#3d-modeling

1 messages · Page 10 of 1

lusty void
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They’ll give it cartoon arms and legs

spiral sigil
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Maybe the light saber extends into a body with arms and legs

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And the hilt is the head

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Nothing will ever be as cool as the Gonk droid though

flint patrol
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Doom 64 am i right

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Higher quality render of the hud

tawny pollen
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I actually did try it out

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kinda

slow socket
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when i eddit something in blender and import the mesh brakes like spaghetti

harsh saddle
harsh saddle
# slow socket 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.

slow socket
lost panther
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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?

quaint jasper
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Are those meshes actually parented to the armature and those meshes have an armature modifier ?

marsh timber
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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

lost panther
mental hazel
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im trying to add IK to my model, but when i move the foot IK it does this
how do i fix it?

glacial ore
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what's the ideal version of blender to use for modelling worlds?

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i keep getting this error when i try to add cats blender plugin to blender 3.5. is there a fix for this?

trail python
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need to use the dev version of cats

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for blender versions 3.0+ and up, you use the development vers of cats

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anything lower than blender vers 2.93x can use the regular non-dev cats

glacial ore
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i got it to work :3

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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.

mental hazel
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how's the hand? do i need to change it?

lost panther
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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

harsh saddle
mental hazel
harsh saddle
ebon anvil
spiral sigil
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Damnnn

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That's a good looking guy

ebon anvil
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thank you thank you, i know im great B)

spiral sigil
spiral sigil
ebon anvil
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it would be amazing

fast bluff
glacial ore
fast bluff
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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

lost panther
solar fossil
spiral sigil
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I love niche little blender addons like these

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Cablerator is great too

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Easy way to add cables and stuff for those that might be interested
https://blendermarket.com/products/cbl

solar fossil
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oh ye, got that one, been using it on my latest world catbuggray

harsh saddle
# lost panther Hihi! For some reason I can't transfer weights, any ideas? (new to blender)

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.

lost panther
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So the two hoodies I enabled are the same object duplicated but one was skulpted

lost panther
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On an unrelated note, also despite having no weights painted this mesh is not following the bone correctly

harsh saddle
arctic sparrow
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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

spiral sigil
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Works well for quick gloves, thigh highs, and stuff

arctic sparrow
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Awesome! Thank you I will take a look at that 🥰

lost panther
azure sluice
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My little critter I’m working on rn

azure sluice
mental hazel
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so the armature is ok in edit mode but when i go to object mode one side is flipped

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1 is normal
2 is in obj mode

jovial turret
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You can reset pose with a singal menu option but its good to know the hot keys

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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

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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

mental hazel
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one more thing, if i apply textures in blender then import the fbx into unity, will it keep the uv changes?

tardy badger
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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?

harsh saddle
# tardy badger I want to start taking courses in learning how to use blender, What places or we...

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.

pale mica
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Don't do the blender donut

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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

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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...

▶ Play video
trail python
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oldest donut tutorial is 17

harsh saddle
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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.

trail python
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Your journey awaits in this new Blender Beginner tutorial series. Dive into Blender 2.9 with CG professional Robby Branham!

Join CG Fast Track PREMIUM MEMBERSHIP: https://www.cgfasttrack.com/subscribe?utm_source=youtube&utm_medium=link&utm_campaign=BFT2&el=BFT2-youtube

FREE Download files: http://cgfasttrack.com/blender-fast-track2?utm_source=...

▶ Play video
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it helps to have a tiny bit of pre cursor knowledge but

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even a low poly tutorial would be ok too i feel

spiral sigil
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I've never made the blender donut, but I've made donut shaped objects

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Still think the best way to learn Blender is to jump in and look at tutorials when you get stuck on something.

harsh saddle
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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.

pale mica
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yeah my first experience was "left click places the 3D cursor and right click selects". Infuriating

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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

harsh saddle
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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.

pale mica
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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

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the 3D cursor can also respect snapping and be used as a translation origin, so it comes in handy as a hinge

spiral sigil
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Especially if you use proportional editing, you can use rotate and bend things easier.

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Creative use of scaling too sometimes

harsh saddle
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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.

spiral sigil
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Definitely not enough for a whole button

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I feel like old blender was made to appeal to one specific persons autism 🤣

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New blender is more universal

red glade
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Decided to make a furry version of my avi

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It can be a toggle only thing I gotta figure out is how to setup the feet toggle. as it would be clippin otherwise

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Im not really known with anything furry so if ive made anymistakes dont hesitate say so

sullen falcon
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look at the size difference with vr equipment

red glade
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Ill stay with my qeust controllers for sure lmao

sullen falcon
red glade
lost panther
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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

quaint jasper
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You have a lot of bones selected in that image

opaque rose
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This is my first attempt at a proper model using blender (intended for vrc use vrcSoon ), 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.

harsh saddle
opaque rose
# harsh saddle What subdivisions? There is no subdivision modifier unless you applied it but su...

