#3d-modeling
1 messages · Page 89 of 1
i could actually use this node set up for camoflagues
since 2,83 added new feature on noise
<@&397642795457970181> spam pings ^^
This is like the WALL*E of tanks
😳
Hiii just wanted to let everyone know about this addon I just made that solves a really annoying problem in blender when you're working with the mirror modifier AND shape keys and it won't let you apply the mirror modifier
It also creates asymmetrical blend shapes during the mirror (like if you have blink_left it will auto generate blink_right as it creates the mirrored mesh)
Give it a shot and let me know what you think!
Tag me if you have any questions
damn that sounds great, thanks 🙏
Krystal is not amused
lmao got banned for what
IDK
"HOW DARE YOU! Our foxy waifu is always perky and sweet!"
i physically frowned upon reading that
thats some emoji worthy faces
Anyone know any good anthropomorphic gryphon avatar bases?
Bone roll probably
@stable edge one of the shader was opaque, changed to faded and it fixed
try not to cross post servers so much btw
thats when you truly ascend
I just started blender, and this is my level. Any thing else I should make?
this is my third thing
My first one is from a tutorial second one is a trash pistol
You should do the texturing parts
nvm I gonna do texture and not now
Need help in Blender, I added a skirt to my avatar and I can't Ctrl+J(oin) to make them one object
It's my first time using in it, sorry if it's a dumb question
I click Skirt, then Shift+Click my avatar, then press Ctrl+J but it does nothing
Like that, I press Ctrl+J and nothing happen
@open haven They both have armature so that doesn't work
you need to use the cats plugin to merge your skirt's armature into your model's armature
Idk what I did but it worked
Check the weight paint then, also all your other meshes are not merged
Does that seems okay ?
Yep ! Might want to reduce those bones if you plan on using dynamic bones though
Whoa that is a whole lotta skirt bones
I kinda wish there was a better way to do skin weights in maya, iz very tedious stuff
can someone help me move this mouth?
the verts are kinda weird
I tried to select the lip but it causes deformities
just hide one of them so
I tried to select the lip but it causes deformities
@thin gull okay go uv editing for accuracy and search for a button that looks like two parallel arrows to your top left what they do is that everything you select in uv editing you get in the model
from there uhh well good luck because you might need to know some art and anatomy to make it look good
@vernal lion lol, it's hard to do it this way
not my model, from boneworks ¯_(ツ)_/¯
yes
there's supposed to have shape keys setup too, but that didn't get exported on the .obj
shape keys for the face. meaning I wouldn't have to do this 😐
you can only export as .obj
for meshes
oof okay golly boneworks love your game but you sure as hell make it hard
can you export anim
definitely, and I don't think so
because if you can it would be smart to steal their grunting anims to make it work
and im impressed it took your blendshapes
since the game is unity
all I need is "aa, oh and ch" to make visemes
best thing you can do in try to separate the body parts each by each
separate it for a bit so that geometry mess is not there
so you can do blendshapes
then unify
im amateur so thats all i can do sadly what i told you is all i know 😦
hmm alright
honestly it's good enough for me without visemes, but i'll give it another go
gl
@thin gull AFAIK Shape keys dont get exported on OBJ files, they're a very old 3D file format. Is there any other file format you can use when extracting them?
Something is screwy with Subsurf in Blender 2.8
wip
I said stuff here yester day showing my only 3 creations cause I kinda just started, update I made hands and added it to my ar
I have been making renders to make it look cooler
low poly
Robot and his little plasma cutter I made
cool
Nice green VRC lol
@stable edge yup based it off of him lol
Half because I love the show half because his name is K-VRC or Kool-VR chat
I can understand that, the design that they came up with for the episode was nice thou I'm not sure if your design differs enough from just a recolour of the original
Very similar yes, because that’s what I was going for. To be honest I was just gonna make him exactly as he was in the show but decided I wanted to change up a few minor details to make him a bit more personal. Such as a slightly more angular torso and small changes like that
Ig
if anyone is on here. i need help with the diff/merge.
@spiral sigil you almost got me there

Don't ?
hmm alright
@thin gull hey buddy your thing worked?
does anyone know how to split this part in 2 ?
cuz basically this cylinder is much much bigger and i want just another part of it to make it move , and not all of it
Select the edge loop and press v
Hey
Help me pls
I ma just joining random server to ask for help, I have no clue what's wrong :(
Can someone help me With blender?
I can not set a keyframe, it just stays orange and jumps back to the same Value???
Noise modifier.
Bye
My model is made-
I’m happy i finally got it to work in unity aaaagh
how do you fix the normals on this wall? I've tried recalculating outside and flat shading but nothing seems to work
Set normal from face ?
oddly i think the material with it was just weird with a specular and metallic shading
i reset vectors
and it seems to be fixed no
now
thanks lol
The mushroom man sees it.
Making avatars without arms and legs feel so weird at times
@vernal lion unfortunately not
@thin gull oof
I'm having some issues in blender. Currently trying to apply a jacket but can't seem to get it right :c LMK if any got the time to help me out
So after i try to data transfer the vertgroups from the body to the jacket, it does this weird thing where it goes in like this, where before i had sculptured it to fit n' all... idk why
Basically the arms goes inwards and moves with the armature correcly. However the jacket is now over the arms
Question. Can someone link me. Tutorial on a good Uv mapping for blender 2.79? I’m looking to edit textures on my model. Can’t find one for eyes for instance
Why not switch to 2.8?
But, as for UVs. Pretty much find any blender tutorial and it'll be explained almost as good in any version as long as it isn't too old
I can’t seem to get cats to work in 2.8. If someone could tell me how than maybe. I’m not home though
it just works if you get the latest version
Oh so it’s auto in there?
No, you need the latest version of cats
Heyo, Im trying to get/make a running/movement animation for an avatar where it simply floats in place but unsure how to do it O:
Oof I have no idea how to animate
I was just about to ask if any of you guys could help me with texture atlasing
@luke did you try fixing model
Usually the way I put jackets on is parent it to the corresponding arms
@violet vale #animation might be better
@tacit turtle #avatar-optimization has ressources
Yeah but I can't download Atlas or materials combiner
If that's what you mean by optimization
Why can't you ?
anyone know how to fix this? 
hide the 2nd shirt on blender
@drifting thicket i mean , the bone 
map it ?
can i fix it in 3ds max? or just blender
i know
it's okay now , but now i have to deal with her blazer layer. any idea? 
delete the shirt under those parts
you won't see it anyway so no reason for it to exist
@spiral sigil i can't , if i delete that shirt. this part will gone too. it's the same layer...
separate it then
also it doesnt even matter
if you open it in blender
if you go into edit mode you can just select what vertices you want to delete
For free ? @round cloak
im trying to get psk and psa addon into blendr but its not showing up even after i added into the system. how do i go and fixing that issue?
nvrmind i found the issue
So I’m trying to export my roblox model to blender and make it a vrchat avatar for the meme of it. I managed to export said model but when I put it into blender it doesn’t have any joints. It’s all one singular model, so when I try to select an arm or a leg it just selects the entire model
why is it that when i rotate my plane around my texture still face the same way lol
What happened to the leg weight paint ?
