#3d-modeling

1 messages · Page 9 of 1

steady frigate
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blender 101, right here

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it's still a long way till you'll be able to model this though

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it's a lot of work, and it's still a lot of work for experts

glad bronze
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Honestly if you are completely new, this is nearly impossible unless someone walks you through the entire process at every button press. I would recommend following blender guru's beginner tutorial and then a dedicated avatar tutorial. At the very least learn the basic controls for modeling first. It is a huge time commitment and unless you wanna commission someone or do vroid or something else along those lines it's going to take probably weeks of consistent work.

steady frigate
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what Mech said

glad bronze
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What defgecd said too

steady frigate
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aye

karmic reef
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Ok thank you guys

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But I’m not sure who to commission 😅

steady frigate
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you can look at others' works

glad bronze
# karmic reef But I’m not sure who to commission 😅

There are a lot of ways to find artists, you can go around social media looking for artist, there are discord servers for it, websites, etc.

I would also note, that image alone will not work for most 3d modelers. They need a character sheet, with a front and side view. It just makes modeling 1000 times easier and it is their job to turn a concept into a 3d model not to concept the art itself. So unless you have a character sheet ready, you would also need to pay a 2d artist to concept and draw a character sheet for you.

devout orchid
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show or see transparency?

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ah whatever. Transparency:

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Replace texture with alpha

lapis pond
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thanks so much! @devout orchid

jovial seal
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i remade my pc from IRL in blender and shoved it into my VRC world any modellin tips lol

steady frigate
wheat fog
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Hello when i load my avatar in unity it doesn’t load the texture

valid needle
wheat fog
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but how ?

valid needle
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Create new material, apply texture file to material, drag and drop material on avatar

dense shuttle
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all my homies hate retopology... god its so much work to optimize a simple sculpt

silk sage
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I used autodesk Maya for the modelling, when exporting the model and importing it into unity. Unity decide if I try to turn on a blend shape the mesh decides to go all weird, like the normal's are breaking or something. Any one know what this is or how to fix it?

misty compass
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is there a way I can make a custom collider

harsh saddle
proven blaze
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Would anyone know where I can find someone I can commission to make a Chibi Bishaun Frise puppy 3D model or a Chibi spider 3D model? ratl

harsh saddle
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I can't guarantee there will be no scams over there but at least they have a verification process for creators.

tranquil sierra
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There a way to apply a key shape to a model permanently?

lofty river
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Anyone know how to fix this wonky arm?, It's fine in blender but once exported it just gets messes up.

quaint jasper
quaint jasper
spiral sigil
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If I would want plant leaves to have a variable droop depending on their orientation relative to the floor, would it be more optimized and proper to do it with a custom shader or like animation tree thing

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and I would imagine doing it with physbones would be an absolute catastrophe for performance when it comes to plants

steady frigate
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help me with what?

trail python
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tfw scam bot

steady frigate
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oh yeah

flint patrol
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First ever human 3d model of one of my ocs!

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Really proud of it

plush flint
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so im having trouble with this so i put cats blender plug in in blend it shows an error them it show in the blender how do i fix this glitch from happening

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and each time i open blend cats blend is not on the list and i have to click on the plug in just to re add it

plush flint
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k thanks

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okay so i export the model from blender it has expression and lip synic but when i put it in blender its not on the model.

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why does it happen

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no blendshapes on unity but in blener it has blend shapes

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i didnt make this model im just adding the outline to it

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nevermind i got it to work

arctic obsidian
steady frigate
plush flint
cursive summit
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So i decided to start a stupid 3d modeling project of an obscure character...does anybody remember this guy from the christmas special episode?

cursive summit
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Current progress

buoyant nacelle
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My attempt to 3D model hair. Might just restart it completely and use a different method instead

quaint jasper
buoyant nacelle
quaint jasper
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Lacking curls aside, I think what you've made looks decent!

buoyant nacelle
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Ikr? Like I said, I will restart it since I made it into a mesh already but I either will go back with the paths method or just use a different method entirely

cursive summit
river geode
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Making pants for a digitigrade legs and it's got a weird... offset?

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Anyone have tips on how to fix it?

cursive summit
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Welp its not done but...hows it looking?

steady frigate
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Edges of SpongeBob's body could be sharper but I think you're really on your way there

quick thunder
cursive summit
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I uploaded the basic one to vrc, it looks better with the metal shaders

zealous delta
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Hey! Unsure if this is the right place but it's technically related to the 3D modelling stage so maybe, anyone have or know of any good resources on custom normals? I have a few anime avatars that I'm working on but I want them to have that type of Genshin shading instead of the shading mess it usually creates with strong lights in VRC.

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I guess I'll also share my current WIP, all the shadows at the moment are painted on the texture but I'd like to have a mix of texture shading and shading from light sources

misty compass
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Hey what is a good free software for texturing avatars made in blender

devout orchid
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Blender+Krita

misty compass
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Thank you

steady frigate
misty compass
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like just texturing avatars 3d, I can paint

glad bronze
steady frigate
misty compass
steady frigate
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Do you want them to be realistic or stylised? What sort of stylised? How complex/realistic do you want the material to look?

devout orchid
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@steady frigate come on, as if you have any good free options

misty compass
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I want them to be realistic like from first glance it looks real

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I am not exactly sure

devout orchid
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btw i forgor materialize, old stuff but still beats controlnet and all this sd ai stuff when faking normal maps/smoothness

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tho making some kind of heightmap with no colors definetly helps

steady frigate
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Yeah, Blender plus something like Materialize and Krita can work good for that

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But it takes a lot of work, and you'll need to learn plenty. It's not simple

devout orchid
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just remember. im just too lazy to learn substance

steady frigate
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It's kind of like learning to draw realistically, without any CGI or computer rendering in there. Even with the materials and the rendering engine, it's the textures that most of the realism lies on, and it takes plenty of learning and practice to get good at

steady frigate
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you can just use their stuff

devout orchid
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and also yeah, stable diffusion/a1111 ofc. had little luck with texture loras but og 1.5 gives decent 512 tiled base textures

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also can be used to bring the details in final/middle design, I as a shitty artist just make rough sketch with properly placed details and get with many trials a decent texture with folds shadows n stuff.

weak ermine
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So I know it's possibly because I did it before, but how do you parent an unskinned mesh to a specific bone in blender without actually skinning the mesh?

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I.e. I want to put a bone with no weighting on the head without just doing it in Unity, that way it's a separate mesh but it's unskinned and isn't counted as such in the SDK

steady frigate
weak ermine
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I thought there was specifically some way to parent a mesh to a bone

steady frigate
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not in Blender AFAIK, only to the armature object that the whole skeleton extends from

spiral sigil
weak ermine
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Didn't realize you could just drop a mesh on a bone, thanks lol

spiral sigil
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Works well for things like hats and bracelets

weak ermine
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Yeah doing it for eyes that use UV offset

spiral sigil
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Nice

proud wadi
proud wadi
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so that makes it "modeling" related afterall I guess lol

alpine merlin
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Wip recreation of my old model. I tried npr style but I wanted more control so I made a layering shader.

spiral sigil
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Still a WIP

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Only 150 days until spooky day

devout orchid
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Why shes wearing a bottlecap tho?

spiral sigil
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Fun with cloth sim 😆

flint patrol
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Question, i assume the top in the last pic is a placeholder?

