#3d-modeling

1 messages · Page 96 of 1

runic nymph
devout scroll
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there should be a bunch on the asset store and github

hardy lake
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got it, thank you!

solemn blaze
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guys i need help with Video Player TV if anyone got a link or something dm me plziris

winter plinth
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@solemn blaze what do you need?

solemn blaze
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a smiple tv video player

solemn blaze
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i wanna add it on my world

winter plinth
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what sdk?

devout scroll
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wrong channel for it too

winter plinth
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that is true

devout scroll
solemn blaze
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ok thanks

fallen snow
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Hmm... I'm making a model for a world where these indicated sections of this table will drop out. I'd like to add a bit of a flange/depression around the seams (at least in the normal map), but I'm not sure what the best way to do this is. I could extend the polygons inwards, loop cut, and push downward with proportional editing, but extending inwards using the scale tool would result in an uneven width for the seam. Any tips on a better way to do this?

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ooh, inset faces looks like what I want

rigid anvil
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Ran into this a while ago, never thought any of it since i rarely make shape keys but today is the day im trying to hide hair but i keep getting this error whenever i do anything pose mode related https://i.imgur.com/kCGQW8k.png i tried 2.83 2.9 and 2.91, i kinda refuse to use 2.79, since im sure stuff will break between those versions but yeah, i tried reinstalling catz multiple times, legit dont know what's wrong ;_;

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I can't use any of catz pose mode tools pretty much ;_;

quaint jasper
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i'd suggest uninstalling everything and doing a clean install

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going up and down in versions is only going to make it worse

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also shapekeys are made in edit mode

rigid anvil
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yeah but pose mode from shape key is what i was originally trying to do, since it makes it easy to just hide the hair, but yeah i'll try to remove it completely, probably will yeet my settings PepeHands

quaint jasper
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pose to shapekey is in the armature modifier isn't it ?

latent charm
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Or just enter pose mode normally without using the button provided by cats which will give you no end of problems and confusion

rigid anvil
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yeah but how exactly would i set the blendshape then ?

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o.o

latent charm
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Copy the armature modifier, click apply as shape

rigid anvil
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oooh

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lets me try that

latent charm
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And yup, cats STILL clears all pose changes when exiting pose mode like that's something useful.
HINT: IT'S NOT vrcAngry

rigid anvil
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Well, it let me do it your way, thanks a lot, i did something wrong tho so the hair didn't reset but i just scaled it back to 1 manually

latent charm
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Like I just complained about, cats throws a lot of extra little steps that it assumes you'd want (and often don't) such as clearing the pose state after applying the shape key.
Key-wise it's easy to clear, press a enough that all bones are selected then just do alt+s then alt+r then alt+g

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(alt+transform key, so any one of r, g or s will clear the corresponding transform (scale, rotation, g-position)

rigid anvil
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Oh neat that's honestly really useful O.o ill do that next time too thanks again guys ❤️

storm bloom
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Each time I move a vertex on the tongue, it keeps moving another on the bottom of the teeth for some reason, same happens in reverse. Tried splitting, separating and ripping, but it didn't seem to effect much. Anyone know what I can do?

random parcel
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for some reason the symmetry isnt working when I try to edit the shape of this model. Does anyone know how I fix this?

quaint jasper
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Are you relying on any modifiers ?

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Last option would be to use Tools >Symmetry

visual vigil
quaint jasper
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Are you asking for feedback on something specific ?

runic nymph
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its easier to tell if something is wrong when its not orthographic

visual vigil
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im asking how the face looks

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its a human face morph

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i wanna make sure it looks humany

spiral sigil
quaint jasper
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i prefer the non human face personally

visual vigil
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well i got a bunch of shit for it

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so now i have to make a human face morph for it so i dont get targetted

runic nymph
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dont listen to rubick, hes weird

visual vigil
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hes not entirely wrong, the model and the textures were made for the original

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but this is something i have to do

quaint jasper
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You should hang out with better people instead smart

runic nymph
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both look alright tho
maybe the nose is a bit too wide in fish form but i feel like thats just me

visual vigil
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its because its a snout

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@quaint jasper sometimes the bad are in the good groups

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its just how it is, cant always have a perfect safe space

quaint jasper
runic nymph
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uh oh, a catfish

visual vigil
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yeah im considering giving the model a Hatsune Miku mask to wear

runic nymph
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expect awful jokes coming your way

visual vigil
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i mean

quaint jasper
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The model looks great, fuck em

visual vigil
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im well aware of the jokes? If im talking about putting a girls face on it?

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my profile picture is a catfish afterall

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my discord username is Darling

runic nymph
foggy maple
devout vault
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i need help

runic nymph
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dont we all

obsidian nova
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@visual vigil This avatar is fan-f*cking-tastic. The painting, the sculpting, the mesh, amazing job. Seriously.

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Are you open for commissions? It would be great to get something like this done in the future.

visual vigil
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@obsidian nova aha I paid someone else to make the mesh for me, I just did my own personalization changes and the textures

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While I do make models, I'm not at this skill level yet

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These are some of mine

white moth
visual vigil
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Well the original model was made with the snout, and textured for it

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I need to have a human version so

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@white moth

wraith shore
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@storm wren If you are making a building that the player can see from outside and then go into, you should have interior and exterior walls that face the proper directions. If the player won't be going inside, then whether the walls can be seen from the inside doesn't really matter

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Don't have the two sets of wall faces sitting in the same space, either; space the faces so that the wall has thickness

trim sorrel
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Ah, more Juno stuff. Looks fine either way. The snout puts is less in the uncanny valley. Either way seems fine, whatever your preference is. If anything just adjusting the texture to bring the green down further on the humanoid nose, but that's purely opinion.

Someone bothering you again?

visual vigil
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well i showed the model off whilei was working on it and got harrassed beccause its furry

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so this is the comprimise, making a human face shapekey to switch on when around those people

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i personally dont consider myself a furry

wraith shore
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I'd say that it's because that seems more scalie, but I don't think all catfish have scales

visual vigil
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catfish dont have any scales

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they have skin

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fun fact of the day

wraith shore
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Specific catfish have armor plates, but, I guess those are different from scales

visual vigil
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one of the hardest fish to have a trophy / whatever it is when you kill one and mount it on a wall

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because the skin will dry out

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yeah nah my character was drawn by a friend

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they based it on a few species of river catfish

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no sturgeons

wraith shore
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People need to get over the anti-furry attitude, though. Furries tend to be more inclusive and friendly than other groups, so that makes them better than the others, as far as I'm concerned

visual vigil
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furries have their own gatekeeping, but its far less compared to non furries

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theres a lot of creativity but also a lot of weirdity thats not too hard to find