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)

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(I subdivide using the right-click menu, not sure if I'm supposed to be doing that...)

harsh saddle
# opaque rose Whenever I attempt to subdivide some faces, blender decides to instead subdivide...

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.

barren bridge
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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?

trail python
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and ive sent the default template skeleton like 80 million times in that channel

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personally ive only seen cats being used for the visemes, everything else it did was for mmd models iirc

barren bridge
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Ah well thank you for pointing me in the right direction for it

spiral sigil
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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

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the jagged part

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you can see it doesnt match the top

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it ends up appearing like this

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same thing with the face

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it gets all weird

thin shadow
spiral sigil
thin shadow
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or use a shader with transparency enabled

spiral sigil
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i see it now in edit mode too

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thanks though ill take a look

lost panther
red glade
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Some of them support transparency. and some dont

opaque rose
jagged moat
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looking good 👀

red glade
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New project im workin on btw,

spiral sigil
spiral sigil
swift jolt
swift jolt
swift jolt
swift jolt
spiral sigil
swift jolt
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exacly

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have fun! 👍

spiral sigil
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thats okay, iv just been doing the knife method

swift jolt
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yea that works

spiral sigil
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i havent checked if it worked yet but im very confident it will

swift jolt
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aslong as you didnt add any extra verts it should be fine

spiral sigil
swift jolt
red glade
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vehicular

cursive summit
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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?

spiral sigil
opaque rose
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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?

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I'm infantile with blender and everything I've tried thus far to get the material to these regions hasn't worked

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oh

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nevermind there's an 'Assign' button

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disregard 😅

opaque rose
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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)?

quaint jasper
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Texture painting ?

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You still need a usable UV map though

opaque rose
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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)

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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

trail python
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you're missing a lot of tabs at the top from that image

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these come by default and a few of them are important for making models

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you mess with all of the UVs in uv editing, and then you make your texture to paint on in "shading"

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then paint in texture paint

meager tartan
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doe girl

compact oar
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i see... not bad

opaque rose
opaque rose
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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))

azure rain
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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

harsh saddle
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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.

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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.

opaque rose
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I see

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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

azure rain
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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

harsh saddle
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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.

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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.

azure rain
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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

opaque rose
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I see, also I presume using the 'unwrap' command from the UV window is something that shouldn't be done?

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I got this 'thing' when I attempted a normal unwrap (I have a more telligible map now though)

azure rain
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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

opaque rose
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Here's what I got from arranging the islands by material

azure rain
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well wouldn't you need a texture with the colors as well

azure rain
opaque rose
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I presume this will get the job done, I've lined everything up and am currently figuring out how to apply it

azure rain
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basically you make a new material and assign everything to that material

harsh saddle
azure rain
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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

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like each individual color blob doesn't need to be terribly big so you can fit a lot of those in one texture

harsh saddle
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Or just use one that already exists

opaque rose
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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)

azure rain
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nothing wrong with being placeholder I'm just saying you're not giving yourself enough room for expansion

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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

opaque rose
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I didn't think that could be done tbh

azure rain
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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

opaque rose
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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?

harsh saddle
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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.

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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.

azure rain
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also you don't want texture bleed to occur from Mipmap With Faraway objects

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and honestly the VR chat menu probably uses more vram than a 512 or 1024

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and you have to consider is you're only using like one texture for the entire map

opaque rose
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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?

azure rain
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yes

opaque rose
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Basically like a modern spritesheet

azure rain
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yes

harsh saddle
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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.

harsh saddle
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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.

azure rain
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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

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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

harsh saddle
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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.

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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.

opaque rose
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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

opaque rose
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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?

azure rain
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it should be fine being in the same blend file as long as they're separate meshes

harsh saddle
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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.

spiral sigil
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Use collections. Organize early so you don't have to figure out what cube 368 is later.

glad bronze
opaque rose
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I can't believe you guys don't name your meshes

harsh saddle
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The trick is to do everything as quickly and sloppily as possible and then get around to cleaning it up later...maybe

spiral sigil
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We all pay for our bad habits sooner or later

quaint jasper
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Only use a single mesh catthumbsup

pale mica
golden grove
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Can anyone help me with converting a VRchat character to a VRM?

azure rain
# golden grove 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...

▶ Play video
golden grove
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I have tried al lthat but i need help. There are error codes that i dont understand

azure rain
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then post the error code in here

harsh saddle
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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.

ruby rose
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blender says that .blend is not suported i open the file and it opens a new project

glad bronze
ruby rose
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Well, I opened my last, save without blend one

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To be fair, it might be because I gave it to another person to edit. Don’t know though.

quaint jasper
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Did they use the same version of blender ?

