#3d-modeling

1 messages · Page 15 of 1

tough plover
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I see you have quite a lot of texture sets (materials), might want to reduce that if possible. (assuming all of them are for the base avatar and not things like clothing)

quiet coral
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thats the thing i did move them all over

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let me make double sure that there isnt some im missing

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cause some of them did have stacked uv and i moved them over one on the x axis which works fine. But the main body from what im seeing only has one uv but no other side of the uv anywhere else

tough plover
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to separate that, you'll want to select half of the mesh in edit mode, then move the UVs. that'll allow you to separate them

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use X-ray mode and snap the camera to the front

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and use Face selection, not vertex selection

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@quiet coral

quiet coral
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k done, rebaking now

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ill do atlasing and what not after i make sure all this is good

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the eyes are still weird but everything else seems to be all good now thank you ❤️

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@tough plover you wouldnt happen to know of any good atlasing tools? i only know the old-fashioned way of just shoving UVs in corners and dividing UVs up in like 1/6 or 1/4s and then blocking the textures up like that

tough plover
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you should have started with fewer materials, and packed the UVs properly

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atlasing can result in a lot of wasted UV space, and inconsistent UV density

quiet coral
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well the model came in seperate meshes with seperate materials, i think only thing i could do is atlas since i didnt make this from scratch

tough plover
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are you redoing the textures from scratch?

quiet coral
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yeah since they didnt come with substance only photoshop files......and i aint do photoshop XD

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wait

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since im doing it from scratch it means i could just shove all the uvs together and squeze it all in.......im dumb

tough plover
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yea, there's nothing stopping you from just combining materials and packing their UVs together

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the only ones I'd consider keeping separate are ones that will require transparency, and maybe the eyes

quiet coral
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i use some textures but i can just redo them since theyre just simple textures

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ye

tough plover
quiet coral
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okie dokie

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ill download a more recent version of blender then, thank you so much for all the help i really appreciate it ❤️

timber tide
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What do i do to make the rest of the nails move with the foot?

hushed leaf
timber tide
hushed leaf
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ah nice. Weight painting isn't easy 🙂

steady zealot
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I redid the hair on my avatar! (It was always inspired by Final Fantasy so if you think it looks pretty much like Cloud's hair from 7, you're not far off!)
The old hair was my first time ever doing hair (The entire avatar is my first time doing a person from scratch in general) and the second attempt at the hair turned out so much nicer IMO!

simple flame
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the inside of the jacket keeps clipping through the outside, is there a way to fix this? i just moved the arm slightly and the red inside is showing through

hushed leaf
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either better weight painting or move the mesh further apart

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or I guess you could hide the under mesh

steady zealot
simple flame
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Okay, I'll give it a shot. Thank you

fleet parrot
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not sure where id ask this but, does VFX graphs work in vrchat or no?

devout orchid
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no

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vfx graphs are not for birp afaik

fair mason
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oh yes i love making models of cartoon characters from shows most people dont even know about

fair mason
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evil laughter muhahahahahah

wispy wind
simple flame
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anyone know why this is happening? will it affect the model's function ?

storm heron
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Hey yall, im making a render and i want saliva to like run down the finger, if anyone knows a helpful tutorial itd be appreciated ❤️

hushed leaf
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funny, in Blender I have an object that has a .001 on its name and I can't remove it by renaming, but I cannot find any object which is name-clashing.

flat kelp
gloomy heart
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Hi everyone, i am trying to sculpt this hat to fit better, but the black parts dont move when i sculpt, just the pink part. why may that be? The Hat underneath is just referance

hushed leaf
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not sure I can see what's happening there

keen sierra
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perhaps masked out

hushed leaf
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yeah I don't use sculpt mode much, was wondering if there was some "front faces only" type of thing, or masking

gloomy heart
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okay

proud panther
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how do u turn off back faceculling in blendeerrrrrrr google isnt helpingggggggg it use to be hereee

hushed leaf
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it's in the material settings

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usually it's off by default though

viscid birch
hushed leaf
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oh I didn't think of the solid case

fair mason
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i just want normal beer...

jagged flower
fair mason
fair mason
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its doenenneeeeeee

stark sand
velvet oyster
glad steeple
glad steeple
fair mason
glad steeple
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😋

hidden dome
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what do you guys think of these? fully modelled, designed, and textured my self

rapid spade
wide imp
# rapid spade WIP

Id suggest trying to push the front of the throat back for a more natural feel or if you wanna keep it where it is to make it flush into the pecs more blobl_eyes_pleading

rare dew
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Hello. I recently joined because I'm trying to upload my first avatar, being a roblox avatar, but even while following the instructions, the videos I saw had different results from what was on my screen. So if anyone is familiar with uploading a Roblox avatar, I'd greatly appreciate it because I've been working really hard on this and just want some help.

hushed leaf
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... this channel is for 3D modeling

rare dew
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Look bruh I don't know what category this falls under. CLEARLY I don't know what I'm doing.

swift jolt
rapid spade
white moth
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Blender question: Does anyone know if you can "paint" a existing blendshape onto a model with a brush? like painting it into the base model
so it deforms into the shapekey as you brush the model

hushed leaf
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you could shrinkwrap to another model then apply that modifier as a blendshape

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but otherwise not that I've seen

tough plover
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to "apply" it, you can use New shape from mix

orchid phoenix
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head :') time to texture..

stray topaz
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I'm looking for the eyedropper tool shortcut for painting textures in Blender 4.2.1, but I can't find it

full steeple
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Hey anyone know alot about shapekeys?(in blender).. and possibly be up for a call to help me with a simple issue that i cant for the life of me figure out?

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if not i can try my best to send screen shots on my issue and explain what im trying to do but i feel i need to actually say what i need help with lol

orchid phoenix
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i also plan on making hair and clothing from scratch vrcRat body is zinpia andro

gray drum
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Hey! does anyone know how to make one of those bar machines? Like from the midngiht bar or the sunset bar?

hushed leaf
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are we talking model here or the whole logic?

jagged moat
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Then, once it's all done, I'd reccomend rigging all the moving handles to an armature and animating the various movements. One that's done you can bring it into Unity and use Udon to control the animations

gray drum
gray drum
hushed leaf
jagged moat
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Gonna say, typing "c***ission" typically gets a bunch of bots to automatically dm you, be careful about anyone reaching out

hushed leaf
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I mean once you get past the modeling part

gray drum
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I’ll try, thank y’all

jagged moat
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good luck!

gray drum
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I found someone who will do it for me. Thank you @edgy pasture

placid umbra
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what do you guys think of these? fully modelled, designed, and textured my self.

orchid phoenix
near mortar
rapid spade
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If I don't go crazy, I'll manage to finish it

velvet oyster
rapid spade
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I like it, but I'm not sure if I should add some darker tones or a bit more detail. What do you all think?

tough plover
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it might make more sense to have them more towards the sides of the legs rather than the front, and you could also add some more to different areas like the arms

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that's assuming you don't want them just everywhere

rapid spade
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I placed the scales where they made the most sense to me, kind of orienting them like a crocodile, where they function more like armor. There are also some on the back, here

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They are specifically in those areas because they would be the ones that wouldn’t cause any incoherence in movement and would function like armor.

tough plover
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what if you added some lighter opacity scales to create a more seamless transition?

