#3d-modeling
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If cats is on it yes sure
preciselly i will learn 2.8x for CATS use
I know jevil being in vr chat
i starteed to color the shirt was about to make the symbol on the shirt but the white mixing with the purple, any idea on how to sort it? also why is the white so dark?
I think the white being so dark is just due to it being in shadow? But it could also be the normals being reversed. In the circle i kinda badly drew, there are options to turn your view shadeless, and also to turn on backface culling. Iโd recommend turning on backface culling to check that the shirt does not disappear! If it does, the normals need to be reversed/calculated. If they stay, then check shadeless! Cuz it coild just be the shadows making it darker. @eternal scroll
thanks ๐
Welcome!
Is the orange color on her midsection skin?
id say drop the peach color all together
Yeah I was about to say it's feeling out of place. It's hard to imagine what material that would be.
How do I create a segmented cylinder in Blender, like the one pictured here? https://docs.blender.org/manual/en/latest/modeling/meshes/editing/transform/bend.html
If I make a cylinder it has an input field for vertices to specify how smooth it is, but no option for segments along the length.
You make a cylinder, then ctrl + r + scrollwheen
ctrl + r + scrollwheel does nothing. What is that key combo supposed to do? Like what's its name? I'm not using the default blender keybinds I'm using the compatible ones.
It's supposed to give you the ability to add as many edge loops/segments as you need. Have you done the ctrl+R while hovering your mouse over your object?
A quick google seems to indicate it's related to "loop cut" but in both object and edit mode, with the cylinder selected, that key combo does nothing. I see a loop cut tool in edit mode though.
Am I supposed to have all the faces selected? All the edges selected?
Well what key is that loop cut for you it should show you wich one it is.
What tool needs to be selected when doing this.
I'm pointing at the object when doing it too.
No you just have to be in edit mode with your mouse on the object. Then CTRL+R to add your loop cuts, you can use the scroll wheel for how many or simply type in a number.
Okay, that's ALT-C, and I had to click the cylinder after selecting the tool to activate it...
Never heard of someone using alt-c for loop cuts but if it works it works ๐
I chose the compatibility interface they introduced in 2.8. They're designed to match as many 3d applications as possible. So rotating things is the same as Unity for example. That way I don't get confused going back and forth between tools.
And alt-c makes a lot more sense and is easier to remember than ctrl-r. What's R supposed to stand for here? ๐
Roop cut
Working on a Rito model. (Legend of Zelda)
i saw that model yesterday and couldnโt stop laughing
So, I've tried looking stuff up to help myself with modelling.
I've seen this one series on how to get set with the base model--but when it comes to making clothing for avatars or hair, anything beyond the body, I have no clue how to do that. Are there any tips or help I could get with this? Tutorials or links, any help would truly be appreciated.
Also, for VRC models, this is the process, right?
Box Scultping -> Weight Paint -> Rigging -> Textures -> Unity-ready? Or am I missing something. Sorry for the large amount of questions, I just wanna try making something from scratch cx
Extruding body mesh for clothes are usually a simple way
but yeah that's pretty much the whole process you put at the bottom
Ahh, alright, I'll try that out and look more into it, thank you ^-^
Regarding the hair, any tips on that? I tried doing it by hand and that uh... went poorly o.o
curves ! Or hair cards ! or actually modeling and copy pasting hair meshes
Thank you, much appreciated! :D
Continuing creating a new avatar slowly ๐ค
wow, cute axolotl !
ty Ruuubick 
Will it be quest compatible ?
i havent seen any recent avatar items for download recently so i decided not to be lazy and make me some new items......
I run in to a problem with a bone wight and I can't find the area that is wrong and I don't know what bone is messing with it
Can you circle the problem?
Usually easiest way is to start with like the bones with the most bones parented to them (so like left thigh, right thigh, spine) and see which of those move the offending part. (Because if the offending part is parented under these bones, itll move) then go down the parented bones from there, checking if they affect it (and maybe making sure with a zero weight full strength brush) all the way down the chain!
Ok! Yeah id just check ur bones in pose mode and sniff it out with the list from above.
Sometimes u can kinda tell whst its weighted incorrectly to by what it follows ingame!
@olive roost thankyou
What type of T-Pose do I want to use when modelling?
sort of down-wards arms like this,
Or straight out?
straight out
Alrighty, thank you! ^-^
@quaint jasper probably ill make it quest compatible if particles are allowed (ill giving this avatar a pair of flaming gloves)
I've got a question for ya'll: I'm making a "weave" that has distinct segments and was wondering what would be the best method for doing so since there'll be a dozen or so strands with several segments each.
Would it be better to have bones for the segment connectors or have cloth physics instead?
The original mesh was mainly just 2D with some 3D segments tossed in here and there. For my version, I want the whole thing to be 3D and have physics so the individual strands and segments move about.
cramped ?
can we see the entire model?
A or T pose depends on the modeler btw.
@serene onyx
Either or is fine lul but it is easier to rig in T pose and add objects to the arm
And T pose not good for shoulder deformation
A pose is
and A pose can give general example of proper arm proportion to the body
they have there pros and cons lol
Could anyone help me with some weight-painting? I'm trying to have a tube that's anchored to different halves and move with them while the middle is also flexible.
Top-most is what the upper tube should swing from while the bottom section is what swings from the lower tube.
Does the large, bottom section need a bone as well or...?
The ultimate goal is to have several segments connected, kinda like bones in Blender, so they can swing around and be influenced by objects/gravity.
