#3d-modeling

1 messages Β· Page 40 of 1

tough fulcrum
#

so what if you just had a Toy Figure infront of that thing

#

:v

#

Hell I can get my old Commander from Toy Soldiers as a 3d model

pine panther
#

I wonder if you could use an anime figure?

#

Now that would be nice

tough fulcrum
#

Just get a lazy suzan

#

edit the mesh here and there

#

clean it up

#

golden

tough fulcrum
#

I Think its done

#

Comepared to the old one

spiral sigil
#

Hm

#

I think the texture on my model is broken

#

Theres a black line on the model but no black line in the uv map and no black line on the material file and the mesh is sealed

#

Iuno

#

atlas edges?

#

Hm

#

Possibly the seam

#

black linrs

#

Theres no red line for the seam

#

And the nearby mesh/uv/material files doesn have any black in it either

#

The texture windows for all the areas aroudn dont have any extra files/checkboxes

lime yoke
cursive wedge
#

Weight painting i blender will fix it

#

But you have to learn it, there is several videos about this from other modelers on youtube

static sun
#

i keep getting the urge to sit in my chair upside down

tough fulcrum
#

Question, I'm able to make the outer edges of my model as a finger pose no? (since im Mouse n' Keyboard) Cause Im planning to have the model without it's outer edges and use a finger pose to give it the edges so he dosent blend in some backgrounds

lime yoke
#

Yea I tried removing all weights in the shoulders and it made it worse. No idea what to do other than that. Everything else seems fine, the arms are painted correctly and bends correctly in unity and blender but in vrchat this monster happens. https://i.gyazo.com/94dc127d1fa882cf462e073084b08467.jpg

#

If anyone could point me towards a decent weight painting video or know exactly what im doing wrong would be greatly appreciated. Such a good model but bad clipping

upper kiln
lime yoke
#

Watched that video and some others but removing weights in the shoulder region doesnt fix it. The only thing I can think of is that the bones are placed too close to the chest. If I could just remove shoulder bones and break the upper arm bones into two bones I would feel like that would fix it. https://i.gyazo.com/65add011b49f7261cbf1fa04ab584e83.png If you look at this picture it looks like the shoulder is pulling verts from way to close. But if I remove that https://i.gyazo.com/574f6315b5710f68179db94983c697c7.png This happens and makes the arm float

#

I checked the upper arm weights and its fine

zinc furnace
#

I've merged a mesh from another model and set it to appear on a shape key

#

Problem is, it now appears on every shape key. Any way to undo that?

#

All I did was take the new mesh and join it with my current one. Both the current and new mesh had shape keys already.

#

I fixed it, I recreated the new shape key and it worked the second time. Weird. Had to separate the two models again to get them to behave

spare radish
#

Hey

#

Anyone done any parallax/heightmap texturing for their characters?

little spoke
#

I'm trying to apply a striped texture to underwear, but the texture is being projected along the wrong axis. This seems like it should be an easy fix, but sites tell me I need to UV unwrap it. I feel like there should be an easier way to do this.

spare radish
#

If the character's premade, each material should have its own textures and as a result, should already have a UV map. Maybe try going into some photo-editing or art software, selecting the section that looks like it should belong to the underwear and orienting it 90 degrees. You can also try drawing it oriented 90 degrees.

#

Know what an island is, in texturing terms?

#

It's a section of the texture which belongs to an area on the model.

#

If you do that, you may find the solution to the issue.

little spoke
#

I dont think the texture needs to edited. Here's two better angles that show the issue:

#

ALl that I need to do it change the projection axis

spare radish
#

@little spoke Do you have the model? Maybe I could take a look at it, if you have some problems.

little spoke
#

Yes. Blender is up

polar flower
#

I suck

hot flint
#

I thought the same thing for a long time

#

My best advice would be to watch how a WIDE VARIETY of other people model their things before really attempting it yourself

#

It seems like at this point, you have a pretty good grasp of how to navigate the interface

#

Now you just need to know the fundamentals that come with modeling

#

Maybe I'll make a video tutorial series at some point..

#

Something... Consistent.

#

A one-stop-shop

polar flower
#

hi

#

be 100% honest how noobish is this to you

#

it wont hurt my feelings, i have already trashed it

spiral sigil
#

I did the same thing when I made my first avatar

mossy quail
#

it looks like a chibi version of the guy in your profile pic πŸ˜„

polar flower
#

lol

spiral sigil
#

Lmao

polar flower
#

chibi mc butterpants

mossy quail
#

still good tho

polar flower
#

its my first ever

mossy quail
#

i can only model props πŸ˜›

polar flower
#

i think the side view looks god

#

good

mossy quail
#

it does

polar flower
#

but front looks weird

spiral sigil
#

You need cubed shaders

mossy quail
#

dem puffy cheeks tho xD

polar flower
#

its not shaded

#

i used mat thing

#

forgot name

spiral sigil
#

Oh

polar flower
#

do u liek chickun tendurs

spiral sigil
#

Nah

polar flower
#

:(((

spiral sigil
#

It looks like wax kinda

polar flower
#

chicken tendurs

spiral sigil
#

Buffalo chicken tenders

polar flower
#

😩

spiral sigil
#

Wym

#

Buffalo sauce makes everything better

polar flower
#

yus

#

i enjoy melted buffaloes

viscid axle
#

hello is here i can talk about model and avatar ?

upper kiln
#

@viscid axle well yea

viscid axle
#

last night i found 2 model from transformer prime series about megatron and soundwave..i search all discord vrchat i can found for see if both of them can become avatar in vrchat..those model are not made by me but by guys let's people to download the model the have made..

#

here the link if you want have look

noble berry
#

Is anyone able to help me with the whole concept of "bone" and blender itself, been trying out the program since yesterday looking through various tutorials but I don't know what's wrong with this model

mossy quail
#

dam

#

modeled from scratch?

static sun
#

progress

#

yus

mossy quail
#

great work

#

πŸ‘πŸ»

#

love the detail

static sun
#

its starting to hurt my CPU T- T

mossy quail
#

πŸ˜„

#

how many polygons?

static sun
#

12.5m

mossy quail
#

oOf

#

heh

static sun
#

i still have clothes to go

mossy quail
#

and i have problems decimating 100k XD

static sun
#

yeah

#

this should be around 14-19k poly when im done

mossy quail
#

dam

#

excited to see the result :3

static sun
#

fair few more weeks

#

i have a lot to do on it ^- ^"

hot flint
#

Best of luck!!! πŸ’™

spiral sigil
#

How many poligons is allowed..?

pine panther
#

19,999

#

Though you could go past that but I ain’t saying on how

spiral sigil
#

19,999 for a character.?

pine panther
#

Yea

#

Hey I never said I went past it on my character

spiral sigil
#

Okay

#

What program do you recommend to use..?

zinc furnace
#

Blender is probably better supported by the community

#

There are VRC specific tools available for Blender, such as CATS

#

But if you're at the point where you can model from scratch, just use whatever you're most comfortable with

spiral sigil
#

I use 3Dmax, but a long time ago...

brave dune
#

There are also some quality of life things in blender that 3ds max doesnt seem to have

zinc furnace
#

In Blender, is there a way to select all the vertices belonging to the head, and all of its children?

