#3d-modeling

1 messages Β· Page 65 of 1

glad steeple
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its not ideal and its not the thing you need to indent the eye socket

daring roost
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oh yeah that's definitely not what i need

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i need to shape the mesh to be snugly around the line that the texture is on, not where it is

glad steeple
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select the mesh on the eye and hit e, to extrude inwards that should inset the eye

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youll want to texture it all white, then make a plane inside the hole for the actual eye if you are setting it up like other anime style avatars

daring roost
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modifying the texture isn't a viable option for the time being.
would cause more issues in the long run

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what i NEED is to be abe to re-shape the mesh to suit the texture
changing it to be something like on the left example (mspaint ftw)
rather than what it currently is on the right example

quaint jasper
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Subdivide edges, move vertices around and create new faces from there

daring roost
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hm, that sounds ideal in theory, but how do i get it to actually lock into place as the new mesh face

glad steeple
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Why is editing the texture not an option?

daring roost
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because theres 10

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changing all 10 of them to suit is far from ideal

glad steeple
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Does the eye use all 10 textures?

daring roost
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no, all 10 textures have an eye

glad steeple
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So dont change the texture, change the UV

daring roost
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eh??

glad steeple
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Keep everything in the same place and use the available textures

daring roost
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right thats what i'm trying to do

glad steeple
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So do that

daring roost
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yeah cool, i'm asking questions to enable me to do that

glad steeple
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The UV editor

daring roost
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i think you're missing the problem

glad steeple
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if you want to get the edges like you have drawn above

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hit K to use the knife tool and cut them out

daring roost
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Legend

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thank you

void shoal
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so i had to fix the arms on this model (i removed a piece of clothing and there was no geometry underneath)
i did one side then duplicated mirrored it
now i have this

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not sure how to fix that

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i didn't use a modifier because that didn't work i guess

glad steeple
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Flip normals

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on this area

void shoal
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ah

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you're an angel

spiral sigil
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Double check any shape keys and weight painting.
Adding things tends to mess those up.

daring roost
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Is there any way to restore a UV map from an older save of your project in Blender

glad steeple
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Not specifically just a uv map, no

daring roost
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rip, she looks like peperoni pizza now

vivid crater
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pizza pasta put it in a box

daring roost
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πŸ˜‚ ah well, I should be able to just import the old one and hopefully it wasn't too long ago and has very few edits

daring roost
glad steeple
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πŸ”ͺ

next ravine
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My first try 3d modeling and rigging an avatar

daring roost
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🀣

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thats great

next ravine
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lmfaoooooo tyty emoji

glad steeple
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HMMM

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16. No emoji, icons or pictures/memes that are widely associated with hate speech, or are highly inappropriate (such as Pepe)

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Be careful cam

daring roost
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I don't get how pepe is hate tbh. Β―_(ツ)_/Β―

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is there something that i missed?

glad steeple
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Pepe is used commonly on 4chan so its associated with that stuff.

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I also disagree with the rule, but thats its reason.

daring roost
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bit of a stretch but i guess i can see that

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I've only seen it used in humor myself (BDO player)
but i'm not gonna start challenging rules over a joke πŸ˜‚

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anyway, i guess i should be making eye meshes before i weight paint, correct?

glad steeple
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doesnt matter what order you do anything in as long as everything is weight painted Β―_(ツ)_/Β―

daring roost
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that would include the eye meshes themselves right?

glad steeple
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Ofcourse

daring roost
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and i just realized i need to do some face rig either way

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okay so at least i know what's sitting ahead of me

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ty πŸ‘ŒπŸ»

next ravine
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Thats wild, i didn't realize pepe was hate speech 😭

red hemlock
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i mean, its not. it was around a hell of a long time before that one white supremacist group picked it up

spiral sigil
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Weight painting

daring roost
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Does anybody have some spherical eyes i would be able to make use of?

robust niche
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sculpting for hours

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this thing....is gonna be insane when i retopo it

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muscle mass is for later deform through high poly to low poly bake....it wont look so muscular later of course, because Im going to utilize the AO channel for just giving definition to shadows around muscles (but not too much)

spiral sigil
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OH MY FIRETRUCKING GOD

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that is insane

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please use retopoflow for this

robust niche
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hahahah, should I retopoflow , or should I spend the next 65 hours retopologizing πŸ€”

spiral sigil
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you mean

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next 31 days of proper retopo

robust niche
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hahah, nah, 65 hours should do fine

spiral sigil
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and then another 31 days of weigh painting

robust niche
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took me about 4 hours to sculpt this

spiral sigil
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get this

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student discount

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it saved my model

robust niche
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thanks for the link, should work great actually, ill do my best to get it, but im a broke boi

spiral sigil
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its student discount

robust niche
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lol even then, im so broke, i couldnt rub two pennies together

spiral sigil
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it went from 33 eur to 16 eur for me

robust niche
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its 18 for me ;))

spiral sigil
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πŸ™‚

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finnish?

robust niche
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United States

spiral sigil
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it was 20 total with purchase cus vat

robust niche
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surprisingly not a big difference

spiral sigil
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so i used random US address

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to get 18 eur total

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lol

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fuck estonia and VAT

robust niche
spiral sigil
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cant wait for the time to get out out of this

robust niche
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yeah for sure

spiral sigil
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if you want best safety from poison animals etc etc, Estonia is best country for it

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no tornadoes, very VERY rare waterspouts, very rare floods, very rare extreme winds

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mostly quiet and empty

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lots of forestry

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and people are distant

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and ofc, the best part, no Black Friday store raids

robust niche
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lol that last one got me

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getting ticket now hahaha

spiral sigil
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we raid online stores to the point some products go out of stock

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that's only 5% of entire e-store

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you will only see lots of people at clothing shops and booths in BF

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but we dont raid like primitive animals

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we just find the best clothing with discount and chill-ily take it

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the only people that would raid would be little kids who want candy, chips and energy drinks if they are aware of what BF is

blazing hill
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Having some issues with a collar of some clothes, its hard for me to check if its a simple vertices-depth issue or a texture-material issue

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the front part doesnt show in solid view

subtle jackal
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Looks like you have inverted normals, or definitely some normal-related shading error

blazing hill
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How would I resolve that @subtle jackal

subtle jackal
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well, you can try Blender's built-in "recalculate normals" function. If you're using 2.8 it should be Shift+N, if you're using 2.79 it is Ctrl+N. If that doesn't work you may want to activate the show-normals functionality and see what is going on more precisely.

blazing hill
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gotcha, so how do i use the material's blackish texture onto the recalculated normals?

subtle jackal
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well, make sure it's assigned the same material, and if it is and should be textured black, make sure it is in the correct spot on the UV map.

blazing hill
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hell yeah! thx @subtle jackal

subtle jackal
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no prob

dull canyon
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so, probably a dumb question, but say if I have my model all set up with materials and lighting in Blender, can you like bake all that information into a texture to use in vrchat?

small cloud
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bake texture

dull canyon
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nice

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so basically I can setup a completely procedurally generated texture and then just bake it and use it for a vrchat model

small cloud
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yeah, it should bake all the detail in texture and everything

dull canyon
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yeah I see it right now, that's pretty neat

small cloud
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there's one thing that it bakes hidden mesh as it's active, so if you don't want shadows from clothing, then you need to move it to a different layer and have just skin on layer

