#3d-modeling
1 messages Β· Page 136 of 1
Hiya! Can anyone tell me why my textures won't bake please? I think it might have something to do with the red line between Principled BSDF and Diffuse.
It always bakes either black or white.
I want to and bones to my bunny slippers ears. For hair i had to attach the hair bones to the hair root that is parented to head. Do i need to make something similar here or can i just parent the ear bones to the foot bone?
I usually have all of my physbones inside of an extra bone i made inside of the head
i havnt tested it but id imagine because we have multi child type now you can just put it into there also
ok thanks
so just to clarify. All physbones you have in your avatar are parented to an extra bone located inside the head? And what is that extra bone parented to?
Well thats what i do for the hair.
Because otherwise the head itself becomes a physbone also
you could experiment with the idea i gave you and then see if that works
otherwise make some extra bones atop of the feet
ok thanks again
Setup a facial rig, now i can do all of the shape keys'
Vrc supports jaw flap viseme types
ah ok
Yea but i convert the anim to shape keys so
But yes it does
btw is there a way to add custom textures to my clohtes? Ik its possible but what im wondering do i have to create a new texturing base
Well obviously yea. you can create them yourself in blender or substance painter
so is it possible to drag a picture here?
Stencil it via texture paint
like a custom brush?
nope
here lemme show ya
When you are in texture paint mode. go to the texture tab on the right hand side
Make a new texture
Select what item youd like
Then go to the brush tab
And select the mapping tab and select stencil
then the image of your liking will appear on your screen
You can drag it about etc
move it where youd like the texture to be and then draw over it
be sure to save the image afte rtho
np
uh how to i remove the texture from the brush when im done?
nvm i got it working xdd
haha allgood
ok so i was drawin this little quick sketch n then i was like- i wanna put this in vrchat, the thing is i literally have no clue how to make vrchat avatars like at all, i really wanna learn how to tho can some1 help pls ;-; lowkey strugglin lmao
It's been a while since i use the cats bake tool but im not sure how to solve this
Im trying to drag my material from one unity project to another, theres a whole ton of textures attatched to it from a bunch of different folders
is there any way to select all the things linked to it instead of doing it manually?
whenever I tried the material never looked right
not usre if that makes sense
Does this look correct? I have these physbones connected to an extra bone in the foot that connects to the foot itself
looks fine to me
How do you guys hide geometry with a shapekey? I have this hoodie I fitted to a model and it had a shapekey to hide the sleeves, but it now shows this weird spike when the arms flex
I don't know really how to make it work, I had to change the armature to the model but I haven't seen this issue that "hidden" geometry deforms with the bone. Can you change weights on a shapekey too?
Well simply add a shape key
and in that shapekey just scale the geometry all the way down
And then put it in the body where you cant see it pmuch
a shape key simply moves vertices in a straight line to a new location
Presumably the area you're scaling would also need to be disconnected or it's going to deform the surrounding geometry.
you would need to adjust the shape key to collapse that part of the hoodie directly towards the bone
since the vertices are still influenced the same way by the bones
Ok, scaling it down should work in that case, I will try it. How would you scale it towards the bone though?
You could put the 3D cursor where the bone is and then in edit mode, use that as your origin for scaling.
Makes sense, will try it out, thanks
Im trying to move the viewing ball thingy in unity but i cant?? I cant just manually put the coords in but is this something to be worried about? And yes i clicked edit in the sdk thing
Oh the move tool is wayyy over here
make sure the transform origin is set to Pivot
Alrigt thanks
I had delete and make a new unity project like 4 times because i always forgot to fix some of the weight paints and always painted somewhere else while doing itπ€¦π»ββοΈ
...why would you delete the Unity project for that?
You don't even need to delete the FBX for that, just import over it. I guess that's basically the same as deleting but definitely don't delete your project over it.
