#3d-modeling

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dusty heron
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*.2

fringe rock
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If cats is on it yes sure

brittle crane
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preciselly i will learn 2.8x for CATS use

tight dragon
eternal scroll
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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?

olive roost
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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. Iโ€™d 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

eternal scroll
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thanks ๐Ÿ˜„

olive roost
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Welcome!

mild nimbus
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A model I been working on

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on my freetime in my isolated COVID safe space

hallow bough
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Is the orange color on her midsection skin?

glad steeple
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id say drop the peach color all together

hallow bough
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Yeah I was about to say it's feeling out of place. It's hard to imagine what material that would be.

vagrant wave
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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.

quaint jasper
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You make a cylinder, then ctrl + r + scrollwheen

vagrant wave
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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.

hallow bough
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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?

vagrant wave
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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.

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Am I supposed to have all the faces selected? All the edges selected?

hallow bough
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Well what key is that loop cut for you it should show you wich one it is.

vagrant wave
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What tool needs to be selected when doing this.

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I'm pointing at the object when doing it too.

hallow bough
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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.

vagrant wave
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Okay, that's ALT-C, and I had to click the cylinder after selecting the tool to activate it...

hallow bough
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Never heard of someone using alt-c for loop cuts but if it works it works ๐Ÿ‘

vagrant wave
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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.

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And alt-c makes a lot more sense and is easier to remember than ctrl-r. What's R supposed to stand for here? ๐Ÿ™‚

vivid crater
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Roop cut

covert moth
summer tundra
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Just had the best idea for a model

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The thumbs from spy kids

clever narwhal
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i saw that model yesterday and couldnโ€™t stop laughing

serene onyx
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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

quaint jasper
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Extruding body mesh for clothes are usually a simple way

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but yeah that's pretty much the whole process you put at the bottom

serene onyx
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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

quaint jasper
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curves ! Or hair cards ! or actually modeling and copy pasting hair meshes

serene onyx
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Thank you, much appreciated! :D

brittle crane
quaint jasper
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wow, cute axolotl !

brittle crane
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ty Ruuubick vrcLaughing

quaint jasper
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Will it be quest compatible ?

tough rune
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i havent seen any recent avatar items for download recently so i decided not to be lazy and make me some new items......

vagrant onyx
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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

olive roost
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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!

vagrant onyx
olive roost
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Ok! Yeah id just check ur bones in pose mode and sniff it out with the list from above.

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Sometimes u can kinda tell whst its weighted incorrectly to by what it follows ingame!

vagrant onyx
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@olive roost thankyou

serene onyx
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What type of T-Pose do I want to use when modelling?

quaint jasper
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straight out

serene onyx
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Alrighty, thank you! ^-^

brittle crane
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@quaint jasper probably ill make it quest compatible if particles are allowed (ill giving this avatar a pair of flaming gloves)

spiral sigil
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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?

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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.

stable edge
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Don't you model in a pose so the arm verts aren't cramped?

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Over t

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@ Ruuubick#7777

quaint jasper
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cramped ?

brittle crane
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can we see the entire model?

mild nimbus
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A or T pose depends on the modeler btw.

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@serene onyx

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Either or is fine lul but it is easier to rig in T pose and add objects to the arm

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And T pose not good for shoulder deformation

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A pose is

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and A pose can give general example of proper arm proportion to the body

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they have there pros and cons lol

spiral sigil
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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.

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Top-most is what the upper tube should swing from while the bottom section is what swings from the lower tube.

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Does the large, bottom section need a bone as well or...?

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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.

latent charm
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@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

serene onyx
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Ahh, okay, thank you, I'll do that then! ^-^

mild nimbus
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Not using it for VR Chat im using it for a short animation I got in mind

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But doing the Arcs System work method for believable 2D characters but its 3D

hallow bough
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Not a big fan of the peach color midsection but otherwise the design comes together very well! I like her feet design alot ๐Ÿ‘

mild nimbus
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Yes it's skin

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I can change the skin color at the end

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Proper lighting is not in play yet either

fierce dirge
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FKUE

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FUKE

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FUCK

stable edge
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Mood

spiral sigil
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Ok

stark ore
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Wonder why he is so heated

hallow bough
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3d modeling is frustrating sometimes I suppose

dull canyon
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sure is

brittle crane
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At the end is so satisfying

mild nimbus
serene onyx
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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 ๐Ÿ˜…

glad steeple
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make sure you have nothing selected and just drag it in

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ideally in orthographic mode so its flat :-)

serene onyx
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Okay! Thank you ^-^

serene onyx
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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?

