#3d-modeling
1 messages Β· Page 72 of 1
https://gyazo.com/f9be137ec495cc38266133b9c0e243fc bit better after figuring out where to set alpha in blender 2.8 still have it as a band π¦
get rid of that gloss WutFace
i recommend trying it out in unity, since youll be using shaders rather than blenders rendering engine and nodes
Commission requests should be made at vrctraders. Look at the top of #community-servers-old
its been a whole day, why hasnt anyone made cybertruck yet
glad someone is passionate about it, starting now then π
π§ π¦ π³
Whata that
car
if i cared enough i would make one
Does anyone knows how to fix blender that keeps crashing when weight painting? Cuz It's really annoying
substance painter sure likes to crash π
learning a lot though, but I have to wait a tone of time to bake stuff
maybe too highpoly
if you are baking a ao thats why
they usually take a long long amounts of time to bake
It was mostly to me subsampling and making 4k maps when I should be doing tests
@vivid crater people have made the truck
@glad steeple post truck pics
Does anyone here use Wings3D? Turns out I'm clueless at it.
Is anyone working in Blender 2.81? The new sculpt mode is making my grab/draw/etc brush auto-face in a direction I don't want it to. (In this pic it should be sculpting from above but it's sculpting from the front, hence the weird oval)
I guess a better question would be to ask for recommendations of a free program for someone whose only experience is a few weeks each in 3DS Max and Zbrush.
i haven't tried sculpting in 2.81
How do I load textures in blender? I drag and dropped it into "UV editing" but my model still didn't acquire all the textures
I'm trying to create new material but I don't think it's what I need to do
go into shading
add a image texture node
connect it to the princible bsdf
select your texture in the image texture
Aight, as a new user I just screw over the user interface, gonna try to reload it completely and follow what you say
So I import a model, it's all grey.
I go into shading and for some reason it's all black, I guess because there's no linked texture
yeah, if you're starting out, follow guides, because otherwise you'll get lost and frustrated
I mean I understand principle of it, the model only has meshes and I need to connect a texture to it, the problem is me adding that picture into blender and connecting it together
hence the guide
I don't know how to formulate the search
I tried "blender add texture to mesh from image" but wasn't successful
too complex, "add texture image mesh blender"
Aight, it wouldn't show on "Shading" workspace but it does work on "texture paint" window
Ah no, even it does work on Shading as well, but hair of the character is black
This one is in Texture paint mode
i opened a hl1 model in a hl1 model viewer to export as obj to use in vr chat but it looks like this any fixes?
honestly idk if im in the right channel so sorry in advance if im in the wrong channel
Oh it's just a shit tool downloaded another worked fine
Hi All I Relase my model https://www.deviantart.com/xeratdragons/art/My-Little-Dragons-Cartoon-Fantasy-821302613 for create you little dragons
this is for custom model
wasn't there a way to have the texture paint brush paint "through" the mesh, so if I paint on one side of a mesh it paints the same on the opposite side?
nevermind, found it
backface culling
protip i learned some time ago and finally put into practice: edit your 3d model's vertex normals if you want to change the shape of shadows that hit your avatar!
a lot of people dont like using toon or shadows at all, especially on skin, because it results in awkward shading on areas that count the most, like the face
but even simple edits to your mesh's vertex normals can make toon shading look much more attractive
blender 2.8 has some tools specifically for editing vertex normals, i had a guide somewhere which ill try to find soon
NOTE: if you look up anymore in-depth guides, shy away from any tutorial involving modifiers. Most modifiers including ones relevant to changing vertex normals cannot be applied on a mesh that already has shape keys, so editing an existing avatar will not be possible
Blender 2.8 has added some awesome new normal editing tools to help improve the shading of your models! Mesh / Normals Menu Weighted Normal Modifier Twitter:...
this one shows you how to use the tools without relying on modifiers. I personally reccommend for simple face edits to just point every normal in one direction and smooth out any edges
i was messing around with normal editing a few weeks ago, i think a better aproach is to use modifiers copying from simpler objects and using vertex groups and vertex paint to tweak it
will it let you apply that though?
cuz i remember i tried one and it didnt let me
what are you using?
?
@thorny fractal is each strand in that model an individual mesh?
@small valve did you follow any specific tutorial?
The one they linked I'm guessing
yea its curves i just used to block out the hair, this is an early prototype model before i went and did it all in zbrush and the retopoed
that video only describes what every new option does
nope
i wayched that video
stopped halfway through because i knew enough and started messing with my face

like i said, the thing i found best if you want to just "get it over with" is select relevant vertex normals on the front part of your face from where your chin begins to when it starts curving into your scalp and either point / rotate them in a favorable direction or smooth them out
then select around and smooth out any edges that look off, such as right when the face and the chin meet
but like chuuko said, its much better to copy from a simpler object ( such as a really smoothed out version of your face)
you can use vertex groups and paint to mask out parts that you want to copy to so you can have much more control over how specific parts look
but it helps to have topology that acoomodates for that or you can get some weird looks
idk if that makes sense
ill keep that in mind 0 0
as you can see in the topology of this face from guilty gear they kinda have this triangular shape under the eye which allows them to edit the normals in a way to get a much cripser edge without having to just subdivide the mesh a ton
i dont have that in my mesh so i got some weird artifacing like look so i ended up subdividing the mesh to make it smoother,
i was mostly just playing around with vertex normals if i was to actually take it seriously i would probably redo the topology in a way that makes it easy toe edit to get some looks
when it comes to vertex normal editing for cel shading i think the topology is something that is woefully undervalued
you could also bake the edited normals to a normal map which is somthing botw did
thanks for all of the tips...to be honest, that vertex edit i did was the first time i ever attempted that ^ ^`
Ok I created the mouth using the boolean modifier, but I need the upper lip to come forward a bit, any ideas on what I should do?
