#3d-modeling
1 messages · Page 1 of 1 (latest)
Just finished modelling this
nice
Is there a world i can look for to find creators? I am new to VRchat but have years of Blender designing and would lile to find some like minded folk to learn from
You can check the top worlds in the world browser to find some skilled world builders but they aren't all going to be willing to show you their process. I'd just start becoming active over at #world-development you can learn a lot there.
I was following along with a tutorial and switched windows and my cube looks like this when I open it this isn't a sign of future problems right?
uh oh
all I can really say is that it disappears once I click something
Hey, I'm trying to use Blender Geometry Nodes in 3.2.1 to add fluff to my model. When I use them, the generated geometry seems to lose the weight paint. Does anyone have experience with geo nodes?
I tried using Named Attribute -> Store Named Attribute but it's really hard to even tell what blender is doing
I don't but I would assume you would need to do your weight painting after you convert your geometry nodes to an actual mesh. https://blenderartists.org/t/geometry-nodes-convert-scattered-geometries-to-mesh/1287642
Hi all, I just started checking the new Geometry Nodes addition (great stuff, thanks to developers!), and I cannot find how to convert scattered objects to mesh (I don’t know if this is possible 🤔). If I apply the Geometry nodes modifier, the scattered geometries dissapear. Any help is appreciated, thanks a lot!!
nope
I mean, sure yeah but that's so error prone
and I already weight painted the source model, so I just want to transfer it
heck, if I'm going to re-weight paint it, I could use Data Transfer to copy the weights from the base geometry, but some of the instances will end up closer to a different part of the mesh and stretch. it's going to look crappy
ike I have a source mesh which has correct weight paint. I'm trying to add something onto each vertex of the source mesh, and copy the vertex groups from the original vertex
Good luck, for all I know it's possible but I typically think of weight paint as something that is used for meshes and not procedural deformations.
this is a mesh
the idea is I'm trying to add something onto an existing piece of clothing
so each thing I add to it should be deformed based on the vertex it's attached to
Well yeah but geometry nodes aren't just a mesh you can edit as you would a normal mesh, it's an entirely different system but hey maybe you can do it, I dunno
I'm not trying to edit these as a normal mesh. I'm just trying to copy vertex data.
This is what I was doing before using geo nodes:
and it transfers the weights onto the instances perfectly fine
but I wanted to recreate exactly this but with geo nodes
(mainly so I can add some randomness and tweak the rotations slightly
If you don't know, that's fine. nobody on the internet seems to know either. it might be just yet another deficiency of geo nodes.
I'm just hoping someone would have a trick, since the old fixed function "instancing" system did it just fine
Anyone here with experience in unity that can help wit htwo very surface level things? Ping me if you see this and can help~
@lone bloom Hard to say without knowing what the question is, lots of people here with Unity experience, though.
fair fair so my questions are
1 - I used a hair piece as a nose ring (From vroid) and essentially want to make it not move in VRChat
2 - my eyes are wildin, they like look so far all over the place on her passive expression and i want to tighten that up
Simple answer to the first, Remove it from the vertex group of the hair and be sure to check if its still part of the Head vertex group
And for the Eyes. Go to the eye sliders and move it to the Calm side it should be in the vrc descriptor
vrc descriptor gotcha, does the hair thing need to be done in VRoid or can i do it somewhere in unity if so where? (Also tysm)
cool calm eyes ez fix!
Well if you use the new Physbones you can select that hair bone but it wont move the hair bone its parented
Show me what you have made for the nose ring btw?
is there a lobby in which i can stream it to you?
Sure
pog
We can go into dm if you d like,
that suits me ya
working on my first ever model, its actually so much fun! but very time consuming. :))
Another timelapse
how well does auto smooth translate from blender to unity? been using it allot and would be a shame if it got lost on import
That is kept 
You make it look so easy
I tried to make an avatar one time it didn’t work out well so I gave up
I don't get how people can model characters from image planes either, especially when the references aren't t-posed but I find it's much easier to create something using the sculpt tools and then build off of that. You could argue it's more work but only if the 2D reference art already exists, otherwise it's just a question of which you're faster at producing. Once you have a sculpture, building the topology over it is pretty simple, if time-consuming.
yooo nicee
Thanks 
It easy. You use the reference photos as a guide to get a rough shape of the model. I use them all the time. One very important thing is to get good references and not to be over relaying on them
I'm trying to create a texture atlas. But when i click "Save atlas to..." It doesn't give me a prompt where to save it and just says "duplicate materials combined".
This never happened before
But with sculpting, you can get the exact shape of the model
Do all your materials have textures on them? I've had issues with just using RGB materials
I use blender and I either paint them or make a Procedural Materials
any advice on how to separate materials in blender after accidently combining them together with cats plugin?
accidently done that when importing and noticed too late
Never used CATS for that but if it's atlasing textures, you would need to assign each part that was originally assigned to its own material and then adjust the UVs back to their original positions. Not impossible but probably a bit time consuming
is there a way to export uv maps or anything?? i still have the model from before i started editing it
or just like the assigned mats
actually that
since all materials got merged together for each mesh can i just export and import the materials BEFORE i merged them
The edited model is still going to have its UVs in different places if the textures are atlased and I'm not aware of a quick way of undoing that but it may exist.
i'm not sure how stuff works but since it was only the mats merged and not materials then it should be fine
i just need to find a way to uhhh replace the merged materials with the unmerged ones
What it means is that the model is using different parts of the texture space than it was before. If you open the model in edit mode and then go to the uv editor window, you'll probably notice that the whole model is using the same map. Without undoing that, your model will still be using the wrong part of the texture space even if you're separating the materials
i don't use cat and there are ton of videos example how to do that
i don't know what you mean by that but that advice doesn't help
i'll try to figure something out
You can adjust the UV positions back to where they were once you split the model back up into different materials but you'd need to learn a bit about UV unwrapping.
yippee, does anyone know how i would put a cartoony outline on this character
Solidify modifier with Flip enabled
so in blender its normal, but in unity im having some issues
the texture is not working for the entire floor
should be like this ⬇️
pls help, ive already uv unwrapped and that didnt help
ok i actually fixed it! turns out i had a funky extra uv map and i just had to delete it
tryna put piercings to an avatar and i assigned vertex groups to the piercings and merged it to the face, i followed a tutorial but im still not sure why its pulling the face ;-;
Why not just weight it to the head? I don't imagine you want it to move from its position on the head.
Oh, right, so you need it to move with the visemes. I think you'd just weight it to the head and then move it in the shape key but it might be hard to keep the position on the lip from changing without marking it on the texture with some dots or something. Probably a better way to do that but I'm not sure.
Hi there, the way I do piercings is like this,
- data transfer piercings onto face.
- merge the meshes.
- click your shapekeys ah, oh, ch (you do this one by one) and what shapekeys you plan on using for facial expressions.
- go into edit mode, the shapekey should activate, click on the piercings, and click ctrl+L then move it to where it would be when that shapekey is activated (EX: piercing is top lip, mouth open shapekey opens wide, you would move the piercing to the top lip as well.
