#3d-modeling

1 messages · Page 95 of 1

quaint jasper
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join those vertices

radiant moon
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I've actually had to scrap several avatar projects cause I get this issue and don't know how to fix it

deep dirge
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merge by distance

radiant moon
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I used "Smooth normals" which automatically creates sharp edges

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sorry, someone started yelling at me

devout scroll
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merge by distance then select everything and clear sharp

radiant moon
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I can't clear all sharps though, cause there are sharps i put onto the model manually that i need

deep dirge
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then clear what you dont need

quaint jasper
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select the sharps first then

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hide the sharps that exist

devout scroll
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then clear the ones that you don't want only

radiant moon
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I did that, but now the normals are inside out again

deep dirge
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flip them

radiant moon
quaint jasper
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recalculate all

radiant moon
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Flipping them causes the wack shadows though

quaint jasper
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set normals from faces

radiant moon
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And recalculating them does nothing

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Set normals fromfaces makes sharp edges

deep dirge
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turn on face orientation and look at it

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flip the reds

radiant moon
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how

quaint jasper
deep dirge
quaint jasper
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either you turn off auto smooth, or you have sharp edges

deep dirge
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see the sphere over transparent sphere icon

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click

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then

radiant moon
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They're all blue, but they're still inside out

deep dirge
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wh

quaint jasper
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no

radiant moon
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I haven't changed anything since you told me to turn on faces

quaint jasper
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if you can't see through, they're facing the correct way

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if they look like shit, that's another problem

radiant moon
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But they're see though in unity

quaint jasper
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??

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where are you seeing through

radiant moon
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They're normal in blender, but see through in unity

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bruh

quaint jasper
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Select all in blender and apply all transforms

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and merge your meshes

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export as a new and make sure you have default export settings

radiant moon
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I can't merge the meshes since it's a toggleable hat

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but thank you, applying transforms seems to have fixed it

quaint jasper
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you probably had negative scale on stuff

radiant moon
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I have absolutely no clue how it would have gotten negative scale lol

deep dirge
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You can still use a single mesh with the hat

radiant moon
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oooh, you make a good point

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I forgot about material swaps

deep dirge
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how do you activate it?

radiant moon
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A toggle in the menu

deep dirge
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use a shapekey

radiant moon
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Uhhhh i don't know how to do things with shapekeys, imma just stick to the material swap

deep dirge
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It will work just fine unless it has weight painting on more that one bone, that creates issues

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shapekeys are far easier

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take the hat

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scale it down to 0.1

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inside the head

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make a shapekey, and scale it back up to the correct size (scale it to 10 if you scaled down to 0.1)

radiant moon
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ooooook i still don't know how to use shapekeys

deep dirge
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ok

radiant moon
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I'm just going to stick with material swaps, thanks for the help

deep dirge
radiant moon
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I know how to make shapekeys

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They all use the same material anyways

deep dirge
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Shapekeys I believe give better performance

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its just normal av3 expressions stuff where you make an animation with a shapekey set to 100

radiant moon
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I've made tons of 3.0 avatars and still have no clue how to make animations by hand

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I just stick to pre-made ones or animations that only do one thing

deep dirge
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not that

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you just create an animation clip, add the shapekey, set both start and end to 100

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then do the rest of av3 expressions menu setup

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Its beyond simple, and works perfect if the hat just stays on the head at all times.

radiant moon
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It also has props on the hands though

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It's an entire chef outfit

deep dirge
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hm

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do the props on the hand have weightpainting from fingers?

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if so, youll probably want to stick with what you are normally doing

radiant moon
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Yes

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Wait

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aw fuck, you just reminded me

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I need finger bones

deep dirge
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are there fingers?

radiant moon
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The character itself doesn't have fingers, no

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But i need to add them anyways so

deep dirge
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you do need bones there I believe, as ik wont work without them

radiant moon
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yes, that's why i need to add them

deep dirge
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though if only one bone moves an accessory, its quite safe to use shapekeys

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id assume by full outfit, there is a shirt

radiant moon
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No shirt, just hat and props

deep dirge
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oh

radiant moon
deep dirge
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well if the hat is still weightpainted to only the head bone, and props to hand bones, you could try

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but its your choice

radiant moon
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Ugh, now I'm having a rigging issue

deep dirge
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What is it?

radiant moon
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So I mirrored a mesh after symmetrizing the bones I added, and now moving a bone causes the mirrored arm to go flying, it didn't mirror properly

deep dirge
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Try mirror then symmetrize?

radiant moon
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I had this issue earlier, but I forget how i fixed it

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it was something stupid

deep dirge
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I have no idea if you can mirror weights in blender other than having them mirrored while making them

radiant moon
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You can, i've done it before

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also nope, mirror then symmetrize does nothing

deep dirge
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Check for other bones affecting the arms that shouldnt

radiant moon
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For some reason, it isn't mirroring when I weight paint

deep dirge
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I think the left arm is affecting the mesh of the right arm

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so check the left arm bones

radiant moon
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The right arm doesn't have any weight painting at all

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It's all attached to the left arm, that's why i'm saying it didn't mirror properly

deep dirge
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I guess that happens

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radiant moon
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Half of the problems I have I can't find on google

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it's usually too weirdly specific

deep dirge
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That happens to me a lot

radiant moon
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Waiiiiitwaitwait

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I think I have a solution

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oh christ no i don't

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Guess i really gotta fucking redo the weight paints again, huh

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The more i try to fix it, the more fucked it becomes

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this fucking sucks ass, I worked so hard on this model

spiral sigil
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I kinda made grant abbit's well but I wasn't patient enough for all chapters of the tutorial lol

deep dirge
sullen blaze
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i edited a model in blender and theres a mesh missing in unity

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its all assigned to the armature and what not

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and the mesh is there

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but theres one area its invisible

deep dirge
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normals

sullen blaze
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i dont want a nude avatar ;-;

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flip them?

deep dirge
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not all of them

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check face orientation

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flip reds

sullen blaze
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how

deep dirge
sullen blaze
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kk

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flip everything red?

deep dirge
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blue should be the outside

sullen blaze
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ok ez

deep dirge
merry plume
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Yo fellow 3D modeleres is it allowed to make a cursed avatar that looks like vrpill

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Of course not against tos bad just cursed

deep dirge
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This is my first time texture baking. Anything I should do to make it look better?

quaint jasper
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Apply all transforms to it first

spiral sigil
quaint jasper
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select all and ctrl + A in object mode

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and make sure you check the shapekeys in blender

cobalt prism
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hey there i wasn't really sure were to ask but i have a lil texture issue in blender, every lil face of my curve mash shows its own texture start insted of one big texture, does someone know how to fix that ?

quaint jasper
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what do the UVs look like ?

cobalt prism
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well its one big facewhen i select all of them thats why i m so confused

quaint jasper
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well

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they're all overlapping

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so they're probably all disconnected

