#3d-modeling
1 messages · Page 9 of 1
it's still a long way till you'll be able to model this though
it's a lot of work, and it's still a lot of work for experts
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.
what Mech said
What defgecd said too
aye
you can look at others' works
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.
thanks so much! @devout orchid
i remade my pc from IRL in blender and shoved it into my VRC world any modellin tips lol
The image is quite low in resolution, I can't make out a whole lot. Can you view it in Blender?
that being said, from this image it looks alright to me
Hello when i load my avatar in unity it doesn’t load the texture
just assign the texture to the avatar material
but how ?
Create new material, apply texture file to material, drag and drop material on avatar
all my homies hate retopology... god its so much work to optimize a simple sculpt
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?
is there a way I can make a custom collider
You can give an object a mesh collider. If you want a collider that isn't a primitive or the object with the collider on it for some reason, you can assign another mesh inside of the mesh collider.
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? 
Google VRC Traders and check out their Discord. I wouldn't be surprised if you had 10 DMs in your inbox by now but there is no verification process here so there are a lot of scams.
I can't guarantee there will be no scams over there but at least they have a verification process for creators.
Thank you 💜
There a way to apply a key shape to a model permanently?
Anyone know how to fix this wonky arm?, It's fine in blender but once exported it just gets messes up.
Cats addon has an "apply shapekey as basis option
Make sure to clear the bone rolls before exporting
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
and I would imagine doing it with physbones would be an absolute catastrophe for performance when it comes to plants
help me with what?
tfw scam bot
oh yeah
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
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
use the dev version of cats
k thanks
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.
why does it happen
no blendshapes on unity but in blener it has blend shapes
i didnt make this model im just adding the outline to it
nevermind i got it to work
Good job!!
it works no more glitches thank u
So i decided to start a stupid 3d modeling project of an obscure character...does anybody remember this guy from the christmas special episode?
Current progress
My attempt to 3D model hair. Might just restart it completely and use a different method instead
Curves are great, but not when mixed with a mirror modifier 
That's what I was trying to do for the back but I should've just used a cube to model this out since I've noticed that I don't have th same type of control that I wanted. I was also trying to make more curly hair but I ended up making it more straight. It's my first time modeling hair so it's not going to be perfect but man it was stressing me out because I wanted it to look good at least.
Lacking curls aside, I think what you've made looks decent!
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
Progress has been made
Making pants for a digitigrade legs and it's got a weird... offset?
Anyone have tips on how to fix it?
Welp its not done but...hows it looking?
Edges of SpongeBob's body could be sharper but I think you're really on your way there
run it through substance painter
I don't have substance painter
I uploaded the basic one to vrc, it looks better with the metal shaders
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.
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
Hey what is a good free software for texturing avatars made in blender
Blender+Krita
Thank you
What sort of textures are you trying to do? Also, can you paint?
like just texturing avatars 3d, I can paint
Blender works for me but for anything that can't be done in blender I use my preferred choice of photo editing software (photoshop, gimp, etc.)
What sort of textures? What sort of visual style?
Like clone trooper textures, straight colors with scratches and dirt like worn down colorful armor
Do you want them to be realistic or stylised? What sort of stylised? How complex/realistic do you want the material to look?
@steady frigate come on, as if you have any good free options
I want them to be realistic like from first glance it looks real
I am not exactly sure
btw i forgor materialize, old stuff but still beats controlnet and all this sd ai stuff when faking normal maps/smoothness
tho making some kind of heightmap with no colors definetly helps
Yeah, Blender plus something like Materialize and Krita can work good for that
But it takes a lot of work, and you'll need to learn plenty. It's not simple
just remember. im just too lazy to learn substance
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
And yeah there's that, Adobe don't need that much of our money once a month
you can just use their stuff
and also yeah, stable diffusion/a1111 ofc. had little luck with texture loras but og 1.5 gives decent 512 tiled base textures
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.
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?
