#3d-modeling

1 messages ยท Page 94 of 1

glad spire
#

@fickle lion It seems connected

#

Whenever I change the color of the part up

#

the part down color get changed too

#

It should be the bread

#

I duplicated it and put it up

#

But my boss approved it xD

#

Thanks a lot. gonna use both of them! @fickle lion @quaint jasper

solar fossil
spiral sigil
#

give him a gun

solar fossil
#

just have a little compartment in the front that opens and has a Glock inside

devout scroll
#

do you have a license for that firearm

calm grove
#

I want to see the end result so badly now Love3

#

You are amazing Bahka!

solar fossil
#

saw n8 typing there for a sec

devout scroll
#

i hope he posts soon

solar fossil
#

any moment now

#

he gonna be posting his own version of the model

devout scroll
#

damn, that'd be incredible

solar fossil
#

so @vivid crater hows the model going... ahem

devout scroll
#

so much to learn from it

vivid crater
#

๐Ÿ˜

#

I was just gonna say reminds me of otacons bot from mgs4

#

But chonk

solar fossil
#

haha, yeah, but where is the model?

#

oh, or you want to do speed modeling in the last minute, i see i see

median pike
#

soo

#

uhh

#

how do you hand claw arms for humanoid rigs?

#

but that seems like not the way to go

devout scroll
#

You can try having dummy bones then using constraints to move the claws

median pike
#

I was hoping I wouldnt have to do that

#

is there no way to just force the humanoid rig to take them and adjust them somehow?

devout scroll
#

But I have a feeling you won't get it perfect

median pike
#

@fickle lion the problem with that is that I dont really know what the desired position is

#

it would be nice if it just stayed in its default position

#

I dont think that would give me the same results and even than thats super annoying considering i have to screenshot every position just to copy them

solar fossil
#

ah the claw problem, the bane of my existence, never managed to get good looking results

median pike
#

dont even

#

its the last thing thats holding me from putting this in to vrchat

#

how am I suppose to give it a shot if its in another server???

#

I cant make that look good

#

its hard to untwist something like that

#

theres stretching everywhere

#

you cant copy them if you want to do that

#

you cant copy multiple transform parameters at once

#

so I just have to take pictures of write them down and than input them manually?

#

is taht really the only way?

#

ehh fuck that

#

there is

#

jsut foind it

#

not if I want finger tracking

#

no idea what that is, how unoptimized it is or how much it desyncs

#

so would that be rigid bodies and fixed joints? Thats the only constraint I know

vivid crater
#

yea, we have actual constraints now, probably dont use rigid body fixed joint for things anymore

median pike
#

oh, so I wont get a shit ton of desyncs anymore?!

#

wow

#

thats the thing

#

if it gets any kind of desync its useless for me

#

because you cant use the model for more than a few minutes that way

#

seems like I got it okay

solar fossil
#

i heard someone saying rigid bodies

#

prepare to have your knee caps removed

median pike
#

thats the only way I knew how to do it

#

the only time I have ever messed with something like that was over a year ago

#

and I never wanted to do it again

solar fossil
#

yeah, rigid bodies were scuffy, but constrains are mega blessed

#

come, join the constrains, become a god

gaunt abyss
#

So does this mean I can attach a particle system to my head and it would actually follow it properly?

vast oxide
#

Nice

solar fossil
#

yup

#

constrains are the way to do world space particles too

gaunt abyss
#

Awesome

#

This is my first 3.0 avatar so I'm still new to this stuff. Its basically just my usual avatar with its head shoved into a jack o lantern and with a gesture it pukes pumpkin junk, but the particles were only taking the hotizontal rotation of the head into account, not vertical.

#

Also I have a little question about the particle system. Dont know what channel would be he best one to ask this in, but how do I make it only fire once? Its almost like the particle system loops but I unchecked the loop box.

white moth
#

None of my constraints ever desync more than a single frame

#

Unless you make input feedback yourself with a circular logic of constraints those can have desync

#

Like chaotic systems

solar fossil
#

chaotic system best system

white moth
#

Who needs animations๏ฟผ

#

Chaotic self referential circular logical constraint๏ฟผs

#

Try safety blocking those

devout scroll
#

Looks great!

#

Shame you missed the halloween deadline tho

#

Unless you didn't want it to be public

radiant moon
#

Anybody got any links to some good human basemeshes? Royalty-free if possible? I'm looking around but haven't found any i like yet.

spiral sigil
#

Helloooo, idk but exist any channel or secondary server to request any avatar commissions? I dont know if is allowed talk that here, sorry, if not tell me and i delete this msg X_X

quaint jasper
#

There are some very cheap ones on the artstation store @radiant moon

#

Like 5-10$ with textures

spiral sigil
#

But i want a custom one, money is not problem haha.

quaint jasper
spiral sigil
#

Oh thanks

radiant moon
#

I'm broke, can't do anything i have to pay for

spiral sigil
#

Wait.. i cant remember how check pings in IOS discord version aaah

quaint jasper
#

@radiant moon You searched through sketchfab and CG trader, turbosquid etc ?

spiral sigil
#

Oh i remember now, thanks.

devout scroll
#

There's also some addons that generate base meshes

#

I think there was a thing called makehuman

#

Those are for realistic base meshes tho

radiant moon
#

Huh? None of those except a few on sketchfab so far

devout scroll
#

Don't know about free tho

radiant moon
#

Just looking at whatever comes up first on google

#

Can you link me to Makehuman? I'm interested in a realistic basemesh

#

As long as I don't have to pay for the addon

devout scroll
#

I haven't looked into it myself but I heard about it mentioned in passing somewhere

#

Check youtube

flint imp
#

So, I'm looking to get my OC 3d modelled and I'm looking for someone to do it

#

I could never do it myself, so ping me

quaint jasper
quaint jasper
#

might as well

flint imp
#

Oh, thanks

#

Yknow what I'm just gonna make it myself lol

radiant moon
#

Whenever I move away from my model in Blender, parts of the model start to clip through the shirt. How do i fix this?

#

Note that the shirt is loose and open-chested, so i need to have the torso and pants modeled behind the shirt

#

There's plenty of space between them though, i don't understand why they start clipping at a distance

slender fractal
#

@radiant moon as you move further away from a model, the distance between the layers is represented by a smaller difference in depth buffer values, until the point where a lack of precision starts to make it ambiguous which is in front of which - the only fix to that is to simply add more space between the layers, or to construct the model in such a way that there is no second layer beneath

#

notably it's affected by the near and far clipping planes of the camera, so the further the maximum view distance, the more likely this is to happen because a greater range of depths has to be represented by the same value

timber shale
#

the clipping shouldn't show up in unity or the game, if its for vrchat

radiant moon
#

Ah yes, I figured out what was causing it

slender fractal
#

yeah give it a test in-engine to see if it's ok still

radiant moon
#

I was doing detail work and my clip start distance was set really low

slender fractal
#

yup that'd mess with it

sullen blaze
#

the shape keys gone brrr

median pike
regal flicker
#

Interesting

onyx juniper
#

Mmm look at the cuties he makes

solar fossil
slender osprey
#

someone have any tips on uv unwrapping dog heads?

solar fossil
#

I guess generally like human heads, but the loops around the mouth will be much longer ๐Ÿคทโ€โ™‚๏ธ

wide vigil
#

Quick question, I'm looking for a witch broom model, but I don't find anything >.< anyone has one to spareย <3ย ~?

solar fossil
#

sounds like the perfect model to make by hand

#

good luck and god speed at modelling

obsidian nova
radiant moon
#

You've given me an idea

ashen forge
frail flint
#

nice

lethal relic
devout scroll
#

That's weird, I didn't know discord did that

lethal relic
#

It stops you from uploading pics that it thinks are naughty but this is a null model so... Was it the nips? Lol

sage hedge
#

Having a problem with the world I've created. I have a main room and an entrance room. There's a door in between, and when I upload the world to the game, when moving through the door between rooms I momentarily get stuck like a collider is trying to stop me. What causes this and how can it be fixed?

quaint jasper
#

How did you setup the doors ?

sage hedge
#

Two holes in the walls with a connection between the two.

