#3d-modeling

1 messages · Page 88 of 1

tepid granite
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A friend of mine is trying to sculpt the breasts a bit bigger on a model, but where the nips would be isn't smooth, and ends up making like an octagon show up.
I'm too new to blender to figure it out. Any ideas?

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Obv that's how the mesh is, but iunno how to keep it smooth when sculpting a bit. Would dyntopo work?

atomic hamlet
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Dyntopo will destroy your UV's if you already have them setup.

azure rain
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and also you don't want nipples that have more triangles than your paws

tepid granite
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She just downloaded the model from somewhere so I got no clue :P

fluid dock
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hey can someone help me with texturing to a character for hair and jacket i need help getting the textures out of unity can some one help me with the textures getting them out and then back in on the character?

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?

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...

tepid granite
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i fingered it out, had to move the vertices and individually merge them

spiral sigil
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can someone tell me how to fix this

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for some reason my tail is in two different places in object and edit mode and it's messing stuff up when I try to weight paint

west river
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i did some woy fan art in maya

young vault
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@spiral sigil do ctrl + a and "apply all transformations. It should then be in the same place in both edit mode and object mode.

tight quartz
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How do I find pictures that is with front view side view and stuff? Is there like something you search for?

spiral sigil
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reference sheet or a turn-around

tight quartz
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Ok thank you! ❤️

spiral sigil
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@young vault tried that. I selected it in object mode. Object > Apply > All Transformations

zenith fable
spiral sigil
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@young vault tried that. I selected it in object mode. Object > Apply > All Transformations
@spiral sigil

Nvm I remembered how to do it

fair patrol
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hey, anyone can help me parent this object to chest bone?

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i dont want it to deform

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just follow the bone

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or join it with another piece of clothing that already follow the bones

fair patrol
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ok this was super weird, i had to add a bone, parent bone relative to the mesh, apply scale rotation etc., THEN join the bone with the rest of the body armature and parent that meshes bone to chest.

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it works in blender, hope it wont break in unity xD

fair patrol
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o hell yeah it does break

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xd

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flies all the way there for no reason

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got it working through another way

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trial and errors dudes

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xD

quaint jasper
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I prefer the top one

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flow is better from upper arm

white moth
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Am I blind

quaint jasper
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look at chest

white moth
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Ok top one

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I feel like the change from the bottom to top should be even more pronounced actually. Top is better but tilt it even more

onyx juniper
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I'm pickin' up what you're puttin' down

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You want the rack to be more like a shelf 😉

quaint jasper
sleek stratus
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@onyx juniper very cool

onyx juniper
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Thanks, looks like ass in-game

steady ridge
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why ass?

quaint jasper
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Shaders and lighting is weird, also we can't compare to a render

onyx juniper
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Ruuubick knows the score

sleek stratus
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she just needs some textures

steady ridge
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are you texture baking from the render?

onyx juniper
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She does need some textures. I've been putting that off because I haven't truely truly finalized the model yet

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Indeed, I'm in here now asking where I should move some geometry

sleek stratus
quaint jasper
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That texturing is not fair CryingWeeb

onyx juniper
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Professional quality

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(but you probably already knew that)

quaint jasper
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@sleek stratus Is that a commission or something you'll make public ?

sleek stratus
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it'll be public

quaint jasper
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Will it also be quest compatible ?

sleek stratus
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probably not haha, not sure how to do that

quaint jasper
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It depends on the poly count, but the process itself is super simple

steady ridge
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thanks! we'll try to shoot for that

quaint jasper
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Hopefully you two can submit it for the next featured avatars submissions

sleek stratus
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its pretty low poly

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cooool!

quaint jasper
onyx juniper
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Love Rock's stuff

white moth
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Alright I've been bashing my head on this kind of thing for a few weeks now and I still haven't managed to figure it out. I have a bunch of shape keys that I want to reverse the 0.0 <--> 1.0 slider for. Does anyone have a step-by-step process for that?

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It's difficult because they all manipulate the same verts.

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what I mean by reverse is I want it to look like it's on when it's off and off when it's on

stable edge
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Uhhh doesn't unity let you set change the default value

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So you can import the model into unity > change the keyshapes value to 100% > upload to vrchat

devout scroll
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If you apply a key to basis it leaves a reversed copy @white moth

white moth
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Yes but every other shape key also gets the reversed copy...

devout scroll
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shrug then, i never reversed more than one at a time

stable edge
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Just upload the model with the keyshape at 100% yo

white moth
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The idea is that shape keys that are always on don't alow GPU instancing

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so I want to reverse the shape keys i need to always have at 100

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i could just apply them to base, but then i can't use them

latent charm
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I'm sure I've done this once before but fuck if I remember exactly how. It probably involved negative shape key values and blending from one of those to another.

white moth
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you can blend neg...

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I got this. Thank you

tight quartz
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How do I remove a shortcut I don't want anymore?

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I accidently pressed wrong keybind for the shortcut .-.

devout scroll
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You can search the keymap by key

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then press the x next to it

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in preferences

tight quartz
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Uuuuuh

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Key ?

spiral sigil
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no

quick thunder
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no

jovial radish
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no

white moth
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It concerns me that people use the word “hentai” when they mean “anime” not realizing hentai means porn.

spiral sigil
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pretty sure he knows what he is asking for.

white moth
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That’s slightly not as bad

white moth
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How can I reset a command's parameters in blender? Blender hangs when I use Smooth Vertex due to unreasonable settings.

young vault
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Ya, it's called "restore factory settings"

white moth
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Tried that, doesn't fix it.

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Also reinstalled blender, didn't fix it.

vivid crater
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you might be able to append it from another file, not sure which options you can choose tho

young vault
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uh

ashen forge
quaint jasper
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A much faster way to do this is to select all non face shapekeys and shape propagate

ashen forge
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That too

torn cosmos
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I'm wondering but i'm not sure where i should ask this but, is there people here that create models for others/tweek models? (paid or not paid), cause i'm honestly thinking of trying to pay someone to fix/import the model for me

calm saddle
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Whatya need fixing btw?

torn cosmos
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Well i made a pretty simple model with some simple bones that i wanna use as a avatar when i can upload them but it's all messed up whenever imported in blender (I used 3ds max to make the model)

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when exported to fbx and imported in unity without passing by blender, it doesn't show right either

calm saddle
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Oof, that sucks. Got a screenshot of how messed up it turns when you grab it into blender?

torn cosmos
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sure! should i dm you?

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to not clog the chat i guess

calm saddle
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Don't think we're clogging it. This is kinda what's it for. And this way someone might have a better idea and stuff.

torn cosmos
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Alright! so basically these are the bones and the body

calm saddle
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Yeah, that's messed up. What's most odd is that it added extra bones.

torn cosmos
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Yeah that's just extra weird

calm saddle
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Did you weight paint it in max too?

torn cosmos
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Weight paint?

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for the textures i just used the material editor

calm saddle
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It tells the vertexes where to move in relation to the bones.