Idk
Loving the new avatar update
https://gyazo.com/0c0bbda136b001fbf165bf2b8273b5ff I'm making an avatar just for 3.0. He's ready to be unwrapped.
Me when I see the results of blenders auto weightpainting
If anyone is willing to help me make a scarfox head please dm me ive been struggling to get real help without someone sending me a link to a tutorial ive seen already
why not comission it if you can't make it yourself ?🤔
go back to making great ass, shonzo
I fucking love that face
So how would i go fixing this, When i throw this into Unity it says it needs 15 bones yet i can use the weighted pelvis bone for leg bones.
last adjustments
hey guys i need help. i wanted to download the mmd tool to my blender but it says i need an updated version (i do have the 2.83) what can i do to open my files now?
Render of my Avatar c:
nice
I am Just learning to use blender and I'm on my way to make my first full original avatar ^^ I made quick textures for my avatar so I can see better what colours work !
Do you keep the roughness low on purpose ?
So i have this 3d model i found from the model's resource, and blender can't quite import it 100%
in windows model browser it shows this, which is correct
but it doesn't quite work in blender
anyone know if i can fix this?
Do you keep the roughness low on purpose ?
@quaint jasper
I haven't yet tweaked the materials, so the roughness value is default for now
should I be using pngs or jpgs for my textures? a 4k PNG is like 10 MB, but a 4k JPG is many times smaller than that, maybe like 1 MB
Depends on whether you need transparency or not
ah, in cases where I don't it's fine to use jpg?
are your textures more cartoony or realistic?
yeah jpg is fine
nice, thanks
jpeg adds artifacts which are rather noticable on less detailed images, but not so much on more detailed images
@shy trellis It doesn't really matter too much in the end except for download size. Memory usage will be equal between png and jpg.
dxt bruh
@shy trellis Always use a lossless format like png or something like tga for your source files. Avoid jpeg and any other lossy formats if you can.
Reason being that when you build the avatar/world in unity they get converted to a game-suitable format, and the less lossy conversions the image has the better quality it will end up in VRC.
No weight paint on that vertex
but I don't even have an armature
it was blender shapes conflicting with each other
I deleted the extra blend shapes and it fixed it
er, shapekeys
sorry
Hey can anybody help me find a model that works with Blender
I'm making my first model!!
@verbal hatch can you dm me I need help
bro i have no idea how to do this i'm not the right person to ask for help XDD
Bruh okay
Looks good! For next time you can use the printscreen button on your laptop so you don't have to take a photo 👍
true- i usually use the snipping too thing to take screenshots I'm just lazy XD
I like the pink outlines! Gives it a very cute pastel look 😄
thank you
Does anyone know anything about messing with unreal engine stuff in blendr?
@visual vigil what its for?
vrchat if i get out of the lazy
hey dudes i need some help- googling doesn't seem to be helping and i did a bad
so I made my model using shapes, mostly the UV Spheres and there's a bunch of mesh on the inside of the model that i don't want, is there a trick to getting rid of that? otherwise I'm just gonna go in and manually delete all of it
Use booleans, probably difference
just tried that- no good.
what i wanna try and do is just have all the exterior mesh. trust me I've tried selecting it all it's a god damn nightmare
wait I think I found a tutorial .o.
Hey! So i've just made my first avatar and i have run into a little problem. Whenever the character moves in vrchat the bottom part of the hair seems like its stuck to the body and the top part of it acts like a bobblehead. Any help would be appreciated, thanks in advance
you havent weight painted the hair to the head
dem textures tho
I want to design my own avatar, but I dont now how to start? Anyone go any tips?
@celest mantle draw some ideas on paper! and pic your favourite idea, do some quick sketch and start modelling ^^ I Have really rough idea on paper what I want to make and those guidelines help me to get started ^^ Here is my Avatar in progress!
Thank you!!! And cool avatar! I love the color scheme!!!

@celest mantle well thank you! I like also to do characters with some sort of a story. That way Its easier to sculp them look like they have personality 😄
Any tips for modeling super low poly clothing? I'm making an avatar with a minimalism approach and can't quite figure out clothes.
@wispy orbit Are you wanting it to follow physics or be static?
Static, physics wouldn't suit the avatar well.
And what's your poly count limit and current poly count right now?
I don't have a limit, it's more of a stylistic thing. Right now, 1.5k faces/1,390 vertices.
And what type of clothing?
Casual, preferably a jacket of some sort.
It's hard to get it to not look blocky but also have depth
Hm...
Try and create a cylinder, turn down the rings on the cylinder to four?
And then work from there?
I'll try it.
Hey I'm looking for someone to make a detailed avatar with props (and if possible animations) I am willing to pay
@visual vigil Good work!
Is there a reason why the material atlas CATS makes is a super blown up image but with the actual textures just tucked into a corner? It's double the size it needs to be
because the width or the height is larger than was the dimension can hold so it got moved one size higher
for example : if the height or width is larger than 4096 then it's going to make the atlas 8192
Ahh I see, I added one extra thing so that must've bumped it over the edge
Appreciate it
in cats is the rest post the idle pose?
Vrchat automatically gives your model the idle pose, cats rest posr should be a tpose or an a pose, depending on which one your model is doing
i think
would changing that unfuck my model animation because the back of my model is always facing sligthly forward
its a bit annoying
also what do I pair something navel height?
the hips or the spine
What to do if my avatar is pink in unity?
Apply materials on it
Hi, I am not sure if this is for here but I got a model I imported into blender and made ready for unity and vr chat and this happened where in blender it shows the model perfectly fine but in unity the model is different (And I can't edit it in unity) here is what's messed up
blender
unity]
@frail grotto Apply pose as rest pose through cats ?
I did that rn and exported but the problem still happens
Are you doing something to it in unity ?
Could be normals?
no there aren't any normal maps on the materials
It may be the mesh itself conflicting with the hat.
idk if there is a way for me to select only the hat and maybe change its size so it will go over the hair
no dynamic bones ?
nope
I think cats meshed the model together so I can't target specifically the hat or the sword and shield for example with the object
yeah that's expected
is there a way to prevent that and select which things shouldn't be merged?
You can do it manually, but there isn't really any reason to not merge
yeah but when I merge I don't have access to individual props of the character
select all bones in edit mode and do alt + r
yeah, unless you want to disable stuff you shouldn't need individual meshes
If that is something I want what should I do?
you select the cap in blender and press p
are the individual meshes here somewhere? this is the model before the cats fix
this is weird. If I go to edit mode I can see the areas where the unity problem of the hair going out of the hat occurs but outside of edit mode I can't see those areas
ok I may have fixed it by menualy going in edit mode, selecting faces and draging them into the hat so they wont show out
That means the pose is different though, do you have specific shapekeys maybe ?
what are shapekeys?
and yeah it seems like there are different options for this model but unity imports them all under the body mesh
Did you have the same issue in pose mode ?
in unity or blender?