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so basically just add some more scales around the existing patches and mask them out using a soft mask (throw on a blur filter on the mask to smooth it out)

dusky mirage
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I really want to make an avatar like this and customize it since I’m starting to create content but I’ve tried making one last night but my computer is too slow and I wanted something like this (the picture) with a whole bunch of toggles but alsooo I want someone to make it for me but I don’t have any money 😭 the only thing I can do is give them credit in my videos 😭

tough plover
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if you can't do either of those, you can find a public avatar that is close enough

dusky mirage
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Ohhhh alr…thanks-..

rapid spade
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The model is done, but it seems like I have some slight issues, and I’m not sure why.

tight ore
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Can anyone help me learn how to angle limbs for human like modles. I wanna bend the joints to 3d print them

prisma berry
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i got an interesting question i think, what would happen if i were to paste the texture of say 4 materials in a bigger 1 by 1 one and move the ub maps of each of the respective parts to each and then do the same with the normals and height map

prisma berry
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would it work?

winter iron
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people already do it so

prisma berry
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first time i hear bout it tbh

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oh thats great

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i was wondering if there was a way to merge my materials into 1

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thanks

hushed leaf
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I like to make a new UV map and just bake them to that (with SimpleBake)

prisma berry
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i supose something under 4k?

winter iron
prisma berry
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i cant make a 7424 px image it would kill anyone who tries to load my avatar i think

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ok ill try 4096

hushed leaf
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Really you should go as low as you possibly can

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and definitely not over 4k if at all possible 🙂

devout orchid
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you cannot make it not power of 2 anyway, the way unity/gpu handles those. so it doesnt hurt to have way too hd stuff before the upload, uploaded final res should be 2k or smth.

spiral sigil
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can someone help me with edge loops?

hushed leaf
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again, what do you need help with here?

wet zephyr
tough plover
vapid ledge
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I need some help with my character sculpt. I have a couple problems at the moment, the first being the toes and fingers, when i try to remesh the model, especially at lower resolutions, the fingers and toes connect to eachother, I dont know how Im supposed to join them seamlessly without the issue of the topology joining where it shouldnt be. I am also experiencing difficulties sculpting the nose and ear as theyre quite small and thin details, when I try to smooth any changes it just tapers certain points of the mesh way too much. Lastly, I am not sure how to go about opening the characters mouth, I intend to model the inside of the mouth for rigging for expressions and speech and I dont know how to get it from a closed state like this to open. I keep also running into the same issue of sculpting becoming extremely laggy or downright crashing my application. Any help at all or points in the right direction is greatly appreciated thanks.

keen sierra
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Remesh. Aka blenders remesh? You shouldnt use that to topologize for a final mesh. Ideally, you retopo manually. You may be able to cut the model up and retopo limb by limb to avoid too dense topo being in the scene which can definitely cause lag

vapid ledge
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nono not for final

keen sierra
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When i made my model, i did manual retopo and for the mouth, i kept the lip edge unconnected, added an armature, painted the lower jaw to it and posed it open for easy access

vapid ledge
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so how would i then join the limbs in the end? join and do a bigh poly remesh?

vapid ledge
keen sierra
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All you need in the end is vertice count to match

vapid ledge
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lip edge unconnected? whats that mean

keen sierra
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The edge where the lips would touch

vapid ledge
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oh right i see what you mean

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so how would i split that now?

keen sierra
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Knife the arm off. Literally its that easy. The only thing you later need is the same amount of vertices to connect the cut spot

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Say you retopo the torso by itself and an arm. Obviously to connect both mesh objects, youll need x same amount of vertices to merge later

vapid ledge
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thats not a bad idea. so once i retopo, and connect the mesh, i can multires to get a cleaner high poly mesh for my texture painting and uvs no?

vapid ledge
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Im just worried that in connecting the pieces afterwards there may be issues when it comes to projecting the detail from the sculpt onto the low res mesh and so on

keen sierra
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You can do a heck ton of details with normal maps also (baked from multires object)

hushed pendant
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anyone know why im getting these wierd triangles when baking the position map?

versed granite
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i forget

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which blender version do i need to install to make the cats plugin work?

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i have the steam version right now.

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i need the non steam one from the website right?

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(this thing)

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i have another question too. i want to remove all the clothes to add my own... how do i know which bones are safe to delete that arent used anymore?

empty fox
# versed granite which blender version do i need to install to make the cats plugin work?

The unofficial version from here https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial-

Latest Blender and it apparently have some bugs though, not noticed any myself though.

GitHub

A tool designed to shorten steps needed to import and optimize models into VRChat. Compatible models are: MMD, XNALara, Mixamo, DAZ/Poser, Blender Rigify, Sims 2, Motion Builder, 3DS Max and potent...

empty fox
# versed granite i have another question too. i want to remove all the clothes to add my own... h...

If the clothing is using the same exact armature as your avi then you could probably ignore it unless it is a dress or something with a lot of extra bones. You would basically need to do educated guesses or checking each bone for whether it moves something in pose mode.

If clothing has its own armature and is merged using tools in Unity then just delete the clothing and its armature, I sure hope people aren't stacking bones like they used to anymore.

tawny pollen
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well then

hushed leaf
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wow

orchid phoenix
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dev version works all the way up to 4.1 for me

thorn tusk
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do yall got a frog hat model a star wand from fortnight a bow and a bunnyhat

spiral sigil
orchid phoenix
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also decimation and atlasing for quest optimization

spiral sigil
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wait, wouldn't you want to have control over those things instead?

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i don't get it - what's the use case there?

orchid phoenix
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you can still edit stuff after

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and make duplicates

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it just makes stuff youd normally do manually faster

spiral sigil
orchid phoenix
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not always

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cats has ways to keep shapekeys on the less extreme options

spiral sigil
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i see

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thanks!

orchid phoenix
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np

inner basin
untold plinth
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Not exactly an avatar, basic 3d model
I've spent hours trying to remove these bits from this piece, I just can't do it

fair mason
untold plinth
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Eh kinda

inland sage
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dunno if want to continue ~o~

static fulcrum
# untold plinth

My knowledge is in Maya, but if you want to remove those details, you could just add edge loops halfway up the central cylinder, delete everything above the edgeloop then just extrude/pull the cylider up to where it was.

inner basin
solar fossil
inner basin
solar fossil
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Looking good

cobalt prism
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someone here who knows how to properly make tanlines align it with current meshes is rather hard in photoshop so maybe someone can explain a better way

prisma berry
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can i get a hand with a weight paint issue? for some reason my head vertex group is not working but the bones after do

keen sierra
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Heads are often a standalone object. Perhaps your armature modifier is referencing an incorrect armature?

prisma berry
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i tried deliting the vertex group and making it again but it does not work

flat kelp
steady zealot
humble crag
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Hello

wary reef
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Hi

waxen ivy
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For conforming jewelry such as necklaces and rings, is anyone using lattices or curves to deform the jewelry or are there better tools for specifically wrapping a mesh around a cylinder / finger / neck

steady zealot
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If it doesn't work on a curve, you could convert the curve to a mesh and then back afterwards

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Though I suppose that doesn't count as "better"

waxen ivy
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So like make the necklace follow a curve, and shrink wrap that to my model? Ive tried using a lattice and using a simple deform 360° however my mesh wasnt able to follow that properly, so ill give that a try if that's what you meant

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Yea still weird, making a mesh follow a circle curve doesnt work, so just a regular curve maybe

jovial seal
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im struggling to tell if this body shape is ok

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for like a baseline to go off of

steady zealot
jovial seal
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yeh thats fair god damnit i hate having to ''trust the process'' sometimes

steady zealot
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xD

jovial seal
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i have trust issues

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:L

waxen ivy
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Does anyone know where the alpha clip \ alpha blend settings are on the material slot on blender? Seems to have moved with a blender update

hushed leaf
waxen ivy
humble crag
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I think so

hushed leaf
waxen ivy
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Is anyone experienced with doing clothing retopology?

jovial seal
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how big are furry paws usually TwT

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im struggling with the structure of these things so badly

wary reef
winter iron
jovial seal
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thanks for the referance though :D

naive bolt
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Looking at the difference in topology after 3 yrs is wild xD

flat kelp
delicate grove
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Uuuuuh...are there any sort of like... 3D masks?
I need...a 3D object to never move through the boundaries of another object.

