#3d-modeling

1 messages · Page 6 of 1

swift jolt
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only head and neck soo far

hushed leaf
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oh very nice!

swift jolt
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thank you

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just no idea what to do for the rest of the body.... so ill be looking too much at pintrest tomorow ig

fleet orchid
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Anyone know how to fix this please

swift jolt
fleet orchid
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Idk how

swift jolt
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this mode

fleet orchid
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What it's called?

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Oh weight paint

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Thanks

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What i do now after please @swift jolt

swift jolt
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uhm.... weight paint the part thats wrong to the correct bone

fleet orchid
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Okey will do tomorrow thanks

swift jolt
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yea and im done with my stuff for today aswell

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goodnight

pearl cobalt
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can i get any thoughts on what in the world this is? I have tried clean up and everything

swift jolt
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stray verts id assume

steady zealot
steady zealot
leaden jacinth
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this is a nice door

spiral sigil
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amazing

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Like out of a dream

arctic obsidian
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game ready fur go brrrr

spiral sigil
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Floofn

leaden jacinth
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thats really cool

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yea thats impressive tbh vrcAevSip

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well done sir!

opaque coral
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do i merged my vertexs together my distanse seemed to fix the holes but now it looks all wrinkly

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how i fix that the vertexes doent even look like that

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there all straight

quaint jasper
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That's sadly not how not how vertex normals work

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You would have to select all those edges in edge selection mode, and mark them as sharp with Ctrl + E

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@opaque coral

opaque coral
opaque coral
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thats the thing

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there wernt merged

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so there was holes everywhere

quaint jasper
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You said you merged by distance, which means you changed their normal information

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So now you have to fix them

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In edge selection mode, you can open the search command and type "select sharp" and you might be able to automate most of it

opaque coral
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??

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and theres only mark sharp

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and it makes it look dmb

quaint jasper
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You're only supposed to make edges between colours to be sharp, not everything

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Or any sharp angle

opaque coral
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what like justh the lines sharp

magic badge
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Added my custom shader to my Sans model.

Everything from scratch by me.

quaint jasper
opaque coral
quaint jasper
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It would not no, that's why they were disconnected in the first place, unless there was a problem with that, you should probably leave them disconnected, it's easier

opaque coral
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no thent thers holes and i cant have that

quaint jasper
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What kind of holes ?

opaque coral
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from inbetween my model

opaque coral
quaint jasper
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Weird

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Might want to merge by distance and try to have auto normals fix it

opaque coral
opaque coral
opaque coral
quaint jasper
opaque coral
opaque coral
quaint jasper
opaque coral
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THANKSSS

indigo sun
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Hello! I was wondering if someone could help me. The avatar I'm working on has fishnets on her legs that I want to toggle off, but the only way to do that is to change her skin mesh, so I decided that I was just going to change the skin mesh permanently so that she doens't have the the fishnets. Period. But when I upload her with the new skin mesh without the fishnets, she still uploads with fishnets. Am I doing something wrong?

pure dagger
swift jolt
pure dagger
arctic obsidian
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Retopology go brr

spiral sigil
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Or wait you'd have to remake that shader logic in unity first

wraith harbor
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whenever i try to sculpt, NOTHING changes - but when i change back to edit mode, i can see the sculpting change. anyone know why this happens?

pure dagger
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make suer your on the basis layer aswell

bold grove
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So I'm pretty dumb when it comes to all this but I need help optimizing my model for Quest. I need help with reducing the poly count, the skinned mesh renderers, and the material slots

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I tried using the Cats Blender Plugin but using the "Fix Model" button just messed up the look of the model by putting the wrong textures everywhere

hushed leaf
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Yeah the automated things don't work well. You could start by manually selecting and eliminating edge loops that won't overly break the topology

harsh saddle
# bold grove So I'm pretty dumb when it comes to all this but I need help optimizing my model...

Simplest way to reduce the poly count is to just use a decimate modifier, the results won't be great but good results take a lot more work. To join meshes, just shift-select then and ctrl + j to join. This plugin usually works alright for combining materials but the better option is manual atlasing and moving UVs https://github.com/Grim-es/material-combiner-addon

GitHub

Blender addon for material combining, uv bounds fixing - GitHub - Grim-es/material-combiner-addon: Blender addon for material combining, uv bounds fixing

bold grove
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I’m getting an error saying no mesh data to join

harsh saddle
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Are your meshes parented to empty game objects or something? Seems like you're probably trying to upload something that wasn't made for use in VRChat which is going to make things difficult. It might be possible but I wouldn't start there if you have limited experience with creating avatars.

bold grove
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That's because the model came from SFM

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Me and a friend have spent the last few days trying to get it ported into Blender and today we got to where it was able to be imported to Unity and reached the part where we just look at what it says needs work to determine from there

harsh saddle
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Yeah, it's very possible the rig won't work for VRChat either and fixing that is going to take a fair amount of time and watching tutorials. I'd recommend picking a different model, maybe something off Gumroad that is designed for VRChat and work your way up to completely reworking models to get them to upload.

bold grove
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I just wanted to have a way to port over my Sonic Forces avatar to VRChat but the SFM route was the only thing I could find due to having trouble finding tutorials on ripping the models from the game

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Anything about ripping the models says the rigs aren't available so I'm pretty much screwed either way

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But in theory if I rerigged it, I could make it work right?

harsh saddle
bold grove
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Well, time to binge tutorials and spend a lot of time messing around with every possible option to fix the issue until something works

harsh saddle
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Good luck, I'm sure you'll learn a lot but I'd still switch my focus to a model that didn't have so many problems so you can get a successful upload under your belt but you might be able to get this one working with enough tweaking. I don't know if you're on PC or Quest but PC has far fewer limitations when it comes to number of mesh renderers and materials. It's still better to optimize but you can get away with a lot more on PC.

bold grove
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I decided that even if the model isn't working right to put it in Unity to see how it turned out and sure enough, putting any texture on it covers the whole model

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Checking the VRC stuff just to see how this version of the model is doing

harsh saddle
fallow osprey
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Came back to old tonk project

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Still WIP

past drum
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ah

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how do i reset the oprigin point

hushed leaf
# past drum

Do you mean the 3D cursor, or the object's origin?

thin zenith
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Wait, did someone just delete my message?

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Whyyy

fallow osprey
# past drum

If you mean the yellow dot, click on Object in the top menu and locate Set Origin. You can then decide to set it to the 3D Cursor

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You cannot be in edit mode for this

devout orchid
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how do i store poses other than rest, switch between them and where to get t/a/relaxed poses or how to rip them from unity to blender. i'm on 3.2

elder flame
small sky
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does anyone knows how cats work?
explaining my problem:
Im trying to use CATS on Blender and it wont save me the Atlas i dont know whats the problem but it just give me that:
Im also following a specific video tutorial which is 1 year old because i dont know how to do anything at all and because its the only video with the specific avatar type i want

winter vale
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Love and PEAAACE

trail spruce
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I've been having issues with blender and importing models

I take a model from unity, import to blender, and export back into unity without changing anything, overwriting the fbx and unity spits this shit out. I haven't had issues doing it this way before, idk what changed

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(The reason without changes, is because I wanted to see if adding blendshapes was causing this, because I'm wanting to add MMD blendshapes)

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(I also uncheck add leaf bones when exporting)

chilly talon
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Dose anyone know how i can do split hair textures? Im trying to make like orange streaks on this hair

pure dagger
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@chilly talon what's the bug look like?

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Uv not bug

dull sun
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heya please could anyone help? i used the separate by loose parts thing in the cats blender plugin and it made my mesh all spotty and weird. This affects the texture and makes it all spotty too and I don't know what to do 🙏 I tried to CTRL Z but I'd already done too much for it to go back that far and I've done so much work on this mesh, please, does anyone know how to fix this?

quaint jasper
dull sun
dull sun
quaint jasper
pure dagger
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@quaint jasper saving the day once again

past drum
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getrting through the learning curve, slowly but surely, my progress after 3-4 days of practice

trail spruce
storm wren
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anyone know how to fix this?

arctic valve
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I'm trying to get a quarter of pipes following a corridor interior, but when I apply the curve modifier to gets... a little messed up size and shape-wise. Am I missing something?

azure harness
past drum
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OMFG

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im gonna cry

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how do i reset this

quaint jasper
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Shift + S

past drum
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which one do i select

quaint jasper
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Cursor to Origin

past drum
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oh my lord ty been looking on google b ut couldnt find an answer

devout orchid
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@storm wren theres extrusion parameter when baking normal maps, it should be equal to max height difference between high and lowpoly.

pure dagger
storm wren
storm wren
past drum
harsh saddle
keen delta
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In fact, if I just import and export the fbx without editing anything, it breaks. How do I even correctly export an fbx?

tight quartz
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Greetings,

Not being able to do edge loops on a surface is caused by what? And how do I fix it?

harsh saddle
tight quartz
harsh saddle
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You would have to slice up the face so that it only had 4 edges. One option would be to collapse all the verts at each of the beveled edges and the connect the verts of that center line using the knife tool but then that would undo your bevel essentially. Or you could connect the verts of the bevel going across the face. There are a lot of ways to do it but since that flat ngon (what we call a face with >4 vertices) I would just make the edge loops like you have on the left side and then use the knife tool to connect them.

