#3d-modeling

1 messages · Page 17 of 1

edgy finch
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how am I gonna merge the hair? I understand merging the hands and arms and the feet to the ankles but

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the hair's really big

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would just joining it save me the hassle or no

tough plover
edgy finch
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Oh ok cool

swift jolt
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Blockout

snow linden
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Don't know if this is the best place to ask but I'm looking to get something made in blender, It shouldn't be to much work (I think at least) I just need something to be resized in a way to fit my avatar

hushed leaf
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oh

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go to the VRC Traders discord if you want to commission people, you'll get scammers around here.
Link is in #1204490664637890580

snow linden
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Bros thowing me around xD

hushed leaf
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sorry, didn't realize this was what you were after 🙂

noble bough
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well better that, than getting scammed

edgy finch
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hey question, how do I go about modeling the teeth

heavy sonnet
# edgy finch hey question, how do I go about modeling the teeth

honestly up to you, but i usually just make a rounded cone shape. If you're using a subdiv workflow, just add a cube, then you can make the bottom face smaller, extrude it down, and then merge the vertices at the center and add a vertex crease (increase this until it's sufficiently sharp per your liking). Then you can kinda just duplicate this and move it around, scale it, to make all your teeth

edgy finch
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Oh ok!

snow wyvern
edgy finch
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how do I make a good armature for this and how do I put it in unity?

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I'll probably color it first but I do wish to have some advice before jumping in the deep end

hushed leaf
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re: Put it in unity, export it as FBX.

gray mica
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the mesh doesn't seem to be symmetrical, as Kazin said export it as FBX. you can use https://www.mixamo.com/ to rig your models

hushed leaf
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Otherwise, standard rigging concepts apply, see #avatar-rigging for sample of what a VRChat compatible armature should look like - and yeah tools like that might work.
you don't need it symmetrical though, people aren't exactly, but it'll definitely make it easier

edgy finch
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oh wow my fault ig

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I didn't even notice I thought it was symmetrical

faint bronze
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started a new project

edgy finch
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do I join everything together before or after the weight painting?

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I'm really having a hard time

hushed leaf
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depends what it is - I would probably do it before, so you don't have issues trying to match vertices at edges. you can always setup dummy materials or vertex groups to make it easy to re-split later for things you want separate.

edgy finch
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true true

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I set up the bones and got excited and joined everything together and forgot about weight painting and instantly started having a hard time

edgy finch
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what would I do for the hair here? do I just add a bone for each tuft?

tough plover
edgy finch
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oh ok cool!

edgy finch
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I put four bones for the back of the hair, two for the front, and one called the root

hushed leaf
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<@&397642795457970181> spammer

faint bronze
swift jolt
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blockout

meager lotus
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Yo

heavy sonnet
faint bronze
primal oasis
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Anyone know camera settings for Blender that might better match VRChat's player cameras? Just wanna be able to check things in perspective in Blender to have a better idea of how they'll appear once in Unity/VRC

waxen ivy
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You tiled the normal map under color and normals correct? What value did you use? 1000? May I see your Matcap-0/Values as well?

waxen ivy
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I'm also curious if you might have some recomendations for the lighting/anisotropics, the lighting isn't looking good in its current state

viscid birch
viscid birch
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And anisotropics depend on the "tangents" of your model. So in FBX import settings I changed Tangents to "Import" instead of "Calculate Mikktspace"

waxen ivy
viscid birch
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Alpha isn't in the color picker. Instead you click on top side of the gradient and add marks there to control alpha separately.

waxen ivy
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Oh I see, let me do that now, I can't tell but I think this looks a lot better now, I'm going to adjust the transparency, something I would have never found in a YouTube Video or ever think to try/play around with is calc to import

viscid birch
waxen ivy
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I'm going to keep playing with the effect, ill probably never get it to be perfect but I think you've helped me enough to get it to where itll be decent eventually, thank you

nocturne pelican
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What is the best way to model a small building with an interior and exterior?

hushed leaf
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one part at a time?

heavy sonnet
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what i mean is that each "area" will be in a different place in the scene and have teleports where the doors line up

edgy finch
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hey when I'm weight painting it keeps dping this when I move one hand. what is going on?

hushed leaf
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ideally don't move the hand bone, rotate it.

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but it does seem like you have some unfinished painting too

edgy finch
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I’m really struggling with this I wish I could just pay someone to do it but I’m broke and therefore I must torture myself with this nonsense

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No matter what I do the same stuff keeps happening and I’m just getting more frustrated with this stupid program

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Nothing is working

edgy finch
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Please help me

hushed leaf
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you mean the other side wrist? If you don't have armature mirroring on (so the other side rotates along with it), then you may have that mesh weighted to the wrong bone then.

edgy finch
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I have it mirrored

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Or well I don’t have the weight paint mirrored because it doesn’t work for me

hushed leaf
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then that should be expected behavior

edgy finch
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It literally just wouldn’t work

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nothing seems to be helping me

edgy finch
hushed leaf
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no, there's a mode where if you move one side, it'll also move/rotate/etc the other side the same way.

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If that's not on, and when you move the right wrist bone, the left wrist mesh moves, then you'll have to fix that weight paint. You can simply just remove the vertices from the vertex group to clear weights.

edgy finch
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I have repainted it several times and nothing workd

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works

hushed leaf
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okay... but remember weight painting is relative, and that you can't actually see small differences in value by looking at color alone

edgy finch
hushed leaf
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yeah you have that vertex on the other side weight painted to the bone you moved

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select that whole arm and remove those vertices from the other side's vertex groups

edgy finch
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also very sorry I sound a little rude I have a hard time with tone

hushed leaf
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no worries, this is really frustrating when you're starting out 🙂

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.... and then often later too.

edgy finch
hushed leaf
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You change vertex groups in edit mode. Tab usually goes from weight paint to mesh edit, but you may have to select that specifically.

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Anyway - go to edit mode, select vertices, find the vertex group, and click "remove" under it.

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Best way to remove weight paint since the weight values are stored in the vertex group.

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(and if you didn't notice, vertex group names match bone names)

edgy finch
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yeah I notice the vertex group names match the bones for them, I'm just having a hard time isolating them

hushed leaf
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it helps a LOT to have reasonable names for bones

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rather than spine.003, spine.004, spine.078....

edgy finch
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I do have them named appropriately

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I just don't know how to do what you said

hushed leaf
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which part?

edgy finch
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WAIT

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ok now I feel stupid

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oh ok that worked thank you

hushed leaf
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nice

edgy finch
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okay so how do I do the eyes/eyelashes n eyebrows n stuff?

hushed leaf
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?

edgy finch
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like how am I supposed to weight paint it/bone it/etc.

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because I remember someone saying that you're supposed to only have one mesh unless you want to disable it

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and I keep finding tutorials that are like "keep the eyes, eyebrows, and anything you wanna track separate"

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and I don't know what to do

hushed leaf
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I'd paint those 100% to the head bone and move them via shape keys

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And yes, merge them with the head mesh when exporting.

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I keep a lot of things in separate parts (clothing especially) in Blender, but merge down to usually two meshes for export: body & clothing

timber bay
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i want to place belt loops along a curve with an array modfier, but my plane thingy looks like this.. what do i do wrong

heavy sonnet
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kinda old but here's a low poly model i made for my friend's omori world based off of the last resort casino from the game :]

edgy finch
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Yall should I go back and actually model a tongue

edgy finch
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I ended up doing so

faint bronze
faint bronze
flat kelp
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Mesh fused

edgy finch
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makin a new project

edgy finch
flat kelp
edgy finch
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thanks so much!!! I just saw it and it looked really good so I thought I'd drop a compliment :)

winter iron
edgy finch
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goober!!!

winter iron
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Im currently working on funny skeleton and I just finished fitting the clothing to its proportions

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which the scarf I had on my model fell into the ribcage

edgy finch
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love the trans scarf it's so cute

winter iron
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old photo cause old hair texture but

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Im particularly proud on how the model turned out for both of the versions

edgy finch
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it looks really good!!