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Iirc blender doesn't like opening blend files from versions above ita current one

lost panther
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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...

quaint jasper
lost panther
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I connected the meshes then decimated a load of times to allow for more acurate skulpting, or so I thought

quaint jasper
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Make sure to follow tutorials!

sick vine
bitter jungle
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little WIP i'm making all from scratch 💕

quaint jasper
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Cute design HEYMOONA

deep verge
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Anyone got a good tutorial for makin an avatar?

harsh saddle
# deep verge 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.

deep verge
harsh saddle
# deep verge 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!

Join CG Fast Track PREMIUM MEMBERSHIP: https://www.cgfasttrack.com/subscribe?utm_source=youtube&utm_medium=link&utm_campaign=BFT2&el=BFT2-youtube

FREE Download files: http://cgfasttrack.com/blender-fast-track2?utm_source=...

▶ Play video
sick vine
lost panther
topaz phoenix
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he will be unleashed

opaque rose
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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?

opaque rose
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nvm I think I got it

devout olive
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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

devout olive
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How do I properly fit the clothing I sculpted to my model?

lost panther
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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

spiral sigil
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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

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How would I go about UV unwrapping this sucker?

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And even then the textures I got are kinda like puzzle pieces.

harsh saddle
devout olive
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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

harsh saddle
glad bronze
magic gulch
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You guys are so good at this modeling stuff

lost panther
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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

steady zealot
lost panther
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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

silver fiber
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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

harsh saddle
devout olive
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Oh no, The Poly Count

harsh saddle
devout olive
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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

harsh saddle
devout olive
#

All I see are select buttons

quaint jasper
#

It's just a read/write issue, enable it on your model settings in your assets

#

but there should be an auto fix yeah

devout olive
#

We went from 200m to 1m

harsh saddle
#

Well, that's still horrible but less.

#

Please don't use that model, for the children.

devout olive
#

Aw, alright

harsh saddle
#

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

devout olive
#

That means I have to do the retopoly, texturing, and rigging all over

harsh saddle
devout olive
#

No, I think I just gave Quad Remesher too high of a Quad Count to work with

harsh saddle
#

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.

devout olive
#

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.

devout olive
trail python
#

70k pc

glad bronze
trail python
#

beat me to it lmfao

harsh saddle
#

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.

devout olive
#

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

harsh saddle
#

Try to make it under 70k ||but if it's 100k, I won't tell anyone.||

spiral sigil
#

But you told me

harsh saddle
#

You saw nothing. 👀

spiral sigil
#

I seem something

golden grove
#

i need some help with 3d models

harsh saddle
flint patrol
#

Some renders i made with my worm and bazooka models

golden grove
# harsh saddle That's what this channel is for

@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

azure rain
# golden grove <@216145046347448320> well see i need some 1 on 1 help. So i can explain what is...

#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...

▶ Play video
golden grove
#

I did watch that and it doesnt help th issues im having many error codes come up saying im missing script

azure rain
#

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

golden grove
#

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

harsh saddle
golden grove
#

Ahh dang ok lol thank you

azure rain
harsh saddle
#

You might get some help here but a much larger percentage of the community will have experience with VRM on a VRM server

azure rain
#

and honestly probably most of the folks around here just use a vrm converter tool

golden grove
#

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?

golden grove
azure rain
#
Vket Store
  • For Windows, please use the Community Repository version from "About installation" below. This is the Unity Editor extension. This includes the following three tools • Convert VRM prefab to VRChat avatar • Convert VRChat avatar to VRM • Merge...
harsh saddle
# golden grove I wasnt sure because it was originally meant for Vr chat well let me ask this as...

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.

azure rain
#

yeah there's an fbx file for the Avatar somewhere in your Unity project for your vrchat avatar

golden grove
#

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

azure rain
#

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

harsh saddle
#

They could be accessories?

golden grove
#

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

harsh saddle
#

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.

golden grove
#

The are a few accessories but there are other models too

harsh saddle
#

Sounds like a good deal if you only expected to get the one.

golden grove
#

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

harsh saddle
#

Ah, so this was a commission and they just sent you a bunch of other commissions? That doesn't sound like the best practice.

golden grove
#

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

harsh saddle
#

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.

golden grove
#

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

azure rain
#

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

golden grove
#

I completely understand

harsh saddle
#

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.

golden grove
#

Ok sounds good i can try a few things and save them separately to see which would work

trail python
#

hopefully it wasn't a scam or something

#

been quietly following the convo, that seems a bit weird

golden grove
#

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

trail python
#

then again i assume everything is a scam until proven xd

azure rain
#

yeah this does not sound like a good commissioner if they're including their other customers work in the file

harsh saddle
#

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.