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
Weight painting, I suppose. I think you can just select that entire part of the model and remove all weights immediately using some command. Been a while since I did that though
I thought there was specifically some way to parent a mesh to a bone
not in Blender AFAIK, only to the armature object that the whole skeleton extends from
Drop the mesh onto the bone you want it parented to in the hierarchy or use a constraint to parent.
Didn't realize you could just drop a mesh on a bone, thanks lol
Works well for things like hats and bracelets
Yeah doing it for eyes that use UV offset
Nice
this is SO cool!! if you want critique, I'd say the body could be 10% bigger and more square, it's a bit too rounded?
Also some proper metal lookin textures would make this look killerr
Awesome idea/execution
nice work! I think that's more of a #shaders thing? but if you want custom normals, I'd reccomend looking into baking. you'll need a higher detail mesh to take the normal data from, might have to look into sculpting as well
so that makes it "modeling" related afterall I guess lol
Wip recreation of my old model. I tried npr style but I wanted more control so I made a layering shader.
Why shes wearing a bottlecap tho?
Because I needed to turn up the vertex weight mass and down the stiffness.
Fun with cloth sim 😆
Question, i assume the top in the last pic is a placeholder?
Mainly because it clashes with the style but also because she looks faaaairly young to have
those details on her ches
Mainly because it clashes with the style but also because she looks faaaairly young to have
those details on her ches
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.
Shading errors around poles are exaggerated a bit, if that answers the question.
I see, i guess that makes sense
These kinds of outfits usually look best when you do some final sculpting and baking work at the end.
Glossy look is hard to get looking good without it
Yeah i get you, just these two points here looked really odd and out of place
But i see what you mean now
Yup, after done it will look better because it won't be a smoothing algorithm shaping it.
Might need to turn down the thickness a bit though too. I'll play with it later.
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 💀
If anyone knows a better way, I'm all ears.
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?
could have probably used a shrinkwrap modifier in order to not have to do so much tweaking
that topology is pretty yikes, but yes recalculate normals + remove custom split normals
you can find them in this tab
-
That's the model's normal data screwing up. Reset vectors and turn on auto smooth.
-
For the love of God PLEASE optimize that topology
How do i optimize it? i found the model on a website, i didn't make it
also idk how to reset vectors
In edit mode press F3 and type reset vectors
Alright i did that, what about optimizing it?
sorry i just read the other stuff lol im blind
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
Considering i made this from scratch...thats a fair assumption XD
Trust me that's far from the worst I've seen lol
Oh shit i just noticed who you are, i love your avatars btw, very high effort
Oh thank you!
I've been trying to make my own avatar world recently, i try to put a lot of effort into my stuff
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
Tell me about it lol
Unless I'm not using it right, it just kind of collapses the whole thing flat, and doesn't interact with itself to layer. Just wraps against the target with no respect for thickness or places it overlaps.
You can shrink wrap and solidify it to give depth (use bevel modifiers / manually add any wanted detail around the loop). Then manually move the affected areas to fix the overlap. A lot faster than manually moving the entire thing into place.
You can also shrink wrap the curve to the thing, apply it, then add on the detail to the curve through your desired method.
does anyone know how i get my texture to stop being half black?
That's where it should be transparent. Are you building this for PC or Quest?
pc
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.
thank you!
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.
mmmmmm lego
This is it now with the fixed shading, thank you the people who helped me
I’m working on a commission rn, still a wip
I finish him, he’s in #avatar-showcase :3
im brand new to blender, this took me an ungodly amount of time (9h) so im gonna give it a break till tommorow.
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
it'd be a great way to learn/practice making clean hard surface topology if you want to give it a try
there's plenty of resources for setting up image references and making good/optimised topology on youtube
Not a horrible start, just keep at it and you’ll do great :)
Please follow along with tutorials for beginners
I did ;-;
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)
any tips appreciated because i might still not know abt all the options available for this stuff
So this will be PBR and not too ?
what does pbr mean?
physically based rendering. aka photoreal. I belive second word was supposed to be toon.
Yep sorry forgot a letter!
