#3d-modeling

1 messages · Page 4 of 1

tough plover
#

let me make you a quick drawing

honest schooner
#

okay, thanks

tough plover
#

the whole chest piece would be rigged to that green bone at the bottom

#

there is one flaw with this though

#

the fact that there's multiple bones in the spine means that it can "crumple"

#

or like

#

make it so that the top of the big box goes up/down relative to the height of the chest

#

to fix that, there's two ways I can think of

#

1: separate the body into multiple pieces, one for the hips/spine/chest. each one would be weighed 100% to their respective bone

#

2: continuing on my original idea, you would have all of the weights for the lower part weighed to the bone at the hips. then, the target at the neck would also be a bone, and you would weigh the entire top part to that bone. put an Aim constraint on both of the bones (the one at the hips and the neck), targetting each other

#

that way, they would always face each other (be parallel), but would be able to move up/down relative to one another, essentially stretching/squishing the entire torso piece uniformly without bending

honest schooner
#

okay. I got you. Thanks. I'll look into it.

spiral sigil
#

im trying to texture paint this hair but when i try and paint on one side, nothing happens
i was following along with this https://youtu.be/BqWYgrXw7Jk but it doesnt tell me anything about texture painting so then https://youtu.be/WjS_zNQNVlw i was watching this

A tutorial on how to make hair in Blender 2.8 with curves, a method that is very simple and effective that I have been using for my character sculpts.

▼ Sculpting Uraraka Ochako:
Re-Sculpting My Old Art | Uraraka Ochako in 3D [My Hero Academia] | Can You Improve In Only 1 Year?!: https://www.youtube.com/watch?v=iYNdfef1Uog

▼ My Gumroad Store (...

▶ Play video
solid minnow
#

Making a mermaid version of a model I previously got.

spiral sigil
spiral sigil
#

I am curious, are skinned meshs more performance intensive compared to static meshs by just existing, or only when manipulated by an armature?

#

Additionally, does performance impact vary if a skinned mesh was being manipulated by a player in vrchat compared to that avatar being used as a asset in a vrc world with an animation constantly playing?

tough plover
#

it doesn't matter how you drive the armature, whether it be by IK or animations, it's all the same

spiral sigil
#

mmm okay thats interesting

#

on a similar note, are blendshapes the same in that it only matters how many there are and how much geometry they are influcing at once, and not if its moving them at the time or not?

tough plover
#

this has to be done for every active blendshapes

#

which is why having a bunch of active blendshapes is bad

spiral sigil
#

ah and active is any value above 0?

tough plover
#

yes

spiral sigil
#

alralr

tough plover
#

every active blendshapes incurs a CPU cost

spiral sigil
#

this will save me alot of time understanding differences in benchmark data

#

assuming its not done wrong

spiral sigil
#

probably last related question:

#

Objects with shaders that support transparency(and is being used), does their performance cost only increase when the object its applied to has more dense geometry? Also if its applied to a mesh with backface culling, and the viewer in unity/vrc is looking at the frontfaces, will the performance be identical to that same mesh without backface culling?

#

I specify the user viewing it in unity because im not certain if unity optimizes it during runtime and changes performance outcome

cerulean thicket
#

hey guys, I'm pretty new to unity and started editing avatars recently

#

for some reason, the avatar I just edited only has 1 gesture

#

other avatar gestures work just fine

tough plover
#

what do you mean "only has 1 gesture"?

#

also, that is the Gesture controller, the one responsible for finger movement. if you're looking for facial expressions, that would be in the FX controller

cerulean thicket
#

it only makes one no matter what I press on my controller

tough plover
#

do you have gestures turned off in game?

cerulean thicket
#

nope

#

other avatars work just fine

rocky shoal
#

I

spiral sigil
#

How difficult is blender scripting to get into? im trying to make a very specific model generator for perf tests

#

I want to create something that could for a given mesh:
-lets you choose # of materials (e.g. 10)
-lets you choose resolution of texture you want each material to have in Diffuse (e.g. 1024px by 1024px)
-automatically assigns each material 1/(# of materials)% faces of a given mesh (e.g. for 10 materials total, one material would be given 10% of the total faces on mesh obj)

#

Apologies for asking about alot today normally I dont do this

#

actually now thinking about this I might be able to devise something with geometry nodes im gonna update back on that

spare kiln
quaint jasper
spiral sigil
#

when I get home ill first try geometry nodes but if i cant figure it out that way then i guess its gonna be python documentation reading time

tidal maple
#

Hello there I am brand new to making avatars and models and I really don't have a clue one where to start do you have any tips or tips on where to go

spiral sigil
#

sometimes its nice to get professional guidance too but in my experience you cant let yourself overrely on them or else you will hurt your own art skills developing

#

this might be different for learning in art schools where you can always talk to professional professor but when your mostly on yourown u gotta be able to work mostly on ur own

#

this again is my own thought process other people might have different ideas but at the end of the day u got to get motivated enough to practice art often

#

to improve in time

tidal maple
# spiral sigil youtube, also I know a few discords that u might be interested in

Thank you hopefully will help a lot the problem I've been kind of like frustrated on is that like bit of like thing I've done trying to figure it out has been really vague skipping over like the beginning stuff if that makes sense like you already have at least some prior knowledge and I don't.... I'll continue looking around but thank you

spiral sigil
#

n e v e r 👀

#

if I was truely a master of fundamentals my drawings would be immesenly better

#

i am far-ish frum

tidal maple
#

It's probably because you know small brain but to meet some like they're typing like a doctor would talk you understand it but at the same time you don't have a clue what they're talking about

spiral sigil
#

Gotta get used to that acedemic language bro

tidal maple
#

I don't even know any of it I know the difference between like a png and a docs but that's probably as far as it goes

spiral sigil
#

what

tidal maple
#

exactly

gentle cradle
#

what version of blender should i use for modeling my avatar?

spiral sigil
#

so I reccomend just using the latest stable, which is the version of blender on steam afaik

#

autoupdates for you on steam so I suggest that

gentle cradle
#

ok thank you so much

spiral sigil
#

np

tidal maple
#

Hello my friends I am in desperate need of help I'm using blender along with unity and I have searched the internet for help and I found anything that can do so but I'm trying to make a plus size model for a friend and a single place I look says you get little items and that's how you make it but I cannot find that items like that for this person it is is customized and there oc so I need help please

spiral sigil
tidal maple
#

sorry frustration does that

spiral sigil
#

its oka

spiral sigil
#

hm im starting to think its not possible to create and assign materials by their mesh islands

#

I would have to create hundreds of materials manually? haha no pls

#

why is this so limited what node could I possibly put before this so I can make it replace materials depending on mesh island or face id

spiral sigil
#

smells like python time

versed glacier
#

is this like the proper way to uh? do the thing

gritty quarry
#

no thank youuu

obsidian nova
spiral sigil
#

Hay all I hate to ask this but I'm really stuck on something and I have no knowledge of blender or unity so if someone here wants to help please send me a dm if u can it would be amazing help thank u

obsidian nova
#

Youtube is your best bet. It's unlikely that you'll find anyone who wants to help you for free.

tough plover
earnest night
#

Another example

halcyon matrix
#

2-1 has tris/quad mix but other then that its a good cheet cheat for good topology. mixing some tris into creases and nooks is okay (not preferred) but in general you should stay away from mixing too much.

tough plover
#

using tris/ngons when doing subdivision is fine since it'll result in either 3 or 5 quads

earnest night
#

For rigging and animation on skeletal meshes, the topology won't be smooth when you have straight lines going right into an n-gon or tri. It needs to be smooth quads all the way around, with loops that make sense.

tough plover
#

again, if you subdivide it it's fine

#

it's all quads

#

this is just a bad thrown together example, but it gets the point across

halcyon matrix
#

true. just dont go overboard with polycount.

tough plover
#

yea, when subdividing always make sure your base mesh is very low poly

halcyon matrix
#

vrc target is like 75k in total, clothes and acessories included. ofc you can go over that but you will be hidden by most users. quest in particular (think limit is like, 20k for quest?)

tough plover
#

this image is a good example. if your mesh looks like the one on the right, one level of subdiv gets you in a perfect place

#

that image literally has tris on the feet

azure rain
#

and if you look at video game models triangles are used in helpful places especially on mobile quality models

spiral sigil
#

oh boy python api scripting is probably going to be the most difficult yet

#

any yall artists here know enough of that to make custom addons to add to ur workflow?

spiral sigil
#

dude I cant even get importing to work right lol why does the outdated documentation have to be more useful than current

spiral sigil
#

the console says everything I do in blender this is revolutionary

#

this is miles more helpful then docs

proven sorrel
#

Hey everyone! I need some help modifying an avatar. I want to do a head swap with 2 of my models but I don’t know how at all and it seems kinda complicated. Also tryna convert these models to quests versions after the fact.

harsh saddle
# proven sorrel Hey everyone! I need some help modifying an avatar. I want to do a head swap wit...

