#3d-modeling

1 messages · Page 129 of 1

calm goblet
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main thing i'd suggest would be lifting the hair up and trying to make it look more like curls than the sharp lines you have

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that'd bring back the foreahead and make the hair look better

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and you're usually better off making the mouth in a relaxed position so you can make the shapes around it more natural as well

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with difficulty

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gomme a bit to think of a good way to do it in that style

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one way would be to use spiralled hair cards, but that'd eat up a shitload of polys

calm goblet
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yeah bringing up the forehead does make it look a lot better

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for the cheeks can you make them a little more red than brown? just a little more on the res side

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and add a bit on the chin as well

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this is what i was thinking for spiral cards, that you could then scatter over a central cone shape

untold schooner
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screw modifier 🤤

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optimized way would be normal map, considering the thickness of the hair it wouldn’t even look that wrong if done right

calm goblet
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or it'd look like a lumpy turd

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main reason i said cards scattered on a cone was cause the cone cuts out a lot of the polys and the cards would give you a good look without spending a week painting the hair

untold schooner
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enough to complete the look but not too many to make it i optimized

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unoptimized

calm goblet
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polygons aren't the real performance issue anyway though

untold schooner
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isn’t it the transparency on the hair cards

calm goblet
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for hair that spiralled you wouldn't need transparency

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you could just go for a really dense strand texture

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having that and ending up at like 120k polys would probably use up less resources than someone's 30k polygon model using 5 materials

untold schooner
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i mean technically it can be millions of polys as long as it’s not skinned

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or animated idk how unity does it

calm goblet
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well, the point is that polygons aren't the killer anymore

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draw calls are the killer these days

untold schooner
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so yeah just wait till you can use this tessellation and make the hair a height map https://youtu.be/DTqcPEhSHB8

❤️ Check out Cohere and sign up for free today: https://cohere.ai/papers

📝 The paper "Tessellation-Free Displacement Mapping for Ray Tracing" is available here:
https://research.adobe.com/publication/tessellation-free-displacement-mapping-for-ray-tracing/
https://perso.telecom-paristech.fr/boubek/papers/TFDM/

📝 Our previous paper with the plan...

▶ Play video
calm goblet
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just like nanite doesn't work on characters

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what it'll mean is the same as nanite already means

mossy harness
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am working on a beowolf model so i can make a beowolf vrchat avatar. I dont even watch rwby, I just think skulldogs are neat

calm goblet
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saving a load of performance on environments, even massively detailed ones, means characters and creatures can be much more complex, mechanics and physics also have more room for complexity

mossy harness
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oof didnt realize real conversation was happening XD sorry

night trout
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oof ouch
didnt realise this happened with my hand

snow spoke
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not even close to done but i envy anyone who makes realistic muscles well. things like abs are super hard to noobies like me lol, but im trying ! any tips or suggestions ill happily take, shown in subdivision for reference,

edit: i just looked back in this thread quite far and wth is up with everyone using sculpt lol does topology not matter to anyone 😛

untold schooner
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or sculpt and retook 🥴

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retop

snow spoke
untold schooner
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all within the same modifier

snow spoke
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so your just looking for like the sweet spot after your sculpt that it still retains your shape but it retops it for you

untold schooner
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not the best example but on mobile

snow spoke
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no thats great, am i gonna have problems with this because my models only 1 mesh

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or will it matter more later with clothes or hair ie seperate meshes

untold schooner
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just separate the part you’re gonna sculpt on

azure rain
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you can always separate out the pieces for modeling convenience and then put them back together at the end

snow spoke
untold schooner
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no

snow spoke
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ok

untold schooner
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because the modifier itself is subdivision+

azure rain
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it's easier to control your modeling if your subdivide isn't burned onto the model

snow spoke
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ok thats what i thought

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yall have been so heplful

sterile mantle
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One message removed from a suspended account.

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One message removed from a suspended account.

snow spoke
# untold schooner because the modifier itself is subdivision+

sorry i guess one more question, so if i use this method ill essentially never have to apply my subdivide like this will replace it but on a per mesh level ( the meshes i sepereate to reres, im just asking wont this make it super hard to reattach the meshes

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i guess 2 questions

untold schooner
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what i do is just duplicate it when i’m done and apply one at low level one at high level

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how do you mean reattach? like join verts?

snow spoke
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yes

quaint jasper
untold schooner
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if you apply the low subdivision one to be the same level as the non sculpted on mesh then no

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assuming they were initially connected

snow spoke
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ah i see

snow spoke
snow spoke
untold schooner
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well technically if you’re just gonna connect them again at the same subdivision there’s no need to separate

snow spoke
untold schooner
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multires doesn’t take a vertex group when you multires it’s the entire mesh. if you intend to subdivide the separated non sculpted on part of the mesh to the same level as the low level sculpt of the other mesh you might as well not separate them and just not sculpt the second half

snow spoke
snow spoke
untold schooner
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multires doesn’t support mirror

snow spoke
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?

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but then how the frik do i get symmetry... confused noises

untold schooner
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you use the sculpt symmetry

craggy lintel
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Ugh

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:|

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I’m beginning to hate 3D modeling community

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people are such assholes

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tbh that’s all communities though

quaint jasper
craggy lintel
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oh def agree

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Furries have bigger egos than Lamborghini owners

desert crown
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Is there a way to make shape keys with eye textures like this? i did a google search and end up with uv mapping, but that doesn't work with shape keys. Is there an alternative?

craggy lintel
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People will always find a way to talk down to you

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always

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^RIGHT*

quaint jasper
desert crown
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yeah its super low, below 5k poly. That suggestion was some other alternative but i want to avoid using multi eye mesh cuz then when doing that, both mesh overlaps.

quaint jasper
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Well they shouldn't overlap perfectly, there should be a super tiny offset to avoid zfighting

desert crown
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well kinda. Does blender have instant texture swap? making it seems like the mesh doesn't leave any where, but rather swap places instantly?

craggy lintel
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They get QUIET too whenever this comes up

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Not you Ruubick haha

quaint jasper
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You either have to have a specific material for the eyes that is animated with an offset, to change the texture, or do that with a shapekey, I'm not aware of any method

desert crown
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hm....