@mild nimbus Is right, while it's up to you really, A-Pose is better for shoulders.
Best way to do it is model & rig in A-Pose, then place it in a T-Pose when you export it but don't apply the pose. That way you get the benefits of A-Pose and works best with unity's T-Pose requirements.
@serene onyx
Ahh, okay, thank you, I'll do that then! ^-^
Not using it for VR Chat im using it for a short animation I got in mind
But doing the Arcs System work method for believable 2D characters but its 3D
Not a big fan of the peach color midsection but otherwise the design comes together very well! I like her feet design alot ๐
Yes it's skin
I can change the skin color at the end
Proper lighting is not in play yet either
Mood
Ok
Wonder why he is so heated
3d modeling is frustrating sometimes I suppose
sure is
At the end is so satisfying
How do you add images to blender? I knew how to do it in the old version... but can't find it in this one ๐
make sure you have nothing selected and just drag it in
ideally in orthographic mode so its flat :-)
Okay! Thank you ^-^
When it comes to image size for reference, does 5 m mean legit 5 meters? If so, should I set it to 1.8m, the character's height, or leave it as the bigger 5 m?
I'm not sure what size would be best for that
@serene onyx Add a cube, scale it to 1.8m, scale the reference image so it is the size of the cube (ignore image size), delete the cube
Okay! Many thanks ^-^
You can put yhe tutorial avatar as a reference
Finished the base rigging. (sorry for the bad gif)
making this
gonna be a while though
Hope Disney Hires Me!!! My Dream Job!!!
ill update another progress in about a week or so depending how far i am by then
Wow, nearly 10k tris already?
oh quit it!!!
:p
i hate using the one from deviantart, if i want something from the actual disney show... then it has to be just that to fit my needs lol
lol going simple with the eyebrows
and eyelashes
ok i need to focus im thats enough on screenshots
Anyone have anime female hoodie i can use for:

a hoodie is way more than 10 tris
Gibe it pwease
i lol my bad
follow what i draw
or if you want i can do it maybe ill teach someone something for once lol
But it is free?
sure
Yay
kinda at the end of my worlds for now
Nani?
My viewpoint is way to bugged i have to use negative 0 to center
For x no, for z I think it's fine, but you might have odd results
That explains why in game does not work ..
Can you space out the screenshots of your progress Wishes ? It's a bit spammy
So if i can't move it anymore with x there is no other way to center it with my model ? , do i have to go back in blender ?
So, quick thing... regarding eyes.
I'm curious, how do you add the eyelash extra stuff?
https://i.gyazo.com/1a3d6c2b287c50e02f707e5381dedba9.png
I have this, but you know the blackish brown stuff surrounding the eyes, I have no clue how to do it.
Since I'm making Ko from DR, he be havin some lashes
Yes lol sorry Ruuubick
@serene onyx You can try extruding the edge outside the edge, and scaling it
good to look at how other anime models do it
Alrighty, thank you ^-^
https://gyazo.com/5004a2c4148c4d44d2dcb3e512ce5e87 why does the origin keep getting offset in unity when i import models into my scene?
its centered in blender
this happens with all sorts of models i import btw
oh wait
Yo who gets paid to make avatars here?
Please contact me if you make custom avatars. Thank you ๐
That is a big IF
There's a server for that
I'm sorry i don't do avatars for people...
Made this last night, hopefully can be helpful to some https://twitter.com/Ruuubick_/status/1246477707623399425
Hey #VRChat avatar creators, i made a "short" Substance Painter tutorial that goes over the basics so that you can get something looking cooler easily ! I hope it'll help ! https://t.co/O7JxeNBMbt
for the next video you might wanna increase your mic volume a bit
I'm at max volume and I can barely hear you

but nice tut
Nice Ruuubick 
Working on clothes for the Rito avatar. (First draft)
Emission
Hi everyone! I'm new to Unity but an experienced modeler in Blender!
Does anyone here knows how to export Blender objects to Unity without losing the shader and texture?
Because somehow when I export using fbx, the shader information is just screwed up
@spiral sigil Blender shaders do not transfer over at all.
It needs to be translated within the game engine
Only thing that carries over are Diffuse BSDF and Principled BSDF nodes with its appropiate image textures with proper hook ups
Anything snazzy like a cel shade wont work.
Oh , I see. So far all of my shaders are Principled BDSF, some had image texture on it. But it doesn't translate well as image textures are unloadable.
This is like my every shaders that I had
The look in Blender
The look in Unity
standard shader and plug the base color texture into the appropriate slot?
you mean diffuse BDSF?
no I mean in unity
use the standard shader on the model
looks to me like the texture isn't mapped correctly
maybe... In the meantime, I'll try using Unity's shader preferences
Those teal hexagons are tables. So yeah, there's shadow under it
@upbeat bluff Does the image filename have non-latin characters in it? Looks like a utf-8 decoding failure.
If it's what I think it is, the easiest workaround is to rename it to something simple like image.png or whatever filetype it is
Okay, so, I want to give my character pointed teeth that line up with each other, and I also want to give them a long tongue as a running joke in our friend group but I have absolutely no idea how to do this stuff- I need to model both of them.
@latent charm it doesn't work๐
@upbeat bluff does it successfully import other images?
Nupp ๐ @latent charm
@upbeat bluff Rename it something basic like image.png
Go into Object Mode.
and drag and drop it into the scene.
Make sure you have this add on ticked on
in your preferences
then try again if does not work
You need to drag it INTO the viewport.
