#3d-modeling

1 messages · Page 92 of 1

bronze walrus
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now I just need to fix up the neck and combine all the meshes

gaunt abyss
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So, just wondering... how would you go about making a characters mouth on a character being made from scratch? The lips to the interior of the mouth. This is my first character Im making from scratch so I kinda hit a wall.

median pike
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are you sculpting it?@gaunt abyss

iron agate
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So I'm getting weird scaling issues in blender

iron agate
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When I create a new mesh and join it to an existing mesh, after I import the fbx to Substance Painter, the original is tiny, while my addition is huge. What's going on?

quaint jasper
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Apply transforms first before export

iron agate
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to the whole model, or to my addition?

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Do I apply visual transform or object transform?

quaint jasper
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you apply scale

iron agate
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Can you explain where that is?

quaint jasper
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ctrl + A

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in object mode

iron agate
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while selecting the new mesh?

quaint jasper
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yes

iron agate
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That didn't change anything. Maybe I'm not doing it right.

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Like this?

quaint jasper
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Is none of your model weight painted ?

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But yeah that should be it, if that's not it i'm not sure

iron agate
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No, I haven't done anything else to this model but add that collar

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why are you asking about weight paint?

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@quaint jasper Hey, I reloaded a previous save and tried again and it worked

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Must have messed some scaling up while I was trying that solution

daring isle
gaunt abyss
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@median pike really sorry for the late response, yup I'm sculpting it.

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If it makes a difference, it's a cartoony character with a mouth that can open pretty wide.

prime veldt
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is their an easy way to remove hair avatar on blender

quaint jasper
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Press L on the mesh, or select a face of it, ctrl + shift + G > material

prime veldt
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do i have to click fix model first?

quaint jasper
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nope

median pike
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@gaunt abyss well if youre sculpting it you have two options. Sculpt it with the mouth open or just dont worry about it now and model it when youre retopologizing

prime veldt
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nope
Ruuubick#7777

ty

median pike
elder mirage
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So after making a character model, would the next steps be 'rig, weight paint, uv map, texture, then animate'? Or is a different order the way to go?

quaint jasper
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Correct steps, aside from animate, which you don't need to do

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Unless you want to, but that's done automatically otherwise if the character is humanoid

elder mirage
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I thought it would only be automatic if you're using stock/default animations or no animations at all cause of fbt.

quaint jasper
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Fbt can still chose to use animations for locomotion

solar fossil
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ay, nice clothes Redotix99, how did you make the folds? they look really nice

gaunt abyss
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Alrighty thank you Redotix! I barely have any experience with sculpting so we'll see how this goes. Closest thing I've done so far is add a mouth to a mouthless character and the results were less than ideal. I just made a cut where the mouth would go and put a red inverted sphere with the front cut off for the inside of the mouth and put a bunch of white triangles behind what would be the lips for teeth. The result was this abomination haha

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Yours is looking great btw

valid dirge
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Do questions about weight painting go here?

solar fossil
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i think this is more about the process of making the model mesh, try avatar-rigging

frosty plinth
spiral sigil
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you gonna do only head or whole body too ?

frosty plinth
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using a ooka miko

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lol

spiral sigil
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nice

frosty plinth
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very easy

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im a clone

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lol

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took me 3 days

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because i spent 8 hours straight

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when i was making the last eye part

spiral sigil
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triangles ? isnt that an hassle

frosty plinth
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yes

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i added movied merge

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again and again

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till it looked like that

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and yes

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but what ever

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ive teached some people on how i speed make models

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i mean you have to be doing this a long time to be fast

spiral sigil
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I thought triangles were bad topology

quaint jasper
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yes, but makes it worse for editing

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proper topology is an advantage

solar fossil
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huh, that is a weird technique to start a model

quaint jasper
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it really is lulw

solar fossil
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cant really complain tho since im the guy that sculpts low poly models tanabae

young vault
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And half the vertices aren't merged, right?

solar fossil
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wdym half of them are not merged?

ashen forge
young vault
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@solar fossil if you have ripped vertices and you sculpt they draw away from eachother causing a hole.

solar fossil
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ah, got it, yeah, no ripped vertices here, all manifold :fingerguns :

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also verry noice model trixxed

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oh @ashen forge mind showing topo ? 👀

ashen forge
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I'd love to but I don't have my PC right now, I can say it's probably around 11k tris though.

stark ore
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I love it @ashen forge

spiral sigil
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whhhhhyyyy i just want to import a reggie model for unity QwQ
but i cant because i need to be invested in the community
can someone do it for me

stark ore
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bro

coral stratus
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might make a public version of this to roam around now after what happened ❤️

median pike
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@solar fossil I used marvelous designer for the folds and baked that in to a normal map

fresh schooner
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Professor Membrane

muted raven
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I’ve seen that among us avatar running around already in multiple various worlds @coral stratus

radiant moon
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I've seen other versions too that more closely resemble the actual game, with custom animations and stuff too

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I had them threaten to kill me at taco bell

tight quartz
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What should I do?
Distance?

quaint jasper
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M

tight quartz
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I know

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But they don't wanna merge togheter

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for some reason

quaint jasper
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enable vertex snapping and auto merge and try with that

tight quartz
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uuuhh....

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Where?

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Me newbie at Blender

quaint jasper
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after that hold ctrl when you move a vertex and it'll snap

tight quartz
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But I can merge 2 diffrent objects right?

quaint jasper
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oh

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no

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that's why it doesn't work

tight quartz
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aaaaaahh

quaint jasper
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what you can do

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without merging

tight quartz
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Learn something everyday I see.

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ye

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?

quaint jasper
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Shift + S to snap cursor at the main vertex

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Snap cursor to Selected

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then select the other one and Shift + S Snap selection to Cursor

tight quartz
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uhh

quaint jasper
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in edit mode

tight quartz
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yea

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Ok that works

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thx

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So it's curved

quaint jasper
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proportional editing around 3D cursor

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you'd rotate around it

tight quartz
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uhh

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ok 😄

quaint jasper
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ugly example

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but kind of the idea

tight quartz
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OOo

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Thx.

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my whole thing moves. 🤔

quaint jasper
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use the scroll wheel to reduce the radius of importance

tight quartz
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like you get. 🤔

quaint jasper
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that's just the rotation circle

tight quartz
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ahh

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I don't really get a curve

quaint jasper
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That's because you have no edges to make a curve with lulw

tight quartz
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oh lmao

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uuh...

quaint jasper
tight quartz
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I have low bloodsugar aswell, I am getting really confused thats also why xd

radiant moon
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What i'd do is make a thick bar vaguely in the shape of a scythe and then do "subdivision surface"

tight quartz
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I still don't understand Ruuubick. ;-;

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You could help me tomorrow. .-.

quaint jasper
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That's just basic modeling, you'd need to find tutorials to teach you that tbh

ashen forge
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Can I post neat Blender tips/tutorials I find here that could help other people?

quaint jasper
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Sure

ashen forge
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#b3d ナイフプロジェクト / 両オブジェクト選択、Edit Modeに入り、ナイフ側の面を選択した状態で発動させる。F3検索でkniとでも打ってメニューをだす。複製はShift + D、ミラーはCtrl + M + X。モディファイヤでないミラーも意外とよくつかいます。 https://t.co/0NiPrWCZkH

Retweets

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3614

▶ Play video
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The video is all y'all really need to look at

quaint jasper
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oh, saw that yesterday and bookmarked it, definitely useful

