#3d-modeling
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It is called blur, the second option right below draw.
Does anyone have any sources on making the torso look better?
Made this Boba prop for a friend! would you guys say i can open commissions with this level of work for avatar props?
1 dont use so many vertices
those are too many
- spread the vertices out more
see ti like youre
making a sculpture
and you have a big block
and you slowly carve it out piece by piece
This is my first time using blender and i was following a tutorial so forgive me for asking, how do I spread the vertices out?
Can you make 1 object have multiple uv's then have them be selectable in unity per gameobject?
well you can merge them! and you can also double tap g to move them across the edges without changing the shape!
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.
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.
Some shaders do allow this, Poiyomi for example can use 4 different ones
i would also recommend learning some figure drawing basics, learning the main shapes that make a body makes your life infiitely easier
i'm switching a head, is there a way to close this gap without merging the two meshes? thx!
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.
Or u scale the head down, the times I headswapped and then merged armatures it seemed to be connected well enough without gaps
oh ok, thanks
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)
Well I’m not trying to pay as much as a vr
Because most people I’ve tried to get avatars made they tend to want over 100$
Ah.
well yea? 100$ is a bargain for a from scratch avatar
you're underestimating the amount of time and work required
Yea I know
But I can make the textures and shit on my own it’s just I don’t know how to model
Which yes avatar modeling does take a while I’ll agree on that
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
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
Knife.
Help
Weird problem happening in unity
No textures
But they're still purple
Why?? ;w;
Nvm figured it out
it was exporting with weird vertex colors
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.
Still not really too sure on the entire outfit for this dood, Any idea's are welcome 🙂
I think you need more solid lines of separation in the clothes
Like belts separate the torso from the legs and give it form
The full torso zip-up is a little odd
Yea ive made a puffer jacket and a set of cargo pants, just idk
It doesnt flow too well just yet
And once you see that the foll body zipup thingy makes a bit more sense
But as i said, idk i dont feel too sold on it just yet
and i am looking in to tactical rigs and stuff like that
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!
If I did anything I’d break up the solid yellow, Or give it more of a texture.
Depends, If you are paying im sure people incudling me are up for it!
That’s definitely better already, just more accessories. If you’re looking for inspiration, the Square Enix artists always go above and beyond on accessorizing
Yes that for sure!
I was thinking some tactical stuff and uhm
I forgot what they are called but the straps on the arms the Thai fighters have also
Referencing the fabric bands?
I hate the limitations that quest has but, I finished the shoes for the quest compatible avatar I am making
It will have quiet good jordans

they look fine to me
same
yo nicee! how'd u go about texturing those? a lot of projection?
Cool gradient usage 
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.
what the hell am I doing wrong?
Does it have to do with the structure?
Yo, I made a VRoid model... did I do something wrong?
did you add any seams? I dont see any
...
idk if I'm like being stupid or something
I have done unwraps before
you need to cut up the model in a way that you can flatten out every piece of it
Never had anything like this
there's not really that many good ways to unwrap that kind of shape
I would just split it up into 4 quadrants
to make like 4 triangles
something like this
like I said, you need to add seams to make it so that you can literally flatten out the object
Ill try it
here's another way
2nd one might be a bit better
but it depends on how you will texture it
For spheres, you're usually better off just subdividing a cube if you need clean topology but that should work well enough.
The second technique gets you this which should be pretty usable
But a subdivided cube that looks just as much like a sphere to the naked eye is even cleaner
So is it better off using a subdivided cube?
I’m also trying with the other meshes, still won’t unwrap properly
Yeah, a subdivided cube will unwrap better than a sphere. You might also need to apply your transforms, ctrl + a
How to I make it look like a sphere?
you use the subdivide modifier on a cube
Aight
tons of pictures, diffuse + UV Map - also sorry for the late response I had to go lmao
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 ?
So I subdivided the head... and it turned into a line. Any way to turn back into a head?
control Z should be the undo button
how do i fix this- i just opened the blender file lol
The tiny spheres in the bottom right, chose the second
Cool
I think I'm giving up
Looks like a good start to me!
Just need to make sure that your feet are facing forward and that you fix the topology on the nose.