- go back into object mode, turn the shapekey slider up to test it, it should work.
ill try that too lol
Yeah, it just seems hard to make sure that the piercing will stay at the same point relative to the lip but if you put a little black dot on the texture where it should insert, then it should be close enough.
still seems to be pulling, am i merging them wrong somehow??
im using the ctrl+J hotkey
Just to be sure there aren't weighting issues, I'd separate the piercing, then delete all the vertex groups but the head, and then go into edit mode, select all the faces, and assign them to the head vertex group. That will ensure you don't have any weights from other groups so it should stay glued to the head
ill try that as well
i think its just the avatar idk
cuz its still pulling it even though it isnt wieghtpainted and i dont have any other faces selected
its so weird it does it even when it isnt merged or connected to the avi at all, it has no vertex groups at all
maybe im doing it wrong somehow lol
Yeah, if it's not weighted to any group and it's being affected by the rig, I'm not sure on that.
hey i need some help 3d modeling something for an avatar, do you know anyone who could help?
alright, who wants this model. he comes with clothes that havent been textured yet, ill give him to the first to dm me, i dont want to weight paint him cause i fucked it up somehow
Super cute!! If you need help weight painting I’d be more than happy to assist.
are you sure 😭
nox that looks fucking amazing my guy seriously thats awesome great job i love it bro have fun with that great job really keep it up u have some amazing tallent my friend
lol thank you
Does anyone know how to make neko/fox ears?
How would I UV unwrap this curved pipe?
I tried to add this seam, but the rust is just projected in a straight line like so
unwrap it into a rectangle
if you cut a seam down a cylinder, you can unroll it into a rectangle
put a seam on the inside edge
it will unwrap as a straight rectangle
if it doesn't you'll have to straighten it with some addon
uv sqaures, uv tex tools, zen uv
or pin the edges and unwrap but really, if you're doing any unwrapping you want some unwrapping addon
you can make it a rectangle using normal blender tools
using the Follow active quads option
there technically isn't an inside edge, because I just have a Solidify modifier. I tested also after removing it, same result
with Follow Active Quads
addons easier
because lots more options
I know, I use addons too lol
what addons do you recommend?
you need to first straighten out one quad, then use it
@lilac crater
you basically just find the quad closest to being straight, make it perfectly straight by scaling the edges, then use follow active quads
find one or make one
This worked, thank you!
If you're looking for commissions, you should consider getting involved with the VRC Traders Discord
If you google it, you'll find it. There's a link in #community-servers-old but I understand it's broken and I'm not sure we can just post links to other discords. If you google VRC Traders, it will be one of the first results.
anyone know how to weight paint properly? i've tried everything i know how to get my model's pants to stop clipping into the avatar (without deleting the mesh underneath ofc) please help T-T
Select the body, then the pants, go into weight paint mode, then weights -> transfer weight and set the source layers selection to "by name"
It should work pretty well if the topology is the same for the pants and the legs underneath, otherwise you might need to hide the legs with a shape key.
i didn't even think of hiding the legs with the shape keys lmao (am pretty new to blender and 3d stuff in general) tysm
Just make sure you rip the vertices for the area you want to hide or the surrounding edges are going to be affected as well.
also worth mentioning that "nearest face interpolated" gives better results
I wasn't aware of that, good to know
got that zaza‼️‼️‼️
aye that's pretty neat
Lisowicia
Latest creation
https://twitter.com/Ruuubick_/status/1552366579802902529
Here's my final #Artfight2022 submission ! OC is Beerus and belongs to @Azazel06108026. Really loved the design and was super fun to make, and having a timelapse of the process to go back to makes it even more fun !
Don’t like furries that much, but DAMN, the avatar is 🔥
I prefer more simplistic ones with good fashion sense, not edgy, just positivity
I'm very new to blender, and I'm modelling my first avatar at the moment, I was manually creating a few faces to link the fingers to the hand of my model, and oddly, some faces find themselves with a dark gradient on them, does anybody know why ?
I know it's not the normals that are flipped, so I'm confused
It's still in issue with the normals. Select the face, then hit Alt+N and reset vector. Should solve the problem. If it doesn't, make sure there's not any duplicated vertices, and make sure it's set to shade flat like the rest of the faces currently are (Ctrl+F -> shade flat)
Thank you so much, I will check all of that tomorrow!
Do you guys texture or rig first?
Texture 
It doesn't really matter except it can be hard to check if your eyes are moving properly if they're untextured spheres so texture, I guess.
I'm going to apologize in advance. There's like 8 screenshots because it's huge
I'm am in love with how the engines came out
Doing a quick test render before finishing and rigging
Hmm so I'm trying to see how hard it would be to adjust the proportions of an avatar I'd buy, so I'm testing it on a free one. I shapekey'd the waist and pulled it out a bit. Looks fairly alright from what I can tell, but am wondering if I'm missing anything. Like do I need to adjust the bones in some way, or is this even the right way to go about it?
RAAAH
This is all I have on phone rn
One by one
I'll oost
Post
God I love blender
Damn it I only have my funny sans models I made on here
I'll get on my laptop soon
I can do anything from anthro to human to skeleton to robot
Low or high poly toon or realistic
I got you
Anyone have commissions open for an avatar
Most of them are fucking GODLIKE + ULTRA SUPER FUCKING LEGENDART SS+ tier, in other words: Holy shit thats fuckin amazing
I charge $80-120 a pop
Most people charge $300+
Do what you will with this info
💪 ♀️ 🐺
VRC team better see this
I'll apply I guess too
I said it as a joke but if they told me to why not
I feel like you should be the one charging 300 dollars the detail is chef kees
Also what currency
Im also proficient in hard surface modeling
USD
KK
Ahh
110 to 170 is how much they cost for me because of price conversion
More moving bits would cost more right
Not yet!
But soonish!
LOL I found this render
It was a joke xd
Gustavo fring
I’ll keep an eye out then
I'm supposed to write a report for school on the Copyright issues of 3D model assets for Unity, is there anyone well knowing in this subject? It would be a big help thanks!
i have misread the text.
o
Created Anubis before all this went down
Why does that need to be a shapekey ?
Mostly so it's easier to keep tweaking it to my liking over time 😅
Over time as in while you're in vrchat ? If not then that should really just be an edit made in blender
Mods be like
How does it feel to be a Vr chat admin?
Shape keys are relatively unintrusive if done right. I feel like this is bad advice for them x.x in order to create the shape key you’re still doing the work in edit mode
over time in blender really. I'm not sure how I can keep the same range of motion available with just an edit mode edit? Like I'd always have to select the same exact face and know how much to move them and such?
Wiht a shapekey I can go "hmm okay 0.7 feels a bit too big, lets try 0.68"
Proportional editing is your friend ! If it's your preferred method then I can't really argue with that, but I can't help finding it a bit limiting
Hmm well maybe I'll try, I don't really have a preferred method hah
I'm just used to sliders to tweak my avatar from other games
Makes sense 
just kinda trying and failing to adjust an avatar to my liking right now 😂 "oh okay, this dress I bought and added isn't animated with the avatar somehow.."
This is not a good way to request help. Do you require medical assistance?
Okay
Ummm
Basically trying to do avatar stuff
But can't get blender and don't know what version to install
The one on the main page is fine. If you have another operating system, there are options for that as well. Blender isn't like Unity where there's only 1 version VRChat can use, the newer ones just have a few more features. https://www.blender.org/download/
Thank you 🥺
I tend to do small proportion edits on a shape key as a way of doing non destructive edits for example, then you can always make a new shape key from mix and remove every other one just before exporting.