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I've been seeing a variety of ways to model and honestly I wanna explore sculpting something and then retopologizing but the box model is looking really good so far

winter iron
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usually I just polygon model something then subdivide surface once and then sculpt that after

edgy finch
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hands are such a struggle oml

winter iron
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hmmm

toxic cradle
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Hello guys, small question here.
I'm new to anything related to 3D and decided to learn a bit creating a simple collar for an avatar. I have spent a shameful amount of time doing the simpliest thing in the world but I unable to understand why this is hapening.

As you can see in the images I have a simple tag and 2 bones and the idea is that the lower bone (same name as the vertex group of the tag) wiggles the tag and the upper bone moves the tag along side the torus.

But when I rotate the bones, they deform the tag in that weird way and when it goes beyond 180º it flips

Could anyone help me a bit understanding what's going on? vrcTupCry

winter iron
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did you weight paint it to both bones or only one?

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cause you should only weight paint it to the lower bone in the chain

toxic cradle
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Just one, the upper one is the parent of the lower one

winter iron
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doesnt look like it with how thats shrinking when you rotate the one bone

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make sure its not weight painted to multiple

winter iron
edgy finch
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it looks so much better thank you so much

winter iron
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its helpful to just look at your hand and fan out your fingers to see how they sit

edgy finch
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yeah true, it's just tricky because I do want them to be chunky paws

winter iron
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ye

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funnily enough

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because of how you are stylizing it

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might I recommend alex the lion

edgy finch
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that's actually a perfect reccommendation and I'm mad I didn't think of that

winter iron
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although alex's thumb is a bit short

edgy finch
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y'all ever stop to look at your model and feel really proud of what you've made? like idk this guy is so stinkin cute

winter iron
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I mean people should feel proud of what they made

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you went from nothing to having something with real progress behind it

edgy finch
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true but like sometimes I'll just take a little break and go "this is so stinkin cute I wanna squeeze it in my hands"

toxic cradle
winter iron
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oh wait

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this isnt gen 1 I can use my stickers

edgy finch
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that is such a cute sticker oml

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I love mlp I should make a ponysona

winter iron
edgy finch
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:0!!

hushed leaf
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haha that IS a funny skeleton

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... failed to reply, ah well

winter iron
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assuming talking to me yes

hushed leaf
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yep

winter iron
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I love the expressions being exclusively the pupil

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well and the ears

hushed leaf
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yeah - you can do so much with that. Grommit is a great example

winter iron
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well no

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he has his very thicc forehead/unibrow

hushed leaf
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oh true

winter iron
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his eyes dont change shape

hushed leaf
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hmm been a while since I looked, but yeah that sounds right

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either way - you can do a lot without using a mouth

winter iron
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ye

edgy finch
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yo would y'all say this face looks like a capuchin monkey or similar or nah

winter iron
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definitely monkey shapes head

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those are some scrawny arms

hushed leaf
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haha, very nice

noble bough
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working on gloves

edgy finch
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how would y'all retopo this hair?

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I am having trouble since it's not symmetrical

noble bough
# edgy finch

Dont know what to tell you. Just retopo like you always did just without symmetry. Loops along the strands of hair ending in a Single point (or quad) in the tip of the hair.

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Dont really see the problem tbh

noble bough
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any zbrush users got an idea why the upper and lower straight lines have different sharpness and strength, despite the fact that I used the exact same amount of pen pressure? upper one is right side of model, lower the left side. this also happens to me, when I do the underside of shoes and feet

noble bough
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made some huge progress again

edgy finch
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nice! looks really good!

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I got a lot of progress done myself!

faint bronze
edgy finch
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realizing that the eyes look kinda off from the side so I come to y'all and humbly ask if I should just try and model ball eyes or should I stick with 2d

old hamlet
edgy finch
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Thank you so much!!!

edgy finch
edgy finch
noble bough
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got some more work done

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now can make it gameready

noble bough
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retopology my beloved vrcTupCry

noble bough
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bake went well >D

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also texture xddd

jagged moat
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🫦 Lookin gooood!

edgy finch
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which one looks better

noble bough
edgy finch
swift jolt
noble bough
primal oasis
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ima lose it

for so long I've thought I'm just bad at baking/making cages as my normal maps I'd bake in substance would have such ugly seams

but it turns out

as a default

Blender marks all edges sharp of any object that's set to Shade Flat when exporting to FBX

you know, Shade Flat, the default shading mode for any mesh made in Blender, and the one you'd want to have on for a low poly object that hasn't had a normal map from a high poly baked for it yet

:)))))))))))))))))))))))))))))))))))

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anybody happen to know if any of these FBX export options change that behavior? I don't want Blender to mark ANY edges sharp for me when exporting lol

heavy sonnet
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ofc it's going to export the normals how they are, shade flat literally creates split normals on your model

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shade smooth vs shade flat

primal oasis
# heavy sonnet you could just set it to shade smooth?? why do you need it set to shade flat?

I have now been setting it to Shade Smooth before export. But the reasons I'd prefer to keep it as Shade Flat & simply have the exporter not mark anything sharp are:

  • Shade Flat is blender's default; it's one less thing to worry about changing
  • The lowpoly geometry is MMO/mobile-game style topology where as little geometry as possible is used- it does not subdivide/shade smooth properly, as reinforcing loops are intentionally left out, and so it will not look right set to Shade Smooth until a normal map baked from the high poly is applied
heavy sonnet
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even if there was a solution in the FBX export settings, then you have to worry about it there

primal oasis
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sure- but in the FBX export settings I always have to choose my export preset regardless, and could simply add the "don't mark sharp" setting to said preset

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I'd much rather work on the lopol looking at this first image rather than the latter, but I ain't wanna toggle back and forth between shade flat / smooth as it's one more thing to potentially forget

hushed leaf
flat kelp
hushed leaf
# flat kelp

what a coincidence, I happen to own a Lincoln Electric Mig Welder

edgy finch
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so I messed up here. I have NO idea how I'm gonna model the head tbh

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I started with the body like a usually do but I was following a different video than I usually do (was human ofc but I was trying to make an anthro) and they made the head separate and I have no idea how to tackle it

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I feel really stupid

edgy finch
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I feel so powerful y'all

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idk if the head looks any good but I made it entirely with polyquilt

edgy finch
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here's an extra picture but yeah idk how I feel

noble bough
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What am I doing wrong here with the baking ? I created several baking groups to avoid intersecting errors of the plates, but they still occur.

hushed leaf
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It sounds like a pain, but have you considered separating the plates and baking them separate, then joining later?

noble bough
hushed leaf
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ahh

noble bough
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you see my pickle here

hushed leaf
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I do, yep

noble bough
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normally doing bakes like this should work, cause you split objects up into differnt group to avoid afore mentioned intersecting errors, but for some reason, they still occur

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And I WANT them on just a singular texture set

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plus I dont want the hassle to later on combine the pngs into one png, cause they still share the same uv map

edgy finch
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does this look like a cat or nah?

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I keep looking at it and thinking it looks rat like

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nevermind I think I fixed it

flat kelp
edgy finch
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There needs to be like 500 handpaw tutorials because I am so sick of wanting chunky paws and not having furry anatomy represented much in tutorials

edgy finch
# flat kelp

Heyyo i really like this model! It looks so stylized and it’s so good. How did you make the hair if I may ask? It looks so good

flat kelp
# edgy finch Heyyo i really like this model! It looks so stylized and it’s so good. How did y...

Two curve objects

Start with a path object.

  1. Shift + A > In the new object menu go to curves

  2. Add each a path and circle curve object

  3. On the path curve, select it in object mode. When highlighted orange on the right sub-menu explorer, navigate to the curve sub-menu (green squares connected by a line)

  4. Scroll down the sub-menu to the bevel of the path curve. Instead of extrusion, use an object bevel by clicking on the option (it's one of three options).