But i had problem with rigging
When i moved a new model to unity the configure button in rig doesnt work, it just shows a checkmark
Otherwise i wouldnt have deleted
Office worker fit, just wanted to make some random stuff so i tought ait we gonna make an office worker fit lol
Very good π
incredibly nicely done
Amazing work, I'm very interested in knowing the process of doing something like this.
high to low poly baking, cloth sim for the socks base and then some sculpting to make them look right
I'm assuming the textures were done in substance painter and the modeling was done in blender, did you bake the normals in blender or substance, and did you bake the shoes and laces separately?
shoes poly modelled in maya, high poly version sculpted in zbrush. retopo for the socks done in maya after zremeshed to get a low pol version. baked in substance painter
the laces were masked out after the bake cuz i didn't have a high poly version for them
@hushed gyro
and yes, textured in substance painter
Stylized texturing
What's your guy's preference?
Creating the textures and materials in substance painter?
Drawing them by hand?
Stylized how? You're gonna have to provide some reference to what style you mean as stylized encompasses a vast array of different aesthetics.
True true, let's say a more toony style.
Common with a lot of furry models.
Like this? https://shadethebat.gumroad.com/l/awtter
What is the Awtter ?Just a cute furry otter model for VRC (VRChat) and CVR (Chillout VR) ! The package is full ready to use (very easy) and comes with tutorials ! It gets a lot of free updates and improvements overtime, stay in touch in Discord <3I live out of my creations, it's my full time job ! You can support me through Patreon : https://www...
That, maybe a step forward in detail.
But similar ideas.
a good chunk of those I've seen with substance painter given they come with substance painter files
Seems like Substance Painter wouldn't really be necessary, just throw a Poiyomi or Toon Lit shader and define some basic colors in your texture in photoshop but I'm sure you could if you like using Substance painter. It's like using Photoshop vs MS Paint to draw a bunch of squares, they'll both do the job, one is just capable of a lot more.
I see I see.
also whichever you use make sure you use layers so it's not a pain in the butt later to edit
Yeah, don't use MS Paint, that was just an example
Pretty new to blender but how do you export a face texture from Blender onto your desktop?
If it's an unwrapped model with a texture on it, you can open the texture in image editor and then do a save as.
So you baked the AO of the high poly version?
yes you would want to get your AO from the high poly version
Yea very well done i deff gotta relearn my texturing prosses cuz what i have rn is just aint it
But then again i use flat shading so having normals + roughness wouldnt be it for my style
Ooh I see. Thanks for going into more detail.
That looks fucking good
Yes, and also normal map is baked so it reacts to the light as if it were the high poly. I love baking
if you could do me a favor and show me how to go about from a high poly sculpt to a bake thatd be awesome because
Wouldnt that like messup the UV?
or would you try to replicate the uv that you made with the highpoly
and for like flat shading idk if it would even work, so imma just test it but id reckon not
Hi all
just joined this server because I wanted to find resources for how to get used to building worlds and avatars in unity
I figured the official VRchat server would be the best place to find people who know how to use unity for VRchat
Donβt make uvs on the high poly. Only the low poly mesh.
Ahhh, look at that. Just joined and I found out about the "creator companion." Well that's helpful, already glad I came here
Yea i understand that part, but how do you get the ao bake from the highpoly then?
True, would need some experimenting to see how itβll turn out
yea for sure
it generates the ambient occlusion map from the from the high poly geometry
and then bakes that information into the low poly uv
After starting a project in substance with ur low poly imported. There is a bake option that allows u to input high poly meshes. U just drag the exported high poly fbx or obj into that slot and click bake
Hm okay perfect, appreciate that
Allright ill see what i can do imma test it out on a piece of clothing i have
qeustion also styling wise. i always feel like the clothing is how do i say this
It feels superflat always and i mean obviously with flat shading that ill happen
Any tips on that? maybe i should really add more wrinkles to the clothing or?
So essentially i create the texture on the highpoly. then do the video you showed and it ill transfer that. very cool
Yeah! Tag me when u post!
typically the texturing step would happen using the low-poly that has the baked normal map and ambient occlusion
mostly so you don't spend time UV unwrapping twice
it just happens that demo video had a already finished model
So, i do a subsurf modifier for example that keeps the uv of the low poly
I use Marvelous for sims n stuff
yeah that would work okay as a high poly source
Roger that. ill try that
Tired brought a good point i should just make the vertice density lower on the sims in marvelous π
typically the workflow goes you make the high-poly model first and then you make the low-poly based off of it
Yea good point, im new to all of clothing/sculpting stuff
i come from making cars for 6 years so π
I have been working on several character projects recently and kept running into some issues with retopology and baking of normal maps especially when it comes to clothes and complex geometries. In this stream, I will be experimenting with some of the techniques that I learned over the past couple of days.
