#3d-modeling

1 messages Β· Page 47 of 1

zinc furnace
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I think you can just use any cubemap, not sure if you can use a material

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You can construct cubemaps out of 6 other textures if need be

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But a panorama or store asset might be easier

halcyon citrus
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Well the materials have the option for a 6 sided for skyboxes to use

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Usually not bad if it's seamless pretty much like a starry night.

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But other than that light settings is where you should be able to change the skybox.

cursive wedge
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@foggy compass it may be that the Texture mapping needs to be applied to the mesh, and you need to check your normals, they seem to be inside out

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Sometimes the texture placement does not carry over correct because of 1 or 2 vertices not having the material applied to it correct, you just have to double check everything..

foggy compass
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Oh yeah I responded in development-advanced by accident

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I wrote this:

rich mica
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Can someone tell me why his arm is retarded? thanks SalitySaltySenpai

spiral sigil
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fucked bone rolls

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fucked weight paint

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hidden bne with weight paint

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alsso missing shoulders

zinc furnace
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You didn't map the shoulders so start there

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Other than that it's probably bone rolls

rich mica
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I had it mapped, didn't matter

zinc furnace
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Just clear all bone rolls in Blender and try importing again

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Even the ones in unrelated places like the legs

rich mica
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hm, alrighty^^

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I will try

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thanks

lament pond
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Actually Asriel this time

unique galleon
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@foggy compass Oh look it's your cute model xD

foggy compass
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oh @unique galleon you saw it in-game?

unique galleon
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I was there with you at the world asset test with all the hyenas lol

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I was the SU characters

foggy compass
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yea you were Garnet

unique galleon
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yup yup, who is now being edited further

unique galleon
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yee

foggy compass
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He's based off an old drawing haha

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I'm making the body tonight

unique galleon
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I was stuffed in chat history from yesterday morning

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and saw your pic post

foggy compass
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you do 3d modeling?

unique galleon
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Yeah

foggy compass
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oh shoot

unique galleon
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Been using blender for a year and a half

foggy compass
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you gotta how me some of your stuff

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WHAT

unique galleon
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But I only know as much as I've googled lol

foggy compass
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Wow a year and a half, I need some tips

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I'm on my like fifth day

unique galleon
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lol well if you made that with 5 days of knowledge you're pretty damn good too

foggy compass
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Idk how to do eye tracking, mouth lip sync, corrective shape keys for rigging

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I WOULDN'T AT ALL MIND HELP on any one of those

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My main gripe is not knowing how to use Generic avatars

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I want to make a non-VR avatar that has custom animations, but don't know how

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I'm a 2D animator that recently hit my decade mark, so the information should transition okay into 3D? I'm not sure

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but yeah feel free to throw me any tips

unique galleon
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I haven't yet tried eye tracking because everyone says it's super hard

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And whenever I hear that from people it kills my motivation before I try, though usually when I try it turns our to be easy

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The lip sync stuff I taught myself a couple weeks ago to make a model for my friends, so yeah I know that

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And what exactly does corrective shape keys entail?

foggy compass
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yea eye tracking seems like it'd be kinda irritating

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This avatar is chubby, so the bending needs to not screw up the av so much

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he's a little plump boy

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so I was gonna use corrective shape keys

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so when it bends it morphs the faces I want to get the proper bending look

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Mannn VRchat has gotten me into 3D modeling, something I've putten off for so long

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So much expression in this game, even if there is the occasional mic spam

unique galleon
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If you plan on going hardcore on blender and getting super into it, I know of a blender discord channel I just kinda have and they do like weekly competitions and stuff and there's hella talented people in there

foggy compass
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yea inv me

unique galleon
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I used to ask questions in there ages ago but I don't really visit it anymore

spiral sigil
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Does anyone know ANYONE who can help make san andreas models? If so please contact me

mental topaz
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@spiral sigil theres an addon for blender for this by ponz
http://forum.gamerxserver.com/forum/samp-server-188-165-219-63-8800/questions-and-answers/tutorials/189333-blender-add-on-gta-tools

foggy compass
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@lament pond I saw you comment on a friend's FA profile haha

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I recognized the icon

lament pond
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mah brand

foggy compass
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lemme look at your profile

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peeks

lament pond
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Do you need a link?

foggy compass
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oh it was like

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rhetorical? or idk

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haha wow the community is so small

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i know a lot of people you know

lament pond
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I just comment on a lot of pron

foggy compass
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My friend went to megaplex I think

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he voiced that bird guy from zelda

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the shitty dub version haha

lament pond
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xD

foggy compass
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You like faber?

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He's Blake's fuckbuddy haha

lament pond
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Blake?

foggy compass
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Wingpunktiger

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or something

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he changes his name a lot idk

lament pond
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Interesting name xD

foggy compass
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I saw your comment from Fek though

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someone wrote something that set me off, cause he's such a fucking rad guy

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augh anyways, add Dephy on VRchat if you wanna hang out

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I'm working on Cringe King's body lol

lament pond
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I'm working on a vtuber model

foggy compass
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vtuber like youtuber?

lament pond
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Yeah

foggy compass
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is vtuber the fancy new way of saying youtuber

lament pond
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Virtual youtuber

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Like Kizuna AI

foggy compass
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Oh I've heard of her

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yea she's an AI channel

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I saw one a few years ago but it was like a 3D model of a person

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Makes sense someone made one for the "anime" community now

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anyways, back to VR!

stoic ridge
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"one" w

lament pond
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Shhhh

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They'll learn

stoic ridge
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how many vtubers are floating around now? I remember seeing a chart with about 100 in february

lament pond
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At this point it's probably not small enough to count anymore

stoic ridge
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now there is literally an app to spin out new characters so it will probably just explode

lament pond
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my enemy

foggy compass
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one w? 0:

stoic ridge
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meh, I wouldn't really say so, I mean, I tried using it, and couldn't deal

foggy compass
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so its wtuber?

stoic ridge
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it's not like that app will let you make arbitrary characters

lament pond
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No he's saying there's a lot more than one of them

foggy compass
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oh, yea, I mentioned the first one I saw wasn't Kizuna haha

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I guess that implies at least 2

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you mean like, there are hundreds of AI anime-specific channels?

stoic ridge
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I was following bittranslate's channel when kizuna ai started and those guys have started spinning off more

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I found a chart from march and am looking for an update

lament pond
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Not AI

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As far as I know there's no actual AI one

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Kizuna is just played by an actress

stoic ridge
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yeah obv

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the AI is the character

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it's funny though, in the early days she used to say "super AI" a lot but lately I feel like it hasn't been said so often

foggy compass
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I'm working on an obstacle course with riddles and hosting it as this wacky character. It's an experiment, but hopefully the groups actually go into the dropped portal lmao

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What would a good prize be? I dunno

lament pond
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$100

foggy compass
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You might be onto something

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how about... robucks?

lament pond
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Where's my oof sticker

foggy compass
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4.95$ plus 50 Robux

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Haha, designing the world is hard, since I have to put invisible triggers only I can access to jump around the map

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No console commands as far as I'm aware :c

lament pond
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Secret levers

stoic ridge
foggy compass
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oshi

stoic ridge
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erm, inline loading. I can delete it if people don't like images in the scrollback

lament pond
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Excuse me while I casually add myself to the chart

stoic ridge
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japan will be japancentric I guess eh

lament pond
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I don't care if there's a spot I'm going on it

stoic ridge
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it's definitely at that point where everyone has one they would be able to watch, but the whole concept has become totally unremarkable as a result w

foggy compass
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ah shit, I was gonna send what I had but realized none of this is safe for this discord

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Is "gaylord" off-limits, even if I'm gay?

