#3d-modeling
1 messages · Page 84 of 1
yeah i know the meme
Just get their VRC name and add them and meet up in game
@quaint jasper before, there were a lot of them, but now they seem to have disappeared
@spiral sigil where can i find vcr name?
Send it to each other
@spiral sigil also, what’s is vcr
VRChat.
@spiral sigil I’m idiot
any one know why when i try to asign a material to an object in blender it isnt doing anything?
Is the object UV unwrapped?
Getting back to modeling after not doing it seriously for a couple months is a bit daunting
wow that is amazing
Proportions look great !
The topology for anyone that cares
Might do a second pass on the topology as I'm not entirely convinced about the nose and bridge
still looks great
nut
is there a way to save just a selected collection in blender
Wheres a good place to upload assets for people to use. I've made a few simple things I'd like to share
https://booth.pm I guess
you can make it free
Sketchfab is pretty good for that
o that too
Artstation has a marketplace as well
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
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.
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
BOOTH looks nice but is very japanese. How much japanese do I need to know to be able to use it lol
Sketchfab prices can be set as free and it allows live preview
Booth has lesser quality stuff on it too so eh
You can set it to english too, but I'd put stuff on sketchfab I guess
ty
Madonna Update
giving Madonna Her Makeup now
pedant, but the fabric going in here doesnt make alot of sense
also the abs kind of just became a crevice, tone those down abit
Have you tried looking up some tutorials on weight painting?
On my 3rd model and learned about curves for hair
This is life changing
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
A warning with the curves. They're extremely high poly.
@shell sentinel did you do a tutorial for the hair
@next fractal I FIGURED I’m wondering if there’s a way to knock it down
And I did!
Could always dissolve the edge loops you dont need if each hair piece doesnt have defined strands anyway
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
Yeah, you can either retopologise it or manually decimate it, good luck man!
looks good though
Good to know! Thanks so much
My models are really stylized so I alway try to keep it as low-poly as I can
This dude tho needed
Way too many loop cuts
Can you post the tutorial pls
Around the joints im assuming xD?
Yeah it was just this one!
@Mari not -too- many around the joints, mostly where the coattails met the waist
A tutorial on how to make hair in Blender 2.8 with curves, a method that is very simple and effective that I have been using for my character sculpts.
▼ Sculpting Uraraka Ochako:
Re-Sculpting My Old Art | Uraraka Ochako in 3D [My Hero Academia] | Can You Improve In Only 1 Yea...
Here ya go! It's just this one
I edited the dhape a ton though to where it was practically a cylinder with tapered ends
Gotcha XD Well you learn everytime luckily!
Hair curves saved my life i didn't know how to make hair with volume before it tbh
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
I went from 3 hours to 10 minutes on the simple base mesh for sculpting tutorial
To make a simple body structure to start from
Rather than me modeling one body part off of a basic shape mesh and deleting/connecting the faces every time to merge them
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
The 3d learning curve is really sharpe I’ve found
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
I keep a list of questions that if Google fails me I ask here
Same omg I’ve started writing stuff down too
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).
Nah, it's not that -- "Version 6100 unsupported! Must be 7100 or later." have tried opening in both new blender and old blender
i think it's the maya version that's the problem then
i never want maya on my pc again
I only used it for uving
Cause there tools amazing
And rigging animation
But blender is starting to evolve in those aspects
More the reason not to use it
I got it, used the autodesk converter to do .dae and then took that .dae into blender
and yeah, i am really happy with the new Blender's abilities
also much more beginner friendly (than old blender)
Maya student license gonna be poof for me in 1 more year
F
Once it's gone I'm out
Cause that new system is a yikes
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?
that's called weight paint
I already tried subtracting and repainting
probably done incorrectly then, you can select all vertices affected by specific vertex groups, try to find which groups affect the wrong hand
getting a bit better with sculpting. I am still far away from being good enough for avatars but I am slowly getting there
That's super cute!
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
@median pike this is peak sculpting
i need to 3d model a helltaker character in the future but idk which one
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```
Mostly for @shell sentinel Looking for a way to trim the hair curves
That cat/devil guy is really doing for me by the way
Omg thank you ! He's Spring-heeled jack :V
Also i ended up using a "decimate" modifier that worked!
