#3d-modeling

1 messages · Page 46 of 1

whole jasper
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I just painted the transparent BG black so XD

solar fossil
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Damet bois

stable edge
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new material, scroll the material data tab to the bottom and add a texture in the texture slot in mmd texture

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youll also want to it be shadeless probably

hollow radish
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Finished head and hair and faster than before

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(well the head almost)

livid frigate
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ump45 ❤

hollow radish
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This model is taking forever to make just because I'm not that experienced and I don't want it to be janky like my previous two, so it's literally been a month

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I learned projection painting which is like the best thing ever

topaz frigate
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It looks good dude 👌

thorn flame
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Is this all from scratch?

cursive wedge
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Like you are using Brushes/images to paint straight into Blender Texture Painting software right?

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Blade*

hollow radish
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It's images to do the fix up stuff or do stupidly hard angles. Only really started recently. I'll think about how to implement it in my workflow properly the next time around

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It's blender

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Wish I had substance painter though

sonic nimbus
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@hollow radish There's a 30 day trial of substance

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And it's $20/month if you can afford/justify the expense.

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I'm not sure how you'd use it for anime styled characters though

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I can see how painting might work but I don't know how you'd make anime styled procedural materials.

mental blaze
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Substance for cel shade, hmm.....

hollow bluff
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Anyone having issues with the flat lit toon lite double sided shader? Normal Flat lit toon works fine but whenever I use double sided it creates an almost rainbow static image of whatever mesh I apply the material to. This image shows up in both eyes of my HMD whenever I'm in game. Pictures for reference: (Flat lit toon is first). This ghost static image will sometimes disappear depending on where I am at within some worlds. Other worlds it won't show up at all, other worlds it will not go away.

sonic nimbus
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@hollow bluff You can use the regular flat lit toon with outlines enabled, width set to zero, and the tint set white.

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It's effectively the same as double sided just not as GPU efficient.

hollow bluff
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Okay thanks

marble edge
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Hello fellow VRchatters... I don't know how to approach this, but I have a request... If anyone's available to create avatars.

cobalt willow
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You might have more luck over at the VRC Traders discord server in #community-servers-old if you're looking to commission an avatar

final dew
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Is there anyone online who is experienced with using ninjaripper because I am in need of some help if so please dm me and I will provide further information

hollow radish
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big oofs boyz

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its called xismo

lament pond
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Another 3d modeling program

cursive wedge
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looks like auto Subdivide only

clear comet
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Got a question. How would i rescale an avatars head and make it so that the avatar does not revert back to it's normal size when the visemes or eyes move?

hollow radish
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i think you scale the head bone and apply

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you can do it in unity as well

clear comet
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I have tried tried doing that in blender and it does what i mentioned above, i will try it in unity though

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Thank you @hollow radish

hollow radish
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np

quaint bronze
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@clear comet You will probably have to blend the mesh to fit the changed ‘basis’ shape key. In blender you can go to Mesh -> Vertices -> Blend From Shape and in the menu select ‘basis’ as the mesh to blend from. You’ll also have to set the value to 1, as it’ll fully blend your changed scale.

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Make sure you also select the geometry you want to blend!

undone spoke
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does anyone know what the best wat to make uv maps, when sculpting in zbrush? should i just use the built in tools, or export to a different program alltogether?

quaint bronze
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If you want clean uv’s then export and do them in another program, but zbrush is great at getting ‘quick and dirty’ UVs

undone spoke
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what program would you recomend?

quaint bronze
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They all kinda do the same thing - just use what you’re familiar with

undone spoke
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hmm, i guess i would do it in blender then

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probable easier than fucking with zbrushes one, though i have gotten good results with it too

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thanks foe the advice

quaint bronze
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No problem!

tardy trellis
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So wen ever i put a audio source on my avatar for some reason it turns into this https://i.imgur.com/D9E1Syl.png

now when i take that audio source off the models works what is causing this as i have had it before and i reinstalled my Unity and SDK and some how it was fixed. Now its back and i tried doing that prosses again but with no effect. is there a setting im just forgetting to disable to make it work?

clear comet
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@quaint bronze that is not working

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still doing the resizing thing

zinc furnace
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@tardy trellis do you have a particle limiter on?

tardy trellis
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@zinc furnace idk im talking about a audio source im not using andy particles

quaint bronze
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Have you blended between EVERY shapekey?

zinc furnace
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@tardy trellis but do you have a particle system limiter anywhere?

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Set

clear comet
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no, so i have to go into every shapekey and change them one by one?

zinc furnace
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If you don't know what I mean then you probably don't have a limiter set

quaint bronze
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Yeah, you’ll have to do it for each shapekey or it will keep the unchanged geometry

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You can check the shape key by just selecting the shapekey and setting it to 1

tardy trellis
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@zinc furnace idk like i said when i put the audio source on it breaks it but when i remove it its works fine. i just want to play music on a phone that shows up in my hand x3

quaint bronze
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So when you change your left_blink shapekey’s value to 1 it’s showing you what will be happening in vrchat when you blink

clear comet
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ok so i just have to put it on the ones that are for the visemes and the ones for the blinking as well as the basis key

quaint bronze
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Yeah, just go through and check them afterwards to make sure the changes have been made!

tardy trellis
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maby i just need to lower my volume on the music cuz thats the only thing different in my settings for audio sources

clear comet
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ok, thank you for the info

quaint bronze
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Let me know how it goes!

clear comet
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will do

plain spoke
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Hey is there anyone that can help me with importing objects from blender to unity for creating worlds?

still warren
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@plain spoke Export from Blender into FBX and it will work in Unity.

plain spoke
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K thank you

tawny mason
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is there any free 3d modelling programs which use a webcam or youre kinect sensors to scan you to make a avatar or 3d model?

lament pond
tender tendon
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hmm for some reason, even though i rotated my mesh, which is not weightpanted, and it looks right in Unity, ingame its 90 degrees to the side?

zinc furnace
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@tender tendon the object with the avatar descriptor on it will have all of its rotations and position changes overridden

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You need to put the avatar descriptor on an empty Game Object, with the actual mesh underneath

tender tendon
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Put my mesh under a gameobject then under the armature?

zinc furnace
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What

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I have no idea what your setup is like so I dunno

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You might also need to CTRL+A apply the rotation in Blender before export

tender tendon
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Its just a custom mesh i wanted to add my avatar

final dew
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How do you change from viewing only emmissions in blender

fervent kernel
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found this little video, think it might be usefull for creator to sheck what that software is https://www.youtube.com/watch?v=aHQ6KAJ8Kc8

イラストレーターがお絵かきのテクニックを最大限に発揮できる3Dキャラクターメイカー「VRoid Studio」を2018年7月末に公開 〜Windows・Macで誰でも無料で利用可能〜 ◼︎VRoid Studioについて 【公式サイト】 https:...

▶ Play video
topaz frigate
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i saw that video a while ago, that software looks awesome

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comes out end of july

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for free

fervent kernel
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nice!

lament pond
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Doesn't look very special yet to me, blender can do those features already.

fervent kernel
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really?

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that easy?

arctic ether
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curious to see what you can do with the body

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someone made a thread on the canny about this along with a new file format thats been getting popular it seems

lament pond
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Texturing directly on the mesh is pretty old and the hair can be done the same way it's done in their program using curves

echo plume
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sup, i want to make this spear somehow,

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so far i figured to model the shape of it

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i need a tip on how to proceed with the... look

eternal crow
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holy shit, its been so long since i was on here

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but does anyone know how baking textures works/

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because i tried to bake a hairstyle im using for a custom character model

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but it gave me a error saying "circular reference in texture stack"

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and it did bake the texture

whole jasper
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@echo plume First off the spear needs to be red XD

echo plume
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of.. course XD

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i just dont know how to proceed after making the shape

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my first thought was making an uv map of it, then making a transparent UV with white streaks in it

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then use a shader that can use transparency on it

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which should make the white streaks the only visible thing that remains

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i don't know if that's the right idea though and maybe i should even go and make the mesh spherical for it?

