#3d-modeling

1 messages · Page 7 of 1

swift jolt
#

Then why not just paint direcly on it? You saw were you were drawing the line right? Just had to continue it on the texture

toxic grotto
#

do i have to use unity with the vrchat creator companion

azure rain
toxic grotto
#

oh ok

#

so do i make the avatar in blender then somehow import it to unity?

azure rain
#

yes

toxic grotto
#

k

#

thank you

frank plank
#

should I push his arms back?

devout orchid
#

@frank plank youre free person, do however ya u like

frank plank
devout orchid
#

youre the artist. id place it like 2/3 front

frank plank
#

how do I fix this error with the arms

#

It happened when I merged all the meshes into one

devout orchid
#

whats the error

frank plank
#

ok so I had to redo the arms

#

now how would you rig this character with separate meshes

harsh saddle
halcyon topaz
#

My first model i put it in VRChat and now I’m just fixing a few bugs

distant cloak
#

is there a way to measure and replicate the length on the marked part to the area the arrow is pointing to? I'm trying to make all my doorways the same size

spiral sigil
#

you probably found it already though

distant cloak
spiral sigil
#

in edit mode

distant cloak
#

Thank you

austere roost
#

Commission I'm working on but I'm gonna ask should I do more with the dress or not

harsh saddle
austere roost
#

Here you go

#

Still have to do more but I'm also doing multiple outfits

quaint jasper
#

You should really find a proper tutorial, like Rainhet's

foggy granite
#

Can you show the model in just object mode and at a different angle

austere roost
#

Not home right now at work but sure

foggy granite
#

K

#

A little tip if you showing off a model stick to object mode and there's a little tab where you can play around to show off textures, material, etc easily with a minimum setup

red glade
#

New drip in progress 🕺

arctic obsidian
#

Trying to make people (sounds ambiguous, lol)..

quaint jasper
#

Looks great!

trail python
#

default avatar height is 2 meters isn't it? trying to scale best i can

harsh saddle
trail python
#

forgot to remove the @, sorry lols

slender ice
#

My friend is working on a world

trail python
#

rounded to 6hrs of work. before v after, 16 obj is just from splitting it apart so i can edit better. i feel like a sunburnt weed growing in-between cracks of a sidewalk

#

long story short, optimizing still matters even if its a lil painful

spice pewter
crystal steppe
#

so i have a question about eye bones.
every avatar I've worked with has had two bones per eye, Eye_R and RightEye for example, as far as I've noticed vrchat only needs one of these. I'm having trouble finding why this is from googling, is this an eye tracking compatibility thing?

This is just something i've been curious about for awhile

crystal steppe
#

ah, alrighty then

cunning sun
#

anyone specializes in making blendshapes for guns or making vrchat/unity ready guns?
im totally new to this thing but i have a revolver from destiny and i would like to make it work for my avatar.

small vessel
#

can someone give me some tips on how to model fluff like this.

#

I'm not sure where to begin box modeling it

harsh saddle
#

I'd sculpt it and retopologize but that's always my advice.

small vessel
#

yeah I think you're right

#

I usually avoid sculpting but this might be applicable

quaint jasper
#

A cube with subdiv will get you a sphere, I'd start from there !

harsh saddle
#

You could probably boolean together some subdivided cubes to get a starting shape but the topology won't be great which is where the retopology comes in.

distant cloak
#

Is there a way to scale these faces at once without them recessing into the sphere? I've tried everything and am actively losing my mind over it

devout orchid
#

@distant cloak try different transform orientstions/pivot point modes?

distant cloak
clear geyser
# small vessel can someone give me some tips on how to model fluff like this.

https://youtu.be/xyUXfjBtanA?t=528 I've used their afro method to create a fluffy sheep. You could also try meta balls since they stick together then ofc retopo

(00:00) Introduction
(01:00) BRAIDS
(08:45) STYLISED AFRO USING DISPLACEMENTS
(12:44) STYLISED HAIR STRANDS USING CURVES
(12:44) STYLISED HAIR STRANDS USING GEOMETRY NODES
(22:40) COMPLETE HAIRSTYLE TIMELAPSE
(34:30) Conclusion

Thank you to the following patrons for supporting the channel!
Anthony Gonzalez
J
Tyler Bell
PizzaDeliveryMan1942
Chr...

▶ Play video
distant cloak
#

It works, thank you

small vessel
#

these are all good suggestions

devout orchid
#

@distant cloak bruh

distant cloak
clear geyser
uncut imp
#

NVM i was too slow and didnt see that Burritony said that XD

small vessel
azure rain
#

cool

clear geyser
#

Looks good :D

silver merlin
clear geyser
silver merlin
#

So like

#

Is blender the good good stuff?

clear geyser
#

It's free and very versatile so yes. You can learn many different ways to create 3D models. Sculpting, poly modeling, texturing etc. It's a great all-in one program

#

@silver merlin

silver merlin
#

Oh

#

I don't know where I was going with that lol

#

What if I'm on mobile?

clear geyser
#

Unfortunately Blender doesn't have mobile options but older versions can run on underpowered computers/laptops

silver merlin
#

Is there a 3d model app for Android then?

clear geyser
#

No

silver merlin
#

Fuck

#

Bullshit tbh

trail python
#

newer versions are better for slower pcs bc its better programmed

#

also yeah dont expect do be able to do much in regards to 3d with android

silver merlin
#

I wanna make my own stuff

#

😭

trail python
#

wait until you can get employed, mow lawns, take peoples trash out, etc for basic laptop

#

careful if you get a dm from someone trying to sell you a model, its a scam

silver merlin
#

I don't have.money

trail python
#

either way, just something to be aware about when you're able to buy models and stuff like that

silver merlin
#

I won't

clear geyser
#

Even if you were able to create 3D models on your Android, you'd still need Unity to upload it to your account which can also only be used on the computer

silver merlin
#

Can't I ask someone else?

clear geyser
#

It's not recommended. You'd be putting your account at risk

trail python
#

its not solely not recommended, it goes against the TOS and can get you and whoever uploads for you banned

nocturne hill
#

Someone could upload it as public to their account, so that you can use it. but risks it being leaked via cloning.

harsh saddle
#

Maybe one day soon we'll be able to generate high quality 3D models using AI prompts but you're still going to need Unity to put it all together an handle the lighting and stuff. Might be a while before the AI can handle that part.

thin shadow
#

that maybe true but looking at the pattern nowadays, any kinds of service usually being monetized to the fullest extent

hardy turret
#

is it better to make cloth via the cloth simulation or poly model?

arctic obsidian
#

New commission 💪

little inlet
#

How would I go about separating this pin from the cone it is inside of? Who ever modeled it made it all one piece. Can I cut off everything from the pin down and re-extrude the pin? This is in Blender BTW.

harsh saddle
small vessel
#

you'd still need to export your sculpts to a pc to rig it in blender or maya or whatever

harsh saddle
#

I could see modeling on a chromebook or something but trying to model on a phone seems like a nightmare

small vessel
#

look into nomad sculpt, but tbh it's useless on a phone

#

it works better on tablets

small vessel
trail python
#

thats like trying to fit a computer into a phone

#

just not going to happen until technology advances

#

same reason questies complain about performance

#

(and unoptimized garbage)

harsh saddle
#

Blender could probably run on an iPhone so long as the polygon count didn't get ridiculous. Trying to use all the menus without a keyboard on a tiny screen is another matter

trail python
#

and the hotkeys

devout orchid
#

tablet/phone exists for consumption, not creation

small vessel
#

that's why I don't own one

solar fossil
#

Only creator, no consumer Chad

swift jolt
#

Still neat tho

harsh saddle
small vessel
#

are there any worthwhile communities to share 3d models / get feedback

harsh saddle
#

All the major 3D modeling tools have their communities but my experience in using them years back is kind of like stack overflow for modelers, unless your work is at the highest tier, expect to either get ignored or talked down to.

spiral sigil
#

Although I must warn you from my experience at least not to over-rely on your community or someone else to grow as an artist

#

But that depends on what your overarching objective of being an artist is to you too

#

Like the big picture of your entire life

#

Also avoid the art communities that are full of sensitive people who have no sense of comedy and are all tramuatized people and victims

#

that just goes for having friends in general not to be around emotionally abusive people really, for people who have experienced that they sure have no problems perpetuating the same shit online

#

But you don't want that to muck up your art journey and I have found that in mainstream communities with younger people

small vessel
small vessel
harsh saddle
small vessel
#

😭

thorn dome
small vessel
red glade
#

Goofy makeup

spiral sigil
#

This technically works but u have to know who dming you is a scammer and you won't get much genuine attention here

clear geyser
#

Scammer

tulip pasture
#

@steady maple go to vrc traders

#

There are many artist

jagged moat
#

I'm not buying it

#

You've got expert in your name and a low effort screenshot of an avatar as your pfp

exotic obsidian
#

Also they've only been a member since January.