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merge by distance

cobalt prism
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i cant find the by distance option only "at center" "at cursor" and "collapse"

quaint jasper
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it's a thing of its own

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called 'merge by distance'

cobalt prism
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lemme gusse its a 2.8 thing isnt it ?

fringe rock
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don't think so

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go in the vertex menu in edit mode

cobalt prism
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and..

clear geyser
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In 2.7 it's called remove doubles

cobalt prism
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well

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thats not it

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i treid that

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its like all those faces are stacked above eatch other in UV

quaint jasper
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they are

cobalt prism
quaint jasper
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try pressing U to unwrap again then

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but there's no seam in the middle

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you'd need a triplanar shader or something

cobalt prism
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uhm

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so i need a triplane shader for evey curve mash i make in blender ??

subtle jackal
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No. Make a seam down it and then unwrap.

cobalt prism
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Follow active Quads kinda fixed it

subtle jackal
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go to edge select mode, alt+right click one of the edges going down the length of the candy cane (preferably one that will be the least visible in use), then ctrl+e and mark seam, then hit u and select unwrap

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for bonus points align all your UV edges so that it's a perfect rectangle and scale as necessary to get the number of repeats/alignment of the stripes you want.

latent charm
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Or even better for something like that, select all faces, press u for uv menu, select reset. Now select a face so it's the active face (it'll look slightly different to the selected faces) and press u again for the uv menu, this time select Follow Active Quads and hit ok. In the UV editor the uv should be a fairly large evenly spaced square of the UVs, now you can scale it around so it looks right.

shell sandal
solar fossil
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you can either edit the texture in an external program to flip it or flip the uvs

craggy lintel
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I’d mark seams if I were you

toxic wyvern
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Currently learning how to do texture atlasing in Blender 2.9, but it seems like transparency isnt coming along for the ride.

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I heard mention there's a way to render that separately (so they can be combined into one image with photoshop) but I'm not certain how

rain totem
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Any ideas on why an avatar is stuck in t-pose after uploading to VRChat? I have ensured it is rigged to Humanoid, which was the main cause I found when googling.

devout scroll
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Stick your textures' alpha channel into an emission shader and bake that. You'll end up with black where transparency is needed. You can then stick that black and white atlas into the alpha channel of your other atlas to make it transparent @toxic wyvern
https://youtu.be/_U8lkyVKTAU

In this video tutorial I show you how to use the baking system in Blender 2.8. Especially in this episode you‘ll see a solution for baking the alpha channel to display transparent textured objects. Alpha channels won’t be calculated automatically when it comes to baking textur...

▶ Play video
white moth
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Any ideas on why an avatar is stuck in t-pose after uploading to VRChat? I have ensured it is rigged to Humanoid, which was the main cause I found when googling.
@rain totem do you have any warnings above the upload button?

rain totem
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@white moth Nope, all is green 😄

white moth
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In that case t posing would indicate the game thinks you have fullbody and is waiting for you to calibrate

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Are you in vr?

rain totem
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@white moth, I tried it in desktop mode, but I will also try vr (oculus) later tonight.

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although since I tried it in desktop mode, shouldn't it have worked?

glad steeple
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@toxic wyvern why is the face so stretched?

toxic wyvern
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When I started to lay out the UV map it wanted to do it that way and I didn't question it. 🤷 probably weirdness with the model I picked

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this is my first time ever importing something for VRChat and next go around I'm gonna be more selective with source material and customize it and stuff.

vivid crater
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were you deliberately trying not to say, why the long face?

turbid willow
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how does one make a jaw for talking

radiant moon
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Place a jaw bone in the face, or if you're using 3.0 you can use a blendshape instead

glad steeple
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No n8 im just not funny so i did not think of that lmao

spiral sigil
azure rain
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very cute

brave compass
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Yes

swift quiver
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what a cutie uwu

turbid willow
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is there a way to import a blender avatar model into unity

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is a fbx fine or no

deep dirge
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No, fbx breaks all your shapekeys, bones, and geometry

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jk

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fbx is the most used/ recommended format

median pike
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^^

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@turbid willow also you can literally just put your .blend files in to unity and they will open like they should

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Unity and blender work very well together

latent charm
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Eh, be careful when doing that. By doing that you lose the ability to easily set any export options as unity just runs blender & the fbx exporter silently in the background.
If you experience any odd behaviour and/or problems doing that, try doing a manual fbx export.

turbid willow
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do i have to manually add the textures as well in unity?

median pike
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you can embed them

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which will auto apply them if it finds them in the assets folder

deep dirge
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You can also drag and drop into unity, then onto a model

violet matrix
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Will someone make me a model real quick? I have the textures and fbx model but I just can't figure out to get it to work no matter what I do or what help I receive

winter plinth
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wdym?

spiral sigil
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Anyone know how to keep your avatar’s feet from clipping through the ground? I made an avatar and the feet and the calves seem to clip through the ground

lucid orbit
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you can pay for models there if ya want

winter plinth
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they said they had the fbx and textures already?

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@spiral sigil have you tried adding colliders to the feet? im not an avatar maker but it might fix it

devout scroll
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No, that's a bad idea

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It's not gonna work either

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Is your avatar tip toeing?

spiral sigil
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Nope

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It’s clipping pretty much the feet and the calves

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Walks properly though

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Tried resizing and scaling but it doesn’t work

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Even if I lift the avatar above the line it still doesn’t work

devout scroll
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Can you post a screenshot in blender and in unity

spiral sigil
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Fixed it 🙂 thanks though

white moth
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@turbid willow also you can literally just put your .blend files in to unity and they will open like they should
@median pike In my experience that makes unity extremely laggy when you attempt to change anything on the model as it reimports the entire blend file

turbid willow
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Thanks

dusky parcel
solar fossil
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looks noice

solar fossil
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yaar harr mates this yeer ol map will get us to the booty

drifting thicket
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i want to know how to texture like that

spiral sigil
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Final character design is done. I’m pretty happy with the results!

spiral sigil
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Bit of a long-shot but figured it wouldn't hurt to ask.

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I've found a good temp texture for my custom avatar but the original files are .DDS. I want the spaces and cracks to glow but not sure which of the files (normal, spec, and detail) I'd use for emissions.

median pike
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youd use emission

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if you dont have an emission map than you need to make one

devout scroll
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make a copy of your texture and just paint black everything you don't want to be emissive and you got yourself an emission map

opaque hearth
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upgraded model

fresh harbor
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alrigtys cool kids

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i have a mega super cool question for everyone

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how do i ✨ 3D model ✨

devout scroll
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and youtube tutorials

fresh harbor
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i have blender downloaded,

spiral sigil
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Good news, everyone!

You can do a "patchwork" edit of Visemes which adds stuff to it via vertex parenting.