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uh not spherical, cylindrical

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actually have no idea how to make it look like an actual collection of white streaks

humble fern
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@echo plume I'd say keep the actual mesh as the white part, and then have a particle system emitting red particles using the mesh as a shape

echo plume
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im looking into something like this right now

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how do emission type material colors work?

humble fern
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copy the texture, go into photoshop and remove everything you don't want to glow, and plug in that new texture to the emission channel, if your shader has it

echo plume
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i think the problem with that approach will be that it will still be a cube-ish mesh with the white in different places around it

whole jasper
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I suggest making the pattern out of tubular shapes?

humble fern
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It might be easier to do the entire thing out of particles

echo plume
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particles bounded to the mesh?

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inside the mesh

humble fern
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particles emitted in the mesh's shape

echo plume
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in any way, making the mesh first wasnt useless heh

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self-assurance

humble fern
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if you do go with particles, you'll probably want to tweak it so the particles go in the direction you want, assuming you want particles to move down the length of it

echo plume
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yeah... ima experiment with particles... maybe i can use a line as the particle

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a simple line as the particle texture

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and distort it using the particle settings

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so, if i turn off the mesh renderer, will the particle system be able to use that turned off mesh renderer?

humble fern
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No you have to plug in the mesh to the particle system's shape tab

echo plume
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so a disabled mesh renderer wont do, right?

humble fern
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nah, it's not gonna use that, it's all in the particle system itself

echo plume
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right now i want it to render nothing or a completely transparent mesh

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is there a quick trick to achieve it?=

humble fern
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when you use the mesh for a particle system shape, it doesn't render anything anyway

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just go to the shape tab, select mesh renderer, and select your mesh

echo plume
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ahh

humble fern
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er no, select mesh I mean

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mesh renderer is different

echo plume
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but it still needs a mesh renderer on a game object

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ah okay

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that way makes more sense

humble fern
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mesh gets the actual file, mesh renderer points to a gameobject with the mesh on it

echo plume
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so how do i make the particles spawn inside the mesh and wander through the mesh in one direction? i cant really wrap my head around that

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given there's also diagonal directions too

humble fern
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If you use start speed, the particles will move in the direction of the faces that spawned them

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In blender, a great tool for this is showing the normals direction. If you go into edit mode on your mesh, on the sidebar you can click these buttons and it will show lines visualizing the direction of the edges, vertices, and faces https://i.imgur.com/2mwl0s0.png

echo plume
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yeah i got normals

humble fern
echo plume
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i dont think my mesh is good at all for this in that case

humble fern
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Yeah, that's what I mean by tweaking

echo plume
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so i gotta make some more hidden faces

humble fern
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You'll use what you have as an outline, and create a new mesh on top of it that will be used as the emitter

echo plume
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so another problem i think, particles will need to travel different distances for some faces i think

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i suppose that's not a thing?

humble fern
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not really

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you'll have to work around that

echo plume
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i wish there was a "lifetime" modifier that could go off things like... face size of the emitter, heh

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although no, that would be dumb

humble fern
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if you want to experiment, you could play with vertices color. It's different than material, you assign it in blender, and the particle system can inherit that color. Idk if it does transparency though, if it does you can use that

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I haven't messed with that so google is your friend there

echo plume
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i think right now my best bet is to normalize the length

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the easiest bet more like

echo plume
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@humble fern so ive added a ton of planes now with their normals towards the emitting direction

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added them in blender along the whole thing

humble fern
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cool

echo plume
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with normalized lengths

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not satisfied yet lol

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some of those angles are wild

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also they're going straight through the tip

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huh.-

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they don't seem to just emit from all the planes?

humble fern
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No they won't evenly distribute across everything, it's all random. You'll have to just have a ton of particles, enough to fully saturate the whole thing

echo plume
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no i mean, they're going ways they shouldn't

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but i think i got that now

humble fern
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You might get the look you're going for with trails and noise

echo plume
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holy hell it sorta works

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they're going along the edges

humble fern
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ooh that's getting somewhere

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definitely play with trails and noise though, that'll get the sort of scribbley look in the original source

echo plume
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i wish i could set the starting speed and thus size somehow per normal

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per emitter

humble fern
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You could separate it into a couple different meshes, one for short, one for medium, one for long

echo plume
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hmm i guess

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because especially the finer rear part is getting lost

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so yeah it starts to make sense

spiral sigil
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(First time playing with it) lol

floral moat
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so i just started modelling and have been winging it up until i finished an 2d outline of the model, i have no clue what to do next

sage light
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I wanna make a voxel avatar, which program would you suggest? Which program is easier on eyes, user friendly etc.?

tender tendon
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Hey wargrey

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Im not super sure about it but i think there are plugins, atleast for Cinema 4D that makes models into voxels but i think there is one for Blender somewhere.

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using magicavoxel to make the avatar then that tutorial to make it work ingame

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@sage light

tender tendon
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Rigged and made 2 visemes for a sock puppet i just 3d modeleld

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probally release it somewhere if there is enough interest

sage light
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dammit hofugir

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also thanks

zinc furnace
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I imported an XNALara mesh into Blender. When I try to rename the UV Map of the mesh, it instantly seems to lose its material entirely. It just becomes a red blotch.

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Oh, I found that the textures are still referring to the old UV Map for some reason. Any way to batch re-reference those?

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I thought it would do so automatically, and it has always done so for me in the past.

tender tendon
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Why would you rename the uv map? 🤔

humble glen
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not speaking for rokk, but when you merge your meshes, if there are multiple UV maps with different names, it will mess up your materials

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happens a lot when importing model rips

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so that's one reason

zinc furnace
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Yeah, I needed to rename the UV Map for that exact reason

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It always works on the MMD's that I do, but for some reason this XPS just didn't.

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Had to merge part of an MMD model with part of an XPS

tender tendon
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hmm, never had that issue myself

humble glen
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probably because the model used one UV map name

gusty crypt
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So I had this model where I added highlights in the hair. All I did was make new material with a different color and dragged it on two parts of the hair, they were not separated mesh's I am trying to do the same thing now but it is changing all of the hair is there an easier way besides separating it all in blender?

green terrace
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@gusty crypt Just add a material, go into edit mode, select the faces you want the new material to be applied on and click "assign"

edgy burrow
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hey im in unity and it wont let me upload an avatar, says im using a too newversion

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how do i downgrade?

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pls @ me when someone wishes to respond ^^

stiff jasper
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You cannot downgrade Unity, but you can install a previous version

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You want 5.6.3p

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@edgy burrow

edgy burrow
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ahh yeah

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how would i go around downloading that ver if i have the newer one installed already?

stiff jasper
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It'll have to be a new install

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You can get it from here

edgy burrow
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damn, ok

stiff jasper
edgy burrow
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thanks

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it'd be under 5.x. right

stiff jasper
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Correct

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It's only 5.6.3, so you'll also have to download this patcher to make it 5.6.3p1

gusty crypt
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@green terrace Thank you so much, saved me so much time,

spiral sigil
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can anyone help me figure out why my textures keep rendering black in blender

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I am using cycles rendered, when I bake the textures they go black

edgy burrow
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alright. i downgraded to 5.6.3p1 and it wont let me use the vrchat sdk

floral violet
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Define won't let you

thick rune
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Can I use the projector component and the trail component in particle systems in vrchat?

humble fern
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You can use the trail module built into particles, but trail components are not designed to work with particles

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And projector components are similarly not designed to work with particles, but on top of that you can't use projectors on avatars anyway

stoic ridge
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oh my god... blender is being such a shit when all I want to do is make some curved edges

cursive wedge
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Bevel?

cold plank
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I don't understand how people like blender 😦

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every time I come in here it's people having a sad trying to navigate that abomination of a ui

latent charm
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Mostly because they're trying to run before they can walk, so to speak.

cold plank
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does 99% of what blender does with 1% of the pain!

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the same can be said for c4d and other tools.

zinc furnace
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That's because Blender is entirely free and is well documented, and also has an addon for it specifically designed for this game

cold plank
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sure, you can put things from meta into the cats plugin for the final pass

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meta is nearly entirely free and it's what all mmd models are made in in the first place

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but it's not living pain 😦

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also it's default armature is exactly what vrchat uses?