Enjoyed the stream? Consider supporti...
Yea so retopo is something i love "not"
I mean i could do this right
You can reduce the density of the cloth but also increase it in marvelous
i could just use the low density (Low poly) and high poly version for the bake
So i could skip the retopology progress for cloth, But id have to test that
definitely good idea to test and also a good question would be are you targeting pc-only or Quest compatible Avatar
PC for now, but the only thing thatd be transparent is the fishnet on this particular fit for example
I can run it on qeust easily tho its under 70k too so
if you're trying to do fishnets on the quest you would probably just wanted to bake that to the leg geometry
Oh i hadnt even tought of that, Thanks for that
Reduces topo also so π all the better for me
oh and uhhhh clipping dubs
Any quick/easy way I can tilt the spiral ramp roughly 45ish degrees while keeping the sections level?
Just wanted to show off my UV unwrap real quick
ctr+t to twist the curve
that's a pretty good UV layout it utilizes all the space on the texture
There's something fulfilling about doing so much legwork yourself
@devout scroll That wont work becuase I made it using the screw modifier instead of using a curve/spiral. BUT I did find a solution that resolved it which is the shear feature which I'll post a link to case anyone searches here for the same issue: https://docs.blender.org/manual/en/2.79/modeling/meshes/editing/transform/shear.html
(says 2.79 but is working in my current version)
looking for some avatar modeling support.
i have a model that works great for fbt. tracks my feet and all. but most of the models i have, my feet trackers end up on my legs. I tried comparing 2 models in blender, and hip/feet/head ratios were all the same.
what am i doing wrong? and how can i fix this?
head position (view ball position) can play a factor!
How do I get to put a model into vrchat
How i remove this color from my model?
go to face sets and click face sets from visible
or hold ctrl and drag from outside the purple region in with the face sets brush
Ty man
can anyone teach me how to combine assets into one model?
If you're using Blender, you just go into object mode, select them both, then go object -> join or hit Ctrl + J
One important thing to note is the UVMaps on each object needs to be named the same before merging them, otherwise the UVs will be lost on the inactive selection! They can be named whatever you want, as long it's literally the same.
What version of blender should I use???
I suppose the latest version would work
I would like to make my own protogen, what would I type in for a base on Deviant art or a better website?
I think you need to pay for it to get it legitimately. https://gumroad.com/discover
You can just type Protogen in there and it will take you to it
I respect the 40 buck pricetag but I'm not paying that much.
and LOL I technically have that proto
that could get you banned if you acquired the model illegally
I don't know how much assistance you're going to get here in pirating avatars. There are some other designs there that look a bit more affordable
No
I found it in a Protogen world.
I think that was theirs and it had basically no features other than a base avatar.
does that models terms-of-service allow public avatars because if not that's an illegal public Avatar
if it breaks the original modelmakers terms of service
On the website itself?
yes whatever website they put the Avatar up for sale for would have the terms of service for the avatar
I'mma double check tho
and here's a legal free to download protogen https://twitter.com/triwavebz/status/1514302395836100609?s=20&t=D9FRjnne2YgdMa9dvFL5kQ
All I really need is a proto avatar base to play with
I just linked one
I know
Pretty much any VRChat avatar based on an existing IP isn't legal but you're gonna get some pushback if you go around looking for them.
Yes, people violate IP law all the time.
most furry models are paid
Well, a lot of the time you also need to copywrite it too.
People are dicks out there and will do it
like honestly most furry Avatar World outside of fur Hub typically break terms of service
It's debatable whether any Protogen models are actually legal if they aren't specifically condoned by the creator of the original design.
Yeah Ive seen a few people with REALLY custom stuff and they turn off cloning.
oh yeah that is a good point
Commonly a person can get around this by tweaking things
People do it on youtube all the time
Also, I said, "not that much" I never said it didn't have a price tag.
I think 40 is high for a base model.
Not everything on Youtube is legal and fair use is a murky subject that really only applies to commentary or parody but if you want to find semi-legit avatars, I recommend Booth, Gumroad, Sketchfab, or the Asset Store.