It's mostly just a matter of weight painting. Delete the head from the one, stick the head from the other on and scale ti appropriately then select the model, shift-select the rig, parent with empty groups, and then weight the new geometry to the head. https://www.youtube.com/watch?v=4fICQmBEt4Y

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...

▶ Play video
#

Publishing to Quest is mostly just a matter of keeping the model below 20k tris and using the VRChat shaders

tulip ice
#

Loggers practice

versed glacier
#

Its my first time making photorealistic stuff (made the behind the scenes for studio setup too) its still WIP

harsh saddle
#

Looks good. If you're going for photorealism, you probably want some normals on the wine cork/wrapper and on the soda lid and the edges are a little blurry (denoising, maybe?) You probably also want some surface imperfections on the glass/plastic bottle but it's definitely a good start.

versed glacier
#

im not 100% sure what you mean by imperfections as in studio photography i dont really see any imperfections on the glass on real life pictures. maybe little frostyness but thats it

harsh saddle
# versed glacier im not 100% sure what you mean by imperfections as in studio photography i dont ...

Not necessarily imperfections in the glass but things like smudges/fingerprints. You'd want to keep them pretty subtle as you'd likely wipe down a bottle after handling it for a photoshoot but you might not completely eradicate all of them and if you wiped the bottle down, there may be a hint of the cloth leaving a mark. It should be nearly imperceptible as if it was clearly visible, they'd probably go back in and wipe it down again but having a small hint of that would make the surface look less artificial. It looks alright for the wine and the beer but the sheen on the soda bottle looks too regular. The reflections are also maybe a bit artificial? Most of the time, you're going to have the reflection of a person taking the photo but even if it's automated and there is no human in the studio when the picture is being taken, you're still going to have some sort of camera.

south saddle
versed glacier
#

Ah gotcha

#

Thanks for the tips!

swift jolt
#

okay i will die making this map

#

there are no good cruise ship maps. so i guese i have to make it myself

open kettle
#

victorian railways 5 chime steam whistle

spiral sigil
#

so i cant seem to figure out why 1 material is solid when it has a texture on it..

swift jolt
gritty veldt
#

Anyone know why blender likes exporting models with 100, 100, 100 scale?

spiral sigil
gritty veldt
#

Oh- I found it

#

All Local -> FBX All

tough plover
spiral sigil
#

Cyborg Snowy work in progress

warped linden
#

Hey, does anybody have a backpack asset

fleet turtle
#

coming soon 20 piece high quality nugget

heavy sonnet
#

chicken nugget 🤤

#

chicken tenders are better tho

fleet turtle
#

there was this 80 piece

heavy sonnet
#

delicious

spiral sigil
#

i think the shadows look cursed becsuse no orange or redbouncelight

#

just black shadows with no color at all

#

almost feels more like rocks as it is now, those would be some seriously crunchy nuggets

prisma tinsel
#

doughnut

sharp grove
#

is there a way to stop substance from doing things like this?

#

another example

tough plover
sharp grove
tough plover
#

yea, don't rely on auto unwrapping

#

even quick and dirty unwraps in blender tend to come out better

sharp grove
#

yeah, it's just something i haven't been able to take the time to learn 100% yet

#

planar seems to do a better job at fixing it but yknow, band aids

harsh saddle
#

Manual unwrapping isn't that scary, you basically just have to mark seams in areas that will allow Blender (or whatever you're using) to split the model into flat strips. There's a bit more to it if you want everything to be lined up perfectly for texturing in Photoshop but that's usually enough for using 3D texture paint.

mental hazel
#

how could i put a shadow on emission shaders if possible?

cerulean shoal
#

manually texture shading

copper kettle
#

can someone help me fix the error in blender when i try to import my modle for vr chat

sharp grove
harsh saddle
#

If your seams are in sensible places, they should be better than the automatic output, anyway.

sharp grove
#

that's the thing, a lot of what you're saying is kinda like "how to draw an owl"
i know of seams, what uv mapping actually is, but most of my attempts haven't turned out great because it's still something i need to learn properly, and it's one of those things that for me is more "try and get a feel for it with each attempt" rather than "watch some videos or follow some guides and suddenly become decent at it"

#

you can say if my seams are sensible and all that then it'll turn out fine, but that's easier said than done

#

hence me relying on the automated option while i try to learn it with more practice-y models that i don't want to upload to vrchat or use anywhere, because it's giving better results for now than my manual attempts

harsh saddle
# sharp grove that's the thing, a lot of what you're saying is kinda like "how to draw an owl"...

It takes some practice to get the hang of UV seams but just putting them in the general area you see if you look up UV seams should produce better results than the automatic tools which slice the model up pretty much at random, basically just putting them on the sides of the model and in out of the way places. I like to think of it a bit like butchering. If you were to trying to cut a human into flat strips, where would you make your cuts? A bit morbid, I know, but that's a good general approach. If you look at this article and scroll down a bit, you can just use that general placement for your seams https://3dtotal.com/tutorials/t/human-anatomy-uv-coordinates-setup-for-texturing-dylan-swan-character

3dtotal

One of a wide range of 3D and CG art tutorials on this and other creative tools on 3dtotal.com.

sharp grove
#

i'll take a look at that, thanks

#

i didn't really think of just looking up other examples lol

zinc moon
#

Looking for the best 3d modeling engine, thoughts??

thin shadow
#

Blender

harsh saddle
#

You can do anything you would need to do in VRChat in any of the major 3, Max, Maya, or Blender, but Blender is free and thus has the largest library of free resources. The only reason to pay money for the others is specific production pipelines that aren't really relevant to VRChat. They'll still work but you'll be spending a lot of money for little to no benefit and even if you were to find a way to acquire them in other ways, the smaller user base is going to make it harder to find tutorials without investing in courses.

ashen forge
#

Working on modeling a VRCat for a lil project

spiral sigil
mental hazel
#

if i wanted to change the weight paint on a mixamo rig in blender, how would i do that?

pure dagger
#

Weight paint mode

mental hazel
#

i select the armature and there is no weight paint mode

tough plover
#

you can select an armature then shift click a mesh in order to go to weight paint mode and be able to select/pose bones

river geode
#

Heya, I'm trying to do some model edits but when I import all blendshapes disassociate as different objects like this

#

I'm using Maya since I was trained on it and it's more intuitive for me.

#

I figured maybe it was a weirdness with some sort of pipeline so I exported the model and all the Blendshapes to an FBX and imported them with blender.

#

Everything is completely unpacked, even the armature is unparented. So I re-parented everything and then Blender Crashed

#

basically, how the heck can I unpack/repack these models for edits

low halo
#

Anyone else not able to open Blender due to an error with steam? It's saying "Invalid app configuration" Tried uninstalling and re installing, as well as restarting my laptop but no luck.

tough plover
#

how about you just download blender from the website?

low halo
#

Yeah I went ahead and did just that thank you! ✨

teal totem
#

hey people do you have a guide to do clothing for vrchat avatars? in Blender
i only want to export a clothing piece from blender but first i need it to fit my model but i don't have any clue how to do this, and i don't know if there are extra steps or something i am missing off

harsh saddle
teal totem
harsh saddle
# teal totem my plan is to only export the clothing adjusted to the body shape

Okay, then yeah, sculpt mode or edit mode will do it but there isn't an automatic tool for fitting as far as I'm aware. Tools like that do exist but not for how you have your clothing set up and I'm not sure if Blender has that functionality. I guess you could try a shrinkwrap modifier but I'd just do it manually.

teal totem
#

okay so i will try

pearl quiver
#

Is there any base female base models
without a head only the body
Free to use?
I saw a few but they did cost 20 usd with tax
I just mostly want to test out unity skills before i buy a model

harsh saddle
#

Sketchfab has free base models but I think they all have heads. You can remove the head yourself, though.

hushed star
visual python
#

Hi, y'all. So, I'm having an issue with the CATS plugin where I go to Fix Model and it messes up my materials. Has something changed with the plugin where I need to do something with the materials first, or....? I'm just really confused.

spare mauve
#

Next to the fix button there should be a little cogwheel for settings on what it should include/ignore

visual python
#

Yeah, I found that option, I unticked the Fix Materials option and, as far as I can tell, it seems to be working as normal.

spare mauve
#

Nice

#

Its always a diceroll with fix model, I am afraid of using it personally lol. And I always make a backup when I do. which is adviced anyways

visual python
red glade
#

Hello i wanted to make a furry pallet/headswap within a blendshape. or would it be better to just make seperate models at that point?

tough plover
red glade
#

Allright thanks!