Using shapekeys during production is fine, I've used them as non destructive edits like you've said. Just make sure to apply any that are on by the time you're in unity
I can't seem to make the look realistic but here's a render of them
Might wanna give this a try https://youtu.be/XJBNQeSR8LQ
A quick run down on how i light up and composite (super reduced node setup though) my space renderings.
Please use "medium high contrast"- I did say it right but captured it incorrectly in the video, sorry for that!
Make sure your albedo values of your surfaces are roughly where they should be (white paper has a value of ~0.65, there should ...
ty!
The gloves would need the same styles for it to fit the whole look imo
Originally I had that trim on top of the dress going around the arms.
ayy
yeah i've known him for a while
mmaybe same?
Were you ever in the dustcord server or lits server back then?
no but i met him through someone who
i don't necessarily like anymore
Damn
I mostly hail fron the dusttrust community
But thats because I work on it so im kinda stuck there 💀
ah
my only real interaction with the utsc was through that friend
and now i've been disconnected from them
which i'm happy about cause that let me let go of horrible ideas
Yeah the utsc sucks
yeaaaah
not even good music tbh
(i got very tired of megalos)
I listen to homicidal lunacies a lot
You can find good music u just gotta dig
Baby's first time authoring and using a trimsheet texture!
I'm super happy with how it turned out! Especially for a first attempt! Even with my limited artistic vision!
Completely procedural flask potion thing..
Using Geometry nodes and shader nodes
Only thing in scene that isn't procedural is the lights
very nice trim sheet for a first attempt
lots of trim sheets to be found in Game Dev so it's good to learn
like that's basically how the stone buildings work in breath of the Wild
Updated textures on my papyrus modell
Yeah, that's how I know I'm going to keep making toon models lmao
Luckily, Blender has a lot of materials you can download and bake but yeah, I can't imagine being able to wrap my head around having a specific goal in mind and building that from dozens of nodes, I just experiment and play with stuff until I end up with something that looks cool. Looks great, anyway.
its a lot simpler than it looks
part of it is also me being inefficient too
thank you!! i was struggled finding a texture that matched what i was going for along with bump maps that worked with them. I had no choice but to make it if i wanted to get the result i was after
Ok real question i have a new insane level of respect for people who can fucking 3d model
I mean i already did but yesterday i spend 7 and a half fucking hours in blender trying to make a head because i thought it was a good idea to make my own avatar
i couldnt get past making the ears
Everyone has their own process but I like making models using the sculpting tools and then just laying geometry what is already there but I have a background in sculpting so that's just what comes easiest to me. Trying to make something that looks decent in edit mode by using those tools seems a lot harder.
Can I offer you a song in these troubling times?
Ears...Hands are my kryptonite. You'd think they would be easy, I have them right in front of me, but they just look so uncanny.
Can always buy a base, or 3D scans to practice with making.
Also, Sketchfab is great
Retopologized by hand 48k Quads 96k tris
thats some crisp topo
Thank you!
That’s beautiful
Add a mouth to your avatar
I got blender a few days ago so I'm learning how to do all this
Still not 100% done but here are some profile shots to see those details I've added
im trying to apply some leaves i distributed with the realize instances node but it keeps breaking?
in blender geometry nodes
anyone have a fix?
found it
Cool character
Bro y’all be in this a hell of a lot more than me😂😂😂 guess imma have to learn me some new stuff
I honestly just followed an old tutorial for the hallway picture but it was for blender 2.8 and I am using the newer version so I had to change a couple things and I changed up the colors and added a different model to make it my own
the venator on the other hand. That's all me and trust me when I say this I am struggling a little bit with it
Yea I currently make maps for skater xl.. I do tons of modeling but its more everyday things buildings benches random things for the maps.. I’ve been curious on vechat for a while and have had a few people even request I do some I’ve just never looked in here.. y’all be doing some shit here lol
Modeling an avatar in blender is actually a lot harder than modeling objects in my opinion XD
But I don’t do anything technical in blender just model assign materials and work the uv maps and lightmaps.. the rest for skater xl is almost all unity work with sdk and lightings and such
Yea nah I’ve made a few avatars and it’s wild
I use mostly basic build tools sculpting is not my best asset lolol
Weightpainting and rigging it sucks lol
Yea dude I tried a project for a on the low help for a dev for skaterxl where we were trying to make an NPC camera man with a follow player action for proper filming and the rigging alone had me ready to punch my pc😂😂 everything worked.. except it would register the rigging😂😂😂 I didn’t even get to weight painting and was like nah I can’t do this at my skill level bro😂
Wouldn’t register** lol
I just made the mistake having a custom avatar as my first blender project XD
You can get auto-rig pro, it's a plug-in for Blender that does a pretty good job of rigging and weighting models. I tend to much prefer organic vs inorganic models but I've also spent a lot of time sculpting characters.
But to be fair aside from that in skater xl most of my work is just commissions for real life recreations and some side projects for supporters lol
Is it free.99 though?
😂😂
so I am going through tutorials and following along but at the same time going my own path so I don't copy it you know?
Yea nah I get you man I started easy as hell just making benches and railings
I will say texturing is hella fun in blender
The best thing I learned from my friends using blender.. everytime you learn something new or design something new.. build it.. can it… build it and can it 10 more times… lol
You can get very far by just trying to learn one new trick every day.
Yea working uv maps is something a lot of people don’t do in xl… dudes just use triplanes for textures and say f it… I like it to look good… brick walkways follow the path when it changes direction lol.. not just weirdly slants and stays at one angle in every place it is😂
Dude the Boolean tool literally Change the game for me
That's why I'm going through tutorials. I've learned so much even from the older videos
but again I'm not really a fan of following it step by step cause it's not right to fully copy it
And it was for rigging
In finished product I agree but step by step helps you hone in how you want to do it.. follow it exactly like 10 times.. then go your own way with it.. that way the steps in doing it just burn into your brain
I feel that lol. I'm struggling to make the venator look real
Again had I actually took the time to watch videos and sort it I’d probably be killing it rn
Where do you get your textures? And do you apply them in unity or is this 100% just blender practice so it doesn’t go beyond that?
I could send ya a playlist I made with different types of tutorials if ya want it
I wouldn’t complain about it that’s for sure
I add the textures in blender 100% I just follow how to create the shader in the node editor
This is more what I do lol.. these are just a few of them but you get the idea by I don’t really do any of this stuff😂
Yea that’s wayy more in depth than what I do.. I use unity for my texturing I just prep everything in blender so it’s drag and drop in unity plus I have a few shader and texture packs them come in handy with the things I do
aye yo that's sick!
Finally made the Rear end chassis for the 180sx
everything from scratch besides coach on middle xD
Can't seem to get into weight paint mode, any help?
Is your model attached to a rig? You can't weight paint a model without a rig/vertex groups
can some help me with modeling in blender its my first time
Your best bet tis probably just to watch a good beginner tutorial unless you have specific questions. Blender Guru is pretty good. https://www.youtube.com/watch?v=Hf2esGA7vCc
Blender modelling tutorial series! In this series you'll learn the fundamentals of modelling whilst making the designer Søborg Chair by 'Fredericia'.