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Anyways, POOF, particle effect, spawn in front of the group. Some witty dialogue and then you give them a quest like: "do you think you can beat my obstacle course?" and spawn a portal to the public world

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and if they beat it, 4.95$ in Robux for Roblox

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I'll do it 10 times and then edit the footage together haha

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seriously tho if anyone knows any workarounds for the console commands I'd love you forever

lament pond
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Scripting isn't allowed in vrchat

topaz frigate
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Thanks

stoic ridge
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howeeeeeeeeee

foggy compass
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gee, no scripting at all?

topaz frigate
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Na

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Not raw scripting

foggy compass
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There's gotta be some way to have like buttons as a host

topaz frigate
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Udon will come eventually

foggy compass
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Udon hmm?

topaz frigate
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Its their in house visual scripting system

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similar to playmaker

foggy compass
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Oh nice

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Watching a vid on it atm

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omffggg yessss

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THIS IS SO COOL

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You can make actual "levels" now haha

humble fern
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it depends exactly what you're going for, but you'd be surprised how much you can do with animation states already, since udon is still nowhere near ready

topaz frigate
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Aye, states with animators are the closest you'll get to scripting atm

zinc furnace
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Yeah, animators are already state machines on their own

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People asking for state machines on avatars need to look no further than custom animators

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You can get pretty far with Animators in worlds right now too

topaz frigate
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ye boi

foggy compass
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so you've got to be in world for your avatar to be animated?

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with like in-world custom animators?

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im conofused

humble fern
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well you could do custom animators on a station inside a world, but that's hardly a viable solution. We cannot currently use custom animators on avatars, Rokk was talking about suggesting to the VRC team to allow it. However, when you're working on a world, your options open up immensely. For one, you have access to VRC_Triggers, which have basic functionality like "if playerlocal collides with this object, turn this light on" and stuff like that. You can then use those triggers to change parameters in an animator in order to do flow control and all the other features of an animator

zinc furnace
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Yeah, worlds have a lot of possibilities using animators

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Triggers have a lot of control over parameters too

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Animators are basically state machines already

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Couple them with triggers and you can rig up some interesting stuff

humble fern
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still don't have float math ;-;

zinc furnace
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Yep

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I love animators, wish I could use them on avatars.

foggy compass
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Oh that's really cool!

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I'm designing an obstacle course currently that I'm going to invite random groups of players to compete in. It's mostly just for wacks and giggles, but this is definitely really useful

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Making random assets in Blender haha, but I don't know if it's gonna cost too much. I'm trying to be really bare-bones with the world so it doesn't take too long to load

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I'm thinking it might just be better to split the world up into segments, and chain them manually through dropped portals?

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Getting the triggers to work so they teleport players to different locations, I know that's in the event handler

half smelt
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Hi. Looking for some initial advice/tips on adjusting the proportions of a model. I've recently got a rough version of the following avatar working in game, but the base model the original author used is rather tall and slim compared to the character from the source material.
https://i.imgur.com/CY6sTO2.png?1

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I figure that I probably want to shorten the waist and legs a bit. Maybe bulk out the thickness of the metal arms a little. Basically get it closer to the source.

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But don't want to screw it up making any common beginner mistakes.

zinc furnace
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Is there a way to delete all unused/empty shape keys in Blender, much like how you can do the same with materials?

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Often when merging models I have a ton of extra shape keys that aren't even doing anything

foggy maple
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@zinc furnace Using separate by materials in cats should delete such shapekeys

zinc furnace
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Oh, that's interesting. Thanks

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Will that also work with only one material?

foggy maple
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It should work, yes. You can also separate by loose parts

half smelt
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@lament pond Oh snap, that looks much closer to what I want yes. The one I've got is the best I could find. I'm a little confused by your reply though. That's a nice picture but doesn't help me much just posted as a .png. ^ ^;

spiral sigil
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@foggy maple yo, you saw that new atlas plugin for blender?

foggy maple
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Yes, I did. It's really awesome, I didn't think that this was possible

zinc furnace
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I was developing something similar but got stuck with imagemagick

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I knew it was possible because you can do the same process manually

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Just tile the textures and move the UV's accordingly

spiral sigil
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wonder if it's a good idea to merge it with CATS

zinc furnace
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I would support that

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Because so many people have Cats already

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But you need to actually go out and find that particular addon

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I also think someone needs to make a successor to Tupper's MMD to VRChat megatutorial

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Since Cats has changed so much and we have better auto atlasing addons now

foggy maple
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I have already uploaded a dev version with it integrated :) but you still need to install the plugin manually

spiral sigil
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oh you already talked with the creator

foggy maple
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Yes

spiral sigil
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that was fast
no more excuses to not atlas now

zinc furnace
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Oof, nice

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And yeah, no more excuses. This is nice

foggy maple
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Yeah, this is super awesome

cursive wedge
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There is an addon for removing unused vertex groups, there may be for shapekeys also if there is not already.

spiral sigil
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gib addon

cursive wedge
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The one removing unused vertexgroups saved me a lot of fiddling

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Don’t remember if i have it on my laptop

spiral sigil
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me cry

half smelt
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What's the main motivation for removing unused keys and groups? Optimisation?

spiral sigil
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yeah and it's more clean

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you have less bullshit to clutter your work

zinc furnace
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Yep

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Especially when merging models, you can end up with a ton of extra shape keys that you can't use

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My main model has like 150 shape keys already, but those are all used

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Can't imagine what it would be like if I merged it with another model

marble granite
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It's possible to port models from blender right

topaz frigate
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yes

marble granite
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Makes life easier for me then

topaz frigate
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me too

marble granite
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Now I actually have to make something though...

topaz frigate
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thats the hard part

marble granite
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well depends on what i will make

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i want my character to be the Crab with the pocket knife from that one meme

idle lintel
marble granite
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Yes

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But just a red crab for simplicity

wicked light
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CRAB BATTLE

hidden charm
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Can somebody make a Postal Dude model for VRChat

foggy compass
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Yarrghhh, why is my value still 0

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It's bent, shouldn't it have changed by now? x_X;

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Looks like I missed type again

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set it for Z rotation

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gaugh, my changes aren't taking effect though, I'm sooo close

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OOOH, I GOT IT

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YEEEES

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3 HOURS

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Heck, learning all of this is some kind of really messed up torture

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but when you get it.

