#3d-modeling

1 messages · Page 5 of 1

tough plover
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yea doing a normalmap to correct for blendshapes would work

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I did that for my chest, same for AO

tidal rover
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Can someone please help, I am trying to make my first avatar and every time I try to connect the head to the body it does this.

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I’ve tried everything I feel like

tough plover
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if the shading looks weird, select the entire area affected, and do alt + N > Reset vectors

thorn mango
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Is anyone really good at uploading models

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And can help me out

harsh saddle
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Uploading is just pressing a button so I'm not sure you can be good or bad at that. Are you looking for avatar optimization tips?

thorn mango
thorn mango
# harsh saddle Uploading is just pressing a button so I'm not sure you can be good or bad at th...

Boop Me Installation:

  1. Import the latest SDK, Poiyomi 8.0.426, and the Boop Me! Unity package
  2. Drag in the Prefab, Unpack it, and then drag it under your avatar
  3. Drag the Boop, Headpat, And Pull Game objects to underneath your avatar's head bone
  4. Size the contacts to your liking and position them so they are at the top of your avatars head and around your avatars nose but not overlapping to prevent hitting both contacts at once
  5. Plug in the bone that you desire to be pulled in the Root Transform for the Pull object
  6. Plug your avatar's head bone into the parent constraint on Boop Me!
  7. If the bone you are using already has dynamic settings, be sure to copy the settings over (keep the Parameter as Pull and allow for grabbing) and remove the existing physbone from the original bone.
  8. Merge the FX layer using the Avatar 3.0 Manager by VRLabs
  9. Copy over the parameters from the parameter list.
  10. Add the Boop Me! Sub menu to your expression menu.
  11. Enjoy!
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I am new to this

tidal rover
harsh saddle
thorn mango
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Damn

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Ok ty

tough plover
tidal rover
red glade
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Working on a new fit, Any ideas on how to make more optimized Neck chains

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Because something like this wil easily build up to an abnormal amount of vertices

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Jewelry in general is kinda high poly,

harsh saddle
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My first inclination would be 2 planes with inverse normals with transparent link textures, then just duplicate and rotate 90 degrees. Won't work for Quest if that is a concern. In that case, I'd use simple cylinders with a dark grey color on the inside so you don't need to model the inside of the chain and with how small they are, the lack of an actual hole would likely be hard to see unless you got really close.

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You might not even need to duplicate the faces if the backfaces are always up against the model.

red glade
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Uhm, Thing is you have the problem as you said with qeust then again. I wouldnt really mind.

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But wdym with cylinders Like this?

harsh saddle
# red glade But wdym with cylinders Like this?

If you use cubes like that for Quest, then you're going to have black space all around the rings which might look bad, if you used cylinders instead, just the inside would have that black space. And I would have then intersecting at different angles to give the impression they're overlapping, maybe not at 90 degrees, that 's more of what you'd have if the chain was hanging down vs lying on a surface but they should be overlapping and be at some sort of angle

tough plover
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for quest, I would just ditch it entirely tbh

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for PC, you can do it in quite a few ways

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the cheapest one would be to have a series of flat planes with a cutout texture and a normal map

harsh saddle
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Yeah, it might still be kind of polygon heavy for Quest but I guess it's up to you were you want to spend your polygon budget and you probably just want to model the part of the chain that will be seen. It could also just be part of the shirt texture.

red glade
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Thats what im thinking right now, Just making it part of the shirt texture

tough plover
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yea that would work too

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bake the normals and it'll still have depth

red glade
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Yup exactly

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Lemme test that

azure rain
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baking it onto the shirt would probably be best for Quest

red glade
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Not bad,

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Lemme add AO rq onto the base color

azure rain
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cool

red glade
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Honestly it ill do

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Thanks for the ideas 🙂

azure rain
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glad to be of help figured most people aren't going to be stuffing their nose in close enough to notice the difference

red glade
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Yea exactly, At that point its just for the illusion

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And if they do most people whont even notice it, Unless they also know about baking/3D stuff

weak ermine
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Does anyone know how to move part of a UV map to another UV map

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For example a model I'm working on has 2 UV maps and I need to move the UV shell for one part to the other UV map, overriding where the UVs are and how they deform on UV set 1

tepid knot
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Anyone know how to mask parts of a mesh in Substance Painter? I'm trying to retexture a model for myself and I'm alright with drawing most of the details on. But if I could learn to mask parts of the model I'm sure I can get cleaner lines lol

safe ferry
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Not sure if I'm gonna use it in vrc as a world yet, but using it to learn hard surface Modelling, the hanger door is the detail level i will be going for.

tough plover
spiral sigil
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if i make a uniquely shaped room or structure in blender and put it into unity for a vrc world, does unity follow the shape in terms of collision or should i chop it into individual pieces to simplify and import those instead? vrcAevSlap

jagged moat
spiral sigil
jagged moat
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Thar, or another way would be to have a bunch of gameobjects with colliders on seperate to the world which you position in the right place. So if you have to reimport the mesh you don't have to add all the colliders again

spiral sigil
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i see i see, i'll look into that :3 i never made a vrc world so you might see more of me, thanks :D

tough plover
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mesh colliders essentially check collision against every triangle

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you can probably imagine how bad that would be

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you don't need to export the room as different things, just line up colliders in unity and keep them organized

spiral sigil
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ohhh i see, yea i know that concept, that makes sense, i can outline it with primitives, not every nook needs collision, thanks a lot for the info!! getting more of an idea of how to do this :3

hot leaf
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Is this W.i.p valid.

karmic storm
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does anyone know how to add valve Index gestures to an avatar?

tough plover
hot leaf
tough plover
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that

hot leaf
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Or a pinky finger gesture.

tough plover
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is an entirely different question lol

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which has nothing to do with the valve index or its controllers

karmic storm
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nah so like I have oculus quest controllers but I wanna do it so it has Index animations

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and gestures

tough plover
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that's not how it works, the quest controllers do not have sensors to track your individual fingers

karmic storm
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ik

tough plover
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when you're using index controllers, it doesn't use any animations

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VRChat grabs the hand pose directly from SteamVR, it overrides any hand animations you have set

karmic storm
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animations so you know how when u stretch ur fingers with the valve Index and the fingers are straight I wanna make it so it does that animation but it's not actually tracking my fingers

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I have avatars that when you close your hand it has a valve index animations

tough plover
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I mean isn't that already a thing? the Open Hand gesture?

karmic storm
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I just wanna change the finger positions to something different

tough plover
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ah, so your question is you want to change the hand gesture animations

karmic storm
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yes

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I heard there was a script that would do that but I can't find it

tough plover
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alright, cool. you do that by editing the Gesture controller (can make a duplicate of the default one), and changing the animations it uses for the gestures you want

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if you already have animations made, you stick them into the correct animation states for the left/right hand layers

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if you need to make the animations, you can duplicate the default proxy_ animations, and change up the values. note that you'll have to rename them to not start with proxy_ so VRC doesn't replace them

karmic storm
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wow this is confusing

steady zealot
red glade
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Swag

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Need to do a bit of detailing on the flannel and fix the texture on the turtle neck

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Starting to get pretty efficient on texturing/modeling stuff iam happy 🙂

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Oh and also the pants need the belt holder thingies

toxic verge
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bruh Im jealous at how good you are

red glade
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Thanks 🙏

toxic verge
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Bruh I have been trying to do stuff like this and then make it into a avatar

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tried today and It ended a failure

red glade
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And look at it like this. Ive been doing 3D stuff since i was 11. Thats roughly 8 Years ago now even more at this point

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I only got into avatar making half a year ago. And well having a bit of experience helps for sure

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But dont feel detered? Is that the word im not sure.

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If something fails ive had to face those hardships head on too.

toxic verge
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damn

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I have the 3d model ready

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I just cant put bones and stuff on it at all

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cuz I am too stupid

harsh saddle
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Mixamo.com does a decent job of rigging most humanoids. It won't be perfect with a bit of clean up but it's a start

toxic verge
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Mixamo?

red glade
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Happen to know what it is?

harsh saddle
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Not sure about a dedicated program. I use auto-rig pro which is a plug-in for Blender and I think works a bit better than Mixamo but it costs money and still needs a bit of weight paint work to get a great result.

red glade
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Ill do some googlin I saw it on my twitter feed a while ago

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Accurig by actorcore

harsh saddle
# red glade Accurig by actorcore

Looks interesting but the free version seems to have a fair amount of limitations and I can't begin to understand the payment structure, it looks like you need to buy individual models or maybe it's a plugin for character creator? If you can figure it out, let me know, the website seems to actively be trying to make that information hard to find.

red glade
weak ermine
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The face texture specifically used a different UV map because the texture was masked

rugged matrix
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Been doing a low poly 2d character in 3d using Crocotile3D. It's far from finished but I'm happy with the resulting style.

swift jolt
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render of the map im working on with fancy blender cycles

wicked shore
leaden jacinth
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alright thats pretty cool, really nice work man @wicked shore !

winged flax
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any suggestions on how to improve my model? I'd like to improve the way it looks

harsh saddle
winged flax
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I see, any good tutorials for sculpting? also, I'd like to be able to model more without heavily relying on tracing references and such

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I've done another attempt recently and I've been loop cutting and using the subdivide modifier, it looks a bit better but still not great

harsh saddle
# winged flax I've done another attempt recently and I've been loop cutting and using the subd...