In Part 1 you'll learn:
-the importance of a good subject
-where to find good reference photos and blueprints
-how to add blueprints to your blender project
References ZIP: https://ezs3ac34a26aa3...
Blender tutorial series showing you how to use the most common features, like modelling, lighting, materials, geometry nodes and rendering - whilst making a donut.
Download the Blender Shortcut Hotkey PDF: https://www.dropbox.com/s/jg4fs4i8zw5bxt7/Blender 3.0 Shortcuts v1.2.pdf?dl=0
Google Doc version: https://docs.google.com/document/d/1...
Yeah it was a parenting issue I got it now. However having trouble with the weight painting mirroring properly since it's fine on one side but super messy on the other. ;w;
Is the geometry symmetrical?
Yeah it's symmetrical I can video call and show it if you'd like I've been trying to figure this out for hours... Even painting it manually seems to miss some spots.
hey does anyone have any tips about where to find models?
or textures
is it possible to convert file types to others?
im trying to use .glb in vroid studio
I find a lot of stuff on DeviantArt. Lots of creators there are nice enough to just let you use their stuff for free if you credit them. However I've found that you'd need to do some editing of your own, almost all the time with these.
do u know if u can use .glb in any 3d program?
Not sure. I heard vroid wasn't actually 3D so that may cause some issues.
Sketchfab is good as well. I don't think you can use glb files natively in Unity but you can open them in Blender and export to FBX or OBJ
but textures and models are not the same?
models are the shell, while textures are the paint?
if thats a corrent analogy?
Textures are just pngs or jpegs usually, you can use those in Unity but you generally have to create the materials in Unity
probably have to find a model that has a texture along
I guess glb files can have embedded textures so you might need to extract them in Blender but most models will have the textures in a separate folder.
you can use it in blender afaik
how would i replace the model i want to replace with them in blender?
i want to replace a model which is already on my avatar
with a model i found, which i like
but i cannot use it in vroid studio, it seems
I don't know about importing stuff into vroid studio. In Blender, you'd just delete the old item and import the new one.
okay it seems this is a big subject 😅
not as easy as it seems
it doesnt even seem easy
Not too complicated but you'd need to learn some Blender fundamentals to use it. You might be able to do it in vroid studio but I don't use that so I don't know.
are you in the vroid server? they have help channels there aswell
oh ok tysm
I'm still perplexed in why is this happening
that looks very real to me
Wow
Vrchat fix the easyanticheat software
:/
still adding some details on the bridge
working on an RP world. Scratch-made. Currently only 4 materials
only 11ish mbs right now but that's without any baked lights/lightprobes/occlusion data/etc
this is cool!
Thanks!
turned on texture panning for the hell of it. It looks very wacky
reminds me of that effect they did on the 1st dr strange movie
that is off to a very nice start and probably going to be very performant wonder if a wood trim sheet would be helpful for that for furniture?
what furniture?
I don't know because you haven't got there yet as it's all exterior shots
but I suppose some sort of bench would be nice to sit with wherever you put the mirror?
Oh yeah for sure. I'm going to be making quite a few different trimsheets for furniture, interiors, buildings, etc
No mirror though, as it's an RP world. Might have togglable mirrors in bathrooms, or in the changing room of the swimming pool/hot springs
and also given portable mirrors will exist when you release it less of a need for mirrors
and honestly it's cool to see more trim sheet usage in vrchat as it's very efficient for vram
There's definitely a good reason it's such a commonplace thing in actual gamedev stuff
And it's actually tons of fun to make and use them. It's pretty therapeutic imo
and you could always use like a Shader if you need some worldspace/vertex color dirt to break up the repetition
exactly, or even another UV map layer with mask textures
(I guess that counts as "using a shader" haha)
you would already have the light map uvs
Yeah that too
but you can probably worried about all that once you got more of your finalized texture sets
so you would know how many draw calls you would be adding by breaking up the repetition
yeah, if I do it, I'll leave it until close to last
I could also do more details with decals
not sure if it would be of use but might be helpful for the the ground
and out of curiosity are you using Bakery
Yeah I was probably going to end up using either vertex colours or masking for the ground stuff, but this looks viable too!
I will be using Bakery yeah
when I get to that stage
This is the first world I've made in a long time, and it's the first SDK3 world I've ever made, so it might take me a bit. It's also super super ambitious
cool was just curious as a new directional lightmap type has came out that uses less memory than the default Unity One https://twitter.com/guycalledfrank/status/1553479909053538305?s=20&t=wejfk1oT0ZEsHtcnXRnPmw
oh nice!
and also doesn't require a scripting adapter so your normal Maps will look nice
it can also Drive specular from the directional light map
I defaulted to trying to use Poiyomi's because I haven't made a world using any shader that wasn't Autodesk Interactive and I know a lot about Poiyomi's functions. But I'm going to assume that Filamented is probably going to give me much nicer results. Though I'm not certain I'm trying for photorealism just yet, so it's another thing to consider. The entire world is massively inspired by ps2 era JRPGs
and given that you have a outdoor scene just having like one Speculator from the sun will do the trick
even if it's PS2 jrpg you can still be nice to sell the materials properly with nice normal maps and actual specular highlights
Oh yeah for sure. Just not sure if full photorealism is necessary. I am using those extra maps, don't worry
but I guess I'll experiment!
Can't hurt to try different things
given that you only have four materials probably very easy to experiment with different shaders
i'm trying to use blender to edit some avatars, but i need the CATS plugin for it to work. ever since i updated blender to 3.2.1 it hasnt been working. no matter how many times i try to import the blender plugin, it doesn't show up in the preferences menu and i cant use it. does anyone know how to fix this?
cats is not compatible with 3.2 yet. Latest supported version would be 2.93.x
is there any way i can change my blender back to 2.93?
you can use the beta menu to roll back
not sure if this is the right place to ask but, these faces are invisible in unity (from both sides, it isn't a normals facing issue(I think)) but in blender they're fine
Is that a single material/mesh ?
its multiple materials on a single mesh (ive tried seperating the mesh)
Make sure the UVMap name is consistent, and that UV islands aren't super far out of bounds, otherwise I'm not sure what it could be
ive just tried removing the textures completely just to check and.... still broken
Are the logos their own vertices through ?
Any shapekeys on the mesh ?
nope
Might want to apply a triangulation modifier then
I suspect it's just the way it triangulates when exporting that shapes the mesh that way
Ive never used it before, do I just add it?
Yep
Omg, you're a life saver
Ive had this happen to another model aswell, now I can fix it

wip model lol.
That looks great !
Hey! I'm interested in making my own avatars but I have no clue where to start. I already have the necessary software, I was just wondering if anyone had any tips on where to start and what to do. Thank you!
I'd start with basic modeling and then move on to basic character creation or you can go the route of sculpting and retopology and then you'll want to move to rigging and texturing. https://www.youtube.com/watch?v=nIoXOplUvAw
https://www.youtube.com/watch?v=5BfP6uzNCGE
https://www.youtube.com/watch?v=VYuUlQO-kYE
Blender tutorial series showing you how to use the most common features, like modelling, lighting, materials, geometry nodes and rendering - whilst making a donut.
Download the Blender Shortcut Hotkey PDF: https://www.dropbox.com/s/jg4fs4i8zw5bxt7/Blender 3.0 Shortcuts v1.2.pdf?dl=0
Google Doc version: https://docs.google.com/document/d/1...