Wish I could add more hardware, but wanting to stay under 70k
oh i'm not sure how exactly that works then, i just want to also use this model for 3d animations in blender and all that besides vrchat
i'm not too acknowledged with shaders in blender besides principled BSDF
You can also do toon shading in Blender 
Highly recommend Kirytoon shader for Eevee
With tweaking it can make things look identical to Poiyomi
+1 really nice shader
Low poly Perfectheart is underway ✨
I’ve gotten a lot of requests from Omori fans in VRC for this one so I’m excited to make her :)
Absolutely terrifying. I hope I never round a corner in the pug to find this staring at me 😨
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
follow me for more great blender tips 
any tips to make texturing more.. high quality?
Define high quality. My initial answer is to say use higher resolution textures.
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.
Also, 16 bit textures will be much larger, but have smoother gradients
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.
It all depends. A Sonic avatar doesn't need 4k 16 bit textures though.
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.
im learning avatars, and im trying o figure out what this guy is doing around 5:20 timestamp here
I'm streaming almost EVERY DAY on https://twitch.tv/Shonzo, making Models for VRChat and Vtuber Projects!
Discord - https://discord.com/invite/C25jc8n (message me here about commissions)
Twitch - https://twitch.tv/Shonzo
Twitter - https://twitter.com/Shonzo_
Patreon - https://www.patreon.com/Shonzo
Booth - https://shonzoofficial.booth.pm/ (My ...
Shonzo has the mirror modifier turned on but didn't have "clipping" selected at first, so when he extruded the mesh to connect the legs in the middle, they don't merge together, then he turns clipping on so the verts in the middle join together. After that is just modeling 👍
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.
I mean how he is maing the planes appear out of air like that like showing the outline of the plane before making it a plane
E to extrude
It's going to be hard to make an avatar without knowing the basics
Have you made anything else before?
i have a few times i know a bit above the initial learning curve
its like how you can preview the planes as your making the verices
He's just extruding a single vert and then filling to make a plane I'm pretty sure.
If you select 4 verts and hit F it will make a face
Well, more or less than 4 too but he's working with quads mostly.
Immediately after he does it again, extrudes a vert out, selects 4 then hits F to make a face.
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.
I would recommend a more beginner friendly tutorial
https://youtube.com/playlist?list=PLvgIVNDU-Dxi5h3JLNJMfK0t3-WsBm6Av
Or this one
https://youtube.com/playlist?list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM
Welcome to my new character modeling tutorial series for Blender 3.0. Throughout the next 40+ videos, I will show you step by step, how to create the charact...
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.
Ive got the modeling aspect dwon
ive just been having a hard time goign about modeling hips and arms which ive been trying
Lots of ways to skin a model 😆
Good refs are hard to find for sure
All of the good refs I've ever worked with were commissioned
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
I was kindof freehanding it first to get a feel for my workflow
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
So im trying to teach myself from scratch modeling
i would still recommend using a reference sheet, you dont realise how weird the proportions are until you compare them
hold on, leme get you some base meshes as well
I got some already
oh, ok
very happy how it worked.
the small one on the left is the old model i made 4 years ago.
That is a gorgeous model!
Very
Probably not having the upper and lower teeth part of the appropriate vertex groups.
Ah
but thanks
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 ?
thanks
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
Can you post a picture? I don't think your UVs are changing but textures will display differently on different models depending on the UV layout.
Those are definitely different UVs but changing the image texture isn't going to do that.
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
If just changing the texture does that, your Blender installation may be haunted
....
it does that when the ratio of the image changes
yes, but is there a way to force it to stay its shape even with the ratios changed?
not that im aware of
pain
Do you need to use images with different aspect ratios? Can't you just paste them into a 1x1 format?
i could, but thats not what im trying to do
You could just adjust the tiling to compensate
could try projecting from view
i guess i could...just seems like id be remaking the uv
idk what type of model this is unless its one of those flat Doom like ones
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?
I've been putting them on anything that is going to get colliders and aren't IK related bones.
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.