  5. Select the object to point the reference to via the eye dropper on the select object input box

  6. You now should be looking at a high poly horizontal cylinder shape. You can control the resolution (smoothness via triangle count) on both the path and the circle curve.

  7. I recommend a resolution of 2-3 on the path curve and a resolution of 1-2 on the circle. Each path is a section of hair you can manipulate and extend. The circle is the original shape that defines the shape of every path tied to it (do not move or change it without applying transformations to it prior to modeling the hair, otherwise the hair will move and act funny)

  8. Simply Shift+D to duplicate the hair or a single segment vertex and press E to elongate the hair. Curves move differently than normal objects in blender so it takes time to get used to. An option at the top right view menu allows you to view a curves direction as one end of the curve will manipulate the rotation of the entire length while the other end will simply cooperate and drape where you want it.

  9. To shrink a segment vertex or multiple, press Alt+S to scale the segment. To rotate, manipulate the curve segments or press Ctrl+T to rotate a segment or segments.

  10. Tip: Keep the curve resolution very low and add a subdivision modifier with 2 or more resolution. This let's you easily shape hair while keeping it smooth. Once ready to apply, select the curve and right click to open a sub-menu tooling. There is an option named 'convert to ->', select this then mesh. The modifier for subdivision is destroyed, not applied. Simply readd the modifier to the new mesh you converted from a path curve to the same resolution or whatever is desired, and apply.

edgy finch
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Thank you so much!!!!

primal oasis
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topology enjoyers: is having a tri like this truly bad for the low poly

I realize it disrupts edge flow and subdivides poorly etc etc but it's also the way to cap this off with the least amount of geometry & all of the normal detail will be coming from the high poly bake anyways

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I feel like this is what MMO/mobile devs do? but I also have no formal gamedev experience, just hobbyist playing around

jagged moat
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It doesn't like you're using excessive tris so you're probably fine

primal oasis
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alright, thank you

gray current
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Question in Blender, what would be the best way to hide/shrink clothing into the avatar using a shapekey? Finding issues where sometimes it is too much or too little and it clip like hell.

hushed leaf
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I use UV tile discard for this, but if you must do it via shrinking, try as hard as you can to shrink along the bone that the mesh is along. I.e. don't shrink to a point, shrink to a line.

gray current
hushed leaf
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depends on your shader, but generally no that I can tell, it basically returns before a lot of the processing

hushed leaf
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same, mostly

obsidian vigil
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It's very similar to what an alpha-clipped shader is already doing

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The main issue is that you're still rendering those pixels

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So if you have many overlapping faces covering a big chunk of your screen, you can start to chug

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I have an effect that spawns in a very large spiderweb-like mesh. It's alpha-clipped and kind of expensive per pixel (expensive noise calculations).

It's fine when it has fully spawned in, but you can feel your gpu screaming a bit when it's appearing

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Both shrinking and discarding the mesh would be great

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This would prevent the fragment shader from being run unnecessarily

hushed leaf
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Seems like Poiyomi does indeed discard in the vertex shader, which is what you ought to do.

edgy finch
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how y'all likin the model

tepid cedar
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Pomni what the hell

noble bough
steady zealot
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Anybody know how to reduce these artifacts when baking in Substance Painter?

noble bough
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I only see blocky edges of a model

steady zealot
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The smoothed high poly bakes these weird edges onto the low poly model

flat kelp
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-# Outfit 1 * Prog ~ 2

stone cipher
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Working on improving topology and anatomy skills

swift jolt
edgy finch
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texture painting

peak lantern
keen sierra
hushed leaf
keen sierra
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ye

hushed leaf
jagged moat
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Rare sighting of a blender cloth sim working first time

hushed leaf
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wow how the....

jagged moat
hushed leaf
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This looks great! I'm impressed, usually it takes me like an hour of fiddling before I get something ok

jagged moat
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I'm using a paid addon called simply cloth pro which is kinda just like a better UI for blender's cloth sim engine, it makes getting set up each time a lot faster. Though it still is the same cloth sim tool at the end of the day

hushed leaf
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oh cool, I'll have to look at that

jagged moat
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But instead of messing with settings you can just hit a preset and go, you still have to set up collisions and stuff but it's useful

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I think I went with the Lite version which is $9

flat kelp
jagged moat
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Why is my normal map looking at me like that 😭

velvet bronze
earnest cypress
winter iron
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semipone

cyan pawn
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help???

hushed leaf
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I don't use the tool but at a guess, wrong object selected?

cyan pawn
edgy finch
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hey what would be anyone's advice for modeling a muscular/buff furry? I'm currently making a model sheet for a buffer character and I cannot get the anatomy down pat

edgy finch
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I can't find any good tutorials, if anyone could help me that'd be appreciated

dusk musk
carmine pagoda
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One of my first real Blender projects. Im following a tutorial and my gosh y'all who do this for fun are just built different.

edgy finch
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hey can someone help me with this model rq? I'm trying to find tutorials for like heavier set muscular bodies but I simply cannot. I'm like really having trouble

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I just need some advice

edgy finch
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I asked yesterday but I only got scammers in my dms from it

flat kelp
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On and off tho, since a lot of the beginning learning had breaks from either frustration or burn out, you get there eventually u3u

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-# Blocking done for outfit 1

edgy finch
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I'm really having trouble and I've been asking around since like yesterday with no results

flat kelp
edgy finch
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I'm trying to model it and I'm having a really hard time because I can't draw it and I'm so frustrated because there's hardly any good tutorials for like bara body types

flat kelp
# edgy finch I'm trying to model it and I'm having a really hard time because I can't draw it...

For 3d modeling I recommend searching for preexisting models or multi image references that are in a style you enjoy, or searching through bikini / anatomical models specifically "sport body" or "athletic" body types of real people to refer to muscle locations.

Usually I use real models and images for accuracy of muscle volumes location (clumps or individual muscles) and the placement of joints in relation to each other.

I then use references of images like drawings I find online, and images of 3d models I like the stylized proportions of

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.

The type of pre reference you are looking for if you want a front and side view is called a "turnaround reference" or "orthographic reference" like one you'd see on a character sheet 2d artists make

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Example

carmine pagoda
edgy finch
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does this look any good or nah

carmine pagoda
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Way better than I could do though

flat kelp
dusty turtle
flat kelp
atomic wigeon
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Vaguely cat shaped creature :3 (dont mind the extra bones in the hand theyre not there you're seeing things)

flat kelp
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Working on hair variant

edgy finch
exotic jasper
flat kelp
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Thank chu so much u3u

flat kelp
stable rapids
flat kelp
edgy finch
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ugh I still am having trouble making a model sheet

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literally nothing is helping and I keep watching tutorial after tutorial

flat kelp
# edgy finch ugh I still am having trouble making a model sheet

If it helps, I don't make a model sheet unless I'd plan for someone else to do work for me.

You can use a mood board or a wall of multiple references to get a better idea and model around the ideas of items / parts of an avatar one at a time to form it into being vrcPartyRat

edgy finch
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Oh true true

edgy finch
heavy sonnet
edgy finch
heavy sonnet
edgy finch
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just a headshot. I wanna make a model of this guy with a bara body type

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which is causing me so many issues because I legitimately don't have a good grasp on anatomy I feel

heavy sonnet
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since you're just referencing anatomy and it's for a totally different art form i think you're fine using other artists as reference - It's like using photos for a drawing reference

flat kelp
# edgy finch just a headshot. I wanna make a model of this guy with a bara body type

An example of what I would do just with this single reference:

As you the creator I'd break down the image into sections and key concepts. It sounds redundant, boring and silly but it helps. It can even get you passed using a direct sketch which is useful since a lot of situations don't have perfect references.

  • Lion type, bear type, or hybrid head shape (find references of bear / tiger furries and similar head shots of drawings from multiple characters and angles. To break it down further you could even select references for the ears alone, the eyes alone, the muzzle alone, and the fur alone.

  • Bara body type, which there are a lot of 3d models, images and animations of bara shaped characters (it even has its name as a style of body :P)

  • Small details you might not need references for but simply the foundations to build like the gold tooth, the horns (depending on horn type and many horn references exist), the fur, and muscle anatomy.

