#3d-modeling

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azure rain
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it would still apply in 2.9

harsh saddle
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It is called blur, the second option right below draw.

long patio
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Does anyone have any sources on making the torso look better?

cyan stump
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Made this Boba prop for a friend! would you guys say i can open commissions with this level of work for avatar props?

cyan stump
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those are too many

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  1. spread the vertices out more
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see ti like youre

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making a sculpture

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and you have a big block

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and you slowly carve it out piece by piece

long patio
digital hound
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Can you make 1 object have multiple uv's then have them be selectable in unity per gameobject?

cyan stump
harsh saddle
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Some people have good luck modeling things from boxes like that and if that works for you, then don't mind me but if I was to learn from the beginning again, I would focus more on the sculpting tools and then building my faces on top of my sculptures. That's how I model things and I could never do it nearly as well with box modeling techniques.

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The sculpt tools are like working in clay whereas box modeling is more like origami. I'm sure you can make a human out of origami but most people are going to have more luck with clay.

hushed leaf
cyan stump
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i would also recommend learning some figure drawing basics, learning the main shapes that make a body makes your life infiitely easier

bleak panther
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i'm switching a head, is there a way to close this gap without merging the two meshes? thx!

harsh saddle
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You can't merge vertices if the vertices don't belong to the same mesh but you can move the vertices to the exact same position to give the impression that they're connected.

junior orchid
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Or u scale the head down, the times I headswapped and then merged armatures it seemed to be connected well enough without gaps

bleak panther
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oh ok, thanks

tough plover
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what's your budget? (fyi, this is not really the place to ask for commission work, you're better off going to VRC traders in #community-servers-old. however, we can potentially help answer some questions and prepare you better before going there)

spiral sigil
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Because most people I’ve tried to get avatars made they tend to want over 100$

tough plover
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well yea? 100$ is a bargain for a from scratch avatar

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you're underestimating the amount of time and work required

spiral sigil
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Yea I know

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But I can make the textures and shit on my own it’s just I don’t know how to model

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Which yes avatar modeling does take a while I’ll agree on that

tough plover
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for that price, you're almost better off finding a base model that is close to what you want, and then modifying it/modeling new assets for it

spiral sigil
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The thing is with that is I’ve been looking for one model that I know of that a lot like it but I haven’t been able,to find it

oak hatch
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Knife.

winged grove
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Help

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Weird problem happening in unity

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No textures

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But they're still purple

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Why?? ;w;

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Nvm figured it out
it was exporting with weird vertex colors

spare kiln
spice pewter
spare kiln
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Cutee

stoic beacon
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any chance any one will be interested in rigging something for me. im making a cursed vacuum avatar for the meme and just need the hose rigged for arm movement. im not good with blender at all.

red glade
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Still not really too sure on the entire outfit for this dood, Any idea's are welcome 🙂

errant bronze
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Like belts separate the torso from the legs and give it form

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The full torso zip-up is a little odd

red glade
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It doesnt flow too well just yet

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And once you see that the foll body zipup thingy makes a bit more sense

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But as i said, idk i dont feel too sold on it just yet

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and i am looking in to tactical rigs and stuff like that

gray dust
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I need somone to help make a model for my avatar I alredy have a sketch and if you are up to it dm me for more info!

waxen mist
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If I did anything I’d break up the solid yellow, Or give it more of a texture.

red glade
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Maybe its because of the bloom not sure,

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It has a hexagon grid all over it

red glade
errant bronze
red glade
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I was thinking some tactical stuff and uhm

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I forgot what they are called but the straps on the arms the Thai fighters have also

errant bronze
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Referencing the fabric bands?

red glade
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Yes

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Something like this on the arms might add flavor, idk

worn grail
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I hate the limitations that quest has but, I finished the shoes for the quest compatible avatar I am making

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It will have quiet good jordans

azure rain
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they look fine to me

peak iris
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same

spare kiln
cyan stump
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finished avatar prop!

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whole thing is unshaded as i painted light in the texture!

quaint jasper
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Cool gradient usage clap

somber frost
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I am legit trying EVERYTHING I could do to UV unwrap this model but I literally cannot get it right, it turns it into this ugly thin UV thingy and it's truly pissing me off.

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what the hell am I doing wrong?

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Does it have to do with the structure?

simple zodiac
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Yo, I made a VRoid model... did I do something wrong?

tough plover
somber frost
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seams?

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Lemme try

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made it worse

tough plover
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...

somber frost
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idk if I'm like being stupid or something

tough plover
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think of it as paper crafts

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but in reverse

somber frost
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I have done unwraps before

tough plover
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you need to cut up the model in a way that you can flatten out every piece of it

somber frost
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Never had anything like this

tough plover
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there's not really that many good ways to unwrap that kind of shape

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I would just split it up into 4 quadrants

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to make like 4 triangles

somber frost
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wait wdym?

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I'm so lost 💀

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Being ND sucks

tough plover
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something like this

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like I said, you need to add seams to make it so that you can literally flatten out the object

somber frost
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Ill try it

tough plover
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here's another way

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2nd one might be a bit better

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but it depends on how you will texture it

somber frost
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yeah idk what I'm doing

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i give up

harsh saddle
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For spheres, you're usually better off just subdividing a cube if you need clean topology but that should work well enough.

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The second technique gets you this which should be pretty usable

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But a subdivided cube that looks just as much like a sphere to the naked eye is even cleaner

somber frost
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I’m also trying with the other meshes, still won’t unwrap properly

harsh saddle
somber frost
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How to I make it look like a sphere?

azure rain
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you use the subdivide modifier on a cube

somber frost
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Aight

worn grail
somber frost
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I got it to look good now

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I appreciate it dude, thanks!

spice pewter
somber frost
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Success!

prime zenith
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I noticed that if I export a model as an FBX from Blender and import it into a new project, the seams that were on it disappear. Is this normal ?

mortal zodiac
winter palm
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So I subdivided the head... and it turned into a line. Any way to turn back into a head?

azure rain
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control Z should be the undo button

atomic loom
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how do i fix this- i just opened the blender file lol

quaint jasper
steady zealot
azure rain
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Cool

still dust
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I think I'm giving up

obsidian nova
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Looks like a good start to me!

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Just need to make sure that your feet are facing forward and that you fix the topology on the nose.

obsidian nova
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Once you get your colours on there, it’ll really come to life.

exotic obsidian
muted raven
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Who's Ready for spooky season?!? I know it's literally still over a month away but im excited already

storm flower
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How do you create a 3d model and use it in VRC?

tough plover
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gross oversimplification but that's the idea

lament pond
terse stirrup
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does anyone have a mech they have made
i wanna model a mech but dont know where to start
i just want a refrence
like ideas
if you had that it would really help

harsh saddle
terse stirrup
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ive made 5000 monkey in blender

harsh saddle
terse stirrup
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ok

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gonna make a mech now

feral rock
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⚠️Help Wanted⚠️
3D modeler to create custom asset.