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This? This is what I don't want it to do, but I don't want it to be distorted once it tries to move away from the eyelids.

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I really almost wish I could do like viseme/shapekey textures.

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3D masks in blender, unity, and VRC?

delicate grove
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Oh?

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I'll have to import the irises and eyes as separate objects, yes?

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If I understand this correctly.

devout orchid
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separate material

delicate grove
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Two materials minimum?

tough plover
spiral sigil
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how do I add a bone to the list

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?

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I added a bone and it isnt attached to the mesh

keen sierra
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Weight paint mesh to the bone you added will add the group there or make a group manually and assign vertexes in edit mode

hushed leaf
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just weight painting with that bone selected will do it, or you can manually create a new vertex group with the same name as the bone.

spiral sigil
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how do u select a bone in weight painting? @hushed leaf

hushed leaf
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watch a tutorial. ctrl+shift click a bone

spiral sigil
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doesnt work for me

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i have this painting tool selected

hushed leaf
# spiral sigil doesnt work for me

again, tutorials go over this. you have to start in object mode, select your armature, then also select the mesh object, then go into weight paint mode.

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And this assumes you also have an armature modifier on the mesh object.

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Also assumes Blender 4+, with 3 it's just ctrl+click

spiral sigil
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uff

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how do i get this?

hushed leaf
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get what?

spiral sigil
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armature modifier

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the clicking doesnt work

hushed leaf
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look, I'm really not going to try to teach you basic things that a tutorial can. I'm happy to help if you get stuck, but it's pretty clear you haven't bothered to learn any basics.

spiral sigil
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I watched

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they do the rig first

hushed leaf
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reasonable

spiral sigil
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but I was adding a bone later

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after all has been weightened

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it is different to the tutorials

hushed leaf
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so?

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it's not

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Your mesh still needs an armature modifier, you still have to know how to go into weight paint mode properly

spiral sigil
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what tutorial to watch for this>?

hushed leaf
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There's no shortage of blender weight painting tutorials out there, I'm sure any of them would be fine

spiral sigil
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nope

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i have watched

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and it was just connect rig with mesh via automated weights

hushed leaf
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then that's not a weight painting tutorial, is it?

spiral sigil
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no i watched weight painting tutorial

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maybe u have a good link

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i can watch mroe

spiral sigil
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why do I keep getting this>?

swift jolt
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Robbit

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Made the head from scratch the rest is just alot of kitbashing and editing stuff to fit

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Robots are fun like that

spiral sigil
flat kelp
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Almost ready for VR ❤️

flat kelp
hushed leaf
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hmmm is there an easy way in blender to "aim" the rotation of an object (here, a light) to a specific point (the 3D cursor)?

solar fossil
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Lights, specifically area, directional and spot have a little yellow ball that you can grab and drag around to make it point to wherever you want

solar fossil
hushed leaf
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oh and to add - these aren't moving, it was a one-time thing, and there's only 12, so I just manually pointed them all 🙂

cobalt socket
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my CATS keeps giving me these errors when i fix my model

hushed leaf
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that looks like the ancient version of cats that doesn't work with modern blender - the link to the new one has been posted a LOT in #avatar-help, a quick search should find it

worthy drift
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Hihihihi, noobie question here...

For the avatar's head, what kind of primitive should I start with? Quad Sphere, Icosphere, or UV Sphere?

azure rain
twilit veldt
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I'm very uninformed. Does anybody know if it's possible to make assets in Nomad Sculpt that are compatible for vr avatars... without a pc?

I guess I'm also asking, if it's possible to do the modeling process and all from an iPad and skip the PC parts.

azure rain
worthy drift
azure rain
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Quad Sphere

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because the rest of them make too much triangle soup for it to be usable on head topology

twilit veldt
azure rain
twilit veldt
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Gotcha

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Very unfortunate

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I guess my second question, does anybody know if nomad sculpt could be good for making assets? Is it possible to export that to a computer?

azure rain
twilit veldt
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Thank you so much vrcAevSlap

timber bay
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how can make the rotation balle aligned with the highlighted object? it's for animating the satelite dish i want to rotate on the 2 circles

hushed leaf
timber bay
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i took a break and re-engaged the problem. i found that switching the orientation transformation to normals worked best

delicate grove
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Question for blender peeps:
I have an object with UVs that've been unwrapped. In the edit window I have all relevant faces selected, in the UV window I have only a subset of those faces selected, any way for me to deselect faces in the edit window that are not selected in the UV window?

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I need to reassign that subset of faces to a new material, but it will also be laborious to go about and reassign those faces manually

tough plover
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it's like 2 arrows

main bough
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I don't understand how to combine meshes. I want to know how to join them and also make it so they both use the same material. No idea where to even start

tough plover
# main bough I don't understand how to combine meshes. I want to know how to join them and al...

select both meshes and do Ctrl + J (make sure your cursor is over the 3d viewport) to combine them. as for combining materials, if you just want everything to use one material, go to the materials tab (red circle in the bottom right after clicking on mesh), and delete every material slot except one. this is also assuming that you've already dealt with the UVs and either atlased or baked textures

main bough
tough plover
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shortcuts in blender do different things based on which parts of the UI you're hovering over

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ctrl + A over the viewport is to apply transforms, but ctrl + A over a modifier in the modifiers tab applies a modifier

main bough
tough plover
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combining materials is not nearly as straightforward as combining meshes

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if you have materials with different textures, you'll want to either atlas the textures/UVs (basically just stitching them together in a grid), or re-pack all of the UVs and bake the textures

main bough
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I also have a problem with the object I'm adding it looks like. It's just a simple wristband but with backface culling on it's clear that some of the faces are turned the wrong way/different way from the others

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I'm not sure if I should find how to make a mesh that has both sides or if there's a way to reverse them or something? Not sure

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Nvm I found the flip normals button. I do not know what a normal is lol

azure rain
delicate grove
tight lion
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i am in a pickle

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the points on this bodysuit are stuck in a part and i cant get them to move

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like the rest moves with the body and conforms but the two parts there are like rooted in space

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and some things like horns and nails arent moving at all even when paired or stuck to the body

hushed leaf
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what's the pickle?

