#3d-modeling

1 messages · Page 104 of 1

thorny ivy
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Made some adjustments to the jaw/cheeks, apparently they seemed a bit masculine.

frosty kraken
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hey smart people i need help

uncut moss
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How it would look with longer eyebrows? Like if you first move those more closer and then make them littlebit longer, and maybe ad some stereotypical eyebrows curve to it?
I don’t know your character, but the shape right now makes it look littlebit sad, but if that’s the idea then go for it ^^

uncut moss
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@thorny ivy just idea to try, maybe littlebit shorter, 3D to 2D is hard 😄

barren quiver
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Yeah, ones in that model look too short. Plus the eyes look really small

tawny hull
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how do I fix this

spiral sigil
tawny hull
spiral sigil
# tawny hull TY

Im glad I could help! Im not the best at 3D modeling, and only know the basics. But i love to be helpful

pulsar sonnet
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can someone help me export out an avatar from vr chat

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so i can mkae it a face rig

azure rain
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there is no legal way to get avatars out of vrchat so the only way you would be doing face rig is if you had the source files

pulsar sonnet
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i have a thing called vseeface

chrome tree
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Same answer. Can only do that if you have the source files.

azure rain
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VRoid Studio can be used to easily generate vrm files if you wanted to make a unique Avatar

pulsar sonnet
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oooh

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gothcu

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you guys know anyone thats good wiht anime vr chat charactres

barren quiver
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I have a curved rectangular shape that I'm trying to unwrap in Blender, but I don't see a way to keep the edges of the rectangle connected on the UV map. Why does Blender seperate the faces of the rectangle when I unwrap it?

pulsar sonnet
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ooh nice

narrow forum
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working on new face topology for my avatar

halcyon citrus
quaint jasper
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It's definitely the seams

cedar steppe
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anyone know where i can get my hands on some monkey chimp models that i could mess with?

visual vigil
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i updated my avatar by completely redoing her model myself! no more mmd parts

rich grove
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can someone help me figure out whats up with a model? I imported it to blender as a pmx, fixed the textures and model, exported as an fbx, then putting it into unity crashes it. Another model does the same but it was fine until I made it into a vrm model. Whats up with it? Ironicallly, both were mmd models from deviantart. Why was I getting models from there? Bored and felt like messing around with em while waiting for sumn

thorny ivy
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...why convert a model (back) to VRM or the like?

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CATS exports things as as FBX so that's what I've used.

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I personally avoid using Vroid-related stuff and formatting due to how wonky it can be trying to convert that system to conventional ones.

golden robin
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Bone ghost!

proper wyvern
lethal mulch
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Could anyone recommend some good softwares to use to make an avatar?

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That are free...

cinder cradle
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Blender

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vroid

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blender is best free one

lethal mulch
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Thank you @cinder cradle

quiet coral
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i have been able to fix all other options, but the thing that keeps crashing me is join meshes

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is there a way to allow it to do this slowly so it doesnt crash?

quaint jasper
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Ctrl + J

kind gorge
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So I made this guy a while back, and I want to import him so he's quest compatible

tough plover
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that looks awesome

kind gorge
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Thanks

tough plover
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hmmm quest compatiblity

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the requirements are fairly strict

kind gorge
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Indeed

tough plover
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I'm not sure how many polys that model has, but the limit for quest is 10k

kind gorge
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But I've never met an intimidating challenge

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That's what I first wanted to ask about

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Or not

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Just figured out the problem -_-

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I was gonna manually degenerate the geometry since it all added up to 97k polygons

tough plover
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yea there are decimation tools in blender and in the CATS blender plugin

kind gorge
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Ye

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Was a brainlet and forgot to degenerate the teeth

kind gorge
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So just to make sure, does this game use normal maps at all for pc or quest?

ashen stag
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PC supports a ton of shaders, so stuff like normals, AO, height maps, etc all work. Dunno about quests shaders

shy aspen
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Anyone know why my model keeps exporting from Blender like this? I can't find any solution online that works.

tough plover
shy aspen
tough plover
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I do believe so yes

shy aspen
kind gorge
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So I exported the FBX file and imported it into unity, but the material that I have doesn't seem to work

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Small note, I've barely touched Unity and don't have much experience with exporting files to other programs

thorny ivy
dusty heron
# kind gorge

Just a note, that unity version is too new for VRChat, you have to use 2018.4.20f1 exactly or else the upload won’t appear in-game

kind gorge
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Ah, thanks

tawdry walrus
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anyone know why all of my imports to blender looks broken like this and/or has lots of pink missing texture/shader parts?

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its just imports from fbx files that looks broken in material viewport

dusty burrow
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Hello! somebody is here?

proper wyvern
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Can somebody please explain to me how this one has LESS polys

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Than this one 🤔

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And yes I know I could do better and I will do better its just that right now im just confused...

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I still havent done the edge dissolve thingy and ill get there eventually since I want to make this Quest friendly but im just confused in so many ways right now..

proper wyvern
proper wyvern
modest nova
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Anyone know how to download Atlas i cant seem to find user preferences or just preferences like it says to find in the file

thin shadow
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  1. Download an addon : .....
modest nova
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what do you mean?

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I only have addon updater in the file

thin shadow
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Dont unzip. Import in blender in its own zip form

modest nova
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and its nothing i can download

thin shadow
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Exactly like the cats plugin

modest nova
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ight one sec

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it does not show up am i doing something wrong?

hidden basin
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Does anyone know how to reorder Materials in Blender and it match up in Unity?

modest nova
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nvm

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now how does one do the Atlas

hidden basin
thin shadow
thin shadow
modest nova
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ight

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k so i did that and none of the saves of my avatar show up so it just makes a png how would one stop that/

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@thin shadow

thin shadow
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that is exactly the purpose of the atlas and combiner. to save every material and texture into one material and texture.

naive helm
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Would it be possible to animate a mouth movement ?

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Like instead of manipulating the mouth, draw one?

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I mean for vrchat btw

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I'm making a kid krillin for a test type thing

thin shadow
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possible.
-make 3 meshes with texture of those 3 mouth shape.
-hide that mesh behind the mouth
-create blendshape from those meshes

naive helm
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is that the preferred way?

thin shadow
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Not really.
The preferred way would be with moving the mesh itself to the shape of the mouth instead of using textures.

tough plover
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essentially putting all of the different textures it can be in a grid, and then using a shader like Poiyomi to interpret that as a series of frames, which you can then scrub through to show a specific frame

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you can use animations to control which frame is shown

onyx juniper
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I think Sacred is talking about Avatar 3.0 though@naive helm

tough plover
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but the actual texturing? no

reef anchor
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Hello! I am planning on making fairycore avatars and don't know how to start, anyone have any tips to get myself out there?

uncut moss
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My avatar is not ready yet, but you can see that I had some idea when I started doing my character and it looks so much better than my sketches ^^

thorny ivy
bold gorge
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render of my black Ulala from scratch!

bitter vessel
onyx juniper
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She's certainly dressed like Ulala

unreal moon
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I need some help with blender, I'm new to avatar making and this probably a one time thing but I wanna put some effort into my first and only avatar. Problem: I was optimizing stuff in vroid for quest so I put the eyeline and eyebrow textures onto the face texture via photoshop and I forgot to disable the default eyebrow texture. I exported it but then vroid crashed and I forgot to save to the correct file so that I can go back and edit but I'm stuck with a vrm file so I have to edit through either blender or unity. Also, I'm using the CATS addon for blender for avatar fixing if that was important at all. In short, how do I get rid of the extra eyebrows?

