#3d-modeling

1 messages · Page 87 of 1

green ember
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it probably still doesnt beat marvelous but still pretty nifty you can do this in blender

burnt root
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Who can make me a kon avatar HMU @burnt root

stark ore
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VRchatでの利用を想定したunityのHumanoid形式に対応した3Dモデルです。 This is a 3D data model that is compatible with Unity's Humanoid file type and intended for use with VRChat. 利用規約が記載されていますので、ご了承の上での購入をお願いします。 The terms of use for the model are in writing below the explanation. We ask that you purc...

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its a paid model from booth

marble ermine
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Does anyone here create avatars in 3ds max?

quaint jasper
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wonderful shading and outlines !

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this is soo gooood

hardy agate
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damn that looks good, was thinking about trying to make some gorillaz awhile back but i had figured someone with your talent would come along eventually.

solar fossil
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holy dem viseme

median pike
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It doesnt even look like a 3D model

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Hats amazing. You captured the style perfectly

spiral sigil
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what's the easiest way to weightpaint the area close to the chest? I want to expand the weight painting of the breast towards the chest

spiral sigil
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I see a backpain

hardy agate
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lol

spiral sigil
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All the mesh was made from scratch. Living hell to make. 14.075 tris.

quaint jasper
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@spiral sigil You have smoothing/levels, the values in level for gain can go above 1

spiral sigil
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oo ty

spiral sigil
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Can someone idk recommend me a not to complicated 3D modeling program I'm sure that they are all almost the same but I am interested in learning how to 3D model and I'm not to sure how well I will do as my current laptop is a chrome book (not sure on the specs but I know it's not a fancy high tech chrome book) and I play on a quest which as we all know there are quest avatars and there are pc avatars and I'm going to guess quest avatars might be a bit "easier" idk anything helps I guess

fervent light
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hey blender is pretty cool try using blender

spiral sigil
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Ok

white moth
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Blender. Free and the latest version is easy for beginners

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Recommend getting steam version for the auto-updates

dire sable
quaint jasper
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Did you do what it says in the link ?

dire sable
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Idk wat any of it means in the link

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The problem i have is that it won't le me change the base color of the model im using. I followed the substance painter guide on youtube exactly and it still won't ley me chang the color

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I was thinking it had to do with my graphics card because it is not that powerful

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I have the right amount of ram and a good cpu as well

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just a poopy gpu

quaint jasper
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They explain all of it in the link and how to fix it with screenshots

empty wing
spiral sigil
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Today I made some Vroid models that maybe function on mmd

median pike
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Imagine using 3dsmax

green ember
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honestly

jovial radish
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@empty wing The plastic look comes from your material. It's roughness value is probably too low.
Though as others already commented, you'd be probably be better off using Blender instead of 3dsMax

empty wing
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i would buti have to use 3ds max to import the thing from gta 5

jovial radish
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what format is it?

empty wing
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.odd

jovial radish
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well you could also just export the model in .fbx and then open it in blender

arctic pagoda
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Does anyone know why my mesh collider data gets distorted and it turns into a stick?

empty wing
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that what i do but it f up the skeleton

jovial radish
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@arctic pagoda go in object mode

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F3

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Apply transforms

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(though I'm not sure if this version of blender has an F3 menu 🤔 )

empty wing
jovial radish
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There probably is an option to export it with the skeleton

empty wing
jovial radish
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did you also select the armature?

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Never used 3ds max so can't help you with that

empty wing
devout scroll
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shouldn't matter how it looks like in blender as you'll have to redo all/most of the shader work in unity after exporting

empty wing
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oh ok

empty wing
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whats a good format to export in

jovial radish
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.fbx

empty wing
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what scale do i set it at ?

ashen stag
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There is a default sized avatar in the VRCSDK, you should scale in reference to it

empty wing
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but its not like him that big

spiral sigil
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what is vrchat unity version
unity 2018.4.20f1
or
unity 2018.4.21f1
?

empty wing
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it links it on there website

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ashen stag
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@empty wing The scale of your model is based on export settings. The numbers dont really mean anything. You should scale your model up or down to match the relative size of the blue guy

spiral sigil
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oh thanx its 20f1

fervent light
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Volleyball is not ok

jovial radish
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Volleyball is never ok

solar fossil
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Volleyballing is a big no no in vrc

empty wing
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it's not a volleyball it's the avatar ball thing in the avatar descriptor

jovial radish
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That's what someone trying to hide a volleyball would say

empty wing
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is it meant to be that big

green ember
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no

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its not

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its supposed to be eyeball size almost

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in comparison to the avatar

empty wing
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odd

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what could be f ing it up

devout scroll
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Create a default cube in unity

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The cube is 1x1x1 meters

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Then compare to that

empty wing
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when my character is the same size as the default character

empty wing
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as I can't decrease the size of the ball I wonder why it's so large

fair patrol
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instead of dropping the objects onto the render view

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drop them onto the list to the left

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they will have their origin at 0 0 0 and proper scale, then do the same with your model and see if its the same size as vrcexample

empty wing
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will give that a try

empty wing
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nope did not help

spiral sigil
quaint jasper
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Cute !

oak cairn
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hey anyone know how i can texture and put a model into VRChat

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i have the model i'm not sure how to do any of the fancy stuff haha

fervent folio
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Any 3d modellers for vtubing got open commissions rn?

gaunt aurora
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try the vrctraders discord

fervent folio
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@gaunt aurora got a link to that?

vivid crater
vestal marsh
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If I use the mirror modifier in blender will applying the modifier also apply the weight painting of the armature, provided that all the bones are named in the proper way?

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Or will I have to transfer those over manually

dry relic
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I think you'll have to weight paint the other side again

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the mirror modifier just duplicates and flips vertices

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unless I'm wrong which is possible too

quaint jasper
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It duplicates vertex groups so yes weight paint will be mirrored automatically

white moth
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In my experience the mirror modifier only mirrors vert groups if

1.) The bone names to be mirrored are formatted like BoneName.R and BoneName.L
2.) The vert groups for both the left and right sides already exist when the Mirror is applied

vestal marsh
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Ahh ok, fantastic, thanks guys! ^^

spiral sigil
quaint jasper
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You should get UV packmaster pro 2

spiral sigil
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What does it do?

quaint jasper
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Tons of stuff, check it out https://gumroad.com/l/uvpackmaster2

spiral sigil
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that does look kinda handy

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thanks!

white moth
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^Own that thing, totally worth it

fringe rock
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but you need space or the mipmap will start to bleed all over the place

quaint jasper
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increase uv padding

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still much better packing

fringe rock
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yes

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the similar uv pretty cool

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vrchat streaming mipmap is really extreme. uv island need to have a lots of space. have to be careful when atlasing. set to 64 pixel boy

white moth
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Depends on the overall texture size. Smaller textures don't need as much padding.

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so absolutes like 64px aren't good

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because the amount of bleed in pixels scales up and down with the texture resolution

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4px padding seems to be plenty on 1024x1024

hard jolt
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I know I'm going to be asking a bit to much, but is there anyone who isn't busy in the mornings 8am (Pacific Standard Time) to guide me on how to use Blender? I tried going the youtube route but just became even more confused. I have a model I want to remove its bracelets and collar, but it always leaves holes and I don't know how to fix it...

vestal marsh
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I mean, once you select the vertices you can press F to fill the faces one by one, no?

