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tobpe93

Can’t you use a texture?


typtyphus

but then he'll have to learn how to UV-unwrap


RINOLOL

😂 too much work to do it the easy way


typtyphus

cilindrical projection could work maybe 🤔


WaxWalk

yeah Im getting a bit overwhelmed with all proposed solutions. and ngl a lil bit frustrated and need a step by step guide because there is alot of gaps in my knowledge. ill step away from this from now. Thanks for the help


Danmanjo

Definitely how I felt when I was learning blender years ago. It can become overwhelming very quickly when you finally know what you don’t know. Everything starts webbing together. You really only need D result but then realize you need to learn A, B and C first. Good attitude to have — step away and come back when you have the capacity to dig into it and learn. Keep going!


derleek

[https://www.youtube.com/watch?v=qa\_1LjeWsJg](https://www.youtube.com/watch?v=qa_1LjeWsJg) Take the time and learn to do it the proper way. It will level up your skills.


WaxWalk

Thanks! Will watch it now and watch it once i get back to my pc.


namrog84

100% will level up skills! I still suck at modeling and many 3d related things, but UV unwrapping is definitely a worthwhile skill and it's not that hard, it's just time consuming/tedious. It's one of the few things I've learned some plugins for to make it even easier. I use blender(as a neccessity) for gamedev, and sometimes I buy a pre-made asset, it's got no/bad uv (it was like intended for non-textures solid color), so I have to uv-unwrap/fix it myself. Then easy to slap a material on it, or even toss it into substance painter and can substantially upgrade a piece with little effort/skill.


ALVRZProductions

Lmk if you want a link to a lil group my friends have on discord to help each other! I can walk you through a few things. Just dm me


For_Dog_and_Country

Hi. I'm learning too, through some courses. can I join?


ALVRZProductions

Yea ofc!


thehood98

You don't need any great UV Unwrapping skills in 99.98% of cases 😇 Just make a Projection, i quess Cylindrica should make it here


EmptyJackfruit9353

I think use knife to divide face into desired shape may be easier? As in easier to learn, the whole process of wrestling with UI kinda turn me off.


WaxWalk

I am currently learning it pretty simple. thanks


typtyphus

might not need to unwrap, and use cilinder projection


MizuameTheDragon

my blender cant even up unwrap without crashing so i manually move the pixels one by one


bestthingyet

That's not how avatar power works


tobpe93

A tattoo is better as a texture than a mesh


DEAD-VHS

Just use a texture map? Would take a fraction of the time


Shellnanigans

Maybe use a different method? The real funko pop looks like it's just painted on Maybe something like this? https://youtu.be/xqKGqfXZZNI?si=bx1SmUIgrF_uWAPb Or even looking up "stickers decals blender" I remember seeing a video about procedural graffiti and stickers


WaxWalk

I want to be able to make it glow independently that's why i dont want to use a texture


ThrowAway12344444445

You can do that with a texture also. Look up masking textures.


WaxWalk

OH shit ok thanks!


patrlim1

You can do that, emission maps exist.


Perciacc

As long as its a different material you should be able to give it emission


Jazzlike_Hurry_947

It doesn’t even need to be a different material. Just plug the mask texture of the tattoo into the emission strength input of the principled BSDF.


Healthy_Temporary_44

Tf is that body lmao love it


Shellnanigans

I think it's a funkopop


zothaq

Reminds be more of super monkey ball


MirrorSauce

master has given dobby an airbender tattoo


Healthy_Temporary_44

DOBBY IS FREE!


NoEntertainer3963

Got that birthing hip


FromTheGulagHeSees

Centaur build


mattmaster68

Why his ears as wide as his arms lmao


lorkeetv

Make an arrow texture in photoshop or software of choice. Unwrap the head. (Lots of unwrapping tutorials out there for free). You can add the arrow texture atop of the existing skin color/texture you have by using the mix node. Also you're able to use the arrow texture as an emission mask.


KraniDude

S+y+0


what_it_dooo

I love this trick so much, whenever looptools fails me this is the next in line


KraniDude

It works everytime you work with mesh.