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closeup eyes closed

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closeup eyes opened

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i might just start from scratch

fringe rock
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@unreal moon select the vertex in the eyebrows when you have the blink shapekey selected. Search . Blendfromshape. Then in the corner left. Have the base set and untick the sqare

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For the 3d one. Select the vertex of it then press delete

devout scroll
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Making a jump pad

neat viper
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cool! o:

thorny ivy
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Less jump, more blow-y.

devout scroll
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Jump pads can be fans too

spiral sigil
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omg it's pumkin, i'm a big fan

spiral sigil
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vrcMimi why

devout scroll
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thank u

onyx juniper
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Who's that Pokemon?

young vault
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Uh... Cubone!

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(I know it's metagross)

thorny ivy
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Focused on the lower jaw this time. Extended it, brought the lips forward, and prepped for making an actual internal mouth.

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Due to the abnormal facial structure though, not sure how to make the lips look like, well, actual lips.

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As well as adjust the rest of the face to match the jaw's extended nature.

spiral sigil
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this is for a friend

onyx juniper
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Cool

spiral sigil
unkempt torrent
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I don't suppose anyone here knows how one might work around KeyErrors in import_fbx in Blender?

neat viper
thin shadow
uncut moss
# thorny ivy

Good morning Cinna! ^^ I have some suggestions for you! I still don’t have any idea who your character is so I hope here is some tips you could use.
If I remember wrong and you tried to reduce masculinity last time? If you squeeze jaw/chin area you can get more feminine look. By rising brown bones you get also more feminine look.
Your character looks really young and it has some child like features, I think roundness makes that, if that’s your goal, good work!
I would bring lower chin forward, it’s up to you how much!
Nose area could use some reference how noses look like in real life, just to get general shape more right. Front view nose looks better and it’s going on right direction from that angle ! ^^
Lips are hard to deal with I think 😄 I just recommend to take some reference images or look from mirror! Add some shape to upper lip and then fill lower lip a little, try to get it look some how balanced! Try to put some mass to lower lip, but only for “upper area” of that lower lip and then drag it down. So it’s more meaty in front than on base, really hard to explain in English, 😄
You know when you push your your own lower lip out your mouth closed and it rolls down a little, that same thing, but in blender, I would use sculpting tools like grabbing and maybe some inflate or that was it snake hook tool? That you can get that nice “out and down “motion !

I hope this helps and gives you some advice how to improve your character ^^ these are just suggestions and you do you and decide what looks right for you ^_^

uncut moss
# spiral sigil

I love this cape! Looks really optional and user friendly ^^

thorny ivy
quaint jasper
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I forgot if i asked, but are you working off of a reference ?

uncut moss
thorny ivy
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Yeah, definitely think they came out better following the new design you suggested.

uncut moss
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Talking about some progress... 😄 I changed now my shading to flat so I can see where I need to add some shadows!
It was so sad to see all details just disappear when shading goes flat 😄 now I just need to add some shadows to all textures! Fun times..
I will make better seaming for the jacket before I can add more shadows to that!
Face is going in right direction I think!
I love how this cheap shadow trick worked for the underskirt ! I just took screenshot from model of this undershirt/skirt and used those shadows to get shadows on texture file! And lower part is using same texture, but slightly different way!
( maybe this weekend I will try new, better looking snakes 🐍 and hope this will look even better!)

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Also I just want to share picture of this scale texture what I made from zero! I haven’t never done this kind of pattern, so I’m really happy that I could make it ! Always learning something new ^^

thorny ivy
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The scales definitely look oversized for the snake heads themselves, the eyes being right in the middle of some so might wanna do some fine-tweaking there.

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But overall, does look great!

uncut moss
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For new snakes it looks better I think!

uncut moss
thorny ivy
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Oh yeah, notable improvement.

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Though I still suggest making a bit more custom texture for the actual head portions. Give them "lips" around the mouth and have the eyes form around the eyes vs them just being on top.

uncut moss
thorny ivy
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Could make said lip areas and skin around the eyes, not scales, based on the underbelly coloration too.

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But blue and that shade of brown in an interesting combo...

uncut moss
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Yesss! Also depends on a snakes... I was surprised how many different looking snakes there is! It’s just some danger noodle it can’t be that hard to make...! I was wrong! 😄 now I have learned some snake anatomy and I still need to improve this snake model before I can multiply it!
I have started second guessing that under snake colour, but all colours can still change and I can make many different versions!
I would want to add some yellowish, brownish snake texture to scales so it would be more balanced, whole character is pretty turquoise at the moment!
But colour wheel has been nice help for me to get some harmony to most of the colours ^^

magic rapids
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from scratch ❤️ now i have to figure out how to make a unity pack out of it from blender

uncut moss
magic rapids
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what do you mean?

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it's a female elf

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but i want to see how it reacts with vrchat but idk how to do anything with unity Xd

uncut moss
# magic rapids what do you mean?

I was just wondering what makes this character whole, l don’t know how other people think and make characters. I can see the ears, so elf was in my mind, but what elf race, where it lives, what motivates it, what makes it a character 😄 that’s was my question!
I know, really deep, but for me it’s part of modelling ^^
I need to learn unity too, so yeah.. 😄 I have used it with some YouTube guides half a year ago or something.. it can’t be that hard... !

magic rapids
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none of that XD atm i just want to figure out how to make it work with in game first and i can do the rest of that stuff later

uncut moss
magic rapids
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yeah iv fully rigged it, i work as a 3d modeler as a job

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but beyond rigging modeling scrulpting and texturing my knowledge stops

uncut moss
# magic rapids but beyond rigging modeling scrulpting and texturing my knowledge stops

Okey super! I can’t wait to see your final work then! ^_^
Unity is not that hard, for just basics. I would just suggest YouTube and check some latest unity tutorial for vrchat, that’s how I made my first character work!
I would link some tutorials, but I haven’t checked any recent unity updates or anything so my knowledge needs some YouTube too 😄
Cats plug-in for blender helps in that progress for sure!

tame sinew
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Does anyone have a 3D model of a Star Wars themed landing pad? Not the legion one from thingiverse because you can’t make a texture with that

obsidian nova
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Hey guys. Quick question; what’s the best way to do foliage on trees? I’ve seen some people use additive particles (like in the 1001 temple world); others use a series of planes with alpha transparency; and some people just use straight up topology. I’m sure each technique has it’s benefits; but I’m looking for a workflow that can produce foliage that’s detailed AND optimized. Any tips would help. THANKS! 🌳 🌳 🌳

limber bronze
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unity has a built in tree making tool where you plug in branch models and leaf models and it creates trees procedurally

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an argument could be made for topology-based leaves in vr since transparency is more expensive in vr than normal

onyx juniper
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And minimum specs for VR are high anyway

obsidian nova
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Hmmm, I’ve seen a lot of sparkly edges on foliage in VRChat (Quest)...It’s usually accompanied by a drop in frame rate & bad lag. Hard to describe what I’m talking about...but if you understand, do you have any idea what causes that?