Thank u so much โจ๐ @mild nimbus
๐
Finishing cooking textures on my WIP avatar ๐
Hi all, a little bit more basic here, however I have this lamp I have partially modelled. When I import it into Unity, the inside mesh is invisible, can you help?
This is the FBX being viewed using Windows 3D viewer
Have you got 2 sides to that outer ring?
Faces only have 1 side, so unless you duplicate it and invert the normals on the duplicant, the inside will be see-through
if you turn on backface culling in blender you'll be able to see that
If I do back face culling it'll be see through from the front right?
So I have to go the duplicant route?
Backface culling just shows which are see-through by displaying them as see-through
You'll have to duplicate that outer ring and invert the normals on it, to make a second inward-facing ring
No clue, sorry
No problem, thanks for your help! ๐
Basically it's the reason why you can almost always see out of objects if you clip inside them in games
Only the outside of the mesh is actually visual
Okay, that's fair enough ๐
I think I have done it (Normals: Tab into Edit mode > Shift + N and then check the box if you want inside)
boolean
where can i find it? ๐ฎ
modifier in blender
By the way, it is often graphically cheaper to have things clip through each other, depending on the situation
Booleans are super useful for lots of situations
although it is definitely destructive
@late bloom what is the use of the boolean circles?
@cosmic marsh If you havent figured it out already, select the faces you want to invert in edit mode, in the top left go to mesh > normals, then recalculate inside or outside. I think for that specific model it'd be inside but you could try both
@brittle crane it's not the circles, i say that for example
i need to delete this "parts" of head structure: http://puu.sh/Fu7Ie/2e382267bc.jpg
this one: http://puu.sh/Fu7Ky/e1373f7b97.jpg
it's 2 rings from the head model
i want to cut them off with boolean, i think
Now working on a sun conure Rito. Texture needs a rework
Awesome.
https://i.imgur.com/QYREsRu.png a very wholesome loli wip still
vegetales theme resonates
i need help
Do you?
Don't we all
anyone know how i can get an old blender file in a new version of blender
like a way to update the old file
Open it in the new blender version? Should be enough
@vagrant onyx Look up autodesk's FBX converter tool, should be able to convert it to a newer version blender can read.
thx you
also how do i move this to the top i hate when its one the bottom
also i cant put my camera inside mesh how do i set it were i can
hi, i'm new to 3d modeling and am struggling to make my characters hair. Does anyone have tips/resources/tutorials on how to make anime styled hair?
A full walkthrough of my mesh hair creation process for anime or cartoon hair using Blender 2.8. Model it flat while wrapping it onto the head with modifiers. This method breaks things down into small, simple steps and gives clean topology and UVs.
In this tutorial:
- Overvie...
Hey, I'm looking for a 3d modeller that is professional and can do an outstanding work for my avatar
@meager inlet You can find people who accept paid work in https://discord.gg/6xnKyf5
Hello, im currently working on my first humanoid model and im finally onto the hands. Im having trouble with the fingers though and have went through 2-3 attempts, scrapping all of them. Any advice?
I have a video that shows someone doing a pretty good way to go about doing hands.
Not sure if that's what you want, but that much of a resource I know of.
Create a Game Character Now at http://www.darrinlile.com
Modeling the fingers and hands today, and connecting them up to the wrist. If you'd like to follow along, you can download the reference images at http://www.darrinlile.com/tutorial-files
Next Video: https://youtu.be/...
It could be helpful, thanks
Yup, np ^-^
Im taking a break currently cause i got frustrated
Is it fine to post the main part of the model here for opinions? Its a base female model is why im asking, i dont 100% remember the rules tbh, its been awhile since i joined
I've never done a humanoid model so i want as many opinions as possible so i know it doesnt look scuffed
I'm not necessarily sure, but I'd believe so.
Alright, im just gonna post it then and hope i dont get yelled at xD
What do you think?
Use the snip tool @pearl bear So I can see a more clear look of the model
and take Profile view shot
3 quarter view shot
side shot back shot
You can flood the chat.
alright then ๐
i havent done any sculpting or anything this is just the barebones model. im not done with it yet obviously
@mild nimbus here ya go
The arms look extremely flimsy add some fat to the arms
Ankle area is way to thin also
I see you blocked out the rib cage area which is good
The arm may be a big to long to because remember when you add the hands to this arm its going to look even longer.
I reccomand you cut the forearm a bit shorter so the hand can fit in proportionaly
Hands reach up to the middle of the thighs.
You way beyond that point with just the wrist alone
In my personal opinion regarding to the shoulders it looks kinda uh...
Sharp?
Makes it look masculine smooth out the shoulder a bit
since I assume this is not a masculine female character
๐
does this look better?
i feel like i should make the ankles a tiny bit bigger still
Its starting to come together now
the arms dont look like noodles xD
Let is starting to take its form
Put like a indent on that line to define the Tibia
@pearl bear Are you using a reference when building out the model? I think you have a great start but just need to brush up on the proportions a bit. having a reference would help pinpoint where you should direct your efforts ๐
Tons of reference out there
I reccomand you use PureRef
its a application that puts all your references into 1 window
and it overlays all your applications
i do have a reference but its from a 2014 tutorial
i just have it hidden for the pics
Dont be afraid to pull multiple references when working! Itโll always help in the long run
thank you for the advice though, i will look into pureref
i unfortunately only have one monitor so its abit harder to look at reference art and etc
better?
i know its awful, but i need opinions on this hand so i can get it right.
hand shape should do >
larger part starts at wrists and gradually goes down up to finger tips
look at your own hand, you have the greatest reference you can get in front of you
Not sure if this is the place for this
but im using substance painter.
and for some reason its not exporting my normal map properly
example of normal map detail
unity
i cant figure this out for the life of me
i had a default normal map that came with the model.
and it seems to be exporting that instead without combineing it with the normal from my materials in substance and i dont know why
ok what?