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from what I remember

dull canyon
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okay

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well that's definitely something I'll play around with sometime

spiral sigil
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painting doesnt do anything

quaint jasper
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check the vertex that isn't moving for weight paint from other bones

spiral sigil
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i dont get what you mean

quaint jasper
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remove the vertex group that are affecting this thumb vertex

spiral sigil
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then the thumb is dead

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actually

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i got it fixed somehow

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not on left thumb

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doesnt fix it

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help?

quaint bronze
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@spiral sigil This could be an issue where the vertexes are weight painted to another bone somewhere in your model. It might be worth the time to go through each bone's weight paints and paint out anything that may accidentally be affecting the thumbs

spiral sigil
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cheked

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none

quaint bronze
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It might also be just a plain 'ol weight paint issue. Have you tried redoing the weight paints on the thumbs?

spiral sigil
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yes

quaint bronze
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What about the bone directly above the one you have selected in the image - is it influencing the vertexes?

spiral sigil
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idk

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right one worked well

quaint bronze
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Worth a shot checking the weights on that bone in the middle. If it's red (heavily influencing) it might be pulling the mesh a lot - but also the inverse may be true as well.

spiral sigil
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doesnt help

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left one is broken

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right one somehow got it fixed

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not with left

quaint bronze
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Maybe try throwing it in pose mode and moving the arms around - that might show you where the vertexes are pulling to

spiral sigil
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doesnt help

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i did all i could

quaint bronze
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It wouldnt really help fix but might help clue you into where the problem is.

spiral sigil
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problem is idk where

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the loops

quaint bronze
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Which loops?

spiral sigil
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idk

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no doubles

tepid wagon
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Try isolating the hands -> make them their own object -> Delete verticies of the left hand -> use mirror modifier to get the left hand back -> delete all shape keys from object that contains hands -> apply mirror modifier ->select object with hands than object containing rest of your avatar and press ctrl J to join objects together. Mirror modifier should transfer the weights over. Don't forget to save before doing this just in case

spiral sigil
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i cant

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im stuck at object mode/pose mode/edit strokes

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i cant get to edit mode

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nvm

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got back

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you didnt tell me to make all vertex groups again

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im gonna redo the hand bones too

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thanks

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....smh

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wait

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i cant even copy armature at the same time..

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fuxking kidding me

tepid wagon
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For now just load the previous save

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Did you delete the hands or hand bones though?

spiral sigil
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i deleted both

tepid wagon
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Leave the bones alone

spiral sigil
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left elbow with fingers

tepid wagon
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Don't touch the armature

spiral sigil
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oops, already did

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time to revert

tepid wagon
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yup

spiral sigil
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now what

tepid wagon
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Should have mentioned I was talking about the mesh just in case I guess

spiral sigil
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ok so basically

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trash the model and call it a day until i magically fix it

tepid wagon
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Use C select to select all the faces for your hand or box select if you fancy

spiral sigil
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what part of hand

tepid wagon
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Doesnt matter too much as long as you get all that is "broken"

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The mesh is symetrical isn't it?

spiral sigil
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it is

tepid wagon
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Yeah that will do I guess, select the other hand as well and make it its own object

spiral sigil
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why would i do that

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that means deleting BOTH hands doesnt it

tepid wagon
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becasue you gonna have to use mirror modifier on them

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no

spiral sigil
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i cant use mirror if both are selected and removed

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oh wait, you mean

tepid wagon
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Try isolating the hands -> make them their own object -> Delete verticies of the left hand -> use mirror modifier to get the left hand back -> delete all shape keys from object that contains hands -> apply mirror modifier ->select object with hands than object containing rest of your avatar and press ctrl J to join objects together. Mirror modifier should transfer the weights over. Don't forget to save before doing this just in case

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I said delete verts of the left hand

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or whatever hand that is broken

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not both

spiral sigil
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armature is required for vertex group

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and mirror modifier doesnt do anything but assign both on right hand

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because oops, i didnt duplicate armature to have it there instead

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and i cant find a way to select certain bones and part of mesh AT the same time

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to do CTRL D + S + X+ -1

tepid wagon
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I said leave the armature alone

spiral sigil
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VERTEX GROUPS

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whats so hard

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i need that

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unless you want my fingers to NOT work at all

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both vertex are currently duplicates

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but right hand is magically fixed

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so it must BE duplicated

tepid wagon
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Sure, do as you think will fix it

spiral sigil
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cant do it

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if blender doesnt seem to allow certain bone and mesh selection at the same time

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ill do some ghetto stuff. ill save current file in random name

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remove everything but left hand part and needed bones

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delete any shape key

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any useless vertex group

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CTRL C

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CTRL V on the main blend

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if this will work

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ill let you know that you wanted to waste my time doing useless mirroring

limber belfry
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πŸ‘

spiral sigil
vivid crater
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@spiral sigil look up the boolean modifier

spiral sigil
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yeah i got it, thanks

small cloud
glad steeple
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my goblin

coarse kestrel
broken hornet
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ok

dull canyon
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nice booty

spiral sigil
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that waist is unrealistic

glad steeple
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And the fur on the arms is not

coarse kestrel
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It used a have a much more realistic body shape but it just kinda looked disgusting

glad steeple
hazy swallow
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It’s virtual reality, let people be unrealistic.

dull canyon
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that's the whole point of VR

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you can be whatever you wanna be

glad steeple
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that why im big box man

silent acorn
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honestly, a realistic avatar with an inhuman head would look a lot weirder than one with stylized proportions

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besides, 90% of MMD bases have legs about a kilometer long :p

spiral sigil
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ok guys serious question. Iam since around 7 weeks now into this whole VR Stuff and iam rly interesting to start making my own VRChat Avatars. I know i have to learn a lot, but since iam atm cause of health reasons not allowed to work i have enough times. So can anyone give me some good tutorial stuff for blender & unity? If its possible pls via DM that i dont miss it. Websites, YouTube Videos, everything is welcome!

small valve
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@spiral sigil start here: https://tinyurl.com/y6jykx47

spiral sigil
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ya, u dont understand what i mean. I want to create my own model from 0! i dont want to download a MMD Model and edit it. i want to create a own one

small valve
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ahhh, you shouldve said so...

spiral sigil
small valve
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take like 12 months off to learn thats a complete lie, but in all seriousness thats a lot of stuff to take in

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especially depending on what level of detail youre aiming for and the kind of things you want to make

spiral sigil
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yeah but like i say, cause of health issues iam not allowed to work for the next 3 years...so i have a lot of time and cant leave the house...so gimma dat shit πŸ˜„

small valve
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im personally just getting started, but there's like a handful of good tutorials for incredible fundamentals, and theyre usually just for learning the software. everythong else, from what ive seen, is a lot of personal practice, trial and error, which means a lot of the time youll be asking questions and for advice and looking theu documentation more than tutorials.