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Found this great tutorial for making low-poly foliage in blender; which I’m much more comfortable working with...Got to love that he actually uses the default cube. lol

neat viper
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For Quest, transparency is very expensive to render and VRChat doesn't allow it afaik (Z-testing's expensive, and having a tree made of hundreds of transparent quads would probably crash a Quest lmao), so I'd probably recommend cutting the mesh of the leaves to the texture

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or alternatively, you could go for something like simple triangle-shaped leaves for the Quest version of the model? o:

obsidian nova
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You’re 100% right...transparency is really expensive on Quest. Sometimes you’re able to fake it using particles (additive or subtractive blending modes). I’ve used that technique to make water and grimy windows with stellar Quest performance, but the trees are tricky because of all of the over-lapping planes.

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I think Topo is a good solution for anyone working in a painterly or low-poly style. The Quest seems to flip out when there are too many polygons in any given part of the screen though. It’s probably my best bet too, since I’m only making one (realistic) tree. But if I was making a forest, all of the overlapping meshes would definitely tank my performance.

neat viper
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ah o:
Going for a triangle-leaf option might work there to bring the poly count down, though how realistic that looks is another thing

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You could kinda estimate a leaf-like shape with two triangles? (like an elongated 2d diamond shape)

obsidian nova
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Maybe eh? Well, that’s a lot to think about. I’m going to mess around with this a bit. Thanks for the insights! I’ll definitely post the results when I’m finished.

neat viper
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yw! hope everything works out o:

karmic mirage
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I still don't know what I'm doing in blender but here is a meowthachu

karmic mirage
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forgot the backside

devout scroll
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you can hide the background hdri while still keeping reflections and lights from it

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looks pretty good tho

karmic mirage
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I just found that out lol, the lighting looks weird with the hdri off, so I may need to readjust that for future screenshots

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I'm thinking of removing the png of the mouth, nose, and eyes and actually model them

devout scroll
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yeah you want an hdri, just tick transparent in the render tab, background, somewhere

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Started painting my jump pad

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I like the blue and white, but I'm really not sure about the cyan

uncut moss
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I like that blue!

devout scroll
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What would go well with it without being too contrasting like yellow

quaint jasper
onyx juniper
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I'm going to snap you

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The legs in the second are bent

quaint jasper
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lmao just noticed

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what does the original look like ?

onyx juniper
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Top image is closer to game model for sure because I traced it

uncut moss
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I finally re-made snakes!

hybrid crow
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i dont ever talkhere and for good reason but i do Lurk and this model? is so fucking cool Just want u to know that

devout scroll
uncut moss
uncut moss
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Weight painting, becouse weekends are overrated !
This will take some time.... 😄

spiral sigil
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Anyone know why vroid exports hair as textureless when you dont combine hair meshes?

tame sinew
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Does anybody have a collection of Star Wars furniture? Like chairs, bar stools, tables, etc.

spiral sigil
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anyone know why sculpting mode makes my mesh go white?

atomic hamlet
winter plinth
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(alpha blending)

thorny ivy
thorny ivy
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Flashy isn't really the point of such machinery unless the environment/world matches that kind of tone.

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If it's going to be used in high-altitude areas, maybe look at aircraft coloration.

devout scroll
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Thanks!

thorny ivy
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Welcome!

devout scroll
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Think I'll try a few different color schemes

spiral sigil
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How do I just slap a PNG on this glove? like a transparent PNG over the white?

fringe rock
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Would be probably easy in substance painter

harsh dove
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hello i m new in blender i have a question: i m trying to fit a dress in a female model, but the chest doesnt fit so i use grab tool and draw, but then weird corners apear in the place where i work, and if i use the smooth tool it goes to the start position, is there any intermediate tool or something like that?

uncut moss
harsh dove
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Thanks a lot! I will check when i come back at home, probably i will be asking more things these days bc its the first time i use programs like this

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@uncut moss forgot to mention :p

clever garnet
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Hi! I'm trying to make it so my avatar's expression changes when two different gestures on each hand are made, but when I do it in the game the expression changing animation loops over and over again instead of stopping on the second expression

midnight valley
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has anyone had any problems like this when using cats baking process for avatars? It doesnt seem like my avatar should be looking like this after a bake for a quest version

midnight valley
# limber bronze click this

still looking.. kinda broken? does quest bake not really work on higher poly avatars? the original had 70k exact and im using 2.83 lts if that makes any difference

limber bronze
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i use 2.9 so idk, but decimate tends to work best when it doesn't have to go very far

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you can try dissolving edge loops first to try and get closer and then try bake, btw i would increase the polygon limit on that from 5000 to 7500 since after the next update that will be excellent rank for quest

midnight valley
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alright ill give that a try. thanks!

cinder wraith
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Does anyone know why my blur for weight painting doesn't work? Like it doesnt do anything when I attempt to use it, the draw tool seems to work fine. Im using Blender 2.91.

onyx juniper
limber bronze
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pretty cool tbh

late fox
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does anyone know how to make vroid accessories for my character?

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I am looking to make a jellyfish style hat but do not know how to add it to vroid or even know where to start. Any tips? How do I get vroid studio to accept it as a accessory?

hybrid copper
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what website can i find models on?

pure zealot
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I was told I should ask this here so I'll just copy and paste it.