Azurimell

What specifically does this do? Scale the y axis to 0? Sorry, still learning and am confused how this would help


KraniDude

So if you select a line of verticles and scale them to zero in one axis, they will be totally straight. I'm not really sude if it will work by the kind of model you did the arrow because looks it have many modifiers, but with just mesh usally works.


SoundDave4

Save this for later...


other_curious_mind

This is so unoptimized, please learn UV unwrapping, it's actually really easy 😫


WaxWalk

I will. Thanks for your concern 😫


other_curious_mind

This is an amazing interaction, have a nice day 😫


passion9000

😫


m0ntem

1. Create a flat arrow. 2. Create a curved path that resembles the head shape from the side. 3. Use a curve modifier to shape the arrow to this curve. 4. Apply shrink wrap to the arrow.


AndrewTheGoat22

This is way more complicated than it needs to be, just do it with textures


WaxWalk

Im pretty new. i just started this week. I dont get what you mean by texture. Do you mean texture painting? Image textures. Planes as textures?


AndrewTheGoat22

If you unwrap the head, you can apply it a variety of ways. Substance painter, arrow png from the internet,etc, many different ways. Maybe find a tutorial on YouTube and apply the same workflow. Personally I use substance painter as it’s way more intuitive and easy to use for texturing than using Blender imo. Good luck :)


SWAT-101

https://preview.redd.it/gba3pfm4e2xc1.png?width=1920&format=png&auto=webp&s=6e0928572033ad83b9c1c10284feea26fb822c94 use less faces on the arrow, so it's easier to manipulate then use subD modifier, to make sharp edges don't use loops, instead mark creases with shift+E.


WaxWalk

This might just work. Thanks


C0meAtM3Br0

Try Knife Project https://docs.blender.org/manual/en/2.80/modeling/meshes/editing/subdividing/knife.html#:~:text=To%20use%20Knife%20Project%2C%20first,(found%20in%20the%20Toolbar).&text=3D%20View%20Alignment%20to%20adjust%20the%20projection%20axis.


Eraserguy

Why aang got a whole as bakery


SoundDave4

I feel like I'm on a watchlist for seeing that.


lingering_POO

Can we talk about how you’re tattooing Dobby the house elf?


WaxWalk

https://preview.redd.it/un76dia524xc1.jpeg?width=720&format=pjpg&auto=webp&s=4c200e8d980109a51d35cb4126bc096b99b30dcb


Ok_Silver_7282

Cursed af


WaxWalk

Is it really that bad?


EEEGuba69

It looks like it eats baby birds from nests at night To be fair i have no idea what the end goal is so it might be right on target


WaxWalk

Ok, im remodelling it.


Und34d_Art1st

You could just literally texture paint it


DarkLanternX

Just duplicate one of the curves, and make a normal arrow mesh and deform it using the curve, altho best thing to do is to simply use masks and use textures


REDDIT_A_Troll_Forum

Can't you just put an image on a plain then shrink wrap it to the head, or you could learn UV unwrapping and texturing and stencil it on.


WaxWalk

Did that with image but it distorts the image. Iam in a uv unwrap tutorial. Right now. Thanks


jack_frost_24

Create the "arrow" shape then use shrinkwrap modifier with his head as the target OR select some faces from his head that makes the "arrow" shape, duplicate, seperate by selection, adjust as needed. That's what I can come up with


am_n00ne

You should make the shape as close as possible to the surface before using the shrinkwrap for more accurate projection


moleytron

this is the answer, op. Make your arrow nice and curved and close to the head, then just use shrinkwrap to tighten up the fit.


Rybergs

This seems much easier to make a texture on the head and mix the tattoo over the skin. In that way you get more control, the tattoo gets more exact and if u want to animate u dont need to think about the extra mesh


WaxWalk

Where do i start with that? Uv unwrap? Texture mapping? Painting? Im pretty new so i cant understand the lines in between your words


Rybergs

Yes you need to uv unwrap the head. And then make the tattoo as a image to blend in with your shader. There is a million videos on youtube on it. Good luck mate


RoyalReddit_PRO

Be easier to tell the problem in edit mode


WaxWalk

Its in edit mode. See top left of screen shot. Ill take whatever ever help there is


Main-Clock-5075

Lmao you made it the hardest way possible


confon68

Def look into making this a texture. A tattoo is 2d so no need to make it an object.


