#3d-modeling
1 messages · Page 19 of 1
alt+z in the 3D viewport and show me that.
@latent charm ctrl + n seems to break everything
what does it even do?
Something of note I just noticed from fiddling - The weight for the right leg (the one with a growth) look like this https://puu.sh/yGr2M.png but when I click mirror it doesn't seem to mirror the weight faces I added https://puu.sh/yGr5o.png
I guess the model is decimated or the Vertecies have moved so it doesnt mirror correctly, just paint it yourself :p
@silent vine ctrl+n should just recalculate the normals direction. If that's breaking shit (shouldn't be) select the problem faces and press w and select flip normals.
@latent charm https://puu.sh/yGrAF.jpg it changed it's colour? lol
paint over the blue hole
I did, the screenshot is before I painted
Polygons: 766
Oh boy i love making runescape models, no worries of hitting the 20k limit lol
How do I create a parent vertex group in blender?
@stone holly can you elaborate ?
Is there any way you can make facial animation from 3ds Max work for Unity? I have tried morph targets, but that doesn't seem to work. It is like blend shapes, and that works in Unity. Can I use something in 3ds Max that works for Unity?
@languid osprey https://www.youtube.com/watch?v=O9dJCT6AuCM
This tutorial we are going to show you how to create a series of morpher targets used in facial animation like speaking and emotions. http://tutorials.render...
make sure no bake animation
in fbx
@coarse mauve would know more or mechiai
Alright, thanks. I'll see if there is something I've missed.
How much would it cost for someone to make a custom fully near perfect model with VR and non VR compat.? Also maybe some animations
Really depends on the complexity of the model and the 3D artist's prices. Check https://vrcat.club/ or join the VRC Traders discord posted in #353285911322034177 and find an artist doing commissions @void sparrow
can anyone explain why its selecting the entire armature when trying to weight paint this mesh?
but not for the other meshes
@hazy linden Need to add vertex groups that match the bone names before you can weight paint. Quick and easy way is
select mesh
shift select armature
ctrl+p → Armature Deform: With Empty Groups
Then you can weight paint
Or maybe you just need to set the armature to pose mode with ctrl+tab
https://www.blendernation.com/2017/12/13/free-course-blender-3d-modeling-fundamentals/#prettyPhoto Thought this mihgt be of interest
Widhi Muttaqien writes: Assalamualaikum. Hi guys. Previously I shared a free access link to my online course at Skillshare about the essential stuffs when starting out to use Blender. Today I want to share the follow-up course of that previous course which is "Blender 3D modeling fundamentals". And just like before, it is FREE forRead More
Hey guys, i would like to know how much would it cost to pay someone to recreate my avatar from Secondlife as a 3D model i could use in VRchat?
@fluid wigeon If you have the source files PM me and we can talk later
I have done it before for another user
would still work if its a mesh body made by someone else i use?
As long you get the files to your computer, I guess? Don't really know much about second life
Honestly, considering how most avatars in SL are put together, a fully remade custom one would probably be the better route then trying to frankstien it back together in blender, and that's not even getting into the mess that would be all of the textures and UV's you'd have to manage
It wasn't too difficult getting the SL avatar I got working
The uvs were intact on that one
Ya, but having a dozen different textures isn't very ideal unless you're willing to go through the effort of fusing them all together
I've done worse work :p
@fluid wigeon But yeah, let me know later if you can get hold of the model files.
kk
Somebody told me to put it in here but would anyone be able to help me get my Zenyatta Model to float and for his golden ball things to show up on his model/ potentially rotate?
A friend of mine mentioned I could A. Do what you just mentioned or B. redo all of his animations for walking
I'm still new to Blender and Unity, Downloaded VrChat like a week ago
can we get some pins here ?
I only got my firable gun a day ago, it was really easy to implement
Is there any resources on how to make guns, etc?
I've seen characters have them, as well as swords, etc.
those are called animation overrides
there's a few tutorials on them
(which I don't have any links to because I don't know how to do them either, I only just learned they were called that yesterday)
@stone holly theres no actual video on how to make the gun add effects/particles/sound all together you're just gonna have to watch seperate videos and then put them together but the closest one to every would be this one: https://www.youtube.com/watch?v=V0l4-pH3vI4&t=221s
Creating custom animations for hand gestures and emotes in VRChat
im still trying to figure it out myself lol
Too low poly? (1000 faces)
I mean from an asthetic standpoint.
How do i go about filling this in?
You could try hole filling. https://codeyarns.com/2013/10/22/how-to-fill-hole-in-mesh-in-blender/
Filled holes have to be retextured though. Not sure how to do that.
It would require having to bake the mesh again
then redoing the textures entirely
Ah tys
Does anyone know why Im getting black textures on model? I did the uv map, baked and then used the texture. Followed steps like in Tupper's video..
http://prntscr.com/ho3uow
I finally got to last part before exporting to unity and now Im stuck here cause idk what to do..
Looks like flipped normals
I need to relearn everything again with Blender
I have to make a model from scratch
i love Zbrush
I use maya
So this is going to be an odd-ball question. I do most of my 3D stuff on Mac computers. I know of course that theoretically I could use Unity on Mac to throw together the rigging and proper stuff for my models, however I was wondering what I would be misssing out on? As to why I cannot develop on my Windows machine?? Well I don't have as much access to it as I am mostly on the move.
You can do all your development on mac os, just make sure you have Windows build support installed in unity. @supple vale
Oh perfect!! Thanks for the heads up!
Trying to port a model from Max to Blender to make use of CAT's plugin and reduce my drawcalls. Saving it as an openGL ODS, but Blender puts all the bones in random places throughout the scene when I import it. Any suggestions?
@lucid gorge Its just one material for the whole model.
Hi guys, so how would I make my very small model be floating in the air? For example I want to be a flying insect. How would i get him at head level?