That definitely does look better but box modeling gets harder and harder as you get to the finer details and you're going to be pretty much forced to get into sculpting at some point if you want any sort of realistic fur texture. This is a good basic tutorial, the tools and workflow for sculpting are pretty simple, it just takes practice. https://youtu.be/8FTRK5uo6T0

Digital sculpting gets a lot more fun when you use Blender's adaptive sculpting tool, dynamic toplogy. It creates geometry out of thin air and this video covers all the tools and settings to make it work the way you want.

Need a sculpting tablet? Here's a great tablet for beginners: https://amzn.to/2u0piqO

#sirpinkbeard #Blender2.8 #3dmodeling...

▶ Play video
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You also don't need a tablet for it, I create characters without using one so don't worry about that

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This tutorial is a bit more advanced bit covers some additional useful topics. All you really need are the clay, inflate, snake hook, and crease brushes. Everything else just helps refine that process and makes certain things easier. https://youtu.be/Cmi0KoFtc-4

In this Blender video tutorial, you'll learn how to sculpt in Blender.
https://flippednormals.com/downloads/introduction-to-sculpting-in-blender/

00:00 - intro
00:44 - Sculpting Tab
01:17 - Sculpting UI overview
03:01 - Brushes
10:48 - Dyntopo
14:14 - Remeshing
16:04 - Multiresolution Modifier
18:36 - Masking
20:50 - Face Sets
22:55 - Working ...

▶ Play video
winged flax
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I see, but how come I see so many videos of people box modeling when using drawings as reference? if sculpting is so much better why don't they just do that?

winged flax
harsh saddle
harsh saddle
winged flax
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yes, but it feels like you've skipped over something

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the first tutorial, that is

harsh saddle
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You can try to continue box modeling everything if you like and you might ultimately end up with something you're happy with but it's going to get harder and harder to add more detail vs sculpting.

harsh saddle
winged flax
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Yes, it doesn't explain anything about any of the different tools and whatnot

azure rain
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well yeah it's only going to cover the sculpting tools stuff

winged flax
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it's not explaining any of them though, just the dynotop

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also, I don't get how you'd sculpt the body of the character, the tutorials always seem to focus on the face and upper body

harsh saddle
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He's basically just using the clay tool there. That's one of the major tools along with the move and inflate tools. The snake hook tool is good for building out new parts of the body. The first tutorial is mainly an intro to the process of dynamic topology sculpting whereas the second goes more into the tools specifically but if you just use the tools, you'll figure out pretty quickly how they work.

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Here's a video comparing a poly-modeling workflow to a sculpting workflow if you want to know more about that https://www.youtube.com/watch?v=EvzQYzczUH8

In this video tutorial, we're talking about the differences between traditional polymodeling and sculpting.

Support us by checking out our merch!
https://teespring.com/stores/flippednormals

Subscribe now!
https://www.youtube.com/c/FlippedNormals?sub_confirmation=1

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Instagram - https://www.instagram.com/fli...

▶ Play video
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It uses Zbrush for sculpting but the concepts are the same

winged flax
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also, I don't know if sculpting really works with the style i'm trying to go for, which is a lower poly, cartoonish look, something which sculpting isn't as suited for

azure rain
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sculpting is still used in production for low poly games you have to get your normal maps from somewhere

winged flax
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I could definitely make it work with some work, but it would definitely be more difficult

azure rain
harsh saddle
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It can do both but if you only need basic shapes and aren't going to be adding detail like fur then you can get away with box modeling. It's still going to be trickier to get nice curves but it's possible. Sculpting is the fastest way to work if you get used to the workflow but it also requires retopology if you want to use it for animated models which takes time. Up to you for simple stuff but yeah, if you want things like surface detail, you need to do some sculpting.

winged flax
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As I'm making my models for a game, animation is a must, as well as performance concerns

azure rain
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sculpting is used all the time in-game production

harsh saddle
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If you're committed to box modeling your current project, it might already be fine depending on how minimalist you want it to be but it would be helpful to know what style you're going for. More beveling would smooth things out and you can inset and extrude to get a basic nose shape or what have you if you want that but it depends on how complex you want the model to be.

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If you want an aesthetic like Superhot then everything having hard facets and edges would be fine but if you're going for more of a Pixar look, that's a different thing.

winged flax
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I think I'd like to target a tri count of around 5k-10k

harsh saddle
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That doesn't tell me very much, you can have realistic models or very cartoony models with that same poly count, though more stylized models will tend to hold up better to more restrictive poly counts. Normal maps are a great tool to get more detail out of fewer polygons but it sounds like you aren't looking to use those?

azure rain
winged flax
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I'm trying to go for a PS2/Wii style models, with limited lighting and texture stuff

harsh saddle
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If you want something like this, then you can box model it just fine without normals

winged flax
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something like this

azure rain
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honestly that's not a great screenshot as we can't see the face of the dog at all

winged flax
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definitely lower poly, but stylized in sense

azure rain
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so either way you would still need to model a relatively realistic dog

winged flax
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yeah basically, but lower poly

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sly cooper is another example, lower poly, but stylized

azure rain
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so get to modeling the dog you can can always do the retopology later to get it to your desired polygon budget

winged flax
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definitely more cartoony though

azure rain
winged flax
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yea, the first one is definitely more realistic but still not super realistic

azure rain
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honestly I can't really think of any notable stylization to note with the first picture

winged flax
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yeah, you're right

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I'm thinking probably the best solution would to be to use a mix of both, modeling for the body and general shape, and sculpting for the face and greater details

harsh saddle
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Sculpting tools were very primitive if they existed at all in the PS2 days so you definitely can accomplish that with traditional polygon modeling, though I still think it would ultimately be harder than sculpting them but you already have some experience with box modeling so there would be less of a learning curve.

winged flax
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the one thing I'd like to improve on though is creating things without an existing reference, as that is a point of difficulty for me

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I can envision things inside my mind, but actually creating them is a challenge

harsh saddle
# winged flax I'm thinking probably the best solution would to be to use a mix of both, modeli...

Yeah, that's not a bad option. If you watch the second video, it covers the multires modifier which you can use to non-destructively (meaning you don't change the underlying model) subdivide your model and then you can sculpt in details on the subdivided model and then use that to generate a normal map for greater detail without having to worry about retopology. If your unsubdivided geometry is really simple, in the 2-3k poly range, you can even use a subdivision level directly in your worlds.

azure rain
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gamedev people use art reference all the time when modeling

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nobody is going to try their free hand model the main character of the video game

winged flax
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I know, but it'd still be good to know how to create things from scratch

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for a scenario like this where i'm creating something from real life, should still be using photos as reference?

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or is that bad practice, directly using them as reference in the software

azure rain
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yes especially when trying to replicate IRL objects

winged flax
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i'm saying shaping my models to be based off the photos

azure rain
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sorta depends on what your modeling as far as if that would be copyright infringement that you would still want the reference pictures to know what something is supposed to look like so you don't make like the bolts on Machinery like five times too big

harsh saddle
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I find it hard to make any sort of realistic form from a box using planes as reference which is why I sculpt instead but it is doable, you can have half your model intersecting with the image plane to try and get the contours as close as possible https://youtu.be/gox3WFWrYzs

This video is totally about learning how to model any low poly animal with the help of a reference in blender 2.8. In this Video we will be creating a low poly Dog, we will be going step by step on a slow level and i will try to explain every thing any beginner want to know about low poly modelling. After following along with these 3 part video...

▶ Play video
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You're not gonna get in trouble for copyright infringement for using reference unless the outcome is remarkably like an existing unique work. No one is going to be able to claim that your dog looks exactly like an image of their dog because dogs look like dogs. If you're copying a very specific piece of concept art with unique identifying features, that's another matter

winged flax
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also, I might want to start learning how to draw my own references to use, as that allows me greater freedom as to what I can model

azure rain
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it would still help to have a decent amount of reference picture to make your reference drawings

winged flax
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that's what most people use, they use a reference drawing of their character to model

harsh saddle
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I can't draw to save my life and I make characters all the time but it's a useful skill. But yeah, you're also going to want reference to make accurate drawings.

winged flax
harsh saddle
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I'd say artists that don't use reference images as part of their process are the exception and you're generally hampering your success if you try to go without them.

winged flax
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Yeah

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I definitely have the potential to draw references, it's just that I need to harvest it

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i'll send you one of my better drawings from a while back

harsh saddle
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Sculpting is also just way more fun than box modeling so I'd encourage you to at least experiment with it but everyone has their own process.

azure rain
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https://www.artstation.com/artwork/Vk2O4 an example from a professional artist as far as how they go from reference pictures to a finalized design

ArtStation

This is a personal weapon design project that was accomplished with the guidance and mentor-ship by the founders of Brushforge.com, two great artist who currently works at Blizzard Entertainment offering their unique style of mentor-ship, Blizzard Design style!

