#3d-modeling
1 messages · Page 17 of 1
don't "weld" it to the head, just combine the meshes with Ctrl + J at the end
Oh ok cool
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
oh
go to the VRC Traders discord if you want to commission people, you'll get scammers around here.
Link is in #1204490664637890580
Bros thowing me around xD
sorry, didn't realize this was what you were after 🙂
well better that, than getting scammed
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
Oh ok!
work in progress
how do I make a good armature for this and how do I put it in unity?
I'll probably color it first but I do wish to have some advice before jumping in the deep end
re: Put it in unity, export it as FBX.
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
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
started a new project
do I join everything together before or after the weight painting?
I'm really having a hard time
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.
true true
I set up the bones and got excited and joined everything together and forgot about weight painting and instantly started having a hard time
what would I do for the hair here? do I just add a bone for each tuft?
you could, or you could have some bonees that affect multiple to save on bones
oh ok cool!
I put four bones for the back of the hair, two for the front, and one called the root
<@&397642795457970181> spammer
Yo
yo makoto naegi from danganronpa trigger happy havoc!
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
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?
I'm also curious if you might have some recomendations for the lighting/anisotropics, the lighting isn't looking good in its current state
I used 300 and 600 for the normal map.
And I somehow lost the matcap from before. So these settings aren't exactly the same. But basically the right side is opaque black. Left side is skin tone and more transparent. Another option would be to make the whole thing black and use a different "blending" mode for the matcap.
Is your shading flat?
Yes, it's flat
And anisotropics depend on the "tangents" of your model. So in FBX import settings I changed Tangents to "Import" instead of "Calculate Mikktspace"
How did you manage to make the skin tone transparent? Im going to check my tangents now
Alpha isn't in the color picker. Instead you click on top side of the gradient and add marks there to control alpha separately.
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
Yeah, I'm not 100% sure whether "import" or "calculate mikktspace" is correct for all models. I just know it's involved because anisotropics are shaped like a line and tangents affect which direction the line is flowing. Also "switch direction" turns the line 90 degrees
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
What is the best way to model a small building with an interior and exterior?
one part at a time?
up to, you, but most people find it easier to model the inside and outside (and sometimes even each room) separately, but it really depends on if you want to be able to see through windows and doors
what i mean is that each "area" will be in a different place in the scene and have teleports where the doors line up
hey when I'm weight painting it keeps dping this when I move one hand. what is going on?
ideally don't move the hand bone, rotate it.
but it does seem like you have some unfinished painting too
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
No matter what I do the same stuff keeps happening and I’m just getting more frustrated with this stupid program
Nothing is working
Even when I do that it drags the other wrist with it too
Please help me
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.
I have it mirrored
Or well I don’t have the weight paint mirrored because it doesn’t work for me
then that should be expected behavior
I don't have the armature mirrored, I thought you meant that it was symmetrical
no, there's a mode where if you move one side, it'll also move/rotate/etc the other side the same way.
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.
okay... but remember weight painting is relative, and that you can't actually see small differences in value by looking at color alone
yeah you have that vertex on the other side weight painted to the bone you moved
select that whole arm and remove those vertices from the other side's vertex groups
also very sorry I sound a little rude I have a hard time with tone
no worries, this is really frustrating when you're starting out 🙂
.... and then often later too.
how would I do this btw? this sounds like a really stupid question but I've mostly been selecting the bones and have been painting them slowly from the arm to the finger
You change vertex groups in edit mode. Tab usually goes from weight paint to mesh edit, but you may have to select that specifically.
Anyway - go to edit mode, select vertices, find the vertex group, and click "remove" under it.
Best way to remove weight paint since the weight values are stored in the vertex group.
(and if you didn't notice, vertex group names match bone names)
yeah I notice the vertex group names match the bones for them, I'm just having a hard time isolating them
it helps a LOT to have reasonable names for bones
rather than spine.003, spine.004, spine.078....
which part?
nice
okay so how do I do the eyes/eyelashes n eyebrows n stuff?