When importing him into the game, believe it or not, he's on ground level and impossible to see lol
hey can someone model a avatar like this for me, i recently gave up trying to make this.
someone?
Hi guys, i hope my problem is correct here.
My Problem:
I created a magic circle and i want to add it to a sword. But everytime i do it, the color changes from blue to black. Does someone know why this could happen? im adding the circles in unity to the object.
and now after adding it, it gets black:
even removing it from the object again lets it stay black.
I need to figure out how to do magic circle stuff
question about Blender
is there a way to get something accurate to an actual physical size? as an example, say I want a model that is 5'2"/1.5 meters tall
(Blender or Unity)
Not by default atleast. However, a standard 3D cube is 1 meter by default so you can use that to measure things roughly
ah, okay
character I gotta make is 1.3m tall
and I just wanna be as accurate as I can cause I'm weird like that
You could set the scale on the Y axis on the 3D cube to 1.3
That would be exactly 1.3meter
And set X and Z to like 0.1 to make it easier to measure
how would that affect?
ah, okay
anyone knows how to avoid having holes in the model when it's decimated?
nvm. remove duplicates helps
anyone know how to make this mesh the same distance from the middle of the y axis when i apply the mirror modifier?
keeps on appearing like this
it sounds to me like the origin of the object itself is somewhere wrong
so you may have to go into edit mode to get the vertexes of the object more near it's actual origin, and then move the origin to the correct place
If anyone here would be interested in making a model with rigging, on commission - can pay in BTC, ETH, or USD through paypal, please message me your rates!
i'll do a 5 poly mess for £5000000 per minute
hi ho
I have a little problem, I downloaded a .stl model but it doesn't show the textures when i import it on blender
it didn't come with separate texture/materials, but in the thumbnail it had textures, are they inside the .stl?
stl files don't contain any texture information as far as I know
@carmine plinth stll files have no color data. strictly for 3d printing
@worn steppe Thanks! Dind't know that
If you import the textures too properly they will be normalmapped to the object though
I believe
So like if you were using google blocks and you import google block's palette of colors it will work
Does anyone know how to make an image into a model? I saw this guy as Dr.phill and it was 2D looking when you looked at him from his sides, it was pretty funny
@spiral sigil I think there is an option to import images, like jpg in blender
there is
I can't remember how to do it, but there is
it's what I did to make a tree
(all the leaves are just one leaf with a colour randomiser repeated over and over)
oh ok, you go to blender user preferences > addons, then search por the addon called Import_Export: Import Images as Planes
@carmine plinth what do i do from there?
Or you can just create a quad in unity and drag your image onto it.
jpeg
you could also try Squid's method
ill give that one a shot, thanks
oh right, you got mmd tools?
yes i do
nice!
ye
drag the blender file into unity
That should import it as a prefab
then drag the prefab from the assets folder in your project panel into the hierarchy panel
You might only be able to see the image from one side though - the other side might be transparent, if the normals are only one-sided
If the plane doesn't have your picture on it
drag the image into unity
Then click on the material that the plane is using
then click this circle next to albedo
and select the image
...is anybody here able to make, or edit, a 3d model of a character for me, so it looks... actually good/accurate to the show...?
if so, then please DM me. theres a character i want to get but there is no good model for them anywhere online.
What character?
are there any tutorials to help me learn how to make / edit my own avatar?
im pretty comfortable rigging everything just want to start creating now
Is there a way I can weight paint everything my mouse hovers over instead of only the visible stuff?
Gotta fix some feet and can't reach the inside of the shoes
hey anybody have experience with blender??
can anyone help me out with a model?
@quartz thunder I would just say that means make the hat bigger and tilt it away from the part where it's clipping
@fiery galleon yea thats what i did at after not finding solid solution for it
like i thought theres a quick way to make the "santa"model force display above everything else
@weary iris it's easier to help if you give a picture and a reason than just saying "can someone help", but what's up?
I mean maybe but it would probably involve shaders or something, and it might not be very efficient when everything is very pipelined these days, graphics-wise
@quartz thunder its because the hair mesh is pushing through, u got to reshape the hat or the air, moving the vertexs of wich ever section you pick. I would pick the hair and push down where its clipping
So i will have to move around the vertex of either hair or /santa (pref hair) just to make the santa hat more visual ? Dam i thougth theres some kinda of category system to define which model is basicly transparent and which force display through others fully
so basicly i gotta go back to pmx editor and play around
god damit
welcome to 3d modeling 😄
Oh cool. A whole section to tell noobs how to do something correctly when modeling
@dire ginkgo Neo, from rwby.
its not a complex design/model... i just cant find one anywehre online.
ok, so not ryan cant do her. please, if anybody can make a model of Neo, from RWBY, please DM or ping me. i need it really badly, and i did a good amount of research... there isnt a model for download anywhere.
Who is Neo?
Anyone have a YouTube video of how to make changing lights on your avatar like rainbows and stuff?
@frail dawn Its not recommended to put light sources on your avatar as they can conflict with any light sources curently in the scene or any special post processing effects
I mean I see people who have like rainbow colored hair and was wondering if there’s any videos on how to do stuff like that.
hey
does anyone know how to make both sides of a mesh visible
in the textures?
@here anyone?
is there a nocull value somewhere im missing?
What do you mean?
@loud silo You gotta find a double-sided shader
@frail dawn it's a shader, so it's just part of the material, it's programmed in the shader to change colors
@quartz thunder yep it's a pain. If there was a way around it I would be a happy man. But that's pretty much one of the joys of D modeling.
If the amount of faces when decimating is 6k im good right?
Yep. Give you a good amount of wiggle room to add extra aswell
Do I need to add extra? im just getting an MMD ready to upload, also it says avatar measures too large on one axis
Nevermind found out where the scale was lol
Well I think I definitely messed something up
U don't need extra but if wanted add some funky stuff like hats and what not you can.