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i might end up with animating offset, but i guess i'll explore the other ones first

craggy lintel
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they probably have dinner alone

devout scroll
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But in that case you can use a decal and animate the offset of the decal

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That way you won't need any extra polygons in front and will ensure no zfighting

desert crown
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well damn that sucks, i want it to be on by default since this model is going to be quest compatible and i want it as a fallback

devout scroll
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I guess if you don't need transparency

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Then you probably won't have any issues using blendshapes

desert crown
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i want to avoid transparency since its gonna be a quest avatar

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if it was just pc focus, i would've done it any other way to be honest

calm goblet
sinful mesa
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hey uh what does this mean and how do i fix it

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neither did anythin

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or at least did what I hoped

tough plover
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alt + N > reset vectors

sinful mesa
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thank you

plain garden
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does anybody know why this would be happening to this model on the other arm and wrist it dosent have this problem

quaint jasper
plain garden
quaint jasper
plain garden
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I also have a model that has two essentially lightsabers attached to his hands i cant find the meshes for them in blender how would I go about getting rid of them I cant seem them in the layout but once i put the character in unity they show up

spiral sigil
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any tips for the hair particles on the legs im new to blender

spiral sigil
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im wondering if this is the right channel for my problem but i need some help im not sure if its a simple fix but can i get someone to take off the image that is on the back of this avatar?

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ill pay -_-

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or direct me to some type of help

quaint jasper
spiral sigil
cinder cradle
prime zenith
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Does anybody have any good solution to the Unity bug, when you material swap Material Slot 2 it material swaps something else ?

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I cannot seem to be able to rearrange material slots manually at all

devout scroll
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Not sure, search there, it comes up once in a while but i'm not sure if there's an easy solution

spiral sigil
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found a way to do it now anyway

untold schooner
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how do you know that that simple image edit didn't simply take hours

devout scroll
proud sundial
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new to modeling and using a quad sphere, it has artifacts in smooth shading. does it look better flat shaded, and if not, how would oi go about fixing the artifacts?

night trout
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ngl
the more i look at my model
the more proud of it i am

cinder cradle
night trout
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just gotta figure out how to get started with my boi's clothing

cinder cradle
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remember when making clothing to already have idea on your mind

night trout
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oh trust me i do
its more just me not knowing how to start clothing lmao

cinder cradle
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accessories leave for last thing to do

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make first main outfit

quaint jasper
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Or you can mark those edges as sharp with Ctrl + E

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Can also be done automatically with "select sharp edges" in edit mode

proud sundial
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ill give that a look thanks. im learnin as i go haha

quaint jasper
midnight valley
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does anyone know how to create good shape keys from xps rigs? the model has a bunch of bone groups but i cant make them look good no matter how hard i try

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this is what im talking about. there is enough bone groups to make any facial animation but i guess im moving them wrong because they all turn out terrible

thin shadow
midnight valley
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All the bones move in a group. I figure since it’s already like that there is a way to create easy shape keys but no. For example when I try to make a blink shape key it extends far too forward

midnight valley
thin shadow
languid fog
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Any tips of how can i make this blood look better?

storm pike
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drip

burnt lake
solar fossil
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ey, that looks great

craggy lintel
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Anyone have good tips on texturing jeans

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I have been using procedurals but not a fan of how they’re looking rn

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I’m thinking there’s a specific UV style I need to do

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Rn my pants are UV’d not in a single piece (ofc)

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so directions on procedural are in diff

quaint jasper
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Either make your islands face the same direction, or use triplanar ?

craggy lintel
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I’m going to try both one at a time

night trout
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decided to add some very basic tongue shapekeys

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and of course i had to use the new shapekeys to make a blep

clear geyser
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I love him

winter palm
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Hello. Any idea on whats going on with the middle line? its not marked sharp and cant smooth it out

snow spoke
potent glade
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So what's a reliable method for consistent scale referencing? Does everyone use default Blender cubes or is there a better method?

azure rain
potent glade
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ok

glacial perch
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Thats actualy really helpful

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Means im now 1.4m tall as i measured in cubes

viral umbra
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Question on UV unwrapping I posted here https://blender.stackexchange.com/questions/254378/unwrap-pack-uv-to-bounded-area-of-texture-space that you guys might have an idea on

The end goal is to have textures which can be symmetrically edited in an image editor in case the user does not own substance painter

calm goblet
calm goblet
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you can definitely do it with rizom, but if someone can't/won't buy a proper texturing program they're unlikely to buy a proper UVing program either

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i'm guessing topological symmetry is one of the many things blender texturing can't handle?

viral umbra
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Thanks, I'll look that up
Yeah blender handles UV symmetry by stacking the mirrored islands. For 90% of use cases that is probably fine, but makes it super annoying for this where you don't want to force end users to make the texture symmetrical

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Ah looks like uv packmaster has exactly what I need

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+1 to Tieguaili

calm goblet
viral umbra
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Substance painter also does that, but since it is paid a lot of people don't have it

calm goblet
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yeah i know a lot of people are either kids, or they're under the impression that paying for hobbies isn't a thing lol

viral umbra
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Wouldn't say that necessarily, if you are just looking to once off retexture an avatar base you like, its a relatively large investment. So making symmetrical UVs so they can use the likes of gimp for basic recolours and decals is the way to go

calm goblet
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true, or getting someone to do it for them

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if it's a basic recolour that doesn't take much time i'm sure plenty of people would do it free in a few mins lol

viral umbra
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Either way, the more accessible assets are, the better imo 🙂 Thanks for the tip on uvpackmaster again, will save me a bunch of time in the future

calm goblet
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for my own assets i'm more interested in maximizing the UV space than make it easy for people to butcher them lol

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people that want to mess with things are gonna find a way to do it anyway lol

quaint jasper
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If you're planning to sell then definitely have to make it easy to edit rather than optimized

calm goblet
quaint jasper
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That probably covers the majority of edits yeah

calm goblet
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it covers the edits that people are gonna try without knowing enough about 3d to work with a more optimized model

prime zenith
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Guys, how do I shade smooth these extruded faces so it looks the same as the rest of the mesh ?

calm goblet
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is it something that came with textures, that you now modified without altering the UVs and fixing the textures?

prime zenith
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There is notexture

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I also tried unwrapping again, no change

calm goblet
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try recalculating normals

prime zenith
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No change

calm goblet
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mark sharps on the edges and use autosmooth?

cinder cradle
prime zenith
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autosmooth you made "Shade Smooth" ?

prime zenith
cinder cradle
prime zenith
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not much change

unborn acorn
prime zenith
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If I apply subdivision modifier it fixes it, but I don't want to double the amount of vertexes

unborn acorn
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Strange, no idea then

prime zenith
unborn acorn
calm goblet
calm goblet
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yup

prime zenith
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Jesus

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There has to be a better way

calm goblet
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well you've been asking about this problem for at least a couple days, you could've already tested the manual cleanup method by now

prime zenith
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I did not spend time on this for days, I just came back to this because I have time