Thank you, this helps a lot.
Curves plus a bevel object. You can adjust the resolution of both to adjust the quad density too.
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.
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 ...
i'd really need to know cus it would muuuch faster for me to make eye shapekeys
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
^same for the eyebrows
There's an option to uncheck in the proportional editing tab at the top called "Connected" or something
thank you!!!!!!!!!!! i've been trying to figure this out for so long 😭
its in unity
i think thats what im using on my 4 armer
dont have unity open
but i figured it out from the official unity doc
Rotation constraint will allow the second set of arms to match the rotation of the first exactly, or even a reduced influence.
The bone rolls for the arms should match though, or they can move funny.
IK bones always 0 bone roll, so the extras should be the same.
So do you think i could us rotation contraints?
Yes
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.
okay thanks
If you need to know more in Unity...
https://docs.unity3d.com/Manual/class-RotationConstraint.html
thanks again.
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?
I'm having an issue with the hands, they are getting shadows from above but everything else is being shaded below
Normals are reversed I'm pretty sure.
Under the overlays button, click "face orientation" and that spot is probably red not blue
Edit mode, select the faces, Alt + N and flip normals
Where is the overlays button?
Two circles that overlap at the top
Huh...its blue but wrong
I DID get the hands from another model, i didn't make them from scratch
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.
Try clicking that if it says "clear custom normals"
If it says add, it's something else
I cleared them and its still shaded wrong wtf XD
That is weird
Check the face orientation again
Maybe somebody tried to fix the shading error with split normals instead, of having the orientation correct
🤷♀️
I have no fucking idea what i did but it works now XD
I checked it and it was red and i flipped them...even though i remember doing ctl z...
I have no fuckin idea
Never any telling what other people do to their models, so you will run into weird stuff sometimes.
Looking great
Thank you
You have an outline shader
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.
Yeah i was just about to remove it, i was originally gonna shade it flat and add toon shading
A physical outline is just a shell with normals flipped
Its using a shader, not physical shell
Yeahh im horrible with explaining things
Ohhhh that's sick! 😄
Unrelated to VRChat really, but if anyone has a good tutorial on rigging inverse kinematics for animation in Blender, I would be very thankful.
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)
Select it, right click and mirror
It won’t change the position just mirror in place
Make sure you are on face/island select
how do i make it so it's applied to the other side?
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
and idk how to do that
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.
You can just overlay them if you want to mirror what is on each.
I mean, how precise do you need it, because you can manually place pretty close for most texture sizes
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
Gotta be quicker than straightening and aligning a dozen hair strands front and back
Just mirror and then overlay the UVs and when you draw on one you are mirroring to the other side at the same time.
i guess i have no choice
This gives you effectively double the texel resolution too
double the what
The resolution
Royal skies has some ik tutorials, but if you want you can also use Rigify which makes a full body ik system for you
Is it possible to have a model toggle to a different one or would that only work if they have the same mesh?
Yes. You treat it like a clothing toggle but instead you hide the previous mesh too.
Just can't change the bones
So same mesh or doesn't matter?
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.
I see
It all just depends, but there is probably a way to do it depending on what you are trying to do exactly
Well I guess it depends on the style but I was wondering if you could toggle between a human version and furry version model.
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
Yeah I get that. Just wondering if it was a neat idea that was worth trying
Apparently it wasn't haha
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
yeah but if there's way to make sure it's going to look optimal for everyone then seems kinda pointless
Always a tradeoff between cool stuff and performance
re: UV editing, ZenUV is a really nice blender add-on for a lot of those tasks
For the viseme issue you can instead use animator parameters instead of the default blend shape setup, that way you can have animations play depending on the sound, and those animations can drive both models without having to combine them
That's how I set up a smaller character in my avatar's head so it talks at the same time
how do i make fur man im dying 😭
Yes, pretty much like that, you can use a data transfer to make the normals blend better, here is a tutorial on that: https://youtu.be/jgVEdS6sZsk
A super quick tutorial on how to blend your fur, feathers or other sticky out bits into a mesh without spending hours blending your topology. This has pained me for a while now so I hope this offers you the help it did for me!
cool!
i think it work but only in sculpt mode view
but when i switch back into edit mode there is black outlines
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
there's also a cool addon that i got introducted to recently, it gives u a lot cool new options that can make stuff like this easier to deal with
https://github.com/greisane/gret
basically there's an option to automatically do the fur blend thing (data transfer) however im pretty sure it also connects meshes
This is just how blender renders it in solid view. So I don't think it should look like this anywhere else. Check in eevee, it should look similar to the left one instead.
