used to. Thank you.

runic nymph
#

o7

supple lichen
#
VRoid Hub

VRoid Hubは、3Dキャラクターのための投稿・共有プラットフォームです。モデルデータをアップロードするだけでキャラクターが活き活きとアニメーションするプロフィールページを作成でき、利用条件と共にモデルデータを配布することもできます。登録した3Dモデルは、VRoid Hubと連携した各種VR/ARプラットフォームや3Dコンテンツ上で利用可能です

subtle glen
#

anyone here use 3DS Max and is familiar with texture baking? I'm trying to bake a normal map and it's just giving me massive moire patterns no matter what I do

#

all the other texture maps bake fine (diffuse/emissive/AO)

potent otter
#

For make our avatar
Can we use blender to create one?

stable edge
#

yes

potent otter
#

k

stable edge
#

merge the separate meshes and remove doubles

willow stump
#

I've ran in to a peculiar issue in blender, it looks like there's a mask applied to my wireframe and solid viewports only, texture and rendered views do not have it

#

nvm just loaded default settings, then loaded the blend file without loading the UI and that fixed it for me, weird though

green ember
#

still no idea what im doing

waxen pewter
#

mech with 2.83 - modifiers make the model now -

quaint jasper
#

Solidify ? Or other new ones ?

hardy agate
#

that looks nice

runic nymph
#

robodifiers

waxen pewter
#

only on the body i have a small list

runic nymph
#

man, non destructive really is crazy

quaint jasper
#

What is the mesh originally supposed to be ?

spiral sigil
#

im making some swimshorts but idk why the shading looks like this anyone know?

devout scroll
#

try disabling auto smooth under normals, in the mesh menu

runic nymph
#

or recalculate normals

green ember
#

whenever my normals look bad i hit the reset vectors button

green ember
#

gif kills the quality but you get the idea

gaunt aurora
#

are you using substance painter?

#

because it has saved me years of learning how to texture

green ember
#

yeah

runic nymph
#

is it that good?

green ember
#

yes

#

i started doing pbr stuff on it literally two weeks ago

quaint jasper
runic nymph
#

thats crazy

#

but.. subscription based system, cmon man

green ember
#

student license

timber bear
#

looks at lack of

green ember
#

they give you a free year if you sign up as a student

devout scroll
#

You can still buy substance on steam

timber bear
#

But you'd need a ID

devout scroll
#

It's a bit expensive but you get to keep it

#

And yeah I think you can still get a student license, that they don't really check anyway

green ember
#

yeah

#

they really dont

devout scroll
#

The second you press upload student id you get the email with a key

#

By it's now owned by adobe I think? So, buy it on steam or look for alternatives!

runic nymph
#

quite pricey, innit

devout scroll
#

Well, 70 dollaridoos is pretty reasonable when you compare it to photoshop

#

That you can't even get anymore without the damn subscription

#

At least 70 in my steam store

green ember
#

I mean unless youre using it professionally youll be fine with the student version of substance

#

legally

timber bear
#

Like I'm looking into learning how to do basically everything to do with avatars because I want to customise a hobkin but I ain't exactly made of the money to get a commission

runic nymph
#

wtf

#

70$

devout scroll
#

But really, people either get a student license or pirate it

runic nymph
#

its 118.99 £ for me
150 $

devout scroll
#

Rip

green ember
#

region based pricing

runic nymph
#

give me your steam now 👁️

devout scroll
#

Third world countries vrcAevSip

runic nymph
#

wow

green ember
#

23 usd in argentina

runic nymph
#

ok vpn time

devout scroll
#

You need a bank card from the country you're buying from

green ember
#

unless you wanna buy giftcards from shady 3rd party sites

devout scroll
#

I lived in the uk for 8 years and still used my home bank account to buy cheap games all this time

ashen stag
#

If you want to try substance you can always try quixel instead

runic nymph
#

oh, how did i not think of that

#

i'll use magic

#

thanks svel

devout scroll
#

But yeah, if you aren't making money off it, don't buy it

#

~Student license~

green ember
#

^

runic nymph
#

Kapp

white moth
#

I’d totally buy expensive 3D software if it meant free updates for life, but I don’t do subscriptions

