#3d-modeling
1 messages · Page 88 of 1
Obv that's how the mesh is, but iunno how to keep it smooth when sculpting a bit. Would dyntopo work?
Dyntopo will destroy your UV's if you already have them setup.
and also you don't want nipples that have more triangles than your paws
She just downloaded the model from somewhere so I got no clue :P
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?
?
...
i fingered it out, had to move the vertices and individually merge them
can someone tell me how to fix this
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
i did some woy fan art in maya
@spiral sigil do ctrl + a and "apply all transformations. It should then be in the same place in both edit mode and object mode.
How do I find pictures that is with front view side view and stuff? Is there like something you search for?
reference sheet or a turn-around
Ok thank you! ❤️
@young vault tried that. I selected it in object mode. Object > Apply > All Transformations
@young vault tried that. I selected it in object mode.
Object > Apply > All Transformations
@spiral sigil
Nvm I remembered how to do it
hey, anyone can help me parent this object to chest bone?
i dont want it to deform
just follow the bone
or join it with another piece of clothing that already follow the bones
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.
it works in blender, hope it wont break in unity xD
o hell yeah it does break
xd
flies all the way there for no reason
got it working through another way
trial and errors dudes
xD
Which position of the white trim is better?
https://cdn.discordapp.com/attachments/521552543181176844/734537267816956048/unknown.png
https://cdn.discordapp.com/attachments/521552543181176844/734538325469167677/unknown.png
Am I blind
look at chest
Ok top one
I feel like the change from the bottom to top should be even more pronounced actually. Top is better but tilt it even more
I'm pickin' up what you're puttin' down
You want the rack to be more like a shelf 😉

@onyx juniper very cool
Thanks, looks like ass in-game
why ass?
Shaders and lighting is weird, also we can't compare to a render
Ruuubick knows the score
she just needs some textures
are you texture baking from the render?
She does need some textures. I've been putting that off because I haven't truely truly finalized the model yet
Indeed, I'm in here now asking where I should move some geometry
WIP of an avatar me and @steady ridge are working on
That texturing is not fair 
@sleek stratus Is that a commission or something you'll make public ?
it'll be public
Will it also be quest compatible ?
probably not haha, not sure how to do that
It depends on the poly count, but the process itself is super simple
Setting up Unity to create Quest content is actually pretty straightforward. This image covers it pretty well: If you're starting a brand new project, this won't take long at all. However, if you're converting a Windows platform project to an Android platform project, you will...
thanks! we'll try to shoot for that
Hopefully you two can submit it for the next featured avatars submissions
From last year's https://medium.com/vrchat/vrchat-quest-avatar-creators-get-your-avatar-into-the-featured-row-54361c661f44
Love Rock's stuff
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?
It's difficult because they all manipulate the same verts.
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
Uhhh doesn't unity let you set change the default value
So you can import the model into unity > change the keyshapes value to 100% > upload to vrchat
If you apply a key to basis it leaves a reversed copy @white moth
Yes but every other shape key also gets the reversed copy...
shrug then, i never reversed more than one at a time
Just upload the model with the keyshape at 100% yo
The idea is that shape keys that are always on don't alow GPU instancing
so I want to reverse the shape keys i need to always have at 100
i could just apply them to base, but then i can't use them
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.
How do I remove a shortcut I don't want anymore?
I accidently pressed wrong keybind for the shortcut .-.
no
no
no
It concerns me that people use the word “hentai” when they mean “anime” not realizing hentai means porn.
pretty sure he knows what he is asking for.
That’s slightly not as bad
How can I reset a command's parameters in blender? Blender hangs when I use Smooth Vertex due to unreasonable settings.
Ya, it's called "restore factory settings"
you might be able to append it from another file, not sure which options you can choose tho
uh
I made a short and quick video explaining how to fix that bug with blender where blendshapes/shapekeys seem to "explode"
A much faster way to do this is to select all non face shapekeys and shape propagate
That too
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
Whatya need fixing btw?
