#3d-modeling

1 messages Ā· Page 90 of 1

devout scroll
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but yeah if you don't know what you're doing, you don't know what to show people

quaint jasper
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If you start with no knowledge of blender it'll take a while

stuck sequoia
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:/

tulip condor
wintry vector
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How do I make the armature transparent in pose mode? I don't want it invisible, just not so opaque

velvet aurora
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<--- Is still here. ^^

devout scroll
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no, ctrl + +/- grows/shrinks selection

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M to join by distance

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@velvet aurora you're missing a neck and head, as the error clearly says, if they're there, rename them

velvet aurora
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Hrm, I'll see if I can find the head and neck on a metarig.

devout scroll
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@wintry vector you can set the display type to stick in either object properties or armature settings somewhere

velvet aurora
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Thank you btw ^^

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@devout scroll It worked, thank you. =D

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Time to add the weights!

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nvm, didnt work, lol

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Wonder if it's the hair.

tulip condor
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@devout scroll
i will do that tomorrow

thanks for help

acoustic lichen
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I'm trying to get a fan blade to line up with a cylindrical hole. It's centered, but it's not angled right. Is there a way to constrain two particular faces of two objects to always be parallel?

acoustic lichen
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Like I know how to do it in inventor but I can't figure how to do it in blender

spiral sigil
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Alright, so I wanna reflect the changes done to one side of the mesh while preserving the original UV layout. Using the mirror tool flips the UV.

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Is there a way to simply reflect the vertices' new positions to the other side without changing the UV in the process?

north mesa
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Without the glowy eyes

spiral sigil
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The effects are too strong to make out any real details. What're you wanting exactly?

north mesa
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basically a mask with only eye holes its a wooden brown in color (sorry if that didnt help)

wanton cape
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So I was wondering on how I could start modeling

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I wanna make Dio Brando from late Part 3 JoJos Bizarre Adventure

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during the Road Roller Scene

acoustic lichen
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._.

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does nobody know how to, or...?

stark ore
quaint jasper
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@acoustic lichen That's a rigging issue, you'd need a child bone to maintain its rotation

acoustic lichen
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gracias

lament pond
velvet shell
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hey guys, not sure if this is where this would go, but I'm having a weird issue where after exporting my finished model as an fbx file, when i try to import it to unity, unity crashes. I tried another avatar and it imported fine so something must be wrong with my model in blender but I'm clearly too dumb to find it myself. I think it might have something to do with either my terrible attempt at texturing my avatar's shirt or maybe something when i removed his old torso/bones/etc to import the new chest/shirt with its own bones and stuff. I have tried fixing model using CATS to no avail. Any help would be appreciated, apologies for the long post just trying to give as much info as possible.

quaint jasper
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fix your shapekeys

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and join your meshes

velvet shell
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i just had the torso separated for the picture so i could bring up the uv map in case that was the problem, but im not sure what you mean by fixing my shapekeys

quaint jasper
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Try any of your face shapekey in blender

ashen gazelle
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Are you sure unity 2018 supports UDIMs ?

velvet shell
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here is a ss of some of my shapekeys, how would i test to see if they are working properly?

quaint jasper
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move the slider in object mode

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if it fucking explodes then you know what's broken

velvet shell
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im really sorry but Im not sure which slider to test or where it would be at

quaint jasper
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below that list

velvet shell
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wow

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yeah well it fucking exploded

quaint jasper
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ye, probably exploded

velvet shell
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is there any easy way to fix that or is this going to be a start over kind of thing

quaint jasper
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super easy, select everything but the face (anything that is affected by your facial shapekeys) and do "Shape propagate"

velvet shell
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i already combined my meshes, would i need to like separate the head somehow? im ultra mega new to this

quaint jasper
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Try doing this on the shirt and other parts of the mode first

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you can press L with your cursor on those pieces in edit mode

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shape propagate and try the shapekeys again

velvet shell
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so i may or may not be able to find the shape propogate button but i have the shirt selected

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nvm found it

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alright! he makes it into unity now! thank you for helping me out idk if I would have figured that out on my own. Now i get to try and figure out why he has no face lol

quaint jasper
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no face ?

velvet shell
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no face and no loading textures

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i know i have to apply them myself but even still i thought they were supposed to show up with the fbx

quaint jasper
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I think your normals are inverted

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check your mesh in blender, "Recalculate normals"

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you can open the model from your unity project in blender btw

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saves a bit of time

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works as long as you're not editing bones

velvet shell
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missing even more pieces now lol

devout scroll
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do a remove doubles in cats

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then recalculate

velvet shell
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that fixed almost everything but face

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which i can see a very faint transparent face like its supposed to be there

devout scroll
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normals don't recalculate properly it faces are separate

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remove doubles (or merge by distance in 2.8) would close those gaps but it could also potentially connect your lips as well

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so cat's one probably ignores the face

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you can try manually doing it but be careful with the mouth

velvet shell
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the face is definitely there bc I just put a texture on it and it showed up

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not transparent or anything

devout scroll
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just select all the face and press M, merge by distance

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then check the talking visemes if everything is ok

velvet shell
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i did that and he came in pre-textured but his face is still kinda messed up

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his neck is missing chunks and his eyes are just pupils

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everything else looks good though

devout scroll
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eye whites are flipped, same issue as before

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Turn on face orientation and flip normals on all the red ones if recalculate doesn't do it right

velvet shell
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is this only in blender 2.8?

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i can always download the latest version if i need to

devout scroll
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i think so

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but really, you can just select the parts that you see are missing in unity instead

velvet shell
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the neck included?

devout scroll
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yeah

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your faces are facing inside

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and the backs are not visible

velvet shell
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yeah that fixed it

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thank you guys a lot for all your help with this

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got alot of tweaking to do now but should hopefully work from here

valid moat
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How do you color a model?

hallow bough
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An unwrap+textures. You should look up a tutorial for beginners on texturing Lucky šŸ˜„

valid moat
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I already have it unwrapped. I don't know how textures work though. And all the tutorials I've seem are very boring to me. I prefer a more hands on approach

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I have everything (desides from eyes) on my model so far. (And i don't understand any of the shortcut commands thus all the eye tutorials are very confusing)

rapid jasper
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on Blender 2.79, how can I get textured, solid bones? I don't really like this transparent look

reef mantle
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You Blender users are masochists

lament pond
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I love normal maps

reef mantle
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Ohh, VRchat supports normal maps?

lament pond
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You just need a shader that has a normal map slot.

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If you're going for toon style I recommend poiyomi.

reef mantle
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Thanks. I'll remember that.

white moth
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Blender makes more sense than unity to be honest

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At least current blender anyway. 2.79 blender users are masochists.

normal rune
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In some cases LMAO - I actually prefer blender over unity @white moth

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(2.8)

carmine knoll
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can someone make meh a avatar dm if u wanna help

loud junco
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Hey I am looking for someone to make me a avatar for free if you can it doesn't have to be nice just represent me.

quaint jasper
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No one will do that

loud junco
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hey its worth a try

lament pond
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Comparing and prefering blender vs unity is a bit of an odd thing to say considering blender is a 3D suite and unity is a game development software. . .

reef mantle
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No I mean like using the shift and control key to move and rotate instead of in maya where you use Alt + mouse buttons

white moth
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Comparing and prefering blender vs unity is a bit of an odd thing to say considering blender is a 3D suite and unity is a game development software. . .
@lament pond I’m fairly versed in both they seem perfectly comparable to me.

lament pond
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But you can't really 3D model in Unity and from what I remember didn't Blender phase out the Game Design portion of it? xD

white moth
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I don’t see how that means you can’t compare the two. The interface for both are pretty much the same.