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that being said, a good start is to watch any of the "blender for dummies" tuts just to get a more intimate idea of what blender's workflow is like

spiral sigil
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thats why i say, websites, videos and everything. Everything important and what is good as recommandation. if i google it, i found 100000 sites but it not means that everything is good or "beginner friendly"

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thats why iam asking here

small valve
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next go and check out any video tuts on modeling what you want. for characters there's a number of these including a complete one on modeling that one chick from SAO from complete scratch

spiral sigil
small valve
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i believe that one is really good and also starts you from.scratch but it could also be a bit out of scope. modeling low poly shit is also fun, and theres a good deal of easy tutorials on that if you want to start there

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afterwards, it becomes more of a challenge of your own artistic ability and getting used to your tools, (software) and the more you practice means you not only develop your skills, but also just your own workflow

spiral sigil
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oh i saw i favorite this in my browser already when i search stuff few days ago πŸ˜„

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what PandaDara sends

small valve
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at that point it really depends on you to actively seek documentation, questions, and advice. Less tutorials and guides, and what not.

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dont be afraid of investing a little bit of time into 2d art as well, since being able to draw up concept sketches and plan out all the little details on paper to full blown character sheets can be incredibly useful

spiral sigil
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i draw already a bit as "hobby" and iam a photographer as well, i think/hope this will help me a lot with creativity

small valve
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that part mostly depends on you, though - generally, the more complex the content you want and the seriousness of how much you want to do this means that you should consider some 2d art more

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but thats about it. id link more rn but im in bed >n< good luck!

spiral sigil
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thx so far for the help πŸ™‚

small valve
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np~

spiral sigil
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thx i saved everything in my favorites πŸ™‚

spiral sigil
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So if you follow the sculpt -> retopology workflow.
When you're at the normal baking stage, how do you make sure that the normals from the sculpted model match up with the uvs from the retopo'd model?

dull canyon
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by not changing the UVs afterwards?

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πŸ€”

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if you do you have to rebake

cold plank
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@spiral sigil I actually bake from the HQ mesh to the LQ mesh

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using cycles. It provides a much higher quality looking end result

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where it can look smooth even though it's not

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I reccomend going into your blender settings and enabling your gpu

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and you select the hQ object first, then shift+click the LQ one

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then bake, and it'll create an awesome setup

subtle jackal
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@spiral sigil If you're starting from completely no modelling knowledge, I'd check out CGCookie's beginner course. https://cgcookie.com/course/learn-the-blender-basics Get a handle on the controls and build a few small simple things. I'd really recommend not diving straight in to a full rigged character but hey some people learn best that way so if you feel that's how you learn things go for it. Just don't be afraid to screw up pretty bad your first few times lol.

spiral sigil
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@subtle jackal that my first character will not be perfect is for sure, but iam a person who keep pushing myself to get better and better and better to get my own goals by myself πŸ˜„ thx for the link, will have a look into it when iam back on PC

subtle jackal
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@spiral sigil The way to think of it is basically that your low poly model (which should be UV unwrapped) has rays projected inwards along the normals for each pixel in your texture, and once that ray hits your high-poly, it records the direction that part of the high poly is facing as a color. It's actually a bit more complex than that but if you approach it that way you should be able to get a good result.

spiral sigil
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@small valve i gave up on editing Ooka

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this btch is too hard to make perfect

potent edge
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if i post a model here does it need to be an avatar?

small valve
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it can be any 3d modeled anything

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also rip :<

potent edge
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i made this model a short while back and i need feedback and criticism, please keep in mind that I'm not using a proper shader at all, and the textures aren't done

small valve
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looks good ubu

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what u using it ffor?

potent edge
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portfolio

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i want to get good enough for making a vr chat avatar maybe

quaint jasper
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that's not good enough ? damn

potent edge
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huh?

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i heard you need to be pretty good for it

quaint jasper
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Well, if you can make that you're definitely good enough !

potent edge
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πŸ˜ƒ

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thanks

glad steeple
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yeah only the best of the best are allowed to make vrchat avatars, thats why the game is filled with copy paste mmd's 🀠

potent edge
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Really?

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I only have like 1 hour in the game so far

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I'm very new lol

glad steeple
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No, im joking

potent edge
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No I meant copy paste mmd bit

glad steeple
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Oh yea

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thats all the game is really

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99% of the time

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There are a handful of scratch creators in non japan vrc

small valve
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copypaste mmd is the vrc way πŸ‘ˆ πŸ˜‚ πŸ‘ˆ

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in all seriousness @potent edge id love to see any work you create in the future in general, not just for vrc. i dig that cthulu statue shit you got goin on

potent edge
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Hah thanks mate

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What is creating models from scratch rare in vrc?

quaint jasper
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I assume you mean why and the answer would be skill, time and taste

glad steeple
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Assuming they meant what, the answer is yes

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fairly rare

potent edge
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If I did an avatar I would do it from scratch

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If my idea of from scratch is correct

glad steeple
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From scratch means from nothing

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as in, blank file to end product

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with the exception of using your own files constructed previously

potent edge
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Yea

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I would do that

glad steeple
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I look forward to your work

potent edge
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πŸ˜€

quaint jasper
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yeah, please post updates of your work !

barren quiver
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If you can rig and optimise it, you're good to go!

thick crane
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Do you guys have a recommended version of blender that you use?

potent edge
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I like 2.7 over 2.8

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Like a lot of people

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Basically the latest non beta version

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2.79 I think it is

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That I like

dull canyon
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well you'll have to get used to 2.8 sometime

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there won't be much support for 2.79 and it'll be better for the whole community to just move on

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or we get a Python 2.7 vs Python 3 situation

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@thick crane Blender 2.80

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especially if you never touched Blender before

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stop recommending old outdated versions to new modelers

thick crane
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Ok I did get the right version then

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Thanks

dull canyon
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they're doing a big series about everything you need to know in Blender 2.8

thick crane
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That’s actually what I have been needing to look for πŸ‘

ember dragon
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cheers

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Is it possible to pull over 3d models from other games?

glad steeple
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at the very least use 2.8 and use the 2.7 keymap settings @potent edge

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@ember dragon Yes, but read rule 13

ember dragon
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cheers lad

potent edge
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@dull canyon nobody I've ever spoke to likes the new update, I'll recommend whatever version I want since they where asking for opinions

glad steeple
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I love the new update πŸ˜…

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The software actually looks like it was made this century

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If someone is getting into blender or any software for that matter, unless something is inherently broken; do not reccomend old versions

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They will only become dependant on it like yourself (which is a bad thing)

quaint jasper
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People working with blender as professionals seem to love blender 2.8

potent edge
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Agh noo, its nasty and I've tried it and I don't like it

quaint jasper
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If I had a choice to learn today, I'd go with that

potent edge
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But like I said they wanted opinions so I gave mine

quaint jasper
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Yeah but gotta provide more objective feedback than "it's nasty" lol

spiral sigil
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um....hello there

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um.....is it ok to ask a small bit of help

potent edge
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Yh

quaint jasper
spiral sigil
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never mind then you two are busy sorry

potent edge
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No

quaint jasper
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@spiral sigil Ask your question instead of asking if you can ask

potent edge
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What if his question was just the question of if he could ask one? πŸ€”

quaint jasper
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Then my job is done

glad steeple
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They asked for help, so your theory does not check out

dull canyon
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@potent edge I love version 2.80 too. 2.79 has such an ugly and unintuitive interface