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And I like to learn more time efficient methods when possible

calm goblet
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have you tried a weighted normals modifier?

cinder cradle
prime zenith
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Weighted normals modifier works

calm goblet
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there you go, use weighted normals

prime zenith
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Cheers

calm goblet
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if that hadn't worked though, you'd be down to manual cleanup 😛

prime zenith
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Yeah fair, we did try like 6 things

cinder cradle
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one option would work for sure manual clean up is like last thing

calm goblet
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for me i only try 2 things before manually fixing

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recalculate normals, merge by distance, and weighted normals modifier

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3 things

cinder cradle
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i try 10 things

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can't name all them but i know how to find each

calm goblet
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if i have an obvious normals issue and one of those 3 things doesn't fix it then manually cleaning is gonna be the fastest fix

prime zenith
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I mean I can imagine Whire is like speedruning all those 10 options in like 45 seconds

cinder cradle
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yeah

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ding ding ur winner

calm goblet
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i can't think of 10 things or fixing a normals issue

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only those 3 lol

cinder cradle
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if you like your methods than you are fine i won't force anything on you

calm goblet
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you could tell me what the other 7 things are 😛

cinder cradle
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i have them inside text file i'm not on pc right now

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i have more like muscle memory now

calm goblet
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fair enough

prime zenith
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Yeah bro this is not a competition

calm goblet
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who said anything about competition? i wanna know what 7 things i don't know about

prime zenith
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Chill, your messages sometimes come a bit smug

exotic obsidian
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Work in Progress of a Mini Warden (Minecraft)

tight quartz
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👀

fallen bluff
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as im working on the textures for this model im seeing and thinking of ways i could have like modeled it a bit better here and there, and im like fighting the urge to like go back and redo big chunks of the model, lol

like, for the most part they're parts i haven't textured yet, so its not like i'd lose texturing progress, but it would add time on the project from making new models and organizing the UVs again vrcThinking

blazing belfry
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does anyone do custom avater for people

untold schooner
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yeah im sure some people do it..

ruby thunder
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Someone knows who I can ask for an avatar to do it to me is that I don't know how to make avatars for vr chat

steady zealot
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3d models for a commission I did

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Some cleeeeaaaaan bow flex

quaint jasper
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They look amazing !

steady zealot
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Thanks!

spice pewter
somber garden
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Does someone know if a Blender v 3.0.01 model work in unity 2019.4.31?

spiral sigil
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Doesn't even have to be from blender

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Just has to be one of them model formats Unity is okay with for the most part

somber garden
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thx

calm goblet
fallow fable
spiral sigil
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Oh wow Crit your still going at it I se

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Must have a real collection by now

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An army

kindred plover
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Halp. Halp me. Someone. Anyone. Before I destroy my laptop?

cinder cradle
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just saying help me is not the way here.

kindred plover
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That was just my way of saying "hello I'm having issues, is anyone available to assist me?" but you know, with style.

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I marked all my delicious seems and when I went to unwrap them there is a spot that refuses to seperate. I tried a bunch of stuff, last of which was to completely deleting the section and rebuilding it out of frustration but it still is this

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Oh oop

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One sec

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It's a shoulder seam, the one that circles the arm and seperates it from the torso. I merged vertices, I deleted faces /vertices /edges looking for the problem. I removed the whole seam and re-marked it

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(And it looks all poopy now because I literally deleted the whole chunk and reconnected it then remarked it before giving up and seeking help)

quaint jasper
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You can also Press U to reset the UVMap, save, and restart blender to attempt another unwrap

kindred plover
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I definitely did not save this mess lol. I did look for hidden stuff with all my maximum effort, but I'll try to reset the UV map next, thank you!

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I even tried remarking the seam at a lower place. I am going to take an ice cream break instead of throwing this laptop first, but if I figure it out I'll share the mystery

uncut imp
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Definitly sounds like theirs some weird geo in there that's making that. if you select points and go merge by distance does it merge anything? you might have multiple overlapping points on the same place there.

kindred plover
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I did try, and nothing merged. This is what it looked like originally, a tangled mess

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(Oop. My phone can't send its actual pictures for some reason and I'm not about to make anyone download anything) so I untangled it, right? And find these prime suspects

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But merging didn't do anything, and neither did completely destroying it and reconnecting (the first picture I sent. It actually looks like it made it worse maybe lol)

untold schooner
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looks great

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especially the bow flex 🥴

kindred plover
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What about my shoulder? Does it look great?

untold schooner
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an interesting way of showcasing it but apart from those meaningless tris in the center yeah

sterile creek
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there is no vrchat button

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i imported it but

devout scroll
molten zephyr
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makin a dude

spiral sigil
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that is actually kida epic lookin

molten zephyr
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thanks haha

unborn ingot
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Does anyone know to make a rexonium avatar, like where can I get a free base for rexonium avatar, pls I need help

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I do have blender and unity

calm goblet
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try google

unborn ingot
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I did I couldn't find

tough plover
kindred plover
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Lol I just made those so I could identify what was happening to them in the unwrapping. Which I'm about to put my brain back on figuring out. Pray for my sanity.

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Also that's a super cool looking dude.

craggy lintel
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Rex = most common avatar you see.. LOL

minor acorn
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Very true lol

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Got some questions though, I know it's most likely a no, but is there anything you can use without a pc to make avatars? Like something html or something? I know of a few web 3d modelers, but I know you need unity for making avatars, any suggestions? I have a chromebook but I can't install on it and well..its a chromebook lol

azure rain
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uploading with unity is the only option for the avatars

minor acorn
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Aw man that sucks

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I'd love to get into making them

azure rain
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doing some Googling it appears folks have got blender and Unity running on a Chromebook but that requires doing some playing around with developer settings

spiral sigil
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yea make it do linux

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and then get the linux version of blender

minor acorn
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Yeah, I wouldn't be able to do that with mine sadly

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I feel like maybe I could figure some janky stuff out with using a cloud computer service lol

night trout
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fuck me
my brain legit doesnt know how to do clothing for my model

minor acorn
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Lol I felt that

somber garden
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Does someone know how do you wrap around the face with a mesh? It's a disaster for me 💀

foggy granite
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Then just work from there

somber garden
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How do you do that exactly?

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Is there a shortcut?