Or check in look dev
ah cool
thanks for that i will try it
thats just the blender outline, you can disable it from here
Ah!
feel free to ping if you need more help / have other issues
You can use vertex groups to determine where the outline appears of the model!
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
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
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
oh no that's not for vrchat
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
I know the Fresnel shader in Blender changes depending on your camera but idk how to harness it in the way you want
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:...
If you use the solidify modifier to create a shell with inverted normals you can do realtime physical outlines pretty easy.
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.
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
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.
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
Okay
BTW, that vertex group setting lets you pick areas that the solidify is and is not applied
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
thank u!
Finally done with my custom Mecha Mario, really like how he came out
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?
I ran into this going from 2.9 to 3.0, but not 3.3
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.
Just started another model instead of finishing my WIPs like a boss
Finally finished
Time to texture
how to disable striking lines in unity scene plane?
perhaps change viewport shading setting
@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
@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
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.
For something like that, just use a box collider. The collider won't be visible in VRChat and you should be able to hide it in Unity by disabling gizmos.
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.
The mouth is a plane, I have a lot of different mouths for talking, that changes by movement
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.
yes that's what i done
anyway if i may dare to say that the mesh collider have some visualization collider bug
i hope the unity devs will ever fix it which i dabt in it
The blender experience
What ended up being the problem?
i'm attempting to make myself a spidersona model for spider lair lol
i'm still working on modelling it
Spidersona? Mind explaining 😅
it's basically a custom spiderman design
new spiderverse movie came out recently, super cool lol
yeaa the movie was great
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👌
fr
Ohyeah supposed to watch it still.
Never knew that wasa thing. Nice
Made a lil hat, Been addicated to cowboy stuff lately so
Tought it added to the fit
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
There are ways to cleanly add more verts to an edge without creating triangles or ngons, though it still doesn't hurt to hide them if you can, maybe in the crevice between the two branches. It's also not the end of the world to add the occasional triangle. It isn't ideal for subdivision but Unity is going to triangulate in the end anyway.
This video helped me a lot...
https://youtu.be/HGL6QpVRyXk
A good understanding of topology is a vital skill that every VFX artist should have in their arsenal. In this video, I'll break down a quick and simple method to change the edge count of any topology. Once you know how to connect an odd and an even number of faces, you can create clean topology for any mesh.
Get access to exclusive materials, ...
Are the merged verts a big problem? Or can I change anything about the retopoligy mesh when I'm done?
You can always change anything at any point, but your retopology should be clean
If you have to retopo your retopo, you fucked up
Noticed there is a "Smoothing" tool for the verts, is this any useful? or will it just not change anything about the merged verts?
Well that's useful Thank you
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.
Managed to remove some merged verts, and just added some edges, Looks ok so far
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"
Personally, I will use it heavily then not at all for a long time so I like the subscription
They give you downloads of materials and stuff too for having the sub
Is anyone here expert in converting a persons photo into a blender model
Unless you're talking photogrammetry which still requires manual retopology if you want to make it usable for an avatar, you're basically just looking for an expert in modeling humans which is a rather involved process. If you're looking to commission someone, I would google VRC Traders.
me showing off my horribly texture model
Looks solid! keep it up
thx
what exactly are you trying to do that you were using cats to do originally
^
and also if youre using a blender versions 3.0 and up you need the development version
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
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.