#

I'll get a couple screenshots here in a moment...

quaint jasper
#

is it at least 2 meters tall

#

if not then the player capsule is blocking you

sage hedge
#

Should I make it a little bit taller and try that?

quaint jasper
#

yep

sage hedge
#

It's now taller than 2m but it's still doing it.

quaint jasper
#

mesh colliders ?

radiant moon
#

Discord stops you fron sending naughty images? Well that explains why it sometimes keeps me from uploading random images

#

Not even dirty ones

lethal relic
#

Depends on room settings and server of course but yeah seems so

winter plinth
#

if you have your scan mode set to something it will stop you from sending stuff

radiant moon
#

How do I keep a Blendshape from moving when editing the Basis?

quaint jasper
#

That's kinda what a blendshape is

radiant moon
#

I mean when I edit the basis, other shapekeys won't be affected

#

My model has its mouth already opened and I want to close it

#

But I want to use the already-opened state as a viseme

#

NMV, I think I got it

deep dirge
#

What did you do to make it work?

radiant moon
#

Nope, I didn't fix it

#

aaaaaaaaaaa

deep dirge
#

Oh

#

:(

radiant moon
#

Wait

#

Hmmmm

#

Let me try something else

#

Nope, still doesn't work

quaint jasper
#

you want to close the mouth as the main Basis and use previous basis as shapekey ?

radiant moon
#

Yes

quaint jasper
#

Ok then duplicate each

#

then select duplicate open mouth, option viseme on the right side, set as new basis

radiant moon
quaint jasper
#

@lethal relic Make sure there's no other collider in the way using the physics debugger window in unity btw

radiant moon
#

I'm sorry, I don't understand what you mean

#

I tried duplicating the viseme, editing it a bit and then setting it as the base but trying to activate other visemes doesn't work

#

Wait no

fleet ice
#

One option is to duplicate the face, close mouth, and transfer the open mouth shape to the new object

radiant moon
#

I think i'm figuring this out

#

Excuse my stupidity, it's late at night and i'm tired

#

Yeah, it works great now

#

thanks

lethal relic
#

@quaint jasper what? Lol I think you tagged the wrong person but I'll keep the advice in mind as a total unity noob haha

quaint jasper
#

@sage hedge Make sure there's no other collider in the way using the physics debugger window in unity btw

#

Sorry about the ping lothisk !

lethal relic
#

no worries!

#

I have a problem though I'm wondering if anyone could help me out with. So I'm in blender and because I wanted to add subsurface smoothing to only certain parts of my mesh I have separated certain parts of the mesh I wanted to keep kinda sharp. The horns, the faceplates. But now for some reason I can't edit the face plates even though I'm in edit mode. in this pic you can see I'm in edit mode with vertices selected but the dots aren't appearing at the vertices. switching to other modes doesn't seem to allow for transformations at all. this is the only part of the mesh that does this. Anyone got any tips?

#

well lookit that it did lol anyway, help appreciated!

quaint jasper
#

Don't use 2.9.1

deep dirge
#

Don't listen to him

lethal relic
#

too new and buggy? lol

deep dirge
#

Use 2.9.1

quaint jasper
#

i've seen 5 people with that same issue

#

there's no fix

#

unless Yaya knows one

deep dirge
#

Lol I don't even know the problem

latent charm
#

2.9.x seems to be a weirdly buggy release, if it's being weird check against the 2.8 LTS

deep dirge
#

2.79 was so good, 2.8 and 2.9 are just broken

quaint jasper
#

ok, i'm gonna suggest to not talk about stull you don't know in the dev channels

devout scroll
#

alt+h to unhide in edit mode fixes it

quaint jasper
#

2.83 is great

#

It breaks every single time you exit out of edit mode Pumkin

#

it also makes you unable to use vertex mapping for weight painting

deep dirge
#

2.8 introduced that bug that crashes the program from undoing and redoing certain things

devout scroll
#

i haven't had that many issues, it only happened once

lethal relic
#

that worked. weird! thanks!

deep dirge
#

It's so infuriating, I have to save all the time

quaint jasper
#

i've only crashed in 2.83 because of my own stupidity

latent charm
#

Imagine not having a twitchy ctrl+s reflex ๐Ÿคฃ

deep dirge
#

But sometimes I want to see how something looked before and after using undo and redo, then it just crashes

lethal relic
#

oof sounds rough yaya

#

thanks to @devout scroll

#

blender thought it was hidden I guess lol

devout scroll
#

blender only crashes for me when using weird addons or undoing stuff

#

Also that's not how you prevent stuff from being subdivided, you can use a vertex group to choose what to apply a modifier to or mark edges as sharp

#

regardless, 2.9 is pretty buggy, gotta wait for a fix

#

but I like the new additions for snapping and the new mutlires

#

so i don't want to go back

lethal relic
#

vertex group okay I'll look that up

devout scroll
#

basically weight painting but instead of painting to bones, you paint a heatmap for a modifier

#

blue being 0, red being 1

#

that's what the armature modifier does as well, it links weights to bones by vertex groups

lethal relic
#

I'm super new lol just started using blender start of this month basically

spiral sigil
#

is somebody able help me with this nsfw model

quaint jasper
#

Not in this server no

deep dirge
#

Help you how

#

If you wanted help, you'd ask a question, not say you don't know what your doing with a nsfw model

hardy lake
deep dirge
#

Are you on 2.9

hardy lake
#

yes

deep dirge
#

Download 2.83

hardy lake
#

๐Ÿ˜ข so its a bug?

deep dirge
#

Yeah, I'd assume, I've had issues with unselectable mesh stuff in 2.9

hardy lake
#

oof, alright, thank you! somehow i wasnt able to find anyone complaining about this on google, which is very strange

#

i've had this issue before but i fixed it by exporting that mesh as fbx and importing it back, but i cant do it this time cuz i need to keep my modifiers

deep dirge
#

Idk how I fixed it for myself, it was the faces being unselectable, I just did other things and it magically started working again

hardy lake
#

oh god, basically Blender 2.9 randomly hides vertices when you switch from one mode to another. all i had to do to fix it was go edit mode -> ALT + H ๐Ÿ˜…

deep dirge
#

Alt H never fixed my issue...

#

I wish blender stopped development after 2.79

#

So many issues

devout scroll
#

Oh shut up

#

Blender is so much better since 2.8

#

2.79 deserved to be retired 10 years ago

#

Yeah 2.9's got issues but 2.8 is still miles better than 2.7

young vault
#

I can't even use 2.79 anymore after migrating to 2.8. It feels too clunky.

solar fossil
#

had to open a 2.79 project a day ago, all i could think was "damn bish you lived like this?"

deep dirge
#

It's because of undo redo crashes, having to select the armature beforehand to move bones in weight paint mode, the damn tool settings being so screwed over, and other meaningless ui changes.

