#3d-modeling
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Wair whats mmd tools
How do I get 2 meshes again
You should join everything that's deforming (the body basically, rigid props and such don't count) into one mesh with ctrl+j
I have a quick question regarding a visual effect I'd like to make. I have a character whose eyes glow, but he wears opaque glasses so they typically aren't seen. Is there a way to make his eyes always render on top of the glasses despite spatial position?
Yes, shaders. Pretty sure there's a way to change the render order for an effect like that.
ikd if this is the right play to ask about blender but, is there a way to "lock" vertexs so that they are not affected from the radius of proportional editing?
Hiding them should work (h key)
h
Oh worth noting is after unhide them with alt+h
@latent charm @royal violet ty guys
yw
Any recommend tutorial for writting custom shader in Unity5 ?
@bold pebble i think its a question more suitable for development-advanced, but probably you need to be able to program in C# or similar i would guess
Yes I can write some scripts in C# so I'm wondering if I can write one simple animated shader for my model
thanks
@bold pebble https://docs.unity3d.com/Manual/SL-ShadingLanguage.html
Info on shader languages in Unity.
I don't believe you can include any C# stuff though, due to vrchat's scripting limitations.
@latent charm do you know if unity accepts xml models
https://docs.unity3d.com/Manual/HOWTO-importObject.html
If it does it'd say so here, probably.
Oh phooey
Doesnt
i was gonna try and use some rbxm files
but ill have to convert them firs
Convert models is such a process even with A tutorial. fml
What model are your converting
at first a pmd
But im gonna scrap it
cause the scalling is too high
I dont even find models to actually worth with
that alone is vexing enough
Now im at the point of startin from square one and just creating a model.
Pmd is mmd model
would it be easier to just start from mmd then convert from there?
I just use blender with mmd tools
thats what im trying to start on. but finding models is a hassle.
Deviantart is your friend
A friend hiding the goods.
Yeaah
What is this and can i change it into a mesh?
๐ค
like that's the model but for some reason that little bit isn't mesh
It'd probably be best to teach them, not to do it for them
That way they know how to fix it next time
is fbx file fine?
@raven ridge Go into edit mode, select all of the meshes and do ctrl + J
you can select everything by pressing A twice
that'll combine everything into 1 mesh
Jokes are supposed to be nice..
What do you mean it's not a mesh
@raven ridge Click that and click object mode
Then click A twice
and do ctrl + J
Np
also tanner
Yep
Ive made a lot of progress on modelling side of tjings
Im working on a head for a model i ripped
Because it didnt have the head for some reason
wanna see
Lol
the reason i said it's not a mesh is cause it wasnt selectable in edit mode so i didn't know what was up
I had to go ingame and take screenshots to model it from
The reason it wasn't showing was because it was hidden
you could do alt + H to unhide everything
in object mode
Cool @royal violet Sounds like you're making good progress
Yeah, just having a bit of trouble with her forehead eye area
Huh, this Mirror modifier just suddenly doesn't show anything on the other side of the axis
Actually it does do something but right atop the object
and it's not anywhere near X axis
any ideas how i can fix this?
The meshes aren't connected together
you're going to have to merge the verticies in blender
Lol
If I'm making an anime style character, should the eyes be flatter than, like
eyes
and yeah that pichu looks like it's a robot with mechanical jaws and the actual face is just a disguise
lol
Zamary
hmm
Wanna call me in the DM? i'll show you how to merge veritices in Blender
to fix that problem
Lol
was just going to eat, after?
Sure
Same thing happened to one model I have
Helping people is good :) All I do now is just sit here watching you guys until you need help ;) lmao
I could maybe use some help but I'm not home to check all the settings in my unity project
Depends on what you need help with :) lol
I wanted to add a transparent image as a flat plane over my characters face almost like a mask, but in game it only renders in front of the mesh of my model
If that makes sense. Like the image is cut out in an outline of my avatars silhouette
I think I understand what you mean
i need some help removing a few things
they are some stuff that are connecting in between the feet i want to remove
how do iremove it?
the obj is connected to the rest of the leg
so i cant do anything
Pictures?
Not enough information from "they are some stuff that are connecting in between the feet i want to remove"
Just send a picture
Did you try going into edit mode?
yeah but sculpting is just fucking it up
like spikes everywhere
is there an erase tool?
or some shit like that
Don't sculpt
what should i use?
yes
Go into edit mode, select the verticies and press X -> delete verticies
Numbered of what you should do
How to go into edit mode
yeah but thats connected to everything and when i delete all of it is gone
wait nvm
i got it
So select 1 verticy
thanks mang
also
make sure your origin point is in the center of the model
the orange little dot is the origin point
Can you help me with merging now?
how do you manage the origin point?
if i move the model the origin point moves too
also if iwant to scale some vertices how would i do that
i accidently set my mouse left click to delete vertices how do i change it for a?
nvm
it doesnt matter!
thanks btw!
now only problem is that the thumbs are super long
hlike really long
fix?
also how do i input textures?
all good
Shoot me a DM
I suddenly can't scale or rotate things in Object Mode in Blender, what did I do
nvm fix'd
Would anyone mind Typing up a check list of things i need to do when converting an mmd model for unity?