Check legacy normal in the fbx importer inspevtor window of your model
okay just a sec
i dont see that option are you talking about
when i make a new project?
and am selecing my fbx and textures?
im talking about substance painter right now are you?
theres no rigs in substance
@fringe rock where is this optioni at ?
Forget what i said.
Do you have a Normal Map channel in your texture set settings?
@hardy marsh Are you not able to get the normal map on its own ?
yes i do have a normal map channel set.
it seems its exporting all the detail to a height map.
but i cant use that and i dont know how to make it add the detail to a normal
change the type ?
i doubled checked to see if this happens on any old project
even then that seems wrong
and it doesnt
I would check the export settings and make sure you're using the Unity Export setting
Try PBR metallic roughness then
on top of that ive tried multiple dif pbr settings
including the one you just listed
nothings exporting the dam normal with the detail and i dont know why
is it a uv problem?
You'd need to find a way to revert your settings to default then ?
Did you correctly bake all your mesh maps ?
Is the Normal Mixing channel set to Combine or Replace - iirc that can impact your export
That's really weird, yeah. And the Normal map is plugged into the normal map setting in mesh maps?
all though they all are black it didnt give me any errors
That can just be a weird graphics bug with substance being slow๐
Does your unity export setting look like this?
Specifically the RGB channel on the normal export
i think it switched it to direct x earlier just to see if it worked
otherwise it was on open gl
@hardy marsh None of your bakes have information on anything.
Everything is black
and Normal map is flat
Thats why its not exporting anything.
we just talked about that like 2 seoncds ago everyone said it was a substance visual bug
Did you manage to export the map?
Create a custom export setting.
tried that
ive been at this for hours ive tried so many things
i got 2019
you know the reason why
Its going to update your project to 2020 but
you just need the normal map
so ill see what i can do with the file
How do I fix this?
i think i wouldnt be out of place saying that i dont think more than half the people on this discord even know what thats supposed to be. @cosmic marsh
Okay, to give some context, I used the boolean modifier (set to difference) to make a hole in the walls. When I view it in 3d Viewer, this is what I see
@cosmic marsh It looks like the parts of the mesh where you used booleans have more than 4 sides per face. You should either triangulate those faces or manually close off the vertices so that every vertex connects to a clean edge somewhere on the mesh
@shy sonnet
oof wrong person
@cosmic marsh
That is called Fragmentation
Its when to meshes are overlapping each other in the exact same spot.
So Blender is dealing with 2 conflictions of 2 faces in the same location and cant determine which face to render since they are exactly overlapping each in the same location.
So you get that noisy gradient pattern on the walls
Everything boxed in is fragmentation
You are not connecting your shapes properly you are just putting into other shapes and not properly connecting them.
zfighting ?
ya thats another term to
Feels like the wrong boolean mode was used
or at least the boolean modifier was on the wrong object
Correct ^ How do I correct them without having to zoom in and spend so much time with it?
For starters id remove doubles or to 2.8 standards its called "Merge By Distance"
what you can do for starters is
Select a mesh in Object Mode then go into Edit Mode then go to Vertex Select then press A to select everything on the selected mesh. then in the upper left corner in the 3D Viewport click on Vertex then scroll down toMerge Vertices then a window will pop up on the right of it and click Merge by distance
Well ya I know
but he might have doubles regardless
in all these walls
just to be safe
true
After you merge by distance you should shift right click all the shapes in the scene
and press CTRL+J to merge all the objects
into 1 mesh
then you can start connecting the vertices from the walls to the pillars.
Alt+M is the hotkey to merge 2 vertices
Okay, thank you for the very in-depth explanation, I cannot wait to try it when I get a spare minute! ๐
๐
any tool that help doing worlds in blender ? its very slow to make them by hand lol
Google Sketchup perharps?
is it good? i have used it and its a nightmare doing the uvs with that
I wouldn't suggest SketchUp. You could try blocking out your world in ProBuilder within Unity, and do your final geo in Blender. Most people just do it all straight in Blender though
https://gyazo.com/4340443532ef84ecda8bfc222abaa162 im making a gamer
he does looks like he does gaming
for a normal looking person with nothing else, how much tris should it be about? to leave room for clothing, etc
Depends if you plan on fitting within the 70k range
Clothing is rarely what is the most tris
Face/hair is usually a big chunk of a model
@spiral sigil that's so damn cute! ๐
can someone rig a model for me ;-; the rigging it has is fucked to high hell
Use mixamo @buoyant herald
what
how
Just try it
if you good mixamo or look it up on youtube theres some usefull tutorials
lmao mixamo
How do I, like, delete the intersection between a bunch of vertices and fill it in?
Are you trying to delete edge loops or actual faces?