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I can say solving a crossword puzzle is easier than operating helicopter. They don’t need anything to do with each other.

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Both blender and unity are great at what they do and outstanding when you consider that they are free. That said, unity, at least the ā€œmake games without codingā€ part of unity, is a pretty tedious.

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Much easier if you know a little bit of C#

reef mantle
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The thing I dislike about Blender is that the button layout makes me sick

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In Maya and unity at least the rotation, move and scale buttons are next to each other

onyx juniper
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Clicking icons for translation operations instead of using hotkeys? What is this, The Flintstones?

frosty plinth
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another cheap build

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cause i dont have time to make high quality for my world in october

still wadi
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@quaint jasper amount of special ppl you gotta deal with, kudos to u sir

quaint jasper
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We like you even if you're special Kapp

muted atlas
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working on a protogen o3o

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going to add more plumming to his legs and also to his torso

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o3o

frosty plinth
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might sell it or give it away for free when finished idk

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gonna be fun when merging all the verts

still wadi
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@quaint jasper 😻

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@quaint jasper can we get widepeepohappy ?

quaint jasper
still wadi
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i see

stable mountain
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i tried creating a model from this avatar but I'm very bad at modelling it, any tips

quaint jasper
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Looks good to me !

stable mountain
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nah, these are the reference photos, i want to make a model from these photos

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my bad

quaint jasper
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Oh, well, did you try sculpting or moving vertices/edges/faces around ?

stable mountain
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yeah, i accidently deleted everything, so I'm trying again

stable mountain
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in blender is there any way to merge two objects without having to merge each vertice by hand

molten flume
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use "boolean" modifier

subtle jackal
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Been spending way way too long on this, but man, seeing it all textured finally is really quite nice. Aside from my hand. My hand hurts.

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(All painted in blender btw)

devout scroll
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that's rough (the painting in blender thing)

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last i tried it leaves really bad seams when you paint over an edge and it wraps the brush around

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but looks really good!

subtle jackal
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Nah painting in Blender is pretty decent. Way nicer than, say, Substance Painter, which I've found to be awful for this style of work (great for clothes tho with the baked light node)

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I suspect something like 3D coat may be better but I don't have it so eh

muted atlas
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protogen leg armor edit

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going to do the torso as well o3o

rapid jasper
latent charm
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@rapid jasper Assuming blender 2.8x:
Object tab in properties, Viewport Display section, Display as: solid

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In 2.7x It's the object tab, Display section, Maximum Draw Type: solid

rapid jasper
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oh finally, thank you for the quick answer

muted atlas
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last wip

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o3o

spiral sigil
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Belly button tuft.

muted atlas
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that i didnt made

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i mostly modded the armor bits

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o3o

frosty plinth
spiral sigil
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I always wanted to learn 3D

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But it seems kinda tough that I heard from my pals

muted atlas
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i got that on my avatar

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as animation xD

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i've been doing it for 7 years

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and the more you do it

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the easier ti gets

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but like

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dont expect to make a master piece on your first try

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i've had friend that stopped due to that

devout scroll
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It's like learning any skill

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It's not inherently hard* but takes a long time to master

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*depends on what you're trying to make

spiral sigil
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Ah I see then

tulip condor
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hi

in blender 2.79...
i have some small annoying problem
which cause my avatars edges to be highlighted
i probably turn' d on something

here is the video:

any idea how to fix this ?

devout scroll
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kinda hard to tell what you mean when your colors are so weird

merry plume
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i need helo with a problem with mirroring the x axes

devout scroll
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well what is the problem

merry plume
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i fixed it

still wadi
spiral sigil
stark ore
devout scroll
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big pp

latent temple
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@devout scroll needs more attachments

devout scroll
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soonā„¢ļø

lament pond
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Make it

leaden sigil
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can i get some help with a blender exporting issue?

latent temple
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@leaden sigil if you drop the issue in here, someone might have an answer

leaden sigil
quaint jasper
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Why do you have 7 bone leafs

leaden sigil
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tbh, im not sure

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idk where they came from

quaint jasper
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Use cats plugin

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apply transforms to your model

leaden sigil
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?

quaint jasper
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Do you have the cats plugin ?

leaden sigil
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not that i know of

quaint jasper
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Get that first, use the auto fix

leaden sigil
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ill try it, thx

spiral sigil
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Anyone know of any decent skeletal references? Like 3d bone scans you can rotate around or something similar.

ember prairie
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There's a way to stop bone leafs from happening when you import to blender as well.

solar trench
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You can use an XboxOne kinect for windows using styrofoamballs on the node points as a frame of reference and a program called ReconstructMe.

I now use Daz3D and export the models as an .fbx and then run through with the cats plug-in.

stable edge
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Interesting workflow tbh

onyx juniper
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I'd love to see daz models in VRChat

devout scroll
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more pp

vivid crater
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Nice pp

devout scroll
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uwu

tidal wharf
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Aight I like.

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I'm gonna have to probably pay someone to make me an avatar ._.

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Cause I think I am gonna drive myself nutty if I try to learn 3D modeling.

still wadi
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but making models is easy just follow a guide šŸ™‚

tidal wharf
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Seriously..?

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I'd probably have to do it at school since my internet is bad

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Nope my brain feels like it's gonna explode trying to handle this right now.

clever seal
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anybody mind helping me make an avatar. already have an idea just need one part modeled. should be fairly simple too. no idea how to make my own models.
seriously no idea what im doing

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even got a blend file ready to roll if it helps...

quaint jasper
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helping ? yes. Doing it for you ? nope.

clever seal
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understandable

quaint jasper
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Too many tutorials and help out there to not be able to do something by oneself

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same with addons

clever seal
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true

quaint jasper
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it'll get easier super quickly

clever seal
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im trying by the looks of it

quaint jasper
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Do this first

clever seal
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yeah iight

quaint jasper
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it will help a ton getting accustomed to the process

clever seal
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no jumping straight in huh?

quaint jasper
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Who would have thought lulw

clever seal
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damn its like skills take practice or something

quaint jasper
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yeah hard to believe !

clever seal
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better boot blender* back up

plain spruce
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I'm making a beams for a hut

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but I'm trying to rotate each beam individually so that the square side is on it's face and not the vertex like shown above

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how do I individually rotate all faces so that the faces are flat instead of on the vertex?

quaint jasper
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Rotation local instead of global ?

plain spruce
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it's set to local with individual origins but it's not rotating each beam individually

quaint jasper
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Try separating each object ? Also you should be using an array modifier for this kind of stuff no ?

plain spruce
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This one specifically points to a mid section that converges into the hut, but i think the overall shape is okay now, Seperating probably would do it

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thanks

muted atlas
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not fully done

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but proto edits

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o3o

muted atlas
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ok this might be a record

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in less then 2.5 hours

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editing the full body and having hte model in VR