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@foggy granite

foggy granite
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Give me a second I take a screenshot for the face snap

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But for shrink wrap it just in the modifier tab

somber garden
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k

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thx

foggy granite
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dont forget to click on the magnet to enable it

somber garden
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Do i have to be in layout mode?

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I'm in modeling mode

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@foggy granite

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sorry for ping

foggy granite
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the ping find you have to be in edit mode for it work thats the mode i was in when i took the screenshot

somber garden
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oh

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not that

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like

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i'm modeling

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you were in layout

foggy granite
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oh it shouldn't matter

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because it's available in both

somber garden
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But i can't see the magnet button

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1 sec

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the magnet button is not there

foggy granite
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odd

somber garden
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0-0

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sooo...

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what do i do now

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what version are u on

foggy granite
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3.0.1

somber garden
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me too .-.

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wait

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it does matter

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look

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in layout

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it does appear

foggy granite
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yeah but im in modeling and it appears

somber garden
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weird

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maybe because we're on different operating systems

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i'm on mac and u on windows

foggy granite
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probably

somber garden
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ohhhh

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how am i so stupid

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i have 2 screens

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well

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sides

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the toolbar can't fit all in one side

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so it cut off

foggy granite
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well that funny

somber garden
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🤦‍♂️

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lol

foggy granite
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well i hope the face snap helps

somber garden
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It's going through the head

uncut imp
# somber garden It's going through the head

You dont need to click the magnet to use face snap, you just hold shift while you move the thing to enable snapping while your holding shift, if you dont want it always enabled.

spiral sigil
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It's control key for me I don't remember shift working too

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I have windows

devout scroll
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It's control yeah, shift makes movements more precise (lower sensitivity basically)

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holding ctrl basically just swaps whatever your snapping is set to. if it's on holding ctrl will keep it off while you keep holding, and if it's off it will be on

spiral sigil
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Oh yes I remember now

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Thank

fallen bluff
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blender is this close to being my villain origin story, why did an object in my scene just seemingly randomly revert an earlier state from before i cleaned up the geometry on it, i managed to get that work back by going back to an earlier save but what the hell???

spiral sigil
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U can always make duplicates of objects ur working on and periodically send them to collections as save points

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Make sure to colorcode

devout scroll
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and also blender autosaves every two minutes to backup

uncut imp
wise mirage
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The arms will not join the mesh for some reason. I am new to blender, so go easy on me. 😅

lunar steeple
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Are you able to create avatars for quest 2? I really want to start creating avatars. I do have a PC if that's required

devout scroll
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Yeah it's the same process as for pc just that the requirements are more strict

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Because the quest is less performant

lunar steeple
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Ah alrighty thx

thin shadow
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There are many ways of creation but only 1 way of uploading it

lunar steeple
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Good to know

spiral sigil
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so many it seems impossible to remember

spiral sigil
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i dont see why youd want to export your project in multiple files seems like a hassle unless there is some select special reason

calm goblet
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i can't think of why to export as multiple files either, FBX lets you keep all the information you'd need including separate objects, mateirals, armatures, all that

fallen bluff
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before

upper canyon
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Noice

fallen bluff
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re doing this room may have added more stress and time on this project, but im so happy with how its looking now

upper canyon
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If it looks good, it was worth it.

compact halo
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hey uh can someone help me optimise my model for quest?

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ive been trying for the past few days and im getting nowhere

#

I still want to keep my clothing toggles though

#

also for some reson my shape keys arent porting over

spiral sigil
upper canyon
#

xD

spiral sigil
#

lmao yea i dont imagine it being any less if they want to keep all their clothing toggles since that adds polygons/triangles

upper canyon
#

My avatar is, but I'm working on an empty fallback version

#

I've excused myself to so many quest users. Most of them don't care when they unhide my avatar (Mainly because most mesh renderers are disabled 90% of the time, and the poly count is 19 947)

#

it's not super optimised, but at least I'm not the one making there quests turn into spaceships

spiral sigil
#

Id reccomend u choose like one clothing or costume and retopo it

upper canyon
#

nah I have other plans, thinking of splitting all my things up

spiral sigil
#

sounds like you decimated which is far quicker to do but also far shittier than Retopo

cinder cradle
compact halo
upper canyon
#

The evolution of my avatar in performance rank:
PC: vrcPerfGood vrcPerfGood vrcPerfMedium vrcPerfPoor
Quest: vrcPerfVeryPoor vrcPerfVeryPoor vrcPerfVeryPoor vrcPerfVeryPoor

#

It's funny because when you think about it, this just shows the contrast between pc and quest

spiral sigil
#

decimating to that will get your medel bending like a broken straw

compact halo
#

Yeah

#

I guess I’m gonna have to redo the clothes

spiral sigil
#

what are the stats of your model now

#

materials triangles meshs everything

compact halo
#

It was somewhere around 12000

spiral sigil
#

not decimated?

#

the original model

#

pc

compact halo
#

The original model after I did some manual decimation

spiral sigil
#

edge loop dissolving? thats fine yea

calm goblet
ashen stag
spice pewter
rain fjord
#

can texture seems be painted out in Zbrush and Mudbox like they can in Substance Painter? i've been looking for tutorials but i can only find one for Substance

gloomy pawn
#

More of a general question but I could use a hand

#

Provided all these textures for a project. Any idea what "OM" is an acronym for?

#

Not sure what it's meant to be

spiral sigil
#

Maybe Occlusion Map

#

My guess

gloomy pawn
#

That's what I was thinking? It doesn't fit anywhere on a bsdf though

#

ah wait i see now. it's not meant to be part of the material it's an external render pass. essentially unused for this scenario

uncut imp
#

but would be for putting into your material into vrc to simulate it n make stuff look nicer 😄

spiral sigil
#

I think the standard unity Shader has a field for Occlusion

#

Or the Autodesk one

uncut imp
#

Indeed it does

gloomy pawn
#

Considering though it's gonna end up on a vrc model, i'll just ignore it

spiral sigil
#

Is it bad to have a bunch of maps on your materials

#

Does that stack up in vram quick

#

Yknow having all those textures

uncut imp
spiral sigil
#

swag

#

Tieguu how have you been

calm goblet
#

at least for zbrush

#

why not just texture in substance though?

spiral sigil
#

where is the video to make your own avatar from scratch

#

mention me when you see this

rain fjord
calm goblet
#

try quixel mixer

#

it's free

rain fjord
#

@calm goblet quixel has that feature too? is it just as good?