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I'm not sure what size would be best for that

tepid wagon
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@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

serene onyx
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Okay! Many thanks ^-^

fringe rock
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You can put yhe tutorial avatar as a reference

covert moth
frosty plinth
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gonna be a while though

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Hope Disney Hires Me!!! My Dream Job!!!

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ill update another progress in about a week or so depending how far i am by then

weary olive
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Wow, nearly 10k tris already?

frosty plinth
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oh quit it!!!

weary olive
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:p

frosty plinth
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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

frosty plinth
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lol going simple with the eyebrows

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and eyelashes

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ok i need to focus im thats enough on screenshots

frosty plinth
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ok im taking a break

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here is so far

frosty plinth
static raptor
frosty plinth
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I can make that

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easy

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looks like 10 tris

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lol

static raptor
glad steeple
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a hoodie is way more than 10 tris

frosty plinth
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ik

static raptor
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Gibe it pwease

frosty plinth
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i lol my bad

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follow what i draw

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or if you want i can do it maybe ill teach someone something for once lol

static raptor
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But it is free?EXSGT

frosty plinth
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sure

static raptor
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Yay

frosty plinth
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kinda at the end of my worlds for now

static raptor
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Nani?

frosty plinth
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before more

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nani?

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what is nani?

static raptor
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Wat

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Nani is what

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Nani=what

frosty plinth
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lol

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um ok lol

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dm me

frosty plinth
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simple

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lol

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forming it easy as cake

slim turtle
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Guys , does it work -0 value like this ?

frosty plinth
slim turtle
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My viewpoint is way to bugged i have to use negative 0 to center

frosty plinth
quaint jasper
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For x no, for z I think it's fine, but you might have odd results

slim turtle
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That explains why in game does not work ..

quaint jasper
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Can you space out the screenshots of your progress Wishes ? It's a bit spammy

frosty plinth
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@static raptor your welcome

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5 min build

slim turtle
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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 ?

serene onyx
frosty plinth
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Yes lol sorry Ruuubick462366969681674241

quaint jasper
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@serene onyx You can try extruding the edge outside the edge, and scaling it

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good to look at how other anime models do it

serene onyx
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Alrighty, thank you ^-^

molten knoll
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its centered in blender

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this happens with all sorts of models i import btw

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oh wait

warm swift
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Yo who gets paid to make avatars here?

mild nimbus
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Rig almost animation ready

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Hip mechanics were kinda interesting

plain tinsel
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Please contact me if you make custom avatars. Thank you ๐Ÿ™‚

spiral sigil
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That is a big IF

stable edge
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There's a server for that

frosty plinth
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I'm sorry i don't do avatars for people...

quaint jasper
dull canyon
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for the next video you might wanna increase your mic volume a bit

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I'm at max volume and I can barely hear you

quaint jasper
dull canyon
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but nice tut

frosty plinth
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Nice Ruuubick WishesGaveThumbsUp

covert moth
static raptor
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How to make my eyes glowing?

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And make the particles shine bright

plain pumice
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Emission

spiral sigil
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Hi everyone! I'm new to Unity but an experienced modeler in Blender!

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Does anyone here knows how to export Blender objects to Unity without losing the shader and texture?

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Because somehow when I export using fbx, the shader information is just screwed up

mild nimbus
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@spiral sigil Blender shaders do not transfer over at all.

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It needs to be translated within the game engine

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Only thing that carries over are Diffuse BSDF and Principled BSDF nodes with its appropiate image textures with proper hook ups

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Anything snazzy like a cel shade wont work.

spiral sigil
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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.

dull canyon
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standard shader and plug the base color texture into the appropriate slot?

spiral sigil
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you mean diffuse BDSF?

dull canyon
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no I mean in unity

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use the standard shader on the model

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looks to me like the texture isn't mapped correctly

spiral sigil
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maybe... In the meantime, I'll try using Unity's shader preferences

fringe rock
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vertex color maybe

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but by the look of it those are shadow

spiral sigil
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Those teal hexagons are tables. So yeah, there's shadow under it

upbeat bluff
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?! ๐Ÿ’”

latent charm
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@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

pastel slate
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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.

upbeat bluff
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@latent charm it doesn't work๐Ÿ’”

latent charm
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@upbeat bluff does it successfully import other images?

upbeat bluff
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Nupp ๐Ÿ’” @latent charm

mild nimbus
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@upbeat bluff Rename it something basic like image.png

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Go into Object Mode.

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and drag and drop it into the scene.

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Make sure you have this add on ticked on

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in your preferences

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then try again if does not work

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You need to drag it INTO the viewport.

upbeat bluff
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Thank u so much โœจ๐Ÿ’ƒ @mild nimbus

mild nimbus
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๐Ÿ‘Œ

brittle crane
cosmic marsh
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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?

sonic quarry
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Have you got 2 sides to that outer ring?