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catharsis

foggy compass
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Scratch that, I didn't do anything this whole time, I just did a "preserve volume" button. sigh I'm gonna stop for now.

cold plank
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omg yaaaas

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I may have to start putting some free time into making sure cats works in 2.8 πŸ˜›

spiral sigil
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How I solve the PipelineSaver error?

cold plank
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it's not going to prevent you from uploading

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that thing will get removed from whatever it is you're publishing but it might not matter

spiral sigil
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I cant press the button of "Build & Publish"

cold plank
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check your status, are you allowed to publish worlds?

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or avatars?

spiral sigil
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Yes

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I publish 2 avatars

cold plank
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can't explain that one then: any component or script found on an avatar that vrchatsdk doesn't whitelist usually gets removed

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do you have the new sdk published today?

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check the announcement

spiral sigil
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theres new sdk today?

cold plank
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yep!

spiral sigil
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Probably thats the problem

cold plank
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spiral sigil
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How delete the old one for install the new one?

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close unity

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find your project in the explorer

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delete the vrcsdk folder

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open your project

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instll the sdk

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Ok thx

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I delete the old one, install the new one but the same thing

regal sleet
floral violet
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looks like you should be using cutout

regal sleet
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Okay, that does fix the hair but then everything else looks retarded

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Is it possible to Ungroup things

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so I can change them separately?

floral violet
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you have to have a seperate material in blender to allow for that

regal sleet
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Im using Unity :/

floral violet
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.<

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i know that

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you should have blender for model editing as well

spiral sigil
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you better have blender

floral violet
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^

spiral sigil
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most of the big problems are fixed in blender

regal sleet
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Thanks I will get blender

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:p

spiral sigil
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get the CATS plugin

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it will help you a lot

regal sleet
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will do

floral violet
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basically watch the mega tutorial

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if you still have questions then come here XD

regal sleet
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Cheers :3

floral moat
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is there any way to use maxscript in blender

vivid crater
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I ain't clickin that

stable edge
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try running an exe on a mac

unique galleon
spiral sigil
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Theres something in blender for fusionate 2 models in the same skeleton?

zinc furnace
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Cats Blender Tool has an Armature Merge function that can do this.

spiral sigil
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Ok thx

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But combine mmd and valve?

zinc furnace
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Yes, but the bones have to be named the same. Cats Blender Tool should be able to do this too.

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Just hit Fix Model on both models

spiral sigil
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but where can calls the same?

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I mean in what section

floral moat
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ugh, why isnt there an easy way to merge uv maps

zinc furnace
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Because there is no intuitive way to do that if you think about it

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You have to make sure the UV maps are named the same when you merge the meshes

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The concept of merging UV maps themselves makes no sense, unless the UV maps have literally zero overlap

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Not sure if a polygon even can be part of no UV map

floral moat
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well uh then thats probably not the solution to my problem anyway lol

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but ive been having an issue

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where in blender my model looks fine but the uvs disappear in unity

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this is what happens to it

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ive been trying for quite a while and cant find an solutions

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has this ever happened to you guys?

zinc furnace
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It seems you have multiple UV maps then

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Make sure all but the first are deleted

floral moat
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but all of them corrospond to a different part of the mesh

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ok i just tried deleting the uvs and all of the textures got dededeleted

latent charm
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@floral moat If you want, send me the blend file (textures too, just save a copy, then go file>external data>pack all into .blend) and I can have a look at it over dinner.

floral moat
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oh man, thanks then!

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ill do that now

latent charm
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Ah, I can instantly see what's going on. Each material has a corresponding UV map & texture.

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What you'll want to do is duplicate the mesh, clear out all the materials and UVs on the new one, unwrap it as one UV map, add a blank texture to it and bake textures from the original to the new one.

This may be similar to some of the texture atlasing tools out there.

@floral moat

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For future reference, Unity expects the first UV channel to be for textures, the second is for lightmaps (if used) and the other two are for whatever, but that has to be specified in the shader.

floral moat
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ok! Thanks alot man

sour mirage
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I am quite new to blender and 3d in general.
I know you should stick to tris or quads, but in an effort to lower the poly count after subdividing, I cut off the head (as I want it to have the most detail), subdivided it more than the rest and connected it back, creating tris along the "seam". Is there a better way to do it and will doing it this way complicate things later?
https://imgur.com/a/A3KJFeY

latent charm
floral moat
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also i know its a dumb question but how would i bake the textures from a different object onto a uv map?

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because i remove the materials so there isnt any textures left so baking just makes alot of white

latent charm
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https://docs.blender.org/manual/en/dev/render/blender_render/bake.html
Read this if you haven't already.

The general workflow is as follows:
Two meshes, the original with many materials & UVs, and the target with one material and one texture assigned to one UV map.
Bake textures from original to target using the selected to active option in the bake panel of the render tab.

sour mirage
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@latent charm Thanks

floral moat
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i have one more question, sorry

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is there anyway to make these lines less noticable?

latent charm
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Increase the UV island margin and make sure the bake margin is large enough too.

cyan lantern
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i have a question

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i want to optimize and save poly for a piece of clothing that's going to be dynamic and react to my movement somewhat, can i get away with completely recuding poly in the interior side i don't see if it doesn't sway much? or does it completely ruin the topo and not worth the 250 poly i'm saving here:
https://imgur.com/a/1VFXvig

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i have the poly reducing flow in the link (my char)

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nvm, i think i kinda answered my own question, it's to reduce it less agressively with a margin so that skinning won't be affected

sullen cobalt
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Hi all ! I have a mesh with an armature. I put some weights on the mesh, and I set the vertex groups to be the same as the bones. When I'm in pose mode, the bones don't move the mesh. Any ideas ?

unique galleon
glacial pasture
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@sullen cobalt check if your armature modifier is still applied

fringe rock
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How to transfer uvmap betwin two object with the same amount of polygone/vertex

glacial pasture
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mmm

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UV maps are generally linked to the specific geometry of an object and not really transferable

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but you could try unwrapping the UV map, then script window-> script menu -> object -> UV from active

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@fringe rock

spiral sigil
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If anyone dont mind could someone make shape keys for me on my ripped stitch model?

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don't ask your question in multiple channel, thanks

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ok

wintry rain
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I use one model and in blender its looks fine but

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when I put into unity the wall is shown only one side

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also the mesh collider is only working on one side

humble fern
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turn on backface culling in unity

wintry rain
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where is it?>

humble fern
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Faces only have one side for mesh colliders and most shaders. Blender displays both sides on default

zinc furnace
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Don't you mean turn it on in Blender, or use a shader without backface culling in Unity?

humble fern
zinc furnace
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I'm sure you could find a double-sided Standard shader somewhere online

humble fern
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won't help with the colliders though

zinc furnace
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True

humble fern
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and I did say on

zinc furnace
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You said "turn it on in Unity"

wintry rain
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this thig happen

humble fern
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oh

wintry rain
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but under the model

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its fine

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also mesh colider is only working under the model

humble fern
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I wouldn't say it's good practice to do this for colliders on a world, but since yours is so complex it would be a lot of work otherwise. So in blender, just select all the one-sided faces and duplicate then flip normals

humble fern
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click that little plus button top right, scroll to the bottom

humble fern
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yep

wintry rain
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than what I have todo?