#

A discord member.

steady maple
# clear geyser Scammer

Yep lol he sent me a bunch of pictures and they have very different styles and he kept saying ill do it the way you want

trail python
steady maple
#

i already blocked agh

trail python
#

it helps so other people dont get scammed

rapid jasper
#

how would one make big sleeves like this?
problem here is that while looking on the inside, it's clear that it's actually completely flat.
trying to fill the inside of the bump results in non-manifold three-faces-connected edges.
would the only way around be solidifying the mesh, or is this kind of non-manifold fine?

marble mist
#

Hey guys could anyone help me fix my vrchat avatar for quest on blender when I import my Avatar into unity and add the textures/materials the eye/eye brow textures look really weird could I send you the blender save file and could you help fix this for free for me please

harsh saddle
# rapid jasper how would one make big sleeves like this? problem here is that while looking on ...

I'm confused, does something have to be airtight to be considered manifold? I thought it was just about not having enclose interior spaces, in any case, doing a partial solidify where you extrude and scale in the outside boundary loop and then extrude that into the interior until it gets to a point that wouldn't ever be seen unless you were looking directly through the sleeve should be fine. Or if you wanted to close it up, you should cap it off with a plane to suggest the arm going back into shadow.

harsh saddle
marble mist
harsh saddle
#

If your textures are set up to require transparency, it's going to be a fair bit of work to change that and I've got my own projects.

marble mist
harsh saddle
#

If your materials are only looking weird with the mobile materials, it's a transparency issue. Post a picture of how it looks.

marble mist
#

okay give me a sec

#

this is what it looks like

#

I am very confused could I send you the file please i don't know how to fix this and when people tell me how to fix it my brain has a mini heart attack

marble mist
thorn mango
#

Yall how do i fix the pants they wont like go to his skin its eaither clipping or to loose

quaint jasper
#

Edit mode, and you move things around catthumbsup

thorn mango
#

Ty

thorn mango
quaint jasper
#

G key

stiff folio
#

Can someone help me on using blender? I'm using a video and following along as told and each time I click the fix model button, the base of the avatar will turn pink and I'm not sure how to fix it or why it's doing it. I'm using an FBX off of another avatar. Photo reference below!

cedar sundial
#

is there anyone that could 3d model my promise ring that my boyfriend go for me? id like an estimate first and pictures of previous works. ☺️

cedar sundial
#

almost like a tiara

thin shadow
rapid jasper
#

when searching on Google, I literally have no result 🤔

thin shadow
harsh saddle
rapid jasper
#

but I don't see how I could do it so that it's more transparent on the outside, and fades gradually to black on the inside 🤔
so far I've only seen textures being applied to a surface, not a volume

harsh saddle
#

Nothing I've been suggesting has the intention to make something more transparent, perhaps I'm not sure what you're after.

rapid jasper
#

basically, for a simplication of shadow inside of the clothes, I'd like the inside to fade from transparent to black

harsh saddle
#

But it's a solid opaque shirt. I don't know why you would want to introduce transparency.

rapid jasper
#

it's a dress, sorry for not being clear about that haha

harsh saddle
#

A see-thru dress?

rapid jasper
#

well the goal is to not make it see-thru, while still keeping the body inside 🤔

#

or maybe there's a better way of doing it

harsh saddle
#

If you don't want it to be see-thru, I don't know why we're talking about transparency.

rapid jasper
#

because it fades to black, from the outside, to the inside

harsh saddle
#

Yeah, so you make the texture fade from the color of the dress on the outside to black using color. No transparency.

#

If you're drawing or painting shadows, you don't need transparency to make a shadow

rapid jasper
#

nevermind, forget it

still wadi
#

@rapid jasper what you're talking about is basically some RTX style shader where it calculates light bounces and is very hard to replicate in vrchat.

rapid jasper
#

what about your run of the mill censorship filter? vrcAevSip
honestly not sure if I want censorship on my own model lmao

thin shadow
rapid jasper
#

Oh! That may definitely be it yeah, how so then? 🤔
Any tutorial you'd recommend, or any process you know about?

thin shadow
rapid jasper
#

how do I enable AO, is it a node, or a setting somewhere?

thin shadow
#

It's a drop down menu and/or checkbox in the bake menu. Depending on blender version, your mileage may vary

#

Can't send screen shot, I'm on my phone

rapid jasper
#

got it 👍
I'll try doing that once I'm done with the clothes and everything

marble mist
trail python
#

if you pay them yeah

#

begging in every channel instead of learning how to fix it isnt gonna help

idle obsidian
#

i want to subdivide the mesh

#

but only parts are subdiving

#

it worked before on the same mesh

#

but now it doesnt

#

i cant sculpt without it

#

aaa

quaint jasper
#

Why are you not doing this with the subdivision modifier ?

#

Make sure you don't have overlapping vertices

jagged moat
idle obsidian
#

subdivision modifier does nothing

#

i rase the level but it doesnt change

#

i tried it already

#

only thing that worked was right click and subdivide

#

but now it doesnt

jagged moat
#

have you tried merging by distance?

idle obsidian
#

is that in modifiers

jagged moat
#

you can do it by selecting the mesh, tab->a->m->merge by distance

idle obsidian
#

this just moves the vertices in a weird way

jagged moat
#

as long as you keep it on the default value, it will connect any vertices that are in the exact same spot which shouldn't happen for clean topology

#

also if there are a bunch of separated faces the subdivide modifier won't work correctly

idle obsidian
#

blender so confusing

#

it works one time other time it doesnt

spiral sigil
spice pewter
azure rain
#

Very cool

marble mist
#

hey guy's so I am making my first ever VRChat avatar for quest and I need help so In unity as you can see from this image the eyeliner is messed up could someone quickly fix this for free for me please

frozen hornet
#

anyone have good sources for modeling shoes in blender? i can only find speed vids that i cant keep up with

frozen hornet
#

not really a tutorial still

spiral sigil
#

It's best for actually learning if you find your own way

#

If the video isn't enough somehow

frozen hornet
#

i like things to be explained its how i learn most things for blender. im just having trouble finding sources that do that

spiral sigil
#

If that's your primary way of learning then you may eventually hit a point where you can't find your hyperspecific queries and lack the ability to problemsolve yourself

#

Which seems to be happening now

frozen hornet
#

idk if i say that i just want to know how to make a shoe

spiral sigil
#

I wonder if you can get detailed enough datasheets on them from contacting shoe manufacturers

frozen hornet
#

what

spiral sigil
#

To get drafts or schematics

#

Or like autocad drawings

frozen hornet
#

so like circling back to my original question i take it you dont know any tutorial videos for blender to make a generic shoe?

spiral sigil
#

nope

#

but

#

I believe in you

quaint jasper
# frozen hornet not really a tutorial still

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

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

▶ Play video
split walrus
#

can someone tell me why these faces r different colors

quaint jasper
#

Try flipping the normals with Alt + N

split walrus
#

nope that doesnt fix it

quaint jasper
#

Could be duplicate vertices then

split walrus
#

how would i check that?

quaint jasper
#

M > Merge by distance

frozen hornet
#

Have you recalculated them?

stable spindle
#

im having some issues with normals i believe

#

i have feetsies on a blendshape and when there out the normals look awful and idk how to fix it

#

they also look awful ingame

devout orchid
#

@stable spindle in unity import set blendshape normals to eithet import or ignore/off whatever its called. random pic from net, dont follow it

stable spindle
#

needed some blender work

tight quartz
#

Hey! So when I export these specific objects and then reimport them they become without textures.