@sacred zenith
As the title states, this is a full guide on how to get the basic model port into VRChat! We used the MMD model of Mei for this basic tutorial. If you have a...
That tutorial helped me a lot, and you can models from deviantart
Iv watched loads and I use stuff of deviant and it just goes wrong every time 😃 was up till 7am trying to do it
Im doing the exact thing lol
But its a thing where when you learn it its gonna be easier
plus too me its pretty enjoyable
Well some how I keep finding models that have broken or textures aren't right I almost had one working but the shoulders weren't patented to the spine and I couldn't find the right bone 😃
So I gave up lol
Well did you have a character in mind?
Well not on pc atmo to send any examples but I wanted like cool bad guy anime sort of characters
Hmm well once I finish my model and figure out whats wrong I could try to do it for you, I cant promise quality lol
Thank you if you don't mind I would be able to talk voice and perhaps u could t talk me threw it a little if I get stuck
Still haven't gone sleep yet 😉
Yeah whatever I can do to try and help im glad too
Thank you I only started this last night once I learnt I can play without vr and I tell u what Doing this makes me want to buy vr
@spare nest So I removed all the transform rotations and it looks like this in unity
Thoughts?
Try add offset when you export/import from blender?
Not sure whether the change in transfrom in unity will be effective in game
offset?
I think when you export fbx there should be options to set the transfrom of model
Ill check, forgot to save my blender model so i gotta redo bone parenting
When imported to unity it starts at that position
So you change the transform to make up straight and upload and became michael jackson?
Yeah, in blender its standing straight up too
What will happen if you leave it like that and upload?
It goes into unity rotated
and directly upload into the game?
Also im trying to export the FBX but I dont know where the offset thing is
Without changing the transform
I mean since your model is lying on the ground horizontally when you freshly import into unity, and you rotated it to make it upstraight right?
Yeah, it wouldnt let me upload it as it was under 20cm
I think I may have fixed that issue though
But now im dealing with size issues lol
Weird
Yeah and apparently some parenting stuff got messed up
Normal sized now, but I dont know how to fix my waist.
@spare nest You still around?
Also did a quick import of this touka model for someone else and the shoes arent sticking to the feet and I dont know how to add hair physics.
if anyone knows be great help got sam problem kek as he helping XD
https://cdnb.artstation.com/p/media_assets/images/images/000/173/119/large/fishface.jpg?1513558991 clocks in juuuust under 20k 😄 starting to get the retopo done!
@wild dome 20k quads or tris?
tris
nice then
20k quads wouldn't fly of course 😉
I needed to recreate my entire model and dumb down clothing to match the polycount
as I'm new I thought it was 20k wuads
I don't like tris
ahhh I did a test before I did the proper retopo where I just zremeshed down everything quickly, helped me scope out the rest
they could be a little bit more clear on that point ^^ but the rest of the avatar making process in unity is so user friendly I was actually super impressed
I'll have to retopo a little bit still as I might want to experiment with some kind of cloth on her too. aaand she needs teeth.
mine too
mine looks a bit dumb lmao
19997 tris xD
I always made fur with particle system so I had 0 clue how to texture it
Note to self : trying to extract charcaters from games and adding them in unity is a pain in the ass.
that cheetah photo is one of the most overused cheetah pp
you'd probably do the other users a favor by not making some overly complicated fur!
Quick question: Anybody know how to get an FBX 7.4 (Blender) from FBX Version 7.5 (Autodesk products 2016)?
Blush shape
Handled via shape keys that adjust material transparency. You can delete that mesh in Blender.
Also, yo ushould merge duplicate materials/atlas using Cat's Blender tools 😄
ya
Did I do something wrong? :c
but why tho
because i couldnt figure the issue out
and you helped me with a productive awnser
you are

LOL
well i fixed the head and face
but now the face looks like this after i removed the mesh
i mean its kinda better but it looks like the model is wearing a second mask
nvm
issue solved
LOL
Nice
5.6.3f1 or 5.6.3p1 for unity I cant find VRC_avatar Descriptor
Have you added the VRCSDK package?
thanks XD I forgot that
Anybody here know a discord or person who makes models for money? possibly rigged as well for extra?
@spiral sigil There is the VRC Traders discord advertised in #353285911322034177 and the https://vrcat.club/ forums you can check
Thank you loads Zarni
any tips on how to decimate this without messing up the fingers?
@hot knoll Vertex groups.
Basically, make a vertex group, go into weight paint mode for that group and paint the finger tips & joints at full weight (red). Then in the decimate modifier, set that group in it. Then as you pull the slider down it will avoid that area. (Once a group has been set a little <-> button appears next to it, that inverts the group's influence on the modifier)
I can give you further examples if you need them.
I strongly suggest doing that on any deforming mesh. Keeping decimation away from the joints is always a good thing. I mean, you can decimate the joints a little but it's a case of trying it and seeing how bad they deform after.
Which you can preview by putting the armature modifier after the decimate modifier and going into pose mode and giving those limbs a good waggle around.
yeah! i just feel i just leveled up lol
You could also manually decimate it. Select the hand mesh and press CTRL + F and choose "tri to quad", then select the edge selector and mouse over loopcuts and hold ALT + SHIFT + Rightclick to select them and then press X and dissolve edge
That's the best method of reducing the poly count. Also the hardest and slowest. You have to take into account supporting edge and face flow and do your best to maintain them.
Yup. It's obviously more tedious, takes longer and you have to get creative sometimes but it usually gives the best results.
Especially if you need to decimate carefully
And of course, none of these methods exclude using any of the others. You'll get the best results by using a mix of all of them. It's a case of knowing when and where to use which ones and how they all interact.
Also don't use planar decimation unless you know why you should be.
i don't like tris. i would rather do a full retopo
Ugh, what I wouldn't give for models to be provided with their original topology. But alas, graphics cards must have their triangles.
yeah
Although the tri->quad method Zarni mentioned is often a tolerable substitute.