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i didn't know about knife projection

astral ocean
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hey y'all quick question
im a blender newbie and I noticed something odd
in object mode my avatar mesh looks like this
it has lots of little gaps and holes thanks to me crushing the polycount
but

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when i go into edit mode i get this gorgeous mesh with everything smoothed and filled

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so my question is: which one makes its way into unity and vrchat?

barren quiver
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@astral ocean Modifiers have a toggle on them that shows whether they display in Edit mode. If you're decimating the mesh using a modifier, then the modifier won't change the mesh in Edit mode until either that is toggled or the modifier's applied. The mesh will only be modified when it's applied, and whether it's applied on Export depends on whether the modifier can be applied automatically. Meshes with shapekeys (i.e. face expressions) won't be able to apply the decimation modifier, so they won't get it.

astral ocean
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hmm, my decimate modifier doesn't have an edit mode toggle, just a realtime and a render toggle

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for context I have a solidify, planar decimate and a smooth in that order

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and even if I toggle all the viewport toggles off the edit mode mesh still looks better
thats completely bizzare, wtf

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hmm figured it out, applying the modifiers made it match the obj mode mesh
edit: jesus getting the p-count down for quest is hard

spiral sigil
solar fossil
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nice style Duskitty 👌

magic talon
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@tight quartz You can use Curve path with bevel circle like this

tight quartz
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hmm... @magic talon

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I see.

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Thank you, actually forgot about Bevel. hehe...

supple stag
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can't believe blender is FOSS

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what an amazing piece of software

tight quartz
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@magic talon How do I use it agin? XD

spiral sigil
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Decided to use some glasses that came with an avatar. However, the inner panels around the lenses are facing the wrong way from what I can tell.

quaint jasper
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you can disable backface culling

spiral sigil
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There's also a smaller mesh within the glasses themselves. No idea what purpose it serves.

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Should I just flip the normals and remove the inner mesh?

quaint jasper
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or you can disable backface culling

spiral sigil
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Will that make the inner panels show properly in Unity?

quaint jasper
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if you set cull to off in material yes

spiral sigil
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My main issue is I'm unsure about how the glasses should look. Haven't messed with anything like them before and thought I'd just toss them on because why not.

fervent light
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Any particular reason why joining armatures in blender offsets the mesh under the join source? Both armatures will stay in place, but for whatever reason one mesh returns back to where it was when it was first imported into the scene

quaint jasper
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Apply transforms first

fervent light
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Can't do that with shape keys apparently

quaint jasper
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not modifier

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transforms

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ctrl + a

coral plover
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Its been awhile I been working on my desgins in vroid yet then my laptop started to have issues took awhile to get it fixed yet heres a charecter I made I plan to use her for streams as well any advice will be great
Program Vroid

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Also I attempted to use blender cause I have a cartoony style and doing anime is hard for me yet I couldnt figure it out-

quaint jasper
spiral sigil
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satan

onyx juniper
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Substance-y!

spiral sigil
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Update on an avatar im workin on

quaint jasper
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@onyx juniper yeah I can't texture to save my own life lmao

stable edge
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Do not

onyx juniper
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Yeah, screw texturing!

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Although I know a guy who's really good at it and every time I look at him I need to go to the jelly School

quaint jasper
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Yes, it's unfair, why can't i be skilled CryingWeeb

spiral sigil
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C'mon

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texturing is easy you guys

stable edge
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I don't actually remember posting that

nova yacht
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Hey this is probably such a dumb question but how would I go about importing this glass effect into unity? Or would I have to recreate it in unity?

mild nimbus
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Recreate it or bake the entire shader in Blender and bring it into unity as a texture

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@nova yacht

drifting depot
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Hello. I've made a 3d model and I now have it standing. But I need help with rigging it. I know how to rig but what should I label the bones and what bones should I put in?

brittle veldt
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So I am trying to edit my avatar in edit mode
however the parts that I want to edit aren't showing their vertices when in vertex select mode but other parts do show their vertices (as shown below).
I'm a bit lost as to why this is the case because I was able to see those all the vertices before.

fringe rock
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Press 1

median pike
solar fossil
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mega nice

spiral sigil
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I hit bridge edge loops

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whats the best way to clean this up?

devout scroll
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For reference

spiral sigil
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hmm

quaint jasper
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@median pike Looks fantastic

median pike
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thank you ❤️

spiral sigil
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@median pike I love your nanachis

brittle veldt
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@fringe rock I'm already in vertex mode it's just that some meshes don't show vertices while others do

quaint jasper
spiral sigil
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satan shroom

median pike
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Infected mushroom.HAHAHAHA funny joke

tulip condor
quaint jasper
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Subdivision modifier, bevels

tulip condor
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@quaint jasper
thanks for your suggestions

median pike
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shade it smooth too

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also recalculate your normals

subtle jackal
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Subdivision is the Monkey's Paw of smoothing. It will do what you desire, but at great cost. Never subdivide what you can fix by redistributing existing edges.

tulip condor
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@median pike
thanks i will keep that in mind

@subtle jackal
that's true indeed

thanks

spiral sigil
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pretty useless for texturing

quaint jasper
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looks like a metallic map

spiral sigil
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it's missing most of the uv for some reason

quaint jasper
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what did you bake in ?

spiral sigil
quaint jasper
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How did you set it up ?

spiral sigil
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hang on

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really basic so I could just color it in substance painter, I'll screenshot it

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I feel like I've done something dumb, because this has worked before on other models

quaint jasper
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Did you make a new texture just for that ?

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odd though, otherwise it looks correct

spiral sigil
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I think it might be because I don't have a light source?

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@quaint jasper yeah I wanted everything as one texture

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and one material

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but when I bake the AO so I have something to look at in substance painter I see it's mostly black

quaint jasper
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why don't you bake AO in substance ?

spiral sigil
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I can do that?

quaint jasper
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yeah tht's literally part of the baking maps process

spiral sigil
quaint jasper
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wtf

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do you have a single UVmap ?

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also please check your normals orientation

spiral sigil
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I hit recalc outside and Im rebaking

timid stirrup
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Anyone have any energy to make a avatar for me? I’m not being rude I don’t know how to make avatars

primal prairie
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Can I get some help with something basic? I've altered and added to some clothing that was made for my model, and I'm trying to export it from blender, but it seems to be missing an armature and I'm not sure why that would be.

spiral sigil
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@quaint jasper this looks right to me

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idk why some of the mesh is that color though

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do you have a single UVmap ?
[10:25 PM]
yes

quaint jasper
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i'm kinda stumped then

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@primal prairie did you weight paint it ?

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@timid stirrup No one will make something for free here

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@spiral sigil Does baking the other maps results in the same problem ?

spiral sigil
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yes

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I think

primal prairie
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@quaint jasper No I didn't.

quaint jasper
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then yeah it won't work

primal prairie
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Ah okay then I'll look into wieght painting it.

subtle jackal
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You have one or more faces unwrapped to the entire 0-1 UV space, @spiral sigil there are UV verts in each corner.

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I'm guessing a lot of them since the UV space is white and wouldn't normally be.

primal prairie
quaint jasper
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in that case you'd need to merge it all together

primal prairie
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You mean the bones or the meshes?

quaint jasper
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the bones

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eventually the meshes too

primal prairie
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As the bones are already under a single armature.

quaint jasper
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but it needs to be a single armature in the end

spiral sigil
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@subtle jackal explain a little more?

primal prairie
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Yep all the bones are a single armature, and if I export with the selected item I can export the armature, but when I export the fbx and bring it in unity there's no "armature" object under the fbx.

quaint jasper
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can you show your hierarchy before export

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and export settings

primal prairie
quaint jasper
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ok so merge your meshes to begin with

subtle jackal
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It means there are singular faces unwrapped over the whole UV space @spiral sigil Make sure the entire model is unwrapped, that all your seams are proper etc.

quaint jasper
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and then parent your mesh to the armature with empty groups

primal prairie
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Okay I'll give it a try!