#

Im using nodes for it

spiral sigil
#

YouTube that

#

Your objects will also be just the 3d model if you try to use this asset in other programs

#

Until you bake the texture maps you need for the program ur gonna use it in (unity?)

tight quartz
#

Unity yea

spiral sigil
#

YouTube will help u

quaint jasper
jagged moat
#

Live gromit mug reaction

cursive bridge
#

alright I cannot for the life of me figure out how to get this texture to work well on all sides of this beam. I applied scale, have messed with setting seams(may not have done this part correctly), tried the auto-texture node, manually moving/rotating around in UV editing and I just... can't get it lol. It works on the top and bottom portions but the rest are forever stretched.. does anyone know what I may be missing 😭

#

I feel like it's something dumb I'm missing lol

#

oooooo I may have got it, setting texture to flat seems to have give me many progress

quaint jasper
#

Is flat not the default for the Image Texture node ?

cursive bridge
#

It might be, but then I'm even more confused because if that's the case it was on flat for the majority of me troubleshooting hah

#

okay at this point I'm like 95% positive I sent myself down a rrabbit hole because I didn't apply scale before trying to do all of this hahaha. Started from scratch with a new material and all my issues were gone :^) GG me

#

amazing what happens when you do things correctly ; ;

spice pewter
magic badge
#

Model by me and Darks.

spring onyx
#

Alrighty, so I have these two ears I want to rig for my avatar, is there anyway I can rig and weight paint them both at the same time? like mirroring but with weight paints and bones?

plush bone
#

weight paint has an X symmetry mode

#

top right of the screen

#

for rigging, rig the left side of your mesh and name your bones with a .L at the end, then select all and Armature>Symmetrize

pure dagger
quaint jasper
spring onyx
red glade
#

After 30 Hours of constant looking at the model seeing what I can fix. I think I can comfortably say im very happy with it. The really only thing that I could make better is the eye texture, Oh also I decided to do a patchwork style of tattooing. annoyingly because the neck and the head are a sepperate texture the upper part is higher res

#

Ill get to doing the face shapes (Besides the basic talking ones) Once I have the need for them besides posing

graceful olive
#

how would i 3d model the ears n stuff that goes off the avi?

#

in blender

devout orchid
#

whats going off meansvrcThinking

spiral sigil
#

😸

red glade
thin shadow
harsh saddle
#

This is what I always recommend but I'd sculpt it. Even if you ultimately don't want to go through a full retopology process, at least you'd have a 3D concept of what you want to achieve.

graceful olive
#

this

graceful olive
azure rain
#

I suppose you could just take a bunch of triangles and apply them to a sphere

#

【お知らせ】 2022/12/19 v2.00 bone名称修正。VRC Avatars3.0対応ファイル追加。 別商品WAFTの【支援用】¥500の商品にてVRC Avatars3.0対応をしました。PUDDLEも対応済みのデータが同梱されています。 https://anaguraworks.booth.pm/items/1417205 【商品説明】 オリジナル3Dモデル『パドル(PUDDLE)』 VRChatにおける使用を想定して作成したアバターです。 身長約100cm(耳含めて約110cm)。 Oculus

#

READ ME VRChat SDK3 の使用方法確認用に作成したアバターです。 シロ は VRChat 向けに制作された Unity の Humanoid に対応したオリジナル 3D モデルです。 ## モデル概要 ポリゴン数 - 6882△ リップシンクシェイプキー数 - 15 表情シェイプキー数 - 7 クエスト対応 - 対応 ## 利用 - 再配布 - ※1 - 法人利用 - 可 - 個人利用 - 可 - 改変 - 可 - 改変パーツの配布 - 可 - スクリーンショットや放送等での送信 - 可 - 他のユーザーが利用できる状態にする - 可 - 中傷・政治目的・宗教目的での利用

#

some free to download cats you can modify

harsh saddle
#

Why I recommend doing a sculpt first is it's very hard to figure out what the aesthetic of the final model is intended to be from that sketch so it's hard to recommend a workflow. You could also come up with a more detailed character turnaround but I prefer to just sketch in 3D.

proven linden
#

How do I make this in blender

jagged moat
#

A lot of practise

harsh saddle
#

A lot of it could be done with modified primitives. You'd probably want to use a curve for the cord as trying to make a nice looking cord with a cylinder can be challenging.

waxen mist
# proven linden How do I make this in blender

Block it out, get a rough feel for the shape, create the low poly game mesh with that as a base. Use the low poly as a starting point for a high poly version, for all the details you'd want to bake into the normal maps. Bring them into substance, bake the normals, and apply nice materials. Given the fact it's a hard surface workflow I'd recommend separating out every part that would be physically separate for the high poly mesh, as separate objects. The low poly can and should be done as one mesh.

small vessel
harsh saddle
#

It would help a lot to have a side view

proven linden
#

Make make the glass thing outwards

harsh saddle
#

Yeah, I just mean in modeling it, it would help to have a side view to get the depth right but you can eyeball that if necessary.

proven linden
#

I"m going to see if make glass go outwards.

harsh saddle
#

I'd probably just use a section of a cylinder and then dial in the profile with soft selection. Then you can extrude or use a solidify modifier to get the right thickness.

dense harbor
#

I call this squishy estephan

#

They are my squishy

leaden jacinth
#

its beautiful

spiral sigil
#

omg its adorable

thorn mango
#

it wont let me sculpt anmore?

#

and when i move like the ears it takes evreything with it

harsh saddle
thorn mango
harsh saddle
#

You're scaling it up from the origin on one axis so that looks about right I suppose.

manic spade
#

i think they're referring to the fact that the clothes dont scale uniformly with the body

#

which is because they have different origins

spiral sigil
#

anyone know blender tool in sculpt just pulls towards the camera
trying to do grab but it's uh..messy

harsh saddle
thin shadow
#

ok my turn to ask something. Let's say I have a tube that is made from nurbs curve using array and curve modifier on the mesh.
Are there any way to have it weight painted to the armature without applying modifier?

quaint jasper
#

Auto weight paint doesn't work ?

thin shadow
#

Without applying both modifiers? no
The auto weight paint got applied to the single segment mesh that is in position 0,0,0.

#

i followed the method of creating tubes using this one

devout orchid
#

@thin shadow try to model whole tube and add lattice inbetween (curve bends lattice, lattice deforms tube, when lattice disabled you have straight tube)

thin shadow
devout orchid
#

@thin shadow it should. you have not forgot to set lattice resolution higher than 2?

#

on curve's axis

urban flint
#

uhh... I don't know how to fix this, I finished this model and for some reason these 2 faces aren't there in unity, they're not backwards, they just aren't there

#

NVM, triangulate in blender seems to have fixed it

thin shadow
#

i suppose it's impossible

fleet turtle
#

Got a decent portion modeled now just gotta rig the bones per key

jovial seal
#

Why dont my downloaded blender files have my vertex groups?
this seems to only hapen to me

#

friends who download my file have it all working

#

im trying to transfer a file from school

south saddle
thorn mango
#

TY

twilit cargo
#

At some point these shadows (lack of shadows?) appeared on my shape keys, can anyone please help me figure out what caused them and how to fix it?

#

Already tried recalculating normals and enabling/disabling auto smooth, so I'm not sure what it can be

quaint jasper
#

Are they visible with a Toon shader ?

twilit cargo
quaint jasper
#

Problem solved then catwink

swift jolt
vague obsidian
swift jolt
#

Just a blender moment tbh

twilit cargo
#

Thank you all! I sucked it up and just remade it, I'm sure there's a better way ™️ but I'm not skilled enough to figure it out

quaint jasper
swift jolt
white dock
#

I have a weird shading error in blender, could somebody help figure out what it is??

gaunt hull
#

i need help i am attempting to make a simple clothing piece from a tutorial and that went well, but when i press play nothing happens..?

harsh saddle
gaunt hull
#

i fixed it

scenic cipher
#

Quick question, I'm modeling an avatar with floor length hair that I want to drag along the floor, I've never modeled such long hair and was curious as for how to do so. Do I model it just straight down or diagonal so it doesn't clip into the floor?

devout orchid
#

@scenic cipher you definetely dont want it to clip, but you can just pose the bones later so you can model it anyhow.

coarse tangle
azure rain
#

could you show a wireframe of the wood railing

#

you could probably dissolve some Edge loops on the railing

coarse tangle
#

ops wrong video

#

already tried unsubdividing it once, and the result is the model that is in the clip

#

and this is a screenshot of it flattened

azure rain
#

glad you're using an array modifier so you only have to edit one of the railings

coarse tangle
azure rain
#

Yup

coarse tangle
jagged moat
#

That can't be right...

azure rain
#

Did you apply the unsubdivide in the modifier tab

naive bolt
#

Don’t ask for commissions here, there’s too many scammers. Check out VRCTraders discord in #community-servers-old

spiral sigil
#

You guys know any discords oriented around 3d hard surface modeling comms for printing real prototypes nnshit? Or otherwise reliable marketplace not just like fiverr

old chasm
#

Hello! someone is using this server to scam people with my portfolio, is there a way to report? I have their id and proof from other servers

signal kiln
#

Whenever I try merging a mesh to the model the jacket does this everytime I transfer weights. Any fix?

dull siren
#

hi i wanna get into modeling?