I took this project from concept design all the way up to a stylized textured, gam...

winged flax
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rome wasn't built in a day, and nobody learned to draw in an hour

azure rain
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so yeah you're definitely want reference pictures for the dog

winged flax
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it takes time, practice, and most importantly determination

harsh saddle
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You're going to want to get good at drawing a consistent image from a few standard angles, particularly straight ahead and to the side if you want to use it for modeling, things like posing and perspective are nice but not for reference

winged flax
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yes, the two most important angles to learn how to draw are from the front and the side

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for references, that is

harsh saddle
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If you want to model something in a t-pose (and you do for avatars) then you probably want to have your reference in a t-pose or else you're going to be doing a lot of guesswork

winged flax
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A more simplistic drawing from back as well

winged flax
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for animals, it's not as difficult as their pose is just standing usually

azure rain
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like it's got all the Angles and it's to scale if each other

harsh saddle
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It's up to you whether you're more focused on modeling or drawing. If you just want to get to making good models, I'd just google reference and use that directly. If you really want to improve your drawing, then you can find references and draw from them.

azure rain
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gamedev most of the folks doing the modeling is not doing the reference drawings

harsh saddle
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Seems like it would be hard to set up image planes from that many angles but maybe open up the front back and sides in Blender and keep the other angles open in another window

winged flax
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I'd say learning to draw might be more important, as being able to create good references for yourself allows for the basis of great things

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although both are important skills

harsh saddle
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It certainly can. I do my "sketching" in my sculpture and figure out how I want things to look by building up forms but a 2D to 3D workflow is very common.

winged flax
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metaballs are cool

harsh saddle
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And that's another option entirely. Not a bad one for organic modeling.

winged flax
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yes

ruby rivet
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is crunch compression advisable to use for optimization? ive heard mixed things

azure rain
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it helps file size but not vram

red glade
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Finished the fit, decided to untuck the flannel

leaden jacinth
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SEAMS

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N I C E

red glade
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Thx

hexed bear
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how make charater that deforms right when i rig it

tough plover
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tools that claim to do it all automatically will only get you so far. you need to know how to do it yourself

hexed bear
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no like my arm dosent folow mt elbow bone good it just deforms too much

pallid bobcat
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make sure the bone has the correct weight with the skin/clothes

wicked shore
hexed bear
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i might just stop trying

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amd find something else to do instead

harsh saddle
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That's an option. If you want help, you'll likely need to post an image of what's going wrong but it's probably weight paint related

hexed bear
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i fricking quit

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im just too stupid

hexed bear
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i might go as far as doing something bad to myself

quaint jasper
# hexed bear i give up

The geometry you're trying to weight paint is really not making it easy for you. There are plenty weight painting tutorials that you should check out, if you think you're missing steps

hexed bear
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ok

lofty river
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I just got a model and from far away the mesh is just visible from the inside, Is this something i need to fix or not?

quaint jasper
spiral sigil
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anyone have a base model which i could edit and add stuff? just a human base model but more cartoonish

opaque solar
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I've used Blender reset vector, sharp edge and averages but looks like it still doesn't produce any normal map yet, any idea how to fix this?

graceful sky
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I'm making an asset and figured out how to have the holly be transparent in render but now I have this kinda border around it, how can I not have it show when rendering

opaque solar
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Why my diffuse baking is weird?

tough plover
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16 pixels should be good

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then in your baking settings, set the margin to 8px

opaque solar
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And I have no idea how to fix it

marsh sandal
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Hey quick question... I have a tail mesh that whenever i move the bones for that mesh... nothing happens. How would. How would I fix that?

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I can send a video if you want

uncut imp
marsh sandal
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yeah thats what im trying to do rn

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but its a learning process im new to blender so

empty fox
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I can't remember what key combination it was or what it was called, but I remember there being a way to inflate in Blender that could from a plane create two sides and balloon it.
Anyone happen to know how you do that?

tough plover
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you'll need to manually fill in the other side which is pretty easy

spiral sigil
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why when I press Y to split I get these extra verts instead of a hole?

tough plover
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alternatively, you could try doing a bevel and deleting the created faces

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or you could use the knife tool

spiral sigil
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I got sick of fighting with it and used rip region instead

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weird it was being difficult though

quaint jasper
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Isn't it V to split ?

subtle jackal
# opaque solar And I have no idea how to fix it

Try adding a simple subdivision to the model before baking. If simple doesn't help Catmull Clark might work better, but with Catmull to keep the model in the correct shape you'll have to add some supporting edges and creasing, just make sure those don't affect your UVs too much.

subtle jackal
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there may be other problems with the geometry then, make sure you don't have any strangely intersecting or interior faces

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also make sure your surface normals are pointed in the right direction

opaque solar
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It faces the right direction

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No weird intersecting faces too

subtle jackal
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I am not sure then, it should bake properly

opaque solar
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Welp, I guess I have to live with it 😅

subtle jackal
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Ah actually I have one other idea. Are there custom normals set on the object? Those could be done wrong.

opaque solar
glossy lagoon
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It's using the cursor as the point of symmetry not the model... why... how...

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ah, no, that's not it.

glossy lagoon
hushed leaf
subtle jackal
pure dagger
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Just finished my Legend of zelda pins lmk what you think

opaque solar
spiral sigil
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anyone mind helping me with an avatar issue?

swift jolt
spice pewter
opaque solar
subtle jackal
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It will remove them for the selected object, regardless of materials. or what faces are selected

opaque solar
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Oddly it does not want to bake now

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Bake process seems to run but there are no results

opaque solar
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(On cycles)

subtle jackal
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should only remove custom normals, not the base normals

spice spear
opaque solar
brazen minnow
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Anyone have a video on how to connect a head to a base

leaden jacinth
#

its like two button presses if you have the CATS plugin for blender

quick thunder
# spice pewter

at last, a face that doesn't resemble a semi-realistic bratz doll. Great work

random turtle
#

funny funky hat for my avatar idhrgxdliughridghsgiehlsertdghsltrgstlrglurk

random turtle
# spice spear

Awesome model :DD
Btw I recognise a vroid studio model whenever i see one, is this a vroid model?

#

Like the pc version not mobile the mobile app is so limited 💀

tough plover
#

(and turn on Auto smooth)

random turtle
#

Plus low poly can be better for the quest compatible version for when I’m traveling :)

tough plover
#

what? the poly count stays the same

#

you just fix the shading to not look blocky

#

in edit mode, select everything and do alt + N > reset vectors. that will also automatically turn on auto smooth

#

from there, you can unmark/mark the sharp edges as needed

random turtle
random turtle
#

I’ll try that

dawn aurora
#

Guys I Need Help With My Model I Cant Do Sculpting On It

harsh saddle
proven plinth
#

Soon ™️

#

I’m sorry, the process has already begun. She’ll be ingame soon to terrorize everyone

harsh saddle
#

I'm a bit of a broken record on the value of the sculpt tools but I think you'd have a much easier time using them for the fur and maybe the body. There are a lot of tutorials for this, you might want to start with an intro or beginner tutorial but this covers fur. https://www.youtube.com/watch?v=cwUlYr477Wo

I'm Back with another 3d Character creation process series here's part 1 - Modeling and Sculpting.
This one's another VRchat commission of this here character Synorei.

I switched up my workflow a bit for this one and used multiresolution to sculpt fur.
Blender multiresolution sculpting has been developed a bit recently and it's really nice to u...

▶ Play video
tough plover
#

yes, that is the point

#

you make a very high poly mesh (upwards of millions of tris) to create all of the detail first, and then you do a retopology where you create a proper low poly mesh on top of it

#

and then bake the detail to a normal map

#

you end up with a lot more detail though

#

and it's honestly not that much more work

harsh saddle
#

Yup, sculpting adds a retopology step but trying to box model hair and fur is pretty challenging to make it look nice.