Both
oi, when I try to paint on a model, it paints the opposite side of the model, I think I need to join all my objects together or something, but i'm not sure how to do that or how to fix this
@barren quiver grid fill/bridge edge loops
and use the settings of either to make it look better if you need that
it says online that I have inverted normals
my objects are facing inside out
how can i fix this
@fallow fable Make normals consistent in blender
highlight them all and do what
how do i flip
Make normals consistent
how do i make normals consistent
that's literally the name of the tool in blender
open the search bar
and look for "Make normals consistent"
search bar O__O? how i get to that
in blender ?
either F3 or space
sure that also works
oh ok
@fallow fable Im not exactly sure but maybe try peinting in the uv editor? (might wanna unwrap your model)
you clicked where?
you will have to mark the seams
in edit mode, select the edges that you want and open the edge dropdown menu (above), then click mark seam
but you will need to now where to put them
unfortunately, this is all i know. you will have to search the rest
still can't figure this out : (
Could you take a screenshot of the UVs? It might be that the areas you're trying to paint are too small in the UV and in that case all you have to do is change the scaling of the UVs for the parts of the mesh that are giving you issues
It may also be worth moving the UV's of the parts that are going to be red away from any parts that are going to be white. Its likely that the color is actually bleeding in from the white areas in your texture
can anyone help me with this weird shading thats happening
idk why but just a bunch of polys just got weirdly shaded differently and it looks really weird and i've been trying to figure out how to fix it but cant seem to find anything
never seen this issue and im mostly only a maya modeler but have you uv mapped your model? and have you make sure the geometry is fine?
flip normals and even doubles can be an issue make sure mesh is cleaned and everything is uv mapped
uh i dont know exactly whats that means but im pretty sure its already uv mapped
its got all the textures and stuff but its shading is just weird
is there any doubles over lapping?
nope
thats usually a characteristic of doubles z fighting
you using blender 2.8 ?
blender 2.79
eww
that clip is strange
it looks like somthing is wrong with your verts
if u grab a vert and pull it is there any overlapping verts under it?
not too sure but i wonder if verts can be flipped in blender
going to try and google it and see if blender does anything weird like vertex flipping since appearently u can have vertices plastered all over without any polys
open the properties panel
(n by default for the shortcut)
go into the mesh display section
and select the faces for the normals
check the orientation of them
should see those teal lines
it does seem the pink ones are weirdly pointed compared to everywhere else on the body
everything is pointed out?
ya its a normal issue than
or whatever it would be considering its a vert
did you select face ?
so doesn't seem to be a normals issue
did they try the ctrl n cmd?
i think i remember now seeing this once b4 on a friends model
on a small spot
the verts cant be rotated but somehow i was able to recorrect them to face the right way trying to remember if it was in blender or maya
going to get blender again and see if i can remember that thing to help fix your weird dark spots
so far unable to find that option to correct the verts
not sure how you managed to have them like that
idk
Have you tried recalculating the normals on the mesh?
yeah
What about flipping between hard/soft shaded edges and then recalculating?
Try setting normals from face
iirc it's Ctrl + N > Recalculate Outside in edit mode with all the faces selected
maybe try separating/splitting apart the vertices and re connecting them. i was unable to find a option in blender for this
i fixed it just by transferring over to blender 2.8
theres a simple option under the mesh> Normals > set from faces
hey guys. I'm transitioning from Maya to blender. Over the last week its been a bumpy ride but muscle memory is taking over I think. for blend shapes, my model I sculpted and optimized has a default pose with the mouth open; but the first Basis blend shape requires for it to be closed. I'd like to keep the mouth open for easy of use for other visemes later and deal with the basis later, but when I move the shapes around blender is always defaulting to the first basis "closed" position forcing me to reopen it again. what do? :c
sliders dont help
u can have default as a open mouth
the sil key is for mouth closed
in blend shapes wen porting to unity
so if im not talking I can assign the mouth closed in unity instead of basis in blender?
ya if its all working correctly still in vrchat the sil key is the silent key
that u usually blend shape it to be shut mouth
ok so theoretically can ignore basis
well basis is your og that you work with and having the other blends morph from
so like say you have a model with mouth open u can make a sil key from that basic than shut it for sil
im looking at the viseme list and dont see sil, I see vrc everything else but that
you need the basis and the 4 eye blinks if i recall
you have to make new blends than assign them
ah ok
1sec i see if i can find the docs
these are the names for the blends
the basis is something you already have you just create the others
np
i actually never learned how to use maya like this for vrchat even tho im a maya modeler lol
i just no the blender 1
yeah its been a challenge but its hotkeys really
is there a way to map uv changes to visemes?
my eyes are set up untraditionally heh
im also noticing my model moves up and down un willingly in sculpt mode - is that normal?
not sure about the up and down part ,the uvs i think cant be edited on the same model for other visemes
what do you guys think of this? its my first time doing a humanoid model and i think im finally done the base mesh (its supposed to be headless)
The hands seem a bit large omo
i might shrink them, not sure yet
i do have a future issue too worry about thouugh ๐
basic anime style is what im going for, abit on the tall side
so shorter arms smaller hands? anything else i should consider
how do i start modeling lol
enable sculpting mode in blender 
does anyone use maya over blender? been thinkin of toying around in it
Iโve been on and off again with maya but for vrc (and everything else) I really do prefer blender. I made my first avatar over the weekend and being able to seamlessly go from sculpting a base to retopologizing to rigging (the only break was texturing in substance painter, but you can do that in blender too) is most important to me.
Iโve even had actual instruction during college on how to use maya and it still just feels so behind in terms of how fast you can get stuff actually done in Maya. Iโm sure if I used it more and more I would get faster but to be honest Iโm using it for vr chat and I donโt want to pay the license fee for that.
So short answer yes I have thought about it but decided not to
Anyone able to help me out with making screw teeth? I've got the faces and everything, the tool just isn't complying and I dunno what to do.