#

I know why they do it, it’s for businesses, but I’m never going to make a dime off their program. I’d still buy it if it was one time purchase

devout scroll
#

It's a one on steam in this case but i don't think you get updates and there's gonna be a yearly version

tepid wagon
#

If you buy Substance Painter on Steam you get free updates for a year since the time of purchase, or at least it used to be like this before Adobe took it

devout scroll
#

Well, they took off substance 2019 off steam when they put 2020 on

green ember
#

yeah you own that years version

runic nymph
#

they changed the merge from Alt M to just M in blender 2.83
habit ruined

green ember
#

its infinitely better on M

runic nymph
#

reee

green ember
#

as a person who forgets right alt exists

#

it makes merging infinitely easier

runic nymph
#

it probably will, once im used to it

devout scroll
#

yeah it was kinda annoying but it makes sense

#

m for merge, alt+m for split, which is basically the inverse

#

alt is usually used for inverse of stuff

crisp trellis
#

Just don't update

runic nymph
#

i always though of Alt as Alternative

#

also, anyone happen to know if its possible to snap an array of objects to a mesh?
in my instance its snapping buttons to a shirt, and im curious if it can be done in a more automated way

devout scroll
#

well, alt+g resets position, alt+r resets rotation, alt+s resets scale, alt+h unhides

#

they've got a pattern going

spiral sigil
#

https://youtu.be/3nKXOZvc-Gk
The new cloth brush seems OP as hell. I'd love to mess around with it.
Grease pencil stuff is interesting too, might actually try to take a crack at animation because of it.

runic nymph
#

ive, uh, tried the cloth brush today

#

it worked on a plane just fine, but, uh, not what i actually needed it for

spiral sigil
#

Nooooo, my dreams

runic nymph
#

dont give up just yet

spiral sigil
#

The internet has hyped it up so much

runic nymph
#

who do you trust

#

a guy with a whopping 5 minutes of experience with cloth brush

#

or

#

the rest of the internet

spiral sigil
runic nymph
#

im not getting the reference vrcJamieVatarga

quaint jasper
#

that's cloth

spiral sigil
#

It's a picture of the movie Aibou
For my fellow nihonjin that's partner

runic nymph
#

great observation, rubick

#

and thats what i tried doing today, getting them wrinkles on my sleeves and it just kinda pushed the verts around or inflated blobs and thats about it

#

ill have to take a deep dive into tutorials

pseudo kestrel
#

What's that blue line creased edge effect called? I want to learn how to do/undo that tool but cant find what it is.

#

Got rid of it easy with knifing and zipping but if anyone knows the tool thanks in advance

hardy agate
#

select the blue lines (which are called sharps and are there to mark where a model is supposed to have a sharp edge) and press ctrl+e and select clear sharp

#

depending on where it is you may want to keep it for a better look

proven pebble
#

Hello I´m fascinated about 3d modeling but i don´t know an good app to do it, could someone recommend me some app to do it?

craggy frigate
proven pebble
#

thank you

craggy frigate
#

no problem

light perch
#

Anyone know how to fix that oval shape? I hate it and want the normal circle

craggy frigate
#

there should be a ratio setting in the brush

#

ok that actually doesnt seem to work

#

ah ok so

#

@light perch apply the object scale, do you know how?

light perch
#

Yeh yeh i though i was tripping for a sec

#

It works thanks

craggy frigate
#

np

green ember
#

but i think overall it turned out pretty nice, all things considered

craggy frigate
#

very pretty

runic nymph
#

Cunt

green ember
#

noo

runic nymph
#

lul

#

my cloth brush struggles continue today

#

yt was of no use, they all make it look so easy

green ember
#

it is that easy

runic nymph
#

YO

#

YOOOOO

green ember
#

yeah they should really have it on that by default

runic nymph
#

it does have to be quite high poly, i didnt have to retopo anything up until now

green ember
#

you dont need to

runic nymph
#

how so

green ember
#

what I do is use the new multires modifier

runic nymph
#

ooooh, shit, thats right, thats a thing now

green ember
#

lets you non destructively sculpt and subdivide

#

idk if its in 2.83 but its in 2.9

runic nymph
#

yep yep, got it in 83

young vault
#

Welp

#

I guess I gotta update

green ember
#

I use it when i sculpt so i can have a high poly and low poly with same topology that i can bake normals on

#

yes

#

i mean theres quadroflow eitherway for retop that gives you pretty decent topology with the press of a button

#

but this is cleaner in some ways

#

They also added another thing that simulates cloth on the entire thing with the ability to mask stuff out.