#

Other than that it's still blender

quaint jasper
#

Sounds like you issues zucc

deep dirge
#

Have you not experienced the undo redo and armature bullshit?

quaint jasper
#

Nope, been doing this almost daily since it came out

cerulean shoal
#

2.79 is ๐Ÿคฉ 2.8 is ๐Ÿคฉ

devout scroll
#

You had to select the armature beforehand as well in 2.7

#

But if you use right click select you don't have to I believe

#

But if you shift click the armature then the mesh, you can ctrl+select bones if you don't have masks enabled (v or m) while in weight paint mode

#

It does crash when undoing for me sometimes tho

deep dirge
#

In 2.79, I could go into weight paint mode whenever and always be able to select bones, now I need to shift click both the armature and mesh before entering weight paint mode. I have to do that every time going into weight paint mode, it's so stupid.

vivid crater
#

๐Ÿ˜

deep dirge
#

๐Ÿ˜ถ

stable edge
#

๐ŸŸก

minor wind
#

Hey guys, hoping you would be able to help me.

I am trying to edit the mesh of an existing model but when I do, the mesh gets VERY stretched out, flipped UVs, etc. Blend shapes seem to be the issue as sliding them in unity tries to form a working avatar again. In blender the model looks fine, in Unity it does not. Any suggestions?

devout scroll
#

Export settings are different between them

#

Or you deleted/added bones maybe

#

Is the size of your armature 100 or 1 in unity

hardy lake
minor wind
#

Is the size of your armature 100 or 1 in unity
@devout scroll It is 1 in unity, the bones were not changed. ๐Ÿ™‚

#

Any other suggestions? here is a pic of what I am talking about. If any blend shape is touched it goes back to normal

quaint jasper
#

@hardy lake Try recalculating normals, setting normals from faces, smoothing groups

hardy lake
#

okay thank you

ashen forge
#

Just a tip: if you're using 2.8+(I don't know if you can/how to do it in 2.7)
You can click this arrow in the viewport to show which way your normals are facing.
Red means it's the backside, Blue means it's the front side.

glad steeple
#

You can also just enable blackface culling, to see how its going to look in engine

ashen forge
#

Yeah, I just find this way much easier visual-wise

radiant moon
devout scroll
#

@minor wind try exporting with scaling set to fbx all

minor wind
#

@devout scroll will do! Thank you!

violet sand
#

When I made realistic hair,vertex is 100k over...
hah

obsidian nova
#

@hardy lake I had that same bug pop up on 2.9 last night.

autumn badger
#

@minor wind try exporting it out of blender, into blender, and then exporting it again. Mine was an abomination, I did that, and then it was fine. You can also try "fix model" with CATS.

#

Also, I think that might just be the lighting.

clear geyser
#

@violet sand Use hair cards instead

teal yoke
clear geyser
#

@teal yoke prntscrn or Windows key + Shift + S takes a screenshot so we can better see what you're talking about

old robin
#

im looking for someone to make me my own personal 3d avatar, i have no skill in 3d modeling nor do i have the software. so im kindly asking if anyone could dm me so i can show you the character i want you to make, i hope you take free requests. ill be accepting the first dm, we could become good friends if we get to know eachother a bit.

clear geyser
swift quiver
#

so you wanna comissio someone?

#

arent there special server for that?

devout scroll
ashen forge
teal yoke
#

The head dosnt move with the body, and im a beginner... what do i do, anyone mind to help?

vivid nova
#

Hey guys, working on learning to make an avatar for the first time.
I have the character sculpted (not remeshed yet) and trying to learn to make good looking anime style eyes.
Are there any good/recommended tutorials on how most people do it?
Just from looking at avatars, it looks like it is usually done with a concave white area with a circular mesh for the moving part of the eye. I think I am missing something though, it looks really bad from the side of the face, and it is difficult to make the eyes big enough without the circular part visibly clipping the white part.

spiral sigil
#

why does my geometry split like this?

#

how do I make it not do that?

spiral wing
#

remove doubles @spiral sigil

spiral sigil
#

doubles?

#

I just extruded it up

#

e, then g

spiral wing
#

remove doubles, combines vertices that are in the same spot, just do that.

devout scroll
#

remove doubles is called merge by distance since 2.8

spiral sigil
#

I forgot I had a loop cut there

devout scroll
#

keep in mind that if you cancel an extrusion you still have it extruded, it's just on top

spiral sigil
#

thanks merge by distance worked

spiral wing
#

i learned too much in 2.79 for me to move into 2.8+ i've seen it, everything is different

white moth
#

Only takes about two weeks for you to get over it. Then youโ€™re better off for the rest of your life.๏ฟผ

#

Free to download the newest blender as soon as it comes out or just set it to auto update. And not be confused that all the tutorials look different

#

Worth imho

#

Glad I ripped off that bandaid personally

devout scroll
#

Yeah, at this point 2.7 is a liability

#

Transition can be painful, but it's smooth sailing after it happens

#

And don't get 2.9 yet if you're first transitioning as it has some confusing bugs and you want to minimize frustration

#

In steam, under the betas tab you can select 2.83 lts

spiral sigil
#

Is there a way to modify my texture as I make changes in UV editor?
For example, would it be possible to have the piece of the texture currently beneath a UV island follow that UV island as I move it in the editor?

Or is that just not possible, and I have to keep doing it externally?
I only ask because I BELIEVE this was a feature in maya, curious if blender supports it

quaint jasper
#

You'd have to modify the texture

spiral sigil
#

Externally, you mean?

devout scroll
#

Yeah

#

There might be addons for it tho

spiral sigil
#

Yeah, I know theres a few addons for the UV workflow but I was having trouble finding any that could procedurally do texture editing like that
I'll keep digging, if you know of any please let me know ๐Ÿ‘

#

Ah, I guess adeon mentioned the in-blender workflow that'd work - make a secondary UV and make your changes, then texture bake the texture onto the secondary UV using your first UV. I'll try it, see how the quality is. Not quite realtime, but a good place to start

devout scroll
#

That's how it's usually done

#

Keep in mind that baking doesn't support transparent textures so you have to bake it separately

#

Then combine the alpha map with your texture map

violet sand
#

I didn't know hair card but I did under 50k vertex.

#

Maybe this enable to upload.
However, I'm Visitor yet

white moth
#

Is there a way to modify my texture as I make changes in UV editor?
For example, would it be possible to have the piece of the texture currently beneath a UV island follow that UV island as I move it in the editor?

Or is that just not possible, and I have to keep doing it externally?
I only ask because I BELIEVE this was a feature in maya, curious if blender supports it
@spiral sigil duplicate the uv so you have two uv layers, make all your changes to one of them, keeping the original Unmodified. Then bake one uv to the other, and you end up with your modified texture.

No it canโ€™t be done live, baking can take like 4-5 minutes unless you want it very blurry

dusky parcel
spiral sigil
#

Wow, the texture baking works way better than I expected, it even places rims around UV bounds to prevent seaming which I always had to do manually
Thank you both @devout scroll and @white moth , I'm still learning the blender workflow so I'm sure this was a basic thing haha, but incredibly helpful tip

young vault
#

@vivid nova not sure if too late, but, how I've seen some more detailed ones do it is using a curved plane. Which allows for more movement area. Basically like a hole in your face.