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and lacks stuff like Eevee

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or support for RTX cards

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it's just dumb recommending a version that's not going to be supported anymore to newcomers

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just because you like staying behind

potent edge
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Personal preference my guy, like I said I was giving my opinion

glad steeple
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at the very least, use 2.8 with the 2.7 keymap, please! youll be doing yourself a favour

dull canyon
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and your opinion is objectively wrong so you're better off just not recommending anything

quaint jasper
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Yeah if the interface is your only gripe, might as well make the switch

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@dull canyon there's no wrong opinions though, that's the point

potent edge
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That's your opinion szena

reef lotus
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2.8 has so many improvements, interface is different but it's not that hard to get used to

glad steeple
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im a recent learner of blender, picked it up a couple months before 2.8 and ive already relearned everything that i had learned on 2.7

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with the notable exception of weight painting, that seems to be harder as you seemingly cant select bones while in paint mode, having to select them manually at the side

potent edge
#

someone just asked me to do a anime avatar for vrchat

#

πŸ˜ƒ

glad steeple
#

Good luck.

potent edge
#

how much do scratch models usually go for?

#

im new to this stuff XD

glad steeple
#

Alot of money

#

Depending on complexity

#

it can go anywhere from $500 to $5000

potent edge
#

lol

#

im doing mine for Β£50

#

i dont care about the money much lol

glad steeple
#

Congrats you are working for less than minimum wage

potent edge
#

oof

#

well i dont really mind xd

glad steeple
#

Rule 3 says i cant respond πŸ˜…

potent edge
#

why would you be mean?

glad steeple
#

About you significantly undercharging and undervaluing your own work?

#

I can think of several reasons

potent edge
#

ye but Β£50 is enough for doom eternal

#

so im happy

glad steeple
#

Rule 3 says i cant respond

potent edge
#

nothing i can do to change it now vrcBlush

#

im probably not old enough to charge loads anyway

glad steeple
#

Thats not how it works

potent edge
#

hey im new to this ):

tepid wagon
#

It is how competent you are at doing work that is important, not when you started to do something and from what show you seem rather good at modeling

#

That figure you have done was made by sculpting though, wasn't it?

potent edge
#

i used blender edit mode

#

then sculpted off it to make the normal map

hallow bough
#

Scratch that read it wrong. I'd say you could ask more than that. You can still change your prices at any time.

#

That's your decision really.

potent edge
#

im horrible with prices and stuff

#

obviously XD

hallow bough
#

Because you think you would be charging too much or you just don't know what to charge for the work hours you put in?

potent edge
#

hmm

tepid wagon
#

Did you make any avatars so far?

potent edge
#

never made any before

#

only portfolio stuff

#

and models for a skyrim mod

tepid wagon
#

Human models?

potent edge
#

i dont think ive ever done a human model before

#

i do want to do some practice first before i attempt avatars

tepid wagon
#

Oh, so the avatar won't be a humanoid then?

potent edge
#

it will 😐

tepid wagon
#

Welp, wish you good luck then

potent edge
#

lol

glad steeple
#

Can we see portfolio

potent edge
#

um sure

#

i will post most of my models that i have made public

#

from newest to oldest (keep in mind all of the models after the cthulhu one are considerably older

glad steeple
#

πŸ‘

potent edge
#

also

thick crane
#

i like that

potent edge
#

the rendering software is bad

glad steeple
#

Sketchfab link?

potent edge
#

because i haven't rendered most of it yet so all of this is screenshotted from my sf

#

there isnt to much on there

#

and most of the stuff is very old on it

thick crane
#

was that all done on blender?

potent edge
#

yes

#

the very first model on the account was sculpted

#

tho

glad steeple
#

Some great work :)

potent edge
#

thanks

thick crane
#

That stuff looks really nice

glad steeple
#

The materials could use work, but theyre old and clearly youve improved - judging by the bust of Cthulhu

potent edge
#

yea lol

#

well thanks for the feedback and stuff

dull canyon
#

yeah you should charge at least minimum wage

#

so like what? 10€/hour after taxes

glad steeple
#

No, dont charge per hour

potent edge
#

i dont like doing that

#

hey just wondering do avatars support normal maps and stuff?

tepid wagon
#

Some shaders support normal maps

glad steeple
#

The answer is yes, typically.

thorny fractal
#

It's dependant on the shader. The cubed paradox shader does

glad steeple
#

Use poiyomi instead of cubed

#

Cubed is broken alot of the time

spiral sigil
#

Silent shader also supports normal maps iirc

ripe lotus
#

If you can shell 25USD Real Toon has a ton of options

sleek crater
#

nah there are alot of good shaders that r free, wouldnt really buy any unless u have to.

ripe lotus
#

Just a suggestion

glad steeple
#

You should probably stick to shaders that were designed around vrchat

worn fjord
#

uh i have a problem, for some reason blender 2.80 is not saving my shape keys in the mesh when i export in FBX, somewone knows whats going on?

quaint jasper
#

Did you look at the export settings ?

ripe lotus
#

@worn fjord make sure your not letting is apply modifiers

#

On export

#

It*

dull canyon
#

so, if I wanted certain parts of my avatar to be shiny/glossy like the eyes, do they have to have a separate material assigned to them which I can then use a different shiny shader on in Unity? or how does this work

#

or are there shaders that also support roughness maps

barren quiver
#

What do you mean by "like the eyes"?

#

It really depends on what shader you're using

dull canyon
#

well, eyes are shiny/glossy, but the skin for instance isn't as much, and from what I understood you can use different shaders for different material slots or something?

barren quiver
#

For example, my shader does specular and roughness and with a metallic map you can have some things shiny and others not

#

Using multiple materials for that is bad, because it causes a lot more rendering load than having a map texture for it.

dull canyon
#

yeah, so I heard

#

so there are shaders that can do it all in one

#

but it would also be possible to use different shaders for different parts

barren quiver
#

Essentially yes

dull canyon
#

okay

#

thanks

barren quiver
#

Take a look at my Standard guide

dull canyon
#

okay, thanks

barren quiver
#

You don't need multiple materials most of the time

dull canyon
#

kay, good to know

#

was wondering about that the whole night πŸ˜„

#

I should really finally finish a model so I can go through the whole pipeline of making an avatar...

barren quiver
#

You can see in the examples I've got there that you can go really far with just the one material

dull canyon
#

mhm

#

how did you do all these maps/textures? in Blender or something like Substance Painter?

barren quiver
#

Depends on where you feel most confident

dull canyon
#

well I know it's all possible in Blender, question is how efficient it is

barren quiver
#

Substance Painter is the best, in my experience, it lets you use nodes and layers in ways that allow you to do complex stuff really easily and their presets can allow you to get a high quality result very quickly

#

However...

dull canyon
#

and it's also not super expensive

#

compared to other "professional" software out there

#

looking at you, zbrush and maya

barren quiver
#

If you want to just paint it on, Blender is good, especially with 2.8.

dull canyon
#

mhm

barren quiver
#

There are more complicated addons for Blender that let you do the same things as Substance for free

#

And more, too

dull canyon
#

neat

barren quiver
#

But they need specialised setup

#

However, the results for someone making an original model can be pretty fantastic, and save you tons of time.

dull canyon
#

mhm

nimble pier
#

yo

tepid wagon
#

@barren quiver How consistent is the looks of your avatars in different worlds while using standard shaders? I used standard (roughness setup) shader for my avatar and it turned out it looked quite different depending on world I was in.