And then joined everything
Here's how to turened out! Ignore the junky automatic weights lol
Hes gonna have a ton shader on so the head ans hair will essentially blend in
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
YEAH lol pretty much, it doesn't technically cover the area on the model but he's gonna be in shilouettw so
Also im losing my mind in trying to wright paint the hair to the head and one. Single. Strand
Does not work
you werent gonna have bones for the hair anyway right?
OH its hooked to the neck
Yeah but I had to merge the hair onto the body
If you do that after weighting it, it turns off all your weights
Automatic wrights stuck this onto the neck. I'm laughing so hard
Is there a tutorial for getting a pose right with high heels? Mine keeps resetting back even though I set it as rest pose
@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
Yeah haha pilot episodes tend to have very off-model designs
I mean this mostly
FAIR LOL
it wouldve looked hella off if it was front facing in 3d
Curse of the phineas/mung Daal
pretty much
but I'm happy with how it turned out. had a friend of mine draw me tpose reference for it
whats that from?
Smiling Friends
not sure if i should ask here or #avatars-2-general , how do i go about making clothes from scratch?
Sign Langue Teaching world (in progress)
9564 tris as of right now
Divided into different meshed for each pillar, walls, floor and ceiling for a baked occlusion map ect.
Planning on Quest compatible ?
It will be Quest compatible. The render view will always be below 10.000 tris
That's great !
I don't know about the texture maps though. Should each be 2K?
I only use texture maps for the globe and pillars
Example the globe
Will it run smooth with high resolution texture maps?
2K isn't considered high resolution, but i'd suggest trying 1K to see if the difference is that big
in terms of visual quality
Thanks. I'll bump it down to 1K if quest users are lagging.
Very unlikely though
It is the first time I am making a map for VrChat, so I put all effort into making it as optimized as possible.
You have some leeway though, no need to take down everything to make it run on an N64 😄
In some cases there are about 40 players if not more (in the lesson)
So I have no idea how this map will work in practice.
Semi big lesson
And ALLL those avatars will just burn up any computer
Quest by itself can't handle that many people, hardly half
Regardless of avatars, 20 people will already suffer from microphone stutter
Oh, it is sign. Nobody speak, lol
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
That's why the Hub has such a low limit of users per instance
Performance can and should be great in an optimized world, but players bring in voice, IK and their avatars
So it all adds up very quickly if the avatars are bad
A single awful quest avatar could be worse than your world many times over
Would there even be a solution to optimize an almost MMO like world for quest users?
Agressive optimization
Lots of culling, lots of baking, lots of atlasing, low res, barely any audio, etc
Your world should be absolutely fine
I'd suggest maybe merging the pillars though, lowering drawcalls as they probably cannot be batched easily
And won'tt get culled anyway
At least not occlusion culled
That is interesting. Maybe I should divide them into four sections? I wanted to have pillars behind the player not take up performance.
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
I'm off for now, but feel free to ping me with any question and I'll do my best to answer them tomorrow
Thanks for everything. Will do 🙂
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
I would guess it's easier to make a straight tail
and then bend it how you need after weight paint
Yeah, they usually leave it straight out when weighting because that's easier
i need helps does anyone know how to import stl models into blender
when i try that they appear invisivle
but the origin is still there
Pretty decent, but are the arms supposed to be so short?
Or are you still working on it?
oh yeah WIP
Aha
no forearms shoulders or feet yet
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?
its solid colors in blender right now i plan to make it pbr in substance painter
that'll add definition to the metal and all the joints
Getting Doctor Who vibes from the design!
@green ember needs pistons
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?
very annoying
screen shot of tutorial I'm following
Where is the origin point of the circle?
the second curve that has the shape of hair
bruh
the origin
I set the origin to object and it fixed it
thx
making hair this way seems pretty easy but this seems like a lot faces, etc. Is there a way to bring it down?
Also this doesn't seem like a thing I can uv unwrap and texture?
Is my only choice to assign a material to it and color it that way?
Thru some experimenting I converted the curve to a mesh. To optimize would I just dissolve faces and edges?
You can check in curve settings to lower resolution
but dissolving edges would work I think
also - best UVmap ever xD
it was a cube at one point. Now it's hell
what is he
close up on modified head
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.
https://media.discordapp.net/attachments/361742235525709825/714667737900646430/unknown.png?width=1204&height=677 want to get it vrchat ready but I have no idea about this stuff on blender
You can commission someone in VRCTraders #community-servers-old @rare cedar
where tf that at
Anyone know how to open VRM files in blender without messing it up? I was trying to use https://github.com/pixiv/three-vrm/blob/dev/examples/models/three-vrm-girl.vrm but I just can't open it without getting something wrong.