?
like how am I supposed to weight paint it/bone it/etc.
because I remember someone saying that you're supposed to only have one mesh unless you want to disable it
and I keep finding tutorials that are like "keep the eyes, eyebrows, and anything you wanna track separate"
and I don't know what to do
I'd paint those 100% to the head bone and move them via shape keys
And yes, merge them with the head mesh when exporting.
I keep a lot of things in separate parts (clothing especially) in Blender, but merge down to usually two meshes for export: body & clothing
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
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 :]
Yall should I go back and actually model a tongue
I ended up doing so
I LOVE the colors. It's so cute
Lovely model
Mesh fused
makin a new project
this looks so good!!!
Thank chu :÷3 your project looks good too! I like the concept
thanks so much!!! I just saw it and it looked really good so I thought I'd drop a compliment :)
big headed goober
goober!!!
Im currently working on funny skeleton and I just finished fitting the clothing to its proportions
which the scarf I had on my model fell into the ribcage
love the trans scarf it's so cute
old photo cause old hair texture but
Im particularly proud on how the model turned out for both of the versions
it looks really good!!
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
usually I just polygon model something then subdivide surface once and then sculpt that after
hands are such a struggle oml
hmmm
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? 
did you weight paint it to both bones or only one?
cause you should only weight paint it to the lower bone in the chain
Just one, the upper one is the parent of the lower one
doesnt look like it with how thats shrinking when you rotate the one bone
make sure its not weight painted to multiple
squish the index closer to the middle finger
and stretch the middle and ring a tiny bit so they are just tad longer than index and pinkie like an actual hand
it looks so much better thank you so much
its helpful to just look at your hand and fan out your fingers to see how they sit
yeah true, it's just tricky because I do want them to be chunky paws
ye
funnily enough
because of how you are stylizing it
might I recommend alex the lion
that's actually a perfect reccommendation and I'm mad I didn't think of that
although alex's thumb is a bit short
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
I mean people should feel proud of what they made
you went from nothing to having something with real progress behind it
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"
AHHHHHH, I spent 3 hours trying to understand was going on and now it works!!!!
I'm using vertex groups instead of weight painting and the neck bone had the tag vertex assigned too
Thank you so much, o my god!!!💖
:0!!
assuming talking to me yes
yep
yeah - you can do so much with that. Grommit is a great example
oh true
his eyes dont change shape
hmm been a while since I looked, but yeah that sounds right
either way - you can do a lot without using a mouth
ye
yo would y'all say this face looks like a capuchin monkey or similar or nah
haha, very nice
working on gloves
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.
Dont really see the problem tbh
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
made some huge progress again
Amazing work!
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
in my humble opinion, 2D looks great with cartoonish characters like this one, also it looks amazing!
Thank you so much!!!
retopology my beloved 
🫦 Lookin gooood!
which one looks better
2nd one, hair has better shape
Oh ok thank you
2 looks best! 1 looks like he going bald
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
:)))))))))))))))))))))))))))))))))))
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
you could just set it to shade smooth?? why do you need it set to shade flat?
ofc it's going to export the normals how they are, shade flat literally creates split normals on your model
shade smooth vs 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
yeah it doesn't look right, but it doesn't have any impact on the bake, correct?
even if there was a solution in the FBX export settings, then you have to worry about it there
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
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
I use Face there, and then Import normals in Unity (rather than calculate or legacy), seems to be working well
so I messed up here. I have NO idea how I'm gonna model the head tbh
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
I feel really stupid
I feel so powerful y'all
idk if the head looks any good but I made it entirely with polyquilt
here's an extra picture but yeah idk how I feel
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.
It sounds like a pain, but have you considered separating the plates and baking them separate, then joining later?