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Could be different in max I suppose, It's been ages since I used it

torn cosmos
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oh you mean linked the bones and the flesh?

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if i move the left bone it also moves the left arm

calm saddle
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Yeah, that. Could be weight painting is a blender term

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Is the model itself fine, just the bones messing up?

torn cosmos
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in blender i don't even see the model to tell the truth

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I tried exporting it as a .obj but i was told .obj doesn't keep bones sadly

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(and the textures were kinda wonky)

calm saddle
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Can you drop the export in DM? I'll test it on my end

torn cosmos
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sure ! thank you

calm saddle
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We kinda found the key issue. Anyone got experience with 3Ds Max fbx exports only exporting animations/bones and no geometry?

stable edge
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ah

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does max export by default with make leaf bones on? @torn cosmos

torn cosmos
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I'm not entirely sure how to check that

stable edge
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uhhh when you exported the model as an fbx theres probably some settings there

torn cosmos
stable edge
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I don't use max but I can guess

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There should be a skeleton/armature option too?

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blender might have an option to ignore leaf bones too

torn cosmos
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the closest i can see is the animation tab but yeah

calm saddle
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Biggest issue is that the FBX exported only bones. Even when pouch later imported the same FBX into max, there was no model I believe?

torn cosmos
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yup

stable edge
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oH

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I didn't realise--

torn cosmos
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no no, i didn't even realise myself lol

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until we tested it haha

calm saddle
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I helpededed

stable edge
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Is that fixed now? sometimes exporting as a different format can help

calm saddle
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Pouch is now on 2.9 version and OBJ export came with bones, but they aren't weighted to the model.

torn cosmos
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^

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wait, Obj import you mean

calm saddle
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Best solution I can think of is just reweighting in blender.

torn cosmos
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well, same thing kinda

stable edge
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uhhh well why are you using an object file then

calm saddle
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Just testing if others worked since fbx didn't.

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Trial and error I guess.

torn cosmos
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Basically the only import that works in blender is the .obj import

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the fbx has no model, just messed up bones

stable edge
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the bones are fine though

calm saddle
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More like FBX doesn't export correctly, since even max could import the object

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Dunno bout fine, there's about twice as many and in different positions as original

torn cosmos
stable edge
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try that

calm saddle
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O rite, max and maya had those bones with fins right? Like a missile

torn cosmos
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pointy bones and 'nob'

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zzz is that 3ds max or blender?

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it looks different on my version of 3ds max, (if that's 3ds max)

stable edge
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blender

torn cosmos
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alright, trying it then

stable edge
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turn that on when you import

torn cosmos
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alright let's see

stable edge
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Oh actually

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Chuck me the .fbx file

torn cosmos
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Sure!

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If anything, Wyvern is teaching me a lot about blender rn, they are lovely

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probably gonna try to remake the whole thing in blender

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if it doesn't work

fringe rock
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obj a only a mesh

stable edge
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^

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only the mesh, not the rig/skeleton/armature

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technically resolved now

young vault
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Uh

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Why not use game exporter instead of FBX exporter

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pretty much the same thing, but, it's pre-made for games rather than modelling pipelines

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also allows a better workflow for importing into Unity

torn cosmos
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i never looked into that

young vault
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Ya

spiral sigil
static vapor
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Hahah

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Great choice

bleak pelican
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Does anybody know how to do a knee on an anime leg because I have no idea how to do it. I already have the legs but from the front and from the back you can’t really tell what way they go.

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Dm me plz

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😃😃😃

calm saddle
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Donuts are the future

onyx juniper
vivid crater
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excuse me what the fuck

onyx juniper
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Oh damn it, I know. I was using C circle select in wireframe view to grab some hip verts and didn't check if I had grabbed anything else before moving them around

calm saddle
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easiest would be to cut off the finger and duplicate and weld one of the others prolly

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unless you saved the hand as it's own asset?

white moth
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If I color tint different parts of a model using materials (but same UV’s) can I bake them all to a colored texture of the UV map? Not an atlas.

green moon
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Blender is a little hard does anyone know something easier say for like 45 bucks or lower I can get that makes it easier

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(preferably on steam if it costs money)

azure rain
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unfortunately there isn't anything at that price as all of the paid modeling software is dreadfully expensive

green moon
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What would be something good out of price range?

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Just so maybe I can save

azure rain
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I only have experience with blender so I have no clue if any of them are actually easier for noobs

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as 3D modeling is complicated in general

green moon
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Damn. I wish I knew how to make models in blender, I tried but it is too hard

azure rain
green moon
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I did that tutorial

azure rain
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so what's currently the bit that's confusing you

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as changing around modeling software isn't going to change the fundamental workflow what you do

calm saddle
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Blender is about as easy as it gets imho

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Max and maya are even more complex and not always in a good way

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You could try lowering the standards a bit and do low poly lego looking stuff like this dude, he has a ton of low poly tutorials. Once that's easy, ramp it up to fancy stuff. https://youtu.be/NDAalAojTvo

In this video I model a low poly character in Blender 2.81. Watch until the end to get a bonus tip of how to get some nice shading for your low poly objects. I try to keep it condensed and to the point in this video and I make sure to repeat the shortcut keys as those will be ...

▶ Play video
white moth
azure rain
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oh dear

spiral sigil
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I applied the wireframe modifier to a separate mesh and now I need to make the one thats still a plane be the same thickness whats the best way?

spiral sigil
tepid wagon
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Change selection type to vertex snap, select edge of the plane object, press G + Z to restrict movement to z axis and ctrl select vertex on your mesh object to where you want your plane to reach (probably to the vertex on the top of one of the slopes) @spiral sigil

jovial radish
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Would you guys have any idea of how to procedurally apply an effect like this through modifiers?
I'd have to do it on lots of geometry so I'm looking for a procedural solution instead of manually shifting the vertices

onyx juniper
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Procedurally?

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The shear function (shift + crtl + alt + s) in Blender does this with all selected vertices, oriented around your specified pivot point

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Er, in that's the shortcut in old blender, I don't know if they changed it

shy trellis
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I'm making a map that I'd like to also explore in VRChat. Are there rough guidelines for how many triangles it should have, how many materials, and how many textures?

white moth
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Just keep it under 200 megabyte.

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Everything else is up to you.

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Otherwise it’s just Unity best practices

shy trellis
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Hmm, not sure how big that'd be in terms of polygon and textures, but probably not that bad. I'm not familiar with those best practices either, I'll have to find them

white moth
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Storage-wise polygons are essentially free. Audio eats up the most space, followed by textures.

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It’s not going to yell at you for having too many polygons. That’s an avatar thing

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Polygon count doesn’t matter much in games anymore, shaders are far bigger factor in if you will lag. But if you just want a number, over 5 million might be an issue

azure rain
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and it's a bit more of a concern if you're trying to make a quest map

quaint jasper
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@shy trellis As long as possible for everything, as long as it looks good

shy trellis
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interesting, that's a ton of headroom, gives me lots of space

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when I texture individual objects, can I throw 4k textures on everything to make it look good?