Also alt+j is a quick shortcut to it.
is it possible to duplicate selected vertices and slide them along an edge?
I'm kind of new to unity, and I haven't got much information on my research. Can anyone tell me how I would go about make my ears dynamic? Like that one weeb fox girl avatar?
I have dynamic bones, but I'm not too sure where to go from there.
Also, I hope this is the right section
Can somone help me? my model is in the group face first. What would i have to change to make it normal?
@raw jay https://www.youtube.com/watch?v=JBhMkIxusR0 watch dis
Just a quick tutorial on basic dynamic bones. This is reccommended for people who are new to avatars.
@mint acorn Really appreciate that man
no problemo, she has a big playlist of different tutorials
I'm changing the values just like in the tutorial, but when i test to see if my ears move, they dont
Does anyone know the creator or the importer that made those horrifying teletubbies?
I couldn't see the name in the pictures.
anybody has the just monika sign thingy?
sorry no
Hey, is there any way to fix the issue in unity where youre camera clips into your models and you need to zoom in?
I cant zoom in any closer than this and I uh, kinda need to
just tested it with a random block i spawned in, and it's only affecting the first model
nvm, fixed it by switching from isoteric to perspective
wait nvm it's still an issue in isoteric
@somber bane Select the object and hit F
ah okay thank you
Sometimes that happens and you need to focus on a smaller object to not have the camera clip through stuff
yeah ahaha thank you though
Any decent programs for 2d image -> 3d model?
Remember to save frequently if you have one or more cats.
is there other secret avatar expect that 4 from winter world?
Can someone help me with decimation and blender?
Expand your question
Anyone know why Im getting black textures ?
https://image.prntscr.com/image/O6tncXsXRy2bd7nMDzcrlQ.png
I tried higher resolution for the uv map and its still the same
black textures where?
On model
I had to join all meshes into one, did the uv map, baked and then used the textures
Idk what Im doing wrong or why those parts appear black
Been asking for days some ppl and no one knows..
If anyone has any ideas please PM me
Have you checked the UVs on the black parts?
Hi! I was modeling a character when I accidentally hit a hotkey, but I don't know which one.
Now whenever I move my camera, the model goes all pixely
Never mind, a quick load was enough
@spiral sigil Its because you put the render mode into "Rendered"
Next to the tab button you use to change to edit mode and object mode there is a little orb looking thing with an up and down arrow on it. Click on it and you can switch between the diffrent render modes. You either pressed "Z" (wireframe mode) twice or you used "shift+tab" (quick switch between render modes)
Anyone know how to solve this https://i.imgur.com/I7Wx2Ff.png i have tried to replace parts and remake from scratch with no luck
Solve what?
the walls being metalic looking, look at the bottom of the object one side is bright and other is dark
@vague atlas It could be blender showing you your normals are backwards in some places. To check this bring up the side bar by pushing "n" find the tab called "shading" and turn on backface culling. If the walls dissapear you need to flip the normals. Also if its just the material being metallic itself you can adjust it in the material tab underneath the outliner box.
If thats not it either. You can try and push "t" (tool tab) and under neath the tools tab under edit select your mesh in object mode and then push smooth under shading
edge spiting seamed to solve it
can anyone link me other websites for 3D models besides from Deviant Art/Nico websites 😃
unless u have a really good deviant gallery
yeah checked that one its a bit, how would you syay it, "not what im looking for" xd
Are you looking for pre rigged models?
yeah that would be good
Well thats kinda tricky. You should learn to rig models otherwise your not gunna get anything really specific.
well i know how to rig 'em but pre rigged ones are good xd
Anyone know what I need to do so I can export? I keep getting these erros.
@spiral sigil get blender 2.79
Did it update today?
2.79 been out for while
wth, I dl'd it from the site >.<
dunno if i'll ever finish this because i have no idea how hard its gonna be
but im gonna try
you get a cookie if you recognize who that's supposed to be
you did that from scratch? good work on the shapes!
not from scratch :p
my model has like 90k polys... I have some work to do...
Hi, I need a little help, I downloaded a model from deviantart and when I import it into blender, it is GIANT, like a giant lady, what did I do wrong?
does anyone know what the problem is please?
I'm having this issue in Unity, No idea how to fix it.
@quaint nimbus when you import the model theres something called "scale" on the bottom left
recommended to scale it down to like .3
@plucky sentinel Thanks I got that in the #avatars-2-general 😄 I followed https://www.youtube.com/watch?v=0gu0kEj2xwA and am wondering what to do next
Today we'll be going over Cat's Blender Plugin, an amazing Blender script that will save you TONS of time with your armature, visemes, eye tracking, and text...
just need to decimate and then follow a tut on how to go from blender to unity and upload
@coral imp Be careful when cutting the tri's on that model. Who knows what happens
How do i add sdk file to unity?
Assets > Import Package > Custom Gamepackage @slim tulip
Thanks
@gaunt mango I think your normals (faces) are reversed, either use double sided shader such as https://github.com/cubedparadox/Cubeds-Unity-Shaders or in Blender do:
i dont know whats going on with this ive recalulated the normals removed doubles but its not working anybody know a way to fix this
@white furnace Hmm, try Clear Custom Split Normals Data in the mesh tab.
@lament pond if you were considering doing commissions soon could I request a model later on when i get my headset? Cheers
Of course
Thank you!
how much are commissions? :o
Most of the interesting models I find I have trouble porting so yeah
Thankfully I already know my models go in properly.
Is there a way to fix this?
Like the transparent part between her hair, and her face
@open furnace Yeah, I figured after I saw something called Head shadows
@open furnace Yeah, I thought it looked weird aswell. But, I looked through the Armature, and tried to pull the mesh away from the rest.