#

I can select everything in the Head vertex group, but this model has long hair and eyes etc, and I need to select that as well.

#

There are dozens of vertex groups belonging to the hair, I would rather not try and select them all individually. Is there an easier way?

brave dune
#

πŸ˜› maybe ask cats nicely to write up something that does just that?

small cloud
#

planning to use jaw flap or visemes?

brave dune
#

visemes

small cloud
#

to me it'd be kind ahard to decide, it would fit the theme to use jaw flap, but with visemes it's much nicer

#

also jaw flaw is ez to do, so I'd just go with it LOL lazy af

brave dune
upper kiln
#

@brave dune so you going to make bob to lol?

brave dune
#

considering this is my first model from scratch, i would rather avoid doing something like his hair for a while πŸ˜›

#

too bad i havent seen nomono online lately. he would probably get a kick out of this

upper kiln
#

@valid edge yea lol and Mechlai has his sister avatar lol

valid edge
#

This looks much better than the Reboot reboot.

brave dune
#

its pretty bad though that one of my better reference pictures is of a toy

#

that and youtube

#

and add some more curve to the "eyebrows" near the eye

#

but at this point, im mostly going for shape and worrying about fine details later

upper kiln
brave dune
#

i have the whole sereis on dvd

#

im just being lazy in finding episodes for detail due to mostly getting shape now before fine detail

brave dune
vivid crater
#

what a handsome boi bot

brave dune
brave dune
floral violet
#

^ was thinking of making this

brave dune
#

i am not looking forward to the texturing

spare radish
#

Just take the UV Unwrapping one step at a time. Maybe focus on the eyes, then the head, and then the arms, etc.

floral violet
#

why texture, the basic original model was just colored materials

gentle forum
#

Anyone have a good example of weight painting at the arm joints?

floral violet
#

.>

#

auto weight shoud be good

polar flower
#

i want to die

gentle forum
#

I tried auto-weights and it kept giving me errors :(

long zealot
#

Autoweighting will give you errors if your mesh is made of multiple separate parts. Try to combine as many of those loose parts as possible.

#

@gentle forum

gentle forum
#

I just had to do it all manually, managed to make it work nicely, but I'll keep that in mind next time!

sly basalt
#

[Blender] How do I lock an item(sword) to my hand? I recently learned shape keys to use in Unity but my sword doesn't follow my hand.

tough fulcrum
#

almost done, had to redo the model here and there but its getting to its final state

humble fern
#

Not sure if this is quite the right channel, but are there any places to find good free unity shaders? I'm looking for a cell shader if anyone knows in particular, but what would be your go-tos if you wanted to get something like that?

twilit venture
#

Not sure if I should be here or in the general avatars chat. I'm just starting to figure out how to create avis for VRChat. I am adjusting a free use PMX file body base. I fixed all the bones (there were so many extra bones) and re-parented the mesh so that it matches up with the adjusted bones. However every time I move a bone I get this weird crunching almost. If anyone knows how to fix it or if that's just something this base is always going to give me I'd love some help! http://prntscr.com/j78c7i

Lightshot

Captured with Lightshot

humble fern
#

sounds like a weight painting issue. I'm still pretty new too though

#

Maybe you deleted the bones but didn't weight paint them to their parent?

twilit venture
#

I assigned the vertex group to the parent bone. I have no idea about weight painting. I'll do some googling on that. :l

humble fern
#

go to weight painting mode, it's right there with object mode and edit mode. Then select your bone, and anything in red will move with that bone. Blue will not. Anything in between will only move slightly

twilit venture
#

You are a godsend. This looks like the answer.

humble fern
#

great!

spiral sigil
#

only few great people can do that XD

humble fern
#

what, weight painting?

#

Might be hard to do super super high quality stuff from scratch, but just fixing little issues that other rigs have is very easy

spiral sigil
#

any advice i can get, cause i made my first custom avatar (Also trying a emote custom made[Soon]).
i learn the basics, but can someone help me with tutorials that are better and in depth explanation

humble fern
#

are you getting stuck on anything in particular?

stable edge
#

pro tip: take it slow

hot flint
#

Good evening everyone

stable edge
#

evening!

hot flint
#

How goes the battle?

stable edge
#

on break

#

oh heres a question

hot flint
#

Oh?

stable edge
#

good bones and weights for face bones?

#

for visemes

hot flint
#

Hmm, I never bother to rig with bones

#

But just look up facial muscle anatomy, and Minnick that

#

Mimic*

#

I do everything manually with shape keys

#

Doing them from scratch with shape Keys allows for much more cartoony and exaggerated expressions

stable edge
#

ah yeah, i just need a jaw mostly

hot flint
#

I get a ton of mileage out of using the proportional editing tool

stable edge
#

ill look into it

#

thanks!

hot flint
#

πŸ‘Œ

#

So funny story,

#

You know that model that I just made right?

stable edge
#

mm?

#

what happened to it?

hot flint
#

I ran across somebody in game that had made an MMD edit of that same character

stable edge
#

ouch

#

i fear that

hot flint
#

And, apparently they were really butthurt about seeing the level of detail that went into mine

stable edge
#

ooo

hot flint
#

Yeah, they weren't too happy to see me

#

Not really sure what to make of the situation, but I guess that sort of thing is bound to happen. I just thought it was really uncanny with the timing of how recently I have just finished it

stable edge
#

very jelly

#

you make really good stuff though so it should be expected

hot flint
#

I feel bad, but I'm not even sure how to talk to them because I'm pretty sure that they immediately blocked me

mossy quail
#

wait, so you and a random person made the exact same thing in a similar time frame?

hot flint
#

Yeah, but theres was uh...

mossy quail
#

still, what are the chances

hot flint
#

Idk, it's painfully obvious it's mmd

mossy quail
#

πŸ˜„

hot flint
#

I feel bad though, because I do know how difficult the mmds are to work with

#

I know it probably did take them a lot of time and effort, but for them to just frown on me?