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Ngons should generally be avoided but they don't cause problems if they're completely flat. Unity will triangulate any faces regardless of how they're imported.

stable garden
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Helloo, does anyone know how to make clothes? im really confused

harsh saddle
# stable garden Helloo, does anyone know how to make clothes? im really confused

There are about as many ways to model clothes as there are anything depending on what sort of clothes we're talking about. You'll often want to start by duplicating the body (or parts of the body like the torso, legs, etc.) and then building on top of that but it's the same modeling workflow as anything, moving, rotating and scaling verts, edge loops, insetting, extruding, etc.

past drum
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Amy videos yal could suggest on shaping the base? I have a basic understanding of blender

swift jolt
swift jolt
past drum
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yeah, i just need to watch videos so i can understand it better

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this is as far as i have gotten

quaint jasper
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If you're not following Rainhet's tutorial, you should !

pure dagger
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Texture time, :)

past drum
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stuck here, at 7:20, how did they get the cut tool to make that indent? i cant figure it out for the life of me after trial and error

thin shadow
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K for knife tool

past drum
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thats it? im talking about tthe indent/bevel they were able to do using it, mine doesent do that or does my face need to be at a specific angle?

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also ty, trying my absolute best with learning

thin shadow
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That's because the 4 vertices themselves are not equilateral themselves. So the cut makes it looks like indented.

past drum
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AHH ok, thats what i thought ty, so pretty much need to move my vertices around then

thin shadow
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Your mileage may vary

past drum
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just glad i can at least manipulate this fuckin cube

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trying to find some decent tutroials that arent out of date, any anyone would reccomend?

thin shadow
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Rainhet chaneru

past drum
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ooh ok ill take a look ty

stable garden
spiral sigil
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Hello im trying to find a free female base model but i cant find it, if anyone knows a a weebside that haves pls dm me the page

golden turtle
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Hey Im trynna download blender for modeling stuff, Is any version of it okay?

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I heard 2.9 needed for characters for CATS plugin but I guess it doesn't matter for worlds since itll just depend on if I can export it as fbx right

harsh saddle
golden turtle
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👍 tyty

thorn gulch
hardy marsh
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High Quality 3D Model Riggers/Artist

~Sculpts High Quality Model at least 50 people would want.

~Rigs High Quality Model for animation at least 100+ people would now want.

~Guess ill Just take a couple pictures of it and then never think touch or look at it again forget it on my hard drive for years until it eventually lost forever.

~stays poor

formal rain
thorn gulch
hushed leaf
spiral sigil
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Cuuute!

waxen dune
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can some make or teach me how to turn a bunch of pictures of things into a model

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if you were to make one then pls be free

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im not paying for anything

formal rain
# waxen dune can some make or teach me how to turn a bunch of pictures of things into a model

There are a multitude of videos to help you out on YouTube, but this is also a journey, it’s not something you just instantly go, “oh that’s how to do it,” and then you make exactly what you are envisioning. That being said I’m totally rooting for you if you decide to try learning 3D modeling and rigging! Anyone got some good starting places and tutorials for Clamzy?

waxen dune
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i just wamt to make a model of a plushie i have to put in my world

formal rain
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I don’t really know a good tutorial to point to, sorry. Tho if it’s a plushie for a world and not an avatar that makes it a lot easier to make so ya got that going for ya!

velvet oyster
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x-caliber complete

quaint jasper
tender kestrel
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oh yea, you probably want to disable leaf bones in the armature tab there as well, otherwise the FBX file will have a bunch of unnecessary bones added.

trail spruce
tender kestrel
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One default setting I'm very happy for though:
Unity defaulting textures to max 2048x2048.

Something Neos did not do. xD

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Imagine the amount of 4K/8K textures on avatars where the creator just uploaded without changing settings.

trail spruce
tender kestrel
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I consider 100MB a bit high, but it's not too bad.

In a club world with 80 people though, 80 instances of that avatar would exceed my VRAM capacity (excluding shader and mesh memory usage).

trail spruce
tender kestrel
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Yeah, but there's no perf rank for texture memory. xD

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I've limited download size to 55MB at least.

trail spruce
tender kestrel
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Gotta love photographing people with brush fallbacks. (and FBT)
I have a collection.
Makes up for not seeing VeryPoor avatars. xD

trail spruce
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tonosama one is funnier imo -- especially when doing the eye bulging expression.

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My fallback is cute uwu
(Ending conversation here before a mod slaps our wrist)

tender kestrel
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ah, same base as Slade. 🤌

see ya. xD

trail spruce
waxen dune
harsh saddle
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That's what photogrammetry is but it tends to require a lot of good quality images to get a good result and then the resulting model is often not-well optimized so you might want to watch a video or two on working with photogrammetry and how to do things like decimate the model and bake the normals to retain some of that lost detail

azure rain
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and the topology photogrammetry outputs is not really suitable for character rigging in the slightest

harsh saddle
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Oh yeah, if it needs to be an avatar, then you're going to need to retopologize manually.

leaden jacinth
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at that point you might as well just do it from scratch 💀

cedar socket
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anyone know any tutorials or guides where i can learn how to create vrc avatars only using unity?

hushed leaf
cedar socket
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i got a package

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all i wanna do is like change the clothes and color of the item

hushed leaf
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Oh, then that's totally possible

harsh saddle
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If you just want to do a recolor, you can tint the material in the material settings but using the RGB picker next to the base color but if you want to do anything else, you'll at least need Photoshop/GIMP

waxen dune
azure rain
waxen dune
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np

harsh saddle
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After decimating and reprojecting the high resolution details as a normal map, anyway.

waxen dune
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AAHHH

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idk how to do that

azure rain
harsh saddle
# waxen dune idk how to do that

You can get a model without it but it'll probably be way denser than it'll need to be which is going to tank your performance. https://www.youtube.com/watch?v=HhW5wLXDVVY

The steps after scanning are not covered as much, so with this video I wanted to demystify the whole workflow: Retopologising the mesh, creating the UVs and the final texture maps. There's many different ways to approach this, but after many tests I've settled on this workflow that fits my needs and delivers good results. If you don't own all of...

▶ Play video
formal rain
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When you finally figure out and make this stuffed bear, you should put a little sign next to it saying, “this took more effort then you might first think to make”

harsh saddle
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I guess the one I posted uses Zbrush so you might want to use the one Rainwolf posted. Blender also has a remesher but it takes a bit more tweaking.

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This tool is probably a better option for remeshing than Blender but it can also require a bit of experimentation. https://www.youtube.com/watch?v=ISgdREmFO7w

Whether you are using an iPad to sculpt with programs like Nomad Sculpt or Forger App or a desk-bound solution like Blender, there comes a time where you need a good, clean mesh with flowing edge loops. If you want to pose your mesh it really helps to have clean topology and at the end when you want to UV unwrap it, it is essential to have a lo...

▶ Play video
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Oh wait, it uses Instant Meshes too

waxen dune
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well see

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sometime tomorrow

tiny shard
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Not sure where the right avenue or channel is but can someone please assist me why my models legs don't bend or move with auto footsteps. I had been working to replace a blender mesh with my current pants mesh and I made sure to keep all the same bones and everything. From what I can see they are all hooked up. But when I go into vr chat my legs just float around while moving and don't walk.

Any help is appreciated but I am at work at the moment and can't take screenshots but I can later. 😁

hushed leaf
tiny shard
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Thanks

vital drift
lean hemlock
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hey there, i got a problem with substance painter, when i try to symmetry paint, the other side is painting with different Alignment for some reason

lean hemlock
hushed leaf
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that's a texture, are the actual UVs correctly mapped to that?

lean hemlock
hushed leaf
hushed leaf
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yeah that does - ok then I'm not sure 🙂

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Usually that kind of thing is due to weird UVs

lean hemlock
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the symmetry paints on the top mesh for some reason

spiral sigil
lean hemlock
spiral sigil
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👍

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Baking mesh maps also bakes a location map so it knows where in world space things actually are.