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cats plugin is fantastic but holy hell the pain of blender that is entirely due to the ui

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so many people want to make scratch models but they're trying to walk by using their hands

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or eat dinner with a shoe as a utensil.

spiral sigil
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blender is good

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the UI is not that awful

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it's not the best

cold plank
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Have you ever heard of stockholme syndrome?

spiral sigil
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but it's not horrible to just abandon it immeidatly

cold plank
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😛

spiral sigil
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🙄

cold plank
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blender's animation, rendering and plugin writing tools are fine.

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but after 15 years and no improvement I can't for the life of me understand why people make models in it

latent charm
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What exactly about blender's UI is so bad anyway?

cold plank
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have you ever used anything else?

latent charm
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Yes

cold plank
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Okay, well, sit a 12yo in front of meta and blender, and hand them the help documentation.

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in 24 hours, ask them to model a cat

latent charm
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You're not answering the question. What exactly about blender's UI is a problem?

cold plank
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the one using meta will do it in 4 hours.

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it's BAD. Dragging the edge of the window should not make another window

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Edit modes should not be hidden behind hotkeys

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del should not make dialogs where your mouse is

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UI should have a reset

spiral sigil
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it doesnt create a new window for me ? the fuck

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you can enter edit mode with a button too

cold plank
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why is there even an edit mode!? l

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I just can't

spiral sigil
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to.. edit thing ?

cold plank
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or you know, like, click the face or vert?

spiral sigil
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that's what edit mode is for

latent charm
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Pretty much all of those are wrong.

Edit modes have menu entries as well.
Dialogues appear where your mouse is to save unnecessary mouse movement. Moving it just to click yes is time wasted not modeling.
The UI does have a reset. It's literally in the file menu.

cursive wedge
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Blender 2.8 will have more UI elements for people who like to click in menues

zinc furnace
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As for that "this armature is exactly what VRChat uses", that is false

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I can clearly see an upper chest there

cold plank
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that is literally the armature from xbot

zinc furnace
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Yeah

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I know

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I still count hips, spine, chest, upper chest, then the neck and head

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Unless I'm blind

spiral sigil
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x bot is using the mixamo type rig

zinc furnace
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It's probably perfect for Unity but not 100% for VRC

spiral sigil
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which isnt perfect for vrchat

zinc furnace
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So you gotta merge those bones anyway. If you leave them there unmapped, eye tracking won't work and the chest won't move as you would want it to

cold plank
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xbot/ybot is what vrchat's body type is based on, there appears to be one extra bone that could be easily shuffled out but my point is it's a default template in the software. I just think blender is unnecessarily obtuse for people who want to make their own thing.

zinc furnace
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But the rigify armature is basically like xbot too

spiral sigil
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you are so locked that blender's UI is shit that it dont even see a point to try to talk about it
i'll take my leave, enjoy yourselves gentlemen.

cold plank
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I just think people should know there are alternatives

zinc furnace
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Tbh I found 3ds Max to be worse in terms of UI, can barely click anything without messing everything up.

cold plank
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I made that in literally my first day with no prior 3d experence

zinc furnace
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Can't search for anything either, you can in Blender

cold plank
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I think objectively speaking 3d modelling software is generally unapproachable right now

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for complete newbies

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I hope things like vrchat put more pressure on companies like blender foundation to focus on accessibility. there's a reason zbrush got so popular so fast

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sorry for the rant, it's been on my mind lately. I know people who are absolutely incredible artists who use wacom cintiqs and traditional medium too

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but were so frustrated by the absolute state of 3d modelling that they dropped out of animation due to it, and that's with professional teachers and maya

cursive wedge
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Maya is a cluster of manual editing from point a to z it is only the leading platform right now since companies can buy additions and support from Autodesk, and the FBX standard is Maya Original, so Blender cannot export correct FBX perfect, we also got the new glTF, that is coming forth as the new format. So we got allot of changes incoming, the fact that Blender will be out with their new Eevee engine for rendering will be blowing competitors out of their boots for a short time.

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Blender as we hope will be the leading and free to use 3D engine there is. The fact that you can if you know how, saving allot of time with shortcuts, but the tools are a bit out there with addons you either need to purchase or is free to add some more functions to Blender for your workload.

cold plank
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glTF is godlike.

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no doubt there.

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NLA tracks are currently not supported by the exporter in blender though, as the NLA Blender implementation itself is buggy. Also unity 5.6.3p1 needs an addon for rigged gltf models but they're otherwise good

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I wish someone would make the effort to remake the blender ui from scratch and keep the functionality, lol

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and as a result of this conversation it seems I've discovered this exists

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I also didn't know the 2.8 update adds move rotate and scale iconfied and a physical animation sheet like in unity. I'm excited for that. I just wanna see more people modelling.

dawn ember
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When transferring some meshes, I somehow removed the uv's. When I tried to link them back, this happened

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What's weird is that the mask transferred fine, while the shirt didn't

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If it helps, I noticed that on the shirt the uv's had multiple vertices in one spot

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That's what it looks like when i try to select a single vertex in the center

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This was not the case on the mask

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I tried remove doubles uv but that didn't work

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Selecting all the vertices in the center and pressing weld doesn't work

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and apparently there are more than one uv verticies when I select a vertex in edit view

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I don't know a lot, but that probably isn't right

runic dock
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Complete noob here, I'm just trying to see where areas of the texture will go on the model to make it easier for editing the texture. How do I "unwrap" this mesh, I think it goes?

dawn ember
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NVM I fixed it by copying over the object data as well when i linked the uv's

zinc furnace
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Is there a utility in Blender that allows you to remove all empty shape keys?

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There is one for removing unused materials

normal cypress
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oh yeah btw, if anyone likes that papa tutu wawa girl

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my friend made a sketch for me a few months ago and I wanted to model it, but I kinda stoppeed doing models so

cursive wedge
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Thanks, that would be a good training model to model

shy gale
floral violet
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Incorrect use of particle limiter or something else

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Been enjoying my break with some modeling lol

silk coral
ember fulcrum
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can't you?

arctic aurora
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hello. can someone help me with seperating a Avatar in 2 meshes? Face and the rest of the Bodys have to be 2 different meshes

zinc furnace
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Why?

arctic aurora
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Because i want to seperate them

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so i can actually put my head in my hand and speak for example

zinc furnace
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Why do you need them as separate meshes though? Do you want to turn them on/off or something?

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Ah

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I think that won't work that way

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It needs to be one mesh in order for that to work

arctic aurora
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it does work

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just need to place that extra body in the viseme then or how its called

zinc furnace
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You can only have lipsync on one mesh at a time

arctic aurora
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yea

#

i can put that head body there

zinc furnace
#

So you'd need to have your real head and fake head be the same mesh at least

arctic aurora
#

and the rest is down it doesnt need blendshapes

#

no

#

2 bodys

zinc furnace
#

Yes

arctic aurora
#

one head only and one for the rest

zinc furnace
#

Yes, but you cannot just move your head mesh to your hand like that.

arctic aurora
#

its like mesh splitting but without losing the blendshapes

zinc furnace
#

You need a real head and a fake head

arctic aurora
#

yea but thats not the problem

zinc furnace
#

And if you want lipsync on both, they have to be the same mesh

arctic aurora
#

i can place another one make invisible

zinc furnace
#

Just select the head in Blender and press P to separate it

arctic aurora
#

thats what i tried but it doesnt select all i show u

silk coral
floral violet
#

Just play with primitives and learn the tool, intersect (bool)

spiral sigil
#

Learn how to then

floral violet
#

Blender is well documented and is you look on stack exchange any question you have will likely already be answered

coarse walrus
#

The face looks scuffed

floral violet
#

Fix what that looks fine

cold sky
#

that looks amazing

#

you should make the eyes more into the head to make it more scuffed

coarse walrus
#

Yeah no

rigid sluice
#

Can someone help me with adding clothes to my model in blender?

stable edge
#

@arctic aurora not 100% sure this would work but you could have the head and neck not joined, but as part of the same mesh and have a keyshape that moves the head to where the hand would be

arctic aurora
#

its already solved lol

stable edge
#

and have the bone "head" an inactive object while

#

ah g

gusty crypt
#

@shy gale check your c drive cache you normally get red avatar it it can not load anymore cache so clear it via the steps in #vrchat-support "manual method'

hollow radish
orchid glacier
#

Is there a tutorial video on how to make npcs?

thorny mantle
#

Is there a simple guide on how to increase a characters bust size evenly in Blender?