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Faces only have 1 side, so unless you duplicate it and invert the normals on the duplicant, the inside will be see-through

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if you turn on backface culling in blender you'll be able to see that

cosmic marsh
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If I do back face culling it'll be see through from the front right?

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So I have to go the duplicant route?

sonic quarry
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Backface culling just shows which are see-through by displaying them as see-through

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You'll have to duplicate that outer ring and invert the normals on it, to make a second inward-facing ring

cosmic marsh
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Okay, that's fine

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Is there a shortcut for inverting normals?

sonic quarry
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No clue, sorry

cosmic marsh
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No problem, thanks for your help! ๐Ÿ™‚

sonic quarry
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Basically it's the reason why you can almost always see out of objects if you clip inside them in games

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Only the outside of the mesh is actually visual

cosmic marsh
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Okay, that's fair enough ๐Ÿ™‚

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I think I have done it (Normals: Tab into Edit mode > Shift + N and then check the box if you want inside)

mild nimbus
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Finished her up

late bloom
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how can i attach 2 parts in one without collision?

quaint jasper
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boolean

late bloom
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where can i find it? ๐Ÿ˜ฎ

quaint jasper
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modifier in blender

sonic quarry
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By the way, it is often graphically cheaper to have things clip through each other, depending on the situation

halcyon hare
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Booleans are super useful for lots of situations

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although it is definitely destructive

brittle crane
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@late bloom what is the use of the boolean circles?

old spoke
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@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

late bloom
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@brittle crane it's not the circles, i say that for example

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it's 2 rings from the head model

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i want to cut them off with boolean, i think

covert moth
weary olive
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Awesome.

still wadi
cobalt prism
dusty heron
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vegetales theme resonates

soft prairie
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i need help

spiral sigil
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Do you?

stable edge
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Don't we all

vagrant onyx
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anyone know how i can get an old blender file in a new version of blender

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like a way to update the old file

spiral sigil
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Open it in the new blender version? Should be enough

vagrant onyx
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it say it too old of a version

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sorry i mean fbx file

latent charm
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@vagrant onyx Look up autodesk's FBX converter tool, should be able to convert it to a newer version blender can read.

vagrant onyx
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thx you

vagrant onyx
vagrant onyx
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also i cant put my camera inside mesh how do i set it were i can

mossy thicket
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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?

quaint jasper
meager inlet
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Hey, I'm looking for a 3d modeller that is professional and can do an outstanding work for my avatar

quaint jasper
pearl bear
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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?

serene onyx
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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.

pearl bear
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It could be helpful, thanks

serene onyx
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Yup, np ^-^

pearl bear
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Im taking a break currently cause i got frustrated

serene onyx
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That's completely understandable

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Breaks are good and refreshing

pearl bear
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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

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I've never done a humanoid model so i want as many opinions as possible so i know it doesnt look scuffed

serene onyx
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I'm not necessarily sure, but I'd believe so.

pearl bear
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Alright, im just gonna post it then and hope i dont get yelled at xD

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What do you think?

mild nimbus
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Use the snip tool @pearl bear So I can see a more clear look of the model

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and take Profile view shot

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3 quarter view shot

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side shot back shot

pearl bear
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Alright,

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do you mind if i pm you so i dont flood the chat?

dusty heron
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You can flood the chat.

pearl bear
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alright then ๐Ÿ˜›

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i havent done any sculpting or anything this is just the barebones model. im not done with it yet obviously

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@mild nimbus here ya go

mild nimbus
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The arms look extremely flimsy add some fat to the arms

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Ankle area is way to thin also

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I see you blocked out the rib cage area which is good

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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.

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I reccomand you cut the forearm a bit shorter so the hand can fit in proportionaly

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Hands reach up to the middle of the thighs.

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You way beyond that point with just the wrist alone

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In my personal opinion regarding to the shoulders it looks kinda uh...

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Sharp?

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Makes it look masculine smooth out the shoulder a bit

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since I assume this is not a masculine female character

pearl bear
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its not

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thank you for the advice

mild nimbus
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๐Ÿ‘

pearl bear
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does this look better?