#

It did hurt

#

But it's all good, can't please everybody

mossy quail
#

yeah, thats not nice

#

but your stuff looks amazing πŸ‘ŒπŸ» just sayin

stable edge
#

pretty sure they were just salty

hot flint
#

I probably would be too if I were in their shoes

#

And thank you I really do appreciate it

#

It just makes me hesitant sometimes to put so much detail into my models when I know that it might make somebody else feel like there's is insignificant

#

That's why I kind of tried to do a pretty obscure character but, well , that happens

mossy quail
#

thats not your problem

#

it just happens

hot flint
#

I guess that's fair

stable edge
#

i get that issue

mossy quail
#

cant really prevent that

hot flint
#

Apparently they're part of a fairly famous streamer group as well

#

From what I've been hearing

stable edge
#

ouchhh

hot flint
#

Which I really hope that they weren't streaming at the time

mossy quail
#

okay, that is bad

iron stone
#

streamers

#

🀒

mossy quail
#

we need a streamer role in vrchat or sth like that

hot flint
#

I think the only thing that I would ever windup streaming, is my modeling process

stable edge
#

ah i agree

hot flint
#

Because I feel like that's what most people would want to see from me

stable edge
#

there are probably a lot of people that would like to learn how you model too

mossy quail
#

tbh id be really interested in actually seeing how youd go about doing a model from scratch

#

same thing goes for painting onto something youve modeled, or texturing

#

i cant figure it out πŸ˜„

hot flint
#

Mmhmm

#

It's funny, I do a lot of coloring as I go

#

I use material so that I can play with a pallet

#

Palette*

mossy quail
#

i tried to paint my stuff but got lost inbetween words like UV Maps and Stuff like that

hot flint
#

Yeah, a lot of that stuff is a lot more complicated sounding than it really is

#

I admit, for the longest time I wanted nothing to do with UV Maps

#

But with my methods, they're actually really tame

stable edge
#

^^

#

i used to be scared of weight painting

hot flint
#

I'm honestly still too scared not to use rigify when beginning my weight painting process

#

I start with auto weights, and then manually correct them

stable edge
#

ah same here

#

i just didnt want to touch it

#

at all

hot flint
#

For me, it's more so just the scare of all of the different joints

stable edge
#

agreed

hot flint
#

Hands and fingers especially

mossy quail
#

but honestly Polar if you start working on a new model from scratch, stream that to twitch and save it on twitch πŸ˜› id love to see how you do it

#

cuz what i managed to do what making a desk from a cube by subdividing and messing with faces

#

but thats about it

hot flint
#

I don't even have a Twitch account yet, I'm actually kind of been holding off on that until I move out into my new place

stable edge
#

im actually good with hands

#

well improving

hot flint
#

Unfortunately right now, I'm responsible for paying for both myself and my roommate..

#

So I'm not in the best situation to be devoting all of my time to

mossy quail
#

oof

#

alright

hot flint
#

Modeling

mossy quail
#

^^

stable edge
#

ouch

hot flint
#

I'm impressed that you're good with hands, I haven't really dived into doing a whole lot of customization with them yet

#

Though I will say, for this last Model I did have to do a lot of editing

#

What with there being two different sized hands and arms

stable edge
#

legs and such arent that good

#

but ive had to rig hands a couple of times so i had to learn

#

(didnt think of auto weights)

hot flint
#

I feel like where a lot of people get discouraged is they don't understand that each mistake is a learning opportunity

#

What used to take me a full month now takes me less than a week

#

Smolder only took me 5 days

#

Niflheim took me 13 days

#

As I continue to model more, I'm constantly learning new shortcuts

#

More effective and efficient ways to tackle things

#

Giving a little bit of time, I'm sure that I can complete two projects in a week

#

That is, if I'm not sitting there playing around with it in VRC

#

Hahaha

#

All this, and having to keep a day job and pay for both me and my roommate has been really exhausting

stable edge
#

i feel like i have improved too

hot flint
#

I'm sure when I get in my better situation, I'll be able to devote far more time to it

#

I may even start taking commissions

stable edge
#

its actually a really nice thing to be able to do

#

model stuff i mean

hot flint
#

🎡

#

Absolutely

#

There's something way more satisfying about building something yourself

#

Something in the struggle that gives you the satisfaction of understanding what it's all worth

stable edge
#

yes!

#

i totally agree

hot flint
#

That's probably one of the reasons I feel worst for that one player

#

Ugh

#

I'll get over it

stable edge
#

its all g

#

you really shouldnt think too much of it

hot flint
#

You're right

stable edge
#

if you do something well there will always be people who dislike it anyway

hot flint
#

Very true

#

Maybe I'll start thinking of some concepts of some original characters that I'm sure that nobody would ever make

mossy quail
#

sadly yes

hot flint
#

Maybe some extremely complex animations

#

I feel like I need to step up my game even more

stable edge
#

it can be nice having models that have mmd versions though

mossy quail
stable edge
#

i had to rig/weight a model that had a mmd counterpart and i got some pretty good reception

hot flint
#

Wow, rude

#

I've actually been told a number of times that my models look really weird, but I guess that makes sense compared to what it is that people are used to seeing

#

"this is too ___" "that's not enough ____"

stable edge
#

cerz the eyes are too high

mossy quail
#

?o.o

stable edge
#

of your model

mossy quail
#

i didnt make that

#

its a finished face

#

like i said its a slam stuff on and hope it looks good type of deal

stable edge
#

oof

mossy quail
#

and i think they look ok

#

most people said the hair is the worst part

stable edge
#

polar id say its mostly that theyre used too weeb stuf ahaha

hot flint
#

It might be because it covers too much of the face without leaving enough room for the face to show detail

mossy quail
#

maybe πŸ˜„

hot flint
#

You're probably right Jolly haha

stable edge
#

to weeb stuff*

hot flint
#

I don't take anything personally anymore, I just feel bad when I make other people feel bad

#

My goal is not to make anybody feel bad, my goal is to inspire other people and be inspired by others

#

That's literally the one reason that I came to vrchat

#

That's it

#

To inspire, and be inspired

stable edge
#

mm, its probably just the crowd

hot flint
#

It's all good, I honestly don't expect everybody to be taking this as seriously as I do

#

There are a few Diamonds in the Rough though that have really inspired me

#

I constantly keep touching base with them to see what new projects they're working on

stable edge
#

ooo nice

hot flint
#

I know a guy who's working on an inventory system

#

Where you can pull up and call objects from a database

stable edge
#

w/o scripts?

hot flint
#

Hard to say

#

I believe it's from an animator controller

stable edge
#

ah

mossy quail
#

damn

stable edge
#

they must be pretty good at their stuff

hot flint
#

Like I said, serious people

#

It's kind of sad, a lot of people complain that I hop around a lot

#

But it's because I'm a sponge, I don't feel right if I'm not learning something

stable edge
#

ah same here

#

need to constantly tackle harder stuff

hot flint
#

Yep

#

Well there's that, and then there's the fact of I don't know what I want until I know what I can do

#

The more that I learn is possible, the more I am inspired

stable edge
#

mm same same

hot flint
#

Generally instead of going to the most populated rooms, I'm always looking for the least populated rooms

stable edge
#

ah me too, but thats mostly for testing

hot flint
#

Mmhmm

#

Sorry, I'm realizing I'm probably just venting at this point

#

I don't think any of this has anything to do with 3D modeling

#

I guess suffice to say, I'm not exactly sure what my next project will be, but it should be starting soon

stable edge
#

good luck!