Plus, I don't know what I'm doing right now.
Not everything there is legal either but at least it's a bit of protection if you're trying to stay above board.
A friend of mine said I should learn blender cause he thinks I'd be good at it. I would love to but this program is very confusing.
I assume that's because I'm still very new to the program
Learning how to create avatars requires a lot of different skills but I'd say it's rewarding if you enjoy the creative process.
thats how I was with FL studio
I'm downloading the files from that google drive you sent me. I'm gonna see what they look like
I wanna see a protogen in the Sims
Have yall made any cash off this yet?
Second #Artfight2022 3D model, this time attacking @bioatomic's Rainen ! Their art drives me crazy, absolutely my aesthetic ! (never making human hands again though lmao)
Fuck hands 
There's a decent market for it if you make avatars that people want ||furries|| but also a lot of competition.
People make a decent money with recolors even !
Oh yeah the market is the same with making stuff IRL too. I make tails and the amount of people who make tails on etsy is astonishing. At least I still get biz.
Looks nice! Hands are indeed the worst and you've got to have them perfectly parallel in Unity or they get gnarled
Thanks !
ok so what do yall recommend a nooblet like me?
find a legal free to download free Avatar you like and try retexturing that
Sounds cool.
Someone told me to check out Devianart for that kinda stuff
So I'm basically doing what I figured so far.
the Twitter link I posted earlier would work as a start
that's perfect.
actually deviantART would be a terrible place to start as that has a lot of illegal stuff around
https://www.vrcarena.com/ this is a pretty good website for cataloging fur avatars that has a free filter
A website that has info about avatars, accessories, tutorials and tools for VR games like VRChat.
neat
These are just humans so maybe not what you want to do but you can put your own textures on them so you have more of a blank canvas and it comes with a lot of options for the price. https://sketchfab.com/3d-models/base-meshes-character-starter-kit-rig-a2ed47a5dc4941eeb828eb3a7a8f0a9b
Includes 23 the most basic character meshes set and advanced rigged for Blender to help increase your productivity! A good base mesh allows you to save time with good proportions, clean topology and clean paint weight.
Update Log V2.5:
Fix FK control on foot (ctrl-foot_FK.R) not working when constraint are disabled on ORG-foot.R
Features:
...
I'm setting up an acc on vrcarena and it ask for my fav species and I see Pokemon and Protogen. So unfair D:
How is pokemon a species? It's like 1000 species. You definitely don't have the legal right to use pokemon avatars in VRChat but people do it.
so it's not needlessly splitting hairs for each Pokemon that might not even have a model at the moment
I'd just call it a category. Also there should be one just for Stoutland.
that would require there to be any avatars of Stoutland
2nd that
TBF you know how many categories of DOGS and CATS there are? lol
Domestic dogs are just one species, though, whereas I don't think pokemon are. It's fine, it's just a semantic thing.
Golden retrievers, huskies, chihuahuas, poodles,
bull dogs, mastiffs
Although most of these dogs can mate with one another, it's highly reccommended not doing that between a Chihuahua and a Weimaraner
Different breeds, same species.
ah ok I see you're point.
I know the NKD (the most popular one) base does.
the breeding mechanics in Pokemon make it quite confusing as far as IRL species definition
WELL aren't seals classified as a canine?
βDogs and seals are not in the same family, however, and are not closely related. The family that compromises seals, Pinnipedia, split from other caniforms around 50 million years ago.β Upon further inspection, there are some pretty obvious phenotypical distinctions between seals and dogs.Mar 2, 2018```
interesting
Not entirely true. Some companies allow fan-works of their IP's as long as no money is being made off them.
SEGA being the most notable.
That law is very wonky and annoying to work around and with in general.
Sure, if the IP owner licenses it in such a way that non-commercial uses are acceptable, then you're good but you would want to check that ahead of time lest you run into a Nintendo that doesn't want fans to do anything with their IP regardless of profit.
Unfortunately, yeah. But I was just stating there are a few exceptions.
I also haven't seen any proof that Sega officially permits use of their work for non-commercial use. They just might not be as enthusiastic in pursuing IP violations. Unless you know something I don't/
this is neat
Got some help from tired on the texturing end. managed to get this result after tinkering about for a while
gaminggg, good job
One of their community managers said it on Twitter.