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i feel like i should make the ankles a tiny bit bigger still

mild nimbus
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Its starting to come together now

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the arms dont look like noodles xD

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Let is starting to take its form

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Put like a indent on that line to define the Tibia

quaint bronze
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@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 ๐Ÿ™‚

mild nimbus
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Tons of reference out there

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I reccomand you use PureRef

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its a application that puts all your references into 1 window

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and it overlays all your applications

pearl bear
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i do have a reference but its from a 2014 tutorial

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i just have it hidden for the pics

quaint bronze
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Dont be afraid to pull multiple references when working! Itโ€™ll always help in the long run

pearl bear
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thank you for the advice though, i will look into pureref

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i unfortunately only have one monitor so its abit harder to look at reference art and etc

pearl bear
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i know its awful, but i need opinions on this hand so i can get it right.

mild nimbus
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PureRef is the soul reason why

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1 monitor is okay to use

pearl bear
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ah okay

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advice for my awful hand?

quaint jasper
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hand shape should do >

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larger part starts at wrists and gradually goes down up to finger tips

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look at your own hand, you have the greatest reference you can get in front of you

pearl bear
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I have fat fingers and i want a skinny hand >~<

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How wonderful.

hardy marsh
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Not sure if this is the place for this

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but im using substance painter.

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and for some reason its not exporting my normal map properly

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i cant figure this out for the life of me

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i had a default normal map that came with the model.

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and it seems to be exporting that instead without combineing it with the normal from my materials in substance and i dont know why

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ok what?

fringe rock
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Check legacy normal in the fbx importer inspevtor window of your model

hardy marsh
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okay just a sec

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i dont see that option are you talking about

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when i make a new project?

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and am selecing my fbx and textures?

fringe rock
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Its one of the tab beside rig

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Of your fbx

hardy marsh
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im talking about substance painter right now are you?

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theres no rigs in substance

fringe rock
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Forget what i said.

hardy marsh
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its exporting normal maps like this

quaint bronze
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Do you have a Normal Map channel in your texture set settings?

quaint jasper
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@hardy marsh Are you not able to get the normal map on its own ?

hardy marsh
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yes i do have a normal map channel set.

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it seems its exporting all the detail to a height map.

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but i cant use that and i dont know how to make it add the detail to a normal

quaint jasper
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change the type ?

hardy marsh
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i doubled checked to see if this happens on any old project

quaint jasper
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even then that seems wrong

hardy marsh
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and it doesnt

quaint bronze
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I would check the export settings and make sure you're using the Unity Export setting

hardy marsh
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i am

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ive been doing this for hours

quaint jasper
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Try PBR metallic roughness then

hardy marsh
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on top of that ive tried multiple dif pbr settings

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including the one you just listed

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nothings exporting the dam normal with the detail and i dont know why

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is it a uv problem?

quaint jasper
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You'd need to find a way to revert your settings to default then ?

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Did you correctly bake all your mesh maps ?

quaint bronze
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Is the Normal Mixing channel set to Combine or Replace - iirc that can impact your export

hardy marsh
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combine

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i think i tried replace too

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and yes i blieve they are baked properly

quaint bronze
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That's really weird, yeah. And the Normal map is plugged into the normal map setting in mesh maps?

hardy marsh
quaint bronze
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That can just be a weird graphics bug with substance being slow๐Ÿ˜‚

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Specifically the RGB channel on the normal export

hardy marsh
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i think it switched it to direct x earlier just to see if it worked

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otherwise it was on open gl

mild nimbus
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@hardy marsh None of your bakes have information on anything.

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Everything is black

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and Normal map is flat

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Thats why its not exporting anything.

hardy marsh
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we just talked about that like 2 seoncds ago everyone said it was a substance visual bug

mild nimbus
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Did you manage to export the map?

hardy marsh
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well no

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thats what im asking for help

mild nimbus
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Create a custom export setting.

hardy marsh
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tried that

mild nimbus
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And select normal map only

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Hmm

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Send me your SP file

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let me see

hardy marsh
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ive been at this for hours ive tried so many things

mild nimbus
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What version is your SP ?

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I have 2020

hardy marsh
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i got 2019

mild nimbus
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m

#

its fine

#

Send it over

hardy marsh
#

you know the reason why

mild nimbus
#

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

cosmic marsh
hardy marsh
#

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

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

quaint bronze
#

@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

cosmic marsh
#

Okay, will try that shortly

#

Thanks for your responses

mild nimbus
#

@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.

quaint jasper
#

zfighting ?

mild nimbus
#

ya thats another term to

quaint jasper
#

Feels like the wrong boolean mode was used

#

or at least the boolean modifier was on the wrong object

mild nimbus
#

I can tell those walls are not connected

#

there just shoved into the cylinder

cosmic marsh
#

Correct ^ How do I correct them without having to zoom in and spend so much time with it?

mild nimbus
#

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

quaint jasper
#

these walls are not within merge distance lmao

#

not even close !

mild nimbus
#

Well ya I know

#

but he might have doubles regardless

#

in all these walls

#

just to be safe

quaint jasper
#

true

mild nimbus
#

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

cosmic marsh
#

Okay, thank you for the very in-depth explanation, I cannot wait to try it when I get a spare minute! ๐Ÿ™‚

mild nimbus
#

๐Ÿ‘

silent cargo
#

any tool that help doing worlds in blender ? its very slow to make them by hand lol

brittle crane
#

Google Sketchup perharps?