#

this is my end goal i want to try to get it done as soon as possible

harsh saddle
# dull siren this is my end goal i want to try to get it done as soon as possible

Most of that would be pretty simple to create, looks like lots of primitive objects and slopes with grid textures and metal materials. The troopers would be a lot more work but you could probably find a source for those. The biggest challenge would be planning out the construction ahead of time so your scale and elevation was correct so you might want to study the source material and take some measurements like the size of the walls relative to the people and making some assumptions about their average height.

dull siren
#

their clone actually so they’re exactly 6’1 i belive

harsh saddle
# dull siren their clone actually so they’re exactly 6’1 i belive

Cool, so you could scale a human model up to that height and then the walls should be roughly shoulder height but you'll likely need to get screens from elsewhere to figure the rest out and probably have to do a bit of guessing in areas where you have incomplete information unless you have a good overhead few. You could fancy it up a bit but the majority of this could be approximated with just boxes and ramps.

safe marsh
#

You could just get those assets from gmod people already have made those models

dull siren
#

wait rly?

#

can you send me a link

#

im at school

safe marsh
#

Just look up a video on how to export models from garrys mod it's really easy

thorn mango
#

i imported a model than it said this?

trail python
#

regular version of cats doesn't work with 3.0 and up i think?

trail python
thorn mango
#

ohh

thorn mango
trail python
# thorn mango how do i do that-

its probably on their github but if you join their discord, go to faq chanenl and scroll up to the literal 2nd message of the entire channel theres a direct download link

thorn mango
#

ok ty

thorn mango
#

what to do for armutures?

dull siren
dull siren
#

@safe marsh

#

i dont own garys mod and i found a good map i wanna use

#

how do i get the models out?

#

i subscribed to the thing

safe marsh
#

i think you need to own garrys mod

dull siren
#

ik its alot to ask

#

but i have searched for SO LONG

#

and this is PERFECT

thorn dome
#

time to rig ig

quaint jasper
#

Should be super straightforward!

lilac crater
lilac crater
lilac crater
pure dagger
#

Finished the Kerfus avatar, Its upon my gumroad now uwu

pure dagger
#

@jagged moatthankies uwu

jagged moat
#

xd, looks great

spiral sigil
#

time to mess with the grim reaper weasel

spiral sigil
harsh saddle
#

Then I would go back to an earlier saved version. You have been saving periodically, right?

proper ice
#

I'm figuring out a workflow for importing some objects into blender, and I've exported a test surface from another program and it seems to import into blender just fine, but is this an acceptable output? Will I have to go back and adjust the vertices, etc?

#

I know that in general I want to try to keep the number of faces pretty low and not just go all crazy

quaint jasper
#

You're asking if 100 triangles is going all crazy ?

#

I can assure you that it is not crazy, at all, keep doing what you're doing catthumbsup

harsh saddle
#

You're never gonna hit 120 FPS on a TI-83 with that spirit.

proper ice
#

I'm asking more about the kinds of threshold for imported surfaces

quaint jasper
#

I'm not exactly sure what you're asking

proper ice
#

Basically if I'm importing objects or surfaces into blender for a vrc world, there are ways for me to limit the resolution of the topology of those surfaces. Is there a general limit I should try to shoot for? With that one surface I posted, I could have made it hundreds or thousands of triangles in the export. I could have made it less.

#

I definitely don't want to import crazy high res geometry, but I don't want it too low either

harsh saddle
#

I think the documentation for Quest calls for under 50k tris in a world. I'm not sure anyone actually follows this for worlds of any significant complexity. You can get by with >300k visible at any given time if you're baking lights, optimizing textures, not overusing transparency, and if you're using proper occlusion culling, it's more a matter of what's getting rendered at any given time than the polygon count of the entire world as a whole.

quaint jasper
devout orchid
#

yet still laughable 70k for very poor avatars. while hiding 1kk one (not in toggles, standard shader, no other bullshit, pug) was doing nothing for my old 1070.

quaint jasper
devout orchid
#

@quaint jasper and? animators and physbones will crush my cpu waaaaay before that for 80 people. and most people have most of their polys in clothes sets etc.

quaint jasper
#

I'm not sure how whataboutism is relevant here since we're talking about polygons RuuuThunk

harsh saddle
#

It's a little annoying having to deal with those limitations in our worlds that are built for <10 people but I can appreciate that the devs need to balance their performance ranks around heavily populated public instances.

devout orchid
#

its relevant, since showing 80 poor ranked people and having any expectations of decent performance is unrealistic scenario for those whos not running 13900+4080 etc for many different reasons, polygons being not first one of them. and for those who do - 6kk polys is still nothing. so this kind of math is not very convincing and we still have everyone using very poor avatars without kniwing if theyre just 100k or 2kk with 100 meshes.

spiral sigil
#

So you want like, draw call awareness or?

#

There are a lot of people who generally know there are issues they just don't care

#

And/or underestimate the impact

devout orchid
#

Theres a lot of possible metrics for performance that are ignored for now. I want nothing and thats not a canny ticket, originally I was joining to talk about amount of polygons and following dev recs in general. To put short and overly bold: a. Polys will never be your bottleneck on PC - unless youre going for it intentionally, like subdividing perfectly looking model twice more or using tesselation shaders or porting yandere sim. b. dev recommendations are to be taken with a bit of salt (or ignored and abused), if its left in players hands and not forced by code. You can see what wishfull thinking sometimes behind those and stuff that sells follows few of them.

trail python
#

out of curiousity why do you include yandere sim as an example of poly bloat?

#

yandere sim the game itself is poorly optimized because of sghetti code and the author made some system where the game checks each hair style, body shape or any other defining accessories, every single frame

plush bone
#

the 1mil poly toothbrush

trail python
#

oh god that unlocked memories

#

i thought they meant the character models, oh hell the toothbrush

dim tiger
#

is there a way to sculpt specific areas if my meshs are combined?

sudden jackal
#

How do I get rid of this blueeee

quaint jasper
quaint jasper
harsh saddle
karmic reef
#

Could someone help me with something on unity I don’t know how to fix this problem and I would appreciate it if someone could help me out here

harsh saddle
quaint jasper
#

Also you can use Windows + Shift + S to take screenshots

delicate raven
#

Modeled a better version of Snipe's gun from My Hero Academia. My friend managed to find a model of him, but the gun that came with it (the top one in the first image) was kind of terrible, so I made my own

#

I'll probably tweak the proportions a bit more before I rig and texture it, but at least it's better than the original lol

warm trellis
#

Hey, anyone have the CATS blender plug-in mapping add-on? The website link broke, and I've yet to find it anywhere else. (CATS lets you move VRMs into VRC)

azure rain
#

https://booth.pm/ja/items/1025226 this Unity plug-in can also bring vrm into vrc

※上手くいかない場合は、まず下の方にある使い方のQiita記事の手順通りに実行してみてください ※インストール後、「VRM0」メニューが表示されない場合はUnityを再起動してください ※エラーが出ているプロジェクトでは、インストーラーが動作しません English → https://www.store.vket.com/ec/items/122/detail/ Unityのエディタ拡張です。次の3つのツールが含まれています。 • VRMプレハブをVRChat用アバターへ変換 • VRChat用アバターをVRMへ変換 • メッシュ・サブメッシュの結合

warm trellis
#

yeah, but I need the CATS plug-in first to make it a bit smaller and quest friendly

#

ya...ya girl only really rocks the quest well. My pc spits out a funny filter if I do air link. (Prolly need help with that too, for I am dumb baby.)

azure rain
#

that is some very helpful context

ashen forge
spiral sigil
#

I wish more quest worlds had the quality like this mobile game's 3d environments lol

harsh saddle
#

You just need to get a full team of developers willing to work full time to create a VRChat world. Good luck with that without having a proper way to monetize their work. That being said, there are some amazing VRChat worlds but you aren't going to tend to see that level of optimization.