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which is why the stigmas of sexual deviants and repulsive degeneracy are around

wraith shore
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That is what you were getting harassed about? I have interacted with actual humans with noses that wide

visual vigil
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idk man, people saw the snout and went EW

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cringe FURRY

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snout = furry CRINGE

quaint jasper
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would suggest hanging out with better people again

visual vigil
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these people are parts of every group Ruu

quaint jasper
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even if that means ditching good ones in bad groups

visual vigil
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you cant just block them all out, its life to deal with them and learn how to

quaint jasper
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i don't have any in my groups taurishrug

visual vigil
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the entire body is basically human

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specifically because i dont want the sterotype furry digi legs or claw hands

wraith shore
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The deviant stuff is easier to find (mostly) because of the reduced judgement compounded by furries clumping into close communities

visual vigil
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I dont consider myself a furry due to that kind of acceptance to things i personally feel are unacceptable

wraith shore
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Nah, dawg; give'em limbs like a mudskipper or batfish and really freak people out

visual vigil
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alas though, I have commissioned artwork of a snoutted catfish

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and a human face one

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so i guess the people bitching just allow me to express my model in more ways

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so thats a up side

wraith shore
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Does anyone paying attention in here have any experience with models from Guild Wars 2? The one I'm working on now is driving me crazy

trim sorrel
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Never done so, GW2 models eh? I'd be interested in some of those hehe.

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Nah Junos, it looks fine. Those models aren't my cup-o-tea but the time and effort put into them is impressive.

wraith shore
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They are interesting; some of the solutions they came up with for reducing texture data are neat

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The diffuse map that I got with it is obviously stitched, and the alpha channel contains both the specular intensity and opacity, which was fun to sort out

trim sorrel
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Interesting, so are you exporting whatever character you have displayed basically?

wraith shore
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Something like that. I was planning on skirting the details, but it seems that I have already caught a warning

visual vigil
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not the first time ive heard the ALpha channel containing specular or AO or whatever else

wraith shore
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Well, this wasn't and 'or' situation with the alpha channel; it contained both

visual vigil
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seperate by xyz?

wraith shore
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as far as I can tell, the lower few bits (digital bits, for clarification) contain the opacity, while the higher bits have the specular intensity

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Interesting usage, but, I remembered reading that Blender's render engines use only half of the bit range of the blue channel in normal maps, which helped me figure out what was going on

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Anyway, the part that is driving me crazy is that the also saved space by having certain symmetric patches of mesh share UV space. There are usually ways to get that situation to render properly, but I cannot get this to work at all

cerulean chasm
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hey there, posted this in #avatar-help but was told this would be a more appropriate place to ask!

hi guys!! very new to modeling avatars, i'm working on importing a gmod model i like into vrchat, and i've gotten as far as having it imported into blender
decompiled it with gmad.exe, then dumped the files from the .mdl into its actual models and materials- i was wondering if there's anyone experienced in this kind of thing around here who could give me a hand with where to go from here?
i have basically 0 experience with blender, and the tutorial i had been following is using a 2yr old version of blender so things don't really translate

quaint jasper
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What issue are you have specifically ?

cerulean chasm
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i'm honestly just not entirely sure where to go from here- i've imported my model as several different pieces (the body, head, and hair are all separated) and now i assume i have to go about attaching them and adding the textures in?

quaint jasper
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yep

cerulean chasm
warped merlin
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oh, i know this model!

cerulean chasm
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it's maxxy's improved scout, i've added him to ask for permission to upload it once it's finished but in the meantime i'm just gonna work away

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see if i can get it into unity :)

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i suppose i'll watch some basic blender tutorials

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bc i can't even figure out how to like, "group" all of scout's bodyparts hehe

quaint jasper
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get the cats addon and watch a tutorial for that

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it's pretty simple

cerulean chasm
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is cats an acronym? or is it literally an addon about cats

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oop

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found it

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once i've installed an addon into blender can i delete the zip file? or do i need to keep it around

warped merlin
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wait wait

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before you did something with cats: i see that you've got 2.91 version

cerulean chasm
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oh yep

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i just installed blender today

warped merlin
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cats work really awkward on this, download 2.83

cerulean chasm
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oh shit

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that's a bit messy

warped merlin
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nah it's ok, just select a proper version

cerulean chasm
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okay, i have 2.83 now

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lemme reimport these models

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then what should i do?

warped merlin
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read some manuals ;D

cerulean chasm
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oh hell yes it imports them all as one model

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god i have no idea what i'm doing

quaint jasper
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Welcome to the club

cerulean chasm
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????

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what did i do

warped merlin
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there is two stages:

  1. god i have no idea what i'm doing...
  2. god i have no idea what i'm doing and it works!
cerulean chasm
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i'm excited for stage 2

warped merlin
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;D

cerulean chasm
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ok i guess now it's time to... add textures..???

cerulean chasm
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what the hell are vmt files?

devout scroll
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materials

cerulean chasm
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half the materials line up with files that don't have vtfs, only vmts

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can i import vmts directly into blender?

devout scroll
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no

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open them in a text editor and see what texture they're referencing

cerulean chasm
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i think they're like, generic gmod assets?

devout scroll
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eyes are generally done with shaders and not textures in source

cerulean chasm
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oh right, okay

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err, how do i deal with that?

devout scroll
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find the eye texture somewhere

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it's a shader but it still has a texture somewhere in engine

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it's probably just white with an iris on top

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you can probably leave eyes to last

cerulean chasm
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right, gotcha

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i have his like, torso in

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can't get it to show though

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decided to restart bc i did a bunch of shit i couldn't undo properly by accident, lmao

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should i just import all of this and turn the visibility of some of it off?

devout scroll
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dunno

visual vigil
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@cerulean chasm C.omputer A.vatar T.ool S.ystem

cerulean chasm
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@visual vigil thaaaat makes sense

visual vigil
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i just made that up btw

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fits well though dont it

devout scroll
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It's cats' blender plugin

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i'm assuming

visual vigil
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yes he wanted to know what CATS stands for

cerulean chasm
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god dammit

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i completely believed that

visual vigil
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pretty good improv right?

foggy maple
visual vigil
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👀

devout scroll
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Yeah since cats hasn't worked on it for ages :^)

merry vault
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VTF files are the actual textures themselves.

cerulean chasm
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thank you!!