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i only have to do the setup things for VR

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o wait

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nevermind

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forgot i have to do dynamic bones xD

pseudo hawk
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does anyone know what kind of modeling this is called
or like the technique
take 2d images and like
make textures with em

quaint jasper
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hair cards

pseudo hawk
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how do them

quaint jasper
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i thought you'd google that

pseudo hawk
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oh

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right i forgot

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thank you tho

plucky jolt
median pike
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are you using freestyle for the outlines?

tulip condor
devout scroll
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select them all and merge to center

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or mergy by distance and increase the size of it until it looks like you want

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M for merge menu

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alt+m in old blender i think

tulip condor
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i merge them all to the center but everything get screwed connected to a random whatever angle

but i will try the rest of your suggestion

tulip condor
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@devout scroll
alright i forgot to mention that i using blender 2.79
because it was quite on the world scene that blender 2.80 and up wont support cat plugin that is wary crucial for unity and vrchat 2D/3D models so i ask in #user-support-old channel
is blender 2.80 and up still wornt let cat plugin to be compatible to it's version but noone respond to my q

anyway here is what i did so far...

devout scroll
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if you want to do more at a time without merging them into 1

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you need to use remove doubles

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in 2.7 it's not in the merge menu

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make sure everything is deselected before selecting

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you can press space or f3 and type remove doubles if you can't find it

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if they don't merge, increase the distance in the bottom left popup menu

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hold shift to increase slower

tulip condor
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@devout scroll
well removing doubles wont help me at all
you see...when i do remove doubles it only removes (1) and when i check os there a any double edge,vertice and face behind origin one
there is no any at all
so it's pretty confusing for me why is that happening anyway.
but i will continue to go on your guiding

devout scroll
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increase the distance of it

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it should give you the result you want if i understand correctly

tulip condor
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ok just a sec i need to take my eyes a break every 5 or 10 min
but thank you so much for the help

night ember
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is there a way to fix cuts back to solid, sorry for bad sentence lol

devout scroll
night ember
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basically want to get it back looking like one peice (meshes are already combine

devout scroll
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click remove doubles in cats

night ember
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o heck

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i just realized i couldve done that

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lol

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ty so much

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im using 2.79 so for me itll be alt m

devout scroll
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cats does it in a different way I think

night ember
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ah yeh

devout scroll
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so it doesn't destroy your face visemes if your lips are too close together for example, it shouldn't weld them shut

night ember
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for them you combine the verts

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but in 2.79...its a lil tedious

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im ok with that though

devout scroll
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remove doubles is such a dumb name

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merge by distance makes a looot more sense

tulip condor
devout scroll
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i'm still kinda confused what your problem is then

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if it says removed 0 it doesn't matter because you press f6 and change the distance

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but can you try to explain again what you're trying to do

tulip condor
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ps the discord will not show you the full screen of the video
(well i think it's only case for me)
anyway if that is same for you
then most likely that you must download an video in order to see it in full screen so you will see what's on the bottom

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in short i want to connect multiple + edges to their centers
and i think that you understand me correctly

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@devout scroll
you mention this before

"increase the distance in the bottom left popup menu
hold shift to increase slower"

excuse me how i can do that in my blender
because there is no any left popup menu and to hold shift to increase it

devout scroll
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oh yeah it's not a popup in old blender

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press F6 or use the menu on the bottom left

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after you do it

tulip condor
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@devout scroll
oof i migrate my project to a deferent location
and from there i load-up my scene
but this time i have some of more disconnected edges

so it will take some times to fix them
but when i fix it i will try what you told me
and i will let you know my final result

devout scroll
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alright

ashen gazelle
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When I export a model to FBX from blender, the first shape key is fully activated for no reason

devout scroll
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if by first you mean basis, then it's the default, it's always full

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if not then is it activated in the sense that it's set to 100 in unity or it look like it's activated

ashen gazelle
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I mean my A viseme is like baked into the mesh, even when opening the FBX with windows 3D viewer it shows the mesh with an open mouth

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Ok, I resolved my issue, I had to put all shape keys to 0, create shape key from mix, and then apply the newly created shape key to basis

night ember
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for full body stuff, my shoulders are sagging is there a bone i need to lengthen to fix this? Either arm bone or elbow?

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makes my whole upper body swing

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or is it the view point in unity that needs to be shortened

tulip condor
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@devout scroll
yes...it partially works
but on the end i must connect some of lose vertices manually
which is not so big deal for me

here is an video:

but yeah this technique will cut my work in half
thanks again
āœŒļøšŸ˜ŒšŸ‘ šŸ‘‘

devout scroll
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šŸ‘

north rapids
quaint jasper
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Congrats

tawdry goblet
quaint jasper
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same without selecting objects ?

tawdry goblet
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what do you mean without selecting objects? you mean when nothing is selected?

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when i add the mesh, blender will automatically select what is added

quaint jasper
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yeah, but you had already selected the other objects in your collection

tawdry goblet
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oh i see what youre saying. Let me try that

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i'd like to also point out im getting the same issue on new blend files which is really puzzling

quaint jasper
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Try resetting the layout ?

tawdry goblet
quaint jasper
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try removing your Blender preferences file

tawdry goblet
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well, i did what i thought was the equivalent and loaded the factory settings and it fixed it

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thank you!

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absolutely no clue why it occured tho

shut cairn
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umm

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vrchat server is in problem right now

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but i can't open SDK Control Panel in Unity

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is that server issue ?

fathom dew
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I have a friend whose unity is deleting avatars and work and undo's progress when they hit play or go to upload, even deleted a whole scene, does it even in new projects. Anyone have any idea on what the cause is and how to fix it?

quaint jasper
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Never heard of that, now i'm anxious

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What's in their console ?

ornate harbor
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One of the links in pinned doesnt work anymore

quaint jasper
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indeed

fathom dew
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I'll get them to check when I can but yea scary stuff

surreal trout
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if i have faces that are seemingly "connected" but it is actually just 2 sharp edges that use separate vertices. how can i connect those vertices without messing with the UV map?

quaint jasper
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merge by distance

gusty bloom
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Not sure if this is the right place to ask, but is anyone else using the newest version of Blender and can't find the options for symmetry while texture painting? I'm pretty sure it existed before, just not sure what version.