#

you always make good stuff so im excited to see what you do next

vivid crater
#

Venting is good every once in a while

zinc furnace
#

I have part of a mesh in Blender that I UV unwrapped, but some verts appear twice in the map. When I select one, I can only move both. How do I only move one of them?

hot flint
#

Good question rokk... Hmm

#

Have you been selecting then using L?

#

Or box select?

zinc furnace
#

It's only a handful of verts, maybe 6 at most. I manually selected them

hot flint
#

Try using L, coming from nothing selected

#

And using G to grab

#

L only selects attached verts

zinc furnace
#

That doesn't work, I think they all appear twice in the map. Selecting one in edit mode will select two in the map. Selecting one in the map will also select the other.

hot flint
#

Hmmm.... Curious

#

Try selecting those verts only, and doing "unwrap" again

#

Hopefully that'll separate them

zinc furnace
#

Ah there we go, that seems to have done it.

#

Thanks

hot flint
#

πŸ’™πŸŽ΅

#

Any time

polar flower
#

I liek eggz

static sun
#

more polly D: more details... more everything

#

its weird... cause its not enough T- T

spiral sigil
#

i don't undertsand how you can reduce that under 20k
better without caps

static sun
#

@spiral sigil Retopology ❀

#

i will post the Retopo after im done... you will see how much lower it will get in a few weeks

spiral sigil
#

please do, i'm really interested

vivid crater
#

oh, i was wonder why my model looked so weird, she doesn't have eyebrows lul

modern mango
#

πŸ˜„

small cloud
#

i was thinkingof learning how to retopo, but in the end it'd take me more time learning and getting retopo right than just getting model to 20, mmds that are at 100-200k+ are not difficult to get down

#

even for face I don't see any need for retopo, as it can be done nicely with removing edgeloops and not touching ones around eyes and mouth

vivid crater
#

yea, retopo is probably better for sculptors, since, well you know

#

a bajillion polys and such

static sun
#

retopo isnt hard... good references and time is all you need

#

the biggest issue is setting up the bone weights after

vivid crater
#

im still very new to anything bone related, but im glad i found vrchat so i have some motivation

mental blaze
#

Oof, I'm going to have to learn how to rig a face with muscle bones.

zinc furnace
#

Ouch, good luck. Rigging a face from scratch is hard.

short needle
#

Anyone here know how to pull AVs from second life into blender then import to VRC?

static sun
#

Shapekeys for facial animation are sort of cleaner and easier to do

grave spoke
#

How do i duplicate vertices?

#

so i can make another row of buttons

static sun
#

Shift + D

grave spoke
#

O

#

thanks

#

I was doing ctrl+d lol

hot flint
#

There way I get around "Not touching the face or mouth" (to not damage shape keys) is by just making my own shape keys

#

Makes life a lot easier

static sun
#

I make my characters from scratch so I have to make them if I want them

quasi flame
#

You can touch the face and mouth, you just can't add or move the vertices. Deleting is fine.

spiral sigil
#

Could someone be kind enough to help me get these stockings resized?

#

I can send you the files for the base model an the stockings

carmine prawn
#

dose anyone have an idea where i can find a hand model for free?

#

ive been looking for hours

carmine prawn
#

nvm!

polar flower
#

Should I model in ortho or perspective

small cloud
#

whichever is easier for you

static sun
#

depends on what your modelling...
characters should be done mostly in perspective but items are best done in ortho most the time

static sun
#

pushing some more details before starting on the clothes

lavish phoenix
#

looking great

static sun
#

thanks... im trying to figure out how im gonna do the hood O. O

lament pond
#

@polar flower I find it better to model in ortho since it's easier to tell where everything actually is, especially if you're using a model sheet

gentle forum
tough fulcrum
#

You could have another mesh on top

#

If you pull a vert out and another one is under it, you may have duplicates of the same mesh layered on top of one another

#

@gentle forum

gentle forum
#

It's only one mesh

#

And I did remove doubles

#

No vertices get deleted cause I already did that

tough fulcrum
#

Double check to make sure

gentle forum
#

Might just all be a ruse

#

Since it doesn't show up in the camera

tough fulcrum
#

It’s either that or it’s a distance thing

#

Unity is not that well optimized anyway

latent charm
#

That could be mipmapping causing it as a byproduct of not having enough UV margin.

tough fulcrum
#

Especially since it’s using an old version

#

I’m not sure it’s that

latent charm
#

Turn mipmapping off on the texture, if it's still happening it's something else.

tough fulcrum
#

If it’s doing that on the uv map you would be seeing pixels up close too

#

This is more of a distance thing

latent charm
#

Yeah, mipmapping is a distance based feature so it's possible.
@gentle forum Do the flickering edges align with your UV islands?

gentle forum
#

They're only around the legs, basically

latent charm
#

Does it happen if you use the unity standard shader and put the texture into the albedo slot?

gentle forum
#

Interesting.. So this only happens in the Drawing room

#

Presentation room

#

I tried multiple other worlds

tough fulcrum
#

Must be a lighting thing on certain maps

gentle forum
#

Guess so, thanks for the suggestions though fellas

latent charm
#

I'm trying to think of decent worlds to use for testing this kind of thing and I'm drawing a load of blanks. :|
Strangely, 'Avatar Testing' isn't really that good for testing all possible lighting cases.

#

Ideally, you want somewhere that has areas with one of each light type (directional, point, spot), somewhere with lightprobes, and somewhere with a reflection probe, and properly set up ambient light.

crude orbit
#

Is there any way to add text to a animation to my avatar?

#

I cant upload it with text mesh

#

I have a animation where a text pops up on my avatar

#

but Im not allowed to have regular text mesh on my avatar

tough fulcrum
#

Make a flat plane, put text as a texture.

#

Done

#

Then use the finger poses as a way to make them pop up

#

It’s not worth making it an animation because you won’t be able to move

brave dune
gentle forum
#

Why is it when I merge two armatures together, the mesh I positioned just teleports back to where it was imported

spiral sigil
#

because lol xd blender is fun

#

merge the meshes first

#

then the armature

gentle forum
#

xDDD

gentle forum
#

I was merging two armatures and meshes together, have all the texture files in Unity

wind mural
#

I tried applying a texture to a material but it's not showing up on my model for some reason.

stable edge
#

@gentle forum did the meshes have different names for the uv map?

#

they need to both have the name name

#

only one is loaded at a time

wind mural
#

Trying to put a texture on my model just makes it grey. Help please?

eternal crow
#

@wind mural what was the model's file type?