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Mainly because it clashes with the style but also because she looks faaaairly young to have

those details on her ches

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Mainly because it clashes with the style but also because she looks faaaairly young to have

those details on her ches

spiral sigil
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She’s still a WIP, and the subdivision is way up right now so there are some minor shading errors that won’t be present after applying and baking normals.

spiral sigil
flint patrol
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I see, i guess that makes sense

spiral sigil
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Glossy look is hard to get looking good without it

flint patrol
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Yeah i get you, just these two points here looked really odd and out of place

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But i see what you mean now

spiral sigil
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Yup, after done it will look better because it won't be a smoothing algorithm shaping it.

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Might need to turn down the thickness a bit though too. I'll play with it later.

spiral sigil
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This leg wrap was a pain. Used curves and meticulously adjusted, fixed the twist, adjusted more, fixed the twist...repeat for hours until snug and not clipping 💀

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If anyone knows a better way, I'm all ears.

spiral sigil
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Very small width belts

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But I think blender is just kinda a pain for that kinda job

cursive summit
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I have a model I'm working on, the body that it's on looks smooth but the head and any parts that was blended on look horrible with smoothing on, how do i fix it?

devout orchid
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reset/recalculate etc normals

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also check normals orientation

solar fossil
solar fossil
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you can find them in this tab

weak ermine
cursive summit
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also idk how to reset vectors

weak ermine
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In edit mode press F3 and type reset vectors

cursive summit
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sorry i just read the other stuff lol im blind

weak ermine
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If you're not familiar with modeling don't worry about it, you seem a bit novice and I don't want to overwhelm you lol

cursive summit
weak ermine
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Trust me that's far from the worst I've seen lol

cursive summit
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Oh shit i just noticed who you are, i love your avatars btw, very high effort

weak ermine
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Oh thank you!

cursive summit
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I've been trying to make my own avatar world recently, i try to put a lot of effort into my stuff

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I mostly upload Nintendo stuff cause not that many people do it, i've actually been recognized a few times...its kinda weird tbh lol

weak ermine
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Tell me about it lol

spiral sigil
glad bronze
spiral sigil
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Noted

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Thank you

dawn heart
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does anyone know how i get my texture to stop being half black?

harsh saddle
dawn heart
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pc

harsh saddle
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Okay, then you should just be able to use the standard material and in the material settings, change the mode to transparent. If that doesn't work, you'll need to go into the texture and make sure alpha is enabled and "alpha is transparency" is as well.

dawn heart
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thank you!

harsh saddle
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Cutout should work as well as transparency mode since I don't think any parts are partially transparent. Might perform better? I don't really know.

cursive summit
azure sluice
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I’m working on a commission rn, still a wip

spiral sigil
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Rusty boi

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Lookin great

azure sluice
spiral sigil
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im brand new to blender, this took me an ungodly amount of time (9h) so im gonna give it a break till tommorow.

ashen plover
# cursive summit How do i optimize it? i found the model on a website, i didn't make it

kinda late to this, but my advice if you want to have a go at optimising the model by hand would be to take screenshots of it from the front/side/top/bottom/back, import those images into blender and position/align them to use as references to the same scale as the existing model, then delete that model and poly model a new one from scratch using the refs

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it'd be a great way to learn/practice making clean hard surface topology if you want to give it a try

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there's plenty of resources for setting up image references and making good/optimised topology on youtube

azure sluice
quaint jasper
spiral sigil
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I did ;-;

quaint jasper
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Which one ?

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I'd highly suggest Rainhet's playlists on Youtube for this

prime obsidian
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hey this is my first attempt at modeling clothing! i wanted to ask if there's any ways i could improve the topology so the render doesn't look weird (odd creases in some areas etc.) right now i'm using auto shade smooth, i wanna make sure i keep all the details that i marked sharp on (i'll be doing actual texturing in SP)

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any tips appreciated because i might still not know abt all the options available for this stuff

quaint jasper
prime obsidian
devout orchid
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physically based rendering. aka photoreal. I belive second word was supposed to be toon.

quaint jasper
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Yep sorry forgot a letter!

spiral sigil
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Wish I could add more hardware, but wanting to stay under 70k

prime obsidian
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i'm not too acknowledged with shaders in blender besides principled BSDF

quaint jasper
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You can also do toon shading in Blender catYes

spiral sigil
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Highly recommend Kirytoon shader for Eevee

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With tweaking it can make things look identical to Poiyomi

glad bronze
tawny pollen
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wait for it

pulsar pelican
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Low poly Perfectheart is underway ✨

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I’ve gotten a lot of requests from Omori fans in VRC for this one so I’m excited to make her :)

spiral sigil
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Absolutely terrifying. I hope I never round a corner in the pug to find this staring at me 😨

solar fossil
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Protip:
If you feel weird looking at your model without facial features you can add a plane with a face texture in order to make it less weird

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follow me for more great blender tips Wink

spiral sigil
hardy turret
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any tips to make texturing more.. high quality?

spiral sigil
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If you want realism, substance has tools to make that easier, if you want more hand painted look, you can use Clip Studio Paint or find brush packs for Blender.

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Also, 16 bit textures will be much larger, but have smoother gradients

harsh saddle
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High resolution and making sure your UVs make good use of the texture space. a 4k texture doesn't do much good if the face is taking up 1/50th of the space. Painting skill is also helpful. You can get a bit of help from AI programs but they can be unpredictable with texture maps.

spiral sigil
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It all depends. A Sonic avatar doesn't need 4k 16 bit textures though.

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In an ideal world, you would use as much of the UV space you can, and as small of a texture size and bit depth as you can get away with.

past drum
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im learning avatars, and im trying o figure out what this guy is doing around 5:20 timestamp here

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spiral sigil
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If you have "Clipping" on and you move verts toward the center, they can't go past that point, otherwise you can have it extend through itself and onto the other side of the mirrored plane.

past drum
spiral sigil
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E to extrude

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It's going to be hard to make an avatar without knowing the basics

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Have you made anything else before?

past drum
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i have a few times i know a bit above the initial learning curve

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its like how you can preview the planes as your making the verices

spiral sigil
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He's just extruding a single vert and then filling to make a plane I'm pretty sure.

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If you select 4 verts and hit F it will make a face

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Well, more or less than 4 too but he's working with quads mostly.

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Immediately after he does it again, extrudes a vert out, selects 4 then hits F to make a face.

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You don't necessarily have to do it that way. You can extrude a single vert into an edge, and you can extrude edges into faces, etc.

solar fossil
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spiral sigil
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Yes, I couldn't benefit from Shonzo videos until I was basically at intermediate level knowledge already and could keep up. If you are asking what button he just hit, you aren't ready for Shonzo vids yet really.

past drum
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Ive got the modeling aspect dwon

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ive just been having a hard time goign about modeling hips and arms which ive been trying

spiral sigil
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Lots of ways to skin a model 😆

solar fossil
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what reference are you using?

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y-you are using a reference image right?

spiral sigil
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Good refs are hard to find for sure

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All of the good refs I've ever worked with were commissioned

solar fossil
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I would use the reference from the second video, it's probably not that close to what he wants to make, but it's still way better than nothing, and a good way to get the base proportions down after which he can change them pretty easily

past drum
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I was kindof freehanding it first to get a feel for my workflow

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Im trying to create a new line of male bases for people to use that arent jacked up E-boys, that dont look like their all the same

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So im trying to teach myself from scratch modeling

solar fossil
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i would still recommend using a reference sheet, you dont realise how weird the proportions are until you compare them

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hold on, leme get you some base meshes as well

past drum
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I got some already

solar fossil
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oh, ok

alpine merlin
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very happy how it worked.