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The Viewport Overlay seems to also have disappeared, so I can't see the Normal directions as easy.

devout scroll
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it's probably still there

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go view and tool options

gusty bloom
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I have looked around but can't seem to find it.

timber lantern
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i'm trying to remove the breasts from this model (to make a male version) - i removed the breasts and filled the hole, but I'm not sure exactly how to progress here and split up this new face into many faces

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what's the best approach?

fringe rock
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no

timber lantern
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excuse me

fringe rock
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use sculpting to flat it

dark geyser
fringe rock
gusty bloom
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You can use the knife tool to split it up, try to make sure it's all in squares or triangles. You can also merge some vertices to lower the poly count, since it doesn't need more polys, since it won't need to deform as much as, for example the boobs on the female model.

timber lantern
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ooh

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ty

fringe rock
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you can clean the mesh after if you want but dont really matter. you wont save that mush tris anyway

dark geyser
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@timber lantern F3 -> grid fill

fringe rock
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boy can have well define pectorals too

onyx crane
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Does anyone here use Marvelous Designer? I have clothes made but am not sure what the next step in the worflow is. Do I need to export as .OBJ and weight paint / rig from scratch in Blender, or can M.D. do any of that work for me?

frosty plinth
quaint bronze
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@onyx crane The next step would indeed be exporting then weight painting in whatever software you choose to do your weights in. First though I would suggest checking the box for ā€˜remeshing’ in the settings for each pattern - it gives cleaner topology and if you change your patterns particle distance you can (sortof) control the polycount. A higher particle distance (20+) will give you a lower overall polycount but your cloth and simulation will be less accurate. Also be mindful of the UV setting on the export! MD will give you UVs that are exactly the same as your pattern pieces and it makes texturing the clothing really easy.

onyx crane
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@quaint bronze Ah, thank you so much! For the UV setting-- do you keep it at the defaults, or do you check anything in particular on the export screen?

quaint bronze
#

Checking Unified UV Coordinates will make MD fit all the parts of the UV into a square. Which may or may not be what you want depending on how you plan to set up your materials

#

Weld/Unweld lets you control if the seams on the cloth get connected on export

timber lantern
#

what's the best way to add more verts to the ass to make it smooth? I've always just selected the area and hit subdivide but that results in shitty topology with half-way verts on the edge of the selection

timber lantern
#

though i guess the topology is already a bit off

spiral sigil
#

if you only select quads

#

it shouldnt'make any tris if you subdivide

timber lantern
#

hard dejavu

#

i noticed there's a checkbox on the subdivide menu to avoid n-gons and such

deep dirge
#

Why do you need it smoother

#

It's already at a perfect amount of faces

#

Hell, it could even be lower

timber lantern
#

sharp edges

#

i can't upload images wtf

#

well anyway it's still p obv

#

you want a smooth silhouette

#

i actually used sculpt tool as franada suggested, succesfully

#

thanks tho

devout scroll
#

also just use grid fill instead of cutting out quads

frosty plinth
#

Does Anyone Want To Guess What This Outfit I'm Making Is From??

dim vapor
#

5 element

#

@frosty plinth

frosty plinth
#

correct btw when I'm done the outfit, its not going to be for sale sorry...

frosty plinth
timber lantern
#

bit late but smooth shade doesn't fix the sharp edges

#

upload failed

#

nvm

#

no preview huh

lament pond
#

@frosty plinth considering the outfit is meant to be skin tight it may be best to cut it out of the body so you don't have to worry about clipping

timber lantern
#

if the topology doesn't work with the outfit you're trying to make, is it best to do like a 'best fit' and then sculpt it?

#

for instance, i wanted to put panties on a model by duplicating some of the skin mesh, but the topology didn't work for it at all

frosty plinth
#

im using my wishes body to make the outfit, plus i know your way of doing it, i might of did that if i was giving more thought were to start... i woke up and got right on and was like grid build lol

#

most of the time im building half asleep early in the morning as a head start before i do other stuff anyways gtg thx

boreal escarp
#

Can anyone tell me why this model I made gets split down the middle when you get further away from it?

#

up close:

#

Far away

#

When I made the model in Blender, I made sure to have the mesh merge in the center. It was a mirrored mesh

fringe rock
#

You dont have enought margin on your texture. So the uv picm up the red beside it

#

When you go further the uv expend slowly

#

The more far you are

#

Sort of

devout scroll
#

You can also use a shrink wrap modifier to make it skin tight then transfer weights from the body mesh underneath

boreal escarp
#

Shrink wrap modifier?

#

Also, that helped a little

#

But there's still a line at the bottom

#

I cleaned up the texture

#

This is roughly what it was before and after

devout scroll
#

sorry, was referring to @frosty plinth 's stuff

boreal escarp
#

understandable

boreal escarp
#

So, are there any other fixes for the weird slice thing?

#

@fringe rock

fringe rock
#

Like not having red

molten flume
#

Deactivate mipmap

#

On the texture in unity

#

That whats create wierd cuts in a model over distance

ornate talon
#

Hey I was wondering if someone could help me recognize which Nanachi base is used. I'm looking for an avatar base which looks really similar to the Zoichi base, but with the fingers not connected to the hand.

#

Example of what I mean with this. The 2 pictures above are example of what I'm looking for. Lower is what the fingers on Zoichi base look like

next agate
marble summit
#

yo,i wanna ask,how much do yall think a custom avatar of my sona would be?

fringe rock
#

Yall?

boreal escarp
#

Google is your friend, franda. It's a contraction of "You all."

#

@molten flume How would I go about deactivating the mipmap? I've looked for the option and I can't seem to find it.

spiral sigil
boreal escarp
#

Yeah

#

Saw that, but it's a whole ass page of info and finding what I'm looking for isn't really working out

#

"Locate the 'Generate Mip Maps' option and disable it,"

#

Like, gee Billy

#

I haven't tried that yet

#

Shit, nvm. Found it lmfao

#

I looked at this page like 7 times

fringe rock
#

Sound bad, who's speaking like that. Anyway. The issue if you disable mipmap, you will get a pixelited texture when you stand far away.

boreal escarp
#

Yeah. I got it already.

#

I used to play a ton of TF2 and knew what mipmaps were through that.

fringe rock
#

It can be agressive on the eyes

boreal escarp
#

Just was just struggling to find the option for it when searching just now

fringe rock
#

The only issue is the red in your texture. Re bake it but with a bigger margin

boreal escarp
#

No?

#

As stated, I already changed it earlier.

#

Besides, the mipmap was the fix. Since I found it, it's working now.

fringe rock
#

What the uv look like

#

Use clamp instead of reapeat if they are near the edge

devout scroll
#

lack of mip maps should make it turn into a flickery mess at a distance

timber lantern
#

I'm trying to make clothing for my avatar - I selected verts, duplicated, then separated. I then created somefaces along the top edge (as the topology of the mesh didn't go along where i would want clothing to be) and moved the verts around a bit to make it nice and smooth

#

i then did a little sculpting and then Solidified it

#

however, even after setting normals from faces, it still looks scuffed

#

how do i un-scuff it?

#

(or create it such that it doesn't scuff)

timber lantern
#

looks like it's how i did the extra bits at the top

#

not following the flow of the direction or whatever

glad steeple
#

pull up ur pants

muted atlas
#

that moment you got bored and made a halo protogen xD

old jetty
#

i dont even know how to make one >.< but i want my own avatar in VRChat UwU

quaint jasper
#

Look at tutorials, and try to replicate what they do

vagrant wave
#

Anyone know how I can hide the names of objects in Blender? I loaded a file I downloaded and there's names all over the place of the bones in the armature and I have no idea how to turn them off and the only page I found which describes how to do so tells me to open stuff that I can't even find because they don't describe where in the interface they might be.