I need a harness for this boy: https://skfb.ly/o6WDZ

quaint jasper
terse stirrup
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turns out im really bad at making mechs

rough sage
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We just got to learn dude

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I’m still learning

terse stirrup
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i know how to use blender
im just bad at making stuff like mechs
or robots

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what can i add to my avitar

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ive mad a piano

cyan badge
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You know how pianos open up to see inside

terse stirrup
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It's a prop for a person

spice pewter
harsh saddle
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Piano looks good. Mechs and hard surface stuff isn't my specialty either but my recommendation would be to try and thinkbof every part as its own modeling job so don't think about making the mech, think about making the hatch or the gun barrel, etc, and then when you put that all together, you have a mech. Though you'l also need a good plan for how it all fits together so you'll want a drawing to work from. It might be good to find an existing drawing if mech design isn't sometjing you have experience doing.

storm flower
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Can someone help me make something like a Robot avatar? something like this

quaint jasper
terse stirrup
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so far

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any ideas for the arm

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thats the lower arm
i need a idea for a joint

terse stirrup
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now need ideas for body

harsh saddle
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Sketchfab is a great place to find inspiration but I feel like you're moving a bit fast. The design of the arm is pretty cool but you could easily (and probably should) spend 2-3+ hours on that adding hatches and other small details that give it character rather than trying to pump it out in 30 minutes. Granted, you're gonna have to limit the details especially if you want it to work for Quest but you can make a lot of detail to a normal maap.

terse stirrup
wintry summit
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making the best looking centaur to come to vrchat

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why did a sticker get stuck there vrcTupStare

terse stirrup
harsh saddle
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Sounds good, starting by blocking out big forms and then going smaller is a smart approach.

terse stirrup
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so ive made a arm
ima work on the barrel more
but i want it to run smoothly on quest
as a toggle

so i want it to work as a togglable for any avitar on quest

terse stirrup
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any more ideas please tell me
this feels like part 1 of 6

terse stirrup
jagged moat
terse stirrup
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this is the biggist blender thing ive done
im just asking and trying to give updates in this chat for help

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its for quest

upper hawk
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i have a blender model but how do i turn it into something competible with vr chat?

upper hawk
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k

small valve
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wip

primal narwhal
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Does anyone know if there's a way to get Substance Painter's Triplanar projection mapping to respect baked normals over vertex normals?

Creating textures for a model, hp to lp bake, normals are great but most of my textures use triplanar mapping, and the edges despite being rounded in the baked map, are sharp and create a seam along the edges that's strong enough to overpower the rounded normal in most cases.

It's glaringly obvious and I'm struggling to find a balance with it. This is with hard edges, setting the whole model to smooth had the desired effect, but unfortunately some areas bled over extremely harshly and for the most part ruined the whole texture in the process.

I've tried searching around but everything I've seen seems to say that there isn't a way around it. So I'm wondering if anyone here has found a way around that problem without having to go back and do stuff like inset faces on the lp model just for the sake of texturing.

terse stirrup
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finished the legs

harsh saddle
# terse stirrup finished the legs

Those legs look quite nice. I think what's lacking in the arms is some variance in the silhouette, it's just straight without any strong curves or areas where the shielding has been built up to break up the form. There's no right way to make a mech but if you compare it to something like this where it almost has what we'd think of as muscles and then slender areas closer to where the joints would be to improve articulation, I'd like to see more of that in the arms. The legs are pretty good in that department with the bulky feet. I also like that single toe, that's a unique element that gives it character.

terse stirrup
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I might add a retractable sword to one hand
Like a normal hand with a sword

terse stirrup
harsh saddle
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Having the arms be different would certainly add some character.

terse stirrup
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I was going for a small mech at the start
Then I made the Body
So the arms and to skinny
And I'm going to bulk the arms up
And change the left to a sword

terse stirrup
harsh saddle
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Definitely liking this more. Small details like grooves and scratches will really bring it to life but that's where the normal map comes in.

terse stirrup
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yep
once im done ive rig this up
and make it a Unity asset for people

mental cradle
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When you just can't find the right face so you make one 😄

alpine venture
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The phone is too boring in the show, so I spruced up and made my own! Finally, I can appease the 3 people who wanted it.

I'd go with screen accurate, but that's just a quad with a vector cross on it. Bleh. Boring. This one has all the fun masks and emission maps, etc.

The front isn't shown but that's just a simple texture. Didn't want to model out details like that. Ramps up tris for what are minscule details.

I hope to refine my UV Mapping. It's all 1 material, but quest not having seperated tiling/masking/etc lead to me going for a tightly packed material.

Could be better though... Baby steps.

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Looks bland in the blender viewport cause nodes still intimidate me, so I still make all my maps/textures in gimp.

harsh saddle
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Tried asking this in #world-lighting but there seems to be bias towards Unity lighting there so I figured I would try here.

Does anyone have any tips for controlling light falloff in Blender? I tried a technique I found online but it seems to dim the light near the source whenever I reduce the ray distance and setting the intensity really high seems to make the light travel a long distance regardless of how of how high (low?) I set the falloff. I'm using some forced perspective in my scene and it looks off when the lights from a house light up what is supposed to be an entire mountain in the background. This is my node setup and light settings. As I understand it, the really high divide value and dark color ramp (I'm not really sure what the difference is, they both seem to do the same thing) should make the ray length really short but the very high intensity still lights up the entire hillside.

timber oak
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When exporting a FBX from Blender to Unity, shape key normals will not be exported. If you adjust a blend shape in Unity, you will always see the normals of the "Basis" shape key (and this looks wrong). I know, that in the FBX-Importer, you can set this to "Calculate" instead of "Import", but this produces not the same results like in Blender. Has anyone a workaround or a fix for this? I want to have normals of shape keys baked in the FBX.
Edit: https://developer.blender.org/T46019

tough plover
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I've seen people bake normal maps and then overlay them using something like Poiyomi's rgba masking section to add the normals gradually while increasing the blendshape

wintry summit
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Personally when combining two models that aren't one whole model, it makes it extremely hard to perfect it, but without the textures showing it's entirely seamless

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Like this

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You can't even tell there's a seam until you add textures

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@weak ermine

weak ermine
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Ah I see so did you actually merge the meshes by generating faces?

wintry summit
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Yeah,

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But I messed up n broke my human uv mapping

weak ermine
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Alright then yeah there would be no need for custom normals

wintry summit
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Which is why it looks funky rn

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I have to redo the human part vrcTupCry

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Or realign my textures

weak ermine
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I can show an example of how custom normals can be useful for stuff like this though

wintry summit
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If you want, but I doubt it would be super useful for the project I have haha

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The armature already sent me up a wall

weak ermine
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I believe it

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Do you plan on using parent constraints for the leg movement

wintry summit
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Yeah, but it's going to have custom walk and run cycle

weak ermine
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Right

wintry summit
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As well as custom idol pose (standing, sitting, laying down)

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Centaur stuff is horrendous, I wish there was a nicer way to do this hah

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Personally I believe Ive made the best looking centaur for vrchat tho tbh. Since most centaurs I see are using the ugly mmd horse base or using things that don't match at all

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They never look like they fit if that makes sense

weak ermine
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I’ve never really seen em and I’m not a massive fan of horses so I don’t know what the different models look like so I can’t judge one way or the other

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So far the rig and mesh merging looks good though

wintry summit
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Oh man if I could get pictures of what I'm talking about

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But ayy tyty

timber oak
oak hatch
alpine venture
white gazelle
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Has anyone ever encountered this bug in blender? it only showed up recently, so im not sure if its an option i may have accidently turned on...

For some reason when i merge something, the weight painting "Doesnt stick", and in the PAST, it has been because the weight painting accidently got painted over, or whatever..

HOWEVER, to fix this "bug" all i do is go to the vertexes IN weight paint mode. Not painting anything. Just switching to the mode and highlighting the vertex. and now everything moves..... fine.

waxen mist
grand marten
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Hey everyone! Does anyone have some tips on best practices when it comes to retopology while keeping in mind both a PC and a Quest version for an avatar?

I am working on an original model and need to retopo soon but I am not sure what a decent way to proceed is to make sure other aspects like rigging or shape keys won't have to be done twice later on.

Is it better to retopo for Quest performance targets first to make sure I end up with sufficient topology for the shape keys there or do you go with the PC version first and just manually remove topo and shrinkwrap your shape keys and hope for the best?