#

Im also kinda new to furrsuit/furry stuff so if i say anything incorrectly on the topic mybad 😅

night holly
#

I am getting so frustrated with this
how do i make an object toggleable in the radial menu

potent path
#

Hello, I'm hiring a good avatar maker for me.

still wadi
#

@potent path what's yo budget

teal totem
#

i don't know what i did wrong

harsh saddle
hearty chasm
teal totem
#

for now i am just adjusting the clothing size to my model

harsh saddle
# teal totem no idea 😦 how i check 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...

▶ Play video
#

Objects need to be weight painted to move with the rig

teal totem
#

okay

#

and how do i get circular edges?

#

i have read bevel do it

#

but i don't see any different

#

because i edited my mesh with sculptor a some cloth borders looks geometrical

teal totem
#

why dm?

#

we can do it here

harsh saddle
#

If I understand what you're looking for, bevel should do it but when you apply the bevel, there are different options. You might want more segments to your bevel to get a more rounded profile.

teal totem
#

i want to smooth this kind of border

teal totem
harsh saddle
teal totem
harsh saddle
teal totem
#

the top is green

#

the modifier

harsh saddle
#

That's really weird weight paint, that means that whole top is weighted to one bone which is almost certainly not what you want and yeah, there is no armature modifier ther so you would need to add one to get it to respond to the armature moving.

#

If you click add modifier, one of the options is armature, then you just need to select the armature.

#

I don't know where you got this character but it's a bit of a mess from what I can see.

teal totem
#

okay i understand what you say, but let me explain, in this case i am using my model as a reference to adjust the clothing, then i will export only the clothing to unity (because this will be a toggleable cloth) do i need to adjust weights too in this case?

#

the fbx file will be this outfit , no body

#

sorry for not explaining this beforehand

harsh saddle
#

You still need weights if you want the clothing to ultimately move with your character or else it will just stay stationary. You can parent the clothing to certain bones but then it won't respond to other bones so the top will just stay stuck to the chest in a t pose and won't react to the arms moving.

teal totem
#

okay

#

know i understand the logic

teal totem
#

a game where you can make anime characters, so i made the clothing there

#

and imported with a special plugin

#

i splited the mesh by materials

harsh saddle
#

Then if it is weighted, which it seeems to be kind of, it's not weighted to your specific character so I would either reweight it or transfer the weights from the character if the character's weights are good.

teal totem
#

character weights...

#

i have checked

#

wanna laugh?

#

only the fox tail is painted

harsh saddle
#

AH, well, you have a bit of a job ahead of you. Unless you just didn;t select any other vertex groups. The weights are all tied to different vertex groups. Watch that video if you haven't, it should clear a lot of this up

teal totem
#

i mean fuck, i only need the clothing lol

#

i thought it was more easy

harsh saddle
#

So is the character you're planning on putting this clothing on weighted properly and this is just a stand in? Why not bring that character into Blender and fit the clothing to them directly? It would be simpler.

teal totem
#

no

#

is the same model

#

and i don't know why is not weighed correctly

#

because in game it moves right

harsh saddle
#

It probably is weighted correctly, then, you're just only looking at the vertex group for the end of the tail.

teal totem
#

ah maybe is that

#

that + i am noob with blender lol

#

yeah you are right

#

is well weighted

#

lucky of me

harsh saddle
#

It's a somewhat advanced topic so you'd be better off watching a video or two than trying to figure it all out yourself and making a bunch of mistakes you need to fix. Also, you said you separated everything by material, you should really join everything to a single model unless it needs to be toggled separately so the top should all be one model.

teal totem
teal totem
#

they used cats

harsh saddle
dire comet
#

How do I make the ears mesh/bones move closer together? I did it on another character just by hitting buttons randomly, and I can't seem to find it again LOL

teal totem
spiral sigil
#

Another update of my character snowy ^_^

harsh saddle
teal totem
#

when i join all meshes texture gets corrupted

harsh saddle
#

You should still keep every part you need to toggle as a separate object but you don't need separate parts of the same clothing item as separate objects.

#

They probably have different names for the UV maps. That can cause issues with merging. I'll show you how to fix that when I have some time, give me an hour or so.

teal totem
#

nope is the same name i have checked

#

i saw some tutorial where they change to the same name

#

but it didn't work for me

#

okay Krampus

harsh saddle
teal totem
#

yes the same

#

uv_main as yours

harsh saddle
#

Though you also have some weird modifiers that might be affecting things, the mmd bone order and outline modifier I haven't seen before so that might be causing issues. Generally models will retain their UVs properly if the UV maps have the same name. You can have 100 different objects on your model if you just want it to show on PC, it just won't perform as well.

teal totem
#

okay

#

should i delete that modifiers?

#

solved after deleting those

harsh saddle
#

I don't know, they might be doing something. I've never seen them so I don't know.

#

Cool, so long as it still looks and does what you want.

teal totem
#

now i need to apply vertex group

harsh saddle
#

You don't apply vertex groups. What are you trying to accomplish?

teal totem
#

clothing movement

teal totem
harsh saddle
teal totem
#

okay

#

done

harsh saddle
#

And select the armature in the field within that modifier

teal totem
#

i selected the body armature, is that correct?

#

i can't manage to move the cloth, it stays static

harsh saddle
# teal totem

You want to have the modifier on the object you want to deform to the armature and you need to have the armature selected in the object field.

teal totem
#

okay i did but is not moving as desired

harsh saddle
# teal totem okay i did but is not moving as desired

It might be that the names of the vertex groups don't match the names of the bones in the armature. That's likely it if the clothing comes from a different game than the model that came with the armature. You'd have to either rename the bones or rename the vertex groups and since the model is already using the vertex groups associated with the current bones, you'd probably want to rename the vertex groups on the clothing to match the bone names of the armature.

#

Or you can just delete all of the vertex groups on the clothing and transfer weights from the body.

teal totem
#

maybe transfer weights is more simple

harsh saddle
# teal totem okay go it i will look for a tutorial

Yeah, it's pretty simple. You just select the body, select the clothing, then go into weight paint mode and then at the top go to weights -> transfer weights, though there's a setinng you need to set in there that I would have to look at so it might be good to watch a tutorial.

#

Make sure you set this setting like this so it transfers all the weights and not just the selected vertex group

tough plover
#

should also set Vertex mapping to Nearest Face Interpolated

teal totem
#

okay i will try tomorrow

#

thanks you

dapper plaza
#

the sharpest buns on the planet!

teal totem
harsh saddle
teal totem
#

ah okay let me check

harsh saddle
#

And make sure you're moving the right armature as well.

teal totem
#

should i destroy the clothing armature?

harsh saddle
teal totem
#

okay now is moving!

#

but after transfering weights look what happened

#

🤣

#

Y pose

harsh saddle
teal totem
#

maybe...

#

i had some bugs

#

let me load again

#

not really

#

this happens when i assign the armature in modifiers

#

i applied rest pose mode and i think is fixed

#

ummm i would like to fix this kind of streching

#

it seems i need to paint more

harsh saddle
teal totem
#

i have some weird streching on limbs

harsh saddle
#

Weight transfer is a good starting point but it kind of suctions the clothing to the body which doesn't work great for loosely-hanging areas so you might need to tone down some of the weighting there.

teal totem
#

in this case i need to remove some painting right?

#

i see blue parts on hips vertex

harsh saddle
teal totem
#

almost there lol

#

is full red

harsh saddle
# teal totem almost there lol

The underwear should probably only be lightly weighted to the leg but you'll get a feel for it with time. It takes a little experimentation.

teal totem
#

yeah

#

i need to paint more vertex group that use the underwear

#

i was only painting hips, but legs are involved too

harsh saddle
#

You can also separate the models temporarily for weight painting. That can make things easier when you have geometry in front of other geometry. Then you just join them back together at the end.

teal totem
#

okay

teal totem
#

rig is ready

#

i corrected every part

teal totem
#

the problem is atlas meshing my textures

#

i am using blender 3.3 with CATS dev version

paper wraith
#

Make sure that you have the same name on every UV map on your meshes, since it might be in Japanese on some part and in English on another

teal totem
#

uv_main

#

or i am kinda confused

#

where do i check the uv?