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I mean, other than it being weight painting 🙂

lofty socket
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anyone have any idea how to fix this? im making a model from scratch in blender and im trying to add outlines for quest onto it using the solidify tool but when i do it to the hair it makes these weird cone shapes at the end of each strand and idk how to get rid of them

tough plover
lofty socket
tough plover
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in Unity, use the Mobile > Matcap Lit shader and plug in one of those matcaps

lofty socket
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also i didnt know using solidify outlines would double the poly count ill keep that in mind

tough plover
lofty socket
tough plover
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Solidify takes a single sided mesh and adds thickness to it by essentially making a second layer and filling in the gap

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so it more than doubles the poly count

dusty heron
faint bronze
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1 mesh, 1 UV map, 5,867 triangles. Could be better, but just did it as a fun project
Tempted to throw it on a pre-existing Rainbow 6 body and call it a day

rain oracle
#

Are we allowed to request 3D models or ask of certain availability of them in this channel?

winter iron
rain oracle
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I should have phrased it as “seeing if people have certain models that can’t be found on websites like cults3d, sketchfab, ect”

hushed leaf
rain oracle
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But it’s not avatars that I’m looking for…

flat kelp
#

Completed, medium perf on quest

winter iron
#

I still love that octagonal hat

orchid phoenix
# tough plover

oh my god thank you for these i couldn't find any cartoony matcaps with outline 🙏

azure rain
# flat kelp

congratulations for getting it medium on Quest

flat kelp
#

thank chu

terse comet
#

90's Rei Ayanami from Neon Genesis Evangelion, mine is left, official game models on right.

flat kelp
flat kelp
subtle axle
#

why everything i make in blender makes any material infinitely stretched in blender? i just merged some cubes and then remeshed and sculpted a little bit, and the i exported as fbx and imported to unity

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either scaling positive or negative brings no results

spiral sigil
quasi glen
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Does anyone know a tutorial that explains how I can move unity models over to blender to use blenders build in paint?

hushed leaf
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what's a "unity model"? If you have a .fbx file in your Unity project, just file -> import that into Blender.

quasi glen
#

Nice

#

But then I have the problem where I can't put the texture on the model

#

(I'm going to say now already, I have no experience )

hushed leaf
#

textures don't go on models, they go into materials which go on faces 🙂

quasi glen
#

Thought it was going to be easy

#

but I still didn't find where to do it

hushed leaf
#

This is where I recommend basic tutorials like "The Donut Tutorial"

#

I'd be doing this in the node editor in the Shading section of Blender.

#

make an image texture node and pipe it into the material's base color field

quasi glen
#

Okay... That part... Welp, you do make me realize that the donut tutorial was very very & I mean very worth my time which I didn't put int following it

#

I'll go and follow that tutorial

#

but thanks doe for guiding me to a source I could use to understand it

hushed leaf
#

yeah it's long, and goes into stuff you might not need for avatars, but it gets you a LOT of the basics

topaz helm
#

my FIRST ever model, any tips?

subtle axle
subtle axle
winter iron
#

thicken the upper arms a bit

rain pebble
#

i have a question that's technically animation related but it's primarily blender related so ill ask it here. how do I get an animation I've made in Blender to export correctly for use in Unity? I want to use an animation that's switching between two mapping uvs on my character's face texture to simulate speaking, but I can't seem to get the animation made in Blender to export on my fbx, or anywhere really. is there something I'm missing?

junior bobcat
#

Made a rigging harness

1 material, 8k tris

jagged moat
#

That is an absolutely incredible texture job! Also much respect for keeping it optimised

junior bobcat
#

UV map is also decent

jagged moat
# junior bobcat UV map is also decent

That is indeed a very nice uv, you old probably overlap some parts and get a decent increase in resolution overall however it might bork your texture job depending on what pipeline you're using.

junior bobcat
#

yeah, Substance Painter doesn’t like overlapping UV’s

plus I like to keep it all separated so others can completely change the look asymmetrically

jagged moat
#

Ah good point, I've found you can overlap uvs if you only export one instance of a uv island by making a separate mesh with any duplicate geometry removed however that wouldn't work for the sort of customisation you're looking for

#

Btw for the texturing on the cushioning above the tail, what method did you use because it looks very good

#

Also I just noticed the clever rebrandxd

junior bobcat
#

That is a lazy trick I found if you take the built-in denim jeans smart material and remove most of the other stuff and leave the folds/volume layers it adds

it’s usually very harsh so you have to reduce it a bit more to give a more subtle folded fabric effect. in those images I think I still need to tone it down a bit

#

but there’s also layers of other fabric materials underlaying it to give it the strap texture. I think I downloaded some polypropylene material from substance source

#

(And also use tri-planar projection to make it look more cohesive around the curves)

jagged moat
#

Ah gotcha, I'll keep that in mind as I've been wanting to try get more folds in my fabrics in substance for a while. Trying to get every detail by using a cloth sim doesn't always work for things like pinched fabric on corners and such

jagged moat
tough plover
#

@junior bobcat @jagged moat Substance doesn't care about overlapping UVs if you move the overlapped islands one tile over

#

if using the mirror modifier in blender, you can just not apply it, and set "Offset U" to 1, so that when exported, the UVs are automatically shifted

jagged moat
#

I've not thought about using Offset U before, I'll keep that in mind. The only issue with overlapping UVs I noticed was it can cause AO to burn in details when you bake if your model isn't symmetrical but your UVs are. I'm not sure if that makes sense but I'm having a bit of trouble trying to word it well

tough plover
# jagged moat I've not thought about using Offset U before, I'll keep that in mind. The only i...

I get what you mean. in those cases, you have a few options:

  • don't stack the UVs for those specific parts, but stack everything else you can

  • in substance, add the Ambient Occlusion channel to your texture set, change AO Mixing to Replace instead of Multiply in your texture set settings, add a new fill layer with only the AO channel enabled, and use the baked AO map texture for that layer. now, your baked AO is a layer that you can add a White mask to to mask specific parts of it.

  • use a secondary UV map where nothing is overlapping for your AO (or at least with the problematic areas unstacked). you can do this by having a duplicate of your mesh with a different material with the first UV map removed. bake only the AO for that material in substance, and export it separately. basically the "lightmap" approach

#

this is what I mean with offsetting the UVs btw. you can't paint on parts of the mesh where the UVs are offset, and the baking won't affect them either.

topaz helm
#

does this look okay so far? (2nd try)

solar fossil
# topaz helm does this look okay so far? (2nd try)

Not all that good at anatomy myself so take this with a huge grain of salt.
I think you are missing some calf definition, the legs are also spread apart, which isn't necessarily an issue but something to keep in mind that you might want to straighten them out once you have a rig.
The back arch seems a bit too extreme/chest area becomes too wide from the side view
The butt also needs to come down a bit as well
You can also let the thighs curve a bit more in the front
The hip line? (not sure how to call it) might need to be at a steeper angle?

solar fossil
flat kelp
#

Based on T-man from Once Human

dull willow
#

Middle car is still WIP but it looks out of place by not having baked normal and occlusion maps

tough plover
#

what shader are you using that makes use of them?

dull willow
dull willow
tough plover
dull willow
#

It seems to work well as a typical normal map too

tough plover
#

hmm interesting

dull willow
#

in my experience, standard shader looks okay with it

tough plover
#

do you do your texturing in substance?

dull willow
#

no, I still use photoshop since I just work with masks

#

standard shader with and without the bent normal map

tough plover
#

I see

#

Substance can bake out a bent normal map, and it does appear to behave like the normal map + AO baker combined. wondering how to integrate that properly...

dull willow
tough plover
#

it looks like I can just replace the baked normal map with the baked bent normal map and it seems fine

tough plover
# dull willow what do you mean by integrating it?

when you bake mesh maps in substance, like the normal map from a high poly mesh, it gets put into the "Mesh maps" as the normal map. then, when you add additional details in your texturing, these normals are combined. when you export your textures, you end up with a normal map that contains both the baked normals and the detail you added yourself.

when baking Bent normals, you get the bent normal map in the mesh maps, but it doesn't really do anything. it's just there, it doesn't change anything about how the model looks. you can export it as its own texture, but it won't have any manually added details in it

dull willow
#

I see

tough plover
#

one thing you can do in substance is set the "Normal mixing" to Replace, which effectively disables the baked normals, meaning you can add the baked normal map as a texture in your layer stack and it will behave the same. I suppose I could technically do that and use the bent normal map in my layer stack to overwrite the baked normals

#

and it does seem to work

#

before:

dull willow
#

maybe try a concave model with holes?

tough plover
#

oh wait it looks like the bent normals have an inverted Y channel

#

huh

dull willow
#

it should be easier to tell on a model with holes like this

tough plover
#

with bent normals on right

#

interesting

#

it kinda looks better

#

this will be interesting

#

neat

#

@dull willow pretty cool, thanks for the info

dull willow
#

np

jovial seal
#

im trying to figure out how to make this hand shape work properly.

atomic wigeon
velvet sluice
#

model imported from blender made in blender, app in screenshot: unity

atomic wigeon
lyric isle
#

anyone know why my scultping tool is doing this?

flat kelp
#

What is it I'm looking at

#

In terms of the effect happening

lyric isle
#

how its seperating the mesh peice by peice when its never done that before

lyric isle
flat kelp
deft cedar
#

I love VR Chat and use blender a lot to make my worlds.