If you used boolean you probably want to fix topology first and then enable proportional editing, select vert and the edge of upper lip in the middle and move lips into position with a help of mouse wheel to change range of proportional editing
How do I fix the topology?
tfw my avatar's expressions make her boobs inflate.
i shouldn't have joined her head to her body before i was done editing her body but first time so lol
but i've reshaped so much, including her expressions, that restarting either the head or the body would be a pain
i don't even have a specific question i'm just...lmao, damn
maybe cutting the head off and deleting the body's shape keys will work
go to the Basis Shape, select the vertices that should never change for any of the blend shapes. The go to options: Mesh -> Vertices -> Shape Propagate.
oh, or that. that wouldn't interfere with boob physics, right? not that i'm especially invested in those just yknow
oh wait no i understand, nevermind. excellent! thanks so much, saved me time
So i need to connect vertexs together and im having a hard time i was told awhile back there was a option in blender to just select your whole model and click a few things and it will look for splits in your mesh and connect them
but i forget what it was
https://www.artstation.com/artwork/OWmWJ
https://80.lv/articles/tips-and-tricks-on-real-time-hair/?amp_markup=1
could hair like this be done with just blender/substance painter/clip studio paint? and would it look good in vrchat?
in theory it should work just fine, except you need the aniso values you'd need for it to look as good in the images. You could possibly make/find a shader for it.
aniso?
ah, nevermind
well what I'm more wondering about is, how would I go creating the normal map for that kind of textures?
you could bake it
or there is a decent hair card texture generator on artstation
thats like $7
well I wanna make it myself first to understand the process
and what do you mean bake it
bake from what
ok, lets back up a bit, how would you generate the initial texture for hair cards? I was thinking you'd just draw it in a drawing program?
well, most of the tutorials I've looked at so far actually use particles or some other means to create hair in 3d and then bake the textures from that apparently
that works too i guess
okay so im having an issue where whatever shows in blender doesnt show in unity for example
blender show the mask mouth piece
but in unity it hides it
Hard to tell from just those small images, but im guessing the normal inverted
Just select the face and flip normal
which blender version are you using?
also, a double sided shader would also solve the issue, unless it's gonna mess up the lighting, in which case you would have to flip the normal
blender 2.8
Look at it with the Face Orientation mode on (Found in viewport overlays) and see if it's red. If it is, then the normal is facing the wrong direction
Easy way to confirm if it's that or not
Hey guys, I've decided to get started on the feather for his hat and I was wondering if this was a good shape for it?
If you'd like an accurate leaf shape, you can download an image of a flat leaf, have it displayed on a plane in blender and then trace on top of it
but your feather ain't bad
Thanks, I was trying to go for the look of the feather you would see on the stickers of the elves from the movie as well as using the feathers from bad CGI sequel, 'The Island of Misfit Toys' as reference.
@latent charm do you happen to know anything about how to create hair cards from scratch?
@quaint jasper knows da pro strats
I don't know anything about that lol
Ok here's what I have for the model, I know he looks he still needs some work but I didn't want to make him so he wouldn't be seen by quest users so he may be stuck like this for the game.
You mean you won't rig it?
I'll rig it, when I have more time.
so you meant you won't be adding more details I assume
Right
16.5k tris is too many for Quest avatar though, it will be blocked by default
I thought it was 20K
So whats the max for each version?
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what ...
Here you can read about performance ranks for PC and Quest avatars
https://gfycat.com/EarnestActualAmurminnow hmm. no idea how I would go about texturing this without looking like toon shading...
no idea if I wanna go with curves
@dull canyon can't you just select the objects that make up the body in Object Mode and go to Object>Shade Smooth?
I guess I could just really go in and texture each strand of hair individually...
no idea how tedious that would be in something like substance painter
@dull canyon Just woke up and read your ping, did I ever talk about using tiltbrush for doing hair cards? Because that'd also give you basic UVs for each strand to work with too.
I think you mentioned it some time ago
The other option is to use curve objects and before you convert them to meshes make sure you have these two options set and it'll generate UVs you can use
oh, that's handy. I was dreading having to go into each mesh and mark the seams invidually when doing this approach
also I'm a bit confused... would you not use something like SP for drawing hair textures? I can barely find anything on youtube
You're better off using something a regular image editor for making the hair cards, or making a patch of them in the 3D program with strands and rendering it out in a way that's usable as a hair card texture.
okay, that last part is what I'm confused about
like, how do I bake the information of the 2d image I'm looking at through the camera instead of the whole 3d object... if that makes sense
okay, and how would you bake out for instance an AO map from that? at least I've seen that being used for most hair card textures
Set what output passes you need and use the compositor to save them out as separate files
https://i.imgur.com/jRzf7El.png so would something like this work?
so when I render and save the AO pass to a file it loses all alpha information, does that matter?