The plates are actually separate parts, but I want the plates to also cast AO shadows onto each other. I already made one bake where I created entirely different texture sets for the plates, but that is inefficient
ahh
you see my pickle here
I do, yep
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
And I WANT them on just a singular texture set
plus I dont want the hassle to later on combine the pngs into one png, cause they still share the same uv map
does this look like a cat or nah?
I keep looking at it and thinking it looks rat like
nevermind I think I fixed it
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
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
Two curve objects
Start with a path object.
-
Shift + A > In the new object menu go to curves
-
Add each a path and circle curve object
-
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)
-
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).
-
Select the object to point the reference to via the eye dropper on the select object input box
-
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.
-
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)
-
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.
-
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.
-
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.
Thank you so much!!!!
https://media.discordapp.net/attachments/1353182612046348382/1380527093997109330/HMD_better_way.gif?ex=6844338c&is=6842e20c&hm=297873a8ebbb44e69a62f633885aa847e228e48a310fab8ef8c5c056f16e29a4& I was trying to make a strap for some HMD thing I made for my avatar but my HAIR...
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
I feel like this is what MMO/mobile devs do? but I also have no formal gamedev experience, just hobbyist playing around
If you're not gonna be subdividing I wouldn't worry about weather it will subdivide well.
It doesn't like you're using excessive tris so you're probably fine
alright, thank you
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.
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.
Isn't UV tile discard heavy as fuck tho, its why I was avoiding it
depends on your shader, but generally no that I can tell, it basically returns before a lot of the processing
I use poi
same, mostly
The actual process is extremely cheap
It's very similar to what an alpha-clipped shader is already doing
The main issue is that you're still rendering those pixels
So if you have many overlapping faces covering a big chunk of your screen, you can start to chug
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
Both shrinking and discarding the mesh would be great
This would prevent the fragment shader from being run unnecessarily
Seems like Poiyomi does indeed discard in the vertex shader, which is what you ought to do.
how y'all likin the model
Pomni what the hell
Coming along great
Anybody know how to reduce these artifacts when baking in Substance Painter?
which artifacts ?
I only see blocky edges of a model
The smoothed high poly bakes these weird edges onto the low poly model
-# Outfit 1 * Prog ~ 2
Working on improving topology and anatomy skills
Tris are alot less evil than you think it is. It only matters for highpoly when using subdivision. Or bendy rigged stuff… if its neither. Use as many tris as youd like. The lower poly you go. The more you need to use them
texture painting
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your work?
ye
It looks really great!
Rare sighting of a blender cloth sim working first time
wow how the....
🤤
This looks great! I'm impressed, usually it takes me like an hour of fiddling before I get something ok
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
oh cool, I'll have to look at that
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
I think I went with the Lite version which is $9
Why is my normal map looking at me like that 😭
Wow thats rly good
semipone
help???
I don't use the tool but at a guess, wrong object selected?
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
I can't find any good tutorials, if anyone could help me that'd be appreciated
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.
tis a process
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
I just need some advice
hey sorry to tag you on such an old post but how did you do the muscles here? I've been asking for help everywhere and I cannot find any sort of advice or help
I asked yesterday but I only got scammers in my dms from it
It took about two years for me to start enjoying blender lol
On and off tho, since a lot of the beginning learning had breaks from either frustration or burn out, you get there eventually u3u
-# Blocking done for outfit 1
hey brixen could you give me some advice on my anatomy struggles?
I'm really having trouble and I've been asking around since like yesterday with no results
Sure! What in particular about muscle anatomy?
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
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
.
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
Example
You just described my exact state of mind for the past three months
does this look any good or nah
It looks good, but I saw it in the first thing I thought of was the thumb people from spy kids
Way better than I could do though
torso looks good 👍
I only know you through your various preview posts on various servers, but you really make some fun stuff. Looking forward to this one.
I see ya around on Liindy's server too u3u thank you for the kind words :0
Vaguely cat shaped creature :3 (dont mind the extra bones in the hand theyre not there you're seeing things)
Working on hair variant
I really like your style for models!