Bad news: Vertex parenting is lost upon joining meshes.

fresh harbor
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i have no clue what any of that means B)

spiral sigil
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I barely do and I'm the one who said that.

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Anyways, this is what I managed to do

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The piercings and sharp teeth are additions I made to the visemes via the method I just mentioned.

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Now to see if they actually work as intended in VRC.

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Because they have disproportional movement when bones get involved for whatever reason.

brave vapor
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can one of u make an avatar for me?

spiral sigil
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That's a big undertaking and not really something done on a whim.

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You could commission one or learn how to do it yourself though.

brave vapor
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ah, bc its complictaed for me, i only have my characters colored

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plus the dynamic bones are $20

spiral sigil
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Well yeah it's complicated, it's avatar creation. Nothing about it is simple.

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But the skills you learn can be really beneficial and allow you to do things you'd unlikely to be able to otherwise.

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IE: modeling things from scratch, create and edit textures, do stuff in Unity, programming (if your avatar has features which require it), skills like that.

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Even if you just cobble something together using pre-existing assets, you're gonna have something you made and you customized on top of it being a unique avatar (more or less).

median pike
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@brave vapor Someone making an avatar for you would cost over 100$ usually

stark ore
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A full scratch is waaaaay more

glad basin
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Blender question. Recently, 'Assign Automatic weight from bones' has left me with some strange results (worked fine previously) Now it likes to do this... if I go to the other leg, and tell it to assign automatic to fix it, then the previous leg will get wonky. Any ideas?

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So, if I fix one leg, itll apply the strange weight painting to the other and vice versa.

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--- Nevermind! I'm a derp, somehow had Z symmetry on and it was doing this.

royal chasm
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looking to commission someone to make a buildable prop for me in vrchat. i have all the assets and design done just need soneone to throw it all together

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or a world if its easier that way

spiral sigil
median pike
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Can lots of faces clipping trough each other cause lag? I have a character with multiple tails and point where they meet seems to make people lag (if the look closely at it)
The tails arent that high poly, Around 1k each.

white gazelle
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Maybe an intensive shader?

median pike
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I am using Poiyomi cutout. Only using a albedo and no other maps or effects

spiral sigil
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so obviously the lower the poly count the better and it all depends on how many bones, dynamic bones, materials, etc but is there an amount you would suggest to stay under? like i mean how much is too much before it starts to get too big?
im at 179k faces rn which ill obviously lower. just difficult getting the hair how i want without it looking like PS1 blocky graphics

ashen stag
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Since being above 70k polygons makes your avatar ranked vrcPerfVeryPoor then thats usually the limit people aim to be below

clear geyser
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Look at your tris not faces. Tris is your polycount

ashen stag
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I hope the 179k faces is tris not quads 👀

median pike
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hes probably work with mmd hair so probably tris

atomic hamlet
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Quads get converted to tris when you import into Unity anyways.

median pike
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not the point

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if theres 179k faces and they are quads, that would mean more faces once they are tris.

deep dirge
obsidian nova
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Not terrible ✌️

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Do you have a legit problem, or are you here looking for praise 😉

deep dirge
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Idk, I just felt like posting it

junior bobcat
deep dirge
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That looks like Roblox to me, I don't know why.

junior bobcat
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that's a first, lol

deep dirge
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Its like a map youd see in Phantom forces

swift quiver
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hahaha help me
@Yaya#0001
damn dats prett good

wooden radish
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y'all i need help
i can't figure out how to move an individual vertex without moving the entire model
using blender 2.8

deep dirge
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turn off proportional editing

wooden radish
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ok that works

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but now

spiral sigil
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or use the scroll wheel to make it smaller

deep dirge
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yeah that too

wooden radish
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so the thing is way to obig that's been the issue all along??

spiral sigil
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yes

wooden radish
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i've been here for 30 mintues because my selcetion is too big??

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lmaoo

spiral sigil
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yes

wooden radish
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thanks y'all

spiral sigil
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enjoy

soft belfry
abstract python
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That looks really nice

soft belfry
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ty, theres a lot of messups especially the tongue since i had no idea what i was doing but practice makes perfect, i love modeling a lot

young vault
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That honestly looks awesome

ashen stag
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@radiant moon How much experience do you have with constraints?

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If you think about it fundamentally, rotation at a distance has translational movement. You can grab this translational movement with a constraint on each eye (they need a bone obvi) and restrict the axis so it wont move forwards and back.

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Not really sorry, you should just play with limiting constraints and having them displaced from one another to see the effects

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Only bones you would need to add for this to work are fake eye bones for VRC to use and real bones that have 100% weight on your eyes

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Not a rotation constraint, should be a position constraint targeting a displaced child of the VRC controlled eyes

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There are a bunch of constraint tutorials, I'm not sure how else to word it sorry

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Thats about it, you would need to constrain the eyes with limited axis to prevent it from moving forwards or backwards

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And you probably want a dummy per eye, instead of sharing one

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Because the real eyes are rotating from VRC influence

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They will dip into the face near the edges of the eyes if the circumference of rotation isnt large enough

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You can have those two axis enabled, while having the other disabled

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IMO two bones is better as it keeps em separate but 1 would probably work

desert cedar
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Nice hardsurface modeling!

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I do have a question. Is there a dedicated channel I could put a request that I'm seeking to commission a retexturing?

median pike
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theres a server called VRCtraders that is full of people who do commissions

wild tendon
devout scroll
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You need to set your anchor overrides for every mesh to the same thing, usually spine

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Download pumkin's avatar tools, go to tools > Set skinned mesh renderer anchors, or do it manually by going to each skinned mesh renderer and setting the anchor override to spine

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unity

warped merlin
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@devout scroll *headpats* thanks

devout scroll
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for what

warped merlin
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Same problem like star

devout scroll
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o

devout scroll
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'Even when using fullbody'

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Full body is where most issues happen lol

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Post your armature from blender from the front and from the side in #avatar-rigging and let's troubleshoot there

spiral sigil
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hey aynone can help me

winter plinth
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what is problem?

spiral sigil
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this

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the mesh kinda like this

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is like doing that thingy

winter plinth
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hmm, i couldnt quite see too well, but im assuming theres flicker?

spiral sigil
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yes

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i dont like

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them

winter plinth
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did you check that you imported the normals correctly?

spiral sigil
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yes

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in blender ?

winter plinth
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or mess with the material settings?