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when I did my avatar I think I just have one 4k texture atlas for everything

azure rain
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you're probably going to run out of vram if every individual prop has 4K textures

shy trellis
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does it swap things out as you navigate the world, or load the entire world into VRAM?

azure rain
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you also have to consider download speed

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people are not going to visit your map if they have to wait forever because you have 4K coffee mugs

shy trellis
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true

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also I'd limit the texture size to what's necessary to express the detail

white moth
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Assuming you give all your objects reasonable render boxes they will be culled when not in view, though mirrors and camera rendertextures make it so less of the scene can be culled.

shy trellis
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I see. When just roughing out the world's layout I'm using a single object for the floor plane of the entire thing. I assume it's a good idea to break that mesh into multiple objects once I'm done? (like rooms)

white moth
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A single floor object is like, 2 triangles? You don’t need to cull it

shy trellis
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I see. Thanks!

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Oh, and number of lights? I'll try to bake lighting into all the textures

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but is it common to have a few dynamic lights?

white moth
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If you use unity terrain it has its own lod

azure rain
shy trellis
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this will be all modeled mesh, rectangles and such

azure rain
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basically if you can use no Dynamic lights that's even better because Dynamic lights are expensive

shy trellis
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nice, I could try a detail map

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ah, k

azure rain
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and don't forget about tiling textures

shy trellis
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with proper baking I bet that won't be a problem. I've not tried to bake large-scale scenes in Blender yet, though

azure rain
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you would be doing your baking in unity

shy trellis
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why's that?

azure rain
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the unity lightmaps include a lot more detail

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like the blender lightningmaps isn't going to contribute anything to the characters or dynamic objects

shy trellis
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ah, I meant, baking it into the textures themselves. Like, I can set up as many lights as I want in the Blender scene and do a super long render, then bake those out into textures

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that way I can get all sorts of lighting effects and AO for free

azure rain
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yeah but you get a bunch of trade-offs compared to letting Unity doing the baking

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like baking everything to the diffuse texture is going to make things blurry because you have to uniquely unwrap all of your color information as well

shy trellis
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I could investgiate that. I had heard that Unity has a limit on what it can bake, like I was at a fairly normal sized world (coopertom's mall) and heard him say he can no longer bake it in unity, as it's too big

azure rain
quaint jasper
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don't forget to generate lightmap UVs ^

azure rain
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because good UV layouts for tiling textures and lighting look different

shy trellis
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damn, I can see I'll have to learn a lot about lighting for it

azure rain
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yes

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helpful article about texture size so you're not using 4K textures on toothbrushes

shy trellis
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nice, thanks

summer bluff
shy trellis
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I think I've seen that anvil tutorial

summer bluff
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Don't know how to make round objects be rounder, but definitely making progress.

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The anvil tutorial is really informative for concepts. Him using an older version of Blender makes it really hard to follow, though.

quaint jasper
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bevel modifier usually

shy trellis
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I hate that. that's my major complaint about Blender right now. tutorials <2.8 are often misleading, sometimes wrong

summer bluff
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At some point I have to get brave and try to make a humanoid

white moth
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Unity’s AO (reducing light influence) is way better than blender’s AO (fake shading)

azure rain
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and also Unity has light probes so that you can lights Dynamic objects using the baked lighting

onyx juniper
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Ooh real AO

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Is there something I should be using to get good AO for avatars?

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Something other than Blender, I mean

quaint jasper
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substance

onyx juniper
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I thought that might be the case. Is it the same kind of difference as baking in unity, or is there an advantage in unity because it's the same engine you're ultimately targeting?

quaint jasper
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You can't bake AO on avatars in Unity

onyx juniper
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I mean, is Substance Painter's AO reducing light influence vs. Blender's fake shading?

latent charm
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Blender's AO isn't fake shading, and the default way blender can apply AO is different to unity.

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The AO generated when baking in blender is still perfectly valid (a range from 0 to 1 indicating the amount of occlusion at that surface point)

white moth
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True. But I always see it just baked into diffuse. I guess that's user choice though

dreamy pulsar
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while wrong for a pbr workflow baking ao into the diffuse can be quite effective for more toony characters, however i would always recommend using it in a separate ao slot as using it that way you wont darken direct light from dynamic lights and such

brazen pulsar
spiral sigil
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uwu

brazen pulsar
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c:

muted raven
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Very Curvy indeed 🙂

calm saddle
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Currently working on a custom model base uwu
@brazen pulsar That's a real good silhoutte and shame, dang

vapid egret
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Im currently trying to put hair on a head piece. Ive got the front how I like it but the back is off. Is there any tricks that I can use to fit the back on properly?

brazen pulsar
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Thank you @calm saddle !

vapid egret
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Daz spotted 👀

brazen pulsar
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UwU

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Also @vapid egret normally i take the hair apart and then resize the bits to fit together

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It takes a bit tho f

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Also owo is that for ur guild avatar mayhaps¿

vapid egret
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@brazen pulsar Hmmm alright. That could work! Although the textures might screw up a bit! Somebody also suggested cloning the hair in the back to fill it in

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Also... perhaps...

brazen pulsar
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O:

vapid egret
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You get a sneak peak. shh dont tell anyone

brazen pulsar
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C:

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I could totally tell lol

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It looks good!!

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Are u gonna use the uniforms or like

vapid egret
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Thank you sm!! I havent done any texturing so he'll look a bit different after im done

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Yeah im going to put him on the member uniform ^^

brazen pulsar
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Niiiice

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Yea I figured since he hair was still grey

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Unless u want him to b an old man lol, no judgement

vapid egret
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Lol he'd be REAL old if he had grey hair as a pure elf

brazen pulsar
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Trueeee

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So he’s an elf huh

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Tbh elves are super underrated

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There’s so many avatars on vrc with like, wolf ears n stuff

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But you don’t rly see elves as much f

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I’m excited to see it when it’s done c:

umbral crystal
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anybody wanna help me with some modelling advice

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im having a real hard time trying to imagine this character in 3d space

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was wondering if someone could help me

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this is what i have so far

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made a 2d reference and some 3d models but couldnt really go from there

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also might get rid of the "handles" of the glasses as theyre not part of the character but i think it looks weird without them

queen elbow
green ember
queen elbow
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NOOOO

devout scroll
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cubeless default file vrcSunglasses

pearl viper
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hey

zinc jolt
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guys, no offense but you got nothing on my skills

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jk, it's not complete just yet

waxen pewter
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yeah - lets see it in game -

zinc jolt
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can't show it just yet

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remember? 2 years

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or 1 and a half

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1 and a half years

green ember
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looks okay i guess

summer bluff
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Been working on my first humanoid the past two days. This is a struggle and it's absolutely going to look like an abomination.

onyx juniper
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Work outside of subsurf more, and accept that you have to manually tweak individual vertices

umbral crystal
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^ thats what i had to do for my hand

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i still have a subsurf on the body but not the arms

onyx juniper
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I want to be clear that I don't mean don't use subsurf at all, I mean work with it turned off more

umbral crystal
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ye i have it on the body still but to make hands

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i had to turn off subsurf for the arms

queen elbow
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@umbral crystal I need to learn to do topology like that

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its so good dude

umbral crystal
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thank

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i need to fix some of it

atomic hamlet
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I wish i was even remotely decent at modeling...