I am sure there are smarter ways to do it, but I am not sure how. Any input on the matter would be appreciated!

harsh saddle
# grand marten Hey everyone! Does anyone have some tips on best practices when it comes to reto...

I'd retopo with PC in mind, bake your normals (I'd subdivide the mesh and apply that in another file for ideal shrinkwrapping), rig and texture, sculpt the visemes, then create a vertex group for the faces around the mouth (or whatever faces you intend to use for the visemes), start dissolving edge loops until it's suitable for Quest making sure to avoid the faces of your vertex group, and then do a new shape from mix for each viseme which should keep them from being unaffected by the changes in topology.

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I find I'm usually able to get most of my characters in below 15k tris so further retopology isn't necessary but that process should be a fairly painless way to go from PC to Quest. You could also target Quest and then add edgeloops for PC but I think that will mess with your UVs more if you intend to add more detail with them and aren't just using them to smooth curves.

grand marten
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Hmm.. good point about the UV. Had not thought about that. Also thanks for the shape key tip. Makes a lot of sense now, actually. Thank you very much.

harsh saddle
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Sure, np. Making a vertex group for the face is a lifesaver when you've made your visemes/expressions but then find you need to go in and make edits to the mesh. It just requires you don't edit those faces so I would try to not got too overboard with the topology of the face in the first place so it doesn't become an issue. I still keep the face fairly dense but I make sacrifices in the body to compensate. If you plan on adding clothing later, you'll probably also going to want to keep an unclothed version and just delete any hidden faces prior to exporting.

magic badge
grand marten
# harsh saddle Sure, np. Making a vertex group for the face is a lifesaver when you've made you...

Yeah, I would rather have the details in the face anyways, as I feel like the face (and hands to an extent) is the most important area to keep some good fidelity on. One thing that worries me though, is that I was planning to do some blendshapes for adjusting body proportions as well (like the width of the arms, hips, etc.) and I will definitely have to reduce topology in those areas.
So maybe I should make those blendshapes on the reduced version first and then copy over the mesh data or try to get a similar geometry with shrinkwrapping on the better version. I just want to make sure I am not putting myself into a corner later.

red glade
harsh saddle
# grand marten Yeah, I would rather have the details in the face anyways, as I feel like the fa...

Especially if you don't have a ton of topology in those areas, it should be fairly easy to replicate those shape keys if you keep the high poly version around to compare it to so you can make sure the shape keys have roughly the same effect but you might also find that just dissolving edge loops doesn't mess up your shape keys. They're finicky and it can br hard to figure out what messes them up.

glad crypt
cursive summit
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Render I Made

light garden
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Made my a friend

cerulean spear
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could anyone be kind enough to recommend me a tutorial on using bones and armature? trying to make an earring right now and having trouble getting the string part to have flowy movment but also have the base of the earring stay still and just not grasping something

tawny pollen
versed glacier
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<,< anyone knows easy way to model horns like this i know the lowpoly way with subdivision surface and such but like its really hard to shape it and my brain just tends to fry

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the twist on the horns makes it extra hard for me

tame niche
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Not super familiar with modelling characters but you could maybe start by using curves and bevelling them to get the basic shape

harsh saddle
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I'd make a cube, subdivide, turn dynotopo on and then sculpt them using the snake hook brush. Then, once you get the shape you like, retopologize by extruding a cylinder around the sculpt.

astral finch
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totally unrelated to VRC but I made a shelf

hushed leaf
mystic tangle
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I haven't used blender in a while what does this mean

cursive summit
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I'm having some problems with uv mapping

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It keeps doing this weird thing on the corners

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(The top one is broke)

radiant ridge
naive bolt
light garden
winged zealot
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Been meaning to start customizing my own avatar and was wondering if there was a good vid to learn from about adding custom clothing and making them toggleable.

lilac crater
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tactical security-camera dude

harsh saddle
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That should appear after scalingvand you use the arrow to expand it. Or you can just hit the S key and type in a number

ionic summit
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Thanks

tawny pollen
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hard to look at isn't it?

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@shadow temple

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sorry for the ping

thorn gulch
mellow pendant
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this will appear in my nightmares because of how difficult it was to get things working.

formal bridge
harsh saddle
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Reminds me of when they increased the world size limit for Quest. Didn't take long for my 49.99 MB worlds to become 99.99 MB worlds.

alpine venture
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tl;dr - Blendshapes to make fangs of flat teeth keep the normal data of said original shape. Is there a way to not have that happen? Or perhaps some prep in blender to help mitigate?

So I knew this was coming up to deal with but I thought I had prepped properly.

This is a blendshape that forms teeth from the normally flat teeth; issue is, once they extend, the keep the normal data of the original teeth shape. My question is, is there away to get around this kind of issue? Perhaps some import settings that I can adjust.

Is there some prepping I can do in blender to mitigate this? I know my way around, but this particular issue has only cropped up recently; I used to decimate and this blendshape got broken every time. Did edge loop dissolves, specifically to not lose it and now... this. lol

formal bridge
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blendshapes are generally the last step you want to do on any given model as any changes to the model data IE deleting faces/vertices/edges will break the blendshapes as theyre dependant on vertex data that'll no longer be there

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So you'll want to do the decimation/optimization and then start making blendshapes

tough plover
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one way to fix it is to bake a normal map in blender using a cage

fluid umbra
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First time Making an avatar from scratch, without using any videos, at all, ive been here for more than 5 hours ||idk how to model at all lol||

harsh saddle
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Looks like a pretty decent start and modeling like that is an option but I personally prefer to sculpt the form in sculpt mode and then retoplogize. Box modeling like that works alright for big shapes but it's going to get harder for smaller details.

alpine venture
alpine venture
# formal bridge blendshapes are generally the last step you want to do on any given model as any...

Understandable, However, I've already done the repair that comes with optimization; went through every shape by hand. My issue here is simply the normals that are imported are for teeth flat (the basis) and when using the teeth fangs blendshape, it still uses those flat normals, hence the odd lighting.

Was just curious if there was any way around it. baking one with a cage sounds reasonable enough and could work. I'll just unwrap the teeth properly with a seam and bake some, see how it goes.

Thanks for the reply though!

tawny pollen
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I noticed that somebody sent me this one on my previous account for some reason, anybody know who does this kind of topology thing? Let me know asap please

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I'm about to send it

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it looks very familiar

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who sent me this again?

rich raptor
analog frost
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Could anyone tell me the fastest way to select only the verticies in the inside of this model? I

tiny aurora
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guys can someone help me import a model from blender into vrchat??

analog frost
harsh saddle
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Anyone have any ideas for why there's a hole in my model? I've checked the normals and they're fine, even flipped them so the backfaces were showing as a test and got the same result. It's like an entire face is just gone on export

rich raptor
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Is the model exported as fbx?

harsh saddle
# rich raptor Is the model exported as fbx?

Yeah, I never really figure it out but I just added some additional cuts and that seemed to fix it. I know Unity can render ngons but for whatever reason, slicing it up into quads fixed it.

foggy granite
tawny pollen
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I think so

winged zealot
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quick question, just got an avatar and it doesnt seem to have a controller under the animator; is it safe to just set the controller as the action layer or are those 2 different? x-x

tough plover
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it should be blank

winged zealot
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yeah figured it out orz but now I have a new problem

tough plover
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the playable layers get compiled into one controller which goes in the main animator

spiral sigil
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anyone having problems on blender to unity when exporting model with blendshapes but it doesn't show on unity?