#

i'd say it could be used for applying clothes with gravity but since it doesnt have collision ill stick to marvelous design probably

devout scroll
#

that's cool

craggy frigate
#

god your pc must be a beast

crisp trellis
#

Omg so dope

green ember
#

since it doesnt actually have any collision anyone can run it

#

i mean as long as you dont have too many polys

crisp trellis
#

And how about the thing moving?

runic nymph
#

bruv, blender needs to stop crashing on me

green ember
#

since i switched to 2.8/9 i only had crashes when i was doing stupid shit

runic nymph
#

it just crashed 2 times in a quick succession for no reason at all for me

#

okay, make that 3 times

green ember
#

at least it autosaves everytime you switch modes

stable edge
#

check your indents

runic nymph
#

whats that

stable edge
#

idk i just assumed you made some while loops and forgot like i do asafasdsaf

runic nymph
#

bleh

crisp trellis
#

NYEH

#

Lmao

green ember
#

i mean even if it crashes

#

it autosaves so often you lose only a little bit of progress

#

i once made something completely in an unsaved project and it crashed but it autosaved so i kept it

runic nymph
#

i did so little before it crashed its faster to recreate than recover

crisp trellis
#

Lmao

runic nymph
#

op, the count is 4 now

#

the multires is really not liking me

green ember
#

yeah youre doing something youre not supposed to do

runic nymph
#

👏

#

for sure

potent thunder
runic nymph
#

ngons

#

everlasting debate

quaint jasper
#

If you don't care about topology then it doesn't matter

potent thunder
#

He just mumbles in the end and says "as this is bad topology mbmbm" No explanation why.

#

I have only done Udon stuff, so I don't understand topology (yet?).

quaint jasper
#

Topology is just edge flow and the information that goes with it. It helps with normals, sharps, and and everything else Substance might use to bake the texture

runic nymph
#

topology, the way i see it, is only important in places where your model is going to be moving (stuff like joints)

quaint jasper
#

If the topology is bad, you miss out on correct detailing and you'll have innacurate information to provide other softwares about your mesh

#

Ngons are poor because it's up to other softwares to decide where to cut it in triangles

#

And that can create bad normals =innacurate shading

#

In the case of hard surface, it doesn't really matter as long as it's flat afaik

potent thunder
#

🤔

#

Oh I see. I really had trouble finding a reason for what just felt as over-engineering, but it is starting to make a bit of sense now. Will look up more tutorials on it, now when I can visualize what it is used for. Thank you ! Emmitt

green ember
#

thing it actually didnt turn out too bad

#

considering how long it took

brazen quail
#

how do yall even make these amazing things-

hardy agate
#

^ i swear these people went to art school for like a decade or something, even on the model that i spent weeks on, it still came out like hot garbage

quaint jasper
#

know the software, then practice a lot

devout scroll
#

also reference helps a lot

#

just like with drawing, trying to do something from memory doesn't work that well

hardy agate
#

i always try to get as many as i can but my results def show i need to practice a crap ton more

devout scroll
#

unless you have a lot of experience

green ember
#

i mean ive been using blender for like 2 years but only started making stuff from scratch basically a month and a half ago

#

before that i only used it for blendshapes, some animations and merging models

#

i guess somewhere along the way i picked up on how to make stuff

green ember
#

im really abusing the multires modifier

runic nymph
#

boot

#

you sure do like making boots

green ember
#

just right now the project im working on

#

and also theyre hella easy

stable edge
#

good shit

quaint jasper
#

How many polygons for that croc ?

green ember
#

on the final one?