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I've tried both poly modeling and sculpting. But I've never really managed to make anything that works...

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Same with 2d art...

quaint jasper
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How long did you try for tho

atomic hamlet
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I've been doing it off and on during some of my spare time. It's something i keep coming back to even though I'm trash at it.

quaint jasper
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Can't get good until you practice a lot

atomic hamlet
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I know... As much as i want to learn modeling, i just have other things i would rather be doing with said spare time.

autumn agate
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I have been making the doughnut in blender

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its a good tutorial set for beginners, they teach you the tools making something simple, a dougnut

atomic hamlet
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I tried that tutorial once, failed at it as well.

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I just seem to be cursed to lack any artistic abilities...

quaint jasper
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there's nothing artistic about the donut tutorial

autumn agate
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I lack all artistic abilities too, I can make alterations. I want to make a game, but I want to know enough to add animations and modify any models I purchase/comission

quaint jasper
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it's just a set of steps

atomic hamlet
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But i mean, when you can't even follow said series of steps without screwing something up, that tells you something...

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I am fairly familiar with Blender, I'm just trash at making anything with it.

static vapor
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Instead of donuts I recommend watching a guy make a humanoid avatar.

autumn agate
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the donut toturial is good because it's an introduction to blender, more than it is an introduction to making anything else.

static vapor
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This way not only do you get the basics but your also able to make other humanoid avatars based on the tutorial

atomic hamlet
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I feel like programmers (like me) being bad at art is fairly common...

autumn agate
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he spends 2/3rds of the tutorial on keyboard shortcuts

atomic hamlet
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Maybe if i just sit down for a while and ACTUALLY try, i might see some progress. But like i said earlier, in my current state, i would rather spend my spare time gaming.

autumn agate
#

fellow programmer bad at art here!

#

my doughnut is looking okay though lol

chrome tree
#

3D modelling is like any skill. You get better at it the more you do it, and the more ways you search for to improve.

static vapor
#

Hmmm donuts

#

Iv hadn't had one since lockdown

autumn agate
#

My goal once I finish the donut

#

is to animate some bites being taken out of it

#

and bring it into VR in unity

#

so I can eat it

static vapor
chrome tree
#

If you do, I suggest making it a shapekey so that it's easy to use in VRChat!

autumn agate
#

The ultimate end goal is to make some games that are good for VR newbies. My wife is good to test stuff out on she gets motion sickness if you grab her head and tilt it back and forth

#

I want to make like, an Area 51 clone in VR or anything like the old 90s light gun shooters because the games that move you smoothly through the level like pistol whip don't bug her

#

step 1 is modeling and screwing around in unity / vr chat 😄

#

any good tutorials on models and shape keys (new term I just learned) etc. Seems like shape keys are something i'll need in unity too

#

from quick googles

static vapor
#

Step 1 is failure then more failures and more failure

#

Until one day you peak higher then mount everest

autumn agate
#

I have 12 years of professional experience coding, I am a cross platform application architect. I know failure 😄

static vapor
#

Yeah I failed about 6 times making my avatar perfect

#

One model after the next it got better

#

One of my friends think it will take me 3months but I proved him wrong and did in 3 weeks

autumn agate
#

Cross platform coding is great, you do all your research ahead, make a solid plan, write a good abstraction interface, then some weird quirk in android bites you in the ass and you re-write your abstraction layer 4 times

static vapor
autumn agate
#

it's always android -.-

vivid crater
#

noice

#

looks great

umbral crystal
#

@atomic hamlet took me like 2.5 days to make this so am satisfied

#

im not very good modeller either cuz this is like my 3rd character without doing sculpting or drawing

#

but i still learning so theres a lot u can accomplish with effort and patience

atomic hamlet
#

Dang, that's pretty good for only your 3rd character.

umbral crystal
#

without sculpting or drawing

#

only references i had for this was front views in 2D

atomic hamlet
#

Maybe poly modeling would be better for me if i took the time to learn it, i have trouble doing anything precise with sculpting cause my shaky hands (same reason why i suck at drawing, well, aside from not putting enough effort into my work anyways...).

summer bluff
#

give the 2.83 donut and coffee cup tutorial another shot

#

I know for me, I watched him do level 1 before I actually followed along with level 1

#

it really helped because I kinda knew what was coming next

atomic hamlet
#

I was already doing that actually. Started an hour ago, going well so far!

clear geyser
#

Very cute

atomic hamlet
#

My PC BSoD'ed last time i tried to render something in Cycles with my GPU... Hopefully that doesn't happen again. Made sure to save this time before trying.

#

It also does it whenever i try to use the GPU lightmapper in Unity... Which tells me it's a problem with AMD's drivers, as usual...

#

Well, it managed to crash my GPU without BSoDing...

#

Did some research and lots of other people are complaining about the same issue, so it is once again AMD's drivers being trash...

strong pumice
#

hellllllooooo someone talk to me plz

#

fuck

stable edge
#

whats popping

#

post your question dude

foggy cosmos
#

can somebody show me how to make a 3d model qwq

#

ım just asking you can ignore too

stable edge
#

check the pins

foggy cosmos
#

thank you vrcLove

stable edge
#

no probbbbbbb

queen elbow
#

Very happy with how this render came out

except for the fur things, I didnt know how to fix those

stable edge
#

Hhh compare your node setup for the materials ig

#

Looks nice thou

queen elbow
#

@queen elbow shouldve mentioned I figured out the fix for it when I finished.

summer bluff
#

ffs are there any good character modeling tutorials?

quaint jasper
#

Yeah tons, why ?

summer bluff
#

I suck at it

#

Is there one you'd recommend?

quaint jasper
#

Nope, you'd need to find one that fits your skill level, as in steps you can follow easily

coarse light
#

anyone know how to translate vismes in blender

devout scroll
#

use CATS

coarse light
#

Can u install it via winrar @devout scroll

quaint jasper
#

You might have to material atlas first

stable edge
#

Hahaha the uvmaps have to have the same name not the same naming conventions

summer bluff
#

this is such a longer approach to head modeling. It's working better for me but damn

#

@outer plank have you tried highlighting the specific spot you want to apply the texture and hit select and apply?

#

also could you show us a screenshot of your materials panel

#

The only thing I can think of is that you're sharing a material on all three meshes.

coarse light
#

does anyone know how to make a models head invisible from the inside of the head?

queen elbow
#

@coarse light pretty sure it does it automatically when exporting it to vrchat

summer bluff
#

results vary. I've been inside of quite a few objects that I could see as inside out.