There's only pose mode in blender
oh ok, excuse me if I am being ignorent I haven't dived this far into blender so far
Check on the model before you fix the mesh manually if it happens in pose mode, if not that means you didn't apply the pose which is good, because that's an easy fix
it doesnt happen in pose mode
Cool, so use cats apply pose as rest pose
ok I did that
Now reimport as a new file in Unity
i'm really confused then
If it doesn't happen in pose mode and you applied the pose as rest pose then it shouldn't be happening by default
I'm wondering if anyone else does this in Blender, but there's an option to make multiple materials but instead of using them for textures, having them blocked in different colors as you model to keep in mind what's the essentials and what's extra for like backgrounds?
Alright this is driving me insane - I have an avatar that actually works perfectly in VRChat. it's fine. There's nothing wrong with it. But in Posemode, in blender, the hip never moves. I've checked it's weighting, it's fine, it can be posed perfectly in Unity AND VRChat, but only in blender the hip just stays locked in space. Everything is parented correctly and the verte groups match the bone name, both are "Hip"
Even tried exporting it as fbx and importing into a new blender file and it still does it
You checked all restraints right?
@white moth What about the bone settings in the right panel? Maybe something's locked there?
I mean the right panel in blender
absolute new, doing a basic thing with proportional editing, but this happened :
i cant edit it in the way it should be, why would this happen🤔
scroll wheel to make the affected area smaller
I fixed the problem from yesterday by the first method of going to individual faces where the hair was going out of the hat and pushing them inwards so they won't show out, doing it to the basis blendshape. appearntly the sword and shild were controlled by a blendshape so thats great but the hair isnt so I had to do that menually
Trying to model this into vrc, Need some help with figuring it out.
Sorry i am new to blender and have been trying to learn things, I've wanted to make an avatar since 2018 though i didn't know how to make one and still am having issues on doing a lot of the learning curves.
This is what i have so far.
that looks sexy man
Thanks, Though now i gotta smooth the wings down.
Can anyone help with shading? I'm trying to get it smooth but it keeps ploygoning itself.
Even if i shade smooth.
Are the faces, edges, and verticies set to smooth?
Subsurface
How do i get to subsurface?
It's all having to be on flat
otherwise it does what it does in the image,
i'm gonna take a break as i'm getting a bit stressed
It's in the modifiers.
or you can do it manually.
By clicking a wing and doing ctrl+L for selecting all linked
and then right click "subdivide"
I always say subsurface, but, I mean subdivision surface.
More polygons is always smoother, but can have a performance impact. Plus, subdivision surface only applies in Blender. You can "Apply" it, but it generates more polygons and you might have to watch out for it quadrupling your intended count.
On a model that size though, it shouldn't be a huge deal.
Any advice on why a fairly simple fbx file instantly crashes any unity project on import?
check blendshapes in blender
Anything I should be checking for? They seem ordinary
make sure they work and that they don't explode
CRAP

Well I wonder when in the past 5 hours of work that happened
when you modified a mesh with shapekeys.
I swear I disconnected part of the mesh before doing some merge by distance, cleared it's shape keys, then joined it back... still blew up.. .that process was supposed to be safe. oof
Thanks though, I wouldn't have checked shape keys for a few hours
thats an issue with the vertex order
anyone know how i can merge vertices together in blender in order to make something less complicated, while also not ruining the UV map. i already tried merging, but in the UV map there are a lot of empty space since a lot of the vertices are scaled to a smaller size and dont fit together like they did when there were more of them
Unwrap better ?
my problem doesnt have to do with something i am trying to unwrap or create myself. i am currently trying to edit this uv map on a model i own. if you look at the picture, you will see a blue sharp edge on the thigh on the right. and on the left, circled in red, is where that edge line is. my aim is to get rid of all teh small edges and many vertices that are creating the tiny triangles both in the uv map and on the mesh itself. in blue, i circled a couple of vertices that represent the standard size of the vertices that make of the rest of the thigh itself. my goal is to remove the small vertices from above and below and make them into large ones that mimic the rectangle shape circled in blue. i want the new vertices to be the same size as the blue one as shown using the green arrows which show where i want them to connect on each end. i hope someone is able to help me, im inexperienced when it comes to UV maps and i would love to figure this out
from looking at the way the small vertices connect together, i can make out that is is possible to make the big ones like i plan.
i just dont know how to do it without ruining the UVmap and creating spacing between vertices
May I ask why you're trying to do UVS for tris? That just makes it harder for yourself.
@surreal trout Make your polygons 4-pointed (quads) instead of 3-pointed (tris)
ill that that for sure, thanks
It'll make your UV-mapping much easier! :> Of course!
i tried to make the pig cop from duke nukem, but then i realize i suck at making textures.
intentional flat shade ?
sure
How's this for a first go at a flat shade avatar? still working on the clothing and layout, but for the most part it won't change too much
pretty cute !
Thanks!
@spiral sigil I seriously want to see the end result of your project. Reminds me of 02 from the Kirby series
https://gyazo.com/bd4bc90ae87b86bd0a7f322e84a98f7d My avatar is a cheeky little sod and I don't know where it all went wrong.
Started a model of one of my original characters, textures are just placeholders till I make the real texture
Hello everybody i just wanted to ask something. since im new to modeling and stuff like that i wanted to ask you guys how to map a texture inside of a Cube. I already made the Textures but i have no idea how to Map them to the inside. i would appreciate any kind of help.
how do i separate and rejoin meshes without creating doubles (or rather, when i rejoin them, automatically merge the doubles that were created upon separating?)
@spiral sigil Is this a situation like a coat lining? Most of the time, doubles won't be created upon separation unless you have a situation like that (usually clothing). Hide everything that isn't involved so you can clean up a little easier, then use Edit Mode -> Mesh -> Clean Up -> Merge By Distance and play with the sliders. But just a warning, this can often result in weird looking armature deformations. (I've had bad experiences with it).