calm goblet
#

it's not bad, the painting isn't as fluid as something like 3d coat but it isn't terrible

calm goblet
#

quick and responsive to your pen

#

like 3d coat is just like painting a miniature

#

quixel's brush engine isn't that good

rain fjord
#

k

calm goblet
#

it works though

#

and the materials and generators are solid

#

kinda hilarious that you can afford zbrush/mudbox but not substance though 😛

rain fjord
calm goblet
#

ahh

untold schooner
#

student trial 😈

devout scroll
#

yeah just get a perpetual student license

spiral sigil
#

idk might aswell post this

brisk maple
upper canyon
#

Yep, that's what it does constantly

brisk maple
#

fix model fixed it up though

upper canyon
#

I really need to get it working in blender so I can modify that damned plug on the back for quest

#

i've heard enough dick jokes

brisk maple
#

aight so merging mesh was easy, I've lost the textures but thats probably because they're external and linux is odd

#

hardest part would be weightpainting the eyes again, but that's fairly simple since they're all not attached to the main mesh

upper canyon
#

Alright, seems easy enough for me

#

my issue was just getting it imported and exported, the rest could easily be fixed by asking advice or tutorials

brisk maple
#

just gotta set that in export settings and the bones/model will be orientated right

#

and oh boy opening unity editor drunk was a bad idea, cleaning this mess up is gonna be fun

rain fjord
devout scroll
rain fjord
devout scroll
#

I'd still put in correct details, it's the student id picture that doesn't matter much

frosty sedge
#

Yo i search someone ! I have a 3D modèle but i want to have im on my quest 2 but i dont know how to make this avatar for quest 2 and i can't post im... Someone can help me?

rain fjord
devout scroll
#

I doubt it's checked anyway

#

You'll get a license the second you click ok

snow spoke
#

if I want a model that uses the emote menu to change clothes, do I make the clothes in blender, separate them ( like make a shirt for my avi, separate it to its own blend file ) and upload them as thier own file to unity

spiral sigil
#

when you export your blender project (fbx) into unity all the meshs are seperate gameobjects so why bother the trouble

cinder cradle
#

they would also need to be rigged

#

having all in one blender project is better

untold schooner
#

its automated

#

and now that they’re owned by adobe it’s morally correct to do this

devout scroll
#

true

dry rose
#

Help?

snow spoke
snow spoke
cinder cradle
#

where you hide one and show another

snow spoke
cinder cradle
#

no unity

snow spoke
#

But thats what I'm asking how do I get them all in there, where should they be placed with my model if they are in the same file? All right on the skin and you toggle them individually in unity ?

#

Like should the shirts be " stacked" in blender

spiral sigil
#

They would be stacked yes but that's why you only have one active at a time

cinder cradle
#

yeah

snow spoke
#

Okay thanks yall so much

spiral sigil
#

The toggle would work that out

cinder cradle
#

you will have default animation

#

that shows one shirt

#

played on beggining of avatar

#

in every instance

#

i'm bad at explaining sdk3 sorry hehe

snow spoke
snow spoke
spiral sigil
#

One number for each shirt

#

Or u could do a Bool var for each shirt

cinder cradle
#

making a hue shift is good idea too

#

you have many options

pearl goblet
#

so ive been trying to flatten this hoodie but it seems everything i do makes it end up distorted, is there a better way to do this that idk abt?

#

and i mean completely flatten so its up against the body

cinder cradle
#

try sculpting it

pearl goblet
#

i have

cinder cradle
#

there is no really better way

#

you could try moving edges etc but that will take more time

jovial turret
#

shrinkwrap modifier. assign vertices that you want to move to a vertex group and use that vertex group in the modifier so it only moves those

pearl goblet
#

you got a video i can watch ?

jovial turret
#

I do not sadly.

pearl goblet
#

damn

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hmmm

#

maybe if your able to you could show what you mean and send it

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like step by step or smth

cinder cradle
# pearl goblet like step by step or smth

dk if that will be better for you but it's good tutorial on it https://www.youtube.com/watch?v=QDM3UiNm7GM&t=524s&ab_channel=GENVFX

I love Blender...

Yes, I know, broken record, but I do. And some of the things that have been part of it for ages have most recently been adopted by major production software. Shrinkwrap in Maya is relatively new, but where did it get the idea from? I wonder...

Anyway, here is a short tutorial about using Shrinkwrap in Blender 2.93 to create...

▶ Play video
pearl goblet
#

alright thanks

dusky trout
#

Are there services out there that can make custom avatars for you?

#

(I don't have the time or patience to learn but if there are people out there that can do it even if it's at a price, I'd be interested in that)

willow timber
#

fiver i guess could be your solution but i personally make my own avatars but with fiver you would just pay a person

spiral sigil
crisp barn
#

@neat viper nah i switched to edit mode

neat viper
#

ah, you're in the object panel (edit for the future - I smoothbrained, there isn't a bone rotation menu in edit mode, skip down to the non-strikethrough text)

#

Switch to the bone panel lower down, it'll have a green bone icon

crisp barn
#

@neat viper what should i change there now?

neat viper
#

that's..odd

#

there should be rotation options there lol
welp alternatively, grab the hip bone and hold ctrl to snap turn, then rotate it 180 degrees to be facing up. If it's connected, you'll have to disconnect it first in the Relations tab, in the bone menu

crisp barn
#

uh

neat viper
#

Select the bone above it and go to the Bone tab, go down to Relations, and click the X next to the hip's name:

#

Grab the hip bone and flip it as noted above, then select the bone above it, and set it's parent back to the hip

#

You can search at the top of that list, or scroll through it to find the hip bone c:

crisp barn
#

there is no bone above it

#

and there is no x

neat viper
#

I mean the bone physically above it, i.e in the spine

crisp barn
#

oh ok

#

ok i did

#

how do i grab stuff?