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Glad it worked out well

lean hemlock
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ty

devout orchid
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Once again what i have/What I want. Simple repeatative object,I want to snap every fragment on top of each other. Second ss will work as of now, but it loops only if I have separate material for it, it impossible to include it into other texture as a single square UV.

pure dagger
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@devout orchid add seams around the top middle should give you what you desire

devout orchid
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@pure dagger 'around the top middle' - what

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i tried to add seams on every loop but it unwraps to some abominations

pure dagger
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Just add one

devout orchid
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and ill get first image, what

pure dagger
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What the entire model look like

devout orchid
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its a loop

pure dagger
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Then yea you just need the one seam

devout orchid
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how on earth it would help me to overlap my uvs?

pure dagger
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Oh I'm sorry I thought you was trying to unwrap it differently

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Just delete half of the verts and use a mirror modifier

devout orchid
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try again

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thx for trying to help tho

spare kiln
velvet oyster
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my own version of the demon slayer sword from black clover.

sudden jackal
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How do I mirror this to the other side

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I want to copy one side and then mirror it to the other side

quaint jasper
sudden jackal
quaint jasper
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you just type symmetrize in the search bar

quaint jasper
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No, the search bar that you bring up by pressing F3 or space

sudden jackal
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Both space and F3 don't bring up. Search bar TwT

quaint jasper
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You might have to google it then, maybe F2 or F1 ?

sudden jackal
quaint jasper
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No, it's the most basic feature of blender sweat

sudden jackal
quaint jasper
sudden jackal
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See I tried everything YwY

quaint jasper
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Unsure how you're not finding it

sudden jackal
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I'm in edit mode TwT

quaint jasper
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Get used to google things otherwise you'll be stuck quite fast

sudden jackal
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I press f3

quaint jasper
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Look at the video

sudden jackal
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And nothing YwY

steel niche
# sudden jackal And nothing YwY

Blender does have fully editable keybindings, if you're still having trouble you can go into the preferences and search "search" in the keymap tab to see what it's set to or change it to something else

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There's a chance that you might have set the spacebar action to "play" (as in play animation) while you were setting up blender, in which case you can just change that setting here. Not sure what to tell you about the F3 key if it's not working though

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You might also want to enable the auto mirror addon, it's one of the many useful addons that comes with blender and I find it to be more intuitive than symmetrize for most things. It cuts the mesh basically down the middle and puts a mirror modifier on it so you can see how your edits affect both sides in real time. You can't put it on just one part of an object, but you can select the part you want to mirror, press P and separate by selection, then mirror the new object. When you want to join it back with the main mesh, just apply the mirror modifier, select both objects in object mode, then ctrl+J to make them one object again

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I like to have my mesh mirrored when I first start working on it because it provides a solid base to work off of, I can tweak and add details to the individual sides later on

arctic obsidian
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👁️👁️

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This boy 🐦

prime obsidian
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is there a way to mirror the knife tool so the verticies could also appear on the other side?
if not then is there a way to mirror those mouth verticies i made?

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just screwing around and making my first test model

prime obsidian
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aight i found a workaround, duplicated the verticies and separated em

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aight nvm i'm having a trouble connecting them back properly so maybe not

kindred turtle
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hello, I need some tips on how to make good fur, I feel like it doesn't look very good

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I want something like this

jagged bronze
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how can i remove all those vertices/faces? its feathers or something and its like 70% of the polygons on the model, i have been trying different stuff for like 2 hours now, im new to blender and would love to get some help

hushed leaf
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oh wow

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first guess is box-selecting them and just deleting them, and recreating the topology, but that's not great 🙂

jagged bronze
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yee i tried that like 5 times, it turned out full on wonky

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i also tried sculpting but that just messed stuff up more

hushed leaf
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ugh yeah

cerulean shoal
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hide the bits you dont wanna remove and then select all those feathery bits and delete

jagged bronze
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can ya explain how, or do you know a vid/article on it?

hushed leaf
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select stuff, hit 'h' to hide

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(alt-h to show hidden stuff)

cerulean shoal
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you can select everything connected to that mesh bit by pressing ctrl + L

jagged bronze
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well 1 more issue is that the feathers are all mixed up with the bottom of the tail, like some of them are inside the bottom

hushed leaf
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I'd consider just re-modeling using the existing tail as a guide

jagged bronze
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yee, but its also in the groin, between the legs, and im not good at modeling at all and it just turned into a full on wonky low poly weird model

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why cant i select anything now? i took and undid all i did by restarting without saving, and now i cant select anything

hushed leaf
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are you in object mode or editing a different object?

jagged bronze
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idk, im new to blender lmao

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tf did i do now

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@hushed leaf

hushed leaf
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Just because I had one answer doesn't mean I have them all 🙂

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I can't tell at all what you're doing from the image, sorry

jagged bronze
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yee, i just wanted to send it lmao

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ohh that pic

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well im in the modeling tab

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i can only select the bones

hushed leaf
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seems like you're editing the armature then

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go back to object mode and select the object you want to edit, then go into edit mode

jagged bronze
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ok

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so uhhh

steel niche
jagged bronze
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ok

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i found some vertex groups, some of em with tail and a number

steel niche
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Those are for the weight data to make the mesh follow the bones. You need to make a new vertex group for just selecting the fluffy parts. You don't want to use one of the existing vertex groups because you'll need to delete the one you use for decimating later

jagged bronze
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ok

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but i still cant select anything, idk why

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and 1 more issue is that the fluffy bits are merged into the bottom as well, so i will also end up deleting the bottom of the tail

steel niche
jagged bronze
steel niche
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Oh, the other person was right, you're in edit mode on the armature not the avatar. Go into object mode and right click on the penguin to select it, then go back into edit mode

jagged bronze
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ohh

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ok i can select stuff now

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what next?

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this is how all the fluff looks from the inside btw

steel niche
# jagged bronze what next?

Press L with your mouse over the main body of the penguin to select all of it, then press H to hide it (this is temporary and only makes it invisible in edit mode,) keep doing that on the parts of the penguin that aren't hidden until all that's left is the fluff. When you only have fluff left, press A to select everything, then X to delete. You can press alt+H to unhide everything you had hidden earlier.

jagged bronze
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hazah, it worked!! thank you!!

steel niche
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You're welcome!

jagged bronze
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also, how can i check how many polygons there are?

hushed leaf
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You can enable that display on the status bar, one sec

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preferences -> interface -> status bar -> check "scene statistics"

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Then it's in the bottom right corner

jagged bronze
#

ok

#

is it the tris?

steel niche
#

Yes, that's it

jagged bronze
#

ok

#

7k less, nice

hushed leaf
#

I'm not sure that's going to match perfectly with Unity but if not it'll be pretty close, yeah

steel niche
#

Tris is the part you need to look at, that's what Unity checks

jagged bronze
#

ok

#

im gonna try and lower it to 7k, so it can be excellent on quest and be used as mah fallback

hushed leaf
#

ooh, good luck, that's a ton of work 🙂

jagged bronze
#

isent it just decimating?

hushed leaf
#

decimating isn't always the best path to not looking awful

#

edge-loop dissolving is a good one too

jagged bronze
#

thats what i did on the first version i made, it did look awful yes, had some cracks

steel niche
#

I think a lot of the remaining triangles are in the beak, so that's the part I'd suggest focusing on. You could do what I was suggesting earlier with the vertex group and decimate modifier, just selecting the beak. It's still not the cleanest solution, but it'll probably be better than decimating the whole body

jagged bronze
#

ok

#

i think the eyes as well

hushed leaf
#

yeah you can probably simplify both a lot

#

The beak ought to be pretty rigid too, so you don't need anywhere near that many polys

jagged bronze
#

why cant i decimate it? i put the modifier in, lowered the ratio and it did nothing

steel niche
#

Go into object mode, I'm pretty sure you can't see it in edit mode

jagged bronze
#

ok

#

when i change into object mode it just goes away

steel niche
#

Huh, that's strange

jagged bronze
#

ok i managed to decimate it even when i couldent see it

#

it still looks good, i dont think theres any cracks either

steel niche
#

Yep, doesn't look like there's any cracks. It might've been messing up before because of the fluff

jagged bronze
#

yeee

steel niche
#

Good job!

jagged bronze
#

:D

#

i havent been this motivated to do something in years tbh

#

thanks for all the help

#

umh, ik this isent the right place but what

empty fox
jagged bronze
#

ohhh

empty fox
#

It just assumes worst case scenario if it cannot read how many polygons actually exist.

pure dagger
mental temple
#

yeah, um, a need a quick summary on how to create an avatar

#

<- not good at modeling

harsh saddle
# mental temple yeah, um, a need a quick summary on how to create an avatar

If you want to create an avatar from scratch, you kind of have to get good at modeling, also rigging, weight painting, texturing, and shape keys. There aren't really any shortcuts unless you're fine with using an existing model and then customizing it, then you only need to know as much as is required for your edits.

mental temple
#

oh god

#

Y I P P E E

#

I'll have to practice

#

all for this:

harsh saddle
#

That would be relatively simple to make as avatars go but you're looking at probably ~$200 on the low end to commission an avatar creator to make that or you will have to learn some stuff.

pure dagger
mental temple
#

tryna save for college

pure dagger
harsh saddle
# kindred turtle any tips...?