It looking good already
Thank chu so much u3u
howdy
-# Variant 3
ugh I still am having trouble making a model sheet
literally nothing is helping and I keep watching tutorial after tutorial
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 
Oh true true
how do you start modeling it then if you don't mind me asking? you've been the only person willing to actually help me in this situation so I'm like really just trying to get some sort of help with this
i honestly would make one. At the very least, get a sketch for the proportions, then you can use the annotate tool to iterate sketches inside blender on top of your model
I'm legitimately having so much trouble trying to sketch a model sheet and every time I ask for help I get a shit ton of scammers in my dms
do you have any other images of the design you're trying to model?
just a headshot. I wanna make a model of this guy with a bara body type
which is causing me so many issues because I legitimately don't have a good grasp on anatomy I feel
ah okay, so you could always try finding images of characters with the body type you are looking for. If it's not entirely accurate, you can always draw on top of it or use tools like the liquify tools to modify the image
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
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.
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
I saw that 💔
people just talk to me like I know them and it upsets me greatly
Ah don't take it too bad, my first models didn't even look like thumbs, just blobs.
true I just wish I could get like actual constructive feedback other than a very creative "it looks like shit"
I wont recommend anything to the last model directly, but I will mention that you could try modeling it from a much lower poly first
Getting the volume right first make the details buttery smooth to implement
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
Box sculpting is useful, it does take a lot longer to make a model box sculpting, and is generally slower
ooooooooo ok ok
I started with box sculpting until I was tired for spending time on it allll the time, sculpting speeds organic meshing up
I keep finding avatars but they cost money :(
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
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.
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
Sleep helps dont give up
how am I supposed to gain experience if there's NOTHING to help me?
there's no tutorials
no free shit I could use
nothing
There ARE anatomy tutorials, but also, there are endless photos of various different body types.
not for the body type I'm trying to model. there's photos yeah but no tutorials
You need to learn how to sculpt separately from the anatomy. Then, its all reference images from there
Dont expect tutorials for every specific thing
I just wish there were tutorials for any other body type than “skinny anime girl” or “generic man”
The tutorials are teaching you how to use the tools not how to make insert specific body type
I guess
does this head look like a cat at all?
looks like big cat
exactly my intention! thank you so much
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)
Circled back around to not liking this model and I might just scrap it. Nothing I make looks good
Takes time to work up to stuff. For a base model for my first time making one ever it took a few months of learning each part
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
Nothing I make looks any good
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

Better than what I’m doing
ok new day new me, I gotta lock in
Are you kidding me? It would take me months to make that thing you made. You’re crushing it.
I just have a really bad mindset and I gotta break out of that I feel
Fellow suffer here I’ve spent months working on my model. Trust me, it will be worth it in the end.
And you got everybody here to root for you
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
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 👌

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
I've never thought about commissioning someone until today, so if i were to do that where would i go for that?
Vrctraders
They are linked in #1204490664637890580 I believe
I tried going back and it looked really messed up q o q. I worked for a while with the subdiv modifier and I couldn't undo it sadly. it's only one level though, I doubt it'll be too bad
not here. scammers run amok here. block your dms from here while you can as well because they will FLOCK to you
like Brixen said, go to VRC traders
i believe it
thanks
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
xP
Hat I made for Practice
these look amazing!
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?
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
If you provide some more info in the form of arrows pointing or highlights it would help diagnose the issue :3
Rigged 1/6
heyy guys
here is what i mean.. if i use the smooth tool, it messes with the topology in areas like this
so you want to make the lines less wavy, but keep the spacing between them?
I don't really see why you would need those extra loops in the first place, you could probably just dissolve them
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
dissolving loops won't mess with the UVs
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
with the LoopTools addon enabled, you could use Relax Loops
This, sometimes flatten as well.