Are most of the anime avatars made using VRoid?
Vroid is relatively new, so no
yeeeeeeeeeeeeeee
really making a use of that multires modifier for the a lot on this model
looks good !
now to texture it 😈
thinking of purchasing Retopoflow - anyone have experience with it ?
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.
I just want that end to curve more at the top and make it look soft
had to redo uv's because i forgot mipmaps exist, mood rn
just turn off mipmapping lol
wtf is mipmapping
texture scaling by distance
Basically, it's your renderer creating downscaled version of your texture to use at distance
oooh
And turning it off is inadvisable as it leads to very jaggy looking textures at a distance when off
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.
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
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
http://wiki.polycount.com/wiki/Edge_padding This page shows examples of what's happening without proper padding, it also give general tips on minimum padding distance @ashen stag
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?
I'm guessing that's for one whole piece of a mesh?
Yeah its knee high socks, the UV is the leg as it goes down
The main reason I didnt split it into different islands was because the white and black are not cut on vertex edges
Is it the stripes which are causing trouble with the mip maps?
Or the seams on the leg?
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
Yeah, show me
ooof, what's the original texture size?
You might be better off without mip mapping then, is it a texture atlas for multiple parts of the model?
Yeah the entire model is atlased into 1 texture
However, the legs are the only issue with mip mapping
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
As the biggest issue seems to occur in areas were the stripes are really close on the texture
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
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
Always happy to help
i was hoping to have it be all shiny and cool ingame but there goes that because unity is shit
that's standard shader ?
rero standard with custom reflection fallback
i guess its not that bad as long as it never uses the normal reflection probe
don't know much about rero's shader
but for a very shiny metallic look with standard
it's basically standard but with extra stuff
i know. just that unity doesnt have very good metallic roughness
😔
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
How is this free?
you download it from their repo
for free
Just downloading the repo doesn't mean it'll be setup to work in blender though
Just downloading a clone of the repo works?
this is the free release for blender users
Where do you get it though.
The releases page only has a 3.0 beta.
thats the paid version
Then where do you download it because the only other download I see is cloning/downloading the entire repo
it's 4mb / python code for blender / i dont see your argument here
I don't see where I'm supposed to look to download it is the problem.
just clone and download the 4mb file - install the zip as an add-on - thats it
@green ember is that for 2.8x - not 2.79
id assume theres a version for 2.79
What file specifically.
I tried to clone the whole repo and install it and it didn't work.
the one on github is for 2.79 only
I did it on 2.79.
Old but Gold?
https://www.youtube.com/watch?v=Z_gClPouYqg
This video will guide you through the process of Total character Unwrapping in Roadkill, No Audio, only Video Reference. Base model in Maya & UV Mapping in Roadkill
roadkill any better than belder at unwrapping?
Seems pretty basic, nothing particularly special about it. It'd just do it in blender with marking seams and manually moving UV islands
I was just posting this for the unwrap approach
@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
then it's here -
nice model - substance painter eh?
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?
Wouldnt recommend you save over a fbx in unity when its set up, usually mess stuff up, create a new one instead
I usually version control my fbx then let unity reload it so I don't have to redo all my bones and what ever
sounds like you did something wrong in blender like accidently edit outside of the basis shape key which happens to me a lot
If you change the number of bones it will likely break
someone dm me if they can make me an avatar bacause i dont know hoe
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.
You should have maybe have seems to cut the legs in their own parts
The fingers have seams ? And what are those very tiny islands ?
yeah i feel like i would separate the legs and the fingers into separate pieces
separate all materials via cats plugin and then you can fix uv's separately on each of them
🤔
I want to do it without cats.
The fingers seem to be their own mesh and account for the bigger circle islands
The really small islands are nails and paw pads
I'm going to propperly seam the fingers and legs then
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
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
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
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
just pretend you're making a stuffed animal and split the seams like that
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
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
the way you're doing it now is fine for really tiny texture maps (like if you're just doing solid colors)
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
ah i see. of course it's best if you do it how you feel comfortable
Thanks I'll re do some of it and come back later
i probably tend to over-mark seams anyway, if i'm being honest
it's best if you do it how you feel comfortable
I mostly want to step out of my comfort zone and get better
If you're doing solid colors then those can overlap, no need to take space for nothing
also your arms aren't fully seamed
yeah I see that, but kinda unsure where to put them. Can it be arbitrary?
maybe put seams here?