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I can't be a guide but I can try to help with the smaller stuff O:

hard jolt
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I don't know. I'm trying to follow Greyhound to add clothes to my hopkin but the bracelets and collar are in the way of it.

vestal marsh
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.. It's cause idk what these bracelets and collar look like that I'm saying go with filing it in by hand, how big are these?

hard jolt
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mind if I call to screen share it??

green ember
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havent made anything in a hot minute so i decided to do benson from regular show real quick

vestal marsh
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I'm afk all I got is my phone rn

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That looks pretty cool! :D

hard jolt
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that look really good.

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I hit F after I removed the bracelet on 1 arm and it filled in that spot, thanks but now it looks awkward with what looks like it should be a 2x2 square mesh(?). It looks like 1 big piece with 8 squares attached to it...

vestal marsh
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Ah yeah you prolly selected all of them, see if you can select them in groups of four, can you send an image? qwq

green ember
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try gridfill instead

hard jolt
vestal marsh
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That too

hard jolt
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gridfill?

vestal marsh
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Ahh yeah try gridfill for this

green ember
hard jolt
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thank you. thank you thank you.

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Youtube guides don't work for me most of the time (they either go to fast or have their stuff set up with shortcut buttons that I don't know about) and I find talking with people to work easier to learn.

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again, Thank you both for the help.

green ember
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i personally only manage to learn new things from straight to the point 1 minute blender videos

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ian hubert or cgmatter

hard jolt
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everyone learns differently. the only thing we can all do is try to help each other and be patient. Right? 😁

green ember
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thats why i said personally

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its mainly due to my attention span

hard jolt
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but anyway. thank you both

white moth
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Shapekey logic still confusing the heck out of me. How can I reverse a shape key? So that the model at 0.0 and 1.0 on a given shape key swaps? Without breaking all the other shape keys.

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@hard jolt I think you just accidentally deleted a vert that wasn't part of the bracelet. I have that Hobbert avatar and can confirm

spiral sigil
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not sure what you ask
you can set a shapekey to 1 and then set that shapekey as the basis one

white moth
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That breaks every other shape key though

spiral sigil
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it will then create a copy of that shapekey that will basically reverse to the initial state

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does it ? i did it some week ago for a model and it was fine

white moth
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Suddenly every other shape key also does the same deformation

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For those verts

exotic matrix
hard jolt
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@white moth how am I suppose to get rid of those with out breaking anything then?

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both sets of them are removed already and fixed up the meshes.

white moth
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@spiral sigil let me be clear. I have a shape key that hides a “anger” emote when activates. I want to reverse it so it’s shrink by default and activating the shape key makes it appear instead. But when I do what you explained, it works, but every other shape key also makes it move until it becomes huge.

green ember
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are you trying to change the base pose of the model?

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like what it will blend into the shapekey from

white moth
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I'm just trying to reverse a single shape key so that on is off and off is on

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I have many shape keys, and only want to reverse one of them

hard jolt
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@white moth How do I get the blush to work right? it didn't become a seperate thing like the original model.

white moth
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It's just a shape key

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It doesn't need to be a separate object, the shape key is on the base model if it's joined

hard jolt
onyx juniper
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@green ember Cool idea. Benson has way longer arms and legs than that though

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Okay, a bit longer and usually

green ember
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its really inconsistent

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i only spent 40 minutes on the whole thing so if i do end up actually wanting to texture and rig it i might change it

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and if i do make them that long vrchat wont like them in vr

onyx juniper
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I suppose

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Nice render though!

green ember
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I just put a camera and an hdri in the scene to quickly render it in cycles

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pretty useful if anyone wants it

spiral sigil
arctic pagoda
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Using blender 2.79, after I did apply scale/rotation, my mesh collider is this small puny thing. Have no idea what to do now lol....

quaint jasper
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you can duplicate that object outside the prefab and scale it in your scene

devout scroll
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Might want to look at your units and your export settings maybe

vapid egret
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Can I take a blender model and model it in Zbrush or Maya while still keeping everything intact? Blend shapes ect.

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My friend is a modeler and they offered to fix up an avatar's body, but they dont work in blender and I dont want the model to be messed up

quaint jasper
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if you change vertices count, no

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If they are only fixing the body, you can detatch the head though

green ember
jovial radish
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nice robot

hardy agate
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hello there

hallow bough
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Getting Galactica vibes from that robot, cool!

jagged crest
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Oh hey a magnaguard

green ember
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yeah its a magnaguard from star wars

quaint jasper
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K > Z

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from side view

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or boolean

white moth
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RIP torso

azure rain
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also that's going to leave a bunch of gross triangles compared to just go in the edge Loop method

tawdry oyster
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Ok this is gonna drive me nuts eventually but I have this idea for a world but I cant find the model I'm looking for so does anyone know of someone who has or can make a full scale model replica of Atlantis from the stargate franchise as well as a couple of things like jet packs that look like the puddle jumpers and Atlantis's version of the stargate itself?

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I'd make it myself but since I'm still learning blender it would take significantly longer to make myself versus a professional at model making

quaint jasper
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I'm sure you can commission someone to do that on the vrchat ask forums

tawdry oyster
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Posted there so I'll just have to wait and see

rare plinth
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Is it a normal issue for chairs to be correct with small / big characters? It seems when using the vrc3 chair that smaller characters kind of sink into it instead of sitting on it like other characters.

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I used the vr chat chair prefab in conjunction with this that I modeled but only standard sized characters / larger characters seem to sit in it properly. Smaller characters seem to just sink.

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Im starting to feel like I will need to create my own chair script that goes off the character hip bone but honestly thats probably going to have issues too

quaint jasper
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Can't do custom scripts

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You can have adjustable heights for that like most people do since avatar height varies a lot

rare plinth
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hmmm.. Guess I am going to have to look into this more then.

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Can't do custom scripts
@quaint jasper Even though its not a script do you think its not possible to accomplish that with udon? I havent dabbled with it yet but I have a feeling its similar to Play maker and or unreal blueprint system.

quaint jasper
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You can do pretty much anything with Udon yeah

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and they're very similar to those other systems

rare plinth
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I think im going to give this a try

quaint jasper
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Yeah, Splink's prefab is great

white moth
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I wish the root of the chair sit was the back of their knee, that way you could place it in the edge of the chair and scale would be irrelevant

onyx juniper
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That sounds like a valid feature request

pseudo palm
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how easy would that be to implement? If it's no trouble it probably would have been done already

onyx juniper
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I don't think that's true.