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never mind i found the problem lol

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silly me i forgot to remove the boolean modifier to make holes

sharp grove
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i'm trying to unwrap part of a model, but blender keeps trying to rotate it (i assume to fit as much space as possible) - this is a problem because i want it to be mirrored. is there a way to make it stop doing this?

spiral sigil
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Anyone know what the precise reason for the IOR/Fresnel effect not ending up in the tex bake? I understand the effect changes depending on your view and how the light bounces, but why can't it just bake a static freeze of the effect from this angle?

harsh saddle
sharp grove
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i think i'll have to go with that, originally i didn't want to because i have specific changes to the normals that aren't symmetrical

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but i guess i'll just have to bite the bullet and do those again

harsh saddle
spiral sigil
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I guess I will have to make an alternative with procedural textures

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thx

tough plover
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has options to reshape/straighten islands that work very well

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and to quadrify islands

red glade
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With the release of the new cyberpunk anime redoing a bunch of stuff on my cyberpunk Character cant wait to see him finished

harsh saddle
#

Depends on whether you want to sculpt the details from your final avatar's topology or if you want to use a sculpt to project your normals. The former is a bit easier, just use a multires modifier, sculpt your details at a higher subdivision, then put everything back to zero and then in your render settings do a bake from multires with it set to normals. Using another sculpt is a bit more complicated but not much, this tutorial should cover it. https://www.youtube.com/watch?v=Yx9TvvnxCAM

We will go through the process of reducing the poly count on a 3d scan or a high poly mesh, down to an acceptable size, and then to bake a normal map and also a diffuse map in Blender. The model was downloaded from SketchFab

Support me on Patreon
https://www.patreon.com/Markom3D

SketchFab
bit.ly/37YudJ4

Node Preview Addon
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north tundra
#

What can I do to fix this?

#

I already tried deleting the sdk and reattaching it

quaint jasper
#

Wrong channel, but it's console errors

somber lion
#

you've seen worse.

magic badge
#

I spent just over a day start to finish.

#

1:33 am yesterday to ~8 pm today.

dusty heron
#

I am truly horrified excellent job

inner pawn
#

hey guys, so I'm having a bit of an issue trying to export the Female Kiggy Model as a "VSF" avatar. Every time I try to do so, the export screen pops up but there's no text, and it doesn't export.

#

can anyone possibly help me out?

summer zephyr
tawny pollen
#

using any word, explain how he feels

#

I'd say he looks traumatized

tough plover
tawny pollen
#

check off topic for him

median marten
#

hello there can anyone help , after i import an avatar into blender and remove the nose rings when reimporting back into unity the avatar is completely invisible in the scene anyone know why

pure dagger
#

Made a ring with an eco system for avatars

foggy granite
spiral sigil
#

mmmm mine looks like clay whyhywhywy

sudden glacier
forest path
#

Hi guys, I am trying to import an avatar into Unity so I can get it in VRChat but when I import the file, and change the shader for some reason the eyes aren't showing would anyone know a fix?

harsh saddle
forest path
#

I'm not sure, the others aren't showing any thumbnails as they're blanked out for some reason..

jovial depot
#

what does this mean?

harsh saddle
jovial depot
jovial depot
forest path
#

@harsh saddle

#

@harsh saddle

harsh saddle
#

Edit: Never mind, I didn't scroll down enough. It looks like there is just one eye material but I'd have to open it up in Blender to see how it's made, people do all sorts of weird stuff with eyes so it often just takes some experimentation to see how to get them looking right.

rich grove
#

i have a new eye texture I wanna use instead of the one given by this head model, how would I rearrange the vertices so it fits the new texture?

spiral sigil
#

not the most precise way but its a way

tough plover
#

looks great though

#

I do hope you optimized it as much as possible though

pure dagger
tough plover
#

because for a ring, all 3 should be fairly low lol

rich grove
pure dagger
spiral sigil
#

also

#

G to grab

spiral sigil
tough plover
#

...seriously

#

34K?

#

that's as much as my entire base model

#
Gumroad

A smol bunny avatar created for use in VRChat with full body tracking and AV 3.0.IMPORTANT: Make sure you read the ToS at the bottom of this page! We are removing the License key system we had been using for avatars and are swapping entirely over to assets stored on gumroad instead.Therefor you will get the assets directly through gumroad.Notes ...

spiral sigil
#

its an ecosystem ig

#

i dont see no animals but

tough plover
#

but why does it need that many polys? you need to keep in mind that it's a ring, it will be tiny

#

this is an engineering ring I made for a friend, this is 200 polys

#

you do not need more than something like 2k for a ring ever, often times a lot less

#

a lot of detail you can just bake to a normal map

pure dagger
long depot
#

Yeah that whole ecosystem thing can be in the shader, bake details in, etc.

tough plover
#

yes I know, it looks great, but surely you can reduce that to something like 5k

#

or even less

#

there is no way you can justify a ring having more polys than an entire avatar

pure dagger
#

the ring itself is only 86 polys

tough plover
#

surely you can just decimate the hell out of the terrain inside

pure dagger
#

the glass/land water and cliffs make up the rest

tough plover
#

while decimation messes up topology, it retains the shape very well while reducing the poly count as much as possible

rich grove
#

how do I fix data transfer not working? I went thru the process id normally do but its not working

#

or is it broken in 2.83?

spiral sigil
#

Do you need you be using 2.83

rich grove
#

no, I just went up to .93 and it still doesnt work

spiral sigil
#

why not like 3.3

#

also u should probably record you doing the entire process

tough plover
#

^

rich grove
#

cats doesnt support above 2.93 I think

spiral sigil
#

im a cats hater so lol

#

I didnt know it does data transfer

pure dagger
tough plover
#

you don't need CATS to do data transfer

#

that was always a native blender thing

rich grove
#

its been a few months since my last avatar but ive cross checked this with tutorials and its all the same thing

spiral sigil
#

psss sacred idk how data transfer works pls come back

tough plover
# rich grove

why exactly are you doing a data transfer for glasses? last I checked they should only move with the head

rich grove
#

exactly why im doing it

#

so itll actually move with the head

tough plover
#

you're better off just creating a vertex group on the glasses with the same name as the head bone, then assigning every vertex of the glasses to it

#

make sure there's also an armature modifier on the glasses with the correct armature selected

rich grove
#

all 4,588 of them?

tough plover
#

yea? just hit the A key

rich grove
#

o

#

oh that fixed it

spiral sigil
#

is weightpaint information stored in vertex groups

tough plover
#

"weight painting" is literally just assigning vertices to vertex groups

#

just with brushes

spiral sigil
#

ohhh

#

yoo took me 3 years to realize that less go

tough plover
#

the armature modifier uses the vertex groups to figure out how the mesh should deform with the bones

spiral sigil
#

But isnt vertex group information stored on a mesh by mesh basis not bone by bone

#

HMM i need to open blender

tough plover
#

yes, but the armature modifier looks for vertex groups that match the name of the bones

#

if you rename a vertex group, it will stop those vertices from moving with the bone

#

(in blender, if you rename a bone it also renames the vertex group, but not the other way around)

spiral sigil
#

That makes understanding data transfer node so much easier

#

i havent heard that in a tutorial once

red glade
#

Monowire thingy 🕺

#

Gotta do some testuring work on the arm, so it feels like its actually attached to the arm but

#

Very happy with the 20 min it took to make and texture it

spiral sigil
#

You should be it looks like a proper tech gadget

red glade
#

🙏 thx

#

its based on the Monowire in cyberpunk.