#

looks like the 2.8 way to do it is to make the material itself not use backface culling

coarse light
#

@queen elbow but i want to do it for neos vr

queen elbow
vivid crater
#

LMAO

hardy lake
#

can anyone help me fixing this pole? cant wrap my head around how to avoid this ><

#

it's screwing up my subdiv because its a vertex connected to 5 other vertices as far as i understand

tepid wagon
#

You could separate the strap and give it some thickness or crease the connection between bottom of the shoe and the strap together with an edge that goes from vetrex you have selected on the picture to vertex on the other side of the shoe, so it is not affected by subdiv @hardy lake

hardy lake
#

i separated the strap, thank you ❤️

subtle jackal
#

it's screwing up your subdiv because it's a T-shaped face joint, not because it's a 5 edge pole.

lilac shale
#

@coarse light you can do that by using the tool in essential tools > avatar tools and there you have a near clip setup if you use that you can slide to how much you want it to be culled what also works is making the mesh single sided which it should be on default import and then just add the near clip to get rid of the rest that's in the view

#

Sorry for the old UI but I was trying to search for the exact location on neos mobile which doesn't have the new UI yet but the folder and item locations are still the same

coarse light
#

@lilac shale thank u!

robust niche
#

this hair....took so long. Flat planes with solidify

coarse light
#

@lilac shale one problem tho

#

now i cant really see my hands

spiral sigil
#

Hi can anyone help me with the error when i try to publish it says "FileNotFoundException" and then the path. is there any way to fix this?

devout scroll
spiral sigil
#

k

lilac shale
#

@coarse light need to slide it a little bit back till it's just at the right point

#

It should only cull the head

#

It it's slided too far it culls out a big part of the body

spiral sigil
#

I want to slice a part of my model at an angle and create a face on either part

#

so I can hide part of the model with an emote

#

(I'm making cake)

#

what's the best way to do this?

#

Knife tool, separate the meshes, then add the faces?

quaint jasper
#

You can select a vertex in the middle and use Select > Side of active

#

then you either extrude, move, cut or whatever is best

sly reef
#

#3d-modeling how does Lolathon make is avatars go invisible and make them scare people pls help me

lilac shale
#

@sly reef that's a shader

lone sapphire
jovial radish
#

Looks really nice, tho it does look a bit heavy in polygons

lone sapphire
#

Thanks! I am mainly practicing right now, though each time I try and create 3D models I keep trying to push the polygon count down, I also turn mesh compression off when taking the images so that might also be why they look a bit heavy.

foggy cosmos
#

ım not quite sure how a ı going to do t but ım going to try makeing 3d modeling

#

if you would like to use the ref sheet ım going to send it too

dawn locust
#

hello :3 this is a character model i want to become my avatar, but i have never used unity, so gl me i guess.

waxen pewter
runic nymph
#

thats a fancy default cube

waxen pewter
#

default cube is beautiful - why ppl delete it is beyond me

white moth
#

delete default cube, default camera, and default light
save as startup file

silver flicker
#

Hi I was wondering if I should use DirectX format or OpenGL format for my normal maps. Or does it depend on shader?

fringe rock
#

cancel default cube

young vault
#

@silver flicker use OpenGL format.

vivid crater
stark ore
white moth
#

That could very well be humanoid though

stark ore
#

but it's much more fun to be generic on 3.0

#

he is just vibing

stable edge
#

He has

#

Tiny legs

white moth
#

What causes Unity's material list to be reordered compared to blender?

young vault
#

Alphabetic I believe

exotic tangle
onyx juniper
#

@foggy cosmos Your posted reference is going to give you trouble, since some parts don't line up between the two views. At least one of the toes is much bigger, the ear angle is different, and the wings are higher

odd rune
onyx juniper
#

That looks like it's turning out how you want. 👍

devout scroll
#

But since the edges are beveled i'm not sure what the best approach is

#

because before I tried to kinda reduce the amount of seams around the edges so I'd end up with something like this but i'm not sure if avoiding these tiny seams is worth deforming the bigger, more important UV islands for https://puu.sh/GczJz/7886210661.png

wary gull
#

I have a tiny question, if you'd be willing to help please ping or dm meee ( Sorry if this is the wrong channel )

spiral sigil
wary gull
#

Ah, so sorry. I'll go ahead and ask? I have the blender app, but how would I even start on making a model? Once more I am sorry.

ashen stag
#

Everyone starts with tutorials, get the basics and if you get stuck on something specific thats when you ask

fresh coyote
#

just finished the body/textures of this derp. now i just gotta rig him/animate him. then wander around worlds in all this derpy glory xD

spiral sigil
#

lmao

#

i love it

white moth
#

“ hey guys I’m just learning blender how does this look it’s my first scratch model” proceeds to post triple A quality modeling and texturing

#

I’ll just be over in my trash can

spiral sigil
#

👌

onyx juniper
#

Picture unrelated

onyx juniper
#

I mean the loli within the image

spiral sigil
#

more relatable if it's weeb shit

onyx juniper
#

It's like when people add dreamworks minions to their opinions on Facebook

spiral sigil
#

🤢

onyx juniper
#

Exactly

glossy matrix
#

Can you port 3D models from mobile to vrchat oculus quest

#

Or can you make models in vrchat

hallow bough
#

You make models in Blender for example.

glossy matrix
#

But I don’t have a pc

jovial radish
#

You can use a mac if you only have that, or comission an avatar. Other than that there's no other way.

devout scroll
#

what about tafi

#

maybe you can make something on there without a pc

jovial radish
#

what's tafi @devout scroll ?

devout scroll
#

some character creator vrc partnered with at some point

#

but it's nothing compared to building your own

glossy matrix
#

Thanks

onyx juniper
#

I keep failing to post an image

onyx juniper
#

Is it detecting too much sexiness?

quaint jasper
#

Stretch how ?

#

you'd need triplanar mapping for stuff like that i imagine

vivid crater
#

The density is being stretched over the boob compared to the rest is what he's talking about, but yea pretty sure that's good
Wouldn't know for sure tho I don't have bobs

#

I'd imagine that's how it works for an outfit like that

quaint jasper
#

I think it's just an artistic choice

#

Unless the point is for the character to stretch the fabric

#

if not then the outfit would have been made with that shape from the beginning, and the pattern wouldn't be stretched

lyric compass
#

If anyone wants to can you please make a 3D model of this please dm me if you start making it

quaint jasper
#

@lyric compass No one will make that for free

#

You'd have to commission an artist

lyric compass
#

Oh never mind

onyx juniper
#

There's a server called VRC Traders where you can commission avatars

median pike
#

I get these awful seams when using mask editors, or any generator for that matter, How can I prevent this? I though the position and curvature maps should fix this

tepid wagon
#

@median pike You would need to change projection to triplanar with UV you have. Perhaps it would be possible to use UV projection if you had rectangular shape on the UV and scale it appropriatly so it tiles. Think there is also an option to copy fragment of a texture and paste it somewhere else to cover up the seam but it won't work for those shapes that look like cuts in a wood

median pike
#

@tepid wagon you cant use different projections with generators

#

anyways I got around it a while ago

still wadi
#

behold

spiral sigil
#

ass

median pike
#

that looks very high poly

still wadi
#

and ?