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)
when exported to fbx and imported in unity without passing by blender, it doesn't show right either
Oof, that sucks. Got a screenshot of how messed up it turns when you grab it into blender?
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.
Alright! so basically these are the bones and the body
in 3ds max
and in blender, importing that as a fbx gives me this
Yeah, that's messed up. What's most odd is that it added extra bones.
Yeah that's just extra weird
Did you weight paint it in max too?
It tells the vertexes where to move in relation to the bones.
Could be different in max I suppose, It's been ages since I used it
oh you mean linked the bones and the flesh?
if i move the left bone it also moves the left arm
Yeah, that. Could be weight painting is a blender term
Is the model itself fine, just the bones messing up?
in blender i don't even see the model to tell the truth
I tried exporting it as a .obj but i was told .obj doesn't keep bones sadly
(and the textures were kinda wonky)
Can you drop the export in DM? I'll test it on my end
sure ! thank you
We kinda found the key issue. Anyone got experience with 3Ds Max fbx exports only exporting animations/bones and no geometry?
I'm not entirely sure how to check that
uhhh when you exported the model as an fbx theres probably some settings there
I got the FBX export menu here
I don't use max but I can guess
There should be a skeleton/armature option too?
blender might have an option to ignore leaf bones too
the closest i can see is the animation tab but yeah
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?
yup
I helpededed
Is that fixed now? sometimes exporting as a different format can help
Pouch is now on 2.9 version and OBJ export came with bones, but they aren't weighted to the model.
Best solution I can think of is just reweighting in blender.
well, same thing kinda
uhhh well why are you using an object file then
Basically the only import that works in blender is the .obj import
the fbx has no model, just messed up bones
the bones are fine though
More like FBX doesn't export correctly, since even max could import the object
Dunno bout fine, there's about twice as many and in different positions as original
the bones were like this when imported in blender (from the fbx) https://media.discordapp.net/attachments/390924397726138370/735262571040342047/unknown.png
O rite, max and maya had those bones with fins right? Like a missile
pointy bones and 'nob'
zzz is that 3ds max or blender?
it looks different on my version of 3ds max, (if that's 3ds max)
blender
alright, trying it then
turn that on when you import
Sure!
If anything, Wyvern is teaching me a lot about blender rn, they are lovely
probably gonna try to remake the whole thing in blender
if it doesn't work
obj a only a mesh
Uh
Why not use game exporter instead of FBX exporter
pretty much the same thing, but, it's pre-made for games rather than modelling pipelines
also allows a better workflow for importing into Unity
Ya
Figured why not do the all powerful donut lol 😂
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.
Dm me plz
😃😃😃
Donuts are the future
SHIT when did I do THIS?
excuse me what the fuck
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
easiest would be to cut off the finger and duplicate and weld one of the others prolly
unless you saved the hand as it's own asset?
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.
Blender is a little hard does anyone know something easier say for like 45 bucks or lower I can get that makes it easier
(preferably on steam if it costs money)
unfortunately there isn't anything at that price as all of the paid modeling software is dreadfully expensive
I only have experience with blender so I have no clue if any of them are actually easier for noobs
as 3D modeling is complicated in general
Damn. I wish I knew how to make models in blender, I tried but it is too hard
I did that tutorial
so what's currently the bit that's confusing you
as changing around modeling software isn't going to change the fundamental workflow what you do
Blender is about as easy as it gets imho
Max and maya are even more complex and not always in a good way
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 ...
50 minutes in, I have made poor choices.
oh dear
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?
Pixologic is happy to present a sneak preview of some features that will be available in the upcoming ZBrush 2021.
ZBrush 2021 will include some game-changing features that we know you’re going to be excited about. It will also be free of charge for all registered ZBrush user...
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
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
Procedurally?
The shear function (shift + crtl + alt + s) in Blender does this with all selected vertices, oriented around your specified pivot point
Er, in that's the shortcut in old blender, I don't know if they changed it
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?