Ah ok
Once you get your colours on there, it’ll really come to life.
https://twitter.com/SystemNotLoaded/status/1564668163958128641 Not quite for VRChat, but I made this for fun:
Who's Ready for spooky season?!? I know it's literally still over a month away but im excited already
How do you create a 3d model and use it in VRC?
any 3d modeling program (most people use blender) and upload it using Unity and the VRChat SDK
gross oversimplification but that's the idea
Wip
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
Use Sketchfab to publish, share and embed interactive 3D files. Discover and download thousands of 3D models from games, cultural heritage, architecture, design and more.
ive made 5000 monkey in blender
5000 more and you'll be a master monkey maker.
⚠️Help Wanted⚠️
3D modeler to create custom asset.
I need a harness for this boy: https://skfb.ly/o6WDZ
‘Eyyyy you’re readin’ the description!
VRC avatar available at my Ko-Fi shop! Check it here > https://ko-fi.com/s/047ebe3e47
Here’s another freebie, This time rigged for VRChat, Complete with visemes! And as always, Feel free to use this in any way you fell like, Just remember to credit me :)
*Update to the terms of use: You cannot use any p...
turns out im really bad at making mechs
i know how to use blender
im just bad at making stuff like mechs
or robots
what can i add to my avitar
ive mad a piano
Add when you talk the top cover of the piano comes up when speaking like it’s the mouth
You know how pianos open up to see inside
It's a prop for a person
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.
Can someone help me make something like a Robot avatar? something like this
ill make the arm now
probly a gun style
so far
any ideas for the arm
thats the lower arm
i need a idea for a joint
got the arm done
now need ideas for body
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.
i wanted to make a rough model then inpove it
making the best looking centaur to come to vrchat
why did a sticker get stuck there 
i want a simple model
but im adding wires and hatches
then im going to make it seem rough and bulky like metal
but im spending so much time on the hand i might as well give the model away to people to use
Sounds good, starting by blocking out big forms and then going smaller is a smart approach.
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
added some more detal
trying to keep it low poly still
any more ideas please tell me
this feels like part 1 of 6
need ideas for how to make the outside visable from the inside
also the body is still a rough draft
You can put a solidify modifier on, or if it doesn't need depth find a two sided material to give it in unity
how would a solidify modifier help
this is the biggist blender thing ive done
im just asking and trying to give updates in this chat for help
its for quest
i have a blender model but how do i turn it into something competible with vr chat?
Export as FBX, OBJ, DAE
k
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.
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.
I might add a retractable sword to one hand
Like a normal hand with a sword
I'll bulk it up
And I want to change the second arm
Its ment for a battle mech
So in games i can use it to fight
Having the arms be different would certainly add some character.
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
added some bulk
and a sword
the left arm is just a idea
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.
yep
once im done ive rig this up
and make it a Unity asset for people
When you just can't find the right face so you make one 😄
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.
Looks bland in the blender viewport cause nodes still intimidate me, so I still make all my maps/textures in gimp.
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.
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
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
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
Like this
You can't even tell there's a seam until you add textures
@weak ermine
Ah I see so did you actually merge the meshes by generating faces?
Alright then yeah there would be no need for custom normals
Which is why it looks funky rn
I have to redo the human part 
Or realign my textures
I can show an example of how custom normals can be useful for stuff like this though
If you want, but I doubt it would be super useful for the project I have haha
The armature already sent me up a wall
Yeah, but it's going to have custom walk and run cycle
Right
As well as custom idol pose (standing, sitting, laying down)
Centaur stuff is horrendous, I wish there was a nicer way to do this hah
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
They never look like they fit if that makes sense
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
So far the rig and mesh merging looks good though
Oouf - create additive normal maps... Sounds crazy 😅 But it is a solution/workaround. Thank you.
That phone I modeled is in and running now! Still a bit of work to go, curious if I can use a normal map to get some face details to pop, but it's in! Also added some buttons.
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.
Might want to do a blender bug report on that one
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!
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.
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.
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.
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.
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.
Spooky
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.