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There are plans or priorities that might make them hesitate

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Or maybe they just plain didn't think of that

bold jewel
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scale would be irrelevant if you could guarantee their model's legs aren't longer than the chair's seat
with root of chair sit as the spine then you don't have to worry about players clipping into the seat back

spiral sigil
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i need some ideas for this donut, around his core and chest area (Ingore arms and legs, there placeholders until I redesign them as well)

stable acorn
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Im having a bit of trouble mirroring only this handle part downwards without mirroring the entire sword

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Figured it out nvm lol

real isle
sharp fox
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Does anyone have any good tutorials on how to get started on custom modeling

tall jacinth
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I've seen Blender tutorials on making a donut

spiral sigil
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@real isle Your topology is a bit all over the place. There is no method to the madness. Search for face topology groups and see how it is build up.

latent charm
real isle
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Well, that's because it is my first avatar. But thank you for the link.

sharp fox
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what is that process called? like when you model a drawing like that

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im having a hard time finding tutorials on it

quaint jasper
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Sculpting with a reference sheet

carmine geyser
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Uh

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Can someone convert a .SLDPRT to a .FBX for me?

wispy orbit
carmine geyser
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Probably

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Ugh I gotta give my email

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Why they gotta use email

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Why not just... Give it to me

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And I gotta heckin wait

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@wispy orbit How long will this take?

wispy orbit
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I don't know, used it once a while ago

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depends on file size

carmine geyser
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It's like

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1301 kb

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wait no

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12450 kb

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I'm impatient

sullen blaze
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can someone possibly help me edit a model?

carmine geyser
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Of?

sullen blaze
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just a typical eboy

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i wanna edit the hair

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and im pretty small brain at the 3d stuff

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i can texture just fine

carmine geyser
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Ah

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For hair I just used VRoid Studio

sullen blaze
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ill have a look if it will be too big brain for my dumbass

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can i import an fbx and edit im assuming?

carmine geyser
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All you gotta do is draw the hair and find a way to snag it

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Idk

sullen blaze
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hmm

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ok

carmine geyser
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Maybe?

sullen blaze
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hopfully

carmine geyser
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Lemme check

sullen blaze
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ty

carmine geyser
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Nope can't import

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But you can probably make hair and snag it from the model

sullen blaze
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okay so how would i get the hair on my current guy?

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hmm

carmine geyser
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Youll need that to put the thing into blender

sullen blaze
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i c

carmine geyser
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Lemme see if I can snag hair

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Yep

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@sullen blaze you can make hair and export it

sullen blaze
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i c

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ill see what i can do with it

wind zinc
calm saddle
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When making new models, do you guys prefer to work it all on one mesh, or multiple then combine? Not sure which process is better. Trying to make a robot of some sort.

azure rain
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I think you'd be fine doing multiple and then combining considering it's hard surface as that gives you more control over the modifiers stack

calm saddle
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I've seen a few different vids and there's different processes. It seems possibly a bit smoother and better for hard surface stuff to make them separately then combine, such as arms and legs and what not? A lot different working on blender than zbrush, but pretty fun in it's own way.

azure rain
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yeah basically each part that would be mechanically separate get a mesh to start

calm saddle
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Is it best to combine them into a single mesh at the end? Or could Arm1 be it's own mesh, and Arm2 be a separate one?

azure rain
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yeah they need to be all one mesh at the end before they go to Unity

calm saddle
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Gotcha, thank you

azure rain
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and depending on how you do the texturing before the texturing so that the UV layout is on one or two textures

calm saddle
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I haven't thought that far yet. Gotta git gud at making a base model how I want it first I think 😄

azure rain
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yes definitely focus on the modeling first

calm saddle
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I might have bitten off a lil more than I should going for a robot first xD

azure rain
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robots are easier to work with because they're not organic shapes so you probably be okay just box modeling everything to start

calm saddle
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I made a fugly robot that worked in vrc already, but I need to look up weight maps and rigging more, the chest moved and stretched when I lifted my arms up

azure rain
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yes definitely important to work on the weight painting

calm saddle
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If I leave the chest area on low strength, it'll still follow the rig right? Just wouldn't stretch as much with movement?

azure rain
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not sure off the top of my head as most of my experience has been kitbashing feel free to try and see if it works

calm saddle
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What kinda stuff do you kitbash?

azure rain
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modifying furry Avatars

calm saddle
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Ah, that's nice. Would it be dynamic bones that's used for stuff like flowing tails and fluffy ears?

azure rain
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yes

calm saddle
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Noice

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Jiggle physics on robot antenna is a must.

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I take it they could be used for a few dangling cables as well?

azure rain
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the Avatar 3.0 stuff looks like would be good for some of that tails and ears I might suggest seeing if you can find some other methods for your cables as Dynamic bones are a bit expensive and are completely disabled on the Oculus Quest

calm saddle
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Ah, might just dumpt that idea or just have em in a way they can be static.

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Would that mean that flowing hair and such is draining on the game?

azure rain
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yes

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because you need to do physics calculations constantly on those

calm saddle
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That might explain some of the stutters in some of the rooms I've been in xD

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I'll make sure to turn off dynamic bones

azure rain
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yes that probably helped a bunch people put way too many Dynamic bones on their skirts like most folks do it we're basically it looks like an octopus draping a whole bunch of bone chains around the skirt even though you could probably just have one chain down the middle of the models to handle the skirt

calm saddle
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So if I'm making models as a hobby, it's best to assume modeling things without the physics. Like making sure skirts and such are weighted properly so the rig does the work and legs don't clip through?

azure rain
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yes if you don't want to murder everyone's performance

calm saddle
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I stumbled upon an avatar yesterday that killed the game for me within seconds.

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I'm just glad I could reset via website

azure rain
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not to say you couldn't ever use Dynamics bones just be aware how to model an avatar with a skirt so they're not needed not to break the skirt

calm saddle
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Do you know if the drain depends on how much mesh they affect? Like would say, the backside of hair drain more than a simple cable or antenna?

azure rain
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that has more to do with how many bones and how many collider's they have to consider

calm saddle
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Gotcha, gonna look it up but leave it low priority

azure rain
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yeah you don't want the avatar looking terrible to somebody who has Dynamic bones turned off for performance reasons

calm saddle
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Mhm, I'm assuming that's the general masses, so better to look good for everyone than extra good for a few is how I see it.

quaint jasper
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there's a lot of fucked up, what specific thing are you pointing to ?

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What does the wireframe look like

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and the UVs

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Ouch

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Yeah I'm not surprised it looks jank

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You have an overlapping uv, so it can't look correct

jovial radish
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Looks jank cause it is x)

quaint jasper
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Turn on the flat texturing mode and it'll look jank there too

vivid crater
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monka

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looks like it was just front projected or something

lunar hull
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Is there a way for me to have a bone affect only one mesh and not the others

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Because I'm making a minecraft character model and the bone weights are affecting other meshes

lusty void
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hey uh

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any of y'all know of any good tutorials for 3d modeling

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I'm kinda tired of using mmd models lol

devout scroll
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There's many options

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Some mentioned here

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If you don't want to look for too long you can look at grant abbitt's channel

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But keep in mind that making models for renders is a bit different from making them to be used in game engines, so you might want to look for that as well

lusty void
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ah alright, thank you so much!

arctic pagoda
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In blender 2.79, is there any way to hide meshes in weight painting mode? So that automatic weights doesn't weight-paint parts that I don't want it to be on.
Please @arctic pagoda when replying! Thanks!

green ember
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@arctic pagoda You should be able to go into edit mode and hide the vertices and then when you go back to weight paint mode they wont appear

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I remember it being in 2.79 but I'm not completely certain

arctic pagoda
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@green ember I've tried that but then in weight paint mode they all appear again, yet hidden in edit mode

green ember
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I guess you could separate the parts you don't want to weight paint into another mesh and hide it. I don't know a way to properly hide it without doing it in 2.79

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@arctic pagoda

arctic pagoda
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@green ember Hmm I'll try, it's just that it's on an avatar model, so separating something on the main model's body might mess with the shape keys but I'll see how it goes

jovial radish
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Pretty sure there's an option to only weight-paint faces selected in edit mode

subtle jackal
median pike
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How did you do it? Did you use paths that you retopoed or something else?