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Right all joined.

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Then do I just need to shift drag the mesh under the armature in the heirachy window?

quaint jasper
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ctrl P

primal prairie
spiral sigil
primal prairie
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As the armature is not an object I can parent it under?

subtle jackal
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it's unwrapped over the space where everything else is. Try island select and select where you think there isn't anything in the UV space

primal prairie
quaint jasper
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yep

spiral sigil
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@subtle jackal lmao I found it

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dude this has been driving me insane all night, ty

subtle jackal
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no problem

spiral sigil
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it was the stupid square in the middle of the head

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with no seams

primal prairie
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Okay now when I export it the armature has hips as the root bone, and it's got the wrong up direction.

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But when I place it in the world it works fine.

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Until I tried using the clothing combiner tool in unity and then it breaks completely.

quaint jasper
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ctrl + A on everything before export

primal prairie
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Hmm, I gave it a try but the same thing happens. I also has no rig. Do I need to make it generate a humanoid rig?

quaint jasper
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nah something in your export is wrong

primal prairie
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Okay I'll look into it, thanks again for all the help!

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I'm trying to get it finished in an hour so it's really helping.

primal prairie
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Hmm I'm struggling to figure it out so I think I'll have to concede for now.

tulip condor
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hi everyone

i trying to make my car more smoother
but i run into some weird issue
like...when i create 4x4 single face it triangulate it
but when i click diagonal edge it doesn't indicate that that edges exist

here is an video to related problem:

anyone knows why it fake triangulate
and how to fix that

please help

median pike
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quadas are made out of tris

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they are always triangulated technically

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its the weird ass lighting youre using

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it looks like you fucked with your blender a lot

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also what version are you using?

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you should use 2.8 or 2.9

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it could be your normals. Turn on face orientation display to see if you have fucked normals

vivid crater
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It looks like the entire theme is just weirdly colored, not the lighting

brave prairie
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It also looks like you have a ton of duplicate verts and edges. When you selected the bottom edge to create a face the left edge highlight looked like it disappeared under a duplicate. Could be wrong since it's hard to see much with that video res and theme 😅

lapis steppe
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anyone here use autocad? I use it for school for designing stuff and I'd like to take what I do in autocad and import it into unity and make really legit houses

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if anyone knows how to do that let me know

analog shore
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Spent about 6 hours on this clubhouse for my putt putt game. I wanted to see what people think.

spiral sigil
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ehh

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wouldn't live there, no rainwater pipes

analog shore
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Its a club house 😄 not a home

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Its also for quest so I cant add to much to it. Its only 1500 tris

spiral sigil
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I like it, cute design

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empty interior for now I assume ?

analog shore
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Yes, its just to make it look less.. boring 🙂

magic elm
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anyone knowhow to turn off colliders for this? the tentacles are supposed to be the legs and drag behind but they are all sorta inside each other.

analog shore
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Wait? @magic elm If you don't want them to go inside each other you need colliders. Without colliders they will intersect. Also the root of all the tentacles are intersected which would cause errors unless you boolean them all together.

magic elm
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@analog shore so the point was that to fit the amount of tentacles i wanted they had to intersect. however, i was told that having them intersect with colliders still there would cause them to not work properly. this is what the top of the tentacles looks like.

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my other issue is the "skeleton" of the model is weird to make, because the only things that are semi-normal on it are the hear and torso. the rest is not proper human.

analog shore
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I dont think I understand what you're saying? @magic elm

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You don't need to have colliders if you're trying to do dynamic bones.

magic elm
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oh ok

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Another issue is since there are bones on each individual tentacle it doesnt work when i try to join them all together. When i join the tentacle to the torso, even if the bones for the tentacle are selected, they do not join and then no longer move the tentacle.

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im sorry if this is hard to understand im very bad at explanations.

analog shore
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Are you trying to parent the bones from the tentacles to the torso?

magic elm
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no im trying to join the tentacles and their bones to the torso using the actual Join function. would the bones work if i parent them to the torso after joining the tentacles to the torso?

analog shore
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You would need to parent them to the armature?

magic elm
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so for some reason only on the tentacles works fine and its the right arm one. i dont know why but when i join those together the bones in there work.

analog shore
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Dont worry about the IK part, mainly just how to parent and name your bones correctly.

magic elm
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ok ill watch it, thanks for the help

next aurora
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Hey guys

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question

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you're gonna hate me

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but

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im trying to use a shrinkwrap modifier in blender to put Quagmire onto a toilet

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doesnt need to look too good, it's just a shape key

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but im not quite sure how to go about it

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but i want it to fit naturally around the toilet

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is there a way i can do that?

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i also have to make him big beforehand with another shape key, which pretty much breaks the entire thing

next aurora
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i just want a simple way of giving one object a shape key that is another object

next aurora
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i was hoping to have one object morph into the other

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at that point i'll just have seperate meshes

radiant moon
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You may end up having to model the shapekey yourself

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A dramatic change like that would require a lot of polygons in order to make it not look like shit

next aurora
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figured as much

magic elm
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anyone know how to fix this? the tentacles that replace the legs mostly fix with the fill face tool, but this section refuses to work no matter what i do.

quaint jasper
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convert the curve to mesh ?

stark ore
ashen stag
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Yeah topology looks fine so you should just dissolve a bunch of edgeloops before you get too involved

magic elm
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everything was joined the issue was just some of the points refused to work with the fill face tool but i got it fixed

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how do you check the amount of polys there are on the model in blender?

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I drew it in 8th grade and decided to make an avatar for it

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Im not doing the back tentacles tho

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They were annoying to figure out

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ill see if i can use those if thats fine

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ill try that at some point. this is my fist model ive made and i started from scratch, so i am gonna leave the back ones off for now. i will probably try adding them at some point later tho

magic elm
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Im having trouble getting the bones to work in blender. i got all the bones set up correctly, i parented everything the way i was supposed to, but the mesh still refuses to move with the bone. does anyone know how to fix this?

clear geyser
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@magic elm Are your bones weighted?

magic elm
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Yea

cerulean barn
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Hey I might be an idiot but I realized way too late: I was editing a model in unity instead of blender but I got it looking perfect, I just need to get it back into blender to do some finishing touches. How do I get it out of unity WITH the changes to proportions I made?

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I can't find a way to edit the mesh in unity otherwise I would

coral plover
#

ey whats the reccommened bone settings for animal ears cause I decided to mess with em and now they look hecced up when moving qwq''
heres a perfect example of how bad I messed up id say somethin else yet nah -3-

idk how to fix it someone please help the peep qwq'' also its made in vroid

Please help the peep who fucked up QvQ

cerulean barn
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I am indeed 2018

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Rip

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I scaled the head and hands so well :(

pure haven
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@coral plover do you mean the dynamic bone settings?