silent cargo
#

is it good? i have used it and its a nightmare doing the uvs with that

daring karma
#

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

spiral sigil
quaint jasper
#

he does looks like he does gaming

spiral sigil
#

for a normal looking person with nothing else, how much tris should it be about? to leave room for clothing, etc

quaint jasper
#

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

quaint bronze
#

@spiral sigil that's so damn cute! ๐Ÿ˜ƒ

buoyant herald
#

can someone rig a model for me ;-; the rigging it has is fucked to high hell

quaint jasper
#

Use mixamo @buoyant herald

buoyant herald
#

what

stable edge
#

Adobe online rigger

#

It's easy to use

buoyant herald
#

how

stable edge
#

Just try it

halcyon hare
#

if you good mixamo or look it up on youtube theres some usefull tutorials

quick thunder
#

lmao mixamo

barren quiver
#

How do I, like, delete the intersection between a bunch of vertices and fill it in?

quaint bronze
#

Are you trying to delete edge loops or actual faces?

barren quiver
#

Both

fallow fable
#

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

quaint jasper
#

@barren quiver grid fill/bridge edge loops

#

and use the settings of either to make it look better if you need that

fallow fable
#

it says online that I have inverted normals

#

my objects are facing inside out

#

how can i fix this

quaint jasper
#

@fallow fable Make normals consistent in blender

fallow fable
#

highlight them all and do what

quaint jasper
#

or flip if it's all backward

#

Make normals consistent

fallow fable
#

how do i flip

quaint jasper
#

Make normals consistent

fallow fable
#

how do i make normals consistent

quaint jasper
#

that's literally the name of the tool in blender

#

open the search bar

#

and look for "Make normals consistent"

fallow fable
#

search bar O__O? how i get to that

quaint jasper
#

in blender ?

fallow fable
#

yeah

#

in blender

quaint jasper
#

either F3 or space

fallow fable
#

i googled "make normals consistent" and found "Shift + N"

#

that did it i think

quaint jasper
#

sure that also works

fallow fable
#

ok F3 or space ty

#

f3 doesn't have "make normals consistent

#

D:

quaint jasper
#

Recalculate normals

#

names changed in-between blender version i think

fallow fable
#

oh ok

fallow fable
#

i can't color in some spaces.

#

any idea how to fix that?

fallow fable
#

T___T

#

i'm stuck here cuz I can't figure out how to get rid of these

dawn anchor
#

@fallow fable Im not exactly sure but maybe try peinting in the uv editor? (might wanna unwrap your model)

fallow fable
#

how do i unwrap?

#

I click it and it doesn't seem to do anything

dawn anchor
#

you clicked where?

fallow fable
#

it did something actually

#

but the problem is now worse when i paint

dawn anchor
#

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

fallow fable
#

still can't figure this out : (

quaint bronze
#

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

broken sage
#

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

nimble fern
#

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

broken sage
#

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

nimble fern
#

is there any doubles over lapping?

broken sage
#

nope

nimble fern
#

when you move the view around does it do weird shading things

#

like the spots moving

broken sage
#

uh yeah kinda

nimble fern
#

thats usually a characteristic of doubles z fighting

spiral sigil
#

you using blender 2.8 ?

broken sage
#

blender 2.79

spiral sigil
#

eww

nimble fern
#

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

nimble fern
#

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

spiral sigil
#

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

broken sage
#

it does seem the pink ones are weirdly pointed compared to everywhere else on the body

nimble fern
#

everything is pointed out?

#

ya its a normal issue than

#

or whatever it would be considering its a vert

spiral sigil
#

did you select face ?

broken sage
spiral sigil
#

so doesn't seem to be a normals issue

nimble fern
#

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

broken sage
#

idk

quaint bronze
#

Have you tried recalculating the normals on the mesh?

broken sage
#

yeah

quaint bronze
#

What about flipping between hard/soft shaded edges and then recalculating?

vivid crater
#

Try setting normals from face

quaint bronze
#

iirc it's Ctrl + N > Recalculate Outside in edit mode with all the faces selected

nimble fern
#

maybe try separating/splitting apart the vertices and re connecting them. i was unable to find a option in blender for this

broken sage
#

i fixed it just by transferring over to blender 2.8

#

theres a simple option under the mesh> Normals > set from faces

nimble fern
#

nice

#

so blender did add a fix than for those errors

worn steppe
#

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

nimble fern
#

u can have default as a open mouth

#

the sil key is for mouth closed

#

in blend shapes wen porting to unity

worn steppe
#

so if im not talking I can assign the mouth closed in unity instead of basis in blender?