golden grove
#

I think thats what they did

harsh saddle
#

It's the people that had their commissions shared who would be getting the raw end of the bargain.

golden grove
#

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

harsh saddle
#

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.

golden grove
#

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

harsh saddle
#

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.

golden grove
#

Ok lol

hushed canyon
#

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?

golden grove
#

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.

steady zealot
hushed canyon
steady zealot
hushed canyon
#

yeah lmao, i think its from merging the old armature to it while in edit so it made the blendshape stick as default lol

hushed canyon
#

whats this about? never seen this before

#

oops

hushed canyon
#

nvm got it, just edit the spine length in blender by a milimeter

harsh saddle
golden grove
#

Vrm, but i think i know where to go from here is just wont know for sure till tonight

harsh saddle
#

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

devout olive
#

I want to make very flow-y robes for a character, how exactly what I translate that into VRChat?

trail python
#

physbones

#

so just rig it as normal then you add the physbones in unity

devout olive
#

Ah ok

devout olive
#

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?

trail python
#

no, your bones should all be in 1 armature

swift jolt
devout olive
#

I need to make liquid for a potion on my model, how would I go about making that?

harsh saddle
# devout olive 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

GitHub

UDON Liquid Pouring system for VRChat by Dastmann. Contribute to Dastmann/UDON-Liquid-Pouring-for-VRChat development by creating an account on GitHub.

devout olive
harsh saddle
devout olive
#

Since I want to add Physbones to the sleeves of a robe to make them flow better, how would I do that?

swift jolt
#

Weightpaint

devout olive
#

Can you explain this in a bit more depth?

devout olive
#

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

devout olive
#

Like, 10k or 20k?

midnight valley
#

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

trail python
#

test what

#

only thing you need from cats is viseme generation imo

glad bronze
# devout olive I want to make a VRChat avatar, how many polygons is good enough to be compatibl...

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.

harsh saddle
#

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.

devout olive
#

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?

azure rain
harsh saddle
#

10,000 quads != 200,000 tris, though. Maybe you have a bunch of ngons?

#

Or one massive ngon.

spiral sigil
#

wow

#

Subdivide modifier still on?

#

That's a disturbing disparity between quads and tris

harsh saddle
#

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.

devout olive
harsh saddle
#

Now just just need to upload to MIxamo.com and the results should hopefully be not horrible.

devout olive
#

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

silk temple
#

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...

▶ Play video
#

gotta love the 90s

flat vault
#

Is there a way to get glTF / GLB files into Unity yet? Every time I try converting them first the textures get scrambled.

hushed leaf
#

oh yeah, Autodesk Animator, I totally forgot about that

waxen dune
#

can some one helpidk what to do

#

wieght painting didnt work

#

idk what else to try

waxen dune
#

nvm i fixed it

sick vine
quaint jasper
#

And to put its feet above the origin

sick vine
#

Oh wait ur right ya

#

Didn’t think about that 💀

red glade
#

femme hair time

mental hazel
#

how can i have it so i can turn this vertex into that diamond?

harsh saddle
mental hazel
#

i remember there being a way to bevel vertexes
i might be wrong

glad bronze
mental hazel
#

ahh
thanks

modern socket
#

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

trail python
harsh saddle
devout olive
#

I want to make something like this, though how would I make walk cycle?

versed granite
#

anyone good at blender that could tell me why im getting weird shading?

#

its unusable in unity since the lightmapping breaks

spiral sigil
#

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

versed granite
#

i mean something is weird about it

#

i dont really know a lot about blender but its not a display bug

glad bronze
spiral sigil
#

and a view for normals

versed granite
#

is this the wireframe?

glad bronze
#

Just looks like you are smooth shading a 90 angle

versed granite
glad bronze
#

Can you show normals?

versed granite
#

i think these are normals?

#

you can see the issue better from the underside

trail python
#

tick the "face orientation" box

#

for showing normals

versed granite
#

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

glad bronze
#

because if you want the same look, all that would have done is sharpen that edge

versed granite
glad bronze
# versed granite

I thought you didn't want the edge sharpened mb. At least it worked out though

versed granite
#

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

glad bronze
azure sluice
#

A little fella im working on

mental hazel
#

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

▶ Play video
quaint jasper
#

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

mental hazel
#

its not for vrc

wicked hull
#

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

devout olive
#

I want to make a model that doesn’t have any legs, but still needs and animation for moving, how would I do that?

harsh saddle
quaint jasper
#

You create a custom animation thumbsup

harsh saddle
#

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.

lost panther
#

For context, the UV map did look like it does in SPP but I edited it and changed it

azure sluice
trail python
# lost panther help :sobs:

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

tulip topaz
humble void
#

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, ?

rancid magnet
#

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

mental hazel
#

is there a way to fuse these edges into one to make this hatchet look sharp?

jagged moat
lost panther
#

Hey guys is this mesh optomised per haps? vrcCatThink

#

I also can't help but see the sad faces in @humble void's legs

humble void
covert galleon
ashen forge
#

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

harsh saddle
# rancid magnet Hey there! when you guys come across overlapping limbs (like these), how do u go...