For the Mike Wazowski model I made, I actually did the opposite of what you did, I moved the iris part outward very slightly, to give it a bump, but didn't cave in the part inside
Which I think makes it loot a bit more realistic, and in line with the pixar look
Hmmm allright! Thats a good idea 2 sec let me try with a eyeball model I have Thank you!
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
Looks off because of the model style and shading imo
Yea exactly, doesnt really add up.
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
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.
I also feel like your eyes are very open by default ?
75% of the current value might look better with the eyes too
Allright this is lemme see
90% Open let me close m in a bit
This is 85. ill send 75 too.
Maybe mostly moving the upper lid down ?
Did a little bit of resculpting on the general shape. Gonna leave it here for now. Im starting to see double
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
Flip your normals!
turn backface culling off
flipping the normals wouldn't do anything unless you're wanting to only see the wall from 1 side
Where do I find that
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
found it
Thanks
there's a shader that has the cull off option
both sides render now
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.
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?
You could merge the verts
how might I do that again?
select all applicable verts (in vertex select mode), and hit M and choose an option
thank you
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
you just make a shape key and Shrink all the vertices you want to hide on that shape key
the thing is, if i just simply shrink them on all axis it has a stretching issue which leads to the parts that are connected being stretched which leads to a weird look
yes I'm aware, but if i shrink the faces then this happens
which now im realising after shrinking just the vertices this was my issue to begin with
Along the arms, just scale on the Y-Z axis, on the body, scale on the X-Y axis.
That way the verts are still in the approximate location along the bones that they are weight painted too, otherwise they will go wild.
S then Shift+X to scale on Y-Z and S then Shift+Z to scale on X-Y
Also, yeah, if you need more geometry, add some cuts.
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.
I made this.... Any corrections?
What's the problem with this? I think it literally enables itself
added another hair style to my avatar again
https://cdn.discordapp.com/attachments/584731032499126292/1123359345372057701/FzqIJyKX0AMeW7y.png
hey im trying to put breast on this avatar anyone know how to
Hard to tell without seeing the topology, but select the faces where you want them to be and inset is a good start, then you can start pulling them outward and adding more loops as you need, and adjusting the shape.
mind guiding me in vc idek how to add a good star i just pulled up the av in blender
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
alt+j should convert tris to quads
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.
Definitely need proper breast topology on this mesh, super necessary.
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
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
well its fixable i presume ill just wing it for now
That's the spirit 
Manual triangulation is another level of obsessiveness I hope to never achieve
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
It's honestly really useful
Lots of things are useful but awful and painful, like childbirth
Really useful on the face for sure
i think ima make it out to be something like this
bOOb
not that but
like
👌
the color scheme
my my
the boobs are not what im going for
She'll be useful should she ever fall overboard at sea
2 and 4 here
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.
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.
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
Reverse booba? Like make them a toggle?
OH WAIT
1 sec
I still would love to see an avatar with a toggle and blendshape that returns it to default cube shape
That would be quire the challenge for anything reasonably complex but it would be cool
okay so i should use scupting to make the breast?
I'm not sure but if it was possible to use modifiers you could maybe shrinkwrap the body mesh to a cube as a shape key? Though I don't think you can apply modifiers to shape keys
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.
what sculpt mode builds
You can apply shrinkwrap as a shape key but I think the results will be pretty monstrous trying to do that. Maybe that's the goal.
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.
i might have messed my sclupting up is there a way to reset the settings on it
Ctrl+Z will take you back a cetain number of steps, otherwise not really unless it was done as a shape key.
Save regularly
I prefer poly modeling over ever using dynamic topo personally
Different approaches between our two processes though
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.
💀
She got hips, tho
smash
Bunny hips?
okay now im done playing
I pretty much can't work without a solid reference most of the time. Multiresolution modifier is super good at keeping a good base topology you lay down and allowing you to sculpt and reshape it, along with being able to bake the normals directly from the modifier.
naw i was gonna complain about the girl sobbing my ear rn
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
is that in scupt
Yes, it's in the blue set
i is the shortcut
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.