#

I've been tugging at random vertecies but all I get are malformed results

#

Proportional editing and stuff like that

dense kelp
#

Select both bones in pose mode (assuming it has bones for it), press S and scale away

#

You can then make the pose into a shapekey

thorny mantle
#

issue with that is that the rear of the bust turns out super flat and distorted, would I have to touch that up with some proportional editing?

mental blaze
#

Yep, definitely will have to handle the face and body in zbrush tomorrow. The armor parts I could get away with box modeling.

stable edge
#

"Began offering free 3D character maker "VRoid Studio" beta version to pre-employment applicants. Public release from August 3 - ~ Priority application number is 45,000 people. Hair style editing along with guide and character face editing are also possible ~"

#

(put through translate)

spare bay
#

Is there a way to create an artists certification of client ownership + signature inside an avatar somehow?

#

Like an object thats only 2 pixels wide, but you could see it in blender/unity as a listed object?

#

And does that really provide any copyright protection? Is there a way to get around it as a black-hat modeler?

cold plank
#

@stable edge I have vroid installed. Oddly it looks like the preview version only lets you work with one gender and one outfit

#

@spare bay VRM format was kinda designed for this. You can technically just rename vrm to glb and do whatever you want with it.

#

programs that support the format directly can put some info in, and I'm sure you can pull metadata somehow but something like unity's built in FBX exporter would make short work of that.

#

In the end, the way 3d formats work it would be impossible to encrypt the final data as once a mesh is loaded the description of where the verts are can be exported in an arbitrary way. The same reason why ps vita models can be ripped and whatnot, unless both the platform and the model format are encrypted, and the memory space is encrypted, there's no way to make 3d models that can be copywritten. VRM format does allow some control over it if the application in question is compliant but it's still a general agreement to not steal.

#

However, with VRM since you can put the usage rights and date they were granted and whatnot, if you catch someone using your avatar and you originally published it only in VRM, then you obviously now have legal proof and could take DMCA takedown action or similar.

spare bay
#

vrm format, as opposed to?

cold plank
#

As opposed to FBX or GLB standard or OBJ or whatever, PMD/PMX (miku miku dance) also has a similar "here's what you can do and please follow these rules" container format

spare bay
#

gotcha.

cold plank
#

what I would do, personally, is put a 1 face object inside a model with my signature

#

what a lot of other people do is model something like the creator name into the tread of the shoe, or subtle hide it in the inside mesh part of a belt, or similar. Lots of ways to stick some sneaky signature in there

spare bay
#

So that it's hard to find unless you know where to look.

#

Cuz that way, it's easy to validate yourself as the creator or licensee by even "knowing" where to look, and so that creates probable cause for an argument in a copyright protection claim.

cold plank
#

exactly.

spare bay
#

Is there a way to register protected assets with the VRChat team?

#

Some sort of copyright registry, in case I find someone using something I had commissioned for example.

cold plank
#

with all copyright I'm pretty anarchistic, I believe if content providers make something easier and reasonable to obtain over piracy they'll do that instead (look at netflix and crunchyroll).

#

I think it would be hard - most people make subtle changes to models so the resulting VRCA file would have a different MD5

spare bay
#

Well like, lets say I'm walking around and I happen to see someone else using my model, and it's clearly my model, and I want to apply for a protection claim.

cold plank
#

but, one way might be to register the md5 of a texture file or something similar. It would be cool to have a model registry, I agree. Like if you sent 4 images of the model from all angles and signed a waver saying that all parts were created by you (or the parts that were), and that you didn't use a basemesh or whatever

#

like, I tend to use Tda or similar basemeshes for speed at the moment, but things like clothing and textures and hair and whatnot are my own.

#

The issue is that it becomes the "original sailboat" problem - I have a boat called merry, and every time something breaks I replace it with new wood. It's still a boat called merry, but at what point does the boat stop being the "original boat" and becomes someone else's creation or something new. It's a tough philosophical question.

spare bay
#

Yeah. I'm a commission client. I'm much more concerned about someone else using an avatar that's supposed to represent "me" in game.

Like, if they use something that looks like I'm looking in a mirror, I'll have a problem with it.

#

But individual parts being used, or even like half of it being the original model, I'd leave that up to the provider.

cold plank
#

fair enough, I know however that there is a cache ripping protection button in the CATS blender plugin which I understand could prevent that kind of thing. So in that case if your model was only ever uploaded by or for you, and if that was enabled, I don't see any reason that people would be able to copy it. I remember reading something about it not working 100% of the time but it's a thing

spare bay
#

That sounds awesome.

#

Yeah, I'm paying hundreds of dollars for this avatar. Any options to retain exclusivity are going to be nice for me.

#

Cuz otherwise I'm paying for their copy too.

cold plank
#

Another thing you can do is put your name somewhere prominently as part of the mesh.

#

like on a necklace, or something

#

I have an avatar with my name in huge letters across my ass just for fun, lol

spare bay
#

That's a playful way of doing it. Lol.

#

"Here, don't forget to add me on discord, here's my tag name" bends over

#

Gotta look upskirt or whatever to see it.

#

smh

cold plank
#

well I mean, even if you have epic particle effect animations or something it makes someone much less likely to want to rip your avatar if someone else's name is on it

#

plus I'm extremely well known, I think if someone took one of my avatars it would be pretty obvious

spare bay
#

I was thinking like a stylized name being "embroidered" on the jacket or something

cold plank
#

then again most of the ones I use regularly are just remixed yohioloid lol

#

yeah, that's a great idea!

#

your modeller could use what's called a "boolean operation" on some 3d text to do that FYI

spare bay
#

I'm guessing that's like, subtractive modelling right?

#

These two objects, one less the other?

#

Or also where the two intersect they cancel out or sumthin

#

Essentially applying a logic gate to object rendering.

AND, OR, XOR

cold plank
#

yerp, it's a common feature in most 3d editing applications these days.

spare bay
#

w00t

#

thanks for the info @cold plank

cold plank
#

anytime

undone widget
#

How long it takes to publish a own avatar on unity?

cold plank
#

@undone widget you'll have to be more spicific, you mean uploading? That depends on your connection and the size of the files. As for how long VRChat puts you in "new player jail" that depends on how long you've been playing the game and how active you are in game.

undone widget
#

@cold plank Thankyou i just want to upload a wolf but a folder comes up that says that i have to use the app mor

cold plank
#

This is true. Try to spend a lot of time running around in different worlds and making friends, and it should let you upload soon enough. I'm not sure if you need to exit vrchat to log your playtime, but maybe. They keep this information somewhat private because they don't want to make it easy for people to ban evade and whatnot - this was done for player protection from people doing things they should not be able to do.

#

Any game with player generated content has risks like that, the minute you give people the ability to add things to a closed environment the more likely they are to try to test those boundaries or try to troll others.

undone widget
#

Thankyou

spare bay
#

I agree with that policy btw.

#

Its sort of like... forcing you to slow things down for a bit.

#

Take your time and not rush things

mental blaze
#

now for the sculpting part -_-

eternal crow
#

im hvaing some issues trying to bake a model

#

ive tried multiple times to bake it

#

but it keeps giving me a error saying "circular reference found in texture stack"

#

does anyone know what that means?

#

the spheres im using are uv'd via sphere projection, could that be why?

#

it uses sepereate materials for each color

#

and each pieces that match color wise use the same material

humble fern
#

Idk much about baking textures, but what you could do is make a texture that is just "swatches" of all the different collors you need, arranged in squares. Then just uv map the spheres into their appropriate spots

sonic nimbus
#

@eternal crow Assuming you're using Cycles for baking you need to make sure the destination texture (the last texture you've clicked; with an orange border) isn't outputting to anything.