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.

rancid magnet
harsh saddle
rancid magnet
#

alright, thanks

mental hazel
#

is there a way i can add a transparent blood texture on the blade?

harsh saddle
mental hazel
harsh saddle
#

Actually, nevermind, it's not quite the process I would use in the video. Let me see what I can find

#

Check out Blendergrid: (Affiliated Link) ➡️ https://blendergrid.com/start/ryankingart
In this Blender tutorial I will show you how to texture paint using images with the stencil brush in Blender. I will also show you how to paint icons or stickers onto your object.

● Amazon Tablet Links:
As an Amazon Associate I earn from qualifying purchases.
...

▶ Play video
mental hazel
#

it looks like this when i draw it on the axe head

harsh saddle
mental hazel
#

so i changed it from tiled to stencil

#

it works, but now it looks like this

glad bronze
mental hazel
#

the blood should be on the blade and not the bottom

harsh saddle
#

Somewhat old tutorial but the process hasn't changed that much for 20+ years. https://www.youtube.com/watch?v=Y7M-B6xnaEM

Blender is Free and Open Source Software
Download: https://blender.org/download
Support core Blender development - https://fund.blender.org

--

This tutorial is part of the Blender Fundamentals series, produced by Dillon Gu.

Find more free tutorials on: https://blender.org/tutorials

Follow Blender on social media:

▶ Play video
mental hazel
#

got it to work

mental hazel
#

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

▶ Play video
harsh saddle
#

Even if it's not for VRChat, it works perfectly fine for Blender as well.

mental hazel
#

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?

glad bronze
mental hazel
mental hazel
#

i found out that i can paint the right side, but not the left

spiral sigil
#

You need to like symmetrize the bones or something I don't remember

#

Like there is a button

mental hazel
#

i did

lunar stone
#

Hello all, im interrsted in learning how to create basic 3d models anyobe be kind enough to point me in a good direction?

gaunt flame
#

I love making tutorials. If anyone needs help just ask. https://youtu.be/OLyk6JlRV5U

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
https://youtube.com/pla...

▶ Play video
obsidian nova
azure sluice
#

I finished him btw!

lean latch
#

I Made My First Reference Sheet If Anyone Wants to Model And Rig It!

#

(This Is An Alien BTW)

mental hazel
#

is there a way to mirror what i weight paint on the other side? it doesnt do so when i apply the mirror

trail python
#

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

mental hazel
#

darn

mental hazel
#

should the first bone of the finger be like this

harsh saddle
#

And you want to minimize any weights bleeding over to other fingers while ensuring you get enough of the base of the finger.

mental hazel
#

when i decrease it, it just deletes a part of it.
i want it so i can just erase any extra

mental hazel
#

like
it snaps to edges and paints on them
when i want it so i can just draw on the hand

harsh saddle
mental hazel
#

then we have a problem

#

how do i add 2 edges to one
like this

harsh saddle
quaint jasper
harsh saddle
#

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.

mental hazel
#

i mean how do i make the knuckles like this

harsh saddle
mental hazel
#

ive done it, now each finger looks like this

#

but when i rotate it it looks like this

harsh saddle
mental hazel
#

still does it

quaint jasper
#

That means those vertices are painted to something else

#

Most likely the hand bone or another finger

mental hazel
#

its the hand bone

spiral sigil
#

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

mental hazel
#

if i do it like this itll only move the palm

spiral sigil
#

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

mental hazel
#

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

spiral sigil
#

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

mental hazel
#

no

spiral sigil
#

Yeah, no clue just looking at the pictures what's going on

#

I'll defer to other that may have thoughts

quaint jasper
#

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

spiral sigil
#

ooh...noted

#

I was unaware of that feature

quaint jasper
#

Sorry, "Item" side panel

spiral sigil
#

No matter how long you have been learning Blender, there is always something to learn

mental hazel
#

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

quaint jasper
#

if the fingers move slower than the bone, then it means the mesh is weight painted to something else

mental hazel
#

he is now rigged

spring onyx
#

I'm wanting to retopologize my sculpted base, I was wondering how many vertices should a limb loop be?