I guess not since I'll use the alpha information from the other pass
you can bake hair card textures from fibermesh in zbrush too
this is kinda neat too, it dosnt look the best but i think its nice to make some quick textures for protyping sake, it might work for your artstyle too but they dont look super realistic
what ive done in the past is used this program, and then curve with the bevel object set to just a line so its a flat card that i can shape easily with curves, and then checekmark the thing for the auto mapped uvs and in the shader i can tweak the uvs a bit with the mapping node and the like so i can have a decent visual representation while im working and its much more easily controlable and non destructive
In Blender, why are the edges toward the top sharp? They're set to smooth
https://cdn.discordapp.com/attachments/276471869857857548/648659561674440715/unknown.png
https://cdn.discordapp.com/attachments/276471869857857548/648659605991194666/unknown.png
Do you have subdivision surface enabled? If so remove or slide down the very top edge loop. If not you gotta either shape it differently or subsurf
Subsurf was turned off for this screenshot
You know that without something like the very top loop, subsurf rounds off points like this, and it needs to be this pointy
so you want to have this point to be sharp, my next guess is you were talking about those creases, is that correct?
if so adding 2 more edge loops should reduce them enough
do you have automsmooth on
with autosmooth theres a value that defines the angle at which it smooths stuff, so on a cube with smooth shading and autosmooth on it wont actually smoothen out the whole cube until the angle value is set to 90 degrees or higher
is it possible that you have some split edges in there or did you try just highlighting the whole mesh and applying shade smoothing to it again, because some times you might extrude out some faces or somthing that will have smooth sharp on them
I used "remove doubles," I deleted then bridged edge loops, I deleted and extruded and merged to the old point.
and I highlighted everything and applied smooth again
It remains 2edgy4me
so i am making a avatar from scratch does this look good?
Looking good so far it seems π
Depends
They look good but also really creepy
my first base mesh from scratch. still need to figure out the topology
proportions
Don't be afraid to extrude the breasts instead of paste them on.
I don't think you've defined the shoulders so you might have a hard time rigging them later
anyone here working with a Blender + Substance Painter workflow? how does that usually look like when making an avatar from scratch?
I do.
after unwrapping the model I just do a basic texture to figure out any issues with the wrap, than I edit at any spots where stretches occur and such and than I just put it back in to substance painter and finish it off
by basic texture you mean just flat colors?
well first I test is seams arent causing problems by just using some simple transitions and flat colors
but afterwards I generally just do a simple design like layout where the fur color changes when I am making an anthro animal or basic colors of clothing
but no shading or details
I I usually use only diffuse for this part
I try to keep it at one for body and one for clothes
but if I need higher res than I just got another one
and then just export the textures and import everything in unity?
I usually import them in blender just in case I maybe need to adjust the uvs a bit at the end
good luck
do you do the normal baking in blender or painter?
I make my normals in Materialize but thats because I am addicted to that program lol
doing them in blender would probably be a better idea
Does anyone here know of any techniques I could learn to make my model look like he's made of clay and felt like in the actual Rudolph movie.
Normal maps and shaders can get that look
I'm not sure how to do those things.
Trying for help with this again. Why are the edges toward the top sharp instead of smooth?
https://cdn.discordapp.com/attachments/276471869857857548/648659561674440715/unknown.png
https://cdn.discordapp.com/attachments/276471869857857548/648659605991194666/unknown.png
@onyx juniper have you tried adding a loop cut or two there?
That only moves the edgy area up
only other thing I can think of is somethingsomething smooth normals
You Like?
is that scorbunny
Did you need something?
i need someone to make some models for me
Pls help
ah yes slave labour
If you're willing to pay for someone else to do them you can check the VRC Trader's discord server (top of the list in #community-servers-old ) and I'm sure that someone would be willing to take a commission. Otherwise, YouTube is your friend.
anybody know what could be causing this? Edges are marked as sharp, and seams. It's not the texture.
looks fine in solid mode
looks like this in unity
Did you try to bake something ?
What's the black part in solid mode then ?
There is no black part in solid mode, it looks fine
It only shows up in material preview mode
(and in unity)
looks relevant to me since it's the same shape
I don't know what you're talking about
@steady zealot Anything in the alpha channel? I've had stuff in there cause unexpected behaviour before.
Yeah, actually, huh. For some reason my AO map was in there
ok yeah I guess it was my AO map that was weird. Thanks!
@median pike another question, do you texture your hair in blender or painter? what kind of style do you usually do?
I dont texture anything in blender
And hair is welll
Hard
I am still learning how to do that lol
But what I usually do is just a flat lego hair style for now
https://i.imgur.com/ATAIwr1.jpg I was looking at these models and I feel like that's the general direction I wanna go
clearly stylized but not like completely flat
guess I'll try the texturing for the hair both in blender and painter when I get to it then
That shouldnt be too difficult
yea
I was considering hair cards, but they're a whole different beast and might not look as good in game
How difficult would you say is it to model a character from scratch?
depends
As long as you keep your expectations under check you should be fine. I always overestimate how good itll look and end up disappointed
I know what I kinda want
And I got lots of free time
I just need to fight myself to get through the tutorials
Your going to need more free time than that
cause I need free time
and I have free time
how do i make e y e s
depends what the eyes are for
that is the iris
do i seperate them?
seperate what
the iris and the outer part
Omg, I think I'm going crazy.