If you really want to do it by hand, mask the verts you don't want to affect and then paint a smoothing brush set to a low strength across the area. If you want perfect smoothness the relax method will work better @worthy sorrel
okay ill look into that
This looks so good oml
Thank chu

U guys are mad talented I've had so much trouble with blender
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...
Its likely already weighted to another bone
hmm?
it isn't weighted to the wrist
i tried to erase it by clicking very bone
except ones that does this
but i think you are right
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)
OH
nope still does that
i can't just give up too because i spent way too much time
It being weighted to another bone is the only possibility i see
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
mirroring the arm group will not remove other bones' influence
i don't see anything
i think i have to re think this tmr because its almost 22:00 tokyo
the issue is that blue could also be 0.0001 weight. thats why i also like to set 0 to black
i found it!
yep
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.
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!
Other than thicker thighs on the inner thigh direction and a slightly higher hip, looks good for the style you're going for. A lot of problem solving will happen at the retopo stage when you can adjust those proportions later 
-
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
@flat kelp @tough plover thanks, I'll take these into consideration.
Not my models but I started messing around with some on my phone
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?
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
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
no, and you should also only ever have to do that once. keep a persistent blender project for working on that avatar.
likewise, don't expect materials to carry over from blender to unity. totally different material systems. again, you only ever need to assign materials once
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)
@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?
don't delete it, just export from blender in the same location, and double click the fbx in the folder
got it
and as always, don't forget to set "apply scalings" to FBX All and uncheck Add Leaf Bones when exporting
managed to finally get my changes done, thanks for the help!
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?
this is going to be quite complex, you'll probably want to join the VirtualLimbs discord for advice
oh could i get an invite?
Oh there are some better models out there, and they should be pre rigged too
I made this model. That's why I'm rigging it.
and yes i did manage to rig it.
Ayo honse
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
Ooooh that's awesome! Nice job
my brother how do you retopologize so clean?
a 4k baked map in substance painter 2 is having blocky artifacts
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
ngl, i get so anxious with retopo
Looks like a great start thus far 👌
XDD i see it
i mean, it's not even too shabby
and just under 4k tris
looking clean
if you're saying it then i'm happy
your work is sick dude!
currently a work in progress, planning on doing a tiny bit more work this morning & rigging
retopology done for my new head sculpt, finally can get to making shapekeys
Can we see the topo? Looks great :0
@faint bronze i just finished it XD
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.
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
How do I fix it? I import using .blend directly instead of FBX. Literally never have problems except for those kind of warnings occasionally.
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
Theres no automatic cleanup I can use to fix them?
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
there's an available plugin, "3d print toolbox" - it's for 3d printing of course but has a feature to find self-intersecting faces.
noted
yeah it's a warning, not a blocker. If it looks right, great.
I'll move channels then for the bigger issue.
the Rex's tail is quite a thing anyway, I bet you won't miss a few missing polys there
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
i really dont recommend doing that. it ends up as fbx anyway but you lose control over export settings like scaling.
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???
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.
Found out the reason. It was because i imported the clothing as another fbx instead of a wavefront TvT
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
Shouldnt ve a diffrence
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???
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).
not enough details, you should explain what you're actually trying to do, with screenshots
Its all good, i gave up on what i was trying to do
How do I make an animated wire for when I move the head and neck (rigging later)
You're gonna need to rig it if you want it to bend
You're🥰 gonna need to rig it
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
yeah I'm not quite sure I get what you mean, but I'd be trying to boolean too
For example shrinkwrapping hair results in this
If I were to use a boolean it'd get rid of the parts that match the hair
I want to get rid of mesh where there isn't the hair like in the middle/bottom where the head goes
And yes I've tried using a boolean on the head but it doesn't work well
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
I've done this with data transfer, but honestly, I'd just join the meshes unless you reallyreally need them separate
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
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! ❤️
i ended up changing it to the DVD logo in the end
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<
Wii remote with the strap thing as a necklace :)))
update on yesterdays hair, and todays shenanigans
Im gonna suffer when i get to the clothes and body. I have 0 experience modeling that kind of stuff
sum more progress pics from this project
Avatar commission progress
Ever just let the autism take over and remake your entire personal home world by hand.