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the small one on the left is the old model i made 4 years ago.

quaint jasper
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That is a gorgeous model!

spiral sigil
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Very

next aurora
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I'm using FACEIT for face visemes

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anyone know what causes this to happen?

spiral sigil
next aurora
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it was the magnet

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we good

spiral sigil
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Ah

next aurora
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but thanks

ancient tapir
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Hello there, if anyone skilled on unity making avatars quest compatible, i would be really glad to use some help on advice, please.
Long story short, i want to make avatar compatible for quest (from pc avatar), originally it's on poi/poi_pro, i got textures and meshes already done by someone else, but when i uploaded everything and connected to pc, my friend with quest headsed said avatar broken, all skin textures goes white. but if friend turn avatar off/on it's getting normal/working for a second, then it's turns completely white again, and also little 3d model spinning in avatar selection screen of avatar also looking normal, for some reason. Anything i can try to do to fix my avatar ?

ancient tapir
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thanks

young bone
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how do i stop the uv from changing size when changing textures? btw im changing from a square to a rectangle and its messing it up annoyingly

harsh saddle
harsh saddle
# young bone

Those are definitely different UVs but changing the image texture isn't going to do that.

young bone
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those UVs are from the same model, just swapping the texture messed its shape up and id love to know if theres a way to not have to try and fix its size

harsh saddle
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If just changing the texture does that, your Blender installation may be haunted

young bone
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....

trail python
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it does that when the ratio of the image changes

young bone
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yes, but is there a way to force it to stay its shape even with the ratios changed?

trail python
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not that im aware of

young bone
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pain

harsh saddle
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Do you need to use images with different aspect ratios? Can't you just paste them into a 1x1 format?

young bone
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i could, but thats not what im trying to do

harsh saddle
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You could just adjust the tiling to compensate

trail python
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could try projecting from view

young bone
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i guess i could...just seems like id be remaking the uv

trail python
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idk what type of model this is unless its one of those flat Doom like ones

spiral sigil
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I'm a bit confused and wondering, when do I need leaf or end bones and when do I not for VRC? I know the only way for Unity to know the length of the last bone is to have an end bone...but when do I need that?

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I've been putting them on anything that is going to get colliders and aren't IK related bones.

hushed leaf
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you need at least 2 bones for physbones to work (3 for squish), or to set the endpoint position) - leaf bones are useful for this, but otherwise there's not much use at this point.

next ravine
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How would I make a cable from point A to point B?

spiral sigil
# next ravine

Curves plus a bevel object. You can adjust the resolution of both to adjust the quad density too.

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Bezier curve or a path work and a circle curve for the bevel object, place it where you want, adjust the resolution, convert to mesh.

prime obsidian
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can someone tell me how this guy used proportional to move only the eyelashes? they are in the same object as the rest of the face so i can't figure out how he made it so it didn't affect the rest of the mesh (timestamped the video)
https://youtu.be/uUqQw6VpFP8?t=2941

顔を中心にキャラクターモデリングしていきます。
平面からモデリングし、UV展開、テクスチャペイント、シェイプキーも解説。

Twitter→https://twitter.com/natsumori_katsu

【関連動画】

【Blender】人体モデリング講座 ~キャラクターモデリング上達への道~
https://youtu.be/MprHxcYyo6g

【お借りした音楽・効果音】

フリーBGM DOVA-SYNDROME
https://dova-s.jp/

効果音ラボ
https://soundeffect-lab.info/

0:00 はじめに
0:46 まずは平面をモデリング
1:35 ミラーが上手くいかないときの対処法
2:12 顔の正面をモデリング
9:06 ...

▶ Play video
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i'd really need to know cus it would muuuch faster for me to make eye shapekeys

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cus rn i have to constantly switch between hiding and unhiding the rest of the face so i can use proportional editing only on the eyelash

quaint jasper
prime obsidian
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thank you!!!!!!!!!!! i've been trying to figure this out for so long 😭

spiral sigil
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What kind of constraints?

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like these?

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or is it in unity?

trail python
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its in unity

spiral sigil
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like the component

trail python
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i think thats what im using on my 4 armer

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dont have unity open

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but i figured it out from the official unity doc

spiral sigil
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The bone rolls for the arms should match though, or they can move funny.

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IK bones always 0 bone roll, so the extras should be the same.

spiral sigil
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Yes

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In either Blender or Unity, but you have to set them up in either one you want it to work, because they don't transfer.

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okay thanks

cursive summit
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I found some art of a 3d Mecha Mario and wanted to buy it...sadly it's not available so i took it upon myself to make my own, Still needs a lot of work but how is it looking so far?

cursive summit
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I'm having an issue with the hands, they are getting shadows from above but everything else is being shaded below

spiral sigil
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Under the overlays button, click "face orientation" and that spot is probably red not blue

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Edit mode, select the faces, Alt + N and flip normals

cursive summit
spiral sigil
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Two circles that overlap at the top

cursive summit
spiral sigil
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That is weird

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Maybe apply location to everything

cursive summit
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I DID get the hands from another model, i didn't make them from scratch

spiral sigil
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Off the top of my head, not 100 percent sure why it's doing that. If normals are correct, it's possible there may be a custom normal layer attached to the mesh.

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Try clicking that if it says "clear custom normals"

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If it says add, it's something else

cursive summit
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I cleared them and its still shaded wrong wtf XD

spiral sigil
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That is weird

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Check the face orientation again

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Maybe somebody tried to fix the shading error with split normals instead, of having the orientation correct

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🤷‍♀️

cursive summit
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I have no fucking idea what i did but it works now XD

spiral sigil
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Nice

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Welcome to Blender 😆

cursive summit
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I checked it and it was red and i flipped them...even though i remember doing ctl z...

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I have no fuckin idea

spiral sigil
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It's okay, it works

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👍

cursive summit
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Yeea

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There we go

spiral sigil
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Never any telling what other people do to their models, so you will run into weird stuff sometimes.

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Looking great

cursive summit
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Thank you

spiral sigil
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You have an outline shader

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Or rather, a physical outline, that would cause the normals to look funny in viewport mode, because you are looking at the outside of the shell, so it maybe is why.

cursive summit
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Yeah i was just about to remove it, i was originally gonna shade it flat and add toon shading

spiral sigil
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A physical outline is just a shell with normals flipped

cursive summit
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Its using a shader, not physical shell

spiral sigil
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Ah

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Tech support, yo

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😆

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It's hard

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Always 10 things it COULD be

cursive summit
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Yeahh im horrible with explaining things

shadow rose
spiral sigil
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Unrelated to VRChat really, but if anyone has a good tutorial on rigging inverse kinematics for animation in Blender, I would be very thankful.

prime obsidian
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trying to do uv unwrapping, those are for the eyes but i had to edit it so the middle would actually be centered
is there's a way to mirror the edited uv? (on the right)

spiral sigil
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It won’t change the position just mirror in place

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Make sure you are on face/island select

prime obsidian
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how do i make it so it's applied to the other side?

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because yeah i can mirror the uv on the right by itself but i want to mirror it to the other side so they're matching

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and idk how to do that

spiral sigil
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I think you can if you unwrap with the mirror modifier still on, but after you would have to manually align them or use an addon as far as I am aware.