  • Find avatars with a similar body type and others with similar style to your target idea. Study them with world pens or the avatar test worlds to view it up close and personal to understand how something you like is made, and also why wearing that style of avatar feels "right" to you.


For the process of making the body, I recommend low poly sculpting the volumes. Surprisingly the first 1-3 layers of a sculpt that progressively has polys added to it define most of the work for shaping things like a body. Proportions carry the structure of the body (how far each joint is from the others in its bone chain), and volume carries the shape and presence as form and muscle definition.

edgy finch
#

honestly I sculpted something and posted it here and the first thing I was told was that it reminded someone of the thumb guys from spy kids and it actually made me break down

edgy finch
#

people just talk to me like I know them and it upsets me greatly

flat kelp
edgy finch
#

true I just wish I could get like actual constructive feedback other than a very creative "it looks like shit"

flat kelp
#

Getting the volume right first make the details buttery smooth to implement

edgy finch
#

oh I usually start with box modeling instead of sculpting, I just did sculpt this time because there's no tutorials on bara bodies without it

flat kelp
#

Box sculpting is useful, it does take a lot longer to make a model box sculpting, and is generally slower

edgy finch
#

ooooooooo ok ok

flat kelp
#

I started with box sculpting until I was tired for spending time on it allll the time, sculpting speeds organic meshing up

edgy finch
edgy finch
flat kelp
# edgy finch

There are free asets you can find around with enough digging to get what you are looking for in terms of references. Being able to view an image or series of images as references will be an important skill to practice with :3

#

If you can afford the jumpstart, you can get this pack for like $5 online

#

Its a wonderful blocking tool to jumpstart model making

edgy finch
#

how much is it

#

oh my fault

#

it's 5 dollars

flat kelp
edgy finch
#

hmmmmm

#

I'm like considering it

#

I only have like 12 dollars to my name

#

and I do not have a job

#

probably not now

#

I can't comfortably buy it

#

I hate when things cost money

#

nothing works

#

everything I make looks like shit

#

I'm gonna take a depression nap.

steady zealot
# edgy finch everything I make looks like shit

I want to jump in here for a second and tell you that you shouldn't give up. You can't make stuff that's "good" without first making stuff that's "bad". Good and bad are in quotations because I don't think it's fair to really separate them into these categories. You can't have experience without gaining experience. Though it may be easy to lose motivation, just remember, nobody is great right out the gate. Some have a head start (natural talent) but you can and will improve with effort and time.

#

And more to the point, if you're having trouble with anatomy, remember that putting photos in your scene and directly "copying" what you see (in terms of the anatomy of course) is perfectly normal for people learning about it. So don't ever feel bad for still being in the learning stage

carmine pagoda
edgy finch
#

there's no tutorials

#

no free shit I could use

#

nothing

steady zealot
edgy finch
#

not for the body type I'm trying to model. there's photos yeah but no tutorials

steady zealot
#

You need to learn how to sculpt separately from the anatomy. Then, its all reference images from there

winter iron
edgy finch
winter iron
#

The tutorials are teaching you how to use the tools not how to make insert specific body type

edgy finch
#

I guess

edgy finch
#

does this head look like a cat at all?

winter iron
#

looks like big cat

edgy finch
#

exactly my intention! thank you so much

edgy finch
flat kelp
stone cipher
# edgy finch hey sorry to tag you on such an old post but how did you do the muscles here? I'...

Sorry, I only saw your message now. Look, to make the musculature, I first studied musculature anatomy, and I made the mesh poly-by-poly. I chose to do it without sculpting or doing retopology, but I believe that is more advanced. In short, I built the mesh and cut it with the knife tool or with edge loops. Then I shaped it as I liked. I'm not very good at explaining, but that was basically it

#

Obviously I have years of practice too, keep practicing!

#

Close view from left arm and back (this back design was inspired from yujiro hanma demon back)

edgy finch
# edgy finch

Circled back around to not liking this model and I might just scrap it. Nothing I make looks good

flat kelp
#

The next one took a couple of months, then one month, now I can make a base in a week for a good one and a quick base in a day. Blender is persistence to the max

edgy finch
#

Nothing I make looks any good

flat kelp
#

This was my first vrchat model top to bottom, but was the eighth attempt at making one

The first image and second image are six months apart (on and off blender work since I took a lot of breaks when starting out due to frustration and burn out)

#

It took two months for me to figure out with tutorials and videos on how hands were properly made.

Everyone starts somewhere vrcPartyRat vrcDanceRat vrcPartyRat vrcDanceRat vrcPartyRat vrcDanceRat vrcPartyRat vrcDanceRat

edgy finch
#

Better than what I’m doing

edgy finch
#

ok new day new me, I gotta lock in

carmine pagoda
edgy finch
#

I just have a really bad mindset and I gotta break out of that I feel

carmine pagoda
#

And you got everybody here to root for you

edgy finch
#

started to make this alternate version of the character I'm trying to make and while it's not muscle bara I feel really proud of it so far

#

which one looks better?

#

I'm trying not to cover up any mistakes with a subdiv but it's so tempting

flat kelp
# edgy finch I'm trying not to cover up any mistakes with a subdiv but it's so tempting

Subdivision will enhance issues more times than not, the right looks great 👍, even at a lower poly you could uv map and texture that to make something nice

The thing with 3d modeling is, unlike drawing, it doesn't usually look nice or "pretty" for 80-90% of the process. The magic comes out during texturing and rigging. The modeling part makes that last 10% easier and worthwhile as the foundation.

#

A modeler I enjoy for their use of low poly techniques is Slipdash

They lean hard into textures and keep their models super optimized and simple to work with 👌 vrcDanceRat vrcPartyRat

#

I bring them up as an example because for your low poly work sometimes we get lost looking at a gray mesh and stop before getting to the fun part of texturing the model to bring the whole look together

minor snow
#

I've never thought about commissioning someone until today, so if i were to do that where would i go for that?

edgy finch
edgy finch
#

like Brixen said, go to VRC traders

edgy finch
#

they literally screenshot shit I said while I was breaking down about blender and went "I can make you a better model" like fuck you dude get away from me

flat kelp
#

xP

swift jolt
#

planet of death , fun game:D

flat kelp
dim tiger
#

Hat I made for Practice

edgy finch
#

how do y'all make the lipsync stuff with blendshapes? mine always look weird and I was wondering if there was anyway I could make them look any better

#

do y'all make a jaw bone?

worthy sorrel
#

anyone know how to smooth out something with a topology like this without messing up the squished edge loop?

#

ie: im shaping a body suit to my avi and it has those, and i want to smooth out my work but if i do then itll mess up the UVs there

flat kelp
#

Rigged 1/6

onyx oriole
#

heyy guys

worthy sorrel
tough plover
#

I don't really see why you would need those extra loops in the first place, you could probably just dissolve them

worthy sorrel
#

erm, sorta. Moreso the mesh itself is bumpy in this region, but a smoothing tool destroys the spacing between the verts

#

i dunno, not an asset i created. the uvs in this area are pretty important since its a threaded seam on the texture

tough plover
#

dissolving loops won't mess with the UVs

worthy sorrel
#

is that the only method of smoothing out the verts? ill dissolve them if i need to, but i want to try to learn how to non destructively smooth stuff out rn bc its applicable to other meshes i work on anyways. Use case is adapting mesh from one base to another

tough plover
#

with the LoopTools addon enabled, you could use Relax Loops

flat kelp
tough plover
worthy sorrel
#

okay ill look into that

flat kelp
edgy finch
#

This looks so good oml

flat kelp
#

Thank chu vrcPartyRat vrcDanceRat

edgy finch
#

how would I make this look more like a cat

edgy finch
torn frost
#

U guys are mad talented I've had so much trouble with blender

sterile owl
#

i just joined here (hi!) to get some avatar rigging help

#

specifically this vertex does not wanna move

#

same happens here too

#

something that does not happen on the other side...