I wanted to know more about blender so I made this video!
I hope you guys enjoy it 🙂

https://www.youtube.com/watch?v=sMX9WTf1WZg

Join our Discord
https://discord.gg/M2tz5vbR

This conversation explores the remarkable journey of Blender, a free and powerful 3D creation tool that has revolutionized the industry. From its inception in a small Dutch studio to becoming a global movement, Blender's story is one of innovation, community support, and resilience. The discussion hi...

▶ Play video
mighty condor
#

Im trying to cut the eyes out using the knife tool. Ive figured out how to use symmetrise so thats not an issue. However, when I cut the eye out, the texture is warped so I need to adjust the uv. However I can never get it to look like it did before I cut it out, which I find strange considering I am not warping the geometry just cutting it into sections that already exist. Any idea what I could be doing wrong?
Dont mind the abysmal amount of edges, I thought that maybe adding more geometry would solve the issue (It did not)

#

Difficult to see in image so here, no idea why the hell it cant just, not do that

timber badger
#

is that cut with the knife tool directly on the original original mesh?

mighty condor
#

Yes

#

Just straight on the face

#

Oh no I get the question now

#

Yes I have multiple saves and this is the model directly before trying to use the knife tool

timber badger
#

yeah... crappy topology can really warp uvs when you dont know what you're doing

mighty condor
#

Darn..

timber badger
#

why are you trying to cutout the eyes, though? to make them blink, or something more complicated? because what you want to do would change how you'd want to approach doing a cutout like that

mighty condor
#

I think initially I did it because I could warp the edges of the new "eye mesh" to make them look like they were making different expressions. But now that I think about it I may have gotten carried away with that random idea 🤔

#

Yeah this is a pointless endeavour, I will stop wasting my time with that, cant believe I didnt realise this sooner...

timber badger
mighty condor
#

Ooooo thats useful

hushed leaf
#

definitely edge-slide, it's so useful!

spiral sigil
#

can i make my own avatar for vr chat in blender?

#

if so how would i do that?

tough plover
#

yes, you can use Blender to do the vast majority of the creation process, except for what needs to be done in Unity. there are full tutorials on youtube

#

beware that it is a long, and time consuming process.

#

@spiral sigil

spiral sigil
#

thanks ❤️

tough plover
spiral sigil
#

Your avatar looks custom. Is it?

#

I like the ears :3

tough plover
#

thanks, it's sort of custom, in the sense that it's a base I bought (that is unavailable now), that I've been working on over the past 4 years. the clothing I make for it is all custom.

spiral sigil
#

yeah i think it looks cool very well built

wispy kelp
spiral sigil
wispy kelp
spiral sigil
spiral sigil
faint bronze
faint bronze
#

Just a lil guy
Did in one day, outta boredom

spiral sigil
cunning turtle
#

anybody extremely well versed in blender wanna make a commission for me? dm me plz

winter iron
# cunning turtle anybody extremely well versed in blender wanna make a commission for me? dm me p...

Hey ho :cirHi: I see you're looking for commissions.

You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. :cirBlech:

:cirNo: Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. :cirCop:

If you seek a creator, check out VRCTraders in https://discord.com/channels/189511567539306508/1204506421631393913 and follow their protocols strictly :cirComfy:

:cirISee: It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) :cirISee:
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.

When in the slightest doubt, do not commission them and contact the moderators of the involved communities. :cirD:

rigid basin
#

Ooh yeah but I have given one work and he did perfectly

zinc leaf
#

Is there a way to copy the changes to vertexes of a model from one side of the body to the other?

#

(While keeping blendshapes intact, hopefully)

tough plover
daring idol
#

Assuming you're using blender and your model is symetrical on a vertical axis, just cut the model in half on a vertical axis and then in object mode, copy and mirror the mesh to the other side, make sure the normals are correct, make sure the blendshapes work correctly then join the 2 half meshes to make one and then stitch the model back together by "F3" "Merge by distance"

#

@zinc leaf

tough plover
#

I would be very careful running Merge by distance, you can easily merge stuff you don't intend to

daring idol
#

Oh yeah of course

tough plover
#

there's a default blender addon (need to enable it) called Auto mirror, that handles deleting half the mesh and adding a mirror modifier. to apply the mirror modifier, you can use one of the many addons that lets you apply modifiers when you have shape keys

daring idol
#

Maybe draw a selection box in edit mode over the verts in the middle to narrow down the intended merge

daring idol
tough plover
#

you would be shocked how much basic functionality blender lacks that addons can take care of

#

applying modifiers to meshes with shape keys, re-ordering UV maps (bro how is this not native), removing empty vertex groups, applying a pose as the default pose, it goes on

daring idol
#

Definitely

tough plover
#

you should definitely know workarounds in vanilla blender as a fallback, but definitely do not avoid addons for "purity" sake

hushed leaf
#

you can apply a pose as the default pose, it's just kinda annoying

#

the UV maps one though, seriously wtf.

steady zealot
flat kelp
#

There are a plethora of add-ons considered native and supported by blender, same with vrchat utilizing the VRC creator companion.

#

They don't add them by default as some add-ons will bloat the program for specific people's machines, and it's better to let people customize what they're looking for in their workstation.

tough plover
steady zealot
tough plover
#

is "Bisect" a new option? I'm still using 3.6.11 until they fix the renaming of objects and bones

#

ah nvm I see what you mean

#

never used that, that's interesting

#

good to know

steady zealot
lyric isle
spiral sigil
#

Hi don't know if it's the right place to say this
I'm looking for someone to help me create a train within 2-3 days and ma budget is 20$ max

hushed leaf
#

Also your budget seems extremely low.

winter iron
# spiral sigil Hi don't know if it's the right place to say this I'm looking for someone to he...

Hey ho :cirHi: I see you're looking for commissions.

You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. :cirBlech:

:cirNo: Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. :cirCop:

If you seek a creator, check out VRCTraders in https://discord.com/channels/189511567539306508/1204506421631393913 and follow their protocols strictly :cirComfy:

:cirISee: It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) :cirISee:
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.

When in the slightest doubt, do not commission them and contact the moderators of the involved communities. :cirD:

spiral sigil
#

Okay thanks about that

spiral sigil
hushed leaf
#

that's unfortunate

tough plover
solar fossil
flat kelp
#

Yeah for the price of a McDonald's for two .. nah

swift jolt
#

Lil lowpoly scifi barrles

faint bronze
spiral sigil
faint bronze
sudden meteor
#

oops wrong chat

lyric isle
wispy kelp
cobalt socket
#

Ive tried a few times and always have a weird bumpy finish and when i move the head up and down it never lines up right
What would be the easiest way to cover this gap and maintain a smooth finish?