This is the guide I've been following for making threads by the way
https://blender.stackexchange.com/questions/50102/how-to-model-the-bottle-threads
is 40k tris for this a lot? i mean if i wanna keep it below the 72k limit (i think) then probably but with clothing on i can just cut the mesh parts under off so not sure
Should be fine if you delete body underneath the clothes. There is no limit but performance rating will change to very bad if you go over 70k poly @spiral sigil
yo, im trying to merge a keychain(weight painted and w bones) to the spine of the main char but everytime i use cats "Merge Armatures" the keychain bones shrink and the mesh completely disappears
https://www.youtube.com/watch?v=v_X9v29i-Iw one example of doing fingers
Create a Game Character Now at http://www.darrinlile.com
Modeling the fingers and hands today, and connecting them up to the wrist. If you'd like to follow along, you can download the reference images at http://www.darrinlile.com/tutorial-files
Next Video: https://youtu.be/...
thanks for link
Is unity even capable to do that level of details and gfx?. That's unreal engine right? That's amazing looking ๐ฎ
1.i don't think so that's what i'm worried about
2. all modelled and rendered in 3Ds Max.
3. thank you so much.
i need to make more environments and if i do it'll be as a showreel world
at its core the way both engines handle rendering stuff is pretty much the same
But the reflections on the object won't be mathematically correct
that being said ue4 has a lot of out of the box things that make it EASIER to make things look pretty
^
ue4 has RTX too while RTX for unity is only in the HDRP
ue4 also has an ACES filmic tonemapper and screen space reflections and stuff on by default
while with unity you usually have to go and set color space to linear and insteall the post processing stack and turn all that stuff on manually
so it can be a bit more setup and not everyone realises that. but ive madesome little demos in unity before taking these things into account and even porting over that default checkerboard material from ue4 and tricked a few of my classmates into thinking it was unreal
plus unreals material editor makes making new materials a lot easier then making shaders in unity, and shadergraph is kinda crap imo
i also think the default skybox in unity isnt as good compared to unreals but i really dont think you should ever use the defauly skybox as a lightsource
@thorny fractal unreal is stunning
the simplicity for making things look nice is really helpful to artists, but ive ran into technical limitations with it before as a shader artist, so whatever works best for your project i think its hard to say one is better then the other
yeah. the only issue with unity for me is the code and the way the lighting is.
with unreal it's amazing even with 1 light with unity you need lots of lights and code to make it look nice
for the acceleracers fans in here, made it out of boredom earlier this evening. am actually considering making an acceledrome world using this model, but am not sure yet
oh nice another acceleracers fan
that looks really cool, but imo, that's a really weird yellow to have on it
Is it possible to add additional bones to a completed FBX model? (Like for a tail or something so I can use dynamic bones)
And if so, whats the best way to go with this? Unfortunately I don't have alot of experience using blender
yo
Hello father
Jj you can, the question might be suited more to #avatar-rigging though
You just want to extrude a few bones and do the weights by hand
I don't usually merge armatures but that might work as well
tf is wrong with u
So you could alternatively make a second rig, just with the tail bones, auto weight and them merge armatures
I just read your username
my user name is fine itz just i had a idea bout mma name so dats wat i put
incoherent
i mean dats half of it is a lie
thanks
for wat
is 2.79 blender obsolete or something?
Did you use mesh protection where it changes the vertex positions and has a shape key to fix it
i dont think so at least cuz i never searched for such an option
Also isn't latest 2.8
it goes glitchy like this as well from time to time
It's part of cats to do that
Woww
That isn't cats
I've never had that before, you sure your graphics drivers are ok?
2.8 also goes glitchy from time to time
it's okay
no problems at all
the glitch is at least tolerable
it's the mesh being destroyed during other visemes is the main problem
Same issue on latest build?
not sure yet, I have never used 2.8 beyond importing an avatar into it
maybe it's time i learn more than that to see if it has the same problems
the glitch error and messed up mesh did not happen in 2.8 @stable edge
thanks for the help my dude ๐
another problem though where materials are solid black even though there's texture in it.......
god I feel stupid for asking lol
whats they key you press to select certain area's of the mesh so I can hide it? (In blender)
nvm its L
which im taking
@spiral sigil check your transparency value in the shader node
hi I was wondering if someone could do me a quick favor in blender. If anyone could possibly make a 3D Crest Moon FBX that is low poly and can be used on avatars that would be amazing. If you want a reference picture. I have one, and if it had at least some depth to it, that would be great. Thanks!
P.S. I dont need the edges to be rounded or angled, a slice out of a cylinder would be just fine.
i need with this model, i am trying to set the parent of the tail to the bottom part of the hip bone but it keeps going to to the top and messing things up
There is no such thing as top and bottom when talking about parent child relationships. Blender visually draws dotted lines to the bones tail but that doesnt technically mean anything besides the relationship
thank you ๐
@spiral sigil check your transparency value in the shader node
@dusky bolt i will try that ๐
I installed the VRC SDK for unity but the tab only shows Utilies -> Clear Cache and Player Prefs
check your console, you probably got some other scripts fucking it up
set the scripting runtime to net 4.x
in your project settings
in the player section
I just realized does this discord not have a channel to show off 3D art? there is only UDON showoff lol
Do I need the newest?