#

when you imported it

wind mural
#

It's not an mmd, it's .blend

#

i made it myself

eternal crow
#

so you put the .blend in unity?

wind mural
#

no, i'm still in blender. I want to make sure it actually looks right before i import to unity

eternal crow
#

if so that could be it

#

oh

#

have you tried to load the uv maps to the textures?

wind mural
#

probably not, I don't know how to do that, i've been following a tutorial to the letter but it's coming out wrong anyway. I'm using the node thing to try to do it since that's what the tutorial does in cycles render

eternal crow
#

i have to uv him by hand practically

#

it's a game ripped model but the uv's are so fucked its ridiculous

#

and his ears are a pain in the ass

wind mural
#

what I did was, I marked some seams, then I rearranged them to be neater. Then I made simple texture in a paint program. Saved as png. Then I went to cycles render, made a new material, went into nodes and added Image Texture, connected it to defuse BSDF. The ball changed color to show that it's not the texture. However, actually applying it to my model just makes it grey.

#

should i post the tutorial I was using?

#

oh wait

#

viewport shading was set to solid instead of texture. Uh. I guess that's fixed then...

#

and there's a tiny little discolored spot that I can't ignore.

#

https://imgur.com/QVzlmkS

Here we see a local cup of coffee trying to hitchhike to somewhere he can get proper lighting. Maybe he'll be able to catch a desert bus.

brave dune
#

that is coming along nicely so far

eternal crow
#

i tried to mark the seams but it just marks the enitre model

#

despite it being seperated into multiple meshes

#

but klonoa just LOVES to piss me off

#

maybe i should try a different character for the time being

twin hinge
#

GUYS

#

ADMINS WE NEED HELP IN THE GREAT PUG #81921

#

there is a guy invisible

#

anhes been here for hours

#

we been requesting

#

and no admin has joined

eternal crow
#

i don't think this is the place to talk about this

twin hinge
#

and hes blasting a rininnging sound

#

ik

#

but i just want him banned

#

im new to the server sorry

eternal crow
#

then try the moderations channel K?

#

thats the best place to let them know

twin hinge
#

kk

#

that one is locked

#

which is it

eternal crow
#

idk anymore

#

xD ive never really had to do something like that before

hot flint
#

I would mention it in the general channel

#

@twin hinge

#

From there I'm sure someone can direct you

minor sundial
#

not sure where to find help for an issue im having

#

hopefully someone here can diagnose

#

cause this has been killing me for like 2 days now

#

@rain flax someone told me to go straight to you

small cloud
#

"issue I'm having", not very descriptive

spiral sigil
#

he posted in bug report too
one more guy that didnt read the rules

hot flint
#

Going to be drawing up flat-sheets for a new model soon here

small cloud
#

polar you need to make an extra lewd model for friends+worlds 😏

hot flint
#

Hahahah

#

I didn't catch that until just now

#

I hope that's not all that I'll go down in history for

spiral sigil
#

already too late

hot flint
#

πŸ’¦

#

You guys won't be too happy with the next model then

#

But that's ok

#

I'm doing it for me

#

I can't always be a thicc

small cloud
#

next one for the boys

hot flint
#

I could do a pretty hasty edit on my most recent model to make it less than sfw

#

But idk

#

I'd rather get started on this new one

#

Progress

static sun
#

hows things @hot flint ?

hot flint
#

Good! 🎡 About to start drawing flat-sheets to box model a new avatar

#

How are things on your end? Getting close to retopo?

static sun
#

started on the clothes... should get it mostly done by the end of the week.
but ive given myself 2 more weeks of sculpting to get me the best results possible.
if i get it done sooner i will move over to retopo... but i do want to get this right first time round to avoid going back and forth

hot flint
#

Good idea, back tracking is never fun

#

Especially not with retopo

opaque halo
#

anyone willing to help texture a model?

static sun
#

depends on the complexity of the model @opaque halo

gentle forum
#

what's causing the loss of quality

#

only really happens if I zoom out a certain distance

#

scratch that, it happens up close as well

#

all I was doing was changing the colors

static sun
#

thats seam tearing

gentle forum
#

Huh

spiral sigil
#

hole in meshes i think

#

just need to stitch those back

static sun
#

honestly... dw about it... you not going to be that close to the body for it to matter

spiral sigil
#

am i wrong catie ?

static sun
#

i cant really tell

spiral sigil
#

also as you said, pretty sure that nobody will see that ever

#

except if they are specifically searching for that

static sun
#

Pro tip:
Consider how it will be seen in game and dont worry about hyper detail as much

spiral sigil
#

also it's in unity, i'm not even sure than you can see that in vrchat

static sun
#

the version of unity VRchat uses isnt the most recent

static sun
#

roughed in the clothes... gonna be a fun week

gentle forum
#

haha

#

I already did remove doubles and there were no gaps

#

I don't know anything about UV mapping or how textures work so I guess I can't do much there

mental blaze
#

My instructors always tell us to plan out our uv mapping to make sure that the seams are placed in areas where it's seen less often.

spiral sigil
#

hello

#

anyone here

#

i need a shape key i put in at 1.0 to become 0.0 and maintain the shape

#

how do i do that

#

as default

mental blaze
#

Animation clip

spiral sigil
#

in blender

#

at rest mode t pose

mental blaze
#

Ah, there's a solution for that, but I forgot how at the moment.

spiral sigil
#

i have this shape key at 1,0 but i want it to maintain its shape at 0.0 and not have a 1.0

mental blaze
#

Basis correct?

spiral sigil
#

not basis

mental blaze
#

If not, you should be able to change it to 0 without it changing values.

spiral sigil
#

no

#

thats not what i am saying

mental blaze
#

I reread it now.

spiral sigil
#

i need my shape key which is currently at 1.0 to be applied to the 0.0

mental blaze
#

Oof, I don't want to suggest for you to apply shape key.

spiral sigil
#

i tried that it didnt work

mental blaze
#

Google this one, m8

spiral sigil
#

already did

mental blaze
#

Let me try

#

This might not be what you're looking for, but it's a start

spiral sigil
#

yea i already tried that 1`

#

i just want to make the shape key in 1.0 to become the default at 0.0

#

that method doesnt work

mental blaze
#

There's probably something you're doing wrong. What I read in there will work.

#

Anyways, this one is possible.

#

Create duplicates and do a trial and error.

stable edge
#

uh i dont get what you want but if you want the model to have a shapekey defaulting at 100 in vrchat you just set it at 100 in unity

hot flint
#

Sneak peek of the new model i'm starting

brave dune
#

commander keen?

hot flint
#

Aye

#

πŸ’™

brave dune
#

should be interesting to see it done

#

i need to stop getting distracted an continue working on my model πŸ˜›

timid crane
#

@hot flint ohshiiit

#

I've seen this character before

hot flint
#

gonna do a whole bunch of nods to the games

timid crane
#

On some YouTuber channels

hot flint
#

Gonna be able to bounce around on his pogo, pull out some Shikadi Soda to chug

#

zap people with his raygun

timid crane
#

Omg

#

That's amazing

hot flint
#

hahahaa

#

I might give him a boombox themed after Ep5

#

namely this guy

timid crane
#

Lmao

#

Man remind me to fuckin force you to do commissions someday

hot flint
#

Haahaha

#

I'll get to it when i have a more diverse portfolio

#

I want to show that i can make things besides just Thicc

timid crane
#

Portfolio of polarstar:

#

βœ“ thic

#

βœ“ thicc

#

βœ“ extra thicc

#

βœ“ helmet boi

hot flint
#

basically lmfao

polar flower
#

I liek eggz

runic grail
#

I just got a Vive about a week ago and I am currently trying to make my own avatar for VRChat in ZBRUSH. Does anyone have tips for retopology and projection? I struggle terribly with it.

hot flint
#

I would consult Catie about that

#

They seem to have more modeling and retopo experience thank anyone else here

#

@runic grail

runic grail
#

Okay. Sounds good.

polar flower
#

i redid the face

hot flint
#

Much, Much cleaner, well done!

polar flower
#

Thunks

polar flower
#

I’ve also started the hair

crimson cove
#

hair is the part im soooo bad at

brave dune
#

im afraid to touch hair

polar flower
#

it's actually not that hard

#

if you extrude with single verts

azure harbor
#

I need to learn how to draw refs

mental blaze
#

I recently bought a reference book to draw manga faces.

azure harbor
#

Nice

spiral sigil
#

Hi, does anyone now if the new Cats Version is fixed by now?

static arrow
#

What do you mean

stable edge
#

spine probably

hot flint
#

She's beautiful

polar flower
#

im most likely going to redo that bit of the hair

#

do u think its any good

hot flint
#

I think you're on the right track! Just keep in mind poly count down the line

polar flower
#

i like cup cakes

upbeat star
#

hullo

fierce tartan
#

Anyone having export issues with Blender when making an FBX?

#

a few of my buddies and i are using a project file that presents a clean model but when exported to FBX it creates garbage out of the body in some areas

#

like polys mashed everywhere in whatever direction

#

2x different save points in the project between major edits and it still produces the same results

lament pond
#

Apply everything

vivid crater
#

what acute angle

lament pond
#

Is that a reference to the anime

cloud verge
#

Does anyone use 3DS Max?

#

And can you go 3DS Max > VR Chat? or is there an inbetween you have to do?

#

Thanks :p

whole solar
#

maybe just maybe 3DS max can either export to fbx or maybe blender can open them and from there you could export to fbx

stone dagger
#

in 3ds max just export as fbx then import to unity

wheat tinsel
#

so I have a Blender-related question, I think it's probably an easy answer but I'm very much still learning. I've separated the mask from my VRChat avatar in Blender, as such: https://i.imgur.com/0SsSPhe.png and I want to add a texture only to the inside of the mask, so that when I put it into unity I can put a planosphere shader on only the inside of the mask. Is there an easy way to just make a new mesh that only affects the inside of the mask?

#

the actual texture on the mesh is going to be mostly irrelevant, since it will have a planosphere shader on it anyway that overwrites the texture, i just need to add a basic mesh so that i can put the shader only on that specific part

covert crescent
#

Make a copy and extrude all the faces inward?

#

Then flip normals

wheat tinsel
#

hmm, that would create a separate mesh for the inside?

covert crescent
#

Yeah if you duplicate everything first

#

But there's probably better ways of doing this like creating a two sided sander in Unity instead of having two meshes

#

Shader not sander

wheat tinsel
#

hmm, well i definitely don't know what i'm doing with creating shaders

daring fog
#

as alwasy pro job from @lament pond love to watch your work man

lament pond
#

Were you in my stream? @daring fog

daring fog
#

um i dont think so @lament pond

#

im at work now

patent arrow
#

@wheat tinsel if you want your shader to be two sided just open the code and in the tags just add "Cull Off"

wheat tinsel
#

Hmm, I’ll try that. How do you pick which side gets the shader and which doesn’t?

#

Actually I’ll just poke around with it tomorrow I’m trying to sleep now lmao thank you though

zinc furnace
#

@wheat tinsel well, that's how shaders work

#

Unity's standard shader culls backfaces by default. This means you won't see the insides of models. Shaders can either invert this behavior, or disable culling altogether.

#

For example, enabling outlines on CubedParadox's Flat Lit Toon shader will essentially render the model again, but with frontfaces culled instead. More width means the rendered model expands more. A width of zero essentially makes this overlap with your main model, which is why a white-tinted zero-width outline will fix invisible skirts and stuff

lament pond
#

I don't even wanna know what your poly count is at

arctic vine
#

Your normal map textures gonna be sexy af tho, but yeah retropology is going to be fun

cloud verge
#

yeah looks really nice, good job

static sun
#

the polly was at 15.6m... but pulled it back down to 8.6m

static sun
#

i still have a lot to add T- T

mental blaze
#

MD7 too op

static sun
#

i have MD7... but im manually sculpting the clothes this time for practice

mental blaze
#

Nice

static sun
#

I have to pretty much overhaul the mask but it feels a lot better with the mask and horns in place

spiral sigil
#

Waw blender is confusing like wow

static sun
#

it can be like that @spiral sigil whats the issue?

lament pond
#

If you just got into it it's gonna be pretty confusing

zinc furnace
#

My model goes absolutely insane in Blender after I delete some vertices

#

How do I fix that?

#

All the shape keys break and the boundaries are messed up

polar flower
#

because you have to re do the shape keys

#

you are supposed to make shape keys after you have already created and finished the model

zinc furnace
#

Hmm

#

This particular part doesn't need shape keys though, can't I just separate the mesh temporarily, do the work, then join?

mental blaze
#

Yep

polar flower
#

or just try to only edit vertices that arent connected to certain shape keys, if you seperate by materials with cats

zinc furnace
#

Alright cool, then I'll do that instead.

#

The shape keys were already done on this one

polar flower
#

just delete the shape keys on that part of the mesh

brazen timber
#

Any of you awesome people want to render Skeletor for me and make some money?

cloud verge
#

they are good, yess

bright falcon
#

Hey, I added something to my ankle of my avatar in Blender. When I move the leg how can I stick that new object to the leg?

spiral sigil
#

weight paint that object to the leg bone

bright falcon
#

Ok!

bright falcon
#

Got it working, thanks @spiral sigil

spiral sigil
#

nice !

static sun
#

added some more form to the mask πŸ˜„

lament pond
#

Tweet tweet

daring radish
#

does anyone have a yugi {from yu-gi-oh} 3d model i can use {i cant model D:}

wind mural
#

there's probably one floating around the internet somewhere already, check places like deviantart or the vrc site i can't remember the name of

unborn venture
#

im trying to translate and this shows up

cloud verge
#

awoo indeed

heady tusk
#

can someone help me i am having issues with blender>unity

leaden ice
#

so riddle me this, why does something look perfect in blender, but when in unity it looks like crap? for example, my avatar doesnt clip in blender, but it does in unity

#

like is that normal for unity to just mess things up like that?

timid crane
#

You're gonna have to show pics lol

past merlin
#

Because they're two different programs with two different interfaces that handle things differently

#

eg, Blender doesn't care about weight paint in stuff like object mode/edit mode

#

Unity does

timid heart
#

that clay sculpting looks lit πŸ‘Œ

hot flint
#

Something about the weight painting on those knees is... A little off-putting...