#

im very new to blender

hushed leaf
#

difficult to see what we're looking at, is there a hole that you need to cover with more mesh?

cobalt socket
#

when the head is angled upwards theres a hap under the chin and neck
i though of maybe extending the neck upwards but i wasnt sure if it would look right that way?

hushed leaf
#

ah yeah, you'd want to do some modeling work here

faint bronze
#

You could also do weight painting but it won't look seamless

hushed leaf
#

well you'll absolutely have to do some weight painting

unique galleon
#

So I'm a bit late to the party but trying to add some Xmas content to my world and I'm really confused about getting a Christmas Tree with Quest support... quest doesn't support CutOut right? Plus, you'd have to double-side the leaves as well... how do people accomplish good Quest supported Crimmas Trees??

#

Should I be searching for an existing VRC prefab for this?

azure rain
brisk lichen
#

just got blender and have absolutely no idea what i'm doing!!!

devout orchid
#

watch the first pin. or rather start with blender donut tutorial

faint bronze
#

pog, thanks

keen sierra
#

You can already do this in default blender. You just make a face set from selected, hit h to hide the rest, mask -> fill mask. Sure its 2 clicks more, but seems a little overboard to make an addon for this, no?

timber badger
#

also seems like it would just be easier to keep those part of the mesh as a separate object until modeling is done vrcAevSip

hushed leaf
#

that's my suggestion, yup

dim fable
#

hey guys any idea what i did wrong? still learning how to use blender and unity lol

timber badger
dim fable
#

no just 1

#

wait i think i was thinking of something else, wdym by that

devout orchid
dim fable
#

ohhh

#

heres what it looks like

dim fable
#

hi! i managed to figure it out, i tried following a different tutorial on youtube and it did it :D

#

thank you !

#

i think it was the way i unwrapped the mesh, should i put the video i used to fix it?

#

thankyouu xD

#

oo ok thank you :D

#

tyy i will haha

spiral sigil
spiral sigil
timid hazel
#

so i have this model but every time i test it i just get spawned on the normal platform

hushed leaf
timid hazel
hushed leaf
#

huh yeah no idea what that means

foggy echo
#

This is scary

#

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Try Wondershare Virbo to save costs and make money online https://bit.ly/3BhzSwk

Sources in order of mention:
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https://...

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flat kelp
grand dirge
#

Menacing, but not scary/threatening

jagged moat
hushed leaf
#

I don't mind rigging as much as I do UV unwrapping anything complicated

grand dirge
#

UV unwrapping is easy for me tbh

#

Although I do have an abnormally high level in being able to mentally unwrap meshes...

tough plover
#

I enjoy doing UVs ^^

hushed leaf
#

ye gods, you did this by hand?

carmine pagoda
# tough plover

Yeah, I’m not onto this. I’m still struggling to model my avatar.

#

first time blender user syndrome

flat kelp
#

Takes many small steps to get better

#

I was unable to complete the donut tutorial the first time I tried

#

🗣️✨

vast lodge
#

how to drill a hole for eye? I try Boolean modifier but it didn't work

mint silo
# tough plover

ye i'd just ask blender to do it for me lol, or i use a premade model

tough plover
#

there's more to it than just packing, too. you want to unwrap, straighten and generally just make sure UV islands are optimal

tough plover
# hushed leaf ye gods, you did this by hand?

somewhat. the packing is done using UVPackmaster's heuristic search, an iterative process to find the optimal packing density, but a lot of work went into tweaking islands like mentioned above, and also stacking islands that could share the same textures. a lot of islands are also folded on themselves for mirrored parts

hushed leaf
#

Packmaster is good

hushed leaf
#

the boolean modifier can be tricky to get right

queen grail
#

Anyone know if theres a blender plugin that makes the camera work like unity or roblox studio's?

#

Not as in render camera as in like

#

Moving around

#

Ive been modelling for 2 years and it still pisses me off to this day 😭

tough plover
#

that first one is really important

#

you can also just use ` to access some camera controls

#

doing numpad period is the same as View Selected in that ss

carmine pagoda
#

Anyone know how I can fix this?

#

I want it to look like this

#

Blender ignorance at its finest

hushed leaf
#

move the selected part to the desired location?

carmine pagoda
#

Never mind, I figured it out

#

I was using vertex select when I should’ve been using face

#

I love blender

hushed leaf
#

ahh yes

feral yoke
#

Cause I can't help but see potential for it to be an awesome world in VRC.

flat kelp
#

It is possible, a lot of work! vrcAevSlap

feral yoke
#

I actually sent an email to the team behind Eurovision asking if they'd consider the idea of bringing it to VRChat to help them bring more publicity to the event.

It'll get ignored, but I tried.

mild nimbus
#

The margins are all the same across every island

#

So I assume you used UVPackMaster.

tough plover
#

mhm

flat kelp
solid minnow
#

Making some "assets" for my Akyo avatar.

solid minnow
tawny pollen
#

Making a rig for this is probably one of the trickiest parts I'll ever have to do because all I've been doing is using empty controls

#

But as you can see here, I did this completely from scratch, even the texture

lethal terrace
#

is cats blender plugin still up to date like

#

i was gonna make an avatar lewl

tough plover
rose atlas
#

I made an edit on Zinpia's Haka head and closed the hole in the bottom and sculpted it. This is the UV map before. Now it looks like the second image. Is there somone who can help me either re-uvmap it or show me how to fix it? I'm trying to make a custom avatar and this is my first time. 😢

#

for reference, that's the head before and after

tawny pollen
honest pewter
#

How do I make avatars I just got blender tryna download unity how do I get models

devout orchid
#

huh

#

you make them (which is kinda point of this channel)/buy them/find ones with an apropriate license

tawny pollen
#

This is going to bug the hell out of VRChat

#

Wait didn't I already send these?

faint bronze
#

💀

azure rain
# tawny pollen

those triangle counts are completely pointless being that dense

tawny pollen
#

Those are quads

#

Complete quads

#

With some triangles

tawny pollen
tawny pollen
#

Complete quads

#

Also when somebody worked on a fluid simulation with a ball bouncing off of it, just look at this

azure rain
tawny pollen
#

This is the devs nightmare

azure rain
tawny pollen
#

It's funny to me

#

Funny as in interesting

azure rain
#

how is it interesting?

tawny pollen
#

Because a lot of the game developers behind the scenes use a lot of quads in their workflow from what I've seen in their videos. And most of them have a consistent topology design from a video game perspective.

azure rain
#

I wasn't saying quads aren't useful I'm just noting triangle count is accurate for assessing geometric density

tawny pollen
#

Oh I see

azure rain
#

like vrchat only has its stats in Triangle count not polygons

#

I was more finding the subdivide modifier to be pointless because it's not meaningfully adding detail

tawny pollen
#

It just smooths out the original mesh

#

Like for Scott's modeling technique

#

Granted it's not the best

azure rain
#

pass the point that it makes any meaningful difference

tawny pollen
#

And we've discussed that probably a lot at this point haven't we?

azure rain
#

if your wire frame is a solid color it's too dense

tawny pollen
#

Yeah

#

I might as well just sculpt on the detail

azure rain
tawny pollen
#

And essentially it becomes my problem too

#

Because I feel too depressed

azure rain
#

yes your frame rate would be horrendous if you put that hand in

tawny pollen
#

But it's not like I'm going to put in a million polygons

azure rain
tawny pollen
#

The max subdivisions I'm most likely going to give you guys is most likely twice the amount

tawny pollen
azure rain
#

the wire frame show that it's way too much

tawny pollen
#

Yeah

#

Thanks for talking to me about this by the way rain

#

The fact that I actually modeled this a few months back made this all the more better

flat kelp
#

N gons are expensive

tawny pollen
#

See the corner of the chin right where the mouth is connected?