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These never let me down

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I think I used the hair settings for my ears

spare skiff
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I don't know why some areas on the back side are showing the texture and some are not

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How can I make sure only the front side shows the texture

quaint jasper
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disable culling in the shader

spare skiff
#

now I find out it is the problem of the vertexes, somehow there are many redundant vertexes close to each other and they create those faces on the back side, and I have cleaned them up

#

but now my problem is there are so many black lines on my model

#

(object mode)

quaint jasper
#

i don't think that's a texture issue

spare skiff
#

ok I find out its the redundant edges

#

🤦‍♀️

gaunt aurora
median pike
#

Wdym? They look fine

#

And obviously settings for unity wont look right in blender

subtle jackal
#

All you really have to do is pull the correct channels and know that the "roughness" map is inverted, or just use the roughness version of the unity standard shader

#

also don't forget everything but the albedo map should be set to Non-Color data

cold flint
#

if there's not already an avatar for him

slim ginkgo
#

but not all

pearl karma
#

you know there is a moddle of the old sonic someone made

#

@slim ginkgo ^ might save you truble

slim ginkgo
#

this is joke version were actually making it look like him

pearl karma
#

oooh derp XD sorry

pearl karma
#

BURN IT

still wadi
quaint jasper
#

ngl the outline is weird

#

and the squish hurts to look at

#

but otherwise it looks great

#

subd goes brrr

still wadi
#

it's just placeholder shader

lyric token
#

anyone know how to retroactively add an edge to a past bevel in maya

subtle jackal
#

if my game art class knowledge served me well, you might be able to find it in the history stack and change it there

radiant moon
#

I have absolutely no clue what I did to cause this

wispy orbit
#

Check the model in blender for those polygons and remake them, most likely they're poorly behaving n-gons

radiant moon
#

It probably has something to do with the shitty way I boolean'd the jaw to the rest of the face

wispy orbit
#

check that all the vertices are merged?

radiant moon
#

How would I be ablte to tell if they were merged?

wispy orbit
#

Move one by one, and the edges should follow.

#

Had an issue where I had accidentally split an edge and it resulted in the same issue

radiant moon
wispy orbit
#

looks like that first one is the issue

radiant moon
#

I don't even know how that happened

wispy orbit
#

could be a mispress honestly, all it takes is pressing v

radiant moon
#

How do I fix it?

wispy orbit
#

Either delete the offending faces/vertex or merge them with alt+m

radiant moon
#

holy fuck the more I try to find the issue faces the more of them show up

wispy orbit
#

the remove doubles button works wonders

radiant moon
#

Where's that

wispy orbit
#

Press the spacebar and type in doubles

#

It should show up in search

atomic hamlet
#

@radiant moon It can also be caused by having n-gons in your topology, aka faces with 5 or more points.

radiant moon
#

That just started the animation timer

wispy orbit
#

hmm

#

In 2.79b it's in the left panel

#

dunno about 2.8, too stubborn to let go of the 2.7 design

radiant moon
#

Well that's a problem

#

I use 2.8

#

Whatever i'll just look it up on google

gaunt aurora
#

it's under merge vertices

#

called by distance

#

@radiant moon

radiant moon
#

Yes i just found that put

#

It didn't do anything

#

It said "Removed 0 vertices"

#

And when I try to turn it up it sews the lips shut (Since the mouth is supposed to be flat and hidden when not open)

#

I won't be able to do any more with it tonight anyways, i need to go to bed

stable edge
#

Make sure you've got all verts selected

stable edge
#

also vrcFPaulSip hide the verts you dont want to merge

calm anchor
#

I've got an issue with uvs rn. I have my uvs properly oriented on the image i want to use, but it's displaying random parts of the image on the actual model. Am i doing something wrong?

calm anchor
#

figured it out, lol

ashen forge
#

A model I quickly made in about two and a half hours I'd say. It's 1k polys and 1 material, yes, the fortnite dance is mandatory.

quaint jasper
#

You should submit it for the spookality contest !

static vapor
#

i want to offer some adivce for people who has this problem called backface culling.

median pike
#

@static vapor thats an awful way of fixing backface culling. Please dont tell people to do this

#

youre adding unnecessary geometry this way

#

best way is to turn on "face orientation" and make sure everything is Blue by selecting parts of your mesh and flipping your normals

tulip condor
#

hallo there

I'm currently trying to install some sculpting addon from github
in blender 2.79,and 2.80
but it wont add it to addon list and it wont gives me any error
it simply ignore's it like nothing happen

ps
the addon is .py and it's packed in .zip file type

anyway
why is that happen and is there a any way to fix it ?

thanks in advance

median pike
#

I dont think .py can be installed trough the addon installer

#

you have to open it trough the scripting tab and run it

static vapor
#

ah yes i dont use 2.8 so i cant find some things

median pike
#

thats not a 2.8 thing

#

you can do this in 2.7

tulip condor
#

@median pike
it can
because i try that and i install some of those packed in zip file or without zip file

median pike
#

if its just a .py file you can try running it from the scripting tab

tulip condor
#

scripting tab ?

#

where it's located ?

median pike
tulip condor
#

@median pike
oh ok i will try it
i hope it will work for me
thanks

static vapor
#

i dont see any tutorials on this for 2.78

median pike
#

its the same process in 2.7

static vapor
#

well im still gonna do the solidfy for skirt lol cuz one side is empty

median pike
#

turn off backface culling in your shader for them to be double sided

#

thats a very bad way of doing it. Youre more than doubling the polycount for no real reason

devout scroll
#

i've literally seen people yell at me for suggesting not to do solidify and instead turning off backface culling

#

can't win either way I guess?

#

though turning off backface culling also doubles the face count

static vapor
#

iv turned off backface in the past still makes skirt one sides

median pike
#

it doesnt lol

static vapor
#

i had to make up for with shader

median pike
#

thats literally the job of backface culling. It wont cull the back face if its turned off

static vapor
#

iv been told that for the past 2 months now

median pike
#

than youre doing something wrong

devout scroll
#

backface bulling in unity*

static vapor
#

exactly

devout scroll
#

backface culling in blender doesn't do anything but hide backfaces

#

but exported mesh is the same

static vapor
#

i agree with pumkin

#

look as long as u hide the polys

#

it wont effect performance

median pike
#

thats not how that works

#

thats not how unity renders at all

#

unity shows the whole mesh if at least a bit of it is in the view

#

what pumkin said is that if you turn off backface culling in blender it wont change anything in unity because those two render independently

#

you have to turn off backface culling in your unity materials

stable edge
#

which you shouldnt do, as its less optimal than having those extra faces

#

You're choosing between adding a little bit more data to ram, or adding another drawcell.

#

those who know this better than me can feel free to go off, but from my knowledge:
you're choosing between adding a few more verts and faces to their respective buffers to an already existing mesh with its already existing material,
or
youre telling the computer to render both sides for that material which impacts all other meshes that use that material, meaning you draw everything twice, which is like saying the computer has to double everything itself and then send that off to render instead of just a few things,
or
youre making a new material which means your computer will have to say ok cool lets see what they want from me and lets make a whole new instance of whats needed (instead of using what the other materials use) which takes a chunk and then we render that mesh

#

tl;dr:
making a whole new double sided material for one mesh so you can have it render double sided is suboptimal, making all meshes use the same double sided material is suboptimal, using solidify is recommended unless of course you want a toasty pc and in that case go the material route and freeze some poor low end users computers

#

ah fancy letters that i cannot type

median pike
#

I wasnt aware that it renders double the geometry

stable edge
#

materials arent the way to go buddy

median pike
#

well I cant speak on the skirt issue but I think we can all agree that using solidify to flip normals is very unnecessary

stable edge
#

youre basically saying render it twice and also new material soooo 🔥

#

i dont actually know what the issue is with @static vapor lol

#

also @devout scroll because relevant party

#

id say that the person who made the skirt only made one side (the outside part) though which is fine but some people like immersion or something in a virtual game

#

alsooo lets see @tulip condor 2.8: preferences>addons>install. If its for an older version of blender it should warn you but if it doesnt search what youre expecting the addon to be called there and it should show you something

devout scroll
#

fair enough

stable edge
#

I can't say for 2.70 etc because ewwww old blender get outta here

static vapor
#

no

stable edge
#

not that i didnt use it i just like using things that are being actively developed heh

devout scroll
#

also if you're installing addons, don't unzip them

stable edge
#

^

#

unless its just a py i guess thats fine

devout scroll
#

if you got a py file don't you need to manually put it into your addons folder

stable edge
#

also,

no
?

devout scroll
#

or run it in the text editor if you want to use it once

#

no idea how blender handles it

stable edge
#

it depends if they wrote it to actually be an addon or not

#

py / zip blender if you install addon blender will put the files in...