Hi!
Here is the CCM Course Level 2 Part 1 where i Model the base mesh for our character. its the first step to start your character.
Here are the steps that i done in this video
1.Sitting up the reference image for your character in blender
2. Starting Your character from Cylinder
3. Modeling the base mesh
4. Modeling Hand and mergeing wi...
Welcome to my Blender Beginner Sculpting Tutorial! In this tutorial, you will learn all the basic tools and features you will need to know, to get started with sculpting in Blender.
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As an Amazon Associate I earn from qualifying purchases.
• Wacom CTL4100 Intuos Graphics Drawing Tablet:
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Rainhet has an amazing avatar creation series on YouTube !
Did you know that Unity natively supports both Blender and Photoshop files?
I load my worlds and avatars directly from .Blend files, and my textures from .psd files meaning I don't have to re-export an fbx/png every time I make a change; I double click the model/texture in the asset folder (which opens the .blend file), make my change, hit save, and the model automatically re-imports in Unity.
Blend files only work if the .blend file format is associated with blender.exe, but with Photoshop documents, it's so streamlined that you don't even need to own Photoshop or have it installed for Unity to use its documents.
Note: Meshes imported directly from Blender with modifiers still active (with the exception of the armature modifier) will lose their blendshapes, so keep that in mind when loading .blend files for avatars.
Also, most people don't know what Blender's .blend1 files are for, so I'll explain: A .blend1 file is a duplicate of the main file that's saved after Blender confirms that it successfully saved the main .blend file, meaning if the .blend saving process fails or is interrupted, the .blend1 file is not overwriting, making it an effective backup for file loss/corruption protection.
TL;DR If your .blend file corrupts, delete it, and change the .blend1 file's extension to .blend, and you'll have your project back. (Don't save your .blend post-corruption as that will overwrite the .blend1)
I'm pretty that only holds true up to a certain version of blender. Sinec VRChat is on Unity 2019 I think it only natively supports blender 2.79 and lower
VRChat uses Unity 2019.4.31f1 which is on Long Term Support.
I use Blender 3.2.2 and it works perfectly.

Hair cards! It still needs a lot of work. I’ve only used thick hair cards to get the main shape down before I go in and add less dense pieces to add volume
what are hair cards @spare kiln
teach meeeee
Im such an novice at this stuff
also, I love the name tired! lol
yes very tired, haha
hair cards are flat planes of geometry that use texture to create the hair look. it uses opacity to hide away the non-hair area, if that makes sense
It does
oooo okay so it basically is planes with like a png on it? creating a texture
it looks very cool
exactly
well i love it.
its either that or thick geo hair that is also pretty popular in vrchat
yes! i have seen that in vrc
I like the hair cards better lol if im being honest
I have only been using blender sporadically for about 2 years, I can do basic texture painting and 3d modeling but I find it near to impossible to make human like faces
I really like making game characters
simple ones i can do very well lol like this one
I am looking to do more for vrchat in terms of nodes
Anyone here do much VRoid to VRChat? I have a question about bone placement etc
All caps: yeesss
I’ll throttle Dyno if I ever see em irl
Hey was wondering if anyone could either show me or help me create a model of a concept art that my friend made for me into a avatar i’m still new at creation but modeling rn in completely out of my league
btw sick model
There's a fair amount to learn for creating an avatar. You can start with character modeling but if you've never opened Blender before, you might want to start with something more basic that covers navigation and the interface. Then, you need to move on to rigging and texturing and then setting it up inside of Unity. https://www.youtube.com/watch?v=5BfP6uzNCGE
Hi!
Here is the CCM Course Level 2 Part 1 where i Model the base mesh for our character. its the first step to start your character.
Here are the steps that i done in this video
1.Sitting up the reference image for your character in blender
2. Starting Your character from Cylinder
3. Modeling the base mesh
4. Modeling Hand and mergeing wi...
alright thanks the thing i’m working i won’t be able to do fully on my own so this should help
indian tutorials on youtube is a blessing
What?
the only problem is i only have one photo of the art no side view or anything so the video is very helpful but i don’t think it will be able to fix my problem
You can also start with a sculpture if you don't have enough views to build the model from directly but if this is your first time modeling, you'll likely want to start with something simpler than a character anyway. Avatar creation from scratch is an involved process that is going to require a fairly deep understanding of the tools.
Yea but the main reason i’m even trying to make this model is for a group im in and non of them in the group know how to model so i would have to learn it completely by scratch which im trying to get the avatar some point in the next few weeks
I hope somebody will like this uwu ^^ https://kotyor.gumroad.com/l/ktrsordodek
HelloI made an Odradek Sensor from a game Death Stranding.Textured, Rigged, Animated. - 1 Material- 5 Emotes- 3 Head Stages- MoveableInculde:Unity Package -Animations-Controller-Textures-Materials (Standard and Poiyomi 8+)-Instruction Setup sheet-Expression Parameter Table-Expressions MenusFor Vrchat Setup you need the SDK3https://vrchat.com/hom...
Thats so good
that’s hella good
Wanna try modelling wings for the first time (specifically of a quadruped), but ngl I'm not sure what the best neutral pose for them would be
Should I model them pointing up and entirely splayed out or what
I think u should modle them like in a option were you can close and open them
That's not what I'm asking I was gonna do that anyway
If you're gonna have a closed and opened state then it seems to make sense to have them default to being closed
Neat, thanks
thank you!
ARK's dragon holds its wings at an angle, its wyvern's wings are perpendicular to the body.
All of its birds, bats, pterosaurs, etc, hold their wings perpendicular in their neutral pose. They literally do a T-pose when viewed from the front.
That dragon model, and any insects, point their wings partially upward, forming a V shape.
All wings, whether avian or bat/dragon or otherwise, are modeled at maximum stretch as normal limbs are, so that way the process of weight painting and rigging and animating matches the process for other body parts.
I acknowledge I risk repeating what you already know on some things, goal is to be totally thorough and explain the reasoning.
working on a avatar!
making my first scratch asset, hair
I have no idea what I'm doing but it's going places
omg i love it
Bit late but good practice is to model them in the middle of their range of motion, that allows you to easily create the geometry needed for clean deformation. So the wings wouldn’t be fully closed, or fully open.
Did these like a year ago
Can anyone make me a custom avatar?
Google VRC Traders, they do commissions. You aren't likely to get a lot of takers for a fully custom avatar for that price but you might get someone willing to modify something existing.
Lava lamp backpack that pretty interesting

took my venator model and made it into a hologram
Question. Is 25,298 polygons and 50,516 triangles too much for VRchat to process?
No, it's a fair amount and might be higher than it should be depending on the model but I think VRChat can technically handle models in the millions of polygons, they just might not perform well.
so is it possible to use this as a avatar
Yes
tiger 2 progress
hey all, added "焼く・ザ・タバコ | Annoying Cigarette" to my avatar today (really new to making avatars) and now the hand its in has no control. anyone able to help at all?
How do I make hair?