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use is Unity 2018.4.20f1. Unity Hub To install the cu...
bc I watched a tutorial and he said there that I need a certain version
That tutorial is most likely outdated. 2018.4.20f1 is the one you need now
i installed the sdk on the other version and it totally fucked my pc over had to restart it but then it worked
so the one area of modeling i absolutly suck in is the mouth. does anyone have any good resources or tips for matching a mouth the the lips/face? i usually just noodle with it for a long time till it looks ok
so I'm learning a thing. When I sperate parts of a mesh with 'P' in blender the tools seem to be relative to what ever distance the piece was from the original object. This makes it really hard to manipulate the separated piece. Is there any way to fix this?
if you mean putting the origin to the geometery you can just press space and put that in the search bar
"origin to geometery"
or geometery to origin
Thanks!
I figured it out
Another general modeling question, when I'm modeling something like say a hat, should I keep it solid or show it be hallowed/shelled out
if the inside isnt visible for whatever reason you should remove the inside part to reduce polycount if thats what youre asking about
it is, ty
Anyone know a good place to start looking to learn how to 3-D model? I don't mind if I have to pay for lessons but not sure what equipment to get besides my PC that I have already.
https://youtu.be/TPrnSACiTJ4 @edgy cedar
Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8. New videos will be uploaded every other day to this channel.
Get the shortcut pdf: https://mailchi.mp/ef5b15a32043/subscribe-to-the-newsletter
---------...
a lot of people i know started with this
@dreamy pulsar I'll check him out. Looks great for learning to create inanimate objects.
i created a new vector group for left arm since it ddnt have one but it wont add the weight and move the broken parts forward in place, if i paint on shoulder or elbow it works but this part is "left arm" respectively
My best guess is that the group is differently named than the bone it's supposed to connect to, maybe a letter wrong? It's case sensitive
Quick question, I have an model I'm working on but don't like a portion of the design that has 200 instance of the same small mesh, I have an alternate mesh that I like better ... how does one replace 200 instances of mesh A with mesh B without duplicating mesh B 200 times and moving each one to the correct point
please @ me with any reponses, Idk how long responses take
@remote quarry Are they all placed like you want /
If they are then you can join them with ctrl + J
They're all part of the same object already
also Ctrl+J only joins them together into the same object, the 200 instances of Mesh A are where I want them, but I want to replace them all with Mesh B which I presently only have 1 of. I basically want to do a replace function within edit mode to change all of mesh A to mesh B
Ok
im new to blender how the fuck do i move the camera
@remote quarry Select all object A, then shift select object B, ctrl + L > Object Data
i need help with UV editing
What do you need help with specifically ?
pretty much one of my textures well all of my textures are fucked from this one model i downloaded and they are all out of place when i apply them to my model
and people are saying oh yea thats UV problems that can be fixed in blender
That relies on them being separate objects. The problem is everything is all part of the same object so that method doesn't apply
and sure I suppose i could sit and split out every single instance to new objects individually and then link, but what happens when I try to merge them all back into a single object? in my experience, joining separated meshes into an existing object throws them way out of place from where they were
also when i try and import a model nothing even happens it doesnt give me an error message or anything
on blender
Just apply their transforms before you join them if you're not sure
never had that issue though
@modern lichen If the model has textures and broken UVs you won't be able to fix that yourself
@remote quarry video above, key is P
Hmm, I split stuff, I'll see if the linking works or if it breaks everything, saved beforehand though just in case
That ... didn't work, just erased all of object A
Then you need to apply your transforms
blender rarely breaks what's not already broken
ok, so how do I do that? They were all part of the same object, I use P to split out by individual mesh
still didn't work, applied transforms then linked ...wiped all A again
Can you share a screenshot of what you're working with ? i have no clue what you did to your stuff beforehand
should work by default as shown in my videos above
Well, I figured out it's replacing all of them ... but stacking them where the replacement mesh is at
done that, all orgin data is set, as soon as I hit link object data they all teleport to the same location as the mesh I'm copying
Can you move them out of the object they're under ?
yes
it apparently sets all their coordinates to the same as said object rather than saving their original coordinates
Yeah that makes sense
Is there a way to bypass that so it doesn't reset the coordinates
Probably but I'm not aware of it
Ok, thanks anyway
dose anyone here know how to make a custom human model from scratch (as a commission) idk if im allowed to ask that i read the rules and didnt see anything that was against it
ping me if anyone is interested
@toxic zephyr if you look at the walls around the spawn point of "the great pug" you can find some advertisements for commissioners there
there are other worlds that have those too but i can't racall any by name. also try #avatars-2-general
thank you luna
np, i just stumbled across your question as i was about to ask mine
does anybody know of a way i can select multiple objects in blender, then edit them all at once in edit mode without merging them?
shuichi let me know how it goes for you, been curious myself
Luna you can in the latest version of blender
@daring roost you select them all then go into edit mode
yeah didn't work. only working with a single object
Are you using 2.8
idk if this giving a tutorial bcz this is just reviewing https://youtu.be/LBOGj0eCRig
Hi this how im creating / re-creating the hl1 model's for hl op4 and go-mod btc ( go-mod is actualy gmod but its goldsource or has been ported to half-life 1)....The creator of Go-mod is rangerC, but sadly his mod has been hacked so he abandon and does not care about it anymor...
im just reviewing of remaking a model
How to make a simple cap 3d model https://youtu.be/amEdz1JAOsI
Hope you guys like this cuz im too lazy for remaking the medic mode
So I'm making a hat. I have half the hat, using the mirror modifier for the other half. But when I subdivide with the multiresolution modifier the mesh "rips"
without the modifier
how do I fix?
Double check that clipping is on and make sure the midline vertices are merged together with the clipping
Though why are you using multiresolution and not subdivision surface?