subtle jackal
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Started with two spheres and started to refine it, then split them into strips, added a couple modifiers and merged them again. It was a really convoluted process because I didn't have a solid idea how to approach it first.

calm saddle
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Anyone got experience with robot/hard surface avatars?

jovial radish
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I made a robot avatar, why?

median pike
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Same. Whats up?

calm saddle
spiral sigil
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bevel i would say

jovial radish
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shade smooth

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turn the angle way up

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and then select the edges that need to be sharp and right-click > mark sharp

calm saddle
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Imma test that, you might be a superhero 😮

median pike
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Or just manually mark the sharp endges

jovial radish
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yeah that's what I said

calm saddle
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The mark sharp and the normals auto smooth helped a lot. It still looks kinda poopy, but can't expect too much going without proper concept and learning a new software

jovial radish
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why would you need a new software? 🤔

calm saddle
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I used to sculpt on zbrush, so learning blender now

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Dum question, how do you unmark sharp?

jovial radish
#

right click > clear sharp

calm saddle
#

D'oh

#

Thanks, I missed the obvious

jovial radish
#

np!

calm saddle
#

What kinda robots do you make by the way?

jovial radish
#

Oh I made a star-wars-ey avatar a few months back

white moth
#

I don’t use auto smoothing, shade everything smooth and mark sharp where I want to an edge exagerated

#

Auto smoothing always shows up unexpectedly

calm saddle
#

Dang, that's pretty nice. Do you get any distortions with the hinge type joints on robots?

green ember
calm saddle
#

Would it be more optimal to make the 'port' and cable as a separate part then have it hover over where I need it?

#

I'm making eveything out of a single cube and adding loops where needed, extruding etc

green ember
#

if you make it like that it'll save you a lot of headache with the topology imo

#

but it depends what you're going for

calm saddle
#

Just practicing to get comfortable with making stuff, I picked up blender like a week ago?

green ember
#

everybody gotta start somewhere

calm saddle
#

Did you mean that keeping it all one object is better btw?

#

Or could I make a port and cable and just have them as part of same mesh but not same topology I guess?

#

I dunno what's the correct term

green ember
#

having everything be connected is technically better but more difficult to make look good topologically

#

@calm saddle i assume the one on the right is what you meant when you said everything separate

calm saddle
#

yeah basically. At least for "extra" stuff on robot type characters, like ports and armor type pieces?

#

Like one example, I kinda wanna make the hip part look a bit like a piston sorta thing, but when I extrude the edge it looks hella ugly, but a cylinder is pretty dang smooth.

gaunt aurora
#

learn auto smoothing and sharp edges

calm saddle
#

@jovial radish btw, how did you make those hinge type joints on knees and elbows? My topology kinda sucks so it's hard to extrude precise shapes like cylinders.

jovial radish
#

You can just add a new cylinder and place it in the correct spot

green ember
#

stuff thats actually supposed to be separate parts should be separate parts

calm saddle
green ember
#

yeah

#

id make it so theres no gap between it but yeah i dont see why not

calm saddle
#

That helps a lot. I got it in my head to try keeping it all one single "block" so to speak, as in everything was connected

#

That cylinder is part of the avatar mesh, do you have any tricks for mirroring it without the modifier?

green ember
#

mirror the cap from one side to another?

calm saddle
#

Yeah, but since it's part of avatar mesh, any modifier would mirror the whole avatar.

#

Or would you just make it three separate cylinders. Inner, and two outer?

green ember
calm saddle
#

I tried that, but when I was extruding the cap, it kinda went along a single axis, all faces of it

green ember
#

id just build each part individually with mirror mode and them combine it with the main then

calm saddle
summer bluff
calm saddle
#

Donut tut?

summer bluff
#

yeah

calm saddle
#

It's pretty gud

summer bluff
#

nice

keen island
#

Dose anyone have a base for a protogen avata that I could use?

summer bluff
spiral sigil
#

it's going to get better and better

#

donut

summer bluff
#

my lighting is weird

young vault
#

DONUT

calm saddle
#

The true endgame is making an ahego donut

spiral sigil
vivid crater
#

man, i never did the donut tut

#

probably should tanabae

spiral sigil
#

it really goes through all the main stuff

#

at the basic level, it's really gud

vivid crater
#

i just wanna see a yummy donut

calm saddle
summer bluff
#

Not having the same version of blender as Blender Guru really messes with the tutorial

#

I'm going to do his newer chair tutorial instead

hardy agate
#

man you guys are gonna make me hungry

vivid crater
#

he should have one for both 2.79 and 2.8

summer bluff
#

I was mostly fine for Level 1, but level 2 got weird because the donut didn't appear in the shading tab automatically and stuff

calm saddle
#

Oh yeah, I had that issue too.

#

Dun remember how I fixed it, check comments I think, people were helpful in there

#

The rest should be fine though, I didn't have much issues after that

young vault
#

He does have a 2.79 and 2.8 donut guide

summer bluff
#

I'll have to look around and see about resuming or maybe just restarting for more practice then

#

this donut was me wanting to get through the series. It might be neat to see the result of taking my time on each step.

white moth
#

I feel bad I don’t have my donut anymore

#

I should have kept my tutorial donut

#

It’s ok to use blender 1.79, but if you are learning blender from no prior experience use the latest blender lest you be stuck in the same update limbo as your predecessors

#

People only avoid updating to avoid relearning everything

#

It will put you ahead of a lot of old hats. You can teach them 2.8 later.

calm saddle
#

Make a new donut

#

A better donut

#

The best donut

calm saddle
#

Is it really horrible to have triangles in the mesh?

quaint jasper
#

you don't have a choice, unity triangulate your mesh

stable edge
#

It's all triangles in the end

#

It's bad if you wanna subdivide

calm saddle
#

Ah, so if I end up with a triangle here or there it's not the end?

quaint jasper
#

not, it's better to chose where the triangle will be for better shading sometimes

calm saddle
#

Nicu, thanks. I got it in my head from somewhere that triangles were the worst thing ever

vivid crater
#

It's a common trap

calm saddle
#

This thing gonna be so fugly, but it's my first vrc babu

fringe rock
#

Wait, it's all triangles. Always has been.

azure rain
#

quads are just a modeling convenience

fringe rock
#

The problem with unity it will sometime tris the wrong way. When we use low poly. That problematic

azure rain
#

yes which is why it might be a good idea to do the triangulation yourself before it goes to Unity so that the results are consistent

subtle jackal
#

a good quad mesh won't have many quads that it matters what way they are triangulated (since they should be planar or damn close to it), so you can usually just get away with manually cutting any problem ones. Also your exporter should usually triangulate your mesh on export, and thus SHOULD do it the way you see in Blender anywho.

jovial radish
#

Quads are convenient mostly because you ac subdivide, edge loop and overall manipulate them easily

arctic pagoda
#

So.... I want to make miniature Avatars as anime figures.