https://www.youtube.com/watch?v=7P0ljQ6hU0A @meager token
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
can someone tell me why some models have several layers? for example i go into tab mode, delete the faces of my skirt and their is another layer of faces directly beneath it
@nocturne marlin it can be for many thing for damange effect for example
if you every play game with damanage effect it layer of mesh
that get remove in games
some game use swap face for 2d face
vindictus model have serverial verison clothes be ripped
on model
how they do that in vindictus if every get hit that layer will disable the mesh
is there a way to remove them easly because under certain light situations you can see it clipping (very bright areas/or very dark) https://gyazo.com/7ec54cb5e927d9a9efcc0d8f32938a4a
norma light: https://gyazo.com/85b714c2f68a2c31fe55d57bd069c362
@rich lagoon 0 vertices its different layers basically, really annoying
Different layers in object mode?
try pressing A twice in object mode to select everything and do ctrl + J
go back into edit mode and remove doubles
its like this https://gyazo.com/960eaf3bc6f011ac5fc69c4c2f5ce8b6
One part of my character would make an edge loop
that would go from chin to cheek to eyesocket to ear to back of head
Random question, I'm looking for weapons for my avatar, but I don't know what they are called to even start looking for some >< I like 'Tron'~ish style weapons like this https://hinatatas.deviantart.com/art/Yukari-529333463 and http://pm1.narvii.com/6297/87126453effe5117b72d6dbc5d5aa0a6558873d3_hq.jpg is there a specific name for these?
@spiral sigil mostly like took idea from phantasy star online 2 game for that weapon http://www.pso-world.com/images/news/11-18-11/pso2-sword-concept.jpg
Wow, thats actally really close to the style I was looking for
hyperdimension is all about console and video game refence
they take idea from phantasy star games
You've ruined me! now I'm going to have to learn how to rip and port ><
Well, I got the chainsaw decimated from 60k to 2k but it really took a beating
OUCH
Hopefully after particle effects i'll look ok again
it'll*
Actually, hold on, all I really want is the red smooth 'tron'~ish chain, I should look up how to replace the chain from a different model with this ones
Where can I get 3d models?
I'm ok with how this hair turned out I guess
I mean as long as nobody checks out the amount of tris and missing faces
how do i connect it ,-,
im very newbie
when i create face it become very weird
connect it? you mean merge 2 vertices?
ye
@shrewd marten ok so you select them and then press W and select Merge
ty!!
where can I find a model for a meteor that is cut in half?
sephiroth's meteor for a point of reference
get a model of a meteor and cut it in half
So I have this avatar and Im wondering how I can change the basic shapekey. Her mouth is open and it looks kinda weird. Not really sure how to close it.
If I only plan to use actual textures on very few areas, and just materials for color on most, should I separate my model into multiple objects and unwrap just the ones that want textures
There is no vertex group for the lips. And the lips are way too complicated to individually select verts @upper kiln
Is there any way to get unity to use the toon and sph textures as well instead of just the standard diffuse texture?
@pulsar night https://www.youtube.com/watch?v=H_VkwE0B854
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...
just watch that show how to move
vertex
that how i learn blendshape
If I only plan to use actual textures on very few areas, and just materials for color on most, should I separate my model into multiple objects and unwrap just the ones that want textures
Can I cut my whole model into multiple objects just like that
or will there be problems later on
I'm just overall having trouble understanding how the UV map works as a whole
damn that guy's a CG master
@sand dirge if you separate your mesh into multiple objects itโll be really bad for performance.
So do I have to connect everything together
like if I have a hat do I have to connect vertices and edges and create faces, rather than just ctrl+J
As long as they are joined everything should be fine. Connecting everything is not necessary
You can add seams to areas you want to add to a UV map and then select them and unwrap them
I tried, yes, but it's going to take a while to get it into any proper textureable form
Plus I would've preferred to have some parts just be a blender-made material, not something I'd draw by hand on an image
UV mapping takes practice
Also, using too many materials is also bad for performance so Iโd try to limit them
So I can use both textures from UV map and materials?
I guess it's just through assigning in edit mode after selecting the specific parts?
Indeed
Also, I rearranged and scaled stuff on the UV map and was planning to export it so I can draw on it, but will it stay like that
Seems like touching something resets the UV map at least, so what do I have to look out for so I don't have to rearrange and scale everything again?
As long as you save the blender file it should remember any changes you make to uv map changes
Just remember if you are making any changes to the image file, that needs to be saved separately
Alright, thanks a ton
Huh
Now I'm in trouble with modifiers then
wanting solidify on some but not whole object
wish I could make a proper face
and gotta figure out what to do about the no-longer-solidified parts
Would anyone be willing to help me out with a little modeling, Mostly backface curling which has been an issue for me. My face or mesh is one sided so when i import into the unity game engine the normals disappear on one side and of course show on the other. I've tried to flip normals, can't do that as for it will still do the same thing but on the opposite side. Tried doubling does nothing once so ever, and the modifier soildify, whch doe work if i keep the materials separate. I don't want to keep them separate as that's just making people pc have to run harder for draw calls and everything. Once i join them back i lose the solidify and it's right back to normal with the backface curling issue. Hope i said enough to help a litte, I really want to get this fixed but i can't seem to find a way. Thanks.
