#3d-modeling
1 messages · Page 10 of 1
Maybe the light saber extends into a body with arms and legs
And the hilt is the head
Nothing will ever be as cool as the Gonk droid though
when i eddit something in blender and import the mesh brakes like spaghetti
Anything that changes vertex order can be problematic. I know there are FBX importer add-ons you can buy that might work better but I tend to just re-import the object into my scene when making changes like that.
howd i reimport it?
Just export it as a different name and drag it back in the same way you did the first time. If you didn't mess with the transforms, you should just be able to copy the transform component and the new object will be exactly where the old one was and then you can either copy over the mesh renderer as well or just drag the material on to the new object.
how do i recombain it with the prefab? do i have to manualy redo everything? i got like 10 objects on the mesh, and things attached to the armature
Hi there! New to blender and I assumed if I weight painted vertex groups with the same names as the bones in the higherarchy that when I rot=ated bones it would apply those weights but it doesn't seem to have done so. Any ideas on what I did wrong?
Are those meshes actually parented to the armature and those meshes have an armature modifier ?
is it possible to transfer vertices from one object to anoother im trying to add breasts to a rex from the fara rex to original rex i used mesh data transfer but because they both have different vertices i cant provide a pic as it looks nsfw in vertice mode but isnt
It wasn't but I just parented it and also added the modfier but it still doesn't work
im trying to add IK to my model, but when i move the foot IK it does this
how do i fix it?
what's the ideal version of blender to use for modelling worlds?
i keep getting this error when i try to add cats blender plugin to blender 3.5. is there a fix for this?
need to use the dev version of cats
https://github.com/absolute-quantum/cats-blender-plugin/archive/refs/heads/development.zip (this is a direct download link to the development version on their github)
for blender versions 3.0+ and up, you use the development vers of cats
anything lower than blender vers 2.93x can use the regular non-dev cats
i got it to work :3
anywaysss. i'm pretty new to blender and modelling in general so this is probably really obvious. i have this star shaped mesh and want to make a little pentagonal sunken-in section of it (it's going to be the floor of a building). how do i do that? i feel like i remember there being a modifier or something that lets you use meshes to like, take chunks out of other meshes but i'm not sure.
Boolean
how's the hand? do i need to change it?
OH GOD SOMEONE HELP 😭 I am new to blender and have no clue what I did, the hoodie just disapeared! A menu came up saying something about a shader and now it's gone but still there and I can't undo the change
This is when you restore a previous version that you absolutely saved in the last 15 minutes. If for some reason you don't have a recent backup, try File->recover then auto-save and hope you have something recent in there.
not to sound odd, but
hows the hand ive made?
its for a ps1 model and i was wondering if it'll work
The hand bone should ideally be straight as should that last digit of the thumb but otherwise yeah, it should probably work. You'll need to manually assign the fingers how you want them for stuff like gestures.
No problem
I'm imagining what it would look like if a swarm of these came to vrchat server
it would be amazing
Hey, how did you do it?
Did you just install the dev version?
Thank you!
i reverted my blender back to 3.4, but installing the dev version would probably work too
I downloaded the dev one.
It looks a tiny bit different but oh well, here goes nothing.
I already have quite some experience with Blenders - definitely above beginner level.
But I never touched character modeling.
Any advice is welcome :D
Hihi! For some reason I can't transfer weights, any ideas? (new to blender)
@spiral sigil Saw this blender plugin and remembered you were making some wraps for your avatar, might come in handy some other time
https://blendermarket.com/products/wrap-master?ref=110
Awesome, thank you ❤️
I love niche little blender addons like these
Cablerator is great too
Easy way to add cables and stuff for those that might be interested
https://blendermarket.com/products/cbl
oh ye, got that one, been using it on my latest world 
It's really hard to tell what's going on as you're enabling and disabling a bunch of different models but for weight transfer there should just be 2, the source and the target mesh. You enable just those 2, you can keep the armatures off if they get in the way, they aren't relevant. Then, you select the source mesh, shift select the target and then transfer the weights.
So the two hoodies I enabled are the same object duplicated but one was skulpted
So the target mesh is the one that wants the weights put onto it and the source mesh it the one it takes the weight from right?
On an unrelated note, also despite having no weights painted this mesh is not following the bone correctly
Yes. Typically body first, then clothing. It just seems like you might be trying to do too much at once.
How would you start making a skin tight suit for an avatar? I was thinking of duplicating the base body and using "Fatten" to offset it a little bit
Duplicate the part of the body you want and use a solidify modifier with rim only option and adjust the thickness and offset. Then manually fix any ugly spots.
Works well for quick gloves, thigh highs, and stuff
Awesome! Thank you I will take a look at that 🥰
I was actually doing it from one copy of the mesh to another
so the armature is ok in edit mode but when i go to object mode one side is flipped
1 is normal
2 is in obj mode
go into pose mode, select all bones, then do alt-r (remove rotations), alt-g (remove translations), alt-s (remove scales)
You can reset pose with a singal menu option but its good to know the hot keys
That or I just noticed you have a bone for the elbow pole target, make sure the elbow is slightly bent the correct way and its not flipping it around because the initally bend was backwards
Since you are setting up IK, its a good idea to make sure one of your bonedrivers doesn't have an inverted parameter or that you rolled a bone in edit mode
one more thing, if i apply textures in blender then import the fbx into unity, will it keep the uv changes?
I want to start taking courses in learning how to use blender, What places or websites do you guys recommend, and what are some tips i might need to know?
I don't think many people have taken proper courses and it's not really necessary. If you just look up Blender donut on Youtube, that's a whole into series that covers a huge variety of topics at a very introductory level and then you can kind of branch off and look for beginner tutorials relating to what you want to learn first, whether that's hard surface modeling (mechanical things, robots, etc.), organic environment modeling (terrain, rocks, caves, trees) or character modeling. You can get a lot more specific in there if you want to model cartoons or anime. I don't have specific recommendations beyond the donut tutorial but doing that should give you the foundations to branch out to most other focused beginner tutorials. If you really want to do a proper course, you might want to think about Udemy or Skillshare, sometimes you can find affordable courses there.
Don't do the blender donut
It's a very long intro to blender guru's personality brand with a lot of "just do this based on the settings onscreen, don't worry about it we'll cover it in a later video". It's a very glancing tour of a lot of features but not a learning series, it's more an advertisement for his many long winded videos and purchaseable courses
https://youtu.be/At9qW8ivJ4Q
This video is very to the point from the ground up, no fluff. The hour in this one vid here will save you the (17 videos last I remember?)that it takes to get through the donut
#Tutorial #Blender #Beginner #3d #Basic #Introduction
Download project files
https://crossmindstudio.gumroad.com/l/lZHjb
https://www.patreon.com/CROSSMIND
Links to download Tutorial Files, Textures, and Other Resources:
https://www.crossmind.com/introduction-to-blender/
Intro: (00:00)
Interface to Blender Interface: (00:15)
how to Move/Rota...
oldest donut tutorial is 17
It's been 15+ years since I first started learning Blender so I'll admit I don't have first-hand experience with that series, I just know it's popular and covers a broad range of topics. If anything, probably too many. A beginner doesn't really need to know how to use geometry nodes. I don't know how to use geometry nodes and I get by alright.
https://www.youtube.com/watch?v=bpvh-9H8S1g&ab_channel=CGFastTrack ive done this one too
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it helps to have a tiny bit of pre cursor knowledge but
even a low poly tutorial would be ok too i feel
I've never made the blender donut, but I've made donut shaped objects

Still think the best way to learn Blender is to jump in and look at tutorials when you get stuck on something.
Not sure if that's the best way but it's certainly easier than it used to be. When I got started, Blender used right mouse select by default, it was a bizarre mess inscrutable to normal humans.
yeah my first experience was "left click places the 3D cursor and right click selects". Infuriating
2.79ish and onward was after the blender foundation got the massive donation from EPIC and they started pushing real hard on making it a modern system, probably got a lot of new talent in from epic specifically to work together on tools they wanted, etc
I'm sure there are other uses for it but I only use the 3D cursor for "set origin to 3D cursor" so devoting the left mouse button of all things to it seems insane.
it's pretty handy once you get used to it. Don't remember if it's a part of machin3tools (great, free QOL addon, get it) but the radial behind shift-S is wonderful for quick common things regarding object origins
the 3D cursor can also respect snapping and be used as a translation origin, so it comes in handy as a hinge
If you set the transform point to the 3D cursor, there is a lot you can do with it.
Especially if you use proportional editing, you can use rotate and bend things easier.
Creative use of scaling too sometimes
Oh yeah, using it as an origin is very useful but that's kind of it and most of the time you either want the 3D cursor at the world origin for stuff like mirroring or you're using median or individual origins. It's useful but not enough to be worth devoting a mouse button to it.
Definitely not enough for a whole button
I feel like old blender was made to appeal to one specific persons autism 🤣
New blender is more universal
Decided to make a furry version of my avi
It can be a toggle only thing I gotta figure out is how to setup the feet toggle. as it would be clippin otherwise
Im not really known with anything furry so if ive made anymistakes dont hesitate say so
look at the size difference with vr equipment
yeez are the index controllers that big?
Ill stay with my qeust controllers for sure lmao
its not that bad
Maybe cuz im not used to it lol
Can I please have some help? I'm so dumb with Blender but for some reason I can't specify what bone this is weight painted to and its drivin me mad, Ctrl + click doesnt work, Shift + click doesnt work
You have a lot of bones selected in that image
This is my first attempt at a proper model using blender (intended for vrc use
), does anyone know why subdivisions are acting so weird?
Also, how do I fully merge layout geometry? I tried doing it once but the meshes haven't been connected.