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i still can't for the life of me figure out where models/shared is tbh

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*models/player/shared

devout scroll
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probably packed in one of the .vpk files

cerulean chasm
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no vpks in the entire dump

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bizarre

cerulean chasm
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so difficult to figure out which smds to import 😭

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WAIT if you import the .qc it just loads everything

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omg

cerulean chasm
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cannot for the life of me figure out what to do now though

cerulean chasm
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i cannot for the life of me figure out how

winter plinth
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@cerulean chasm does it allign with the uv map?

cerulean chasm
winter plinth
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is the texture mapper under the hierarchy visible?

young vault
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(the material doesn't use an image texture)

cerulean chasm
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it's kool

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someone explained how to add the image texture via Use Nodes :)

cerulean chasm
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i just need to figure out the hands now, the sfm_hands.jpg file i have won't map onto them

devout scroll
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either nodes or just click the circle next to base color in the material and pick image trxture

white moth
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Does anyone know what causes Blender FBX export to scramble material index references? Whenever I edit a model my material swap animations start changing the wrong material slots. It's really annoying

spiral sigil
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I have a question, Does anyone have an .fbx, .obj, etc of the raw player model i can download (without any textures)?

unique galleon
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Is it better to ask for blend shape help here?

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Struggling with blinking

spiral sigil
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the VRChat player model

white moth
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They’re all different though?

spiral sigil
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oh

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just any

white moth
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So any unity humanoid? I mean I think the SDK has Unity Chan in there

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Or y bot. It has an example avatar in there

spiral sigil
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whats a humanoid

unique galleon
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a creature with 2 legs and 2 arms and a head.... looks like a human

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oh yeah I coul dprobably find unity chan and look at her eyelid blendshapes too huh

compact mulch
unique galleon
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Is there anywhere here I can go to grab unity chan or is getting it in the SDK the easiest way?

quaint jasper
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I believe the Unity chan models are provided by Unity themselves on their website ? Maybe the japanese one

unique galleon
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Ohh, okay thanks

barren quiver
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You can get them from https://unity-chan.com/

white moth
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Is there any way to visualize which verts are included in a shape key, so that I can clear verts that might be moving very slightly?

ancient magnet
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is that a fire hydrant?

spiral sigil
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It's a beep boop.

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Those droids from Star Wars with spiny gun heads.

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An IG series

cerulean chasm
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yo, how do i check my avatar is the correct size in unity?

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tutorial says less than 5x5x5

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but i have no clue if my model is larger than that

unique galleon
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Usually one meter in blender is one meter in unity be default, I think?

devout scroll
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Yes but it depends on your export settings

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When exporting if you set your units to FBX All then it will be 1 unit = 1 meter

cerulean chasm
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yeah but i didn't really bother scaling my model before i exported it

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i was told i should do that in unity instead

devout scroll
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Yes and no

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If you scale it in unity all your values will be multiplied for stuff

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Which doesn't change anything but it makes it harder to change values for stuff like dynamic bones or whatever

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In unity you can compare size with a cube, which is 1x1x1

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Or download pumkin's avatar tools and use the scale avatar tool to see a ruler

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But ideally you want to get it to a decent size in blender so you dont have to change much in unity

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But you can totally just do it in unity if you don't want to

unique galleon
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Self advertising you sly dog you

cerulean chasm
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i'll install those tools

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seem useful

devout scroll
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Alright then how about

cerulean chasm
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oh my god these are great, thanks dude

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how do i make that cube to compare to?

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completely new to unity btw

devout scroll
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Right click in hierarchy, create, 3d object, cube

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or something like that

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but as I said if you just use my tools you can see a lineup wall behind your avatar to compare

cerulean chasm
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i have a couple problems i need to get in order but i'm gonna deal with em one by one

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to think i thought i was near being able to upload D:

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also: when i try to switch to android as my build target i get told "Switching to Android:AndroidPlayer is disabled"?

devout scroll
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don't switch to android if you're not making a quest avatar

cerulean chasm
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oh yeah no, i do want to get this working on quest too.

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my polygon count is within the limits afaik

devout scroll
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i recommend doing that at the very end

cerulean chasm
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okey dokey

devout scroll
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you should also rename your bones

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i think cats might do that for you, i dunno

cerulean chasm
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if that was an option i might have unticked it

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i guess i could change things in blender and reimport relatively easily

devout scroll
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you could also rename manually

onyx crane
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Any tips for achieving the look of vinyl figures in Blender (or substance painter)? It's just a half rough/half glossy setting, right? Or is there more to this look that I'm not seeing?

cerulean chasm
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hey so

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i just used CATS and texture atlasing to combine the materials on my model into 3 different ones before bringing into unity

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as i'm trying to optimize for quest

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(i originally had 7 materials)

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however once i export and bring it into unity, it doesn't have any materials on it...??

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are they not supposed to be embedded into the .fbx?

unique galleon
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They won't show up in unity with the materials already there, but if you go into the model's files and drag the material onto the body, it'll apply that material to the body in unity

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So you'll have to manually drag the three materials onto the body in the three different places each material affects, then I think just go into the materials' options and set the texture atlas they're using

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@cerulean chasm ^

cerulean chasm
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@unique galleon

unique galleon
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Things might have changed since I did anything here but from what I recall, select 'Location' in the top-right and choose 'use external materials' or some equivalent

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Then you'll have to do the dragging mats from the project view materials

cerulean chasm
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i did that, so now i have these 3 materials- should they not be like, not blank, though?

devout scroll
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that's normal

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you have to rebuild the materials in unity either way

cerulean chasm
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i am completely lost lmao

devout scroll
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click material, assign texture

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into albedo slot

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realize it looks ugly

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look up a toon shader

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change material to said toon shader

cerulean chasm
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but where do i find my textures? i sort of thought they were inside the fbx file- isn't that where CATS saves them when it combines via texture atlasing?

devout scroll
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they can be in the fbx if you enable that in cats settings

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otherwise just drag ans drop them into unity

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they should be in the blender file folder

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try this shader for the tf2 look, put in the values from the vmt

cerulean chasm
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thanks!! would that shader work on quest by any chance? i know some don't

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by blender file folder do u literally mean the blender install directory? or the project folder

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ah! the project folder

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found em

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only two though, strange

devout scroll
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no, only default vrc quest shaders work on quest

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i recommend making a copy of your project for quest avatars

cerulean chasm
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ahhh okay yeah

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two separate avatars

devout scroll
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yes, but if you upload them to the same id they will be the same avatar

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but the quest one will load only for quest users

cerulean chasm
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are my unity packages supposed to like, disappear every time i restart the program?

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i've had to install the vrchat sdk 3 times now lmao

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unless they're hidden somewhere?

devout scroll
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they're not supposed to

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that doesn't even sound possible

cerulean chasm
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maybe it's because my unity isn't on current version

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nevermind

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it is

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tf???

young vault
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...are you opening up a new project or going to the old project?

cerulean chasm
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are packages project dependent?