Just keep it under 200 megabyte.
Everything else is up to you.
Otherwise it’s just Unity best practices
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
Storage-wise polygons are essentially free. Audio eats up the most space, followed by textures.
It’s not going to yell at you for having too many polygons. That’s an avatar thing
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
and it's a bit more of a concern if you're trying to make a quest map
@shy trellis As long as possible for everything, as long as it looks good
interesting, that's a ton of headroom, gives me lots of space
when I texture individual objects, can I throw 4k textures on everything to make it look good?
when I did my avatar I think I just have one 4k texture atlas for everything
you're probably going to run out of vram if every individual prop has 4K textures
does it swap things out as you navigate the world, or load the entire world into VRAM?
you also have to consider download speed
people are not going to visit your map if they have to wait forever because you have 4K coffee mugs
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.
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)
A single floor object is like, 2 triangles? You don’t need to cull it
I see. Thanks!
Oh, and number of lights? I'll try to bake lighting into all the textures
but is it common to have a few dynamic lights?
If you use unity terrain it has its own lod
https://docs.unity3d.com/Manual/StandardShaderMaterialParameterDetail.html this can also help out don't need huge textures
basically if you can use no Dynamic lights that's even better because Dynamic lights are expensive
and don't forget about tiling textures
with proper baking I bet that won't be a problem. I've not tried to bake large-scale scenes in Blender yet, though
you would be doing your baking in unity
why's that?
the unity lightmaps include a lot more detail
like the blender lightningmaps isn't going to contribute anything to the characters or dynamic objects
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
that way I can get all sorts of lighting effects and AO for free
yeah but you get a bunch of trade-offs compared to letting Unity doing the baking
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
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
don't forget to generate lightmap UVs ^
because good UV layouts for tiling textures and lighting look different
damn, I can see I'll have to learn a lot about lighting for it
yes
helpful article about texture size so you're not using 4K textures on toothbrushes
nice, thanks
I think I've seen that anvil tutorial
Don't know how to make round objects be rounder, but definitely making progress.
The anvil tutorial is really informative for concepts. Him using an older version of Blender makes it really hard to follow, though.
bevel modifier usually
I hate that. that's my major complaint about Blender right now. tutorials <2.8 are often misleading, sometimes wrong
At some point I have to get brave and try to make a humanoid
Unity’s AO (reducing light influence) is way better than blender’s AO (fake shading)
and also Unity has light probes so that you can lights Dynamic objects using the baked lighting
Ooh real AO
Is there something I should be using to get good AO for avatars?
Something other than Blender, I mean
substance
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?
You can't bake AO on avatars in Unity
I mean, is Substance Painter's AO reducing light influence vs. Blender's fake shading?
Blender's AO isn't fake shading, and the default way blender can apply AO is different to unity.
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)
True. But I always see it just baked into diffuse. I guess that's user choice though
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
Currently working on a custom model base uwu
uwu
c:
Very Curvy indeed 🙂
Currently working on a custom model base uwu
@brazen pulsar That's a real good silhoutte and shame, dang
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?
Thank you @calm saddle !
Daz spotted 👀
UwU
Also @vapid egret normally i take the hair apart and then resize the bits to fit together
It takes a bit tho f
Also owo is that for ur guild avatar mayhaps¿
@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
Also... perhaps...

O:
You get a sneak peak. shh dont tell anyone
C:
I could totally tell lol
It looks good!!