What subdivisions? There is no subdivision modifier unless you applied it but subdivision does its best to split faces into 4 spaces of the same aspect ratio of the original face which appears to be what it's doing here. When you say merge geometry, do you mean making it one object or merging the vertices so everything is welded together?
Whenever I attempt to subdivide some faces, blender decides to instead subdivide the edges, which makes very odd artifacts when using any form of smoothing (shown below)
Also, I used the 'layout' menu to block out the general shape of my model, and I am looking to merge these separate meshes into one (preferably getting rid of the overlapping geometry inside of the model)
(sorry if these are obvious problems, I am very new to blender)
(I subdivide using the right-click menu, not sure if I'm supposed to be doing that...)
No worries. Subdivision is only going to give you clean results if your mesh is mostly made of quads (faces with 4 edges and 4 vertices). You've got a lot of ngons (faces with >4 faces and vertices) so it's not going to give you a clean result. To combine meshes, just select them and use Ctrl+J, though I'm not aware of an easy way to clean up overlapping geometry, might just have to do some manual clean up there.
Thank you!
Does anyone have that old Image which showed the recommened setup for avatar bones for humanoid models? I remember seeing it in the past, and I would like to reference that again. As a secondary question do people still use CATS for vrc models in blender?
its in the pinned section of #avatar-rigging
and ive sent the default template skeleton like 80 million times in that channel
personally ive only seen cats being used for the visemes, everything else it did was for mmd models iirc
Ah well thank you for pointing me in the right direction for it
I am trying to export a vroid model, and im doing some fixing in blender however i keep running into this issue where there is this invisble texture/mesh and i dont know how to remove it. its invisible in blender but its very visible in unity and it looks awful, it effect the eye liner, eye brows and certain clothing
this is what it looks like
the jagged part
you can see it doesnt match the top
it ends up appearing like this
same thing with the face
it gets all weird
#avatar-general message
the usual routine
my bad, thought i was in the right place
or use a shader with transparency enabled
Thats cause I selected the armature then the mesh and entereed weight paint mode but couldn't select a specific bone
Long story short, this has to do with the materials in unity,
Some of them support transparency. and some dont
Attempt 2 has been a significant improvement imo
looking good 👀
What are you trying to make brother! Looks like a truck?
New project im workin on btw,
Beautiful. Can't wait to see it textured.
it subdivied endges and smooth surfaces. it subdivied everything... select an edge you want to be sharp. press shift e i belive and then drag untill the edge is purple... but subdivite is really not needed for a model of this polygon count... id say, get rid of the Ngons and then unwrap it and smooth shade it, then textures.... textures are like half the detail on most models
cats is only usefull to merge gones
make your materials tansparent in unity. thats it
you dont... you give the model a vertex group named the same as the bone you want it to be attatched to :)
quest doesn't support transparency though?
thats okay, iv just been doing the knife method
yea that works
i havent checked if it worked yet but im very confident it will
aslong as you didnt add any extra verts it should be fine
hmm.. that seems concerning how could i not add new verts? isnt that exactly what the knife tool does?
nope. aslong as you are cutting along allready existing verts its fine... all the tool does is split polygons.. you can cut a quad into two tris without adding or removing verts.... and then just removing the excess from the cut
So I'm trying to get the files of a smash bros mod converted to a compatible file type with blender so i can upload it, does anyone know how to convert files like that?
Hi again, does anyone know why only some of my geometry has accepted my assigned test material (the dark purple...ish color) and the rest (light gray) has rejected it despite also being selected when the material in question was assigned?
(edit) and, by extension, how do I force the straggling geometry to accept said material?
I'm infantile with blender and everything I've tried thus far to get the material to these regions hasn't worked
oh
nevermind there's an 'Assign' button
disregard 😅
Alright here's a tiny update, and also: does anyone know a good way to 'paint' a texture onto a model like this directly (As if you were painting a clay sculpture or something)?
I don't know whether or not Blender has a feature where if you painted directly onto the model, it would still save as an 'unwrapped' image to be applied (i.e. when being transferred to Unity)
to be more specific, I'm not looking to get 'rid' of UV maps, I was just wondering if there was a more 'hands-on' way to create them
you're missing a lot of tabs at the top from that image
these come by default and a few of them are important for making models
you mess with all of the UVs in uv editing, and then you make your texture to paint on in "shading"
then paint in texture paint
doe girl
i see... not bad
I used [CTRL+WIN+S] to get the screenshot so the tabs are there, just cropped out.
Thanks!
Although I haven't gotten around to arranging the UV map, I have implemented some barebone colors by assigning materials to the quads.
(I'm actually 100% satisfied with how it looks rn, will I face any consequences in the future if I just use this method? (i.e. unity doesn't interpret blender materials or something))
using multiple materials would increase the amount to draw calls so it would make your object more expensive to render compared to using a texture that just has the the solid colors
Yeah, its' not going to be catastrophic to have a model with 5 materials on it, you just need to create and assign those material in Unity after exporting but it adds up. 100 objects with 5 materials will perform notably worse than 100 objects with 1 material. If you can atlas UVs together to bring multiple objects together with a single material, even better.
UV mapping is a bit of an advanced topic but you could probably UV pretty much everything there well using "project from view" with the appropriate faces selected or just select everything and "smart UV project" for something quick and dirty. Might be fine for this object.
I see
I was actually just about to ask how to arrange UVs because the map for this project is total spaghetti and tbh it scares me
Hello!
Today I thought I'd share one of my new favorite ways to deal with UV maps of low poly characters. One of the things that always frustrated me about texturing low poly is that I would lose that flat, shadeless look. I also find UV unwrapping a chore. I used to have a method similar to this, but I've found that selecting by material makes...
basically you just shove all the islands you want to be one color into a part of the color Atlas and make them really small
Project from view does what it says, it takes what it can see and creates UVs as a 2D projection of what's in the viewport. So, if you were to select the front of the vehicle and then go into the front camera view ad then do project from view and it will set up the UVs as they appear in the 3D view.
Doing like what Rainwolf said can work well for low-poly stuff where there are a lot of flat colors. It won't work well for lightmaps but you can just have Unity generate lightmap UVs for the object automatically.
and if you put everything on one texture at list like that static batching can go to town making everything a very low number of draw calls
I see, also I presume using the 'unwrap' command from the UV window is something that shouldn't be done?
I got this 'thing' when I attempted a normal unwrap (I have a more telligible map now though)
honestly it doesn't matter your UV unwrapped kind of looking bad as all you're doing is just assigning which faces go to each color
Some time ago I built a small add-on which allows you to generate a simple texture atlas for multi material objects. I figured, why not creating a simple tutorial? I hope you like it :)
Also please excuse the bad quality, next time I'll set up OBS correctly :D
Texture Atlas Generator (Github): https://github.com/LuFlo/texture_atlas_generator
T...
Here's what I got from arranging the islands by material
well wouldn't you need a texture with the colors as well
but yes that is the general idea
had to make the atlas
I presume this will get the job done, I've lined everything up and am currently figuring out how to apply it
basically you make a new material and assign everything to that material
Unwrap should generally only be used if you're using seams to manually organize your islands. If you're going to do the method of having really small single color islands you aren't worried about making a texture map that can easily be understood or edited in other programs, it's just a matter of arranging all the faces on top of the right color.
but I might suggest making the atlas have some more white space at the moment so you can add more colors as you make more objects
like each individual color blob doesn't need to be terribly big so you can fit a lot of those in one texture
Or just use one that already exists
The atlas is barebones because its a bit of a placeholder currently, I plan to re-arrange stuff in the future (and I want to maintain a very simple visual style for performance reasons)
nothing wrong with being placeholder I'm just saying you're not giving yourself enough room for expansion
AS hypothetically in the end you would want to use like one material for the entire VR chat map if you're going this kind of art style
that's actually really smart
I didn't think that could be done tbh
version expanded out to a size that will give you plenty of room to work with and is still a small amount of vram compared to excellent ranking Avatar
Odd question, but the image I'm using is a 64x64 grid - which would technically allow me to have a huge amount of colors just through individual pixels - is there any real benefit/deficit made by doing that?
You would need to scale down each of your islands essentially infinitely to fit them on a single pixel and it would be hard to work with inf you needed to move things around in the future. On any sort of modern hardware, the difference between using 1 64x64 texture vs 512 or 1024 will be nonexistant.
Most assets I've seen textured like this (particularly the Synty Low-Poly stuff) use a 1k color chart so you have access to pretty much any color you might need.
also you don't want texture bleed to occur from Mipmap With Faraway objects
and honestly the VR chat menu probably uses more vram than a 512 or 1024
and you have to consider is you're only using like one texture for the entire map
So I presume the 1-texture-for-world concept is done by making one big 'master' atlas, using it for every prop, structure, and vehicle (to arrange the UVs) and then re-applying it to everything in the unity project?
yes
Basically like a modern spritesheet
yes
Sprite sheets can be a lot more complex than this. A sort of expanded concept from this is using what are called trim sheets which are distinct blocks of a certain design which can be tiled which is more like how spreadsheets tend to be used but it should be as simple as making one material with the texture on it and dragging it into the one texture slot the FBX will have on import.
Yeah, like that. If you wanted to make a Mario game, for example, you wouldn't be assigning individual colors but placing blocks of tileable terrain side by side so that's kind of like the retro equivalent of a trim sheet. Those can obviously be used for some pretty complex stuff if you look at those images whereas this technique is really only for solid flat color low-poly stuff.
like one difference to consider with vrchat compared to like a video game with asset streaming is like a VR chat world is a discreet chunk of data that's always going to be loaded into memory so we might as well take advantage of the fact that this stuff is always going to be loaded together and give the CPU less work to do having to process different materials
where is something like Spider-Man loading the assets for the bookstore and the hot dog stand together in the same texture would be silly because you're not always going to be next to both of those at the same time and it uses asset streaming so it's only loaded what's relevant at the moment not the entirety of New York
I imagine setting that up is quite complicated and might not even be possible in VRChat but you can do something similar using an LOD group component. Probably overkill if you're going to be using a single material unless you plan on having a massive number of objects.