keen sierra
#

Its likely already weighted to another bone

sterile owl
#

it isn't weighted to the wrist

keen sierra
#

It could literally be any bone

#

Misclicks happen

sterile owl
#

except ones that does this

#

but i think you are right

keen sierra
#

Very often, it is the same bone on the other side

#

That happens when mirror is turned on but not topology mirror and the mesh is not perfectly symmetrical (being off by 0.0000001 is enough)

sterile owl
#

nope still does that

#

i can't just give up too because i spent way too much time

keen sierra
#

It being weighted to another bone is the only possibility i see

sterile owl
#

so i tried its mirror

#

(as you can see) left is fine but the right is not fine

#

i used CATS too but it did absolutely nothing

keen sierra
#

mirroring the arm group will not remove other bones' influence

sterile owl
#

i don't see anything

#

i think i have to re think this tmr because its almost 22:00 tokyo

keen sierra
#

the issue is that blue could also be 0.0001 weight. thats why i also like to set 0 to black

sterile owl
#

i found it!

keen sierra
#

yep

sterile owl
#

yup you are correct

#

and back to normal

#

alr rest is going tmr

edgy finch
flat kelp
#

And from which European country do you hail from Mr Scammer?

#

Hm.

I like that model you're making, I'm curious about the weapon he has on his back it's got a ✨️ neat ✨️ design

Mind showing a wire frame view of just the weapon with a front and side profile?

#

-# Prikažite svoj 3D model u različitim prikazima. Inače prestanite pokušavati prevariti ljude.

edgy finch
silver notch
#

Hello,
Im working on a new sculpt that I hope to eventually distribute as an avatar base. Im having some trouble determining whether Im ready to move onto retopology. Id like some feedback on the appeal and anatomy if possible. Thanks!

flat kelp
tough plover
# silver notch Hello, Im working on a new sculpt that I hope to eventually distribute as an ava...
  • I think that the proportions are overall a little bit too skinny, but parts that stand out specifically are the hands, hips, buttocks and legs. would recommend looking at other furry/anthro characters for reference.

  • you may want to give some parts some smoothing and set your mesh to Smooth shading. after doing the retopo, you're probably gonna want to bake detail from your sculpt, so you need to make sure it's smooth enough for that.

  • you may want to raise the ankle a bit, so that the shin is a little bit shorter, and so the foot is at a steeper angle

silver notch
#

@flat kelp @tough plover thanks, I'll take these into consideration.

plain cairn
#

Not my models but I started messing around with some on my phone

frosty oyster
#

i'm trying to delete part of a mesh inside an fbx, so i imported it into blender, deleted the faces then tried to export it, but there's usually an issue like: when i swap the original mesh with the edited mesh, it's either invisible or shrunk. what am i missing?

tough plover
# frosty oyster i'm trying to delete part of a mesh inside an fbx, so i imported it into blender...

don't just swap the mesh. ideally, override the FBX by exporting to the same location.

however, if you were not the one who originally export it, and you don't know the export settings, that may just break things. instead, what you can do (as long as you did not unpack your avatar) is duplicate the FBX in unity, override the copy, then duplicate your avatar in the hiearchy, and then on that one, drag the new FBX into the prefab slot in the top of the inspector and select "Replace and keep overrides". now, you essentially have a copy of the original avatar with the new FBX, keeping your old one intact

#

then you can try overriding that new copy by exporting from blender

frosty oyster
#

i'll give it a try

#

also, is there a better way to import an fbx from unity to blender other than just dragging and dropping the file? i noticed the materials assigned to the fbx dont carry over so i have to manually assign the materials again in unity

tough plover
#

because after that, just overriding the FBX will keep those material assignments. if you ever split/recombine the mesh, the order can get shuffled, but you can fix that in blender using Sort Elements

#

and if you ever need to import as a new FBX and doing the "replace prefab" thing doesn't work, you can just use Pumkin's avatar tools to copy stuff from one model to another, it can also copy materials (need to check a box)

frosty oyster
#

@tough plover how do i override the fbx? is that the same as deleting the copy and then renaming the new fbx the same as the old fbx?

tough plover
frosty oyster
#

got it

tough plover
# frosty oyster got it

and as always, don't forget to set "apply scalings" to FBX All and uncheck Add Leaf Bones when exporting

frosty oyster
#

managed to finally get my changes done, thanks for the help!

cyan pawn
#

how would i rig this to work as a avatar? (yes i know to use rotation constraints for the back legs) i mean in general where/how would i build the humanoid armature?

tough plover
cyan pawn
#

oh could i get an invite?

vapid panther
cyan pawn
cyan pawn
#

and yes i did manage to rig it.

winter iron
#

Ayo honse

cyan pawn
#

im making a customizable avatar. ill make my pony sona after i have this one all set up :)

#

but i CANT WAIT to make them! itll be so pretty

vapid panther
dense shuttle
#

a 4k baked map in substance painter 2 is having blocky artifacts

flat kelp
#

They still have artifacts in their model, but it's just the nature of balancing mesh tri counts with the baked details not getting warped

dense shuttle
flat kelp
#

Looks like a great start thus far 👌

thin shadow
#

reminds me of Shooting Stars - Bag Raiders

dense shuttle
#

i mean, it's not even too shabby

#

and just under 4k tris

noble bough
dense shuttle
#

your work is sick dude!

coarse lynx
dense shuttle
#

retopology done for my new head sculpt, finally can get to making shapekeys

faint bronze
dense shuttle
coarse lynx
#

more WIP stuffz

main moon
hybrid oar
#

I'm getting these importing a blender file. How can I fix it?

#

I'm also getting this alongside it.. this avatar was uploadable before.

#

I've made a lot of avatars and never came across this.

#

If I do "auto fix" then I get an infinite waiting for "MouseDown" window

#

And the rig and humanoid is literally defined

#

If I drop the base model in and add a VRC descriptor, it will work. But how can I fix my existing one? Even copying the components doesn't do it

#

Theres no child animators either

#

It's going to be a heap of work if I have to translate it over to a new avatar model because I have so many prefabs that rely on the main one.

hushed leaf
#

for much of that, don't have self-intersecting polys. Often you find those in hair and tails and fur.

#

the rest of the avatar setup stuff, probably come into #avatar-help

hybrid oar
#

How do I fix it? I import using .blend directly instead of FBX. Literally never have problems except for those kind of warnings occasionally.

hushed leaf
#

oh, I never use the .blend. It ultimately uses blender to turn that into an fbx behind the scenes anyway.

#

as for fixing, you reshape those faces, if you want to fix them

hybrid oar
#

Theres no automatic cleanup I can use to fix them?

hushed leaf
#

I'm not sure how that would work?

#

split them? reshape them? which shape?

hybrid oar
#

Blender has a lot of automatic tools, I ran through what I could, but not sure what I'm missing

#

Either way, I don't think that matters. I can't upload and it works fine if I drag the default model in and add a vrc avi descriptor on it

hushed leaf
#

there's an available plugin, "3d print toolbox" - it's for 3d printing of course but has a feature to find self-intersecting faces.

hushed leaf
#

yeah it's a warning, not a blocker. If it looks right, great.

hybrid oar
hushed leaf
#

the Rex's tail is quite a thing anyway, I bet you won't miss a few missing polys there

hybrid oar
#

I'm using a tail replacer as well, this model is very modified

#

It was working before and uploaded fine the other day, then I opened it up and SDK was giving me random errors saying it doesnt have an armature when it quite literally does

#

And the "auto fix" will hard freeze unity because its not doing the right thing

orchid phoenix
cobalt roost
#

Does anyone know about making clothes fit avatars using blender? I've tried looking at tutorials and stuff but for some reason the model im trying to make fit onto my avi doesn't change at all when im trying to edit it with the sculpt feature. Is there maybe something i need to select, or perhaps some setting i need to have turned on before im able to sculpt something???

hushed leaf
#

possibly you're trying to sculpt a low-poly area? you kinda need a lot of polys for sculpting, you can do a bunch of subdividing, then retopo after you're done. It's a bunch of work though.
I don't usually do sculpting, I usually push and pull verts and faces and such using proportional editing.

cobalt roost
#

Found out the reason. It was because i imported the clothing as another fbx instead of a wavefront TvT

swift jolt
# coarse lynx

Make it the windows 7 or xp logo instead of the squre win8-10 one. Thank :)

#

Think it would work better with the rest of the vibes of the pants

cobalt roost
#

Anyone know how to add transparency onto an item for an avi?