neat viper
#

Click the bone, and switch to the rotation tool at the top-left

#

alternatively, press r

crisp barn
#

i think i got it now

neat viper
#

cool! Make sure to set the spine's parent to be the hip again
When you're ready to export the avatar, go back to Object mode, select both your avatar's mesh(es) and it's armature, go to File > Export and click FBX
Limit it to the selected objects as well, otherwise you'll have the light and camera in the export too

crisp barn
#

@neat viperthere are now way more bones

#

like i have 70 on old version and 106 on new

#

but it actually worked

neat viper
#

not sure what'd cause that, make sure your old armature isn't still in the project maybe?
glad to hear it worked though! o:

crisp barn
#

oh nvm

#

its objects

snow spoke
#

some how disconnected all my meshes from my armature, i heard there was a way to easily fix this, some apply to empty groups thing i just cant figure it out though, everything is still named properly

sour sorrel
#

anyone know any good plugins for avatar optimization in blender

neat viper
#

CATS mainly, though I'd recommend looking into edge loop dissolving, and atlassing. CATS can do automatic atlassing, but manual atlassing gives you a lot more control over the process, and can produce better-looking results. Edge loop dissolving is a way to reduce polygon counts, and I'd highly recommend it over decimating. Decimation destroys your topology, and it's shotgun-blasted to the entire avatar - edge loop dissolving gives you a lot more control, doesn't destroy your topology, and if you do it well you might not notice that polygons have been removed

snow spoke
#

i wanna punch topology in the face. that is all

gusty shard
#

ty for vids on atlasing, I'll have to see if I can do that in maya or if I gotta pick up blender just for that cx

spiral sigil
#

cuz its just basically putting a bunch of textures on big image and then adjusting the UVs to the new image

#

so the UVs line up wit the textures they used to be alligned with, but now on that one single atlas

cinder cradle
#

yeah cats can do that for you but it doesn't consider if you want one texture to have more details or not.

#

so manually doing it is better way

calm goblet
#

cats just decimates your model to reduce polycount, which gives you shit results, you have no control over how it re-does your textures and UVs so your texel density is all fucked, there's no good reason to not either learn how to do the stuff yourself or find someone to do it for you

young vault
#

When you do material combine in cats and suddenly your white eye texture is 10x bigger than before

calm goblet
young vault
calm goblet
#

although i do think it's unwise for people to try always putting everything on a single UV map

#

absolutely nothing wrong with using up to 3 if you have enough detail in your model to warrant it

#

"if you have enough detail to warrant it" being very important lol

#

actrually, i guess that's kinda balancing draw calls against vram usage

#

what's more of a performance hit, 3 draw calls for 1k textures or a single draw call on a 4k texture?

tough plover
#

one 4k texture would use a little more VRAM, but less drawcalls

#

good question

calm goblet
#

exactly, what's actually more of a performance hit, the 2 extra draw calls or the extra vram used?

tough plover
#

i would say it depends

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in a non crowded instance? draw calls would be worse

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in a more crowded instance? probably VRAM

young vault
#

If you got a multiple of 2 in drawcall I feel like dividing it is always good.

#

But, otherwise, it's circumstantial

spiral sigil
#

Does it matter if the draw calls are a multiple of 2

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Besides ocd

azure rain
#

no not really. that's texture resolution that's better to be powers of 2

spiral sigil
#

Oh ok I see

young vault
#

What I mean is

#

If I have 2 1024x1024 textures that contribute 2 drawcalls

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Why do I not make them 1 2048x1024 texture that contribute 1 drawcall?

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If it's power of two in drawcalls, might as well make it not

#

If you can make the texture a pot and decrease drawcalls, do it.

#

3 drawcalls can be two with two pot textures.

#

Without losing visual clairty

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clarity

azure rain
#

2048x1024 is a acceptable a powers of 2 texture

brave storm
#

dont tell me that you need neck, arms n shit n blender

#

in blender**

#

im trying to make a character that is like the default one

#

no arms, no legs and feet, no neck

pastel condor
#

You may need those in your armature, but you dont have to have anything weighted to them.

regal hemlock
#

Hi I would like to know if anyone with rigging knowledge could look at my test rig and give me any tips and generally tell me how stupid I am. I will send the file. I am using blender

spiral sigil
#

Why am I dumb I don't understand blender

#

Apply All Transforms for the meshs you are trying to merge

#

Individually apply transforms per mesh

#

control+A

#

That's my guess

#

It might be something else

#

Oh wait are you doing a CATS feature

#

The problem is actually a piece of clothing with bones and it won't merge with the avatar.

#

OHH

#

Ok wait one second

#

I got to do this more... like it's not hard but these little errors drive me nuts

#

Yea they are funky

#

Almost got the video

#

I have to compress it under 8MB because no nitro

#

Hold Shift and drag on multiple boxes if you want to input the same value into multiple fields

#

you could also press n while your cursor is somewhere in the viewport to popout the Properties menu

#

im applying 0 location, 0 rotation, and 1 scale to the Parent armature and then joining the Child to Parent

#

make sure you select the Child first, and then the Parent so the Child ---Merges onto---> Parent; not Parent---Merges Onto----> Child

#

Thanks I am pretty new with blender it's so much more simple when someone just tells you how 😅

#

👍 👍

quiet moss
#

so i got a vroid model made but i don't feel like relearning blender or unity and i was wondering if someone could do it for me?

spiral sigil
#

Go relearn it and be proud of your work

#

Both of those programs are much better and easier to use than they used to be years ago so you will be fineeee

quiet moss
#

it updated and everything scattered

#

idk. i guess i'll at least try

spiral sigil
#

Thats the spirit!!

#

go my boi

tranquil fable
#

anyone know where i can get a 4x4 ute 3d models free plz

#

dm me

snow spoke
cinder cradle
#

tbh those who make models without sculpting won't use it but i use zbrush so it's gonna be must have for me

#

so yeah hope it will be fun

calm goblet
snow spoke
#

i hardly use sculpting, ever

#

hard topo all the way

cinder cradle
calm goblet
snow spoke
#

but this will change how i think ab my work

#

because the way my work flow is right now, i still use refrence pictures and this will allow me to use reference models

cinder cradle
#

using reference and doing topology of model is best way

snow spoke
#

i agree

cinder cradle
#

but yeah topogun i will use it when i feel like sculpting

#

wow 100$ is good price

#

for license

snow spoke
#

meh i kinda like the trials of learning ab getting the perfect topo

#

its actually challenging lol

spiral sigil
#

Use brain

cinder cradle
#

there is always room for improvment

spiral sigil
#

Always room for bigger brain

snow spoke
#

what EXACTLY does the topogun do?

#

maybe i could use it

cinder cradle
#

i watch now videos about it and it looks pretty promising

snow spoke
#

im tryna figure it out but ?