#

every other miku model in vrchat is high poly

onyx juniper
#

No one else is wearing a mask!

#

But speaking of high poly

jovial radish
#

Eh, head could be bigger but the shoulders are a bit too high

#

Unless she's shrugging constantely

onyx juniper
#

That's sort of what I was going for, a perpetual sexy raised shoulder, but I feel more lately that should be done with animation instead of geometry

quaint jasper
#

If it's stylized i think it's fine

#

the hair will make the head look bigger

vagrant swallow
knotty grail
#

wait, i didn't understand what it was at first, oh god haha

brittle raft
#

"Ohh it's not orange... those are vertices!"

atomic hamlet
#

[Insert Knuckles "Oh no" here]

stray tulip
#

Hi! Here's a model I finished yesterday vrcLove based on Iris from Megaman X4, currently trying to port it as my first custom Avatar cx

#

I made her all from scratch using Wings 3d, Maya and 3DS Max

brittle raft
#

neat

real coral
#

I agree

stray tulip
#

I can't see her yet couse I'm new to VRChat and I need friends to publish her 😦

brittle raft
#

You mean like rigging and animating stuff?

stray tulip
#

No, she's all set up and ready

#

But I can't upload her because I haven't "played enough" in the game

brittle raft
#

Ohh yeah, that lol. Might wanna just wait, play enough, friend a few people to hit blue. Because if your friend publishes it it will effectively be credited as your friends creation in game.

#

Unles you don't really care

stray tulip
#

Of course I care LOL I'll just walk around a bit then

brittle raft
#

lol

#

yeah, shouldn't take you long to hit blue

stray tulip
#

I don't have any friends in the game at all, none of my friends play it T.T

brittle raft
#

How long did that model take you?

#

To make.

stray tulip
#

5 days / 30 hours or so

brittle raft
#

Not bad

stray tulip
#

I have experience, and people told me I should do VRChat avatars so here I am XD (I port to Gmod)

brittle raft
#

Cool, I'm sort of dipping my toe into 3D modeling ATM sussing it out

median pike
swift quiver
#

@median pike that looks really fucking good dude

#

always loved ur stuff uwu

swift quiver
#

how long did it take you to make?

onyx juniper
#

I have completely forgotten how to use Substance Painter 2

rugged mountain
#

how do i get a normal map when there are no textures for the hair and it's just a single color

azure rain
#

get your normal map from somewhere else

rose thorn
#

first time modelling in like... 7 years

#

but i got legs so far

#

from scratch

remote lantern
#

@rose thorn that polycount is way too high!!

#

you'll have an easier time working with lower detail and using subdivision surface modifier to see what things look like smoother

young vault
#

Tbh, it's entirely fine. Not the conventional blender workflow, but, it'll work.

ember lintel
#

k wanna hear a noob question? what do I do with SPCs?

past rose
#

Wym?

ember lintel
#

just wondering in case they are any use to me

#

im new to this stuff

past rose
#

i misread SPC as scp... fml sorry

young vault
#

My brain still doesn't wanna think about what SPC stands for

ember lintel
#

It stands for:
Si don't
Pknow what
Cit does

young vault
#

I also read it as SCP tho, so, eh.

ember lintel
#

i almost typed scp LOL

#

this eyelash material isn't going transparent

#

arghhhhhh

zinc jolt
#

show me pls

ember lintel
zinc jolt
#

holy hell

#

you should try using a shader, hold on.

ember lintel
#

yeah terrifying lol

past rose
#

@ember lintel dont use "transparent"

#

use one of the two other settings in the tab

#

i know, its stupid

#

cutout or fade should do it

ember lintel
#

opaque, cutout and fade also dont work

past rose
#

huh

ember lintel
#

i'll try these shaders

past rose
#

weird

young vault
#

On the texture. Have you ticked... "Alpha is Transparency"?

ember lintel
#

so heres the thing

#

i was using the wrong texture

#

because for some reason there is no eyelash texture, but theres a mask and normal map

#

so im confused

#

also im not sure the purpose of that weird lip over the eye

past rose
#

Eyelid, i presume

ember lintel
#

the model cant blink though lol, im so lost

young vault
#

Is it a rip from a game? Or from an animation? If so, it could in that iteration of it.

ember lintel
#

i took it from deviantart but its mainly a rip from the game i assume

young vault
#

Ah, yes. Then, that'd most likely have an animation in the original game and bones for the eye lids to close em.

#

And move em around

ember lintel
#

i have no clue what im doing

ember lintel
#

i've managed to remove the eyelids but eyelashes still have no texture

#

why isnt it here vrcSad

ember lintel
#

got something now!!!

#

it'll do

ember lintel
#

how do I put my unity materials in a blender project?

devout scroll
#

You can't

#

But you you can still have textures

#

You can just drag all the textures you need into the material and link them to the right slots in the shading tab up top

ember lintel
#

literally drag them into a material?

#

just all of the textures into one material?

#

i've made one material and its just going onto the dress, skirt, arms and head and nowhere else, what is going on!?

devout scroll
#

Well, when you import something it should already have all the materials it needs and maybe even know about the textures

#

shading tab

ember lintel
#

wait it fixed itself I think

#

i understand it

ember lintel
#

when i drag a material onto the place it should be, its just turning every other material into that dragged material. how do I fix that?

devout scroll
#

can you show a screenshot of your shading tab

ember lintel
#

like this?

devout scroll
#

well, it looks like your material is used in 3 slots

#

so 3 things use the same material

ember lintel
#

ok, i've clicked that number and its gone away

devout scroll
#

i'm not sure that's what you want

#

can you undo that and show yourr materials tab

ember lintel
#

i'll make all the materials I need to and be right back with you

#

k i've done it

#

if i drag the dress material onto the dress, it turns Body into a Dress clone

devout scroll
#

Well, when I said drag textures, I meant from windows

#

You shouldn't be dragging any materials around, those are already assigned to what they need to be

ember lintel
#

so why aren't they there? how do i fix that?

devout scroll
#

Kinda hard to tell without looking at your files

#

How did you import it into blender

#

What file format was it

ember lintel
#

the textures? they are .tga 's

devout scroll
#

The mesh

ember lintel
#

the model is an fbx

devout scroll
#

then it should have all the materials setup, just the textures might not be showing

ember lintel
#

i dont know what you mean, i made all the materials as new materials with an image texture for each one, do they set themselves up because its an fbx?

devout scroll
#

yes, so you generally don't need to make new ones

#

you just assign textures to existing materials

ember lintel
#

it didnt come with existing materials

#

well it came with two that were just black voids

#

and didnt seem to even be in use

devout scroll
#

thing is if you make new materials you'll need to assign them to parts of the mesh as well

#

unless it looks fine for you now i'm misunderstanding

ember lintel
#

so the model comes with two black materials, I disregarded those and made my own, placing them on the body in the hierarchy. I'm wondering why its only showing the highest material on the hierarchy of materials as on Unity i can just drag the materials to where they need to be once making new materials