#

Like would i have to do it in blender, unity, or substance painter???

flat kelp
# cobalt roost Like would i have to do it in blender, unity, or substance painter???

Transparency needs a UV map if you want it to be mapped to the mesh.

Otherwise you can do a transparency on the entire object but it wouldn't be variable unless you made an image that follows the UV map (black and white image, gray values are between 0 and 1, this is your image mask used in a transparency parameter in a material in unity).

tough plover
cobalt roost
#

Its all good, i gave up on what i was trying to do

near venture
#

How do I make an animated wire for when I move the head and neck (rigging later)

faint bronze
#

You're gonna need to rig it if you want it to bend

sweet holly
stark radish
#

Hey, is there a way in blender to limit one mesh by the extent of another?
I know there's boolean
but that helps remove mesh when it intersects with another
I want the inverse?
Kind of like limiting it based on a bounding box/convex hull but I want it to be constrained by the shape not the bounds
I don't think I'm explaining this well

hushed leaf
#

yeah I'm not quite sure I get what you mean, but I'd be trying to boolean too

stark radish
flat kelp
lament umbra
#

before i go ahead an try to create the topology to connect both of these meshes, is there a way to seamlessly blend the normals of the two? I tried doing a vertex proximity modifier and a data transfer (you can see the settings on the side) and im not getting great results. I also tried Set Mesh Normals node in Blender 4.5. I got slightly better results than the one shown in the 2nd gif but the edge is still harsh and there's this unwanted shading behavior in some spots. The head mesh not being fully closed causes issues or what not but eh . Any help appreciated :3c

#

note: textures making the edge look sharper, just obj color it looks cleaner but still not the result i want

hushed leaf
#

I've done this with data transfer, but honestly, I'd just join the meshes unless you reallyreally need them separate

plush bone
#

you could extrude the top of the neck into a smoother edge, shrinkwrap to the head, and then data transfer, but yeah unless you have a really good reason it'd be better to just link them normally with topology

lament umbra
#

ahh oki, yeah wasnt gonna keep them separate (at least in terms of merging) but oki.. seems like got some topology work to do ;~;

#

ty tho you two! ❤️

swift jolt
#

I started making car. Been soo long i forgot how to

coarse lynx
#

planning to add a wii controller hanging from the belts,

Some other stuff i wanted to send here anyways - keyboard jacket im working on for a set & public model , Finally swapped to the amelia head bc im scared of it, and started a new hair WIP for my custom that i will sell on my shop >o<

swift jolt
coarse lynx
swift jolt
#

Im gonna suffer when i get to the clothes and body. I have 0 experience modeling that kind of stuff

coarse lynx
safe needle
#

Avatar commission progress

safe needle
visual wren
#

Ever just let the autism take over and remake your entire personal home world by hand.
Made in Gravity Sketch

safe needle
#

Final render of new pants model with textures. Coming to jinxxy soon $7

swift jolt
visual wren
swift jolt
#

aaa i see!

#

i dig the big crystal at the top! (both with a pickaxe and not :P)

visual wren
late aspen
# swift jolt

Is that a charger? Or a challenger? Or a Pontiac?😍😍😍

swift jolt
pine shore
#

Does anyone do anime models?

carmine pagoda
solid minnow
#

Newest creation on the works. Yall know what this is.

heavy sonnet
#

Labubu 🥺

safe needle
#

hehehehehehe

left stream
safe needle
left stream
safe needle
safe needle
safe needle
safe needle
#

Teaser!

safe needle
# safe needle

The final render of the first pair of pants for this commision

fathom jolt
marsh geyser
#

hihi- im super new to blender and all and this could just be a user issue. i have the unoffical cats plugin and it matches my blender, but everytime i try and add it in, it dissapears. any help?

hushed leaf
marsh geyser
#

i do! 4.5 blender and 4.5 unoccical cats plugin. no matter what i do, nothing works

hushed leaf
#

what does "nothing works" mean though?

marsh geyser
#

i tried the newer versions and the older versions of each

#

thats what i mean

hushed leaf
#

ok I don't understand what's happening so not sure what to suggest.

marsh geyser
#

the cats option doesnt even exist

hushed leaf
#

why are you trying to add that as a theme? it's not a theme, it's an add-on

marsh geyser
#

if i import it from the disk as well- it doesnt work either- do you know a different way of importing it?

hushed leaf
#

if you import the add on from disk, that should work. It does for me anyway, not that I use cats.

marsh geyser
hushed leaf
#

it gave you an error message.

#

but you want to pick the zipfile itself there

marsh geyser
#

there we go. THANK YOU- ugh im stupid 😭

safe needle
#

The first outfit is finally done after weeks of work. Only two more to go!

fathom jolt
swift jolt
#

kill me

steady zealot
#

WIP Desert Eagle (with WIP custom attachments)

graceful knoll
#

Does anyone here know how i can permenetly set the scaling changes i made to my avi in unity? So instead of 0.9 1.1 0.9, it'll show 1 1 1? I have scaled multiple things on my avi to different things and I want them all to stay that same size but I want them all to show as 1 1 1 in the inspector.

steady zealot
hushed leaf
#

well one-offs I'll just do in Blender

wind laurel
#

making things and stuff

safe needle
tight scarab
#

Can I post WIP or completed project here also

steady zealot
tight scarab
#

Okay

#

I'm I blind or I can't find it

cosmic mortar
#

I haven't made an avatar from scratch in a while... (Fixing the clipping later)

shut mason
#

ben 10

fast zodiac
#

cool little stylized gatling gun

orchid nexus
#

Hi, does anyone know if there is a version of Cat's Blender Plugin that's still supported or a spiritual successor to it? Current version is too old for newer versions of blender and it becomes a real pain

#

oh ok nvm just scrolled up a bit and my question is answered lol

orchid nexus
#

i think these links should be pinned somewhere

languid flume
#

does anybody here have good substance painter knowledge

languid flume
#

so im very new to this so bare with me plz, idk the correct phrasings for this process at all, a friend of mine has kinda been helping me thus far but im back to working on it myself and ive kinda sorta got some basics down i believe, but im trying to figure out how to fix the face here

#

the first image is old, second is new

#

im trying to fix the dots revolving around it

#

i have a really difficult time explaining the process

#

the layers are very confusing to me, i don't know how to dissect them 😭

#

but like do you see how the dots kind of cut off ?

#

they are a result of the first image

#

actually nevermind trying to talk about it over text is a waste of time because i cant explain it, i feel like showing via screen share would help explaining but im not sure who would give me their time

faint bronze
#

Hope that makes sense. I could be wrong, but that's the most likely reason imo

#

It could also be that you accidentally offset the dots up a bit. Maybe you could find that layer in Substance and try moving it down if that's the case

open jay
#

Hi I’m not sure if anyone one would be willing or have the time to help me make propour lightmap uvs for my model in blender for unity im making cause it’s just not working I’ve followed tutorials and I’m just having a hard time wrapping my head around it it would help to share my screen and have someone walk me through it

lost light
#

Anyone know the blender shortcut for that sort of extrusion?

hushed leaf
#

'e' the edge, but then you'd need to make the triangle faces by selecting 2 of the edges and hitting 'f'

compact yew
#

I have a question for people that make clothes how would you make the all the folds in the clothing I haven’t figured out how to do it yet ?

hushed leaf
#

many options: cloth simulation, sculpting by hand, reshaping in layout mode, software designed for this such as marvelous designer....

old sierra
#

need a hand with blendshapes, when i set them from 0 to 100 in unity, it does not show any change, but in blender it does? i am unsure as to what is causing this. this is only affected by custom blendshapes it seems.

devout orchid
#

in blender you have unapplied modifiers other than armature. that deletes shapekeys.

old sierra
#

i've also just looked through and there seems to be no modifiers apart from armature

tough plover
#

these are the steps to fix it

austere ridge
#

Random fundumental question...