Looks like a uv mapping issue, but i don't really know much about uv mapping to help.
hmm
@hybrid kettle You need a face on both sides, so extrude a bit and then recalc normals so there are faces on both sides
extrude > right click > alt + s
or
make sure the object is unwrapped
Thank you, i will give it a go. have a few models that have that issue and just can't use them because of it.
tab into edit mode, select the faces, press F9 and click the twoside option
or you can use the solidify modifier
Which adds depth
My olny issue with the solidify is it add more un needed verts for models that already have over 60k faces. so it's harder to get it under with decimate without losing so much detail.
option 1 doesn't seem to work for me any time i try it. but i will try option 3 as for the second one wont save when i join the materials back together.
You have to have the faces selected
Just go into face mode, select the faces, and then select the check box
So the double sided still won't work , even after going to edit mode selecting faces option and selecing all the faces. I can see it does something, but once i click back on backface curling it;s still the same.
maybe i'm just doing something so simple wrong lol
extruding works though.
You don't have to click backface culling
Backface culling doesn't do anything outside of Blender
@hybrid kettle
Well in unity the faces will flip so i use backface curling to see if i have any meshes that are one sided.
So can someone help me out on adding the perspective tool back on unity ? Im trying to turn my model around but I cant do that without it.
Hey guys, not sure where to go for this, but I can't quite get the texture on my prop into unity. Not sure what exactly is going on but I made an atlas of the prop, put it in unity first, then the model, but I still get a grey prop.
I'm not sure if this will help. I'm completely new in Unity, but I've read a fix to something about missing/gray textures on a wikia page.
http://vrchat.wikia.com/wiki/Quick_Start_-_Mixamo_Avatar_Creation#Step_One:_Starting_off_with_the_VR_Chat_SDK
Should be on part 5.1
Eh, sort of a fix. Thanks for the help though. Gave it a texture, but just took the UV Map and pasted it on.
Maybe the issue is that you're not supposed to have a UV Map, but I cannot seem to find a prop of Megumin's staff.
Does anyone here know about crowbar
the source tool to get files from valve games
I need assistance
I'm trying to cut down on a model's poly count in maya but it looks horrible whenever i make any changes
@royal violet I use Crowbar ๐
screams
whats with all the edgeloops on top?
i created a bridge with divisions ohrgrgreg
i didnt feel like making a nurbs curve
just delete them please... i can literally hear my game dev teachers screaming at me rn
then again, nice stuff ๐
ayy good ๐ although i must say i can feel your pain, maya can be a bitch ๐
maya owns me and punishes me daily
im making a kitchen scene, i already made the fridge...
anyone around?
hewwo
meeee toooo
๐ poor person
are you experienced in maya? x_x i might come to you for homework help..,,
oh oops
i owe u my life
hahah ๐
im a dying computer animation student
im in my 3rd year of game development as an artist, i feel your pain
and your lack of sleep
ohhhh good luck good luck
๐
oh stop it xD i dont even wanna start on that topic
LOL
i just avoid them xD
theyre so....
ugly to work with
ieghvegert
any tips for making the top of a screw
the little + indenture at the top
probably best to use normals/height map for that
but if you wanna actually model it
get half a sphere, low poly, multicut tool, hold shift or ctrl for edgeloop mode and cut a plus in it.. then just use extrude and put value negative
:OOOOOOOOO smart
i knew it should be a negative extrude...
but i wasnt sure about the rest thank u
Just diving into character modeling and finished my first anime head https://cdn.discordapp.com/attachments/385235916697894915/399101260227280896/unknown.png
wanted to see what yall thought
oo cool, its very crisp,, nice wire frame
something about that part by the mouth bothers me, it might just be the shading though
the lower lip might be too pronounced
im really glad im not the only 3D modeling student here
๐
Not a student, just never done characters, environmental/prop artist ๐
Bach in Game Art & Design (self taught though) and work on a game while breaking into the vrchat world ๐
working on a few UE4 projects
wooo congrats!
Appreciate ๐
nice man!
aa thank u ; ;
i have yet to model characters, i only do objects and scenes so far
i do model characters in MMD buuut
that's obviously pretty elementary compared to maya and the like
ive done a character in zBrush
oh the pain
#sendhelp
ill just stick to environments/props xD
anyway im off
have a good one guys
good night buddy
so, I jerryrigged a solution
I put the head of one shark on the body I had
seems to work fine
is that Mayhem? :o
Anyone know the best way to connect a hat to a mesh and armature without messing up the mesh at all? In Blender
I have some belts on my character I'd want to use solidify on but as it's a single object
Vertex groups are the way I assume?