glad bronze
#

or give more details about what type of model you are making like high / low poly, subdiv or not, etc.

azure rain
lean latch
#

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!

quaint jasper
spring onyx
azure rain
#

easier to subdivide things

#

like if you need some more Loops at the wrist to start to build the hands

lean latch
#

This is my first reference sheet

spring onyx
azure rain
#

also makes it easier if you're using like the mirror modifier

glad bronze
#

I only make my loops prime numbers

spiral sigil
#

2-1 has to redirect loops.

azure rain
spiral sigil
#

I mean, it's just not a quad topo guide

#

The n-gon is an issue though

azure rain
spiral sigil
#

Better

harsh saddle
#

Pretty sure some people subdivide after retopo.

spiral sigil
#

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

solar fossil
#

Meanwhile, me an intellectual that doesn't change loop count through the whole model

spiral sigil
#

It should be relatively rare

harsh saddle
#

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.

azure rain
#

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?

quaint jasper
#

Ngons are also irrelevant since they get triangulated anyway catthumbsup

harsh saddle
#

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.

tough plover
#

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.

quaint jasper
#

Triangulate modifier catwink

harsh saddle
#

Triangulate modifier -> apply -> Alt + J -> instant quad remesher they don't want you to know about.

quaint jasper
#

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

maiden rose
#

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)

quaint jasper
#

You can't really do that on a skinned mesh that will deform as far as I know

maiden rose
#

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

quaint jasper
#

But your mesh is skinned, so that effect will immediately get broken as soon as you move your arms

maiden rose
#

i guess that's true

#

i'll try to just improve the weight painting and subdivision so it actually merges smoothly then

quaint jasper
#

Yeah, if you weight paint the vertices that overlap the same way, then there should be no visual distinction

glossy bobcat
#

do anyone know how to import a mod model into blender?

safe marsh
glossy bobcat
safe marsh
#

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

glossy bobcat
#

Oh spiderman ps4 but 4 pc

safe marsh
#

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

glossy bobcat
#

Ah thats Ok 🙂

quaint jasper
#

That still doesn't tell us about the format

manic hatch
#

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?

solar fossil
#

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

manic hatch
#

I'm still new to Substance painter, and it's rather confusing.

solar fossil
#

You would move them in blender, but if you already have them like that it should work, that's kinda weird think

weak forge
#

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

nimble condor
#

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

quaint jasper
#

What do you mean you exported from Unity ?

nimble condor
#

I exported the avatar I was working with unity to an fbx file

quaint jasper
#

Was it not an fbx file before ?

nimble condor
#

Yeah, and then I put on addidional items from other sources to the model and exported everything together as an fbx

manic hatch
inner rampart
#

its keeping subdivision from working unfortunately

#

these are panes, but they are transparent ???

static vapor
#

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

inner rampart
static vapor
#

yep

#

been there so i know

#

only difference is now is i dont really have spare time

inner rampart
static vapor
#

yes

#

which blender u using?

#

im more of a 2.79b type of guy

inner rampart
static vapor
#

ph

#

oh

#

the donut tutorial

#

yeah i did that too

inner rampart
#

it was fun
I haven't really touched blender since

#

I figured it out
this worked

static vapor
#

yeah that one

inner rampart
#

blender is weird
like where did this come from /s

lean niche
#

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?

inner rampart
# lean niche When uploading a avatar that is both pc and quest compatible should there be 2 v...

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

GitHub

What's Changed
Fixed

Fixed import error of NewtonSoft Json.

変更点
修正

NewtonSoft Json のインポートエラーを修正

inner rampart
lilac escarp
#

anyone know why this 1 set of bones isnt a outline like the rest of them afaik all the settings are the same

lilac escarp
spiral sigil
# lilac escarp (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.

tough plover
#

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

manic hatch
static vapor
#

Thanks

#

Haven't touched blender in like 1 year

manic hatch
#

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.

quaint jasper
#

Display mode > Face orientation

inner rampart
timber bay
#

i have a question how do fill this

without creating more then one new face

#

this horrible i dont want that

quaint jasper
weak forge
#

i love animating in blender i only need to make two more entire systems of movement animations

lilac escarp
#

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

solar fossil
#

Make sure you have the armature modifier on the hair

tidal pawn
#

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.

solar fossil
#

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

tidal pawn
solar fossil
#

Oh wait, so your texture is generated procedurally using nodes or you have the texture files in like png/jpg/psd format?

tidal pawn
#

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.

solar fossil
#

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)

tidal pawn
#

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.

solar fossil
#

Yeah, that happens, just unity things, but thats normal

weak forge
#

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...