As I pulled the Head Shadows away, the head was fixed. Weird shit x'D
Oof
currently planning to port a thing into unity
is this a good ammount
or do i have to go lower
Whenever I try to open my PMX in Unity, it keeps opening a new Project. Is there something I'm missing?
i dont think unity supports PMX
you dont open pmx in unity
you import them into blender
them make them into fbx file
noice
Yeah, I figured that out @upper kiln
anyone know where I can get the model for this character? https://www.youtube.com/watch?v=CdOy6Hr7F7w
Getting hugged by two really cute anime twin lolis in VRChat ❤. See more videos on my channel: https://www.youtube.com/channel/UCQnhSQrUI0jy7HMKrLes2AQ VRCha...
Weight Paining makes me cry.
would love this guy in vr
@valid surge You got atleast two perfect views. Model him.
does anyone know how to use the rainbow shader?
New to modeling, are there any programs or plugins that enable 2d images to be made into (probably rough/basic) 3d models?
@buoyant gyro There is one that I know of
Sweet! What's the name?
@buoyant gyro you pretty much have to just use blender and take the 2d drawing and use it as a template for your model
I use that method for everything. Its a topolgy method where you can use 2 refrence images to make just about anything.
Wanted to make an avatar from this: https://i.imgur.com/W8SwftZ.jpg
Thanks for the help, should make it a lot easier.
you would need to redraw it with a standard concept design layout
Unless your good like me. I could make that into a model
yeah its possible, but you have to guesstimate
I've never made a model in my life.
Do something easier than that
Cuz if you have never modeled before trying to model an anime character is going to frustrate you very much
I could probably simplify it just by finding a basic female animu smoli model, then changing any facial things to match, adding the hair after. Sweater seems like the hardest part to me.
anime is kinda hard because you have to protray what you expect it to be like in 3d
...With toon shading
yeah
I think for now I'll find someone to model/make it for me, until I can get enough of a grasp modeling to be confident even making something like that.
I myself am just getting back into modeling. I used to do a good bit about 10 years ago but I have since forgotten everything and a bunch has changed since then.
Vrchat brought me back to it about a half a year ago. Ive improved alot.
@livid frigate im not even keeping the original skeleton, im just working with the mesh and textures, rest i just threw away.. i haven't cut any tris yet, just moved edges around.
Hey all. I am right now rolling with the Sinon tutorial which seems to be popular here (she's my waifu). Anyways, I decided on recommendation by @analog lark to scale the model to my actual body dimensions (the good news is that I have a runner's body, so long legs short upper body). What's the best way about setting up the proportions to where it's not unnaturally off to where it will not look too off model from the original character design?
@coral imp it was a joke reference if it was a Yuri model :)
Because you know... In the game she..
Does anyone know where I could look for tips on modeling a character to appear 'anime'? There isn't a model of a particular character I want from an older show, and while I have intermediate modeling skills, I'm not sure on how to make the leap to 'anime style'
Hey can anyone tell me how to layer textures on a single mesh?
oh lol :D
Mordred Hoppo?!
Yes
Ty
Ref images are your friends peeps. Side front back in a nice tppse and you modeling will be away
https://gyazo.com/2b13f1abc3ea7e3539f2653762bad79d Hello, new Blender here. So i noticed i deleted a vertice by mistake futher into decimation. Now its just a hole in the chest. Is it easy to reconstruct? i figured out to make new vertices but they have no texture.
Right on the tit xD
Ofcourse x3
Trying to peep eh?
I-i swear.. o.o noo
Is 2.7k verts considered a good model for VRChat? Not sure how many verticies are good for VRChat lol
Less than 20,000
Isnt it like 20k tris the max? that seems fine
I see... I didn't know how well VR takes high poly models lol
20k isnt really that high haha
Usually it's the face and face rig that tips the scale
Yeah, my face won't have much, since it'll be covered lol
👌
Tried to make a low poly model and then just sub divide smooth and shade it
Looks pretty good so far, I guess lol
Would love to see 😃
Ah I see haha the pervious picture the hand on the right was tilted more
gotcha
i gots a question in terms of Vertex Normals in blender.
i've never been able to get Blender's auto-smooth to play nice with FBX
is there any way i can "bake" the vertex normals from auto-smooth into the vertexes?
Anyone know how to edit an OBJ to remove some objects?
Just asking, since someone put up a rocket model that has 3 random guns [one of them in the object with them because.. why]
@wicked schooner (blender) in edit mode select one of the faces, press "L" (to select all linked faces) -> "x" to delete or "p" to make it a seperate object
I converted a xps model to fbx in blender but the textures are missing when i open the new file in unity. Is there an easy fix.
oh, nevermind!
if anyone else encounters that issue, try exporting it as an FBX ASCII.
yuyuyuyuyuyu
is there a good tutorial for animations involving pulling out items
like accessories?
@spiral sigil #animation
Fleshed out, time for Blender
💃
@hot flint Nice concept
Slow going, but using my basic knowledge of MMD models to make a good setup for Shape Keys
anyone knows how to fix the flexes of a source engine model that has been imported to blender? The body keyshapes are located in the head and I cant seem to figure out how to relocate or fix it
If they came from a source engine/gmod file the shape keys may work diffrent because blender doesnt natively support it. Can you specify what you mean doesnt work?
The shape keys are in the head, so when I use them, for example, a shape key to make the model be thinner, It just deforms the head. I can not transfer the keys since the head and the body have two different vertices counts. I would like for it to behave properly and transform the body mesh and not deform the head.
@lapis needle Im using the Crowbar Extractor to convert them into QC files and opening them with the Source engine blender plugin btw
would anyone know why people see two of my avatar when they use vr?