I'd post it, but that'll take a while to dig back up...
3D modeled gloomy!
Allright now to see how i will make the hair, i could either have it be a seperate mesh and make it a flat toon material
I'm gonna try to get really good and make all the toons from yugioh
new drip
Anyone know if a Tpose like this will work with unity?
or will the fingers get all messy if they're not straight?
v
That's not a T-Pose, that's an A-Pose. Unity will take your A-Pose and try to turn it into a T-Pose in its humanoid configuration but you may have to do some manual adjustment. This is theoretically fine but I find I get the best results if I do my posing before exporting. Maybe it's just superstition.
So yes and no. No, the humanoid system in Unity won't work with that pose but it will do its best to turn that into a pose it can work with.
How do I reflect bones over an axis on blender? I've done it before but I cant remember how
I.e. my right arm bones are moving my left arm's bones
it's doing that over the whole model
You can duplicate, set the pivot to the 3D cursor at the origin, and then in edit mode go to armature -> mirror -> x global. You'll still have to rename them, I think there's a feature for flip names but I just do it manually.
thank you ^^
Welcome to the 3rd Blender 2.8 Speed tutorial! This time I'll teach you how to mirror joints, bones, and skeletons in less than 20 seconds! Hope you guys enjoy!
If you enjoyed this video, please don't forget to like and subscribe for more content!
You can find my entire Blender 2.8 Speed Tutorial series playlist here:
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(Posting On Both #unity ty And #blender Just In Case)
so i want multiple hair toggles for my avatar. do i just leave my avi bald and handle it in unity or do i add the hair to the model and then toggle it in unity
just some wip of a model I'm making
How long do I have to wait until I can do custom avatars
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Cool style !
Clean 

Timelapse of last night's WIP
Very coole π
Thanks !
np
Damn you work very fast 
It's the coffee 
https://media.discordapp.net/attachments/975229810685145160/999190028926324816/unknown.png
https://media.discordapp.net/attachments/975229810685145160/999190605139808286/unknown.png
100% from scratch model is finally in Unity
Congrats !
Wish there were more Maya tutorials for VRC avatars
I swear every time I have a problem with an Avatar I learn a whole new branch of the program xD
I also wish I weren't self conscious about my lack of perfect 3D knowledge to make those tutorials for others :I
People just stick to blender because it's free
And has the most addons for use with vrchat
So it makes sense for people to learn and make blender content
working digitigrade <33333
When making clothes I am using the modifier for cloth, but when I hit play, the mesh does not shrink to the avatar
It's a cool design but it would make for a very challenging avatar.
question:
if i were to make gloves that don't have textures but use a material in blender, will that be fine to put into unity or do i need to make a texture for the gloves
blender materials don't really transfer over to Unity other than like your color would probably stay intact
oh then thats fine
cause im gonna use a toon shader for my avatar once i get new user rank at some point
Ideally, you want to limit the number of materials you're using but that's mainly a Quest limitation. It's good to optimize your PC avatars but you can technically get away with a lot more.
it's still good idea to lower the amount of materials used on PC as any mirrors or real-time lights with double the amount of draw calls your avatar cost
If I'm modelling wings for an avatar, are attaching them to the back like this going to cause problems later?
nah, will be fine
can blend it more smoothly using custom normals if you want
not having it connected can make your unwrapping easier
yea, you'll need to be careful about that
but its not like the spine moves that much anyway so it shouldn't have major deformations
you want to make sure the base of the wings moves the same as the back
can transfer weights
A super quick tutorial on how to blend your fur, feathers or other sticky out bits into a mesh without spending hours blending your topology. This has pained me for a while now so I hope this offers you the help it did for me!
is this the right place to find someone to get an avatar custom made from?
im trying to get a simple avatar made similiar to my profile picture.
good job!
Thx
that looks great wow!!
Thank you, I got digitigrade legs working and everything ^^
Yeah, it works in full body.
nice :]
Making a pack of low poly props for worlds and avatars. Over 130 so far! Will release it to buy when it's complete!
Good way of reusing a single texture, keep at it π
Thanks!
Np π