A more foolproof way is to delete the doubles by hand. Click on a face, then press L to select the linked faces and x to delete. Keep doing this until all of your doubles are gone.
no i mean
literally when you separate meshes
it will create doubles along the edge of the split
which makes sense
both meshes shared that vertex, and now the meshes are separate, the single vertex become 2 (one for each mesh)
i want the rejoining process to merge these doubles
Ohh-- so you have basically a seam that's broken is that right
probably
I don't know of a way for the rejoining process to merge those doubles vertices, but I think the fastest way to do what you're talking about would be to: 1. highlight all of the faces involved 2. save them as a new vertex group and name it 'seam' 3. click on the vertex group and use 'merge by distance' to quickly sew them together when you do the rejoin
and that way if you need to do it over and over, you always have the set of faces easily accessible for you to perform the merge by distance on
someone else may have a better solution....thats what i would do
i would think that would fuck things up tho
since they all belong to specific vertex groups
and reassigning them like that would be destructive
(?)
i think you can have a vertex in multiple vertex groups?
yeah because like
if i have eye tracking set up and then i create a vertex group called 'pupils' and select only the pupils
my eye tracking will still work
i think your method might not work though
unless it merges beyond your selection
because you'd be selecting only one of each of the doubles
i think

maybe not
oh i'm talking about like selecting both sides' faces
because you select before hand
like, imagine a zipper
select both sides of the zipper and add them both to the group
that's not really feasible since i'd be selecting by material
but i think it might work anyway
since you assign the verts before the split
yeah that's what im thinking
so when it splits, both verts will belong to the group
pinteresting
thank you chailatte, i'll try that next time
u welcome, good luck 😄
Does anyone here make avatar-modeling comissions?
Quite a few people do commissions around
@spiral sigil join the VRCTraders discord in #community-servers-old for commissions
Does anyone by chance know why sculpt mode disappears when I put a avatar in blender? Trying to add clothes.
Help anyone please
@viral light Look above and click on the sculpting tab at the top.\
@viral light You need to have the mesh selected
Got it to be sculpted but when I move it to vrc and select all the shaders it just breaks
Not sure where the best place to ask this question would be, but does anyone know where this particular model/prefab comes from?
am i supposed to ask for help doing avatars here ?
yes
can someone help me doing an avatar im new and i would like to to custom avatars and animations for avatars ?
help how ?
You should start on youtube videos of the basics, then ask here if you get stuck on something specific
yes but i think i would understand more like in a voice chat where i can actually interact with the explanations and show my work to see the mistakes
That is asking a lot from someone to walk you through step by step. Good luck finding someone who will without paying them. Maybe start with your friends that have the talents you're looking for
You're probably going to have a hard time finding someone to sit with you and walk you through all the basics step by step. That's usually called tutoring/schooling, you will be hard pressed to find someone to spend a huge amount of their time for free.
The basics alone are going to have you busy for hours. Just find YouTube tutorials, follow them step by step. Yes it's be easier to have someone sit there with you and tell you what to do, but that type of thing generally isn't free. Most, if not damn near all, of us started with YouTube videos and googling.
ok
i've been 3d modeling for 7 years
and i am still learning new things so eh..
i learned most of my skills from watching people stream 3d modeling
and i just mimiced what they did
@fringe thicket It's hard to tell what I'm looking at from this angle but I thiiiiiiiink what you are looking for is the "Occlude" checkbox. Go to your texture painting tool section on the right, click Options, and then change the checkbox that says Occlude.
Also try the backface culling on/off checkbox while you're messing around with that. I swear some combination of those two being on and off fixes what you're talking about.
I saw someone say something like that before but the screenshot I saw of their tools bar looked different. Am I in the wrong place? or was there an update that moved the option?
Oh I found it
No, you're doing the right thing, I can't think of the exact reason yours looks different but you can also get that by clicking "Falloff" I think
@swift dock Does it have back legs? If not, it looks sort of like a slugcat- idk
@fringe thicket tab into edit mode while in texture paint and hide what's in the way, or select what you want to paint only and then go back to paint mode and turn on masking with M
Been teaching myself blender basics by recreating my little chibi art with my avatar! I think it's turning out great 🙂
Looks amazing!~ keep up the good work :))💖
Thank you! 🙂
👍
At it again! Getting kinda meta with this project 😂
So i was working on my avatar, and i couldn't help but notice some verts weren't weighted
100% to my armature's movement (for example the collar on the neck, it just clips through it even though i tried to add its weight)
Anyway, i started messing with it and now it doesn't look any better. I was wondering (because i know you can automatically assign vertex groups to bones) if i couldn't redo the whole weighting of the neck altogether. I have no idea how this works, and i have already created an armature with the mesh assigned to it (we are only talking about the neck bone in this case)
the neck might not be the best example, but there are many other joints like arms or legs that behave the same way, i was wondering how to fix this
guess i messed around with the weight painting too much so now i wanna do it over
does someone know how to make a face with those vertexs ?
...uh, select 3+ vertices and press f?
i already found it but thx anyway
Anyone ever had this problem when creating a texture atlas?
all the single color materials all turn white, and don't even show up on the atlas png
Decided to work more on my first project, got him in an actual room now!
Thank you!
How's this smile? Ignore the sharp color border, I broke the UV's when I fixed her face
https://cdn.discordapp.com/attachments/356209135949316096/745402668452675764/unknown.png
you should maybe increase it a bit
<--> ?
@onyx juniper corners of lips might need to go outwards instead of inward on the face ?
hey can anyone help me?
how do you turn blender shape keys into a default pose
Face pose I want
one I want to replace
you can do that on unity
u just go to the fx and put your neutral anim face on all the gesture
oh
sounds easy
but if possible can I have a location of the fx in unity pls? and thx you
not sure but i think its on the VRCSDK3 > Example3 > Animations > Handgesture layer or something close to it
but this will only work on the Sdk 3
I mean, just set shapekey as basis ? It'll fuck up all other shapekeys though
yeah you shouldn't do that if you want to use the others blend shapes
but you can still try
ah i dunno for that , im using 2.8
check on google maybe you'll find something
yo know, ill try the unity one. I have some ideas for the face
So I was commissioned to make someone an avatar. I've finished the avatar except I cant upload since I havent "spent enough time" in VRChat. This is a problem since I don't have VRChat, I'm just a 3D artist. Anyway to upload it/let my commissioner use the avatar?
error message for context
So I was commissioned to make someone an avatar. I've finished the avatar except I cant upload since I havent "spent enough time" in VRChat. This is a problem since I don't have VRChat, I'm just a 3D artist. Anyway to upload it/let my commissioner use the avatar?
@tawny rapids
Send avatar via email/dropbox/googledrive?
Send avatar via email/dropbox/googledrive?
@uncut moss Like the unity file?
@uncut moss Like the unity file?
@tawny rapids
No just the avatar and textures!
That avatar file form what you can get out from cats
When I commissioned work on a model the modeler setup a github thing to where we could both pull or commit which made things easier
@tawny rapids
No just the avatar and textures!
That avatar file form what you can get out from cats
@uncut moss so the fbx straight from blender? I'm sorry for how inept I am, I'm kinda new to making avatars for VRChat
@uncut moss so the fbx straight from blender? I'm sorry for how inept I am, I'm kinda new to making avatars for VRChat
@tawny rapids
Yes! Thats the same file you were uploading with unity anyways ^^ Now your client can upload it under their account.