#

@leaden ice if you're referring to certain parts of the model missing, it may be a problem that some of the faces are backwards

#

There is a box that you can check in the properties panel to show back faces

#

It's labeled backface culling

#

Generally an easy fix is to highlight everything in edit mode, and press spacebar and type the command "make normals consistent"

#

This usually solves most problems with things showing in blender but not Unity

static sun
#

It's the rendered differences, (blender cycles = ray trace, unity = realtime)
As @hot flint said, backfaces are also a thing.. and also hairy will delete all ngons (faces with more than 4 certs)

hot flint
#

Mmm, good to know!

leaden ice
#

@hot flint I use that everytime i mesh, but thats not the problem

#

i figured it out, thanks

cunning sage
brazen timber
#

that is a lot of viruses

scenic ember
#

eek that's scary

zinc furnace
#

How do you avoid holes in the model when you decimate?

#

Seems like something that shouldn't even be happening

spiral sigil
#

usually it's when vertices arent connected i think

zinc furnace
#

Yeah, the models are poorly made

spiral sigil
#

"remove double" can combine some of those vertices

#

but doesnt always work

spiral siren
#

Hey, my friend was thinking about starting to 3D model soon. The only setback is that he is looking for an App for his IPad Pro. Any suggestions on any 3D modeling for the AppStore? (DM me)

static sun
#

starting to get there with the mask πŸ˜„

hot flint
#

Looking really nice!

molten cloak
#

hey guys, I'm trying to create an atlas to character I ported over, but some of the textures are an odd aspect (as in rectangle 960X512) and when I try to add them to my new texture atlas they get deformed to the full resolution to the new texture 4096X4096. Any tips on how to fix this?

molten cloak
#

also I loose the textures when I create an atlas, just turns everything white

arctic storm
#

Anyone know why the boolean modifier leaves weird lines on the object I'm using it with?

#

I just want to trim the object, but it's doing this

small cloud
#

what do u want to do with them @arctic storm

#

@arctic storm if thgose are edges, then u can enter edit mode (have edge mode active), hit space and type loose > select loose geometry

#

x> delete edges

arctic storm
#

I'm following the tutorial that tells me to place a cube inside the object I'm trying to trim and use boolean (difference) to do it

#

but it leaves me with this result

small cloud
#

check for edges

#

if that doesn't work then i can give other way of doing what u want

arctic storm
#

I'll do that now, hold on

#

What's edge mode, sorry?

#

Apparently those lines are vertices

small cloud
#

then select by loose geometry and x > delete edges

arctic storm
#

I love you

#

thank you so much, this was really pissing me off

#

I am forever in your debt lmao

small cloud
#

would be easier just using vertices mode with x-ray enabled, then press numpad5, numpad1 and with C tool brush select all of the upper vertices u want to delete

arctic storm
#

I'll note this stuff down, appreciate it

small cloud
#

xray is the two cubes with dots in the previous screenshot

gleaming ridge
#

ok got my model converted but wont show up in the model viewer?

#

any ideas

wheat tinsel
#

so, i'm trying to combine a jacket from one model with the actual model of another. i'm able to scale the jacket most of the way, but i need to adjust the sleeves a bit (they're slightly too long, and out of position compared to the model's arms). i'm not really sure if there's an easy way to do those things within blender, still fairly new to things.

brave dune
#

if the jacket id desighed with easy edge loops, you could probably edit the verts that way to make it fit a bit better

wheat tinsel
#

i'm not sure if it is, but considering the arms under the jacket will never really be revealed and i'm going to have to redo weight painting anyway, i just deleted the arm mesh above the wrists, and i'm repositioning the hands

#

a bit tedious, but not awful

spiral sigil
static arrow
#

That dance is better than all Fortnite dances lol

wheat tinsel
brave dune
#

nice πŸ˜ƒ

wheat tinsel
#

the trick is moving all the bones in the arms and hands

#

and i'm setting the roll of them all to 0 but idk if that's the correct move

wheat tinsel
#

now I have to weight paint...

small cloud
#

if jacket had bones u dont need to weight paint

#

parent them to main armature bones and mix weight in cats

wheat tinsel
#

well the bones were on the overall model of the jacket before i took it off the original model. wonder if it would work to rip the armature with it and mix the weights

#

i also have to scale the jacket a lot, idk how that affects weight painting

small cloud
#

u scale the armature, which scales the mesh too, so in the end it should be all the same, just probably some small adjustments

wheat tinsel
#

hmm, that would solve pretty most of it. would still have to re-weight the hands, but that's not bad

#

... pretty much most of it*

#

and then i'd have to figure out the other part of what i wanted to do lol

small cloud
#

only problematic place is shoulders imo

#

and i would hope for good shoulder paint from the bones

#

i dislike only shoulders and some small bit ot chest paint

wheat tinsel
#

yeah the shoulders are pretty good on the original model i'm ripping the jacket from

#

so if i bring the armature with it, it should carry over fine

#

shoulders are awful honestly, they're so hard to weight paint in a realistic way

small cloud
#

if scaled properly then yea

#

i literally want to just quit blender when i see half-assed shoulders from DeviantArt models

#

and they are scuffed af as a bonus

wheat tinsel
#

i got a model of a persona 4 character and the shoulders were terrible

small cloud
#

would need like 0.5 on left and right and then mb 0.1-0.15

#

i need to sit down for like two days straight and just do shoulders from 0

#

i think the best is to just make good geometry for them in the first place

#

and then jus do from scratch paint

wheat tinsel
#

honestly, i'd rather commission someone to do weights than do them myself lol

#

but i also have considerably less experience than you

#

and probably considerably less patience too

small cloud
#

joints generally share 0.5 on the loop

#

and then blur that shit out

#

gotta adjust tho

timid crane
#

I think it's better to start with Mixamo and edit the weighting of that

#

If you're a beginner

wheat tinsel
#

Hmm, does mixamo add weighting? Maybe I’ll try that just to mess around with

small cloud
#

i think it'll prob break more than help you πŸ˜„

#

so it's going to be fixing weight either way

#

but you can try

spiral siren
#

Beginner here o/
Are there any decent 3D modeling software for an iPad Pro?

wheat tinsel
#

I’ll at least run it through mixamo just to see how the weights come out, no time investment there

small cloud
spiral sigil
#

why is the pickaxe green tho ?

small cloud
#

probably mixamo export fucked it

hot flint
#

The best advice i can give for shoulders is to use yourself as a reference

#

watch how your shoulders roll in a mirror

#

mimic what is effected

#

my example isn't perfect, but this reference mesh is a good example of what the shoulders should physically effect

#

i still need to do some more cleaning with my weight painting

static sun
#

@hot flint the shoulder gif is best to show shoulder topology... if you want a good "how it effects" reference... look in the mirror at different angles and move around

#

you are your best reference πŸ˜‰

#
  • your free πŸ˜„
hot flint
#

Yes, exactly my thought πŸ˜ƒ

#

i have improved it a lot only just now by doing so

#

It's already behaving a lot more accurately

static sun
#

awesome πŸ˜„

#

im sort of sick and have the hickups

#

its like an endless loop of "am i gonna throw up?... nope just a hickup"

hot flint
#

Oh gosh..