humble fern
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select all the one sided faces you need to be two sided and then spacebar > duplicate, spacebar > flip normals

wintry rain
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its one model

humble fern
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go into edit mode to get to the vertices

wintry rain
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oh

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than select it

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spacebar - duplicate?

humble fern
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ugh yeah it's gonna be messy but fine, just select the whole thing with a

humble fern
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ughhh

fringe rock
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I think if you flip the normal people going to get stuch betwin the 2 face since they are going to fight each other to to push you out if you put mesh collider

small cloud
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sff or dff

sullen cobalt
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Hi all, my new model has the eyes rotated up/down instead of facing forward. What could be the problem ?

cobalt willow
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Is it set up for simulated eyetracking?

sullen cobalt
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Yeah in blender

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And works perfectly

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Binded to Eye_L not LeftEye also

cobalt willow
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Make sure the tail of the eye and headbone are straight up and the bones themselves have 0 roll

sullen cobalt
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That was it @cobalt willow thanks a lot

#

Another quick question : On this model the arms feel very long, when I'm putting my arms straight in front of me irl, they are still a little bit folded in vr. How can I lessen this ?

cobalt willow
#

Either decreasing the arm length or making the legs taller probably @sullen cobalt

sullen cobalt
#

@cobalt willow In unity or blender ?

topaz frigate
#

blender

sullen cobalt
#

Okay

spiral sigil
#

Appears me a error when I put a shirt in the character "Bone weight Heat"

#

How can solve it?

floral violet
#

try not weighting it with multiple layers of mesh....

#

just a guess

spiral sigil
#

dont doesnt work

#

XD!

latent charm
#

@spiral sigil A workaround that may work:
Save your blend file before this, just in case.
Select the mesh, edit mode, p key, separate by loose parts.
In object mode, select all those loose parts, then the armature, then ctrl+p, armature deform.
Re-join all loose parts.

zinc egret
#

Is someone maybe willing to Weightpaint me my staff's hand ?
Its basically weightpainting one low poly Hand.
I rigged all bones into it, im just terrible at weight painting and i cant make it work...

void parcel
#

what is te best software to use

#

the

floral violet
#

for what

plucky jewel
#

hey can someone with experience with maya's hypershader help me with something?

mental blaze
#

Like you trying to create new materials?

spiral sigil
#

How do you select all objects at once in blender?

#

A

topaz frigate
#

B

olive mountain
#

Just as a question, is anyone active right now?

foggy maple
#

Yes

olive mountain
#

Well this is kind of strange one

#

Not really a vrchat thing but this is the only place I know that does 3D models

foggy maple
#

Wait I just said I'm active πŸ˜„ Ask your question nonetheless

olive mountain
#

Sketchfab spits out the "error:invalid form" thing on my model, when all I did was add specular, normal and displacement maps using the principled shader and the material output

#

From what I've seen, that error comes from a large photo file size, but the color texture is by far the largest, all the others are much smaller, and just the color texture worked.

#

How to fix

olive mountain
#

Ah yes I fix it with noodles

#

How did I not see this before

foggy maple
#

Maybe try to create a texture atlas, just a guess

humble pecan
#

Is it ok if I can request a model to use in VRChat?

spiral sigil
#

Request a model? You want a commission done?

humble pecan
#

I wouldn't really call it that since I can't model

topaz frigate
#

If you cant model and want a model that sounds like a comission

spiral sigil
humble pecan
spiral sigil
#

Either you find that model online and you import it yourself or yougo to vrc trader to deal with it

humble pecan
#

Doesn't exist online since the images are of a resin model kit.

spiral sigil
#

Then you need to commission someone to make it for you

floral violet
#

you could 3dscan it

glacial pasture
#

I've seen that model plenty in vrchat

#

I'm sure a 3d models somewhere

vague idol
spiral sigil
#

Use v to split

#

Alt + m to merge again

spiral sigil
#

Is there anyway I can decimate something small (not noticeable) and do a great amount to the tries.

zinc furnace
#

Yes, start with the stuff that is the most impactful and not visible. @spiral sigil

#

For example, if the model has actual skin under the clothes, remove it. Decimate the shoes. Decimate the legs.

#

Decimate the hair too

spiral sigil
#

Ok thanks got it to 19,998 tries

#

Now another question it’s a big one to answer but how to you enter animation for your player model in unity?maybe just a video will do. I’m new to modeling looking into learning it really well.

#

*animations such as like guns in your hand,sounds,etc

supple saffron
vague idol
#

@spiral sigil using V it just gives me an error saying "cannot rip selected faces"

spiral sigil
#

Select a vertex not a face

vague idol
#

I was on vertex selection mode with multiple vertex selected. I'm not sure what I was doing wrong there.
I ended up selecting a section and using the seperate by selection (merging later).

#

Do you have any suggestions for fixing the shape keys now that it's seperated? I'm hoping there's a fairly easy way to bring a set of vertices down to the rest of the shape. Otherwise I guess I'll have to do it manually. (There is no bone for this)
https://i.imgur.com/RHzTZvc.png

spiral sigil
#

Select the vertices and move them down? I dont really see another way

#

I wouldn't bother personally

vague idol
#

bah...I was hoping there was a feature hidden in there somewhere to flatten a selection to the neighbors or something

spiral sigil
#

I would just take the head of a non-broken working model and replace the one that is fucked

vague idol
#

I've tweaked a bunch of stuff on this (and I'm pretty sure the "remove doubles" caused it) as it originally worked fine

#

or....actually couldn't I just load the original alongside this and swap the teeth?

spiral sigil
#

You arent supposed to use remove double on the head anyway
And you could

#

But shapekey may be broken

#

Thats why i would swap the whole head

vague idol
#

bah....alright I'll probably do that tomorrow then, thanks

zinc furnace
#

Removing doubles on the head is a bad idea due to the fact that the geometry there is supposed to overlap a bit

split rose
#

how would i remove the bat and the other thing off the model

glacial pasture
#

Fuckin ness, go to cats and click "seperate by material" then delete the bat and ball

#

if that doesnt work seperate by loose parts, after everythigns deleted press B and highlight your entire model, then press CTRL + J

#

@split rose

split rose
#

ok thanks bb

glacial pasture
#

πŸ˜—

humble glen
#

I would recommend in future that you instead go into edit mode, select linked vertices with L, and hit P, separate by selection

#

or go into edit mode, press C, then use the scroll wheel to adjust selection size and left click to select, middle click to deselect

#

also be in wireframe mode when you do that

#

but that's for when the model is made of an annoying number of seperate meshes

#

separate by material tends to be unreliable on a lot of models like that, and separate by loose parts tends to lead to an absolute disaster of loose meshes that are a nightmare to sort through

#

it's easier to just manually select and seperate them

foggy maple
#

@humble glen Separate by Loose Parts no longer creates as much meshes as it used to be ^^

humble glen
#

oh, with cats no

#

but with blender yes, I believe

#

unless they patched that out since I last used it

foggy maple
#

@humble glen Oh no, I mean with cats. Previously it just used the blender method, but now it uses some magic beforehand to merge some of those super small meshes

glacial pasture
#

blessed cats dev πŸ™

#

but yes L and P was my old method, cats just streamlines so much

zinc furnace
#

Cats has grown a lot

#

It was already super useful for MMD's, but it keeps getting more and more utilities in general