Yes but unless there is geometry where the model needs to bend and twist, it likely won't animate well
Can anyone make me a super simple avatar? I cant pay much but i would love for someone to make ine
One
Also dont dm me whining about the payment
🗿
just to mention this is not blender
so export them to .obj file and move it to unity may not work
as an avatar
So long as it's a normal polygon model with square or triangular faces, it should be possible to rig it but you need edges where the model is intended to be articulated or it's not going to be able to bend properly.
no it's actually packed in one single shit that you may consider it as "polygon" at some point
Unless that program can also rig, you'll need to bring it into a program like Blender for that anyway so you can look at the topology in there but I imagine it probably isn't great for animating.
yeah it got rig too
sadly I'm building this from scratch
cause the rig won't fit my idea
Well, if you get a rig created for it that Unity can assign as humanoid then you can try it. Worst case scenario is it doesn't work.
ok I think I avoided the worst case you mention
its now basically a rig so
Is this suppose to happen with the rig? If not, any way on how I may be able to fix it?
Do you mean how it's shaded? That would have more to do with your normals than your rig, the rig just moves vertices around based on weights.
you mean this?
just to make sure
Maybe? I don't know that program so I don't know whether humanoid means the same thing in that program as it does in Unity.
Can anyone make me a free avatar?
No
Why @ me
I made a jacket for my model, and have it linked to the armature of my body. But when I went to add weight paint to the sleees, the vertex groups cant be found. Any idea on how I can add weight paints to the jacket?
when u parent it to the armature, click with empty groups if u want to do them manually
but i would just link/transfer weights from ur body mesh to get good results quickly
Lemme reiterate. All caps yes.
Anyone here know how to implement eye tracking to an avatar? (I use htc Eye Pro if that matters)
do you know how to rig in roblox?
what i do is export it into blender, (you will prob have to export each part one at a time), then rig it in there
the vive pro does not have eye tracking. do you have the vive pro eye?
Yeah mbmb
Vive pro eye is the one i got
then you need to set up the parameters and the animations on the avatar to drive the eyes, and use the VRCFT application to send the values from SRanipal to vrchat via OSC
more info in the VRCFT discord
setting up gaze tracking is easy, it's just a matter of adding the template Additive layer to your avatar
setting up blendshapes for blinking/expand/squeeze takes a bit more work
Oh god this sounds way beyond my capabilities
VRChat does not have native support for eye/face tracking, so there is no better way for now
Hm…
Let me re read this
What do you mean when saying set up the parameters? (Its a VRoid model so would it have those inherently? I use facial tracking via IOS atm that works for the eyes)
SRanipal outputs a series of values for different tracked parts of the face. for example, Left eye X, Left eye Y, Right eye squeeze, right eye blink, etc
you need to send those values to vrchat somehow, which you can do via OSC, which is the system you use to send/receive data through vrchat
the way you control stuff on the avatar using osc is by adding parameters to the avatar, and setting them to a value using OSC
that's what VRCFT does
but once you have those numbers at those values on the avatar, that's still not doing anything to the avatar
you then use those values to drive animations which make the avatar look like it's doing the same thing you're doing IRL
Oh ofcourse okay, so in adding the eye tracking file (to the additive which i did) it lacks an actual reception of the data to VRC in itself which is where the VRCFT app comes in
yes
Cause i added that additive but now vrc needs to recognize the values okay okay
the way the additive layer works is by animating the unity "muscle" values for the eye bones directly
which is basically universal
aka works for basically any avatar
Okay cool cool
eyelids is not as easy however
And down the line this VRCFT will work for the blendshapes i have on my model if i choose to get a facial tracked?
the model itself needs to have all of the required blendshapes
which vroid models don't
not the same as SRanipal
Oh darn
a lot are very similar, but some are different
you can use the ARKit blendshapes to make the SRanipal blendshapes, but you'd need to do that in blender
it's possible someone has already made a template for vroid avatars
Oof
Oh a template
Is this plug in and just adjust type thing?
And as someone thar understands this do you by chance take commisions..? I think i can handle the eyes but the face animations sounds to far beyond me
normally templates would include the model with the blendshapes, aswell as the parameters file and the FX controller pre-set up
I don't really do commissions sorry, but you can maybe find people in the vrcft discord that can help
there are guides too
Are you able to invite to the discord?
The link i found is dedge
DM'd
You rock tysm
Can anyone elaborate on the TOS update about uploading more, Adult content? I was in the process of building my own model, im a legal adult. I want to know if it is safe to upload? If not ill remove the adult bitties..
not-safe-for-work content is not allowed on vrchat at all so you'd want to use Barbie doll Anatomy if you having like a body under the avatar for toggling different outfits
just finished a couple more star wars ships both being from the clone wars show
thats sick dude
I'm rigging it by myself using a rig builder, and took reference from it
If I run blender and export sth my pc will go boom
If you can't run Blender, you definitely can't run VRChat. Unless you're a Quest user.
I mean it does do normally like booting amd running up blender
Just
When import sth it always crash
Are you trying to import something really complex or just anything?
alr
Nicee
Question, how would one guy make a realistic sky in eevee without using dynamic sky because im figuring out how to make a good sky with clouds that i dont have to manually put without it looking like noise in blender
||He wants you to make him an avatar||
If you can get a taker, good on ya, but you might as well be forthcoming about what you're looking for.
||Apple Giftcard???||
Yes
B)
Can anyone here help me make an avatar
Sure, what are you stuck on?
So in blender when a put all materials into one my avatar goes black and I have no idea why
Anyone knows how to fix this error? I'm trying to use the CATs plugin in Blender but this keeps popping up
Does anyone know where I could find like videos or anything to learn 3D modeling? I've been lookin to create my own avatar from scratch.
There are people on YouTube who make models from scratch like shonzo or Gjnko well I recommend those 2
😮 awesome! ill check them out
Those are cool do you have any Obi Wan avatars from the Kenobi show
I’m still working on improving my avatars so I haven’t made one yet
can anyone help with a problem im having? my character is very short and doesnt align with the head so it looks like im way above the avatar
You probably have to bring the rig above the origin in Blender and then apply the transform
i figured it out, thank you!
do you know how i might upload for both pc and quest though?
1: https://www.youtube.com/watch?v=hHdWZlil0gw
2: https://www.youtube.com/watch?v=_iDQ4fyFBcs
These two videos were the two that helped me get into both world and avatar creation. Granted, I haven't touched Unity for worlds yet, and I have only done one basic avatar. However, Video 1 taught me a lot of basic Blender skills which I used to make fun 3D renders, and then I managed to make a basic avatar from scratch by following Video 2 and have it in VRChat within 3 hours.
Just upload for one and then in the builder "switch build target" to the other and publish for that.
thank you!
A lot of the rest of my Blender skills have been less about trying to hack together avatars and more about having fun making things that I want in Blender, which is giving me more foundational knowledge that I can then apply to things I want to make for VRChat.
For example (I can't send it as an attachment due to "explicit") https://pbs.twimg.com/media/FYhZQFSWQAA0Bb8?format=jpg&name=large
This isn't a great example because there's some things I did incorrectly here, but I was able to sculpt this Nanachi from scratch using reference. Though there's a lot of things I want to change about both the way it looks (way too human-like) and some methods that I wish I knew (remesh, dynotpo, other decimation techniques, using a basic cube shape with subsurface modifier and symmetry for a base, etc.) But ultimately, I was able to do this because I hacked around a bit with learning the basic tools, then was able to more freely use my tool knowledge to bring an idea to life.