Are u gonna use the uniforms or like
Thank you sm!! I havent done any texturing so he'll look a bit different after im done
Yeah im going to put him on the member uniform ^^
Niiiice
Yea I figured since he hair was still grey
Unless u want him to b an old man lol, no judgement
Lol he'd be REAL old if he had grey hair as a pure elf
Trueeee
So he’s an elf huh
Tbh elves are super underrated
There’s so many avatars on vrc with like, wolf ears n stuff
But you don’t rly see elves as much f
I’m excited to see it when it’s done c:
anybody wanna help me with some modelling advice
im having a real hard time trying to imagine this character in 3d space
was wondering if someone could help me
this is what i have so far
made a 2d reference and some 3d models but couldnt really go from there
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
What if the default cube DIDNT get deleted?
too bad it did
NOOOO
cubeless default file 
hey
guys, no offense but you got nothing on my skills
check this out
jk, it's not complete just yet
yeah - lets see it in game -
looks okay i guess
Been working on my first humanoid the past two days. This is a struggle and it's absolutely going to look like an abomination.
Work outside of subsurf more, and accept that you have to manually tweak individual vertices
^ thats what i had to do for my hand
i still have a subsurf on the body but not the arms
I want to be clear that I don't mean don't use subsurf at all, I mean work with it turned off more
ye i have it on the body still but to make hands
i had to turn off subsurf for the arms
I wish i was even remotely decent at modeling...
I've tried both poly modeling and sculpting. But I've never really managed to make anything that works...
Same with 2d art...
How long did you try for tho
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.
Can't get good until you practice a lot
I know... As much as i want to learn modeling, i just have other things i would rather be doing with said spare time.
I have been making the doughnut in blender
its a good tutorial set for beginners, they teach you the tools making something simple, a dougnut
I tried that tutorial once, failed at it as well.
I just seem to be cursed to lack any artistic abilities...
there's nothing artistic about the donut tutorial
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
it's just a set of steps
But i mean, when you can't even follow said series of steps without screwing something up, that tells you something...
I am fairly familiar with Blender, I'm just trash at making anything with it.
Instead of donuts I recommend watching a guy make a humanoid avatar.
the donut toturial is good because it's an introduction to blender, more than it is an introduction to making anything else.
This way not only do you get the basics but your also able to make other humanoid avatars based on the tutorial
I feel like programmers (like me) being bad at art is fairly common...
he spends 2/3rds of the tutorial on keyboard shortcuts
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.
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.
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

If you do, I suggest making it a shapekey so that it's easy to use in VRChat!
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
Step 1 is failure then more failures and more failure
Until one day you peak higher then mount everest
I have 12 years of professional experience coding, I am a cross platform application architect. I know failure 😄
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
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

it's always android -.-
@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
Dang, that's pretty good for only your 3rd character.
without sculpting or drawing
only references i had for this was front views in 2D
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...).
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
I was already doing that actually. Started an hour ago, going well so far!
Very cute
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...
check the pins
thank you 
no probbbbbbb
Very happy with how this render came out
except for the fur things, I didnt know how to fix those
@queen elbow shouldve mentioned I figured out the fix for it when I finished.
ffs are there any good character modeling tutorials?
Yeah tons, why ?
Nope, you'd need to find one that fits your skill level, as in steps you can follow easily
anyone know how to translate vismes in blender
use CATS
Can u install it via winrar @devout scroll
You might have to material atlas first
Hahaha the uvmaps have to have the same name not the same naming conventions
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.
does anyone know how to make a models head invisible from the inside of the head?
@coarse light pretty sure it does it automatically when exporting it to vrchat
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
@queen elbow but i want to do it for neos vr
LMAO
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
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
i separated the strap, thank you ❤️
it's screwing up your subdiv because it's a T-shaped face joint, not because it's a 5 edge pole.
@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
@coarse light it's in here
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
@lilac shale thank u!
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?
check your console for other errors and post in #avatars-2-general
k
@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
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?
You can select a vertex in the middle and use Select > Side of active
then you either extrude, move, cut or whatever is best
#3d-modeling how does Lolathon make is avatars go invisible and make them scare people pls help me
@sly reef that's a shader
Looks really nice, tho it does look a bit heavy in polygons
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.