#

Such as apply as rest pose

spiral sigil
#

can't wait for CATS to get a button to read my mind and create the perfect avatar for me

glacial pasture
#

Ikr

#

learning algorithims on all the crap we run through it to make shit for us

sly basalt
#

How could I move the bone of a long sleeve clothing and have the mesh move with the bone in Blender?

glacial pasture
#

You don't

foggy maple
#

@sly basalt You have to weight paint it

sly basalt
#

Its cool, CATS has a mode to do that. Got it done

foggy maple
#

Ah, you mean pose mode. I thought that it had no weight on it πŸ˜„

glacial pasture
#

@sly basalt Oh I thought you meant move the bones and move the mesh in a matter of moving both of them

#

Like if you needed to raise the arm bones higher with the jacket itself

sly basalt
#

Yea, I had the arms of the sleeves lower than the tpose model 's arm and I wanted the sleeve to match the arm. cats has that pose mode thing which made it easy. Then I use the transform function in blender to resize and move the bones and mesh together.

glacial pasture
#

gotchu

glacial pasture
#

is perty

rich sphinx
#

when i looked in here i wasn't really expecting to see an IG hydra

#

nice work

visual vigil
#

Making a IG map :D

#

@rich sphinx

rich sphinx
#

πŸ‘

rich sphinx
#

reminds me of some of the bastions visible in art for the series

worn river
#

Or is it normal

#

xD

high jetty
#

It’s just how it looks since it’s separate. If the verts were merged that would go away

worn river
#

oh okay

#

cause in the youtube tutorial, it seems like it is identical or almost xD

#

thanks πŸ˜ƒ

balmy warren
#

so I have this ripped model that I pieced together from all the separate meshes and it naturally doesn't come with the textures already applied. I'm planning on applying the textures through unity but I want to make sure that when I put it back through blender, combining the meshes won't interfere with how the textures are applied. if I do connect the meshes for rigging, will that change the UVmapping or will the meshes still be separate in terms of materials?

latent charm
#

Have a look at the uv map names in blender, if they're different per object you'll need to make them the same, otherwise when you join them they'll get discarded.
Separate materials will remain separate.

north remnant
#

Anyone knows whether it's possible to connect multiple bones to their parents without having to go over them one by one?

glacial pasture
#

in blender?

north remnant
#

yes

glacial pasture
#

mm

#

I'd try shift clicking all the bones and seeing if you could set the parent with all of them highlighted

north remnant
#

That doesn't work, it just connects the last bone you selected from the group

glacial pasture
#

oof

#

not sure if there's a way, if there is I don't know it then

brave dune
#

you can pareent mutliple bones to a single parent easily in blender

#

select all the bones you want, then select the parent last

#

then control+P

#

it wiill ask if you want to parent with connection or parent with keep offset

valid snow
#

anyone have any tips in making modelling " Complete Beginner"

glacial pasture
#

oof

#

youtube tutorials or a mentor are your best bet

#

there's thousands of videos

scenic ember
#

i'm trying to retrace this eye for a texture but would this be better to do this using the pen tool in photoshop or illustrator?

glacial pasture
#

I do everything in photoshop

#

lasso tool it out

scenic ember
#

would that be the best way to do it?

#

i'll give it a go thanks!

glacial pasture
#

as long as you can seperate it onto a new layer whatever works

scenic ember
#

won't there be a ton of pixel gaps in between each lasso?

glacial pasture
#

what do you mean

#

quick selection tool*

scenic ember
#

wow i'm dumb thanks again

elder leaf
#

(In Blender)

How can I have 2 separate objects but still connect vertices to each other?
I mustn't join the objects.

zinc furnace
#

You can't actually connect the vertices if the mesh is separate, I think.

#

You can have them affected by the same bones though

#

Or have two vertices with the same weight in the same location

elder leaf
#

That's sad. Thanks for the answer! At least i'm not left hanging.

wintry rain
#

I have texture but its not working in automatically

#

there is hundreds of texture so..

#

is there is any way?

spiral sigil
#

Hello to everyone, I have a question, the a ser isn't in Google... But Maybe someone here knows, how to merge 2 armatures in blender without lost the rigging???

latent charm
#

You can join two armatures the same way you join meshes, select both and press ctrl+j. Then join the two meshes and the weights should be preserved in the final merged result.

spiral sigil
#

Thank you 😊

latent charm
#

You'll probably need to shift some bone parenting around to attach the joined rigs together so it all moves correctly.

zinc furnace
#

Cats also has a merge armatures function if the two armatures are otherwise identical. @spiral sigil

#

This means both armatures need to have the same bone structure (or at least have matching parts)

unreal rapids
#

Hey i have a question If I want to upload a character at unity comes the message that I have to play more even though I was in this account for over 6 hours or more what can i do ?

zinc furnace
#

@unreal rapids play more as it says 🀦

#

6 hours is on the very low end

unreal rapids
#

If you want to upload a character, you have to be logged in to vrchat.com or online because I will be shown offline all the time

zinc furnace
#

It's not based on playtime

#

You need to play the game normally until you get an ingame message and an email.

#

@unreal rapids

unreal rapids
#

okay thanks
how many hours are that about?

zinc furnace
#

On average, between 20-40 hours. Exceptions exist.

unreal rapids
#

okay thank you and sorry for my bad english I'm actually German πŸ˜‚ vrclike

hollow radish
solid shale
floral violet
#

dear gods those are some tomb rader level chesticles

spiral sigil
#

jus found out blender wont work on my windows 10 desktop

#

fms

floral violet
#

Um what

#

Yes it will

latent charm
#

@spiral sigil Why won't it?

spiral sigil
#

like, i downloaded the blender 2.79 and the thing was that the new version apparently doesnt work for windows 10

latent charm
#

I highly doubt that. Did you try to run it and did it give an error or something?

spiral sigil
#

yeah i ran into that error sign so many times today

#

was about to throw in the towel, but then i remembered i joined the vr discord..... figured someone might be able to help...

zinc furnace
#

So what error are you actually getting?

spiral sigil
#

it fails to open

#

i just start up blender and, it launches a command window ........BANG blender has stopped working

#

fuck

zinc furnace
#

Tried this?