Render I Made
Made my a friend
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
that looks pretty good
<,< 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
the twist on the horns makes it extra hard for me
Not super familiar with modelling characters but you could maybe start by using curves and bevelling them to get the basic shape
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.
totally unrelated to VRC but I made a shelf
I was just modelling some garage shelves this weekend, trying to see what I could fit 🙂
I haven't used blender in a while what does this mean
I'm having some problems with uv mapping
It keeps doing this weird thing on the corners
(The top one is broke)
Love the HG wells War of the Worlds Tri-pod!
This is a really good tool to learn (start at 2:55), I use it for hair, tails, and it can easily be used to make horns as well.
Join the Discord server!
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Finally someone to recognise it
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.
tactical security-camera dude
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
Thanks
this will appear in my nightmares because of how difficult it was to get things working.
lmao
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.
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
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
So you'll want to do the decimation/optimization and then start making blendshapes
while technically unity does have a setting to automatically calculate blendshape normals, it does not work well and causes more issues than it solves
one way to fix it is to bake a normal map in blender using a cage
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||
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.
Yeah, I've read only horror stories of that settings simply being crap. I'll give the cage a whirl, but I'm afraid that making a map using the teeth blend will just end up with a similar problem in reverse; when shapes on, it'll be fine, but the minute the shape is off the normals will be wild.
Can't hurt to try though!
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!
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
I'm about to send it
it looks very familiar
who sent me this again?
It looks like someone just converted the model's tris into quads and just dissolved several edges/vertices around the mouth.
Could anyone tell me the fastest way to select only the verticies in the inside of this model? I
guys can someone help me import a model from blender into vrchat??
nvm, found feature called select > invert
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
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.
Wasn’t that the mouth topology for guilty gear shading
I think so
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
there should not be a controller in the animator
it should be blank
yeah figured it out orz but now I have a new problem
the playable layers get compiled into one controller which goes in the main animator
anyone having problems on blender to unity when exporting model with blendshapes but it doesn't show on unity?
never mind i found the problem lol
silly me i forgot to remove the boolean modifier to make holes
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?
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?
If you haven't rigged or created shape keys yet, the best way to unwrap if you want your UVs stacked for each side is to unwrap half the model and then mirror. Otherwise, just rotate the UVs and pine them up
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
but i guess i'll just have to bite the bullet and do those again
I agree it would be nice sometimes but Blender just doesn't bake anything that depends on the viewing angle presumanly for that reason and I don't believe that behavior can be altered.
I would highly recommend the ZenUV addon
has options to reshape/straighten islands that work very well
and to quadrify islands
With the release of the new cyberpunk anime redoing a bunch of stuff on my cyberpunk Character cant wait to see him finished
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
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Wrong channel, but it's console errors
you've seen worse.
I am truly horrified excellent job
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?
Turret Animation for my avatar world redesign for The Central :3
looks like they are in a state of active death
yeah nah.
check off topic for him
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
Made a ring with an eco system for avatars
Seems pretty cool and reminds me of the ark system for Ark
Thankies uwu
I redid everything again and it seems to me a very good result)
https://discord.com/invite/9n6wR2t6mT
http://games20.3d3d.site/
mmmm mine looks like clay whyhywhywy
looks like he just found out hes going to be burned again and be brought back for another FNAF game
Accurate
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?
Are you sure that's the only eye material? Sometimes eyes have an outer shell for getting the right reflectivity.
I'm not sure, the others aren't showing any thumbnails as they're blanked out for some reason..
what does this mean?
Can you show the inspector for the model?
ok 1 sec
The mesh, not the parent object. I'm gonna be leaving the house in a minute but I'll try to help when i get back
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.
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?
if you use the UV editing workspace in the Blender u shud be able to scale and move around the UV island on the left window, and actively watch how that changes in the window to the right
not the most precise way but its a way
that's some really nice detail, that no one will ever see because of how small it is and how relatively low res current gen VR headsets are
looks great though
I do hope you optimized it as much as possible though
its also adjustable for bracelts, armbands, halos etc
how many materials? texture res? poly count?
because for a ring, all 3 should be fairly low lol
how would I move it around tho? I have the vertices highlighted but cant do anything
its listed on my gumroad
make sure your mouse is hovering over the window you want to do stuff in
also
G to grab
gumroad says 17k verts 34k tris but lists no material count
...seriously
34K?
that's as much as my entire base model
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 ...