#

Nevermind I found it. With the armature selected, it's under the icon of a running man (object data properties), on the right side menu, under Viewport Display.

muted atlas
#

i think i am the only one in this discord

#

that models with metasequoia xD

#

i just port the models from MMD format to FBX and vice versa

#

i noticed some rigging mistakes to late xD

deft shore
#

The person who posted these said something about object layers but not quite sure what that means

quaint jasper
#

Check in the hierarchy

deft shore
#

Sorry, but how can I do that

quaint jasper
#

by looking lulw

deft shore
#

i just downloaded blender not to long ago

quaint jasper
#

Oh then that's a bit more complex

#

one sec

deft shore
#

i can search it up ty

#

no wait yeah actually im lost

quaint jasper
deft shore
#

omg thank you so much

river wasp
#

I don't know what to do about this, please help

quaint jasper
#

It means you need to remove the paint from other bones on the part that's not moving correctly

spiral sigil
#

for my chibinachi

uncut laurel
onyx juniper
#

I think it's still alt + j

#

@uncut laurel

uncut laurel
#

Not working ): @onyx juniper

onyx juniper
#

Oops, I mean ctrl + j

spiral sigil
#

thankye

spiral sigil
#

(yes i made that shirt myself

spiral sigil
median pike
#

@terse lava its very relevant lmao

#

@timber lantern late reply but

#

make sure to clear custom split normals if you have any and after that check autosmooth and adjust the angle until it looks right

uncut laurel
#

how to i make this more clear? it was perfect in blender but in unity it looks like asscheeks

fathom ridge
#

anyne know how to make Spartans from Halo

quaint jasper
#

@uncut laurel Clear in what way ?

#

if it's resolution then the only solution is to increase the amount of place it takes on the texture

ornate talon
#

Or it might be that the texture used in unity is more compressed

uncut laurel
#

@ornate talon you were right, i lowered compression and now its better

crude parcel
#

they were fine before, i dont know what happened, the vertices just no longer move after i stop editing a blendshape

devout scroll
#

dunno if it would make a difference but try editing it when it's at 0

crude parcel
#

nope, no difference still

spiral sigil
#

this goes out to everyone creating avatars: so a friend that plays the PC version of VRC (i play on quest) just showed me how many polygons the avatars generally have, can we get a hard limit on polygon count allowed per avatar please???? it's absolutely insane how people don't know how to optimize avatars, and is probably what is causing so many issues relating to lag and crashes in VRC for many users. so please clean up your models before exporting them.

#

no

#

You can hide the avatar of people like that

#

or use the perf system to auto hide

#

but that sucks for a game experience

#

it's not players responsibility to make sure avatar creators stay within reason with their avatar size

#

it's not too hard as a creator either, just some extra steps in the creation process for cleanup

young vault
#

TBH, I'd say 200000 polys max should be a thing on PC.

#

Just to allow some leniency

#

But, that's just me.

vivid crater
#

What the country fried fuck are you talking about

#

200k polys as the max vrpill

spiral sigil
timber lantern
#

do you need more

still cobalt
white moth
#

It used to be 20000 on pc, it got upped to 70000 and people were like that was way more than enough

#

If you up it to 200000, every single avatar will be 199999

#

Just like everything is 69999 right now

spiral sigil
#

Should I make my custom avatar based on Hazuki?

young vault
#

Eeeh, I meant it as a hardlimit. Like, no avatars above it period all the other restrictions still apply.

#

And considering most people I see run around with avatars around 120k-150k. With the odd 80000-90000 here and there. I rarely see an avatar that isn't above 69999 tbh.

white moth
#

That count isn’t real, it’s counting all their props as if they were all active at once

young vault
#

Though, I guess that wouldn't work with the current system of the prop counting, ya.

white moth
#

Inactive props do not add to lag at all, they aren’t rendered

#

Their unique textures, if they have them, sit in memory but that’s it

young vault
#

I know. But, 800k poly accessories are.

dark geyser
young vault
#

And I mean, those that are on by default.

#

And the people I talk about with 120k-150k polys don't have props most of the time.

white moth
#

I wish props didn’t count against you, unless they were active like if it puts you over the limit then you get hidden momentarily. I guess it’s expensive to check constantly. Maybe check every x minutes or something

#

I have a lot of stuff that is rated very poor even though if hidden props didn’t count it would be rated ā€œGoodā€

#

I try to be excellent before props

#

Since deactivating props dosn’t help, I minimize materials by hiding them with bone scaling which is technically more laggy since the triangles are always rendered ... but the system likes it better lol

young vault
#

If I were to ever fully make my own avatar from scratch I'd probably try to get it to excellent and quest compatible, seems the most fair to do. But, I've yet to actually come up with what I want to do... For now I'll just continue trying to push at least down to medium or poor.

white moth
#

It’s way easier when you’re making it from scratch, optimizing other people stuff, especially if it’s already been triangulated, is slow work to do properly and ugly work to do fast

#

Learning to make stuff on your own is very freeing, and you realize how much harder it was optimizing other people’s stuff compared to just doing it yourself

#

But it is good practice for learning the tools

onyx juniper
#

I have to agree with this.

#

I've gathered from my time here that if anything, it's everything else that needs hard limits

young vault
#

Eh, true.

zealous pond
#

oh god

#

blender crashed

#

I opened it back up

#

it updated to 2.9

#

I mean, I like it, but now cats doesn't work :c

vivid crater
#

this is why you turn auto update for blender off if you use the steam version

zealous pond
#

lesson learned

#

this would've ruined my day if I didn't know how to use blender

rugged hill
#

I have been living a fool's life for the past four years

#

but now I've seen the light

white moth
#

It cleaned itself up recently and had a nice shave and a new haircut. It was a hobo before that

zealous pond
quaint jasper
#

That's always been there zucc

onyx juniper
#

Blender got cosmetic surgery and is now horrifying to look at. It learned some good new skills, though

timber lantern
#

Does anyone have any particular tips in their overall approach to doing leaf-base-hair?

#

i've followed a video to get set up and i have a couple of reference images on each side in blender

#

just wondering if there's any approach like, lay down big hair pieces first, then smaller pieces on top, or something? i've never done this before

#

i'm also curious about how the texture side of it works

#

wondering if i should be doing that bit first

#

before creating all the leaves

young vault
#

Hair first. Do it like painting. Big strokes first, then smaller correction strokes and edits. UVmap the hair. And then start off with a base color and refine it. That's what I'd do at least.

quaint jasper
#

Yeah it's easier to make one fully and then duplicate imo

timber lantern
#

you guys give opposite opinions wew

#

i'm unfamiliar with the more pure side of blender

#

in terms of doing uvmaps for many similar meshes

young vault
#

As long as it's a valid option that doesn't end up with bad results and in a good amount of time it works

timber lantern
#

i'm kinda thinking it would be nice to have like, 3 'maps', with 3 different textures

#

where like, one is lighter at the start, one is normal, and one is darker at the end

#

and then somehow mapping all the hair leaves to one of the 3 textures

#

i guess you could do that manually

#

maybe set it up like that for one leaf, and then do the modelling, and then go through and pick out all 'type a' leaves, move their UV to one of the thirds of the image, and then do the same for the other 2

#

like this amazing drawing

#

i think that would work?