Also I uh
I might want help with the face through DMs
Solidify doesn't seem to work very well with mirror over the axis
or maybe it does, just had to move the parts around a bit, huh
Anyone know how can I remove those eyelash ? it is really ugly
or if there is anything I could do to avoid this when it is no longer in blender
Well crap
The character's front hair is mirrored and I don't know how to exclude it
since mirror doesn't seem to accept vertex groups
Okay so this weird crease along the axis appeared again
assuming it's caused by mirror and subdivide modifier but I properly have mirror before subdividing
It wasn't there two saves ago and I didn't touch the vertices along that line
or actually maybe I did
I was gonna say I touched her chest but that sounds inappropriate
Well the front hair I don't want to mirror is still a problem
WTF the crease is caused by a solidify affecting a vertex group
I guess I should just, like
not use solidify
So apparently putting mirror as the very first thing and only then using solidify and then subdividing works
Should I just have subdividing off for the actual avatar .-.
qt
Merci, it's for a commission
Apply the mirror modifier and then add a subdivision
Either that or keep the mirror modifier and go into edit mode, select everything, and press w and subdivide
My ambient occlusion just paints the whole thing black
I don't see the baking process in real-time but it takes over a minute to do
and I still have no idea how to handle the front hair as I don't want it mirrored but I can't leave it out of the mirror modifier if I make it into a single object
Everybody's posting pics of models with asymmetrical hair
:<
So then make the hair it's own mesh and remove the mirror modifier
Select all of the hair and press P
Separate by selection
@sand dirge
I was told here I should keep everything single object
Well you can rejoin the hair and body when you're done with the body
Make sure you apply the mirror modifier to the body before you join the 2 though
You can join them by going into object mode and selecting both meshes and pressing ctrl + J
I'd recommend saving a backup blend file before applying modifiers... that way if you mess up you can go back
But, once you join the meshes make sure you join the vertices from the neck and body
That way it's all 1 mesh
does the blender material settings have any influence at all if I put over another shader over it anyway in unity?
If the shader colors the whole body, I'm sure it wouldn't make a difference
But if you have a toon shader for example you would need a material
...huh
Should I have used toon shader rather than diffuse
Didn't even know it was a thing
A toon shader is only in Unity.. you apply it after you import it
It just draws a black outline to the character
You'd still need a material for the character
Is there someone who might be able to help me improve my character's face later? It's just a regular human one (though aiming for anime-ish style) I built from scratch with half a day of modeling experience
I can't really say what feels so off about it, it just doesn't sit right with me nor few friends I showed it to
Anyone has an updated link to cubeds shader?
I think somehow i got my hands on an older version or a copy, things look very different from what im used to
@simple vine https://github.com/cubedparadox/Cubeds-Unity-Shaders
why thank you :^)
is there an easy way to find a spot on ur atlas using the model
my texture is messed up and i have to fix it but i dont know where on the atlas its supposed to be
how do I get my textures to work in unity? there's no option to open an image for any of the shaders on my model...
they're all greyed out
okay dw I just had to extract materials all good
is there a way to make the ponytail not standing on end?
in the mesh or something
or bend the starting bone down
if the bones are dynamic they'll automatically fall when you import to VRChat
Shouldn't matter if the pony tail looks like that or not
Dynamic Bones - 20 USD on the Unity Asset Store! http://u3d.as/7fH VRChat Community Discord: https://vrchat.net/discord Download VRChat! http://store.steampo...
i've noticed particle systems get smaller as you the camera gets closer, will this translate into vrchat
@sand dirge you have a picture of the topology of your model?
@last hinge Not a very updated one right now, I think
Not that I'm sure what that even means exactly
Latest pic I have of it and it's outdated, I said "later" because I'm away from home for another two hours maybe
also that's a censored face so doesn't much help
Oh well here's something but again, old
Smoothed though so no proper topology (I think??)
well you aren't defining any forms..
chin/lips/eyes, the planes of the face
eg.
planes of the face
you can use simialr meshes and pull it to a realistic shape or an anime shape/animated shape
but you'll still have the same underlying forms/polys/curves defining features
This one has example of face toplogy on a stylized character.. its high polycount for vrchat but you get the idea
This is deformation & articular joint test of my base mesh for Pisciasa. Did several quick test using default Voxel skinning at 128 res, no manual weight painting just yet. I move back & forth several time to find the best optimal combination of topology flow and articular joints position to maximize linear-blending skinning results.
The colored lines of the model are just aid my process of specify the topology of the model, red line indicate the most important loop, Orange is less important but a should-have if tris-count allowed, Black line is the middle lines to separated model in half or quarter that will help with the UV seam later.
Better result will be able to achieve by the further use of weight paint fixing and corrective blendshapes .
Full project available here : https://forums.cubebrush.co/t/artwar-2-3d-pisciasa-of-the-deep-darkness-phungdinhdzung/4409/36
I'll DM you a proper picture once I'm home, is that fine with you?
sure
Will have a look at those too, of course
Like this has really nice facial topolgy on a 10k polygon character from league
This is Riven's Dawnbringer skin for League of Legends! It was a ton of fun to be a part of this skin's creation and I really hope people enjoy it. The team that worked on it did a ton to make sure all of the animation cancelling functioned properly and that it was easy and satisfying to combo with her.
Apologies for not posting in so long! I'll make it through the backlog eventually.