#

hopefully it calms down

#

(Also in case anyone is wondering, i'm not actually modeling anything atm, more playing around with practicing rigging)

static sun
#

Rigging is fun

hot flint
#

(Not using any auto weights, basically just drilling myself on what i know about rigging to make a competent working VRC model)

static sun
#

if you use Maya you can Quick rigg a character in about 3 mins...

hot flint
#

that's pretty rad

static sun
#

but you wont have hands

hot flint
#

I'd just rather know muscle weights inside and out for more complex models later

#

this model is only 3k tris

static sun
#

look at Blendshapes and Drivers

#

you can take a bone rotation (X/Y/Z) and tell it to drive a blendshape that will export to Unity and then when the bone moves the muscles morph correctly

hot flint
#

Hmmmmm

#

i guess more what i'm saying is that i'm taking this as an opportunity to understand anatomy better?

static sun
#

Anatomy is hard

#

i sort of wish i focused in more on what i am now when i was in school <. <

#

Then again when i was like 5 i could draw all the bones in the body perfectly and was given detention cause the teacher thought i was cheating 😐

#

i was only missing the clavicles and scapula

#

i even got the right number of bones in the rib cage and spine XD

hot flint
#

the clavicles (along with shoulders) are tough

#

i was expecting to hear that the teacher was more concerned about you being unstable (at least in out education system that would be a concern)

static sun
#

common mistake people make with the clavicle is they dont allow it to move... it has a small range of movement

hot flint
#

yes

static sun
#

ah no... the teacher was a bitch <. < she hated me cause my sister was a right bitch to her... and thought id be the same and was kind of annoyed that i exceeded everything she gave me thinking i would be dumb

#

my mum went in and talked to her and basically went from the class after straight to the heads office and she was put on leave for a few weeks

#

and i was moved to another higher class cause i was apparently not the only person she was actively doing it do

#

she actually lost her teaching licence 6 months later cause she wouldn't let students go to the toilet and well <. < warning signs flared up all too often

hot flint
#

oof

static sun
#

i didnt take shit... my mum said if you need the loo and the teacher wont let you just go

bright falcon
#

Hey, I took an avatar and split the mesh into several parts. Now I want to do that for the materials/textures too. How can I do that?

#

Currently every mesh has the same material/textures as the original one

#

(Blender)

analog lark
#

Go into edit mode and create a new material. Select the faces that you want to have the new material. Go to your materials tab and underneath the new material you should see "assign". Click that and all the selected faces will become assigned to that new material.

bright falcon
#

Already got that! My current issue is the texture of the material. When I go to the texture tab of a mesh change the source path of it, it will change it for the other meshes too :/

analog lark
#

Hit the plus button and add a new texture to the list instead of trying to replace. That texture is listed in your project and is being used, if you replace it you change it across the board.

bright falcon
#

Ah. In that list there is three times the same texture listed. When I hit + it will add .001 to the first one. Is that correct?

#

And then I have to select that .001 for the to other ones?

#

Got it. Thanks!

spiral sigil
#

Just remove all the textures and re add the ones you want

#

Put everything into 1 folder

primal kraken
#

when an animation is applied to my avatar the mouth drops
and all visemes are distorted
not sure how clear the problem is in the picture
last time I thought it was an issue with how they blend with the basis shapekeys(edited)
however I have yet to even create custom shape keys for the model
can anyone help?

#

this happened to me a month ago on a model I added some expressions onto

#

older versions of said model are not affected

#

any help?

#

not sure if this is the right place...

primal kraken
#

maybe it's an issue with the jaw bone

#

im stupid

crimson cove
#

I had that issue before, the mouth problem is caused by the eye tracking not being set up correctly

#

visemes being distorted probably happens because you changed the Basis

#

Changing the basis doesnt change all the shape keys

#

so for example if you moved stuff around on Basis, all your visemes wont have that change applied

#

also is this a coincidence lol I just made a lain model the other day and I saw one other person with one too

#

For the mouth issue, it happens because you maybe only have one eye set

#

like there's only a shape key for blink_left and not blink_right

spiral sigil
#

hello

#

i cant find the load brush images button

#

its not there

#

can somoene tell me where they moved it to

#

because its not there

#

theres no tutorials for the latest version of blender

#

so ihave no idea where they moved the brush image button to

rancid notch
#

guys

#

how would i get dynamic bones to work without getting this error?

#

always happens

lavish phoenix
#

For me dynamic bones never broke the model, what did you done?

spiral sigil
#

you are also using the wrong sdk version

stable edge
#

they might have to use it since the new ones a lil brokw

#

broke*

spiral sigil
#

i thought that the old ones doesnt work and won't let you upload

stable edge
#

i dunno if febs still works or not

#

but it did yesterday

zinc furnace
#

I mean, I'm pretty sure that error isn't related to older SDK's

#

The old SDK's work fine for me

#

More than likely, the guy literally doesn't have the feet, hands and shoulders mapped?

gusty crypt
small cloud
#

@gusty crypt you cannot see that level of detail in vrc, i wouldn't bother

gusty crypt
#

ight thanks

small cloud
#

if u want it to glow, u can set an emission for that material

static sun
#

How is Everyone's projects going?

small cloud
#

I'm having an addiction to lick people and everything on them, so all the projects are prostponed for timebeing

zinc furnace
#

Lmao

small cloud
#

the thing is that I'm not even joking πŸ˜“

zinc furnace
#

I'm taking a break from starting on new stuff. I have a large backlog of small things that I need to fix. Stuff like custom visemes, custom blinking animations, small holes or glitches in my models, particles that are too big

#

I'm getting sick of blinking when my eyes are already closed, so I just gotta copypaste a bunch of blink animations across my avatars

small cloud
#

kinda same for me, having a creativity crisis so taking a break from all the stuff and just experiencing the beauty of VRC that is screenspace shaders of lemonparty..

timid crane
#

Yeah, I'm also going through an "update" phase before going back to new models

#

Recently updated my oldest model with blinking, tracking, visemes and 4k textures

#

It felt so gooood

small cloud
#

btw if u guys need to upscale tex, and it apprrently works rly well, there's a web for it http://waifu2x.udp.jp/

zinc furnace
#

I already settled on a model that I'm gonna make if I ever start 3D modeling myself

small cloud
#

waifu 2x lmao

zinc furnace
#

Yeah, I tried that but it looked like crap for the ones I tried

small cloud
#

guess depends on tex used