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
eco system inside :c
Yeah that whole ecosystem thing can be in the shader, bake details in, etc.
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
the ring itself is only 86 polys
surely you can just decimate the hell out of the terrain inside
the glass/land water and cliffs make up the rest
while decimation messes up topology, it retains the shape very well while reducing the poly count as much as possible
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?
Do you need you be using 2.83
no, I just went up to .93 and it still doesnt work
^
cats doesnt support above 2.93 I think
cats works for me
its been a few months since my last avatar but ive cross checked this with tutorials and its all the same thing
psss sacred idk how data transfer works pls come back
why exactly are you doing a data transfer for glasses? last I checked they should only move with the head
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
all 4,588 of them?
yea? just hit the A key
wait so just by a vertex group being named identical to a bone it will then move with that bone like it was weightpainted?
is weightpaint information stored in vertex groups
yes
"weight painting" is literally just assigning vertices to vertex groups
just with brushes
the armature modifier uses the vertex groups to figure out how the mesh should deform with the bones
But isnt vertex group information stored on a mesh by mesh basis not bone by bone
HMM i need to open blender
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)
That makes understanding data transfer node so much easier
i havent heard that in a tutorial once
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
You should be it looks like a proper tech gadget
🙏 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
how do I fix meshes like shoes and thihg highs clipping on the front side on one leg?
Explain?
Or show me something, Ill see if i can assist you
Good 🙂
@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
you need to re export the model lol
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
ive re exporte dthe model a few times already after some debugging
so idk what you mean
it sounds like its still using an old UV map then maybe you got to delete the old one
alr ill check
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
also how do I make the glasses frames transparent? its a separate material at least
how would I delete the old one btw? Is it stored somewhere like with vertex groups?
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
yup i see it. is it possible ot preview the uv groups cuz theres a decent amt
yea hit the camera icon thingy or something
camera means its active
camera icon next to the uv map name
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?
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
You probably just want to weight paint that to a dummy copy of the left or right leg placed in the center
thank you!! i appreciate it
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.
sometimes blender holds onto old data, unless you really need more than one uvmap you should delete any extras
the camera for previewing uvs doesn’t work properly for me so i can’t give advice on previewing
how do I delete them? I tried pressing delete and right clicking, but theres no option for deleting uvs
you have to select the one you want to delete and hit the minus button on the right
it’s np it’s not super obvious imo so it’s fair to miss
are you importing over the old fbx?
if anything, are you using poiyomi?
mhm
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
nope, i tried em all and nothing
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
you busy rn I assume?
got off pc for the night
If you could that would be amazing, thanks!😊😊
how can I prevent clipping like this without having to extrude the jacket with elastic deform so much?
I turned myself into nintendo 64 ‼
might the jacket be weight painted to wing bones? If I delete the bones should it fix this?
Anyone know any good humanoid bases that can work for VRC? No commissions, f2u
There's a bunch on Sketchfab, also Makehuman and you can edit ReadyPlayerMe avatars.
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VRoid Studio is a 3D character maker that lets you use your imagination to easily create your own original characters. By making your 2D characters able to move in a 3D space and usable in anime and game production, your creative range will greatly expand. The VRoid Project has started with the hope that many creators will have fun exploring the...
What’s better to use for making avatars Maya or blender
it depends. blender is free, maya is not free.
My school pays for Maya
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.
Ah ok
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.
you'll get more support with blender as less people here use maya
I would just abandon ship. Getting a model like that even close to usable is going to be a real challenge. 650k tri models are not meant to be used for these purposes.
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...
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?
to utilize shader in vrchat, the usage would be in unity. they are not transferable from blender.
for shaders if it's a blender material you have to append it but the shader is probably meant to be brought into the unity game engine
im so confused xD
im still confused, what do u mean by append it ?
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.
Thankyou I’ll look into this!
Good lord! How do you have 651k polys and 51 materials
For some reason this avi is 22mb in unity when converted to quest, but it has less than 200k tris, and around 140 bones
most of the file size of avatars are textures
Yeah but just the model itself is 22mb
And all the textures are compressed down and are all lower than 1mb
does it have like a ridiculous amount of blendshapes?
Um good question
Maby a little but not anything crazy
How would i remove blendshapes?