#

Into a big cave

old robin
#

would someone please make me an avatar?

quaint jasper
old robin
#

i dont have money

quaint jasper
#

People don't want to work for free taurishrug

radiant moon
#

Also yeah, 3D models commissions are some of the most expensive ones

#

You're better off making your own for free

old robin
#

do you know anyone that do them for free?

quaint jasper
#

Fools

radiant moon
#

Of course not, I don't need to rely on anybody but myself to make models

#

I've taught myself more things than my whole 12 years of school

old robin
#

but i cant use blender

radiant moon
#

Then learn how to

old robin
#

my computer sucks

radiant moon
#

Look up some tutorials

#

Mine does too, but that aint stopping me

old robin
#

graphics card

#

that stuff

winter plinth
#

bro, my computer died from using blender, yours will at least last as long as mine to learn blender

white moth
#

Daryl... When you asked me to make an avatar for you a year ago I had only been learning blender for a year. You could have started then and been where I was when you asked...

old robin
#

its not letting me open it

winter plinth
#

64-bit hun

old robin
#

i wonder what happened to you adeon

white moth
#

I explained to you that doing work for free makes you very low priority and I might not get to you.๏ฟผ that turned out to be the case, sorry.

radiant moon
quaint jasper
#

custom split normal data ?

#

are they being smoothed ?

radiant moon
#

Huh? I made this model from scratch

white moth
#

Make sure you donโ€™t have 3 or more faces sharing an edge. That totally messes up normals

quaint jasper
#

looks like an edge angle shadow to me taurishrug

#

make it flatter i guess

radiant moon
quaint jasper
#

Did you enable auto smooth for normals ?

#

did you set normals from faces ?

#

Knowing what you tried would be good

radiant moon
#

No I didn't try anything

white moth
#

Either way... project normals and make em all parallel. Thatโ€™s how I fix that stuff anyway

radiant moon
#

Yall are telling me to do things I don't even know how to do

white moth
#

So does it look that way when itโ€™s in unity or is it just blenders studio shader ๏ฟผ๏ฟผ

radiant moon
#

I don't know, I literally just started making it

#

But it does do that when I switch to other shading methods, it actually becomes even more noticeable

white moth
#

Yeah itโ€™s just bad normals

radiant moon
white moth
#

Set normals from faces ?

#

Just that area. Might make other areas worse

radiant moon
#

That just slapped a bunch of sharps all around the mesh without actually fixing it

white moth
#

Wha

radiant moon
white moth
#

Yeah thatโ€™s... weird. Check wireframe make sure you donโ€™t have internal faces

#

I feel like those sharp lines might have internal faces connected

radiant moon
#

I don't think i do?

white moth
#

Oh

#

That upper lip is a crazy sharp bend๏ฟผ

#

So you are really stretching the limits of vertex lighting

#

Might as well just mark upper lip as sharp๏ฟผ

#

Remove the shadow on the outside

radiant moon
white moth
#

Yeah personally Iโ€™d just mark both lips as sharp

#

But especially the top one

radiant moon
#

That's what "Set from faces" did, it didn't fix anything

white moth
#

Not Set from faces actually just select the edges and then mark them as sharp๏ฟผ

#

The pointy top lip edges

turbid willow
#

can you put blender models into vrchat?

#

or do you have to use unity

white moth
#

You can put blender models in unity if thatโ€™s what youโ€™re asking

#

But unity is required to upload๏ฟผ

winter plinth
#

you use blender to import into unity to import into vrchat

turbid willow
#

oh

white moth
#

Unity contains the actual upload dialogue๏ฟผ

turbid willow
#

whats the limit with polys and bones?

winter plinth
#

idk how one would model something in unity, its too limited lol

white moth
#

whats the limit with polys and bones?
@turbid willow 70000 triangles. 75 bones

winter plinth
#

like 70,000 polys and 32 bones?

radiant moon
#

That did absolutely nothing

turbid willow
#

i will make aang form atla

white moth
#

Oops itโ€™s 70000 triangles and 400 bones but please donโ€™t actually use more than 75 bones

radiant moon
#

WHo the hell be using 400 bones

white moth
#

400 bones is still poor, not very poor. 401 is very poor. Itโ€™s crazy lenient lol๏ฟผ

radiant moon
#

But using sharps didn't work, any other suggestions?

white moth
#

I mean you could just fix it with custom normals but I donโ€™t actually know whatโ€™s wrong with it

radiant moon
#

I don't know hot to do custom normals

white moth
#

I donโ€™t think I am proficient enough to explain how the normal modifiers work

#

But they are the goto

radiant moon
#

Oh wait, i fixed it by accident

white moth
#

N i c e

#

What did you do

radiant moon
#

I started mucking around with the normals menu and just hit "average normals"

turbid willow
#

how does one import a 3d model form blender into unity

white moth
#

Use blender to export it as a .fbx file

#

Not mandatory itโ€™s just a very good format for this

#

You can also just drag the .blend file into the unity project but it will make every little change in unity very slow

slim wagon
#

Does anyone know any cool Oculus avatars

ashen forge
#

WHo the hell be using 400 bones
The people who use an insane amount of dynamic bones

gaunt abyss
#

lol I remember back when the hard limit was 20,000 polys

spiral sigil
#

Hello! I make 3D models primarily for SecondLife. I am wondering if I would be able to provide them to use in VR Chat in some way. ๐Ÿ˜ฎ I don't know how to rig characters or anything though. SL lets me attach static mesh accessories to avatars or place out objects in world freely so if there is something like that, awesome. :)

Example of my work:
https://i.gyazo.com/5c2b49c8a0816df85f4589d094864a00.mp4

timber shale
#

if you have/buy a rigged avatar, you can add any static item to any bone in unity

spiral sigil
#

Is there any way to add static items to any avatar? Like making those pistols I made usable by anyone?

#

Or does something like that require a custom world?

timber shale
#

it has to be uploaded to a specific avatar

#

otherwise you can make it a pickup in a world

spiral sigil
#

I see. I kinda wish the game had an inventory for items! Huh.

slim perch
radiant moon
#

Every time I unwrap this part of the model, the UVs come out all stretched. I've edited the seams and everything, I don't know why it's doing this

azure rain
#

try applying the scale of the avatar

radiant moon
#

Ah, yeah that was it

#

thanks

azure rain
#

np

ashen forge
white moth
#

Every time I unwrap this part of the model, the UVs come out all stretched. I've edited the seams and everything, I don't know why it's doing this
@radiant moon Try "Project from View" ?

radiant moon
#

Uhhh... i've already fixed it

#

Project from View wouldn't have worked for this anyways

#

thanks though

radiant moon
#

So I'm having a weird issue with Weight painting again...
Whenever I try to paint, it's supposed to mirror over to the other side to match. as in, whatever I paint to one bone, it'll happen with the other bone on the mirror side of the model.
But for some reason, with this model, it correctly mirrors the bones but not the vertex groups? So It'll paint on the exact same side but still be bound to the bone on the opposite end, if that makes sense.

#

Nevermind, i figured it out

#

70% of my problems are caused by me not applying transforms

#

Wait, what the hell?

#

So now it's mirroring, but it's backwards, for some reason?

#

Nevermind again

#

I'm being real big brain today

vivid crater
#

๐Ÿคช โœŒ๏ธ

tardy flax
#

Hey, quick Q

#

Does anyone know how to have an object in Unity attached to a specific point on a cloth object?