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I am new to working with models and rigging. I’m using Blender and SDK3 andI have to make a new skeleton because auto riggers like mixamo don’t work with the model. My biggest problem is the thigh meshes on my Marina Liteyears model. They were already clipping into each other in the t-pose they were. I can still move the meshes apart when all the meshes are not joined together. When I joined all the meshes and connected the armature, the inner part of the thighs stuck together and stretched when I move the bones. I do not have that problem with the lower legs. I know that weight painting might help but still am wrapping my head around to how it works. I also have the cats plugin installed. Any way I can fix this?

quaint jasper
quaint jasper
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It's likely that some of the meshes don't have the necessary vertex group names or that they didn't merge properly and that the weight paint ends up being worse

pure zealot
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I haven’t tried to weight paint the bones. I’ll have to try that once I can get to my pc tomorrow. And if you could, can you explain how vertex group work?

quaint jasper
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a vertex group just tells a bone what it can influence

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it's like the muscle and skin attached to a bone

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when you rotate your forearm, some part of your upper arm moves too, it's like that for meshes as well

pure zealot
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Ok, thanks!

spiral sigil
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base colors

devout scroll
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Doing this color scheme for now

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But I think I'll have a few different ones to choose from

spiral sigil
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orange and blue, a classic

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what do you use for texturing ?

devout scroll
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substance

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this is in unity with standard shader

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nothing special, just a metallic material with edge wear and some caution stripes and decals painted on

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it's a little big so I might make it less tall

uncut moss
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Looks good! You could add maybe one support colour for small details, just to get more depth to it! In colour theory there is some good rules what can help to pick extra colours! Here is first picture from google 😄 there is more to it if you just use more time than 5sec in google ^^

Oh and how big it looks when there is avatar next to it?

devout scroll
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I only tested in unity but it probably fits 2 people

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I was thinking but I don't know where i'd put more colors

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I technically have black

weak rune
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@queen briar Continue here

queen briar
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I'm here

weak rune
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Before getting into baking, just redo hat button first

queen briar
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redo hat button?

queen briar
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ahh sorry

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done

weak rune
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Remove it and add a new sphere with lower polygon instead

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No one will ever need that much polygon in that small area

queen briar
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got it

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the sphere I mean xD

weak rune
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Yes, maybe even lower polygon

queen briar
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how do I do that

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I added it in like that

weak rune
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There will be a menu at bottom left corner right after you click add

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So remove that and add it again

queen briar
weak rune
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That should be good

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Now scale along Z axis to flatten it. Then move it to the position at top of your hat

queen briar
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alrighty

weak rune
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Then assign material to it

queen briar
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done

weak rune
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Also apply all transform to it too

queen briar
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apply all transform?

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you mean combine it to the rest of the hat?

weak rune
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In object mode, hit Ctrl+A, select "all transform"

queen briar
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alright, done that

weak rune
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That should be alright now.

queen briar
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should I ctrl+j it to the rest of the hat

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or is it fine as is

weak rune
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Yes, you can do that now

queen briar
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alright, done, now I have to attach it to the rig

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so select it, then the rig, then press ctrl+p and with empty group

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or

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let me just try something else

weak rune
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Ok sure

devout scroll
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ctrl+j it to the rest of the hat but that' won't attach to the rig, only the mesh

queen briar
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yeah, I'm just trying to attach it to the rig now

devout scroll
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select the piece you want to attach in edit mode

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you can just mouse over the sphere thing and press L to select all of it

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then go to vertex groups on the right, select Head, set weight to 1 and press Assign

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that's it

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at least i'm assuming it's on your hat

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in which case it goes to the head bone

queen briar
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it follows it

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but not well

devout scroll
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well attach it to whatever bone the hat is attached to

queen briar
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the hat's attached to the head

devout scroll
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by selecting the vertex group of it (same name as the bone) and assigning it to that while it's selected

queen briar
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let me try this again

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bare with me

weak rune
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@devout scroll May I have you guide them through texture baking process? Currently they're assigning material with color in BSDF node without using image texture. Starting from unwrapping UV. Only on clothing.

queen briar
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alright

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fixed

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I did things in the wrong order

weak rune
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Well I think I will continue this

queen briar
#

alrighty

weak rune
#

Previously, I saw you have UV seam marked on your cloth. You did that yourself?

queen briar
#

I did yeah

#

shall I remove them?

weak rune
#

No, don't.

#

So if you still have them, select all your clothing object and try unwrapping

queen briar
#

pffffff

weak rune
#

Also the new hat button needs a new seam too.

queen briar
#

wait

#

I'm thinking about edge seams

#

So would I make the seam on the hat button?

weak rune
#

Yes. If anything doesn't get unwrapped, it probably need a new seam.

#

Anyway, you should try Smart Unwrapping first

#

This doesn't need seam but result may not be as good.

queen briar
#

it's only flat colours, so it shouldn't be too bad

#

this is the hat un the UV

weak rune
#

Try using smart unwrapping first

queen briar
#

this one?

weak rune
#

Yes that one

queen briar
weak rune
#

look into UV editor panel and adjust angle limit until it get good result. Island Margin should be around 0.005, area weight at 0.5

queen briar
#

nothing is changing when I adjust the angle

weak rune
#

How is it look like?

queen briar
weak rune
#

That doesn't even get unwrapped

queen briar
#

did I use it on the wrong thing?

weak rune
#

Oh you have to click OK first

queen briar
#

aaah

#

done

weak rune
#

Ok now instead of doing only hat, select all the clothing object and unwrap

queen briar
#

do I undo the hat then?

#

or just select everything but the hat and do the same thing

weak rune
#

Not necessary, it will get overwriten anyway

queen briar
#

this?

#

that's everything in terms of clothing selected

weak rune
#

Yes that's good

queen briar
#

alrighty

weak rune
#

Now it's time to bake texture

#

To prepare first, you will need to turn off any metallic parameter in your shader node

queen briar
#

so any metallic shader on any of the materials

#

turn that off

weak rune
#

Because metallic doesn't get bake and turns black

queen briar
#

the jeans aren't as dark as they should be, and neither are the hoodie strings

#

changing the specular helps tho

#

is that okay to do?

weak rune
#

No. only base color that matter

queen briar
#

okay

#

that's everything with no metallic

weak rune
#

Good. Then duplicate all your clothing objects and join them together. There will be 2 groups, separated cloth and joined cloth

queen briar
#

so shift+d, then enter, then ctrl+j to join them

weak rune
#

And for joined group, remove all meterial and create a new material for all the cloth

queen briar
#

should I do that before I join them?

weak rune
#

Shouldn't matter doing before or after. It's just assigning new material to all the cloth

queen briar
#

ahh alright

weak rune
#

Just make sure that you keep the same material in separated group

queen briar
#

make a separate group to this?

weak rune
#

Is that the joined group

queen briar
#

right hold on

#

these are the duplicated ones

#

now do I press ctrl+J

weak rune
#

Did all your cloth already join from the start?

queen briar
#

all my clothing is already joined

weak rune
#

Oh I see.

#

So back to the duplicate

#

remove all materials and create a new one

queen briar
#

Okay. Just to clear up, all the clothing has been joined right from the start, so the duplicate also had all the clothing joined

#

is that okay?

weak rune
#

Yes, that's ok too

queen briar
#

okay

#

here's the origina

#

here's the duplicate

weak rune
#

Good. Now in shading menu for the new material

queen briar
#

mmhm

weak rune
#

Create a new Image Texture node, along with a new texture file, then link into base color of BSDF node

#

If you create a black texture then the new cloth will turns black, which indicate that it's correct

queen briar
#

that right so far?

weak rune
#

Assign image file to Image Texture node too

queen briar
#

anything I've got to change?