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in unity

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blender usually does normals correctly first unless you tell them to flip or something in blender

spiral sigil
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thanks i fixed it

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^^

winter plinth
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gj

spiral sigil
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nvm its still there oof

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@winter plinth what else can i do ?

winter plinth
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change material settings

spiral sigil
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i do rn

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this is part of the mesh

winter plinth
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then whatever is wrong can only be fixed in blender. from what i can think to do

spiral sigil
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ye

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what can i do to fix it ??

sleek mesa
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Is it possible to make a Rayman style Avatar or is that more of a rigging thing?

median pike
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why wouldnt it be possible

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?

obsidian nova
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You’d just make an avatar without arms...Weight paint everything as usual but don’t include any weights on the forearms, shoulders or upper arms.

white moth
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Is it possible to make a Rayman style Avatar or is that more of a rigging thing?
@sleek mesa all avatars are a rigging thing... but yes it’s entirely possible

obsidian nova
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It’s possible to make an avatar that’s just a hand...

deep dirge
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Is it possible to make an avatar that has no mesh?

winter plinth
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yes

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simply put a game object into unity and add the stuff, and done

deep dirge
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epic

white moth
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That will make a non-humanoid avatar yes though if you want one with invisible limbs to attach game objects to, you will need to make an armature in blender and import it

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Or just import any avatar and delete the mesh

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I don’t think you can make a humanoid avatar within unity itself without any imported assets

winter plinth
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how tall is a basic cube compared to a normal player?

quaint jasper
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1

winter plinth
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a cube is as a tall as a player?

spiral sigil
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1m

quaint jasper
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a cube is 1x1x1

winter plinth
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i thought the width and length were equal to the player box

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idk, ill see what happens lol. ty

latent charm
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Unity units are equivalent to metric meters. The default cube in unity is 1 meter along each edge.

winter plinth
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ok, but is a player 1x1x1 then?

latent charm
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No

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Players are variable size

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Unity units are absolute

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One unity unit is always = 1 meter

winter plinth
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like the height box so players dont "bump their heads"

deep dirge
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make your character 20 meters tall, it will equal 6 ft

winter plinth
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since vrchat has an absolute height box

deep dirge
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you will be perfectly sized in game

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no joke at all

winter plinth
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yea like 6 ft ig is the heigt right?

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i just wanna make sure i didnt make my walls too low

deep dirge
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dont make a character 20 cubes tall

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do this or something idk

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I just use the blue guy from sdk2

winter plinth
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frick, i made everything too short then

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thats a good idea lol

white moth
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For Americans 1 meter is basically 1 yard (3 feet) it’s not exact but it’s good enough for modeling

deep dirge
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if your character is Ganondorf, make it 2.286 meters tall

white moth
#

Another way to think of a meter is a Minecraft block. 2 blocks tall is slightly taller than the average person. As a person is slightly under 2 meters tall

#

VRChat skews shorter but huge avatars usually don’t expect to fit inside places

winter plinth
#

yea, i made a stair case with a 4.65 ft POD from the nearest surface for a food cellar, had to remake the whole hole to get anyone in no matter how short

quaint jasper
#

laughs in metric system

deep dirge
#

Imagine liking any kind of measurement system, they all suck

winter plinth
#

agreed lol

quaint jasper
#

Nah y'all are just sad about yours lmao

#

Metric system is wonderful and makes complete sense

winter plinth
#

well you know me. 1=2, 2=1

deep dirge
#

Literally no system makes sense

quaint jasper
#

what doesn't make sense for you in the metric system ?

deep dirge
#

everything

spiral sigil
quaint jasper
#

There is nothing simpler than that

#

literally 1 to 1

deep dirge
#

why cant 1 meter equal the avergae human height

#

that would be better

quaint jasper
#

what the fuck is the average human height

deep dirge
#

idk

quaint jasper
#

exactly

#

that's dumb

deep dirge
#

no

quaint jasper
#

it changes with every single new human born, dead, or alive, what do you mean

deep dirge
#

I saw a image of a averge human used to show the scale of a rocket before

quaint jasper
#

that's called visual aid for americans

deep dirge
#

no

#

its called a human

#

on a piece of paper

#

next to a rocket

quaint jasper
#

yeah, what's the average height in your country

#

vs my country

#

vs other countries in the world

deep dirge
#

idk

quaint jasper
#

yeah, because that'd be dumb

deep dirge
#

My shoe size is 11.5

quaint jasper
#

metric system is the best

#

no one argues, except the US

latent charm
#

Even the moon uses the metric system

gaunt abyss
#

I'm American and I even admit that the imperial system is stupid. We're just too used to it to drop it at this point.

winter plinth
#

everytime my computer says its 50 C, i keep thinking its colder than my room somehow lol

white moth
#

I don’t know what they’re teaching in American schools these days but the metric system was focused on way more than the American units. People just don’t pay attention in school I guess. I know metric inside and out, I have no idea (nor do I care) how many feet are in a mile. Anything involving distance math uses metric, even here.

young vault
#

The US system isn't even true imperial system.

white moth
#

Metric system is easy, water boils at 1 hectodegree. Easy.

young vault
#

The US system is literally just Americans being "WE DON'T LIKE METRIC" so the government had to (by international convention) do a conversion of the old imperial system to metric. So all the imperial units used back then (different in certain parts) were measured up in metric and then they just said "ah, yes, this averaging of the feet measurement is... 3.28084", same with cup, pounds, etc.

#

So the US imperial system is just metric, but with extra steps because older gen Americans didn't want their kids to learn something they didn't like and didn't understand.

white moth
#

we’ve been teaching metric for a long time now

#

Anyone who pays attention in school learns both, and only remembers metric.

#

Everyone else remembers neither

young vault
#

A long time ago, American schools, for about a month or so only taught metric.

#

Except for some red states.

white moth
#

That would be very impractical

#

You should definitely learn the units that are posted all over the roads, maps, history books, thermometers, rulers. Even if they aren’t used in academia or actual professions much anymore

young vault
#

Adeon, this was before the US imperial system existed. Each state and city had almost it's entirely own set of measurements.

#

And most roads and stuff were supposed to be replaced with metric

white moth
#

Probably we should move this to a diff channel

young vault
#

Hm, wait, that has slowchat... #vrchat-general-1 ? Doesn't really fit the topic though 🤔

#

That also has slowchat, that's... interesting.

lapis cliff
#

I need help,
so after manually merging the armatures of the jacket and body bone by bone (auto-armature merge on cats scuffed it for some reason), for some reason despite the weight painting looking fine (I checked and it isn't weight painted to anything unnecassary like the legs or anything) it still acts strangely when posing the spine, chest or even hips. Despite having fitted the jacket to the character properly, when posing it moves at a different rate than the body like shown in the picture and I'm stumped on what the problem could be

fossil sparrow
#

Best would be to repaint the weights from beginning. Its hard to say whats the problem when we cannot check the file ourselves.

devout scroll
#

Weights are stored in vertex groups

#

If the vertex groups on the jacket and on the body don't share the same names, they won't be combined

#

And if the vertex groups don't share names with bones, they won't work either

#

If that's all in order check that the jacket has an armature modifier with the armature your avatar uses as it's target

glad spire
#

I think I need a little help over here, it's with the UV mapping...