#

im using the word materials a lot, sorry lol

devout scroll
#

It's a bit different in blender

#

In unity you can drag new materials onto your mesh because the fbx knows which parts have which material

#

like if you make the legs have one material and the head have another, you can drag any material onto one leg and it will do both legs because that's what it was set to

ember lintel
#

yeah

devout scroll
#

but if blender if you create a new material it doesn't know what parts of the mesh it should affect

#

unless you click the number, in which case it just creates a unique copy of the material that you have selected now

#

so it keeps the information of what to affect

ember lintel
#

so what are you saying i should do?

devout scroll
#

Import the fbx, select material, drag in texture, select different material, drag in different texture

ember lintel
#

what in this is keeping the material pitch black? i've added the image texture...

devout scroll
#

the button will be there, see what it selects

ember lintel
#

it selects everything

remote lantern
#

what viewport are you using

#

oh i see it now

#

are you sure it's actually loading the texture

queen elbow
#

her rig isn't done yet, hence the blank expression.

but what kind of clothes should she have

remote lantern
#

also make sure you don't have "use world lights" or somlething enabled in the viewport settings

#

@queen elbow wrestling

#

or weightlifting

queen elbow
#

back view

devout scroll
#

Could be some kind of weird overlay texture thing

#

What happens if you delete the mesh, is something underneath

ember lintel
#

are you sure it's actually loading the texture
it should be, nothing is stopping it

#

i fixed the model with CATS and that didnt help

queen elbow
#

I've already decided one of the pieces would be a kimono

remote lantern
#

yeah you probably need to read up a little bit on using blender

#

ngl

#

it's probably just something weird you have configured

devout scroll
#

Yeah, would help

remote lantern
#

or a setting not set right

ember lintel
#

What happens if you delete the mesh, is something underneath
nope

remote lantern
#

@queen elbow roller derby

devout scroll
#

Is there a texture atlas for the whole model then?

#

if you plug the texture in there it should show up on the mesh that lights up when you press select, so I don't see why it isn't, unless the texture itself is black

queen elbow
#

@ember lintel Are the textures in the folder, are they there, if not, then it could be trying to find an image in another directory, not finding one, hence the black

devout scroll
#

wouldn't it be purple if it was not found

ember lintel
#

i'll make a new folder with the model and textures i want and report back results

queen elbow
#

well maybe check in case

remote lantern
#

huh do you need special permissions to upload images

#

oh i know what it is

#

huh maybe not

#

weird

devout scroll
remote lantern
#

i can't upload anything here for osme reason

#

hey pumkin that looks nice

ember lintel
#

click off of this and come back on?

#

or restart discord?

devout scroll
#

thanks, i've been trying to figure out texture painting

remote lantern
#

the bottles look nice

ember lintel
#

thats look great so far!

remote lantern
#

not overdone

ember lintel
#

^^^

devout scroll
#

The safety thing and the buoy has some light speculars, but i'm not sure about the metal, looks a bit odd to me when i'm on anything but shadeless

remote lantern
#

i must not have the ability to post images

#

i tried on my phone as well

#

😔

ember lintel
#

i have no roles and i can, how strange

remote lantern
#

maybe a lite shadowban, lmao

devout scroll
#

Unlikely

#

People have been spamming random chat with junk just as they joined so

remote lantern
#

wehhh

#

it's definitely some setting for me on this server

#

because i can upload images to other servers jsut fine, lol

devout scroll
#

Weird

ember lintel
#

k i've made a folder with:
the optimised model
every necessary texture (every one i seemed to need before)
every normal map of those textures
... and it still doesn't work when i 'Fix Model'

#

theres still just 2 completely black materials

#

do i need to put the textures in a folder called Textures or?

remote lantern
#

it doesn't matter

#

are you sure the model is UV unwrapped...?

#

@ember lintel

ember lintel
#

how do i check?

remote lantern
#

select the mesh object, go into edit mode, select > select all, then switch the window to the uv editoer

#

take a screenshot when you do that

ember lintel
#

i can make the wrap on the left the whole screen and zoom in so it isn't a black and grey blur if you need that

remote lantern
#

no that's ok

#

are you able to stream your screen

#

?

ember lintel
#

yeah

#

but i'll be muted

remote lantern
#

that's fine

ember lintel
#

where should i go? there doesn't seem to be any VCs on here

remote lantern
#

you can dm me

past rose
#

so my first sona was a success so im giving it a second form (not 2nd version)

remote lantern
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neat!

onyx juniper
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Good stuff!

past rose
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thanks yall

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so far my idea are tentacles that copy my arm movements (behind), floating eyes and being massive

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i'm not sure about anything else

onyx juniper
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Are you planning this for Av3.0?

fringe notch
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trying to join all these meshes but the one titled Mesh.010 won't join the rest of them, what would i do here?

queen elbow
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@fringe notch pretty sure that cant be joined

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orange triangle is a mesh

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click the first orange triangle inside that group, then shift click the last one@fringe notch

onyx juniper
#

If anyone knows how to use Substance Painter 2, my ao bake is being a turd - setting some of the hard shadow areas to be white for no apparent reason. You can see the values leading into the shadows and then BAM, white!

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It wasn't like this last time I tried, but then I had separate materials. Is that the problem?

EDIT: Okay nevermind, some options just didn't show up those previous times for some reason

meager prism
#

Its illegal to get 3d models from a game’s assets and use them in vr chat, right?

onyx juniper
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I think it's actually against the TOS but that isn't enfored at all as far as I've seen

#

There are a crap ton of avatar worlds for copyrighted video games and their characters

quaint jasper
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If you have permission you can, that's what the upload checkbox you click says

meager prism
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@onyx juniper thanks! Anyone familiar with getting 3d models from bluestacks or nox?

past rose
normal geode
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Great work guys

severe walrus
white moth
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That top needs a new unwrap

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Probably project UV’s from front then you can put printed logos on jt

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@queen elbow

queen elbow
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@white moth OH no that image was a joke

elder mirage
#

Does anyone have any tips on how to have multiple outfit meshes for one character model, or would that be more of an #avatar-rigging question?

white moth
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It’s a feature that’s super easy on 3.0 but until that is out it’s pretty tricky and requires doing some hacky things with animators that doesn’t make sense but works somehow

rugged mountain
#

I Wana make my own like soft warm cuddle room for vrchat where would I start is there any udemy courses I can take or something

quaint jasper
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You can google blender tutorials on how to make the pieces, and then you put them all in a room in Unity, upload and you're good

sharp cloak
#

how do i "cut" open the lips so i can add a mouth cavity?

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the orange line is where i want the cut to be

quaint jasper
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V

sharp cloak
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V? this just takes the lines so i can drag them no?

spiral sigil
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v is for ripping vertices

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so it will separate them

sharp cloak
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thank you SO MUCH, it worked!

queen elbow
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@elder mirage I just made different clothes, rigged them to the base, then whatever piece I wanted in vrchat I would join the meshes, export, then undo the join mesh.

queen elbow
queen elbow
frosty plinth
frosty plinth
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yay

frosty plinth
gaunt aurora
#

what exactly am i looking at

sweet moss
spiral sigil
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hi, im having trouble modelling hands, can someone find me a demo of proper topology?