#

Got a rough idea of how i wanna do the actuall wire as we can grab bones now

#

Thing is im not sure if it reacts to the end points of the bone or the density of the mesh so

#

well see what looks best

rich grove
#

how do I fix meshes like shoes and thihg highs clipping on the front side on one leg?

red glade
#

Or show me something, Ill see if i can assist you

rich grove
#

nvm I think I got it

#

just had to recal outsides

red glade
#

Good 🙂

rich grove
#

@spiral sigil after changing the eye texture, it didnt save when going into unity. So when I use the new eye texture, it just uses the white in the corner, where the vertices were originally mapped too

spiral sigil
#

if u change the UV mapping its data is stored in the mesh

#

not the texture/img

#

also if u have multiple UV maps make sure the active one is the one u want

rich grove
#

ive re exporte dthe model a few times already after some debugging

#

so idk what you mean

spiral sigil
#

it sounds like its still using an old UV map then maybe you got to delete the old one

rich grove
#

alr ill check

spiral sigil
#

idk how unity chooses what one to use but i think it goes by first in order

#

also i vaugely remember a material option in unity where itnwas like UV0 and UV1 and u could swap between what UV map was being used in unity

#

idk where exactly the button is but it exists

rich grove
#

also how do I make the glasses frames transparent? its a separate material at least

rich grove
spiral sigil
#

its in the same panel as vertex groups are i think

#

there is another drop down menu for uv maps

#

check how the UV mapping data changes when switching between the 2 (or more)and decide which one you need to keep

rich grove
#

yup i see it. is it possible ot preview the uv groups cuz theres a decent amt

spiral sigil
#

yea hit the camera icon thingy or something

#

camera means its active

#

camera icon next to the uv map name

rich grove
#

all except the main one are the same

#

@spiral sigil

opaque solar
#

Is it right to put the bones to the edge of my shoes or should I put it a bit up so it won't sink or float?

#

Will there be a error on my body if I move the balls in Y direction like this?

rough talon
#

for a body like this would it be better to use a non humanoid rig? i was going to add "dummy" leg bones for a humanoid armature but i'm not really sure how to proceed with this

quaint jasper
#

You probably just want to weight paint that to a dummy copy of the left or right leg placed in the center

rich grove
# rich grove all except the main one are the same

bumping if anyone can help. The eye texture shown in the second image is a new texture im using, which is not the one given with the head base. When im in unity and I assign the new eye texture, its pure white, like it was in blender before I rearranged the uv mapping.

rough talon
#

the camera for previewing uvs doesn’t work properly for me so i can’t give advice on previewing

rich grove
#

how do I delete them? I tried pressing delete and right clicking, but theres no option for deleting uvs

rough talon
rich grove
#

oh. im such a glue eater lol

#

tyty

rough talon
#

it’s np it’s not super obvious imo so it’s fair to miss

rich grove
#

still didnt qork

#

i only got one UV map and unity still doesnt show it

rough talon
#

are you importing over the old fbx?

rich grove
#

wtf Blender just readded all the uvs

#

💀

rough talon
#

if anything, are you using poiyomi?

rich grove
#

mhm

rough talon
#

some shaders give you the option to just use other uvmaps

#

click on the image drop down in the material

#

try selecting uv1 or uv2

rich grove
#

nope, i tried em all and nothing

rough talon
#

ngl sounds messed up

#

id have to look at it directly to troubleshoot more

#

if you don’t have it fixed by tomorrow and still want/need help send me the fbx and i’ll look at it

rich grove
#

you busy rn I assume?

rough talon
#

got off pc for the night

rich grove
#

gotcha

#

tried goofin around with the eye bone and this

forest path
rich grove
#

how can I prevent clipping like this without having to extrude the jacket with elastic deform so much?

tawny pollen
#

any springtrap fans will love this

spiral sigil
#

I turned myself into nintendo 64 ‼

rich grove
#

might the jacket be weight painted to wing bones? If I delete the bones should it fix this?

thin crystal
#

Anyone know any good humanoid bases that can work for VRC? No commissions, f2u

harsh saddle
azure rain
naive crow
#

What’s better to use for making avatars Maya or blender

thin shadow
#

it depends. blender is free, maya is not free.

naive crow
thin shadow
#

then it depends on workflow, which is subjective. some people like maya, some people blender. Perhaps it is something like comparing between which linux desktop environment is best.

naive crow
#

Ah ok

harsh saddle
#

There isn't a huge amount of difference in what you'll be doing msking VRChat avatars, that's all pretty fundamental modeling with pretty universal workflows. The biggest differences are with high level functions like particle and physics simulations.

tough plover
tawny dirge
#

Who can help me im creating avatar on unity for vrchat and i haved this error

harsh saddle
long depot
# tawny dirge

bro are u uploading a whole world as part of the avatar?

#

Those aren't "errors" but "severe warnings" telling you that your avatar has a very bad performance rating. You can still upload it, but with that many polys/mats/etc, I wouldn't be surprised if your single avatar caused quite some lag for some lower end systems.
Please try to be considerate of other players when uploading avatars. Even with 650K polys, make sure that no more than a small portion of them are toggled on at any given point, be sure to crunch compress your textures, avoid 4k+ textures, etc...

potent widget
#

so ive recently began learning blender, i bought pandas base , bought some assets - like clothing and hair etc. ive had no problem learning how to apply them. i got the jist of merging armatures n all that stuff, weight paint etc. so how would i go about adding shaders etc? or what do i do if the bought asset was given a shader too?will they manually show up when i export the fbx to unity?

thin shadow
#

to utilize shader in vrchat, the usage would be in unity. they are not transferable from blender.

limber bronze
potent widget
harsh saddle
# potent widget im so confused xD

Blender has materials that are created by applying certain maps and parameters to shaders. Unity has the same thing but they are not interchangeable so you need to create new materials in Unity and apply them to your Blender models. You can do this either by assigning them in the mesh's mesh renderer in the inspector or by dragging the material onto the mesh in the scene.

potent widget
solar fossil
hushed canyon
#

For some reason this avi is 22mb in unity when converted to quest, but it has less than 200k tris, and around 140 bones

azure rain
#

most of the file size of avatars are textures

hushed canyon
#

Yeah but just the model itself is 22mb

#

And all the textures are compressed down and are all lower than 1mb

azure rain
#

does it have like a ridiculous amount of blendshapes?

hushed canyon
#

Um good question

#

Maby a little but not anything crazy

#

How would i remove blendshapes?

#

Thats something ive never messed with before

tough plover
#

and you should also join meshes for things that won't be toggled

#

like why are the ears and hair separate meshes

#

makes no sense

hushed canyon
#

Cause i dont want the ears on all the time

#

And ive made a quest model with 28 meshes and 600k polys that was still quest

#

So i dont understand why this one is such a big size

tough plover
#

just because you can doesn't mean you should...

azure rain
hushed canyon
#

I just dont understand why this model is such a big download

#

And earlier i was having an issue to where just the armature of the avi with no meshes was 18.9mb

proud field
#

Hey, I imported a .blend model into blender, but none of the textures are rendering

#

to I have to apply them somehow, or are they there already and I just need to fix them?

#

it's looking like this

#

wait lemme try using the CATS plugin to import it

#

well the textures work but it looks REALLY funky

#

ok someone said setting the material to opaque instead of alpha blend

#

wait do I use nodes

#

nope no nodes

hushed canyon
#

Ive been trying to figure this out for a couple days now, help

#

The avi is literally a bare armature with a rig and a descriptor that is all default settings, so im thinking its a blender issue

tough plover
#

that's odd

hushed canyon
#

Yeah its driving me insane

hushed canyon
#

It was jsut an issue with the project apparently

swift robin
glad steeple
#

a guy

long depot
long depot
#

gives you a breakdown of what is uploaded and how much the size is

long depot
#

It's for worlds, but works with avis

#

k, but plz dont upload a 600k poly avatar on quest, u gonna crash ppl

hushed canyon
#

No lol

#

It worked perfectly fine

#

And no one complained about frame drops

quaint jasper
#

They don't complain because so many people do the same thing, so they're always at 20FPS to begin with, but that's still an absolutely terrible idea thumbsup

hushed canyon
#

My past couple avis have been below 200k, that one was mainly to test how much stuff you could get away with on an avi for quest

rough talon
rich grove
#

why is it shrinking every asset at once instea dof just the jacket

potent widget
#

anyone know what this means?

red glade
#

New character soon ish. topo check doe!