#

Some dedicated FNAF fan actually made this like a one-to-one recreation made from scratch too

#

And surprise surprise, turns out the original FNAF help wanted "glitchtrap" model is the high poly version of the Springtrap model. Some parts of it are from the original model but optimized for performance

#

And when I used loop tools to fix up the topology of the model, I realized that it looks like the original model from Five Nights at Freddy's 3

#

And also this is the model I was talking about

tough plover
#

this isn't true, ngons are triangulated when the mesh is imported in unity

#

sharp edges get split during import though

flat kelp
#

Ngons are the least efficient shape, this is true for VRChat and unity triangulation

flat kelp
tough plover
#

"least efficient" in what regard?

flat kelp
#

The least efficient shape for triangles and their count

tough plover
#

it's not that black and white

flat kelp
#

It is when the context is the efficiency of tri count numbers alone

tough plover
#

ngons are always the most efficient in terms of triangle count. there can be other ways to fill in regions with the same amount of triangles as with ngons, but the point is that you can't do better

flat kelp
#

Does VRChat not count n gons as split faces anymore?

tough plover
#

the one case where ngons can be bad is when they cause a lot of very slim triangles, which can cause over shading issues

flat kelp
#

We are talking poly counts, not shaders or texture optimizations

tough plover
flat kelp
#

Not what I said

#

But alright

#

Either way, a face with four sides is less triangles than any split n-gon, you can use them but like you stated and that is well known, it's not recommended unless you have a specific purpose for them.

tough plover
#

the only cases where ngons can be problematic to my knowledge is shading, deformation, and small triangles, which I've already mentioned.

flat kelp
#

So shader stuff, not tri count which it's also a problem for if you triangulate it

#

There you go

#

🤷‍♀️

#

You are correct that I misspoke in stating that VRChat runtime triangulates

What I mean is that if you don't change your import settings to preserve quads, by the time VRChat has the model it's triangulated via Unity. Here is the documentation!

tough plover
#

this is only if you enable Keep Quads, which is usually not recommended in most cases regardless

flat kelp
#

🗣️✨

#

Mhm

tough plover
#

ok, so I guess we're mostly on the same page then.

tawny pollen
#

Remember I've seen it

#

Sorry I wasn't there to reply as soon as possible

tough plover
tawny pollen
#

Oh right

tough plover
#

you don't subdivide something before exporting it

tawny pollen
#

It has to be applied afterwards

#

But that raises too many questions

tough plover
#

you can maybe use one level of subdivision while creating a model to help with edge flow and topology, and to make it easier to work with (because less goemetry), but you should never over-subdivide a model when exporting for a game

#

only use additional subdivisions for doing renders

tawny pollen
tawny pollen
#

Anyway, this has been done by a friend of mine, call him Mr. Grim

tawny pollen
#

Also when it comes to designing stuff, I always think about the canon material for the Avatar of my creation, so when I was designing springtrap again, I went to my good buddy Mal and he told me about looking up how to make flesh textures for blender.

#

But it really should be discussed in shaders

modest widget
#

Here's VR Design Contest.
It's interesting that UModeler X is required.

faint bronze
#

Prob cause they sponsored it

tawny pollen
#

this is what the normals look like as I mentioned in world lighting

tawny pollen
#

to get rid of that unwanted seem

tawny pollen
#

remember, I'm making this higher poly on purpose because I want there to be more expressions on this guy

#

you rip one model you've ripped them all, and trust me, for humans in Battlefront 2, they're all the same 💀

#

they have the same exact topology

#

some maybe altered based off of the appearance but they're overall the same design

tawny pollen
tawny pollen
# tawny pollen

this will eventually fix the issue I have with the shading issue

tawny pollen
#

okay once I'm done with this part there's one last thing to do, the mouth

cobalt tiger
#

Modeled my first Full outfit! Made in Marvelous and Retopo in Blender, Textured in Substance

sour tusk
#

some stock car bodies i did blue is based on super stock body and the grey ones are replicas of the nascar canada series bodies.

faint bronze
#

a l i e n

cobalt tiger
solar fossil
#

Peak male physique

flat kelp
#

Wip ~ 🗣️✨

broken sphinx
#

who can help me edit this drone model to be more photo realistic. i have the real photo, vs this drone taken model which is not very clear wanted to edit.

charred echo
#

any substance gurus that can tell me why my curvature bake in substance is just ignoring the blade edge despite it being marked as sharp and as a seam just like every other correctly baked curve?
included side view from blender if you need it

winged jacinth
#

I can help you to model your character dm if interested. Thanks

hushed leaf
#

FYI this person is very likely a scammer, be careful

flat kelp
#

Yeah don't take dms from people unless it's verified via an official trader discord lol

winged jacinth
#

Sorry but don't misjudged me am not a scammer

flat kelp
winged jacinth
#

Ok thanks

hushed leaf
#

Also rule #10 - don't advertise here.

jovial seal
#

if i wanna sell an avatar on gumroad but i take pictures of the avatar in an instance which i didnt create can that avatar's listing on gumroad get taken down?

#

even though im not advertising the instance im just using it to take pictures of said avatar?

faint bronze
#

I've never seen that happen

#

Pretty much everyone i know personally who have done that didn't have a problem but try not to get names or super recognizable stuff in your photos

#

And I would credit the world and world owner in your description somewhere

swift jolt
cobalt tiger
#

Yippee my first actual base im proud of!!!

#

also, does anyone know where i can find a photoshop alternative other than pixlr real quick? i need a masking tool

hushed leaf
#

gimp?

cobalt tiger
#

ooh ty

#

i heard of it but forgot

flat kelp
#

^ Krita

#

Gimp is a pain to use (for texturing) and is less supported than Krita for texturing / modeling work

sullen crown
#

I use gimp for everything vrcRat

hushed leaf
#

I use gimp mostly for graphic design kind of stuff, logos, masks, patterns, etc.,

#

I like Substance for 3D work, though I tried out ArmorPaint recently, it seems pretty decent as well

tawny pollen
#

Did anyone try anything like Mari?

#

Has anyone heard of that software before?

hushed leaf
#

yep, I've used it, I worked at a studio for a while, though I wasn't an artist. Seems great if you have the budget.

tawny pollen
hushed leaf
#

yep

tawny pollen
#

The most I got are ripped models from Star Wars Battlefront games that are existing ones that are made in those softwares

tawny pollen
# tawny pollen

This looks a lot like the ones you see in the original trilogy

#

Especially in Return of the Jedi

tawny pollen
hushed leaf
#

you have blender, right?

tawny pollen
#

Yeah

cobalt tiger
swift jolt
tawny pollen
tawny pollen
#

here we go

tawny pollen
tawny pollen
hushed leaf
#

you really don't need to ping me for this stuff.

tawny pollen
#

okay

#

sorry

tawny pollen
tawny pollen
tawny pollen
tawny pollen
tawny pollen
cursive summit
#

I'm having a really weird issue with Blender, when I go into camera view and zoom in too close, it progressively gets more and more laggy, until it freezes and starts using 90% of my CPU then crashes if I don't keep scrolling out, it only happens in Material mode and Render mode

cursive summit
#

Also, I tried to subdivide a plane twice, and its fine, but as soon as I put a material on it with textures, it crashed the program instantly

hushed leaf
cursive summit
hushed leaf
#

is this with eevee or cycles?