I know shrinking them in Unity/blender won't decrease its polygon count for optimization. What would you recommend?

spiral sigil
#

you can either decimate or retopology

stable edge
#

retop

#

also make the textures smaller too

mossy robin
#

@calm saddle looks good I’m making a 🍩 but currently at stage putting the sprinkles on it for some reason tho they are above the donut and not on it :/ I don’t know why

calm saddle
#

Are they still forming in the shape of the frosting?

mossy robin
#

Yes

calm saddle
#

Can you screengrab the particles menu?

mossy robin
#

I’m not currently on the comp atm but once I’m on later happy to

arctic pagoda
#

retopology? I haven't heard of that, but thank you! I'll look into it

calm saddle
#

Do you remember if you changed the function to Hair? A lot of strands should have come out of the frosting

mossy robin
#

Yes it looked like that

#

I did exactly like guru said too just came out above the donut lol

calm saddle
#

That's odd. Not sure what could be wrong, I'll poke arounda bit. I picked up blender like a week ago myself so not experienced enough to know what might be the issue

mossy robin
#

Ah well thank you so much 🙂 I’m new at blender too hence doing the tutorials 🙂

calm saddle
#

It's a good tut.

#

Least when your frosting isn't doing the twilight zone stuff

mossy robin
#

Lol 😂

calm saddle
#

Think I found it

mossy robin
#

Awesome

calm saddle
#

imma ping you in case, so you can find it easier later.

mossy robin
#

K

calm saddle
#

@mossy robin ```The emitted particles (sprinkles) are attached to the emitter (donut) in their origin points. If the origin point is far from the object, the emitted particle will be far from its emitter. Check the origin point of the emitted object, Perhaps it's not adjusted to geometry.

Select the emitted object (the sprinkle) > Right click > Set origin > Origin to geometry.```

mossy robin
#

Oo that could be it thank you

calm saddle
mossy robin
#

Yes

#

It’s doing that

calm saddle
#

I'm helpful. Now I can nap

mossy robin
#

Haha thank you so much

calm saddle
#

You gonna work on an avatar eventually?

mossy robin
#

I’m hoping so

#

I have the design ideas just me and my friend learning

mossy robin
#

so I tried setting it to geometry and it hasnt work @calm saddle

calm saddle
#

Hmm

#

Can you send screenshot again?

#

Just to make sure from what I glanced at the screenshot, you had Geometry to origin I believe, can you test with Set Origin to Geo?

#

EDIT: Select the first sprinkle, right click, Set Origin, Origin to geometry
(solution by @blenderGuru)```
mossy robin
#

@calm saddle thank you wyvernjack it worked 😄

calm saddle
#

Was that the issue?

#

Cuz I noticed there was geo to origin, and origin to geo

mossy robin
#

It was because the first sprinkle wasnt set to the donut i think

#

seems so

calm saddle
#

Noice

median pike
quaint jasper
#

packmaster ?

subtle jackal
#

Certainly looks like it, and not set to allow for much mip-mapping either

median pike
#

vrchat makes use of mipmapping?

#

?!

zenith fable
sharp bolt
#

Basic Stuff. But how can I fix the clipping edges? Is it like a problem because the faces aren't flat or something like that?

#

Do I just need to redo Uv?

sharp bolt
#

Found it nevermind, just needed to merge vertices

summer bluff
lunar hull
#

how do I connect two edge loops?

white moth
#

I was stupid and I set impossibly stupid iterations on the "Smooth Vertex" command, and it crashed blender. Now I can never use Smooth Vertex or blender crashes because it saved the really stupid settings. How can I revert the default parameters for my Smooth Vertex command?

tight quartz
#

Anyone that has something easy to model for beginners?

#

I really wanna start making avatars but need to try to model stuff first.

quaint jasper
#

@white moth Use the smoothing tool instead ?

#

@tight quartz Do the donut/chair tutorial from blender guru first

tight quartz
#

Alright! Thx.

devout scroll
#

If it saves for some reason, you could try calling the command directly in the python console with different numbers @white moth

#

That might overwrite it

#

Doesn't seem to work rip

white moth
#

Thanks. Oof, I don't know python at all

tight quartz
#

While attempting to do the chair from Blender guru, I can say that it looks decent for being new.

tight quartz
#

How do I remove a vertice that is in another vertice?

white moth
#

Could you rephrase

tight quartz
#

Like, this.

#

By pressing ALT + M I don't get that menu.

quaint jasper
#

M on 2.83

tight quartz
#

just m?

pallid sable
#

You highlight both verts and press M and click center

tight quartz
#

ah ok

#

I got problems 🤔 Loading into blender and this project again and this happend.

#

Nvm figured it out.

unborn coyote
#

Hello! Can I ask a noob question?
Is it preferable to use triangle-meshed models over triangle-and-square meshes? I remember it affecting perfomance in other games.

#

I am referring to avatars btw

spiral sigil
#

it's easier to model with quads

#

you can get a better flow than triangles

#

for the performance thing, i'm not sure

#

i only know that unity convert everything to triangles anyway

unborn coyote
#

Well my meshes are u g l y

#

Guess the character xD

white moth
#

Just run the command Shade Smooth

#

boom, nice models

#

Things always look bad when flat lit

median pike
#

I beg to differ. Flat shading can look amazing.

quaint jasper
#

yeah, very specific art style but it can work

median pike
#

a lovely style to be fair. I absolutely adore it

azure rain
white moth
#

I revoke my "flat lit can't look good" comment - typically organics don't look good. If you intentionally design around it it can be great

green ember
#

flat is mostly for stylized stuff, you cant just stick it on something

#

you either do it for artistic reasons or system limitations for older stuff

#

which both at the end are considered artistic choices

wintry pulsar
#

does anyone here know how to get rid of hair that's on my avatar through blender? btw im using the latest version of blender

young vault
#

Separate by material if hair has its own material

#

If not, try selecting each piece of hair and doing Ctrl + L to select all linked vertices

white moth
#

So there’s “Propagate to Shapes” which sets the selected verts positions on all shape keys. But Is there a “propagate to all shapes except one of my choosing”? because man if you don’t want it on all of them you need to blend them all one at a time.

unborn coyote
#

@white moth thanks! I'll remember to do that

summer bluff
#

I'm basically an expert now. So, feel free to send those thousand dollar commissions my way.

spiral sigil
#

where is the anvil ?

young vault
#

With bump maps?!

short steppe
#

wouh

young vault
#

And then the low-poly pirate. Gotta have one of those in your portfolio. And don't forget the 20 raptors that all look identical with slightly different colors.

short steppe
#

I didnt know that ppl went to vrchat and wanting to make 3D stuff to just put in the VRChat

#

Very nice.

summer bluff
#

I'll look into those lol. I want to get good at this so I can make worlds without needing to search and credit different assets.

young vault
#

I never made the donut. I'm not gonna lie.

spiral sigil
white moth
#

Congrats on your donut!

urban bramble
#

Here some rendering scene

atomic patrol
#

Anyone willing to help me out?