#

Plus I imagine those backgrounds are pre-rendered so it's not really a fair comparison.

spiral sigil
#

Yuh

azure rain
#

also probably takes a decent art skills to make just color texture only materials that look nice

devout orchid
#

ya telling me quest worlds look even worse? vrcStoic but yeah, being limited in vram and be able to see stuff not from 5 meters away on a tiny display, but right in your face makes this a bit harder. as everyone says, tis miracle we have any kind of vrchat on android at all.

azure rain
#

you could use more than just color textures ON quest I'm just noting that would be vram efficient compared to a full PBR workflow

harsh saddle
#

You can bake a lot into the texture directly but then you have to contend with light probes and what not.

elfin pawn
#

Anyone know how to fix this? i cut the nose off and added new faces, thought weight-painting would fix it but doesn't seem to work, i have a feeling its something to do with vertex paint but i haven't learned anything about that yet, and there is no useful videos yet i can find anywhere

thin shadow
devout orchid
#

@elfin pawn select nose, separate it, delete all shapekeys, create new empty one and apply it as base (for some reason without doing so blender still remembers even deleted shapekeys), then join meshes back and merge by distance, should stop them from moving.

elfin pawn
#

So in other words I need to completely redo the head again?

devout orchid
#

uh, that totally not what i said

thin shadow
devout orchid
#

@thin shadow theres also vertex - blend from shape, that allows you to reset veticies but in that case youd need to do it for every shape so...

elfin pawn
#

Oh okay I got to to work now, thank you

thin shadow
devout orchid
#

what for? i dont get the point

thin shadow
#

ok so i tested myself. it works if the mesh involved with the cutting has no blendshape. In my case, the eyebrows, using the delete all blendshape method, it works, but there will be no blendshape after merging back the mesh.
So depending on the mesh that is being cut has blendshape or not

devout orchid
#

@thin shadow oh, yes, ofc i meant it for something that is not affected by any blendshapes, like the nose.

thin shadow
#

+1 blender knowledge increased

spiral sigil
#

99991678 knowledge left to obtain

drowsy drum
azure rain
#

Wow that is a very nice playlist

drowsy drum
#

I watched and followed all the videos myself to make sure their beginner friendly so hopefully 🤞 it helps others

azure rain
#

Cool

winter palm
#

So I made an extension on some of the faces, but its coming out like this. Any idea on how I can make this smooth?

winter palm
devout orchid
#

@winter palm try do dissolve some verticies to get back to quads. also some normals could be flipped.

karmic reef
#

This is going to be a dumb question where do I go to open the physbones to remove them I did it before and forgot how to get there 🤦‍♀️

steady zealot
#

in the inspector

dry ocean
#

can someone help me with my avatar i’m almost done with it i just need help with psych bones and my hat in my avatar isnt working along with a couple other things

ashen forge
#

Finishing some outfits, planning for them to be semi mix-and-matchable

#

Only 17k tris in total surprisingly

quaint jasper
#

Cute clap

thorn gulch
spice pewter
spiral sigil
#

They still give me trouble regularly

uneven quest
#

I think it's time.

uneven quest
#

Weighted pretty well I like to think.

uneven quest
#

It's gonna be a lot of work to rig the back hair.. I might just not do so

harsh saddle
#

I'd just weight it all to the head, physbones don't really seem necessary since her hair never moves like that in the show.

uneven quest
#

Well it moves separately a little bit in CN: Punch Time Explosion

#

But yeah I think you're right

devout orchid
#

Can someone give me some good weightpainting videos with more or less complex clothes? Cause when it comes to this, blender fells horribly wrong and awkward, so I'm either missing something/have wrong workflow/theres some musthave plugins.

trail python
# devout orchid Can someone give me some good weightpainting videos with more or less complex cl...

https://youtu.be/yr5KRYz5ybs
the shirt in this video isnt complex but ive used the method he uses for multiple different types of clothing. its not perfect so youll need to clean things up but it saves a lot of leg work.

In this tutorial I explain how to use the Transfer mesh data control in blender, this is especially useful for skin tight clothing and getting separate meshes to share vertex group data, making it super easy to weight paint new meshes to a pre-existing rig.

This one is a bit more advanced but if you understand the fundermentals of rigging, this...

▶ Play video
#

the only thing i do different is that i get better results by using "nearest face interpolated" instead of what he tells you

devout orchid
trail python
#

ive used data transfer for dresses and crap like that before lol

#

im not aware of any tool but most of the time anything complicated can get partially rigged by data transfer, and cleaned up manually

#

im on cellular so i dont have the image but ive done exoskeleton before too

devout orchid
#

well manual part for me seems awkward the way i see it so thats why i want to see some decent example of workflow

prime obsidian
#

so i imported an avatar fbx into my blender file and for some reason it didn't import with any of the vertex groups nor shapekeys, anyone know what causes it?

#

i imported it in after importing a diff model into the project, which is completely fine

#

and also for some reason whenever i import the model the armature gets really messed up

#

(it's my other vrchat model so it was setup with cats already so idk what causes this)

prime obsidian
#

all transforms were applied as well so idk still what screws up the rig when i import it into a different blender file

balmy sentinel
#

Does anyone have a free female bass I could use in blender?

azure rain
steady zealot
#

Quick and to-the-point gif I made to demonstrate how easy it is to move UVs around when manually atlassing textures

vital drift
#

I need to finish this remake of the banban models and making them way better than the original

harsh saddle
#

I like to sculpt using a single mesh and without worrying about topology using dynotopo and then retopologize after I've nailed down the form but there are many approaches.

solar fossil
#

Bonus points to whoever knows who this character is

vital drift
# uneven quest 😱

My version is way more optimized than the original in game since the poly count isn’t abysmal 😂 don’t wanna sound like a dick to the devs of that game but their models are very unoptimized

uneven quest
#

H O W

#

That is absolutely amazing

#

Idk how

#

HOW can it look so 8K and still have a low poly count?!

trail python
#

baking

uneven quest
#

I've never tried that, ever

#

The models of my Powerpuff Girls avatars are unbaked

#

So that's probably why the performance is classified as poor

trail python
#

probably material count

uneven quest
#

I never really cared about that to be completely honest

#

It doesn't affect performance that heavily

trail python
#

yeahh the performance rankings are usually taken as guidelines instead of hard rules

uneven quest
#

(for me, I usually play the standalone Quest version)

trail python
#

ie every separated mesh counts against performance but they recommend you to keep the head and body separated meshes because of blendshapes

#

yeah if you're standalone its good to stick near em

uneven quest
#

Yeah I join every mesh together

trail python
#

quest can't handle as much as people think it can 🤦‍♀️

uneven quest
#

For the PPG models in CN: Punch Time Explosion, a separate mesh is used for the mouth, but mouth animations had to be replaced with a compromise of swapping out textures

#

I was able to fix the issue of it looking off by applying the mouth texture to the selected polygons of the head mesh, which are selected to mimic/replace/merge the mesh where the mouth textures would go onto

harsh saddle
#

A common method of animating flat mouths is to use texture coordinate offsets to swap them out so that makes sense. You wouldn't really get anything out of baking for your models, it's for models that need depth/normals, metallicity, differences in smoothness, the Powerpuff girls are flat and rendered the same across their entire bodies.

uneven quest
snow bison
#

will this ever be an avatar? i cant seem to find any other ones

spiral sigil
#

If you are determined enough id sort by image in that channel and scroll

harsh saddle
#

There are also avatar search worlds, you can probably find it there.

cerulean shoal
#

my house exploded ❤️

flint nest
#

So I've been working on my avatar for my Artificial Intelligence, and I can't quite decide if there's anything that could be added to make her look nicer, or maybe if there may be some outfits out there that may be cool to add to her, anyone got any recommendations? (She is a vroid base).

#

Trying to go for a techy/loose feel.

karmic reef
#

Help please I’m lost here

hushed leaf
harsh saddle
#

You're gonna have a rough time getting a 400k tri model working on Quest. It probably just shouldn't be uploaded period.

hushed leaf
#

oh I missed that, yeah that's not a good thing at all

prisma berry
#

hey how do i make it so i can see the material of a face from only one side

harsh saddle
prisma berry
#

i mean if i grab the cube from blender delete all faces exept one and put it in unity the material goes in both faces tho

harsh saddle
#

Not if you're using the standard shader it shouldn't.

thorn mango
#

whats this mean

trail python
#

only the dev version of cats works with blender versions 3.0 and up

quaint jasper
#

Posting this here as I just discovered it, and it was frustrating the fuck out of me for quite a while

twilit spade
#

Hey, I'm trying to install the CATS plugin for Blender, but I get this error when trying to enable it, does anyone know why this could be?

supple fable
trail python
trail python
twilit spade
#

oh, should I look for an older version of blender?