nimble fern
#

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

worn steppe
#

ok so theoretically can ignore basis

nimble fern
#

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

worn steppe
#

im looking at the viseme list and dont see sil, I see vrc everything else but that

nimble fern
#

you need the basis and the 4 eye blinks if i recall

#

you have to make new blends than assign them

worn steppe
#

ah ok

nimble fern
#

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

worn steppe
#

ok yeah I had the maya version open but looks like its the same thing

#

thanks

nimble fern
#

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

worn steppe
#

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?

nimble fern
#

not sure about the up and down part ,the uvs i think cant be edited on the same model for other visemes

pearl bear
#

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)

serene onyx
#

The hands seem a bit large omo

pearl bear
#

i might shrink them, not sure yet

#

i do have a future issue too worry about thouugh ๐Ÿ˜›

worn steppe
#

the arms are a bit long

#

but, if you're going for a stylized hip girl, sure

pearl bear
#

basic anime style is what im going for, abit on the tall side

#

so shorter arms smaller hands? anything else i should consider

spiral sigil
#

how do i start modeling lol

quaint jasper
#

enable sculpting mode in blender AYAYA

fringe rock
#

๐Ÿ˜ฉ

#

Good stuff

spiral sigil
#

does anyone use maya over blender? been thinkin of toying around in it

flint mirage
#

Iโ€™ve 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.
Iโ€™ve 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. Iโ€™m sure if I used it more and more I would get faster but to be honest Iโ€™m using it for vr chat and I donโ€™t want to pay the license fee for that.

#

So short answer yes I have thought about it but decided not to

spiral sigil
#

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.

spiral sigil
#

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

tepid wagon
#

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

blazing hill
#

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

quick helm
#

its not textured yet though

spiral sigil
#

me like

#

give separate fingers to the poor guy at least

quick helm
#

how though?

#

also i just finished rigging him

spiral sigil
quick helm
#

thanks for link

stable edge
#

Bruh

#

Chonky hand

stable pond
#

Is unity even capable to do that level of details and gfx?. That's unreal engine right? That's amazing looking ๐Ÿ˜ฎ

raven herald
#

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

mild nimbus
#

Unity and UE4 can do the same

#

Lul

thorny fractal
#

at its core the way both engines handle rendering stuff is pretty much the same

mild nimbus
#

But the reflections on the object won't be mathematically correct

thorny fractal
#

that being said ue4 has a lot of out of the box things that make it EASIER to make things look pretty

mild nimbus
#

^

thorny fractal
#

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

raven herald
#

@thorny fractal unreal is stunning

thorny fractal
#

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

raven herald
#

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

toxic nexus
#

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

oblique citrus
#

oh nice another acceleracers fan

#

that looks really cool, but imo, that's a really weird yellow to have on it

spiral sigil
#

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

green shuttle
#

yo

stable edge
#

Hello father

#

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

green shuttle
#

tf is wrong with u

stable edge
#

So you could alternatively make a second rig, just with the tail bones, auto weight and them merge armatures

#

I just read your username

green shuttle
#

my user name is fine itz just i had a idea bout mma name so dats wat i put

stable edge
#

vrcAevSip incoherent

green shuttle
#

i mean dats half of it is a lie

spiral sigil
#

thanks

green shuttle
#

for wat

spiral sigil
stable edge
#

Did you use mesh protection where it changes the vertex positions and has a shape key to fix it

spiral sigil
#

i dont think so at least cuz i never searched for such an option

stable edge
#

Also isn't latest 2.8

spiral sigil
stable edge
#

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?

spiral sigil
#

2.8 also goes glitchy from time to time

stable edge
#

That is very funky

#

Make sure your computer is ok

#

Blender shouldn't be doing that

spiral sigil
#

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

stable edge
#

Same issue on latest build?

spiral sigil
#

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

spiral sigil
#

the glitch error and messed up mesh did not happen in 2.8 @stable edge

#

thanks for the help my dude ๐Ÿ‘

spiral sigil
#

another problem though where materials are solid black even though there's texture in it.......

spiral sigil
#

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

dusky bolt
#

@spiral sigil check your transparency value in the shader node

somber sleet
#

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.

safe lodge
#

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

ashen stag
#

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

safe lodge
#

it wont affect anything?