You'll have plenty of space in terms of performance to not have to stress about that stuff too much if your materials are that optimized.
I was actually about to move to #world-development to ask about stuff like that because the scale of the project in question is a bit larger than most worlds
So for the 'movey' bits of my model (tires, steering wheel, headlights(?), etc), would it be okay to build them in the same blender file, or should I make a new one?
it should be fine being in the same blend file as long as they're separate meshes
Yeah, if you wanted to use one mesh, you would need to rig the model which may not be any better for performance depending on how many objects you're going to need. 1 skinned mesh renderer is probably better than 5 regular mesh renderers but I don't know the specific overhead on that.
Use collections. Organize early so you don't have to figure out what cube 368 is later.
i dont know what you are talking about
I can't believe you guys don't name your meshes
The trick is to do everything as quickly and sloppily as possible and then get around to cleaning it up later...maybe
We all pay for our bad habits sooner or later
Only use a single mesh 
This was such a problem with me and my mom trying to manage files for 3d projects back in the day that I started intentionally making folders named "box 05"
Can anyone help me with converting a VRchat character to a VRM?
#vtuber #tutorial
This tutorial is a basic walkthrough of how to turn a working vrchat character into a vrm format avatar for usage in a variety of apps
My intention was to create a careful step by step walkthrough all in one take that is super easy to follow. It does not explore every single aspect of the VRM format or of avatars in unity but...
I have tried al lthat but i need help. There are error codes that i dont understand
then post the error code in here
I looked it up and there are VRM servers so you might try asking there. There really is no such thing as a "VRChat character" at least not outside of the context of the VRChat app, they're just standard models with rigs so you're not likely to get any particular insight here unless one of us has happened to work with VRM in the past.
blender says that .blend is not suported i open the file and it opens a new project
Do you have a .blend file and a .blend1 file (as seen in the image)? I'm not positive but its the first thing I thought of
Well, I opened my last, save without blend one
To be fair, it might be because I gave it to another person to edit. Don’t know though.
Did they use the same version of blender ?
Iirc blender doesn't like opening blend files from versions above ita current one
Ummmm... so I'm new to blender and I tried merging vertisies manually and subdeviding then skulpting, did I do wrong? The first picture is what it was and the second is after I tried...
What were you trying to do ? Sculpting on a flat surface like that is not ideal
I connected the meshes then decimated a load of times to allow for more acurate skulpting, or so I thought
You're supposed to enable Dyntopo to achieve this
In this video, I will show you how I set up Blender for Sculpting.
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Sculpting Beginner Tutorial: https://youtu.be/VYuUlQO-kYE
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Trying to learn modeling and rigging and avatar creation all at once
little WIP i'm making all from scratch 💕
Cute design 
Anyone got a good tutorial for makin an avatar?
There's a lot to that, modeling, rigging, mapping, texturing, and then the publish process inside of Unity. If you want to make something from scratch, you'll need to start with some beginner modeling tutorials. Making a decent-looking avatar is going to take a fiar amount of time developing several different skills.
I'm trying to get into modeling first then rigging
Maybe try this series, I've seen it recommended. I'd do a fair amount of modeling before worrying about rigging. https://www.youtube.com/watch?v=bpvh-9H8S1g&ab_channel=CGFastTrack
Your journey awaits in this new Blender Beginner tutorial series. Dive into Blender 2.9 with CG professional Robby Branham!
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so i discovered mixamo and
Thank you for the help 😊
he will be unleashed
So, when you buy and download Rusk from booth, it gives you 3 files. One, I presume, is for PC (Rusk_v1.21), one is for Quest (Rusk_Quest_v1.00), what's the other one for? It's marked with a number of some kind, is it a date?
nvm I think I got it
I need some help, i’m trying to get a 2D image Texture to float off from the face to represent his eyes, But I don’t know how you would go about doing that
A plane with the image on it
How do I properly fit the clothing I sculpted to my model?
Hey... umm can I have some help? Very new to blender and I'm following a tutorial to transfer verticies from one object to another but I can't seem to get it working. Does anyone know any better tutorials?
https://www.youtube.com/watch?v=Nirh_Pv8jEY
Welp, I finally figured out how to turn a goldsrc MDL into a Maya OBJ but I have no friggin idea how I'm gonna UV map this or get the textures looking anything like they're supposed to
How would I go about UV unwrapping this sucker?
And even then the textures I got are kinda like puzzle pieces.
I like using the grab brush in sculpt mode, make sure symmetry is enabled. You can also use edit mode but I prefer sculpt mode.
Now that I’m done with my full model, I’m not exactly sure how to import this to unity and make it look the same, Toon-shading and all
You can export it as an FBX but materials don't transfer from Blender to Unity so you'll need to recreate those in Unity. Most people use Poiyomi shaders for toon stuff but those are not supported on Quest.
bake any texture maps (albedo, rough, etc.), export and import model and textures, download poyomi (or any other unity shader just preference), use your textures and fine tune to get the look you want.
You guys are so good at this modeling stuff
Yoo quick question I have assigned certain verticies to a vertex group on one object, I know it's possible to transfer the vertex group to another object but will this copy the vertices over? Asking because thats what I need to do. The object I'm transfering to doesn't have the verticies I need
No it will not copy the vertices unless you manually copy those over. The vertex group also won't be properly transferred unless you copy the require vertices first.
I figured it out, duplicated then seperated and joined with the mesh but now the polys won't fill right, nothing but problems ey 😭 lmao
Would anyone know how to combine all meshes with the same material together in blender automatically? I've been sitting here hitting ctrl+j for the past 30 minutes and im exhausted lmao
Nice unique boi
thank you so much!!
Oh no, The Poly Count
Yeah, that's just a quirk. There should be something you can autofix to fix that. Unless it is real in which case you need to go to confession.
Yeah no I’m pretty sure this is real
What do I do? I don’t think I can use this without my, or someone else’s PC Blowing up
If you scroll up, there should be a button to autofix. I don't think characters for Hollywood films typically have over 200m triangles.
All I see are select buttons
It's just a read/write issue, enable it on your model settings in your assets
but there should be an auto fix yeah
We went from 200m to 1m
Well, that's still horrible but less.
Please don't use that model, for the children.
Aw, alright
Even for PC, 200k is a lot but if you really need the 10 different outfits then okay but going above that is really pushing it
That means I have to do the retopoly, texturing, and rigging all over
This is retopologized and it's 1m tris? Did you turn on like 4 levels of subdivision?
No, I think I just gave Quad Remesher too high of a Quad Count to work with
Ah, well, quad remesher won't give you very good character topology anyway. It's not the worst and you can make it better by adding some edgeloops and fixing up the loops around the face but retoplogizing characters still isn't something that can be done well with the push of a button.
Hopefully in the next year or two with the help of AI we'll get there. I certainly wouldn't mind never having to retopologize again but doing it properly is a long, boring process. It's arguably not that difficult but there is an art to it and there are people that are much better at it than I am.
I’ll note that for next time, I’m still a little bummed that I can’t use this character in VR chat, but I’m glad it looks good at least.
Just so I know for next time when I make another model, When Retopologizing my character, how many Tris/Quads should I aim for Maximum for an Optimized Avatar?
70k pc
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is.
beat me to it lmfao
A lot of people on PC use more than 70k tris but if you want the party line, then sure. I don't think 200k is heinous, people can manage their shield levels and minimum performance rank if they like. Before the optimization gang comes for me, I develop for cross-platform so all my stuff is below 20k, just saying we need to compromise with people to give them some room while still discouraging 500k-1m+ madness.
Plus with me realizing this, it can actually give me the opportunity to add some things to the model while optimizing it so my PC doesn’t explode
Try to make it under 70k ||but if it's 100k, I won't tell anyone.||
But you told me
You saw nothing. 👀
I seem something
i need some help with 3d models
That's what this channel is for
Some renders i made with my worm and bazooka models
@azure rain well see i need some 1 on 1 help. So i can explain what is going on. Its a long story or can someone tell me where to go to learn the basics for someone who needs to finish a model for VR chat and to change it to VRM
#vtuber #tutorial
This tutorial is a basic walkthrough of how to turn a working vrchat character into a vrm format avatar for usage in a variety of apps
My intention was to create a careful step by step walkthrough all in one take that is super easy to follow. It does not explore every single aspect of the VRM format or of avatars in unity but...
I did watch that and it doesnt help th issues im having many error codes come up saying im missing script
question does the Avatar successfully upload when you try to do it in vrchat
just wondering as far as what scripts might be missing
did you install all the prerequisites for any workflow showed off in the video
I made sure to do exactly what the video said. And the model was created for VR originally but i will not be one VR for a long time. So i wanted to see about converting it, but no i havent uploaded it because i wont be on VR for a really long time
There's really no connection between VRChat and VRM, at least none that I can tell. You might use the same model for both, you might play VRChat with your character overlaid but if you want to know how to use VRM, I'd try a VRM server.
Ahh dang ok lol thank you
if their problems is some sort of empty script starting from a fbx files might not change where the empty script problem is coming from
You might get some help here but a much larger percentage of the community will have experience with VRM on a VRM server
and honestly probably most of the folks around here just use a vrm converter tool
I wasnt sure because it was originally meant for Vr chat well let me ask this as 3D modelers do yall keep like 8 different models in the same file to send to a client?
Wait there is a VRM converter tool?