I made my texture sets in Substance Painter which I assume you use as well and there is relatively small percentage of worlds that my avatar look similar to what I could see in SP, it is especially true for metal parts.

While on this small percentage of maps I can see world being reflected on metal surfaces on most worlds I am just getting my metal parts look darker with some brighter reflections. There are also worlds that make metal look completely black and normal map details are not visible.

Non metal parts look different as well mostly regarding how soft/harsh the shadows are. I think there is some setup done in Unity that changes this, I never made a world so I am not familiar.

Do you think some of the standard shaders are better than the others for VRChat or all standard shaders are very dependent on how lights are set up in each world and there isn’t much or any difference between them regarding how they make an avatar look like?

barren quiver
#

The latter. The different setups for Standard are just passing the parameters in different ways.

tepid wagon
#

That is quite unfortunate

barren quiver
#

There's not much you can do about worlds with bad lighting

#

Aside from asking the author to improve them, that is!

tepid wagon
#

Ha! I lack audacity to do this but I may just use avatar with toon shader that neglegts all lights and looks perfect all the time.

barren quiver
#

I really wish people wouldn't!

#

It only takes a few simple things to make avatars look decent in worlds.

tepid wagon
#

If I ever make one I will make sure I find out how to make it well lit

fringe rock
#

No light tororo

glad steeple
#

Good light*

fringe rock
#

I like it flat

glad steeple
#

We dont have a cure for that, sorry.

vivid crater
#

Also for metallic bits and anything else, check out rero's edit of standard shader

#

He added fallback cubemaps for worlds without reflection probes

meager locust
#

Hello people. Im new in vr chat. My name is Luis Alberto

vocal canyon
#

idk if this is really the place to aks this but idk where else i could

vivid crater
#

in blender 2.8, the textures get baked onto the active node

#

if you have multiple materials, you have to do that for each of them, but just set it to the same image so they all bake on the same one

bronze jasper
#

anybody have some sculpts they need Retopo'ed? I need practice and it takes so long for me to sculpt my original ones

quaint jasper
#

Nice, how's blender 2.8 treating you Junos ?

onyx juniper
#

Sexy architecture

visual vigil
#

@quaint jasper iim liking it a lot

#

i got over the learning curve of all the shit being changed from 2.79

#

now i can use both fluidly

#

Unity PBR Pog

hollow radish
#

this model has been months in the making cause of skill gaps

dull canyon
#

nice

#

hope there's not too many dynamic bones in there

#

would be a shame if it got blocked or had it's DBs disabled because there's too many

hollow radish
#

6 bones in the coat

#

in the hair

wheat delta
#

Anyone know how to make multiple UV sets for the same mesh?

#

So I can use a trim sheet but also have a set of UVs for lightmap baking later

#

in Blender 2.8

vivid crater
#

@wheat delta you can hit the + button in the object data tab to add another UV map

wheat delta
#

ah, hadn't looked there, thanks

cinder wraith
#

Can anyone help me with this? My normals are facing the same way as the other ones but it is darker here for some odd reason and when I apply the shader that specific spot is facing the wrong direction. The little blue lines indicate its facing outwards. https://gyazo.com/f739763732daaf07717b7f38056f9797

wheat delta
#

tried flipping or recalculating the normals?

cinder wraith
#

Have tried that

quaint jasper
#

Smooth faces ? Shade smooth ?

vivid crater
#

Hmm, you could try "set normals from faces"

cinder wraith
#

Thank you @vivid crater That was the solution

full cape
#

Which shader is good to put a picture in?

vocal canyon
bronze jasper
#

alright guys I need to figure out a good way to model this person's very stylized shoes, could anyone help?

dull canyon
#

dear avatar creators: please stop using open hand gestures. thanks.
-every Index user

glad steeple
#

@dull canyon elaborate?

dull canyon
#

you know the Index controllers?

barren quiver
#

Wrong channel for that

untold schooner
blissful sleet
#

@bronze jasper post pics

bronze jasper
#

@blissful sleet not necessary, I just need suggestions on where to start modelling Maka from the anime Soul Eater's shoes, they're a little complicated and not just a pair of sneakers (as a game asset, not so much a sculpt or anything)

glossy tangle
#

you are welcome.

blissful sleet
#

@bronze jasper just paint white lines on existing boots. If you want geometry for each strap, use and arrange loop cuts (or knife tool if necessary) while modeling so that they line up with the white straps (so that weight painting lines up between straps/boot vertices, and for ease of modeling), then duplicate those strips and extrude+alt+s. you can also just shrinkwrap straps onto the boots but the straps might clip through the boot during ankle movement

bronze jasper
#

I thought about just utilizing textures, but I wanted her to have become a really high quality asset, I tried modelling the thing by hand and I couldn't get the shape right, thought about sculpting it and retopo'ing it, might reconsider that option as well

small valve
#

i dont know what im lookinng at >~<

#

i was told to "add some nodes and ur shit will bake right onto them"

#

but, ive never done this shit before

glad steeple
#

what you trying to achieve

small valve
#

i already have the custom texture atlas UV set up and ready to go

#

if i have to ill use material combiner but id like to do it this way, so i need to figure out how to get it to bake properly

#

im jus ttrying to manually tex atlas in 2.8

glad steeple
#

Is not just a case of moving the uv islands around?

small valve
#

what do you mean? im trying to make my own tex atlas

#

back then it was just "use tex atlas addon lul" and all of tha tshit

#

ive allready moved around the islands:

glad steeple
#

So now make the material match the UV

small valve
#

the problem is that i just need to figure out how to use nodes to get it to bake the textures properly

#

i dont get it. how would i go about making it match the UV?

glad steeple
#

I assume you have textures

small valve
#

mhm, the textures are ready to go

glad steeple
#

So the parts that you moved on the UV, now need to be moved on the material too?

small valve
#

mhm. i think i mightve figured it out though, i think...

#

does it have som,ething to do with this?

#

can i just set it to the new UV and then make it take the place of the MMD UV?

glad steeple
#

I have never used nodes to atlas things

#

I legitimately dont know the method you're doing

small valve
#

i was told that id have to for 2.8 , how do you usually do it? 0 0

glad steeple
#

Manually

#

I never retroactively atlas though, i always design with it in mind from the get go

small valve
#

i figured. >~< i used to use mat combiner a lot but then switched to doing it manually, but then again im just kitbashing here

bronze jasper
#

holy wow, that UV map was beautiful @small valve mine never look that good lol

small valve
#

thx ^ ^ sadly im just using material combiner for now

#

at some point imma be doing a lot more 3d modeling than kitbashing, so i might as well learn 2.8 now before its too late. i may not make another kitbash for a while after this tho

#

which may be a complete lie since thats what i said before this avatar

velvet jay
#

Hi I’m looking for a model maker that can make a somewhat custom looking licker monster from resident evil I can pay of course

small valve
fathom heron
#

anyone have the right sdk/ version of unity i can have to download

#

i havent played vrc i n a while and moved to a new pc and lost all my old files

quaint jasper
#

you can find both on the download section of the vrchat website

fathom heron
#

yeah youre right, thanks

barren quiver
#

@small valve I can help you in 7 hours from now

long compass
#

hello

vestal condor
#

What do i do? I only have Clear cache and PlayerPref

#

Unity is last version, SDK is last version

#

reinstalled it like 3 times

small valve
#

7 hours from now (aka rn) is when i have to show up in school, rip

slender holly
#

SLEEP

gritty bridge
oblique token
#

@vestal condor try to reimport the SDK, if that doesn't work you'll need to start a new project file. You can still open your Scene from your current project, just make sure the Avatar/Scene descriptor is the same before publishing if you've already published before.

vestal condor
#

I started new one and reimported

#

still

pastel pilot
#

Hi guys! How is it going? Answer please, how can I fix it? I will appreciate if you will give some good tutors for 3d modelling.... Thanks!!