@rocky dagger Select your base shape key and select all vertices in edit mode you wish to be reset to there base shape. Next push "w" and click "shape propagate" this will reset all vertices on all of your shape keys to the base position. You could also just split the head from the body mesh, remove the shrink shape key from the head mesh and then rejoin it to the body.
ill try it now, also when I use the shape keys, it deforms the head but not the body, forgot to mention that. Hopefully This works
You might have to make a shape key for the body to shrink.
@lapis needle Ok so It didnt work, The head is already separated from the body mesh by default, thats why it doesnt affect the body mesh I think, I believe this is because Gmod and SFM can deform meshes from a model even if the shape key is in a totally different and separated part. Is there a way to move a shapekey from one object to another that has a different vertex count?
Does the body have shape keys on it? If not. Then I dont know then.
Nope, The all the shape keys are cramped with all the other facial keys on the head. I tried it in SFM and Gmod and it works perfectly but in blender is a mess. I guess it's just not possible. Thank you so much anyways, ill just move on to another model
Is there a reason why this is happening?
I've re-added the material and checked transparency, it's opaque
nvm. Fixed it with tinted.
Your culling could also be backwards. In blender what you can do to fix it is: select all of your faces in edit mode and push "ctr+n" this will recalculate all the normals to the proper direction.
Anyone here who use Maya for 3d modelling?
I think mostly everyone uses Blender on here. And I recomend it to anyone who is new to modeling as it is not only free but is probably the most user friendly.
@young ember Yo maya user here
hey so i was making a model in unity and when i went to upload it it said "this avatar measures too large on at least one axis. It must be <5 on a side but it's bounds are (numbers)" Any idea how to fix this? Any help is appreciated
hey so I was making something in unity and it said
Is this the correct place to ask about textures?
im pretty sure
Yeah, I get the impression this channel is for any part of the 3D creation pipeline before it gets to unity, so ask away. :D
@ocean crest have you ever encountered a problem when exporting a rigged model an error comes out saying "Warning Null type not supported by Collada only the transform data of node "
I got this problem and I cant seem to fix it
also, slr I was away
wtf mixamo is being broken
when i place the markers at the specific areas it says to put them on the model
and the camera that shows in detail where the marker is says that im putting it somewhere else
well i got it to work
Hello Hello! I'm working in Maya, please dont shoot me I'm on the verge of doing it myself.
I want to ask if anyone here is familiar with 2018 and it's bs issues. cant merge vertices easily like in 2017. Cant load the file into 2017 either.
I'm boned.
Anyone here got an idea, how to restore mesh in Blender.
No idea what happened here, but I've seen it once before
For som reason when I take my model from Blender to Unity, I get partially transparent meshes. Any suggestions?
click on the material and change transparency option
Would anyone here happen to have a model of a single angel wing?
ok so in blender my rig shows up fine but when i export it and open in unity it is a simple t
i have the right export settings. anyone know whats happenin?
Can anyone explain why the lighting in blender goes like this on some models? It's fine in Unity
Likely the material attached to it just switch it to the default and it should be fine
are there any videos or guide to creating a vr avatar from scratch?
Just google mmd
current character, trying to figure out what to do for their hair at the moment <.< any thoughts?
@static sun No idea, but if you have VR & TiltBrush, it's great for doing poly hair strips.
im gonna use ornatrix
@gaunt mango set the encode to japanese before unizp out the winrar
texture name get change when put in zip file
Where does one get like sparkley hair or like galaxy looking hair?
Also, anyone know why a material wouldn't translate from Unity to VRChat?
@static sun Why would the sides/background of the eye translate to a skin tone and not the white?
or anyone for that matter.
I was trying to do a custom texture for the eye.
i have no idea, how are you changing the texture for the material?
use the eye material in photoshop, it will be a lot more stable and less buggy if you do it that way
@spiral sigil put the body and skeleton in to object mode, Select them both, then go File - Export - FBX... then make sure you have "Export Selected" enabled
im not sure what you meen by object mode
@static sun
@static sun nevermind its in object mode. so how do i select both?
how do you merge two objects without losing the weights on one of them?
The weights should get merged when they're joined.
Does anyone have a download for Miko Ooka without her hood up? I really want to make her model but cant find a model to start from!
do you know what might cause them not to merge?
Just to make sure, we are talking about bone weights, right?
yes
Yeah, they should just join. OH WAIT unless it's... hmm hold on lemme try something.
just to be clear: its an attempt at joining two seperate armatures with their own meshes
Yeah, it should merge any vertex groups with the same name. It won't automatically blend any groups, you'll have to do it. But you shouldn't lose any data.
hm alright. thank you
does anyone know where i can obtain the cube shaders?
Excuse me, but would you be looking for this one?
https://github.com/cubedparadox/Cubeds-Unity-Shaders
sorry If I'm wrong.
Would someone tell me why a dress would translate in blender but going into Unity it exposes the skin beneath?
Is there a way in blender to assign all meshes to their own unique vertex groups before joining them? Without doing it by hand
Hey there, I'm following a guide on how to optimize an avatar, and I'm at the point where I'm trying to texture atlas. I'm following the steps, but the UV map goes nuts, and the texture atlas seems to be overwriting instead of creating a new UV. So when I go to try and switch the texture mapping back to UV map, all that is there is Texture atlas.
The tutorial has no other steps inbetween or settings to turn on, so I think something is missing from it
@fiery plaza The camera icon. Make sure you're on UVMap before you bake your Texture Atlas. Also I hope you didn't delete all of your materials if your TextureAtlas doesn't look right.
I have multiple saves of the model as I go, so I didnt lose anything ^w^
@fiery plaza That's the way to do it!
Hmm, well I still think I am missing something
this is the point in the vid that I am getting stuck
VRChat Community Discord: https://vrchat.net/discord Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/p...
When I select the material, then texture, and try to switch mapping back to UV Map for the material there is only "TextureAtlas" available
i got that problem couple time
i just went back to beginng
try do it over again
because maybe miss somthing
I forgot how much of a bitch modeling something from scratch is.
i wish there was a way to download a texture of a shape or mesh from unity so i could easily make textures and materials
and not have to guess the side by multiple random textures
Well, I've tried it from scratch a few times now. And the model always goes from textured just fine, to broken and the UV map missing after I pack islands.