Most tools use a common file type as a starting point. For models, it might be obj but for rigged characters, it's typically FBX. So if you make a 3D model and export it as an FBX, it can be used in many different programs. You'll also tend to keep a working file that is the format your modeling software works with internally which is a .blend file for Blender from which you can export to pretty much any other format with the help of add-ons.
yeah there's an fbx file for the Avatar somewhere in your Unity project for your vrchat avatar
Ok ill look for that because the file has about 8 different models that have nothing to do with my model. And i know nothing out this so im flying blind for the most part. And alot of what in the file i want nothing to do with
then I wonder if the vrm converter I linked might be easier for you?
then trying to clean up the mess with your fbx
and that does not sound like a good Avatar maker if they're stuffing eight avatars in the same file
They could be accessories?
I thought so but my avatar is a red dragon and the others are like a whole new dragon. Like color, hair, clothes, accessories, animations ect
If you are serious about doing this sort of thing, you should get Blender so you can open all this stuff up and check it out properly. It might be a modular dragon builder thing and those are some different variants.
The are a few accessories but there are other models too
Sounds like a good deal if you only expected to get the one.
True i don't wanna use the others tho lol and they had sent me apic of one and told me that they had made that model for someone else that was a dragon
So i doubt im supposed to have it
Ah, so this was a commission and they just sent you a bunch of other commissions? That doesn't sound like the best practice.
No it doesn't. That's why i need help it was super cheap, and i thought i could do the conversion but i can't and i think this is why
You should be able to safely delete all the other ones you don't want. There are some VRChat publishing tutorials we can point you to if that's of interest but for VRM I don't know any more than what has already been shared.
Ok ill look into that i want sure if it would work because of the missing script. Ill definitely try this thank you all for helping the best you can
hopefully you can figure out something sorry I can't be more help just don't have any data to work off of with no pictures
I completely understand
You should also be able to delete any scripts when it comes to VRChat since they probably won't work anyway but no idea if VRM needs them.
Ok sounds good i can try a few things and save them separately to see which would work
hopefully it wasn't a scam or something
been quietly following the convo, that seems a bit weird
I dont think it was.... a freind had a model created for her and refered me. I mean they did ask for my VR chat log in
then again i assume everything is a scam until proven xd
yeah this does not sound like a good commissioner if they're including their other customers work in the file
Seems like they got a dragon but I wouldn't be surprised if it was put together with off the shelf dragon parts since it seems like they do a lot of these. Not that there's anything wrong with that.
I think thats what they did
It's the people that had their commissions shared who would be getting the raw end of the bargain.
And yeah well there website has a "My models" section when i seen one i recognized i asked about it and they said its used as a base
They may have made the parts but it only makes sense to not reinvent the wheel if you've already made 100 dragons with 100 different colors and horns.
True, just weird that they sent me all these models and i hate knowing i have them honestly..... i just hope i wasnt scammed and wont get in trouble for using mine
The only people that might come for you are the faux pas police if someone else has a similar dragon unless it's pulled from established IP. We would never allow IP characters in VRChat. Not here.
Ok lol
need some help rq, so there is no shape key i can find for the hood to go up and down, but when in edit mode in blender the hood goes up, any ideas?
So i looked into the file and found 9 total 2 i think may have been the same 4 were FBX files. I will be looking into how to make my model in the FBX form because i dont understand the converter lol.
My guess is there are bones, and in object mode the hoodie is in its posed position (in edit mode, poses do not show)
i fixed it, i dont even know what i did but it worked lol
Love/Hate it when that happens. On one hand, "nice it's working now" and on the other "How do I fix it in the future????"
yeah lmao, i think its from merging the old armature to it while in edit so it made the blendshape stick as default lol
nvm got it, just edit the spine length in blender by a milimeter
What format is the one you want in?
Vrm, but i think i know where to go from here is just wont know for sure till tonight
I'd generally go through Blender, I imagine it has a VRM importer plug in. If you're trying to use it in VRM, that seems like a good thing
I want to make very flow-y robes for a character, how exactly what I translate that into VRChat?
Ah ok
Wait, how exactly would I use Physbones with my clothing?
Would I need a whole new set of bones just for the clothing on my avatar?
no, your bones should all be in 1 armature
Yes. Add bones to your armature
I need to make liquid for a potion on my model, how would I go about making that?
You need some sort of liquid shader, I think this should include one even if you don't want to mess with the pouring mechanics. https://github.com/Dastmann/UDON-Liquid-Pouring-for-VRChat
Is there any type of Saliva or Slime Shader as well? I’ve been meaning to add that to my models tongue
Booth and Gumroad have a fair amount of shaders as does the prefabs database, not sure about slime but probably somewhere. Pretty much any shader that works in Unity's built-in renderer works for PC VRChat. Quest has more limitations and Quest avatars can't use any custom shaders.
Since I want to add Physbones to the sleeves of a robe to make them flow better, how would I do that?
Weightpaint
Can you explain this in a bit more depth?
I want to make a VRChat avatar, how many polygons is good enough to be compatible and still have decent details with retopology?
That’s under 70k
Like, 10k or 20k?
can anyone help me figure out why my eye tracking isn't working on this model. this is what cats is giving me every time i try to test
https://creators.vrchat.com/avatars/avatar-performance-ranking-system/ depends on your avatar but as a rough guide when retopologizing, only add polygons to places where it contributes to the silhouette. So enough where at a certain distance the silhouette appears smooth (unless you want it to appear sharp of course) but not so many where you have 100+ polygons just to smooth out one edge. It's all about finding balance between resolution and performance. If you are new my best advice is just to try to work as non destructive-ly as possible so you can add more / less geometry as you get a better understanding of how many polys you should use and where.
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is.
That sums it up pretty well. There's no polygon target that is going to work for a simple chibi anime character and a Dark Souls boss with 10 arms and 100 eyes so you just have to be conscious of not adding more detail than is needed and optimizing what you've got. if it's on Quest, it needs to be under 20k to not need to be manually displayed so that's a hard limit but it's not unheard of for a well-designed PC avatar to be 100k. A lot are just poorly-optimized because you can get away with that on PC but some justify that complexity through details you can actually see and just just needless density and excessive subdivision.
Even though I’ve Remeched my model again, it still says I have over 200,000 Polys, though I have 10,510 Quads, I feel like I’m missing something, do Quads not equal Polys?
the VRchat stats counts triangles not quads
10,000 quads != 200,000 tris, though. Maybe you have a bunch of ngons?
Or one massive ngon.
wow
Subdivide modifier still on?
That's a disturbing disparity between quads and tris
Are you using quad remesher? Instant meshes? Either of those would likely better than Blender's built in remesher, though neither is going to get you very good character topology because they aren't that intelligent.
Alright, after some more editing, I managed to whittle it down to just under 90,000 Tris. Am I able to work with this?
So long as it's just for PC, you could have used the 200k one but 90 is better.
Now just just need to upload to MIxamo.com and the results should hopefully be not horrible.
Alright
That’ll be a whole bunch of rigging stuff I’ll do later, for now, I’m just glad that unity will no longer yell at me saying that I have 1 billion tris in my project
I revisit my old early 90's 3D modeling and animation software. These are some of the programs I used to lean the art from 1990 to as late as around 1995 in some cases.
===== Attributions =====
Software:
AutoCAD R10
AutoShade
Animator
Openshot
Ubunutu
Sound:
1989-a-number.mod (n/a)
1993.mod (gustaf grefberg)
486.xm (ExcelioN)
amegas.mod (n...
gotta love the 90s

Is there a way to get glTF / GLB files into Unity yet? Every time I try converting them first the textures get scrambled.
I remember using 3D Studio. Not MAX, the DOS one.
oh yeah, Autodesk Animator, I totally forgot about that
nvm i fixed it
All that’s left is to rig it https://cdn.discordapp.com/attachments/1042639086021783602/1135007788700024852/image.png
And to put its feet above the origin
how can i have it so i can turn this vertex into that diamond?
You can make new edges with the knife tool, but that will give you a 5-sides face. To make that nicer, you could connect the diagonal verts to the exterior edge of the diamond, making the tris you created in the first step into quads and avoiding ngons.
i remember there being a way to bevel vertexes
i might be wrong
Ctrl + b then press v
ahh
thanks
im a content creator and serching for help im lookign for someone to rigg my model its a quadaped model 4 legs
needs to work for vrchat unity side of work is the 4 face expressions happy sad evil tierd and default bugget 100 CAD
dm me asap thanks your help you will also get a shoutout in my next tiktok video
any DMs you get in here will be scammers trying to take advantage of you, do not listen to them. go to the link ive included in this message to find VRC Traders where people are verified 3d artists
You can do that but it won't necessarily match the profile of the diamond in the texture and it will still create ngons you would need to deal with but it's another way to do the same thing.
I want to make something like this, though how would I make walk cycle?
anyone good at blender that could tell me why im getting weird shading?
its unusable in unity since the lightmapping breaks
overlapping unmerged verticies that are creating faces that have wrong normals and overlap with the correct faces
or its just incorrect normals
rarely it can be a blender display bug or actual bug that fucks a face but i think ive only had that happen once
i mean something is weird about it
i dont really know a lot about blender but its not a display bug
Wireframe view would be nice
and a view for normals
Can you show normals?
ah
i think unticking auto smooth fixed it?
okay so this did solve it. im just curious now about what auto smooth is used for
i dont think unticking that did any visual compromise to model
what does it look like now?
because if you want the same look, all that would have done is sharpen that edge
I thought you didn't want the edge sharpened mb. At least it worked out though
I'm not sure what i wanted. i just didn't want that specific part "sharpened"
like im not really sure what sharpen implies but yeah it did work out as far as i can tell rn
thanks for the help regardless
would have taken me wayyy longer to find the issue myself
The auto smooth automatically sharpens angles above a certain amount. Sharpening is that blue thing you have on the edges (image). It makes the edge appear completely sharp as apposed to smoothed from smooth shading.