#

You don't even really need clean topology in certain areas, only if they're going to be deforming with the avatar. You'll want clean topology on the neck fur, for instance, since that needs to bend with the neck but it isn't that necessary on the head since it's all just going to be weighted to the head bone unless you want to add physbones

#

So sometimes you can get away with a quick and dirty decimation

#

Can't say I've used those in over a decade, can you convert them to a mesh? I don't think Unity can used NURBs

meager iron
#

Hello everyone

tough plover
#

example, 5 million poly mesh

#

retopo to like 15k

#

same low poly mesh but baked

#

@spiral sigil

#

the high poly FBX alone was 27mb

harsh saddle
#

5m tris for an unclothed model seems like a lot but I guess if your PC can handle it, why not? Is this using multires or dynamic topology? I feel like I can get as much detail as I need using dynamic topology in under a million.

#

That's not gonna work well, try a TI-86

jagged moat
#

I'm stuck running blender on a stonehenge 😦

#

mf thing takes ages

kindred quail
#

is there anyway to make a flat back of the foot? anytime i do it i always resize it and its just a triangle..b ut the back needs to be flat! and i dont know hwo to do that

#

example

harsh saddle
#

So you basically want to turn that bottom part into a cube? You can select the back verts and then press s y 0 to get them all lined up on the y axis and then move them into place, and the select the side vertices and press s x 0 to get them lined up on the x, might do what you're looking for

#

You'll want to scale the side verts one side at a time

harsh saddle
#

That'll get you something like this. Not the cleanest topology but it seems like roughly what you're looking for

cyan stump
#

Finally finished this bad boy :3

pallid bobcat
#

I made an extra shirt in blender for the avatar

#

and the toggle works perfectly in unity

#

I've quadruple checked everything

#

but the toggle doesn't work in vrchat

#

is there a specific way I upload something hidden?

#

Rn I just have it like this

tender kestrel
# pallid bobcat

The checkbox in the inspector on the object.
Alternatively, Alt+Shift+A to do the same with a shortcut.

#

The eye just hides the object in editor.

arctic obsidian
#

Just wanna show my models

random turtle
#

Epic

pure dagger
#

just some legend of zelda pins for avatars

tall epoch
#

very nice

copper rampart
#

Hi, when I want to upload, at the end of the loading, it say "error saving blueprint". Why?

leaden jacinth
#

screenshot preferred

#

do not crop

copper rampart
leaden jacinth
#

👍

steel stirrup
#

im trying to export this medal type thing
i want the inside to spin in one axis, with phys bone
but when i import into unity it's like, broken

#

did i just do somethin wrong

#

i exported it as fbx

hushed leaf
steel stirrup
hushed leaf
hushed gyro
#

I'm not really well versed in unity rigging but I don't think unity can tell where a bone "ends" on its own

hushed leaf
#

Physbones can have lengths though so if you're doing Physbones that's okay

steel stirrup
#

i think it's working?

#

now im getting compiler error 😩

#

unrelated tho

steel stirrup
#

im trying to grab it in playmode and it's not working

#

and the collider is funky looking

hushed leaf
steel stirrup
#

so, it'll spin

hushed leaf
#

hmm neat.

steel stirrup
#

i rigged it, hopefully correctly

#

but idunno it's not doing anything

#

also, in unity, im able to move the "body" around despite the fact that im not supposed to since it's rigged
i think that's kinda strange

#

wait

#

armature just isn't here

#

it's working nowww

hushed leaf
#

There's nothing called Armature in your Blender project, but there is Badge

steel stirrup
hushed leaf
#

No, but you said "armature isn't there"

steel stirrup
#

oh i renamed it 💢 AAA-

hushed leaf
#

🙂

steel stirrup
glossy lagoon
#

Edit mode: looks right. Object mode: nope.

heavy parcel
#

Check your bones from pose mode, looks like something there is wrong

modest apex
#

Is there some sort of public listing or marketplace of VRC creators? I wanna team up with someone (paid) to help me make modelling part for avatars. im unity dev (new to vrc tho)

obsidian nova
#

I hate to say it but Twitter is actually a great resource for finding creators with commissions often.

fleet jetty
vital drift
#

Hopefully this is the right place to post, making a customizable project playtime avatar, will include every cosmetic in the game. Most likely not on quest unless I dumb it down by 95%

spiral sigil
#

does anyone know why when I apply the mirror modifer it doesn't create the R vertex groups for me?

#

I have "Vertex groups" checked

#

nevermind. The vertex groups need to already exist for it to copy the data. It won't make them for you

quaint jasper
#

Yeah, that's by far the most frustrating part of that modifier sweat

spiral sigil
#

it's like I forget it every time I have to rig something

#

speaking of, does anyone know a way to quick search vertex groups?

#

sometimes I'll have like 100 groups and I have to switch between them

tough plover
#

select your armature first, shift click the mesh, go to weight painting mode. ctrl + click on bones to select them and their associated vertex group

#

only works if you don't have face or vertex masking enabled

#

that way, you can also test your weights without even leaving weight painting mode

#

just by using R to rotate bones

spiral sigil
#

but I would like to search them by name

tough plover
#

you can also enable auto IK in pose mode and switch back to weight painting to be able to move entire bone chains

spiral sigil
#

but I don't think it's possible

spiral sigil
#

just tried it out, works very cool

quaint jasper
#

FYI you can also just generate empty groups

analog frost
empty fox
analog frost
#

gotcha thank s :)

proven plinth
#

Huge respect for people who've mastered retopology, my mind is actually melting

tough plover
#

because of the subdivision in there, the actual mesh you need to make is a lot lower poly

#

and having tris or pentagons in a subdivided mesh results in 3 or 5 quads respectively

#

useful for changing edge flow

spiral sigil
proven plinth
harsh saddle
#

Yeah, retopo isn't really that hard to do decently but it does take a long time. Just have to put on some music in the background and get into the flow.

arctic obsidian
leaden jacinth
#

bro

#

thats sick

#

id love to see the wireframe matsix

arctic obsidian
#

I'm not home right now to show it x)

#

But I can show it

quaint jasper
#

Sick looking renders clap

analog frost
#

Left side is viewport, right side is camera
Why is the camera producing a lower quality image than the viewport? Shadows are broken and ambient occlusion is not working

quaint jasper
#

What are your camera settings, and what mode are those two on ? Eevee or cycles ?

analog frost
#

HEY! problem solved, turns out I was using a camera imported from another model by accident

quaint jasper
tough plover
#

arms with that many bones won't work without FinalIK in vrchat

#

and you'll still need a proxy arm rig

#

FIK won't work on quest, you'll need to do it differently for quest

vital drift
#

ive seen huggys work on quest just fine

#

im not about to do some weird funky ik thing, that sounds like id have to make an entire armature for every extra arm bone

#

guess it wont work then, thx for letting me know

tough plover
#

no, you would need extra shoulder, upper, lower and wrist bones for each arm

#

and use those to drive the movement of the other chains

vital drift
#

welp

#

i deleted it already so...damn

leaden jacinth
arctic obsidian
formal rain
#

Stuff like that sometimes showin up is the only reason I check this channel

vital drift
#

I’ve done many avatars with tons of bones in the arms before and they all work fine

vital drift
#

Almost done with it! Just need to make the colored variants since those textures aren’t in the project playtime files.

analog frost
#

why does it need that many bones?

pure dagger
analog frost
#

o

waxen dune
#

Does anyone have a model of David from cyberpunk

#

I can’t find any and I want to put him in a world

pure dagger
#

my friend josh made him

#

its free

pure dagger
waxen dune
pure dagger
spiral sigil
#

Anyone do commissions? I'm trying to see if anyone could make a cool avatar for me

pure dagger
#

Its really the only place to avoid getting scammed

#

like 90% of the people here who do commissions are scammers

spiral sigil
#

Do you do commissions lol

pure dagger
#

I do but I dont make avatars from scratch

#

i do edits and retextures

#

I make my props from scratch however

spiral sigil
#

Oh that's what I need

pure dagger
#

Send me a dm with what you need

spiral sigil
#

Ok will do

fleet jetty
quaint blade
#

If admin can make any arrangement to give professional modeling Tags

#

By checking out there works and other aspect

#

I believe this kind scam stuff we reduce

harsh saddle
#

Most websites that provide services have ratings, not sure if there's anything like that at VRC Traders but there definitely isn't here and I doubt the devs want to take the time to vet and vouch for individual creators

quaint blade
#

In VRC trader you must get verified before you can get any commission

#

So here also admin can do so by verify good modellers

harsh saddle
#

Then I'd probably use that for hiring people for commissions. If the devs were to implement that sort of system here and essentially say that someone is trustworthy and they went on to scam someone, it would reflect badly on the devs as a whole so I wouldn't get into doing that if I were them.

quaint blade
#

If any body post commission it will easy for him to direct them to the verified person with tag

harsh saddle
#

But what if someone gets verified and then scams? And what is the incentive for them to take the time and money to open up this verification process?

quaint blade
#

Good it we easy to remove them asap

Because 80% are scammer yes accepted but the remaining 20% buyers we still doubting in them

#

You can bring ideas how it going to work now

harsh saddle
#

I just don't think they want the bad press of "VRChat Verified Official Avatar Creator ™️ is scamming people." When you start vouching for people, that opens you up to liability and it provides them no tangible benefit. Maybe they could get a cut of the profits but then you're getting into the territory of having to get people to sign contracts and it's not a simple process with all of the other things they need to do.

median pike
#

Working on a game ready fur solution. It's mostly hair cards. No fur shader or hair particles

azure rain
#

cool

lilac escarp
#

can somebody help ive been trying to work on a model and i finally managed to get everything together but for some reason when i put the viewpoint under "Material Preview" the model's body becomes transparent and super glitchy

lilac escarp
tough plover
pearl swan
#

Can someone help me with the armpits of this jacket? I think I need more loops because it keeps stretching when I weight paint it. If not direct help I'd appreciate any reference videos.

quaint jasper
#

I can't see the issue tbh

pearl swan
#

Sorry I didn't send a picture of it stretching. That was before weight paint.