#

this one?

paper wraith
#

yep

teal totem
#

same name

paper wraith
#

that's before atlasing?

teal totem
#

yeah

#

after atlasing the map generated is blank

#

or a mess

paper wraith
#

as far as I know CATS might have issues with newer Blender versions, but I can't say that for sure

#

I use 2.93.11 and it works_for_me

teal totem
#

my model has 0 textures when importing to blender

#

tried exporting with embed textures

tough plover
#

you should also do it manually

teal totem
#

any way to export the new textures i edited in blender?

#

because some of them are fixed in blender (weird non-colour parts)

tough plover
#

and save it whereever you want

teal totem
#

okay let me check

#

my bad, what i need is the material, because it seems those have more textures applied

#

i edited the material shader

tough plover
#

materials do not carry over in any way, they are set up differently in every program

#

blender shaders cannot be brought to unity

teal totem
#

this flower is white in unity

tough plover
#

what do your shader nodes in blender look like

teal totem
tough plover
#

shading tab

teal totem
#

okay

tough plover
#

that is a wacky shading setup

teal totem
#

that's not mine anyways

#

it was done when i imported it at the beginning

tough plover
#

I'm just wondering how much of the look is done by the shader and how much comes from the actual image textures

#

if the textures have the correct look already then you can just import those and put them in the right slots in the shader in unity

teal totem
#

UMM

#

wait

#

look

#

those are the textures created when i imported my model

#

as you see flower is white

#

but it should be light pink

tough plover
#

yea, so the shader is adding that pink color

#

you will either need to edit the textures manually to look the way you want, or you can use blender to bake the "final" output from the shader to a new texture

#

look up "blender texture baking"

teal totem
#

okay i will try bake

#

but how it works?

tough plover
#

look up tutorials

#

one thing though, when you go to do the baking, remember to uncheck "Indirect" and "Direct", and only check "Diffuse"

#

so that only the color from the material is baked and not any external lighting

teal totem
#

okay

visual python
#

Okay, so I'm having a new issue with my avatar in Blender. When I try to combine the materials into an atlas, this happens to my model. I tried doing these steps(#avatar-help message) for my avatar that Thulen dropped in chat yesterday (or maybe the day before, i cant remember), but even after unpacking the libraries, it does this. I don't know understand why it's messing up the textures like this.

#

This is the atlas that it gives me, wth xD

teal totem
#

i have a pluggin installed in Blender that allowed me to bake all from just a simple button

visual python
#

Ooh, which plugin is it? Right now, I'm using CATS... err, trying to 😅

teal totem
#

but is for koikatsu models

#

you can try it anyways

visual python
#

Ah, mine is a VRoid model, d'ya think it'll still work?

teal totem
#

i don't know but maybe is an auto bake operation, so you can try but save a backup

visual python
#

Alright, lemme go grab the addon and I'll give it a try.

visual python
#

My issue still stands ;w;

teal totem
#

what's your problem?

visual python
#

Not being able to bake the materials into a single atlas properly

teal totem
#

ah

#

well i had that problem too

visual python
#

How did you fix it?

teal totem
#

it messed my texture

#

i couldn't

visual python
#

oh.

#

okay.

teal totem
#

i don't know if i'ts my blender version

#

or cats that seems buggy

visual python
#

It might be CATS being buggy if you're using a newer version, I think

#

What version of Blender are you using?

teal totem
#

3.3

#

and cat in dev version

visual python
#

Ah, I'm using 3.1.2, so that shouldnt be the core of the issue

#

Im also using CATS dev version

#

hmm

#

Lemme try asking about my issue in the CATS discord, maybe they'll come up with a solution for us both 😅

spiral sigil
#

i suggest using material combiner in the optimization tab of CATS

visual python
#

But it comes out looking wrong, and I don't know why

pure dagger
#

@teal totem you need to unpack your textures first, save your file as a .blend and goto file external data and choose one of the options

north sandal
#

I'm trying to merge armatures of a jacket to add it to my model, but when they merge the jacket itself becomes monocoloured

#

before and after

steady zealot
mental hazel
#

im making an rpg
and i can't seem to figure out what art style the models should be
think of Hylics, most of the game was made with clay
so what about my game being abstract?

gloomy grove
#

what do the characters perceive (like what is their view of the external world from their own mind)? what is the story like? sad, epic, heroic, funny, ect a dark and brooding story could have a dark and cloudy feel, or you could juxtapose it with a vibrant backdrop.. Sketchbook!

#

markers!~

mental hazel
#

well the music is swing related, so gloomy with a side of vibe?
like vaporwave kinda

#

i can dm u the music i have so far

#

(if you want)

hushed gyro
#

Any tips for making the finer details (sculpting, geo-nodes, something else)?

quaint jasper
#

That should be done with a normal map imo, sculpting it sounds excruciating

hushed gyro
#

I'll try that, thanks.

tough plover
#

either that, or take it to Substance painter and find smart materials that automate some of it

#

the result would be a normal map either way

hushed gyro
tough plover
# hushed gyro I'll look into using the multires modifier, thanks.

Multires is basically a way to sculpt on a higher resolution version of the mesh, while still having the base mesh underneath. if you enable Sculpt base mesh, it'll affect the base mesh while you sculpt on the high res one. you can switch between different levels of subdivision on the fly for when you need to sculpt larger/smaller detail

toxic flame
#

how do i make my model see through?

#

jimby

old solstice
#

i need help uploading an avatar

#

cuz im stupid and slow

harsh saddle
# toxic flame

In the top right in Blender, there are some different spheres for the render modes, you want to switch it to wireframe.

#

That model isn't going to animate very well, it at least needs edges at the points of articulation like the elbows

spiral sigil
#

anyone have any video reccomendations to get into 3d modeling for worlds and avatars?

#

Please I really want to get into making my own avatars and worlds

harsh saddle
spiral sigil
#

ik im probably dumb asf for this but which one do i click

harsh saddle
#

Beyond that, things diverge a bit depending on what you want to do and how you want to do it. You can create a character using the same tools as you would to create a chair but my process tends to be very sculpting heavy and it's what I would tend to recommend to people for making characters. Landscapes also tend to be more sculpting heavy, though you can also generate some of that stuff using modifiers which is kind of its own thing. So you might want to focus on one thing for a bit before learning other stuff and certain elements will transfer from one type of modeling to another.

#

I use General, personally. Sculpting might be useful for doing that but the others don't really apply to anything you'd create for VRChat

#

Also note that unless you want your worlds to be vey simple or take years to complete, it's perfectly acceptable to use the asset store and sites like Sketchfab. Your modeling skills should fill in the gaps of what is available to you. You don't need to be making your own sink or refrigerator, there are hundreds of those out there for very little money that you can modify or retexture if necessary.

mental hazel
#

i need more concepts for characters
i usually go like
concept-body proportions-then how to give them a good silhouette

harsh saddle
mental hazel
#

and so has this

#

so

dapper

harsh saddle
#

Double hats, so fancy. It takes a bit of practice to get a hang of refining your prompts, you might also want to throw in an artist name or two if you like a certain artist's style.

harsh saddle
#

The power of Stable Diffusion really opens up if you get it running locally and are able to use img2img and different models. I described your character in a prompt, used a few more tags and generated using the Elden Ring model. Then, I used img2img to refine the output using the results I liked as an initialization image.

#

Anyone can feel free to use that image if they want to make a character, just let me know because I want to see how it came out.

harsh saddle
spiral sigil
#

not even half way done

#

i have no clue how this is going to play into making avatars and shii but yeah

harsh saddle
#

It covers navigating the scene, selecting and moving vertices in edit mode and using the sculpting brushes which are pretty much all the tools you use for making pretty much anything, after that it's just putting in the work, though there are certainly other tutorials that can supplement these tools

spiral sigil
#

is applying the spirnkles and all that really that important to learning rather than just a donut ?

harsh saddle
spiral sigil
harsh saddle
median pike
#

It will take your a few months to properly get the hang of everything that goes into avatar making

median pike
#

There's many variables to making avatars. Depending on your workflow you might not need to learn everything. But it's better to know more than less

#

This is the knowledge set I recommend for character making:
Drawing experience
Knowledge in anatomy
Knowledge in perspective
Basic camera controls and navigation in blender
Polymodeling
Sculpting
Retopology
Rigging
Uv unwrapping
High to low poly baking
Texturing
Basic shader knowledge
Setting up IK chains for potential animations, also drivers
Shape key knowledge

Understanding these concepts:
Normals, normal maps, shading, gimbal lock, topology flow and reflowing, triangulation and probably some other things I am forgetting

Of course you don't need to know all of this to make your first character. But the amount of knowledge that's useful is very vast

harsh saddle
#

I can't draw to save my life and I think I make decent avatars but the rest is pretty essential. I did come in with years of digital and physical sculpting experience which helped but I've never been big on 2D art, especially drawing.