Made in Gravity Sketch
Final render of new pants model with textures. Coming to jinxxy soon $7
this looks very neverhood coded XD
this was the OG version which i quickly did in a week
it has an effect where you can see the sky above it, but distorted and tinted via tricks with panosphere
Is that a charger? Or a challenger? Or a Pontiac?😍😍😍
Started out as a roadrunner. But then i kinda lost the plot halfways through
Does anyone do anime models?
You’re gonna get a lot of scammers asking here go to VRC traders if you’re looking to commission
Okay thank you
Newest creation on the works. Yall know what this is.
Labubu 🥺
hehehehehehe
Cruel and Unusual Bone Structure
gotta get that toe tracking
toe trackings a thing?
just physbones on the toes, and some gestures
Teaser!
The final render of the first pair of pants for this commision
meee
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?
make sure you have the right one for your blender version, available from here: https://catsblenderplugin.xyz/
A tool designed to shorten steps needed to import and optimize models into VRChat and other platforms.
i do! 4.5 blender and 4.5 unoccical cats plugin. no matter what i do, nothing works
what does "nothing works" mean though?
ok I don't understand what's happening so not sure what to suggest.
why are you trying to add that as a theme? it's not a theme, it's an add-on
if i import it from the disk as well- it doesnt work either- do you know a different way of importing it?
if you import the add on from disk, that should work. It does for me anyway, not that I use cats.
like this im assuming? its ineffctive this way too
there we go. THANK YOU- ugh im stupid 😭
The first outfit is finally done after weeks of work. Only two more to go!
kill me
WIP Desert Eagle (with WIP custom attachments)
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.
I think the only real way to do this is to change the scale in Blender and apply it
you can scale in the FBX import settings also, first tab in the inspector for an FBX file. This is my preferred method - I don't do it in Blender because I want to keep my avatars to the standard size for compatibility with add-on assets and such.
well one-offs I'll just do in Blender
making things and stuff
Turn off combined scaling. It’s that little chain link next to the scale option
Can I post WIP or completed project here also
You can post anything about 3D modelling (within the rules and TOS of course!) So yes! WIP and finished models are okay!
I haven't made an avatar from scratch in a while... (Fixing the clipping later)
ben 10
cool little stylized gatling gun
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
yup, answered lots 🙂
i think these links should be pinned somewhere
does anybody here have good substance painter knowledge
about?
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
They're cut off because they do not extend to the UV island that the face is on, assuming this is all one texture map.
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
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
'e' the edge, but then you'd need to make the triangle faces by selecting 2 of the edges and hitting 'f'
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 ?
many options: cloth simulation, sculpting by hand, reshaping in layout mode, software designed for this such as marvelous designer....
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.
in blender you have unapplied modifiers other than armature. that deletes shapekeys.
any giveaways on what some could be? i would love to call if possible
i've also just looked through and there seems to be no modifiers apart from armature
this is because your basis is messed up
these are the steps to fix it
Random fundumental question...
Why don't we use splines and 3d curves via mathematical functions to render curves on a single polygon?
I just discovered what nurbs are :o
because in the end the graphics card only speaks triangles so the nurbs wouldn't provide any optimization
Makes sense.
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)
why not just grab the edge vertices and move it?
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
why are you moving them individually
As opposed to what?
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
Also the thickness is not a solidify modifier
Yeah that's what I've been doing 🤦♂️
and this overlap?