#

after grabbing a lower res and baking the normals

cold plank
#

You could probably easilly go down from there, but it looks great

spiral sigil
#

Hello. I'm korean. If you have VRchat One Fun Man character here, can you copy it? I really want to set up a One Fun Man character

dense crest
#

hey hey make those croccs red-

#

it'll be cooler

spiral sigil
#

Which crocodiles make you cool? I didn't understand the words well

stable edge
#

its the brand of shoes

sleek bone
#

make them green

#

dark green

#

it's the only way

#

ok i think ill download blender, surely someone's made Kirito and a crocs model

#

then i can combine them

#

and i'd be the ultimate boss

mild linden
#

howdy i need help

void seal
#

How do you tell how tall your models will be in game? For example when you edit your models Z axis scale translate that into inches
( X pixels = Y inches)

stable edge
#

blender meteres

#

the unit in blender will tell you

young vault
#

Or just put a 1x1 cube in unity

#

or a 2x1 cube

somber crescent
#

On that topic, how tall would you make a female character in m?

#

I read 1.45 but that seems like loli height and I just want an average height model ;-;

spiral sigil
#

1.62 seems about right yeah. That's around 5'4"

white moth
#

How can I join two meshes together and merge their seams, if one of them has shape keys that will screw up?

runic nymph
#

join them and remove doubles if the seams are on top of each other

#

and i think the shape keys should be fine

devout scroll
#

if you use cats remove doubles it should be fine

#

blender's will probably screw it up

runic nymph
#

whats the difference between cats and blenders'

devout scroll
#

shape keys generally don't like vertices changing

#

but i don't remember what exactly happens

near crown
#

look at this lad

glad steeple
#

beautiful

runic nymph
#

must. not. make. thicc. joke.

glad steeple
#

he cant hear it anyway

quaint jasper
#

very cool

spiral sigil
hardy agate
#

when you go into edit mode do you see any blue lines?

spiral sigil
#

no

#

there are no sharp edges

hardy agate
#

hmm, im not really sure then

quaint jasper
#

@spiral sigil Isn't that edge doubles ?

spiral sigil
#

maybe? idk how to check or fix that

devout scroll
#

select the whole thing then press alt+M if you're on blender 2.7, 2,8 and M if you're on 2.83, then merge by distance

#

or remove doubles if you're in 2.7

supple lichen
#

Just finished up the base for a character named Jin from Elsword. Clothes will be next

sand valley
#

NICE!

green ember
#

i did the ribcage and hands and he did the rest of it

solar fossil
#

The mouth might need some more tweaking, but looks good otherwise 👍

runic nymph
#

looks like it was made out of clay, so the mouth can be non realistic, since it wasnt taken out of a real hooman

solar fossil
#

Clay goes: Splish splash, that theory is wack

runic nymph
#

its hardened, it cant go splish splash

green ember
#

the head is like very stylized

#

he only started using 2.8 and modeling as a whole like last week

white moth
#

If you are using current blender there are five sources of edge sharpness: edge doubles, object set to shade sharp, edges marked as sharp, custom normal split data on the object , and auto smoothness enabled on the object. Remove the doubles (via “merge by distance”) and make sure all four of the others are smooth if you want a fully smooth model

white moth
#

I’m continually amazed and depressed when people pick up Blender for two weeks and are way better than anything I can do :)

spiral sigil
#

blender closes itself when i open it

white moth
#

When you open a blend file or just open blender without a project?

spiral sigil
#

blender without a project

subtle glen
#

meanwhile every time I've tried to learn Blender I just get excessively frustrated and go back to Max

#

Blender's UI/UX was written by someone with a master's degree in how not to write UI/UX

stark ore
white moth
#

@subtle glen 2.79 or current? 2.79 is Cthulhu and I hate every time someone recommends it. Current blender is very straight forward and I don’t understand complaints

#

2.79 is Cthulhu, If Cthulhu in addition to emanating a feeling of existential emptiness also emanates obscure python errors.

young vault
#

This version is way less messy than most software I've seen in the recent years.

hardy agate
#

1.79?