#

Nearly perfect the chin and nose i still gotta figure out

tough plover
#

looks quite good, although maybe you could get rid of one horizontal loop around the nose?

#

also how many subdiv levels do you have on there, hopefully just one lol

tough plover
#

you should not using the latest of the latest when you have plugins you want to work

#

3.2 is known to work alright, but only with the dev version of CATS

elfin meadow
#

Hello, being new to blender, I would have liked to know how to match the foot to a shoe with a heel. do you have any tips thank you

spiral sigil
#

ngl I wasn't proud of the model but I had it lying around so I did some refurbishment and made a render with it

#

still probably will remake it though

cerulean spear
#

what do you guys think is an acceptable level of polys for a clothing item? im making a hat right now and its about 1300 polys

#

wondering if maybe i should do a subsurf

azure rain
#

I guess that would depend if you're targeting PC or Quest as you have a lot less triangles to work with on Quest

restive canyon
#

how do i add the two missing fingers?

empty fox
# cerulean spear what do you guys think is an acceptable level of polys for a clothing item? im m...

Just listing an semi-advanced technique you can use instead of increasing the final model's poly count https://www.youtube.com/watch?v=Yx9TvvnxCAM

Because personally I am happy whenever I find a accessory that doesn't have too many polygons.
And for a hat the amount of polys you have is reasonable, feel like it would have to be a creasy hat to need more, so if you want more of an opinion, post a pic.

We will go through the process of reducing the poly count on a 3d scan or a high poly mesh, down to an acceptable size, and then to bake a normal map and also a diffuse map in Blender. The model was downloaded from SketchFab

Support me on Patreon
https://www.patreon.com/Markom3D

SketchFab
bit.ly/37YudJ4

Node Preview Addon
https://blendermark...

▶ Play video
cerulean spear
#

@empty fox here's what i'm making right now, i still need to texture paint it some more but i want it to be a bit cartoony in style. the left one is 1300 polys and the right one with subsurf is 8000

tough plover
empty fox
cerulean spear
#

i think its already shaded smooth

#

at least nothing changes when i click it

tough plover
#

are all of the edges marked as sharp then?

#

check in edit mode

#

if all the edges are blue then they are sharp

cerulean spear
#

anyways my question was more about what people consider to be an acceptable amount of polys for clothing

tough plover
#

it really depends

#

1300 is fine

#

it depends if it's like an entire outfit or just an accessory

azure rain
#

besides for the left one not having shaded smooth I can't really tell a difference

tough plover
#

the right one isn't shaded smooth either

#

it's subdivided

azure rain
#

so yeah honestly the subdivide isn't really helping the look much

cerulean spear
#

that was my feeling too

azure rain
#

like if that was some fabric simulated really high poly than Maybe baking a normal map might be worth it but not really worth it with that subdivided hat not really contributing

empty fox
#

I think it is helping, but it is costing a bit more than a excellent Quest avatar (7500 poly).
For a cartoony accessory it shouldn't have many polygons.

azure rain
#

and honestly they would probably look the same if they were both smooth shaded

#

because the flat shading is making the low-poly more noticeable

empty fox
#

Agreed

cerulean spear
#

why does nothing happen when i click shade smooth or shade flat? nothing changes

azure rain
#

can you show us a screenshot of the object in edit mode

tough plover
#

^ like I said

cerulean spear
tough plover
#

okay, not seeing sharps right away. can you select everything, then do alt + n > reset vectors

cerulean spear
#

awesome that helped a lot thank you

tough plover
#

then you can add sharps wherever needed

cerulean spear
azure rain
#

now your hat looks a lot nicer

empty fox
#

A flat shaded buckle and it looks great

cerulean spear
#

good idea

tough plover
#

yea just add some sharps

tough plover
#

you might even be able to get away without subdividing for a quest version

red glade
#

Maybe well see

tough plover
#

what does it look like without subdividing

azure rain
#

if it doesn't contribute to the silhouette you can probably bake it to a normal map

red glade
#

Not bad

#

Yea i will

#

Thats what i was planning

tough plover
#

that's not bad

red glade
#

Yea pro gamer topology

tough plover
#

eyes are a bit sharp tho

red glade
#

was thinking of doing eye lids but

tough plover
#

like the silhouette around the face is fine

red glade
#

idk

#

oh yea

#

well thats just a simple triangle

#

2k not bad

#

Ill be uhm. making my own body base also this time. thing is i aint got a whole clue for proportions

cerulean spear
#

is this the kind of sharps you would make?

red glade
#

This is the previous avi that i referenced the uhm the body shape from vroid

#

But imma try and just do it from scratch this time wel see

#

Also gonna redo hands any tips for getting refrence for that?

empty fox
red glade
#

Did some texturing and hopin to get the eyes and hair done later this week

#

Sadly gonna have to move on onto comissions for a bit but well see 🙂

pure dagger
#

Made a light saber for my character aswell as some imperial credits

digital hound
#

what's the best way to convey something like strings of hay without a lot of polygons

tough plover
harsh saddle
#

Either that or a normal map

exotic obsidian
#

WIP of my from-scratch avatar

magic badge
#

This is not finished. The flat colors are just color coding for substance painter.

I did finish the mesh and some of the expressions now.

All it needs is to be properly textured.

This is my first sonic model. I made it due to not liking the official model much.

#

Here is another render I did with the joke model I made a few days ago.

#

And a spooky one.

sick idol
solar fossil
south wolf
#

Hello everyone
Currently doing this on a commission
Send a DM for more info

jolly lake
#

no lipsync required

south wolf
#

?????

woeful wharf
#

What's the best thing to use to make vrchat avatars? I'm looking for something to make avi's on and idk if unity or blender would be easy to work with

#

Idk which is recommended more

#

I'm currently trying to learn how to work with doing re-works like coloring n stuff on avatars, sorry that I'm not good at wording what I want properly

azure rain
#

you would need to use both Unity and blender to make avatars

#

I guess a question would be what kind of avatars would you be wanting to make

jolly lake
# south wolf ?????

I was making a joke about how the model wouldn't require lip-sync since there's no head

mental hazel
#

how do i make a outline in blender?

south wolf
jolly lake
#

oh i was assuming it was like an invisible man type thing

#

cool work though

south wolf
#

Not really

#

Thanks

spiral sigil
#

hastily retextured World Of Warcraft blade in Blender without any addons like bpainter

rich grove
#

how can I fix the orientation

south wolf
#

Looks good

spiral sigil
south wolf
#

Yeah

spiral sigil
south wolf
#

Def

rich grove
#

bruh

quaint jasper
#

Select with L > Alt + N > Flip

spiral sigil
#

flip deez

mental hazel
#

how do i add outlines to something in blender

spiral sigil
mental hazel
#

both pc and quest

spiral sigil
#

show me how it goes im curious

mental hazel
#

ive done that
the material i want to be the outline circles the entire thing

#

even when they are fliped

harsh saddle
#

As far as I know, that's the only way for Quest. PC can use shaders but Quest is limited to the mobile shaders

mental hazel
#

hm

azure rain
mental hazel
#

that works
now
is there a way to make it look like a series of objects with outlines look like one outline
as if it were a drawing

spiral sigil
#

or are you saying your outlines are not seperated by your character's items or parts

mental hazel
#

this

spiral sigil
#

you probably would have to apply the modifier via vertex groups of the indivudual pieces seperately

spiral sigil
# mental hazel

i cant tell waht the geometry is because its just flat shading

mental hazel
#

this is what it is on another view
with only one color

spiral sigil
#

so you want the outline to apply itself around those parts and not the entire thing

mental hazel
#

and this is shade flat

spiral sigil
#

yeah so you can seperate them into diff meshs to apply the solidify modifier thing

#

and then join them after

mental hazel
spiral sigil
#

oh

#

also I am not trying to be mean but i think the issue might have to do with objects clipping into each other in your model

#

are those shapes boolean cut

mental hazel
#

huh?