Anime eyes should be concave
Seen people use a lattice deformer to fit an eyeball shape into the eye socket then texturing the eyeball. Seems like such a hassle to me though and doesn't look as well. It works better for non anime characters in my opinion.
yeah, I'll try doing an actual eyeball with the one I'm currently working on
so should I join the iris and cornea seperately or merge them
if you're doing an anime style character just do one big oval
and texture the iris and cornea
So the iris and cornea don't have to be seperated?
shift-a, circle, edit mode, select all, extrude inwards a bit, merge at center, add a few loopcuts, make it slightly elongated and move the center back or forward a bit, position in eye sockets
ookay, i'll bite, whyy can blender and even paint 3d see my avatar's textures but not unity after a cats export?
Okay-
?
yep, looks about right
thank you!
might wanna move the center with proportional editing a bit back of forth, usually back
the highlight can either be a separate mesh (careful with the wording) or just painted on
in the end your whole avatar should more or less be one object, just with separate meshes, but while you're still developing it having separate objects is fine
you just need to join everything before you export it to unity

Yes everything π
weird question
when projecting a texture using a sphere projection, is there by any chance a way to move the sphere it is using for the projection?
hm actually, might be able to using vectors..
you could do this instead with the white of the eyes its easier to make following eyes without animation like they are always looking in direction. I find it more useful then playing around with the iris
How do you select all children in blender 2.81 using the outliner?
Previously you could do this by ctrl left click but they changed it so it doesnt work anymore!
Shift +g works but that is just painful compared to the old one, would like to know if i could get back the old method somehow
you mean this?
Ctrl + a ?
You can box select in the outliner now
yeah i want to select the parent as well as all children
ctrl + a doesnt do anything
box selection doesnt select all children
only the ones that are open
so for example: Im editing the armature and I want to delete the head as well as everything on it like hair, eye bones.
So for that I want a quick way to select the parent (head) and all children even the ones that are not open
this was done very easly in previous versions with ctrl left click but since the new update this doesnt work
Shift+g works but is way to slow and just a pain compared to the old method.
@bitter leaf problem with that mainly is how exactly the model's eyes are setup in the first place and its texture
source models do a method of eyes that honestly is so fucking complex
hm actually
ok so
i think i understand something now; the qc might actually be defining the texture's uv
on a "sphere" (all source eyes are mapped upon an invisible sphere right in front of the white)
did not see this was shared so, https://www.blendernation.com/2019/09/09/add-on-modeling-cloth-for-blender-2-8/
is alternative of blender internal cloth sim with more real-time interaction and some tool is streamlined. also is sewing feature
me too, thanks for posting!
i cant eye help
You could always box select in the outliner
update i eyed and also im too tired for this bs
Alright my fellow 3d-modellers. I appear to be running into an issue with my FBX exporting process.
Currently using Blender I am attempting to export a new avatar that I've been working on; everyting appears to be correct in Blender, but upon export from blender and importing it into unity; the model is lacking a mesh. The rest of the hierarchy with its armature is present, but the Model's mesh has disappeared.
Inside of the .fbx's components under my assets section however the section labelled as my mesh is present but it is lacking any verts/tris. How can I go about fixing this issue?
((Also, heres some screenshots of the errors that are in unity is currently showing, and the state of the .fbx file in unity.))
Hopefully this helps (And I hope I put this in the right channel.. not sure where else to put it, in all honesty as its a FBX error which is all I've identified so far. Google hasn't helped me either)
I've also identified that the mesh renderer has strange bounds.
nan is a good center tbh
Trooo
apply scale on mesh perhaps. if not already it isn't 1
mesh's scale is indeed set to 1 on all axis in blender
origin is set as world centre?
Correct!
correct already it is centre or correct did so fixed it?
It is indeed already center
assumed so, odd to set so far as accident but worth check 
in transform panel is all three dimensions within reasonable range?
0 0 0
all say 0??? that shouldn't be so
by transform are you referring to location or dimensions
dimmensions
X 13.3m
Y 9.71m
Z 20.4m
for avatar that seem very big? gundam or something like? anyway it is not a problem i think. hmmm...
part that makes it stranger is reimporting the fbx into blender again comes up fine, but importing it into unity breaks it
generally it is sensible because blender/modeling suite has greater range for number than unity have.
still is odd.
maybe I'll try scaling the model down a bunch
can try in edit mode select all, Mesh > Clean up > Delete loose.
I'll give that a go too
maybe but, it is odd because unity say min and max of bounding box often are inline with root axes.
when import fbx to blender, still dimensions are accurate which you want?
also, in blend file before export, is any modifier more than Armature active?
Non, the only active modifier is armature
Reimporting into blender keeps same dimensions
I cut down the models height by moving the decimal point along by one, so lets see if that works
it did not
worth try but because the massive high number only change by factor 10 probably isn't enough.
ack! hmm
check scale for armature object if it is 1 or not.
scale is indeed 1

truly run low on possibility beyond scan data block for errant entry...
did create in 2.79 or 2.8+ ?