#

I'm just newbie here

quaint jasper
pastel pilot
#

okay! Thank you and sorry

quaint jasper
#

no problem !

coarse kestrel
quaint jasper
#

Clean !

glad steeple
#

big fan of the default cube to make it suitable for the server πŸ˜†

void narwhal
#

the cube is obviously for measuring the thigh gap

pseudo harbor
#

hello,i modelled this in blender,it looked fine until exported to unity,in unity some of the object normals were flipped,i fixed the problem but now in unity they don't catch the same lights,any way to fix this?

pseudo harbor
#

ok i got cats to fix it,still don't know why it happened

gritty bridge
#

My face when I see the THICC Avatar above

keen delta
#

I'm currently trying to get started on a model retexture with Substance Painter. Is anyone able to assist me with getting started with the program?

pliant jackal
#

LOL

quaint jasper
#

@keen delta I'd suggest looking up tutorials first, and ask specific questions here

keen delta
#

It's really difficult to find tutorials for the specific problem you're having given how little the substance painter community is

small cloud
#

@keen delta "substance painter basics" on youtube

keen delta
#

All tutorials go on about making completely new textures for models from scratch, I've not found any on editing existing textures on models

#

The model I have has nicely layered textures

daring karma
#

To be fair, it's meant to texture from scratch! Import the textures into your project shelf, create a new fill layer, drag the textures onto the applicable slots in the properties panel. If your scale is 1x1 and the UVs haven't changed, it should just work.

small cloud
#

yeah.. that's exactly what Substance painter is for.. textures from scratch, if you want to do simple edits - PS or Gimp or paint.net are good for it

keen delta
#

Neither have symmetry editing.

#

Neither can have different alphas and on the fly normal editing

#

I got help from a friend, what he does is make a fill layer for every layer that you want to edit, add a black mask and under that black mask add paint

#

then you paint on that fill layer

quick thunder
#

found the erper

coarse kestrel
#

ya got me

quick thunder
slender holly
#

Looks lovely, Lex! any tips on beginner sculpting?

coarse kestrel
#

I haven't actually been doing it myself all that long, this might be my fourth time doing it now actually. if you're aiming for"realistic anatomy" I'd recommend looking at stuff like this for a general guide. or similar models https://sketchfab.com/3d-models/female-anatomy-2-423ab35b97f14f3ba179e3625e9e6945

Otherwise, dynotopo, clay strips, crease and smooth have gotten me pretty far.

#

of course if you're still new I'd recommend starting small and working your way up from there. you ain't gonna create a whole character on your first go but you should still try to have fun with it at the same time

It's just a matter of doing your best to improve in anyway you can and the best way to do that is to keep trying :3 @slender holly

spiral sigil
#

I'm running into an odd problem while porting over a model. Unity is refusing to render the armor correctly. This also happens in blender if I hit the "Fix" button with CATS.
It's easier to tell when I delete the body, but it seems the armor can only be seen from some angles. I thought it was Backface Culling, but that didn't help. Anyone have an idea on what's wrong?

coarse kestrel
#

looks like your normals are facing the wrong way @spiral sigil

spiral sigil
#

Thanks, that worked. 😁 @coarse kestrel

coarse kestrel
#

<3

ripe lotus
#

that butt looks super weird

coarse kestrel
#

yeah hehe i wasn't trying to make it realistic, just as big as I can get away with

#

so it looks a little wrong with such a thin waist

spiral sigil
#

I have a new problem. In Unity, I can see through the back of the armor, as if backface culling was on. This can't be seen in Blender, even after clicking "Fix Model". @coarse kestrel

coarse kestrel
#

picture?

spiral sigil
coarse kestrel
#

yup that's working as intended unless you use a shader that shows backfaces you wont be able to see them

#

typically you should have a leg behind the armour so you wouldn't be able to see the back side of the armour anyways

spiral sigil
#

Yea, lol. Just did that to make it easier to see. The armor does kind of extrude from the body, so it's pretty easy to notice. The Double Sided shader seems to work fine. Thanks again!

coarse kestrel
pliant jackal
#

Nice Digi grade @coarse kestrel

silent acorn
#

Looks smooth. Is this model going to be made into a VRchat avatar, or is it just a personal thing?

coarse kestrel
#

I'm making a renamon and a delphox for my patreon and might release a low poly version of them for free

#

but ye they're gonna be avatars

#

and the full body on these is πŸ”₯

#

by low poly I mean 15k tris

pliant jackal
#

wow

silent acorn
#

dang, 15k's really respectable with that level of detail. Nice!

coarse kestrel
#

normal maps baaayybbeeee

silent acorn
#

ooooh

coarse kestrel
vivid crater
#

well, they said might release low poly version, so theyre probably showing us the sculpts

coarse kestrel
#

yeye this is the sculpt

vivid crater
#

actually, theres some new things coming to blender sculpting

#

eventually lmao

coarse kestrel
#

I honestly might move over to zbrush as blender gets real fucky sometimes

vivid crater
#

πŸ˜” very understandable

#

sometimes mine straight up closes when switching between modes

coarse kestrel
#

ooh

pliant jackal
#

nice

visual vigil
vocal canyon
glad steeple
#

What are you trying to achieve @vocal canyon

vocal canyon
#

bake a texture for the model, so i can import it

#

Beacuse right now hes made of just a bunch of meterials

glad steeple
#

Here's a tut for something similar, it's not baking but will get the same result

vocal canyon
#

:O

#

thank you

#

i been looking for like a week

glad steeple
#

And you get to learn how to UV (kinda) so that's fun πŸ˜‰

#

Let me know how it goes, good luck

vocal canyon
#

thx πŸ˜ƒ

noble apex
#

HEy, does anone have any advise for modeling hands specifically for VRchat?