Do you see how simply moving down the rim doesn't rotate it
Has anybody ever told you you're an obnoxious piece of work
you are acting like you just cant take the next couple seconds to select and drag down slightly
well this is not the way to talk to someone who is tryin g to help you
No, you're right
But also, she could do without being so patronizing
everyone has their own way of speaking, but since it's help then you should not take it as personal
Sure, and not everybody is receptive to help when it's being given in a bitchy way
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
I was asking a simple question. There was no need to be so condescending. Anyway I will not be discussing this further as it is not a conversation fit for this discord.
if you aren't trying to move the edge with proportional editing on, try that, I find it very useful for stuff like this.
Yeah proportional editing is helping a lot
tbh diven makes a goodpoint. you are just kinda overcomplicating it
stuff does not need to be perfect. cause nobody will notice if it is or not.
Yeah of course. I was just looking for a slightly more elegant solution than "do it the old fashioned way" delivered in a very patronizing way
just leave it guy, why to complicate things
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?
look at blenders documentation to see all its features and what you are able to do with it? what else?
Blender's documentation will not teach you out of the box methods or plugins.
you dont ever really need to use any plugins for vrchat avatars
This is subjective. Anyway stop acting like I was in the wrong seeking a better solution.
if you can make a full avatar without plugins. it infact is not subjective.. its objectivly possible.
Some of them sure do make things nicer though
You don't "need" anything. That's not really ever a helpful statement. Stop being obtuse.
This whole channel's existence is to ask for help solving problems when 3D modeling.
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
"Hey how can I do this?" "Have you considered not?" Lmfao
sometimes simply not doing it more worth it.
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.
You misread that sentence
@swift jolt @winter iron I indeed did find a more elegant solution to the problem. So much for there not being a way, huh
my service provider is making my internet shit itself. the gif wont move but sure! 👍
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
I mean good for you but was this meant to be some gotcha moment? no one said there werent other ways to do it
I just said how I would do it
Lol. Lmao even.
it is because of "the x and y problem"
https://xyproblem.info/
What an emotional rollercoaster that all was
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
blender
Does blender have the option to texture in 3d?
yes and this free add-on can make it more substance painter like https://extensions.blender.org/add-ons/ucupaint/
THANK YOU! Il check it out!
theres an entire texture paint tab
Learn how to use Blender and the free addon Ucupaint to create Stylized PBR assets! No sculpting required!
LINKS
Blender: https://www.blender.org/download/
Krita: https://krita.org/en/download/
Ucupaint: https://github.com/ucupumar/ucupaint/releases
Stylized Canister Blend File (to follow along):
https://drive.google.com/file/d/1lF8qCaKmoBBBK...
time to model and texture paint shrek cause blender now has layers
you can also buy it one-time on Steam, you get updates for a year and beyond that can keep using that version forever. Even has linux versions.
Really?
Really?
Omg
Layersssss
yup so definitely recommend that add-on
XD
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
I find using a bevel with the profile set to 'steps' in blender works pretty well
I typically do array if I need each step to be more than just 2 sides. Like with overhang and whatnot.
Yeah when it's like 4 or 5 I just extrude, but this time did an array.
also with array and a weld modifier and the right measurements, you can have them be a singular piece at the end which is nice
yup, that's the intent!
?tag scam
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. 😱
you seems take it wrong, not says you are scammer, you get scammer by asking here. Go to place mentioned and ask instead.
definitely took wrong lol
Does anyone have a Gilgamesh model?
I think you should try in avatar search
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.
WIP femboy
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.
remove the avatar discriptor and put a new one in
you have to unpack prefab completely and then set theblink blendshape again
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:
it's almost never a good idea to unpack your prefab
And you should question anyone who suggests it
Trickory Toby!
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
blender donut🤷♂️
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...
...another part, 292k vertices.
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?
there isnt exactly a method other than forced culling so even if they clip through the world wont be loaded
or teleporting them back into bounds if they try and go outside and fly etc
otherwise it isnt exactly possible considering how open ended that is
cause like you make the walls thicker and the person just moves the seat out further
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
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.