#

I'm Trying to smooth out some of the vertices, is there a way to do that a bit easier than just making a fuckton of them?
Trynna make the back look more like the lowest image
also trying to make the back of the head, like the cylindrical bit to go inwards veeeeery slightly
obv smoothly

quaint jasper
#

Bevels !

atomic patrol
#

What are those? I just downloaded blender today so idk what i'm doing rlly haha

atomic patrol
jovial radish
#

Might want to bevel the rest of the body a bit

#

the head is very smooth but the body is very sharp

storm stirrup
#

I am very angry that you just downloaded blender yesterday and did that

#

but also very proud

#

well done

subtle jackal
spiral sigil
#

elf ears 👀

subtle jackal
#

Mhm

white moth
#

I'm having one heck of a time reversing all these shape keys to make them "Add Thing" instead of "Remove Thing" - they start messing up all the others and expand with every additional slider that gets turned on

calm saddle
#

Anyone got experience with Zbrush and Blender usage for VRC? Was curious bout something

white moth
#

Only Blender

coarse light
#

what unity version do we need

calm saddle
#

2018.4.20f1

coarse light
#

thanks

#

what blender version should we use @calm saddle

calm saddle
#

I only got like 2 weeks in this stuff, but the newest blender works just fine. I believe the newest version is 2.83.2 and it works just fine for me

white moth
#

@coarse light I always use the most recent version. Recommend just installing the Steam version since it will auto-update

calm saddle
#

There's a steam ver?

spiral sigil
#

and i recommend not using the steam version

white moth
#

Blender is a free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, and video editing. Advanced users employ Blender’s API for Python scripting to customize the a...

Recommendations

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spiral sigil
#

the auto update will fuck you up if you use 3nd party addons

calm saddle
#

O, that's a good point

#

Addons is what makes blender hella fun to use

white moth
#

Well you can disable the auto update

coarse light
#

before i get into making avatars

calm saddle
#

Svel, any chance you use zbrush and blender? 😮

coarse light
#

should i just wait for 3.0 avatars to release?

white moth
calm saddle
#

They should be backwards compatible, and you can always just take the 2.0 avatar into separate file and update it?

white moth
#

The only time it broke plugins

calm saddle
#

Plus it's good practice to do 2.0 while we wait for 3.0, get in a workflow that works for you

white moth
#

was the big 2.8 update

#

I wouldn't worry about holding out for Avatar 3.0. There are a few things you can do in advance (like making a closed_eyes and mood_angry etc shapekeys) that will let the avatar get a few 3.0 features for free when it drops

spiral sigil
#

no wyvern, i only use blender

calm saddle
#

Dang it

#

I cri

spiral sigil
#

i'm extremely bad with sculpting

#

zbrush would be wasted on me

calm saddle
#

Oof

#

I should probably test the blender sculpting

white moth
#

I don't like scultping just because you have to retopologize anyway to get it game ready, it's so much extra work.. I'd rather just make it with quads in the first place

coarse light
#

so can u get any 3d model, add bones in blender, then just touch up in unity and upload to vrchat.net?

spiral sigil
#

i just know that the work flow Zbrush > blender was made super easy now

#

with the remade multires modifier

white moth
#

If I do learn to sculpt, I'd probably just learn the blender sculpts tools instead and keep it all free. 👀

spiral sigil
white moth
#

jinx.

calm saddle
#

I already got zbrush, got it before it was cool and they been just giving out free udpates for years

coarse light
#

so does that work?

calm saddle
#

Kinda shame to let it waste, and I like their projection texture tool a bit better. I was hoping to use zbrush for a base form sculpt and UV seams, then do some stuff in blender like rigging and animations.

white moth
#

if "add bones in blender" also includes weight painting the geometry to those bones, yes

#

That's sort of a "draw the rest of the owl" situation

coarse light
#

oh

#

is it that hard to add bones

white moth
#

no it's easy to add bones

#

it's Add > Bone

calm saddle
#

The difficulty lies in proper weight paints right?

spiral sigil
#

yes

white moth
#

Yes it's a very trail and error task, at least for me'

coarse light
#

Weight paints?

white moth
#

Yeaaaah.

spiral sigil
#

most folks that complain about weight painting

#

use mmd models

coarse light
#

What is that

spiral sigil
#

which got disgusting topology

white moth
#

if you come from sculpting programs you probably don't have a concept of how actual 3D models are animated in videogames

spiral sigil
#

if you have a proper topology, weight painting is fairly easy

white moth
#

I just mean when you work and pose clay you probably aren't familiar with weights and armatures

#

clay modeling lets you take a lot for granted

calm saddle
#

Luckily I started out with max and maya before getting zbrush xD

white moth
#

but yes models are made of verts, and those verts follow bones. you need to tell every vert which bones they should follow and in what amounts. that's called weight painting

calm saddle
#

Feels like he might be shooting himself a bit in the leg by jumping into the middle of the process without knowing the basics tbh

spiral sigil
#

yup

white moth
#

Weight painting is certainly one of the most advanced 3d modeling steps in the game asset creation process.

#

You can understand it, but it will take much longer to master it

#

Most other things are just technical knowledge

#

weight painting needs technical knowledge AND an eye for aesthetics AND lots of tedious trail and error checking

spiral sigil
#

accurate

calm saddle
#

I feel it

coarse light
#

Ive seen so many people with variants of these models but i cant find it anywhere

calm saddle
#

Hmm, do you guys use any addons for UV stuff like seams? Or manual?

green ember
#

isnt the multires 2.9?

#

not 2.8

#

also the easiest cheesiest way of weight painting ive found is add a bunch of "holding" bones to like limit how far you want automatic weights to go and then just do that

#

and 9 out of 10 times it comes out perfect without needing to edit it once you setup all the holding bones

calm saddle
#

After the "not 2.8" comment, you started speaking elvish to me

green ember
#

yeah i dont know if there's a proper term for what i was talking about but ill show an example

#

i dont know i just put those bones there to actually set up borders for automatic weights and then merge it with the parent

#

friend of mine who goes to game design school said he did this and everyone was so surprised with how quick he was done

calm saddle
#

And the weight isn't mesed up when you get rid of the extra bones?

green ember
#

i merge them to parent

#

so it ends up being exactly the same just that the additional bones arent there

calm saddle
#

Huh, sounds handy. I'll have to look into making own bones. I've been using a premade one I found in a tutorial

green ember
#

i use rigify and have my own premade rigs to use on characters

calm saddle
#

I got into blender maybe 2 weeks ago, so all that stuff is still new to me

green ember
#

gotta start somewhere

calm saddle
#

Yepsi pepsi

#

For now, I got a bionicle looking avatar up and running

#

Had some weird issue with feet being in the ground lately tho, wonder if it's rig related.

#

It looks fine in unity and blender, but then vrc is like nah, feet in ground and viewpoint isn't where it was on unity

green ember
#

that means the bones are under 0

calm saddle
#

Which is odd cuz I always reset position.

#

And the same rig worked fine on an earlier model

#

it's just suddenly the two recent ones get messed up

green ember
#

idk i just hit fix model in cats and if it doesnt find anything to break then it fixes everything thats wrong with it

white moth
#

Blender 2.9 does not exist. What.

green ember
#

😬

calm saddle
#

Yeah, it's experimental

#

2.83.2 is the current stable one

white moth
#

Gotcha

green ember
#

to me honestly 2.9 is such a significant change from 2.83

calm saddle
#

How so?

green ember
#

personally i dont use shortcuts for everything and in every 2.8 build there are things missing from the search menu

white moth
#

I avoid blender beta, not trusting experimental builds with my projects

green ember
#

and in 2.9 everything is in the search menu

white moth
#

Nice!

green ember
#

and also the multires modifier

calm saddle
#

Think I wanna fully grasp 2.8 befor going 2.9 maybe

#

that way I don't confuse myself on ui and stuff

white moth
#

Everything after 2.8 is the same.

green ember
#

its just quality of life features

calm saddle
#

so most 2.8 tutorials would still work fine?