#

i.e. I have a lanyard and I want to attach a badge to the end of it, so that when the cloth simulation happens the badge object follows

#

I have a cloth constraint on the lanyard but no idea how to get the badge to move with it

quaint jasper
#

I don't think that's doable with cloth that way RuuuThunk

ocean matrix
#

Anyone have robotic wing models they tryna share/sell?

tardy flax
#

I don't think that's doable with cloth that way :RuuuThunk:
@quaint jasper Thanks, I'll try with dynamic bones instead ^^

quaint jasper
#

Definitely doable with dynamic bones, you can weight paint the object to a bone parented to another bone that has dynamic bones

tardy flax
#

Perfect, thanks!

reef cloak
#

Could not find a free bifolding door online. Having premade stuff can make your process faster. Like, why reinvent the wheel? ๐Ÿคทโ€โ™€๏ธ So I am making mine available to the community. Plz credit me.

quaint jasper
#

Is it animated/rigged ?

glad steeple
#

Put it up where you searched for the door too, so people there can find it. Asset store, sketchfab etc!

azure rain
#

also that's a lot of black space used in the texture by putting it in the center that's not contributing anything

reef cloak
#

@quaint jasper no

#

@azure rain that was my reference

azure rain
#

thanks for the clarification

craggy lintel
#

Anyone know how to mirror mesh and armature

#

Donโ€™t give me that โ€œoh itโ€™s hardโ€ oh itโ€™ll break a model stuff plz lol I know what Iโ€™m doing but I canโ€™t get it to work

#

Idk what my computer is doing tbh it doesnโ€™t like me mirroring rn

quaint jasper
#

mirror modifier ?

median pike
#

@craggy lintel to mirror your mesh you have to use the mirror modifier. To mirror the armature you have to make one side (for example the left) and name the bones so they have "L" or "left" in their names. This way blender knows what to actually mirror

#

than you can just use "symmetrize" in edit mode of the armature

#

but to clarify, yes this has a big potential of breaking your weights or UV maps

#

or shape keys

#

pretty much a lot can break

onyx juniper
#

arm_upper.L

#

then select those bones and in some menu or another select "symmetrize," I forgot which menu

compact umbra
#

Hello guys, probably a super stupid question but i cant find an answer to it. Im currently trying to block out a world in blender instead of unity for the first time and i would like to select the faces at the back. What gets selected from my current pov though is the ceiling faces. Is there an option to make this work without tapping into wireframe mode?

solar fossil
#

you can go into X-ray mode without going into wireframe

compact umbra
#

Thank youu

craggy lintel
#

I've done that alot already hahah @median pike

#

Help would very much be appreciated

deep dirge
#

Apply transforms?

craggy lintel
#

Iโ€™ve done that too x.x

deep dirge
#

O fuk

craggy lintel
#

Should I just throw the armature away

#

and try again

deep dirge
#

No

craggy lintel
#

Somethings definitely broken

deep dirge
#

All I can think of is apply transforms

craggy lintel
#

This is so broken lol

deep dirge
#

Because it looks like the origin is not in the center of the scene

ashen stag
#

If its posed you need to apply the pose as the resting pose before you can do a lot of other things to it

craggy lintel
#

Itโ€™s not posted

#

Posed

deep dirge
#

So you applied all transforms?

craggy lintel
#

Iโ€™m trying to understand what you mean

deep dirge
#

Ok

#

Go to object node

#

Mode

#

Press space and type apply transforms

#

Should show you all transforms

#

I forget what the actual shortcut is

craggy lintel
#

Iโ€™m on 2.8 lol

deep dirge
#

Try shift s?

#

If not, you can Google it

craggy lintel
#

thatโ€™s cursor controls lolol

deep dirge
#

Wait

craggy lintel
#

Thereโ€™s no transforms I need to apply lol

deep dirge
#

Cursor to center

craggy lintel
#

I made this from scratch

deep dirge
#

Then

craggy lintel
#

Cursor is center

deep dirge
#

Object origin to cursor

#

Search origin maybe

craggy lintel
#

Iโ€™ve done all of that lmao

deep dirge
#

Big bruh moment

craggy lintel
#

Yea Iโ€™m fucked x.x

deep dirge
#

Is the armature weight painted?

craggy lintel
#

Yes

deep dirge
#

F

craggy lintel
#

This is hell

deep dirge
#

Google time!

winter plinth
#

what happen?

craggy lintel
#

Everything happened

#

And my stuff still broken

winter plinth
#

what it not do?

craggy lintel
#

Itโ€™s just not working lol

#

Symmetrize breaks the model

#

All origins are correct, Iโ€™ve done everything possible to mirror with every diff setting

#

This is def broken

deep dirge
#

Manually symmetrize it

craggy lintel
#

god

winter plinth
#

wait, is there 2 armatures on the set?

deep dirge
#

Like create bones and copy positions with opposite x values

median pike
#

Iโ€™ve done that too x.x
@craggy lintel you havent, your transforms are not applied

craggy lintel
#

I did I swear

#

Iโ€™ll try again

winter plinth
#

apply again

median pike
#

the gif literally shows the armature transforms not applied

craggy lintel
#

Yea I did it after that gif

deep dirge
#

Can we see what happens after?

winter plinth
#

did you select everything before apply?

craggy lintel
#

Just a sec

#

Yea still broken

median pike
#

can you show us?

deep dirge
#

Do you trust people enough to let them check the blend file

craggy lintel
#

Obj mode correct

median pike
#

in object mode, select all than ctra+A - all transforms.

craggy lintel
#

Yep

#

Im doing that lol

median pike
#

than go in to edit mode on the armature and symmetrize

median pike
#

right

#

it should work now

craggy lintel
#

yeeeeet

deep dirge
#

Bruh

median pike
#

its symmetrizing in the wrong axis

#

change it

craggy lintel
#

I feel like its the origin causing all of this

median pike
#

use the Y axis

ashen stag
#

Honestly I always manually symmetrize stuff

young vault
#

What Redotix said

median pike
#

oh

#

you cant do that

young vault
#

You should be able to?

median pike
#

symmetrize only supports X axis

craggy lintel
#

Yeee

median pike
#

well, You should use the correct axis in the first place tbh

#

x is left and right

#

y is front and back

deep dirge
#

Mirror the armature

#

In object mode possibly

craggy lintel
#

Mirror does same thung lol

median pike
#

so move the ears on the right axis and than apply transforms again and than it should work

craggy lintel
#

I think it should just delete this

deep dirge
#

No

#

Don't

median pike
#

well you can either try to solve it or give up its up to you

spiral sigil
#

symmetrize only supports X axis
what ?

median pike
#

yea

craggy lintel
#

LOL

ashen stag
#

Just dupe it and scale -1 on the axis you want ๐Ÿคทโ€โ™‚๏ธ

median pike
#

yeah you can do that too

young vault
#

The width is on Y axis, symmetrize on X axis will try to do it on the depth. Doesn't do much

deep dirge
#

Doesn't ctrl m or n let you mirror something on an axis?

craggy lintel
#

Yeaaaa I was going to do somethung like that

spiral sigil
craggy lintel
#

HOW

#

mine doesnt have that

young vault
#

Is that 2.9 Svel?