Original concept art by Charles Liu, Animation by Tom Robbins, VFX by Brian Vinton, SFX Jayvon Rymer, and splash art by Chengwei Pan and Alex Flores.
https://www.artstation.com/artist/pan
https://www.artstation.com/artist/alexflores
click the play icon and you can look at the model in webgl hit \\ and click on topology can you can zoom in on the face
You'll find a lot of artists will start using similar edge loops and layouts for facial features and then sculpt/push and pull the porportions
eye treatment will be slightly different if you want to do the MMD style anime eyes where you punch out the eye holes and have "cups behind" them with little nubs for the pupils sort of thing
Anybody know how to import a Unity .fbx into Blender? Whenever I try, my model turns into a weird blob
someone knows how to get rid of those black things in both eyes? I tried something, and although I managed to delete those black parts on the inner part of the eye, the color in the outer part of the eyes isn't white as it should be, instead it is pink, someone knows how to solve this?
it looks like this now
@tight tartan If its black. Its probably ment to be transparent. Meaning there was something either white behind it or it would be replaced by a white texture. Also if you see something thats pink and shouldnt be. Its because either you dont have a material assigned to it or its just not present.
that's the "pink" thing I was referring to
That looks like that stuff behind the eye is suppose to be white
Did you just delete them or did you color them something diffrent?
no, I changed the transparency to the minimum and now it is like that
I crreated an atlas and then I changed this to 0
Bring it back to a hundred. You just need to assign those parts in the model to something white
do you know where to do that?
because I tried clicking and changing many random things
Fist youll want to select everything thats ment to be white in the eyes. In my case these areas are seperated from the main mesh so I can push ctrl+l to select them. Then youll come over to your materials tab and find the correct material that corosponds to this and click on it and asign it.
Youll want to select all the parts in the eye that are ment to be white and then assign the proper material to them.
I thought tris were considered bad practice and then you post a model that's only tris
eep
Already selected everything and clicked those things you tolde me, it is still there, am I missing something? First I tabbed, then I selected the things I want to change, then I clicked "EyeWhite" then went to the shading tab, ticked the backface culling, clicked "assing" but iit is still there
...I am a complete dingbat, This stitch looking sonufa gun is over the polygonal limit about four times over! DX
btw, thanks for trying helping me
back to the drawing board
I don't use blender and I have someone asking me
does blender have any features like this.. where you can template a old model and just redraw your polygons/topology on top of the old model as a constraint?
Like this?
Found it...
Support my work: https://gumroad.com/zreinhardt Video auf Deutsch/German: https://youtu.be/LAJO7Z5wXKg In this tutorial you will learn how to set up everythi...
everything selecter
does't look so bad for a first timer on blender i would say.
https://gyazo.com/181c9bc504a41c11240c00555d9be039
Can't Figure out why my texture is only broken when using a Blend Shaped Model.... Feels like the textures have somehow been applied once for every single blend shape, thus making it completely black?
Any idea on how to reduce the face ?
It definitely seems like Niko
I already saw one Niko in VRChat though
Eyes not big enough
It looked better then this one for sure
It's like they tried to make an anime character look like niko
:think:
:GWchadMEGATHINK:
:megaKappaLULthinkonator:
how do I do the rainbow cubed shader? x)
rainbow cubed shader?
do you have a link to a GIF? i could make an attempt at replicating it
Why do I have multiple vertices moving when I try to move a single one
proportional editing mode is off
honestly, i'm bored af and already started trying to make an interesting rainbow effect
WTF just look at this
If I link these two (or the ones next to it or whatever)
boom
I have mirror then subsurf then shrinkwrap on the object
oh nevermind
after disabling shrinkwrap in viewport it shows the vertices are actually inside the damn head
trying to create fake bones for a model, using 3ds max, anybody got a good tutorial for that?
@spiral sigil I had the black thing happen going from Houdini -> Unity so it could be a similar issue I just assigned a new shader and populated the abedo value with something
eg.
I'm like whelp whever, it works after assigning shaders so...
if it still happens it could be a winding order issue.. iun which case you need to reverse u/vs or toggle that switch on the shader maybe.
was everything modelled and rigged and blendshaped in maya or was parts done in another package
?
can anyone help me even understand blender
@snow peak
the head and the body are seperate. is there a way to attatch them together?
Extremely new to making models. I downloaded this model off of sketchfab as an OBJ, and was wondering if 1. It comes present with the proper bones and points so I can upload directly to VRChat and 2. How to get the chain and lantern into his hands.
Is this too big of a project to start with?
https://gyazo.com/b970bd2ffd4f975b5720feb433ac12b6
thx
@sacred mist THat's a pretty advanced project to take up if you never modelled/textured/rigged or done game engine stuff before. I'd focus on just getting the character working first, ignore the props until you are comfortable.
ok, thanks ๐
Anyone know how to join a mesh and make sure they unwrap as one UV mesh?
Guys, i need dab animation in .fbx, can not find it on mixamo
Question: If the textures of my model are connecting to eachother
What should I do about that?
so I wanted to add something extra to a whole model, anyone know how to add something not part of a model to that model?
like, add it to that objects heirarchy
So
when using dynamic bones that are like, for hair, would they be connected to the rest of the armature?
or would they be standing on their own
@exotic loom Make it yourself :)
im too lazy ๐ @rich lagoon
and i'm already saw it in game, thought
it exist somewhere
Everyone here is too lazy... 90% of the questions here can be solved with a google search and a look at the first link
i really was trying to find it meh
thank you anyway @rich lagoon
btw have a problem with export into game
can not add second avatar, it always replaces the first one, as a result, I always have only one avatar and no more than that :
I thought it was because I was doing everything in one Unity project, but this is not the case
It's my first time making an avatar and I've made it to unity, but the atlas I've created doesn't wrap right in unity it just looks like the map is layed flat against the character. Any suggestions?
question
damn that neck looks thin
If I have a model that is using multi/sub material
and unity only builds one material do I need to do something with the uv
its perfect
whats the best way to make ur world collided instead of putting a much of box colliders everywhere
If I want to export my charlacter from blender to unity what format do I need?