#

thanks!

next ravine
#

I sculpted this

#

now how can I make it look way more optimized and mirrored

#

For example like this

quaint jasper
#

You would need a remesher of some sort. Either buy QuadRemesh addon for blender, user Zbrush's ZRemesher, or manually retopologize

next ravine
#

Links?

quaint jasper
spiral sigil
#

Did you somehow like snap a flat plane of hexagons to shrink-wrap on ur body

quaint jasper
#

Subdiv modifier

spiral sigil
#

That doesn't explain why there are hexagons with poked faces

#

That look pushed and pulled

harsh saddle
#

I've also never seen topology like that. Quad remesher is a good start but you might want to add some edge loops around the knees manually so it deforms better.

spiral sigil
#

So curious cuz I can't think of how

trail python
#

i might be wrong but i think thats what happens when you convert a metaball into a mesh thats relatively mid-high poly ish that gets subdivided?

spiral sigil
#

I tried and it's still quads

#

Very warpy windy quad topo but it's quads

#

No beehive stuff

quaint jasper
#

Manual subdiv and then subdiv modifier, or any triangulated faces to begin with tends to do that

spiral sigil
#

i got it on an iconsphere

hushed leaf
#

Wow that's quite a pattern

devout orchid
#

ok. Step 1: distribute points on mesh, get mesh normal vector and use it as rotation for instances, blah blah usual stuff. Everything looks fine BUT this setup wont work with shapekeys since points distributed randomly and appear/disaapear when changing shapekey so every plugin to preserve shapekeys wont work - amount of polys must be consistent

#

Step 2: Set up first geometry node that just creates quads/triangles. I intend to apply that modifier and then surface deform resulting mesh along with the original mesh with shapekeys. So it's supposed to be 'baked' version of random points distribution that is consistent with it's amount/position when doing shapekeys. It's has to be polygons since I need direction as well. For now, seems fine.

#

Step 3: Set up second geometry node that supposed to use every polygon from previous one as a root for new instance, also inheriting it's rotation. But the rotation is completely fucked. What do I do?

devout orchid
#

Ok, asking right question always helps. Found the answer on a mf reddit. Ended up with this abomination but at least it works and SKkeeper has no problem with it as well

spiral sigil
#

You want shapekeys to change the rotation of the instanced uhh long polygon stuff?

devout orchid
#

Yes, i want it to follow the original mesh (rotation and position) when doing shapekeys. It works for now, dont bother.

chilly fulcrum
#

Got a Vroid model I need help finishing, would anyone mind lending a casual a hand?

harsh saddle
#

We're happy to advise, you're not likely to find someone willing to do it for you without offering payment.

chilly fulcrum
#

I gladly would however I don't have any loose change to spare, I normally do art commissions but lost my drawing tablet due to a break in

harsh saddle
#

Well, if you want to learn how to do it then I guess I'd start with what you're stuck on.

crystal spruce
#

the creature

crystal spruce
crystal spruce
#

Epic Rap Battles of Historyyy

#

Mac Tonight

#

Versus

#

Creeesent king

spiral sigil
muted raven
#

Screw it

#

Robotic Goblin

spiral sigil
#

A Roblin...if you will 😆

muted raven
#

lol

spiral sigil
#

Love the boots/feet/legs thing

muted raven
#

Tanks!

#

I like em too

spiral sigil
#

Hair is pain, but getting there

#

I'd love if anyone has any good tut suggestions

#

So far been working with paths and curves as bevel objects, but if there are other or better methods, I'd love to learn more about others.

quick thunder
snow bison
spiral sigil
#

I was just trying to be helpful bro

dim tiger
#

the model on the left is the same as the right just after I added more in blender, however now the materials look totally different on one compared to the other....

#

any ideas why?

azure rain
#

You would assign a separate material to the interior floor so that's it's wood instead of brick

spring onyx
#

Does anyone know the reason why'd there be so many triangles going down this models pant leg?

devout orchid
#

@spring onyx probably it had comletely different texture. you can delete those and then use bridge tool to fill the gaps but would require redoing this part of texture. or a lot of dissolving, could work too

spring onyx
#

ahh I see alrighty then

spring onyx
#

So I was messing around in blender trying out stuff, I unsubdivided my sweater and although it created some of these triangles here It looks like I could be able to clean it up by dissolving and using the knife tool, thoughts on this? would it cause any issues with the model or weight painting (just curious I'd be fine redoing it if needed)

harsh saddle
spring onyx
harsh saddle
#

It shouldn't destroy your weight paint, you just might have to do a little cleanup where you're doing the dissolving.

spring onyx
#

Yeah that's fair 😄

haughty cedar
quaint forum
#

@oblique dew

oblique dew
#

ty <w>

lusty void
#

Does anyone know of any decent tutorials regarding mouth topology?

white moth
#

Any idea when importing a FBX blender renames all the blendshapes?
In Unity, blendshapes have prefixes

#

import the fbx into blender and everything before the last period is gone:

#

Which breaks all unity animations referencing them when exporting

noble basalt
#

marcus??

spiral sigil
#

Hi

noble basalt
#

cancer

spiral sigil
noble basalt
#

yeah

#

ran through questtools

spiral sigil
noble basalt
#

no i havent

spiral sigil
#

They have a free version so you can see if it works for you

noble basalt
#

yeah i got it

spiral sigil
#

Tell me how it goes 😁

noble basalt
#

k

#

the avatar does not like it lmfao

spiral sigil
#

Does it look especially uh jagged and sharp

#

Lemme see

noble basalt
#

no but it added a random shape between the legs'

spiral sigil
#

Hm

#

Pic

noble basalt
#

im too tired ima do this another day

spiral sigil
#

Understandable

noble basalt
#

ok i fixed it

#

no more brain aneurysms

spiral sigil
#

How did you solve your issue?

harsh saddle
#

I've never seen this but it would be hilarious if some best in class character decimator was something that is designed as a VRChat tool.

spiral sigil
#

Or just has design specializations that just kinda does stuff better with most avatars people make on vrchat

harsh saddle
#

No, meaning that the tool is designed around VRChat with its settings. Something that could intelligently decimate a character while keeping proper edgeflow would be of tremendous value outside of VRChat but up till now, I've never seen one. Quad remesher can sometimes work okay but it's not going to give you the best topology and Blender's decimator falls apart once you get past a 50% reduction in tris most of the time.

spiral sigil
#

Ooh that would be very nice

#

I would be very interested to see development of how it can identify different kinds of topology and how to decimate around it

noble basalt
#

ok now when i run the upload program it deletes the quest version of the avatar

spiral sigil
#

This is expected when you are on the free version

noble basalt
#

how do i avoid it

spiral sigil
#

Buy the asset

#

For saving you time

noble basalt
#

well im done 😐

spiral sigil
#

25usd is going to be around 2-3 hours of work on an inexperienced wage

#

I think that's a fair price

#

Your choice if you just want to learn how to manually optimize though

noble basalt
#

ima just keep it on very poor XD

#

i dont care enough

#

im keeping it money and effort free as vr should be in the future

harsh saddle
#

Manually decimating a mesh by 2/3rds is not a trivial thing. Though it's usually required if you want really strong topology. Apparently, Polytool's decimater is a modified version of UnityMeshSimplifier but I haven't found good images to see if it can produce animatable topology.

spiral sigil
#

Whatever it is, it seems to be better than just blanket gross decimation

harsh saddle
spiral sigil
harsh saddle
#

I think the gold standard is quad remesher so I'd be interested to see how that stacks up.

harsh saddle
spiral sigil
#

I don't know enough about the industry or life as freelancer to know how many previous artists jobs will be replaced

#

Although imo I think the idea of a game company prioritizing AI art tools just to crank out more and more games as quick as possible for the pursuit of capital is just going to lead to uninspired games

#

Do u want to talk about this more because I feel this is something where it is especially favorable to gather the largest varieties of perspective on this

weak ermine
#

Anyone know how to fix infinitely small bones in blender?