#

@ashen stag

ashen stag
#

No

#

You can check the hierarchy if the 3d view is confusing you

safe lodge
#

thank you ๐Ÿ˜„

spiral sigil
#

@spiral sigil check your transparency value in the shader node
@dusky bolt i will try that ๐Ÿ‘

lapis burrow
#

I installed the VRC SDK for unity but the tab only shows Utilies -> Clear Cache and Player Prefs

spiral sigil
#

check your console, you probably got some other scripts fucking it up

lapis burrow
#

true

spiral sigil
#

set the scripting runtime to net 4.x
in your project settings
in the player section

lapis burrow
#

now I have 3 errors

#

have I maybe the wrong version? I got the 2017.4.16f1

lime marlin
#

I just realized does this discord not have a channel to show off 3D art? there is only UDON showoff lol

spiral sigil
#

you are in it

#

and yes daniel, you got the wrong version

lapis burrow
#

Do I need the newest?

spiral sigil
#
lapis burrow
#

bc I watched a tutorial and he said there that I need a certain version

gaunt abyss
#

That tutorial is most likely outdated. 2018.4.20f1 is the one you need now

lapis burrow
#

i installed the sdk on the other version and it totally fucked my pc over had to restart it but then it worked

spiral sigil
#

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

fading pine
#

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?

spiral sigil
#

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

fading pine
#

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

brazen roost
#

if the inside isnt visible for whatever reason you should remove the inside part to reduce polycount if thats what youre asking about

fading pine
#

it is, ty

edgy cedar
#

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.

dreamy pulsar
#

a lot of people i know started with this

edgy cedar
#

@dreamy pulsar I'll check him out. Looks great for learning to create inanimate objects.

blazing hill
#

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

toxic nexus
#

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

remote quarry
#

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

quaint jasper
#

@remote quarry Are they all placed like you want /

#

If they are then you can join them with ctrl + J

remote quarry
#

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

quaint jasper
#

oh i see

#

let me test something real quick

remote quarry
#

Ok

modern lichen
#

im new to blender how the fuck do i move the camera

quaint jasper
#

@remote quarry Select all object A, then shift select object B, ctrl + L > Object Data

modern lichen
#

i need help with UV editing

quaint jasper
#

What do you need help with specifically ?

modern lichen
#

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

remote quarry
#

That relies on them being separate objects. The problem is everything is all part of the same object so that method doesn't apply

quaint jasper
#

you just separate them by nlinked

#

it's a one click operation

remote quarry
#

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

modern lichen
#

also when i try and import a model nothing even happens it doesnt give me an error message or anything

#

on blender

quaint jasper
#

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

remote quarry
#

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

quaint jasper
#

Then you need to apply your transforms

#

blender rarely breaks what's not already broken

remote quarry
#

ok, so how do I do that? They were all part of the same object, I use P to split out by individual mesh

quaint jasper
#

select them all and ctrl + A

#

apply all transforms

remote quarry
#

still didn't work, applied transforms then linked ...wiped all A again

quaint jasper
#

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

remote quarry
#

Well, I figured out it's replacing all of them ... but stacking them where the replacement mesh is at

quaint jasper
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Select them all and set their origin to geometry

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shift + ctrl + alt + C

remote quarry
#

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

quaint jasper
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Can you move them out of the object they're under ?

remote quarry
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yes

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it apparently sets all their coordinates to the same as said object rather than saving their original coordinates

quaint jasper
#

Yeah that makes sense

remote quarry
#

Is there a way to bypass that so it doesn't reset the coordinates

quaint jasper
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Probably but I'm not aware of it

remote quarry
#

Ok, thanks anyway

toxic zephyr
#

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

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ping me if anyone is interested

daring roost
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@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

toxic zephyr
#

thank you luna

daring roost
#

np, i just stumbled across your question as i was about to ask mine

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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?

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shuichi let me know how it goes for you, been curious myself

stable edge
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Luna you can in the latest version of blender

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@daring roost you select them all then go into edit mode

daring roost
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yeah didn't work. only working with a single object

stable edge
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Are you using 2.8

signal helm
signal helm
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im just reviewing of remaking a model

signal helm
fading pine
#

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"

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how do I fix?

spiral sigil
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Double check that clipping is on and make sure the midline vertices are merged together with the clipping

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Though why are you using multiresolution and not subdivision surface?

fading pine
#

Should I not be? I remember picking it up in a tutorial a few days ago ๐Ÿค”

spiral sigil
#

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

fading pine
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Ooooh

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thank you

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That worked. What is multiresolution suppled to be used for? And are modifiers applied in the order that they're added?

spiral sigil
#

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.

fading pine
#

That makes a lot of sense! Thank you!

grave sequoia
#

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

signal helm
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I never had experience of practicle, sorry

sweet cobalt
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can someone model an asset for me? i will give credit to the creator on my world's info board

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im asking cause i'm not good with blender

signal helm
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What model that you want

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Overwatch

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Cod

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Anime

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But sadly im bad at blender too

sweet cobalt
#

i just need a custom shaped stage

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id create in unity but that would be too much worl

signal helm
#

ohh

wet bolt
#

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

spiral sigil
#

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

sweet cobalt
#

what do i export from blender to get a model to unity?

spiral sigil
#

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

sweet cobalt
#

thats what i thought

wet bolt
#

@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

sweet cobalt
#

how do i add colliders to a model in blender?

ripe escarp
#

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.