#

and that's when I use the smart UV project... the textures go wrong

devout scroll
#

Uvs tell the mesh where to take texture information from

#

Obviously if you change the uvs it samples from different parts of the textures and doesn't look the same anymore

glad spire
#

Well...What should I do😅

devout scroll
#

Better question is what are you trying to do

glad spire
#

Baking textures/materials

#

To make them in one texture to reduce the size..

devout scroll
#

Create a second UV

#

And bake to that

#

But I wouldn't use smart uv project because it will put lines in bad places

#

You should place seams manually and unwrap yourself

#

Add seams like this

#

You'll put seams on either side in the middle of the sweater up until the sleeves, which you'll put all the way around the arm where it starts

#

then on each side of the neck collar thing

#

they should all connect

#

Also, your arms aren't gonna work right since they're just cylinders, you need to add some loop cuts so it can bend properly

glad spire
#

I'm sorry that I don't know much about it, and thanks for helping me
I can make another texture but I don't know how to separate them><
For the seams I'll add them but I don't know too what to do next
and for some reasons I can't add loop in the sleeves, it appears strange for me (like I can't select the sleeves)

devout scroll
#

You just select edges and right click, mark seam

#

Then after you're done instead of doing smart uv project you do just unwrap

#

if the seams are fine it will all separate into pieces separated by your seams and look right (with no weird stretching or pieces sticking out)

#

if you can't select stuff try unhiding everything in edit mode with alt+h

#

it's a blender bug causing stuff to be unselectable

#

make sure you're unwrapping into a different uv map tho

#

So we don't break the old one just yet

glad spire
#

Maybe I didn't do it well..

devout scroll
#

Yeah, might need a few more

#

Can you deselect everything so I can see the seams better

glad spire
#

Please wait I will just fix them

devout scroll
#

You just need them to connect so they can split the mesh into pieces on the texture

glad spire
#

The sleeves are joined but not connected

devout scroll
#

you still need to put a seam down the middle of the sleeve

#

that'll split it into a flat plane

glad spire
#

working on it

devout scroll
#

it's just important to understand what seams do

#

then it becomes easier to figure out where to put them

#

your aim is to flatten the mesh onto a texture without it overlapping or stretching too much

#

so you cut it into different pieces and it unfolds

glad spire
#

So it's like marking the edges?

devout scroll
#

yeah

#

mm, not too bad but needs a few changes

#

seams should go all the way around generally

glad spire
#

that'll split it into a flat plane
@devout scroll Sorry but could you please explain this more><

#

Because the sleeves are not connected with the body, the seams can't be connected too

#

with the sleeves I mean

devout scroll
#

That doesn't matter, where something isn't connected basically acts the same as a seam

#

seams split on the texture but here it's already split if it's not connected so that's fine

glad spire
#

Some of the textures have the same background, maybe if I seam the limit of the background it will appear better?

devout scroll
#

dunno

#

but it already looks better for baking

glad spire
#

but the texture doesn't appear well

young vault
#

Cause ya haven't baked it

#

Do you know how to bake textures?

glad spire
#

Yes, Image tex + uv map for ea mat

devout scroll
#

If you change to the old uv map it will look fine

#

Then you'll bake to a texture that uses the new uv map and as a result the new layout

glad spire
#

I will bake it now

young vault
#

Did you remove the other UVMap and renamed the new UVMap? Or did you do texture bake from object to object?

glad spire
#

No, I created a new one and used it

young vault
#

...yes, but, did you remove the old one? No? Unity by default uses the first UVMap, which should be named UVMap

#

Or well, most shaders.

#

It's not really unity itself, just, shaders.

glad spire
#

Yes

#

@young vault

#

That's how it looks

#

in blender

young vault
#

But, is the new one, the one you baked the texture to the only uvmap and is named UVMap exactly?

glad spire
#

It's named UVMap.001

#

But don't I have to fix how it looks first before checking the other info?

young vault
#

If it looks fine in blender while viewing the UVMap with the right texture. Then the last step is to remove the original UVMap and rename it to then have it show properly in unity

glad spire
#

The problem is that it still doesn't looks fine ><

young vault
#

Then revise the UVs

#

Find where they're looking weird, move them around, maybe a smaller margin.

glad spire
young vault
#

Maybe try emit baking rather than diffuse baking

glad spire
#

It supposed to look like this

young vault
#

Swap the material on the mesh to use emission and emit bake. It's faster and has the same color accuracy (or even better) as it's unshadowed. Diffuse baking doesn't do pure unaltered baking.

glad spire
#

Look here

#

It's not on the same side

young vault
#

Another good question is. Do you have any overlapping UVs that look the same but has different colors on the same uvcoordinate?

glad spire
#

Different materials but the same background

young vault
#

That doesn't answer the question I asked in the least.

glad spire
#

I don't think so

#

I'm not sure

young vault
#

and you're positive you swapped and looked at the baked texture?

glad spire
#

Yes

tame sinew
#

Could I request someone to make a low poly helmet for me? I tried to use blender for it, but I can’t figure it out...

deep dirge
#

Vrctraders possibly

#

Or figure it out yourself

#

Because lowpoly helmet sounds incredibly easy

tame sinew
#

Regularly, yes
Unfortunately my avatar has a cylinder in the back of her head so she needs two circles to be cut on the sides so they can be seen

deep dirge
#

knife tool

#

or model around it

white moth
#

Are the topology tool and knife tool different?

south willow
#

bruh

#

but that topology doe

#

...it goes from quads to triangles

deep dirge
#

Just as it should

south willow
#

...

deep dirge
#

not like its being deformed

white moth
#

I swear I missed the “rules of topology” class that everyone else seems to know.

#

Good topology, bad topology, where is it being learned?

deep dirge
#

Isnt the only rule to not use ngons

white moth
#

I wouldn’t know.

still wadi
#

get into weight painting you will understand why

white moth
#

I do weight paint. I just rarely make my own models

deep dirge
#

I do quads for everything that needs it lol

white moth
#

I feel like everyone else has this class on topology theory that I missed

still wadi
#

no you're just acting smug

deep dirge
#

If im just making a hat, I wont care about the topology

white moth
#

I know blender as a tool and how everything works. But not good model practices

#

How am I acting smug?

#

I’m wondering where to learn this stuff

thin bison
#

Triangles can be really messy in areas that deform, and you should generally not have more than 5 edges meeting at a pole

deep dirge
#

They dont deform

white moth
#

@still wadi

still wadi
#

i will answer sir

#

just a sec

deep dirge
spiral sigil
#

eww

deep dirge
#

ewu whats this?

thin bison
#

The main idea around topology is keeping a consistency in the size of the faces and limiting the number of poles to areas where they won't cause trouble. And also to create a good flow

deep dirge
#

I know it could be better

#

but it still works

spiral sigil
#

i had a picture on how to reduce the numbers of faces

#

let me see if i can find that picture

white moth
#

I thought T-intersection of edges were bad? Since the quads will make collapsed tris

#

5 to 3 also has 5 edges around pole?