2.81
okei. are you fine to share blend file with me? maybe able to more easily scan to spot anomaly but otherwise with simple thing to check i cannot think of some
of course cannot guarantee solution if shared but still am interested to try
Sure
So ehm
If I want help with something like: My teeth clip through my mouth in game but not in unity OR blender
Where do I do that?
If you show a screenshot I'm sure you could get help here!
anyone with interest of Capsy's issue, some shape keys had damaged vertex positions which is out of range for unity. solved with propogate to shapes from Basis in ctrl v menu on non-face vertices. for future reference. π
SaSa is amazing π
some possibility:
1- perhaps one of blink shape key also modify teeth. in blender check in edit mode by select any other shape key not basis
1.5- possibly non-blink shapekey also is cause. same check method.
2- teeth maybe weighted to jaw bone and when vrchat animation system active idle position is offset of expected. fix may be alter orientation of jaw bone.
when idle in vrchat does teeth randomly move?
No
more probably is 1 or 1.5 issue. doubtful is you use jaw as lipsync option so 2 should not be such case but if it is so then...
in blender do you know where shape key are listed?
Yh
in edit mode, selected shape key in that list will activate it. just try each one and see if tooth do weird thing.
checked with each shape key?
Yup
could be some is additively blended. two way to test. in unity with different part of blendshape set to 100 and see if teeth get glitch
like this way
so quick you checked each pair?
Oh
though really i would think only some combination of blink blendshape is cause, checking multiple can help.
otherwise only thought is weighted to jaw bone and/or other bone which it should not be.
for now nothing else i can't think of. when more people is on try to ask again. also try #avatars-2-general maybe
sorry
Ok, thanks
could be your normals too
you might want to also check whats assigned for the rig in unity (mouth bones may be listed as eye bones)
Where do I check that? :p
avatar in unity
Yeah but where
select the model, under inspecter go to rig
should be humanoid and just customise the rig that was auto generated
then in the rigging menu change the eye bones to be the appropriate ones or none
^^ i dont have unity open so i cant screenshot to guide
nah i appreciate it!! 
correct, jaw should be set. usually viseme lip sync option is used so most time this is so.
any idea why the uv map shows highlighted orange even thought i have it deselected in the uvmap editor?
you can have em in select the same thing if you want i guess
ah!!! ALT+P to unpin them. They were pinned for some reason. I must have tripped on a keyboard shortcut.
can anyone who has maya help me out? trying to get some armour for one of my models but the only formats are .ma and i need em in fbx. thanks!
hope this is the right channel for it
ive been trying to work with maya and its not working out well, if someone could yank it into maya and change it into an fbx fit for blender id be grateful :)
What issue are you having ? Inport and export in Maya is pretty straight forward
gotcha, sorry, will keep in mind
so im not exactly the best with blender, and im currently trying to add a bone to this mesh. if anyone can tell me where to start off and how to finish thatd be helpful!
I can't tell what it's supposed to be
I don't know how that is supposed to transform.
its the way i had it, heres the better version
theres not many models of pompadours
I'm still confused
Unless you planned on using Dynamic bones, only thing you need to do is put it on your mesh and weight the vertices to the head
^
Question if I wanted to make a shirt and pants similar to this for someone who never used blender would it be easier to just find a model and chop it or to make it?
@blinx find a model. either way. if its your first time in blender be prepared for a lot of frustration
https://i.imgur.com/h329TsL.png I'll never get myself to enjoy doing hands... why are they so hard to get right
:rooBlank:
WIP Millie. The shoulders are being a bit troublesome
shoulders are another word for fuck you in my oppinion
idk what in hells name that is but ok you do you
how do i make two things one?
ctrl j
nice!
yo, I have a question! I accidentally installed blender 2.81 and it's messing with my brain. How do I enable selecting backfaces while I'm editing a model?
I already looked through the 2.81 documentation, but it just shows pictures of the old UI...
should be off by default, but heres where backface culling is
You can press N I believe to pull up that menu fast
what in the world is lookdev
click on the one next to that
Click on the all-white circle then hit the arrow, in the same little bar that the arrow is on
oohhhh!
the four balls are for the viewport modes, click the second one
Thank you! π
thats like, the "pretty" mode
all it takes is a little move of options to completely confuse someone
and the textures are all different too, which also confuses my small brain
I'm just gonna redownload 2.79, I'm a big baby and I just wanna play as final fantasy characters
why does blender insist on yeeting random bones from .dae files
Using .fbx is a good format for models in Unity
Maybe I should just swap to that... I'm using FFXIV models that naturally export as .dae files, so I figured it'd be good to save them like that, but then unity's like "wait. what direction were these bones facing again...?"
but only sometimes
import them into blender, export as fbx
youd also be able to fix/add whatever you may find
also, it probably yeets empty bones that dont have weight
thank you! π
yeah, I think in the future I'll just use fbx files...
this guy is almost done, thank goodness, so hopefully the nonsense is over
fair winds o7
thank o7
@warm jetty Are you using blender and substance painter?
hmm, so if I'm using actual spheres for my eyeballs, and I wanted to do shapekeys that for instance change the size of the iris, how would I best do this? if I just edge slide the edge that makes up the iris it will change the shape of the mesh and possibly look weird when looking closely
@cinder wraith yes I do
I kinda continued and even i am afraid
@silent junco yes. Good.