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
hello :3 this is a character model i want to become my avatar, but i have never used unity, so gl me i guess.
thats a fancy default cube
default cube is beautiful - why ppl delete it is beyond me
delete default cube, default camera, and default light
save as startup file
Hi I was wondering if I should use DirectX format or OpenGL format for my normal maps. Or does it depend on shader?
cancel default cube
@silver flicker use OpenGL format.
That could very well be humanoid though
but it's much more fun to be generic on 3.0
i mean, look at this cool walk cycle i can give him
he is just vibing
What causes Unity's material list to be reordered compared to blender?
Alphabetic I believe
@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
New to modeling, any thoughts?
That looks like it's turning out how you want. 👍
How would I unwrap this? https://puu.sh/GczAZ/1e700c2f7a.png
Normally I'd got for this kind of unwrap https://puu.sh/GczCQ/8a436b0bd7.png
But since the edges are beveled i'm not sure what the best approach is
Would this be good https://puu.sh/GczIw/368da631fe.png
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
I have a tiny question, if you'd be willing to help please ping or dm meee ( Sorry if this is the wrong channel )
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.
Everyone starts with tutorials, get the basics and if you get stuck on something specific thats when you ask
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
“ 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
Picture unrelated
I mean the loli within the image
more relatable if it's weeb shit
It's like when people add dreamworks minions to their opinions on Facebook
🤢
Exactly
Can you port 3D models from mobile to vrchat oculus quest
Or can you make models in vrchat
You make models in Blender for example.
But I don’t have a pc
You can use a mac if you only have that, or comission an avatar. Other than that there's no other way.
what's tafi @devout scroll ?
some character creator vrc partnered with at some point
but it's nothing compared to building your own
Thanks
I keep failing to post an image
I obviously have lower texel density around the boobs, but clothes do stretch that way, right?
https://cdn.discordapp.com/attachments/508004023362912266/738533810031034398/unknown.png
Is it detecting too much sexiness?
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
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
If anyone wants to can you please make a 3D model of this please dm me if you start making it
Oh never mind
There's a server called VRC Traders where you can commission avatars
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
@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
@tepid wagon you cant use different projections with generators
anyways I got around it a while ago
ass
that looks very high poly
No one else is wearing a mask!
But speaking of high poly
Is her head too small?
https://cdn.discordapp.com/attachments/225627036029419530/738785164716540034/unknown.png
Eh, head could be bigger but the shoulders are a bit too high
Unless she's shrugging constantely
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
New skirt how you like baby
wait, i didn't understand what it was at first, oh god haha
"Ohh it's not orange... those are vertices!"
[Insert Knuckles "Oh no" here]
Hi! Here's a model I finished yesterday
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
neat
I agree
I can't see her yet couse I'm new to VRChat and I need friends to publish her 😦
You mean like rigging and animating stuff?
No, she's all set up and ready
But I can't upload her because I haven't "played enough" in the game
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
Of course I care LOL I'll just walk around a bit then
I don't have any friends in the game at all, none of my friends play it T.T
5 days / 30 hours or so
Not bad
I have experience, and people told me I should do VRChat avatars so here I am XD (I port to Gmod)
Cool, I'm sort of dipping my toe into 3D modeling ATM sussing it out
https://www.artstation.com/artwork/VgJxy8 I made a thing
how long did it take you to make?
I have completely forgotten how to use Substance Painter 2
how do i get a normal map when there are no textures for the hair and it's just a single color
get your normal map from somewhere else
@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
Tbh, it's entirely fine. Not the conventional blender workflow, but, it'll work.
k wanna hear a noob question? what do I do with SPCs?
Wym?
i misread SPC as scp... fml sorry
My brain still doesn't wanna think about what SPC stands for
It stands for:
Si don't
Pknow what
Cit does
I also read it as SCP tho, so, eh.
show me pls
yeah terrifying lol
@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
opaque, cutout and fade also dont work
huh
i'll try these shaders
weird
On the texture. Have you ticked... "Alpha is Transparency"?