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?

subtle jackal
spiral sigil
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ah, thank you xD

olive drift
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Actualy, I wana ask somethin about maya, for some odd reason, one of the shoes on the model im puttin into vr chat has the uv shell on the inside yet for some odd reason, it wont let me flip it so that they show up on the outside, not sure what else I could try

subtle jackal
waxen pewter
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@olive drift if the models are for MMD you might see vertex groups locked idk about maya but blender needs them unlocked to flip normals

olive drift
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Ah, well I got it now, just one more thing I wana adjust, which is a way to ensure the coat does not clip into the body in ze game

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Would it be easier to put some joints onto the coat or should I just use the paint skin weights thing?

sharp cloak
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heey i added a mouth to my new avatar from an old one and since i connected the body with the mouth part, it lost its texture. when i try to UV map only the mouth cavity, it only lets me pick the whole body sadly, can i somehow just unwrap the new mouth in the UV editor?

olive drift
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What software ya usin?

sharp cloak
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blender 🙂

olive drift
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Ah, im not that used to blender, I know with maya though you can select faces and add new materials to it to do uv mapping

sharp cloak
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argh i see, but thanks anyways!

devout scroll
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either hide all other geometry before unwrapping with shift + h for hide unselected

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or disable/enable sync with selected top left of the uv editor, it's an icon which looks like two arrows

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then it shouldn't unwrap everything

spiral sigil
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Could anyone help with some custom texture work?

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what does that mean ?

olive drift
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But yeah, at the very least I wana stop things like this happening

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Where it has a bit of clipping

sharp cloak
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@devout scroll thank youu ! it worked

runic salmon
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bones aren't showing at all either, and they're not hidden from what I can see in the viewport display

quaint jasper
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try unhiding them in pose mode

runic salmon
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Well the thing about that is I can't leave pose mode either

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when I try to leave pose mode it throws an error

quaint jasper
runic salmon
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Yeah idk

quaint jasper
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Try leaving pose mode from blender menu and not cats

runic salmon
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It doesn't exist apparently...🤔

quaint jasper
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restart blender ?

runic salmon
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tried that

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The only thing I can think of here is that they used blender 2.79 to make the model and I'm trying to work with it in 2.8.

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Other than that, I have no idea..vrcVPoorThinking

spiral sigil
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model broke

runic salmon
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Yeah...seems that way to me.

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I'll attempt to open this in 2.79

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works in 2.79!

frank hazel
#

I must have done something else, but what

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I separated the legs into it own mesh to resize it and I guess when I put everything back together it must have doubled something. 🤔

spiral sigil
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Select everything and remove doubles, that might reduce the bloat.

frank hazel
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That reduced it a tiny bit.

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I am just going to roll with the big file.

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Should I have resized the legs without putting them into a separate mesh?

devout scroll
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But it's likely disabled in viewport

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@runic salmon

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Models don't "just break"

runic salmon
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ah yeah that was probably it @devout scroll

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I just put it in 2.79 and that fixed the issue for me.

devout scroll
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You should probably know this too @spiral sigil

runic salmon
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ah okay, thanks for the tips.

spiral sigil
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yes

devout scroll
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feels kinda redundant to have 3 ways to hide something

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but hey, that's how it is

stable edge
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Isn't

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Ones so you can't select it ones so you can't see it and ones so you don't render it?

quaint jasper
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Yes, but they don't appear by default

lost dagger
#

aye! does anyone here have any experience with modeling a anthro character for vr chat? and are open for commissions

quaint jasper
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You can find a lot of them on twitter !

lost dagger
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oh alright! my friend just said I'd have luck here thanks

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btw! any suggestions that be helpful <w>

quaint jasper
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Not really, if you have any furry friends they should probably know better, they don't advertise themselves on the regular channels or the vrchat ask commission board, so they're harder to find

spiral sigil
sharp cloak
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Okay would anyone be willing to help me with a certain UV problem through DMs maybe? since i need to explain a bit more

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it's about "separating" meshes into a new layer of UV and making it work lol

quaint jasper
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@sharp cloak What issue are you having ? It's a straight forward workflow

sharp cloak
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okay i try to explain as best as i can

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So, i added a mouth+insides from an older avatar to my new one, since it didn't have a mouth. i connected everything and now i'm stuck with putting a texture on. I don't know how to "map" only the mouth parts. i tried making a new UV image with only the mouth cavity, the tongue and the teeth.
my idea was to create a really simple png image with some colors on them and putting the UV islands on it so everything is colored in the right way.

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i created 3 new vertex groups, one for each part. here i tried to make the teeth faces white but it just won't show up. when i go into render mode, not only the teeth are white but the whole mouth part

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is there a way to assign textures to vertex groups?

open scarab
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err you just move the uv around on a image to where you want it, if you want every group to have their own material with texture, you have to seperate (kinda pointless tho)

sharp cloak
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look i try to show u my problem

open scarab
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seperate into materials

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right now everything is shown

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you can also click the material in the list, then click 'select' and it will only show that

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(this requires you to pin the uv first)

sharp cloak
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okay i separated it now

quaint jasper
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You could easily use the same materials and textures as the main model though

sharp cloak
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now i just need to make the islands don't clip on each other and make a png image with the texture i want right?

open scarab
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Pretty much, atlas the thing after, you can also do it first unless you are adding more things first

sharp cloak
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okay i will make a png quickly, i have another question but for now i feel like i got a step closer thanks alot!

last kestrel
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i wish dat i was like u guys good at blender

spiral sigil
#

just git gud

spiral sigil
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i forget, if your gestures are causing shadow and light issues, do you set blendshapes to import or calculate?

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import

white moth
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Latest SDK as an auto fix button for this and won’t let you upload unless it’s checked. That also means you aren’t using the latest SDK. Do update your SDK

drifting thicket
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hey , i'm trying to add shape keys to an avatar and i heard of a "mirror setting" to make the thing easier , i've never tried it before but when i was doing random things to understand how it works i noticed that

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its like there were another instance of the model , inside the model

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but i noticed nothing weird on the hierarchy

drifting thicket
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i tried , same result

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  • i kinda need the proportional editing for what i want to do
stray tulip
#

Question, I know the limit should be at 70,000 polygons for them avatar, but just to be sure, is it 70.000 quad or tris?

ashen stag
#

VRC converts quads to tris automatically, so the only metric that matters is tris

woeful hemlock
whole zinc
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Hey hey hey

solar fossil
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woh, thats noice

stray tulip
hot ibex
#

That's so dope!!!

stray tulip
#

Thanks!

visual vigil
spiral sigil
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i'm surprised that the human example is not hyper inflated

visual vigil
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but its VR blue man

spiral sigil
#

joking aside, it looks good
did you use a specifique image for the texture or is it randomly generated ?

visual vigil
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its just a mild noise texture on a flat color