#

If you're using Blender Renderer/Internal then I'm not sure, but I assume it's also can't currently be used in any materials in the scene.

onyx gate
#

Is there a way in blender to smooth out a curved surface? Like if the model was made wrinkly shirt and I want smooth shirt. I wouldn't mind if I had to select regions and preform the option

stable edge
#

loop tools might help?

broken minnow
#

anyone have some models for glasses i can use? Cant find anything anywhere

brave dune
#

depending on the kind of glass you are looking for, wouldnt just extruding some cyclinders work?

broken minnow
#

hmm

#

probably

#

just looking for a basic frame pretty much

stable edge
#

vroid public beta is out

mossy quail
#

owo

#

@stable edge link ples

stable edge
#
VRoid

VRoid Studioは、人型アバター(キャラクター)の3Dモデルを作成できるWindows・Mac用アプリケーションで、どなたでも無償で利用可能になります。

mossy quail
#

thx

junior idol
#

say something nice pls

mossy quail
#

Looks good

#

I see what youre trying to do

junior idol
#

hehe

#

i cant do humans yet but at least its something

mossy quail
#

Humans are hard :D

foggy maple
#

I see Zero Two, I like 👍

spiral sigil
#

yo hotox

#

what big feature is planned for next CATS update ?

foggy maple
#

@spiral sigil A translation rework ^^
Translations will be much better due to a better internal dictionary, it's also a lot faster and Google translations will be stored locally for 30 days. I also added a translate all button

spiral sigil
#

fucking nice

#

a big QOL improvement, i like that

zinc furnace
#

Cool

foggy maple
#

You you will no longer get the Ah, Your and There translations, but the proper Ah, Oh and Ch. And the most of the other shape keys will actually say what they do instead of some random words

spiral sigil
#

that's really nice

fleet ice
#

あいうえお

zinc furnace
#

Oh, that's cool

rain flax
#

@foggy maple hyperCirno

#

WANT

foggy maple
#

@rain flax Try the dev version 😉

rain flax
#

Oh I'm pretty sure I'm already on it 😄

#

I've been dug into creating a new model from scratch lately though

rugged echo
#

having trouble. anyone know a good rigging mechanic?

#

Shit. Wrong chat?

stoic ridge
#

I'm having this thing where my model disappears before it's out of shot, so I'm wondering whether there is a way to directly set the bounding box in blender

#

if not in unity. I have searched unity pretty hard, though, and can't find a setting for it there

obtuse trout
#

g

woeful blaze
spiral sigil
#

@junior idol are you making that or is it a prefab?

#

if it's the prefab 1 it's supposed to be private

sonic nimbus
#

@stoic ridge You can adjust the bounding box on the skinned mesh renderer. You want to make it big enough that it covers your whole avatar but not larger than it needs to be.

stoic ridge
#

@sonic nimbus mm...this one is only a Mesh Renderer though, and the setting doesn't seem to be here for that one

sonic nimbus
#

@stoic ridge Are you using large vertex offsets in your shader?

stoic ridge
#

Yeah it’s basically rotating the pieces of the object to new locations

#

Clock hands essentially

#

So I know what bounding box I want. I guess I could add some invisible geometry...

sonic nimbus
#

Ah, yeah, vertex offsets don't affect the bounding box used for culling.

stoic ridge
#

Yeah I figured as much

#

With skinned meshes at least there was a workaround in unity itself but here I thought maybe I could bake something into the model somehow

hollow radish
#

doing a heavy edit

#

of an existing model

#

headswapping the face and other little things

spiral sigil
#

Anyone here do any 3D modelling from scratch- Non-MMD flips

mental blaze
#

if it's a request for a scratch model, ask in vrctraders

#

in the correct channels of course

#

some will bite if you bribe them with skittles

lost kraken
#

Haveing a centering issue I guess with unity import of blender. Had this issue before and never could work out what caused it. Now Ive worked out the cause on this model no clue how to fix. The image has an import of the same model. The one on the left if put in game would pick up shadows as if the player is in the wrong location.
The one on the right I removed the underpants and it would be fine. Anyone know what on earth I need to do to the underpants Part of the model to have it center correctly in unity. Google has failed me.

https://imgur.com/gCl7Gqw

coral gorge
coral gorge
#

found it, the mesh had a modifier I didn't see

granite whale
#

tfw you think you had uvmapping corneredbut it still fucks with you anyway

mental blaze
mental blaze
#

Ah, the nose will need some correcting, but later on.

zinc furnace
#

I'm having a bit of an issue with a 3D model of a beer mug in Blender. It seems the glass is obscuring the liquid contained within. Even if the glass material is transparent, the contained liquid will not show up until the glass material is gone entirely.

latent charm
#

@zinc furnace Is there a reason you're trying to get this to look right in blender's viewport?

zinc furnace
#

Yes. I need to texture atlas this so it's one material (for usage on a mesh particle), but it doesn't seem to work correctly in Unity after I do so. I'm thinking this is the issue

#

The "original" model works fine in Unity

latent charm
#

Blender's transparency and depth testing is pretty different from Unity's so you're not going to see much consistency between them.

#

At least in the viewport anyway.

zinc furnace
#

Odd, I redid the atlas in Blender and it still won't show up there, but it shows up in Unity

#

So OK I guess

#

Now if only there was a way to bake .sph textures onto an atlas

#

Oh, I think I found the issue. Turning off backface culling will make the liquid disappear.

#

Not sure why, but I guess I should just use a one sided shader in Unity then

latent charm
#

From what I can gather of what sph textures are, theyt won't be able to be baked in as they're view dependant.

zinc furnace
#

Yeah

zinc furnace
#

Alright, I got a new problem. I merged two meshes and tried to atlas them, but the one material belonging to the second mesh won't seem to bake.

#

It just comes up empty.

zinc furnace
#

Fixed it, had to start and finish manual unwrap in the texture atlas menu again. It didn't break anything

spiral sigil
quick thunder
#

Is anyone able to help me out with some tattoo's for my torso mesh? Believe it'd prolly have to be in a 3D program.

#

I had help with this before, but the torso I was using was just too fucked up for me to actually work on in terms of looks and paint. Found a better mesh that I'm wanting to use :P

spare radish
#

Hey, I've got a question: what are the pros and cons of modular level design vs non-modular design?

#

Planning on creating a small haunted house environment and I'm trying to figure out also if it'd be practical to model the interior in Sketchup or Blender.

cobalt willow
#

The most obvious pro is you can change the layout with a modular design much easier over a non-modular one, for example if you find during playtesting that an area needs to be completely remade or you need to add a path through a wall or something.

#

The only con I can think of is it could potentially come off as looking very artificial and repetitive, but it depends on your design to begin with I suppose

spare radish
#

Would there be a way to fix the textures if scaling a modular piece?

#

Say I need to make a shorter piece of wall, would there be a way to scale it non-uniformly without squashing the texture?

cobalt willow
#

Tiling the textures perhaps?

spare radish
#

Maybe, but I'm planning on adding baseboards to the model.

#

Would that likely destroy the UVs?

cobalt willow
#

If you don't mind working in blender then I would suggest looking into this plugin.
https://blenderartists.org/t/sprytile-tile-map-editing-for-blender/687412

#

And I don't think so?

spare radish
#

Oh no, I don't mind working in Blender, I've been doing it for quite a while now.

#

One last thing: Would using PBR textures be a viable option in VR?

cobalt willow
spare radish
#

I've got a version of Substance Painter which should make it easier.

#

I think it might also be worth mentioning that I've done environment modelling before, but just in a very small scale.

#

Like, just rendering a segment of the floor and a few distant walls.

patent arrow
#

MonkaS

cobalt willow
#

As long you don't mess with the rendering path in unity or use shaders with multipass stereo then you don't have to worry about it looking weird for VR users usually

spare radish
#

Could you give an example of a shader with multi-pass stereo?

#

Also, if you can, I'd appreciate a critique on the stairwell.

cobalt willow
#

The default unity water. It draws a different looking picture for each eye and looks, in simple terms, like shit in VR 😛

patent arrow
#

need to fix the shader to be single pass then

cobalt willow
#

I'm not sure if I can give much constructive feedback on the stairwell, but there isn't anything that looks really off with it to me at a first glance

spare radish
#

Glad to hear, been trying to improve my photorealism. I wanted to get it done with as little polygons as I could to speed up the rendering for Cycles, even though this version was done with Eevee.