green ember
#

yeah

white moth
#

The UI update going from 1.79 to 2.8 is the only major blender change

green ember
#

yeah they're not going to be redoing the UI anytime soon

white moth
#

Once you are used to a post 2.79 blender you should just always use the latest stable release tbh

calm saddle
#

hmm

green ember
#

2.79*

white moth
#

Yes

calm saddle
#

I need to sit down and do a concept doodle and make a proper avatar

green ember
#

there are still some weirdos out there that use 2.79

white moth
#

I consider 2.79 so old I think of it as blender 1 lol

calm saddle
#

Do you guys do UV unwraps with default blender or some addon?

green ember
#

default blender and if i cant be bothered i let substance painter figure it out on import

spiral sigil
white moth
#

I do unwraps with default blender then I use third party plugins to pack it

green ember
#

yeah wasnt blender 1 released in like 1990 or something

calm saddle
#

I need to figure out how to do seams and shtuff, cuz when I tried to texture project last time, the uv's overlapped and I painted multiple areas at once 😦

spiral sigil
#

2001 i think

green ember
#

1998

#

close enough

#

or even if youre already comfortable with it

#

he posts so much useful stuff

#

also if you have a short attention span its also perfect

calm saddle
#

Any chance you got a good tut for UV workflow?

spiral sigil
#

take some tissues with you, you'll need them when you start to meltdown

green ember
#

i dont think i ever watched a tutorial for UV unwrapping

#

it's usually "yep this cuts here and should open up like that on the UVs oh shit it didnt do anything"

#

its just trial and error till you get comfortable with it

spiral sigil
#

kinda hard to do a tutorial on it

green ember
#

its different per project

spiral sigil
#

you basically need to imagine your model IRL as a paper model

green ember
#

i mean i guess you could waste time watching blender guru unwrap an anvil....

spiral sigil
#

where would you cut it out

#

to make it perfectly flat

#

without tearing anything up or stretching anything

vivid crater
#

yea tutorials dont really help too much, you just need to understand the whys of it

calm saddle
#

That part I kinda get, but I saw someone somewhere have stuff neatly fold out and stuff like that. Last model I tried, it had like 6 parts overlapping in the center while everything else was on islands of their own.

spiral sigil
#

if they share the exact same texture part

#

no need to make their own islands

calm saddle
#

Wanted to add some variety with texture projection, but that just painted them all at once and any island that appeared on top of them with the basic Unwrap button, was hoping there was a better way to split things up than manually moving every piece one by one

green ember
#

at the end it might look like a mess but as long as there's no terrible stretching or anything overlapping you're good

calm saddle
green ember
#

that doesnt look right

calm saddle
green ember
#

did you click smart uv or just normal unwrap

white moth
#

Default blender unwrap + Shotpacker to maximize used texture space

calm saddle
#

Just UV > Unwrap

vivid crater
#

margins probably set too high

calm saddle
#

It's possible yeah, this was just exprimenting without a tutorial

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Gonna make a more organic character this time around, this one is fine enough with some really basic materials. I kinda like the bionicle vibe anyway. Gonna practice UV's on a bit more substantial model, which also allows me to work on Normal Maps at the same time

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Btw @white moth on that fox, where did you go with the seams?

white moth
green ember
#

just like svel said, you'd seam it where you think it'd unfold into a flat plane in real life

white moth
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yeah think of it like you want to lay it flat, where should you make cuts

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it also represents where you will have potentional texture decontinuities and need to make sure you color match both sides of seams, so i also try to pick locations that aren't seen often

spiral sigil
#

you made that adeon ?

calm saddle
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Gotcha, gonna keep practicing on the new model.

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Is that normal maps on the tail btw?

white moth
#

or where color discontinuities are expected

green ember
#

on the fox do you use that same texture thats in blender in unity as well?

white moth
#

This model was a z-brush comission, I only did blender work to weight it and quest optimize. yes it's normalmapped

spiral sigil
#

how is the bend doing around the knee pit ? you only have one line of edges there

calm saddle
#

So in theory, I could make a model in zbrush, bake the details into a normal map, then do some tweaking in blender like rigging and the normal maps would work fine in vrc?

green ember
#

in theory you can do all of that in blender lol

white moth
#

yes, that's a very common workflow

calm saddle
#

I tried blender sculpting, I'm more used to zbrush atm.

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and I got some custom brushes here and there

green ember
#

do you get any mipmapping mishaps with that texture on the fox?

white moth
#

None

spiral sigil
#

you can also just sculpt in zbrush

green ember
#

damn thats crazy

spiral sigil
#

then bring it in blender

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retopoligze it

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bake normals

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and do the rest of the work there

white moth
#

Oh, this picture was before I added margins LOL

spiral sigil
#

especially with the better multires modifier, that's way easier now

green ember
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yeah i was gonna say

calm saddle
#

Any idea if unwrapped UV in zbrush would move over to blender as well?

white moth
#

UV's are the same, i just took the image in gimp and liquified the black

green ember
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i just use content aware fill in photoshop on the blank if and when i need to

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idk if you guys know about this cool addon for blender called quad remesher but its pretty cool

spiral sigil
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yup
i recommend it too

green ember
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i only know about it because one of the first builds of blender had it built in

white moth
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it entirely removes UV bleed

green ember
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substance just does it on export by default so im good most the time

calm saddle
#

is quad remesher an addon you need to install?

green ember
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yeah

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i guess it's technically paid but they give you a trial which for me has been lasting infinity

calm saddle
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dang

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100 for commercial use license

white moth
#

The topology flow on that penguin is insane

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didn't you have to like, guide it? with flow lines?

green ember
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nope

spiral sigil
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it even create poles, it's crazy good

calm saddle
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I kinda wanna make a prinny now

white moth
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Just make Roland from Animal Crossing. Same thing

calm saddle
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Prinny are way cooler

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They esplode

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Maybe when I'm learning to make animated stuff like explosion

green ember
#

in some cases you would wanna guide it but for quick stuff like this its super handy

white moth
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Holy

spiral sigil
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the code for this must be crazy

white moth
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Well, I don't have much of an excuse to not learn sculpting now

green ember
white moth
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Yeah I can only imagine the code

vivid crater
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its by the same guy who made the zbrush remesh right?

green ember
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i dont think so

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same guy that did the maya one tho

calm saddle
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Do you use any addon to clean up normals as well?

green ember
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everything normals related i use default blender

white moth
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Auto-smoothing has never done me wrong

green ember
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autosmoothing and sometimes weighted normals modifier

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when im working with multiple modifiers

calm saddle
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That's what I've been using so far. Perhaps I just need to bevel a bit more. Do modifiers need to be applied before we export them out into unity btw?

green ember
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they apply on export

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also for sculpting ive been enjoying the multires modifier for the most part

calm saddle
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That's nice

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What does multi res do?

green ember
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it lets you non destructivly sculpt at multiple levels of subdivision

calm saddle
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Huh, sounds like zbrush mechanic

green ember
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it most likely is

spiral sigil
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it is now
it works the same

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you had levels of details basically

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you can stack them i think too ?

green ember
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in blender?

spiral sigil
#

ye

calm saddle
#

Speaking of details, I kinda figured out why vrc sometimes feels slow or laggy by accident. I in the performance settings, if you set minimum requirmenents to poor, a ton of avatars get turned off xD

green ember
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if we're thinking about the same definition of stacking no you cant