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keep in mind

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complete beginner to unity

winter plinth
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ihni how to answer that lol

unique galleon
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@cerulean chasm yeah, each project is a "save file" of all the work done on that project, which includes all files and everything

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A new project is a completely new slate, a separate folder on your drive that houses a separate set of files and everything

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So if you've had to install the SDK 3 times, that means you have 3 separate sets of basically the same thing, with all the SDK files + all the base Unity files needed to be able to hold a project

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If you want to export 2 separate avatars from a single project file (which is fine to do, I have like 10 or more models on my old project), you make multiple different Scenes. A scene is a collection of objects but objects from one scene don't affect any of the objects on any other scene, so you can have 20 scenes, each with a different model and different settings

cerulean chasm
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oh my god lmao

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okay

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gotcha

unique galleon
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o/ there's significantly more to Unity than that but that's all you need to know in terms of VRC's SDK

cerulean chasm
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i still cannot for the life of me figure out how to get my model into unity with textures on it 😭

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i even reexported my model with textures embedded and nothing!!!

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it's all grey!!

unique galleon
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Maybe when I actually finish this blend shape bullshit I'll do it and re-teach myself so I can show you

cerulean chasm
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that would be lovely

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i've been stuck on it all day

unique galleon
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Just remember that you don't want to do embedded textures unless someone else said something different...I've never used texture embedding

cerulean chasm
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gotcha

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some of the textures i combined with texture atlasing don't have pngs in my project folder though bizarrely

unique galleon
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In that drop down I mentioned you should be able ot set it to use external textures, then it creates a folder (or maybe there already is one) named 'Materials' that's in the same part of your project as the model itself

cerulean chasm
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i've actually managed to get my model into the game now!

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however my visemes are fucked so i need to go back to blender and adjust it all

cerulean chasm
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okay my visemes are seeeeriously fucked lmao

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could rly appreciate some help from anyone with experience porting source models to vrchat! or just visemes in general tbh

gleaming tinsel
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idk if this goes here or not. but im impressed by all the work of the people on booth
but im wondering if there is any possibility to port clothes that are meant for vroid into normal avatars for vrchat that obviously are not vroid.

i don't really know if there is a term for this but i will really appreciate if someone can tell me if it is possible ><

azure rain
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yes it's definitely doable as it's just a model format vrm the cat's plug-in can help import vrm's so you would basically go through the same workflow you would for putting on MMD clothing

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@gleaming tinsel

ashen forge
gleaming tinsel
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@azure rain have you bought some clothes in booth for it? owo

azure rain
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currently all those examples are using free to download ones for the textures as VRoid clothing is basically the same dozen meshes retexture the whole bunch

gleaming tinsel
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yeah actually that's what i was reading, they sell the textures, so.. if i only have the textures (aka image), how do i get an fbx for my current model? ;;

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@azure rain

azure rain
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you export avatars from VRoid and then import the vrm files and delete everything but the clothing and Armature

gleaming tinsel
#

oooh i see i see! thank you so much!

azure rain
#

and if you have an avatar with non-human proportions you can play around with Sliders in vroid to get a closer fit

gleaming tinsel
#

@azure rain oh i see i see, well i have a human avatar, so i guess i will not have as much problems, obviously it will need some adjustments, but... that-s part of learning right? im starting learning about this uwu

unique galleon
#

This is a Chongyun model but it has no bones nor blend shapes

#

And literally the blinks are all I have left

white moth
#

No one asked, but in blender, select all verts -> Sort by Material -> Using Face. Makes the model have the same material order in unity as blender. Christ that took forever to figure out.

wary swift
#

I got a question regarding UVmapping and painting a texture inside blender. I have unwraped the uvmap and would like to paint on different sections but without touching the sections around, is their a way to accomplish that ?

devout scroll
#

go into edit mode and select the faces you want to paint then in texture paint mode enable the mask thing with the button at the top of the 3d view, or press M

wary swift
#

thank you !

devout scroll
#

make sure to save your texture manually

#

as blender texture paint loves to make you lose your work

vivid crater
#

2.8+ prompts you to save images before closing 🕺

devout scroll
#

yeah, especially when blender crashes

#

spam that alt+s as often as you can in the paint window

native gorge
#

hey i dont know if this is the right place but im trying to build a map and im using blender to make the world (dont know if its a good idea or not) but when i import the world into the unity, the textures dont appear as they do in blender

rare robin
rare robin
native gorge
#

um i dont think so?

devout scroll
#

Yeah you gotta remake the material in unity

#

You're using a mapping node in your blender setup

native gorge
#

ah ok

devout scroll
rare robin
devout scroll
#

See your scale is not 1,1,1 here so you'll have to play with the texture tiling value in unity on the material to match it

native gorge
#

another thing is that i get uv overlap errors ever though in blender there isnt any over lapping i can see

devout scroll
#

again, you're using a mapping node in blender instead of uving your mesh properly

#

but you can probably find a shader that can do a similar thing

#

alternatively just bake your blender materials to textures

native gorge
#

how do you do that?

devout scroll
#

you'll have to unwrap your meshes so they don't overlap

#

you can place down simple seams and unwrap or you can do something like smart uv project if you're lazy

#

then look up a baking tutorial

native gorge
#

ok

devout scroll
#

for that you'll create an empty image, select it in the shading workspace, then go to cycles render engine and bake tab, then bake

rare robin
#

Here, I very much like this guy's succinct videos: https://youtu.be/o0lTz25xcx0

So, you really like the way your procedural texture turned out and you want to save it to a image file like a normal texture? Not a problem!!! In the next 40 seconds, you'll know how to do all that and more!!! As always, hope it helps :)

Thumbnail Link: https://www.pinterest.com/pin/324751823126383064/

If you enjoyed this video, please don't f...

▶ Play video
native gorge
#

thank you

devout scroll
#

Yeah, his videos are pretty good

native gorge
#

ok i baked it but it still says overlapping uvs

devout scroll
#

unwrap your meshes so they don't overlap

native gorge
#

i did do that it didnt work

#

i've looked at everything but nothing works. ive baked the textures, merged blocks, pretty much everything

lapis pond
#

is there an easy way to texture atlas / a recommended guide?

cerulean chasm
#

hey, would anyone be willing to give me a hand learning weight painting? i need to add a jawbone to my model for visemes

#

and the impression i'm getting is that i need to weight paint his jaw onto the bone once i've added it?

devout scroll
#

visemes don't use bones

#

visemes are like keyframes for vertices

#

but you can make one with the help of a bone

modern wraith
#

Does it matter what version of blender I use like it does with unity?

winter plinth
#

no

devout scroll
#

But there are some things to it

#

2.79 is outdated and not recommended to start with, 2.8 is good, 2.9 needs you to update the cats plugin to the dev version if you want to use that

#

but other than that it doesn't matter

winter plinth
#

ive never had to use cats much, so ive been using 2.44 mainly

modern wraith
#

a tutorial i found to get rid of neckfix is on unity 2.8, but the lowest version i can download is 2.83 - 2.83.9. Since i know nothing aboiut the program, i would like to have the easiest time having the most similar version of blender compared to the video using 2.80.. should i just get 2.83.0 or just get the most current version and get 2.83.9 and just learn that

devout scroll
#

they all should work the same after 2.8

modern wraith
#

ok so then should i get 2.9?