I ended up going with something like this
nvm this looks better
@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)
@tepid wagon I can't seem to find the place in your screenshot to enable it
I found it
I thought blue was good?
Do you have giant UV padding values ?
Yes, none of the islands seem streched to much
I turned the padding down a little
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
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
avoid all the empty space too, your materials can make the most of the texture res if they take up more room!
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
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
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?
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
not sure where to put the seams on this one
i tried straight down mix results
NO DICE
enable correct aspect
I don't see that in the UI and google isn't helping
😠 crap im dumb
dw im worse
ok so that didnt help
unless you have an addon to make those UVs, i don't understand how you can get a rectangle as a result
yeah im perplexed
no addons
at this point im really stuck
made this with curves then converted to mesh
Did you not merge the vertices at the end ?
im not sure what you mean so likely not
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
Editmode > select all verts > Mesh > clean up > merge by distance if you missed it
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
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
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
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
It's also mostly because they didn't have scale applied
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
what do you do if your model commits mitosis?
scary

@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?
I'm wondering that too.
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
that's kind of interesting I'd also like to know how that would work
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
yeah that's what i was thinking too
Disney would like to know your location
@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!! 
its way better
than 7 thanks
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
how can this kinda hair be created in blender? this looks somehow generated in some other software like maya or 3ds max....
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
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
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
also "generated in maya or 3ds max" those programs dont have special tools for anything like that, blender/maya/max do it the same
This is how its done: https://www.youtube.com/watch?v=BqWYgrXw7Jk
A tutorial on how to make hair in Blender 2.8 with curves, a method that is very simple and effective that I have been using for my character sculpts.
▼ Sculpting Uraraka Ochako:
Re-Sculpting My Old Art | Uraraka Ochako in 3D [My Hero Academia] | Can You Improve In Only 1 Yea...
just modify the shape youre using to be a curl
@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
Why not just have textured cylinders?
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
better resolution so the roots are more visible
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...


think they both turned out pretty well
What was your inspiration?
@green ember check out Kuroyu on DA - you might like his work
it's pretty cool but im that's really not my type, im not biggest fan of anime style art and models
I know its the normals messed up but idk where in blender
Ooooooo
@dire sable turn off auto smooth, under normals, in the mesh tab
@small valve Looks nice but face seems very small
slightly concerned about it being at an angle too, still fine
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
ambient occlusion moment 😈
How do I attach these to the model? I've tried looking up tutorials to learn how, but the closest thing I can find is clothing
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?
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
what does it matter what angle the face is in on the UV map?
I think it looks good, Solar
because stretching
temp paintjob
https://gyazo.com/ba72714b4e24a1f2482bcc0ffa963a20
isn't stretching just determined by the orientation between the verts that make up a face on the UVmap and not where they are placed on the UVmap (rotation and location)?
does the stretch display not tell everything o.o?
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
@small valve is it me or your mouth is super small
eeh
I want to properly make the second one i work on
i see
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
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
Does anyone have pool toy assets, handle and intake valve.
eeee
how do i access the Cats Plugin and fix the bones
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
i learned the hard way it only works on humanoids
How does this smile look?
https://cdn.discordapp.com/attachments/266188290703491092/717118057025241169/unknown.png
Do you have another shot with the eyes looking forward ?
A bit terrifying right now 😄
Yessir
Wait, Subsurface scattering Subdivision surface?
Doesn't matter, yes to both
Also thanks
subsurface scattering, it looked really good so i was wondering
Now if Only I can get it to look nearly that good in VRChat
skin coloured matcap could probably help
That sounds like a pro tip
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
Good rigging, pose mode, pose to shape key as a start, then edit the shape keys with proportional editing to make life easier.
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?
Shape keys are all verts yeah
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?
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
Shape propagate can help you apply a shape/basis to all other shape keys
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
@fervent light Just making sure you know to only make permanent changes in the Basis shape key
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
I'm really new to making avatars in blender, is there a course/video/videos (preferably free) that anybody would recommend?