#

sec

quaint jasper
#

Oh, the topology is terrible, more loops would not help. Should smooth the weight paint instead

pearl swan
quaint jasper
#

Use the weight paint tools, like blur/smooth, on the shoulder/chest/upper arm in that area, to avoid the stretch

pearl swan
azure rain
arctic obsidian
spiral sigil
#

bro someone got a tip for blender ? im a begginer in the modeling community
and i made 2 FUCKING CREEPY THINGS
i tried my best the old i made there is a half year

#

and this is the new that i made today

median pike
#

the fur is created from the base mesh using geometry nodes

#

the topology is nothing special, its just hair cards

arctic obsidian
#

Oh, and the fur remains tied to the mesh if you export to fbx?

It would also be interesting to know what your nodes look like x)

spiral sigil
#

someone have a tip ?

#

for a human-like model

arctic obsidian
#

I only have this picture

#

But it's good for topology, I always use it х)

harsh saddle
#

I recommend sculpting and then retopologizing your sculpt but traditional polygon modeling can work depending on what you're doing. You can just look up Blender sculpting and retopology on Youtube if you want to know more about that.

quaint jasper
harsh saddle
#

There are better sculptors than me and I could add some additional texture and fine detail but this was done completely with a mouse along with all of my characters

spiral sigil
#

holy shit

#

i can't do anything

arctic obsidian
#

I suck in modeling people, but for her I'm ready for anything x)

Usually the sculpting of the head ends with a nervous breakdown...

spiral sigil
#

holy shit

arctic obsidian
#

^^

spiral sigil
#

different of me...

arctic obsidian
#

I love its wings, I spent a lot of time creating them. Only their rig was more complicated, but I found a way to make it simpler (so as not to add feather to the bone), it's just a mesh deformer modifier. Maybe it will be useful to someone. In this way, you can make a simple rig for hair physics

arctic obsidian
harsh saddle
#

Do those things transfer to Unity? The mesh deformer?

#

Animals are probably easier to model as people are less able to scrutinize anything that is off but they're harder to animate.

arctic obsidian
#

I don't remember if I deleted the unity 🤔😬

median pike
spiral sigil
#

i give up

arctic obsidian
#

Day off is needed to rest 👁️

arctic obsidian
#

What a magic?! Is it something like a vseeface in blender?

#

I watched a lot of tutorials, but I don't remember that there was such a thing that the model could move in a blender (at real time)

leaden jacinth
#

he’s beautiful

#

such an innocent face

#

such beautiful topology

#

thats such a nice facial test

#

he looks really good

scenic prairie
#

Does anyone have any experience turning source filmmaker models into VRM to make into VR chat and Vtuber avatars?

quaint jasper
#

No need to force it, embrace the energy when it pokes its nose, but I've personally only ever got tired of projects when trying to force myself to work on them

tough plover
#

I can probably figure out but it would be cool if I didn't need to start from scratch

median pike
#

not really

#

I am basically just extruding planes from the main mesh. Its not something worth releasing

#

it does require a shader that supports multiple UVs per mesh unless you want to bake everything tho

pure dagger
pure dagger
#

added some glasses to it aswell

analog frost
#

How can I fix a material doing this in blender? it's rendering stuff behind it

quaint jasper
#

Flip it's normals with Alt + N

analog frost
#

doesnt work

exotic obsidian
#

Shift+N works for me

analog frost
#

that also did not work

quaint jasper
#

Did you invert its scale maybe ? Apply its transforms and that hopefully fixes it, otherwise I have no idea how you did that

#

I don't know if meshes can be made to render that way specifically in other ways

analog frost
#

i downloaded this model from the web, and imported it. i have no clue whats up with it

royal frigate
#

Could it be the blend mode of the materials settings if it's on Eevee engine?

#

I have no other idea

analog frost
#

it was the blend mode.

analog frost
swift jolt
#

Oh nvm he fixed

hexed bear
#

he watchin u

hexed bear
tough plover
#

yikes, that's a bit high poly lol

harsh saddle
#

Yeah, I don't really get whats' going on with that topology. The arms are just cylinders but the edge loops just suddenly get a lot more dense for no apparent reason. You really won't need extra edge loops where you need more detail or you need the model to deform.

hexed bear
#

this is uh for my own game

#

but i might get some of those edge loops off

#

But this character will be used only in cutscenes because my game is first person

azure rain
#

still lots of unnecessary geometry even for a cutscene

hexed bear
#

im not very great with rigging rn i mostly just model

azure rain
#

you would need the extra Edge loops where the geometry actually bends

hexed bear
#

ok

#

ill keep that in mind when i model motherkitty

hexed bear
azure rain
#

sounds like you need a lot of work on your character modeling

hexed bear
#

thats all i can say

#

i use to model just hats and accessories

#

this is one of my other characters

#

his geometry is pretty simple

#

hes just cubes and 2 spheress

analog frost
#

why are my area lights not working in blender cycles?

analog frost
#

issue was the Y height of area light, fixed now

thorn gulch
arctic obsidian
#

can anyone help with the problem? I downloaded blender 2.80.74, entered the ip of my phone into ifacial mocap, clicked on the connection in blender and in the program, but nothing moves. Why can this be so?

#

I use meowface on my phone, I entered the IP of my PC and the port ifacial mocap (49983)

pure dagger
#

Made a hrny license!

west depot
#

Question for anyone here that can help i added some bones to this model for someone i know, the model started in 3 pieces and i added the bones to each peace then combined them, the problem is that the tail (and chain if i don't go down one bone) doest work right and moves on its own even though its one body. there a way to fix this or am i stuck?

arctic obsidian
#

I also tried new versions of the blender (3.x), but nothing happens. Yes, I installed the plugin in the blender. Maybe the problem is that I'm using android, but the vseeface worked perfectly

golden forum
#

Unity is doing this thing I can import files but I cant drag and drop models or textures into the scene and I have no ability to move the camera i dont know how to fix it

#

I cant even use the tools on the square

#

I dont see the camera indicator or anything

tough plover
#

right click game window, add tab, scene

golden forum
#

Ohhhh thank you so much

golden forum
#

So I want to edit a chara sfm model in unity but what I want to do is so specific i cant find videos for it

#

I want it to be slightly taller and I want to replace the model of the knife prop, however When I adjust the height its always way to big and all the coding for the hand gesture expressions, toggleable props, the toggleable physbones scarf, the custom crouching animation, and the toggleable ability to summon pngs of magic attacks with certain hand gestures

#

It just comes with the default menu and expressions

arctic obsidian
#

I turned on meowface on my phone and as shown in the video, first connect in blender, then in the program, and nothing happened 😦

maybe I missed something?

golden forum
#

Am i going to have to redo all the props, hand gesture, and sitting pose coding? If so I just need to know what video tutorials would help

arctic obsidian
#

Sad.. I don't have an iPhone

unreal creek
#

ayo lads how do u get the model ur tryna upload into the prefab? or is it just luck

hexed bear
willow minnow
#

Was stuck on this and remembered this server, would like some lessons and tips on rigging and uploading to VRChat. (I like to model in roblox, then export the model to blender :) ) Anybody know a fix to make it not become an eldritch horror?

#

if you are willing to teach me, hit up my DMS!

harsh saddle
willow minnow
harsh saddle
#

Seems like an issue with your weights, especially the hand and fingers not being properly weighted to the hand and finger bones. Could also be them getting weighted to other bones they shouldn't be.

spiral sigil
#

Well i guess im going to have fun trying to rigging up this model

harsh saddle
# willow minnow How do i change my weights

You might want to delve more deeply into it from here but this is an overview https://www.youtube.com/watch?v=4fICQmBEt4Y

If you're just using automatic weights, you'll probably have to do a fair amount of clean up to make it move right.