spiral sigil
#

ye

young vault
#

2.83 doesn't

craggy lintel
#

DAMNNN mbn

median pike
#

yeah fuck 2.9

craggy lintel
#

I NEED

deep dirge
#

Lol

craggy lintel
#

O

#

my caps was on

deep dirge
#

Download 2.9

median pike
#

Id rather just use the correct axis

deep dirge
#

No no Nkohz NOOO don't USE THe 2.9!!!!1!!1!1!!ยน

ashen stag
#

Whats special about symmetrize? Does it rename bones if the names support it?

deep dirge
#

Like just download both

latent charm
white moth
#

Whatโ€™s wrong with 2.9? Iโ€™m on the LTS so I donโ€™t know

deep dirge
#

It's okay to need two broken versions of blender

median pike
#

it renames the bones and symmetrizes weights as well

latent charm
#

2.9 is unpredictably buggy for some reason

deep dirge
#

2.9 has a few bugs, and not enough good features I think

ashen stag
#

Ah mirror does weights but only if the bones are already there, ill keep that in mind. Get rid of some manual work

young vault
#

@latent charm Is that on mesh or armature

craggy lintel
#

Lol I just duplicated it

deep dirge
#

Dear lord

#

That's it

craggy lintel
#

And did Y -1

median pike
#

but why are you working on the Y axis in the first place?

craggy lintel
#

is that okay to do

spiral sigil
deep dirge
#

I think so

craggy lintel
#

I have no clue

deep dirge
#

Just make sure normals are ok

ashen stag
#

Ear on forehead and back of the head @median pike ๐Ÿ˜”

spiral sigil
#

so there you go, you can symmetrize on all axis, both ways

latent charm
#

@young vault Ah, it was mesh. Armature is only X axis

young vault
#

2.83 mesh symmetrize has all axis, Armature isn't all axis

white moth
#

The mirror will mirror weighted IF the bones exist and IF the vert groups already exist AND they are named with the .L and .R standard, unless this is new behavior ๏ฟผ

zealous pond
#

Ya the X axis should be your right/left

spiral sigil
#

only with .l and .r ?

median pike
#

is that okay to do
@craggy lintel yes but apply transforms and recalculate your normals outside because flipping it -1 will flip the normals

craggy lintel
#

I did all .r .l

spiral sigil
#

does it work with like _right ?

craggy lintel
#

didnt work

latent charm
#

Although if you need to symmetrize youe armature along the Y axis, just rotate the armature into the X axis, symmetrize, then rotate back to original orientation.

white moth
#

does it work with like _right ?
@spiral sigil havenโ€™t tried in a long while because it didnt when I tried a long time ago

deep dirge
#

Yeah why not just rotate along z 90 degrees?

spiral sigil
#

i don't like using dots ๐Ÿ˜ฉ

median pike
#

I literally said to move it on the X axis.

deep dirge
#

This is so dumb

#

I am so dumb

#

Blender is so dumb

young vault
#

You know, what you could've done is just rotate around z for 90 degrees

white moth
#

Itโ€™s ok marshal you have your looks

young vault
#

And it'd switch X and Y

deep dirge
#

Thank you

median pike
#

yes 3 people saying the same thing is very important lol

young vault
#

And apply transforms and then symmetrize

deep dirge
#

I like Peanut more though

young vault
#

I'm doing the dishes, I didn't notice someone saying it already

craggy lintel
#

cri

deep dirge
#

Peanut

white moth
#

Old peanut or new peanut? Oh.

deep dirge
#

Old?

young vault
#

I wish I could sculpt something other than goblins, tbh.

deep dirge
#

Like her shirt?

craggy lintel
#

Shift N for recalc right

deep dirge
#

Yes

white moth
#

I wish I could sculpt something other than goblins, tbh.
@young vault I wish I could make pretty much anything besides clothing for pre-existing bases ๏ฟผ

zealous pond
#

Same lmao

ashen stag
#

Gotta start on something simple and its not as daunting

craggy lintel
#

Inside or outside I forgot

deep dirge
#

@white moth what did you mean by old peanut and new

craggy lintel
#

lolol

#

Outside right?

#

Or both

#

Or flip

young vault
#

I make box, I am very original.

craggy lintel
#

Flip normals?

white moth
#

Select shirt area of a body, duplicate, fatten, thicken. Add some wrist cuffs. Shirtโ€™s done boss.

young vault
#

Still haven't done a donut vrcPerfExcellent

craggy lintel
#

Lol do I flip my normals?

young vault
#

Just re-calculate them.

craggy lintel
#

Yes yes, which one

#

Inside and outside?

deep dirge
#

Still don't know what this man meant by old and new peanut ๐Ÿ˜”

young vault
#

That's the facing of the normal. Do you want the face itself to face outside or inside?

craggy lintel
#

Strugglebus today sorry

#

Outside right

#

it's an ear

deep dirge
#

Enable face orientation overlay

#

If the ear is red, flip it

young vault
#

I don't think a lot of people are inside of ears, so, yes, I'd assume you'd need to do outside.

#

I do apologize if it comes off as mean. I'm hungry and I write in a weird way when I am.

craggy lintel
#

No its okay

#

im an idiot

deep dirge
#

Did you model that?

#

The ear

craggy lintel
#

Yes :>

#

I do all my own model stuffs

deep dirge
#

It's really good

craggy lintel
#

Thankssss

deep dirge
#

I want to learn how to do that kind of fluff

craggy lintel
#

Im only on day 5 of modeling sorry about the rapid fire questions

deep dirge
#

Holy shit only 5 days

white moth
#

๏ฟผSome people really pick it up quickly

median pike
#

@deep dirge short answer

#

paths

craggy lintel
#

Oh yea no Iโ€™ve been doing 2D for years

#

Not just paths tho btw

#

Bevel circles paths

median pike
#

well yeah obviously

#

only way to get different bevel shapes is to use another curve

craggy lintel
#

Yayyy

#

thanks for the help guys

deep dirge
#

Paths...

craggy lintel
#

its fun lmao

deep dirge
#

Idk how those work

craggy lintel
#

hmmm

#

Try Inkscape/PS first

#

learn beziers

white moth
#

Bezier curves are mathematical black magic

deep dirge
#

How would turn the curves into those strands of fur?

devout scroll
#

Probably the same way you do hair

white moth
#

If you like rapidfire tutorials CGmatter has a really good and extremely short video on procedural fences.๏ฟผ

#

You can see how it would be good for hair as well

deep dirge
#

So the curve is a magical object that I am stupid for not using

#

Epic

hardy lake
#

guys, does anyone know why my finger bones changed position in unity? it's screwing up all of the hand poses

quaint jasper
#

they're exactly the same

#

you're missing leaf bones most likely

hardy lake
#

leaf bones?

quaint jasper
#

If you look at the hierarchy, the bones are there

hardy lake
#

yeah but its not showing in the green rig

young vault
#

They're the same Jorgen

quaint jasper
#

manually apply them then

#

if that's done it works

young vault
#

Unity shows bones by discarding the tail, only showing head + bone length (which is next bone's head position). Therefore, the last bone in a bone chain is invisible since it has no actual bone length to the next bone. If I remember correctly.