#

I honestly like the Eevee version better. Don't know why, but the coloring seems a bit preferable to the Cycles version.

cobalt willow
#

Also for the world you're making, if you have interactive triggers then make sure you have some depth on the trigger volumes for VR users. On desktop you simply have to point the cursor to the trigger surface but in VR you need to have your hand inside of the volume

#

Some worlds have paper thin colliders which makes it a hassle

#

If your trigger volume is inside another trigger volume aswell then it won't work for VR users too, but it'll still work for desktop

tidal gull
spiral sigil
#

Put some panties on her !

spare radish
#

Aside from that lol, it's looking quite good.

tidal gull
mental blaze
zinc furnace
#

How do I get a simple model to export correctly from Blender to Unity? I have a mesh (no armature, just a mesh) that's upright in Blender. I applied the location, rotation & scale.

#

But in Unity, the mesh is on its side and has to be rotated -90 degrees on the X axis to be upright.

#

I even changed the model export settings from -Z Forward, Y up to Y Forward and Z Up. It doesn't seem to make a difference at all.

onyx juniper
#

You could just save your project as a .blend file, directly into the Unity directories

floral moat
#

are there any good free software i can use for texturing?

onyx juniper
#

Unity reads Blender's default files

faint zenith
floral moat
#

good

floral moat
#

some of the normals on my mesh look fine but for some of them they're inverted but if i flip normals then some of the normals are facing the wrong way again

#

nvm i got it

mental blaze
#

sewo, get into pbr materials :>

#

I think you're only using just albedo

#

use awesome bump to make some

latent charm
proper crater
#

In blender - how do I flip a mesh without using a mirror modifier?

pseudo lark
#

I think it's CTRL+M?

#

or press spacebar and type in "Mirror" and see what comes up

proper crater
#

hmm its definitly doing something but not mirrior the way i want it to unfortunately

pseudo lark
#

I think after you use the tool you have to press X, Y, or Z to pick an axis.

#

so it would be CTRL+M, then X/Y/Z, depending how you want to flip it

proper crater
#

okay so I just tried it - it does flip but the texture flips with it

#

like the texture is inside instead of outside

#

nvm got it to work - i pressed W and flipped normals

#

that worked out, ty umbra

pseudo lark
#

no prob, glad I could help 👍

daring bay
#

i'm having some problems blender and i was wondering if anybody had the time to do it for me?

#

i'm trying to use a image that does not come with a model on its own so it will need to be made from scratch and i don't really know how to do that

cursive wedge
#

If you are totally in beginner mode in Blender i recommend you start with youtube guides and tips and tricks in blender, it will take a while until you get the basics of modeling something, but once you get the hang if it it should be easy enough, just a time consuming task to create something from scratch.
If you are modeling a humanoid person you would likely want to check up on topology guides.

#

The Image part will come popping inn an tips and trick guide most likely, you use the Background Image tool (if i remember the name correct) to set up the Image to show in specific Viewing axis

cursive wedge
#

It is located in the N toolbar, when you press N in the 3D view window

#

You want it as an 3D model or plane?

daring bay
#

plane, the material and the texture are not working together

cursive wedge
#

Oh why not have it on a flat plane with Material that makes the Transparent layer disapair

#

You can use the sprite Material in Unity for that

#

Shader*

daring bay
#

i have not gotten that far

cursive wedge
#

You just have to mark the texture as Alpha is Transparent

#

You can use an standard plane in Unity to attach the material on

daring bay
#

ok

cursive wedge
#

No need for Blender then

daring bay
#

but how do i get the model to put the image on

cursive wedge
#

Model is a standard plane in Unity, it comes with Unity as standard

spare radish
#

Yeah

#

Just create a plane, assign the texture to it and adjust the tiling/scale. After that, you can change the blend to Fade or Cutout.

cursive wedge
#

You guys gonna go hand in hand lol same creepy stuff :p

spare radish
#

Transparent can also work.

daring bay
#

i think i've been doing this all wrong

spare radish
#

I actually PM'd 501dier about that. The stairwell scene had a somewhat similar face.

cursive wedge
#

Using Sprite shader makes it emit the same color and does not take shadows

#

So you may be better off with cutout with that said

daring bay
#

its scp-087-b

spare radish
#

Funny thing was that I didn't even know about that SCP.

daring bay
#

how can i put one texture on one side

#

and the other side blank

spare radish
#

It should do it by default.

#

Unity doesn't allow for double sided planes, so if you create a plane in Unity, the planes will only have one active side.

daring bay
#

oh

zinc furnace
#

Unless the shader has no backface culling

cursive wedge
#

^

#

Its all based on what shader you are using

spare radish
#

Cool, never knew that was an option when it came to shaders, then again, I never personally dabble in that stuff.

cursive wedge
#

Shaders are a powerfull tool in any game or 3D modelling

daring bay
#

thank you for helping me guys

pearl dagger
#

im trying to model a hand for a robot

#

would this hand die if it tries to bend rig wise

humble fern
#

as long as you rig each bone to it's corresponding section and nothing else, you'll be fine

#

but if you try to auto rig it, it'll smooth out and some bones will get rigged to other parts and it might get messy, but it could still turn out ok because it has plenty of vertices, it just won't look robotic

pearl dagger
#

should i add safety polygon stuff

#

or is it safe as it is now

#

cause i know polygons bending in onto itself = bad

humble fern
#

I would just recommend manually rigging it

pearl dagger
#

yeah i dont plan to mixamo it or whatever peeps use to auto-rig stuff

#

thanks 👌

pseudo cape
#

I think they ment auto weight painting

spiral sigil
#

Looking for lightsaber shaders please

pseudo cape
#

you could just use a emissive material

zinc furnace
#

Adding particles helps for the glow effect too

#

Not every world has bloom

spiral sigil
#

Still need a shader tho preferably

pure nest
#

Hey hey people. :v

#

I'm a person who took 3 years of modeling in highschool and is still trashier than a landfil

#

how model do? 🤔

stable edge
#

if youre lazy and making a female anime style character use vroid

#

if not check pinned messages

pure nest
#

Gotcha gotcha. Is Blender particularly hard to learn?

#

From my class, we only used Maya 24/7 and was told to spit at Blender like it was the devil

stable edge
#

ive heard the learning curve is bad but i thinks its not too hard to learn

#

youll need to get used to the different shortcuts though

#

q/w/e dont do what they usually do

pure nest
#

That's alright. You think its better off to stray from Maya for Blender?

stable edge
#

if youre used to maya youd be better using it

#

just use blender for cats

#

(eyetracking and visemes)

#

youll probably want to make ah oh ch in maya

pure nest
#

Gotcha gotcha. I think I'm here more for recreating characters that don't have avaliable model than the anime majority of Vrchat

#

Ah Oh Ch?

stable edge
#

shapekeys/morphtargets

#

for lipsinc

pure nest
#

Ah.. I'll have to get familiar with that.

#

My main trouble for the moment is just making the model itself. I have the roughest of rough drafts with only one arm and tapering off at the neck..

#

I wonder if I can get away with using a typical humanoid 3D refrence sheet and not having to comission one for the specific character

stable edge
#

if the body is the same it might be ok?

#

well body type

#

if i was you id draw over the reference sheet with your characters design

pure nest
#

draws like I have no arms 👀

#

Its worth a shot, you're right.

#

The character is human all the way up till the head so I should be alright

stable edge
#

if there are any reference pictures of him you can probably do some photoshopping

pure nest
#

You're totally right. Fan art and photoshop could do it.

#

If only more people drew at nice right angles lol

#

Thanks for the advice

stable edge
#

all g!

solar coyote
#

Is anyone here open for model commissions? (I have a kinda cutesy furry dragon character that I was wanting to have made)

latent charm
#

@pure nest There's no doubt blender has a weird learning curve (it has to do with its odd interface design which has a long history, etc) but I'd still have a go trying it. If you've already used 3D software then you should at least understand a lot of the modeling concepts like edge flow, when and where to use tris (and not), rigging, and all that kind of fun stuff.