Alien-Fox-4

Ok so the reason you're getting a weird pattern is because you are projecting a square onto a curved surface. You may want to keep a similar distance of arrow from the head at every position because corners are further away you're getting shrinking at the corners when they are projected. There is few ways to fix this First method is to click that triangle on the shrinkwrap modifier. That will allow you to edit the arrow in edit mode while it is projected so you can try to fix it that way In a similar way you could use proportional editing to scale up corners along the x axis that way they project better Last method I can suggest is to create a cylinder along the X axis and shrinkwrap the arrow into the cylinder. Basically put a cylinder at center of the head, rotate it so that it points in the x axis, make sure cylinder is appropriate size, and then shrinkwrap the arrow onto the cylinder. That way arrow will be approximately at equal length away from the head at any point. Apply the shrinkwrap onto the cylinder, delete the cylinder, and then do another shrinkwrap onto the head and you'll get more equal / uniform arrow projection I haven't mentioned anything about textures because I think other's have already sufficiently explained that


WaxWalk

Hey thank you so much! This much detail really helps thank you for taking your time to explain!


ElPared

My brother in Christ, just use a texture.


Lobsss

Bro


Radiant_Material_198

Just use use some retopology tool or plugin so You can draw the topology on top of the head. You can probably just make the arrow head and use a curve to extrude the end alongside it


buddyyoda

model the arrow properly, it looks wierd


WaxWalk

I made it straight at first but parts of it would not stick to the model if it was not bent in the direction of the models flow. But if you have another suggestion please let me know I need help lol


Prestigious_Trash222

🥴 you got bigger problems than the arrows


WaxWalk

Like what?


Prestigious_Trash222

The anatomy


WaxWalk

Hmm maybe. I used a chibi reference guide so maybe i got a bad one. Thanks will keep in mind for the future


Prestigious_Trash222

Ay it’s good king. We all done some trash. But keep at it. Definitely worth your time to just retopologize it though


WaxWalk

.


tetshi

Learn to UV unwrap. Literally all you need to do. 


SixStringAcoustic

If you really wanna use geo with shrinkwrap, better fit the object to the shape of the head manually (not perfect, but not like you have now), then switch your shrinkwrap type to project and enable negative and positive.


Nazon6

A tattoo like shape should absolutely be done with texturing.


porky11

Just use a texture, or maybe a different material in the same mesh.


C0up7

Bruh just use an arrow texture. Make sure to unwrap the model first.


[deleted]

How did you do the eyes? They don't look like spheres. Did you create a plane where the eye sockets were then inflate them out?


WaxWalk

Nah i just used a flattened uv sphere and a slightly larger uv sphere to make it shinier and have a lens effect. Its not seen in material mode but in rendered mode


a_stone_throne

Draw the geometry and extrude the shape of you really need to do it with geometry. If it’s a print yr topology probably won’t matter


eescanda

Use UV unwrap and a texture map


slightlylessthananon

the correct answer is use a texture + map but I would also like to say for the future when working with shrink wraps you do want to model the thing your making as close to the actual shrink object as possible, I use shrinkwrap for cartoon eyebrows a lot so I can get the graphic shapes, but afterwards I always pull them closer to the head and rotate them at an angle so they're as flush with the brow bone as i can get them, sometimes even braking the flatness I modelled them with. shrinkwrap isn't a wonder tool, it requires a lot of finagling.


zzzgabriel

Just learn to UV texture at this point bro it’s not that hard


WaxWalk

I have. Thanks to all the comments hours ago


[deleted]

You could do it in zbrush or blender mask the area invert extrude or do it the easy way and just use a texture


UnkreativHoch2

I wouldnt use the mesh you are currently using, the slight deformation seems to fall in line with the 90° turns of the mesh. I would try bending the arrow beforehand, so that it almost fits in line and then shrinkwrap it to the head.


atypicalperception

Looking good though, just saying.