onyx juniper
#

Yeah you mean 2.79

subtle glen
#

Idk, it's been probably a year since I tried blender

onyx juniper
#

Spy I know you were also correcting him, I wasn't correcting you

subtle glen
#

Even after changing the keyboard shortcuts to Max shortcuts it's just impossible to be productive in it to me

hardy agate
#

yeah and i understand some of that, to people who have used 2.79 since they started its confusing to try and learn 2.8, i can see the appeal of the 2.8 ui to new people.

subtle glen
#

I'm comfortable in Max and have a seemingly indefinite "educational license" for it, so I'm sticking with it

onyx juniper
#

I hate to admit that people have an easier time learning the new Blender version, or at least this one modder I know that used to hate Blender until now

#

UI is fucking hideous to look at though

#

Less subjectively I also hate the new Blender icons, because I have to quint to tell them apart

white moth
#

Ya I meant 2.79 edited messages

vivid crater
#

You can drag the icons out so words appear

#

its just a little hard to grab the edge since its slightly to the right of the icons

cedar urchin
#

how many triangles is to many again

spiral sigil
#

There is no limit at the moment for PC avatars. But aim for less than 70000

hardy agate
#

32,000 is for an excellent ranking, and 70,000 is the limit before you get a very poor ranking

vivid crater
cedar urchin
#

i forgot about triangle and im at 577K

hardy agate
#

oh my

vivid crater
spiral sigil
#

From scratch model I assume?

cedar urchin
#

yeah

spiral sigil
#

Guess you'll have to do some retopology my friend

cedar urchin
vivid crater
#

that doesnt look like half a million to me

cedar urchin
#

ikr

hardy agate
#

oh you would be surprised

vivid crater
#

do you have a subdiv modifier on?

cedar urchin
#

oh

#

I did

#

rip

#

now its 36

vivid crater
#

perfect

spiral sigil
#

Subdivision and multiresolution are a helluva drug

cedar urchin
vivid crater
#

maybe separate the eyes so you can just use it on them

cedar urchin
#

i just did that

#

it just looked kinda funny

vivid crater
#

yea it reminds me of the cartoony googly eyes that pop out of the head

#

just square

cedar urchin
#

lol

#

we good nod

#

this is my first type using blender for heavy topoly meshes

#

as in humanoids

vivid crater
#

looks great

#

you beat out about 95% of first time users then

cedar urchin
#

thanks

#

i bench watched so many topology videos before starting

#

so that kinda helped

#

sorry im new to alot of the riging process

#

uve been modeling ffor 2 years and never done stuff like this

stray notch
#

What software do i use for 3d modeling avatars

cedar urchin
#

im using blender currently

stray notch
#

i have blender

#

ok

cedar urchin
#

Im coming from Maya

stray notch
#

oh

plush berry
#

A

stray notch
#

is maya free?

cedar urchin
#

not anymore

stray notch
#

oh ;-;

cedar urchin
#

you use to untill they fixed there education virson

frail lodge
#

Yo @cedar urchin check dms

cedar urchin
#

i still need help btw

cedar urchin
#

this chat dies fast

#

wow

runic nymph
#

still trying to figure out how to weight paint?

plucky jolt
#

Holy Jeebus that a lot of verts

plush token
#

apply the subdivision then do an decimate unsubdivision level 2

cedar urchin
#

i found it out

#

dont worry

#

now its time for the fun part

#

texturing

#

i have yet to texture map with blender

#

i did with Maya

cedar urchin
#

i need help again!

#

how do I texture paint

#

im trying to but every time i add color it turns blackk

#

wait I found it out

#

sorry

#

ive really been the only one typing in here wow

#

i wonder if anyone will turn up

#

how do I see what I select in the UV preview

#

on the mesh

#

as in faces

fleet ice
cedar urchin
#

thx

#

im still kinda use to maya

spiral sigil
#

Thought I'd share something I've been working on myself. It's not as impressive as a scratch-built avatar but I'm using pre-existing assets as a basis for my own version.

#

Blue gauntlet is 100% custom mesh, the green one is the original w/ basis textures. The straps and bolts use textures from parts of the original model. Gonna be slapping on the same texture for the new gauntlet as a placeholder until I can make a suitable replacement.

green ember
spiral sigil
#

Lava Boots

green ember
#

couldnt find any fire/burnt materials for substance painter so i just eyeballed it with charcoal and lava