The second image (attached below) is a more recent sculpt I did, where the trouble was more about mixing multiple materials and my viewport lagging, but I am relatively happy with the way the sculpt came out, especially since I was able to use remesh and dynotopo to more freely sculpt.
Can someone please make a free quest-friendly chitty chitty bang bang avatar with working seats and toggles for the wings? you can find the free model with animations on Google! This is probably a really strange request because the movie is basically forgotten at this point, but it would be so magical to see that classy car fly once again in the skies of VRChat!
nobody is going to make you the avatar for free
pretty sure nobody in their right minds would if they didn't have enough time....unless
btw this is about as close as I want it to be
it's still a work in progress
ngl, if you study the topology of the model and start to figure out how these things work, the rest of making this look realistic is gonna be easy
this is gonna be easy lol
great, i have to deal with this now
and painting on objects that i copied is really hard for no good reason
please help
...please
this video might better explain my issue
Have you applied the scale of the avatar? Also that brush looks very large for something that small, you could try with a smaller brush with greater strength
renfrew suggested using uv island margins in avatar 3 help and it's worked fine
ok how do i make this not look like shit
turning anti aliasing off seems to do absolutely nothing
You might need to increase the resolution of the texture or use multiple textures
are you in blender?
often theres a setting in the image node. its called filtering
unless you mean that by antialiasing
hey guys
wanna know something trippy?
if anybody subdivides 4 times
the model of Geras
it's 2 million
https://cdn.discordapp.com/attachments/921433761420288071/1008541335743123548/unknown.png subdivided 5 times then you get this
hurts your eyes doesn't it?
never make this an avatar
My graphics card hurts just looking at that image.
you need to set your texture filtering mode in Unity to Point
rather than Bilinear
for pixel art that's what you want to do
@scenic needle First what did you do to score this amazing piece of text and also is regarding a unity problem with the SDK or a modelling error, if so try reloading the SDK/ delete it all together and import it again. Also wouldn't save thing in the TEMP folder, try saving it locally or to documents. Temp is good for recovering lost or fail data, like crashes but not good for permanent files
Little spooky ghoul fella I'm making rn, still need to rig and add shapekeys
Working on a middle eastern / eqyptian inspired outfit
Next up are sandals with some sort of shinguards with ornaments
Me too, for some reason it's very therapeutic
Here's few I've done just for the sake of it
that's the idea
working on MK11 stuff now
sorry for not responding but is there a option like this in blender? cause that's sorta where my model is stuck on currently
Can't wait to see it lightbaked !
Still have a metric fuckton of stuff to do before I even think about baking, but I am super excited!
very nice progress
Overly ambitious project to create an entire JRPG hub world style town, and the outlying farmland, mystical forest, sewers, docks, beach, and residential zones!
well you definitely seem to be off to a good start
will there be cows?
roaming around?

Hmmm, perhaps not. I'm dead set on making everything in the world, but I can't do organic things like animals very well...
But I might see about sourcing them as the only thing I don't make
so how are you going to do the plants as those are organic shapes
I meant more like animals
I can do plants just fine
I suppose I could do slightly stylized animals perhaps
realistic is pretty much out of the question
Just have to find some cute references I guess
something like harvest moon but slightly more realistic
won't get better at it if I don't try, after all
i imagine a windmill and a cow would really set the whole farmland theme

cant wait to see when your whole project is completed
Get cow.png, place on billboard particles.
Animals
But looking good
Actually perfect
I think I might have figured out how the Corpse head looks if it was properly modeled by Scott
note how I said "if"
I was guessing the topology when I made Toy Bonnie's feet look accurate to FNAF 2
puffer jacket 🕺
scratch fit i made a bit ago
not individually sorry >< only on the full model
Is anyone here any good with Hand modelling? Trying to make a specific hand however that topology is absolutely garbage
Topology on the midpoint of the fingers looks reasonable, maybe just a couple of edge loops where that final bend is. Might be kind of awkward with hand cupping with that circular bit jutting out.
Hey hey. Didn't know if any of the other channels were best suited for this. So here it is.
I got a problem in blender. I have been working on a model for awhile and have ran into quite an interesting issue. I have set the value of blendshapes above 0 and fit clothes over it. Somewhere along working these blendshapes now say they are at 0. But still retain the shape I put them in. Meaning. If I go into the negatives with them they return to normal. For example.
the first image shows what the blendshape should be at 0. But after the blendshapes are applied this shape is now -.5. The second image shows what should be .5 on the blendshape. But now it is 0. Does anybody know how I have applied blendshapes like any other apply Transform or rotation?
Did you change anything else but Basis on your main body mesh ?
currently working on the bones of my model
and i decided to change how the shoulders are on the riggify rig thing
is this good?
oh and why is it that shapes i've cut and sown back together in a way not want to apply the smooth shading
The shoulders should be fine but I don't think rigify transfers well to Unity. I'd use Mixamo or get Auto-Rig Pro if you don't want to do it manually. Try this for your shading.
for some reason doing a bisect knife merge thing fixed the head, but now the feet
also that's gonna be hard when i just moved the entire rigging to be in place
like-
You can try it but I just haven't heard good things about rigify being compatible with Unity's humanoid system. Mixamo is automatic so you just have to tell it where certain key features are.
It will probably require some cleanup but so will any auto rigging program. Mixamo.com
ah ok
oh and
the rigify thing
was moreso just spawning in a basic human bone and editing it to the model's proportions
idk if there's any other use of riggify
Oh, okay, that's just manual rigging, then. Rigify is a template you move into place that does a bunch of other stuff like adding IK.
Yeah, if you used the meta-rig, I don't think that will work well but you can try it. I don't use rigify so that's just what I've heard.
Rigify takes that skeletal structure and makes this which adds a bunch of stuff I don't think the Humanoid system can work with
It's a good tool for animation in Blender, just not for porting to other programs.
for one, the skeleton is terrifying
and the mesh ain't moving with it
well the basic humanoid thing i used doesn't have facial structure stuff
Hmm, that's unique. Sometimes Mixamo will fail the rigging process but I've never seen it get to the end and then not have the rig attached.
...maybe the issue is that the model itself had the riggify rig
that's more like it
...oh no
Yeah the issue with rigify happens when you press the "generate rig" button but I'm not sure if it works without doing that.
Those hands/wrists are gonna be pretty awkward to use regardless of what you do, I think.
oh noooo the haaaands
bruh what
oh and the body is twisting around, which is something i do not want
ok i don't think miximo is something i'm wanting to use
turning off fingers makes it look good now
but i don't like the body twist
It works pretty well with humans but the farther your model is from human, the more it will struggle. No auto-rigging program will rig it without requiring some adjusting of the weighting. I think you're seeing the hips rotating because there is hip rotation in that animation but that won't happen in VRChat unless the person using the avatar has FBT and then there isn't much you can do about it other than turning off hip tracking. You can buy Auto-Rig Pro and might get better results but I don't think Rigify is the way to go. You can also rig it manually but that is a bit more work.
man
Cool
Hey everyone I just want to ask if someone know modeling clothes for an avatar if someone can come pv me so I can show what kind of clothes I want and for what model thanks
who here likes Five Nights at Freddy's models?