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You can just overlay them if you want to mirror what is on each.

prime obsidian
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maaaan

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that stinks

spiral sigil
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I mean, how precise do you need it, because you can manually place pretty close for most texture sizes

prime obsidian
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i'll be painting the eyes by myself so it would be the easiest if i could just do one side and then copy and flip it to the other side

spiral sigil
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Gotta be quicker than straightening and aligning a dozen hair strands front and back

spiral sigil
prime obsidian
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i guess i have no choice

spiral sigil
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This gives you effectively double the texel resolution too

prime obsidian
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double the what

spiral sigil
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The resolution

solar fossil
spiral sigil
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Noted, thank you.

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I've watched some of RS tuts

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Pretty good

vital oak
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Is it possible to have a model toggle to a different one or would that only work if they have the same mesh?

glad bronze
spiral sigil
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Just can't change the bones

vital oak
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So same mesh or doesn't matter?

spiral sigil
#

You can hide the second mesh using UV tile discard ideally, but the less optimal way is to just toggle the renderer off for the mesh you don't want to see.

#

The complication is with face morphs though, you have to pick the mesh with the visemes on it, and I don't think you can change, so you can toggle bodies, but not really the face.

vital oak
#

I see

spiral sigil
#

It all just depends, but there is probably a way to do it depending on what you are trying to do exactly

vital oak
#

Well I guess it depends on the style but I was wondering if you could toggle between a human version and furry version model.

spiral sigil
#

If I were doing that, I would probably make sure the visemes for them both are named exactly the same, then combine the models into one mesh, so that they will both move when you talk, and then add an extra UV map for Poiyomi UV tile discard so you can hide one or the other with the shader.

#

People that have disabled shaders for you though will see both mesh, and they are both there, so it will be less than optimal, unless both models together are pretty optimal.

#

I'm very much simplifying and handwaving a lot of steps like reatlasing the textures all together for the 2 models and stuff.

#

It's literally easier and quicker and more optimal to just change models

vital oak
#

Yeah I get that. Just wondering if it was a neat idea that was worth trying

#

Apparently it wasn't haha

spiral sigil
#

It's not a bad idea, just not really the best way

#

There are times something like that could be useful

#

Especially if you were doing an animation and the changeover was part of that.

#

Like human to werewolf transform or something

vital oak
#

yeah but if there's way to make sure it's going to look optimal for everyone then seems kinda pointless

spiral sigil
#

Always a tradeoff between cool stuff and performance

hushed leaf
#

re: UV editing, ZenUV is a really nice blender add-on for a lot of those tasks

solar fossil
#

That's how I set up a smaller character in my avatar's head so it talks at the same time

lucid pumice
#

how do i make fur man im dying 😭

solar fossil
lucid pumice
#

cool!

lucid pumice
#

i think it work but only in sculpt mode view
but when i switch back into edit mode there is black outlines

prime obsidian
#

idk where to ask abt this but does anyone know a way to make outlines for the character in blender ONLY on the edges/as a silhouette?

#

this is how it looks like with the solidify modifier, i tried the grease pencil and freestyle but i'm not getting the effect i want with them

prime obsidian
#

basically there's an option to automatically do the fur blend thing (data transfer) however im pretty sure it also connects meshes

glad bronze
#

Or check in look dev

lucid pumice
#

thanks for that i will try it

solar fossil
lucid pumice
#

Ah!

solar fossil
#

feel free to ping if you need more help / have other issues

quaint jasper
prime obsidian
#

hmm

#

i mean maybe that could work for the face features buuuuuuuut

#

it wouldnt show the edges of that part if i was to look at it from the side

#

same goes for the hair

quaint jasper
#

If you're looking for a solution that has different results based on camera orientation, then I'm not aware of an existing one sorry

#

It would likely be a manually created mesh I guess

spiral sigil
#

maybe some shader that does wahtveer you want different depending on someone elses viewing orientation but idk how you make that work for everyone in a vrchat lobby at all

#

i have no idea what unity variable would determine this orientation or anything else youd need to make that shader

prime obsidian
#

it's just for blender, but generally i couldnt find anything on the internet

#

however i did also try making the same thing with poiyomi shaders for the outlines on the vrchat port but i couldnt figure it out either

spiral sigil
#

I know the Fresnel shader in Blender changes depending on your camera but idk how to harness it in the way you want

glad bronze
# prime obsidian it's just for blender, but generally i couldnt find anything on the internet

oh its pretty easy then, although it is done in compositing. Here is a tutorial about it https://www.youtube.com/watch?v=NB1S1zhce4E. Just play with the map range and such until it only outlines the very edges.

I would imagine there are other ways to do it that are in real-time. You could have the outline be a separate mesh and render your character on top of it so only the very out most lines are visible. I wouldn't know how to do that though.

Was trying to test better ways to make outlines in blender and remembered how some games do it or how the Reshade mod does it, and tried to use the same concept in blender through the compositor.

If you want to support me or had trouble following the tutorial you can download the .blend file used in this video for $1 or through patreon:
https:...

▶ Play video
prime obsidian
#

aw man..

#

yeahh im only talking about real time

spiral sigil
#

These are the settings I used, and I added a pure black material for the outline. Just set the material offset to how many materials to move the index to in order to reach the outline one.

prime obsidian
#

yeah that's what i'm using, however i want it to only affect the edges like a silhouette (at least for just the hair and face)

#

it looks like this rn

#

i turned off solidify for the head cus it would ruin the face

spiral sigil
#

if there are areas there are errors that you want to fix, apply the modifier and use sculpt mode to make the shell smaller in areas you don't want to see it and bigger in areas you do.

#

As long as everything is weight painted and all of your visemes are there, should work pretty well for small adjustments.

prime obsidian
#

iiii dont think u know what i mean

#

it's chill, it doesn't seem like there's a feature like this in real time

#

i'll just pass with whatever i got rn

spiral sigil
#

Okay

spiral sigil
prime obsidian
#

basically i wanted to make it accurate to the art style

#

basically would be this but with outlines OUTSIDE the character

#

so no matter which direction you'd look at him from the outlines would always be only outside

#

but yeh im fine with what i got so i absolutely won't stress it cus it's a very specific thing

#

plus i gotta focus on less niche stuff rn

spiral sigil
#

Yeah, good outlines are difficult for sure

#

Looking very cute though as is

#

❤️

prime obsidian
#

thank u!

cursive summit
#

Finally done with my custom Mecha Mario, really like how he came out

orchid glacier
#

Has anyone ever had their entire weight paint erase? It seems to happen when I open my rigged character in a newer version of blender. Is there a way to prevent this?

spiral sigil
#

Best way is to export as an FBX then import into the new version if it is losing vertex groups though.

#

I was super sus about using the newer version for a while because of this incident, because I wasn't competent enough to fix it back then.

pulsar pelican
#

Just started another model instead of finishing my WIPs like a boss

lucid pumice
#

Finally finished
Time to texture

tulip condor
thin shadow
tulip condor
#

@thin shadow
thank you

but i'm using different version of unity and as you can see i try'd everything but nothing can fix my isse
i even look at the shader but there is nothing there to adjust only "grid alpha" slider exist
but that slider only sharpen edges around cube but it want remove those diagonal lines 😦

here is short video preview what i done so far

#

btw
i try'd to apply other shaders on it
but i still see those diagonal lines

tulip condor
#

@thin shadow
i found out what causing it
it was stupid mesh collider

so in order to fix my problem i have 2 options
1 is to enable convex but with side effects like raised visible square edge lines of that collider that can be seen above plane mesh
or
2 to completelly remove mesh collider which entirely resolves my problem

golden lynx
#

Tips on retopo?

glad bronze
# golden lynx Tips on retopo?