Ok
@latent charm do you maybe have an idea how to approach this issue I wrote a bit further up?
once you're awake
nevermind, I think I've come to a conclusion
substance painter
eyup
Yo, I want to make a avatar but I donβt know how yet, I looked up how to make one but nothing pops up
@ me if u can help
I was worried the internet has been deleted but no, everything including avatar tutorials are still there phew
@carmine siren buddy. I can guarantee theres even tor sites that talk about vrc avatar creation
did you google without any internet connection or what?
That doesn't feel allowed.
neither allowed or in the correct channel
π
wooo
what SDK do i install
The current one if you want to upload and it work now. Can be found on the VRChat website.
Is this were I ask about unwrapping?
Yeah sure
I cannot figure out how to unwrap a prefab hair map, so I can put the map on custom meshes/colors
Are all the hair strand individuals ? @steel stone
And are they all joined in the center
Yes to both. @quaint jasper
Joined by a single vertex ?
What happens if you go in edit mode and press L with your cursor on one of the vertex of your hair
Screenshot ?
Neat, so now press space to get the search bar and type boundary
You should be able to select the boundary loop of that piece
I did.
Which you can then mark as a seam and then unwrap
How do I mark a seam..sorry its my like third time in blender.
Search bar and then seam
You can also click the edge text button at the bottom left corner of the view and it should be one of the option in the list
Uv or mesh? and thank you so much
Mesh
If you also want to make your life easier, there's a blender add-on for 2.79 that unwraps stuff in a rectangular shape
Super helpful if you want to move UVs on a gradient
Can I have the link please?
Am in my bed so you might have to search 
Okiedokie, thanks for the help none the less.
I wish there was a too that can move parts of the uv and the texture under it at the same time so you can rearrange/ atlas without needing to allign stuff everytime
There is
If you need to do something in 2.79, almost guaranteed there's an add-on for that
@quaint jasper I tried looking for them but never found one and yes I am on 2.7
TYSVM
Actually you might be able to select all hair and do the step for boundary + seam on all at once
Is that unwrap or smart UV project ?
If that's the result of an unwrap then either the boundary loops were wrong, or something else happened, in which case you can still revert to the previous method and do it one by one @steel stone
Pressing control E is a quicker way to do seams
I think he marked everything as a seam
Yep possibly
At least it seams that way
Nice pun
FOr me, yes. My hands always shake so getting right on it is a near impossibility
You can zoom
Thereβs like a billion solutions
Actually not really a billion but thereβs multiple
Also learn the control E shortcut
Allows you to mark seams and sharps a lot faster than searching
I do understand that, but it is just tasking for me personally. As I said, I did get it sorted.
@icy sluice resave thos pngs with any image editor to png but without compression/etc
Any wise words on how to weight paint a mantle? π
use orthographic view from top by press 7 on num pad
and the use gradient weight paint brush from left to right
on the arm bone
but your arm bone might be too long already
it's moving part of the shoulder
Huh, fade tool really seems to do wonders for this, thanks for reminding me that exists
For the featured avatar row, I'm really surprised by the suggestion for avatars to be 167cm (~5'6") to 180cm (~6'0").
In many parts of the world, the average woman's height is about 5 feet, which means half of all women are below that height
fully grown mind you, and vrchat is 13+
Could be that prefabs for chair and overall world assets are more suited for avatars of that size
That's like saying "chairs around the world are made for people over 5 feet tall"
while what you're saying is true, the same is true in the real world π
Well yeah although irl it works better - shorter people may just not have their feet reach the floor when they sit while* in game they sink inside the furniture
that actually can be fixed on the avatar side
I can make a short avatar sit in a chair properly by changing the seated animation defualt
using vrchat's chair prefab as a guideline
Would like to know the secret behind it
it's extremely nice to have avatars that match your own height and proportions exactly, I rock one myself, I totally get that
but I'm suggesting they're aiming a little high
I bet over half or more of their players are under 5.6 π
in game they sink inside the furniture
Pretty sure this is one of the reasons why
Also it's a suggestion, not a hard rule from the sounds of it.
true, I just think it's a bit tall
obviously you're more likely to be considered if you tick all the boxes, they might have been aiming for average heights of people generally speaking
Nah, both numbers are within the average globally for each sex.
but if the playerbase is 13+, and assuming 50% female, then the average should start at 4 foot 10 maybe a little shorter
Global averages:
women: 163cm
men: 176cm
I see no problems whatsoever with the suggested height range.