A little fella im working on
so im following a tut for ps1 models (https://www.youtube.com/watch?v=puwu9hZmQYI)
and when i apply aut. weights then delete the unlocked vertex groups, it turns into the 2nd image. is there an easy way to fix this?
In this one I go over Modeling, UV Mapping, Texturing and Rigging of a PS1 Style character! In the video I use only free and open source tools like Blender and Gimp
Buy me a coffee: ko-fi.com/binbun3d
Music by sagrada1400
Link: https://www.youtube.com/watch?v=DYUrOMWVfP0
0:00 Modeling
0:59 UVs
1:48 Texture
3:13 Rigging
5:05 Outro
If you're rigging for VRChat, you should follow a dedicated VRChat tutorial, as the rig you're using will not work for a humanoid model
its not for vrc
I'm going to need some help to make these three Incarnations of ZALGO
Problem is that I need to make them from scratch all over again
I want to make a model that doesn’t have any legs, but still needs and animation for moving, how would I do that?
Just don't weight the legs to anything.
You create a custom animation 
Yeah if you need a custom animation then you need to make that but if the legs have no weights, then leg animations just won't do anything.
But they won't make that wheel roll.
help :sobs:
For context, the UV map did look like it does in SPP but I edited it and changed it
only thing i could think of is when you're making a new substance project, make sure "auto unwrap" is off and "use udim tiles" is off
Make sure there is only one uv map
Hai there so need some blender help.
I've been working on a avi edit that I bought,
but beneath the tail it was a mess,
So I've been trying different way of fixing that, but now I decidede to get rid of the mess and sculp it myself
But having some issues with the vertices and face, any way of fixing this, ?
Hey there! when you guys come across overlapping limbs (like these), how do u go about them? do you just overlap them anyways? im having a really hard time with spiderman because of his physique lol
is there a way to fuse these edges into one to make this hatchet look sharp?
s -> x -> 0 should push them together, then with them still selected you can do m -> by distance to join them together
Hey guys is this mesh optomised per haps? 

I also can't help but see the sad faces in @humble void's legs
haha atleast that part looks decent xD
Earlier this week, I worked this out.
What do you think?
Working on a new model
Don't worry about the high poly wings I'm gonna be doing a retopo on them
It's about 15k tris total without wings, 29k with, and I'm gonna air on the side of 18k~ when I retopo them
(Art/Design by HowlingWizard)
This is the character, it's an adopt a friend got me for my birthday. Name is Kuriam.
Closeup on the neck frathers while I'm at it
It's generally going to work better for rigging and for importing to Unity's humanoid animation system to model your characters in a T-Pose. How exactly things move and intersect is something you can control with weights and constraints/correct shape keys if you want to get more advanced. Though note that constraints are only supported on PC avatars and I'm not sure how corrective shape keys work in VRChat so most of that is just done with weights.
modified it a bit, would this work?
You generally want the arms to be parallel with the shoulders but that would work, you can make some small adjustments in Unity configuration.
alright, thanks
is there a way i can add a transparent blood texture on the blade?
Is it already UV mapped? If you have a blood texture with alpha, you can bring it into the texture tab in Blender and there should be an option to calculate the alpha in there. Then, you can use stencil mode to project it in texture paint mode.
Learn projection painting in Blender 2.90. This is just a basic overview to get you started.
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#Blender #3D #CGI
what do you mean "With alpha" for the blood texture? i have the blood texture like this in the shading tab
You don't need to do anything with the shader if you want to paint the texture on. This is the texture tab you want to use https://docs.blender.org/manual/en/2.79/render/blender_render/textures/texture_panel.html I think the tutorial should cover using it.
Actually, nevermind, it's not quite the process I would use in the video. Let me see what I can find
Here, use this one https://www.youtube.com/watch?v=urUdMbO4E2c
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it looks like this when i draw it on the axe head
Did you follow the whole tutorial? It looks like your texture is tiling so either you're not using a stencil or there's an issue with your texture mapping.
Is it supposed to look different?
the blood should be on the blade and not the bottom
If you weren't painting over that area, it's probably an issue with your UVs. You need properly laid out (and not tiled) UVs to do this sort of thing.
Somewhat old tutorial but the process hasn't changed that much for 20+ years. https://www.youtube.com/watch?v=Y7M-B6xnaEM
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got it to work
i also have another problem with rigging something thats not for Vrchat
https://youtu.be/puwu9hZmQYI
im following this tut and when i do the rigging part to model is messed up
yet in the video the model is perfectly fine
In this one I go over Modeling, UV Mapping, Texturing and Rigging of a PS1 Style character! In the video I use only free and open source tools like Blender and Gimp
Buy me a coffee: ko-fi.com/binbun3d
Music by sagrada1400
Link: https://www.youtube.com/watch?v=DYUrOMWVfP0
0:00 Modeling
0:59 UVs
1:48 Texture
3:13 Rigging
5:05 Outro
Just use Mixamo.com and clean up the weights. It gives you a decent starting point and the rig is fully compatible with the Unity humanoid system VRChat uses.
Even if it's not for VRChat, it works perfectly fine for Blender as well.
is there a way to have it so if i edit one weight on one side it affects the other?
like if i change the left arm bone itll change the right?
These buttons are probably what you are looking for
doesnt work
i found out that i can paint the right side, but not the left
You need to like symmetrize the bones or something I don't remember
Like there is a button
i did
Hello all, im interrsted in learning how to create basic 3d models anyobe be kind enough to point me in a good direction?
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I'll show you step-by-step how to make your own fully functional character
making 3D characters since 2014 I love creating characters
I make fully functional characters for Unity program that includes
VRM models vtuber models vrchat models and film
more than happy to answer any questions you may have vowclarity@gmail.com
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So cute!!!
I Made My First Reference Sheet If Anyone Wants to Model And Rig It!
(This Is An Alien BTW)
is there a way to mirror what i weight paint on the other side? it doesnt do so when i apply the mirror
sometimes the mirroring just
doesnt work
your model is so simple you couldve gotten done with rigging it in the time between your last message about symmetry
darn
should the first bone of the finger be like this
No, it should only go up to the first joint, the second to the second joint, the third to the third.
And you want to minimize any weights bleeding over to other fingers while ensuring you get enough of the base of the finger.
when i decrease it, it just deletes a part of it.
i want it so i can just erase any extra
like
it snaps to edges and paints on them
when i want it so i can just draw on the hand
Weights can only act on vertices so you're just painting the weights on the vertices and then it's interpolating between vertices so if you have a big flat plane with just 4 vertices, you're only going to be able to weight the edges, not the space in between.
You can bevel the edge but it won't work quite like that. You could do it with the knife tool but that will create ngons which might not shade nicely.
Your weights will be mirrored with the modifier if your bones are named correctly, with .L or .R at the end of their name
There's also edge loops but they don't work with tris like you have going up to the thumb and will give you an edge loop going around the entire finger.
Oh, I guess that is a quad with one tiny side so an edge loop might work there but you ideally want your faces to be as close to squares as possible for subdivision and to make things like edge loops produce clean results.
i mean how do i make the knuckles like this
Add edge loops and then I think you adjust the factor in the pop-up box when you make the loop cut to adjust its position.
ive done it, now each finger looks like this
but when i rotate it it looks like this
It seems like some faces are just not getting weighted, you might want to average/blur the weights of your edges a bit.
That means those vertices are painted to something else
Most likely the hand bone or another finger
its the hand bone
Always good to turn off auto normalize if you are doing the first weight paints.
Blender can make some wild decisions about what to normalize with
if i do it like this itll only move the palm
Yeah, it's weighted to some other bone too. You can look at the list of vertex groups and look through them all real quick to see what it is.
The finger bones are parented to the hand right
yes
that image is the weight paint for the hand bone
it isnt painted anywhere else
but when i rotate the hand bone it looks like this
but if i weight the fingers they'll bend weird
Other thought, you have mirroring turned on, but the option to mirror vertex groups is selected, correct?
Otherwise, it will mirror the same group to both sides
If you move the other hand, does the opposite one move
no
it doesnt
Yeah, no clue just looking at the pictures what's going on
I'll defer to other that may have thoughts
Then it might not be the hand bone
You can select vertices in edit mode and open the "View" side panel to see which vertex groups they're part of
No matter how long you have been learning Blender, there is always something to learn
everything seems in check
what i want to know is how do i make it so the whole hand moves when i move the hand bone
instead of when i move the hand bone only the palm moves
however when i paint the whole hand for the hand bone
when i paint the fingers they bend slower than the actual bone
The whole hand will move when every finger bone is weight painted
if the fingers move slower than the bone, then it means the mesh is weight painted to something else
he is now rigged
I'm wanting to retopologize my sculpted base, I was wondering how many vertices should a limb loop be?
I would just recommend finding a model you like with a similar style and poly count and count how many they have.
or give more details about what type of model you are making like high / low poly, subdiv or not, etc.
it helps if the loops are dividable by 4
I Did This Reference All By Myself Today!
If anyone wants to model it and make it into a vrc avatar
I will give them full permission to do edits and sell it!
Have you tried making yourself?
I'm curious, why exactly is it better if it's divisible by 4?
easier to subdivide things
like if you need some more Loops at the wrist to start to build the hands
I make avatars but not models
This is my first reference sheet
Ohhhh I've seen this diagram before okay 👍
also makes it easier if you're using like the mirror modifier
I only make my loops prime numbers
This isn't a terribly good guide, the 4-1 has a 5 vertex n-gon in it, and the 2-1 has a tri.