#

I usually try to give them a natural, relaxed shape in the base model, but these dont deform so well. They usually get squished and broken when posing in game. Also Unity tells me most times that the avatar is not in T-Pose when I dont change their pose in the import window

#

Like, is it better to keep them flat?

tawdry goblet
#

Got this while trying to import a 2.8 blend file into unity

#

anyone know a work around?

noble apex
#

Export as .fbx from blender?

tawdry goblet
#

Yeah, i mean I could, but with stuff like animations, i've just become accustomed with taking it out of the blend directly

#

I was wondering if there was just a way to preserve my methods that i've used before

noble apex
#

oh, ok yeah

#

I mean the .fbx export settings also include some for Animation... Looks like they would at leat be included. Maybe you can still pull them from the fbx

#

(I havent exported animations in sny way so far, I am just guessing)

wheat delta
#

Also, when exporting fbx, remember to check "selected objects" and "use fbx units scale". Can save you some headaches

tawdry goblet
#

Well i was just using animations as an example. I can always learn it a different way but tbh i dont want to unless I have to

coarse kestrel
ashen forge
#

Anyone know if bendy bones in Blender transfer over to Unity?

latent charm
#

No, that's a blender specific feature.

Not much beyond bone heirachy and weights are going to transfer across in that regard.

ashen forge
#

Ooft

glad steeple
#

Shame, bendy bones sound cool

latent charm
#

They're fantastic. Like a weird midpoint of a spline and a bone with benefits of both.

glad steeple
#

can i construct everything out of bendy bones

#

to create a god

ashen forge
#

Yeah I wanted to use em for this model I finished making in Blender and I was hoping I could put bendy bones on the arms to have a kind of curving effect

glad steeple
#

Cute af

latent charm
#

So what bendy bones do is use a bone and the ones around it to make a virtual set of smaller bones that arrange themselves in a curve-like manner. You could replicate this functionality and have it transfer across by subdividing the bones in question a few times and weighting them appropriately.

ashen forge
#

I pride myself in making super optimized avatars so its like 3k polys and only one mesh and material too

#

Probably at most of 4 dynamic bone transforms by time I'm done too

glad steeple
#

!

#

did someone say optimised πŸ‘€

fallen snow
#

hmm, in blender 2.80, is there a setting which would cause alt-b to not actually cull geometry outside of the selected box?

#

specifically this happens in look dev and rendered mode, in solid mode it properly clips

vocal canyon
spiral sigil
#

@vocal canyon looks like broken normals to me..

#

But uh, lets give it the benefit of the doubt. So, extract your material from the model (or assign one to the skinned mesh renderer, either one.)

Then assign it a shader like poiyomi, or Xiexe and turn off the culling setting. It should appear complete afterwards.

livid storm
#

if that does fix it then it is indeed broken normals

spiral sigil
#

Yiis o/

spiral sigil
#

Tried to get eye tracking to work, but I accidently deleted the vertex group for an eye. After recreating it, the eye is mostly left behind when I move the head around. Is there something I'm missing? Do I just assign the vertices to the head group?

fringe rock
#

Create a vertex group with. The same name as the bone

#

Select the eye mesh and apply @spiral sigil

spiral sigil
#

The vertex group has the same name. When I click select, it correctly selects the vertices for that eye. @fringe rock

dull canyon
#

I'd feed that charlotte all the cheese she wants

#

as long as she doesn't bite my head off

spiral sigil
#

Nevermind. Somehow I applied the eye vertices to one of the tail bones 🀦

coarse kestrel
azure rain
#

cool a bunny

coarse kestrel
#

it's renamon :x

azure rain
#

oh sorry a little hard to tell with madcap and since you stylize the face a little bit differently

coarse kestrel
#

it's no worries <3 still a while to go

tough relic
#

Hello

#

How's all?

hollow radish
royal saddle
glad steeple
#

Wrong server

desert crown
#

like wheres all those other panels for outliners, armatures

#

how do you find them again

vivid crater
#

looks like youre in some kind of full screen mode

#

at the top try clicking that back to previous button

#

because thats usually where all the different layouts are supposed to be

desert crown
#

okay got that, but hm...

#

@vivid crater okay yeah it sort of works now, but how do i make it so i can open more tabs

#

see how i don't have those on the right side

vivid crater
#

you can always create new tabs by dragging a corner on something in blender

#

2.8 lets you drag on any of the corners to make a new tab thing

desert crown
#

oh okay

#

so its still the same

vivid crater
#

kinda, 2.79 you could only do that with the top right

desert crown
#

whew i was getting frustrated cuz everything is new

vivid crater
#

some stuff is same and some stuff is a lil different so its fine

desert crown
#

i'm a blender hater tbh

#

but gotta learn these shit to upload it to unity

vivid crater
#

but ye, you can like, make new layouts and switch between them easier with that top bar thingy

#

gud luck πŸ™

desert crown
#

thanks i appreciate the help!

desert crown
#

@vivid crater do you know the shortcut keys to turn the camera angles?

#

like from before F would make the camera move to infront of your model

#

and B to backside

#

nvm found all the shortcut keys

#

stupid ui misleading me on where to find them

vivid crater
#

@desert crown it's the numpad

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1 is front, 3 side, 7 front

#

5 is to change between perspective and ortho

desert crown
#

oh yeah just tried it

formal wave
#

Anyone know how to use the Unity engine to create simple models from scratch?

quaint jasper
#

That would be Blender

formal wave
#

I know, but I'd rather not pay $10 a month to make an avatar for a Binding of Isaac character, which is pretty simple.

quaint jasper
#

Blender is free

stable edge
#

What a conversation

potent pond
#

DIIVES Mouse girl by Me β™₯

#

Nowi need to start doign the retopo and everything else

#

i wanted jsut to at least present it

lament pond
quaint jasper
#

@potent pond That's fantastic !

vivid crater
#

VRArt is still alive? vrcWOAH

desert crown
#

apparently

lament pond
#

Yeah I just don't post on here as often

formal wave
#

Oh okay. I'm trying to make an Isaac avatar for VRChat (Binding of Isaac).

potent pond
#

VrArt Never dies

#

I could post the worlds i builded sec πŸ‘ŒπŸΌ

#

With a Friend we owned a community of dancing and... i wanted to provide kinda a unique event each time so what we did

#

each 2 weeks i builded a new map themed for the event (Some of them i saved up time finding character models or maybe a texture, but depending on the map was all from scratch or 10/30% a downloeable model), optimized for dancing, each map could be dropped to 6 / 10 drawcalls (normally 55), each map was 3 parts, Entrance, DanceFloor and avatar room πŸ‘ŒπŸΌ.

#

With a teaser on youtube, also Discord logo change, Art, and a video of the event (Discord logo later was been made by a Amazing Artist called Bodmaniac and later another amazing user helped me with avatars for the events called Landwhale, Also 2 videos later were edited by other 2 awesome people, Orels1 and Alex/Bignesh β™₯)

#

also an nice avatars themed (medium) in case someone didnt brought any skin you know.. the more people the more lag

#

was lot of work every 2 weeks, i remember from a map going straight 34 hs

#

Last event we had was around 115/ 121 peeps on 3 instances since managing more than 40 in one was a lag fest.
With live DJs that were super lit β™₯

#

So now i went back to my origin of modeling stuff and cute characters!

#

Maps were never public, all private. But now since we dont organize parties anymore the KMK Elysium Club is public. (From there you can you use the normal one or click in the entrance the pic of the event you want and go to that map)

#

But lately i've been having a problem with that, map was approved but everytime i do an update it goes community labs again πŸ‘€ shaking

formal wave
#

Glad to know that Blender's mirror modifier won't let me mirror ANY shape.

formal wave
#

If anyone could help me, I would love that.