#

or just press 'ok'

weak rune
#

Maybe increase width and height to 2048 too

queen briar
#

alright done

weak rune
#

Then keep that Image Texture node selected

#

A new baked texture will go into that file

#

Next is get into Render Property tab in right side menu

#

It's time to bake

queen briar
#

alright, I've got that tab

weak rune
#

Select Render Engine to Cycle

queen briar
#

okay

#

and this is all on the duplicated clothing layer

#

this one v

weak rune
#

Currently doesn't matter

queen briar
#

ah okay

#

I'll just continue on the duplicate

weak rune
#

Then new Bake Section will appear in the same tab

queen briar
#

yep, got that

weak rune
#

Expand it, select bake type to diffuse, UNcheck Lighting both Direct and Indirect, left only Color checked

#

Make sure that Output target is set to Image Textures

#

Set margin to 2 px

queen briar
weak rune
#

Oh yes, those two

queen briar
#

okay

#

set the margin and everything

#

what next :3

weak rune
#

Next is select the original clothing

queen briar
#

yep

weak rune
#

Make sure you unhide it and make it active

#

Then hit Bake button

queen briar
#

like this

weak rune
#

Yes it is

queen briar
#

then hit bake?

weak rune
#

In Bake section that you set baking settings a few sec ago

queen briar
#

yeah, this

#

just press that

weak rune
#

Yes

queen briar
weak rune
#

Oh do this:

#

Add a material in original cloth and set it to the material in duplicated one

queen briar
#

done

weak rune
#

Go into Shading tab again and make sure that image texture node is selected

queen briar
#

it's highlighted, so yes it is

weak rune
#

Now Bake it again

queen briar
weak rune
#

Yes that's good. Hide the original and see if the duplicate have texture now

queen briar
#

it does not

weak rune
#

What material it has?

queen briar
#

same one I added to the original

weak rune
#

Ok, let see if the image has texture on it

queen briar
#

there's one in that dropdown menu called Render Result

#

I assume that's what we just did

weak rune
#

It will write render result to whatever image selected in that image node. So that probably wasn't it.

#

Do you have Image Viewer panel to the side?

queen briar
weak rune
#

The left side

queen briar
#

I do

weak rune
#

So it's still blank

#

Select the original cloth and image node and try baking again

queen briar
#

yeah. I'm on the duplicate clothing with the image node selected and it's blank

#

I tried it again and it's still blank

#

should we try it the other way around?

#

select the duplicate clothing and the image node and bake that?

#

that didn't do anything

weak rune
#

Duplicate clothing doesn't have color output so that will be just black

queen briar
#

nothing changed though

#

I tried that but the original layer didn't turn black

#

it stayed the same

tough plover
#

do you need a light in the scene?

weak rune
#

Baking diffuse only take account for surface base color. So light doesn't have any effect.

queen briar
#

should I deselect this?

weak rune
#

Oh right, every material must have an image node link to that image.

queen briar
#

ahh

#

every single material on the original clothing had to have the same image node as the black material?

#

can I just copy the image node and paste it onto all the materials?

weak rune
#

Do this in every material in original cloth

#

Yes copy works too

#

Also, ignore Vector input in my example

queen briar
#

alrighjt

#

now to I connect the colour of the image node to the base colour of each of the original clothing materials?

weak rune
#

No don't connect

#

Just have image texture node floating alone there

queen briar
#

like this

#

if so, then that's all done

weak rune
#

And then go into each material and select the image node

queen briar
#

okay

#

done

weak rune
#

Then select the object and bake

queen briar
weak rune
#

That can be ignored.

queen briar
#

this is meant to be connected right?

weak rune
#

You will need to uncheck Clear Image too if it doesn't get written

queen briar
#

ooh

#

still nothing on the duplicate layer

weak rune
#

What about the image?

queen briar
#

nothin

#

right @weak rune

#

am I mean to join these together?

weak rune
#

No, that shouldn't be it

queen briar
#

hmm

#

and this is right? This is the only material on the duplicate clothing layer

weak rune
#

More thing, if you still have Material.001 in the original. Remove that too

queen briar
#

oh

#

okay so one last time

#

I select the original clothing layer

#

then hit bake

weak rune
#

Yes

#

I even had multiple objects and it baked just fine.

queen briar
#

nothing

#

I removed metarial.001 from the original clothing layer too

#

should there be a certain thing selected in the image view on the right

weak rune
#

I'm thinking why your image texture is transparent instead of black

queen briar
#

I selected untitled.001

#

now it's black

weak rune
#

Ok, switch every image node to use that image and bake again

queen briar
#

oki

#

rgjdiukrghrskjhbgnrg

#

IT WORKED

#

xD

#

finally

weak rune
#

Yes finally

#

And your duplicate model have color now?

queen briar
#

indeed he does

weak rune
#

Ok now save the new image as a file

queen briar
#

how do I do that?

#

there's no button in the viewer for it

weak rune
#

The button is hidden in the hamburger menu

queen briar
#

ahh

#

done

weak rune
#

Also save blend file as a new file too as a backup

queen briar
#

oka

#

done

weak rune
#

Now merge the duplicate cloth into your body and delete the original

queen briar
#

so select clothing first, then body

weak rune
#

Usually yes. Point is to make the body as an active object

queen briar
#

now we've got another problem

#

because for the clothing I had to remove all the fur

#

the facial keys bring it back

weak rune
#

Is the fur a part of the cloth?

queen briar
#

the way I made the fur was out of the original model

#

so that's probably why

#

I've tried fixing it over the past three days

tough plover
#

shape keys store the position of every vertex on the mesh

#

by editing one, you didn't change the others

weak rune
#

So you model the cloth using part of original body right?

tough plover
#

you need to select the fur in Edit mode, and use the Propagate To Shapes button

#

to apply your changes to all of the shape keys

queen briar
#

is that something I'm able to do now?

tough plover
#

don't see why not

queen briar
#

issue is the mesh of the original model underneath the clothing, I've removed, so it lowers the poly count

#

so would I have to select the clothing and use the Propagate to Shapes button?

tough plover
#

select the area of the mesh where the fur was

#

not the whole mesh

queen briar
#

ahh okay

#

the legs have it selected with a seam

#

not sure about the chest

weak rune
#

Could just select everything below the neck

tough plover
#

the hobkin has other shape keys that you wouldn't want to fuck with

#

like thighs, etc

#

that's why I'm saying to only selected the affected parts

weak rune
#

I see

tough plover
#

otherwise you will cause issues with the other shape keys

queen briar
#

alright

#

so @tough plover you know the fur I tried removing right

tough plover
#

yes

queen briar
#

okay, that should make life a little easier

#

when I put the model into unity on my first time doing it, none of the animations seemed compatible