#

Just type %AppData% in the start menu to get to AppData/Roaming faster

spiral sigil
#

ok, i havent been able to find the app data on my pc till now so --Thanks~ ive gotten a little farther..... im not seeing the blender folder tho....where would i have to send blender to make it show up?

zinc furnace
#

In AppData/Roaming, there should be a Blender Foundation folder

spiral sigil
#

and if i dont see it there?

foggy maple
spiral sigil
#

ok. i get the same problem with steam......
tho i hit that link... got it to download ... its still not show'n up

foggy maple
#

@spiral sigil You mean even the portable version doesn't work?

spiral sigil
#

yeah dude, i have no fucking clue

worn solstice
#

how do i make it so that when an animation button is pressed it plays a custom animation

leaden apex
#

Does anyone know how i can export MDL to png?

lapis needle
#

isnt mdl a model format, not a texture format?

leaden apex
#

Yes

#

But it has the png encrypted

lapis needle
#

The texture format is unlikely to be png, it will likely be a tga format. You'll need to look up a plugin to import mdl into blender, or find a software that allows direct importation of the mdl proprietary format.

small remnant
#

is there a way to join 2 meshes together in unity i had to make the hair and body separate because i couldn't figure things out, when in game the hair isn't connected to the body when walking and shows u pin front of the eyes, 'im sure there is a simple command for it but i cant find one.

fringe rock
#

Of what i know. vrchat hide the mesh that is connected to the head and behond. So if you put someting in your feel of view that have a texture or backface your going to be blind by it

#

I have a model. the torso and head are one. Since i use cubeshader with a black outline it create a back face and i cant see. It there a way to expend what is hide ?

lament pond
#

She's made of cotton candy

glacial pasture
#

so can I eat her πŸ‘€

sly basalt
#

....

glacial pasture
#

:^)

carmine pier
#

(^:

lament pond
#

No

vivid crater
sly lintel
#

@spiral sigil I'm running that version of blender on Windows 10 64-bit. I'm 100% certain it runs just fine on Windows 7 and 10 on all bit architectures.

spiral sigil
#

I can't wait to figure it out

sly lintel
#

@spiral sigil perhaps you can try opening a console (command prompt) inside the blender application folder

#

and start blender from there

#

the console window won't dissapear like that, so any errors you'd be missing will still be visible (in contrary when it closes immediately and eludes the eye)

#

perhaps that may give you more information

torpid moth
topaz frigate
#

Could be a shader issue

spiral sigil
#

shader or UV i guess ?

torpid moth
#

It's Xiexe's toon shader, the UV is clean and I spent the last couple hours cleaning up the mesh

spiral sigil
#

then shader issue 🀷

#

I'll try the command route

#

What is it btw?

torpid moth
topaz frigate
#

does it have double sided normals?

torpid moth
#

no, one sided

#

oof

topaz frigate
#

you using cloth?

torpid moth
#

not at the moment

topaz frigate
#

huh

torpid moth
#

experimenting at this point trying to see what would cause it

spiral sigil
#

@torpid moth you can ask unity to recalc your normals on the fbx import setting screen

#

should look a lot better

#

if you don't like the result, set it back to import and apply and it will be back to imported normals

torpid moth
spiral sigil
#

yes! awesome

torpid moth
#

thank you

spiral sigil
#

decimating models messes up normal information, recalcing smoothes it all out

#

thanks 1001, i didnt know that either, very useful

#

make vrchat beautiful again ❀

topaz frigate
#

❀

latent charm
#

@spiral sigil That image you linked suggests Unity uses its own tangent basis when calculating normals, do you know if it's similar to MikkTSpace or am I gonna be going off on another google adventure with this subject?

spiral sigil
#

PS: Blender can do this too, but we're lazy people

#

@latent charm oof, yeah, I have no idea, there should be a lot of info about it online though

latent charm
#

Yaaaay πŸ™ƒ
Reason I asked is I do my normal baking in blender and occasionally when things come to unity the lighting changes the normal map does flips, specifically at UV seams.

spiral sigil
#

default is MikkTSpace

latent charm
#

Oh thank fuck
Blender uses MikkTSpace as well as far as I know.

#

For anyone else curious, enable Tangent Space in the fbx exporter and that should give the correct tangent space.

spiral sigil
#

pin that my dude

#

@latent charm I think Unity calculates them by default though, using the normals

#

I'll edit out the tangent image because it's not too relevant for normal recalc if you want to pin it, hold on

#

so you'd have to tell unity to import them or they won't import

latent charm
#

I'd have left it in, since knowing how the damn things end up different based on where they're from can be useful in figuring out why things look weird to start with

#

Although also worth noting is how Enlighten can (and very frequently does) cause lightmap artifacts that can strongly resemble incorrect normals.

spiral sigil
#

enlighten looks so terrible half the time and has so many issues 😐

latent charm
#

It's fucking horrid.

torpid moth
#

@spiral sigil is there a way for me to still be able to have blendshapes?

spiral sigil
#

it shouldn't affect blendshapes at all?

torpid moth
#

I just noticed when I tried to apply my visemes changing to calculate splits my body mesh into 3 child meshes and disables the blendshapes

spiral sigil
#

how many polys is your Body mesh?

torpid moth
#

the part that is splitting is 62477

spiral sigil
#

anything over 60-65k gets split, has nothing to do with the normals

torpid moth
#

only with calculate?

spiral sigil
#

on import

torpid moth
#

I know that at a point the mesh is split for unity but no blendshapes?

spiral sigil
#

when it's split the blendshapes don't work anymore, blendshapes need a joined <60k something mesh

torpid moth
#

you mentioned a way to do this in blender instead?

spiral sigil
#

don't even import meshes larger than 60k into Unity ... it has a mesh object limit, it will always split them up

#

65534 vertices used to be the hardware drawcall/VBO limit

latent charm
#

The limit is 65536 vertexes

#

possibly one or two less

spiral sigil
#

unity starts splitting at about 60k

latent charm
#

~16 bit integers~

spiral sigil
#

@torpid moth optimize your model a lot more in blender first, also to fix normals in Blender, select a part or the whole model in edit mode and press CTRL + N to recalculate all the normals

#

to do the same thing as the importer in Unity I showed you

torpid moth
#

btw recalculating the normals didn't affect it, I tried that before coming here. also polys isnt a major issue with being optimized but i am addressing it

spiral sigil
#

get the whole avatar under 20k or you can't upload it

torpid moth
#

I am testing in unity

spiral sigil
#

unity splits it up into parts, it three times too many verts now

torpid moth
#

I understand if it may be a high vert count, just was trying to keep blendshapes after addressing the issue with the tangents

spiral sigil
#

unity wont allow meshes over 60k

#

and throws away the keys

torpid moth
#

yes I know it splits them up but only shows that when the calculate normals is applied

spiral sigil
#

it has nothing to do with normals

torpid moth
#

for just this one at least, havent had that issue with some other models in world etc

#

the calculate settign was in normals

spiral sigil
#

splitting the mesh is because its too big

torpid moth
#

yeah I can understand why

spiral sigil
#

it is what it is

zinc furnace
#

@spiral sigil actually, the mesh being split can have a lot to do with calculating normals.

#

Setting normals and/or tangents to calculate can drastically increase the number of vertices in Unity for no apparent reason. I had a mesh that was 19k in Blender but always imported as 75k in Unity. This persisted until I set Tangents to None.

#

19k vertices, I mean.