#

I could also never polymodel a decent character but you need a lot of the same tools to retopologize a sculpt.

median pike
#

Well it's not essential obviously

#

But 2D knowledge helps immensely with 3D

#

And yeah it's a very subjective list. That's just the knowledge sets I consider essential

harsh saddle
#

I'm generally in agreement and even the stuff I wouldn't consider essential still helps. I'm also not a top level avatar creator and have a lot to learn still.

glad steeple
#

I dont think the donut tutorial is a good introduction to character art, you do alot of stuff youll basically never use again. i suppose for learning the ropes & shortcuts its nice.

tough plover
#

yea, it's a very basic tutorial mainly useful to learn the basics of blender

#

it's a good starting point

glad steeple
#

It is a starting point

mental hazel
#

the creature

solar fossil
tough plover
#

.-.

solar fossil
#

:^)

spiral sigil
#

anyone know what's causing this? doesn't show up in blender but only vr chat

solar fossil
#

Does it show in unity?

#

Could maybe be a triangulation issue, or unity lowering the texture resolution

#

@spiral sigil
A pretty good tutorial on making heads
https://youtu.be/fQZ7TEdFdMU

Blender 2.9: Anime Girl Head Modeling In 30 Minutes WIP #1

You can play your favorite music and enjoy :)
Next video for eyes and ears :D
Hope you like it!

Link Discord: https://discord.gg/pe9sjYVzkM

Link Donate Paypal: https://paypal.me/nhijquang
Link Donate Momo: https://nhantien.momo.vn/0Uq2AiMUhIf

Link reference: https://www.animeoutline....

▶ Play video
spiral sigil
#

which is odd

tough plover
#

could be a blendshape triggered by an animation

spiral sigil
spiral sigil
tough plover
#

make sure there is no controller in your avatar's Animator

#

and then check in play mode again

#

if it still does it, remove your FX controller, test again

#

isolate the problem

spiral sigil
tough plover
#

then it could be a messed up basis layer

#

go in blender, add a new shape key in object mode, and set it to 1

#

check if the issue happens

arctic sparrow
#

Hi guys, do you have any resources or tutorials that guide you thru the process of reducing a model's poly count? I've seen cats and the like but I would like to know if there is some flow or technique people use

tough plover
#

for a recent quest conversion, I did all 3

#

the entire body was retopo'd, the face got a bunch of loops dissolved, and the hair was decimated

#

retopo takes the longest amount of time, but can yield better results and you have more control

#

dissolving loops is faster than a retopo but slower than decimation. it's a lot cleaner than decimating

#

decimating is the very quick and dirty approach, but you don't have much control, and it'll ruin the topology

#

in any case, knowing how to bake textures from one UV to another and from a high poly mesh to a low poly is crucial

#

CATS bake and Polytool both use decimation to quickly take the poly count down, but results is quite bad topology. by then baking the original textures down to the decimated version, you can retain most of the detail of the original mesh

#

one important consideration is shape keys. decimating and dissolving loops will preserve shape keys, but a retopo is essentially making an entirely new mesh, so shape keys will have to be re-made

azure rain
tough plover
#

precisely

#

I retopo'd the body to capture most of the shape with as few polys as possible, dissolved as much as I could in the face before it looked blocky, and then decimated the hair last to get it exactly to 10k

arctic sparrow
#

I wouldn't say I'm that familiar or good with character modeling in general, I'm no artist, nor I have much blender experience other than retouches or armature merging. But I will take a look at those terms. Thanks!

azure rain
#

this video shows both dissolving Edge loops and the decimate modifier

arctic sparrow
#

awesome! Thank you

harsh saddle
#

The only parts of the body that really need clean topology are where the model will be moving which is why ReadyPlayerMe could get away with bad topology for so long. Unless you have FBT, the torso won't be doing a lot of bending or twisting, same with the upper and lower legs and arms but the elbows, knees, wrists, hands, and face are going to be much less forgiving when it comes to bad topology.

#

Of course it's better so have clean topology everywhere so it works well with more points of FBT articulation and it also improves shading.

fringe leaf
thorn mango
#

Anyone know any good free avis good for starters using unity?

#

And quest?

tough plover
#

really depends on what you want

#

you could grab the files for the default robot avatar, should be part of the SDK or in the documentation

tough plover
# fringe leaf

that looks awesome, but with that amount of detail those could be entire furniture pieces lol. what's the stats on those?

fringe leaf
#

its all normal maps

tough plover
#

good shit 👍

fringe leaf
#

well just checked some are 1200 lol

tough plover
#

aha xD

fringe leaf
#

but thats not too bad

tough plover
#

far better than a lot of stuff I've seen

#

I still start fuming when I remember someone made a ring with 36K polys

#

and put it up for sale

fringe leaf
#

and i see tons or areas to reduce poly easily

tough plover
#

oh yea for sure that could be reduced

#

looks clean though

fringe leaf
#

it is very clean 🙂

tough plover
#

but you don't need 36K polys for that

fringe leaf
#

lol woot

#

cant be done by texture cards if its for a ring

tough plover
#

it could be faked super easily

#

could use parallax to make it even more fake

fringe leaf
#

ye true, although i personally dunno paralax much

tough plover
#

if you want to cringe start reading from there

#

I get that people want to make stuff that looks neat, and I understand if people don't care about stats if it's just a little fun project for themselves, but the fact that they are distributing it and actively contributing to VRC avatars being very poorly optimized is shameful

fringe leaf
#

thats a halo planet ring used as a ring

tough plover
#

I wouldn't be surprised if the transparent layer used a fucking grabpass lol

fringe leaf
#

but am glad when i put these on gumroad they will be down to below 1000 even for the complex ones and below 500 for simpler onesz

#

i even went to the trouble of creating 41 different texture sets , i couldve only made 5 if i made it have like 3 materials

tough plover
#

2?

#

(could prob be 1 but I understand if it's 2)

fringe leaf
#

1

tough plover
#

epic

fringe leaf
#

ikr only one mat call 😄

tough plover
#

for once someone who knows what the hell they're doing .-.

fringe leaf
#

it takes time tbf man i have worked in the vfx industry for 3 yrs haha

#

not that vfx ppl care abt optimisation 😛

tough plover
fringe leaf
#

buildings with 67 million poly straight for render

tough plover
tough plover
fringe leaf
tough plover
#

retopo entire body, dissolve loops in face, decimated hair, bake everything individually, bake final textures

#

the model still supports full face/eye tracking too

fringe leaf
#

https://darcow.gumroad.com/
heres my gumroad.. these arent THAT optimized but still not 34k poly bad, and have a few materials caz ppl prefer changable mats

tough plover
#

ooh I've seen some of those posted around before, nice

#

looks good

fringe leaf
#

haha am glad they are posted 😄 i really wanna make good quality not pc breaking assets

#

really fun making them

tough plover
#

I might poke you for some insight on your workflow later if you don't mind

fringe leaf
#

poke away 🙂

tough plover
#

like how you go about modeling certain things etc

fringe leaf
#

love discussing stuff

#

hit my dm anytime ya want , will if am not asleep haha

tough plover
fringe leaf
#

my eyes !!

#

fun writing nordic runes 😛

tough plover
#

neato

fringe leaf
#

and my own name hidden inside somehere

tough plover
#

those characters would be a good usecase for a separate UV + detail tex/normal

#

unwrap those straight pieces as large collums in a new UV, and use that UV channel for your detail textures

fringe leaf
#

yea the uvs for them are straight strips

#

was easy to just make the chatacters after in photoshop

mental hazel
#

how am i gonna pull off the curvy brim on the hat though

spiral sigil
mental hazel
#

how am i gonna pull this off

tough plover
#

pull what off

mental hazel
#

the brim of that hat

teal totem
#

do you know any way to remove those triangles?