#

Just asking maybe I’m misunderstanding it

spiral sigil
#

5 edges around a pole is quite common

#

and fairly used for proper edgeflow

white moth
#

Makes sense

#

I keep hearing otherwise though

spiral sigil
#

if you look at most head topologies, you will see a lot of them
usually around the same place
like around edge of mouth/botom of cheeks
around the nose
around the eyes

#

another one, you can see that the poles are roughly around the same areas

thin bison
#

You can't get away from using poles, the important part is where you put them and that they're limited to 5 or 3 edges

proper shuttle
#

heya so how do I stitch these together well

#

like they have different vertex counts so is there a way of making this easier for myself

#

because I've been trying all day and I cant get it to not go weird

white moth
#

You’ll need to bridge them with some going 2 to 1

#

Or just copy the ones from the face and make the eyelashes from those so the count is correct (that’s what I’d do)

proper shuttle
#

thats a good plan tbh I'll do the second one, much less of me going insane trying to stitch these haha

south willow
#

I just avoid triangles with my life

#

never ever use triangles

deep dirge
#

always use tris

#

covert all your quads to tris

spiral sigil
#

🤢

deep dirge
#

do sharp meshes without tris

#

you cant

molten scroll
#

does anyone happen to know why this maybe be happening when i export my model?

devout scroll
#

try exporting through cats

molten scroll
#

i didnt even know that was possible, thanks, ill try it

fringe rock
#

Yes convert to tris since unity will do it anyway but might slide some in the wrong direction.

coarse kestrel
#

the successor to the lexichi v4

#

(can't show the head because apparently it'll cause discords anti nsfw thing to delete it)

obsidian nova
#

Too thick for discord 😔💙

#

@molten scroll Your bones or weight painting layers are being assigned to the wrong places; make sure that your bones follow the right hierarchy & that the names of your weight painting layers match the names of your bones.

#

@coarse kestrel Yo, is this a public or private model? Would love to buy this as a base once it’s available.

coarse kestrel
#

it's gonna be paid on my patreon for the $10 tier along with a bunch of my other models. gonna be releasing the beta for it once I've done some textures and some shape keys. you can find my patreon just by googling my name. @obsidian nova

spiral sigil
#

@deep dirge um, but you do know why quads are what you want right?

deep dirge
#

no

spiral sigil
#

I can't tell if you're being sarcastic

deep dirge
#

I dont understand why I have to use quads for everything

spiral sigil
#

You cannot subdivide tris

deep dirge
#

Am I subdividing?

#

no

spiral sigil
#

Maybe not this second... but

deep dirge
#

I dont subdivide ever

spiral sigil
#

Industry professionals have "best practices" for a reason

#

Have you done any UV painting yet?

deep dirge
#

yes

#

Pretty bad

spiral sigil
#

May I see?

deep dirge
#

yes its 2048 by 1024

#

worst part is the hair

atomic hamlet
#

You do know you don't HAVE to follow the "best practices" 100% of the time.

#

Some people prefer to work with tris.

quaint jasper
#

It's just all tris in the end taurishrug

obsidian nova
#

Looks wayyyy nicer than the hellscape I’m working with. Can’t figure out how to fix it without downgrading the image quality either.

#

Problem for another day.

median pike
#

@spiral sigil yes animating and movie assets use quads because of subdivisions. Theres plenty of workflows and techniques that involve tris and even ngons when it comes to game assets

spiral sigil
#

ngons in professional assets? for real?

median pike
#

Yeah. They dont matter on flat surfaces they will just get converted to tris

spiral sigil
#

I mean, I suppose. I wouldn't call hiding a bunch of tris from an ngon using a flat surface as "plenty of workflows and techniques" though

median pike
#

Its commonly used

#

Maybe I didnt word myself right. Point still stands. Tris and ngons are okay

devout scroll
#

ngons also don't really matter on meshes that don't deform

#

so static things

#

but they're harder to work with because can't loop cut through them and so on

random parcel
#

Looking for a 3d modeler who is good at modeling faces from scratch! pls dm me ❤️

wintry coral
#

i have a problem with my smoke sim in blender it is creating smoke only like every fifth frame pls help me

deep dirge
wild tendon
coarse kestrel
#

@wild tendon you clearly want to bring in correct anatomy but I don't think you've enough practice look up a book called "anatomy for sculpters" I think you're on the right track just very unrefined.

hands and feet fit a kobold but the proportions are just not there. good rule for arm length is the middle of your wrist when brought down to your sides will be level with the bottom of your crotch and the distance from your finger tip to your foot is about the same length as your arm.

The head needs a lot of work. the horns look great but the whole snout and eyes just don't look right. perhaps too much distance veritcally, the snout being very weirdly shaped. it feels like you took reference from dnd referneces from like 1995. I'd say go for more recent references for kobold heads. more dragon like.

#

also from the front image it is FAR too bottom heavy. even out the mass between the waist and arms

#

make the neck thinner and refine the shoulders

#

A poses are better for shoulder geometry, T poses work but blow hot ass

wild tendon
#

Thank you, that's some good feedback

coarse kestrel
#

here's an example of what I've done for an idea of whatI'd consider good proportions for a smaller character

wild tendon
#

That looks really good!

#

Such a low polycount too for that result.

coarse kestrel
#

it's about on par with the lexichi v4 which is around 24k tris

#

I wouldn't worry about tri count though

#

regardless good luck with your kobold

wild tendon
#

Still impressive

#

and thanks!

#

shoulder/arm wise?

coarse kestrel
#

yup looking a lot better

wild tendon
#

Thanks!

#

Is there a good tutorial for how people do eyes for anthro models?

coarse kestrel
#

everyone does em different checking sketchfab and seeing how others do it would be a good place to start

uneven sinew
deep dirge
#

what does this have to do with this channel

mystic tangle
#

I hope this is the right place to ask this; Does anyone know of any good (or at least decent) MOBILE modelling applications? Particularly for iOS. I’m terrible with doing artistic stuff on computers-

deep dirge
#

As if those exist

sharp galleon
#

XD

deep dirge
#

and if they actually do, youd get nowhere lol

mystic tangle
#

oh well

sharp galleon
#

the first part maybe but defiantly not for ios

devout scroll
#

Yeah, very unlikely to get anything done on ios

mystic tangle
#

Time to go mess around with my computer until my 2 brain cells figure out Blender

winter plinth
#

good luck

devout scroll
#

Watch some tutorials, there are loads

#

And keep in mind that it's not a short process

deep dirge
#

make sure to use as many tris as possible, always smart uv unwrap with an angle limit of 0, always render with cpu, subdivide at least 5 times, and use automatic weights.

devout scroll
#

now that's just unnecessary

deep dirge
#

Thats how professionals work!

devout scroll
#

I mean your jab at them

deep dirge
#

55 subdivisions

#

Im giving them very helpful advice on how to become a master modeler

devout scroll
#

smh toxic 3d modelling community 😔

wintry coral
#

Why to render with cpu?

