Shapelab
Can you use this program to hand-scult VRChat avatars?
Hey you guys, i've been dipping my toes into learning some 3D modelling to learn some character modeling / rigging, eventually hoping to work my way into making VRchat or vtuber-style avatars. After coming across this app, I was super impressed, and was just wondering if this kind of program is a good way of just making the general shape and importing into Blender / unity for some more proper rigging and prepwork.
let me know, and thanks!
< >
Сообщения 15 из 5
Leopoly  [Разработчик] 23 ноя. 2021 г. в 1:19 
Hey there Fiyawerks,

We don’t have a lot of experience with VRChat avatars, but you can use Shapelab for blocking out basic shapes, then export these in OBJ, STL, GLB or FBX to use them in other programs such as Blender. Let us know how it turns out, we would love to hear your experience!:)

Best,
Leopoly Team
For rigging or game model you will need to do a retopology after done the sculpt in ShapeLab.
Автор сообщения: Leopoly
Hey there Fiyawerks,

We don’t have a lot of experience with VRChat avatars, but you can use Shapelab for blocking out basic shapes, then export these in OBJ, STL, GLB or FBX to use them in other programs such as Blender. Let us know how it turns out, we would love to hear your experience!:)

Best,
Leopoly Team

Thanks, Leopoly!! I appreciate the fast response time. after talking to some 3D artist friends, I was able to determine that with a little bit of extra time and effort, it is possible!

Автор сообщения: White
For rigging or game model you will need to do a retopology after done the sculpt in ShapeLab.
I was just talking with a 3D modelling friend about this! Yeah, retopology sounds like the way to go after the main sculpt is finished up. the amount of polygons in the model is just wayy too high, from what I found after downloading and playing around with it last night.
Looks like I will be doing a full dive into 3D design now haha, more or less what I wanted, I suppose.
Im not too sure, but seems like there's a quick way of doing retopology by using a shrink wrap! though from what it seems, i'd probably have to work a bit harder on the areas I'd like to be more detailed.
anyways, thanks for the tip, much appreciated. :)
Автор сообщения: White
For rigging or game model you will need to do a retopology after done the sculpt in ShapeLab.
Okay, I just found out something amazing. Withint the menu, (in select/layer mode, one of the buttons on the right hand) there is a feature called Topology mode, and holy crap, it does everything that most other programs fail at.
you can go in and simplify polygon points, lower file size and do TONS of stuff that I never knew to begin with. this program is just absolutely a beast. thanks you guys so much for working so hard on it!!

Only recommendation I think i could make is that the program needs a tool to work with low-poly models, and delete / adjust one individual point at a time on a model, but other than that, I think I'll be able to make some amazing things, given enough time and research!
A little late on this, but I've actually been messing around to figure out a workflow related to this.

The steps I've been taking is this:
1.Block out the basic shapes in blender then export as an fbx
2.Load the fbx as a new project in Shapelab so that its centered in the workspace
3.Combine all the shapes together using the boolean feature and sculpt out the character as much as you want.
4.Export as whatever file type you want. I stay with fbx.
5.Bring it back into blender and do the retopo, uv unwrap, texturing/baking, rigging, ect.

Thats how I've been using Shapelab in my sculpting workflow for now. Essentially, I've been using this software as a replacement to zbrush. I'd also suggest using addons in blender for retopology like retopoflow or polyquilt. Both make that step much easier and faster.
< >
Сообщения 15 из 5
Показывать на странице: 1530 50

Дата создания: 22 ноя. 2021 г. в 19:20
Сообщений: 5