You can also send whole blender file if you want to give more detailed editing tools for your customer ^^
@tawny rapids
Yes! Thats the same file you were uploading with unity anyways ^^ Now your client can upload it under their account.
You can also send whole blender file if you want to give more detailed editing tools for your customer ^^
@uncut moss But wouldn't that lack all of the things that you have to do in the unity file?
@tawny rapids
When you put your avatar trough cats and export it then that model is good to go.
that avatar should have all textures coming with it.
Your customer just have to do basic setup for avatar before uploading from unity.
If you are planning to do some magic in unity, then its more complicated, But if you have just avatar with textures its pretty easy to go!
If there is some dynamic bone stuff then its different story if your client wont have that addon.
are we still in the same page? 😄
@tawny rapids
When you put your avatar trough cats and export it then that model is good to go.
that avatar should have all textures coming with it.
Your customer just have to do basic setup for avatar before uploading from unity.
If you are planning to do some magic in unity, then its more complicated, But if you have just avatar with textures its pretty easy to go!
If there is some dynamic bone stuff then its different story if your client wont have that addon.
are we still in the same page? 😄
@uncut moss Yeah I think so! I'm pretty sure my commissioner has no Idea how to work unity, (typical) and there were a few things I had to fix in the unity project. Is there a way to maybe import the fixed model back to blender perhaps?
@tawny rapids Hmm.. You can import that avatar easily back to unity just replacing old avatar from the files.
but you need to do that setup in unity if im wrong..
but no, you cant get avatars to vrchat without unity and you have to do that unity stuff.. So You can start to play some vrchat, Or your client cant start to watch some unity tutorials, or you can ask for your clients log in informatioin, witch is not even an option.. 😄
That fbx file keeps all stuff storet what happened in blender, but not in unity, unity has it own ways to store that data, It looks like it keeps it in that Project folders or something!
Sounds like you are in difficult situation ! :/
@tawny rapids Hmm.. You can import that avatar easily back to unity just replacing old avatar from the files.
but you need to do that setup in unity if im wrong..
but no, you cant get avatars to vrchat without unity and you have to do that unity stuff.. So You can start to play some vrchat, Or your client cant start to watch some unity tutorials, or you can ask for your clients log in informatioin, witch is not even an option.. 😄That fbx file keeps all stuff storet what happened in blender, but not in unity, unity has it own ways to store that data, It looks like it keeps it in that Project folders or something!
Sounds like you are in difficult situation ! :/
@uncut moss And I'm guessing sending them the unity project isnt an option? or could I just send it to them, have them login and upload it to their account?
@tawny rapids I can't say for sure, But there is a chance that it could work if you have nice clean project with this avatar in unity!
I would try that my self ! ^^
@uncut moss Alrighty! I'll try that approach, thank you SOOOO much you're a life saver!
@tawny rapids No problem ^^ You were in right place in right time! I hope you can figure that one out !
Wip. I have just "finished" second outfit for my avatar, Im not sure what direction I will go before my avatar is done, But It already look's pretty nice!
@weary swift In the mesh object in Unity you can set the blend shape values, they will start off this way in play mode and VRChat
These are also inherited from however they're set in Blender on export
thank you @onyx juniper, found it
So I'm trying to modify a protogen avatar to match my own character, I have a decent amount of progress but with my limited knowledge of both blender and unity, it's been difficult, lol. That being said, here's what I'm trying to make
And here's my progress...
Mind the giant fan. Lol
I only have a few things left to do, but I have no clue how to do them. One, I need to set up all of the RGB (haha, the name makes sense now, I have achieved comedy). Two, I need to slap the fans in this thing and figure out how to make them spin.
What should I work on first, what changes should I make to the model to accomplish these things, and how do I go about doing those changes
@onyx juniper Thank you for the instructions, I was bummed out for a minute.
I guess you could say you thought you were boned
I regret nothing
Fr tho I need help
lol
Basic
not finished
still working on it
but uhh
help for eyes and mouth when i get to it would be nice, so i know how to make them correct for animation
so i cant blind and talk in vrc
Current state of my little Blender project. Coming along great! Mainly focusing on lighting adjustments and filling out the shelves at the moment
did you model all of this ?
I used VRoid for the main character models, the rest of the models I've found online or already had downloaded like the Neptune on the top shelf is just one of my old VRchat avatars haha
It's just a little thing I've been putting together the past couple days to teach myself some basic blender skills and alleviate boredom
would anyone be willing to teach me to make avatars or help me with making my one one day when you have free time dm me
i maybe spend way to much time on this , but i guess it looks cool
@warped merlin there's a looot of tutorials out there, but no one will hold your hand through the process for free
@acoustic lichen What you'll need to do for the fans is have them be joined to the object or in the same group, with a bone attached that only controls/has weight paint for the fans. If you're wanting it to not be just normals but an active part of the model, of course. Then that way you can assign the bone or area there in Unity/SDK as a dynamic bone to have as a passive or part of your neutral anims.
i cant seem to fix the textures?
I'm unsure about the RGB, but I'm sure that could be set in Unity to having an active/animated texture @acoustic lichen
@tired moss What about the Atlas texture?
Ayy, actual advice. Gracias amigo
Of course that's of my limited 3d modeling experience.
i think i tried @desert cedar
It might be less taxing on resources to try and have the fans be animated normal maps @acoustic lichen
Wym by that?
Well in your Protogen's picture, the lights are also below the fans.
And depending on how you have the lights set up for emissions--0
You don't want to do true dynamic lighting otherwise you'll kill people's performance and your own when the system has to constantly do checks on the lighting.
And the normal map will take the high res of the fan and turn into into an animated texture to reduce resources being used to calculate every plane.
So it would basically be pre-rendering the lighting effects of the RGB at the cost of... a 2D fan, I guess?
It's partially why the joints have the flat cylinder divet/inset for applying textures. Check your polys/tris as you try and model and shift+d fans.
Pre-rendering, but the normals will have it look 3D.
But it will be just a texture and at the cost of potential animations. You'll have to weigh how important and what kind of light/emissive you'll want the RGBs to be.
Yes it would.
Normal maps are fancy textures taken from hi-res models to make low-res models look more detailed.
If you want the lighting with less impact on performance, you might want to try 'baking' the lights, or pre-rendering them as you said.
I suggest this. A lot of lighting done in worlds can be taken and used in kind to help with emissive characters.
Do keep in mind I have only a small amount of experience. If you want more help on the lighting/optimization issues #avatar-optimization would be your friend.
Cool, cool. So, how would baking the lights work? Would it just work on my avatar and not affect the surroundings?
That I'm unsure of it. I know with materials like metals it'll do reflections yeah.
But I'm unsure. Feel free to ask #avatar-optimization
👌
ye ye. Glad I could help.
help idk how to make avatars I'm a beginner an idk where to start
Working on a skeletal dragon bot.