cursive summit
#

it seems to happen with both

hushed leaf
#

oh that's really strange then

cursive summit
#

its acting like it needs to calculate every scroll closer, it'll freeze for awhile then go back to normal until I scroll out or in again

#

So I just tried again, and now its not doing it anymore?? Blender is weird af

hushed leaf
#

hah weird!

cursive summit
#

Knowing Blender, its gonna do it again for no reason in like 3 days or some shi

drifting sage
cursive summit
#

Only armature, at first I thought it was the volume scatter effect but I removed it and it was still doing it

drifting sage
cursive summit
#

It happened over two different Blender projects that had no connection, which makes it way weirder than just one

cursive summit
#

If I turn either on, it starts to crash for whatever reason

alpine nimbus
#

Any blender experts know how to fix this shading?

stone pine
tawny pollen
#

In terms of raw details which do you think takes the win? Fallen Order/ Survivor or Battlefront 2? I'm talking about Darth Vader's helmet btw

tawny pollen
tawny pollen
tawny pollen
#

I need ideas to put this hair back together

tawny pollen
#

I remember this

#

But I don't like it

tawny pollen
cobalt tiger
# tawny pollen

like not have the texture float? try adjusting the UV around the hair texture

tawny pollen
#

it's visible from the mesh

crude heron
#

So I once saw someone who said they used a Manuka as a base for their avatar but her body size and proportions were actually adult sized instead of Manuka default

#

Is that simple to accomplish?

#

Is it just as simple as scaling up the body/clothes in blender?

hushed leaf
#

you may have to scale more... proportionally rather than just the whole thing, but yeah, totally doable

crude heron
#

yeah that makes sense

#

but i can just apply scale operations? that's cool

keen sierra
#

in blender yes

orchid phoenix
#

cooking, perchance

exotic obsidian
#

Getting the shape of the spines right is harder than I thought, but I feel like I'm getting somewhere

carmine vigil
#

Does anyone know how to make it so the dress and the coat will react to the movements of the characters legs so there is no clipping. I imported into vrchat and when I ran the costumes would just stay still and the knees would be peaking through.

#

The boots and arms worked right

#

and the sleeves

#

just not the legs with the skirt and coat

#

i checked the vertex groups

#

they have a vertex

#

is it a weight paint thing?

hushed leaf
#

yep, weight paint the clothing to move with the leg bones

carmine vigil
#

alright time to learn how to manually weight paint then

#

thx

flat kelp
tawny pollen
#

https://youtu.be/brkRCD61o20?si=RRchDIiVRvSen33k Lazy is amazing at accuracy modeling

Ok so I was a little bit dead on the channel (Magician Toy video went a little bit wrong Xd) so I decided to do a Happy Frog speed modeling for a FFPS Pack I'm making so here is the Speed Modeling Xd, Next week I might upload a Funtime Chica Speed Modeling video so in the meantime enjoy this one! :D

Other FFPS Models Made By Me: https://x.com/L...

▶ Play video
cobalt tiger
#

i would like some advice on how to make this head im making more masculine looking

tough plover
# cobalt tiger

I think the jaw is too much like a V, it needs to be broader and more defined

#

the lips might be a bit too tall also

peak loom
#

Beginner question for you 3D Modelers: How do I fix the edges so this wall has more even topology?

#

Made this neat window but it also made a weird triangle bit in the wall

astral pond
#

which will triangulate it

#

you can then manually adjust verts to be in better soots for topology

peak loom
#

Ty ty ❤️

flat kelp
#

A stranger way I sometimes use would be using a plane and a boolean modifier to cut apart the mesh and merge the split vertices at the edges.

hushed leaf
#

IMO that's not strange at all.
I also like to use other faces to cut in mesh edit mode with Face -> Intersect (Knife)

olive kestrel
#

has vrchat upped the vrchat quest from 10 mb to 40mb?

azure rain
olive kestrel
#

ah ok

tawny pollen
#

This is not by me but this is actually pretty cool, I saw it on Twitter

tawny pollen
#

This was by me, I just happened to make it look fancier

granite snow
#

Some people might know who this guy is

golden raptor
#

why is this no clipping in blender but its clipping in unity? im bout to lose my mind 😭

#

idk how to begin to fix this issue

jagged moat
golden raptor
#

how do i do that?

golden raptor
#

plus how would that help? 😭

jagged moat
jagged moat
# golden raptor plus how would that help? 😭

Unity triangulates when importing a mesh and it may be triangulating differently to blender, so if you triangulate in blender first you'll know the mesh is the same. The difference in how it triangulates may cause clipping

#

I've exaggerated for example, but if you have a quad that isn't flat, depending on which way it's triangulated you can get clipping

devout orchid
#

also could be exceeding 4 bone weights limit

#

vertex should not be weightpainted to more than 4 vertex groups

hushed leaf
#

FYI you can selectively triangulate in face edit mode, select faces then right-click and there's a menu option. Often better than using a modifier. Also you can control how this happens by simply joining two points to make a new edge, at strategic locations.

tough plover
#

there's also the Flip quad tessellation option to make a quad triangulate the other way

hushed leaf
#

oh I forgot about that

tawny pollen
#

Do you want to know something about accuracy guys?

hushed leaf
#

sure

jagged moat
#

I guess we'll never know

exotic obsidian
#

Not necessarily for VRC, but I made a little computer cat I've named "Compmewter"

tawny pollen
tawny pollen
hushed leaf
#

I'm not really sure I know now

jagged moat
tawny pollen
#

Okay

noble bough
#

upcoming first VR Chat avatar, lets see what all can go wrong xdd

noble bough
#

starting to optimize the mesh, and so far pretty good

jovial seal
#

when yall design furry models, how tf do you address the eys cause i try to approach them with an angle like this and they just look awful from the side view.

keen sierra
#

eyelids follow the shape of the eyeball

jovial seal
#

hm

noble bough
swift jolt
noble bough
#

did some face retopo, now i got the nice flow and far less polys

#

left is new

#

this is without the subdiv 1 modifier

cobalt tiger
#

vey nice!

noble bough
#

what was the solution to fixing this ? the normals of my baked texture do no align correctly in blender

#

I tried flipping the green channel, but that still didn't do it

dusky bramble
#

Is the color space of the normal texture set to non-color?

noble bough
#

i could try to remove the green channel flip for a sec

#

ok removing the channel flip didnt help either

#

the thing is, it looks completely normal in substance painter and in marmoset

#

it has to be the channel flip, but it doesnt work

jagged moat
#

If you go to solid view and enable backface culling, does the hoodie still look correct?

noble bough
#

wdym with solid view

#

you mean unrendered ?

jagged moat
#

I mean, you're currently in material view, if you hold down z and select "solid" you'll see a non textured version of the model

noble bough
#

yeah my bad, we meant the same thing ^^

jagged moat
#

ah gotcha

noble bough
#

it is red on the inside, cause the hoodie is single sided

#

thats why

#

i deleted the unnecessary mesh on the inside

jagged moat
#

That looks good, I just noticed in your normal map setup that you're doing the Y-1 though I believe it should be 1-Y instead to flip the green channel. Though I don't think that is the cause

noble bough
#

i can give that a try

#

i also tried to flip the normal in the baking process in marmo

#

but that did nothign

jagged moat
#

Oooh I also just noticed you have your normal plugged into the strengh part of the Normal Map node and not the color

noble bough
#

oh my god

jagged moat
#

Hopefully that fixes it

noble bough
#

nope still looks like shit xd