If you want to, you could grab a model from https://www.blendswap.com/ making sure it's under a license that allows modification (basically anything that's not fanart or has the CC-ND part) and... well do stuff to it.

pure nest
#

Oh hot dang..! Thank you for the response! 😮

#

Inspired by zzzs advice I got took a second shot at getting that basic shape of a humanoid down, but if all that goes up in a big bundle of flames that will def save me

latent charm
mossy quail
#

and... what if they use sth thats not under said license?

latent charm
#

Then they're doing what so many of us are also doing, which is usually some form of copyright infringement.

pure nest
#

The VR police bust down your door and take away your computer and firstborn children, duh. 🤷🏻‍♂️

mossy quail
#

My intention here was to know if therell be actions against the avatars breaking that, as in deleting them etc

latent charm
#

If the rightsholder notices, they are able to send a DMCA takedown notice to vrchat regarding it.

pure nest
#

On that point though I wonder if I should be worried.I guess I’m still committing a form of copy right infringement. I’m trying to recreate a character (from a 2D pixel game) as a full 3D model, so even if its my model its not my idea perse.

mossy quail
latent charm
#

You might have more leewaysince that's more in the realms of fan art and that's so much murkier legally.

tender tendon
#

One of the poster characters from Point Blank a really old japanse arcade game turned to ps1 game

#

hands are a bit of problem for me though and then there is the annoying part of making the sizes look good of each bodypart

solid shale
#

Is it advisable to have mirrored UVs with avatars?

zinc furnace
#

Not necessarily. Why? @solid shale

#

What do you mean by that, exactly? You mean make the UV's so there's like a "half" texture that covers the whole body?

#

Or the opposite, unwrapping in such a way that even a mirrored face is laid out flatly?

solid shale
#

The former I think. Do the UVs for half a face and body before mirroring them

#

Would reuse texture space but I worry about material effects or something down the line

zinc furnace
#

I wouldn't worry about texture space too much. If you can mirror something you should do it

#

You can always fix it later by baking the textures, for example.

solid shale
#

True true

wide glade
#

can someone dm me about adding text above my avatar, i forgot how to do it

worn river
#

hello, uhh how do i delete the two dots in front the eyes, seems like they don't move with the eyes. They are highlights and they don't move with the eyes so i don't need them https://i.imgur.com/YKExUSH.png :C

zinc furnace
#

Go into edit mode, select them with circle select (C) or border select (B). Press P to separate the selection into a new mesh. Then delete this mesh.

#

Alternatively, you can weight the highlights to the eyes.

#

Don't select the highlights and then press Delete directly, that will break your shape keys. @worn river

#

Separating into a new mesh and then deleting is safe

worn river
#

oh but then i go to edit mode

zinc furnace
#

Oh yeah

worn river
#

my character reverts to normal

#

pose

zinc furnace
#

In the modifiers tab (the wrench icon)

worn river
#

so it is hard to select them xD

zinc furnace
#

There's a tiny icon that shows the Armature modifier in edit mode

#

I think that can help you select the right vertices

#

That way you can see the pose in edit mode, but I can't guarantee that the vertice wireframe will also deform

worn river
#

uhhh that seems hard

#

o -o

#

i need the head to rotate a bit so i can delete them <:

#

i can't see the pose in edit mode D:

zinc furnace
#

It's that button next to the eye icon

#

Or is the head already rotated in edit mode?

worn river
#

no it is not rotated in edit

#

only in pose it is rotated

#

the eye icon?

zinc furnace
worn river
#

uhh

#

oh i did it

#

thanks

#

then i press P

#

it does nothing eh

#

ah there

#

i did it, thank you for your help 😃

#

it was weird to see two circles in front of me on vrchat and here i thought it was just the hoodie in front but no, i discovered it was those highlights when i looked at the mirror that was not following the eyes haha

wispy bough
#

I need some help

#

I got this 3D model and I wanna open it somewhere where I can see it and rotate it

#

But

#

Idk how to do it or what to do

#

All i want to do is see it and have it rotatable

foggy maple
#

@wispy bough You can put it in Blender

wispy bough
#

Thank you! I learned how to use the program a bit, and I managed to get the model in the program too!

gilded geyser
#

ok how do i import a model into unity?

spiral sigil
#

Can anyone find me this model or make me one? I'll pay

#

Oh are we not aloud to post images?

wispy bough
#

Aloud

vestal shard
#

Hello, can someone help me with this model?

solar fossil
#

Upper body and upper body 2 are inverted

vestal shard
#

@gilded geyser If you used blender, export it as an FBX and save it in a file. Go to that file and just drag it into unity

#

Drag the FBX file to unity

gilded geyser
#

Thanks

sharp path
#

Guys I need your help, after I merged my xps model and pmd model and exported them, the demon texture became from this

#

to this

zinc furnace
#

@sharp path make sure both meshes have only one UV Map

#

If they are multiple meshes that is

sharp path
#

how can i do that?

zinc furnace
#

In Blender, you go to the UV maps section and verify that they only have one UV Map

#

It's above the shape keys

zinc furnace
#

I think so, although it's weird. That should not matter.

#

Normally, at least. Since the correct UV map is the first

#

But you can try deleting it anyway, you're probably not using it anyway.

latent charm
#

Worth checking what the UV layouts are before deleting them

sharp path
#

@zinc furnace Thank you very much my friend, I could not done it without your help

zinc furnace
#

Oh, it works? Cool

#

I thought it wouldn't work because the first UV Map is already the correct one

dull kelp
#

Does anybody know of a way to get access to in game assets? I specifically want to get the VRC Camera model to use it as a prop in a world that's being built.

zinc furnace
#

I don't think you can do that unless it's provided in the SDK

dull kelp
#

Would it be alright to ping a team member to ask do you think?

zinc furnace
#

I doubt their answer would be anything other than "no"

#

You could try emailing them instead

molten cloak
#

quick question on blender, is there an easier way to tell switch side of a face is showing? I know back side is usually darker, but sometimes it is hard to tell. TIA

humble fern
#

yeah, if you open the side bar with the plus button top right, scroll to the bottom, turn on backface culling

molten cloak
#

Thanks! That helps a lot! lol I was going back and forth from blender and unity

floral violet
#

And so we are all on the same page, it's not bad to have multiple uv maps only that most shaders call the primary

#

There are shaders like the one I made yesterday that require multiple uv maps, three in my case

zinc furnace
#

When dealing with worlds, the second UV Map is assumed to be used for lightmaps, too

#

@floral violet there was actually a guy yesterday who couldn't get his avatar to work unless he deleted the second UV Map

#

Even though the "correct" UV map was the first, and was named UVMap

floral violet
#

I built an object that needed 3 uv maps for the shader I built

spring osprey
#

would anyone be willing to make this model

zinc furnace
#

Try the VRC traders Discord

#

I'm sure they could help you out easily

spring osprey
#

alright thanks!

atomic junco
#

I have a question

#

anyone have a model of the naruto headband?

#

I need it for my vrchat avatar

floral violet
#

Make one, that's too easy

atomic junco
#

ok

#

I mean I have like 0 experience in 3D modelling

#

but ok

mental topaz
#

@atomic junco you can search for naruto models, than search about how to cut out part of the mesh in blender
actually after importing Tab for Edit mode, L key or rmb for face selecting, than P > selection to separate it, and after you can delete not band mesh by clicking Delete button in Object mode

atomic junco
#

Ok thanks

proper crater
#

Anyone know the best way to rotate a mesh of clothing without stretching it? or make it look more natural? (also a good way to select vertices/faces? other than the L shortcut or ctrl + left click/drag)

floral violet
#

Or start learning blender since it's documentation is very good and literally any question you could ever have is answered on stack exchange

proper crater
#

@atomic junco I can send you a leaf one if you want

brave dune
#

zero, you could try the C key. It goes into circle select mode

spiral sigil
#

Anyone here do commissions?

latent charm
fringe rock
#

Does texture the resolution have a uge impact in game?

zinc furnace
#

In terms of performance, no.

#

But it can take up quite a bit of memory and VRAM. When you import a texture into Unity, it gets converted to something like a DDS, you can see the filesize at the bottom of the inspector.