Thats something ive never messed with before
you should remove some of those outfits/accessories if this is a quest model
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
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
just because you can doesn't mean you should...
that's not going to perform well on the quest
Yeah i know but i was just using it as an example
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
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
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
there are literally no meshes on that avatar
that's odd
Yeah its driving me insane
Figured it out sorta
It was jsut an issue with the project apparently
here is a wip
a guy
at what point are these just considered crashers lol
https://github.com/oneVR/VRWorldToolkit/releases/tag/V2.0.0
download this, import it, click these
gives you a breakdown of what is uploaded and how much the size is
Allready fixed it
It's for worlds, but works with avis
k, but plz dont upload a 600k poly avatar on quest, u gonna crash ppl

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 
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
https://twitter.com/apyrvr/status/1572394573409976322?s=20&t=dhZp7y951z0RGz4UjGL8BA
it's not really vrc avatar stage, but the 3d model is pretty much completely finished!
why is it shrinking every asset at once instea dof just the jacket
anyone know what this means?
New character soon ish. topo check doe!
Nearly perfect the chin and nose i still gotta figure out
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
you are using a cutting edge version of blender with a plugin that takes time to update
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
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
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
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
I guess that would depend if you're targeting PC or Quest as you have a lot less triangles to work with on Quest
how do i add the two missing fingers?
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
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@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
why not just right click > shade smooth?
And using smooth faces doesn't look good then?
Well, try using the method the video above shows, it is neat.
are all of the edges marked as sharp then?
check in edit mode
if all the edges are blue then they are sharp
anyways my question was more about what people consider to be an acceptable amount of polys for clothing
it really depends
1300 is fine
it depends if it's like an entire outfit or just an accessory
besides for the left one not having shaded smooth I can't really tell a difference
so yeah honestly the subdivide isn't really helping the look much
that was my feeling too
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
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.
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
Agreed
why does nothing happen when i click shade smooth or shade flat? nothing changes
can you show us a screenshot of the object in edit mode
^ like I said
okay, not seeing sharps right away. can you select everything, then do alt + n > reset vectors
awesome that helped a lot thank you
then you can add sharps wherever needed
now your hat looks a lot nicer
A flat shaded buckle and it looks great
good idea
yea just add some sharps
Yea 1
its 5kPoly atm
you might even be able to get away without subdividing for a quest version
Maybe well see
what does it look like without subdividing
if it doesn't contribute to the silhouette you can probably bake it to a normal map
that's not bad
Yea pro gamer topology
eyes are a bit sharp tho
was thinking of doing eye lids but
like the silhouette around the face is fine
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
is this the kind of sharps you would make?
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?
It is what I would do, but it is a matter of taste
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 🙂
Made a light saber for my character aswell as some imperial credits
what's the best way to convey something like strings of hay without a lot of polygons
probably some basic flat concentric rings for most of it, and then some "hair cards" for the thatch
Either that or a normal map
WIP of my from-scratch avatar
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.
Why let it be a joke model, set him free.
Watch the world burn.
Its what they deserve.
LMAO
Hello everyone
Currently doing this on a commission
Send a DM for more info
no lipsync required
?????
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
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
I was making a joke about how the model wouldn't require lip-sync since there's no head
how do i make a outline in blender?
Haha 😊😊
I have the full model, it's just a preview
hastily retextured World Of Warcraft blade in Blender without any addons like bpainter
how can I fix the orientation
Looks good
thanks
Yeah
you forgot to select all the faces before recalculating
Def
bruh
Select with L > Alt + N > Flip
flip deez
how do i add outlines to something in blender
are you trying to get an outline done on a quest model?
both pc and quest
ive done that
the material i want to be the outline circles the entire thing
even when they are fliped
As far as I know, that's the only way for Quest. PC can use shaders but Quest is limited to the mobile shaders
This is a quick tutorial on how to create geometry outlines in Blender 2.8. This is the same technique I use in my Item Gifs.