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
wdym?
What do you mean, "wdym"?
@green ember Which are switched ?
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
A complete table of visemes detected by Oculus Lipsync, with reference images.
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
it's pretty easy to test
i just always assumed that e as an EE sound and ih was eh
i tested it with the lipsync demo in unity
Yeah that's a valid assumption
Same here
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
Maybe OU for some reason is the only one that expects an exact morph name?
the lil diamond is to animate i believe
you trying to assign a texture to a material?
Yes
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
image texture is greyed out
Seems that was the issue
This is a different type than what I'm used to. Thank you.
o7
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)
For make our avatar
Can we use blender to create one?
yes
k
merge the separate meshes and remove doubles
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
I found someone else with a similar issue but nothing really helped https://blender.stackexchange.com/questions/149392/how-to-remove-weird-viewport-mask
nvm just loaded default settings, then loaded the blend file without loading the UI and that fixed it for me, weird though
Solidify ? Or other new ones ?
that looks nice
robodifiers
only on the body i have a small list
man, non destructive really is crazy
What is the mesh originally supposed to be ?
try disabling auto smooth under normals, in the mesh menu
or recalculate normals
whenever my normals look bad i hit the reset vectors button
are you using substance painter?
because it has saved me years of learning how to texture
yeah
is it that good?
@runic nymph https://youtu.be/L6f87psKYyk
This mediocre tutorial goes over the basics of substance painter for the VRChat avatar/model creation workflow.
student license
looks at lack of
they give you a free year if you sign up as a student
You can still buy substance on steam
But you'd need a ID
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
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!
quite pricey, innit
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
I mean unless youre using it professionally youll be fine with the student version of substance
legally
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
But really, people either get a student license or pirate it
its 118.99 £ for me
150 $
Rip
region based pricing
give me your steam now 👁️
Third world countries 
wow
ok vpn time
You need a bank card from the country you're buying from
unless you wanna buy giftcards from shady 3rd party sites
I lived in the uk for 8 years and still used my home bank account to buy cheap games all this time
If you want to try substance you can always try quixel instead
^
Kapp
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
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
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
Well, they took off substance 2019 off steam when they put 2020 on
yeah you own that years version
they changed the merge from Alt M to just M in blender 2.83
habit ruined
its infinitely better on M
reee
it probably will, once im used to it
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
Just don't update
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
well, alt+g resets position, alt+r resets rotation, alt+s resets scale, alt+h unhides
they've got a pattern going
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.
Release notes: https://www.blender.org/download/releases/2-83/
Support core Blender development - https://fund.blender.org
Video by Remington Markham (SouthernShotty):
ive, uh, tried the cloth brush today
it worked on a plane just fine, but, uh, not what i actually needed it for
Nooooo, my dreams
dont give up just yet
The internet has hyped it up so much
who do you trust
a guy with a whopping 5 minutes of experience with cloth brush
or
the rest of the internet

im not getting the reference 
that's cloth
It's a picture of the movie Aibou
For my fellow nihonjin that's partner
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
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
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
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?
blender is a good start as it is free and there are many tutorials. https://www.blender.org/download/
thank you
no problem
Anyone know how to fix that oval shape? I hate it and want the normal circle
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?
np
idk where i was even going with this render
but i think overall it turned out pretty nice, all things considered
very pretty
Cunt
lul
my cloth brush struggles continue today
yt was of no use, they all make it look so easy
yeah they should really have it on that by default
it does have to be quite high poly, i didnt have to retopo anything up until now
you dont need to
ooooh, shit, thats right, thats a thing now
yep yep, got it in 83
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
that's cool
god your pc must be a beast
Omg so dope
since it doesnt actually have any collision anyone can run it
i mean as long as you dont have too many polys
And how about the thing moving?
bruv, blender needs to stop crashing on me
since i switched to 2.8/9 i only had crashes when i was doing stupid shit
it just crashed 2 times in a quick succession for no reason at all for me
okay, make that 3 times
at least it autosaves everytime you switch modes
check your indents
whats that
idk i just assumed you made some while loops and forgot like i do asafasdsaf
bleh
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
i did so little before it crashed its faster to recreate than recover
Lmao
yeah youre doing something youre not supposed to do
A good understanding of topology is a vital skill that every VFX artist should have in their arsenal. In this video, I'll break down a quick and simple method to change the edge count of any topology. Once you know how to connect an odd and an even number of faces, you can cre...