Some are very useful in exactly 1 scenario 😆
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
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.
You can delete lights in the upper right but I would generally be modeling/sculpting in solid render mode so that shouldn't be an issue.
Trying different matcaps can be nice to reveal details that others hide
if i can turn on the wireframe then that would help
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.
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
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
yeah i was about to ask about how to make it more smooth
okay so what am i doing
Do you know where the edge loop button is?
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.
alright i added 2 to each side
You've got more geometry to work with, now it's just making the shape nice.
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
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.
A super quick tutorial on how to blend your fur, feathers or other sticky out bits into a mesh without spending hours blending your topology. This has pained me for a while now so I hope this offers you the help it did for me!
You still have to model the fur, it's just an easier option vs having to model it all as part of one object.
i have to make the hair myself from scratch?
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.
how do u reccomend i do it im going for something like this
Using the hair particle system is the most automated option but it's not really a good option for VRChat.
not like a bunch of strands
more like
peices
like banana peels kinda
more cartoonish not realistic
like this but 3d kinda
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
where do i find the hair
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.
should i take it back to unity
You can't model in Unity, ProBuilder isn't a good fit for this one
what do u reccon i use for the hair
A tutorial on how to make hair in Blender 2.8 with curves, a method that is very simple and effective that I have been using for my character sculpts.
▼ Sculpting Uraraka Ochako:
Re-Sculpting My Old Art | Uraraka Ochako in 3D [My Hero Academia] | Can You Improve In Only 1 Year?!: https://www.youtube.com/watch?v=iYNdfef1Uog
▼ My Gumroad Store (...
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.
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
that's way too many
You want to look at triangle count, not face count as planar decimate can turn a bunch of triangles into one face but Unity will make them triangles again.
Blender makes them triangles too for rendering, other representations like quads are just for our convenience.
okay well i got most of that done with
my new issue is making the avatar
come to vrc
i got it straighten out now i gotta figure out how to make it cross
why did this happend if anyone knows
does this have anything to do with it
man idk at this point
Please help if you know
How can I model my characters neck, head, and hair?
Maybe check the scale of the bones?
Idekh to do that 🥲
I just want it to work right 🥲
Try going into every bone and check if the values aren't 0 or negative
Why do you have four pipeline manager scripts
How can I add fleece-like fur to my avatar?
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
Where are the rest of the bones? It looks like this is intended to be a humanoid model so what happened to half of the required humanoid bones?
Oh NVM you have the spine not dropped down
Mind showing me how to do this when i get off ite 1 pm now ill be home at 5
No I can't I'm busy sorry
Well if ur free at 5 just lmk im at work atm
You can see a vertex being on the wrong foot, on the first image
hey im still running into the issue of my avatar not being shown and it being a twig in the display
ye the thing is i deleted them and restored them but they kept doing it, basically i had to delete lots of parts and then it worked fine
Apply your scale before exporting out of Blender
i was told to do that but i thought i did already
is anyone with knowlege on this able to vc and help me out i can give the files over too
Is this a new import into Unity or are you overwriting an existing asset?
overwriting
i did my edits
and the avatar just completely like shriveles
when i hit play
it goes to this
everytime
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.
i didnt mess with it so much i did like
3 things
added breast
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
Import whatever model you like, just make sure the filename is different.
is it possible for u to do what i did by chance with the original files
omg
i think
i got it 💀
I allways overwrite. Never had that issue befor. No issue at all usualy
I'm not sure what causes it exactly. I've overwritten models with new shape keys, UVs, additional meshes, weights, etc, without issue but I think the problem might be with things that change the vertex order like decimation.
Are you using a humanoid rig? There should be a warning about that in the builder if not.
yes i am and at this point idek what ima do with this
i spent like 14 hours on this
and i am getting little to no where
any shot u could do this and if so what would u quote it at
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?
I don't have a ton of time and I wouldn't recommend commissioning someone here, google VRC traders if you want to go that route.
i have the time but taidum needs both people to own the avatar to do commissions
okay
and whats ur quote
uhh well
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
A normal hand usually has index and ring finger starting slightly sooner and ending shorter than the middle finger, the pinky is usually the furthest back and the shortest on top of that
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...