#

C:\Users\USER_NAME\AppData\Roaming\Blender Foundation\Blender\BLENDER_VERSION\scripts\addons\

#

so if theyre proper addons youll be fine to just add them

#

you can tell if theyre proper addons if they have bl_info at the start of the script or if theres more than one .py file, usually

#
bl_info = {
    "name": "",
    "description": "",
    "author": "",
    "version": (0, 0, 0),
    "blender": (0, 00, 0),
    "location": "",
    "warning": "",
    "wiki_url": " ",
    "category": "",
}
#

hopefully thats not too much info to confuse people

silent depot
#

I dunno what I signed up for lol
Does anybody know a good place to learn how to create an avatar for vrchat from scratch?

#

or any place actually

tulip condor
#

@stable edge
right...
i will try that
thanks

wraith badge
#

Hi. I have a Problem with imported 3d Objects from Blender. I can't use textures at this objects.

ashen forge
#

Decided to use this spooky guy for the Crossplatform Spookality thing, left is the PC version and right is the Quest version. The left uses Poiyomi for the outlines and right is just normal scaled outlines, it adds a lot more polygons but to be honest this thing is only 1k polys so another 1k isn't anything.

livid storm
#

manual effort will generally look better than a generalized shader

#

less expensive as well 😉

ashen forge
#

I generally just enjoy the fixed sized outlines, which are kind of difficult to replicate in such a manner.

#

My models are typically very high performance too. Majority of which are 1 material and around or under 15k tris. I pride myself on it :')

vagrant saffron
#

hello! i’m new to 3d modeling, (very beginning) and i’d like to know if you guys have tips for getting started.

still wadi
covert moth
devout scroll
#

cute!

wild orbit
#

i've only made a few avatars so still figuring it out

#

but plan to make this guy the most functional one

covert moth
deep dirge
spiral sigil
#

same

deep dirge
#

I not even making that model for myself, its for a friend who likes the character

hallow bough
#

Nanachi has seen things, I don't blame her. Very well done model!

radiant moon
deep dirge
#

@radiant moon Open edit mode, I would like to see

radiant moon
deep dirge
#

oh lord

radiant moon
#

This is the high poly model for normal mapping

#

The weird mesh was caused by having to remesh it during sculpting

deep dirge
#

I think you should just flatten some lines of vertices

#

idk

quaint jasper
#

voxel remesh OMEGALUL

radiant moon
#

Bro why you making fun of me

#

Trying to use the remesh modifier usually end with the program crashing for me

#

That's on smooth remesh

#

It's also probably not a good idea to laugh at people who use your game

deep dirge
#

Edit the vertices manually

#

move

#

merge

#

delete

valid sun
#

bruv

deep dirge
#

should I not have such curvy topolgy?

radiant moon
#

She's not "bruv"ing you

deep dirge
#

?

#

Im not responding to anyone, just asking

radiant moon
#

looks pretty good to me

#

I'd just check from all angles to see if there's any weird shit going on

young vault
#

8/10 on that. It looks pretty clean. The whisker pad things look a bit weird, but, other than that, I see no real problem with it.

uncut flax
#

Is there a way I can stop blender from exporting the fbx in a way that Unity thinks the rig is scaled at (100, 100, 100)?

#

Apply Transformations isn't doing anything at all, and the usual apply-scale trick doesn't really work for armatures

quaint jasper
#

experimental apply transforms

uncut flax
#

That's what I meant with apply transforms, doesn't work.

#

In Unity, I have the model itself and two children; one for the armature root ('rig'), and one for the mesh. Both are scaled x100, and the armatures are also rotated (-90, 0, 0) because reasons

#

Actually nevermind; the mesh itself is now proper, but the rig is still off. The root object for the armature is scaled/rotated

#

I can get it to scale properly if I set it to "FBX All" instead of "All Local", but then the model's origin is in the center

#

which I guess I can fix by hover the entire model in blender but uh.

subtle jackal
#

scale to 0.01 and uncheck apply unit.

#

you also have to tell unity not to futz with it as well

#

keep in mind it will break any translation-based animations on your model as well

quaint jasper
#

kinda have to apply transforms on all tho

subtle jackal
#

well yeah that should be a thing you do regardless

#

prior to export

devout scroll
#

i think all you have to do is set the apply scaling to fbx all

#

on export screen

#

origin being in the center could be a unity thing if it's a 0,0,0 in blender

#

are you sure center pivot isn't enabled

uncut flax
#

I can't really scale it, as it's the armature/rig that's being scaled/rotated wrongly

#

I mean, I can, but that seems to mess up the model in all kinds of weird ways

#

and yes, I'm sure - because the avatar's stuck in the floor

devout scroll
#

right

#

where are your origins then

uncut flax
#

The root bone is at the origin in blender

devout scroll
#

in blender, for both the Armature and the mesh

uncut flax
#

mesh too.

#

I've had tried the FBX All export instead, and manually adjusted the origin, and that seemed to work - but the bounding box for the renderer was all wrong, and I didn't really investigate in what else broke on top of that

devout scroll
#

How do I rip a curve into two?

#

For vertices it's just V but for curves I can't seem to find a way to do it

spiral sigil
lucid orbit
#

anyone know of a good anime male base for modeling?

thick crag
#

It's better if it has side view too.

lucid orbit
#

thanks\

spiral sigil
lucid orbit
#

kew

stray tulip
lucid orbit
#

That looks awesome!

deep dirge
#

God damn how do you make stuff look that damn good?

zealous pond
#

@spiral sigil Nice work, those are amazing vrcEretNice

still wadi
#

close enough ?

spiral sigil
#

monsterous mammories

#

jumbo jugs

#

thunderbuckets

#

two midget in a headlock

#

I really like the texture
good stuff 👌

magic elm
#

(i had this in the wrong channel oops) so, i have had SO much trouble with this damn thing. first, does anyone know how to have the mesh of the model move with the actual bone? i have tried so many things and i just wont work. also, the "arms" refuse to work as well. the bones in there are not moving them at all. does anyone know how i could fix this? i have tried so many tutorial videos and none of them help me.

maiden vale
#

its t-pose man

still wadi
#

answer to your question sir is

#

Weight Painting

#

@magic elm

magic elm
#

ill try it

#

its gonna be annoying as all hell since i have so many damn bones in there

still wadi
#

try it ?