Depends on the type of fur. Some can be sculpted, some works best with hair cards and some should be modeled separately and combined with custom normals. Any examples of what you're trying to do?

kindred turtle
harsh saddle
harsh saddle
kindred turtle
#

yeah thats what ive been doing but thx for the vieo!

spice harness
#

so some people take parts of a mesh and put in on another mesh, like taking an arm off of something and putting it on something else. how do I do that?

harsh saddle
spice harness
#

how do i cut it from the mesh though?

harsh saddle
spice harness
#

oh ok thanks

loud pivot
#

Just some WIP of the sculpt. Going to start retopology soon

prime obsidian
#

god he looks AMAZINGGGG

exotic wagon
#

idk where else to ask this, but is there, somewhere out there, a 3D model of this legendary hat?

pure dagger
exotic wagon
#

ah I see your gumroad

pure dagger
#

its not on my gumroad, i made it for a com ill look for it

pure dagger
warm mulch
#

Mmm with the new iterations of blender, is it not possible to "xray" to see both sides of the wireframe when weight-painting? (Not referring to painting both sides)

azure rain
#

well you have bowls for eyes not eyeballs I'm guessing that Avatar was more intended for toon shading

steel niche
#

Have you checked to see if the normals are flipped?

old island
#

i figured it out and idk what kind of shading i want yet but ill probably put like celshading

#

my first furry model lol ive only ever practiced making people

#

cuz furries are hard to make

#

i put it off for so long\

#

lol

jagged bronze
#

ok so, after decimating my model i got these small cracks/holes, mostly around the penguin's beak, i tried the fill holes in clean up tab but it dident do anything, im not good at modeling, i did try and patch em up myself but yee that go well, is there any way to easily fill them?

#

ik its not that noticeable but me being autistic i easily get annoyed by it lmao

quaint jasper
#

Did you merge everything by distance in edit mode ? If not, give it a try

jagged bronze
#

hm?

old island
#

if you select 2 vertices and press m

#

you can cvonnect the

jagged bronze
#

yee ik, but theres alot of them and their super small

old island
#

it could patch up holes in your model

jagged bronze
#

like 100 of em, all small and very hard to find

#

i did try to do that at first but after like 20min i gave up lmao

old island
#

how much did you decimate it lol

jagged bronze
#

cant remember

#

i know it had 17k polygons, now it has like 11k or 13k polygons

quaint jasper
#

The point of merge by distance is that it's automatic if you select your entire model in edit mode

jagged bronze
#

ok

nova saddle
#

does anyone know the dimensions of VRCBillards in meters?

#

just making a world and need the dimension of it to scale correctly

jagged moat
pure dagger
nova saddle
#

so i dont have the unity or anything on here but i found a pool table model with a blender file just having the same problem with axe throwing now

hushed leaf
#

@golden lynx So you want to use the DataTransfer modifier - for each part, make a vertex group that contains just the edge you want to make seamless. add a DataTransfer modifier to each object, where the source is the other mesh, and the Vertex Group is the edge. Check Face Corner Data and under that, enable Custom Normals and Mapping should be Nearest Face Interpolated. That ought to do it.

golden lynx
#

Ok! i'll try thx

hushed leaf
#

you're welcome! This one bugged me for a while too 🙂

river kelp
#

I rigged it n then i realized that the hair was on the same layer(idk what its called im rlly new to blender) so i merged it but now the face is the only part of the head that moves, any ideas on how to fix it?

hushed leaf
#

weight painting surely

sick marten
#

does anyone know the hotkey to zoom back in to the object? im trying to uv unwrap bnut for some reason im 100000 miles away and when i zoom in I cant get my camera into the building or rotate without it swinging the view another 10000 miles xD help

#

I've been trying to fix it for 30 mins

azure rain
#

" / " key will have it seem into focus on a singular object

river kelp
#

no dice with weight painting, there was only painted areas on the feet everything else all blue

spiral sigil
#

why is that sometimes, even when my model has seems when I try to select an island it selects verts from an adjacent island?

#

how do I not select the other island

harsh saddle
spiral sigil
#

ooooh

harsh saddle
#

That's a very broad question. Anyone with any 3D modeling experience can probably fix some things and I'm not sure any of us can fix everything so it would really depend on what needs fixing.

#

It would be hard to say what they needed without doing the work and I'm not sure if you're going to find someone willing to do that for free. We can give you advice if you run into issues optimizing them but that's probably about as much as you'll get without paying.

harsh saddle
#

You might find someone that can do that but I've got my own projects to focus on and there's no telling how much work might be required. Your best bet is to just ask questions here but I guess it doesn't hurt to try to find someone to walk you through the entire process.

nova saddle
#

does anyone have any idea if theres an asset pack for the drinks and stuff used in the black cat? Thank You!

sick marten
spiral sigil
#

Not many people will do this for free

#

It's very tedious

#

what specifically is wrong with the models?

leaden jacinth
#

he has failed to answer this questions ince yesterday @spiral sigil

#

since*

spiral sigil
#

Oh well

merry trench
#

does anyone know if there is an asset pack of all the tf2 unusual effects?

oak hatch
#

Robodoggo

tiny shard
#

Can anyone please help me out. I'm trying to figure out why this keeps happening to my shoulders. Any advice is appreciated as I'm still new to blender.

lilac escarp
#

just decided to play around with a model i downloaded from a game i play and for some reason the character's wings dont show up in the material preview but they do in the solid mode anyone know whats going on

thin shadow
#

perhaps it's a one sided mesh. check the face orientation.

prime obsidian
#

first time making my own model from scratch, any advice on connecting the hair strands together? rn it's all deparate meshes

#

i'll be weight painting it later so if yall have any tips that could make stuff easier for me lemme know lmao

#

would be good to lower the amount of polys in them as well (made them from cones) but idk there's a quick way anymore to do it for only vertical edges

harsh saddle
# prime obsidian

You can select one of the vertical edge loops, then go to select -> select loops -> select rings to select all of the vertical edge loops, then checker deselect to deselect every other one and dissolve, that's probably the best way. Actually merging all of that cleanly would be a nightmare so your best best is to look into custom normals to help it blend better. Luckily, it's hair so you're probably just going to want to weight it all to the head so you can just select it all and assign it to the head vertex group once you've added the rig. https://www.youtube.com/watch?v=jgVEdS6sZsk

A super quick tutorial on how to blend your fur, feathers or other sticky out bits into a mesh without spending hours blending your topology. This has pained me for a while now so I hope this offers you the help it did for me!

▶ Play video
prime obsidian
#

the vertical edge loops was exactly what i was lookin for thank u

#

i'll try it out in a sec

#

and yeah it defo would be hell to combine them, i will have them just assigned to the head but wouldn't that mean that they'd stay as separate meshes?

#

i want to make the model vrchat compatible so having the hair strands be 16 different meshes would be terrible for it

#

unless i can combine them after i'm done weight painting

harsh saddle
#

It won't change the geometry but it will make them all a single mesh as far as Blender and Unity are concerned.

prime obsidian
#

yeah but it will be extremely hard to make any edits to them afterwards

#

is there anything i can do about that or do i just deal with it

harsh saddle
#

I would recommend waiting until you've made all of the necessary edits to do that, yeah. You can weight paint and do all of that and then join later if you like. You can also weight paint and then separate out certain points and join them back if you like, it won't ruin anything so long as you aren't on a shape key with either model when you do it, keep it on the basis shape key and ideally have all of this done before you start adding shape keys

prime obsidian
#

alrighty gotcha

devout orchid
harsh saddle
#

You can just hover over any unconnected part of the mesh and press L to just select that part of the mesh but sometimes it can be helpful to separate if you want to be able to do box or circle selections without impacting other parts of the mesh.

prime obsidian
#

whenever i do checker deselect it doesn't deselect properly

#

idk what's up with the verticies at the top but they don't get selected together when i do loop ring

#

do when i do checker deselect it's not doing what it should

glad fiber
#

how looks ? 70k vertices (to high i know but.. ) xD

steel niche
leaden jacinth
#

nice topology

#

well done tbh, that does look good

mental temple
#

Nice job

glad fiber
#

someone know why this weird line appears ?

devout orchid
#

@glad fiber cause mirror. when you apply it should dissapear.

glad fiber
#

i try it but not dissapear

devout orchid
#

recalc normals?

glad fiber
#

but now i fix it , just deleting actual mirror and create another one

#

don't know why , but new mirror solve this D: i'm confused

harsh saddle
#

Probably because your merge distance is set to 0 so it isn't welding the vertices in the middle but the new mirror modifier came in with default settings so it did merge them

devout orchid
#

@glad fiber oh, yeah, if you look as first screenshot its not perfectly centered along origin point. so better check if you havent deformed anything with new mirror

glad fiber
steel niche
#

You can move it up in the stack by clicking and dragging on the :::: in the top right corner of the modifier

#

You might have also been having some issues from having set something in the "mirror object" field, there's only a few uncommon cases where you would need to use that

glad fiber
#

Yes, I did know this, but the problem was another, the partner above had the solution that specific line came out because it had the merge at 0 instead of 0.0001

#

thanks for everything people, the problem is solved

quaint jasper
#

Are your transforms applied ? Could also be flipped normals

#

Oh, thanks Discord for not scrolling sadcat

tiny shard
#

Can anyone help me out with my blender issue?

pure dagger
glacial cradle
#

how can i fix these weight paints?