#

and then special snowflake ones i could move elsewhere on the image and paint onto them in ps/ blender

young vault
#

If you want monocolored ones, I recommend leaving as little space for them as possible. For the snowflake ones give as much space.

timber lantern
#

none of them will be mono color

young vault
#

Unless you're gonna shade the monocolred ones

#

Ah, okay.

timber lantern
#

like the rest of this model, i'm ripping off shokk

#

and i like his hair

#

all textured

#

nicely

young vault
#

Ah, okay. Well, ya. I think you'll figure it out nicely.

timber lantern
#

ty šŸ‘

radiant moon
#

And yes, I have my color space set to non-color

radiant moon
#

Nvm it suddenly decided it wants to work?

odd spade
#

I've been working on this off and on and finally finished her today!
I plan to start rigging soon I just gotta figure out what to do with her eyes, cant wait to port her for VRC šŸ‘‰šŸ‘ˆ
This is the second model I've ever made and first I've ever finished so I'm kinda proud of her eee

radiant moon
#

Looks good! What's it supposed to be? Looks like a lemur to me.

odd spade
#

Shes actually a red panda!! I think that's pretty close O:

steady zealot
next jungle
#

Oh damn I need to get on that

radiant moon
elder mirage
#

lots of waynes

radiant moon
#

Glad someone recognized him lol

whole zinc
#

i see blender broke cats now.

empty narwhal
#

Anyone ever try using sculptvr to make a model?

#

I'm having fun with it

#

Could always try blender too though.. i guess

elder mirage
#

So when it comes to eyelids for something semi-low-poly, anyone recommend which way to do em; part of the mesh or a pair of 'floating textures'?

vital drift
regal quest
#

need help with Blender fbx to Unity

#

how to retain texture?

#

my Blender don't have that options

zealous pond
#

@regal quest you have to add the texture in manually in unity

white moth
#

Blender starting to be as intuitive as sketchup, nice

north rapids
#

who can help me make avatar

wicked schooner
#

@north rapids there are a lot of tutorials on youtube!

iron agate
#

I have a question about editing UV

#

I opened a project in blender and moved some vertices around to give something a different shape

#

Exported the new fbx, and opened it in substance

#

unfortunately, the UV matches the old model, before the changes, so the texture stretching is really bad.

#

I kinda know what I need to do; in essence, unwrap the model again. But I don't really know how to do that, and how to properly update the fbx in substance painter

#

Anyone want to help me?

#

For reference, it's the protogen model, and all I did was change the shape on some of the verticies in "Parts"

#

is there a way to select only the "parts" of the model and create a new UV

quaint jasper
#

Did you rebake all the maps ?

solar fossil
fringe thicket
#

Idk what that is but its cute as hek lmao

solar fossil
primal narwhal
#

Does anyone happen to know why I'm getting these edge artifacts on my model specifically only in VRChat? And how to get rid of them? They appear over the whole model. I'm pretty sure that it's not the shader as the safety system disabling shaders showed the same result, and I'm pretty sure it isn't the texture as I've messed with about every import setting on it without any apparent changes.

#

I'm also pretty sure that it doesn't have to do with the UV's, as these edge artifacts are appearing right in the middle of UV islands, not just on edges that would cause color bleed for instance

#

I've already run this through several cleanup's in Blender to optimize it as well as clean up any potential double verts and etc... and I'm about halfway sure that it isn't a problem with the model as it's appearing in random places all over the model not just the parts I've specifically gone over.

I'll give it a shot tomorrow morning in the hope to fix it but I'm still partially sure that isn't it.

elder mirage
#

anyone have a tip for how to break out of the perpetual 'how do I know when my model is good enough' mindset?

quaint jasper
#

Let me know if you ever figure that one out

uncut moss
#

anyone have a tip for how to break out of the perpetual 'how do I know when my model is good enough' mindset?
@elder mirage
Start a new project!
You just need to decide when its ready Or ready enough. Its not stupid idea to make different versions of your model so you can pickup the best one! You learn always something new !
Its easy to spend too much time for tweaking all the details šŸ˜„
Give your self a time limit so Its ready when the deadline comes!

quaint jasper
#

I agree with hard limits. Deadlines really help you make quick decisions instead of never going for what you think may be a good idea

uncut moss
#

So I tried sewing with blender šŸ˜„ and I had some problems, I'm still trouble shooting what went wrong!

quaint jasper
#

Sewing what ?

uncut moss
#

Sewing what ?
@quaint jasper
Shirt for my avatar, Maybe I missed something, I will continue learning how those cloth physics work!

quaint jasper
#

@uncut moss If you can show me how you set it up i can help out, i've done a bit of cloth sim in blender before

lament pond
spiral sigil
#

right

wise fern
#

Agreed

devout scroll
#

I like striped socks, but they don't fit a red skirt as much so I'll to with right as well

uncut moss
#

@uncut moss If you can show me how you set it up i can help out, i've done a bit of cloth sim in blender before
@quaint jasper

I can share some screens when I get home, it just feels like that cloth goes too tight /sews too tight and it looks just grumbled when it’s done. I might have something missing, because This is still new for me šŸ˜„

barren quiver
#

Those stripes are uneven which looks kind of ugly

tulip condor
molten flume
#

That ur shading , some of ur face arent in "shade smooth"

tulip condor
#

@molten flume
excuse me how i can shade smooth those faces ?

molten flume
#

Just open the quick shearch menu and look for shade

white moth
#

Hard edges could be a few things it could be shaded sharp instead of smooth it could also be duplicated edges/verts that should be merged together, it can also be split normals

#

It could also just be edges that are marked sharp on the object even if it’s shaded smooth

#

And if all of that fails it could have auto smoothing enabled and it’s just sharp enough to be auto sharpened

#

Lots of things to check

next agate
devout scroll
iron agate
#

could someone help me with my UV problem?

devout scroll
#

post it again

iron agate
#

Ok. This is a normal Protogen. The headband is one bar across the forehead

#

I popped this bad boi into blender to reshape the headband into a sort of crown, like this.

#

I must moved vertices and added polys to the existing model

#

However, it appears I need to correct the UV map. Here's what it looks like in substance painter; the UV map does not match the shape of the new mesh

#

Which distorts the texture and stretches it.

#

I need to remake the UV map. The model has existing seams and an existing UV, I don't need to start from scratch. I just need to know how to update the current UV so it doesn't stretch the textures into ass.

#

I'm pretty new to blender, so try to dumb things down for me. I started with what I thought would be an easy project to learn how to use it. So if you're telling me "Just do X and then Y" please tell me where those are located and how to use them!

atomic hamlet
#

You can literally just go into the UV editing tab and edit them.

#

Make sure you select everything on the mesh in edit mode tho, or the UV's won't appear in the window.

atomic hamlet
#

Oh, if the UV seams are still in the editor you should just be able to UV unwrap it again to update them.

iron agate
#

yeah that does nothing.

elder mirage
#

I know everyone is probably used to the 20K~50K poly models and such, but what is the minimum you would consider to be 'medium poly' and no longer low poly?

quaint jasper
#

above 5k

atomic hamlet
#

yeah that does nothing.
@iron agate You'll have to manually edit the UV's then, go to the UV editing tab in Blender, select all the verts/faces in edit mode, then you can move the verts/faces in the UV editing panel to not stretch the texture as badly.

#

Just note that you'll have to redo the part of the texture that used the old UV's.

#

You can also select individual faces instead of everything if you only want certain parts of the mesh to show up in the UV editing panel.

iron agate
#

Project from view has been really helpful here!