#

that's how u do it my dude

#

there's no trying

#

only doing

hallow bough
#

I mean if you want to accomplish what you're describing you're gonna have to weight paint XD You might have made it a little too complicated for yourself if you're just learning about it.

static vapor
#

yeah this only happened when i did separation on body

#

to hide the body

white moth
#

Select both verts that are next to each other, and merge each pair

#

Though I don’t see why separation should have created a seam like that

static vapor
#

alt m doesnt work

#

i tried that first

white moth
#

Hm I never use the shortcuts hit spacebar or whatever you have set to open your command search and just type merge?

static vapor
#

its just alt m but the more longer way

white moth
#

I don’t know old blender :x

static vapor
#

nvm i fixed it

#

i used bridge

quaint jasper
#

bridge is bad

#

you should merge the vertices instead

#

easy way is to dissolve the edges you created from bridge edge loops

static vapor
#

Yeah Ill do that

#

I'll probably use merge in the chest neck verts and creat a 2nd body for hiding poly for clothes

white moth
#

Be aware that merge can totally botch your shapekeys if they aren’t disconnected

static vapor
#

Well the face shape keys and body shape keys are separate

#

There's no shape key for body infact I might make the body into shape key as to a alternative

#

I found something better

#

in edit mode remove doubles

#

cuz since the vertices where created whehn meshs were created it created an extra vertices therefore by removing the double vertices it can fix line clipping

stable edge
#

merge by distance and remove doubles are the same thing

spiral sigil
#

for some reason, whenever I do any sort of key frame this moves.. anyone know how to fix this?

static vapor
#

u have keys on ur body

spiral sigil
#

and how would I be able to fix that?

#

this happens to each key frame

onyx juniper
#

@spiral sigil Your Robot Chicken reference did not escape me

devout scroll
#

gotta take it back to blender, edit mode, select all the bits that stick out, press f3 or space if you're in old blender, type in propagate shape

#

@spiral sigil

stray tulip
lucid orbit
#

question: when using vroid and putting it into blender can you remove and or add things to the moddle, for example say i wanted to add a cybernetic arm to a model i made in vroid, would i be able to do that?

still wadi
#

you can make cybernetic arms in vroid ? vrcThinking

lucid orbit
#

no like i make a custom model in blender and want to use it to replace the arm already on the vroid model

silent depot
#

So I wanted to use CATS on my custom low poly model but so far it's doing me more bad than good, like renaming or removing vertex groups
Do I really have to use it to have my avatar work?

#

Also are triangles necessary in a vrchat model rather than polygons?

still wadi
#

hair textures done too

spiral sigil
#

I've found that while modeling that things look better just merging two objects rather than having everything connect by vert. Is this bad? I've seen it done on a few models where the objects are merged but the topologies are over lapping

#

The only problem I really see with this is non visible polygons in your uvs

twin flare
#

I think this goes here

#

So, did I put an input wrong for my visemes (first time trying visimes)

quaint jasper
#

Select everything that isn't part of the face mesh, and do "shape propagate"

twin flare
#

Wheres shape propagate?

tight socket
#

f3

#

search it

twin flare
#

I get this still

quaint jasper
#

Yeah if the actual mesh for the shapekeys used is busted then you'd need to redo them manually

twin flare
#

ah dang

lyric pumice
#

Does anyone in here know by any chance what is the easiest way to take the entire design/shape of the black part and make it so the arm pretty much becomes that https://i.imgur.com/ER20KGP.png ?

quaint jasper
#

You want to merge the mesh or remove the arm mesh ?

lyric pumice
#

I want to want the Arm mesh to become the exact same shape as the black mesh.

quaint jasper
#

I don't think there's an easy way, without breaking other things by doing it

wispy orbit
#

with some tweaking you could try shrinkwrap, but it may not go super well

unborn canopy
#

lol

sharp rain
#

hmm

empty solstice
#

Ok if i may ask is anyone down for making me a avatar just dm me if you are

tulip condor
#

hi

when i try to install addon from github
that addon will not work in blender 2.79 and up

what i need to do so that addon will function ?

here is an video to related problem:

please help

devout scroll
#

contact the addon developer

#

or realize that 2.79 is deprecated and people are unlikely to support addons for it for long

tulip condor
#

@devout scroll
hm...right
ok thanks

devout scroll
#

time to start looking at transitioning to blender 2.9

median pike
#

that blender looks scary

#

its like roblox but worse

#

holy shit

devout scroll
#

they have bad eyes apparently

spiral sigil
#

Not a surprise when you use themes like those

devout scroll
#

shrug

#

Made some glasses and collar

#

Also blenshapes to change stuff on the fly look pretty good

quaint jasper
#

that's some smooooth skin

devout scroll
#

Only in blender

#

Don't judge vrcAevSip

spiral sigil
#

cute

quaint jasper
#

Did you mean to keep the glasses edges smooth though /

devout scroll
#

I shade everything smooth

#

With autosmooth normals occasionally, but it doesn't matter that much as it looks fine with a shader on

quaint jasper
#

i guess anything looks fine with toon taurishrug

devout scroll
#

It looks like that because I messed with roughness and specular in blender

#

But the edges are beveled so it should look a little smooth I guess

#

looks fine in unity

#

I have a texture for the lenses but the frame is still just using a matcap

#

Also working on a tank top

#

I tried just simulating one from sewing patterns but I couldn't get it right no matter how hard I tried. Probably because the chest is a little big

#

So I ended up just modelling it

spiral sigil
#

gonzagas

#

badonkahonks

#

sweater stretchers

#

eight pound socks

devout scroll
#

I made a sweater too vrcAevSip

#

Gonna texture tomorrow

spiral sigil
#

me like

devout scroll
#

Need to figure out how not to tank my performance rating. I think in theory I should be able to swap the mesh out in a skinned mesh renderer

#

If they use the same bones it should work, in theory

quaint jasper
#

two midget in a headlock is my all time favorite

spiral sigil
#

same 😹

quaint jasper
#

@devout scroll Did you sew that together or was it made from the base mesh and extruded ?

devout scroll
#

top i modeled with shrink wrap and many vertex extrusions

#

sweater was from body with gaps closed off manually

quaint jasper
#

I highly recommend the free sewing addon, really fun to play with, and result looks a lot more realistic

devout scroll
#

I tried

#

garment and modelling cloth

#

but i couldn't get the pattern right

#

chest 2 big

#

maybe i missed some settings

#

haven't tried sewing tho

#

will check it out next time

#

probably still gonna try simulating some wrinkles

young vault
#

Take up sewing. You'll learn that you need more material to stretch around big boogaloos properly.

#

Which means a more advanced stitch pattern.

wispy orbit
#

modeled off the hl:alyx model, that was a pain to import for references

quaint jasper
#

dope, good wind waker vibes

vivid crater
#

What wind waker did you play 😩

quaint jasper
#

Idk the face reminded me of beedle immediately in a good way

#

the triangle nose in that game is a classic

wispy orbit
#

funnily enough, never played wind waker myself

#

just wanted to do a low poly avatar and the nose worked

vivid crater
#

Ohhhh lmao

quaint jasper
#

looks great, i love it

mellow echo
#

which substance painter PBR option (when making a new project) is recommended for VRchat

zealous pond
#

^curious about this too tbh

fallow fable
#

ever spent hours cleaning up some discoloring around edges that suddenly appeared from something you did?
any idea how to fix this faster?