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its usually the wolfboy with 40+ materials with 8k solid color textures in the lobby lagging you

calm saddle
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I was in a room and once I filtered out the verypoor performance avatars, there was like 3 out of 20 who were visible

spiral sigil
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you can bypass the filter

green ember
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the vrchat performance ranking isn't perfect but the info it gives you about other people is handy for when you wanna talk shit about someones avatar

white moth
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three on front of kneecap, only one on back. could be better, but I'm on a quest budget

green ember
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just make everything full of ngons

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the quest can take it

white moth
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They get triangulated

spiral sigil
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looks good enough

calm saddle
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Btw, anyone got an avatar without feet/toes? Like those cartoony stubby toes?

white moth
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Like... socks?

green ember
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another cool retop addon

spiral sigil
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just get retopoflow

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free from their github

green ember
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retopoflow is nice but its not as nice as quad remesher afaik im pretty sure

vivid crater
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quadremesh is an automatic solution still

calm saddle
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Can't find a good example of the feet I meant, but basically some avatars have feet like cylinders I suppose?

green ember
#

mistook retopoflow for something else

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i just generally avoid having bad topology because i usually model and not sculpt

coarse light
#

how do u apply textures to a model made for it

onyx juniper
#

Oh, hey. You could use this for making lower poly models, I bet

coarse light
#

on blender

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Okay i applied the texture to the model

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Is there a way u can turn the green to red in blender?

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Its basically a png

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The texture

calm saddle
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You could take the texture map and do a Hue & saturation ediit

coarse light
#

Wow that looks fantastic! @calm saddle

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Thanks!

#

from in blender or with another program?

calm saddle
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basically photoshop, but browser based

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if you put your texture map here I can do the same thing

coarse light
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before

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after @calm saddle

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i softened the color

wintry raptor
#

Does a world like a house modeled in blender work?

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As world

runic nymph
#

techically anything works as a world as long as you attach a scene descriptor to it vrcThinking

undone valley
#

hi i think this is the right chanel but it wont sculpt this tshirt ? how do i fix that ?

coarse light
#

after exporting a model from blender, how do we get it into blender (then what do we do in blender), then into vrchat

quaint jasper
turbid flax
#

I literally just figured out how to make armatures and bind them to models by accident

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Im very HappyvrcLaughing

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Now I just need to figure out how to merge armatures

summer bluff
#

Anyone know some good anime character blender tutorials? Or even just things that talk about how to do eyes and mouths.

abstract pond
#

I’m not a 3D modeler, but wouldn’t it be possible (and way fast) to use the LiDAR module on the iPad Pro to depth scan a whole room or like a whole house, then using that scan to model it in blender for bringing IRL locations into VRC? Has it been done before? I’m trying to learn more about it...

ashen gazelle
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@abstract pond I think it's doable, but quite slow and after scanning you need to bring the model into a 3D software to correct artefacts and small details.

abstract pond
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@ashen gazelle I was just planning on using the scan for reference for building the world, not using the scan as part of the actual modeling

ashen gazelle
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Ok, cause the scan would have way too much polygons for vrchat.
But in my opinion, it will be faster to take good reference photos then 3D model than lidar scan + retopology. But my method will not get the exact dimensions of your room, cm wise.
Hope you understood me

unborn coyote
#

Hello! I'm trying to model this cat and I want the eyes and mouth to be "painted on". I've seen people do this with meshes only, can you direct me to any resources/give any advise on doing that?

quaint jasper
unborn coyote
#

Thanks!

green ember
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id do it properly for avatars 3.0

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personally

tight quartz
#

Anyone think this is to hard to model for a beginner just the model not like every detail?

wind zinc
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i think just go for it, you will learn a lot even if you might not get to where you hoped to at the start

tight quartz
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I already like forgot most of the buttons ;-;

wind zinc
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XD rip

tight quartz
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Mhm

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Is there a website that can like cut up this image so I can have front view and stuff?

wind zinc
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i mean what i would do is duplicate it 4 times

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then just crop each one to the part you want

tight quartz
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No I just uhh

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screenshoted each one

lavish night
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heyya, really dumb beginner question but when in blender modelling parts for a vrchat world, is there a difference between combining objects into one by using boolean and just joining them?

i know boolean merges the meshes but practically speaking is it a big deal for vrchat in terms of optimization and such?

tight quartz
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How do I select both at once?

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Without going outside side view

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Wait nvm I am stoopido

tight quartz
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I am actually really happy, tho I could fix the verticies and stuff but. 🙄

lavish night
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bump on my join objects vs boolean modifier question cause im still an idiot

stable edge
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Boolean will remove geometry, join won't

lavish night
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sure but

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would there be any consequence to using objects made with join

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other than the hardly significant increase in polys

stable edge
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Idk if you can reduce material count that's always a plus

lavish night
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yeah thats fair

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thanks for answering

stable edge
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Np

young vault
#

Certain times boolean will also increase the amount of geometry if you're aiming for a low-res style.

wild hedge
#

I'm working on a low-poly model and am looking at some PS1 models for reference... and there's an odd design choice I don't understand

#

With this model of Leon from RE2, the arms look normal and attached to the shoulders, despite being segmented..

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but with the model of Claire, I don't understand why Capcom would let the arm clip through the shoulder like this

latent charm
fervent rose
#

anyone have any good techniques for sculpting fur tufts in blender? ive been using the grab tool to extrude a mass and then carving it out from there but it just seems off, or maybe its just me

onyx crane
#

Is anyone very comfortable with baking diffuse from procedural material setups? I would like to bake textures from materials that have degrees of 'randomness', in particular the famous Blender Guru donut sprinkles. I am very comfortable baking diffuse, normals, etc but am hitting a wall when it comes to textures that are randomly generated (using an Object Info 'Random' node hooked to a ColorRamp node hooked to a Principled BSDF Base Color)

When I bake on these sorts of textures, my bake appears empty in the areas that should have the random material. How can I fix this?

white moth
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In blender is there an easy way to get a simple yes or no that two objects currently have identical topology?

deep dirge
#

look at them in edit mode

white moth
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that's not easy

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a single flipped diagonal on some microscopic quad means they don't match

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I don't need to know where the differences are... just that there's a difference somewhere

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basically i want to know in advance if join as shapes will work perfectly

fringe rock
#

if you want to transfer shapekey they need to be exactly the same or it give you an error

white moth
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Join as shapes works as long as the topology and vert order matches

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i can easily make the vert order match if the topology matches, so getting the toplogy to match is the only tricky part, that's why i want a easy check to see if there's somewhere i still missed so i don't have to keep joining as shapes to see it fail then play more spot the differences

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my usual process for weight transfer is

make topology match -> run macro to make vert order match -> join as shapes -> make shaped the same -> overlay them -> weight transfer using nearest vert

deep dirge
white moth
#

lol what video

deep dirge
spiral sigil
#

non euclidian thing

#

yeah that

white moth
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ah yeah

deep dirge
#

It randomly popped up in my recommended

spiral sigil
#

same

deep dirge
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then I saw you

spiral sigil
#

a 9 year old video

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thanks youtube

white moth
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I am old :D

deep dirge
#

I always come back to this video. You seem to be the only person who truly created some non-euclidean space, everyone else just fakes it with render to texture portals and teleporting.

white moth
clever steeple
#

can someone help me with this problem?

#

i'm working on something in blender

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but the background of the object is transparent

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how can i see it?

quaint jasper
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disable backface culling