wow I have super average hight
I do. π
especially considering 13+. Maybe that's true for global average adult height, but it's pretty tall actually
every girl I know except 1 is at least 6 inches shorter than the suggested
I would assume the height recommendation has nothing to do with IRL, and more to do with the general height of avatars in game already. 6 feet tall is quite normal for nonanime characters
yeah, usually following western averages for human height, but you'll find MOST MMD males are 170cm or below
because japan
Well then their range is fine imo, slightly taller than the anime stuff and slightly shorter than the other stuff. Right in the middle
but yeah, when you think about it 50% of japanese men over 20 are under 5 feet 7 inches
under
and 50% of women are UNDER 158cm
which is a full 4 inches lower than their starting range
I don't understand why Japan matters in this situation, should go off global averages like gallium
people under 18 are obviously shorter. I'm going by vrchat's playerbase, the majority of players are from america, japan, uk, eurozone, brazil, russia, south america, aus and a smattering from china, and I met a few people from south africa and trinidad too
it's not a huge deal, just that if we're going to put the time in for what is purely exposure it's best to aim for bullseyes
and I found that height recommendation surprisingly low considering who plays the game
Yeah, in case it wasn't obvious each time I said global averages here it is again. global averages
right, but vrchat is not played by a majority global average playerbase. There's a massive japanese playerbase where that is way too high
And Scion makes a very good point, real-world heights don't mean shit here.
that's exactly my point
a lot of people who play, say 30%, are under 18
another like, I dunno 15-20% are japanese
Which invalidates all your prior points, namely that the height guides are under or over whatever range you think is acceptable.
People don't pick avatars based on their real world height. If anything the height that only matters is the height relative to other avatars
then why suggest 5 foot 6 at all
Because that is in average in game
I can tell you, with all the confidance in the world that the average is probably more like 3ft lol
not that I think that should be the minimum lol
Lolis and very short avatars don't count, I'm talking about normal humanoids
if you're going by normal humanoids, let's say TDA or Sour or LAT base MMD mesh?
Average is 4ft 11
and below
more on the below side
Ok, then you get all the tall Spartans and other game rips and bam, 5'6 average
the percentage of those vs remixes of open mmd models is like 60:1
That depends on your friend group
I'm an authority on this, trust me. ACross the game in average, it's 60:1. I thought we were talking about the entire playerbase?
Even then the default avatar row is not exclusively anime, so it shouldn't be as short as anime
that's because the default avatar row has to be unique models and there's selection bias
but yet the most popular ones by far are 2a-7s LC and similar
just like it was unity-chan before
who btw is 4.10
meiko too
who is super short
I dunno, just an opinion, I appreciate the feedback from you folks
Gonna be honest I don't even look at the public avatars row or even use public avatars. I'm tall biased so for me 6 foot is normal
mmhumm, I get that. I've spend a lot of time with a massively wide variety of people in the last almost 6 years and I think if they polled the userbase the result would be clear
a really easy way to figure that out would be to look at the most popular avatar ids in the database by usage over the last 12 months
I DON'T think they should base the suggestions on that though, something fresh would be really cool
I'm sure most of you agree
I think you're making a big deal over nothing and that the ranges posted are fine.
I think the minimum height is almost a foot too tall
That's really my only gripe
and if it negatively impacts the selections that sucks
Minimum height is there because the hand menu starts breaking when your avatar is too small or too large, depending on the world
If the camera cut off is too soon then you can't even use the menu as a tiny avatar
I make my avatars to exactly my own height, with my own proportions. If I was to do that for my wife, it would be 6 inches shorter than that.
that's all I'm sayin'
I don't have a single avatar that's my exact height, it ranges from 2 feet tall to 7 feet
and she's taller than most of her friends.
so if furnature and props are scaled to global averages, as they arre in the real world, 5.6 is asking a lot
i dont understand the 3d model making π¦
It's an art in making
My avatar size goes from 30cm to 3 meters
the cats plugin really dislikes this model ...hitting fix model destroys the weighpaint of the shoulder bones and after manually fixing the armature and getting cats to add eye tracking this happens
all weightpainting gone except for the hip bone area
manually fixing armature
to me that seems to be the issue, it's you did something wrong and not cats breaking it
Hello Ladys and Gentleman, is there someone who knows how to edit vsimes? Example: Adding a Piercing to the toung and it will move with the Vrc visimes like (AA) pls PN me if you have Knowlege about that.
You have to edit each blendshape manually in blender and move the piercing where it would be when the mouth is in that position
yes ive benn told that before but i still dont know how to do that
is there someone who can show me or have a video about it?
This Tutorial will show you how to create required visemes and custom facial gestures for VRchat. Feel free to watch my avatar creation and ask questions whe...
this is about creation not editing
but its fine someone helped me thenk you anyways
Editing and creation is the same thing but whatever
no its not
If you know how to create a viseme you'll know how to edit them, I linked the video because it shows the location of the menus that you would need
oh yeah thenk you but i m not new to blender its just i never needed to play around visims and the Vrc shape keys are made in cats thats why
but dw i know how to do it now thenks my lad π
Itβs literally the same method
When you walking
Make it do some animation to test the rig
Anybody know how to fix these normals on the Blender side of things without setting the import settings in Unity to Calculate the normals automatically? I guess the issue was created when I used a mirror modifier on a mesh with custom normal data.
left is how it currently looks, right is how I want it to look (but without letting unity automatically calculate for me)
In blender edit mode select all and search up set normal from faces
didn't work
Do you have it set to smooth or something too?
no the edges are sharp
Do you have sharps marked
yes
What do you have in export settings in Geometry -> Smoothing?
Itβs for testing
You can also rip the edges I guess
Can you try changing smoothing to edges only?
Changing blender settings will not really change anything
Seeing as itβs blender settings
changing to edges only seems to have sort of worked
some different issue?
A hole appeared in it?