2-1 has to redirect loops.
subdivision modifiers aren't used for vrchat avatars for the final topology so what's the problem with the triangles?
Better
Pretty sure some people subdivide after retopo.
Good topology will give you much less of a headache later when you decide to add a loop cut here or there and don't want it to snake around the whole model like a zoomer who hasn't had their adhd meds refilled in a while 🤣
On the previous 5 to 3, having the collapsing edge connected towards the outside will make loops along the outside to make a U whereas on the 5 to 3 I posted, the outside edges will flow top to bottom, unless you cut along the 2nd and 4th loop on the top, then it will U.
It's all really a matter of what you are trying to do though
Meanwhile, me an intellectual that doesn't change loop count through the whole model

It should be relatively rare
I think it depends on the art style. Especially if you want to keep the model within quest limitations and you aren't using a simple anime or cartoon aesthetic, I find there's often a need to trim down the number of loops from the face to the back of the head and going down to the body.
like there's probably no need of the back of the head as an example to have the same number of Loops as the front?
Ngons are also irrelevant since they get triangulated anyway 
Yeah, I start eliminating loops as soon as I can once I get past the face since all the head needs to be is vaguely round, particularly if there is hair.
Ngons are fine once exported, they just aren't great to work with during the modeling process and the automatic triangulation sometimes doesn't look as good as triangulating quads or importing tris directly so shading can be questionable. I tend to only export ngons if its flat geometry.
the triangulation can happen differently based on the engine. it can also make normals go in different directions, which can cause shading issues with or without normal maps. there are some exceptions, for example if you have a perfectly flat ngon with marked sharp edges around it, or if you're doing subdivision, in which case the ngon will turn into many quads, the amount of which depends on the amount of sides the ngon had.
Triangulate modifier 
Triangulate modifier -> apply -> Alt + J -> instant quad remesher they don't want you to know about.
I personally just had the triangulate modifier on my model so that when exporting from Blender, I had a consistent Blender > Substance > Unity pipeline with consistent triangulation
need some help with something
so i'm making this avatar
it's a slime creature
looks like this
in order to make the arms i made 2 smaller meshes under the surface of the body that were deformed by the wrist bone
later i applied the armature and set that to the default pose because i thought it would be better that way
now i have just realised this causes issues with the rigging and am undoing this
BUT, between applying the armature and undoing this, i had figured out how to use data transfer modifier to smooth the normals between arm and body when extended
but i'm not sure how to do that now that the arm meshes are flattened
because in edit mode in blender it just resets to being flat because that's the undeformed mesh (as it should be)
You can't really do that on a skinned mesh that will deform as far as I know
i know i can't do it dynamically but i don't need it to be dynamic
i just want to get the same normals i had with the armature-applied and then data-transferred arms on the armature unapplied "arm" flat mesh things
But your mesh is skinned, so that effect will immediately get broken as soon as you move your arms
i guess that's true
i'll try to just improve the weight painting and subdivision so it actually merges smoothly then
Yeah, if you weight paint the vertices that overlap the same way, then there should be no visual distinction
do anyone know how to import a mod model into blender?
You need to explain more than that.
Well i hav this model that is meant to be in the spiderman game but i want it in vrchat
What spiderman game, what file format?
Not every game is the same and especially with mods it might not even be possible depending on what file format it is
Oh spiderman ps4 but 4 pc
Yeah sorry I don't know anything about getting those models I know there are some PS4 spiderman models on deviantart but that's about it
Ah thats Ok 🙂
That still doesn't tell us about the format
Trying to use Substance painter, but it apparently doesn't like mirroed UVs, which I needed to save space for textures by making things symetrical, and mirrored so Normal maps would display properly, but I can't get substance painter to use them, so I can't paint on my model and view how it'd look on the mirrored half. Is there a way to get it mirrored?
You can move the overlapping uv islands one tile over, that way substance won't try to paint on them but it will still look/work normal
you can move UVs while in Substance painter? I know I already have UVs a whole tile over, technically off the screen, but that's part of the mirroring aspect I mentioned
I'm still new to Substance painter, and it's rather confusing.
You would move them in blender, but if you already have them like that it should work, that's kinda weird 
one walk cycle down ... 4 more to go (neutral fast left right back) and then another 5 (all directions id mode) jumping in both and 5 for id flight
So I've been trying to solve this issue for quite some time and I even tried looking up why it's happening and how to fix it and didn't find any answer to my specific issue, I'm still learning what I can with blender and unity so I'm still not savvy with 3D modeling lol.
I exported the avatar I have been working with to an fbx file from unity, I imported it into blender and the bones and such are showing up smaller and the model is bigger and rotated improperly!
Was it the way I exported it from unity? Is there a way to easily snap everything in place? aaaaaaaaa
What do you mean you exported from Unity ?
I exported the avatar I was working with unity to an fbx file
Was it not an fbx file before ?
Yeah, and then I put on addidional items from other sources to the model and exported everything together as an fbx
because I can't get the texture to do a mirror tiling
I'm creating a mesh for the first time in blender, and I'm not sure what is going on here
its keeping subdivision from working unfortunately
these are panes, but they are transparent ???
face
i dont rember the exact way to do it
but there is a function in blender to makes or planes forward facing
the panel is backwards
I'm getting there I think
these faces are the wrong way lol
do you know if there is an easy way to flip the panes?
3.3.1
this is my first original blender model
I did the donut tutorial like 2 years ago lol
yeah that one
blender is weird
like where did this come from /s
When uploading a avatar that is both pc and quest compatible should there be 2 versions of the avatar? if so how do i upload the avatar?
there is a great tool for conversion
you can make an avatar for pc and have this tool convert it to quest with a few clicks
here is the unity package download link: https://github.com/kurotu/VRCQuestTools/releases/tag/v1.12.1
its all done in unity
to upload you will need the vrchatsdk package you can find on the official page
there are instructions here https://creators.vrchat.com/sdk/
Requirements & Downloads
shift+n
anyone know why this 1 set of bones isnt a outline like the rest of them afaik all the settings are the same
(different mode so its easier to see)
In the object property of your armature, you can change the Viewport Display to Wire. That said, you may want to merge that hairs armature with the other armature rather than keeping it separated. Also (not related to the question) but this is number of bones is insane.
you probably shouldn't be subdividing that if it's going to be a VRC avatar
it's going to end up really high poly for no reason
you can still subdivide to make getting the shape and topo right more easily, but you should dissolve a lot of geometry beforehand
Flip Normals
looking up, I see others also more or less said the same. but yeah, looks like normals are flipped. There's another way to check normals too. one moment.
Display mode > Face orientation
Gotcha
I'll play around with it
i have a question how do fill this
without creating more then one new face
this horrible i dont want that
you need to merge some vertices
i love animating in blender i only need to make two more entire systems of movement animations
back at it again with another problem ʸᵃʸ anyone know why the hair mesh wont move with its armature (weight painted it and parented it but it still wont move) everything else'll move except this one part with the hair
Make sure you have the armature modifier on the hair
I've been a Blender user for some time now but I'm just now learning that Unity doesn't like the way I create materials.
I'm unable to bring Image Texture materials into Unity for my models. Is it really a complex process to translate node based materials under the shading section of Blender into something that Unity can understand?
I'm exporting as a .fbx and importing a new asset from within Unity but the material containing the texture only has the albedo color value and not the texture itself.
You can't use blender node shaders in unity, and fbx files only contain the model and it's material slots and not any shaders, you would need to either find a Unity shader that can do what you want and set it up that way, or make your own using amplify shader editor for example
As for the textures you can save them from blender to a known folder and than import everything into unity, should assign them automatically, if not you can also assign the textures manually
I'm not doing any shading or anything complex. Maybe I'm just approaching this from the wrong angle.
What is the typical process of exporting the texture for your model for use in Unity? I only use node based shading because it's how I learned to apply textures to meshes tbh 😓
Oh wait, so your texture is generated procedurally using nodes or you have the texture files in like png/jpg/psd format?
I'm simply using an image file and modifying the UV coordinates of my model's faces. Old school style texturing using new school methods I would assume.
But what I do is apply an empty material to the mesh, go to Shading, create an "Image Texture" node, then load up the image I want to use, then attach the Color and Alpha channels to a Principled BSDF node.
ok, than you just import the image file that you use in blender into unity
just make a new folder called Textures and drag and drop the image into unity (not necessary to make the folder but things get messy pretty fast otherwise)
Ah, it's still loading as a white blank material even with the reference texture in the project folder. I'm testing a few other things.
Yeah, that happens, just unity things, but thats normal
put a blank image file on every single one of your materials with the same image attached and bake them
lemme find the tutorial on this
𝗪𝗮𝘁𝗰𝗵 𝘁𝗵𝗲 𝗡𝗲𝘄 𝗨𝗽𝗱𝗮𝘁𝗲𝗱 𝗧𝘂𝘁𝗼𝗿𝗶𝗮𝗹: ➡️ https://youtu.be/B2kFeMBBBjc
In this Blender tutorial, I will show you how to texture bake Procedural Materials.
I forgot to mention in the tutorial: Before baking any texture maps that are not contributing to the base color, (Roughness, Metallic, Normal) You should set the image's color space to Non Color dat...
this is essentially how i make all my textures my uvs tend to be kinda awful
You need to click on your imported model and go to the inspector tab, under materials there is a extract materials button, after you click on that unity will ask you which folder to make the materials in, after its done you can directly edit those materials however you want
Can I still configure my avatar as a humanoid in unity even if it has no thumb bones?
https://creators.vrchat.com/avatars/rig-requirements/#finger-mappings You can skip them, but very much not recommended.
Just better if you put in fake thumb bones, that have nothing weight painted to them.