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
willow minnow
#

The brush strength is at max, but its really weak and struggles to paint on the mesh. Thoughts? @harsh saddle

harsh saddle
tough plover
willow minnow
#

Oh okay, i got it.

#

button top left

#

how exactly do i assign them

#

to i select all the faces and then join them to the bone?

harsh saddle
# willow minnow How do i select faces

Yeah, you might want to watch a beginning blender tutorial if you want to use Blender proficiently. In edit mode, if you go into that inverted triangle menu, there should be an assign button under the vertex groups.

velvet stag
#

What FIFA Qatar 2022 stadium should I make in Unity?

harsh saddle
#

Are you including human rights violations for added realism?

hexed bear
#

he look good?

tough plover
#

besides that I mean it looks fine, as long as you also did the rigging properly

tough plover
#

well what does it have on top of its head? I assume it's bunny ears

hexed bear
#

for it

tough plover
#

I know, I said the ears are fine, but everything else is not

hexed bear
#

ok

#

im also zoomed out lot alot though so i can fit him

#

in the picture

#

i add too much poly

harsh saddle
#

You want to think about what you're actually accomplishing with your geometry, not adding more just to add it. If the shape of the leg is like a human leg where it balloons out a bit at the upper leg, then tapers in at the knee then coming out again for the shin and tapering towards the ankle, you need edge loops to be able to define those changes in volume. In this, the leg is the same shape from the hip to the ankle so these faces aren't doing anything, you'd be fine having hardly any geometry for the upper or lower leg and saving that for some edge loops at the knee so it can deform cleanly there.

azure rain
#

basically if it doesn't contribute to the silhouette or rigging get rid of it

#

because that's what normal maps are for

nocturne steeple
#

On the off chance there's any Transformers Fans in here... BEHOLD! A HYPERACTIIVE FLYING CHILD!

I'm really proud of my progress so far. Modeling transformers characters is tough but I'm having fun!

harsh saddle
#

But does it transform? I'm not sure you're allowed to call it a Transformer otherwise.

nocturne steeple
#

Maybe! if I get around to modeling her alt lol. Its a lil drone so its nothing too difficult

spiral sigil
# willow minnow Was stuck on this and remembered this server, would like some lessons and tips o...

[Update 11/10/2021]

In Unity 2019 it's easier for the project to break during file overwrite. It's better not to delete the .meta file when overwriting anymore.

[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):

*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer r...

▶ Play video
#

This is a video I like

#

For VRC rigging

#

See a general video on fk rigging if you're new completely

keen bone
swift jolt
harsh saddle
# hexed bear

That doesn't show the topology at all but the rig looks fairly reasonable from what I can see.

tough plover
#

it has too many toe and finger bones

#

and the ears should probably have separate bones, as well as a root bone so one physbone script can be used for both ears

spiral sigil
#

I never though about root ear bones

#

Show yours

tough plover
#

it's just this

white moth
tough plover
#

the only drawback is that you can't grab more than one chain at a time. you can grab one, pose it, grab another, etc though

#

it's also good for organization though

keen bone
harsh saddle
#

Posting it here would be more useful, ideally in #animation

hexed bear
#

and its on yt

#

just posted it

dim canopy
#

I wanna make an original avatar that I fully make not using any pre made models but I have little to no experience modeling anything so how should I start (also I’m using blender)

opaque oyster
#

yea i was gonna ask the same too, anyone know any GREAT tutorial videos/guides that are easy for a simple minded person like myself to understand? lol

dim canopy
#

I just found this vid that Is great so far https://youtube.com/watch?v=9xAumJRKV6A&si=EnSIkaIECMiOmarE

This is a Tutorial for ABSOLUTE BEGINNERS on MODELLING in Blender. You will learn how to model a super basic human model. This tutorial just covers the bare basics and does not even come close to scratching the surface of what Blender can do, but it’s a good starting point for a bigger.
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opaque oyster
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Ill have to take a look at it! i think iv seen it before, but i dont think i watched all of it, im too scatter brainy lol. ill try again sometime

ashen forge
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Wip of a model remake I'm doing of one of my old models

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New on the left, old on the right (2018)

opaque oyster
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lovin the style!

calm hatch
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(Not sure which chat this question would go in) How would i get rid of these seams in substance painter?

tough plover
calm hatch
tough plover
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can you try hiding layers until you find the one that's causing the seams?

calm hatch
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I noticed the seams only appear when i have blur slope on.

tough plover
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the Blur filter is in UV space, not in 3D

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so it will produce seams

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there is a paid addon called 3D blur which uses voxels to blur masks in 3D

calm hatch
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Ah, okay. Ill see if I can find a workaround first. Thank you for the help!

tough plover
dim canopy
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this is my first ever thing made in blender i know its not much and its very simple but im proud of it

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just gave him thumbs so now i will be able to do thumbs up in vrc

untold idol
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hell yeah you can be proud of it! great work!

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looks good for a first thing you made!

dim canopy
untold idol
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keep up the good work!

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and never give up!

thorn gulch
azure harness
untold idol
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^^

red glade
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Hello Im planning of redoing the hair. as you can see i feel like its a bit off looking. I was looking at references and saw Fortnite has a cool way of doing low poly hair. Anyone have a rough idea of how to achieve that style?

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Like. Would you be best off sculpting it and retopo after?

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Then baking all of the depth that ive sculpted into the low poly id imagine?

calm hatch
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New question. How would I make this part of my texture invisible? I am using substance painter, and I am only using the base color channel

harsh saddle
calm hatch
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Thank you! I accidentally unchecked opacity

simple vigil
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I’m on the body rn and I’m not sure if this is at a good place for the avatar I’m creating

harsh saddle
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It's not too bad, you might want to add some more edge loops to the knees and elbows and move some points around/add some edge loops so your faces are more square as there are some long, slender faces that won't subdivide very well.

indigo sun
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Hi, I'm trying to transfer my unity files from one computer to another new computer but no matter what method I try, somehow not all of the assets transfer over, including VRCSDK...I've tried a harddrive, google drive and even discord but nothing works. Does anyone know why?

My other avatar model transfers over perfectly so I'm thinking it's cause the one that's not transferring over correctly is bigger?

Can anyone help?

quaint jasper
reef mantle
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When doing blendshapes do I copy just the head or the entire body when doing multiple expressions?

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Better yet. Anyone got a free model that's highly optimized for VRC so I can get a better grip on how to make quality assets?

quaint jasper
reef mantle
harsh saddle
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Pretty sure the Sippbox tutorial for blendshape animations has you duplicate the mesh and it seems to work but no idea if it's actually necessary.

hollow sundial
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Hello there, I am having an issue with the shading of my model and I dont know how to fix it.
Here is what I have:

  • a sphere with 2 shape keys
  • the sphere vertex are randomized
  • unless both shape keys are are at 100 (100%) the mesh doesnt resolve back to a sphere.

Now I have artifacts all over my mesh and dont really know what to do.

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blend shapes at 0:

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And here is the problem, blend shapes at 100:

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Does anyone know what I can do to fix the shading? (The base mesh needs to have randomized vertex)

harsh saddle
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Pretty sure that blendshapes are inherently tied to vertex number so if the vertex numbers are all randomized, then the blendshape is going to explode. Not sure what you would do about that. You could maybe use an armature but I'm not sure how weighting would work with randomized verts.

hollow sundial
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Do you mean amount with number of vertex?

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I dont quite understand

quaint jasper
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You could probably use the transfer data modifier to copy normal data from a sphere that doesn't have randomized vertex position?

hollow sundial
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Okay, can you elaborate? I have blender open with both the sphere with both blend shapes at 100% and another copy sphere with no blendshapes.

harsh saddle
# hollow sundial Do you mean amount with number of vertex?

What I mean is how shape keys work (as I understand it) is they tell Blender to move vertex x1, x2, x3...xn a certain amount. If you swap the position of all of those vertices, then it's going to move them in a completely different way than what you want it to do so shape keys seems fundamentally not designed to work with randomized vertices but maybe Ruuubick's idea would work

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I think this might be what he's referring to? https://www.youtube.com/watch?v=hOi8h5UE21s

Time to get comfortable with this modifier for normals correction.

This is a method I've used in the game industry to correct normals on even quite complex low poly mobile game assets that cannot have normal maps.

If you understand how this modifier works and how to control it, you can get away with some pretty crazy stuff!


Twitter: htt...

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hollow sundial
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The Position of the individual vertex arent the problem, the problem is forcing the model to have proper shading when both shape keys are maxed.

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It is not important how the shade looks like when the model is scrabled either.

hollow sundial
hollow sundial
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Hmm, it seems like this might be getting somewhere, but I havent been able to achieve acceptable results just yet, still thank you both.

arctic obsidian
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👁️

quaint jasper
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Cool creature clap

exotic wagon
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I am looking for fur models but I cant find anything

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Basically fluff that I can add to an existing model in unity

agile crown
harsh saddle
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@waxen ivy You wouldn't need to use 2 materials if the cube was UV'd but that is an option. Are you sure that the material with the texture you want for the back of the card is actually assigned to that face?