Thatβs probably a normal facing the wrong way
there's a tiiiiiny hole in the middle, so I could unwrap it as rectangles (quads) to position the UVs along an edge
like a trimsheet
I have no idea
Are you planing to make a texture on it that will be easier to make flat and it will wrap in round shape on the mesh?
I'm using an existing texture
and it is rectangular?
yes
Technically it's reused from another part of the mesh
This model is essentially a heaaaavily edited model
would it be ok to spare some tris to make an edge loop around the opening?
As in I made the blade from scratch and am using the textures on the original model and trimsheet style UVs around that
Are you using any other map than texture map
Can you show them for that part
Spec?
Do you have sharp edge around this micro opening?
He has
I think so
but I can't get close enough to check
is there a zoom extents shortcut
Control scroll wheel?
I understand you don't want to try making another edge loop around the opening to see will it keep it from expanding? Those are triangles though so you gotta use "I" key instead and delete the outer edge loop cos it will be unnecessary
Actually they may be quads
It is marked as sharp
anyway, yeah, the circle is made of quads
that's why there's a small hole in the center
so that they aren't tris
so why does setting export to edges only fix it?
is there no way to fix the normals?
no kind of reset?
I don't know. I only remember making model and exporting with edges smoothing was always exporting correctly while with normal smoothing it was adding random sharp edges so I thought I could try telling you about it and maybe solve the problem
Do you can Textools addon @steady zealot ?
Nvm I just tested something and it isn't working after all. Sorry for the ping
Requirements We're going to need a couple things before we can get started. - Unity 2017.4.28f1 - Scroll down to find LTS Release 2017.4.28f1 If you have Unity Hub installed, you...
this will help you get set up
Thank you so much
Np
Cover up them toes, scandalous harlot
Does anyone know how to make a model gradually thinner or fatter when selecting a group and such using this
i kinda want to make a vrchat model but i dont know how to do ANYTHING
Im in the same boat. Ive been watching tutorials, but I really want to learn how to change out the hair and eye colors and clothes what have you
learn the basics first so you get an idea of what to search for specifically
Do you have any suggestions on where to start? I've seen some tutorials on how to port them and everything, or even optimize them before putting them into unity and all that. At this point I want to just learn how to change up the models.
well, materials are assigned to polygons on a model
each material can have a texture or just a plain colour
each mesh can have 0 or more materials
changing clothing depends on what you want to go for
some people make clothing from the body itself cause it saves time and the clothing bends similar to the body
since similar topology
Ah? Rather than using downloaded things?
downloaded things?
I saw tutorials how they downloaded clothing from deviantart, imported it, and then attached it to the model
this is a #3d-modeling channel, might be best to talk in #avatars-2-general or #avatars-mmd
Textures could use some improvements
Yes
yes!
hello
can you help me?
can some one help me with the blender cats plug in? the i dont know how to get the plug in in cause user prefrance isnt poping up
okay but you like
Why is this selection mirrored in Blender and how do I make it stop?
https://cdn.discordapp.com/attachments/276471869857857548/653387564065095720/unknown.png
Do you have the mirror modifier on?
Can anyone help me?
Sure, watcha need
@spiral sigil Yes mirror is on
The painted bones have .l and .r designations though
Well there you go, that's your problem.
Apply the mirror and start painting
That's BS, I've not had this problem before with painting weights on limbs with active mirror modifiers
I must be real stupid but uhh, how do I enable grids on the facing axis when in orthographic view? https://raytracing-benchmarks.are-really.cool/8yikWr9.png
Everything on Google is about disabling them
@spiral sigil can u help me with the blender cats plug in? the i dont know how to get the plug in in cause user prefrance isnt poping up
press ctrl-alt-u
nothing is happening
Are you using Blender 2.8/2.81 or 2.79
look in the menubar
under edit
at the bottom
i clicked prefrences
if you alt-tab, is it there
the last time a bug that caused the settings window to not show up was reported in 2.78, so like many many years ago
- dont extract the zip
- just import the zip directly
- you might have to do this https://raytracing-benchmarks.are-really.cool/5SyTgsS.png
and most importantly
Also, #avatars-2-general
check testing at the top
actually, what did you download
??
inb4 you clicked this https://raytracing-benchmarks.are-really.cool/AbYN2ag.png
nevermind then
?
if you'd downloaded the github repo instead of a release that would've explained stuff
oh im sorry
and actually I checked, CATS' is supposed to show up under Community...
And now I have no idea, either it's something that's super obvious to me but that you're doing wrong
or your Blender is fucked
did i download the wrong one?
no thats the right thing
I'm completely lost and worried i did something wrong
I'm even more lost
im sorry
nah nah, its fine
um so now what?
hello?
You should really follow the tutorial on the cats download page or any tutorial on YouTube, this doesn't seem to be working
It's usually a few simple steps
i looked at tutorials but
that is the one thing that gets in the way
i cant put cats onto blender
Then you enable the add-on and click save
Are you seeing errors ?
what do you mean by errors
also is the the right one? this is the most recent one it seems
Get 2.8 basic then
Add-on support and reliability
also how do i get 2.8 basic?
Doesn't matter
then look for mirror downloads of 2.80 elsewhere
isnt 2.81 add on support and reliability
oh shit thank you