#

It split into one with 65532 verts and another with the remaining 10k

spiral sigil
#

that's tangents, not normals πŸ˜‰ and that's because you can't share verts anymore

#

so depending on the model, yeah, if you have a lot of shared verts and you recalc, you're gonna have separate ones

#

but let's be honest, a 'part' of his avatar was 62k, I mean, come on

zinc furnace
#

I have a model that I use in a world. It's roughly 64k

#

When I set normals to calculate, it jumps to 74k

spiral sigil
#

that's fine

zinc furnace
#

I didn't touch the tangent settings at all

spiral sigil
#

yeah, I guess on some models with a ton of shared verts you get that, I didn't think about that

#

if unity is splitting your avatar, the last thing to worry about is normals and tangent

#

was my point

glacial pasture
#

wait what's happening

#

jumping in late

#

Someone has a over 64K poly avatar and it's splitting body meshes?

spiral sigil
#

unity will automatically split meshes after 60k polys

glacial pasture
#

yep

spiral sigil
#

TLDR: somebody had ugly normals, I told them to recalc and their mesh got split, it was 'a part' of his avatar

glacial pasture
#

seperate your face and mark it as Body mesh, then everything else doesn't matter. Anything with blendshapes need to be combined together or everything'll fuck up

spiral sigil
#

then he blamed normals, I told him it was too big in the first place

glacial pasture
#

a little bit

spiral sigil
#

just wish people optimized their meshes, materials and shaders

zinc furnace
#

To be fair the difference between 20k and 40k will be very minimal

#

People need to optimize their dynamic bones too, most of all

spiral sigil
#

everything

glacial pasture
#

A buddys model had 4k textures on tiny little particles which could easily b e like 256 textures 😊

zinc furnace
#

Texture size doesn't matter as much

glacial pasture
#

it was the biggest part of their model...

zinc furnace
#

It's not about filesize

glacial pasture
#

it helps

zinc furnace
#

Although filesize is also important to keep in mind, so you don't end up with 8k textures that offer zero value and take up 80 megabytes of RAM

spiral sigil
#

polycount may not cause the most lag but it's still stupid and wasteful

zinc furnace
#

Not everyone has the 3D modeling skills required to redo the topology on a model

#

So they turn to decimation which is ugly in itself

spiral sigil
#

nobody even models anything, it's just MMDs

#

learn how to crunch it down

#

it's not rocket science

glacial pasture
#

yeah I can't disagree

#

alot of models are just something someone saw on deviantart straight to blender

glacial pasture
#

oh god

#

don't remind me plz

spiral sigil
#

πŸ˜„

glacial pasture
#

Yeah it has 20 different materials and each one uses a unique shader WHILE being 80k polys with everything dynamic boned

#

but it doesnt lag me so it's fine right

spiral sigil
#

yeah

#

your own fault for lagging

zinc furnace
#

I need to redo one of my avatars, too many dynamic bones on it

spiral sigil
#

just get a better PC 4head

glacial pasture
#

JuSt UpGrAdE YoUr PoTaTo

zinc furnace
#

And the author released a newer version, will redo the visemes too

#

Unfortunately, the default visemes make the upper teeth move up/down while talking

#

Someone pointed it out and now it's very jarring

spiral sigil
#

50 bones for the hair, 30 for the skirt, y my audio stutter?

glacial pasture
#

delicious

zinc furnace
#

It's usually the other way around

glacial pasture
#

not evennnnnnnnnn

#

people will find dynamic bone strands like in the jacket and subdivide them 20 times for no reason

zinc furnace
#

Skirts have like 12 columns of bones with 6 rows in them

#

The hair is usually not too bad

#

Also fuck that "full body avatar world" lmao

spiral sigil
#

i have 30 dynamic bones on one of my models and i never went above that, is that good enough ?

zinc furnace
#

"Let's take Shimakaze's body, put generic ass heads on it, then put cloth on everything"

#

Yeah, that's fine

#

You could probably optimize it further but eh

spiral sigil
#

i already removed like 30 bones from it

#

reee

#

friends only dynamic bones when?

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friends only full body IK? πŸ˜„

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sick of being in a public world and my fps drops 10 frames just from looking at some badly textured seiki with 4 spoilers and farting rainbows

zinc furnace
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It's even worse when they put their unoptimized stuff in public avatar worlds

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I always work very hard to optimize my stuff. Texture atlasing, meticulous dynamic bone merging

spiral sigil
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or the viewball is in the chest 😏

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that piss me off so much for some reason

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what pisses me off is using cutout for the eye highlights πŸ˜„

zinc furnace
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I don't really have a choice regarding that. A lot of models that I port have those kinds of eye highlights

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But when I get it down to one material I generally have to use an opaque material with cutout

spiral sigil
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they have alpha channels

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for a reason

zinc furnace
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Yeah, but 99% of shaders don't support partial transparency on an otherwise opaque material. Noenoe Toon Transparent does (god-tier shader honestly), but that has its own issues

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Such as being one-sided

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And having lighting artifacts

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So I would need at least two materials

spiral sigil
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hmm, yeah good point

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most shaders don't handle transparency well at all

zinc furnace
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Hold on, I'll make an imgur album of what happens when I try to make my avatar partially transparent on just one material. I actually think it looks better with cutout anyway.

spiral sigil
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still it bugs me when I see it

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dark circles around highlights

zinc furnace
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Notice how the transparent bits of the hair erase the model behind it due to ZWrite

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I honestly think the cutout has better looking highlights, anyway

spiral sigil
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I atlas different groups so I can have a transparent material and an opaque one, but yeah, it's a lot of work

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and I often change noe noe and cubed's toonshader code manually to fix things 😐

zinc furnace
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Oh, apparently it's better to atlas everything in one texture

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Then manually separate the materials afterwards

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You can use vertex groups to make that easier probably

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The second drawcall will be quite a bit faster if it shares a texture with the first one

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Having one opaque and one transparent material is the best solution I think

spiral sigil
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isn't that only when instancing is on?

zinc furnace
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Nope

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It's just how it works internally. You will have to ask Xiexe for the details

spiral sigil
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with instancing it will try to do it in one drawcall

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since the material and texture are in gpu memory already

zinc furnace
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Yeah, this is still two drawcalls, it's just somewhat faster

spiral sigil
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not having to swap out a new texture probably causes that, I believe it

sonic nimbus
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@spiral sigil Unity doesn't handle transparency well.

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Its transparency handling is basic so it suffers from significant sorting issues.

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I think it's perfectly reasonable to use a second material for transparent meshes.

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It still won't avoid a lot of sorting issues but it will help.

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And honestly any avatar <10 draw calls is already fewer draw calls than the vast majority of avatars.

spiral sigil
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@sonic nimbus yeah, I think it's worth one mat/drawcall, I know Unity is terrible with sorting alpha, that's why their grass is cutout probably πŸ˜‰

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messing with queue in the shaders and poking around in popular toonshaders and changing a bunch of things yourself helps, like culling off or matcaps on top

sonic nimbus
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These will hopefully all be improved with the HDRP whenever it gets VR support and VRChat switches to it.

spiral sigil
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I just like it when tranparent elements really have varying alpha and nice blending, it just looks so smooth

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on an avatar

sonic nimbus
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The current pipeline is based on a really old architecture (DX9) and is constrained because it has to support both mobile and desktop.

spiral sigil
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people all use cutout and I understand why, it's robust and works with all the MMD messy textures and eye layers for example

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use the wrong material and it won't even show up in a mirror 😝

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dx9? really, at least not the shadermodel

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not even sure if the rainbow overlay shaders would work with dx9 era shadermodel

sonic nimbus
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@spiral sigil Yeah, the pipeline is architectured in a DX9 way even though it supports DX11.

spiral sigil
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The default mode of operation is largely DX9-style β€œone draw call per light with additive blending”. Quality settings of the game determine how many lights per-object will be rendered in realtime; the rest are folded into a spherical harmonics (SH) representation and rendered together with other ambient lighting.

sonic nimbus
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Yeah, that's the relevant bit.