Why do these verts want to go to the opposite side?
think you need to turn of clipping to put them on the right side
Ok makes sense. Where do I disable the tools I don't need?
As a first time blender user how do i actually mold the 3d cube
You would be looking for Blender sculpting tutorials 
next step is to set this up on a mini avi and rig it with its own animations as a follower that offers cookies
This looks like the surface of an alien world
Still might be a tasty cookie
Raisins though....bruh
i thought those were chocolate chips lmfaoo
The glassyness and rough cloud displacement of them seems more like rasind
as they are delightful to me, i never did say it was gonna be the best cookie
I have high hopes to finish her by next weekend. Work work work.
eew...my phone ruined the video
There's my 60 frames
Cute plushie
It's not pretty good
You know exactly what the jar is for
For storing things, obviously
Right
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)
Did you apply the face mesh's transforms ?
i did yeah
in the end i copied the transforms from the basis to every single viseme manually :,)
Oh God 
I think the easier way would have been to make your sil shapekey into your new Basis 
Shapekeys are fun
hi dose anyone know how to make anime skin but its procedural texturing
Do you have an example of what you're trying to make ?
making a avi for a friend and im not good with just texturing so im trying to do it with just nodes in blender
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
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
skin texture? idk all ik is that when it comes to texturing models im not great
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
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.
You can absolutely bake down a produrally generated texture in Blender onto a texture to use in Unity 
Bit of an involved process though
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.
AO on anime models 
Some workbench and some eevee viewport screenshots. I have no idea if its possible to even make it look this nice in unity later 🥲
Not ideal, but it you use color ramps and such it's passable for bodies. Less so on heads.
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.
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?
Not really that I can think of
More what you might use before sculpting
tyty
Depending on how lowpoly some faces might have some warping in both blender and unity but that should never be a problem unless you make something thats like… ps1 level lowpoly
what would you guys say is worse, weight painting or uv unwrapping
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 >///<
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
I tried installing the CATS plugin from the official github page and it gave me this error
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
ah i see, thank you
Also note the Fara Rex does not have feathers nor the normal tail.
which I suppose helps having it not be a bajillion polygons
Where can I find Fara Rex? This is the only thing I can find on Gumroad
doesnt it say in the description
Yea that should be it
Also haha yea....
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
Booba doggos seem to be popular around the old 3D modeling water cooler these days.
the original rex model is notorious for having poor topo so i don't blame em
and also a homophobe the original Rex Avatar maker so definitely better to look elsewhere for Rexes
oh yea i forgot about the religious zealotry
Homophobic furry doesn't compute
I know I'm honestly baffled
why wont it auto weight paint? m
Usually caused by intersecting geometry, automatic weightpainting works best on water tight meshes
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.
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...
Ty
Why isn’t unity showing up in the hun for vr chat
But the file is on my computer and keeps opening
me vibing with the https://hirozu.gumroad.com/l/Rezuium
You could do a jar and fluid sim 



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
first problem is auto weighting at all but you change the weight value at the upper left
The weight value during that whole section is 100% though and I'm on subtract mode
Also LMAO yeah
Only good for desperate measures
this is a better alternative to auto weights
I tried the mixed but it's still not removing. It removes on pre-weighted areas but not the affected virtises
mix, weight 0 doesn't work?
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
I know! I re-imported the FBX and supprisingly it wasn't! I had that idea to transer the weights between armatures but it didn't 😭
Thanks for the help anyway!!
i
i have these
Anyone else having trouble using CATS with blender 3.6?
need to use the dev version
I spent more time working on Anakin's Lightsaber with a few upscales to give it that realistic look
I don't know, didn't try it yet
what size maps / tri count is it? looks good
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
ah right
it's given a lot of detail within the model
Can't wait to see a lightsaber turned into an avatar. Kind of curious how that will work.