Is it possible that the Texture Atlas is overwriting the UV Map instead of making a new selection?
@fiery plaza You are pressing the Finish button right?
Nope, let me run through it again and try that.
Woo, that was the issue
I understand what it was doing now too because of that. The duplicate object that it dispalys while unwrapping was missing the UVmaps because it was only the texture atlas
So it messed up, and had nothign to switch back too. Finish merged them back, and UVmaps are back
so thaaaaaaank you!
I wish I knew about this feature of blender 2 years ago when I was making models and painting textures and unwrapping UV's by hand...
How do I get a crystal/shiney effect to hair?
@spiral sigil Probably going to need to mess with Shaders.
Hey question, how do you guys import .pmx files to blender? Is there a plugin like XPS?
@hushed ginkgo https://github.com/powroupi/blender_mmd_tools/tree/dev_test
download dev test zip
Thx :>
@hushed ginkgo this make easy fix the model https://vrcat.club/threads/cats-blender-plugin-0-4-0.6/
I got cats already but thanks tho!
I can't figure this out, why is the inside of the cape transparent?
mesh is only one sided
Simpliest way to make it double sided is to select the faces on the model you want to have two sides, and then duplicate and flip normals
Does anybody have any idea on how to fix my model so that I can change my avatar descriptor to move along the Z axis? My point of view in vrchat wont move forward at all and I need it to so I can get out of my character's head. I can move it on the Y and X axis just fine though. I think it might have something to do with my model using custom walking/idle/running animations but I have no clue to fix it. :0
so for some reason in unity when i apply shaders, it will make it where people with vr see two of me. Know of any fixes?
for cubed and rainbow. pretty much shaders ive installed
So im messing around in Blender and
https://i.imgur.com/l4CPEPf.png i accidentally made this semi-transparent
anyone have any idea?
does anyone know how to remove faces inside the mesh and make it the final model in blender
sitting at a whopping 72k tris
then again this is an exported model from machinecraft, apparently all the shapes happens not to join up
can probably resort to give me a dm and sending you the model file for optimizing below 20k
Select all of your vertices with "a" then try "w" then click "remove doubles"
tried that, it only removes about 1k tris apparently
anyone here have an idea why my imported mmd models feet are backwards. they are fine in blender and mixamo but are like this when importing into unity
carve boolean modifier thing seems not to work
Ok so
I somehow accidentally made the hands ifferent than the body
https://i.imgur.com/O0pa4Ii.png What did I do? Haha
Did I like, miscolor them?
Yep
aaaaa
Anyone have any idea how to fix this?
how do i make this a hole and fill it so that i can have reduced tris count to below 20k eeeee
Ok figured it out
yep, definitely gonna resort to have someone optimize this thing for me to below 20k tris ree
@wicked schooner OH OH I KNOW HOW TO FIX THAT
THE FACES ARE INVERTED
SO, HOLDON, I FORGET THE SHORTCUT TO FIX IT, BUT YOU HAVE TO SELECT IT FIRST
xdfgdfsggefg
really???
thatssss strange
holdonnnnn lemme try something
I THINK this may have something to do with checking if your faces are inverted or not https://puu.sh/yMBy4/4ec4c9dfc2.png
just checked. it does
me too tbh
but i thiiink i know my way around it enough
its hereeee
if it isnt there, press n to bring it up
as in, that menu
I should keep that on since I want less faces right?
aaaaaaaaactually it looks like it changes nothing with the faces
well, if you want less faces, there's a cool and easy modifier for that, but this just makes it so your faces aren't inverted and it doesnt show up weirdly
oh, well, if it changes nothing, it should be good??
Ill figure that out once I finish this
okay!! good luck lmao
Thanks yo
np!!
anyone else knows how to remove faces inside a mesh while keeping the exterior ones intact?
OH i know how to do that easily
this is an exported model from machinecraft
removing the doubles doesnt seem to work :s
gimmie a sec
i did what i found over the internet and nothing seems to be effective
blender's a piece of SHIT
mkay
i know that one
it only reduces polycount but not the faces inside the mesh
wwwell
i reccomend reducing poly count because it also reduces face count
then, after,
you can remove the faces inside
oootherwise i don't really know how to help
i do know how to select certain sections of a model (as long as they have seams), simply by hovering over the section and pressing l
down to 55k tris 😂
getting somewhere at least !!
it looks good though!! gj
Anyone know a good way to do hair that wont increase the face a lot?
so for some reason in unity when i apply shaders, it will make it where people with vr see two of me. Know of any fixes?
for cubed and rainbow. pretty much shaders ive installed
Hey, if I use these for the hair on my model will I be able to reduce the faces?
Ok actually, you need a max of 20K Faces right?
wait is it tris or
I need some help with a ripped model's textures, I have this model that I've ripped out of a game and I have the texture for it as well, but when I try to apply it onto the model it's all wrong... Anyone knows how to deal with it..?
- yes, it's tris
- just move it up
@wicked schooner there is a technique to turn splines into hair type objects that are easy to manipulate because of the ease of moving spline points will deform the object in edit mode. I created 2 line splines and a circle spline. Now I reduced the Resolution - Preview U so the curves have less points on all splines. then i select the first spline and for bevel object select the circle, and for target object select the 2nd spline. THen you will get this shape that can be modified by editing the points. If you need more segments, change the resolution of one or more of the objects. Then when done positioning your hair altC to turn to mesh then with all verts selected go remove doubles to weld the top and bottom so you dont have shading smooth errors.
also as for optimizing model, select loops and dissolve them; will be faster also in symmetry
as for topology for rigging, this is a good example of the collapsing triangle joint which allows for simple but effective distortion at low poly cost
I love you for this gif
another example ive found in a practical setting
In editmode, press K I believe and you can make cuts in the mesh
just make cuts from vertex to vertex
then you can add those in
I have a model that is a 1-piece model, if I want to map the bones to that, do I need to seperate all of the parts I want to set..?