Look at lots of references, preserve edge loops, keep edge flow, look at some tutorials too there are plenty of good ones.

harsh saddle
harsh saddle
# golden lynx Tips on retopo?

Try to start with squares and reassess how you can move back towards squares as your planes start to get too thin on a certain axis. You also don't need all that geometry for the eye sockets if they won't be seen, you can leave holes there. The eye sockets look like they have a pretty flat grid when you really want a proper edge loop there and around the mouth, though this sculpt doesn't seem to have a mouth.

golden lynx
#

The mouth is a plane, I have a lot of different mouths for talking, that changes by movement

harsh saddle
#

For the eyes, I'd delete most of the center and then maybe use a sphere or cylinder to create a circular loop and then just extrude in from there so you have nice loops there.

tulip condor
random turtle
#

yay blender

#

💀

red glade
random turtle
#

fr

#

I fixed it tho lol

red glade
#

What ended up being the problem?

random turtle
#

I have no idea but I still managed to fix it

#

somehow

#

lol

red glade
#

lets gbo

#

Wgat are ya working on if you mind me askin?

#

it seems very... dense?

random turtle
#

i'm attempting to make myself a spidersona model for spider lair lol

#

i'm still working on modelling it

red glade
random turtle
#

it's basically a custom spiderman design

trail python
#

new spiderverse movie came out recently, super cool lol

random turtle
#

yeaa the movie was great

trail python
#

im not into the super hero/marvel stuff but i like the way they do the art a lot. the general concept along with the story is that anyone can be spiderman

#

the miles skyscraper scene from the first one, chefs kiss👌

random turtle
#

fr

red glade
#

Never knew that wasa thing. Nice

#

Made a lil hat, Been addicated to cowboy stuff lately so

#

Tought it added to the fit

spiral sigil
#

I always had a problem with branching nodes, and I just realized that ive been doing it wrong
how do I maintain the resolution from my parent branch so that my 8 vertices cylinder isnt reduced to 6 verticies when I split it

harsh saddle
spiral sigil
golden lynx
#

Are the merged verts a big problem? Or can I change anything about the retopoligy mesh when I'm done?

quaint jasper
#

You can always change anything at any point, but your retopology should be clean

#

If you have to retopo your retopo, you fucked up

golden lynx
#

Noticed there is a "Smoothing" tool for the verts, is this any useful? or will it just not change anything about the merged verts?

quaint jasper
#

If they're merged, it won't

#

This blue thing enabled is your problem FYI

golden lynx
#

Well that's useful Thank you

spiral sigil
#

Ah yes, the "I use you once a week but if I forget to turn you off I ruin stuff" button.

#

Almost as bad as forgetting to turn on vertex group mirroring while weight painting.

golden lynx
#

Managed to remove some merged verts, and just added some edges, Looks ok so far

trail python
#

i know people reccomend substaince painter, but whats generally chosen, sub or perpetual license? i see pros and cons with both

#

figured this channel is the next best thing to "epic-texture-channel"

spiral sigil
#

They give you downloads of materials and stuff too for having the sub

eternal nova
#

Is anyone here expert in converting a persons photo into a blender model

harsh saddle
snow estuary
#

me showing off my horribly texture model

red glade
snow estuary
#

thx

azure rain
#

what exactly are you trying to do that you were using cats to do originally

trail python
#

^

#

and also if youre using a blender versions 3.0 and up you need the development version

trail python
#

so then just apply the transforms manually and join manually?

#

not everything needs to be handled by cats

#

i think most of the tools in it are for mmd models

red glade
#

Currently setting up the last details of mymodel. and the lastthing thats really bothering me is the way Ive setup the eyes. I really want the more disney style look where the eyes actually look more round

#

instead of the current illusion ive created with a hollowed out eye and a floating iris.

#

any ideas that would work?

#

Images for reference. This is the kind of idea i would like to achieve a more rounded look.

quaint jasper
#

Which I think makes it loot a bit more realistic, and in line with the pixar look

red glade
#

So this is an eyeball version I made a while ago

#

I feel like the way Ive made my eyes just makes it look so... Dead?

#

This works? It looks okay. just idk it feels a bit off

quaint jasper
#

Looks off because of the model style and shading imo

red glade
#

Yea exactly, doesnt really add up.

quaint jasper
#

Your pupil is also very small

#

If the makeup on your face matched the resolution of the eye texture, it might be less jarring

#

but the blurry stuff contrasts poorly with a very high quality eye

red glade
#

I have one without. and well I made it so I can change the UV for the pupil.

#

And good point hm

#

Well this is an improvement? It looks a bit less jarring as you said.

quaint jasper
#

I also feel like your eyes are very open by default ?

#

75% of the current value might look better with the eyes too

red glade
#

Allright this is lemme see

#

90% Open let me close m in a bit

#

This is 85. ill send 75 too.

quaint jasper
#

Maybe mostly moving the upper lid down ?

red glade
#

Lemme see.

#

Hm that might be a problem

red glade
#

Did a little bit of resculpting on the general shape. Gonna leave it here for now. Im starting to see double

bronze trail
#

Question. How come one side of a wall is the correct texture, but the other side is transparent and I can see right through it. I want to fix this so both sides are the same

bronze trail
#

explain?

#

this is my problem

trail python
#

turn backface culling off

#

flipping the normals wouldn't do anything unless you're wanting to only see the wall from 1 side

bronze trail
trail python
#

it'd be somewhere in the shader settings

#

i think standard has it?

#

hrm i dont see it, but itd be in shader settings

#

i dont think standard has it but if you change your shader to uhhh silent filamented, i think that one has it?

#

kind of blanking, 4am for me

bronze trail
#

found it

#

Thanks

#

there's a shader that has the cull off option

#

both sides render now

harsh saddle
#

It's generally better to just create your models to have normals facing out on both sides to avoid using a shader that is going to render both sides of every face even if they aren't visible but sometimes a shader can be simpler and the performance cost isn't bad on simpler stuff.

red glade
#

After a bunch of tweaking, this is roughly what I got at

#

pretty happy with it

silent zodiac
#

New blender user. In the face preview, there are these hidden faces that are very tiny, how might I delete the faces with out separating the polygons?

silent zodiac
#

how might I do that again?

steady zealot
silent zodiac
#

thank you

white dock
#

There are alot of booth avatars that use a "wire" like system for their shape keys to allow the body to stop clipping, how would one go about doing this from scratch on a model?

#

Example: you can see the orange line which was a full body part beforehand

azure rain
#

you just make a shape key and Shrink all the vertices you want to hide on that shape key

white dock
trail python
#

its still just a shapekey

#

you're not touching the clothing shape only the body

white dock
#

which now im realising after shrinking just the vertices this was my issue to begin with

trail python
#

ohh

#

not enough geometry to shrink lol

spiral sigil
#

That way the verts are still in the approximate location along the bones that they are weight painted too, otherwise they will go wild.

spiral sigil
#

Also, yeah, if you need more geometry, add some cuts.

harsh saddle
#

You can also use sculpt mode and just smooth the geometry down or I think you could use the inflate brush in "-" mode to contract that area.

covert galleon
golden lynx
#

What's the problem with this? I think it literally enables itself

trail python
#

its auto merge

#

doesnt enable automatically iirc

old sphinx
spiral sigil
#

hey im trying to put breast on this avatar anyone know how to

spiral sigil
spiral sigil
#

and smoothed out the chest

#

so now im down to this

#

Let me see it with the wireframe

#

Heres an example of what I mean. they start off basically as quads that are inset, then the inner part is made circular and loops are added so later you can start poofing them out into the proper shape, depending on the size and such.