winter plinth
#

id stick to a 2.8 version

devout scroll
#

except if you use 2.9 go to cats update panel and install dev version

#

but 2.83 should be more stable

modern wraith
#

what is the cats update

devout scroll
#

cats is a plugin, if you want to get rid of neck fix (I'm guessing full body fix that cats adds) that's what you want

modern wraith
#

thats the tutorial i found for it. once again, i know nothing about blender so i hope its ewasy enough to just follow along and copy

devout scroll
#

if you're doing it manually you can just use 2.83

modern wraith
#

ok. 2.83.9 or .0?

devout scroll
#

all versions after 2.8 should be very similar

modern wraith
#

ok

modern wraith
#

When setting up blender for the first time, im asked what shortcut i want. blender, blender 27X or industry compatible.
then asks if i should select with left / right (mouse buttons?)
then spacebar.. play /tools / search.
whats a good setup

winter plinth
#

my setup is usally to ignore that. but im sure theres some people that use that

modern wraith
#

well its the first thing i see when i open blender, so youre saying to leave it at default? blender / left / play?

winter plinth
#

click off of it and it should go away

modern wraith
#

oh whoops. i just hit next instead and it took my input lol.

#

well anyways, how do i upload a unity package into blender

winter plinth
#

no

modern wraith
#

?

winter plinth
#

im like 99% sure thats not the first thing you wanna do in blender lol

#

unless modded blender

modern wraith
#

what, accepting the unity / left / search option or importing a unity package to blender?

clear geyser
#

You take the FBX from the Unity package and put that into blender

winter plinth
#

thats new, but i use 2.4 so iw ouldnt know what 2.8 is like most of the time unless i needed cats

modern wraith
#

@clear geyser thanks. im new to unity as well, so i found a guide that says i also ned the FBX exporter. Im getting everythign set up now

clear geyser
#

I've never needed an exporter but okay

winter plinth
#

interesting

modern wraith
#

wait

#

like i said, im new so if theres a better way then im all ears

#

i just want to export the unity avatar packge i have to blender.

#

this video shows what i was talking about in the first 30 sec.

#

is he wrong

clear geyser
#

That's used for if you don't already have the FBX

modern wraith
#

oh ok

clear geyser
#

Like if you have a prefab or something

modern wraith
#

i dont know how to tell if i have the FBX. could you please tell me?

clear geyser
modern wraith
#

oh ok!, yes its an fbx.

#

so just drag and drop?

devout scroll
#

File > Import > fbx

#

You can right click the fbx in unity and show in explorer, it will open the folder it's in

modern wraith
#

then to go the other way, file, export?

devout scroll
#

yeah

#

and in export settings change apply scaling to fbx all

modern wraith
#

so im clicking the fbx and then import but nothing happens

#

so import > name of file.fbx > click import in that file browser.. nothing happens

#

still have a cube

#

wait, i noticed i keep adding new armatures.

#

Oh!

#

i had to zoom in. the armature was super small and inside a cube

#

Do i need the cube?

clear geyser
#

No, you can delete it

#

And the camera and light if those are there too

modern wraith
#

ok cool

modern wraith
#

im having isues putting the model into weight painting mode. i clicked armature, the object data properties, chose pose position and set display as: stick. thn clicked the body and at the top left is pose mode. i should see weight paint in there but i dont. am i missing something?

devout scroll
#

put your Armature in pose mode then shift click your body and set that to weight paint mode

#

also make sure Edit > Lock object modes is unchecked

modern wraith
#

oh shift click worked. why is it important to uncheck the object lock?

#

while im in here weigtpainting, the shoulder spikes are an effect that grows and shrinks on my avatar in game. is there aneasy way to disable that?

#

hmm... another question i have is somewhere along the way, the stick pose I had is no longer visible even though i still hae it set to "display as: stick"

#

how do i get the stick frame to reappear

devout scroll
#

if you don't uncheck object lock you can't shift click multiple objects in different modes

modern wraith
#

Ok fair enough

modern wraith
#

is this even fixable?

#

I am following the tutorial to remove the neckfix as i was told that would reattach the head to the body but i just noticed that in the turorial, the neck has always been attached. When looking at the neck of this model, it looks like the neck and face match together in 3 seperate sections of different widths, and has a choker to cover it up.

eternal ingot
#

im looking to start trying to model with blender
does anyone know a good place to start learning? tutorials?

clear geyser
eternal ingot
#

thanks!

silent depot
silent cloud
#

(modeling my character in my pfp, if you're wondering vrcAevSlap )

devout scroll
#

looks good

#

(but it looks more like a sculpt)

warped merlin
#

also you need to re-paint it (i mean weight)

indigo heron
#

Last thing to model is hair

#

pain

#

Everything is here from scratch using Blender and Marvelous Designer

#

Later will paint in Substance Painter, rig it and upload to VRchat for my friend vrcEretNice

hallow bough
#

Is it possible to safely edit the mesh of a model with shapekeys already created? I had an attempt but it went quite badly.

devout scroll
#

as long as you don't add new vertices you shouldn't be having issues

#

and if you do you better add them onto stuff that doesn't move

hallow bough
#

Ahh yeah i must've started editing on a shapekey on accident. Second time worked! Thank you!

lament pond
quaint jasper
#

Sleek base !

silent cloud
#

im a blender newbie for sure and i felt more comfortable sculpting around like clay cause ive had history with clay modeling, but i wonder if it makes a difference and ive been worried about that ahah

#

i mean sculpting has a lot more polys but i found out about decimate last night and got all giddy about it

azure rain
#

the bending of the model is a lot worse if you just take a straight sculpt because the triangles are all higgledy-piggledy randomly placed whereas a game-ready model has nice Edge Loops to everything so it bends nicely

#

I said the decimate modifier is dumb as a bag of rocks so it doesn't know which parts are important for bending which parts can be safely simplified

quaint jasper
#

The new decimate function in cats 2.9 from fenlen (i think that's the username) is super smart for avatars

azure rain
silent cloud
#

yeea but is it for more humanoid body types? my character is more small and chibi-ish, so i rather making the model myself haha (plus i wanna put my own original species into vrchat, i think that would be cool!)

azure rain
#

body proportions doesn't affect it that much but you probably should make something with proper Edge flow anyway

silent cloud
#

ahh i cant wrap my brain around this whats edge flow :(!

#

i mean, i dont mind if my model is funky and wrinkly first time because i’ll learn more as i go but i wanna learn if it will work if i animate, or put it in vrchat and such

i havent even touched bones or anything past that yet especially unity!