#

The texture size is very predictable. I think 4k textures are always 21.3 mb without crunch compression

fringe rock
#

Am goint to vectorize small texture to make they look better. Thats why i was asking. Thanks.

zinc furnace
#

Ah

#

Yeah, as long as you don't go too crazy it's fine

#

I keep a maximum of like 25 mb for textures on my avatars

#

So that I can comfortably fit a 4k texture atlas and maybe 1 or 2 more materials in there

cerulean shoal
#

is there a program that can make making human models easy?

cerulean shoal
#

pls help

latent charm
#

If you're after something more to the realistic end of things, check out Makehuman @cerulean shoal

cerulean shoal
#

thx :D

stable edge
#

for anime style girls use vroid studio

sour moon
#

Welp. After trying to mutherfucking 3D model my own avatar from scratch in blender, I think I need goddamm vroid

#

It looks like a friggin alien

#

But my first attempt at 3D modeling of any kind

stable edge
#

it looks pretty good tbh

#

vroid is in japanese but its pretty easy to use

#
VRoid

VRoid Studioは、人型アバター(キャラクター)の3Dモデルを作成できるWindows・Mac用アプリケーションで、どなたでも無償で利用可能になります。

#

dl link at the bottom of page, mac or windows works

onyx juniper
#

@sour moon That's not bad.

#

Keep in mind than anime character basically do look like aliens so you're not really doing anything wrong

#

That's right I said it, come fite me

sour moon
#

Oh whoaw

#

THANKS I WILL 1v1

onyx juniper
#

I'm serious when I say it doesn't look bad though. See what it looks like with come color

sour moon
#

Phew, looks like I’m on the right track

#

Thanks really

lapis needle
marsh abyss
#

okay

#

so

#

how do i attach a part of the mesh to a bone

#

im trying to fix that uhh

#

foot/leg joint

spiral sigil
#

i guess the thigh bone got some weight paint on that lower leg

#

so removing that weight paint should fix it

marsh abyss
#

i have no clue how weight paints work

spiral sigil
#

i can only wish you good luck

marsh abyss
#

oof

#

well thanks for everything man

marsh abyss
#

well, if anyone can help with that, I'd greatly appreciate

marsh abyss
#

this

#

is great

meager cape
#

guys, what should i use to reduce the polygon count on a model? 😮

marsh abyss
#

Decimation

#

If you do not know how to do that

#

I suggest

#

Tupper explains how to do decimation

meager cape
#

thanks~ just got approved to uplaod my own character, but my first attempt went horrible... its not getting recognised as a human :x

marsh abyss
#

Oof

floral violet
#

And no, he outlines the tools for decimation there's is no definitive guide to decimation as it is different for every model and can't be tough as a science just an art, you can develop methods and such but again those all depend on the model and your level of knowledge of blender as other tools also make decimation easier

foggy compass
#

Relatively new to modeling!

#

Trying to color a piece currently using the brush, but it ignores some faces on the polygon, and I have to manually look for it and draw it on the UV

#

This is all I could paint just about on this entire half of the face

cursive wedge
#

If you gonna have hard colors you could remove the UV mapping and just go for pure color materials, this way you can get allot of fancy colors into a small texture map, but it is all based on how you want it to look

latent charm
#

That is a bad idea, having more materials than needed should be avoided.

Instead, create a tiny image with the solid colours you need, and unwrap the areas you want for that colour, scale it to 0 and move it over that colour area.

One material, one texture, multiple solid colours. :D

cursive wedge
#

Oh what i mean is atlasing it after you know the colors

latent charm
#

No need to atlas it if it's pure colour.

cursive wedge
#

You should always start with many materials and then lower it once you find the colora

#

You use a painting program that can use hex color ode and just copy it and add the color in a 3x3 size

latent charm
#

Debatable. Depending on your workflow a little effort early on can save a lot of work later.
The inverse also applies, it varies on how you do stuff.

cursive wedge
#

Well, it is hard to know the color by hand and doing the texture colors from start is harder than applying it as an material at the start and then gather the colorcodes and create a texture map with everything on it

latent charm
#

More importantly, if you're using a pixel-size colour map, set texture filter mode to none

cursive wedge
#

I would rather just have it as 3x3, it wont hurt and you don’t have to shrink the UVs that small and the size is not noticeable bigger

#

You could also just resize a pixel sized texturemap to go 4 times the size to keep the binary size system

#

1-2-4-8-16-32-64-128-256 and so on

zinc furnace
#

If you're using solid colors, having multiple materials is still bad for performance

#

But solid colored models are easy to atlas

#

If you're using solid colors it might be easier or better to just have a lot of materials with different Diffuse colors and atlas it later

unborn plaza
#

how to download avatar "maurice" ?

zinc furnace
#

I don't think you can download any of the default avatars. However, you can check Mixamo @unborn plaza

#

I know that X Bot and Y Bot are on there

#

As is Kyle

#

And some others used ingame. The Morph3D ones are unavailable though.

green saffron
#

qestion i dont know where to turn for answers im currently doing a 3d car project (not for vr chat) and im having difficulty understanding what a jpg file and a sds file is if anyone can inlighten me on what those are and how to open then thad be great google is making it a bit confusing

cobalt willow
sage light
#

In Blender how do you mirror duplicated mesh

#

I want to mirror my model's duplicated arm.

sage light
#

Ctrl M? Is that it? Really? Hahhaha

green saffron
#

welp still isnt opening its fine i guess maybe its the file anybody suggest any 3d motors? i know of many but dont wanna pay 100+ lol,

plain anvil
zinc furnace
#

That's just the bone tips

#

Don't worry about it

#

I don't know if it's possible or even advisable to rescale those, you could just set them to display differently.

#

The bone roots seem OK

#

If they're connected it will be basically impossible to rescale correctly

plain anvil
zinc furnace
#

That is odd

#

Does that also happen when you just drag in a new model into the scene?

plain anvil
#

just this model

#

I used CATS to "fix" the model but it messed it up

#

i was trying to create visemes

#

is it possible to scale all the bones at once?

plain anvil
#

fixed the issue, but the visemes don't match up with the ones in blender

faint veldt
#

Can someone here make a vrchat skin for me? I do not know how to do skins.

floral violet
#

avatar?

#

several people make them some for free others not for free XD

rustic idol
#

Where do we find the ones that require payment?

cobalt willow
rustic idol
#

Oh sweet. Thank you

foggy compass
#

The surface texturing made things sooo much easier

#

I imported it into unity and this happened>>

#

This makes absolutely no sense. There are colors on here I didn't even pick, and my textures I placed down are gone :C

latent charm
#

Looking good! Maybe thin the lower legs out a little bit?

foggy compass
#

I seriously don't know how you guys do it

#

I came really close to smashing my computer earlier lol

latent charm
#

Just keep at it. Every time you fail you learn something, even if you don't notice at first.
Getting good feedback is also insanely helpful.

foggy compass
#

There's no documentation for these weird 'bugs' that pop up when exporting

#

You just have to like, either ask or somehow figure it out

#

and when you don't know, it can seem bizarre and impossible

#

Like why aren't my textures going over the surface color? The object is transparent

#

Why do the materials export with completely different colors and sections with invisible tiles

latent charm
#

Generally because 3d software handle materials differently.
I never expect my material configs to carry across when exporting. Important things like UV maps and what materials go where, yeah. Everything else I pretty much have to reconfigure in the target application for best quality.

foggy compass
#

Ohhhh

topaz dune
#

Oof ive never used any modeling shit

#

but i have tacos, depression, alot of free time on my hands, and a dream

spiral sigil
#

🤔

topaz dune
#

Its a good mixture

grim chasm
#

does anyone know a good program to make an actual model not just finding one is deviant art

#

one that is safe too

#

no? ok

#

ill just try blender then

lament pond
#

Blender is a good program to make actual models in

onyx juniper
#

You should have listed tacos last for maximum comedy

prime marten
#

hi i need help. when making a map in unity how can i change the background sky

proven sequoia
#

Anyone know how to make a working flashlight?

halcyon citrus
#

@prime marten you need to open up light settings and there should be an option for a skybox so you will need a 6 sided material to use and whatever you wish to use as your background.

#

I think it's under the windows tab if I remember off the top of my head.