@hot belfry Try Blender. Look up a tutorial on how to make a donut first. Then work your way up to the complexity of avatars.
thank you!
ye ye/.
And if anyone does have tips for hardsurface modeling characters, feel free to let me know. I'm always up for improving :>
@quaint jasper I know that I’m not looking for that at all I’m just not good at the basic tools at all and just looking for help to just learn how to use blender period I’ve been watching videos trying to learn but when they use the keys and short cuts to model I just can’t follow the instructions I thought it may help to have someone talk to me about it in discord
You should do the donut tutorial for blender
it's the best one of all to learn the basics
Hey. I was wondering how common it is to commission a 3D artist for VR -Chat. Also wondering where one should post their work to advertise commission availability if it is a common thing
@quaint jasper I saw that a lot of people were using that to start and thought about it thanks for the tip
@solid hill It depends on the type of 3D art you do. The best place would be the VRC forums. I've also seen Booth.pm be used, but that's more for Japanese and Eastern artists, I believe. I'm unsure if we have commission sections here to post, but I'd assume currently would be #shameless-self-promotion
I have a really easy question that i cant seem to figure out
how do i export this uv map (not the white image)
You may have to bake in texture data for the map and export a photo of that
ty
My armature went away. Its still there in the scene, but even when I click to make it visible its still gone in the 3D viewport. Wat do?
ALT+H
?
oh thought u ment blender. usually that unhides stuff
I do mean blender (2.8)
alt + H won't show
still shows up here but not in the scene
wierd im using 2.8 aswell and works on my end
entering and exiting pose mode makes it visible also
Not for me
I can enter pose mode, still no armature. It also hid my clothes meshes
the only mesh visible is my body mesh
@wintry vector Did you sent the bones to infront. If not, it can be found in one of the tabs with the green bone. Under viewport display there should be a boolean setting for it
@analog shore thanks. But when I click the infront button on or off, there is no change
select the armature amd goto edit mode. Let me know if you see the wireframe of the bones
no wire frame
I also can't see the meshes for my clothes or hair
just the body mesh
This is just blender, correct?
blender 2.8 yeah
and your in Layout view? "i know stupid question"
Solved
@dark geyser You have a function through blender, export UV layout
i assume you wanna use that a layer mask in photoshop or something
Also look into UV Packmaster Pro 2, it's the fucking bomb for uv unwrapping
A few days ago I had only enough Blender knowledge to convert a model for use in VRchat. Today, I have a project that looks like this! I feel like I've learned so much working on this 🙂
Here's the render for the project as well!
nice
Thanks!
An avatar/3d model of my OC I started making from scratch, working a lot on the textures!
what application is that @stray tulip?
It's Maya, thought I don't do modeling in Maya itself @wraith condor
thx
@velvet rain nice project seriously looks pretty sick so far, also I know you lol
@dark geyser https://i.imgur.com/0AFBa0Z.png
not knowing something doesn't make u dumb
not sure how to feel
nani
#SubstancePainter in VR Prototype. Will be exciting to see the next generation of artist tools in VR. From https://t.co/0hCCXMBOhD https://t.co/8WFqmq77uT
170
983
Thanks @silent shell! And yeah I'm pretty sure we're friends in VRC lol
how does this happen? i mean the tearing in meshes
i didn't change the mesh at all
Did you apply an edge split modifier?
Yeah, that'd do it. Edge split or some other issue.
figured Id do a show off of something im working on, Since Ill be done the basic structure by the end of today. I gave a shot to sculpting, had a stroke, and went back to my comfort zone with edge loops and box modeling.
concept
Actually while its here, are there any low poly methods reconmened for fur? The lower part in kinda poofy.
I thought that might be the best option but I wasn't sure. Thanks then I'll see how that works.
I need help with the unity part in avatar making
Im hoping I can get this part done for me for free cause YT didnt help
DM me if you want to help
(Edit: I need someone good at baking)
That moment when you almost crash your entire PC by setting a value too high in Blender... No joke, my PC froze for 5 minutes before Blender eventually just crashed, couldn't move the mouse cursor or anything.
I accidentally set subsurf to 23 once
My computer became so unresponsive I just had to force it off
Once I had hands (should be quick) Ill be able to start rigging. I still need to hair card the bottom, but any folks know a way I can get the solid colour things to look a little less clay like?
Is longer neck better?
https://cdn.discordapp.com/attachments/521552543181176844/746490728288616508/unknown.png
i think so, it fits with the rest of the body
Quick update on my little project! Finally utilizing a proper environment map instead of my primitive little skybox, I extended the ground, and added a fence, as well as a lot of tiny lighting tweaks.
no Ao or shadows ?
How do you start 3d modling characters from scratch?
By following tutorials
Okay
Make a sphere and add details
It's that easy
is it possible to create UV shape keys in Blender? genuinely cannot figure it out and google doesn't help.
do I have to clone the face of the low-poly model and have the two faces swap positions or something? because it seems that blender only saves a new shapekey if a vertex moves...
preferably, if its possible to turn an animation into a shape key, that would work just as well
you can drift the offset of a texture in unity animation but that face need to be a separate mesh
yikes, that's not optimal at all
is there really no way to have a texture's uvs move via shapekey?
that what they do in game
for the quest I have 2 skinned mesh and slide the offset on an atlas that have 4 time the same texture with different color
as example
for your model. have the face separate and animate the offset
i C, that can easily be done
i was just curious on if it could be performed without bumping up the number of skinned mesh renderers
the old way was do have multiple duplicate of your face go in and out. but that add a lot of tris.
i wonder if i can optimize one of my avatars, then
hmmm
its a good practice to have the mesh with blend shape as a separate skinned mesh in general
2 skin mesh is fine
yeah that way the blend shapes only affect the face not having to calculate the triangles for all the rest of the body that's never going to change
The trick then is to hide the seams
how would you do that?
put the separation point between the two meshes behind hair
ah
hm
but what if the separation point cant be masked behind hair
like
i think you would have to make the whole head the separate mesh to hide it properly then, not just the eyes (bc said eyes are done via texture)
You also have to go through the neck, assuming any of the visemes have jaw movement
hm, but how would atlasing play into this?
assuming you merge everything and then texture offset in an animation for expressions, the whole model would get distorted
unless im being stupid
looking at like Pokemon model rips the mouths and eyes are separate textures from the rest of the body when dealing with 2D animated facial features
funny, i plan on using this info to optimize a pokemon model
one of the G6 cutscene models though, so the eyes are textured/the mouth is modelled
yeah they kind of need to be separated so that when you go one Sprite sheet tile down you're not moving the rest of the body
which is why im wondering how i can separate eyes from the rest and not have seams
Nintendo modeling their stuff isn't terribly concerned about having 60 of them right next to each other
hm
i considered modeling proper 3D eyes for it tbh but i have no idea how hard that would be on a finished model
bc then you'd have to do some retexturing, tweaking the UV map for space, and all that
oh.
actually, i don't think it would be that hard.
just recolor the eye textures to be nothing but eye whites, separate those vertices and place them inside the head, then add a flat plane eye, no?