#

My pc render with gpu faster than with cpu

deep dirge
#

Because cpu stands for cool processing unit, and gpu means garbage processing unit, therefore cpu is faster

wintry coral
#

my gpu is faster than my cpu

devout scroll
#

He's being ironic

#

Ignore

wintry coral
#

I tested it 2 minutes ago

#

Ok

wintry coral
#

Can i get help?

deep dirge
#

with?

wintry coral
#

my smoke sim

deep dirge
#

I cant help, someone else do it plz

proper wyvern
#

Not sure what I messed up here but out of nowhere Blender wanted to dye the arms blue and when I try to add or remove something it just removes everything. 👍 I swear ive done better things than this. X3

#

So I ended up starting again with everything and it works normally for like 5 seconds and then it flips everything that ive learnt so far completely upside down by making + (that used to remove stuff) and - (that used to add stuff) into both removing everything and making the material either bend left or right while removing it. 🙃

#

What the flip is going on?! Now the skull is starting to look like shredded cheese over here!

devout scroll
#

smooth until it looks fine or remesh it

proper wyvern
#

Ive been smoothing it but its not helping. I mean sure it took away the shredded cheese BUT its not fixing the issue of this skull not wanting to grow into an adult skull from this tiny little blehh that it currently is XD

#

How to remesh?

#

What is remeshing?

devout scroll
#

there's a button top right that will remesh based on your selected resolution

#

that you can change with the slider in the remesh menu or with shift+R

proper wyvern
#

Thats taking everything away aswell XD

devout scroll
#

it... remeshes your mesh, which often gets rid of issues

proper wyvern
#

The skull is just vanishing one small step at a time infront of me

#

Why does fixing mean taking everything ive done so far away? Now im able to add stuff but its all shredded cheese. FOR FLIPS SAKE! 🤣

#

That did not fix the problem but only made the skull go inwards from the backside... Then when I pressed ctrl z it all turned green. I have never in my life had these issues before!

devout scroll
#

those are face sets

#

essentially let you group parts of your sculpt

#

look at a up to date tutorial on sculpting and it should all make sense

proper wyvern
#

Alright. Thanks!

spiral sigil
#

For a gradient-complex texture like this, what would be the best way to have the emission intensity scale accordingly?

#

As in dimmer around the edges and then growing stronger towards the middle

#

Think I need to turn up the contrast/make the white stronger but not sure how in GIMP.

quaint jasper
#

Color > Brightness/Contrast

#

i think

spiral sigil
quaint jasper
#

nice

spiral sigil
#

Yay!

#

Got another part I'd like some feedback on, the mouth and tongue.

Is it strange for those to glow? Definitely but I think it's a neat feature.

#

Normal texture

#

Their blood is bioluminescent so the idea is that the tongue would glow brighter due to having more in it while the lining is darker.

quaint jasper
#

Yeah that would work

#

But it's gotta be on the same emission map

spiral sigil
#

As the eyes?

#

Would that work if I want them to be different emission intensities?

quaint jasper
#

Sure, it's grey scale

#

But you only want the part to glow to be within that grey scale, anything else should be completely black

spiral sigil
#

Hrm, okay. Does help with optimization some.

spiral sigil
#

Using a placeholder horn model but which style looks better to ya'll: dark (sharp curve) or light (gradual curve)?

ashen forge
compact mulch
#

spent today uving my goblin model

upper hamlet
#

Hello frens

#

That is a fine goblin

compact mulch
#

Tyty

upper hamlet
#

Do you know of any tools I could use to make modeling a building easier than bodging it together with probuilder?

winter plinth
#

id say use maya or use a software that isnt vertex based

#

creating buildings is easier without vertex

upper hamlet
#

Ok, will I get my head round it in a day?

winter plinth
#

i mean, imo. using a software that acc follows the definitions of extrusions and constraints is probably like an hour or so and youll be good to go

#

but there are also plugins for blender that allows real extrusions and 2d extensions, but icr what its called for the newer blenders

upper hamlet
#

I've not used blender in a couple of years, it is any easier now?

winter plinth
#

bro, im still using 2.4-2.5, idrk lol

#

i heard 2.8 is the best its ever been, but ithink it still uses its vertex system since that is what blender is know for

quaint jasper
#

2.83

upper hamlet
#

Well I just wanna be able to measure out a building and make the right sized walls and doors, not very complex shapes but not quite as simple as lego blocks

winter plinth
#

yea id suggest maya or inventor if you can get your hands on those software

#

especially inventor, its like 100% just numbers

spare vector
#

I assume this is the right place for my issue but I'm not sure. When I make visemes in blender for an avatar using cats blender and then put it into unity, the mouth becomes slightly broken when making any kind of face. Like smiling for example, the middle of the mouth will be weirdly flat with the edges tilted up. Please help ;-;

fringe rock
#

@compact mulch you need more space between he piece. Or you will see line appear when you are at distance of the model.

spiral sigil
#

Started this at 4pm. I'm excited for that Twewy website page and had to model something.

proper wyvern
wet mirage
#

who have rabbid model from big all's coridors

proper wyvern
#

Need a small confirmation here... So am I or am I not supposed to make the entire body from one mesh or multiple ones that I then join together? :/

devout scroll
#

when sculpting it doesn't matter, one piece is fine

proper wyvern
#

Phew 😅

devout scroll
#

But you'll have to retopologize it later into different pieces that you'll probably later connect

proper wyvern
#

ah.... Im NOT looking forward to that.

#

Another question

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How do I make the armature and body parented? Its not doing it the way it does it with assets. Do I need to manually weightpaint everything to make the body follow its skeleton?

devout scroll
#

yes

proper wyvern
#

OOF

devout scroll
#

but people generally do automatic weights then fix them up

proper wyvern
#

Ah well that might make it easier. Im pretty sure ill be crying about that later. 😅

spiral sigil
deep dirge
#

epic

frosty plinth
ashen forge
#

Looks very cute!

frosty plinth
#

ty

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trying to make it match the theme for vrc+

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ill add portals to common worlds and such

faint heron
#

Just curious before I start trying do you think it would be possible to make a full body avatar like this?

deep dirge
#

Doesnt look like it would work well even without fullbody

obsidian nova
#

Anything is possible.

frosty plinth
spiral sigil
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Looks good

ashen forge
ashen forge
zenith fable
raw pecan
wild tendon
spiral sigil
devout scroll
#

those vertices are not weighted to anything

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go into pose mode and select the bone of the right foot

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then shift select the mesh and go into weight paint mode

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brush over the stuff that's sticking out

proper wyvern
#

Not sure if im doing this right... 😅 Does it even look like hair?

proper wyvern
#

Did I do a good job? 😅 I mean this is the very first time ive done hair and im so confused if I even did it the right way or if I now screwed something up.