Music by Hooksounds.com
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
can u show an example of what u mean
or are you saying your outlines are not seperated by your character's items or parts
you probably would have to apply the modifier via vertex groups of the indivudual pieces seperately
i cant tell waht the geometry is because its just flat shading
this is what it is on another view
with only one color
so you want the outline to apply itself around those parts and not the entire thing
and this is shade flat
yeah so you can seperate them into diff meshs to apply the solidify modifier thing
and then join them after
i want it around the entire thing
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
there is a Boolean modifier that can make meshs cut into other meshs
like using it as a knife almost
good question
@mental hazel I can't really help past that sorry
hm
I just avoid outlines altogether its not really my style usually so
could you make an avatar with emission materials in blender?
Yeah I can
@mental hazel yup I can make it in emissions metarial perfect
why does edit mode look like this?
Spamton G Spamton?
ok
Should it not looks like that? Looks like it's showing your vertices and edges like it's supposed to.
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
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.
"vertex group"?
@harsh saddle
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
did so, now i have this as a problem
I would check the weights on the bone you moved, i would assume you have some of the torso mapped to the arm.
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)
If you select the vertex group for the shoulder and then go into weight paint mode with the model selected, you can see the weights. Red is 100% weighted, dark blue is 0% and then there is a gradient between that goes from orange to yellow to green to cyan.
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.
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.
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...
A good idea is to download a ReadyPlayerMe avatar if you want to see how a model should be weighted. https://readyplayer.me/vrchat
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.
fair but found it to be a decent video to explain the concept and figured visual aid would be helpful for this kind of thing
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.
i dont see a x mirror under options
yes that
but when i color it
it isnt mirrored
And you've checked the bone on the opposite side? Could be an issue of your topology not being symmetrical.
now the color's have changed
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.
so what do i do
Paint the areas that you don't want blue and the areas you want to be affected not blue? I'm not sure what you're asking.
how do i not make it do this
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...
yeah thats the thing
the mirror doesnt work
when i color something with the mirror on
it doesnt change
then just do it manually without mirroring
ok ok
i think i understand this now
but
how do i make everything dark blue
so i can manually paint it
I suppose you can just paint over the current weight paints you have
its not letting me paint this part dark blue
If you want to unassign the entire model from a certain vertex group (make it all dark blue) you can select the entire model in edit mode and then hit remove under the vertex group tab.
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
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?
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
Do you have UVs for the mesh? Are you saving out the texture right after making edits to it? Sometimes they'll get reverted if you don't save it out right away. So is how it looks in the image how you want it to look? How does it look in texture paint mode? Can we get a picture of that?
I finished the body/base of my avatar, just gotta add hair, clothes, then rig and texture it
@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
Pardon?
What do you mean?
you said you want to rig and texture it
I was going to do it myself, but thank you for the offer.
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.
yes
i do have the bone selected
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.
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
Thoughts?
Aside from the classic issue of incredibly selective armor placement, it's a cool look.
Its a knights of the old republic look 😭 She will have a under suit on
Ah, okay. Great game but it's been way too long to remember anything from it.
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
it looks like you're selecting "Vertices" when you're trying to only delete faces
never used 3d coat before and I took an hour to paint in solids that kinda suc 🎉
still ass will git gud soon
Does any one know where I can get help to figure out how to edit and re color A booth model
I'd just look up texture recolor on Youtube. At a basic level, it's just a matter of opening the texture in Photoshop (or GIMP) and changing the hue and saturation and exporting that. You can also paint over it if you want to make larger changes.
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
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.
It looks cool but it might be getting a little too close to IP infringement for something VRChat would want to feature officially.
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.
substance painter
Whatcha need help with?
almost everythinf ;-;
Are you trying to make a model or retexture/edit an existing one
no im trying to use a image i have of ny sona and tracing it as a 3D model
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)
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
decided I'll make something from scratch for spookality.
@viral canyon don't DM them they are a scammer
I’m planning to make this into a 3D model all I need to do is learn how to model xd
It would help to make a front view as well if you intend to model this but should be doable. The legs might be tricky to rig.
Slender man?
Yes sirrrrr
Nice, is it going to become a vrc avatar if so public?
Yeah, it'll be both in my world and I'm making it a spookality submission
Thanks man
any michael myers avatars that are not dbd in those worlds?
Nah, my worlds arent specifically horror. Just niche stuff that I want to make. So he's sort of like a just halloween avatar considering what I'vr made before
Ah k
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.
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?