#

Like head and tail are on top of each other

harsh saddle
weak ermine
#

If the tail and head are in the exact same position no

#

It's like trying to scale up a bunch of vertices that are in one coordinate

harsh saddle
#

Or just increase the length in there, should be able to do that.

weak ermine
#

You can but for every bone at once?

harsh saddle
weak ermine
#

Yep :/

harsh saddle
#

You could try shift selecting and changing the length of all of them but some bones will need to be scaled more than others so I don't see a way to scale every bone in the body properly in a single operation. You might just have to go in an do them all individually. A humanoid only has so many bones unless there are a bunch of other bones and physbones you need to scale so it shouldn't take that long.

#

If all of your bones are the wrong length, you're pretty much just making a new rig at that point but there's only so much you can do when things are that screwed up.

trail python
#

dunno if its any help but you can scale your bones via individual origin or select individual ones in the outliner

spiral sigil
#

What's the most crazy VFX you guys have been able to pull off for your quest avatars? I ask in context to the shader and particle limitations

#

Or have u disowned the quest and only cared to develop for the PC for projects like that

spiral sigil
#

I gotta check league VFX

harsh saddle
#

I haven't been able to do anything too fancy, you're pretty limited to a single particle system with the VRChat mobile particle shader if you don't want a very poor performance rating so it's just a question of how fancy you can get with that. Most visually impressive particle systems are the result of layering different systems on top of each other so being limited to 1 is a pretty big limitation.

spiral sigil
#

Let's see if I can cram it into one thang

latent lily
#

So I have been working on a pre-made Model, HotogiAki, and there is an issue with the model. When you walk the breast move and cause a texture stretch where there is no texture, just a grid pattern where the texture should be. I had this Issue with the model before, and I have contacted the author of the model. The told me that they are not going to do anything about it, since it's an older model. Can anyone help me figure out a fix, since I don't know Blender.

spiral sigil
#

Also you did get the avatar model, textures, and shaders from them right

harsh saddle
#

There may be an issue in Unity if you're using the wrong material but if it's a texture issue, you would need to go into Blender and have a look at the UVs

latent lily
latent lily
#

Going to look at the Texture, and Shaders. See if that is causing an Issue.

hollow ermine
#

Currently working on this black cat on the left.

latent lily
latent lily
spiral sigil
#

The zipper is gonna be wonky if it's influenced by multiple physics bones

#

Besides that the model seems fine

latent lily
#

The model is fine, It's mainly the Zipper. that is the only thing that has the tear in like that, everything else is smooth.

#

I talked with the Model maker and they aren't going to fix anything because it is an Old model.

spiral sigil
#

If you figure out what bones are being used to do the boob physics, you can then remove the weightpaint influence on the zipper

visual steeple
#

does anybody know how to take an asset meant for VrRoid and throw it into Blender? theres this cute asset i need, but it's meant for VrRoid

visual steeple
#

actually, got that working. does anybody know what to do in a situation like this? where there's a base underneath? i just want the hoodie itself, not the model it's attached to

harsh saddle
visual steeple
#

so im a dumbass and forgot cats can do this for me. i seperated by materials and it got the hoodie clean off. is it better to use cats like i did, or do you suggest the method you provided?

latent lily
harsh saddle
formal rain
solid canyon
#

the hair for the avatar im working on keeps importing into unity with backface culling, even tho it clearly doesnt

#

this is making it so that lighting is reversed, and even flipping normals isnt working to fix it

jagged moat
#

showing backfaces is more of a shader thing and doesn't affect the model itself, you'll have to make sure the normals are facing outwards in blender or use a two sided shader however I'd recommend the first option as it's more performant

#

@solid canyon

#

Also make sure the scale is applied before flipping normals

solid canyon
#

may want to double check what i wrote

jagged moat
#

So you've tried having normals in and out?

solid canyon
#

multiple times over the past few hours, yes

jagged moat
#

Strange, so with backface culling on in blender does it look correct?

solid canyon
#

inside of blender, turning backface culling on and off isnt changing how it looks

jagged moat
#

Are you in solid view?

solid canyon
jagged moat
#

You're in material view at the moment which always renders backfaces as far as I know however that box will change what's shown in solid view

solid canyon
#

also isnt changing anything in solid

jagged moat
#

have you tried using this one? I think the one in the material tab has more to do with showing backfaces through transparent materials

solid canyon
#

not that one either

jagged moat
#

Strange, I've never known backface culling not to work in scene view. In solid view does ticking this box highlight the hair in red?

solid canyon
jagged moat
#

huh, yeah the normals look completely fine in blender then. I don't suppose you're accidently importing the wrong model into unity or something like that?

solid canyon
#

not a chance

#

i was starting to think it was import settings on unity end, but i've messed with every setting here, and nothings worked

jagged moat
#

Unticking weld vertices could do it

#

bit of a long shot

solid canyon
#

yea, no change

jagged moat
#

Shame, have you tried a merge by distance in blender?

solid canyon
#

also hasnt done anything

jagged moat
#

Also do you have the model in the scene or are you just checking the model thumbnail?

#

At this point I'm trying to think of anything

spiral sigil
#

Noice

solid canyon
#

i ultimately fixed it by just deleting the hair and redo-ing it from scratch, idk what i or the person who did this hair originally did, but the issue has been resolved

tranquil sierra
#

Can someone plz tell me why it's showing a bit of white when i paint over it?

quaint jasper
#

Can you take a video of the issue ? I have no idea what bug you're referring to

quaint jasper
tranquil sierra
quaint jasper
#

That's your problem catthumbsup

tranquil sierra
quaint jasper
#

You either scale the islands manually with S, or re-unwrap it correctly!

harsh saddle
#

Just throwing on a few seams would probably make things a lot better https://www.youtube.com/watch?v=cS6B5PAzlWI\

Alright guys, we are making our way to the good stuff. I know these explanation videos might seem a little basic for those of you who are more advanced, but I really want new users to be able to follow a streamlined playlist if they've never done this before. This next video tackles what I believe to be one of the most confusing things for new 3...

▶ Play video
tranquil sierra
#

I think I broke it 🥲

harsh saddle
#

UV Maps as art is a novel concept but probably not what you want for your needs. Did you try putting in some seams and then just hitting U to unwrap? You might need to ctrl + a in object mode to apply all transforms.

harsh saddle
# tranquil sierra now it looks like this :>

That's significantly better. I'd try changing the angle after pressing U to perhaps get fewer islands but that looks to be about 1/10th of the islands you had and none are insanely small.

tranquil sierra
#

can someone tell me why it looks like that?

lilac escarp
#

(just a general blender question) anyone know why a part of the model isnt showing up despite its rigging and wireframe appearing (part thats disappearing is outlined + a screenshot of it actually appearing in game) (gonna repost in #avatar-help also)

spiral sigil
lilac escarp
quaint jasper
#

Make a new material ?

lilac escarp
#

guess the material was bugging out i just made a new one and it started working again

spiral sigil
#

I think it was because alpha hashed

cunning veldt
#

I split my model in half so i can eventually duplicate and make it symmetrical but im having a problem- sense what i did was merge them i had some things overlapped and i cant get rid of it. i either want to clean it up inside or fill it.
Can someone help me by chance?

cunning veldt
#

can anyone help me? ive looked at so many videos and nothing has helped ;-;

quaint jasper
cunning veldt
quaint jasper
#

Yeah there should be auto saves available, depending on your settings

#

Good opportunity to learn about properly saving and backing up things catwink

cunning veldt
#

yeahhhh, how do you go back to see previous saves though?

quaint jasper
cunning veldt
#

i cant go back- god damn it!

quaint jasper
cunning veldt
#

im going to have to restart- ;-;

cunning veldt
#

restarted! :D doing good so far

tired salmon
#

Did Blender remove the Apply Shape Key to Basis option? Or moved it at least?

quaint jasper
#

Isn't that a Cats add-on function?

dreamy epoch
#

Yup, you might want to update CATS. I had the same issue when I updated from 3.4 to 3.5.

cunning veldt
#

Hair is hard

naive bolt
cunning veldt
#

how-?

naive bolt
hushed leaf
#

I too remember that being there, and I'm surprised it isn't.

tired salmon
jagged bronze
#

could someone help me out? im trying to fix the orientation of the faces, theres an inside and an outside, but the orientations are all wonky and such

quaint jasper
jagged bronze
#

well i did that, all it did was reverse it lmao

#

did the same as flip i guess

quaint jasper
#

Make sure you have no doubles, and that your object has its scale applied

#

Hopefully should fix it

jagged bronze
#

doubles?