▶ Play video
#

this is essentially how i make all my textures my uvs tend to be kinda awful

solar fossil
#

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

devout olive
#

Can I still configure my avatar as a humanoid in unity even if it has no thumb bones?

empty fox
devout olive
#

Noted, thanks!

glad bronze
#

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.

harsh saddle
glad bronze
#

I've tried rewrapping it several times as well to be sure

rancid magnet
#

hey guys, how can i get better at topology?

devout olive
#

My character has a cartoonishly large nose, will that show up on the first person view in VR and obscure my view?

azure rain
azure sluice
#

A little fella im workin on :3

solar fossil
solar fossil
devout olive
#

I have a hat on my character, is there a way to make that hat bounce up and down when moving with Physbones?

tough plover
# glad bronze This part of my high poly (first image) isn't being baked onto my low poly (seco...

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

devout olive
#

Also, is there a way I can scale my avatar to about 3 1/2 ft exactly in Unity?

harsh saddle
tough plover
#

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

azure sluice
azure rain
#

you would want to be putting in length not area

harsh saddle
#

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.

devout olive
#

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

azure sluice
spiral sigil
#

The closer the clothes are to the body, the better it works usually

#

Usually end up having to fix weights a little bit regardless.

harsh saddle
#

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.

devout olive
#

How exactly do I import my model and all of my textures to unity?

harsh saddle
# devout olive 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.

devout olive
harsh saddle
devout olive
#

In Unity? This is happening in Blender

harsh saddle
#

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.

late bluff
versed mesa
#

does anyone know hwere i can get a 3d model for this goober?

harsh saddle
versed mesa
#

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 😭

normal geode
dark valve
#

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.

▶ Play video
pale mica
#

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

dark valve
#

Blender Edit mode - Edge - Edge Crease

quaint jasper
pale mica
#

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

mental hazel
#

is there a way to transform edges into faces?
or how do i make it so theres a border around this building?

quaint jasper
#

Ctrl + B you mean ?

quaint jasper
mental hazel
quaint jasper
#

Yeah that's called beveling

mental hazel
#

like this but without the sections inside

quaint jasper
#

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

tough plover
#

you can use a Wireframe modifier

#

@mental hazel

mental hazel
#

i try to but it only does the faces

#

i want it so its here and not like the clock tower

tough plover
mental hazel
#

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

tough plover
#

can you try applying Scale to your mesh in object mode?

#

ctrl + A > Scale

mental hazel
#

nothing

past drum
#

so im trying to attach my clothes to my armature? i cannot remember how to

harsh saddle
#

Though you might want to start by transferring over those existing weights.

dense lodge
rough turtle
#

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

timber bay
#

Maybe the side plate in the front needs more details

rough turtle
steep vortex
#

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.

timber bay
rough turtle
rapid jasper
#

So I've got a mesh here with custom normals, but adding a loop cut breaks them
Is there any way to avoid that?

quaint jasper
rapid jasper
#

I'm using data transfer from a proxy to the mesh.

#

It wasn't exactly like this, but it's too late now

quaint jasper
#

Why do you need that additional loop ?

rapid jasper
#

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 🤔

quaint jasper
#

Have you tried adding that loop cut to the original mesh as well ?

supple lake
#

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.

quaint jasper
#

What makes you require Blender 4.0 for this model ?

supple lake
# quaint jasper 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.

rapid jasper
quaint jasper
#

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

rapid jasper
#

I guess so, although I've always had trouble with the manual controls of normal rotation

quaint jasper
#

Same here sadcat

#

That mouse rotation isn't the best UX for it

rapid jasper
#

Yeah, could definitely be a thing to improve in future versions of Blender

coarse tangle
#

can I post here the problem that I've encountered while making a texture for a world in blender with nodes?

tough plover
spiral sigil
#

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

mental hazel
#

how do i remove these edges on this face?
when i dissolve the edges, nothing happens

spiral sigil
#

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

inner rampart
#

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 ??

quaint jasper
inner rampart
quaint jasper
#

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

inner rampart
#

there aren't any images, I checked

quaint jasper
inner rampart
#

thats quite the uv map

#

maybe the red shading applies to the data outside of the texture

#

yeah, it seems to have gone away

quaint jasper
spiral sigil
#

Damn why crucify your guy

inner rampart
#

the happy neurons are active

#

I'm proud of it considering its my first model

spiral sigil
#

Good good

#

Lizard 🦎🐢

hushed gyro
quaint jasper
tough plover
# inner rampart the happy neurons are active

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

azure rain
#

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

inner rampart
inner rampart
quaint jasper
#

If not then you're wasting at least half of the UV map bu unwrapping both sides catwink

#

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

azure rain
#

Yeah there's still probably more efficient layouts that could be packed that are symmetrical

spiral sigil
#

If it's not symmetrical then whatever u made should be god tier

#

Soon enough I will make god tier

spiral sigil
#

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.

pale mica
#

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

mental hazel
#

is there any way in blender i can make borders like this?
the white edges on the corners of the house, i mean.

harsh saddle
supple lake
supple lake
# tough plover model looks great! I'd be careful about poly count though, did you plan on doing...