#

Which means the wrist is showing 5 child bones, and each one of those child bones have 1 child bone, which has one child bone, which has none in that green armature. Which is the exact representation on the blender side hierarchically, and each one of them are placed correctly, since they're identical to the blender positions.

hardy lake
#

alright i got it, thank you

radiant moon
#

I'm trying to do a Shapekey system that involves a bunch of sliding panels to simulate mouth movement using 2d textures. The one issue I have with it is that it makes a bunch of ugly lines appear where the panel emerges from the face. I don't have any normal maps applied, nor do I know enough about them to make one that would fix it.
What would be a good solution for it?

deep dirge
#

Make the base shape the head without the mouth texture, shift D part of the face, and add a mouth texture, use transparency in the mouth textures, or cut out the shape. If them for each

#

You should probably ai upscale those textures anyways

#

Or manually do so

radiant moon
#

I already did, lol

#

Visemes are more important than the textures for the time being

deep dirge
#

Isn't the ugly line an issue of the panel being a full texture

#

On the mesh

radiant moon
#

Yeah, I just didn't want to have to do too much to get it to work

#

Oh well, back to GIMP i go

deep dirge
#

Lol

radiant moon
#

I had to create a whole new texture for an 'Oh' viseme

#

As well as to add Emission to the eyes

abstract oxide
#

hey where do you guys find all the textures for objects like floors and walls? @ me btw

white moth
#

I'm trying to do a Shapekey system that involves a bunch of sliding panels to simulate mouth movement using 2d textures. The one issue I have with it is that it makes a bunch of ugly lines appear where the panel emerges from the face. I don't have any normal maps applied, nor do I know enough about them to make one that would fix it.
What would be a good solution for it?
@radiant moon I know this is not actually answering your question but if you donโ€™t mind getting into SDK3, it can do texture change visemes now. No more clipping panels ๏ฟผneeded

radiant moon
#

I'm already into SDK3. It's just that the textures for the mouth (same with the eyes) are all one image

#

And i'm too lazy to crop them

white moth
#

Yeah I kind of know which model youโ€™re using and itโ€™s like that what I did is I just marked the mouth as a separate material so I could change it independently

radiant moon
#

What about the eyes?

white moth
#

I just left the eye is the same as the rest of the body๏ฟผ

radiant moon
white moth
#

All that matters is that you can change the eyes and mouth independently so I just let the eyes be part of the body material๏ฟผ

#

I wasnโ€™t using Mr. mime though maybe heโ€™s different

radiant moon
white moth
#

๏ฟผ yeah eyes are definitely their own material already๏ฟผ

radiant moon
#

But how would I animate a UV change? especially with more than 1 frame of animation

white moth
#

So what you could do is just delete all of those extra mouth and Eye planes and just make alternate materials in unity with the various offsets ๏ฟผ

radiant moon
#

oooh

white moth
#

Almost all shaders have values called X and y offsets which shift the texture๏ฟผ

#

You shouldnโ€™t animate them directly but you can just make alternate materials and then animate material swapping๏ฟผ

radiant moon
#

Uhhh i'm confused

deep dirge
#

Do all the extra materials fuck over performance?

radiant moon
#

How would I get it to actually play

#

Since it's not a viseme

deep dirge
#

Oh damn I never knew that

white moth
#

You will pump up the file size of the avatar and there is a max there but thatโ€™s just how long your avatar takes to download ๏ฟผ

deep dirge
#

I have 4g internet :(

radiant moon
#

Eeeeeyah i thimk i'm just going to stick to panels

white moth
#

In this case all of those materials share the same texture so itโ€™s not a lot of extra space anyway๏ฟผ

deep dirge
#

Yeah that makes sense

radiant moon
#

I don't understand how to animate a blink animation with 3 different states using materials and then get it to work using visemes

#

is there an option i just never noticed before in the menu?

white moth
#

is there an option i just never noticed before in the menu?
@radiant moon if you give me about half an hour I can send you a default controller that lets you drop in a bunch of different material swap animations for each mouth sound and itโ€™s also set up with a three frame blink, ready to accept a material swap ๏ฟผanimations

radiant moon
#

Huh? Ok

#

Where would I put it in the controller?

white moth
#

Fx layer.๏ฟผ๏ฟผ

devout scroll
#

Visemes no longer need to be animations, they can just be used as parameters

white moth
#

In this case we are doing material change visemes

radiant moon
#

The more we talk about this the more confused i get

devout scroll
#

Well you're just using visemes as parameters

#

Basically, need to look at an example

white moth
#

I have a controller that just looks at the Visine parameter and plays a different animation for each one.๏ฟผ

radiant moon
#

Yeah probably, or i need a tutorial

#

Oh

#

I think I'm starting to understand now

white moth
#

Here is the layer i made for Viseeme animation. each block just holds an animation that flips a material.

#

the arrows just have delays

radiant moon
#

Thanks man

#

How would I set it up?

white moth
radiant moon
#

No setup required?

devout scroll
#

You still need to slot in your own animation clips

radiant moon
#

Yeah that, but like anything else?

white moth
#

To add your animations, click a block, and then add your animation clip on the inspector

radiant moon
#

I know how to add animations

#

Is there anything funky i need to do with parameters or anything?

white moth
#

No, it should be set up.

devout scroll
#

Default parameters are set by the game so you don't need to do anything, just use them if you need them

white moth
#

When you make your blink animations, make them 1 second long, that way you can adjust the delays accurately on the controller

#

the controller i gave you has 6 seconds between blinks and then each blink is like, 0.5 second long

#

you can change the timing

radiant moon
#

I see. Thank you!

#

You should put this somewhere for other people to use, too

#

I mean, if you haven't already

white moth
#

it's on discord now :D

radiant moon
#

Then someone should pin it

white moth
#

means "play the anim 6 times then move on"

silent grove
#

mooo

spiral sigil
#

hey

#

ayona here

#

can help me

#

i dont know upload any avatars

#

like

#

version of unity

#

(lol)

#

if anyone can help me, thank you

silent grove
#

look up aggrotard on youtube

#

he has a great video explaining the process

#

@spiral sigil

spiral sigil
#

ok

clear geyser
#

Vrchat website tells you what version

spiral sigil
#

ok

#

thank thank you very much

rain totem
#

Anyone got tips for a noobie to Blender on how to separate shoe meshes easily, or another way to make shoes closer together? I am trying to fit my shoes inside my pant legs on an avatar, but they are too far apart X_X

quaint jasper
#

In edit mode you can press L on top of a vertex to select the joined vertices, and then press P to make into its own mesh

#

once you got the two, select them, open search bar, type pull, select the pull push method and limit on X axis

rain totem
#

The L (holding it and painting over the mesh to select) is working like a charm. These boots have a lot of vertices, so it was such a pain to try and select manually, this has already made it much easier lol

#

I had no idea of L

#

XD

radiant moon
#

You could also just do "Separate by loose parts"

rain totem
#

tried that, makes a LOT of parts for all the sections. Easier to select via L

#

Thanks, appreciate the tips!

spiral sigil
#

Any tips for making the dark parts of this horn texture glow?

#

Tried my hand at just selecting the dark bits, removing them in one layer, and then having the layer underneath glow but it looks really rough.

ashen forge
#

Like the outlines between the kinda scaly parts?

spiral sigil
#

Yup.

ashen forge
#

You would make those white and the scales black

#

kind of like this, the white is where you want it to glow and the black is what you don't want to glow(this is a very bad one but for examples sake, you'd do it like this)

#

Basically, the parts you don't want to glow should be dark and the parts you do should be light, everything else inbetween.

spiral sigil
#

Okay, and then what after I've made them black and white?

quaint jasper
#

that's your emission map

ashen forge
#

You'd apply it to the emission map slot of a material

spiral sigil
#

Oh.

ashen forge
spiral sigil
#

Alrighty.