#

when i join my 2 meshes i can't get rid of this

bright steppe
#

Substance3D free for education nowwwww

harsh saddle
tough plover
#

or model the hat using subdivision, and just move a few verts

azure rain
tough plover
#

ty ^^

azure rain
#

given the stats for it it looks like you could run it on the quest

tough plover
#

it's Good on quest

#

it was made to be a fallback

azure rain
#

Cool

steep crown
#

Within unity how do u get a blendshape to be set over 100, it always just sets back to 100 in vrc

mental hazel
#

the brim is done
now to model the curve on that hat

harsh saddle
steep crown
#

Aw I was hoping I didn’t need to touch blender for that

spiral sigil
teal totem
#

it's fixed don't worry

spiral sigil
#

Hey so I have the grand capitalistic idea if someone with Blender or 3D modeling knowledge could possibly help. I have this species that Ive been wanting into vrchat for a while. They are called taurins (Which I can show pictures for and stuff if anyone dms me). Its something I know alot of people would enjoy. I wanna be able to make them because its something Ive dreamed of and I hope someone could share this dream with me too. Of course we will have breaks and what not and 50% of the profit will be shared as well (so like if the avatar was $100 USD then you'd get $50 USD)

Just an idea I had and would love to collab on peeps with. Dm me if your interested

harsh saddle
#

Seems like something avatars could just do and get all of the money aside from needing the concept. Maybe the concept is great enough to justify the profit-sharing but I would want to see some evidence that enough people want to have this avatar to justify that. I believe characters like the Primagen already had a following and people buying the art before people started making avatars from them, if you had something like that established and could partner with an avatar creator to make the official avatar version, then you might have something but otherwise most creators are probably just going to want to do their own thing.

pure dome
#

Hello guys, may ask for help on something please? I want someone one day to like give me a tutorial by streaming their screen to me or something so I could get one on one help making an avatar. I know that would be a lot and I respect if no one would do that. It would really really mean a lot to me if someone could do this for me. Again, like I said no one has to but I would really appreciate it. I really need help making something because I'm having a lot of trouble. If anyone is willing to help me (which I'm not expecting anyone to because I know it sounds like a lot, I just really need help) please directly message me in DMS

tough plover
#

this is assuming you already have a model you're trying to upload

pure dome
#

hey can you send me the videos please? Sorry I feel dumb it's just there's a lot of channels and I don't know where they would be at

pure dome
#

thank you I really appreciate it

valid sun
#

Started working on various props for building worlds.

#

I like the idea of making a world that evolves over time, bare frames, construction props, tools and such, literally "in development" at first.

tough plover
#

is the mesh on that fence modeled or is it cutout? if not, do you plan on doing so?

valid sun
#

I plan to bake the cutout to an alpha texture.

#

For now it was rendered using a mesh deform modifier on a simplified cloth plane.

#

Real fun to play with the drape c=

tough plover
#

gotcha. alternatively, if the mesh didn't have any of the holes in it, you could just UV unwrap it as a single, perfect grid and tile an alpha texture over it

#

no baking needed

valid sun
#

Yeah that's what I mean, I've got the holes setup in a grid fashion that I can turn it into an alpha texture later.

harsh saddle
#

Sounds like a fun idea to evolve the world over time

thorn gulch
spiral sigil
#

what is a normal size for a house?

solar fossil
#

Usually about the size of a house

silent roost
#

Thanks Bahka!

spiral sigil
#

Bc rn its too big i think

solar fossil
#

Could add some characters for scale

#

Or you know, look at floor plans

azure rain
spiral sigil
#

A nanachi is about 1m tall. I'd say about 3-4 nanachis

jagged moat
#

anything but metric

azure rain
#

Unity uses metric for everything

balmy basalt
#

im going to try and 3d model this

azure rain
red glade
#

Nearly finished a new fit for ma avi. Qeustion what is the best way of achieving a proper "Sim" on the skirt. Is there an amount of bones i should be aiming for?

mild bramble
#

first time doing anime style, feels good

wispy verge
#

its exact

spiral sigil
fresh isle
balmy basalt
#

here is a wip of a vr chat model im making

balmy basalt
#

more progress

#

added hands and feet

quaint jasper
# balmy basalt hair

I would highly suggest you go and look at Rainhet's tutorial on avatar making. It's extremely beginner friendly!

tough plover
red glade
obsidian nova
red glade
#

Thats allot of bones

tough plover
#

yea that's quite a bit

obsidian nova
#

2 to 4 phys bone Colliders on the thighs to stop clipping.

#

if there’s a better way to be doing it by all means let me know.

valid sun
#

More props in the works, walkways, queue fences, a family of boxes.

#

After this I think I just need hand tools, ceiling fixtures and mannequins to start setting up a little exhibit.

wispy verge
opaque solar
#

This is the exact moment Saul becomes a Furry

spiral sigil
opaque solar
#

Better Rawr Saul

spiral sigil
opaque solar
#

It is a path to many unnatural ability

rocky jolt
#

(heavy wip, still blocking stuff out lol)

spiral sigil
teal basin
#

Anyone here updated a Prefab avatar? I recently purchased a prefab avatar and did some changes to the FBX of the Avatar in Blender. I exported the FBX but I need to know how to replace the Old FBX of the prefab without it breaking.

thin shadow
#

-delete the fbx in the project folder
-import the updated fbx, using the same filename
-do the import setting routine again

teal basin
#

I'l try that but not sure on that last part.

thin shadow
#

Things like legacy blend shape normal, enable read write, humanoid rigging setup, material settings, etc

teal basin
#

Uhh. Il try to figure that out.. To be honest I got no idea for about half of that.

#

Eh.... well. Model wont appear in the scene its invisible?

thin shadow
#

Could be any other factor. If done right, the scene is supposed to automatically look for the fbx in the project folder

jagged cape
#

how to make the letters look like that in blender

still wadi
#

in unity project folder right click on the fbx, show in explorer, it's gonna open you folder with the files and replace the fbx inside with the edited one, just drag and drop and hit replace. then go back to unity and should be all good. no need to delete and re set up anything. @teal basin

celest sleet
solid minnow
#

Some stylized eyes after studying the weirdcore aesthetic. Couldn't find what I was looking for on the web so I just made these myself.

thin shadow
jagged moat
#

Holding back the urge to start texturing knowing I'll slow down on making models is killing me

rocky jolt
#

and so begins the interior

still wadi
#

@thin shadow yes ? you heard it first time ? been doing like that for years no problem whatso ever

thin shadow
#

Well, i guess it's workflow improvement. Thank you.

azure crag
# balmy basalt hair

You should take advantage of the model modifications in blender like voxel remeshing and union, then maybe you can sculpt the fine details (but this is usually enough if all you want is a dummy thick twitter avatar oc)

waxen dune
#

How tf do I download the sdk

azure crag
#

You go to the community helper web page and go to download in the left tab. Click on the sdk you want

waxen dune
#

Got it

#

I just installed the world an avatar

#

Thank you much

solid minnow
#

So I imported by eyes to Unity and the texturing is messed up? What in the world happened?!

hushed gyro
#

Before I go any further, does this look like convincing tree bark? (clay strip + crease brush)

quaint jasper
#

Yeah that looks great!

red glade
#

Redoing the weight painting. Any tips on the chest part. not really sure how i should achieve it

jagged moat
#

It's amazing what you can turn cubes into

gentle sonnet
#

First time making something like this, I don't think I'm doin too terrible with learning blender. All so I can have my own avatar...

jagged moat
gentle sonnet
jagged moat
#

ah thanks!

gentle sonnet
jagged moat
gentle sonnet
#

lol first day is just learning the power of the cube.

jagged moat
#

All hail the cube

gentle sonnet
#

XD

harsh saddle
#

There are some proportion issues but they're not too bad and the long fingers could be considered a stylistic choice. Main issue is the edgeflow in the upper chest, you've got some stretched faces and some little slivers when you're aiming for as many square faces as possible.

gentle sonnet
#

takes hand... swipes it over head....

tough plover
harsh saddle
#

There is no perfect way to model every body but generally something like this where all of the polygons are roughly 1:1 squares

gentle sonnet
#

lol this is my 4th day!

#

lol

#

I have no idea what I'm doin next im just following some videos an winging it

tough plover
#

if you're doing a high poly sculpt and then a retopo, the actual topology on the high poly doesn't matter much since you're going to redo it during the retopo. if you plan on this mesh being the final one, then I would recommend ensuring you add a minimal amount of extra loops, since every face you create when using subdivision will become 4 faces after applying the subdivision

#

nonetheless, great progress for 4 days

gentle sonnet
#

I will certainly screen shot all that yall said an look into it though

tough plover
#

example #1

#

example #2

gentle sonnet
#

ooo so i did the chest all kinds of wonky

tough plover
#

yeaa

harsh saddle
#

Yeah, most of the topology is pretty reasonable, it's just this area where things get a little messy but nothing that can't be refined.

tough plover
#

btw, that first one looks like this after baking

gentle sonnet
#

me see says blind man

tough plover
#

"baking" in this case is the process of first creating a high poly mesh without much care for poly count or topology, and then "projecting" those details onto a low poly mesh. in your high poly, you create all of the small details like muscles, creases, folds, etc. after that, you do a re-topology (retopo), which is the process of building a good mesh around the high poly to maintain the shape while also having good edge flow and poly count. after baking, you end up with a "normal map" that you apply to your low poly mesh to give the "illusion" of all of the detail your high poly had

#

this workflow is only one of the multiple you can choose to use. different workflows work best for different kinds of models

gentle sonnet
#

it seems I'm about to jump off the blender cliff so to speak... lol

harsh saddle
#

Just do all of your sculpting in sculpt mode, box modeling is for crazy people.

tough plover
#

there is a lot to learn, but it is very rewarding once you are able to show off what you've made

gentle sonnet
#

heck all I've done so far is in layout. haven't even touch modeling or sculpting

proud jewel
#

Yo what's uuup

harsh saddle
gentle sonnet
#

👍

harsh saddle
#

It kills me when I open a blend file and they have 5 different tiny viewports open.

tough plover
#

lmao

spiral sigil
#

Today I learned I'm a crazy person 😆

#

Default cube club

opaque coral
#

how to fix this without hitting fixmodel

#

cuz then i have to seporate it again and nothing changes

ionic oar
#

Does anyone have any tips on how too make stuff like this fit the body nicely ?