#

like, for sad, the ears would fold so far they clipped through the body

#

I scaled the model down in blender though, so maybe that was why

tough plover
#

possibly

#

did you test the shape keys in blender

queen briar
#

there wasn't any shapekeys for the ears and stuff in blender

#

all the face ones did

#

no problem with them

tough plover
#

ah so it's using animations for the ear movement

#

I see

queen briar
#

yeah

tough plover
#

did you export using Unity's exporter, or using CATS

queen briar
#

cats

tough plover
#

I mean

#

blender*

#

my bad

#

yea CATS is what you should be using

queen briar
#

alright

tough plover
#

changing the scale is most likely what messed it up

queen briar
#

ahh

#

oh!

tough plover
#

you can just redo the animations

queen briar
#

does cats automatically resize your model so it's not ten meters tall

tough plover
#

it does make sure the armature scale is correct

queen briar
#

hmm. See, when I scaled it originally, I scaled everything, including the armature

tough plover
#

try maybe undoing your scaling?

#

if you remember how much you scaled it by

queen briar
#

I could just copy the original model from one session and paste it into this one and scale it that way

#

oh!

#

nevermind

#

there's no scale applied to this one

#

well, we can sort out the exportation and shit in a minute. You said I had to use something called a propagate to shapes button right?

tough plover
#

yes

queen briar
#

I've got all the fur selected

tough plover
#

then go under Vertex > Propagate to shapes

queen briar
#

okay

#

i pressed it

#

should I try combining them now

#

it worked!

#

there's only one part left to do, and that's the hoodie itself shrinks

#

would it be the same process but with the whole hoodie selected?

harsh fable
#

does anyone know how do I smudge texture? I'm painting a character and in some parts, I would like to make the texture a little blurry.

#

forgot to say, i use blender 2.8

queen briar
#

I'm not too sure, sorry, I only started blender 4ish days ago

harsh fable
#

:/

queen briar
#

@tough plover Alright, the clothing and the body are combined and the shape keys are no long effected by the fur

#

so it works

#

do I have to merge the blush with the body too or just leave that as a separate layer

harsh fable
queen briar
#

@weak rune

#

almost ready to put it into VR chatr

#

but his hat bean kinda busted

weak rune
queen briar
#

yeah

#

its the same issue the original hoodie strings model was having

weak rune
#

So that normals are facing inside, and you will need to have it flipped back

queen briar
#

in blender it's fine

weak rune
#

Yes because blender render both side of triangle face. But in unity, it has to save rendering by not render the backside of triangles

#

In technical term is "culling"

#

Did you solve the hoodie string before?

neat viper
harsh fable
#

I'm almost done with my best model :3

queen briar
queen briar
#

this is it no

#

all modelling problems are fixed after this

queen briar
weak rune
neat viper
#

Select the mesh in Object mode and go to Edit mode, then press a and alt N

queen briar
weak rune
#

Press A will select all vertices including your cloth which isn't what you want

neat viper
#

also, shift + n will recalculate normals outwards

queen briar
#

it's L

neat viper
#

actually bleh wait sorry lol, alt + n flips normals
shift + n is what I mean, yeah

queen briar
#

is it done now?

#

or do I have to check the 'inside' box

weak rune
#

Better check it in blender

queen briar
#

I'm in blender

neat viper
queen briar
#

in the shading tab it looks fine too

weak rune
#

After you show normals, take a look around your model and see if blue lines are pointing outward.

queen briar
#

looks good

#

let's give him a go now

weak rune
#

Ok good

queen briar
#

@weak rune this is me after getting this model to this point

weak rune
#

Is that a meme?lol

queen briar
#

maybe

#

so how do I adjust scale in unity?

#

I've found it

neat viper
#

you should probably scale the avatar in Blender o:

queen briar
#

but I wanna know what it is in meters

queen briar
#

they're meant to fold back against his back

#

but they properly bust

neat viper
#

also the default Unity cube is 1 meter I believe, so 1.79 of those would be the average US height

queen briar
#

alright

#

2 meters

#

okay

weak rune
#

There's also avatar testing world that have a measuring bar. You can try confirm using that too.

queen briar
#

there is?

weak rune
#

It's just called "Avatar Testing"

limber bronze
#

For scaling avatar height i use a plane and set its y position to my desired height in meters, then i scale my avatar until the head just barely clips it

queen briar
#

right now, if what Zuvali said is true

#

Kona (my OC) is around 1.7m tall

weak rune
#

Well yes, unity unit length is 1 meter.

queen briar
#

okay

#

so now all I have to do is get the animations to work

#

they're still broken

#

but I'm just previewing them

#

I haven't like, mapped them to the current model

#

or whatever you're meant to do

weak rune
# queen briar okay

Have you check that if ear bone doesn't get assigned to something else in model rig?

queen briar
#

no they're not

#

they're meant to be floppy

#

like the hair

#

and they react with the anger, sadness e.c.t expressions

weak rune
#

Are they controlled by ear bones or blendshape?

neat viper
#

if so, you're likely missing the Dynamic Bones package in your project

queen briar
#

I've got them here

#

I'm fixing up all the animations right now

#

but once that's done I'll figure out these

harsh fable
#

I finished my avatar, now I just need to add the skeleton, I hope nothing goes wrong when I put it on.

lament path
#

question, maybe the kind community in here can help me: I have a model that needs some editing (removing a nosering). it's literally just ~20 triangles that I need to delete. attempting to import to blender / export it out results in a file that unity no longer can read (literally: import fbx, then export fbx, and it doesn't show up in unity at all). question: is there any simple tool that can edit fbx directly, to delete those 20 triangles, without any of the import/export pain?

harsh fable
#

at least for me it solves.

devout scroll
#

replacing the fbx in your assets generally doesn't break

#

but you can just import it again and use pumkin's avatar tools to copy your settings from the old avatar to the new one you imported and dragged into the scene

thorny ivy
#

Decided to have a go at the nose this time around, trying to making it draconic/monstery vs just having it be a regular human one.