#

Do that to yours basically

#

like this?

#

Yikes

#

I hate triangulated mesh

#

girl idk how to work this lmaoo

#

this is my first time using blender for an avatar im not tryna get charged 1k just for some boobs

#

I understand this, but I am not sure how to work with triangulated mesh so well

#

is there a way to change it

#

You can delete parts and add what you want as quads because in the end the quads get triangulated in unity anyways

jagged moat
#

alt+j should convert tris to quads

spiral sigil
#

Noted

#

You have to select it all first

#

oh 💀

#

so just hit, a, then the Alt J

#

and what am i selecting

#

I assume the whole model if you want to convert it to quads and work with it, but I'm a bit outside my wheelhouse now.

harsh saddle
spiral sigil
#

OH nvm

#

it is quads

#

i didnt notice the switch

#

Should be easier to work with now, but where and how to place booba on a doggo I'm really not sure of 😆

#

i have a ref of what im trying to get

quaint jasper
#

FYI, if the creator of the model manually made those triangles, some of the shading will be broken when Blender re-triangulates it on export

spiral sigil
spiral sigil
quaint jasper
#

That's the spirit KEK

harsh saddle
#

Manual triangulation is another level of obsessiveness I hope to never achieve

spiral sigil
#

im getting more and more ideas as this goes on ngl

#

might make this a bimbo taidum

#

I've learned more by just tearing models up and making mistakes than by any tutorial

quaint jasper
harsh saddle
#

Lots of things are useful but awful and painful, like childbirth

spiral sigil
#

Really useful on the face for sure

#

i think ima make it out to be something like this

#

bOOb

#

not that but

#

like

harsh saddle
#

👌

spiral sigil
#

the color scheme

jagged moat
#

my my

spiral sigil
#

the boobs are not what im going for

#

She'll be useful should she ever fall overboard at sea

spiral sigil
#

is what im going for

#

im not an artist so drawing up concepts isnt really my thing but i can see in my head what im going for

#

I wish you luck. Mostly just keep messing with it until you are happy.

harsh saddle
#

When in doubt, I sculpt it. You could duplicate the mesh, turn on dynotopo, sculpt the breasts without needing to worry about topology, and then shrinkwrap or just reference your final topology off of that.

spiral sigil
#

how do i pull it out the sculpting feature seems pretty useful is there anyway to revserse it by chance and still be able to add physics

harsh saddle
#

Reverse booba? Like make them a toggle?

spiral sigil
#

OH WAIT

#

1 sec

#

I still would love to see an avatar with a toggle and blendshape that returns it to default cube shape

harsh saddle
#

That would be quire the challenge for anything reasonably complex but it would be cool

spiral sigil
#

okay so i should use scupting to make the breast?

jagged moat
harsh saddle
#

I would sculpt it for reference but you'll still want to use edit mode to have more control over the topology. I just like sculpting for reference so I'm not moving verts in the dark.

spiral sigil
#

what sculpt mode builds

harsh saddle
harsh saddle
# spiral sigil what sculpt mode builds

Huh? Aside from using dynamic topology (which is the opposite of good character topology) sculpt mode is kind of just another form of Edit mode, it just allows you to make edits in more organic ways I prefer.

spiral sigil
#

i might have messed my sclupting up is there a way to reset the settings on it

harsh saddle
#

Ctrl+Z will take you back a cetain number of steps, otherwise not really unless it was done as a shape key.

#

Save regularly

spiral sigil
#

I prefer poly modeling over ever using dynamic topo personally

#

Different approaches between our two processes though

harsh saddle
#

I'm the resident sculpting apologist. I just think it's easier to figure out the shape with sculpting so you can plan out your topology rather than ending up with great topology but a shape you don't like and then you need to mess with the topology to get the shape right because you didn't have a clear plan going in. Having good reference images can help with that but I'll always prefer a sculpt.

spiral sigil
harsh saddle
#

She got hips, tho

jagged moat
#

smash

spiral sigil
#

Smooth boy

#

yk what really helps me focus

harsh saddle
#

Bunny hips?

spiral sigil
#

okay now im done playing

spiral sigil
spiral sigil
#

its off topic uneeded

#

so i decided not to

#

but how in the world do i pull the boobs out

#

Inflate brush

#

Or grab/elastic deform

spiral sigil
#

Yes, it's in the blue set

#

i is the shortcut

harsh saddle
# spiral sigil I pretty much can't work without a solid reference most of the time. Multiresolu...

For baking normals and stuff, multires is great but its dependent on having good base topology so I still use dynotopo when figuring out the form so I can delay having to think about topology for as long as possible and all I have to do when I get to that point is essentially trace what I've already got. Retopology is tedious but fairly straightforward if you have some experience with how to merge and subdivide edges to get the necessary complexity in different areas.

#

Inflate is good at building up the base form and then grab to refine the shape. I only use 5 or 6 sculpting brushes on a regular basis. I don't know what half of the stuff at the bottom even does.

spiral sigil
#

how the hell do i turn this light off

#

its glaring too much

spiral sigil
#

I have found sculpting much more enjoyable when I use masking also

#

All of my models pretty much start out as the default cube, and most of the heads start out as planes.

#

I like the old techniques

harsh saddle
#

I also like the default cube. I've never gotten into the workflow of using a different primitive for each muscle and combining and remeshing as a sculpting workflow. If i need to build out a limb, I use snake hook and inflate then refine from there.

harsh saddle
#

Trying different matcaps can be nice to reveal details that others hide

spiral sigil
harsh saddle
#

If you click the icon that looks like a transparent circle covering an opaque one in the top right of the 3D view, in geometry you can turn on wireframe overlay.

#

I don't generally use wireframe render unless I want to easily box or circle select faces that are hidden. Too messy to work in otherwise.

spiral sigil
#

yeah nvm ima keep it the way it was b4

#

okay wireframe was a little helpful

#

thanks guys i was fr about to pay like 100 for this shit man

#

well about to put up 100 for it

#

people wanna charge a band for this

#

its coming together very nicely

#

the next step is blonde hair

#

after i finish this

harsh saddle
#

Since I think those are all quads, you should be able to add some edge loops and use soft selection in edit mode to refine the shape

spiral sigil
#

okay so what am i doing

harsh saddle
#

Do you know where the edge loop button is?

spiral sigil
#

no i dont

harsh saddle
# spiral sigil no i dont

Edit mode right side, looks like a cube with a line down the middle. If you select that and hover over your model, it should show you the edge loops it can create.