Im messing with skulpt and stuff but just wondering what other people's approach is (edited)

harsh saddle
ionic oar
#

To fit the body shape

harsh saddle
#

Sorry, I thought I was looking at a shoe, hard to tell that zoomed in. Same advice regardless.

waxen niche
#

I've got fully rigged .fbx files.

How hard is it to make an avatar out of them?

tough plover
#

don't skip the terminology

waxen niche
#

Thank you

strange oak
spiral sigil
#

I gotta ask sacred ilu

tough plover
#

because im proud of how that model turned out

tough plover
#

you essentially build a "cage" mesh around your object, bind it to the clothing mesh with the Mesh deform modifier, and then you can re-shape the cage mesh to reshape the clothes

#

you can also enable X mirror to deform it symmetrically

#

one issue with Mesh deform is that if the poly count of the cage changes, it breaks

#

what you can do to fix that is to do your re-shaping on a shape key on the cage mesh

#

that way, you can unbind/rebind and then re-enable the shape key

ionic oar
#

Okay to message you when I try if I run Into any issues?

tough plover
#

eh yea sure, I doubt many people here know about using mesh deform anyways

#

usually I always recommend asking question in servers rather than DMs because a lot more people can answer

#

but I also don't like misinformation being spread if people don't really know what they're talking about

bright grove
#

I am not home unfortunately, but I’m planning to practice a little modeling using block bench

#

My goal is to practice a little bit of basics while also getting ideas on how I should model a wearable item for my upcoming map

#

The idea is to recreate this headset and the remote first

craggy crown
#

sorry fi this isn't the place to ask but what do i do if i get this error?

bronze solar
#

It is caused by old version cat plugins with blender version after 2.9.
You need update cats plugin.

hazy dawn
#

hey could someone help me fix a problem with a model im pretty new and have no clue what im doing here

harsh saddle
#

I don't know if any of us can fix any possible problem but maybe if you were more specific.

hazy dawn
#

well i fixed it on my own now i gota figure out how to model legs

#

and feet

harsh saddle
#

Pretty much just reference, you can also buy or download a base mesh and either use that as reference or just use it as is, just make sure you do all the legal stuff legally.

hazy dawn
#

yeah i figured out how to do it at least partially

#

man iv been underestimating myself a lot i think

analog frost
#

Can someone help me with a blender issue? I have spikes that i'm attaching to the tail of this avatar. But when I join the mesh, it doesn't maintain relative positioning in unity

#

I think it's not moving with the bones, but IDK what the issue is.

harsh saddle
analog frost
#

thanks

tough plover
fickle swallow
#

how do i fix this?
things i tried
adding normals to material (pants texture)
recalculating normals on mesh
changing the shade smooth, auto smooth, and flat
removing the mesh and adding a new proper mesh
please help

cursive estuary
#

send me the model file in dms

#

just export it to obj

#

or blend

#

:)

tough plover
#

@fickle swallow can you enable "Face orientation" in blender and take a screenshot

fickle swallow
thorn mango
#

Anyone know how to link the vrc account to unity and know how to import avatars u have into u unity

harsh saddle
harsh saddle
#

If you've imported the avatar sdk, there should be a tab at the top that says VRChat or something, if you open that up, one of the options is control panel

thorn mango
#

Ok ty!

#

You have been super helpful!

keen bone
#

I opened my glb file in an online gltf viewer and thhe camera angle is ant view and i am looking up in between the legs, how do i fix the camera angle? I set the origin to be at the base of the character near the feet

harsh saddle
#

Hard to say without knowing the program, maybe download Blender?

keen bone
#

I am using blender. Then i export the glb file. It works on some glb file viewers like babylon. Some, i can only see the foot and no matter how much i scroll out, it wont zoom out

fickle swallow
harsh saddle
keen bone
#

Because i want to show it to my friend who doesnt have blender

tough plover
#

...what?

#

blender is free

keen bone
#

He is not knowledgeable of computers. He only has a phone

harsh saddle
#

Maybe just show him some pictures? It's hard to give you advice on how to use a glb viewer unless we've used it ourselves and I think most of us just open stuff in Blender

keen bone
#

Ok good idea

spiral sigil
#

does anyone know how to fix 1d textures? this has happened a lot and it's annoying

harsh saddle
#

You need to unwrap the model better, right now that face is incredibly slim in the uv space

fickle swallow
thorn mango
#

Yo how do i do the sdk thing for unity?

ruby rivet
obsidian nova
#

Some pastel keyboards I made a while ago; based on Dalle2 generations.

#

A new world I'm working on. Combination of CCO sketchfab assets and custom models based on real-life objects.

obsidian nova
#

Has anyone found a really good old school chonky computer model. The ones above are okay, but the normals/topology is really whack; resulting in weird lightbaking.

winged flax
#

what’s the pipeline like for making game textures? I wanted to make player model textures but I don’t even know how most people do it

obsidian nova
#

Depends what you mean by "player model textures"

#

Are you talking about skin, eyes, hair, clothing or an entire character?

#

Are you talking about re-texturing an existing base-model?

winged flax
#

The entire character, but since I want to make a dog, it would be the body

winged flax
obsidian nova
#

What I would do, since you're a beginner, follow this tutorial:
https://www.youtube.com/watch?v=bDaKprTiy_U&t=2553s

watch the previous video if you have no idea how we got this base texture.
Hoi there class, today we’re going to add some dimension to this model with Texture painting. I know it sounds scary, but trust me, anyone can do this if you just follow my lead. Rain Sensei will teach you well.

Working in blender 2.9

▶ Play video
winged flax
#

I see

obsidian nova
#

Before this, you might want to follow her other videos on modelling, rigging etc.

winged flax
#

I’ll have to take a look at some tutorials

#

I’d like to try to go for a PS2ish look for my model

obsidian nova
#

Texture painting in Blender is good for that.

#

Professionally, most people use Substance Painter for texturing; but it's 140$

winged flax
#

Is SP abobe?

#

I may have a license for it, my school has Adobe creative cloud and it might include substance painter

#

I’ll need to check though

obsidian nova
#

Yep. Btw, 3D models have several texture maps, it's not just color:

  • Albedo (or base color)
  • Roughness
  • Metallic
  • Ambient Occlusion/AO (dynamic shadows in creases)
  • Emission (lights)
  • Normals (textures that influence how your model interacts with lighting, best described as fake detail maps).
winged flax
#

I know, most of which you draw is the albedo, while the rest is handled with the assistance of software

obsidian nova
#

Exactly. You won't need all of these for a PS2 look, probably only the Albedo and Emissions

winged flax
#

I’m not going for a super realistic look, more of a cartoonish look, so I could only use some of those

#

I know that before you start drawing the texture, you need to map out your model’s uvs

#

Basically a 2d reflection of the model’s surfaces

obsidian nova
#

Exactly, it's a 2D un-wrapped version of your model.

#

Think of it like this:

keen bone
jagged moat
#

boob 2 big

keen bone
#

I know, i purposely made it like that. Is that not allowed? Is it too much? I have another question. How do i make things in blender opaque. Because I imported a very basic vroid character with shorts and tshirt, and it looks good on blender. And then i import it as fbx. And when I open that fbx in blender, it is transparent. So i go to materials and then i choose opaque instead of alpha blend, but it still shows transparent on the tshirt. But the arms and legs are opaque. How do i make the tshirt opaque too?

harsh saddle
#

Is the shirt another material? Big boobas are permitted in VRChat (see any public lobby) but the shape is a bit odd on those

ruby rivet
#

whats the least painful way to make a texture atlas?

azure rain
tough plover
ruby rivet
#

gotcha, thanks

clear geyser
# ruby rivet whats the least painful way to make a texture atlas?