Or a screenspace shader that applies black to your view when outside of the area you are allowed to be
On body too
yes
woah so pretty!!! awesome
thank you :)
I love this so much
It's close to complete, just need weight painting
I have Z brush but this one was fully done in blender then baked in substance
Also deformation looking alright. Just needs a bit more and I can prepare the body for toggles
oh sorry i was replying to an older post and forgot to actually hit the reply button
but it does look very good, yes
Im looking to start 3d modelling avatars, any tips and suggestions/knowledge yall learnt later on which is helpful now?
symmetry is your friend
I learnt that from modelling for mc in blockbench
I forgot to mention that, i have experience in voxel modelling
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?
increase in texture reuse would be very helpful in reducing file size as a unique bake requires 3 texture per asset whereas like building all of your wood assets out of like one wood trim sheet would be using the same 3 textures for everything
https://images.squarespace-cdn.com/content/v1/5d4b249616f93e000149aebd/1588274207041-O18GZVPADDP6NPQ5SXFX/EXP_KeeganKeene_Thumbnail_1920x1080.jpg?format=2500w example of a asset made in a trim sheet that would require a very big texture to uniquely bake to match the same texture density
si-fi chair i made
hi?
Ts tuff?
Can someone help me
with what
i wanna make my own avatar
okay
do you know how
i wanna make a curious george avatar that can toggle on the Yellow man's hat from the show, and that can go invis
oh so you're multiple scammers, got it
@limpid widget FYI I don't help in DM
ok
i thought we just call and you help me
but ima go eat dinner rq
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.
Don't waste your time with these scammers just ignore them, they'll take your whole day arguing.
Your gonna get a bunch of scammers here, if you want an Avatar you should head over to VRC traders
where is that, and rn im just watching a yt vid how to make it myself...
Should be in community servers just a few down.
If you think you can, you should make it yourself though, its a good step to do more if you want eventually
but thank you very much, i appericate your info
Of course im just passing along the help that was given to me when i was new. Good luck!
omg so scrunkly 🥰
oh look, a wild Scam has apeared
yay its removed
A Mox 
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
looks like it might be a uv issue
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)
Select mesh object. make a new shape key and select it. Go into edit mode. move vertices however you want. Go back to object mode and slide the weight's shape key on and off, now you know how to change shapes.
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
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.
Flip the normals
Just looks like a long torso to me. I think you're ok
ya i did that
thats what caused it to begin with
if i flip them back it reverts back to being inverted
what software are you using?
blender id assume?
What do you mean inverted
hang on
ok, are you just flipping normals or recalculating them?
let me get a few pictures to help understand
i tried both
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
so i had to flip the normals to that
for it to work
and not be inverted
does the model have weird custom splits?
??
explain??
i dont really understand alot of blender/unity terms im super slow
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
you can see it at the bottom here
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
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?
there's an ideal VRChat armature diagram pinned in #avatar-rigging - the default for that is palms down.
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.
Femboy Wip 2 (I made a mistake in the queue topology xD)
It looks amazing in it's very own unique ways.
https://gyazo.com/bab5bc7992b66e7fb3041eaf5e4e3dda deer avatar I'm working on trying to get it under 10k with clothing and hair included
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.
because it's a render, I'd recommend just separating the meshes. if you enable UV Sync in the UV editor window, you can just select the UVs for the hair in that tile, then separate it
Oh ok thanks that worked
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)
yep
Also vertex groups, it has some decent ones, but not everything. I also wrote one to remove all empty groups.
wym to the shape key "popup menu"? isn't there already a button to set all shape key weights to 0
I don't see one
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
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.
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.
What is the brush set to? Is it add or replace?
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.
Probably just blender glitching out then
Yeah I really couldn't explain it, it was very strange
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
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
progress update
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
what exactly do you need help with here?
Anyone have any xenoverse 2 cac base models that I could use? Preferably unreal engine 4
early d-day knight helmet model that I plan to use for a vrchat avatar
Is there someone I could ask that would maybe be okay with helping me model something?
Dont ask to ask just state your issue