#

this is area between legs

glacial cradle
#

already fixed it

#

i still have no idea how to hide the other leg

olive burrow
azure rain
#

hopefully it's just the high poly for normal map baking

spiral sigil
#

Does anyone do comissions

harsh saddle
lilac escarp
#

can someone help so im trying to 3d print a model from one of the games i play but its completely hollow inside. The software i use for my printer doesn't even pick up the model when slicing it before printing. Ive tried using the solidify modifier but no matter what thickness i put it at it just turns into a giant blob. anyone have any other ideas how i can fill in the inside

quaint jasper
spare kiln
solar fossil
quaint jasper
#

You can type "select non-manifold" in the search command bar in edit mode too

lilac escarp
quaint jasper
#

Did you ever merge by distance ? Seems like there are quite a few disconnected pieces

lilac escarp
#

ill try that real quick

#

just tried it and it really only seems to make the sword wavy (included before to show what i mean)

quaint jasper
#

It lost its normals, which is expected

#

This file clearly wasn't meant for printing, so if I were you I'd look up a tutorial on what the steps are to make it print ready

#

It's a bit involved

ionic current
#

not sure if right place to ask but, does anyone have any experience using https://armorpaint.org/ for texture work? what are your thoughts?
i want to look into texturing avatars but i just cannot afford substance painter nor do i want to give adobe any of my money

ArmorPaint is a software designed for physically-based texture painting.

quaint jasper
ionic current
#

ill check it out! willing to look at any and all alternatives to substance painter

toxic iron
#

The character I'm modeling, his 3D model is literally built with his arm clipping into his back shell

#

Should I try and modify it or leave it as is?

#

I downloaded a ripped reference model to make sure I was looking at it right, and it's still that way

acoustic parrot
#

Whenever i do something with normals like using the "Smoothing" option in Blender, it doesnt apply to the blendshape normals in Unity

#

Almost like its not being exported, but i think i have everything set up properly.

#

if i just do normals via like edges and stuff and letting blender auto it, those export fine

thorn mango
#

how do i import stuff to blender?

harsh saddle
thorn mango
#

tysm!

edgy shore
#

Two different angles
Does anyone know what and why the mesh has these weird shadings/highlights near the vertices? I'm newish to Blender and I've been having a hard time trying to find information about what causes this and how to fix it? Was editing the geometry a bit adding/removing faces and I guess I did something wrong along the way?

#

Could just be a dumb question, sorry if it is

harsh saddle
#

The topology in general is pretty rough, you might have a vertex that isn't welded in that spot on the breast. The one closer to the neck probably looks bad because it's an n-gon, a polygon with more than 4 sides. Unity will triangulate those (make them into triangles) but not always in the way you might want and they look bad in Blender so it's best to avoid them unless they're on a completely flat surface.

pure dagger
#

Finished my Bovine legs

acoustic parrot
placid hinge
#

I'm a Warhammer avatar maker but this blender model coloring is hard

peak ermine
#

I have this weapon here with animation the essentially is just it extending, how would import it into unity properly retaining the animation? Im very new to blender, and got this model off sketchfab

pure dagger
#

Id recommend however just creating a blendshape for it expanding

peak ermine
#

Alrighty

pure dagger
peak ermine
pure dagger
#

Dms are open

clear geyser
#

Is it for sale?

pure dagger
#

What game is this from

#

Wheres the base model from then? It looks very familiar is all

clear geyser
cerulean shoal
#

i don't want to assume but im not sure that is the original creator either

#

just because the name is so generic

hushed gyro
#

Anyone know of a way to get rid of these lines? I'm trying not to add more polys and a weighted-normal modifier is on. (548 tri)

glossy lily
#

Start with the shape with sharp edges. Then select the edges you need to be rounded, and use the bevel tool in edit mode.

#

@hushed gyro

grizzled cradle
#

So im tryna add this lil circle thing to the leg so that its not just open but the circle isnt moving w the leg properly?

#

I tried weight painting it differently but i cant get it to work

hushed gyro
#

Just needed some manual tweaking, Thanks for the help!

#

The artifacts happened after I bent the original beveled cube with a lattice

glossy lily
#

Bevels can be a pain sometimes. It's usually my last step, once I'm happy with everything else

glossy lily
glossy lily
#

Select all the vertices around that edge where the hole is, and press F. It should create a new face from the existing vertices and you won't need to weight paint anything.

#

It might mess with textures though, so for the sake of not having to redo textures, you might want to duplicate the vertices and then press F on the new vertices. It should copy the weight paint data. Then UV unwrap the new circle so it can be properly textured

grizzled cradle
#

ok bare with me rq im pretty bad at blender ':>

glossy lily
#

Hang on I'm making another video

#

To select multiple edges like that, use ctrl+left click. It will take the shortest path from the active vertex/edge to the one click on. To duplicate vertices, press ctrl+D. Immediately after pressing ctrl+D, press F and it will make a face with the new vertices. Swap to UV editing mode, select your new circular face, and press unwrap. Then move the vertices to somewhere on your UV map where they don't overlap with existing vertices.

grizzled cradle
#

ah gotcha! tysm!

glossy lily
#

I just realized I cut off the edges of the screen and you can't see what I'm clicking on. Sorry I usually just show the work space for commission updates I can send another one if you need it

#

@grizzled cradle Here's another one showing the edges. Also I forgot after pressing ctrl+D, press enter, then press F.

grizzled cradle
#

Sorry im a bit stupid. I tryed that, did the uv unwrapping and assigned it to another spot where other vertices arent using but this is still happening

glossy lily
harsh saddle
glossy lily
#

Though it looks like your UV map is still overlapping a bunch of other textures

boreal anchor
#

Any idea why my avatar is doing this when I import from fbx to unity?

#

The mesh appears shrunk down across all the bones.

spiral sigil
#

I’ve made a model sheet of my book’s main character, Alex Swordhandle.
I don’t know why, because I don’t have any idea how to 3D model in blender, Or have the money to pay someone to do it LMAO-
It was good art practice tho-

river kelp
#

OK so I redid my other thing and have gotten to the unity section. New issue! The model is listed as low of a height that can be uploaded, .2, but in-game it's listed as 2.75m in height. Which is Way too fucking big. Scaling it down in blender doesn't seem to work either.

quaint jasper
# spiral sigil I’ve made a model sheet of my book’s main character, Alex Swordhandle. I don’t k...

Want to make your own Anime style avatar? For Things like VRChat, Vtubing/streaming and game creation? Stick around, I'm going to let you in on all my secrets to making something simple, optimised, looks good and works well.

I've been using blender for over a year now, I put a lot of effort into researching useful things related to Avatar creat...