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You'd also need to make sure the materials were properly assigned in Unity

waxen ivy
harsh saddle
# waxen ivy Im sorry i dont quite understand your question. I created a cube and shrunk it d...

Well, if the mesh is unwrapped, you could just combine the 2 images into 1 texture and move the UVs over the appropriate image but if you don't want to do that, you need to tell Blender what texture goes with what faces by assigning those faces in edit mode. So, you need to go into edit mode, select the face that is supposed to have the back texture on it, and then go into the materials and there will be an assign button to assign that face that material

open scarab
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plane ( 2 poly ) , duplicate it , flip now you have 4 poly and 1 mat total - on both sizes

harsh saddle
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That's also an option. Usually having intersecting planes causes z-fighting but I guess it wouldn't if the normals were flipped but I still think a card should have some thickness. But yeah, that would work.

waxen ivy
harsh saddle
waxen ivy
harsh saddle
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I guess I'd just ask you to show your work at that point, post a screenshot of the model with the face selected, ideally with the material panel open.

harsh saddle
# waxen ivy

I think I see the problem are you just selecting the face in the UV panel or are you selecting it in the 3D view?

waxen ivy
harsh saddle
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Okay, your picture isn't very helpful as I can't see if any other faces might be selected.

waxen ivy
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if I select a diff face, then click assign, the new material will overwrite everything

harsh saddle
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Given that the vertices on both sides of the edge of the card are selected, it doesn't seem like just that face is selected.

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Are you in face selection mode and just clicking the one face?

waxen ivy
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I'm not sure how to fix that, in order for the faces to even show in the UV editing tab, in Edit mode on the 3d viewer I hit A to select all which then shows the faces in the 3d viewer

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In the UV editor I will however, click on one face

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Bruh

harsh saddle
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There's your problem, don't hit A, just click a face in 3D view and hit assign. We're concerned about what is selected in 3D view

waxen ivy
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It all just clicked, I understand now, thank you

harsh saddle
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Cool, happy to help.

waxen ivy
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Simple mistake, causing me a huge headache, I appreciate the help and the patience

harsh saddle
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Ideally, you'd probably want to fill most of the UV map with the two faces of the card instead of having all of the faces be equal sizes as the edges aren't very visible and just need to be a single color whereas you want as much space as possible for the images on the faces of the card.

dawn lion
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I need help with post processing, why isnt it givng me to option to do post processing ? it only lets me go to the post processing guid in unity.

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does anyone know why is happening?

harsh saddle
# dawn lion I need help with post processing, why isnt it givng me to option to do post proc...

I don't know but you don't need it to set up post-processing. First, you need to make sure the post-processing stack is installed from the package manager (maybe why this isn't working?) then you create a game object and add a post-processing volume to it, then go to your main camera and add a post-processing layer, and finally, set the main camera as your reference camera in VRCWorld, that's all there is to it aside from adding and tweaking the various effects.

limber ferry
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I need someone to make a character for me

harsh saddle
limber ferry
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I’m gonna go check

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Thank you

exotic obsidian
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Working on a from-scratch avatar, and I am really proud of it so far.

exotic obsidian
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*Censored because Discord saw it as NSFW

leaden jacinth
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lmao

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discord is being stoopid

willow minnow
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anybody know how to fix this?

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@harsh saddle You were a big help last time, any input?

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I got the weight map done

harsh saddle
# willow minnow anybody know how to fix this?

Clavicles aren't part of the humanoid rigging system so you'd need to get rid of them and parent them to spine 3 which is your upper chest. You'd also need to assign the clavicle weights to the appropriate bone. I think CATS can merge bones or you could just assign the weights of the clavicles to the shoulder using this method (never used it but it looks like it should work) though you might have to do some editing as some of those weights might belong to the upper chest. https://blender.stackexchange.com/questions/42778/how-to-merge-vertex-groups

willow minnow
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should i remove them in blender

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and just parent the shoulders to spine3?

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weight map is done btw,

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But yeah. the clavicles lack any weights

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is this better? @harsh saddle

harsh saddle
willow minnow
harsh saddle
# willow minnow

Where is spine 2 in the configuration? I would figure spine 2 would be chest and spine 3 would be upper chest but I guess if it's working alright.

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It probably will move strangely, though, as the the chest bone (or upper chest if you have it) should be level with the arms and this is quite a bit below, probably because they should be connected to spine 3

willow minnow
harsh saddle
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If it's moving alright, then I guess you're fine. The view position is defined in the avatar descriptor, you have to set that manually

pure dagger
# willow minnow

hey i love lucifer's cosy room! I recently purchased it my self and fixed the video player for questies

devout orchid
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What I get/What I want. How to extrude vertices as a normal (average) to existing ones?

harsh saddle
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That should be the default behavior but I don't usually use the extrude tool to actually move verts, I just press E, then enter, then I move them with the "normal" transform mode selected. Worth trying if extruding normally isn't working as you'd like.

devout orchid
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normal mode doing literally same stuff.

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maybe youre talking about extruding faces, but im trying to extrude edges

harsh saddle
devout orchid
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@harsh saddleG doesnt seem to do it either, enabling normals mode just sticks it to flat surface (same as shift+y), relative position of new verticies remains the same. So I think were talking about different stuff. How flat polygon with all verticies being flat can be NOT flat shaded vrcStoic .

harsh saddle
devout orchid
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when i extrude it without moving its not doing a thing, no new verticies created. Once again, I dont think were talking about 'normal' normals as of perpendiculars to the faces so I dont think any of 'normals' modes will be of any use. " is the transform in the direction of the normal" what does that mean.

harsh saddle
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If you press E and then enter to confirm the extrusion and then move what is selected, you should have additional geometry and I believe we are thinking of the same normal, as in the orientation of the transform. In the case of your last image it would seem you would just want to use global orientation since the direct you're trying to extrude is parallel to the grid if I understand what you're going for.

devout orchid
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i dont have any additional geometry created. auto merge disabled.

harsh saddle
devout orchid
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im going for someithng more like Scale modifier

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but for more complex surfaces

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where scale related to the center wont work

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ok, lets go with more real case scenario. Complex mesh, I wan to add like extra 1-2cm border for idk, frills etc. It should look like extension of existing mesh as long as im not going too far

harsh saddle
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Okay so the second image is what you want. I think you just need to extrude, move along the normal and then scale the edges at the end, like this?

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What you could potentially do for your example is select the boundary loop, press F to make a face, and then inset that face.

devout orchid
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that makes it inside of mesh, not along it

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oh, 'individual' option seems to do it

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nah

harsh saddle
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That's the insetting process but I'm still not sure I know what you're trying to achieve

devout orchid
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just looked a bit close

harsh saddle
devout orchid
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as a continuation of existing mesh, not perpendicular to it

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angle between old and new vertices close to zero

harsh saddle
devout orchid
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no no no

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Wait

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I got some solution tho.

quaint jasper
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Alt + S can't do that ?

devout orchid
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no

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it will scale to the middle

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i extruded roughly in right direction quite far, then scaled it to zero, subdivided new edges and slid verticies along them to get desired width

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but will work only if your edge being interpolated supposed to collapse, not expand

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OK, ffs. Scale can do that same thing and result isnt great. Some faces looks ok, some have too much of an angle to original one🥲

harsh saddle
# devout orchid OK, ffs. Scale can do that same thing and result isnt great. Some faces looks ok...

I think I'm finally getting what you're after and I have a way to do it but it's a bit of a hack and not completely precise. Basically, it allows you to extrude at any angle using a plane as the angle of extrusion. Add a plane in edit mode, put it at the center of the area you're trying to extrude, then select your loop and finally the plane, and set the origin to active element and the orientation to normal. That will extrude everything at the angle of the plane's normal, then just press L to select the resulting box created by the plane.

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If that isn't it, then I don't know.

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You could so the same thing using view orientation and orienting the view the right way but it would be more finicky.

devout orchid
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ofc for real mesh it wont be flat all the time but it should be interpolation of existing polys

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Well, thanks for trying to help. Hope someone knows the trick.

harsh saddle
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Good luck, I don't think there is only simple operation that's going to get you what you're looking for but there are things in Blender I don't know and at least this helps make it more clear that you're trying to achieve

spiral sigil
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This was a fun read

quaint jasper
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Yeah, I don't think extrusion can be done that way

spiral sigil
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Maybe if there is a common point they converge towards, and you can place the 3D cursor there, but that shape I don't think converges.