#

Why don't we use splines and 3d curves via mathematical functions to render curves on a single polygon?

austere ridge
#

I just discovered what nurbs are :o

azure rain
steady zealot
#

Is there a simpler way to turn this collar down (the mesh has thickness and I'm struggling with it immensely)

#

(I need it as a shapekey so I can put on/take off a tie)

winter iron
#

why not just grab the edge vertices and move it?

steady zealot
#

that's what I've been doing but its extremely untidy and time consuming

#

And I'm losing my mind dealing with the thickness of the cloth

winter iron
#

why are you moving them individually

steady zealot
#

I have to make it drape neatly over the shoulders. I need to do that using individual vertices otherwise it won't look good

#

If you're saying I should alt select the entire edge and drag it down, Sure, but that a) doesn't account for the rotation of the rim, and b) doesn't conform to the shoulders at all

winter iron
#

my guy

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its not a one and done move

steady zealot
#

Also the thickness is not a solidify modifier

winter iron
#

move it down then adjust to fit shoulder

#

then adjust the rim so it doesnt clip

steady zealot
winter iron
#

you dont have asymmetrical shoulders so just mirror your edits

steady zealot
#

Do you see how simply moving down the rim doesn't rotate it

winter iron
#

have you considered

#

moving the edge then?

steady zealot
#

Has anybody ever told you you're an obnoxious piece of work

winter iron
#

you are acting like you just cant take the next couple seconds to select and drag down slightly

coral merlin
steady zealot
#

But also, she could do without being so patronizing

coral merlin
#

everyone has their own way of speaking, but since it's help then you should not take it as personal

steady zealot
winter iron
#

I was only bitchy in 1 message after you cherry picked my quick 1 minute video made as an example

#

like in the same video you saw me fix that exact issue on the outer edge of the collar

steady zealot
hushed leaf
#

if you aren't trying to move the edge with proportional editing on, try that, I find it very useful for stuff like this.

steady zealot
swift jolt
#

stuff does not need to be perfect. cause nobody will notice if it is or not.

steady zealot
swift jolt
#

there is no elegant way

#

you just do

coral merlin
#

just leave it guy, why to complicate things

steady zealot
# swift jolt there is no elegant way

I'm not convinced a better way doesn't exist, but assuming it doesn't, how would I know this without asking? Should I never ask for simpler ways to do menial tasks?

swift jolt
steady zealot
swift jolt
#

you dont ever really need to use any plugins for vrchat avatars

steady zealot
swift jolt
hushed leaf
#

Some of them sure do make things nicer though

steady zealot
#

This whole channel's existence is to ask for help solving problems when 3D modeling.

swift jolt
#

this place is infact not only for asking for help. it just says its for discussing 3d modeling in blender, maya and other programs. this is still a relevant conversation

#

usualy you never see ppl asking for help here infact. usualy just people showcasing their 3d modeling progress

steady zealot
#

"Hey how can I do this?" "Have you considered not?" Lmfao

swift jolt
#

sometimes simply not doing it more worth it.

steady zealot
#

I'm not arguing that this isn't a relevant conversation. I'm saying that you are trying to make it seem like what I asked is some crazy thing and that I'm stupid for seeking a different solution than the one you would have used.

swift jolt
#

i didnt even know we were arguing XD

#

we just talkin

steady zealot
#

You misread that sentence

swift jolt
#

correct

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XD

#

im walking my dog rn. bit hard reading while out in the woods

steady zealot
#

@swift jolt @winter iron I indeed did find a more elegant solution to the problem. So much for there not being a way, huh

swift jolt
#

my service provider is making my internet shit itself. the gif wont move but sure! 👍

steady zealot
#

Good cop out lmfao

swift jolt
# steady zealot Good cop out lmfao

genuinly tho. i live in bunfuck nowere and my service provider was good. untill last time they did maintenance on their mast. think they fucked something up

winter iron
thin shadow
unique galleon
#

What an emotional rollercoaster that all was

stable island
#

Guys I want a app I can do my textures on the 3d model, but I can’t pay 60$+ monthly for substance painter 3d.
I looked to see if there maybe was an alternative and I just cannot find one.

And people suggested ripping it, but I don’t even know how to or what files I’d have to delete after

#

Does anyone know anyway to 3d paint bc I just can’t w this 2d

#

It’s so icky

stable island
#

Does blender have the option to texture in 3d?

azure rain
stable island
winter iron
winter iron
hushed leaf
stable island
#

Really?

azure rain
stable island
#

XD

hushed leaf
#

When making stairs, do you just extrude out and down repeatedly or do some array magic?

#

ah I guess this is easier with an array

jagged moat
hushed leaf
#

ooh

#

hmm how do you use this though?

#

ah I found a video

#

ok that's neat.

steady zealot
hushed leaf
#

Yeah when it's like 4 or 5 I just extrude, but this time did an array.

steady zealot
hushed leaf
#

yup, that's the intent!

hot sundial
#

?tag scam

split graniteBOT
#

Hey ho 👋 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. 😖

🚫 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. 👮

If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)

🌠 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.) 👀
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. 😱

hot sundial
#

you seems take it wrong, not says you are scammer, you get scammer by asking here. Go to place mentioned and ask instead.

coral merlin
#

definitely took wrong lol

restive shuttle
#

Does anyone have a Gilgamesh model?

plush venture
dusk pulsar
#

Anyone who happens to know a bit about setting up VRCFury for props? Trying to set up a pretty basic prop, and it has me stumped.

fair mason
rapid spade
#

WIP femboy

hallow igloo
#

having an issue with my avatar descriptor, im trying to set the blink blendshapes and it keeps reverting to what it was before. i am unable to set those to anything new, it just WONT apply. hopefully this clip explains what its doing.

zealous pilot
plush venture
hallow igloo
#

neither of those worked for me unfortunately :(
but I did try like 4 other things too but I can't tell which actually fixed it lmao, thank you for your suggestions C:

hushed leaf
#

it's almost never a good idea to unpack your prefab

#

And you should question anyone who suggests it

fair mason
#

Trickory Toby!

dim fable
#

hey guys stupid question probably, but if i wanted to make the ends of the petals of the big flower (selected) a bit wider and i used scale to do that, and i copied the numbers in the corner and used them to also make the smaller flower petals wider, would both flowers petals be equally resized? sorry im not sure how to word this properly LOL

devout orchid
#

blender donut🤷‍♂️

hushed leaf
#

When you're working with a free model off sketchfab and you do a mesh -> cleanup -> merge by distance, and it removes forty-six thousand vertices..... yeah...

hushed leaf
#

...another part, 292k vertices.

tribal monolith
#

Dumb question, how do I make the walls and similar terrain of my world unable to be looked through or clipped through using a seat? Do i just have to thicken them, or is there another method?

winter iron
#

cause like you make the walls thicker and the person just moves the seat out further

steady zealot
#

maybe make it so every room you're in has a trigger volume that if your head bone leaves it, it blacks out your screen unless you leave through specified doors. That might work somewhat

swift jolt
#

Just put the rooms in black boxes and far away. Make the sky also the same black with no shadows or light on any of the black. So they cant see were the rest of the map is.

swift jolt
cobalt tiger
#

I have found the secret to anime shading yo

#

(just on the face)

cobalt tiger
#

On body too

wispy kelp
#

Almost done

gritty junco
dim fable
woeful cave
wispy kelp
slate fox
#

Curently reworking my Lowpoly Bee Avatar

#

Just finished the rigging and stuff

wispy kelp
#

Also deformation looking alright. Just needs a bit more and I can prepare the body for toggles

faint bronze
#

but it does look very good, yes

white sonnet
untold jasper
#

Im looking to start 3d modelling avatars, any tips and suggestions/knowledge yall learnt later on which is helpful now?