In Blender, you just select them and press Ctrl + J, not sure if it's possible just in Unity.
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.
this looks kinda better
ok this is a big improvement
looks like it could use wires
but idk how to do those in blender
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
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
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Notice how this one has beveling but also some sharp edges? You want a balance.
You aren't going to be able to take your Blender shaders into Unity anyway so assuming that's where you intend for it to end up, how do they look there?
it looks fine in unity i'm just trying to get it like to look normal for a render in blender
made them slightly sharper
Does it look that way in rendered mode as well? Are you using Cycles or Eevee? What is your environment like? If you want a nice render in Blender, you probably want an environment map.
Better but you should really have some tapering and beveling on all the edges, not just the ends.
Notice how all surfaces of the fingers have a bevel there but they still have planes and aren't overly rounded.
Im looking to render it in cycles and this is how it looks in rendered mode with a simple light my environment will not have a background all I need is a render of the character I'm just trying to get the colors right
anywho
sleeptime
work more tomorrow
monkey sleep
for i must stack till the morning come
You have proof of this accusations
You can turn off the background and just use an environment texture for the lighting. It probably looks a bit gray because the lighting is flat and the environment is gray. If you want better lighting but to keep it dark, just get a night time HDR from polyhaven.
You can also try editing the levels on the world output for a more dramatic effect
thks a ton for pointing me in the right direction ill give these a go
They claim vroid models are theirs and that they made them from scratch.
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
Plenty on Sketchfab but most require attribution https://sketchfab.com/3d-models/rose-3d-4aad2c8cd1564bc49fddb00df80d5776
Its a fbx and I can rextexture it right?
Do you have a link
That ones a glb but I'm sure you can find an FBX rose on there if you need that specifically and yeah, you can retexture it so long as you give attribution.
ok thanks
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?
Not sure if it suits your needs but making the minimum 1 would do that.
tyty
do you have to render in cycles?
easiest way to get the right colors is to bypass the bsdf shader and just connect the texture to the output node
That'll just get you flat color with no specularity which is good for visualizing the actual colors of the texture and I use it a lot for when I'm finished baking in my shading but it won't get you any shading unless you've done that so I'm not sure it's the way to go for the best looking render.
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.
if he needs anime shading he can use a ramp to mix in 2 or 3 tone shading
Just noticed I should prolly ask this in avatar not here
Made some clothes for a commission, what are yalls thoughts?
Props to so many people who can make most of these I can barely manage to make a model let alone a functioning avatar
looks great, what's the poly count for each?
3k for the hoodie and 1k for the beanie
Not at home to take a screen grab ATM I'll take one when I get there
gave it texturing
now...
how do i rig this
because it's mechanical and stuff isn't supposed to bend, you're going to want to weigh parts of the mesh 100% to their corresponding bones
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
i mean like how am i gonna connect the bones
just have them parented correctly?
or do you mean how to make the mesh move with the bones
making the mesh move with the bones
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
so i take 2 seperate bones and join them
Select the first bone in edit mode and press e to make a new bone that's patented and connected
is this ok
that looks pretty decent as you have the balls where the joints are
heres the wrist
you do not need those bones connecting the fingers to the wrist
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
how
In the panel that looks like a bone to the right under relations
ok they were not connected in the first place
gotcha
so i guess the rigging is done
you would still need to apply the weight paintings so it actually moves when you move the bones
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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.
is that hoodie really 3k? looks to be a bit more
3.6k apologies
Appreciate it, Been focusing more on that cause my old stuff was pretty bad lmao
kek
looks like nice clean quad topology so if you ever want Quest builds that'll be easy to make
Here's @Idolomantises's Asmodeus ! Fun and quick 3D project over the weekend. That character design is way too fucking cool not to make a model out of. I love him🥹
bunny
is there a software that is free to make 3d models
thanks
yeah it's pretty much the software everybody uses for making 3D models for vrchat so lots of tutorials and plugins
the bait has become the angler
reminds me of einar
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
OH it is from a game its from https://palia.com
first you should probably enable the flat shading view your model looks like its supposed to be rendered like that
like this?
ah let me try that
yeah i already did that i think the problem is that i changed the shading
?
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
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i just searched on youtube "how to blender texture paint"
first result
i used this one before
ok