#

if not thenn... im doing something wrong haha
i had animation in mind when i started making my model

azure rain
#

it'll function assuming there's enough triangles but it will look funky compared to a properly modeled for animation model

silent cloud
#

hmmm i see

azure rain
#

like here's an example of a low poly base mesh for a human that's designed for animation

silent cloud
#

ohh sick!! i have., no idea how to do that though.. yet

azure rain
#

no problem you're still learning

spiral sigil
#

edge flow is 👌

silent cloud
#

looks like its time to get into edge flow videos!

#

i had no idea where to start with blender tutorial videos lmfaodofir

azure rain
spiral sigil
#

grant abbitt is a good start for blender tutorials

#

very basic stuff

#

to a bit more advanced stuff

azure rain
#

This is part one of my free course to learning Blender 2.8. Create this fun scene and learn the interface, how to add objects, lighting, build objects, create atmosphere, render images and movies and lots more.

Part 1 https://youtu.be/7MRonzqYJgw
Part 2 https://youtu.be/L0AY61v6-M4
Part 3 https://youtu.be/WFzIbz2FN28
Part 4 https://youtu.be/OFm...

▶ Play video
silent cloud
#

thank yall! :)_ _

silent cloud
#

just found out about retopology and im thinking of playing around with it since i already got started on my character sculpt, i think its better right?

#

sorry bout all these questions and stuff haha, im really invested in this now and theres no going back

spiral sigil
#

you either poly model with some subsurface modifier

#

or sculpt and then retopology

#

at least that's the 2 main ways of doing things from what I know

devout scroll
#

A popular workflow is to sculpt then do retopology

silent cloud
#

oooh! interesting!

devout scroll
#

Which is just modelling on top of the sculpt

silent cloud
#

good thing i dont have to redo the whole model, thats what i was worried about and that would have sucked cause i got the shapes out decently ahah

zealous spruce
#

okay

#

so you see the ears/fins

#

i want to be able to change their colour without wipeing the texture away

#

@leaden mountain

leaden mountain
#

problem is, i suck at blender

#

the shader magic is beyond my abilities

zealous spruce
#

damn

quick gull
#

Sorry to bother you guys but I spent some time on creating a custom character model and I'm kinda stuck now. The basic issue is that I have too many polygons after applying all modifiers.

Information which might be helpful:

  • Model was created in Blender.
  • I'm utilizing custom normals and the inverted hull method.
  • I already textured it.
  • I'm basically imitating the Gulity Gear style (by Arc System Works).
  • I still have the lower poly mesh without the subdiv but would like to keep the detail.

What I would like to know?:

  • Can I actually bake a normal map to keep the higher detail or would that clash with the custom normals or the texture maps?
  • Other suggestions on how to approach this issue?

Thanks in advance.

quaint jasper
#

Custom normals also on the low poly ?

quick gull
#

Yes.

quaint jasper
#

How many poly are you at currently ?

quick gull
#

About 163 000 triangles.

quaint jasper
#

Do you have substance ?

quick gull
#

No, sry I don't since I'm more of a hobbyist.

latent charm
quaint jasper
#

Maybe xnormals has options for that

quick gull
#

@latent charm @quaint jasper Ok. I'll just have to give it try and see where it takes me. Thanks a lot. :3

quaint jasper
#

Box is neat, but now the metal needs to get dirty as hell too !

spiral sigil
#

It's a WIP!

#

today I just worked on the box, tomorrow will probably be the metal grunge

solar fossil
#

screws and rivets make all models look better

thorny ivy
#

For some fun ctionality, I'd recommend having a way to toggle the visor's position.

#

It should be relatively easy to rig with a bone for the visor and then an emote which moves it.

spiral sigil
runic nymph
#

smooth shading

#

with the ball selected, Z > Shade Smooth

#

if thats what you meant vrcThinking

spiral sigil
#

yeah

#

was a little worried it'd stay like that when I imported

#

@runic nymph with smooth shading on, it still appears like it's made up of squares. bit confused

runic nymph
spiral sigil
#

am I gonna have to retopology or something dumb like that

runic nymph
#

no

#

when you go into edit mode on it, does it have any blue edges?

spiral sigil
#

nope

young vault
#

Also check if auto-normals are on.

runic nymph
#

o yeah, auto smooth

young vault
#

That's the name of it. I was forgetting it

runic nymph
#

its in the object data properties (green triangle where you find shape keys and vertex groups)

#

under "Normals"

spiral sigil
#

auto-smooth is off

runic nymph
#

i just added a simple sphere, no matter with autosmooth on or off it looks fine, how did you scuff yours

young vault
#

Well, last thing it could be is the texture not being procedural

spiral sigil
#

cause it's a ripped sphere with a face on it

#

from a game

young vault
#

but why spheres are easy to make

#

The only thing is texturing/UVMapping, but, there's so many options to go for that take less than 5-10 minutes.

runic nymph
#

check if the verts are joined

#

i swear if every face is separated

spiral sigil
runic nymph
#

did you select a vert and move it

spiral sigil
runic nymph
#

ye alright

#

select everything

#

press M and then select by distance

#

i hope it didnt have shape keys :^)

spiral sigil
#

that fixed it

#

no shape keys here

runic nymph
#

good, there you go

spiral sigil
#

thank you ghosto!!! sorry for not knowing nearly enough about blender

#

and thank you for your time, both of you!

runic nymph
#

youre learning, dont be sorry, punk

young vault
#

A sphere that looks like a rock with shape keys vrcThinking

spiral sigil
runic nymph
#

aaah, its this guy

young vault
#

Ok, big rock. Sorry. lul

spiral sigil
#

yeh

runic nymph
#

whatchu doin with it

solar fossil
#

you got some weird looking rocks

spiral sigil
#

gonna make it a replacement head

young vault
#

But, don't worry about asking. Everyone's been inexperienced before.

runic nymph
#

we dont say [redacted] around here

#

we call it acquired

spiral sigil
#

ahem ahem

runic nymph
young vault
#

"outsourced"

spiral sigil
#

"locally grown"

runic nymph
#

mhm

spiral sigil
#

worst part about this was my hazy memory and vaguely remembering it was a simple solution but not knowing what it was

runic nymph
#

np

azure tulip
#

trying to create cute little fox forest for vrc. we shall see how this will go ✨

devout scroll
#

Looks good!

nimble sigil
#

Anyone know how to fix this type of uv? Not sure whats happening ;-;

young vault
#

Seams

#

And then unwrap again

nimble sigil
#

Sorry,what exactly do you mean? Sould I add more seam?

young vault
#

What does it look like atm?

onyx crane
nimble sigil
#

the mesh?