This page is significantly out of date, but should still be mostly accurate.
Noted, thanks!
This part of my high poly (first image) isn't being baked onto my low poly (second image). Also, this problem is fixed whenever I use cage bake but it ends up warping it despite the normals being fine (third image).
Things I have tried, different max ray distances, different extrusion distances, checked for weird geometry, made sure the normals are correct. There are more things I tried but can't remember them off the top of my head.
Are the UVs set up properly?
Yes
I've tried rewrapping it several times as well to be sure
hey guys, how can i get better at topology?
My character has a cartoonishly large nose, will that show up on the first person view in VR and obscure my view?
the first person Viewpoint model that renders on your screen has the head completely removed so the nose is not going to get in the way
Hmm, that's pretty weird, check again to see if the face orientation is right I suppose, if that's not it than maybe triangulate the area, I know blender can warp some textures in weird ways in some cases on quads/ngons.
Get some reference models with good topo and study them, try to understand why they did it the way the did, how to merge and split loops and make, how they make loop flow for stylized shadows, all that goos stuff
I have a hat on my character, is there a way to make that hat bounce up and down when moving with Physbones?
remember that normal maps store the angle of the surface. imagine a ray shooting shooting from the surface of the low poly towards the high poly tangent to the low polys surface, and look at where it hits the high poly. if for every point it hits an area that is flat, you're not going to see anything in your normal map. you're probably going to want to slide the edges of the ridges so that the angled surface is more exposed, if that makes sense
Also, is there a way I can scale my avatar to about 3 1/2 ft exactly in Unity?
A Unity cube is 1 square meter. Convert that to your desired height and scale your avatar accordingly.
get Pumkin's avatar tools from GitHub, and use the Edit Scale option
it'll give you a slider to change the scale of the avatar, while also adjusting the viewpoint for you
it gives you a height chart too
So it would be this, right?
Yeah, it's pretty close to just a default Unity cube but not quite if you want to be exact. It's probably not a bad idea to pick up Pumkin's avatar tools, not really necessary for this but it's got a bunch of other helpful stuff.
Ok, I've finished texturing everything and Weight painting the main body, now what is the best way to attach the clothes to the body?
because there are quite a few ways to do it but I just need something simple that will work in my situation
I'm back again with another commissioned robot!
Here's Lilith.03!
OC by @Ash_Goat
Model by me :)
#VRChat #Robots
Do a data transfer for the weight paints from the body to the clothes, then fix any mistakes basically.
-Makes sure you have an armature on the clothes already.
-Add a data transfer modifier like is setup here.
-Click "generate data layers" to make the vertex groups on the clothes.
-Apply transfer modifier.
The closer the clothes are to the body, the better it works usually
Usually end up having to fix weights a little bit regardless.
Once everything is weighted, you can delete any parts of the body completely covered by the clothing, which will minimize clipping. The ideal way to avoid clipping is to just make an airtight mesh where the vertices of the clothing are welded to the vertices of the body and there is no overlapping geometry but that isn't always feasible.
How exactly do I import my model and all of my textures to unity?
Export the rig and model as an FBX by selecting them both and having "selected objects only" checked in the export options or leave it unchecked to export the whole scene. Materials need to be recreated in Unity so you just create a new standard material and then drag in your textures to the appropriate slots or you can duplicate an existing material and then change up the textures in there.
How do I properly do this? Because when I do it some parts of the clothing become white for some reason
That's why you don't depend on it exporting your materials. Do you know how to make a material in Unity? If not, you can just duplicate one and add in your own textures, just copy and paste.
In Unity? This is happening in Blender
Okay, good to specify those things. You'd have to go into your material in Blender to inspect that. Are you perhaps doing some texture painting and not saving the result?
In any case, it doesn't really matter how it looks in Blender if the ultimate goal is Unity but we can try and resolve that if you like anyway.
does anyone know hwere i can get a 3d model for this goober?
You can google VRC Traders but options will be limited based on your budget. Very limited if that budget is zero. Or you could learn.
idk why but it keeps sayign unable to accept invite
i think my brother got banned from that server and discord ip bans ppl from servers so 😭
Use Sketchfab to publish, share and embed interactive 3D files. Discover and download thousands of 3D models from games, cultural heritage, architecture, design and more.
Ello I tried searching in youtube, but only found Gumroad to VRChat, but does anyone have Tutorial or Video on Unity setup and export for models to Gumroad?
OMGness after going very deep into the Youtube Blackhole and around some very not similiar things to the search here we go. . .
https://www.youtube.com/watch?v=hC6F5A5Z5jw
In this video, I show you how to make and export a prefab so that you can otherwise send it to different people or add it to a different avatar.
anybody know if there's an easy way to rotate a polygon's fold line? I know I can manually use the knife tool to just draw a line, but that completely breaks my ability to work on topology
a large number of polygons are folding the wrong way at the inguinal crease on my character, resulting in the whole hip area looking like a crumpled piece of tinfoil unless I manually redirect these
Blender Edit mode - Edge - Edge Crease
Tris to quads > Make your own edges or try the Triangulate modifier
wasn't right but it did lead me in the correct direction- turns out it's face > face data > Flip Quad Tessellation
its wording is correct but complete rubbish when you don't know what you're looking for
and yeah tris to quads will undo all my cutting but I'll probably go back and manually dissolve so I can inspect and do the flips where I needed them before
is there a way to transform edges into faces?
or how do i make it so theres a border around this building?
Ctrl + B you mean ?
That won't work on flat surfaces though, it's meant for edges specifically
no, like a border around each side
Yeah that's called beveling
like this but without the sections inside
Oh, that's not the kind of corner I was thinking of at all
I don't think there is a way to do that automatically
i try to but it only does the faces
i want it so its here and not like the clock tower
you can make a vertex group to mask only the areas you want affect by the wireframe modifier
not working
i assign the edges to a vertex group
then i add the wireframe modifier
change the vertex group in the modifier
and move the values of the wireframe
nothing
nothing
so im trying to attach my clothes to my armature? i cannot remember how to
Did you weight the body to the armature? It's the same process.
Though you might want to start by transferring over those existing weights.
You can duplicate the object and dissolve all the edges you don't want effected then use the wireframe on that.
I've bee modeling this revolver for a day now, i've got it rigged, and the shape of it done, however It feels blocky... I have no idea where to do from here
any tips, advice, and critiques welcome
Maybe the side plate in the front needs more details
What's a detail that a magic luck based revolver have on it?
Hello! Can anyone give me some advice with making hair from scratch in Blender?
I've been working on my avatar omw so far and I ended up at this huge hiccup where I got 0 clue what I'm doing and feels like it a huge mess..
This is what I got so far. (Also I got 0 clue how to do twin tails)
Please dm me if you have any advice or comment so that I may improve my model.
arcanestuff, dice that show pentagrams instead of numbers, norse runes like the bluetooth symbol etc; gemstones; it only feel blocky because you dont have texture on it and didnt fill in details ;D
LIfe saver thx for the idea!
So I've got a mesh here with custom normals, but adding a loop cut breaks them
Is there any way to avoid that?
How are you doing your custom normals ? And what is the wireframe before and after the cut
I'm using data transfer from a proxy to the mesh.
It wasn't exactly like this, but it's too late now
Why do you need that additional loop ?
Because it's a hair strand that gets deformed a lot, and it was severely lacking in polygons
A simple solution would be to apply the data transfer from the proxy again, but I was wondering if it was possible to somehow retain custom normals when adding loop cuts 🤔
Have you tried adding that loop cut to the original mesh as well ?
I've modeled this character entirely from scratch (well, starting from a rounded cube anyway), over the past 14 months, yes that long but I work 6 days a week so only a few days out of every week in actuality it might be compressed to a few months, but still a LOT of work, mostly because I'm so finicky I want everything perfect... just now I'm about 60% done with the hair. I paused last month after being distracted with the issue I had with Blender 4.0 daily builds not opening on my older Mac, it turns out they dropped support for OpenGL on July 15, 2023. So after setting up with MacPorts, Subversion and Cmake I'm now able to compile daily builds from source, which still won't open so my next thing to do is update to Ventura with OpenCore Legacy Patcher... I think then I'll be able to then run the latest 4.0 alpha, but I'll still need a hardware upgrade within the next 18 - 24 months as Metal support below version 2.2 is non-existent. Anyway Blender 3.6.3 still runs fine so I'll get back to the hair soon and worry about the rest later.
What makes you require Blender 4.0 for this model ?
Nothing really, though I am using geometry nodes for the hair shader, and 4.0 has more advanced geometry nodes features, mostly for more efficiently organizing large node groups I think (like the one I'm using), just that I like to keep up with whatever's happening over at Blender I guess.
I know it would work fine without the custom normals, I'm just wondering if there's a way to apply some kind of average of the surrounding custom normals when applying a loop cut
You can always manually tweak the normal orientation of each vertex of the low poly version of the model, and you might end up solving those visual artifacts
I guess so, although I've always had trouble with the manual controls of normal rotation
Yeah, could definitely be a thing to improve in future versions of Blender
can I post here the problem that I've encountered while making a texture for a world in blender with nodes?
model looks great! I'd be careful about poly count though, did you plan on doing a retopo and baking?
If you derive the declination of the sun from a plane tangent from the ray between the center of the earth and the sun you can approximately calculate the perfect ratio of decimation
Except use the blender default light source with default config and transforms and for the center of your mesh just duplicate it all and convert it into a point cloud and merge all those vertices to one average position in the Euclidean dimension
how do i remove these edges on this face?
when i dissolve the edges, nothing happens
Your computer wants to game end trying to resolve that geometry
Doesn't it just make a solid face if you delete the faces (with the unwanted edges cut into them), and then select all the edges on the inside-around and outside-around perimeter and hit f in mode 3
Select the edges where if you dipped a 2 dimensional wireframe representation of that wall into a bowl of bubble solution youd have a bubble film representing the face
The edges of those 3 windows but only the edges planar to the rest of the wall
And also at the same time select the (4?)sides of your rectangle wall
when I go into texture draw, I notice some of the mesh is red like this
how can I fix this? what does it mean?
textures are set to white pngs
red mesh ??