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@sweet cobalt IIRC there is a colliders modifer, have you tried that out?

sweet cobalt
#

can you show me where that is?

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im new to blemder as well

ripe escarp
#

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.

sweet cobalt
#

im guessing im using collision?

ripe escarp
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Yeah

sweet cobalt
#

ok

sweet cobalt
#

@ripe escarp what do i set the collision settigns to?

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in blender i mean

stable edge
#

Is this for something in blender or vrchat

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Blenders settings don't transfer over to vrc

sweet cobalt
#

so how do i set the colliders?

ripe escarp
#

Click 'Enable physics for Forcefield', I think.

sweet cobalt
#

i was just told that blender collisions dont work with vrchat

ripe escarp
#

Ah.

ripe escarp
#

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.

crude basin
#

@ripe escarp merge by distance

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Im trying to add tattoos to my model so in blender I have a plane with a shrinkwrap modifier

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trying to make the black part transparent

fringe rock
#

That done in unity. With the correct shader

crude basin
#

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?

quaint jasper
#

Cats has a button to do that

crude basin
#

My dynamic bones are all fucky

#

they stutter and fly around everywhere even when im not moving at all

barren quiver
#

Increase dampening

wheat mural
#

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.

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only happens when i separate materials too.

fading pine
#

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

stable edge
#

me and the boys aboutta hit ya with a shape propagate

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if youve got no shape keys that affect the tail, use it

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well that you want to keep

fading pine
#

like non of the shape keys even use the tail

stable edge
#

you can also separate the meshes, delete the extra shapekeys and rejoin

fading pine
#

so it's exactly annoying

stable edge
#

it wont touch the faces shapekeys

fading pine
#

So uhhh Basis, P seperate, then ctrl J ?

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I don't know what you mean delete the extra shape keys

brazen roost
#

i'd say try shape propagate first like they said tbh?

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so you dont have to split the mesh

stable edge
#

select the funky verts, Vertex>Propagate to shapes

fading pine
#

ha that easy

#

it worked fine

#

thanks guys

#

for some reason I thought it would "do it" idk

brazen roost
#

editing basis is weird sometimes

strange wind
#

Does anyone Know how to export the textures on the model from blender 2.82 into unity?

vapid perch
#

are those image files or blender materials?

strange wind
#

I used image files to do the blender materials

quaint jasper
#

Then bring those images in Unity ?

untold schooner
azure rain
#

very nice

marble shuttle
#

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

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tried to add it manually too just doesn't work

spiral sigil
#

Are you installing the zip?

marble shuttle
#

yeah

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(not unzipped)

#

i tried both zipped and unzipped

spiral sigil
#

It should pop up then, have you searched CATS?

marble shuttle
#

yeah

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tried

#

doesnt pop up

spiral sigil
#

Weird, what blender version are you on

marble shuttle
spiral sigil
#

Odd, are you installing the cats master file?
I can't seem to download it to check what it's actually called

marble shuttle
#

i tried putting it there manually now still now showing unless its another folder

spiral sigil
#

Why is it in your addons folder?

marble shuttle
#

is that not the folder or am i just dumb

spiral sigil
#

I've never seen someone install a blender addon "manually" before. I don't think that's how it works.

marble shuttle
#

ahh

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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

fading pine
#

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

quaint jasper
#

@fading pine Select the view menu, the one that shows up when you press N, and you reduce the minimum range on the camera

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0.1 to 0.001

fading pine
#

bless

spiral sigil
fading pine
#

ope

#

thanks guys

eternal scroll
#

blender doing that thing where i go into edit mode i cant see the curser

#

how do i fix it? ive tried pressing " ] "

spiral sigil
#

Picture of the issue?

spiral sigil
#

I tried looking into it but I can't recreate your issue

#

Does it happen on fresh instances of blender?

eternal scroll
#

but ive done so much

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and im started weight painting

spiral sigil
#

You can try exporting your work or you can append the object into a new blender file.

Does it happen on new blender saves?

fading pine
#

Can I texture in blender and export to unity or does texturing have to happen in unity?

quaint jasper
#

You'd have to bake it in blender, but you can't do it in Unity

fading pine
#

The baked texture is what people usually modify in photoshop for reskinning right? It's what has all the colors

#

Sorry I ask a lot of questions. I'm learning a lot very quickly and I learn better when I talk to someone

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I've learned more from this channel than most YouTube videos