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I mean this mode here turned see through so im not sure if I did something wrong with that....

devout scroll
#

i thought those were some kind of wings

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look into modelling hair with curves, it's easier

thorny sage
#

Woh i create costum avatar

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How

proper wyvern
#

Thanks for the video btw :3 Pumkin over here being very helpful ^_^

devout scroll
#

👍

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in blender 2.9 i think you don't even need a second curve

#

you can do the shape in the menu using a custom profile, but following the tutorial should be easier

proper wyvern
stuck wadi
#

Does vrchat support using dds files out of curiosity?

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I've always used PNG but the native files are dds, and I'm trying to skip a few steps.

spiral sigil
deep dirge
#

nice

obsidian nova
#

Gravity sketch or blender?

wraith shore
#

Quick question for anybody looking: What is the approximate "size" of 1 unit in VRChat? Meters or feet? Or is it completely arbitrary?

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I usually model with the assumption that 1 unit = 1 meter, but, each program simulates things differently

deep dirge
#

1 cube in unity is 1 meter

wraith shore
#

Excellent

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Thank you for the reply

south willow
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@obsidian nova blender

obsidian nova
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@spiral sigil It’s the little details in assets like these that make a world believe able. Great job man.

white moth
#

1 blender unit sometimes comes into unity as 100 meters though

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If so you can change import scale to 0.01

devout scroll
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that happens if you export with default settings

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default blender units is meters as well I'm pretty sure, you just have to export with units at to fbx all in the export dialog

spiral sigil
#

Can anyone create a Rigged Cape?

proper wyvern
#

@devout scroll I have to tell you how much I flippin appreciate/love it that youre so helpful to everyone with their avatar problems. 😌💖 It truly puts a smile on my face that you see the extra effort and show some kindness to literal strangers online. If Ruu is reading this then I appreciate you too man but you already know that without me even needing to tell you. 😂💖

warped merlin
#

catch ya! *headpats Pumkin*

devout scroll
warped merlin
#

I want to thank you on behalf of the Russian community and on my own behalf: your advice and programs saved a lot of nerves and time for me and our creators

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so yea, thanks again :в *headpats*

devout scroll
#

💙

proper wyvern
runic nymph
#

pumkin is gay

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dont be fooled

covert jetty
runic nymph
#

he is

covert jetty
#

hui... well, thank you for that awesome tool, it probably saved me dozens of hours... and thanks for fixing the bugs I reported ;)

proper wyvern
#

This turned a bit awkward now but I did have a question which is why I checked this chat here... I just got my main laptop back from repairs so can I just export my sculpt from my old laptop to this one as an fbx without it breaking or something? 😅

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Or do I need to use some other way of doing it?

runic nymph
#

i... didnt say you were flirting

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i was joking

proper wyvern
#

Ah well its fine. <:P

runic nymph
#

and wdym export from laptop to laptop? you mean just trasnferring files? that shouldnt cause any issues, apart from your texture paths being different in your projects

proper wyvern
#

Its just a sculpt for now so I guess that means its going to be 100% fine. Thanks! ❤️

runic nymph
#

you should just trasnfer the project file itself, as .blend or whatever other program you use

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dont need to export as fbx

proper wyvern
#

Well I dont know how that works... I had to export into fbx, then move it to google drive (too powerful for discord apparently) and then move it here but now its here and im visibly upset at how horrible it looks like compared to my previous unfinished sculpt... 😦 This is the current one:

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This is the previous one that I just found from my main laptop that I had totally forgotten:

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Im going to do the thing that Pum gave me a tutorial on with the hair. I spent so much time on that hair only for it to turn HORRIBLE.

runic nymph
#

dew it with curves

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it already looks like curves, just weird curves

devout scroll
#

I'm not gay

#

shut up ghosto

runic nymph
#

tell me about it

runic nymph
#

gud luck

proper wyvern
#

Im actually doing it!!! 🤩 I learnt how to add color too thanks to that video ^_^

proper wyvern
tame sinew
#

Could I request someone to make a rather simple 3D model for me? I don’t know how to make models in blender...

runic nymph
#

there are multiple sources for commissions

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or the ask site, which you can find in the pinned messages here

sleek pawn
#

yo got a question for anyone who might know whats going on here, so im weight painting a set of wings and the left wing I weight painted and is working correctly (2 bones one from the back to the first pivot point and then a larger one for the rest of the wing) but when trying to weight paint the right wing the second larger bone does not move the texture at all when I try to rotate it to see if i weight painted everything correctly, tried it multiple times remaking the bones and got the same result

#

sorry for the long post

storm wren
#

dunno if this is the place to ask but i was modeling a building in blender with the interior but it ended up just going in with leaving the interior walls see through and i need help fixing that

runic nymph
#

use a double sided shader in unity

spiral sigil
storm wren
#

didnt work @runic nymph

thorn lantern
spiral sigil
#

Giving yall a full 360

quaint jasper
#

@thorn lantern How materials do you have

thorn lantern
#

How many? 14

quaint jasper
#

Yeah that's a but overkill for quest

#

You should use 2.83, cats doesn't support 2.9 fully yet

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And then use the material combiner

thorn lantern
#

Yes I know, but the materials in black aren't supposed to be black

quaint jasper
#

Change the alpha ?

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Is the texture there at all ?

ashen forge
#

Did a full texture revamp on one of my older models. (Left is old, right is new)

ashen forge
devout scroll
#

I dunno how I'm supposed to recommend the material combiner to people if it makes materials blurry

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But it seems to be the case every time I try to use it

quaint jasper
runic nymph
#

manual atlas™️

hardy lake
#

not sure if this is the right channel to ask, but can Unity render images (like Blender can render camera view into an image file) or is taking screenshots of the viewport my only option?

#

my goal is to have an image that will represent the way my avatar will look in game. taking photos in game doesnt work cause for some reason the vrc camera warps my avatar in a kinda fish-eye way, distorting the proportions

runic nymph
#

when you upload it makes an image of the scene for you with the vrc cam ?

hardy lake
#

well yeah

devout scroll
#

that's what i do but most people will just keep their 40 materials

runic nymph
#

yep

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so, whats the issue, jorgen?

hardy lake
#

im not sure where those images are located

devout scroll
#

you can get a script that takes a highres screenshot

hardy lake
#

@devout scroll can you point me in the direction of where i could find that script?

runic nymph
#

if you want an image to be a thumbnail of your avatar, why would you need to dl it, i must be missing something here

hardy lake
#

i dont need it as a thumbnail

runic nymph
#

🤔

#

thought thats what you meant when you said "an image that will represent the way my avatar will look in game"

devout scroll
#

i can't find the one I've used online

hardy lake
#

yeah but i dont need it on a thumbnail, i need it as a high res image file xD i think i found the script, need to test it out