#

im very new to blender, so somethings don't make sense to me yet

spiral sigil
#

there is a Boolean modifier that can make meshs cut into other meshs

#

like using it as a knife almost

mental hazel
#

hm

#

ive tried everything
doesn't seem to work

spiral sigil
#

yeah it isnt working for me either

#

in cycles or eevee

mental hazel
#

hm

#

what do we do

spiral sigil
#

good question

mental hazel
#

i tried joining the 2 objects

#

still nothing

#

@spiral sigil

spiral sigil
#

@mental hazel I can't really help past that sorry

mental hazel
#

hm

spiral sigil
#

I just avoid outlines altogether its not really my style usually so

mental hazel
#

could you make an avatar with emission materials in blender?

south wolf
#

Yeah I can

robust pawn
#

@mental hazel yup I can make it in emissions metarial perfect

spiral sigil
mental hazel
#

why does edit mode look like this?

spiral sigil
#

Spamton G Spamton?

mental hazel
#

no

#

scampton

spiral sigil
#

ok

harsh saddle
mental hazel
#

i figured it out

#

i had x ray on

#

but now i have another problem
i have a bowtie
and i want it to move with the neck bone
but when i select both the bowtie and the armature, then i add automatic weights, the bowtie moves with the head
and very badly at that
the whole thing doesn't move
just some of it

harsh saddle
# mental hazel but now i have another problem i have a bowtie and i want it to move with the ne...

Relying on automatic weights alone isn't going to get you a very good result, you need to do some of your own manual weighting. If you want the bowtie to be fully-influenced by the head, select all the faces of the bowtie in edit mode, then select the head vertex group and hit assign under the vertex group panel. There may also be vertex groups with weights on the bowtie that you don't want to be weighted to it like the neck (though you may want some weight there) and the shoulders so you can go to those groups and hit remove to make sure they have no influence over those faces.

#

Oh, I see I misread and you want it all weighted to the neck, same deal, though you may want some head influence as well with how little neck there is.

mental hazel
#

"vertex group"?

mental hazel
#

@harsh saddle

harsh saddle
# mental hazel "vertex group"?

Check the inverted triangle tab on the panel to the right, that's where the vertex groups are. That's what actually tells Blender what vertices are affected by which bones and how much

mental hazel
#

did so, now i have this as a problem

harsh saddle
mental hazel
#

it's the shoulder, and i don't see something to the right that lets me see the weights
(im very new to blender so this is kinda a first to me)

harsh saddle
mental hazel
harsh saddle
#

Yeah, you generally want everything outside of the general area of the bone to be dark blue. Automatic weights are a nice start but the resulting weights tend to need a lot of cleanup.

mental hazel
#

so
i just make everything not dark blue..?

harsh saddle
# mental hazel so i just make everything not dark blue..?

The area surrounding the bone should generally be a smooth gradient from red to dark blue with a bit of overlap with surrounding bones. Everything that should be completely uninfluenced (like the side of the body opposite of the arm being moved) should be completely dark blue.

azure rain
harsh saddle
#

That video should be titled "understanding weight painting in 5 minutes" as the job can take a lot longer to do properly but the concepts aren't too difficult.

azure rain
harsh saddle
#

Oh yeah it's a great video, I just don't want to give the impression that you should just rush through weight painting, it's important to get it right.

mental hazel
harsh saddle
mental hazel
#

yes that
but when i color it
it isnt mirrored

harsh saddle
mental hazel
#

now the color's have changed

harsh saddle
#

Looks better. Still too much weight on the torso and you probably don't want the bow tie moving with the arm but it's progress.

mental hazel
#

so what do i do

harsh saddle
mental hazel
#

how do i not make it do this

azure rain
mental hazel
#

yeah thats the thing
the mirror doesnt work
when i color something with the mirror on
it doesnt change

azure rain
#

then just do it manually without mirroring

mental hazel
#

ok ok
i think i understand this now
but
how do i make everything dark blue

#

so i can manually paint it

azure rain
#

I suppose you can just paint over the current weight paints you have

mental hazel
#

its not letting me paint this part dark blue

harsh saddle
dawn steppe
#

does anyone know how to fix this problem in blender?? I came across it when i was using gradient for texturing her hair, I tried to find tutorials on how to fix it none so far covered how to fix it ;^l

harsh saddle
#

I really wish when people asked about a problem, they would state what the problem is rather than expecting us to catch it. This looks like a wolf with an afro, is that not what you want?

dawn steppe
#

sorry i completely forgot to add the problem, you see on her afro hair there's these grey splotches when texture painting they'll either turn black on a white surface or grey on a dark surface

harsh saddle
zenith mason
#

how do i fix it

#

the seam thingy

#

nvm all i had to do was recalculate the outside

exotic obsidian
#

I finished the body/base of my avatar, just gotta add hair, clothes, then rig and texture it

robust pawn
#

@exotic obsidian can you send you one of my artist it will do the remaining on the avatar for you perfect if you do I will send you her name

exotic obsidian
#

Pardon?

robust pawn
#

you said you want to rig and texture it

exotic obsidian
#

I was going to do it myself, but thank you for the offer.

harsh saddle
# mental hazel i tried that, still there

And you're sure you had the right bone selected? Not sure what else to tell you, that should eliminate any weights unless there's an issue with your selection or you don't have the correct bone selected.

mental hazel
#

yes
i do have the bone selected

harsh saddle
#

Sorry, I've never seen that behavior so I don't know what to tell you. Could be a bug, could be that you've locked those faces from being editable somehow, hard to say.

spiral sigil
#

First retex where I used 2d program(clip studio paint) to paint everything but the solid colors

#

original model is from World of Warcraft: item/objectcomponents/weapon/sword_1h_rapier_a_01.m2

pure dagger
#

Thoughts?

harsh saddle
pure dagger
harsh saddle
#

Ah, okay. Great game but it's been way too long to remember anything from it.

gray adder
#

um HI. I'm trying to cut the Pumpkin by using the boolean modified. I don't know why but when i choose or eye drop the face for it to cut in. My pumpin disappear

#

and do you know why it cut like this ? ( i use the knife to cut. and when i'm deleting the faces that i've cut it just delete more than that

tough plover
spiral sigil
#

never used 3d coat before and I took an hour to paint in solids that kinda suc 🎉

spiral sigil
#

still ass will git gud soon

north bay
#

Does any one know where I can get help to figure out how to edit and re color A booth model

harsh saddle
spiral sigil
#

i have a question for some skilled furry 3d artists for like wolfs and stuff

#

can somone help me please i cant figure this stuff out T-T

loud pivot
#

So I don't think my boy would qualify for spookality? I made him last year, and he's one of the creepiest easter-eggs in retro gaming but still.

harsh saddle
#

It looks cool but it might be getting a little too close to IP infringement for something VRChat would want to feature officially.

spiral sigil
#

What software do you guys suggest using to texture a model? The model is a vehicle and it has to be somewhat realistic, so normal maps etc and emissives.

spiral sigil
pure dagger
spiral sigil
#

no im trying to use a image i have of ny sona and tracing it as a 3D model

merry trout
#

Guhhh i thought i was getting the hang of blender...turns out making 2d eyes with pupils is really difficult