I want it to be slitted by having trouble finding a good structure shape.

uncut moss
devout scroll
#

I'll see what I can do. I'll leave it like this for now and try to find a good particle effect and finalize the scripts

#

I'm planning on making this a prefab so i'll probably just provide a few different color schemes

uncut moss
devout scroll
#

Yep

#

Currently there's 2 different modes, one that just adds up movement and one that reflects your current movement (so falling from heights will push you harder)

#

Might need to make an alternate model for that too

thorny ivy
#

Not a very common combo.

uncut moss
thorny ivy
#

Go ahead and share if you'd like then!

uncut moss
#

I will! let me grab my pencil 😄

harsh dove
#

Yorshka is half human half dragon and her nose looks good

#

I mean its human nose but if you want something diferent let me google to be sure

#

I dont find pic for what i try to say, but we are lucky to have maddusa im sure he can draw better choices

uncut moss
uncut moss
#

I had to stop drawing 😄 I wanted to make one page, but then it went to two.. And it keeps going if i wont stop 😄 I have no idea what kind of nose you are looking for, so there is different aproaches, it goes horror so fast 😄

lament path
#

I'm almost definitely sure the fbx file I'm working with was not created originally by blender. For models coming from booth, what's the most common app they've been originally made in?

limber bronze
#

maya

#

or 3dsmax

harsh dove
thorny ivy
uncut moss
#

@quaint jasper I was making this for my self because I forget hotkeys/basics all the time, but this could help some beginners too!

harsh dove
#

holy moly indeed that helps a lot, i started with blender 2 days ago and i still didnt know how to merge xd

#

english is harder when you doing things that would not understand even with your main language

uncut moss
#

English is not my first language so yeah.. 😄
I had small post it notes where was some basic hotkeys, but I think this looks better 😄

harsh dove
#

idk who you are but i m fan number 1 for sure, thats impressive

onyx crane
#

strawberry pimp

#

i have the angel dust tommy gun too but it's just a tex repaint w very minor mesh editing

quaint jasper
#

Nice HEYMOONA

stark ore
#

Realized i never posted this here. but i did a new avatar recently, highest poly model i have done yet, also the highest quality model. Thought i'd share the topo in a pose

#

Using 2D Viseme setup as in AV3 it's way nicer and more reliable than AV2.

#

The hair was the most fun part of modeling this model. I used 2 Lattices, 2 empties, and many curve modifiers to model the hair flat and to make UV's much more clean

chrome hare
thin shadow
#

Ok, so i came across this hurdle where I cant seem to figure out what's the best practice and best workflow
of how to make this magnifying glass toggle as
blendshape. I know how to do it in unity but i want to
try to make all my object toggles in blenshapes and
combine to only a single material, single skinned mesh.

#

my current flow:

  1. make the magnifying glasses small and hidden in the wrist
  2. set as basis shape key
  3. create new blendshape
  4. resize the object to desired positon and size
  5. save as blenshape
#

the problem is that it's difficult to select and resize the magnifying glasses between both position

quaint jasper
#

You shouldn't use blendshapes but use bones instead, they're much more performant and reliable

thin shadow
#

i did weight paint the object onto the wrist bone. does that count?

dull pier
#

Hey there I'm hoping someone can help me with this predicament.
So I got this model from Booth.pm and I wanted to make the head a little smaller because it was wider than the shoulders. I imported the FBX to Blender, resized the head and the affected parts of the armature, and used CATS to re import to unity.

This is how it looks in Blender before exporting

#

And this is how it looks in unity....

#

As you can see the right ear, sock, and boot are gone. Everything else is fine

quaint jasper
quaint jasper
thin shadow
dull pier
#

No, I simply scaled the mesh in object mode and adjusted the head bone and it's children in edit mode. Also, I didn't make any changes to the materials and the missing parts in unity aren't invisible they're gone entirely. Even the 2 bones for the right ear are gone!

frozen dust
#

did you import it as a new model in unity or replace the existing fbx of the original model?

dull pier
#

I always import the FBX as a new asset

quaint jasper
#

Did you apply your transforms at any point ?

dull pier
#

Nah just scaling and adjusting the mesh/armature. I thought maybe the problem was something weird that I myself did in blender so I tried exporting the original .blend file as an FBX using CATS and got the same problem so I thought it was a problem with export settings

frozen dust
#

did you use fix model in cats? if so, was it actually successful or did it have errors? its pretty common for models on booth because they might use non-standard bone names that cats doesnt recognize.

dull pier
#

Oh I forgot about that I'll see if that works

#

Using CATS to fix the model took the weight painting off the right ear and put it on the left. This is why I usually don't use CATS fix model function

near thunder
#

How do I mass rename bones in a model?

#

I have a model with every bone prefixed with "mixamorig:"

dull pier
#

Oh there's a mirror modifier that hasn't been applied on the model

#

I think I got it now. The original artist used mirror on some parts of the model and those parts are separate meshes. I guess I gotta go through and apply/join those meshes

harsh dove
#

guys i have a question, maybe its easy to do but its my first time, i saw this eye texture on deviantart and i would like to use this on the base model i m testing with

#

how to do that

uncut moss
harsh dove
#

image editor? does blender has a tool for that, or maybe i should download a program for that?

open scarab
#

Just check your face texture, see where eyes are , put the one you want on it (gimp/photoshop/ect)

uncut moss
#

in blender uv editor is where you can put that eye on right place

harsh dove
#

i want to cry

uncut moss
#

this is easy one 😄

#

have you used any image editors before?

harsh dove
#

i have never used any program related to this kind of things, i m just semi truck driver

#

that wanted to study for these things

#

so now i try to learn myself

uncut moss
#

okey! becouse you like trucks I might help you this time! 😄 i will send DM

proper wyvern
#

You could just go into texture paint mode and replace the current face texture.

#

Thats an mmd so its pretty much all the same textures

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Like you dont need gimp or anything to do that and its easy to just replace the texture in Blender

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As long as the texture is the same as the one youre going to put it on 😛

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You go into this thing here, find the texture you want to change and then you

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Click this and replace. Then you find the texture you want to put on the face instead.

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In my case I have two faces because the face is split in two so id need to replace each face separately

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Oh yea and basically usually in mmd models the face has the eye texture in it

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Sometimes not but that is rare

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Then gimp is needed

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or whatever program

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@harsh dove

devout scroll
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It's a online photoshop clone

proper wyvern
#

Pumkiiiiin ❤️ hugs

uncut moss
#

@proper wyvern oh we learned how to use gimp today! ^^ its good to know how to use some image editor when making textures!

proper wyvern
#

Understandable and of course ❤️

limber bronze
#

Gimp normal map plugin is also pretty nice

#

Although unity is also capable of generating a normal map from a copy of your diffuse texture

harsh dove
#

thank you so much @proper wyvern btw i like your name, and dont worry i will have more problems bc i m learning blender unity etc at the same time i m learning english so... yeah

narrow forum
#

another test render of my avatar model rework (weird color noise caused by blender denoising, do not mind it)

echo plume
#

why would reflections be like this?

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the normals are all straight

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the normal map does cause it (it's a uniform one with just a grain kinda thing)

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ignore what i said, im looking at the uv mappings... oof

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i remapped it and

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nice.jpg

iron stirrup
#

let me guess your trying to make a knife

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nice

neat viper
#

my galaxy brain saw a trampoline lmao
vv cool though! o:

echo plume
#

thanks

stoic ridge
#

first image is an ironing board
second image is a trampoline
third image is a blade

echo plume
#

lulz

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at least i got to the blade at some point

frail shadow
#

whats the polygon limit again?