#

seems like a way to route diminishes

#

?

cinder cradle
#

well you can always read about it probably on their site.

calm goblet
#

i'll link you to some vids

#

this is pretty old but shows most of it

gusty shard
#

I do sculpt in zbrush then make the lowpoly in maya by using live surface and quad draw

calm goblet
#

quad draw doesn't look too bad from what i've seen, not as well rounded as topogun tohugh

#

but then topogun is a program made specifically for that one job, makes sense that it has more tools for retopo than a generalist program

wanton helm
#

I want to Improve my UVs so i can Properly Texture it, can someone give me some advice on doing it, FYI this avatar is supposed to hit Quest Med performance so no Cheats of more Material Slots or extra skinned meshes.

neat viper
#

like 90% of your UV space is wasted lol, if that hair is just one solid color, you could shrink it down to just a couple pixels at the bottom of the atlas

neat viper
#

a lot of your avatar's texture consists of solid colors, which could be made tiny in the texture - that'd also leave you with a lot of space in the UV dedicated for actual textures

wanton helm
#

I want to change the texture to be actual details instead of solid colors, and the hair normal is always blurry if the uv is small

calm goblet
#

you could square up those hair islands and either stack some or just pack them close together, and like zuvali said you're literally just not even using most of your texture space there

#

huge wasted areas

#

all this is stuff you could be using to increase the effective resolution of your texture

tough plover
#

UV > Average island scale is a very useful tool

sterile mantle
#

One message removed from a suspended account.

#

One message removed from a suspended account.

quaint jasper
#

A place where you host all your models, like sketchfab/artstation

sterile mantle
#

One message removed from a suspended account.

#

One message removed from a suspended account.

cinder cradle
sterile mantle
#

One message removed from a suspended account.

cinder cradle
#

do you have render with lights on ?

#

or you haven't made them

sterile mantle
cinder cradle
#

ok anyways cool

sterile mantle
sterile mantle
quaint jasper
#

Any official response you'd want from vrchat should be coming from the support thumbsup

cinder cradle
#

trakso want to ask you about hosting models

#

i think

neat viper
sterile mantle
cinder cradle
sterile mantle
#

One message removed from a suspended account.

cinder cradle
#

in vrchat it isn't possible, you can make world where you link your booth or gumroad page

#

to them

#

that is what most people do

sterile mantle
cinder cradle
#

it is allowed

sterile mantle
#

One message removed from a suspended account.

cinder cradle
#

make gumroad or booth page with them

untold schooner
#

buy real cars through a vrchat map finally

sterile mantle
cinder cradle
sterile mantle
#

One message removed from a suspended account.

cinder cradle
#

like i said make your store on one of these websites and u good to go

sterile mantle
#

One message removed from a suspended account.

sterile mantle
uncut imp
#

I understand why but it'd be nice if i could make my discord link clickable in my world

sterile mantle
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

uncut imp
#

imo the whole scanning qr codes in vr is weird. How am i supposed to do that? take a photo of it and scan the screenshot later I guess?

untold schooner
#

you could setup a showcase world and have your discord just about everywhere

sterile mantle
sterile mantle
uncut imp
#

But i guess i can look at the thing and scan my screen now (since i moved where my pc setup is)

sterile mantle
#

One message removed from a suspended account.

night trout
#

man
looking back on my model
i feel like i should have done more to improve it
cause the head (when no subdiv modifier is on), specifically the back
still looks too low poly

devout scroll
#

add more loops and smooth it out where it's noticeable

compact halo
#

hey how can I get both my eyes

#

I just did object mirror mirror X global

#

and then changed the shape group names to the associated bone

#

also all the vertex faces are right

supple glen
#

So I'm using blender 8.80+, and (since I haven't used it in such a long time) I forgot how to display textures/import them properly. I asked my friend, and he also forgot.

cinder cradle
#

alt+h to unhide

supple glen
#

crap sorry

cinder cradle
#

hold z and material preview

supple glen
heady stirrup
#

how would i go about making a cd case in blender

#

i would like it to be open with the cd poking out a bit

#

then putting in the scans for the slipknot self title cd for textures

heady stirrup
#

also i would like it to play the songs from the album from the expressions menu if possible

devout scroll
#

it's possible but you'll need to learn a bunch of different things for that

heady stirrup
#

i already have the model now but the textures are a bitch

#

its hard to tell but the album cover is there

#

just broken as hell

#

jesus christ its purple now

#

Yes i need to yell bot

#

why is it purple this isnt source

#

got the front cover to work finally

#

back still broken tho

cinder cradle
#

check uv's.

heady stirrup
#

where do i find that

#

im about to give up on the back all together because im impressed i made it this far

cinder cradle
#

open new area in blender and from 3d viewpoint go to uv editor.

heady stirrup
#

why wont vr descripter show up in unity? ive installed sdk

cinder cradle
#

you have right unity version?

heady stirrup
#

yes

#

2018

cinder cradle
#

new sdk works with 2019.4.31f1

heady stirrup
#

oh ok

#

ill install and pray it works

misty valley
#

@neat viper how do i see if any bone needs the 180° rotation?

#

i dont know anything about blender, i dont know how to get those weird lines displayed

cinder cradle
misty valley
#

how do i find out if i need to rotate a bone, which side is supposed to be up? i'm completely new to armature setups

#

apparently some avatards need to be fixed bc they have rigging hacks or something

cinder cradle
#

the rig you screenshooted is like that by default?

misty valley
#

it's a modified version of the base with 5 fingers, but i didnt really have any issues with any of the 3 lockmodes

#

but i read you need to adjust those as Octofloofy also had to edit his hobkin

cinder cradle
#

ahh i see the hips

misty valley
#

this here is a Rantichi which had a broken spine when head lock was enabled

cinder cradle
#

you need to rotate hips by 180

misty valley
#

on this one? aight

#

oh both i see

cinder cradle
#

so it looks like this

#

just in edit mode click on hips and r and click y and hold ctr when moving bone

#

if you gonna miss it you can always fix it in window that will pop up

misty valley
#

oh didnt know you could actually select singular bones, thx

cinder cradle
misty valley
#

still cant find the angle window

cinder cradle
#

it should pop right after you rotated it by hand

misty valley
#

for me the affected field in the item popup was "roll"

cinder cradle
#

what blender ver you use?

misty valley
#

still 2.9

#

what am i supposed to do now, just drag it down?

cinder cradle
#

weird that you bone moved up when rotated

#

it should have stayed in it's place

#

you can lower it by clicking g + z

misty valley
#

i swapped the z offset and base position, would that work?

misty valley
#

the upper ball stayed in position and became the lower one

tough plover
#

@misty valley hip bone is way too low

#

never have it below the legs

misty valley
#

:c

cinder cradle
#

yeah it's too low now

tough plover
#

grab the ball at the bottom of the hip bone and move it up

cinder cradle
#

the lower ball needs to be higher than upper ball of upper leg

#

so it won't break

misty valley
#

is it supposed to overlap the spine tho

tough plover
#

not really

#

you should set all bones in the spine to Connected

#

so that it forms one continuous chain

cinder cradle
#

yeah i disconnected spine and hips bcs i was testing something

misty valley
#

so this is borderline ok?