hushed leaf
#

symmetry is your friend

untold jasper
#

I learnt that from modelling for mc in blockbench

#

I forgot to mention that, i have experience in voxel modelling

unique galleon
#

In terms of optimizing build size and complexity without trading off quality, is it better to design your assets to work with tileable textures or is it better to pack and bake a texture for each model?

azure rain
analog fiber
#

si-fi chair i made

umbral schooner
#

Ts tuff?

limpid widget
#

Can someone help me

hushed leaf
limpid widget
hushed leaf
#

okay

limpid widget
hushed leaf
#

yes

#

Also ignore that scammer

limpid widget
# hushed leaf yes

i wanna make a curious george avatar that can toggle on the Yellow man's hat from the show, and that can go invis

hushed leaf
#

oh so you're multiple scammers, got it

hushed leaf
#

@limpid widget FYI I don't help in DM

limpid widget
#

i thought we just call and you help me

#

but ima go eat dinner rq

hushed leaf
#

yeah no, that's not something I do for free

#

If you don't already know blender, go learn blender.

#

what?

#

ok so also a broken record. Cool.

magic perch
fair mason
#

making a v2 cus this version is old

limpid widget
#

Can someone make me a picture avatar of my mamas kitten....

carmine pagoda
# limpid widget

Your gonna get a bunch of scammers here, if you want an Avatar you should head over to VRC traders

limpid widget
carmine pagoda
#

If you think you can, you should make it yourself though, its a good step to do more if you want eventually

limpid widget
carmine pagoda
steady zealot
sour swan
#

oh look, a wild Scam has apeared

lone fable
#

yay its removed

sour swan
#

yay

#

wild scam has been successfully caught!

fair mason
flat kelp
unique galleon
# flat kelp

What a cute lil guy!! What’s his species? He gives me sea slug vibes!!

sour notch
#

To the parts that are highlighted, red are warped and weird when I put textures on them. If there's no texture on them, they're normal. I've been trying to figure this out for a while and I just can't get my head around it. I almost want to say every time I extrude something can blender is what causes it. I just don't know what I'm doing wrong. I don't know if anyone's willing to help me. I'm fairly new to blender

#

Feel free to add me if you're up helping

stone pine
#

looks like it might be a uv issue

sour notch
#

Thx

#

So much

steep oar
#

Anyone from this chat wants to help me with learning? All I need to learn are basics, like how to change shapes etc (preferably blender)

hushed leaf
supple harness
#

anyone know how to fix this problem with the leg??

#

i think its a UV bug

#

cause the leg was inverted when i ported it to Unity then i fixed it in blender and now the legs like that

#

i had the same issue with the arm but its fine so idk why the leg is doing that

silver notch
#

I’m looking for some feedback on my topology. I try to follow general muscular patterns, but someone recently pointed out that I tend to place the navel and abs a bit lower than average.

This model is already pretty far along, so I wanted to ask. Does this fall within a reasonable range stylistically, or does it read as noticeably off to you?

#

Ive considered creating a shape key to nudge it upwards, but im not sure if it ought to be higher outright.

faint bronze
supple harness
#

thats what caused it to begin with

#

if i flip them back it reverts back to being inverted

silver notch
supple harness
faint bronze
#

What do you mean inverted

supple harness
#

hang on

silver notch
supple harness
#

let me get a few pictures to help understand

supple harness
silver notch
#

ah ok

#

not sure then

supple harness
#

i did 2 edits to the model with recalculating then flipping

#

picture this model as the leg

#

if i invert the normals it will do this

#

but i flipped them like this and the models normals were inverted in unity

supple harness
#

for it to work

#

and not be inverted

silver notch
supple harness
#

??

#

explain??

#

i dont really understand alot of blender/unity terms im super slow

silver notch
#

blender has an option "clear custom split normal data" it can break the surface appearance a bit but it might tell you whether the issue youre seeing is baked into the model

supple harness
#

oh

#

il do some digging

silver notch
#

select the model and use that option

#

if it has custom split normals, it will give you the option to clear instead of add them

livid pine
#

Hi, I'm looking to make my first 3D avatar in blender and I have a few questions
Every model I've seen has its palms pointed downwards, is there a reason for that? Will issues come up if I don't so it like that?

#

I'm almost done with my reference images
Will I be able to use a humanoid rig with legs like these?
Is there anything I should look out for or change the position of to make modeling easier for myself?

hushed leaf
#

Yes you'll be able to use humanoid rigging, you just treat the part from knee to toes as the lower leg, unless you want to setup a plantigrade->digitgrade conversion thing, which is complicated.

#

Otherwise, your choice of "A Pose" or "T Pose" is up to you.

rapid spade
#

Femboy Wip 2 (I made a mistake in the queue topology xD)

left lava
thin mesa
green fox
#

I'm working on a render and I'm new to seeing uv tile discarding. I see how to get toggles to show in unity through poiyomi but how do I make it hide certain parts in blender? The tile discarding is applied to a hair and is used to toggle between different hair style options on this avi.

tough plover
shrewd ermine
#

=-][`

#

';

hushed leaf
#

I wrote a little blender plugin the other day to add a "zero all" option to the shape keys popup menu and I'm surprised how many times I've already used it.
(Been doing a bunch of modeling and remodeling related to a new avatar)

unique galleon
#

There aren’t enough group shape key interactions in blender

#

It’s actually sad 😔

hushed leaf
#

yep

#

Also vertex groups, it has some decent ones, but not everything. I also wrote one to remove all empty groups.

tough plover
hushed leaf
#

I don't see one

tough plover
#

it's the little X in the bottom right

#

oh wait a second

#

that might not be native

#

ah I see, it's part of Gret

#

extremely useful addon

#

it adds some stuff that really should be native in blender, like that ^, but another example is buttons to re-order UV maps

#

if you get it, make sure to click the green Code button and do Download Zip

#

to get the latest ver

hushed leaf
#

ahhh

#

yeah that makes sense, I didn't see that there

#

huh I had gret in the past, but don't currently, looks like there's more cool things than I realized.

#

Also since i don't have gret, but DO have this little 'x' button that I never clicked because it didn't seem like it would apply to the list above it.... then it's not from gret but native

#

well it was fun to learn how to script that part of blender anyway.

hushed leaf
#

wow.... no idea what weird thing I've done but I'm trying to weight paint and setting specific weight values, which the brush is totally ignoring.

faint bronze
hushed leaf
#

mix, I usually use - I actually restarted blender and it became sane again, no idea what the heck I'd done there.

#

I was trying to match paint in another place but it kept painting 1 instead of the fractional value I had set.

faint bronze
#

Probably just blender glitching out then

hushed leaf
#

Yeah I really couldn't explain it, it was very strange

hushed leaf
#

amazing... I've been doing this for quite a while now and I only just today realized that when weight painting with a "Paint" brush, using shift will switch to the "Blur" brush

fair vigil
#

hi all. ive been trying to make a model of this helmet for a while now, opting to work on seperate parts. currently, im on the horns but i dont know what to do. what i have currently is just a basic outline

fair vigil
#

progress update

autumn token
#

hey guys anyone havee like a bank of 3d models for avatars ? favorite website or sum

#

i wanna start with a base model then add 3d models of acccesories and add effects

magic thistle
magic thistle
hushed leaf
#

what exactly do you need help with here?

stuck ledge
#

Anyone have any xenoverse 2 cac base models that I could use? Preferably unreal engine 4

fair vigil
#

early d-day knight helmet model that I plan to use for a vrchat avatar

tranquil tide
#

Is there someone I could ask that would maybe be okay with helping me model something?

winter iron
#

Dont ask to ask just state your issue

tranquil tide
#

Alr

#

Uh

#

So

#

I need