Are you sure you don't have multiple UVs or another texture somewhere ? That definitely looks like a texture
I just started the texturing process, and yeah, I agree
the body has just one material
I haven't got to uv mapping it yet
I would suggest going into the Blender File section of the hierarchy and manually deleting any other image that exists there if there are any
there aren't any images, I checked

thats quite the uv map
maybe the red shading applies to the data outside of the texture
yeah, it seems to have gone away

Damn why crucify your guy
💀 blame blender
the happy neurons are active
I'm proud of it considering its my first model
You should be, unwrapping is an art and it looks really well done.
Is your texturing going to be asymmetrical ?
this is a decent unwrap for ease of texturing, but it is not very efficient and will lead to you needing to use higher resolution textures to get the same level of detail you would get if you had packed the islands more efficiently
I guess a question would be is the model going to be a personal model or released as a base as far as does the ease of 2D painting matter
It's going to be released as a base yes
No..
If not then you're wasting at least half of the UV map bu unwrapping both sides 
Oh, just read the comment above, if you're releasing as a base then I guess that's necessary
Could still save a lot of UV space though
Yeah there's still probably more efficient layouts that could be packed that are symmetrical
If it's not symmetrical then whatever u made should be god tier
Soon enough I will make god tier
Could always include UV maps for both
Especially if it's intended for people to use to build their own stuff, it gives more options.
an option I've seen done with ffxiv modding on bodies that originally just have a symmetrical UV unwrap, is just having two material slots, one for the left and one for the right half of the body. Apply the same material to both for symmetry, or split it into two to edit some asymmetry in.
this sucks for editing in substance though, as you can only work in one material at a time and it'll be near impossible to work along the central seam
is there any way in blender i can make borders like this?
the white edges on the corners of the house, i mean.
Just looks like extrusions to me.
you can make anything in Blender from the roof tiles to the cedar chips and everything in between.
Thanks! oh it's actually very low poly, I just have subdivide turned on, I modeled it such that I could also use it for animation sequences for my show reel, meaning a lot of toggling back and forth with and without subd to try and make it look good either way, the geometry is very well organized too, a lot of time all around but I think it's worth it in the end.
No retopo, it wasn't a sculpt but modeled from a rounded cube, extrusions, shaping, adding loop cuts, shaping, shaping... yes will be texturing with UVs
I added a bit more details and started on texturing but I don't have much more ideas for texturing could use any advice
Think of how it would be put together
Like paneling and screws
If you had insight into gun manufacturing and assembly you can design more realistic looking shapes with the gun
Realistic shapes doesn't mean it cannot have any fanatical elements or style but it means it looks less impractical and you can see how the object would do what it's design to do if it was in front of you in real life
It also depends on what it's actually shooting. Revolvers have certain forms and parts necessary for their structure but the structure of a laser gun is much more up to interpretation which is more how I would interpret this gun. You just need to make sure the "bullets" and and other sound effects/muzzle particles fit the aesthetic.
Back in my day I remember when blender 2.8 came out
Make it shoot square bullets 
This may be more than I manage but I guess I need a challenge. I'd like to import an avatar (ready player me for example) into my world. Not to act as an avatar but rather as just another decoration in the world. I've tried but the avatar stands in a t-pose. So is this something I should edit in Blender perhaps? Adjust the pose there and then import? Should it be an .fbx in my Unity project? And can I add an animation to this model that would move the arms or can it be manipulated with UdonSharp?
Any pointers to videos/tutorials would be appreciated as well as general advice.
Posing inside of Unity isn't great but it's doable, you just have to expand the parent object in the hierarchy and there you'll see the mesh and the armature if both were properly exported. If you then expand the armature, you can find all the bones and if you have your transforms set to pivot and local, you can pose the bones like you would in Blender. You can animate them this way inside of Unity or you can make the animations in Blender and they'll be there when you export your FBX. Simple animations can be done in Unity but I'd recommend sticking with Blender for anything complex. You might be able to do some of this directly with Udon but I'm not sure what that would accomplish, I'd just use Udon to set bools for your animator to trigger animations.
Thank y'all I'll take that into consideration
Np designing is very hard don't sweat it
An L-system or Lindenmayer system is a parallel rewriting system and a type of formal grammar. An L-system consists of an alphabet of symbols that can be used to make strings, a collection of production rules that expand each symbol into some larger string of symbols, an initial "axiom" string from which to begin construction, and a mechanism fo...
Anyone who is interested in organic shapes represented with math needs to read this
I'm interested in people dumbing down complex mathematical systems so people like me can just type in some numbers and hit the run button if that counts.
lol
I'm interested in understanding it so I can understand on another level how organic shapes are and can be
Because my brain can do math
Bit slow to art
It's still technically learning art it's just that you have a framework of understanding that is something you can write down and share
Whatever is actually actually understood in the brain I'm not quite sure since it seems to be different for a lot of people
Goku lamp
Brrrr
Does anyone know why every time I paint a texture it bleeds to the other side, I don't have mirroring on except for the Z axis so I dont know what the issue is
WIP Fully from scratch, i m still thinking about name for her. Any ideas?
well it might be a lot of stuff but usually its bc of:
1 islands are on top of each other.
2 it happens when u paint textures on 3d view its better do it on UV viewport.
3 Blender tool for texturing is not that amazing, i recommand use Substance painter. Drawing textures in blender is good when u doing a sketch of your idea.
Blender texturing and substance painter texturing u can compare to paint and photoshop possibilites.
Vampire Spiderman
Having a weight painting issue where no matter the paint level, it treats it as 100% weight. Any ideas?
Anyone got tips on how I can just add like stripes or smth to my model so i can seperate 2 textures?... ( i'm slow and suck at modelling )
can you elaborate a bit?
So in between the colours I wanna add a separate kind of strip in between to give more detail, and I'm just not sure how to start out
are you doing your texturing in blender?
Yea, Just as a base though
yikes, yea blender is not really well suited for texturing lol. you could use shader nodes and some procedural stuff to make it work, but for any kind of more detailed texturing I recommend something like Substance painter. you can get it for free as a student
there's other free alternatives like Armor paint and Quixel mixer, but the userbase is lower
No I don't mean as in a texture, I'm trying to make a seperate mesh that goes over it for more detail
Making another mesh will just add more geometry and create clipping issues so I wouldn't recommend it. Blender isn't ideal for texturing but it's perfectly sufficient for cartoony stuff using stabilize stroke and for more realistic stuff using masks and a pen tablet. It's somewhat more challenging to use layers so there are limitations but it also all of the standard painting tools aside from that (brush size, opacity, falloff, masking, different brush types, etc.)
You can even do layers using mix nodes in your shader, it just takes a bit more work.
does your body mesh have any weight painting in that area for the chest vertex group?
i would try and replicate whatever the body mesh weight painting looks like
It didn't, no but changing that fixed it
armorpaint isnt free
It is if you compile it from the source code.
You only have to pay for pre-compiled builds.
good point
most of the vertices on the door itself don't seem to be doing anything?
they will eventually
its an oven
well
will be
im just curious if the handle merges well with the actual mesh itself
Could someone help me figure out how to make a certain avi I have In mind she’s a wicker beast and I’m lost on where to start 😅
These are the color schemes I want to use
you could purchase a wickerbeast base and retexture it https://jinapark.gumroad.com/l/JinsWickerbeast
A Wickerbeast King avatar designed for VRChat.Wickerbeasts are an ancient monster race with a humanoid like appearance, and that at one time shared territories with all other inhabitants of Osova. You can find all info regarding the species on their official website : https://www.wickercave.net/ ./!\ Updated to Physbones system! /!\Features :Uni...
yeah that should work okay
Would that just be easier?
yes that's considerably easier to retexture a model than to make one from scratch
Thanks I’ll look into it as soon as home
Last question would I put it in blender or Unity to retexture it?
you would be using image editing software so just the imaging software and unity would be fine
Okay thank you
the handle itself yes, how it connects to door is okay, and the door itself needs some work
in low poly modeling, every vertex should have a purpose
it should affect the shape in some way, or allow for a certain deformation
don't be afraid to have the handle geometry be disconnected from the door
this is totally ok to do
it means the door part is only a single quad
yeh i wanted it to mesh tho cause i wanted a rounder seam, doors currently high poly because its still being extruded and manipulated for the shape i want
Sorry to bother you again if I wanted to add clothing to the model as well can you do that in Unity to or somewhere else?
clothing would be more of a blender activity
Okay gotcha that’s all I needed to know thank again
Yeah, clothing tends to need to be weighted to a rig which is something you do in Blender.
Thanks I’ll update you guys on it soon thanks again for the help
ended up 3d modeling a dog bed for myself
Can't get over how good these turned out.
looks great, and also looks fairly low poly
Thanks! And yep, doing a lot of lower-poly models with heavy use of trimsheet/reusable textures that I made
Bar progress~
looks great, and I'm sure it'll run great too
although that curved countertop looks a little weird on top
Weird because the grain of the wood follows the curve?
I suppose I just find it odd how a solid piece of wood could be curved like that
True. It is kind of hard to do that IRL, though it is technically possible
but I may straighten out the grain
like I understand it for the walls, because the curve is in the same direction as the wood
because it seemed a bit odd to me too
but the top of the counter is like, bending it sideways