#

cant put it higher without resizing it

tough plover
#

resizing it is perfectly fine

cinder cradle
#

you can slighty put lower ball higher

#

of hips

tough plover
#

also, spine seems crooked now

#

select all bones from hips to neck, and do S > X > 0 > enter

misty valley
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🤨

cinder cradle
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ah i see what sacred see

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spine isn't aligned with hips

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with full 180 angle

misty valley
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it did straighten the hip bone or sth

cinder cradle
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yeah ur good now

misty valley
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👍

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thx for the support @cinder cradle i had like zero experience with blender bones

misty valley
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now i have a bit

cinder cradle
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this change will improve your avatar

misty valley
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yeah i bet, i never messed with armature stuff before other than renaming or re-parenting a group. i wouldnt want to mess too much with this tho as most models i got seem to work well. is there anything else related to the new ik i must keep in mind regarding the avatar skeletons?

cinder cradle
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tried testing armatures with added upperchest and it's still kinda useless.

bold urchin
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My nose (and lip) shading is being odd here, I haven't been able to diagnose it

plush bone
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most likely misplaced UVs

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could also be flipped normals

cinder cradle
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or unsmoothed vertices

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that would need to be checked more in blender.

bold urchin
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Face orientation is consistent, nose UV's are with nose UV's.
Unsmoothed vertices hm

cinder cradle
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can you try doing f3 and finding merge by distance ?

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if that won't fix it check uv

bold urchin
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0 merged.
Nose UV's are with nose

cinder cradle
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well dk

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the nose looks bad in unity or in blender too?

bold urchin
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I know right, I've been stumped too.
Blender is fine, Unity is fucked.
Even removing any source of shading on material.

cinder cradle
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hmm yeah weird.

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did you checked if you have vertex colors?

tough plover
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could be split normals

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select the area and do alt + N > reset vectors

bold urchin
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Good point to check vertex colors.
Wish Blender didn't keep fighting me.
I feel as if I've reset vectors a lot now but I'll try it again

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My nose is better.
A little crusty though

cinder cradle
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well looks better

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so reseting vectors helped?

bold urchin
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Though now I'm getting this warning again that I tried to fix originally. a x12

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It was split normals, apparently I wasn't exporting with split normals because it was giving me some trouble.
I'd like to clear those split normals but then things fight me more trying to make it look good again

cinder cradle
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do you use different meshes for your model?

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or it's one mesh

bold urchin
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It's one mesh but kitbashed together pretty hard

cinder cradle
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hmm weird that unity now have problem with blinking, other blendshapes work?

spiral sigil
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if blendshape keys dont work in unity, I remake the key as a mix and then use that new one i made adn it usually works

cinder cradle
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yeah same

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but sometimes i'm able to fix it.

bold urchin
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It's complaining about all my shapekeys lol

cinder cradle
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oofers

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maybe you are able to fix it manually with little bit of messing with vertices

bold urchin
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Messing with vertices?

languid fog
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I hate the texture part ,_,

spiral sigil
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its the real struggle brother

languid fog
quaint jasper
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wdym by "everything" ?

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Unpack the prefab and rename it

vocal anvil
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have to do textures now

devout scroll
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Unity doesn't really have a notion of bones

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You're just renaming game objects

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The mesh object that goes into the skinned mesh renderer just knows which objects affect what verticies

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So weights are just assigned to objects

steady zealot
#

Latest Commish

quaint jasper
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You can edit the .anim in a text editing app like notepad++

quaint jasper
steady zealot
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Thank you!

plush bone
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what's the poly count?

steady zealot
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Highpoly mesh was like 1.8mil

thin shadow
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text editor

thin shadow
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it's possible to edit it with text editor, but why not use the duplicate and temporary controller routine

solar fossil
spiral sigil
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thats sick

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i got to model the telescope i got

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with working mirrors (tm)

visual vigil
devout scroll
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cute tiddy tupper

plush bone
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...

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calm thyself

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did you build your armature in unity?

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cool work with me here buddy

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where did you rename the armature?

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ok so you renamed it in unity

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so can you just reimport the armature from blender then?

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how's that

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calm downn

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you can fix this

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if you say so ¯_(ツ)_/¯

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I'll bet you can fix it though

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calm the fuck down

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no

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you don't get to blame the people here

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we are trying to help you

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you can make backups

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and we can help you fix it

plain garden
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how much should i weight paint this shoulder bone

plush bone
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then leave

plush bone
plain garden
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How do I do that im still new to blender and this is the first model Ive had to do this much weight painting for as i put clothes from one model on another

plush bone
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how do y'all do finger topology so that they bend nicely?

#

I've seen things like the below gif, but I've had mixed results applying it

spiral sigil
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There is some weird ass frickin oval ring of topo around some knuckes that some models have

plush bone
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got any pictures?

spiral sigil
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Not that I have no but I have looked at human models from uhhh whats it calledd

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Daz3dStudio

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I was told the topo on their models is pretty good to model off of

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I'm very certain those models do the thing I was saying

plush bone
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are those game ready models?

spiral sigil
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Id say so yea

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Look up Abt it

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There are free models

plush bone
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gotcha thanks

azure rain
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They might not necessarily be game-ready as Daz Studio primary use case is offline image and video rendering

spiral sigil
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True I'm not sure what extent they are rigged

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OH wait one thing uh their material count is insane usually but it's definitely because of the whole super easy customization thing

azure rain
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oh they're definitely rigged I just note they might be a bit too high poly

spiral sigil
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That too

visual vigil
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anyone familiar with this FBX export issue

quaint jasper
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Exporting with modifiers ?

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Did your shapekeys work before export ?

visual vigil
visual vigil
quaint jasper
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Same issue if exported as an obj ?

visual vigil
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will try

languid fog
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That happen to me one time, i applied all transformers and some way fixed it

solar fossil
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Now I'm wondering, been modelling a bunch of props for worlds, if I were to make them into a pack would anyone be interested in it ablobthinkingeyes

spiral sigil
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just like random stuff u made for a bunch of projects

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if its all to a collective theme then its alot better

solar fossil
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It's a bit random, still for a single world tho

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On mobile, so only got this pic, the ultimate prop stacking

spiral sigil
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what the fuck

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pls give me the applicTion of attaching rope to random objects

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are you making a getting over it with bennet foddy game