The eye texture borders might not line up with the vertices in their area
Unrelatedly, look upon this monstrosity
yeah i found out that they dont line up, which is unfortunate
rip, i may just be stuck with the "switching panels" approach
@quaint jasper Funny you point out the lighting issues, that's what I ended up spending most of today on lmao. This is where I'm at atm with it. Still trying to figure it all out but I think it's looking pretty decent so far
Anyone know what the average price will be if I want to commission an avatar? Just model, no rigging or anything
Modeled by me from scratch! :DD
Hopefully I can start Avatar commissions soon when I make a couple more
Hey, we were talking about separating the face mesh from the rest so only the blend shapes on the face are calculated
What about using face bone animations instead? Would that be more performant?
Yeah it's much more performant, but that requires avatar 3.0
anyone here good at baking?
welp it is a commission work
Ah you took the vape commission. Very nice
Looking nice
Thanks 
noice
Nice
Do these look like granny boobs?
https://cdn.discordapp.com/attachments/225627036029419530/746869806422032485/unknown.png
no
nah they're nice
Bery nice 
evening yall! so... why does my flat/solid lighting look awesome, but when i click studio/solid it gets really nasty looking? It's never been an issue in VRC since I use toon shaders, but I've always been curious why certain parts of my model look so awful under 'normal' lighting! (Specifically I'm talking about this camouflage looking effect on the hair, horns, glasses sort of)
is anyone willing to make a avatar for free
question what happens when you recalculate normals on the hair
@quaint jasper Yep :/ they're facing out (blue) i don't see a problem with them....I think it might be vertex related but I don't know enough about vertex smoothing, vertex painting (or whatever this is related to) to say what exactly
What does your topology look like ?
and you did recalculate normals right ?
I actually haven't tried that. Let me give it a shot real quick
Yep, looks the same. (Both recalculate outside and recalculate inside come up similar to what you see above)
Tried "set normals from face"?
Let me give that a shot
Omg you fixed it!!!
It looks so clean now. Thank you so much @quaint jasper !
No, you fixed it 
Can't play VRC because of the memory leak issue but these normals are fresh out of the wash for when I can 😂
I'm more interested in how that broke in the first place
Memory leak on your side or in vrchat ?
The broken stuff is just straight VRoid rips
VRC, I've done all of the fixes I could possibly find. Basically, everything's great til I hop into a world that tests my GPU just a little (ex. Visualizer world). I go from 90 frames, 20 GPU usage down to 15-20 frames and 80-100 GPU usage every time. I go somewhere optimized to get my frames back-- even completely alone and somewhere totally optimized-- and from that point on, I'm stuck at the low frames and super high gpu no matter if I'm alone or where I go.
Never used to happen before, but now I'm hearing about other people experiencing it as well. It's that big thread on the canny 😦
Mind posting it here if you know what it's called ?
Absolutely! Shoot, I would do anything for it to be seen by more people. Hang on.
People have kind of complained about it on and off, but ever since June(?) talk about it has gone from 0 - 100. I'm not sure what happened that got so many people.
We fixed quite a few leaks since this thread was created though
Would be good to know in which worlds this happens, as it might be component specific like it was in some cases
If it happens in every world then i doubt it's a VRC issue
Certain worlds are definitely better and worse than others by huge degrees. I can make a short list of those I know of.
Yes pls !
There are some worlds where I can hang out forever, and other worlds where months ago I was totally fine and now suddenly I can't be in there for more than five mins 😂 Okay, awesome. I'll DM it to you, unless you'd rather me post here? I know we are off topic lol
In the canny would be even better !
Doing now! You da best!
There we go. @quaint jasper I edited my post (top comment)-- the list of working and leaking are there along with how many players i was with for each and what the leak looked like 🙂
Certain worlds I can even hang out in with 19 people, while other worlds I get it even when alone. Woo!
Can anyone help me with this?
do you need a digital tablet for 3d modeling ?
@nocturne juniper maybe save your work, reopen it and give it another try? I have usually been able to resolve those errors just by undoing and redoing the command again or closing and reopening the project.
@flat cloud You don't, but it really makes it much easier and definitely more enjoyable. I tend to use the mouse for inorganic shapes (hard surface modeling) and my cintiq for organic forms like animals and plants.
ah ok
i know u need for 2d art
but i wasnt sure since i didnt know how 3d stuff works
@flat cloud it's surprisingly similar to 2D art in some ways 🙂 you don't need something expensive. even an older wacom will work (of course, if you can get something like a cintiq or xp pen, more power to you!)
Grant Abbitt has been my teacher for a long time. you can check out his thoughts on tablets and recommendations here: https://gabbitt.co.uk/graphics-tablets/index.html
ty <33
@flat cloud good luck, i'm happy you can experience 3D modeling for the first time because it is such a cool and awesome journey! check out Grant Abbitt on youtube for some amazing beginner tutorials (and don't worry, you don't need a tablet for them until his sculpting and painting vids that are later in the series!). I actually almost quit 3d modeling early on because i had difficulty learning from another popular youtuber, but after I found his videos his teaching style made it so fun it was addictive. I'm excited for you!
Redone my base to be at just above 4k Tri's
also started to blender paint my design on to see if it works as intended. some alters have been done already lol
so i noticed my model's face has some gaps (probably because i separated the mesh. all verts are still in the same place though) and i want to re-merge them, but from past experiences it messes up the topology and therefore the blendshapes. is there a way i can reconnect these vertices in blender?
select them, alt + M > test your shapekey
secondly, is there an option so i could see the unconnected edges better?
@nocturne juniper maybe save your work, reopen it and give it another try? I have usually been able to resolve those errors just by undoing and redoing the command again or closing and reopening the project.
@onyx crane
still not working. i can't even add anything to avatar 😦 btw i bought from BOOTH
Hellos ^^
i mean if it’s a humanoid model i’d imagine the bones are fairly straightforward
just test them in pose mode
@velvet aurora run it through CATS and that should clean it up a lot. It looks like you'll still have quite a few bones that are there as dynamic bones; you'll want to optimize those (take a closer look at that after cats processes it)
Ok ^^
Might be better to import it back again and check the "Automatic bone orientation" in the armature settings for fbx
if it's an fbx
Before the cats fix, rename the missing bones with the correct names as shown in the error
Ohh, ok
I'll try that. ^^
Pretty weird, a segment highlighted, but I thought I had the right object to rename (wish it highlighted it).
Inside the head, lol
Wonder what those dotted lines are for that's touching the other bones.
the dynamic stuff around the waist, I got two options on cats, merge weight to parent or active.
For the skirt ?