I like to use baking. You make a second UV map, give all of your materials a second image to bake to, move all of the UV islands to where you want them to be and bake the diffuse color. You avoid having to line things up and you have control over what things have more or less detail by making their islands bigger or smaller. This video is long but I think he clearly explains each step https://youtu.be/73REcZVWMhA

A simple tutorial on Texture Atlasing/Texture Baking using Blender 2.8+.

Links in Video:
Pumkins Tools: https://github.com/rurre/PumkinsAvatarTools/releases/tag/0.9.5b

=TIME STAMPS=
0:00 - Intro
0:08 - Disclaimer
0:30 - Combine Your Meshes
0:42 - Removing Leftover UVMaps
1:04 - Removing Unused Materials
1:17 - Creating Baking UVMap
1:40 - ...

▶ Play video
azure rain
#

and that can result in more efficient vram usage than just stacking tiles

tough plover
#

^ that is what I normally recommend doing, but is a little more involved

ruby rivet
#

right, ill take a look at this then, thanks for the help

keen bone
#

is it easy to remove the head of a vroid and attach my own 3D head that I created? or is it easy to add things or subtract things to the vroid 3d so that at least I edited it and can say that I made it(partially)?

latent spade
#

Looking for someone to make me a really simple textured asset in blender and possibly substance painter for one of my upcoming for sale avatars. Id be willing to pay for your time. Please DM me if you’re able to help

tawny pollen
#

Well then

#

Imagine just adding more detail to a normal map because you're bored 💀

trail knoll
#

does anyone know where i can get a 3d model of a fighter pilot?

keen bone
#

epic marketplace

trail knoll
#

link? i cant find that

keen bone
#

https:/ /www.unrealengine.com/marketplace/en-US/product/jet-fighter-military-vehicle why do want a fighter pilot? Oh i thought you wanted the plane. The model is the plane

spiral sigil
#

i started a new movie styled mario remake since i thought the old one didn't look as good, but i don't know why i chose to do that now

#

the bottom one is the old one, and the top one is the new

#

i might as well just continue with the old one since it's way less rushed [and fix some of the textures too]

tawny pollen
#

okay, who here wants to have my 16K upscaled Ink Bendy texture?

keen bone
#

If i change the textures on the 3D file, and put my picture on the 3D file, and edit the color, put tattoos, change the hair color, but the 3D mesh I did not touch, would that be considered as my creation, or not because I did not even edit the 3D mesh, I just painted over the textures?

tough plover
#

you need to credit the author of the model

keen bone
#

Ok, the author is vroid. Ok i have to edit the 3d mesh, right?

tough plover
#

if it's from VRoid then you don't "have" to give credit since it's free to use, but it's still a good idea to mention it

#

if you modify it it's still an edit of the vroid model

keen bone
#

Ok. Because i was hoping to make it into an NFT for a video game

tough plover
#

.-.

#

do yourself a favor and never mix VRChat with NFTs

keen bone
#

I am thankful actually for vrchat because i found vroid because of vrchat. Ok i will not mix vrchat with nfts

craggy crown
azure rain
#

also make sure to check VRoid terms of service to see if it prohibits nfts

keen bone
#

"Can you sell VRoid studio models?
You can sell the model data exported from VRoid Studio. You can edit and use the model data exported from VRoid Studio using software other than VRoid Studio. You can sell the data created by modifying preset items, as long as those preset items have no special clauses written in the license."

harsh saddle
#

You don't want to sell me NFTs, you want to go home and reconsider your life choices.

#

No one even wants NFTs anymore, the market has been dead for months

keen bone
#

I am not selling you NFTs. Did I tell you buy my NFTs. No. Now please respect my decision as I respect yours

azure rain
#

well we are on the VR chat Discord so yeah folks are going to be disapproving of nfts

keen bone
#

Ok i will leave

thorn mango
ruby rivet
clear geyser
ruby rivet
#

another texturing related question, does it particularly matter if you use a height map vs a normal map on the finished model? from what i can tell theres not a huge difference

thorn mango
spiral sigil
#

Is there a way to prevent backface curling on a single face? in unity? I want both sides to render instead of one side being transparent

quaint jasper
spiral sigil
quaint jasper
#

Just select the leaves, Shift + D, Alt + N > Flip normals, done

spiral sigil
#

let me try

#

im in unity and alt n isnt wokring

#

i think im doing something wrong

spiral sigil
#

@quaint jasper i did it in blender and it worked! thank you for the tip, i couldnt find it anywhere online.

thin shadow
#

Would that contribute to z-fighting

spiral sigil
quaint jasper
solar fossil
#

Wouldn't it be better to use shader that doesn't cull backfaces?

azure rain
#

no because then it would be rendering all those backfaces you're never going to see just to show one extra face

thorn mango
#

Anyone know any free female avis thst are good for beginners and is quest

azure rain
# thorn mango Anyone know any free female avis thst are good for beginners and is quest

■■オキュラスクエストを想定した2A-7の軽量化版です■■ ――――――――――――――――――――――――――― 3Dのキャラ素材としてご使用ください。 ワールドで使ったり、シェーダーで使ったりして、それを再配布しても問題ありません。 こちらは クリエイティブ・コモンズ・ライセンス の 「CC BY 4.0」です。 (簡単に言うと原作者のクレジット記載さえあれば、何をしてもOK) ワールド作成の賑やかし、ペデスタル、メッシュの改造して再配布などVR創作活動にご利用しても問題ありません。 「CC BY 4.0」の詳細はこちらのサイト参照

thorn mango
harsh saddle
tough plover
#

looks like someone either forgot to import the required shader or the VRCSDK

thorn mango
harsh saddle
#

You likely have console errors

tepid knot
#

This is kinda stupid lol but I can't figure out how to map the model I'm working on, I wanna try to raise the mesh to match the bold black sections on this suit concept

harsh saddle
#

You want to raise the mesh? I don't understand.

tepid knot
#

I don't really know how to explain it

#

I want to raise parts of the mesh or create a new part to attach to the model but I don't really know how to do that

harsh saddle
#

You want to extrude it out from the body? You can just select those faces and press E to extrude the separate it with the P key

tepid knot
#

Ohhhh

#

....how.. how do I do that?

harsh saddle
#

How do you select faces? I explicitly covered every other button press required

tepid knot
harsh saddle
# tepid knot yeah my mistake I meant how do you select faces

In edit mode, you can select them by clicking, press B to box select, C to circle select, there are a lot of ways. I would recommend watching some beginner Blender tutorials, you're going to need a lot more foundational knowledge to do what you're trying to do. The Blender donut tutorial is popular but there are a lot of options out there

tepid knot
analog frost
#

nvm lol

hushed gyro
spark phoenix
#

just got blender looked at blender tutorial/introduction papers and still have no fucking clue on what im doing

#

anyone got youtube links/tutorials that can help

spiral sigil
quaint jasper
hazy dawn
#

guys im trying to model fur for my avatar but im pretty new to this and i could use some tips and or guidance to make it look actually good

tranquil tiger
#

Is there a benefit to atlasing textures without combining meshes, since the number of material slots would still be the same?

white moth
jade cargo
#

Hello ! I wanted to ask something about how Unity to VRChat models get processed, so first my current setup on the fbx (1), Legacy Blendshape Off (I'll explain why), All on Import , Optimize Mesh On (off on the picture as I was trying to see if it change something)
So I'm working on an Avatar and it have some blendshape to change the aspect of the body, morphology etc, turning on Legacy Blendshape on will remove the normals of all the blendshapes, and so the problem I have with that is the body look flat even with some curves done with blendshape, I tried to mitigate this and make normalmap in blender baking thoses two version with flat and it work but it would mean I need to make a shader to blend the normals with different shapes (2)

Tho if I disable the Legacy blendshape, I'm having Zero issue in unity, I tried on a standard scene, and also tried on my world project, which have the exact same settings as the one uploaded, and when it comes to VRChat, the avatar have thoses shading issues on the legs (3), I tried to twist, activate blendshapes etc, the normals doesn't get affected on unity, only in vrc.

So my question was, while having Legacy turned off, why the way the model react on lighting is different from Unity, does something happen during the building process ?

tranquil tiger
#

Thanks!

white moth
#

Once we progress past the point where Unity broke non-legacy blend shape normals, maybe VRChat will allow them again

#

They are botched in 2019 unity

jade cargo
#

I'll check after dinner ^^

#

I heard it's been broken in unity for a while yeah, a lot of complains on the unity forums

merry cedar
#

If there are any new modellers who are struggling to find a good tutorial i suggest you look up rainhet chaneru. She's currently making an updated version of her avatar making series. She also has an older series from a few years ago. https://www.youtube.com/@RainhetChaneru

jade cargo