young vault
#

Yes

nimble sigil
#

ignore the awful topology, gonna fix it soon 😅

young vault
#

Should fix topology before unwrap it'll be easier

azure tulip
young vault
#

Otherwise, I'd do diagonal seams on the crosssections or make a 4cut seam (split into north, south, west, east)

nimble sigil
#

Ah I see, thank you :D

ripe tangle
#

well, for a first time 3D modelling since... 2013-2014, maybe, I guess this'll work as a bed. Of course, maybe after I modify it to have rounded corners.

clear geyser
#

Currently a minecraft bed vrcLaughing

ripe tangle
#

LUL

quaint jasper
#

you should try using blender 2.83

ripe tangle
#

Yeah, just haven't gotten around to updating it yet, so I make do with what I've got

zenith kettle
#

mind you it's not finished yet and i will add a body and accessories

young vault
#

Pretty good! Eyes could use some work, specifically the eyelid. Ears could use some work, they look way too cartoony round compared to the face, easy fix with some irregularity in the ear (some dips on the outer region can look great). And I'm unsure about what happened at the bottom by the jaw, but, that looks like it'll unhinge or that the head is a puppet... which, I assume is not the intended design?

hardy lake
#

could somebody help me understand why substance painter is ruining my bake? trying to bake high poly to low poly

zenith kettle
onyx crane
strong basalt
#

Oh, very nice umbrella you got out there buddy

ripe tangle
#

also had to remake it from scratch because it wasn't working properly before

tepid wagon
#

@hardy lake You need to separate shoelaces into their own objects for HP and LP versions of your model and in "Bake Mesh Maps" change "Match" option from "Always" to "By Mesh Name"

median pike
#

@hardy lake baking works by using a "cage" which is a shell around your mesh that tells the baking rays how far they should scan the highpoly, if these cages overlap with another part of the mesh they will bake that one on as well, so in this case the strings are getting baked on to the shoe because they are too close. The way to fix this is to explode your mesh and bake normals that way,

#

hope this helps

hardy lake
#

Got it, thank you :)

meager harness
#

So here's the thing, I'm wanting to make a anthro horse/pony to be able to do vr with my pony oc, but to do that I'ma need to learn how to 3d model in blender and stuff like that. Can anyone direct me to a video or a channel that will teach me how do 3d model a anthro horse/pony

devout scroll
#

same way as you'd model anything else but considering you don't know 3d it's way too ambitious for you

meager harness
#

What do you mean?

meager harness
#

Or no

devout scroll
# meager harness Can you bring me to a video or a channel that will teach me how to 3d model in b...

Discussing the best places to learn Blender (2.9).
Links here: https://curtisholt.online/blog/the-best-places-to-learn-blender-links

CHAPTERS:

00:00 - Intro
00:39 - Should You Learn From 2.7?
01:30 - Starting from the Beginning
04:08 - Benefits of Paid Courses
05:47 - Where to Find Paid Courses
06:23 - CG Boost
07:57 - Udemy
08:38 -...

▶ Play video
meager harness
#

Thanks

devout scroll
onyx crane
#

Seconding Grant's course ^ Taught me a ton

azure scroll
#

Does anyone know how set up mouth tracking even though it's in japanese?

runic nymph
#

cats plugin has translation

short edge
thorny ivy
#

Any tips for making this into a proper pattern?

cerulean shoal
#

clean the edges and make it loop

#

do it in whatever way you can without making it look bad

river trellis
#

obama prism helping with modeling now, nice

shy gale
#

hallo i a 13 year old vrchat modeler and the model isn't working?? can i get some help?

warped merlin
spiral sigil
#

@warped merlin It is just a fallout themed bot I came up with, but I can see the similarities.

thorny ivy
#

@spiral sigil It's far more Tau then anything remotely Fallout, too slender and compact.

#

Needs more bulk and "kibble", basically stuff which hints at what it does/how it functions.

#

Vents, exposed mechanisms, compartments, wires, antennas, etc.

#

Explore Bethesda Blog's photos on Flickr. Bethesda Blog has uploaded 3378 photos to Flickr.

Explore Bethesda Blog's photos on Flickr. Bethesda Blog has uploaded 3378 photos to Flickr.

Explore Bethesda Blog's photos on Flickr. Bethesda Blog has uploaded 3378 photos to Flickr.

Explore Bethesda Blog's photos on Flickr. Bethesda Blog has uploaded 3378 photos to Flickr.

Explore Bethesda Blog's photos on Flickr. Bethesda Blog has uploaded 3378 photos to Flickr.

white moth
#

What's the easiest way to convert this to quads based on UV's? Normal Tri to Quad only results in sadness.

#

(yes I know it's unoptimized right now)

devout scroll
#

have you changed the angle on tris to quads

#

you can try one of the select similar options (shift+G)

#

select one diagonal then select similar

#

face angles seems to do a good job for me on a triangulated sphere

sturdy lichen
ripe tangle
#

welp, I can't say I didn't try, but I might make it from scratch again, since this texture map is an absolute mess.

short edge
#

how do I make the visor a separate material so I can put a different texture on it

ripe tangle
#

finally, it's done - the lighting in the Blender Render's wonky, but if I put the texture in Shadeless, I can see that it's all how I wanted

#

974 Verts, 1749 Faces and 1994 Tris. Should be light.
I'll take this as a victory.

deep dirge
#

do you also need that many edges for a perfectly straight part of the model

#

and you uv unwrapping is just why? you need to add seams the the mesh and unwrap it after, even then, why is the texture that big? it wont look well as anything other than flat colors, and that could be done by just scaling down all the uvs by 0 and placing them around a 1x4 pixel image with those colors.

ripe tangle
#

...

deep dirge
#

that model should not be 2k polygons

ripe tangle
#

I haven't modelled in over 6 years. I cut corners with modifiers. Cut me some slack.

deep dirge
#

Ok, but its still super busted, and over done in areas.

#

just dissolve some edges

#

and refill faces, and it will be better

primal narwhal
#

Personally as long as the model looks correct and the maker is happy with the details then the UV's really don't matter. Obviously it would be harder to add details and such later on as they are, but if the model is done and there isn't any plans to expand upon it then those work just as well, and prevent all the extra work of fixing it up and etc... if it's really unneeded.

white moth
#

Can blender select all quads that aren’t planes?

#

Unity keeps triangulating them along the wrong diagonal

atomic hamlet
shy gale
chrome valve
#

Hey guys I’ve been looking for a download link for the avatar “polygon4932” for about an hour and a half now to no avail. Pretty new to the whole 3D model scene, would someone help a brotha out?

haughty needle
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This isnt strictly related to vrchat but i figured that since there are knowlegeable people here someone might be able to help me out: I want to smooth this edge out without affecting the bowl shape inside it, any good ideas for how to do that? Using sculpting is hard because the topography is pretty bad and causes stuff to deform.

quaint jasper
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smooth option in edit mode

haughty needle
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this is part of making 3d printable balljointed Kanna starting from a vrchat avatar for reference btw

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gonna have a look that that, thanks 🙂

devout scroll
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If you're doing 3d printing I heard of an addon called something like 3d printing toolkit that has some features like retopology for fixing meshes

haughty needle
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@devout scroll Will have a look but likely its for making sure stuff is manifold, normals set correctly, removing internal geometry etc, things ive kept track of while working on this.