Ported my avi to smash, made renders for the UI
The line is done by coning the geometry and flipping the normals, then adjusting and deleting in areas that the mask is hidden.
could anyone please kick me a youtube video on how to make a shirt in blender? all i can find in the results are videos about making ones with cloth but im just trying to make a simple shirt
Generally, you copy the body and make alterations from there https://youtu.be/XKBONVoHSdA
How To Create & Rig Clothing: Blender 2.93 Tutorial. This tutorial goes over how to quickly create clothing in blender. It also dives into using the Data Transfer function within blender to bind clothes to the character rig.
I also show off my new Character Clothing Library system.
How to bind clothing. Bind clothing to the armature. Blender 2...
tyvm!
how do i apply a pose as rest pose when i cant because a shapekey is preventing it
you can do it via the CATS plugin
however, there can be issues where your basis layer of your mesh will not update correctly, and cause weird issue. to see if that's the case, do this:
- after clicking Apply pose as rest pose, create a new shape key on your body mesh in object mode
- set the value of the shape key to 1
- if nothing happens, great! however, if anything moved, then you need to fix your basis. to do that:
- select your Basis shape key in Edit mode
- click on any random vertex, hit G, then 0, then enter. this essentially "updates" the basis layer
- to test if it's fixed, repeat steps 1 to 3
doing the pose in cats fixed all the problems i had doing it with base blender
thanks legend
I received an fbx to work on but im having trouble applying textures. The model is all black and I'm not sure what I need to do
is the material assigned to the faces?
usually editing a mesh in particular ways can overwrite material assignments just make sure of that
your material looks fine itself
I got it now, turning up alpha allows me to see the textures
it's always those low quality videos lol
try to save you a little time spending hours scouring the internet for nothing
here's a wip of [[Number1 Rated Salesman 1997]]
I'm trying to atlas the materials for my quest avatar but some of the materials end up all white after saving the atlas. Does anyone know what would cause this?
if the textures aren’t all the same resolution it could be glitching out
ik it’s possible for it to work but mine only end up working correctly when they are all the same dimensions
Sorry didn't see your message. I found out that I can unpack all files and then atlas and it fixes that problem.
how is he coming along guys
yall think these little details on the greaves worth the polys?
if it affects the silhouette it goes in geometry
even by Quest standards that's pretty low poly
the fauld just werent lookin right idk what to do
he look dumb without it tho
is this triangle gonna mess anything up. i heard i should be using only sqares?
it's not the end of the world if there's occasionally triangles
so i did these hands but im realizing theres no way theyre gonna bend right
also what the hell is going on here
am i just gonna have 2 spam edge loops all over the joints
thank u bro that is super helpful
update
the drip continues
would you mind showing a picture where we can see the hands
hello people ! its my first time making an avatar and i was wondering why my tail is transparent ? when i making an atlas, its the contrary . my textures on my body are messed up, except for the tail. do you guys have any ideas ? :ccc
I made this Minecraft Furnace from the original minecraft sonic model
UPDATE: i found a way ! :D working fine by now uwu
textures!
very nice looking
Hello! So I just joined this sever and I have know idea where to put help stuff, but this came out of know where
This channel is for 3D modeling, you want #world-development but the first thing I'd try is just restarting Unity.
4.7k tris is pretty low. There's something to be said for good performance but you can get a performance rank of medium on Quest for anything under 15k so long as there isn't anything else pushing you over.
10k would be the limit to qualify as a fallback Avatar so that would probably be a good number to be your max
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
That's true but I guess I don't really see the point in making something a fallback avatar if the Quest version will display by default anyway. I guess it's just if you want to use a different avatar that won't work for Quest, then you can use that as a fallback but if you want to use that avatar, then so long as they haven't manually increased their minimum displayed performance rank, it'll show up without needing to use a fallback.
and I guess a good question would be where to spend those extra triangles
Yeah, if you don't need them then you might as well keep performance as high as possible. Maybe adding more smoothness to the scarf and skirt?
https://twitter.com/delaneykingrox/status/1556154787426877440?s=20&t=4iFw7MwnIo2p3g4JHdYLfQ a tweet I saw that might be handy for the skirt?
That would work well. It won't subdivide well but you aren't gonna want to do that anyway.
and it's probably going to be a bit before he would want to tackle like normal map baking from a high poly
ok gamers my character is finished i think
how am i going to rig him
this is a good idea actually
i was thinking of adding like 2 or three more layers to the scarf so it doesnt look just like a blob
I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI
If you enjoyed this video, please don't forget to like and subscribe!
You ca...
i desperately need to control my weight
how many spine bones do i need?
and do i need hip bones or can i just go straight to legs
oh spamton g spamtom im feeling real low
Export Settings When exporting your rig from your 3D editor of choice, ensure your coordinate settings are correct. Most of the time, the defaults are correct. For Blender, ensure that your rest X rotation is 90 degrees. Unity will flag your humanoid rig configuration if it does not meet the Mecanim...
ok
so three: pelvis, spine, then chest
yup
what is the naming convention for arms
legs would be like
thigh then shin
upper arm and lower arm? or forearm?
https://virtualcast.jp/wiki/_media/en/unity/humanoid/avatar.png well here's like the naming convention the unity humanoid uses
so thumb_proximal.l, thumb_proximal.r, etc
yup
and if it's helpful knowledge the exact naming doesn't affect the rigging process as it's the bone hierarchy itself but figured that might make setting up the unity humanoid easier to have the names match
thank u bro this is so helpful
np gamer
the leg is clipping through p bad
you would also need to paint the skirt to the leg
ok i will work on that
bro auto weights did the knee perfectly
thats insane
how did it know the knee pad thingy was sposed to be solid
cool & hope it goes okay when you get to the fingers
omg its goin crunchy
[[I Can Send E-Mail!]]
oh shit for real?
im just gonna need to delete all of these faces bc they just keep clipping
no point to have them right if theyre not visible?
in that case would it make sense to connect these loops up
Progress
aight blender users, i'm working on an avi and would love to add some details like the hexagony bits on these robots from hzd, but i'm struggling to think of a nice way to do it https://cdna.artstation.com/p/assets/images/images/024/484/978/4k/daan-meysman-stalker-01.jpg?1582578190&dl=1
i've not had much luck with shrinkwrap
so would love some other options if anyone has anything
Currently having problems with my model. I’m unable to transfer the model’s textures even after making it a fbx file
Blender to Unity
that is normal, you are not supposed to see the textures "transfer over"
you're supposed to import them into unity separately
in fact, if you do see textures get imported with the model, that's a bad thing
since it's just bloating the size of the FBX
Is there any other way because I don’t want to separately add the textures especially with this model
no, materials are done in a completely different manner in unity and blender
You need to bring it through unity
yes, it does not take long
Anyone know why this is happening when I shade smooth?
could be something to do with normals. reset normals.
yeah i figured out I just had to recalculate the normals
https://twitter.com/Dxnalt/status/1562101450813149184 Kinda wanna make a few more military pieces any ideas?
I have the textures on blender how do import the textures to unity?
You import them or drag them into the project tab and then drag them into the appropriate slots on a material.
I am having trouble with the legs on my 3D model. Whenever I move the bones of the thigh, it comes out like this around the hip area. Any way that I may be able to fix it?
Blur the edges, you generally don't want to have 100% weight and then immediately 0%.
Cannot find blur in my tool bar (not sure if its named differently in 2.9)
I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI
If you enjoyed this video, please don't forget to like and subscribe!
You ca...