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Fun of 3D is trying the different things until they work.

devout orchid
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at this point sound like its easier to make an addon. Its very easy math, grab 2 polys, approximate them to plane A, grab their edges we're expanding and create plane B that divides them equally, intersection=new edge, limit it length by some value, fill the polys. why its nonexistent 🥲

harsh saddle
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Maybe tell that to ChatGPT and it will figure it out for you

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Sometimes it's pretty good, when it's not completely confused. I am much the same way.

spiral sigil
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mood

ashen forge
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Texturing moment

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Right side is without lighting to show textures clearer since they blend in with regular lighting

jovial seal
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wtf is going on here when i import model into unity it go kabooy and i cant remember the fix

jovial seal
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tahnkchyu

ashen forge
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Finished texturing, just need to optimize and polish now

jovial seal
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Serious problem im having

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i fucked up the blendshapes in my mouth. how can i fix them?

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nvm i just restole it from an old model

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nvm

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models doing this BUT ONLY in vrc...

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Wtf...

pure dagger
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Using poiyomi anyone have any good ideas on how to add some sort of hue/color slider to this white texture?

quaint jasper
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There's plenty video tutorials for that specific thing on youtube. I also believe that poiyomi has their own tutorials as well

pure dagger
quaint jasper
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I'm surprised the hue shift didn't work

pure dagger
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Only really affects the bottom areas

quaint jasper
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If I were you I'd go ask directly in the poiyomi discord server !

pure dagger
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Just joined to ask there

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appreciate it

hollow sundial
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Uhmm, I dont really know what options poyiomi give you but, can you even hue shift something greyscale?

spiral sigil
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Wouldn't think so. There is no saturation to affect the hue of.

pure dagger
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Yea thats why i was asking if poiyomi supported cc

median pike
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you cant hue shift grayscale, There is no hue to shift lol

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only way you can do that is add a color first and than you can hue shift it

spiral sigil
# pure dagger Yea thats why i was asking if poiyomi supported cc

Poiyomi has 4 global theme colors. You can set any color in the shader to be controlled by a theme color and/or audio link.

This feature is awesome for materials with colors you want to change on the fly. They also have HSV sliders allowing them to be animated super easily.

Likes

302

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Might do what you want

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Haven't personally used that feature yet

pure dagger
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thank you tho!

spiral sigil
arctic obsidian
steady zealot
mortal cipher
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How would I make an eyelid?

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How does it work?

harsh saddle
sacred python
# arctic obsidian

I have always wondered how to create hair cards like these. I can only do simple planes, but nothing fancy like here!

arctic obsidian
sacred python
arctic obsidian
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I can do this (but sometimes it doesn't work out very well)
it was an commission that didn't require turning into cards

it seems that there is a new hair system in the blender, which immediately makes curves in the plates

sacred python
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Okay, got it! Still haven't figured out all the tools and which are best to use to make VRC stuff.

arctic obsidian
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hm... usually only a normal map, specular and diffuse are required

sacred python
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Well, I'm still mostly stuck in model-remodel-rig-test-dislike-forget-startoveragain -cycle 😛

arctic obsidian
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I've never had anything to do with a vrchat, but I'll ask for the sake of interest - is it possible to play for a taur there? In terms of the fact that he has several paws and 2 hands.. it's probably difficult for tracking :0

just now I'm making a commission on taur

harsh saddle
arctic obsidian
arctic obsidian
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In ultra mode, I make commissions for 1 day 😨

steady zealot
hushed leaf
spiral sigil
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when using the sudiv modifier is there a way to prevent a part of the model from being subdiv ?

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like to have a hard edge

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mark sharp doesn't work as expected

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and the only solution I can think of is to separate the mesh

spiral sigil
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Shift + E

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that's rad

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thank you

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You can set it anywhere between 0 and 1 too for different amounts

jovial seal
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ok so um i feel like this par here should be getting shade smoothed but its not?

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it jus wont let me shade smooth it

quaint jasper
jovial seal
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alr thanks!

quaint jasper
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If nothing works in the end, sometimes deleting that geometry and recreating it solves the issue

jovial seal
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thankyou for the tip flipping my normals solved the issue

tight quartz
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Greetings,

I'm trying to make an avatar quest compatible, however, these two shaders are locked to Standard and I am not able to change them. Any suggestions?

leaden jacinth
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create another material and simply assign the same texture onto it

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you can always extract the materials as well iirc if you need to edit them

thorn gulch
ornate bobcat
pure dagger
tight quartz
harsh saddle
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Yeah, you can also drag it onto the appropriate area

jovial seal
#

just a filthy casual looking for some quick tips on how they can improve there models

wide cloud
#

Heyo, so I bought myself an avatar, it's off the base of the bone wrath, the skull, arms, legs, wings, tail are supposed to be white but the guy I ordered it from says he's unable to fix it because of texturing, is there anyone out there that would be willing to somehow change the bone parts colors to white? I would but idk how to do any of this unity avatar designing stuff 💀

tight quartz
harsh saddle
jovial seal
#

anyone know why some of my toggles turn off when reloadin my avi

tight quartz
harsh saddle
#

When in doubt, I just try dragging the material everywhere until it looks right and if you legitimately can't tell, it probably doesn't really matter but I guess if the goal is to get rid of all of the standard materials, you can just drag it into all of the slots in the mesh renderer that have standard materials

tight quartz
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(Making it quest compatible)

harsh saddle
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You could also try dragging in a bright purple emissive material so you can see more easily what all of the material slots correspond to. I think if you have more than 3, it'll be very poor quality on Quest and will need to be enabled manually but maybe that's not an issue for you.

tight quartz
#

Ok I got it easily fixed lol. Just drag a new material into "Skinned Mesh Render" ;)

harsh saddle
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Cool

tight quartz
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Okay thanks! Got it working. Now back to lego tank building.

velvet oyster
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latest project complete

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my own version of course but if you know this weapon call it out

quaint jasper
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I tried to find what it is, but no clue sweat

gritty veldt
#

Just curious: Does making a ton of cuts in a model jack up the file size or make it more unoptimized?

quaint jasper
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Polygon amount does have an effect on the filesize yes, it's best to do a limited dissolve/automatic retopo at the end if it's something you think is necessary

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You can see the difference when you export if you do it before/after subdividing or decimating

limber ferry
#

I trying to make a avatar but it’s say click on the version when I click new project

narrow river
#

Hey Guys I'm new here and new to content creation, this is my very first VR360 video on my YouTube Channel "Riven Waters" This is the Start of my new Series Called VR with ME ! In this Scene I've designed a small Home out of three full size Shipping containers, it has two bedrooms and two bathrooms. I've also included an alternative design concept showing that it could also be a small design office while the development is being built. I've included chapter markers so you can skip from room to room. I hope you enjoy looking around ! BEST VIEWED with VR HEADSET
https://youtu.be/k8IDt0bcJZo

This is the Start of my new Series Called VR with ME ! In this Scene I've designed a small Home out of three full size Shipping containers, it has two bedrooms and two bathrooms. I've also included an alternative design concept showing that it could also be a small design office while the development is being built. I've included chapter markers...

▶ Play video
stark radish
#

Hey, I wanna bake a matcap texture to my diffuse
How would I go about that with Blender?
I really like how the matcap looks on Quest (and on PC set to Multiply with LilToon)
but would like to make it glow so want to bake it to diffuse so I don't have to use the matcap and can set it as diffuse/emission
Edit: NVM
Found this
https://tohawork.com/en/b-bakematcap#toc2

3DCG Life

I want to bake a Matcap into a texture in Blender! So, here is a summary of the procedure for baking MatCap in Blender. I'll try to keep it as brief as possible.

scenic gust
#

how do you make a skin?

quaint jasper
# scenic gust how do you make a skin?

They're called avatars, you can start here https://youtu.be/5JA0f8ZgIw0

Rain sensei here, ask me as many questions as you need, we’re making a head out of a cube.
btw that cube was 2m by 2m I had a slip up don't fight me.
I'm using blender 2.9

I’m sure you’ve seen a lot of people who get perfect circles and start pulling here and pushing there, and in no time they’ve got a pretty face. That’s sculpting, if you want...

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hexed bear
#

which one is modeled and which one is the real peice of armature

quaint jasper
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You really ought to learn how to do screen captures

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Obviously the modelled one is on the right sweat

arctic obsidian
#

commission go brrrr

thin shadow
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i've tried the replacing the fbx directly through the project folder in explorer. It seems that it doesn't update automatically. Are there any settings or anything that i should set first?

velvet oyster
#

my own version of the hero of ages from destiny 2

still wadi
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@thin shadow not sure, does the trick for me everytime. even if i have to add parts of mesh or bones etc.

hushed leaf
thin shadow
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i did noticed that there's the loading bar pop out when i click on unity to make it active

hushed leaf
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Yeah that's it loading

swift jolt
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its been absolutely forever since i modeld something seriously so here we go.... started on a robot