Should I not be? I remember picking it up in a tutorial a few days ago ๐ค
Do I just crank up the merge limit?
You can change multiresolution to simple mode and it'll preserve the edge, but that's not what you're looking for.
If you apply the mirror first it won't rip the edge.
If you use subdivision it won't do that at all with mirror
Ooooh
thank you
That worked. What is multiresolution suppled to be used for? And are modifiers applied in the order that they're added?
The order that modifiers are applied are by the order they are in in the modifier menu. You can change the order to have different effects but and apply them all in order but generally it doesn't matter as you still have to manually apply the order yourself.
That makes a lot of sense! Thank you!
anyone here able to give/show me a particle emission for like a single gunshot
i've got a model to use for the particle itself
I never had experience of practicle, sorry
can someone model an asset for me? i will give credit to the creator on my world's info board
im asking cause i'm not good with blender
i just need a custom shaped stage
id create in unity but that would be too much worl
ohh
I think this is the best place so dos anyone have a cape or cloak that has physics
every time I come I ask for stuff never get an answer
this is not an hotline where you get instant answer
we all answer for free and if we feel like it
you are not entitled to anything
and there is no channel to ask to get a model
if you want something done for you you can ask in other discord servers
if you want something vrchat specific there is vrc traders in #community-servers-old
what do i export from blender to get a model to unity?
you need the model as an fbx file
you can import the textures too or include them in the fbx and extract them in unity
thats what i thought
@spiral sigil yes I know I was recently annoyed so I sorta took it out on here and I know that's a horrible excuse
how do i add colliders to a model in blender?
Hi there, I'm pretty new to blender and was wondering if I could bend one specific side to an object, I'm trying to make an old crt monitor and can't seem to find anyway to do it.
Here's a screenshot with a crude annotation to sorta show what I'm trying to accomplish.
@sweet cobalt IIRC there is a colliders modifer, have you tried that out?
Of course, if you click on a mesh in your scene collection, you should be able to find a wrench icon, click on add modifier and look on the right side.
im guessing im using collision?
Yeah
ok
Is this for something in blender or vrchat
Blenders settings don't transfer over to vrc
Click 'Enable physics for Forcefield', I think.
i was just told that blender collisions dont work with vrchat
Ah.
Alright, I just finished this but I want to optimise and get rid of any unnessacery tris, anyone know any good modifiers or ways to do this without effecting how it looks on the outside? (minor changes are fine) I'm specifically trying to find a way to hollow out some stuff as inside the front, the back bit sticks out and i'd prefer it to be hollow/see through.
@ripe escarp merge by distance
Im trying to add tattoos to my model so in blender I have a plane with a shrinkwrap modifier
trying to make the black part transparent
That done in unity. With the correct shader
I figured it out in blender
Why isnt my weight painting doing anything??
how would I merge armatures so the necklace one moves with the body one?
Cats has a button to do that
My dynamic bones are all fucky
they stutter and fly around everywhere even when im not moving at all
Increase dampening
im trying to edit avatar with blender and i need to move the hoodie slightly forward so i separate materials and move it forward. than i click fix model and export it back to unity and it completely breaks the model.
only happens when i separate materials too.
So I edited my model while on the basis (pretty sure) but when I switch to any other shape key the changes disappear
Any help? I'm so close to having this thing changed to how I like it
me and the boys aboutta hit ya with a shape propagate
if youve got no shape keys that affect the tail, use it
well that you want to keep
like non of the shape keys even use the tail
you can also separate the meshes, delete the extra shapekeys and rejoin
so it's exactly annoying
it wont touch the faces shapekeys
So uhhh Basis, P seperate, then ctrl J ?
I don't know what you mean delete the extra shape keys
i'd say try shape propagate first like they said tbh?
so you dont have to split the mesh
select the funky verts, Vertex>Propagate to shapes
ha that easy
it worked fine
thanks guys
for some reason I thought it would "do it" idk
editing basis is weird sometimes
Does anyone Know how to export the textures on the model from blender 2.82 into unity?
are those image files or blender materials?
I used image files to do the blender materials
Then bring those images in Unity ?
Attempted to make a 3D model of Clancy from the midnight gospel
very nice
hey does anyone have this issue ive been trying in install cats plugin at i can't get it to work at all its not even showing up in the add-ons
tried to add it manually too just doesn't work
Are you installing the zip?
It should pop up then, have you searched CATS?
Weird, what blender version are you on
Odd, are you installing the cats master file?
I can't seem to download it to check what it's actually called
i tried putting it there manually now still now showing unless its another folder
Why is it in your addons folder?
is that not the folder or am i just dumb
I've never seen someone install a blender addon "manually" before. I don't think that's how it works.
ahh
well when i did it the other way it didnt show up at all in my 2.79 folder its in the same file path so i tried to install it like it was in the file path guess i can't do that
how do I get blender to spot doing this? It's making it hard for me to zoom in and select the bits of the eyebrow I want
@fading pine Select the view menu, the one that shows up when you press N, and you reduce the minimum range on the camera
0.1 to 0.001
it's this option here, lower it to reduce the clipping rnage
blender doing that thing where i go into edit mode i cant see the curser
how do i fix it? ive tried pressing " ] "
Picture of the issue?
I tried looking into it but I can't recreate your issue
Does it happen on fresh instances of blender?
You can try exporting your work or you can append the object into a new blender file.
Does it happen on new blender saves?
Can I texture in blender and export to unity or does texturing have to happen in unity?
You'd have to bake it in blender, but you can't do it in Unity