Any reccomendations on reducing the poly count on a model I found? Its too high for VRchat, and proOptmize from 3dsmax seemed to not port over to unity, so i am lost
@kind ruin pro optimizer is tricky to use properly and can mess up rigging & UVs. You can use Graphite modelling tools to dot ring select edges and then expand loops and remove them in high density areas which will roughly reduce by half. One of the better videos on Max optimizing is this one https://www.youtube.com/watch?v=e1v1YUC6z64 (granted, you don't have to go as low poly as this example of mobile target polycount, but the techniques are solid)
In any case of heavy optimizing you will have to recheck your rigging/skin modifier due to topology changes
ALso that Graphite modelling tools reduction loop dot ring technique i just mentioned is shown in this video https://www.youtube.com/watch?v=ZYK3MP1G910
The new Graphite modeling tools represent a modern approach to 3D modeling—over 100 tools for freeform sculpting, texture painting, and advanced polygonal mo...
thanks for pointing me in the right direction
No problem 😃 max is my main. Also for blender users I believe you can use the same techniques as the above video for optimizing. A page on how to do similar "dot ring/loop" methods here with gif examples for blender https://blender.stackexchange.com/questions/3487/select-every-other-face-loop
how do i draw verticy lines
bc i need to fix a pair of boots
:/
ok then
ill figure it out
What exactly do you need want*to do?
...couldnt you just select them and move them down until they are hidden, or perhaps move the other part up to hide them. It looks like that mesh can be fixed just by joining them both in one object, then selecting and moving them a bit and then just merging the dots to make sure its one mesh instead of two different ones
no...they cant be thats why im asking how to draw the lines
shrug.
@sudden tapir Go to side view (3 on the number pad) and make sure it's in ortho view (look at the top left of the 3D viewport, it should say User Persp, needs to be User Ortho, press 5 on the number pad)
Mesh in edit mode, press shift+k and that'll let you cut edge lines.
^this. also you could attempt to border select those tops, then flatten the border loop selections on the Z axis and then drag down (proportional edit as well to bring everything else down)
Original character, Rich Hari by Ricardo28roi: http://www.blendswap.com/blends/view/66838 In this tutorial: Learn how to make and pose facial shapes in Blend...
@warm robin
Is it hard to add say.. a Light Saber with the sound effects and beam? I can't find any tutorials. Help would be greatly appreciated!
@finite trellis it be same method but best way to make blendshape for lightsaber will be make blendshape for the beam part https://www.youtube.com/watch?v=wsaGVhIVSf8
@upper kiln Is there tutorials on how to blendshape ?
if you watch the face shapes basic teach you how it works
This short (8 minutes) tutorial will show you all you need to know to be able to make blend shapes in Blender. It is actually very simple once you see how to...
shrink the beam blade then use blendshape to make it grow
Alright thanks i'll look into it 😃
anyone know a place to get models?
devianart
yeah
I have absolutely no idea where to ask this, but how can I convert a .spa texture to a normal, standardised format like .jpg, .tga or .png?
@mellow zinc what's it from? I have not heard of that format
Me neither, hence why I'm so confused, I think it's not really important as I done some research, MMD uses it, so I don't know if it's relevant for this channel's topic. I think it's an animated texture file with transparency. Hence why I cant easily convert it to tga or png.
there just use to make stuff shine you can use different shader unity
to make look like crystial
Yo, can anyone here show me how to make animations for my model?
Like, blinking and all that
hey um.. new here
does any one know if i can remove shapekeys on body or clothes of a model?
i intend to decimate that part
would any thing bad happen?
you can deicmate hair
so hair doesnt need shape keys?
I had to delete a lot of a model in blender to get it under 20k. now when i export it to fbx, it's completely distorted like a mutilated abberation. can someone tip me off why this has happened please
ur bones r wrong
how can i fix it @spiral sigil
is it from mmd?
yes
use cats plugin thats in the pins its the easiest way and works so far for everything ive tried
left is how it is before, then right is after exporting to FBX. its probably something really simple that i dont know but as a beginner id appreciate if someone can tell me or give me a little hint as to what i have done wrong here
did you use cat?
i did, yeah
hmm
i deleted a lot of the mesh but there are no loose points anywhere which i thought might've been causing it
so im stumped
yeah theres nothing
then if you go and export it over to unity it shouldn;t look that way anymore
shouldn't*
the .fbx file I mean
show me
and open it with
Unity
cause these are how mine look:
So I'm sure you messed up a step somewhere
i know I've messed something up but I don't know what
the mmd pmx ?
just gimme a second
its after lowering tris that its screwed
im gonna make a new projec
project*
and fix this
just to make sure, you have mmd_tools, mmd_utils, and Cat, right?
all three?
yeah ive used it before on other models
yeah
yeah you just need to put it to a setting that doesn't do that visually
decimating it removes polygons
you can't just set it to lowest
I haven't put any modifiers on it
yeah you have
you said you lowered the tris
which is decimation
that's what's messing up ur model
I have done this manually by cutting pieces off. Do I still need to switch a setting somewhere?
maybe ill just call it a loss and move on..
alright
but this is after you've got it under 20k?
it worked for me to before lowering it
gimme a second
talking with the fam
the wings take up a big majority of the tris
i got a good 10k out of it
it makes it look ugly as all hell though
yeah i just removed them completely in the end
no
anyone know what causes texture degradation when importing to unity? Doesn't matter if the model is edited, decimated or in original format, some of my model just loses details and tri's for no reason that I can understand
did you import it through cats?
it's missing the front part