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
Eyelid, i presume
the model cant blink though lol, im so lost
Is it a rip from a game? Or from an animation? If so, it could in that iteration of it.
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
i have no clue what im doing
i've managed to remove the eyelids but eyelashes still have no texture
why isnt it here 
how do I put my unity materials in a blender project?
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
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!?
Well, when you import something it should already have all the materials it needs and maybe even know about the textures
If it doesn't you gotta drag the right texture into the right material and assign as base color https://puu.sh/GdGLc/0d0a653057.png
shading tab
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?
can you show a screenshot of your shading tab
well, it looks like your material is used in 3 slots
so 3 things use the same material
ok, i've clicked that number and its gone away
i'm not sure that's what you want
can you undo that and show yourr materials tab
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
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
so why aren't they there? how do i fix that?
Kinda hard to tell without looking at your files
How did you import it into blender
What file format was it
the textures? they are .tga 's
The mesh
the model is an fbx
then it should have all the materials setup, just the textures might not be showing
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?
yes, so you generally don't need to make new ones
you just assign textures to existing materials
it didnt come with existing materials
well it came with two that were just black voids
and didnt seem to even be in use
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
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
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
yeah
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
so what are you saying i should do?
Import the fbx, select material, drag in texture, select different material, drag in different texture
what in this is keeping the material pitch black? i've added the image texture...
go to edit mode with tab, then in materials click select https://puu.sh/GdILc/3649d543a3.png
the button will be there, see what it selects
what viewport are you using
oh i see it now
are you sure it's actually loading the texture
her rig isn't done yet, hence the blank expression.
but what kind of clothes should she have
also make sure you don't have "use world lights" or somlething enabled in the viewport settings
@queen elbow wrestling
or weightlifting
Could be some kind of weird overlay texture thing
What happens if you delete the mesh, is something underneath
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
I've already decided one of the pieces would be a kimono
yeah you probably need to read up a little bit on using blender
ngl
it's probably just something weird you have configured
Yeah, would help
or a setting not set right
What happens if you delete the mesh, is something underneath
nope
@queen elbow roller derby
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
@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
wouldn't it be purple if it was not found
i'll make a new folder with the model and textures i want and report back results
well maybe check in case
huh do you need special permissions to upload images
oh i know what it is
huh maybe not
weird
doesn't look like it
thanks, i've been trying to figure out texture painting
the bottles look nice
thats look great so far!
not overdone
^^^
Also done some of the metal gate
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
i have no roles and i can, how strange
maybe a lite shadowban, lmao
wehhh
it's definitely some setting for me on this server
because i can upload images to other servers jsut fine, lol
Weird
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?
how do i check?
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
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
that's fine
where should i go? there doesn't seem to be any VCs on here
you can dm me
so my first sona was a success so im giving it a second form (not 2nd version)
neat!
Good stuff!
thanks yall
so far my idea are tentacles that copy my arm movements (behind), floating eyes and being massive
i'm not sure about anything else
Are you planning this for Av3.0?
trying to join all these meshes but the one titled Mesh.010 won't join the rest of them, what would i do here?
@fringe notch pretty sure that cant be joined
orange triangle is a mesh
click the first orange triangle inside that group, then shift click the last one@fringe notch
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!
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
Its illegal to get 3d models from a game’s assets and use them in vr chat, right?
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
If you have permission you can, that's what the upload checkbox you click says
@onyx juniper thanks! Anyone familiar with getting 3d models from bluestacks or nox?
finished design of form 2 of my sona
Great work guys
That top needs a new unwrap
Probably project UV’s from front then you can put printed logos on jt
@queen elbow
@white moth OH no that image was a joke
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?
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
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
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
how do i "cut" open the lips so i can add a mouth cavity?
the orange line is where i want the cut to be
V
V? this just takes the lines so i can drag them no?
thank you SO MUCH, it worked!