#

Ah yeah

#

I'm learning more about the UV process with all this. I think this problem is a combination of me learning UV mapping and the absolute haphazard disaster mangle of polys I added/stretched into shape for this crown

#

That's good advice tho, Sub, thanks!

atomic hamlet
#

Yeah, UV's are far from easy. It'll take a LOT of time to learn.

iron agate
#

Man, learning 3d modeling is such a weird minefield of time sinks. Like, I'll be trudging along, and think, "ok, I want to try to do this thing, or edit this part, and usually it's easy. But every now and then I stumble into a subsection of 3d modeling like UVs that's a whole goddamn world of its own.

devout scroll
#

That said this particular thing is pretty simple so uv mapping it shouldn't be too difficult

#

the mesh i mean

iron agate
#

It shouldn't be, Pumkin, but look at what I get when I unwrap

#

oh

#

I fixed it

#

this whole time I've been merging and dissolving uneeded and mismatched vertices and edges

#

and now

#

it looks somewhat normal!

#

still some weird crossing going on, but I'm slowly untangling it

muted atlas
iron agate
#

you missed a prime opportunity

#

Protaurgen

elder mirage
#

the upper waist looks a lil thin compared to the lower waist imo

devout scroll
#

you gotta place some seams so it doesn't overlap

#

seams is where it gets cut and unfolded

iron agate
#

Yes! I was able to come to the same conclusion

muted atlas
#

thanks

#

i am still working on it :P

#

this is my most updated wip

#

o and @iron agate i am stealing that name o3o

iron agate
#

I already bought the url, you wanna fight me for it?

muted atlas
#

No

#

XD

iron agate
#

hahaha

muted atlas
#

i can prove mine excists for longer o3o

#

Creation of the model file XD

iron agate
#

bro, lets fight. Swords at dawn, choose your weapon.

muted atlas
#

nuke

atomic hamlet
#

WIDE

cosmic owl
#

does anybody know how to use maya? it keeps making this extra face when i try to extrude and recreating the curve-- twice!-- and trying again with this shape doesnt fix it

#

it always happens on the side i make the curve on :(

iron agate
#

I've another question about UVs

#

why is this happening

#

Looks fine in Blender, UVs and texture look fine in Substance, but when I export from substance to use the texture in Unity, it does this

cosmic owl
#

i've got no idea, i haven't learned that yet,,,
i swear my issue is simple but i have no idea how to fix it 😭

#

ive done it either 3 or 4 times now and i get the same issue :(

tulip condor
#

@devout scroll
unfortunately for some reason in my blender 2.79>left panel>tools>
i couldn't find related option,
but when i press space and enter what i need
i indeed fix my problem by choosing "mesh-shade_smooth"

thanks for letting me know what i need to do šŸ‘

atomic hamlet
#

Whenever I (ctrl+j) join my meshes together, my textures/materials vanish. The other day, I found I can just use CATS to join the meshes, and that plugin's join meshes button didn't produce such a problem
@torpid cairn Conflicting UV map names will cause that. You need to make sure the UV map has the same name.

#

That makes it a little more tricky, just make sure whatever your "primary" UV map is has the same name as the one on the mesh your merging with.

#

And if both meshes had 2 maps, they would both need to share the same names as the merge target, you get where I'm going with this?

#

o7

devout scroll
#

@tulip condor gotta be in object mode

tulip condor
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@devout scroll
alright...i will look at that forward in the future
thanks

lilac cypress
#

https://twitter.com/oja_bitterlife/status/1301177270422265856 thought this might be useful for those making anime styled heads

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heavy compass
#

using blender 2.79 trying to edit the mesh and i cant see it cause of these pink and blue lines...any way to remove them?

jovial radish
#

try to look for a 'vertex normals visibility' checkbox?

small cloud
devout scroll
#

If it's blender 2.8+ you need to look in viewport overlays top right of yohr viewport

slender osprey
#

@iron agate might be a giant n-gon that corrupts the uv's when imported (unity triangulation or whatever)

#

i've gotten that issue with n-gons before

iron agate
#

what's an n-gon?

white moth
#

A polygon with more than 4 sides

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3 is triangle, 4 is quad, 5 and up is ngon

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Avoid them

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They aren’t real

#

Technically some quads aren’t real either

tawdry goblet
#

Does anyone else have this weird issue where you can't edit the properties of a mesh you add if global undo is checked off?

#

i finally figured out why it has been doing it, but now I can't figure out how to fix it

quaint jasper
#

Reset your profile settings

#

Someone had the same issue recently

tawdry goblet
#

i believe that was me

quaint jasper
#

basically removing your Blender preferences file

#

that was you lmao

tawdry goblet
#

do you know why it keeps doing that?

quaint jasper
#

no clue

tawdry goblet
#

before i didnt know global undo did that, but now i do and I am trying to not have to keep reseting my preferences

#

and i can't have global undo, because it crashes my blender

#

which is a apparently an issue that is known but not fixed lol

#

i guess i have to do what you just told me, but if anyone knows why lmk

#

no that dosent work either

#

having global undo off after deleting your preferences will just result you unable to adjust a mesh you add

waxen pewter
#

nothing wrong with ngons if you use them correctly -

median pike
#

ehh

#

I wouldnt say that

#

nothing wrong with them as long as they are perfectly flat

#

otherwise they will cause inconsistencies between render engines

#

also never use ngons on skinned meshes That will cause a lot of issues

spiral sigil
#

you can't have ngons in unity anyway
everything is triangulated

median pike
#

thats what creates the inconsistencies

spiral sigil
#

Quad topology is where its at vrcSunglasses

young vault
#

Even quads get triangulated in Unity tho. Better to do triangulation in blender after you're finished. And probably keep a quad version stored.

slender osprey
#

most of the time you don't have to worry about the uv's in unity if it's untriangulated

#

n-gons just have the tendency to distort the uv's when triangulated by unity

#

means you can just triangulate the ngons without the whole mesh (for hard surface mainly)

tawdry goblet
#

it's also my understanding that quads are only okay with static object, and that triangulation is good on avatars or moving objects specfically because unity interprets lighting on the mesh better

slender osprey
#

well i'm not sure if that's necessary since all meshes get triangulated when rendering

tawdry goblet
#

True. Does every engine do that?

#

also wouldnt it be good form to trinaglate it in blender to ensure cleaner topology?

white moth
#

Quads are just another n-gon to unity, they all get triangulated

#

If you don’t say how to split them up it will decide for you so it’s better to do it yourself

#

But in blender it’s better to keep things as quads most of the actually good blender tools don’t work on triangulated meshes

spiral sigil
#

It's only 1078 tris so far

#

which i think is pretty boppin so far

devout scroll
#

You should be able to triangulate and convert to quads quite easily

#

Also there's probably a triangulate modifier you can use

spiral sigil
#

it's entirely quads @half smelt

#

it just counts quads as tris

#

unless you're talkin to the other people

#

idk

half smelt
#

(Pinged wrong person) xD

spiral sigil
#

oof

#

sorry

forest mantle
#

im getting a problem when i add meshes onto my avatar...all my shape keys basically move them to random spots on the bottom and idk how to fix it

stable edge
#

Blender renders them as tris, even if they're counted as quads

#

It's triangles all the way down

forest mantle
#

so how can i fix it?