#

theres the front part (black lining) pupil, and back part (white part)

viral canyon
#

I'm looking for someone who can make characters like pretty good 3D models I can pay and for those that might be interested I can explain more about why I need 3D models

loud pivot
#

decided I'll make something from scratch for spookality.

loud pivot
loud pivot
pure dagger
#

@viral canyon don't DM them they are a scammer

fair jewel
#

I’m planning to make this into a 3D model all I need to do is learn how to model xd

harsh saddle
light garden
loud pivot
light garden
loud pivot
light garden
loud pivot
harsh saddle
#

Seems like you'd run into similar copyright issues with Slenderman. I don't know who owns the copyright to that but I assume someone does. VRChat doesn't care in terms of what you upload but it might not be accepted for Spookality.

frosty marsh
#

Hey I am a relatively new person to creating avatars but I am trying to push it through to quest use. Is there a way that I can merge 3 meshes together?

harsh saddle
mental hazel
#

i feel like this needs something

harsh saddle
# mental hazel i feel like this needs something

You could add more detail to the arm, grooves, notches, cutouts, etc. but I think the main think is the level of detail of the arm relative to the hand. The hand is quite plain and blocky, it could use some beveling, some work on the joints, grooves to split up the palm so it isn't just a flat plane, that sort of thing.

mental hazel
#

this looks kinda better

#

ok this is a big improvement

#

looks like it could use wires

#

but idk how to do those in blender

iron onyx
#

anyone have an idea as to why my textures in blender are appearing washed out i looked online and couldnt really find anything that would point me in the right direction?
my guess is id have to dick around with the shaders but id have no idea what exactly id have to do

harsh saddle
# mental hazel but idk how to do those in blender

They're doable but they can add a lot of geometry if you want them to look nice. I think things might have gotten a bit over-rounded, you want a bit of smoothness but you're getting into a cartoonish level of roundness and you probably also want some contouring in each digit https://www.youtube.com/watch?v=31rhH3FM9-c

In this video, we check out a way to extrude profiles along different curves inside of Blender! This works a lot like the follow me tool in SketchUp, but these extrusions are live and adjustable, allowing you to create profiles, lathe objects, and more!

▶ Play video
#

Notice how this one has beveling but also some sharp edges? You want a balance.

harsh saddle
iron onyx
#

it looks fine in unity i'm just trying to get it like to look normal for a render in blender

mental hazel
#

made them slightly sharper

harsh saddle
harsh saddle
#

Notice how all surfaces of the fingers have a bevel there but they still have planes and aren't overly rounded.

mental hazel
iron onyx
mental hazel
#

anywho
sleeptime
work more tomorrow
monkey sleep
for i must stack till the morning come

viral canyon
harsh saddle
#

You can also try editing the levels on the world output for a more dramatic effect

iron onyx
pure dagger
#

If you need a commission I'd recommend joining the vrc traders discord as they have a system set up to make sure someone isn't lying about their skills

shadow onyx
#

really random does anyone have a 3d model of a rose

#

thats free to use

harsh saddle
# shadow onyx really random does anyone have a 3d model of a rose

Plenty on Sketchfab but most require attribution https://sketchfab.com/3d-models/rose-3d-4aad2c8cd1564bc49fddb00df80d5776

shadow onyx
harsh saddle
rich grove
#

is it possible to make a blendshape value default to 1 in blender? so like if I were to set a mouth blendshape to 1 (on), then save and exit blender and then open it again, it wont go back to a value of 0, but rather stay at a value of 1?

harsh saddle
rich grove
#

tyty

solar fossil
harsh saddle
#

Unless I guess it's an anime sort of thing but even then there tend to be be some shadows in the matcap or in the toon shader.

solar fossil
#

if he needs anime shading he can use a ramp to mix in 2 or 3 tone shading

abstract kernel
#

Just noticed I should prolly ask this in avatar not here

pure dagger
#

Made some clothes for a commission, what are yalls thoughts?

spiral sigil
#

Props to so many people who can make most of these I can barely manage to make a model let alone a functioning avatar

tough plover
pure dagger
tough plover
#

not bad 👍

#

what does the wireframe look like?

pure dagger
#

Not at home to take a screen grab ATM I'll take one when I get there

mental hazel
#

gave it texturing

mental hazel
#

now...
how do i rig this

tough plover
#

you can do that by just assigning those vertices to the correct groups in edit mode rather than doing it through the weight painting mode

#

it's also possible to rig pistons to work accurately, but the difficulty depends on the model

#

placing bones accurately will also be important

#

you can do that by using the 3d cursor

#

if you select a circle of vertices, and do shift + S > Cursor to selected, it will place the cursor in the center of that circle

#

and then if you go into armature editing mode, you can select the tip or head of a bone, do shift + S > Selected to cursor, and it will put the end of the bone at the cursor, aka at the exact center of the circle

mental hazel
#

i mean like how am i gonna connect the bones

tough plover
#

just have them parented correctly?

#

or do you mean how to make the mesh move with the bones

mental hazel
#

making the mesh move with the bones

tough plover
#

that is literally what my previous explained

#

look up blender rigging and weight painting if you don't know what I'm talking about

#

but basically, rather than using brushes to weight paint stuff (which would cause gradients) you can assign a bunch of vertices completely to a vertex group

mental hazel
#

so i take 2 seperate bones and join them

pure dagger
mental hazel
#

is this ok

azure rain
#

that looks pretty decent as you have the balls where the joints are

mental hazel
#

heres the wrist

tough plover
#

there should be one bone for the wrist, with all of the other ones parented to it

#

you're going to want to disable "Connected" on the first finger bones

#

so that they can stay offset from where the wrist bone is

#

while still staying parented to it

harsh saddle
mental hazel
#

ok they were not connected in the first place
gotcha

#

so i guess the rigging is done

azure rain
#

you would still need to apply the weight paintings so it actually moves when you move the bones

harsh saddle
#

But like Sacred was saying, you should probably stick to assigning in edit mode as none of the individual components in a robot will bend so they should all be assigned 100% to one bone or another.

tough plover
#

is that hoodie really 3k? looks to be a bit more

pure dagger
#

3.6k apologies

tough plover
#

ah alright

#

topology looks good, nice

pure dagger
#

Appreciate it, Been focusing more on that cause my old stuff was pretty bad lmao

tough plover
#

kek

azure rain
#

looks like nice clean quad topology so if you ever want Quest builds that'll be easy to make

quaint jasper
shadow onyx
dense narwhal
#

is there a software that is free to make 3d models

dense narwhal
#

thanks

azure rain
#

yeah it's pretty much the software everybody uses for making 3D models for vrchat so lots of tutorials and plugins

keen needle
spiral sigil
#

reminds me of einar

glad steeple
#

who

spiral sigil
# glad steeple who

oh there is this angler robot named einar but idk why i cant find it on google it might of been a character someone made I thought it was from a game when someone showed me

#

i can dm the img since i got no clue where the source is now

#

maybe i can search in the discord i found it in for the name one sec

keen dune
#

wat i do here cuh

#

i sound like such an idiot rn

spiral sigil
#

first you should probably enable the flat shading view your model looks like its supposed to be rendered like that

keen dune
#

like this?

spiral sigil
#

i typically do this

#

make sure your on solid viewport

keen dune
#

ah let me try that

#

yeah i already did that i think the problem is that i changed the shading

spiral sigil
#

?

#

what did you change exactly

#

I still dont know how you are trying to retexture this and I dont want to guide you through through all of blender texture painting

keen dune
#

man you can just send me a video for me to study

spiral sigil
#

i just searched on youtube "how to blender texture paint"

#

first result

#

i used this one before

keen dune
#

ok

spiral sigil
keen dune
#

OOOOOOHHHH nvm problem solved

#

: )

#

lmao