Why is that ^ better than this: ??
If you don't care about topology then it doesn't matter
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?).
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
topology, the way i see it, is only important in places where your model is going to be moving (stuff like joints)
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
🤔
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 ! 
made in like an hour for a game jam im participating in
thing it actually didnt turn out too bad
considering how long it took
how do yall even make these amazing things-
^ 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
know the software, then practice a lot
also reference helps a lot
just like with drawing, trying to do something from memory doesn't work that well
i always try to get as many as i can but my results def show i need to practice a crap ton more
unless you have a lot of experience
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
good shit
How many polygons for that croc ?
You could probably easilly go down from there, but it looks great
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
Which crocodiles make you cool? I didn't understand the words well
its the brand of shoes
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
howdy i need help
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)
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 ;-;
1.62 seems about right yeah. That's around 5'4"
How can I join two meshes together and merge their seams, if one of them has shape keys that will screw up?
join them and remove doubles if the seams are on top of each other
and i think the shape keys should be fine
if you use cats remove doubles it should be fine
blender's will probably screw it up
whats the difference between cats and blenders'
shape keys generally don't like vertices changing
but i don't remember what exactly happens
beautiful
must. not. make. thicc. joke.
he cant hear it anyway
very cool
https://cdn.discordapp.com/attachments/521112661841149952/719390551107043419/unknown.png idk why theres some spots not shaded smooth here. anyone know why?
when you go into edit mode do you see any blue lines?
hmm, im not really sure then
@spiral sigil Isn't that edge doubles ?
maybe? idk how to check or fix that
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
Just finished up the base for a character named Jin from Elsword. Clothes will be next
NICE!
skeleton sculpt to low poly i made with a friend
i did the ribcage and hands and he did the rest of it
The mouth might need some more tweaking, but looks good otherwise 👍
looks like it was made out of clay, so the mouth can be non realistic, since it wasnt taken out of a real hooman

Clay goes: Splish splash, that theory is wack
its hardened, it cant go splish splash
the head is like very stylized
he only started using 2.8 and modeling as a whole like last week
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
I’m continually amazed and depressed when people pick up Blender for two weeks and are way better than anything I can do :)
blender closes itself when i open it
When you open a blend file or just open blender without a project?
blender without a project
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
https://media.discordapp.net/attachments/601162166527197195/719651887481356338/unknown.png working on a new outfit, started doing texture work
@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.
This version is way less messy than most software I've seen in the recent years.
1.79?
Yeah you mean 2.79
Idk, it's been probably a year since I tried blender
Spy I know you were also correcting him, I wasn't correcting you
Even after changing the keyboard shortcuts to Max shortcuts it's just impossible to be productive in it to me
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.
I'm comfortable in Max and have a seemingly indefinite "educational license" for it, so I'm sticking with it
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
Ya I meant 2.79 edited messages
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
how many triangles is to many again
There is no limit at the moment for PC avatars. But aim for less than 70000
32,000 is for an excellent ranking, and 70,000 is the limit before you get a very poor ranking
you can scroll down and check the chart under pc limits
https://docs.vrchat.com/docs/avatar-performance-ranking-system
i forgot about triangle and im at 577K
oh my

From scratch model I assume?
yeah
Guess you'll have to do some retopology my friend
that doesnt look like half a million to me
ikr
oh you would be surprised
do you have a subdiv modifier on?
perfect
Subdivision and multiresolution are a helluva drug
maybe separate the eyes so you can just use it on them
lol
we good nod
this is my first type using blender for heavy topoly meshes
as in humanoids
thanks
i bench watched so many topology videos before starting
so that kinda helped
how do I edit weights again?
sorry im new to alot of the riging process
uve been modeling ffor 2 years and never done stuff like this
What software do i use for 3d modeling avatars
im using blender currently
Im coming from Maya
oh
A
is maya free?
not anymore
oh ;-;
you use to untill they fixed there education virson
Yo @cedar urchin check dms
i still need help btw
still trying to figure out how to weight paint?
Holy Jeebus that a lot of verts
apply the subdivision then do an decimate unsubdivision level 2
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
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
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.
burnt my shoe
Lava Boots
couldnt find any fire/burnt materials for substance painter so i just eyeballed it with charcoal and lava