Yeppers
just leave those and add dynamic bones
but if you don't have leaf bones then some are probably missing
Trying to apply the empties keep disappearing, lol
I think I just want the bones work out, and jump into the dynamic stuff laters. ><;
dear lord help me, it looks fine in blender, but the spaghetti monster attacked unity!
lol, sure does look crazy.
dont laugh at my pain, HELP!
HELP
well, i fixed it, thanks for the extreme lack of help..
<--- Doesnt know how to.
not saying specifically you, im more upset nobody else popped in and helped
Ohh, yeah. :/
odd take
but i was most upset that blender and unity are so unstable
some how, some way, without me even closing the file i was working on, a blendshape got corrupted...
and it wasnt even some random ass blendshape!
Hrm
it was BASIS, the blendshape that has been perfectly fine and working for the 3+ months ive had this model!
Ohh, I'll keep note of that.
ugh, sometimes i wonder who the hell checks blender for errors.
cause obviously, they dont check well enough.
- sigh *
luckily im smart and saved just before i started trying to fix my first problem, cause the second problem was caused by me fixing the first one in apparently the wrong way.
Yeah, I didnt want to face any screwups as well, so do the same thing.
@errant sentinel for future ref: spaghetti unity monsters can be fixed by importing Pumkins Avatar Tools, dragging in a new copy of the mesh (essentially act like you're about to remake the avatar from scratch) and then in the pumkin add on click copy components from another avatar and click on the things you want to copy. I usually click avatar descriptor, materials, and dynamic bones. boom, now you haven't lost any progress despite using a new copy of the mesh
Or use the sil shapekey as new basis
hey, not entirely sure if this is the right place to ask about this, but it seems like the best place,
I'm trying to do a system of 2d facial expressions on my avatar where small planes that are exact copies of the mesh pop out with different textures, but I'm getting some lighting artifacts, does anyone know a fix? I've already given recalculating and flipping the normals a shot but it didn't seem to do anything?
@quasi trellis i love avatars like this, so cute! try changing your view to solid mode, clicking "flat" and (if anything else looks strange) clicking the button that says something about backfaces. Assuming you're using some kind of toon-y shading once you get in unity, that will mimic the way your avatar will look in game much closer and assuming you can't see it in that view you won't see it at all in game
(of course, this is just a workaround, i'm not sure if there's a way to do this better!)
Ruuubick was also able to fix some of my lighting issues by directing me to the "set normals from faces" option
thanks for the info!! I'm a bit new to blender, do you know where roughly those flat and backface buttons are? I'm not entirely sure where to look for them
oh, found them, nevermind! thanks again!
no problem, good luck with your project!
I'm making a protogen avatar with fans instead of screens, and I've already cut out cylinders into where all of the fan blades will go. Is there any way to make sure I perfectly align those fan blades in the center of the holes I want them in, or am I just gonna have to get as close as I can to that by dragging and rotating?
Gotta Texture the helmet, but this is turning out quite nice so far
Anyone see any good dragon wings anywhere
can anyone help me with this?
i can't add this for my avatar, even this model made for it 😦
@acoustic lichen if you select the edge loop of the hole then use "set cursor to selected" will put the 3d cursor in the centre of your selection.
You can also use shift+s to bring up the cursor menu
can anyone help me 😦 any tutorial for add closet 😦
Once I do that, is there any way to snap an object to the position of the cursor?
also in the shift+s menu
nice gobline
Still WIP, with family and my laptop really struggles with blender. Can really work on it in about a week
megas xlr ?
The hole I'm trying to get my fan blade into is at a bit of a weird angle. I've got it centered in the hole now, but is there to also make it line up with the direction it's facing?
also, I'm gonna have to do this on both sides. Is there a way to duplicate that object in the exact position it's already in but just mirrored across one axis?
yeah mirror modifier
how do you use that
Blender is Free and Open Source Software
The character Rig will be freely available next week on https://cloud.blender.org
Download: https://blender.org/download
Support core Blender development - https://fund.blender.org
--
This tutorial is part of the Blender Fundamentals ...
but thank,you
h ow do i make a good looking 3d model like the one in in the video from ruuubick
practice ?
yeah, i'm not sure what kind of answer you expected
"work and practice consistently for weeks/months/years"
watch a lot of tutorials
i mean like in sculp mode there is no way to make a good looking abatar
as a beginner ? yeah obviously
i mean how to make it smot
that's why you learn how to model
smooth
smooth brush
not polygony
if you want to learn blender generally you need to do this https://www.youtube.com/watch?v=TPrnSACiTJ4
Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8x. New videos will be uploaded every other day to this channel.
Get the shortcut pdf: https://mailchi.mp/ef5b15a32043/subscribe-to-the-newsletter
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and if you want to learn sculpting in blender
here you go https://www.youtube.com/playlist?list=PLn3ukorJv4vvJM7tvjet4PP-LVjJx13oB
purple donut
Horny donut

Show us your donut Svel
ngl purple donut looking pretty cute
I never made a donut so i'm not a real modeler 😔
@quaint jasper here. Most basic possible version of it since I just wanted to learn the new interface
now make it covered with cum

votekick shonzo ?
🤔

ez cloth donut
pills
@quaint jasper bruh
@quaint jasper how come I can't move anything in sculpt mode?
you can with the grab tool
@spiral sigil is the correct bone notation to x Mirror weights Leg_L or Leg.L ?
both should work
i have a weird face positioned mirage problem
any way to prevent or fix this
here is an video:
https://streamable.com/ltlw28
can you go into perspective mode
it's kinda hard to understand what's going on in ortographic
can anyone please help me making a avatar, im tryna make a youtube video on vr and become some what of a vr channel
what do you need help with ?
Ok! I'm back, lol. I merged all the meshes, and used metarig for the bones setup, but when I used cats plugin, it tears off the neck and head.
im looking for someone to teach me how to make an avatar for a video and give me tips and tricks of doing so
@devout scroll
is this video will help ?
@stuck sequoia Have you looked at any sculpting/modelling tutorials ?
Start with this https://www.youtube.com/watch?v=TPrnSACiTJ4
Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8x. New videos will be uploaded every other day to this channel.
Get the shortcut pdf: https://mailchi.mp/ef5b15a32043/subscribe-to-the-newsletter
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i have but im tryna make a video myself
i'm confused
of someone teaching me and showing people if its hard or easy to make an avatar
looks like overlapping faces
<--- overlapping faces?
making an avatar is hard, no one can teach you but yourself through tutorials and practice @stuck sequoia
oh, nvm, lol
@devout scroll
btw
the discord will not show you the bottom of blender option but in order to fully see my video you have to download it
:/
i'm having a problem when i export my model from blender the textures don't show in unity with the fbx
talking to @tulip condor
select the big face then ctrl+ to select more and do m, by distance to merge stuff
i mean, im just looking for someone to teach me for a video
its to show the people if a average slow jo can make an avatar
depends on complexity