▶ Play video
#

Get started and you'll be there faster than you think, especially since you're a good 2D artist, it'll come naturally to you

spiral sigil
#

Why thank you, ruuubick. Ill attempt!
…next week-

devout orchid
pure dagger
jade raven
#

Making MurderDrones N model (My 2nd ever model) Rly proud so far vrcCatSquint

hushed gyro
#

Widescreen or 1:1? I'm having trouble deciding.

harsh saddle
hushed gyro
#

The bezel to the left and right of the screen is thicker on the second image. I'm asking which one is more aesthetically pleasing.

harsh saddle
#

I see, that's a subtle difference. I guess the top one, slightly.

desert crown
#

Does anyone know why Bones like this happens? Parent bones are unaccessible or unable to select even though in the scene, it shows that its connected?

quaint jasper
desert crown
#

i just find it odd that i can't parent it, but knowing that its already parented in the scene....i can accept that if it works correctly in unity.

quaint jasper
#

You can't give a parent to the top most parent in the armature hierarchy yes, because there is no bone above

spiral sigil
desert crown
solar fossil
#

Bonus points if you know where its from

spare mauve
spare kiln
red glade
placid hinge
pearl quiver
#

So im looking at Gumroad on some assets

#

and some of them have prefab what does that mean?

harsh saddle
proven plinth
#

Adding fishes to the new Torinyan's avatar, Runa 🐠

spiral sigil
proven plinth
#

I have a full render, but discord thinks it's explicit lol

tight quartz
proven plinth
tight quartz
#

Yikes. Also thought it was a shader.

proven plinth
#

Nahh, all Blender Nodes and emission maps

#

I used poiyomi for the final avatar though

arctic obsidian
spiral sigil
#

Can any1 send me akalis helmet model with visemes if you have it kinda like this one?

woven bramble
#

Too lazy to retype it all lol but can someone help me on this? This my first time 3dmodeing so ya

quaint jasper
devout orchid
#

and it warns you when youre trying to close it with unsaved images. at least latest versions

proven plinth
#

Lol that would be neat, I’ve already dabbled in animation a bit to make them swim. Took me longer than I’d admit lurk so trying to trigger an event would take me ages. Unity logic goes right over my head

dim tiger
jagged moat
#

Ya'll ever just ignore triangle count and make shit?

#

WIP of the Corsair HS60s

#

coming up on 1mil tris

harsh saddle
#

Looks cool. You could probably bake those normals to a 2k tri mesh and then use a transparent texture for the mesh grate but like you said, it's not always about the triangles.

jagged moat
#

tempted to bake it to lower poly just to get a bit more use in substance tbf

trail python
#

thatd be nice but it would probably create more mistakes like vcc

rigid coral
#

Does anyone here know about making vrm's in unity? I'm having a problem and this is the closet I can find to a active vrm discord server 😭

azure rain
rigid coral
#

My problem is kind a specific. I can take my model and make it into a VRoid, but when i "export", It just changes some edges from smooth to sharp

#

But is a VRM problem, so idk if anyone here can help. was just hoping there was some overlap in Vtube artists and Avatar artists

quaint jasper
#

I'd bring it back in Blender and smooth those normals if I were you

rigid coral
#

Its seems like .vrm files might enforce their own auto smoothing or something(maybe forcing UV seams to be sharp edges?). Do you think I could fake the smooth edges with a normal map?

quaint jasper
#

I still think it'll be visible sweat

rigid coral
#

Yeah I think it just something with this vrm exporter, it doesn't understand unity's fbx import setting. I'm not getting payed for this so its w/e

red glade
#

I feel like something is off about the eyes. Any tips for them? They don't really feel... Correct it still feels very uncanny

red glade
#

Adding some makeup on the side and moving the outer eye corners in more works already.

harsh saddle
#

The structure of a real eye is quite complex, you've got the cavity of the pupil which forms a sort of torus/donut shape with the surrounding dilator muscles and that's behind the clear reflective cornea which balloons out in an oval bump on top of the iris and pupil which come together to create those characteristic reflections around the pupil and iris that this character is missing along with the pinkish hues that form along the sides and back of the sclera. So it's quite a technical challenge to create truly realistic eyes that many movies don't even get right but your character isn't all that realistic to begin with so I'm not sure how far you want to go with that or if you're trying to target Quest which is going to limit your ability to be able to build up that reflective layer that will give the eyes a more natural look.

red glade
#

But it still feels just. Off

harsh saddle
#

It's hard to account for stylization, there's no right or wrong unless you're going for realism but the texture of the iris is quite realistic until you get to the edges and then it suddenly gets super dark and the transition from the iris to the sclera is much harder than it would be in reality so you can try playing around with those factors and see if it feels better.

#

Though it's often the reflections that really bring an eye to life, hence why many anime and manga styles go ham on reflections but you're not going to get realistic eye reflections by just jacking up the smoothness of the material, you really need an eye shape that concentrates the reflections in the right areas to make those look convincing.

red glade
#

Besides it being warped. It looks better

harsh saddle
#

The reflection spots definitely help. In reality, they wouldn't completely be locked to the irises like that but it's a good compromise without getting a lot more complex.

red glade
#

Yea exactly I'd rather not have anything uhm. transparent so id probally cut it out.

devout orchid
#

check overwatch eyes for ref, stylized but with quite realistic irises

harsh saddle
#

Another thing you'll see done a lot is darkening the upper part of the iris and then creating a U shape under the pupil that's brighter to give the iris more depth. Might be worth trying.

grand plank
#

Hey, I'm setting up a new FBX to replace one I've been using (same FBX just with some edits made). The original FBX was using cm for the units but when I brought the new one into Unity it's being measured in meters. How can I fix this so that the new one is also in cm?

#

I'm assuming it's something I need to do in Blender

devout orchid
#

@grand plank fbx units on export

#

theres dropdown

harsh saddle
#

Scale it down by 100? Unity only has one unit system, meters, so you either have to export to the right scale for Unity or do it inside of Unity.

grand plank
devout orchid
#

@grand plank probly, csnt check

#

theres like local units, fbx units all options etc. when exporting fbx in blender

#

apply scslings -> fbx units scale

#

googled some screenshots lol

grand plank
#

Hmmm, I may not be doing this right x.x It's still using meters

devout orchid
#

then try local

#

i believe local is cm and it ends up with avatars being scaled 100 in unity, fbx - proper one with meters

grand plank
#

Ah! I figured it out! It was actually in two places. I had to change the Scene Properties > Units > Length to Centimeters and also had to change Overlays > Scale to 0.01

#

Oh, and had to change Scene Properties > Units > Unit Scale to 0.01

harsh saddle
#

Seems like a lot more work than just S .01

red glade
#

The shape of my eyes is a bit off i think

#

Maybe thats whats messing with me.

drifting depot
#

yo. Anyone have tips for sculpting floofy fur?

drifting depot
#

found something.

left lantern
#

Hello! I would like to ask for help for someone to do a favor for me and fit a clothing into my avatar via blender..

gentle cradle
#

anyone know some really good character tutorials cuz I've had to start over so many times

velvet oyster
#

Spear of the valentines complete

oak hatch
#

Robodoggo

languid fossil
#

I’m looking for some help making this in 3D since this is the only good image I have. Any tips?

harsh saddle
#

If you can draw, you might consider trying to draw some more traditional angles and use those as reference but otherwise, just do it. I like to sculpt so I would take a cube, subdivide it, and then model this using the sculpting tools but you could also use a more traditional polygon modeling workflow. Not sure how much specific advice I can give unless you have specific questions.

spiral sigil
#

I made this in 2 days. Ik its not good i made it in maya but is there a way to make this into as a vrchat world? Im just curious if i export this as a fbx for unity 👀😓

azure rain
#

yes exporting it as a fbx would allow you to import it into Unity

spiral sigil
#

Oh nice thnks 👍

azure rain
harsh saddle
#

Though the hundreds of sticks might add up in terms of geometry. Might be better to duplicate 1 stick to make use of instancing.

spiral sigil
azure rain
#

and maybe set up some level of distance so it's not trying to render far away grass

#

basically it has to store the geometry data for every single blade of grass but instancing would only store the data for the grass once

spiral sigil
#

Hopefully I’ll remember that 🤣

harsh saddle
#

I think you'd be better off with a layer of realistic grass that just faded into green or using Unity terrain for the built-in LOD. I didn't initially recognize that as grass, looks more like thousands of twigs whereas with LOD you can get high quality grass close to the player that simplifies farther away and ultimately disappears

spiral sigil
harsh saddle
#

Using Unity terrain, you can edit the textures in a program like GIMP or Photoshop so you can just take the grass texture and change the hue and saturation to make it brown.

spiral sigil
#

Like i even tried to to change the color for that to be lighter but ended staying as a default color 🤷‍♀️

azure rain
#

Unity terrain would also be more efficient as it's not static geometry so we can reduce the triangle count on distance geometry

spiral sigil
#

So would i delete the xgen grass and then import it to unity and then just add grass there?

azure rain
#

basically it would just bring over the metal structure and have the background be made in unity

spiral sigil
#

Ah ok

harsh saddle
#

Yeah, there are ways to convert geometry to Unity terrain but I've never used them, I'd just redo it in Unity.

spiral sigil
#

Thnks for the help guys 😄

azure rain
#

glad to be of help if you have anymore questions feel free to ask

#

albeit the video is for unity2020 but would still apply to 2019 for learning how the Terrain system works @spiral sigil

oak hatch
swift jolt
spiral sigil
#

does one desire to throw up

harsh saddle
#

It looks pretty but its an awfully small bowl for a pipe with that much heft but I guess it would be good for heat insulation

swift jolt
oak hatch
spark phoenix
#

what is a good modeling service for making avatars? i read the first part of the blender manual but my brain is too small for that... any easyer alternitives? for starters like myself of course

quaint jasper
harsh saddle
spark phoenix
spark phoenix
harsh saddle
spark phoenix
quaint jasper
#