#

perhaps some script that can extend every pixel 3 pixels within the border to duplicate the same color to the 2 pixel border around it?

devout scroll
#

blender texture painting kinda sucks

#

if you're not painting straight on it will cause artifacts in places

#

i don't know of a script like that but you could scale your uvs down a tiny amount

#

with individual origins

#

but that also might be because you have ngons there

spiral sigil
#

so uhh i tried uploading my own avatar on unity but the log in on unity doesnt work
or better said i cant find it

mellow echo
#

well i just fixed a nightmare scenario somehow.

no idea how it happened, but a shape key i made somehow got negatively applied to every other key. (the right cheek moving up, somehow turned into neutral right cheek with ALL other keys moving the cheek DOWN. applying multiple keys would make it look like i was having a stroke) fortunately i still had a key with the left cheek moved up exactly the oppsite amount on every vertex. so i mirrored it, then blended it into every other key, add box ticked. took a few mins but saved me an insane amount of work x.x

fallow fable
#

@devout scroll blender does suck for coloring, what should i use?

devout scroll
#

You can get a free student license for substance painter

#

(even if you're not a student)

#

You can still use blender but just be careful on how you paint, if you're painting over a bend for example, the brush gets projected in 2D and it causes ugly smears over the edge

#

Blender needs layers and a 3D projected brush like in sculpt mode and it'll be a million times more useable

ornate root
#

i deleted the sdk2 from my unity proj

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installing the sdk3

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does not work at all

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avatarvalidation keeps referencing sdk2

devout scroll
devout scroll
#

For the collar I made i put the vertical seams here (and horizontal ones at the top but that's irrelevant)

#

They are visible but not too bad

#

I'm wondering if it's a good idea make more use of texture space

#

It kinda trips up substance painter's generators and normals look pretty bad in some cases at the seam

ornate root
#

weird

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the build & test button

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and publish

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both are greyed out

devout scroll
spiral sigil
#

It's all fun in games until you forget to save

devout scroll
#

Well cloth simulation sure is great

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It literally never gives me good results, there's just so many settings

solar fossil
#

Peps that get good cloth sims are gods, no questions asked

devout scroll
#

Modelling cloth addon works a bit better

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Plenty of creative stripping animations possible

solar fossil
#

Pff

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Looks great

vivid crater
#

because blender knows whats up, free those milkers

spiral sigil
#

damn

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blender really hates clothes

gritty crystal
#

so im just done at my new map

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designed at cinema4d

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the only problem, i dont know how to import it to vrchat

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hahahahahah

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vrchat can handle this huge map right?

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i've never seen a huge map before at vrchat

spiral sigil
#

oh yeah thatll be fine @gritty crystal

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also that seems so familiar...

gritty crystal
#

@spiral sigil yeah, among us...

I've sent a proposal for 3d cross platform development which supports Nintendo switch how ever it was declined.
then tried to convert it as roblox map, it fails... but now i think it will work on vrchat or gmod(not sure yet).

spiral sigil
#

I believe there is a gmod one

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and yes that should work for vrchat

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though you may need to optimize that

gritty crystal
#

yup i'll try to work with that soon but im going to read docs tomorrow

quaint jasper
#

@devout scroll Which addon are you using ?

devout scroll
#

modelling cloth

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first one was a regular blender cloth sim

muted bough
#

Hi, I've got a quick question. I'm pretty new to 3D modeling and I was wondering if anyone has advice for modeling faces for avatars? I'm really struggling to figure out how to make the mouth for example.

devout scroll
#

usually helps looking at how others do it

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there's lots of timelapses on youtube

muted bough
#

Yeah I've tried looking at tutorials and whatnot but I haven't quite found what I wanted. I'll keep looking though

muted bough
#

Alright I swear every video in existence starts with "I expect you've already got the mouth modeled" and I'm losing my sanity

primal narwhal
#

Alright so I'm messing around with Substance Painter trying to figure it out, got most of the basics down, however my model keeps getting its world normals baked like this, and the edges around those poly's are showing up in the AO map, the Curvature map, and then the regular Normal map.

I have checked, double checked, and triple checked the edges on the model, and there's no double edges, no edges that are just super close together, no double faces, and no double verticies in these areas.

I've recalculated normals, made sure they're pointing the right direction, I've reset vectors, set them from faces, smoothed them, etc...

There are no seams along these faces, no sharp edges, just plain faces. I am not baking from a high-poly model, I'm using the "Use low poly as high poly" option because I don't have a full high-poly mesh to bake from.

Does anyone have any idea what the problem is? Again, everything in Blender seems to be in order and I can't for the life of me figure out what these are caused by

#

I am also using pretty much the default baking settings. I've only changed the size and antiailiasing, and changing any other options seems to make no difference.

primal narwhal
#

I should mention that letting Substance Painter regenerate all the UV data has fixed it but I don't really consider that a solution so much as a convenience

tepid wagon
#

Did you try using triangulate modifier on your model before exporting? If I remember correctly what you have may be caused because you have two mirrored halves of your modeled overlapping on the UV map and without triangulating before export they get triangulated randomly by SP @primal narwhal

primal narwhal
#

Interesting, no I hadn't tried that. I'll give that a shot and see what I get out of it

tepid wagon
#

You don't need to apply it btw. That way you can still have nice quad mesh to modify if you want but exported model will be triangulated

primal narwhal
#

Neat

tepid wagon
#

Make sure the modifier is after mirror modifier

primal narwhal
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Hm, no that didn't seem to make much of a difference. I'm also not using any modifiers other than the armature and now triangulation one. The mesh is symmetrized, but manually not through modifiers.

#

well, "manually" being through the mesh options

tepid wagon
#

I see. How is the model unwrapped? Does it have two halves separate or are they overlapping?

primal narwhal
#

When you mentioned they overlapped it reminded me that I do have the skull's UV's overlapped so that I could have them take up more space on the texture instead of two smaller yet identical halves. So I can imagine that's the problem then

tepid wagon
#

Maybe try deleting half of your model and mirroring it again with the modifier?

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Although since you didn't use mirror mod before I am not sure whether you rigged and weight paint it differently as well and don't know whether that might brake something else so make sure you save before doing it if you decide to test it @primal narwhal

primal narwhal
#

No I'm pretty sure that I could do that and it would work I'll just have to test and find out later. Thank you for your help, very insightful

twin flare
#

How would you fix visememes

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Do I need to delete some bones?

tepid wagon
#

You saw what Ruuubick told you before. Usually you would use shape propagate for the parts that don't have visemes but since the face is busted too you need to redo them. I don't think bones have anything to do with issue you have so don't delete any bones

twin flare
#

dang, it was a different model to

quaint jasper
#

@tepid wagon If the face is also broken then they fucked up too badly and then they need to do what Justin suggested

devout scroll
#

@tepid wagon worth noting that if you mirror and want to export to substance, you should move the mirrored uvs out of your main uv space, you can do that by going to data and sliding U or V to 1 in the mirror modifier

devout scroll
#

that should get rid of the ugly seam down the middle and the overlapping uvs

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I'm not 100% sure if substance had an issue with the seam down the middle or blender baking did, but it should prevent that anyway

spiral sigil
#

Can anyone do a commission?

near dust
#

is there some sorta guide on doing scruffy beard hairs anime style? I tried using blenders particle system but it just didnt look right. 😂

quaint jasper
#

@near dust what's your reference for the look ?

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anime and hair particle probably don't match

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you'd have to sculpt it most likely

near dust
#

Actually, I figured out the beard. Just going to mimic. What I actually need a good guide for is how to do hairstyles.. I watched guides on making hair strands, but actually getting the hairstyle I want seems to be impossible for me to get right blind. lol

frank geyser
#

Hey quick question for folks well versed in Blender:
Is there a way to save a file you're working on with it's textures?
Every time I saved (and crashed) all of the texture work I did went away

quaint jasper
#

i've never heard of that issue

#

are you sure the shading mode just didn't change ?

frank geyser
#

how would I check? this is my first attempt with Blender

vivid crater
#

what version of blender are you on?