#

Because other people can magically create two of the same shape when using a mirror modifier but I can't.

formal wave
#

Nevermind, I figured it out.

potent pond
vivid crater
#

aw that would make for a cute figure

formal wave
#

#2kyoot4me

#

It be Isaac (Binding of Isaac).

potent pond
#

Indeed @vivid crater i thought about that

#

and @formal wave Isaac it's a very nice character to work on

#

i love ISaac

glad steeple
#

Great work! do you plan to put it in vrchat?

potent pond
#

with time yes

#

I need to do a proper retopology

#

a good UV

#

and then texture

glad steeple
#

Do you have any content in VRChat already?

potent pond
#

I do, but jsut maps and few avatars, but i never did the rig for it

#

i payed someone to rig my oc

#

That's my OC in Vrchat

#

and the maps i just posted them above

glad steeple
#

Wow, i assume this is all scratch stuff?

potent pond
#

90%

glad steeple
#

Great work regardless!

potent pond
#

Was my first video game character

#

so

#

i was afraid i didnt know the proper workflow

#

so i used a base of a mmd but then i did a retopology and rebuild like 90% of it

#

Sso it's almost from scratch

#

Took me weeks to udnerstand lol

glad steeple
#

Looks fantastic either way, look forward to seeing more of your content in game πŸ˜„ ping me if/when you get that one above in id love to see how it turns out

potent pond
#

Mi normal content are videos

#

of vr

#

let me post it int he proepr channel

glad steeple
#

Looks good

formal wave
#

I'm on the coloring!

#

But I do have a problem that I feel other blender users can answer.

coarse kestrel
formal wave
#

Is that my hint? .3.

formal wave
#

I figured it out all by myself! πŸ˜„

nova monolith
#

hi, can anyone out there make (what should be) a super simple sword model for me?

#

it should only be like 3 shapes put together and shouldnt take long at all to do

nova monolith
#

if you're interested pm me because i guarantee this will get lost as more people post

old field
#

nothing is ever that simple

nova monolith
#

i can send you the reference picture

#

its a very simple design

quaint jasper
#

If it's that simple then downloading Blender and doing it yourself would be much more rewarding

nova monolith
#

i also have to scale it

#

and i have no idea how to use blender and dont wanna break anything

quaint jasper
#

can't break anything if you don't make anything AkkoShrug

coarse kestrel
#

teach a man to fish and he'll eat for the rest of his life.

#

learning blender is easier and a lot cheaper than getting other people to do it for you

formal wave
#

Is that a Hollow Knight nail? ._.

nova monolith
#

yes

formal wave
#

A man of culture, I see.

#

Using a Knight avatar?

nova monolith
#

yes

#

the guy who made it made it custom so it could have fingers and be 1:1 to regular sizes but he made it smaller for me

slender laurel
nova monolith
#

ye

#

my model is scaled down to 0.06 size so if you can make it match that it'd be awesome

slender laurel
#

you know you can scale down objects

nova monolith
#

but i dont know if that will match properly

slender laurel
#

Then place your avatar in your blender and check if it matches Β―_(ツ)_/Β―

nova monolith
#

i suck at navigating blender let alone using it

slender laurel
#

same I had 0 knowledge last week lmao

nova monolith
#

i mean what i could probably do is just take that and mess with the scaling in unity until it looks right

slender laurel
#

2.8 is much more beginner friendly, if there's any time to begin using blender it would be now

nova monolith
#

are you able to put that sword into unity

#

because im down with just using that

slender laurel
#

I would but i'm "too lazy" to send it Β―_(ツ)_/Β―

nova monolith
#

how difficult was it to make

slender laurel
#

2 minutes

#

less if experienced

nova monolith
#

i will give you a dollar

slender laurel
#

lol dude, I'm just messing with you

#

it's just like the others said, if it's simple you should make them

#

give it some thought and try it out

nova monolith
#

i can do the making stuff some other time, i just needed the model so i could work on the animation

#

with work and classes coming up i dont have a lot of time to learn blender

slender laurel
#

I'm sending it, dw

#

Just give me some time, as I said it's not as simple

#

the shape isn't everything

nova monolith
#

ye, just pm me whenever ur ready. discord hates bigger files so i'd use dropbox

formal wave
#

Regardless if any of the values are from 0 to 1, the eyes won't move at all and stay how they're currently scaled.

#

Any way to fix this?

slender laurel
#

Are you following the correct steps to do it?
Make sure you're in edit mode and have the shapekey selected when scaling
Switch to Object mode when testing the shapekey

formal wave
#

But I can't select the whole shape when I'm in edit mode.

#

If I try to do scaling when I'm in edit mode, I only select one of the vertices that make up the eye.

vivid crater
#

you only have one shapekey in that screenshot

#

the top shapekey should always be "Basis"

#

hit the plus (+) to the right to add more

slender laurel
#

he does have a basis, else it wouldn't say "relative to basis"

vivid crater
#

relative to basis yes, but the basis key isnt there

#

he named the basis to blink

slender laurel
#

It can't be relative to basis if basis isn't there lol. If a shapekey is the only shapekey, it has no "relative to"

#

it's just scrolled down

vivid crater
#

there is no scroll bar

#

if theres only 2 shapekeys you wouldnt be able to scroll at that size

slender laurel
#

Chlory try pressing L with your mouse hovering over the eye

vivid crater
#

you do you tho πŸ‘Œ

slender laurel
#

it's just a UI bug

formal wave
#

So I have both whole eye shape selected and blink is with basis (I hid the head shape).

#

So now what do I do?

slender laurel
#

scale / shape it however you want

#

then press tab to switch back to object mode

formal wave
#

Does it matter what value blink is right now?

slender laurel
#

don't think so

formal wave
#

Oh my god, thank you so much for help...

#

Now to hopefully get started on skeletal rigging, probably get stuck on that, and have to ask for help AGAIN. XD

slender laurel
#

you're welcome

#

Plenty of help on the internet, google and youtube help a lot. Ask here if you're stuck

formal wave
#

I will.

slender laurel
#

Good luck πŸ‘

nova monolith
#

if you're nice enough to do this for me, please pm me so i dont lose you in posts ahead

glad steeple
nova monolith
#

bless

warm jetty
#

I just made clothes for my avatar : )

willow skiff
#

Hi

#

Anyone know anything about Blender?

small cloud
#

no

willow skiff
#

Oh

hallow bough
#

I think you can put things in a blender.

#

Make food.

formal wave
#

So about my avatar, I'm about to start weight painting it, but the avatar's parts (head, arms, etc) are not one shape.

#

Do these parts actually have to come together as one in order to start weight painting?

willow skiff
#

nice

wild kite
#

hey does anyone know how to get .xsi files into blender?

fringe rock
#

Some script

wild kite
#

how

glad steeple
#

@formal wave Yes, youll need to hit A, to select all. Then hit CTRL + J to merge

fresh dragon
#

it would probably help attaching the meshes together for a smother connection and better look on the model rather then having it as a bunch of shapes placed together @formal wave

formal wave
#

I try to paint a single vertex on the head and the color change appears on the black square instead...

hallow bough
#

You need those shapes unwrapped properly by marking seams. Did you unwrap automatically?

formal wave
#

I have no idea how to do that...