Blender is the software

spark phoenix
#

oh i get it now

#

still somewhat confusing but i guess i will look into it tomorrow if i remember at least

#

gn

harsh saddle
#

Blendo was a successful early Battlebot but that's probably not what you had in mind

swift jolt
red glade
red glade
#
  • Eye lids that fixes allot of the issues i had
devout orchid
#

up to you, but i dont really like those eyebrows, too thin (density, not size wise)/realistic

quaint jasper
#

I think they might look ok if they were placed lower, right now it looks like they're raised by default

serene tree
#

My model's looks keep getting messed up in blender when I choose the fix model option

#

I also can't use the export option

harsh saddle
serene tree
#

That's what I'm using, CATS and blender

harsh saddle
#

Are you using 2.9, though?

serene tree
#

I don't know

#

I'm using 3.4

harsh saddle
#

Well, unless you specifically went into the download archive to get 2.9 or earlier, it's newer

#

Yeah, that's not going to work well.

serene tree
#

Ok

obsidian nova
#

This is a poor example, but a little bit of AO along the forehead can help to make the hairline feel more natural.

#

My avatar is pretty similar.

serene tree
#

Is blender 2.9 and 2.90 the same?

obsidian nova
#

Yes.

serene tree
#

Ok

harsh saddle
#

It's also the same as 2.900 and 2.9000

serene tree
#

What

#

👀

harsh saddle
#

Trailing zeroes don't change the value of a thing generally

#

Now 2.91, that's different.

serene tree
#

Which one

harsh saddle
#

2.900000

serene tree
#

No

harsh saddle
#

2.9.0.0.0.0

serene tree
#

Which download, windows, mac, or linux

harsh saddle
#

You don't know what operating system you have?

hushed leaf
red glade
red glade
#

I feel like if i look at something too long it starts to become uhm… like i cant see the problems with it. Thanks for the assists everyone!

red glade
#

Big swag.

quaint jasper
#

Much better thumbsup

red glade
#

Now the forehead feels a bit off but. The biggest part has been fixed.

#

I wanna replicate this hairstyle. which is what i have IRL. Once i have the time to go for it

#

I think i can take good reference from hanzo from OW2 I think

queen elbow
swift jolt
#

Big ear

thorn gulch
pure dagger
lucid drift
#

can anyone help me and tell me what addons i need for blender

harsh saddle
lucid drift
#

my friend told me i needed some addons to be able to do that.

harsh saddle
#

Not really. CATS can be useful but you don't need it. The release version on works with Blender up to 2.9 but apparently there's a development version that works with 3.4. I make avatars and I've never used it but it has some useful tools.

lucid drift
#

oh- i already have cats added so

#

ok

lucid drift
#

can anyone help be put clothes on the avatar- lmao

harsh saddle
azure rain
#

Never waste your time re-painting a new character ever again. In the next 60 seconds, you'll learn everything you need to transfer your Rig's weight painting from one character to another under a minute!!! Hope it helps :)

Free Female Base Rig Download:
https://www.youtube.com/watch?v=_XfvLpLyulI

Sayuri Artsy Weight Paint Transfer Video:
http...

▶ Play video
lucid drift
lucid drift
#

I FAILED 4 TIMES ALREADY MY BRAIN CANT HANDLE IT NO MO

trail python
#

have you ever used blender before?

lucid drift
#

thats why i was asking in the first place

#

T>T

harsh saddle
#

You might want to watch some beginner blender videos before moving to character rigging. The donut tutorial is a good start.

trail python
jagged moat
#

God I fkn love modifiers

#

before modifiers, this is a cube

pure dagger
# lucid drift ok ty c:

if your willing to pay id recommend checking out the vrc traders discord, They have a whole bunch of people who can take commissions and have been authorized via their mod team to know what they are doing and not be scammers

pure dagger
jagged moat
#

xd

#

I bet someone more talented than I am could make a cube into a BlenderDonut™️ with just modifiers

harsh saddle
#

If we're including geometry nodes, you could probably make an entire scene from a cube or nothing at all with enough cleverness.

jagged moat
#

True, I guess the only major hurdle would be finding somebody who would stay sane long enough to do it

arctic obsidian
leaden jacinth
#

now that is sick

#

those renders are sexy

#

is it rigged? 👀

arctic obsidian
#

Yep, rigged

leaden jacinth
queen elbow
small canyon
#

That's amazing :00

quaint jasper
# queen elbow

Great outline work ! Topo/weight paint could probably use a pass at the crease areas though ! Also Blender has a "stabilize stroke" feature that would help avoid the shaky lines on the chest!

atomic hamlet
# queen elbow

I love seeing highly expressive furry avatars, nice work!

daring rose
#

When I go to upload a avatar I keep getting the 3d unity prefab error idk how to fix

digital jolt
#

^w^ my clients fursona is soo cute

red glade
#

Especially the facial features

visual steeple
#

anybody here proficient at Blender who can lend me a small hand?

azure rain
#

it would help if you describe the nature of your problem

visual steeple
#

im trying to put these leg warms on this avatar. i was given a tutorial a few years back but 90% of that tutorial is out the window now

#

i was taught stuff about edit and sculpt mode? but i dont remember anything about it

azure rain
#

Never waste your time re-painting a new character ever again. In the next 60 seconds, you'll learn everything you need to transfer your Rig's weight painting from one character to another under a minute!!! Hope it helps :)

Free Female Base Rig Download:
https://www.youtube.com/watch?v=_XfvLpLyulI

Sayuri Artsy Weight Paint Transfer Video:
http...

▶ Play video
visual steeple
#

appreciated

#

wait apologies, i only have 3 options? object mode, edit mode, and pose mode

harsh saddle
visual steeple
#

ah, appreciated

#

im a complete newbie to blender

#

i just know it's better than putting clothes on an avatar in unity lol

azure rain
visual steeple
#

im just tryna make a cute and simple avatar for myself, one that wont crash people but also useable for quest n' stuff

#

any guides on optimization?

harsh saddle
visual steeple
#

how does one check that?

azure rain
visual steeple
#

ah, thank you!

azure rain
visual steeple
#

is this gonna cause issues? i simply imported it, the bones were like this

#

apologies this is after i did fix model with cats

spiral sigil
#

someone pls make a boywithuke avatar pls pls pls

atomic edge
#

I am trying to close the gap between head's chin and neck. Also I want to somewhat "close" the head backside. I am struggling with different kinds of "extrude" - maybe someone can point me into the correct direction, naming the different steps I need to do in order to achieve that. Most of my Blender skills I got from Youtube videos, but currently I am even missing the correct search terms ... is "extrude" even correct for "adding the missing parts of the head"?

harsh saddle
# atomic edge I am trying to close the gap between head's chin and neck. Also I want to somewh...

There's not really one straightforward method for combining meshes. Extrusion can be part of it but you'll ultimately need to merge the vertices on the edges of the two meshes you're trying to connect which requires the part of the meshes you're trying to connect having the same number of vertices if you want to connect them cleanly. I found this kind of basic tutorial for what you're trying to do that uses a much simpler mesh but the same techniques apply. It's generally better to do this before subdividing and triangulating the mesh so you have fewer vertices that need to be connected.

atomic edge
# harsh saddle There's not really one straightforward method for combining meshes. Extrusion ca...

Hm, thanks a lot - but I guess I explained it the wrong way, sorry for that.
What I really want to do is not combining both meshes but adding vertices to the head (face) mesh in order to make a full head out of it which then also "visually" closes the gap to the neck when using a common armature.
So my intention is to add vertices to the current face/head in order to close the mesh like a "ball". After closing I could easily use "sculpt" tool.

harsh saddle
# atomic edge Hm, thanks a lot - but I guess I explained it the wrong way, sorry for that. Wh...