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The HDRP is a much more modern architecture that takes advantage of the flexibility provided by compute shaders.

thin barn
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Excuse me guys

glacial pasture
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πŸ‘€

thin barn
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What do I have to do when I have these side textures?

glacial pasture
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Side textures :?

thin barn
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I mean. There's the "armd_12d" which is the texture that goes on the armd_12d material

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But the "armd_12dB" texture does not have its own material

glacial pasture
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12dB looks like a normal map I think

thin barn
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I'm new in this field, so I don't really know. Are they applied to the same material?

glacial pasture
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ye

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12d is the base color, normal map fits in the normal map slot which just gives the textures some more info

thin barn
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Ooohh.. thank you so much

glacial pasture
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e

thin barn
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E

glacial pasture
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E

thin barn
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Ok things are getting a little confusing

glacial pasture
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that's some great naming they got there...

thin barn
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It would be great if I knew where to put them

glacial pasture
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looks like the materials are all already setup, should be fine, I can't see much difference between any of the textures

thin barn
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Pardon?

glacial pasture
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graceful MMD naming conventions

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geh

twilit ferry
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Maybe made more sense in Japanese, hash

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Probably not

thin barn
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Nah

twilit ferry
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I keep going back, tweaking an mmd model to help me learn.

thin barn
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Idk, I'll just try this and that to see what works better

twilit ferry
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So I feel your pain.

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65k tris was quite hard to drop down from.

thin barn
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dang it

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luckily this was 25k

twilit ferry
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That's nothing! Hafta

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Haha*

glacial pasture
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my og model was a geralt, had like 140k and I managed to drop it to 20k

thin barn
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What the hell

twilit ferry
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That's rough.

glacial pasture
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but then poly limits just started getting ignored by literally everyone

thin barn
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Did it became a stickman=

glacial pasture
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the less important parts, yes

twilit ferry
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Need some lube before I try that trosty

thin barn
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Imo poly limit should be increased

twilit ferry
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I had to do some manual merging on the hair last night.

glacial pasture
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yeah the poly limits a little silly with no material / dynamic bone limits πŸ‘€

twilit ferry
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It's so fucking good with colliders now

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Vs decimated hair

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I need to experiment with shit like the 900 poly eyes.

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I dunno how much I can do without fucking up the shape keys.

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I need to spare tris to put into the body... The elbow joints are horrible right now!

glacial pasture
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that's why you get into low-poly models that are only 500 polys

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like these little shits

thin barn
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omfg. They put the skin of 2 different models in the same folder. That's why I have like 70 textures

twilit ferry
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Haha, well they probably didn't think that VRC freaks would want to actually come over and edit em, I guess.

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I guess @glacial pasture ... I am learning a lot though. πŸ˜ƒ

glacial pasture
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I haven't learned much in the last month or two

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getting lazy with avatars after 160 of em

twilit ferry
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Peaked.

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Made stuff from scratch?

glacial pasture
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You're not wrong

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Nah I haven't made an entire project from scratch, just chunks

twilit ferry
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You should give it a go! πŸ˜ƒ

glacial pasture
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this is what I just finished working on for a handful of hours

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still have to animate it and shit

twilit ferry
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I did the modelling part for an avatar and realised I was making a massive mistake... There's way too much stuff to learn so I went down the ripping apart an mmd model for now. πŸ˜›

glacial pasture
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that's how I start everyone I've trained up, get them going on MMD's geting them VRChat ready, then onto shaders/materials, animations, then scratch stuff

twilit ferry
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Nice gun. Obscenely overpowered looking, haha.

glacial pasture
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OPOP

twilit ferry
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Yeah. After fixing the mesh a bit more, I'm going to try fixing the hair better.

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Got dynamic bones, it's just a bit heavy on the hairspray still... Needs some gravity.

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Then animation overrides I guess. πŸ˜ƒ

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I'll save the shaders/materials for a bit later.

glacial pasture
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I have some hair settings I use on every project

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I can DM you a screengrab of the settings

twilit ferry
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that'd be great!

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I've actually only partly re-meshed the hair... It was a few side bangs that are long and curly.

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I may need to fix the main chunk at the back too.

glacial pasture
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hair's one of the biggest pains in the ass imo

twilit ferry
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πŸ˜‚

twilit ferry
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@rain flax Just seen that you're the admin here... Did your in-depth MMD to Unity Youtube tutorial over a couple evenings this week. Very helpful thanks! πŸ˜ƒ

shut patrol
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does anyone know where to get a halo beam sword?

sudden vessel
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anyone mind helping me with a model of mine?

zinc furnace
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^This is why you ask your question, don't ask if someone can help you

cerulean shoal
unreal yoke
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Is modeling what I'm going to have to do to replace a dress on an avatar?

spark barn
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Depends on the current setup of the mesh and how much you're looking to modify

solid shale
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Some of the edges are a mess really

regal burrow
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looks fine to me

floral violet
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will look fine with cubeds wash out shader

vivid crater
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Disclaimer: He's a guy

lament pond
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Yes I do make boys every other month

regal birch
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i have a question for everyone?

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how do i make make my own avatar?

waxen pulsar
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Entirely from scratch?
Spend some weeks watching Blender tutorials

dry chasm
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mom said it's my turn on the xbox

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hghghg, finishing this off is gonna be painful

glacial pasture
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thats a nice model

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what's it supposed to be

floral violet
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its a fusion battery

glacial pasture
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πŸ‘€

floral violet
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i built it from scratch in an hour

glacial pasture
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Never heard of a fusion battery

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but it's real sexy looking

floral violet
glacial pasture
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good work on that texturing

floral violet
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look at that detail

glacial pasture
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πŸ’¦

floral violet
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lol

glacial pasture
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photorealism

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if I didn't see the orange unity outline...

floral violet
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lol

glacial pasture
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Coulda fooled me

floral violet
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well i also designed this in a day...

glacial pasture
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ridiculous

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only got into modeling during VRChat? Or prior experience

floral violet
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^ all modeled from scratch and all textures made, all shaders made

glacial pasture
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prior question

floral violet
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i started using blender and unity in february

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no prior exp

glacial pasture
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That's crazy stuff

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I started back in december but haven't made anything entirely from scratch

floral violet
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im working on a project ive dubbed Kinoa

glacial pasture
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oWo

floral violet
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heres a sexy sample

glacial pasture
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you should make a portfolio, you might be eliglbe to be a builder for a dev team

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yes pls

floral violet
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making the gif

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@glacial pasture heres some pure sexy

glacial pasture
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πŸ‘€

floral violet
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gdi

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was too big for imgbb