Click the link and it'll show you how to get there
thats an unfortunate typo
lol
lol
Hm so i'm new to 3d modeling, and i'm trying to figure out how i would remodel this
and shape it to fit the grey alien from VRchat
Would that be possible?
Wanna have the body shaped for the alien, so it doesnt look weird, then make the hood bigger and have my aliens head under the hood
What program are you using?
well the cloak is on blender, but whenever i try to upload the alien to blender it doesnt turn out to well, I'm completely new to this so maybe i fucked up
i was following a guide for VRchat, but it doesnt help for what im tryint to do
nvm fixed my issue
Editing th cloak is pretty easy just search for some guide but for the alien.. I'm not sure
i need to be able to compare the cloak to the alien so i know how to model it, but the alien model is messed up when i import it, FeelsBadMan
.fbx
Did you tried opening a new blender scene then File>import>.fbx yet? and copy the cloak in after that.
Sorry if I wasn't much help as I didn't mess around with importing .fbx much
So I would guess either the .fbx is broken or the thing is hidden...
Or maybe a material problem
ye idk, i got it from the unity store
how to import fbx into blender <Google that
When i use the inspector on my texture atlas (thank god its working now) it brings up TextureAtlas Import settings instead of the normal settings https://gyazo.com/26e3e032955e262c6f1349a813526585
Look at my Kylo Ren!
I sculpted him in Oculus Medium
I'm so glad he's done! A very thin part of the middle of his scar glows very faintly in the dark.
I'm going to make a normal Kylo Ren and a W I D E Kylo Ren.
hello, ive got a question and i am not sure if this is the right channel to ask. i am rigging a model in blender and i noticed the toes of my character are inside of eachother while in a T pose but when the legs move the toes stay stuck and stretch as if theyre one part. is there an easy way to seperate them?
Post a pic
What do you mean they're inside each other? All of tghe toes on one foot?
Finished this thing. Took about a week, so it's not the best or largest scene ever. https://lumoize.artstation.com/projects/EyWA4
The Abandoned Alpha Base Airlock 1 has been out of service for quite a while now, with it being a (now) fully manual airlock. So if its not been used in years, then why is it powered up, and wet?
This was a week long project I made to test out some new techniques in Substance and Unreal.
Just a portfolio piece. and is it still a "Render" if its real-time ๐ค
๐ค
Well I just noticed the pipes looked pretty low poly, so was just wondering if you were planning to make assets or something
Not saying it looked bad, it actually looks really good, but that was just one thing I noticed
Yeah I make everything in Unreal (Game art, ya know) So I make things game ready
Yeah
and it often do release my stuff for free as well, but they tend to be very specific
Nice
It looks good ๐ I like it
One thing I have a lot of trouble with is finding the right textures... wanna share your secrets? lol
Substance Painter is cool. And Substance Share is pretty good as well :P
@sullen zinc the egg shape in the middle as actually two round toes going inside of eachother
Messed around with substance painter for like 5 minutes lol
@rich lagoon try out substance amazing texturing program
Ok so, for some reason I cant move any of the bones in my armature
Is there a way to put the model in a T-Pose on Blender?
Fingers are bending inward and what not when uploaded to Unity. Just opt to solve the problem in one go in Blender than doing a trial and error attempt everytime. Saves me a couple minutes.
@spare musk Hmm, try redoing the armature maybe? My guess is they're both weighted to the same bone.
Hey guys, any idea on why this is happaning/how I can fix it? https://i.imgur.com/RVR5T0v.gifv
Not sure why the gif doesn't play in Discord but it does on the Link
@sullen zinc I was thinking that too ill have to check it
@modern compass Check weights of the Vert's.
It seems like there is a confliction between the Lower and Upper. (Lower arm seems to have a weight applied in the Upper arm).
Or possibly one vert has no weight at all. Not applied to either Upper or Lower.
Hmm, I actually just had to leave my computer but I'll try that. Just in case it's not that and you're not around, could there be anything else? @wary elbow
I'm pretty sure its just a misapplication of a weight. It's an easy fix, but you'll have to dig in there and snip it back to the proper bone.
Not really sure why I didn't think of weight, thanks for the reminder though! It's funny because I only realised the issue after getting in game :/
I'm trying to add an image to my character, are there any problems with just adding in a Plane via Unity and assigning a material to it?
i've tried that, and it's supposed to show up on my avatar with an override but it doesn't show up in mirrors or cameras and other players see it but only rendering over top of where my character model renders
also my character's pupils rendering through it, which is kind of scary.
From what I know, objects from animation overrides can never be seen in mirrors
How would i go about getting the map for where editing a specific part of a image would affect a specific part of a model
like it gives you the wire outline on a flat image indicating what goes where and how it changes it
something that looks like that
but how do i get to the point of how to make that kinda thing
??????????????
edit bounds on the "Body" of your model
@hardy bridge if you mean UV wrapping there are some guides out there
where do you edit the "bounds" ?