quaint jasper
#

shape propagate the meshes in edit mode

spiral sigil
#

final triangle count is ehhh

#

about 2500 tris

#

gonna have to find an outline shader for unity for some of the stuff tho

radiant moon
spiral sigil
#

@terse lava the guy's name is lil darkie, he's a rapper or somethin

tulip condor
#

hi all

is there a way to separate body parts
and make them both selectable in edit mod

for example:

when pressing L on legs the legs are selected
and if pressing L on torso the torso gets selected (highlighted)

any idea ?

devout scroll
#

there's a few ways

#

either you split them into different objects, then select them all and go into edit mode with them all selected at the same time

#

Or you mark an edge loop as a seam or as sharp, then when pressing L you have the option to select using that

#

or you create a vertex group with weight set to 0 for each thing and use that to select

#

I'll show examples later

tulip condor
#

i will try some of those ways
thanks

devout scroll
#

but if you mark a seam or sharp, remove them when you're done

#

honestly vertex groups with 0 weights is easiest, it's like saving a selection

tulip condor
#

alright here is what i did...

in edit mode:

i marked wanted body parts for separation (one by one)
then pressing P i chose "separate by selection"
after i done all of that i go to...
object mode:
and press 2x (A) to select all separated objects
then i press J to join all

after i did that i go to edit mode and try to press L on wanted body parts
and it worked here is an video:

#

thanks @devout scroll šŸ‘

devout scroll
#

good enough

#

don't forget to join them back after you're done by removing doubles with both edge sides selected, like i mentioned last time

ocean mesa
#

theres literally no reason to triangulate anything, it just makes editing harder to edit and unity/vrc does it automatically...

spiral sigil
#

Well

#

that's not entirely true

#

For example, occasionally if you want a very nice rounded surface, triangulating helps with that

#

Or if you need to adjust faces on a quad that is bending entirely wrong, deleting the face and making it only triangles helps with fixing that issue

#

It has it's uses, though generally yes, sticking to quads helps more often than not

#

for example, if you want to sculpt something, triangles are superior usually, just due to their flexibility over quads

#

but if you want like, hard surface modeling, then yea, just stick to quads, usually is easier for manual editing later

median pike
#

@ocean mesa there are reasons to triangulate yourself, not for most things but the triangulation can happen on a different spot than you want it to

#

and it that case you would need to triangulate in blender

pseudo hawk
median pike
#

and also as mentioned for certain geometry, triangulating is better

#

@pseudo hawk what do you mean by " doesnt have a uv map" every much has a uv map

#

it must have one

#

if you want a template so you can edit the textures easier in 2D editors

pseudo hawk
#

It does

#

not exported tho

median pike
#

well there you go

pseudo hawk
#

i want to get this but, exported

#

and idk how

median pike
#

thats how I just showed you

pseudo hawk
#

doesnt have a UV shown

median pike
#

you need to select the whole model

#

so its "orange"

pseudo hawk
#

and then what

median pike
#

oh lol, you must have deleted the UVs

pseudo hawk
#

I didnt, i havent edited it

#

this isn't my model, i opened the blender file they provided

#

and i havent touched anything

median pike
#

send a picture of the whole blender window

pseudo hawk
#

oki

median pike
#

thats the image editor

#

not the UV editor

pseudo hawk
#

Alright, how do i get to the UV editor

#

ignore how i spelt that

median pike
pseudo hawk
#

Oop

#

nvm got it

median pike
#

oh you have more than one material

#

well

#

deselect everything and select them by material

#

you can export that

pseudo hawk
#

Ok

#

ty

#

WAIT

#

caps

#

how do i select by matieral

median pike
pseudo hawk
#

that window isnt open for me

median pike
#

than open it?

pseudo hawk
#

im, not sure how

median pike
#

drag out an edge of another window, from a corner, when your cursor changes to a + sign

#

and than change it to the properties window

#

also, you should probably watch some basics of blender before asking about questions

pseudo hawk
#

I-

#

??

median pike
#

this channel is meant for helping with specific issues, its hard and tedious to hand hold someone trough the entire process

pseudo hawk
#

😬 Thanks anyways

devout scroll
#

going back to the modelling tab or layout tab to select a different material is easier at this point

#

Using project from view to make a temporary texture out of the concept art to get a feel for the final result is a really good idea

#

Really helps motivation when your model looks nice, which textures really help with

spiral sigil
#

That's some pretty solid modeling

#

Yes that was a pun

median pike
#

imagine having a concept art

spiral sigil
#

Imagine being original

median pike
#

all I know is that commissioning a ref sheet is too expensive

spiral sigil
#

then learn to draw

median pike
#

and you cant do something like this with just reference images

spiral sigil
#

Yeah you can?

median pike
#

ah yes let me just spend 7 years to learn how to draw

spiral sigil
#

I did it literally yesterday

#

just learn to draw 4head

#

it's that easy

#

that's why there are art school

median pike
#

no thank you, I have already wasted 8 years of my life trying to learn 2D art

spiral sigil
#

If anything, the ability to work off solely off reference is more powerful than working like this dude

#

because learnig to draw is so easy you can learn it in a few weeks

median pike
#

I know, but this is way easier

spiral sigil
#

Ehhhh

#

Depends really

median pike
#

having a refsheet to just box model from is so much simpler than using a bunch of images off google

#

at least for me

spiral sigil
#

I learned how to model based off references

#

so i dont really do the way he does

#

It just really takes alot of understanding spatial conception

median pike
#

lol I dont even know how to model

spiral sigil
#

that's about it

median pike
#

yeah, one of the reasons why I suck at drawing, perspective and spatial conception are things my brain will never understand

spiral sigil
#

Well, i dont really understand perspective

#

spatial conception is just something im pretty good at

#

but that's because i used to be in a few 2D animation groups

#

so learning spatial conception in a 2D space helps alot

#

Think of it like uhh

#

If you think of a gun, how you can take it apart in a 3D space, and how you'd move it in 2D basically

median pike
#

no idea lol

spiral sigil
#

if you give me a sec i have a tutorial i generally recommend noobies who follow me around to watch to learn the basics and make something in the process

median pike
#

I am not a noobie

#

I am just not good at it

spiral sigil
#

But you said you dont know how to model :P

median pike
#

I mean, I know the workflow and terminology for most things

#

and the rules and such

spiral sigil
#

I mean

median pike
#

but I am just not good at doing the thing lol

spiral sigil
#

Not many rules tbh

#

biggest rule is mostly just like "dont connect everything to one point"

#

if people tell you "Ngons are bad" just tell them to suck it, cause ngons have their place

devout scroll
#

i wish someone told me earlier to not connect everything

#

that caused lots of unnecessary loops to be all over the place

median pike
#

lol

spiral sigil
#

I mean, loops are great if you want a bendy character

#

but Ngons can be an issue cause of deforming occasionally, they arent entirely bad, but it's best to attempt to avoid them

median pike
#

yeah dont worry, I know all that

devout scroll
#

Sometimes you get loops going around the whole model just because you need one somewhere

spiral sigil
#

the place i mostly use Ngons is in like

#

fingers

#

just cause like, the top and the bottom of the hand, make it almost unavoidable

devout scroll
#

ngons are bad if they look bad

#

ez rule

spiral sigil
#

Well yeah that too

#

they're also good for like

median pike
#

ngons are just inconsistent