@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.
what exactly am i looking at
i have no clue what im doing lol
hi, im having trouble modelling hands, can someone find me a demo of proper topology?
?
https://polycount.com/discussion/200564/hand-topology-for-animation like 15 seconds on google, or basically just bookmark polycount in general.
ah, thank you xD
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
oh wait, my bad, that's not the wiki http://wiki.polycount.com/wiki/Limb_Topology
@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
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
Would it be easier to put some joints onto the coat or should I just use the paint skin weights thing?
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?
What software ya usin?
blender 🙂
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
argh i see, but thanks anyways!
either hide all other geometry before unwrapping with shift + h for hide unselected
or disable/enable sync with selected top left of the uv editor, it's an icon which looks like two arrows
then it shouldn't unwrap everything
But yeah, at the very least I wana stop things like this happening
Where it has a bit of clipping
@devout scroll thank youu ! it worked
I'm trying to help a friend with their model, but I can't seem to un-hide the armature.
bones aren't showing at all either, and they're not hidden from what I can see in the viewport display
try unhiding them in pose mode
Well the thing about that is I can't leave pose mode either
when I try to leave pose mode it throws an error

Try leaving pose mode from blender menu and not cats
restart blender ?
tried that
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.
Other than that, I have no idea..
model broke
I made the legs shorter on a model and now the fbx file went from 3mb to 8mb https://i.imgur.com/PVTO4h8.png
I must have done something else, but what
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. 🤔
Select everything and remove doubles, that might reduce the bloat.
That reduced it a tiny bit.
I am just going to roll with the big file.
Should I have resized the legs without putting them into a separate mesh?
Hide/unhide does this https://puu.sh/GeOAr/93a886f4f9.png
But it's likely disabled in viewport
click filters and turn on this filter https://puu.sh/GeOB2/4755ba9e05.png
Then enable it https://puu.sh/GeOBH/feff0f638b.png
@runic salmon
Models don't "just break"
ah yeah that was probably it @devout scroll
I just put it in 2.79 and that fixed the issue for me.
Making stuff unselectable is pretty useful too, for example the mesh while you're working on the armature https://puu.sh/GeOES/16f601fa14.png
You should probably know this too @spiral sigil
ah okay, thanks for the tips.
yes
Isn't
Ones so you can't select it ones so you can't see it and ones so you don't render it?
Yes, but they don't appear by default
aye! does anyone here have any experience with modeling a anthro character for vr chat? and are open for commissions
You can find a lot of them on twitter !
oh alright! my friend just said I'd have luck here thanks
btw! any suggestions that be helpful <w>
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
this character is a real funguy
Okay would anyone be willing to help me with a certain UV problem through DMs maybe? since i need to explain a bit more
it's about "separating" meshes into a new layer of UV and making it work lol
@sharp cloak What issue are you having ? It's a straight forward workflow
okay i try to explain as best as i can
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.
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
is there a way to assign textures to vertex groups?
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)
seperate into materials
right now everything is shown
you can also click the material in the list, then click 'select' and it will only show that
(this requires you to pin the uv first)
okay i separated it now
You could easily use the same materials and textures as the main model though
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?
Pretty much, atlas the thing after, you can also do it first unless you are adding more things first
okay i will make a png quickly, i have another question but for now i feel like i got a step closer thanks alot!
i wish dat i was like u guys good at blender
just git gud
i forget, if your gestures are causing shadow and light issues, do you set blendshapes to import or calculate?
import
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
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
its like there were another instance of the model , inside the model
but i noticed nothing weird on the hierarchy
i tried , same result
- i kinda need the proportional editing for what i want to do
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?
VRC converts quads to tris automatically, so the only metric that matters is tris
Hey hey hey
woh, thats noice
Finished this character's textures <3
That's so dope!!!
Thanks!
i'm surprised that the human example is not hyper inflated
joking aside, it looks good
did you use a specifique image for the texture or is it randomly generated ?
its just a mild noise texture on a flat color