So you basically want to have a full head that intersects with the neck rather than making the vertices of the neck connect with the head? It's basically the same thing, you just don't merge the vertices. Some of it can be done with extrusion but you're ultimately going to get to a point where everything needs to connect in the middle so you'll need to make sure you figure out how to connect the faces in a way that makes sense for how many edges you have. There will probably be some extrusion, probably bridging some edge loops, maybe some cuts to get the number of edges where it needs to be to connect everything, there's not really a straightforward workflow to this task.

devout orchid
#

@atomic edge create ball, edge loop it till you have right amount of verticies in loop (two loops, face-ball, abd ball-neck), shape it so loops located in the right place and then use bridge gap

atomic edge
harsh saddle
#

You can do that but you're still going to need to shape the ball and then delete part of it unless you want a close ball inside of the head and then you need to make sure the number of vertices around the edge you're trying to connect is appropriate and are generally lined up well.

devout orchid
#

@atomic edge you use ball as a base because extruding verticies by hand is pain. then you cut holes in it and stitch it to the face/neck, now you can just sculpt it while having somewhat decent topo. Not an expert tho, did it once

harsh saddle
#

You could in theory use a boolean but then the topology will be really messy so I would avoid that unless that area will be hidden in which case you could just leave it open and not close it at all

atomic edge
devout orchid
#

its probably vrm based so you can try and grab default bald vroid

atomic edge
#

I guess I will stick to some extrusion in order to add a few vertices until everything is hidden under the hair and that's it.

#

Maybe completely closing the head is just too complicated - at least for me being still a beginner.

#

Thanks to you guys! 💜

harsh saddle
#

Topology is a tricky thing, you need to do a lot of planning ahead of time if you want the edges to flow cleanly and all line up well. You might want to watch some topology or retopology videos to get a sense for the general workflow but it's always going to be kind of slow and tedious.

atomic edge
#

Being a noob I will put Topology on my list of things to learn next - thankies! 💜

trail python
#

heads often come without the backside bc its covered by hair or clothing/accessories

#

no point in having extra polys when its going to be covered by another mesh

#

same reason why like.. boss models from uhh elden ring i guess for example, don't have a body mesh underneath armor
edit* its a poor example but the reason is squeezing optimizing anywhere someone can and laziness (since it gets covered usually anyways)

devout orchid
#

theres chin missing, beard placeholder? 🥲 and id rather have full head to separate it into hair base. especially since it's bases, not complete avatars, so a bit early for final cleanups

trail python
#

yeah if its a full head its easier to work with, facial hair seems exempt to the "hair = hole in head/body" thing

urban flint
#

Is there way to turn bones into a mesh? I wanted to use this as a fallback for vrchat, thought it'd be interesting

manic spade
#

trying to make some frayed shorts in marvelous/other stuff

#

with a noisier gradient

marble stratus
#

Sculpt tools only show impact in soild mode and not material mod, any idea how to fix this?

spiral sigil
#

Got a weird issue with blender. Trying to edit some vertices in edit mode and the changes get recorded on all existing shapekeys. Any fix?

spiral sigil
#

Wow those pants actually look good

harsh saddle
# spiral sigil Got a weird issue with blender. Trying to edit some vertices in edit mode and th...

Are you trying to edit the basis when the mesh already has shape keys? That doesn't tend to work well which is why you want to save shape keys to the end. What you can do if you've got something like a viseme is assign the viseme to a specific vertex group (like the face) so it doesn't influence anything else, set that shape key to 100, then do a "new shape from mix" which should keep the new shape key from influencing anything outside of the vertex group without having a vertex group set on the shape key itself which Unity won't recognize.

spiral sigil
#

I will try that thanks.

arctic obsidian
#

new model 🙌

fickle tusk
#

yoo nice work!

#

Making a base, hoping to get some FBT compatibility feedback (or just roast my proportions feel free lmao). does this look good?

#

wrists line up with crotch when arms are alongside body

harsh saddle
#

I'm not gonna second guess Loomis when it comes to body proportions and it looks like yours lines up pretty well.

fickle tusk
#

Loomis is king for sure

dark gazelle
dusty heron
void temple
#

how do I adjust the UV of a model after deleting edge loops?

cedar shuttle
#

started work on lamp posts

toxic grotto
#

is there like a vrchat avatar rig base or like... that skeleton lookin thing?

spiral sigil
harsh saddle
void temple
harsh saddle
#

It can in some instances if the island tapers or something in that area or if it's on the edge of an island but yeah, you just select the points and move them in the UV editor

cedar shuttle
trail python
exotic parrot
#

Anyone tell me why cats baking doesnt work

toxic grotto
trail python
#

file > import > fbx

toxic grotto
#

thanks

spiral sigil
#

So, I got some spare time to work on side assets, now the question is, is it possible to use dynamic bones on the packages to imitate real physics?

harsh saddle
rotund eagle
#

Hello, I need some help, I'm a complete newbie to 3D and blender and I'm just following tutorials to try to get an MMD avatar to vrchat. I just found out that one of (if not multiple) texture is missing and I have no idea as to where to go in blender to get it back. I didn't touch anything in the files nor the textures, and when looking inside the texture folder in the files, I can still see the face textures, could you help me ? If it's something too complicated and I would need a better understanding of blender let me know.

#

also maybe I'm not using the most appropriate channel for this, let me know if it's the case

visual steeple
#

is there an easy way to convert an a-pose to a t-pose in blender? or do i have to guesstimate with pose mode with cats plugin

trail python
#

thats usually how people do it anyways ive noticed

#

or they model it into a t pose to start with but i dont think A pose is hugely problematic

quaint jasper
visual steeple
#

hmm, alright. cuz im a newbie with blender and im suffering

quaint jasper
#

It gets easier fast

visual steeple
#

heres to hoping

#

is there anybody who can help me put this hoodie on this avatar? no matter what tutorial im using, im still absolutely suffering

#

or if anybody has any good, updated tutorials?

pure dagger
severe frigate
visual steeple
#

anybody know how to fix this?

#

the bad clipping at the leg

arctic obsidian
#

You can try the first modifier (ttansfer mesh data, if I remember correctly)
Transfer mesh data - vertex group - generate data - choose body object - apply

arctic obsidian
visual steeple
#

sorry, im a huge newbie to Blender, learning as i click random things and small youtube tutorials. any specific guide you can give?

arctic obsidian
#

You can give me the file, I will record a video tutorial on how to fix this problem. It's not hard for me 🙌

solemn elk
#

my partner merged layers and now their main model is purple when it states it’s not, we tried closing n reopening it but that hasn’t done much. anyone know why??

this is on blender.

#

also, it’s only in sculpt. everything else is the same

arctic obsidian
#

try turning it off

#

Although it can be a color in the viewport (if there are several materials and one of them had a purple color, and the other did not. Although this is unlikely for a sculpt)

waxen ivy
#

I have a blender question, Here I am extruding an edge, is there a shortcut or good method for me to easily match this edge selected with the edge in front of it?

harsh saddle
# waxen ivy I have a blender question, Here I am extruding an edge, is there a shortcut or g...

I tend to just zoom in real close and eyeball it but this might help https://www.youtube.com/watch?v=0p06F1LzTjQ

In this video, I wanted to talk about some of the snap functions contained inside of Blender to help you make precise movements and align objects!

Timestamps
0:00 - Video Intro
0:29 - Intro to Snapping
1:08 - Location of Snapping Settings
1:37 - Enabling Snapping
1:47 - Snapping to Increments
2:50 - Absolute Grid Snapping
3:14 - Adjust Snap Po...

▶ Play video
spiral sigil
#

My friend applied a subdiv modifier to their model and all of a sudden the textures started doing this

#

There's no duplicated faces or anything, i checked

spiral sigil
marble stratus
#

does someone know why is my shapekey reseting in the render?

#

trying to make an avatar render, and make face expressions using shape keys, but it goes back to basis in the final render

pseudo pewter
#

im debating if i should take a college class for 3D modeling, would it be worth it? for background info, ive already learned quite a bit on my own but that motivation has kinda dried out. im hoping a class would force me to learn + i could learn good habits and unlearn bad habits and such

harsh saddle
pseudo pewter
harsh saddle
#

Rate My Professor can be a bit harsh since you don't normally bother unless the professor is really bad or really good and I think fewer people rate the really good ones. That being said, while I've never taken a modeling course, some of my worst professors were programming/computer science people.

pseudo pewter
#

ohhh true i forgot about that bias... can confirm tho ive had a lot of horrible cs professors. ill think about it still though!

spiral sigil
#

Anyone know where the "curve from mesh/text" tool is, for making hair? I tried looking it up, but I think the shortcut "alt + C" is outdated since it didn't work when I tried :/

quaint jasper
#

You want to use the "Apply shapekey as Basis" option, I can't recall if that's part of the Cats addon though

quasi plover
#

when texture painting, is there an easier way of painting between fingers without permanently moving a bone?

thin shadow
#

paint using the uv layout

jovial seal
#

Is there a base rig I have to follow when modelling something new for vrchat?

devout orchid
#

but at least in terms of hierarchy

jovial seal
#

Alrighty thanks man

hardy turret
#

any good tutorials out there for hair modelling and texturing?

swift jolt
#

Doing it on the uv layout is the easiest

quasi plover
swift jolt
quasi plover