@hardy bridge you gotta look for uv mapping and texture painting
@rapid loom actually closer to UV unwrapping
Lol nice try.
RIP my time wasted on making and rigging my mech
is there a way to paste an image onto a part of a model as though it were a sticker?
yeah idk
Is there a guide to getting things from oculus medium with multiple layers to vrchat?
There's a video tutorial for medium models to vrchat
It's one of the first you'll find on youtube if you search vrchat model rigging
but you can include the word medium to be sure @sullen zinc
Ohdamn I'm ready for VRchat
I've been watching that video, but it's old and doesn't tell you how to get multiple layers to work. I'm going crazy trying to get this model to work.
Ah yeah donno how many people can help you if it's a medium specific thing
How does it export?
If it exports into multiple objects you can merge them in blender
@spiral sigil
Make it smaller. Those are over 5.
It does, and I have been, but every time I try to join them together then rig the resulting mesh, it gives me Bone Heat Weighting: failed to find solution for one or more bones. I got everything to work once, but tried to pose it into a T pose and this happened:
Needs to be 5 below
It's a nightmare.
I've resigned myself to combining them all into one model before I export it. The only problem is that the same thing happens when I try to pose it.
I'll just try to use this torn up model
๐
I love designing dresses
Cute :3
If anyone ever uses Oculus Medium to make an avatar, please for your own sanity use Mixamo's auto rigger!
Been trying to shave polys off the ISS model nasa has... still at 350 000 polys...
I've been so unkind to it
and yet it still has way too much
About 2 000 000
Nasa has super high poly models
Like if you popped them into the real world with the right materials they'd work right off the bat
Ok I give up
I got it to 130 000 polys but now it's deformed to hell and back
I'm just gonna make my own space station
It's gonna be like 10 times uglier
But atleast I won't rip my hair out
I'm almost done making the rig and the weight paint for the model
I just realised I can't really use solidify because it increases the poly count kind of a lot
I need help with this to finish, how can I possibly delete the purple dots on the eye and change the color of the outer part of the eye to white? I'm a noob and I don't understand a thing, if someone can help me, I'll apreciate it, or maybe send me a link to a video where they explain that
In blender, if you seperate materials with Cats you can select the purple dots and delete them
Check materials for the color, i guess
And as for the background color of the eyes, I wouldn't have a clue sorry.
And the dots are separate polygons so in polygon mode just delete them
Hey guys I have a problem:
https://gyazo.com/a99f80d224d5a6f04d01d920dbc88733
What is this error message?
I'll see id that works
ok.
Pm me a link to this model, i want to check myself @tight tartan
How willing would anyone be to help me create a model i have a concept for today? (fair warning i have no idea how to 3d model)
sorry but there are a couple more models I want to make myself first
@brittle island that airlock is super cool!
Thanks
Oh, this is probably the more proper place for what I'm asking.
Does anyone know how to create and properly apply textures in PMXE?
Luckily, it shouldn't be... TOO hard, considering the model is question is essentially like
5 Rectangles
but I don't even know where to start.
Anyone know why I would be having this issue?
When in Unity parts of my texture are not showing.
Hi, can someone help me change eyes color to something like turquoise color?
Hopefully someone in here can answer this blender question: I have a texture which has transparent bits. I want those parts of the mesh to actually be transparent. But instead blender just gets rid of the alpha and it looks like it's just replacing it with the nearest 0 alpha color. Which is obviously quite bad.
here's the settings on the texture
it sort of works if I enable transparency on the material and set alpha to 0 but
it forces everything to be 100% transparent or 100% opaque for some reason which is super ugly
yo how do people edit things on models like for example i saw a kakashi model with instead of hidden leaf symbol it was a number 5
is this the right channel for it?
is there guides too?
Hey does anyone know if unity accepts sc1 files?
I can't find a vrchat forum or vrc trader channel. Can someone make an avatar using my face?
is there a plugin or something for blender to import ascii fbx files
or do you literally have to manually convert them every time you want to edit them
ayyy 3d modlers, can someone make this a model and pm me it's important for science ๐
If someone makes it... It will be to powerfull... You will be able to defeat one punch man
^
i'm gonna ask again tomorrow, i'm gonna ask so often until someone makes it or i'm sick of it and make it myself lol
Try to ask it in vrc traders discord
There is a section for free stuffs, maybe someone likes the idea and makes it
gonna do that thanks
Also I got a friend who might be able to do it, he is a map designer, but I saw he had some models aswell, I will ask him tomorow if you add me on discord
aighty, thanks
now give it HUGE tits
anime big
if I can see the arms, it's not enough
what about the feet
nah, just let it roll
obligatory BUFFALO SOLDIER
ill ask here since its a modeling issue
any way to make that 1 mesh
instead of that mess
Can I pay someone to make me a custom model thats vrcvhat ready? Just let me know what you're charging first lol
Hello everybody. I'm looking for a model creator for a custom avatar. if anyone can help me, please adden and write to me :3 Thank you o/
hey i was wondering can someone use this player model to make my Profile pic an actual model for me?
good lord
Can someone DM me the VRC Traders Discord link?