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

rough turtle
#

I added a bit more details and started on texturing but I don't have much more ideas for texturing could use any advice

winter iron
spiral sigil
#

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

harsh saddle
#

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.

spiral sigil
#

Back in my day I remember when blender 2.8 came out

solar fossil
#

Make it shoot square bullets vrcSystem

shrewd crane
#

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.

harsh saddle
# shrewd crane This may be more than I manage but I guess I need a challenge. I'd like to impor...

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.

rough turtle
spiral sigil
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Np designing is very hard don't sweat it

spiral sigil
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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...

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Anyone who is interested in organic shapes represented with math needs to read this

harsh saddle
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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.

spiral sigil
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lol

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I'm interested in understanding it so I can understand on another level how organic shapes are and can be

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Because my brain can do math

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Bit slow to art

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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

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Whatever is actually actually understood in the brain I'm not quite sure since it seems to be different for a lot of people

versed kettle
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Goku lamp

spiral sigil
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Brrrr

lofty river
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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

spiral sigil
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WIP Fully from scratch, i m still thinking about name for her. Any ideas?

spiral sigil
# lofty river Does anyone know why every time I paint a texture it bleeds to the other side, I...

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.

spiral sigil
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Vampire Spiderman

lost panther
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Having a weight painting issue where no matter the paint level, it treats it as 100% weight. Any ideas?

lofty river
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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 )

lofty river
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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

tough plover
lofty river
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Yea, Just as a base though

tough plover
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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

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there's other free alternatives like Armor paint and Quixel mixer, but the userbase is lower

lofty river
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No I don't mean as in a texture, I'm trying to make a seperate mesh that goes over it for more detail

harsh saddle
# lofty river No I don't mean as in a texture, I'm trying to make a seperate mesh that goes ov...

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.)

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You can even do layers using mix nodes in your shader, it just takes a bit more work.

stone olive
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i would try and replicate whatever the body mesh weight painting looks like

lost panther
atomic hamlet
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You only have to pay for pre-compiled builds.

weak forge
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good point

jovial seal
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is this decent topology?

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practicing splicing different vertex densities

azure rain
# jovial seal

most of the vertices on the door itself don't seem to be doing anything?

jovial seal
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they will eventually

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its an oven

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well

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will be

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im just curious if the handle merges well with the actual mesh itself

karmic reef
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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 😅

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These are the color schemes I want to use

azure rain
# karmic reef

you could purchase a wickerbeast base and retexture it https://jinapark.gumroad.com/l/JinsWickerbeast

Gumroad

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...

azure rain
karmic reef
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Would that just be easier?

azure rain
karmic reef
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Thanks I’ll look into it as soon as home

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Last question would I put it in blender or Unity to retexture it?

azure rain
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you would be using image editing software so just the imaging software and unity would be fine

jovial seal
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i might make my own wicker model

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i like them too much lol

karmic reef
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Okay thank you

tough plover
# jovial seal

the handle itself yes, how it connects to door is okay, and the door itself needs some work

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in low poly modeling, every vertex should have a purpose

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it should affect the shape in some way, or allow for a certain deformation

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don't be afraid to have the handle geometry be disconnected from the door

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this is totally ok to do

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it means the door part is only a single quad

jovial seal
karmic reef
azure rain
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clothing would be more of a blender activity

karmic reef
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Okay gotcha that’s all I needed to know thank again

harsh saddle
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Yeah, clothing tends to need to be weighted to a rig which is something you do in Blender.

karmic reef
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Thanks I’ll update you guys on it soon thanks again for the help

azure rain
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ended up 3d modeling a dog bed for myself

steady zealot
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Can't get over how good these turned out.

tough plover
steady zealot
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Bar progress~

tough plover
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although that curved countertop looks a little weird on top

steady zealot
steady zealot
tough plover
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I suppose I just find it odd how a solid piece of wood could be curved like that

steady zealot
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True. It is kind of hard to do that IRL, though it is technically possible

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but I may straighten out the grain

tough plover
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like I understand it for the walls, because the curve is in the same direction as the wood

steady zealot
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because it seemed a bit odd to me too

tough plover
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but the top of the counter is like, bending it sideways

steady zealot
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I'm not sure, this is the fourth alternative I've tried and they all look worse

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I tried splitting it at 45 degrees in the center of the bend, looked weird. Tried splitting it just at the end of the bend and keeping everything up to that point straight, and it looked weird too haha