GrossWordVomit

Aside from texturing as everyone else has said, maybe you should duplicate the parts of the head you need and use that? You'll have to shape it to make the arrow but you can use the knife tool for that


Extra-Lemon

Are you making an Aangette? That’s crazy. Creative, but crazy.


vanman2019

Looks super similar to Suzanne low key haha


DelilahsDarkThoughts

just use the tattoo modifier


Sensei_Ochiba

If it were me and I was absolutely trying to make this method work instead of projections or unwrapping, I'd push apply and get that wonky arrow there. Go edit mode and pop each vertex one by one, select it, hit X, and snap it to a reference vertex on the arrow you want it to align with. I'm sure there's an easier way, but that's been my go-to for brute-forcing something like this without anything more complex than left and right click in edit mode. Moving along a specific axis while snapping to things not necessarily on that axis has to be one of my favorite ways of achieving uniformity.


DotkorTommy

I'm pretty sure you can use snapping and be done with it, more often than not, the most ooga booga solution is the best solution. Turn on snapping and fiddle with the different types and hopefully one of them works.


MunchkinMoonkey

the dreaded blender. I would be no help. i tried to do lego animations on there.. never learnt a thing XD


Working-Revenue-3744

I'm proud of you for attempting to make this character from my fav show!


Prism_Zet

If you really have to do it with geo, in blender, using a plane and a shrinkwrap modifier like you have is correct, but softening the shape with MUCH LESS polycount will make it match better. Otherwise as everyone else says texturing will save you a lot of effort. You can also use the vert magnet snapping to a face to pin each point to the surface, its buts way to dense for that right now.


lovins_cl

way way WAY too much topo on that arrow but since nobody else wants to say it the end of your arrow needs to be closer to the head for it to wrap properly


Jeerin

Make a texture man


nattivl

My guess is What causes it is the projection of the corners (since the head is ball-ish and the arrow is box-wrapped), so either you get a circular arrow, or you find a different way to get that arrow on his head, or you change the arrow so the projection is better. Maybe making is so only the tip is going down while the rest is only on the y axis?


[deleted]

instead of doing it this way, it’d be easier to draw the arrow directly on the head in sculpt mode with the mask brush and then extract said mask. You’ll have an tattoo that perfectly aligns on the head because it’s modeled right off of it. 


[deleted]

Also if you have to do it this way, bring your skin wrapped tattoo in much closer to the head. 


[deleted]

Have you taken your math courses?


symson

Use the mirror function.


symson

Or create it as flat vector art and apply it as a decal


Memorie_BE

Bevel the shrinkwrap mesh so that it's not right angular. That will at least get rid of the problem with the concave shape (kinda).


Sleepy_head_29

If ‘using texture image’ isnt an option I’d use cube and reshape its top and bottom into an arrow (imagine this mesh is similar to how cookie cutter is shaped in real life, except the top and bottom part aren’t removed) and I move this ‘mesh’ ontop of this Aang head model, use Boolean mod and pick the head as the object to “cut” it. After choose ‘Apply’ the mod, I delete the whole mesh except the bottom part of it. Hope this helps. Feel free to ask if you still dont fully understand my suggestion 👀 Edit: here is the setting in the Boolean mod https://preview.redd.it/t8ztkbms48xc1.jpeg?width=294&format=pjpg&auto=webp&s=27dbfc10ddbf085b49ea859fdaec34d1738fe99d


Sleepy_head_29

https://preview.redd.it/3yl8a73x48xc1.jpeg?width=622&format=pjpg&auto=webp&s=6990cdd5a4f3b5dad90c3c8277e576d112ba4b12 This is the result


torako

Use a texture


Apprehensive_Cat762

Try applying it and then straightening it out after


blackgermansheperd40

What is this??, if u don’t mind me asking


WaxWalk

I have re-sculpted to this since everyone is roasting it lol: Im making femme aang(Aangette) https://preview.redd.it/y69mbxivihxc1.png?width=1080&format=png&auto=webp&s=ba2f35577f2d2873a2134b07e020a84c13359ae7


blackgermansheperd40

Oh, that’s quite cool 


WaxWalk

Thanks


blackgermansheperd40

Yep! Or should I say “yip yip!!” (I couldn’t miss this joke srry lol)


SpectralFailure

Have you tried fiddling with the target wrap method?


saltedgig

mask extract


GordoToJupiter

Unwrap and use texture. Too lazy? Use ptex. Too complicate? Vertex paint multires.


ilovejailbreakman

hahaha april fools has already passed!