#

on the newer versions it prompts you that you didnt save the texture if you try to close it

frank geyser
#

just downloaded it today, so it's most likely a newer version

#

I've clicked the Save Texture button and saved the project as a whole, but the textures keep on disappearing for me

#

it's pretty frustrating

latent charm
#

To make things easier on yourself, don't use blender 2.9 yet since it's more of a public dev build and potentially has unknown (as of yet) bugs.

As for the textures, saving the images to disk then saving the blend file should be enough.

#

In the image editor there is a save all images menu item which may also be of some use

frank geyser
#

alright, good to know! Can I grab an older version right off of the Blender website?

latent charm
#

You want the latest LTS version (2.83.7 as of right now)

frank geyser
#

great, thank you!

#

Just playing around with the sculpting is a ton of fun, and I'm pretty happy with my first project tbh

#

it was legs (:

primal narwhal
#

the legs are predatory and gives me fear but good job 👍

frank geyser
#

Thanks! I'm actually really happy with how the legs turned out

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I had a ton of fun just turning them into fucked up raptor legs

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Here's a better pic of one of them

near dust
#

So I am using Path curves to create hair, and a single hair segment is 4k tris. How can I lower this?

devout scroll
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lower the resolution at the top of the curve tab

reef cloak
#

Working on a model and a thought occured to me that it would be nice to have a ruler in blender like the one in Avatar testing. Anyone know where I can find it or one like it before I model one from scratch?

quaint jasper
#

there's a ruler on the left tab in edit mode afaik

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actually in every mode, the measure tool

reef cloak
#

yea i know @quaint jasper but only in edit mode

quaint jasper
reef cloak
#

I know I have been using it

#

It disappears when I use other tools.

devout scroll
#

Make your own

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Blender units are meters by default

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You can make a bunch of cubes and scale them then duplicate and by using vertex snapping perfectly snap them on top of each other

quaint jasper
#

blender cube is 2m cubic btw iirc

devout scroll
#

Then why is it's scale 1

stable edge
#

-1 to 1

spiral sigil
#

So I’m new to this blender stuff and my issues are I can put my material on it in unity and also the avatar doesn’t move in vrc

quaint jasper
median pike
tulip condor
#

hi there

is there a way to make (blenders 2.79 and up) sidebar properties tabs to be horizontal instead vertical

because it's wary difficult for me to read vertical tabs name from bottom an up
plus i got to many tabs because i install many other addons
so tabs name becomes more dense and its really really hard to know what is what

i mean who in the world make this nonsense anyway
it's horrible i tell ya

tulip condor
devout scroll
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Don't think that's possible

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Maybe with some kind of addon but I dunno

tulip condor
#

@devout scroll
ah i was afraid of that
yeah...but it will be much better and easy to know what is what
why they didn't make like that
i mean
if someone have Brocken neck
maybe that vertical tabs will help them lol

think's for the tip

devout scroll
#

You probably don't need that many addons for what you're making tho

#

You can hide different addons in different modes

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So you don't have them all on at once

tulip condor
#

@devout scroll
yeah i will try to guess how to make them hidden
because i only work on modeling stuff and animating rigged models

devout scroll
#

Not sure how in 2.79

tulip condor
#

correct

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oh ok then

devout scroll
tulip condor
#

@devout scroll
seriously... i will need to migrate to new version oof 😔

devout scroll
#

it's much better laid out, just play around with it until you are ready to move over

#

you can always keep both

tulip condor
#

@devout scroll
yeah ... infect i got 2.80 and 2.90
and they are great
but something stopping me to go in there
because i was working on my models on older one
idk maybe I'm afraid of deferent options , naming , hotkeys
you know ... those things can little confuse me
I'm little old fashion guy that is more used on old stuff because i got more experience in old one instead new one

devout scroll
tulip condor
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@devout scroll
wow so far so good
i like the old to new transition
plus it's little more comfort and it has pc-windows hotkey manipulations
it's much more compact that i expected
in wary near future i will delete the old one for sure

thanks

devout scroll
#

👍

tulip condor
#

@devout scroll
one problem still exist for me
which is addon transfer

is that location is for blender addons?
if yes then can i transfer some old addons to new blender version
that i show in this video
because some addons is possible to work from old to new and vise versa

devout scroll
#

You probably want to just reinstall them through the addons thing

alpine swift
#

Dm if you want a vrchat meme

tulip condor
#

yes i do have some .zip and .py backup for my addons
but some addons are only packed in folder because they are old
and i by mistake delete their .zip or .py backups

devout scroll
#

you can still install them through the install button

#

you can zip them back up i guess or if it's one file just click on the file

tulip condor
#

hum never thought about that is possible
i will try that
thanks 👍

median pike
#

@tulip condor why do you need so many addons? I only have one.
I am just curious what do you use them for? Because I mean, blender can do most things you need to make models already

tulip condor
#

@median pike
yes that's correct

but i install some of those because
it more simplifies and speed up the modeling process
but for the rest integrated addons i will plan to hide them
so in the near future i will migrate to newest version
and do what i mention before

median pike
#

yeah I just recommend going to newest version and use the least amount of addons needed

ashen stag
#

@median pike You can do simple A->B pistons with constraints but anything past that is legit IK so you need FinalIK

median pike
#

is final IK intuitive? I only ever used it with a spider character and it was horrible to work with

ashen stag
#

The spiders are a mess of workarounds and abusing mechanics, for a piston you would just need CCDIK/FABRIK

#

Keep in mind due to NetIK you would have to have the piston's bones constrained to your main armature instead of being children

solar fossil
#

final ik is pretty easy to start with, but the difficulty increases for very complex stuff because you are not really using it for what it is intended for anymore, so workarounds are required

median pike
#

@ashen stag why is that necessary, thats stupid. I avoid doing stuff like that because I have done similar with rigid bodies and fixed joints, which offset over time in game

ashen stag
#

It's necessary because it was broken when Netik released and since barely anyone uses Final IK for their avatars the devs wont fix it

median pike
#

so its a vrchat specific issue?

ashen stag
#

Oh yeah

median pike
#

whats the behavior if you children it?

ashen stag
#

Its the same thing where you need to constrain world particles

#

If you have it as a child, it will work for you, but be displaced for everyone else

median pike
#

great

ashen stag
#

since you are not telling other people where those bones are specifically since you are only sending the tracking points, not the bones in between

median pike
#

well I guess I will giving up on that than.

ashen stag
#

Another complicated way to do it is have everything be a child of the armature, duplicate the bones of your piston so its outside, do the final IK on the duplicate, then rotation constrain the original to it

vestal glacier
#

hey can someone help me with dynamic bones? i bought an avatar from booth last night, and it got prerigged with most dynamic bones. except when my avatar crouches, the legs go straight through the skirt

#

i already tried some stuff with adding dynamic bones to the legs but i am a bit lost tbh

#

(if this is the right channel idk there are so many related to models)

median pike
#

is the skirt rigged?

vestal glacier
median pike
#

I mean

#

you have colliders on your legs

#

are they selected the the skirts dynamic bone script

#

?

#

if yes than you will just have to set up some constraints

vestal glacier
#

i added those leg colliders myself. dynamic bone collider, but they dont work.

#

if yes than you will just have to set up some constraints
how do i do that?
this is my first time with dynamic bones, thought it would be easier then it turns out to be

twin flare