^ Same
what is mixamo
how can i export my guy as an fbx?
how do i give him finger bones
@agile snow
Can anyone recommend me a character model with a suit and tie? Trying to make on with a special head
Does any one know if bones need to be connected to work in unity? http://puu.sh/yWzhm/adf95db6b1.jpg
@exotic cedar dont need to
Cool, appreciate it man
i've got the textures edited the way i want them to look, so now how do i export them out so i can put them on the model in unity?
Have you tried exporting as a FBX yet?
as long as you import the final FBX and all the textures into unity it should work fine
this is what happens when i do that
do your materials still have their texture image linked to them?
i don't know how to do that. literally all i did was import the model and change the colors of the materials
Select one those materials there then check the inspector on the right hand side
in the inspector there should be a label for (main texture)
I can't change the shader?
does anyone know how to dissolve/blend one texture into another in a shape key (Blender)??
Need a little Help idk how to get 2 textures to show up at once on my charater, When i click on the other body part the other half shows than the othr hald goes away,
Half"
T T does anyone here work in maya and is online?
I have a really quick question
nvm
Hi, can someone help me with this? I want to put Garaa in as an avatar but i've got some issues with transparancy etc.
And I don't exactly know how to fix it.
On Materials i've put the rendering mode for all of the things to ''Opaque''
Anyone have a good Midna mmd model
https://jakkaeront.deviantart.com/art/MMD-Midna-Hyrule-Warriors-DL-556110181 literally just search it and it comes up
@uncut shore thanks but im looking for the imp one โค
How exactly do you enable transparancy in .mtl files
https://i.gyazo.com/4914fe70f4d486b12215200587cc7cf9.png
Might as well replace particle
where is the best place to get models
deviantart
I am having an issue with the lighting on my material. I think it was because I played around with cubed maps sampled from lighting probes. Is there a way to undo that? Assuming that is the issue? The issue is that I have two versions of the same character with the same material but they look different when I upload.
@forest fjord 19,999
i have this really nice model that i want to use because its very realistic but it has like 47000 polys, i hope in the future it will get increased
how do I patch a hole in Blender? I have 4 verticies and I want to add a face between them
hey guys i have a model of rammus but one of his fingers is inside his chest, is there anyway to fix that?
ok, cool
@swift river maybe its a problem with flipped normals. Unity doesnt render double sided polygons
Could also be that you need to turn culling off in your shader which can be done by downloading the Unity shader source and adding the line "Cull Off" to the subshader section.
@lament pond you did that from scratch?
@sand wagon add an avatar descriptor to your avatar's game object
Yes @craggy frigate
thats quite something. i couldnt do entire humans from scratch, or rather anything too organic
Just takes practice
i am told to use skulpt, but i cant use that at all
and if i do anyhting else i miss making precise curves in polys
Really like the hoodie colors
I could never get into sculpting either
@spiral sigil yeah, I-m on Unity 2017
@tight tartan you need Unity 5.6.3p1 (https://unity3d.com/unity/qa/patch-releases/5.6.3p1)
fuck, well, I-ll start downloading it
My character looks kinda jagged and ugly after i decimated it help
Can someone give me the rundown on blender or a link to youtube videos on how to add mmd clothes or other accessories on models?
lots of what I find isnt about blender
I need a program thats going to allow me to edit alot of meshes really sloppily and easily
Any ideas?
Hi, Can someone give me Dynamic Bones for Unity?
Anyone here sells custom made avatars?
how2animuface, eyes mostly
If I don't use the dynamic bones my avatar will not move at all?
Dynamic bones is used to make things like hair and clothing sway and move in a natural(ish) way when you move around
Great model man really good stuff
oh, okay, thanks, and one last question, can I use an avatar I created by loging in to VRChat through steam?
Any clue how I can make the "lips" not be bright like this >_>;
they stand out too much
change the texture?
anyone else having problems uploading is it the servers ?
Does anyone know someone who could make me a custom model? For pay of course.
beautiful
Thank you
Anybody able to make a small little terrarium?
Looking to but a ugandan knuckles inside of it in my world as a cruel reminder once the sheity meme dies.
@lament pond Amazing
Very nice
can somebody please help me with this custom avatar stuff. I've tried to animate so many models with mixamo but I keep getting the same error about not being able to do something with the skeleton.
help, it says i am under 20k faces but unity says i have too many polys when i try and upload
Unity counts tris, not faces
Need to be under 20,000 tris
Welcome to optimization Crabby
hey i have a question - is there some type of "rule of thumb" with blender and scale to figure out a value that represents a specific height? for example, 1.0 would = 6 foot, etc. (not sure if that made any sense)
No it's random
aw
Haha heโs kidding
XD
aw 2.0
Sry mesing with you
๐
@lament pond I only do zbrush sculpts, time to learn some major topology
basically my body is a little tall and i'd like to be around my real height of 5'7
just wasnt sure what my scale value should be
Retopology is fun
because im Stewie
XD Nice
Haha fair enough
๐
@lament pond do you box model
I connect the dots
@lament pond may i DM you, i have a quick question related to skinning
Haha gotcha
hey guys i selected some specific parts on the model mesh, how do i delete them on edit mode?
nice
can people sit on it?
nope lemme get bigger pic
1/10 you tried