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it use to be really low

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like

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20k

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didnt they update it

tough plover
#

for quest, 20k hard limit

frail shadow
#

thanks!

harsh dove
#

Overwatch 3 confirmed

#

It looks amazing holy shit

near thunder
#

Any way to mass rename bones in a model in unity?

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Or any other method

proper wyvern
#

When its 12 am and you decide to make one more outfit to your collection only to realize its suddenly 4 am : D

ashen stag
#

The more outfits, the better

harsh dove
#

they look very nice, sleep is overrated

lean crag
#

Does anyone know how to make it so in VRC two seperate meshes have the same light value so one isn't darker than the other?

ashen stag
near thunder
#

I'm a beginner is the SDK3 for avatar creation the best place to start?

lean crag
#

It doesn't seem to work sadly @ashen stag

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I put the body as the anchor point for the other mesh and it seems to still be giving me that lighting issue

atomic hamlet
#

Read the rules, you aren't allowed to post NSFW here.

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<@&397642795457970181> The message i replied to above needs to be deleted, nude avatar.

ember prairie
ashen forge
#

How tall is the blue "Fred" template avatar in the sdk

uncut moss
#

Oh wow!

spiral sigil
#

I have started correctly right?

uncut moss
spiral sigil
uncut moss
# spiral sigil Would subdividing it make it less low poly?

Low poly is good! You just have that dense area going on there, so you might want to get rid of some edge loops or add more to get it look more even. In sculpt menu, smooth tool might even that a littlebit, you might need to fix it littlebit with grab tool or something after that!

spiral sigil
carmine crypt
spiral sigil
#

screenshots are diifficult

carmine crypt
#

Trying a new method my friend said I should try not sure how efficient I can be with polygons

carmine crypt
proper wyvern
#

Also yes I am considering to change the color of the dress a bit since some world shaders make it look like im not wearing anything 😂

ashen stag
spiral sigil
#

How would I make this less square

uncut moss
ashen stag
#

Can always do the subsurface modifier if you want to keep box modeling too

spiral sigil
#

My computer locked up it doesn't like bevels hold on

uncut moss
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uncheck dyntopo when using sculpting tools so you dont get anything extra and you can keep your squares ^^

spiral sigil
#

Ight pc lives

uncut moss
#

@spiral sigil

ashen stag
#

Its just an option when sculpting. It stands for dynamic topology. It will increase the poly count of what you are sculpting to give you a cleaner surface to manipulate. Can result in quite high polycounts if you are not careful

uncut moss
#

If its off, you can just use sculp tools to your model pretty safe way, smooth tool can make your life easier when you want to have clean topology ^^

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If its on and you do some really highpoly super detail stuff then you need to retopo your character! if you are going to do that anyways then it doesnt matter, but you can use sculptools for lowpoly stuff too when its off

spiral sigil
#

My blender keeps dying

meager crag
#

hey. I dont really know if my uv unwrapping is going to be good at all. I have this issue where i try to put them to the same image and the parts go all over the uv.

proper wyvern
meager crag
#

like so

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big image so put spoiler

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this is one of my first models too

uncut moss
#

@meager crag you can change the order manually if you want it to be more organised

meager crag
#

yeah?

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just by grabbing and moving right?

uncut moss
#

I have all of my uvs in same picture

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if you dont have textures yet, its much easier

meager crag
#

no i dont yet

uncut moss
#

then its good time to move those

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and you can fit them easily to same picture if you give your UVs some sorting " like this is face and I want to give it more value" = more resolution bigger uv.
but if its just some basic onecoloured thing, it can be really small!

uncut moss
# meager crag no i dont yet

also UV squares is good blender blugin if you want to maximise your texture area ! It works best for simple square/long line like shapes

meager crag
#

is it free?

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ohh it is 😄

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thanks for the advice ^^

harsh dove
#

is there a way to change the default face expression of the model in blender so it doesnt look like he is on drugs? like moving eyebrows or mouth

tawny quarry
#

Why does the atlas I make keep doing this? Is there any way I can fix this?

meager crag
#

is there a way to connect the pieces in the uv mapper? It wanted to seperate perfectly places uvs

quaint jasper
#

Do you have all edges pinned ?

#

Pressing U from front orthographic camera and "Project from view" should give you the best result

devout scroll
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just move them close with vertex snapping turned on/selected while holding ctrl

meager crag
#

when i try to select the other edge both of them get highlighted and move

#

im not exactly sure what edge pinning is

quaint jasper
#

Which selection mode are you in ? top left corner

meager crag
#

edge selection

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vertex select in the image i mean

quaint jasper
#

yeah then they're the same vertex

#

Unwrap again

meager crag
#

ok

#

it works now. thanks!

thorny ivy
#

In addition to the nose redesign, I resculpted the eyebrows, trimmed the cheeks, and adjusted the bridge/brow connecting area.

#

I'll work on the nose some more for sure but think it's already at a pretty good spot right now.

#

Don't wanna make it too monstery/beastial though as the character is intended for virtual entertainment (dancing, streaming, socializing) and rather not spook people away because of that.

near thunder
#

Is there a list of the names for what the bones should be on my model?

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Or does it not matter

uncut moss
uncut moss
gritty zinc
#

the ears

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looks cool

fierce wind
#

I do have a small problem with my mouth shape keys. When my 3D model opens their mouth, one single verticle from the lower teeth is moving up with the upper teeth. I am able to drag the point back to the correct spot.. is there a way to edit the 3 main shape keys for CATS easily? I've tried choosing a shapekey and just dragging it at the correct spot, but it didnt seem to save it.

still wadi
#

shape propagate

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is what u need

fierce wind
barren meadow
#

Feelin' proud. Thought to share.
Obviously very WIP.

#

Never modeled off of a reference before.

elfin saddle
#

Had the need to create a 3D genderfluid symbol, and figured others might like it too. Free to nab and use however you like ~ ❤️

https://gum.co/BeAAA

Gumroad

Blender files for a 3D genderfluid symbol.A flat UV version is provided for easy texturing, and a standard UV layout for more customization.- You may use this however you like, so long as it's not used for hateful purposes.- No credit to the author is required.This is entirely free to download, but if you'd like to pay a little something for it ...

frail hare
#

im currently making a dress and when ever i use the sub modifier, i get this weird line even though they are not the same edge, anyone that know how or what can cause this?

quaint jasper
#

It's probably creating that edge, you'd have to manually adjust it

crystal bison
#

hey y'all! i can't seem to put a loop cut around my hand model, can anyone explain why?

quaint jasper
#

You can do orthographic view and knife through it if you can't

crystal bison
#

how do i do that??

#

sorry i'm very new to all this, i've never even thought about 3D modeling before

#

numbpad 5 i see, does'nt seem to work

obsidian nova
#

@frail hare This looks like inverted normals to me.

quaint jasper
tough plover