#

Then, you can use the soft selection button (top of 3D view, looks like a dot inside of a circle) to make smoother edits. It's kind of halfway between normal edit mode and using the sculpting grab brush.

spiral sigil
#

alright i added 2 to each side

harsh saddle
#

You've got more geometry to work with, now it's just making the shape nice.

spiral sigil
#

ima add a bit more to the chest and see if i can sclupt it down myself

#

i think im satified with this

#

ima try one more thing

#

okay this is good

#

okay now should i be done with it or am i doing more if i want to add hair to it

harsh saddle
# spiral sigil

This might help with the fur. As for the breasts, they're looking alright, pretty perky but it's a choice. What you are starting to get is kind of what I was talking about where you start out with pretty clean topology but you don't know the shape you want and then once you start to get the shape in, you've messed up the topology. It's not the worst but it is a little dense and you've got some tiny stretched faces in there which isn't great.

spiral sigil
#

i love the look of it

#

now i gotta figure out the hair lemme watch the vid

harsh saddle
#

You still have to model the fur, it's just an easier option vs having to model it all as part of one object.

spiral sigil
#

i have to make the hair myself from scratch?

harsh saddle
#

There are different ways to do it depending on the look you want but if there's an automatic fur generator, I'm not aware of it.

spiral sigil
#

how do u reccomend i do it im going for something like this

harsh saddle
#

Using the hair particle system is the most automated option but it's not really a good option for VRChat.

spiral sigil
#

not like a bunch of strands

#

more like

#

peices

#

like banana peels kinda

#

more cartoonish not realistic

#

like this but 3d kinda

harsh saddle
#

It's hard to give specific advice, you just model clumps of hair with a bit of taper at the style and layer it. As usual, I think sculpting can help you refine the shape but you can also model it in a standard way.

#

There isn't really a specific workflow for hair/fur

spiral sigil
#

where do i find the hair

harsh saddle
#

You don't want to use Blender hair for this so there is no hair object, you just model it from a cube or a plane.

spiral sigil
#

should i take it back to unity

harsh saddle
#

You can't model in Unity, ProBuilder isn't a good fit for this one

spiral sigil
#

what do u reccon i use for the hair

azure rain
harsh saddle
#

Curves like shown in the video are a popular option but you still have to do most of the work yourself regardless, it's just a question of workflow for how you prefer to work and the style you want to achieve. Curves should work for your needs as well as traditional box modeling.

#

Curves are probably the most flexible option if you don't have a good idea of what you're trying to accomplish going in since you can more easily alter the shape and contours.

spiral sigil
#

okay well i found a few obj files with hair and some clothes but they r like much bigger than my taidum and i do not know how to scale them down

#

nvm i figured it out

#

okay running into issue

#

i sized it down

#

but i cant move it

#

nvm

#

nvm ima scrap the bra

#

for now

spiral sigil
azure rain
#

that's way too many

spiral sigil
#

yeah ik i was looking at something

#

its a lot less now

harsh saddle
#

Blender makes them triangles too for rendering, other representations like quads are just for our convenience.

spiral sigil
#

okay well i got most of that done with

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my new issue is making the avatar

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come to vrc

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i got it straighten out now i gotta figure out how to make it cross

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why did this happend if anyone knows

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does this have anything to do with it

spiral sigil
#

man idk at this point

spiral sigil
#

Please help if you know

frosty steeple
#

How can I model my characters neck, head, and hair?

frosty steeple
spiral sigil
#

I just want it to work right 🥲

frosty steeple
#

Do you know where the inspector is?

#

in unity?

spiral sigil
frosty steeple
# spiral sigil

Try going into every bone and check if the values aren't 0 or negative

trim harbor
frosty steeple
#

How can I add fleece-like fur to my avatar?

tight island
#

heya i got this problem where it streches out, is there a way to restore them without deleting everything ? i also am struggling to see which faces or edges are doubled ( i dont see any ) so idk whats really causing this

safe marsh
#

Oh NVM you have the spine not dropped down

spiral sigil
spiral sigil
#

Well if ur free at 5 just lmk im at work atm

quaint jasper
spiral sigil
#

hey im still running into the issue of my avatar not being shown and it being a twig in the display

tight island
quaint jasper
spiral sigil
spiral sigil
#

is anyone with knowlege on this able to vc and help me out i can give the files over too

harsh saddle
spiral sigil
#

i did my edits

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and the avatar just completely like shriveles

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when i hit play

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it goes to this

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everytime

harsh saddle
#

Yeah, don't overwrite, just add it as a new asset. You can make certain changes to existing assets and have everything import well like adjusting weights and mapping but if you mess with the model too much, that will happen.

spiral sigil
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i didnt mess with it so much i did like

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3 things

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added breast

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and a wig

#

let me see what it comes to when i just export the orginal to vrc

#

bc if it comes out normal then i fucked up somewhere

harsh saddle
#

Import whatever model you like, just make sure the filename is different.

spiral sigil
#

omg

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i think

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i got it 💀

swift jolt
spiral sigil
#

im here now 💀

#

im about to just pay someone to do this shit

harsh saddle
harsh saddle
spiral sigil
#

i spent like 14 hours on this

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and i am getting little to no where

#

any shot u could do this and if so what would u quote it at

harsh saddle
#

Post a screenshot of the builder when you go to publish and if you go into the rig part of the inspector with the model selected in the hierarchy, you can get into configuration, what does that look like?

harsh saddle
trail python
#

i have the time but taidum needs both people to own the avatar to do commissions

trail python
#

uhh well

spiral sigil
#

i dmed u

trail python
#

naw naw im doing it for free, he bought the model lmfao

#

dw

void lintel
#

Fixing one annoyance at a time, this time i thought i'd finally tackle the "square-ish" hands of my nardo. I hate it when you ball your fists and the hand just looks like a sqare.
I may need to alter the pinky a bit more, squeeze it a little (or resize it to make the bottom a little rounder) but overall its a nice improvement over the original

spiral sigil
#

Hands are hard

#

I sympathize with our future AI overlords there

trail python
#

wait squarish nardo hands

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now i gotta compare the default, ah shit

spiral sigil
#

kekw

#

😆

void lintel
#

nardo's hands are almost square, they start almost all at the same height and only the finger length is different

#

also the pinky looks off, it looks like it was just haphazardly attached, the hand kinda extends from handjoint to the pinky and simply gets wider

#

its not extremely bad it just something that has always been kinda annoying when doing hand gestures, they all make the hand look really squareish

#

compared to a rex hand for instance, the worst offender of a perfectly square hand tho are Yeens

#

i really really dislike the yeen hands...

golden lynx
#

Why do these verts want to go to the opposite side?

jagged moat
#

think you need to turn of clipping to put them on the right side

golden lynx
#

Ok makes sense. Where do I disable the tools I don't need?

balmy linden
#

As a first time blender user how do i actually mold the 3d cube

quaint jasper
#

You would be looking for Blender sculpting tutorials catthumbsup

void lintel
#

Finally got around to make a comparison for my hands:

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Old (Left), new (Right)

void lintel
#

New (Left), old (Right)

fleet turtle
#

next step is to set this up on a mini avi and rig it with its own animations as a follower that offers cookies

spiral sigil
#

This looks like the surface of an alien world

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Still might be a tasty cookie

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Raisins though....bruh

trail python
#

i thought those were chocolate chips lmfaoo

spiral sigil
#

The glassyness and rough cloud displacement of them seems more like rasind

red glade
#

Bonus points for the people who know the styling inspiration for this fit

fleet turtle
#

as they are delightful to me, i never did say it was gonna be the best cookie

spiral sigil
#

I have high hopes to finish her by next weekend. Work work work.