quaint jasper
#

Overlapping vertices

#

M > merge by distance

jagged bronze
#

well fuck

#

i did a extrude thing, i do have like overlapping vertices lmao

quaint jasper
#

Oh, extruding the wrong way would do that yes

jagged bronze
#

ah

#

yee, its my second model in blender ever so yeee

quaint jasper
#

No worries!

jagged bronze
#

well it fixed it, but now i see this, a spot where light comes through

quaint jasper
#

Dissolve that edge and that should fix it

#

And any other that don't connect to anything

#

they create Ngons, and means there can be gaps in your mesh

jagged bronze
quaint jasper
#

You should triangulate your entire mesh

#

As it is, it's causing a lot of issues

jagged bronze
#

ok

#

and how do i do that lmao

quaint jasper
#

You select the mesh, and you open the search bar and type triangulate

jagged bronze
#

ok

#

uhh how do i bring up the search bar

quaint jasper
#

Default is F2 I believe

jagged bronze
#

ok

#

all that did was rename my object lmfao

quaint jasper
#

F3 ?

jagged bronze
#

found it

quaint jasper
#

You might want to google stuff like that in general, since it depends on keymapping and blender version

jagged bronze
quaint jasper
jagged bronze
#

i still have overlapping stuff, i did do a merge by distance

#

if i select a point and move it then i see a second layer under

quaint jasper
#

Given that you made an extrude, that's expected

thin shadow
#

you can view it x-ray mode to see better

jagged bronze
#

how do i xray

glad steeple
#

press Z and move the mouse to the right

jagged bronze
#

ohh wireframe

ruby rivet
#

alt + z also works

glad steeple
#

Yes

#

Z is a quick shortcut to switch between all view modes

jagged bronze
glad steeple
#

Subdivision :-)

thin shadow
#

either wireframe or you can also view x-ray while previewing the material

jagged bronze
#

then did subdivisions and smoothing

glad steeple
#

If you can, avoid subdivision. I think its better to learn the basics first

#

Subdivision lies to you! and can extrapolate bad decisions in your mesh

jagged bronze
#

ah

#

well its only my second model, only stuff i have really done in blender is editing

glad steeple
#

Yeah, just generally speaking

jagged bronze
#

well now i just realized how tf am i supposed to make it so it has a collider but you can still walk inside it

glad steeple
#

In unity, use a mesh collider coponent

jagged bronze
#

yee ik but wouldent that make it so you cant walk inside it?

glad steeple
#

Only if its set to "is convex"

#

otherwise, no.

jagged bronze
#

ok

#

also, how could i make it like thicker? i used extrude at first but that just fucked stuff up as you can see above, is there any way i can make it like thicker without making overlapping stuff and such?

glad steeple
#

Alt + S can do that, to varying degrees of success

jagged bronze
#

ok

#

well it did work but the inside faces have no collision

gentle cradle
glad steeple
#

chicken nugget

wild arch
#

does anyone know how I could flatten out the facial features so i have eye divots instead of holes and no nose or mouth or eyes but keeping the jawline

quaint jasper
wild arch
#

i tried that

#

it wouldnt really go down

harsh saddle
#

You're going to run into issues turning that topology into something completely different. You can turn on dynotopo but then the topology will be impacted and you would need to retopologize to get something that will work well.

wild arch
#

Do you have any other ideas

#

Im trying to have the head somewhat match this proportion but its going to have a spiderman like mask on it

harsh saddle
#

Spiderman's mask also doesn't have lips and a mouth so you would need to get rid of those as well. I would probably just subdivide a cube a couple times and alter the shape in sculpt model to go around the head rather than trying to turn this into a superhero mask but you could also cut out the nose and lips and then fill in the hole with flat faces.

ripe frost
#

does anyone know someone id be able to commission for a custom hair asset?

harsh cosmos
#

is this where i put unfinished avatars?

quaint jasper
harsh saddle
verbal cove
#

Did something happened to Blender?

trail python
#

like what..?

verbal cove
#

I cant update CATS

harsh saddle
#

Think Blender is fine, what version are you using?

harsh saddle
# verbal cove 3.5

I don't know if CATS has caught up to 3.5, you need the development version to event use anything past 2.9 so consider downgrading.

winter palm
#

Thoughts on my wally darling head>

carmine turtle
#

accidentally posted in showcase :P got bonke'd

#

sorry mods

ashen nacelle
#

WAit, you got bonked for that? lol There were people posting progress work in there too.

#

Probably in a current state in which I need assistance with him.

carmine turtle
#

Cheese looking good

#

🧀

ashen nacelle
#

Thank <3 I just will need help rigging it up - of which I do not do. I just make things. Possibly texture them..

spiral sigil
#

Keep up the work boys and women

ashen nacelle
cursive summit
#

It's not nearly as impressive that some of the other creations here, but i've been working on making Bowser Memory M and L from Bowser's Inside story, Luigi is still a WIP but these guys are almost perfectly pixel accurate to the original sprite sheets. They will both have toggles for two hammers (one in each hand), the ability to break into pixels, a defeat animation (like the boss explosions from the game), and the ability to throw one of their hammers like L's OG attack

warped flicker
#

how come im in blender and when i click object mode it doesnt show sculpt mode?

harsh saddle
warped flicker
#

nvm i got it now

latent lily
#

This is what it looks like when I switch to edit.

#

I am literally learning Blender today, and Have no Idea how to see what bone is used for the Jersey

#

I've checked the body and the weight paint seems good.

harsh saddle
cunning veldt
#

I've been having some trouble, my model's mesh somehow is so small that its completely black when i put it on viewport shading. and because of it being so small it makes Blender run quite slow, is there anyway i can remesh it and fix this issue?

harsh saddle
cunning veldt
#

really? i didnt really want to change the scale but okay! thank you

harsh saddle
#

No worries, I think you would want to change the scale. You can scale in Unity too but it's best to just have things at the right scale in Blender.

cunning veldt
#

Even if i scale it the mesh is still small? and makes Blender run very slow

harsh saddle
#

Then scale it more? You might need to make it 100x as big if it's really small. I don't think small things tend to make Blender run slow so that's probably not your issue there. How many triangles does it have?

cunning veldt
#

how do i see how many triangles it has?

harsh saddle
cunning veldt
#

this doesnt look good-

harsh saddle
#

Yeah, that'd be your problem.

cunning veldt
#

that is whats making it run so slow

harsh saddle
#

You could try to remesh/decimate but I'd just abandon ship. Unless it's just super unnecessarily subdivided, you're not going to make that model work in VRChat.

jagged moat
#

You want to be aiming for 70,000 tris at most for reference

harsh saddle
#

20k if you want it to be visible on Quest

cunning veldt
#

how do i watch for that? i want it to be good quality and be visable on both pc and quest

harsh saddle
#

So you're looking at a 1/400th reduction if that's the goal, only like 1/100th if it's PC focused.

cunning veldt
#

thats- a bit confusing but okay, thank you

leaden jacinth
#

the comprehensive explanation is usually the best

#

im not sure how else i would say it without missing stuff out

harsh saddle
#

The display options are the options to the right of the name in the modifier. If you disabled them, it won't show the effects of the modifier in the viewport which will keep it from slowing things down as much. Decimate has a few different options for how to simplify your mesh. Collapse is the default and usually the best for models that are designed with high-polygon details in mind. Unsubdivide works better if the model was simpler and someone just threw on a a subdivide modifier which is a tool people use often to smooth low-polygon meshes. You can try both but if it is the case that someone just went ham with the subdivide modifier, unsubdivide will be your best bet.

cunning veldt
#

Does the whole model have to be under 20k?

#

or each part?

azure rain
#

the whole model

#

the vrchat Avatar stats system considers the entire Avatar and as if everything was turned on at the same time

cunning veldt
#

how do i keep the model 20k or under??

#

i want my models to look nice

azure rain
#

learn how to compromise

jagged moat
#

High to low texture baking is a good way to keep details at a lower poly count, might be worth looking at a few vids

devout orchid
#

@cunning veldt cube is nice

#

gotta love the cubes

azure rain
#

like as an example don't try to put every outfit you want on your avatar on one Avatar

cunning veldt
#

This is what i got so far

latent lily
devout orchid
#

@latent lily dont think so

jagged moat
azure rain
#

and probably a bunch of those Loops could be shaved off

jagged moat
#

However everything can totally come down in polys a lot more yeah

latent lily
#

That is how the Weight Paint is set up. both sides.