#

Quick question: how do I make the image black-and-white like that? Greyscale is close but doesn't seem to be what you used.

ashen forge
#

I just used fill bucket lol

#

wait I have an idea hold on

spiral sigil
#

I'm using GIMP btw.

ashen forge
#

Here's a way to get somewhat decent results, I did grayscale then did binarization then inverted the colors. I don't know if GIMP has binarization but this is the best trick I can think of

spiral sigil
#

Thanks for the help. I'll just use what you made until I find out how to do it in GIMP proper.

#

Follow up question though: how do I adapt the textures for a custom mesh? I know how to get UV layouts and edit them in Blender but not how to get the two to match.

#

And here's the horn mesh in question.

ashen forge
#

You'd have to change the UV mapping entirely

#

just uh, have fun.

median pike
#

oh

#

I was late

#

my chat didnt scroll down

#

sorry

solar fossil
#

ey, neat mask

#

dont mind if i, slooorp

median pike
#

Follow up question though: how do I adapt the textures for a custom mesh? I know how to get UV layouts and edit them in Blender but not how to get the two to match.
@spiral sigil You can use object projection and bake it down in to a texture. Would probably be the best way to texture that kind of shape

proven falcon
#

Huh, so I have an FBX I'm importing into blender - but shape keys don't seem to be importing with it. Shape keys work great in unity, but don't show up at all after the import... and I can import other FBXs with shape keys just fine. The FBX that doesn't work is one made by someone else (and those that do, I've made myself), but if they work in unity I'd expect them to show up in blender... is there some option I may be missing? Or some tool I should be using before import?

craggy lintel
#

Hey guys whatโ€™s the most optimized way of joining two objects together

#

And making it mega smooth in between so it looks like one object

#

Apparently boolean is bad to use?

deep dirge
#

Manually merging vertices

#

Combine meshes, the press m between two vertices.

#

And try to use the closest vertices from both meshes, you also might need to create extra vertices to link together, or merge others into each other to get them merged smoothly

#

At least this is what I do

#

Might be a better way

young vault
#

Boolean isn't bad, but, requires a different way of managing and often needs extra work. And is generally destructive to geometry.

rain totem
#

When making an avatar (humanoid) and you move, and your face doesn't stay attached to your head (neither do your clothes stay firmly attached to your body lol) what is the cause? Lack of weight painting? Bones? If I move, my clothes /face move a little after my character moves and it's hilariously disturbing lol

white moth
#

Follow up question though: how do I adapt the textures for a custom mesh? I know how to get UV layouts and edit them in Blender but not how to get the two to match.
@spiral sigil itโ€™s called unwrapping Unless I am misunderstanding what you are asking?

spiral sigil
#

@craggy lintel

You can use the Knife tool to effectively combine meshes if they intersect in favor of one of them at a given point. IE: tube into a cube. If trying to merge them at a given point and want to make it look like they connected naturally, IE: a sleeve to a shirt, you'll want to merge vertexes at the desired spot.

#

@rain totem Sounds like the weight painting is botched, the rigging, or both.

#

Did you assemble the avatar yourself from multiple sources? Modify a pre-existing one?

rain totem
#

@spiral sigil frankenstine; I have done zero weight painting, so I assume that's why. Spent 10 hours yesterday modifying /frankenstining, and forgot the weight painting lol).

#

My first avi done myself, heh

spiral sigil
#

You can generally combine various parts of models (clothing, heads, shoes) as most follow the same general layout and proportions, weight painting typically needs minimal tweaking in that case.

#

However, you wanna make sure that any transplanted stuff is appropriately centered around the relevant parts and that they're actually attached to the main armature.

rain totem
#

Everything is centered and positioned as perfectly as I can get, and I have merged all meshes into a singular under one armature.

#

sec, will screenshot

#

I may entirely have messed this up, I'm not using the normally recommended tutorials; I prefer to learn on my own whenever possible. >.>

spiral sigil
#

If parts are lagging behind when moving, feel like the weight paint might be less then 100 for the parented bone.

rain totem
#

Yeah, I haven't done any weight painting at all, so that must be it

#

I guess that's todays project ๐Ÿ˜„

spiral sigil
#

For example, the forearm should be 100% red for the wrist bone so that it moves with your arm accordingly.

rain totem
#

Understood, I'll keep that in mind. Thanks ๐Ÿ™‚

rain totem
#

Time to test and see if I messed this up or not XD, uploading as I type this.

#

lol...that was bad....Avatar stuck in T pose seen above. Ah well, time to google. XD

silent grove
#

how do you smooth these creases out

white moth
#

Thatโ€™s a can of worms right there

#

Thereโ€™s many ways to go about it, some more professional than others..

silent grove
#

thank you

brittle agate
#

I'm happy with what I've made so far

#

Though I didn't make the mushrooms @locustlab did

spiral sigil
onyx juniper
#

A lot of attention to muscle detail

spiral sigil
#

gotta use those anatomy studies for something! :)

real hinge
#

how much would it cost to get somebody to model an avatar for me

mental glen
#

My first time Modelling a human Character

timid python
#

When using CATS, whats the best way to merge two armetures where one is in a tpose and the other is in an A pose.

#

trying to merge clothing onto my character, but the clothing came in as an apose, wile my character is in a tpose

quaint jasper
#

Move in pose mode one or the other

timid python
#

okay but when I stop posemode, it resets to the origional pose

#

I tried setting it as reset, or shapekey, and both do the same thing

quaint jasper
#

there's the button apply pose as rest pose in cats

timid python
#

it breaks it

#

Im assuming there is a shape key it is not liking

#

Hmm, I clicked the mesh and merged all the broken vertex's, thinking maybe that could help. im assuming it glitched out because im not in pose mode anymore, but it stayed. but going into pose mode will reset it to that a pose.

#

im going to try some things

quaint jasper
#

apply pose mode for bothfirst then

timid python
#

its still either resetting the pose to the A pose for the sweater, or stretching the arms up

devout scroll
#

apply transforms for mesh

#

not just armature

#

might help

timid python
#

Trying that

#

Figured it out. I had to add a modifer to the mesh, deform armature, then apply it

devout scroll
#

that helps when you want to manually apply pose

#

but shouldn't be necessary if with cats

timid python
#

well, cats wasnt merging the arms together properly, so I needed to force the sweater into a tpose.

#

im about to try merging it now

#

Oh well this is annoying now

#

Fixing the sweater model is putting the weight paints in the completely wrong spot

#

fixing twice seems to have fixed that ๐Ÿค”

radiant moon
#

So in Blender, I'm trying to make a Blinking animation, but for some reason it "merges" with the previous created shapekey?
What I mean by this is that i make a new shapekey for blinking, but it animates the mouth as well despite me not adding the shapekey to it at all (It's a separate mesh)
Any idea on what's causing it and how to fix?

#

Tried restarting Blender, that doesn't fix it

ashen phoenix
deep dirge
#

Thicc

stray tulip
radiant moon
#

So when I put my model in Unity, one part of it's normals are flipped despite it looking normal in Blender. But when I flip them, they look like this. how do I fix it?

deep dirge
#

That looks more like sharp edges/separated vertices

radiant moon
#

Yes, but the lighting goes all wack too

#

The sharp edges were more of a side effect of flipping it

quaint jasper
#

normals don't create sharp edges