#

eew...my phone ruined the video

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There's my 60 frames

flint patrol
#

Fuck you

spiral sigil
#

Cute plushie

flint patrol
#

I posted it on another server and got sent this

spiral sigil
#

OMG

#

That’s not a lazy edit either its pretty good

flint patrol
#

It's not pretty good

You know exactly what the jar is for

spiral sigil
#

For storing things, obviously

flint patrol
#

Right

void lintel
raw ravine
#

hiii sorry if this is the wrong channel but any time i check the visemes on this head the head goes down to 0,0,0 ever tho the bones and the fbx are in the correct position on the body, when i imported the head it was also at 0,0,0, any ideas how to stop it from going down?

(please reply w/ ping if u can help pls, i have this server muted <3)

quaint jasper
raw ravine
#

in the end i copied the transforms from the basis to every single viseme manually :,)

quaint jasper
#

Oh God tanabae

#

I think the easier way would have been to make your sil shapekey into your new Basis thumbsup

spiral sigil
#

Shapekeys are fun

orchid isle
#

hi dose anyone know how to make anime skin but its procedural texturing

quaint jasper
orchid isle
#

making a avi for a friend and im not good with just texturing so im trying to do it with just nodes in blender

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and iv been suck on how to make anime skin like on the ref and so id be able to port it to unity but iv been stuck for days and im kinda just losen my mind

quaint jasper
#

When you say skin, you're trying to mean avatar, or skin texture ?

#

For that pattern you can just probably find a seamless texture on google image and apply to your clothing UVs

orchid isle
#

skin texture? idk all ik is that when it comes to texturing models im not great

quaint jasper
#

If you look for avatar tutorials, you'll find a lot of things, but if you use terms like "skin" and "avi", you won't find much because they're different things

glad bronze
# orchid isle and iv been suck on how to make anime skin like on the ref and so id be able to ...

You can't port procedural blender materials to anything else. You have to bake the various texture maps and recreate the material in unity. Basically make the blender material in whatever way you can, bake the needed texture maps (albedo and probably roughness), port the model to unity, take your texture maps and put them on a shader of your choice (poiyomi will do great), apply the shader to the mesh in unity and it should work.

quaint jasper
#

You can absolutely bake down a produrally generated texture in Blender onto a texture to use in Unity catYes

#

Bit of an involved process though

spiral sigil
#

If you have nothing else, you can always apply a base color plus ambient occlusion to the body to make a rough and basic texture.

#

Really though, this style is usually painted by hand though.

quaint jasper
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AO on anime models RuuuThunk

swift jolt
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Some workbench and some eevee viewport screenshots. I have no idea if its possible to even make it look this nice in unity later 🥲

spiral sigil
#

Early on, I tried just about everything except hand texturing, because I lacked confidence and experience.

#

In my opinion though, even a C- level of hand texturing looks better.

worthy silo
#

this is probably an insanely stupid question but i'm second guessing myself. Flat subdivided faces shouldn't see any benefits to baking or texture quality versus a standard quad, when I export to unity, correcto?

spiral sigil
#

More what you might use before sculpting

worthy silo
#

tyty

swift jolt
trail python
#

what would you guys say is worse, weight painting or uv unwrapping

marsh timber
#

Hai there! Quite new to blender. I tried sculpting a female version in Blender but I couldn't get it looking just right so I bought an asset for this . But they don't merge verry well with the avatar so I want to smoothen them and make them blend/fade better. I think I need to merge the objects togethjer then use sculpting to smoothen them together. How do I go about this?

#

New to blender so don't judge >///<

void lintel
#

Ultimately you would have been better off starting with the Fara Rex (which already has good boobs), you could have also yoinked them from the Fara Rex too, would be kinda the same amount of work with whats to come.
You can merge it by selecting both (boobs first, body second) then right-click "Join" (CTRL + J), next step would be cutting out the chestplate of your rex and grafting in the boobs by manually connecting vertices from the boobs to the body and thats still the easy part. Now the hard part is going to be the UV Map, assuming you want to continue using the Rex UV you'll have to manually unwrap the boobs and make them fit into the old UV space where the chest plate was, thats by far the most time consuming.

#

Note tho the Fara Rex has a completely new UV Map so Rex textures don't work with it unless you bake them from the base rex to the fara rex via texture projected baking

cursive summit
#

I tried installing the CATS plugin from the official github page and it gave me this error

void lintel
#

You are probably using Blender 3.2+

#

you will need to go to the CATS plugin discord

#

and get the latest one, the git version is not compatible with Blender 3.2 and up

void lintel
azure rain
marsh timber
trail python
#

doesnt it say in the description

void lintel
#

I'm happy my Rex is a fallback.

#

but yea if you wanna have boobs on your Rex, the Fara is a pretty good starting point

spiral sigil
#

Booba doggos seem to be popular around the old 3D modeling water cooler these days.vrcAevSip

trail python
#

the original rex model is notorious for having poor topo so i don't blame em

azure rain
trail python
#

oh yea i forgot about the religious zealotry

spiral sigil
#

Homophobic furry doesn't compute

azure rain
marsh timber
#

why wont it auto weight paint? m

ashen stag
#

Usually caused by intersecting geometry, automatic weightpainting works best on water tight meshes

sinful beacon
#

Are avatar creators using some kind of weight painting tool? I spend hour’s/ days weight painting on one piece of clothing and it’s still trash in vr.

trail python
# sinful beacon Are avatar creators using some kind of weight painting tool? I spend hour’s/ day...

https://youtu.be/yr5KRYz5ybs i use mesh data transfer and then clean it up after

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
sinful beacon
#

Ty

spiral sigil
#

Just hours of weight painting and pain

#

It gets faster though and less painful

austere tusk
#

Why isn’t unity showing up in the hun for vr chat

#

But the file is on my computer and keeps opening

spiral sigil
#

You could do a jar and fluid sim vrcTupSmug

solar fossil
jagged moat
spiral sigil
lost panther
#

Heyo all! Please help LMAO I'm new to Blender and while weight painting I've seen that when I did automatic weight paints weird vertices have been painted. 'This is normal' I thought and tried subtracting. Despite this, nothing seems to be subtracting and they seem stuck with a value

trail python
#

first problem is auto weighting at all but you change the weight value at the upper left

lost panther
#

Also LMAO yeah

#

Only good for desperate measures

trail python
#

you dont use subtract

#

stay on mixed but change the weight value

trail python
lost panther
#

I tried the mixed but it's still not removing. It removes on pre-weighted areas but not the affected virtises

trail python
#

mix, weight 0 doesn't work?

lost panther
#

Nope

#

Ill make a vid

trail python
#

gonna be real with you, thats weird af

#

i mean if you're able to get the model pre-auto weight paint it might not have that issue

#

im sure someone else will come along and be pedantic or whatever🤓 but ive only ever had problems with auto'ing

#

also i notice this is for a rexium and usually clothing for them comes pre-rigged so (if all the bones are the same between armature) all you'd have to do is delete the armature and then parent the clothing back to the original armature

lost panther
#

Thanks for the help anyway!!

lusty void
#

Anyone else having trouble using CATS with blender 3.6?

tawny pollen
#

I spent more time working on Anakin's Lightsaber with a few upscales to give it that realistic look

tawny pollen
jagged moat
tawny pollen
#

thanks

#

hold on

#

24,502 tris

#

the edit I'm trying to do for this lightsaber is to reflect that of the original prop

#

by giving it that hyper realistic feel

jagged moat
#

ah right

tawny pollen
#

it's given a lot of detail within the model

tawny pollen
#

36,320 tris

#

this will be an avatar

spiral sigil
#

Can't wait to see a lightsaber turned into an avatar. Kind of curious how that will work.