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retopology might work if i set the mesh resolution low enough for the jaggies to be excluded but it might the also affect the shape of the bowl the joint is supposed to fit into.

devout scroll
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Yeah, i've seen it recommended for making meshes manifold even outside of 3d printing

devout vault
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wow you guys are so good

spiral sigil
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how do i put a .mesh file into blender?

devout scroll
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You can't without exporting it into a usable format

spiral sigil
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is there a way to make it a .blend file in any way?

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or any file that works with blender

devout scroll
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depends on what it is

spiral sigil
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is

quaint jasper
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If it can be used in the scene then it can be exported, if not then you can't do anything with it

spiral sigil
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how do i put it in the scene

spiral sigil
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you're talking about unity?

quaint jasper
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yes

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drop it in hierarchy

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if nothing happens then you won't get anything from it

devout scroll
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meshes can likely be stuck into mesh renderers but you'd need fbx exporter or something

spiral sigil
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ok

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yes or no

devout scroll
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try newer then i dunno

spiral sigil
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ok

devout scroll
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but to upload anything to vrchat you must use 2018.4.20f1 in the end

spiral sigil
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alright

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also what do i do with the file after i put it in the newer unity?

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export it as another?

halcyon fractal
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so, I'm using blender, and I don't even know how to explain what is happening here, any way to fix it?

quaint jasper
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your normals are facing the wrong way

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select all in edit mode and Flip Normals in action menu

halcyon fractal
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hmm, I just tried that and it changed nothing

spiral sigil
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i found an addon that lets me put XNALARA files into blender, maybe that'll work

spiral sigil
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it doesn't let me move the mouth in unity, does anyone know why?

runic nymph
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cause youre trying to move a mesh

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that is weighted to a bone

spiral sigil
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how can i move

runic nymph
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move the bone

spiral sigil
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where can i move the bone

runic nymph
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in the armature

spiral sigil
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nvm

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oh

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thank you

runic nymph
spiral sigil
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i feel that

runic nymph
spiral sigil
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congrats ❤️

runic nymph
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blue ones are normal maps, adds extra detail to model, most shaders have it

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the black n white one named body_... looks like occlusion maps, adds extra lighting detail

spiral sigil
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i see,

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how do i use them on my model tough?

runic nymph
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if a shader supports it, you slot them into appropriate slots in the materials

spiral sigil
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where

runic nymph
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your mesh should have mats on it

spiral sigil
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what's a mat

runic nymph
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material

spiral sigil
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oooh

spiral sigil
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hi, im having a issue with uploading an avatar... it goes to play mode and doesn't upload, what can i do?

runic nymph
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you gotta name it and press upload in the "game" window

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unless you removed it, it should be there

spiral sigil
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little frog man i'm modeling for my next avatar

quaint jasper
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I will defend him at all costs AAAAA

vivid crater
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@spiral sigil in the future, .mesh files can be imported into blender with xps tools

outer hedge
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Anyone able to help me recolour something?

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Ping me if you can

devout scroll
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normals look completely messed up

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or the texture is wrong

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go to the mesh tab and try enabling/disabling auto smooth

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it's the upside down triangle tab on the right side

spiral sigil
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im not sure if this is the place to ask but, how do i make it so a gesture changes the material of my model in-game?

glossy totem
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Does anyone here use Blender 2.90 and know how to enable the 2D fallout setting from 2.8 so I can weight paint through the mesh?

warped merlin
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isn't it same as 2.83?

glossy totem
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The UI is a little different in 2.90, I can't find where it is or if it's been changed

warped merlin
glossy totem
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Cheers, I thought I tried that, I must have missed the projected button

thorny ivy
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What's a good resolution for horn texture? I'm going for a very specific look and I want it to be clear what the horns are made of.

median pike
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I hope you dont want them to be a separate material

thorny ivy
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Well, in the prototyping stage atm so they might be for a while.

median pike
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bad excuse

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if its a "prototype" whatever that means

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than why care about resolution at all?

thorny ivy
median pike
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just make it right the first time because I can guarantee you wont ever get out of the "prototype" stage

thorny ivy
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They're suppose to resemble cinnamon but if the texture's blurry, hard to tell what it's suppose to be.

median pike
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add the UVs to youre main body material, Average out the scale and see what you can get away with without sacrificing too much of the original.

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if other aspects of the character reinforce the cinnamon look you wont need to have super high res textures because the brain will just fill in the gaps

thorny ivy
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Right. This is the first part I've made so far, wanted it to be in the general ballpark of how I envision the final product to look like.

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Slapping on some generic horn texture wouldn't have looked right.

median pike
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well here

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make a new material and put ALLL of the stuff you want to add in to it

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a single texture will me more than enough for everything

thorny ivy
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720x500(ish) vs 1k.

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I didn't upscale, just copy-pasted the original into a seamless texture.

median pike
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I mean

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if you want my opinion

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the texture looks pretty bad

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its very flat

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AO bake would probably help a lot with that, and doesnt really remind me of cinnamon

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and well, it looks like its getting stretched on lower res which means your UV maps are bad as well so I would work on unwrapping those properly before worrying about resolution. you should be able to have a good looking texture on a 512x512 resolution for something like this

thorny ivy
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I fixed the stretching with the 1k version. As for the quality, well, not really easy to find a decent cinnamon stick texture. I found a picture online, snipped a part of it, and then went from there.

median pike
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make your own

thorny ivy
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I'm half-decent at 3D modeling but barely know how to do textures.

marsh flax
white moth
thorny ivy
white moth
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Blender.

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Only blender :p

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Blender can procedurally generate materials with nodes and bake them to the models as textures

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Substance painter is also a specialized program for creating good materials

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Gimp is a 2D program - good for final touches but bad for doing the brunt of the work. You want to paint directly on models not deal with seams

marsh flax
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time to rig

median pike
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@thorny ivy also substance designer is super powerful for procedural textures

median pike
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no

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I think its similar to price like substance painter

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so around 200$

white moth
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Yeeeah

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Do it with blender

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It’s nodes aren’t as user friendly but you can do the same stuff

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Tho 200 bucks for the software isn’t that bad of a deal if it’s a one time payment 

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Most art programs these days don’t even let you buy them

devout scroll
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Depends on your needs

sterile pebble
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Does anybody know how to actually swap out cloths on an avatar in unity? I was given a unity package. No program I download on booth works.

white moth
spiral sigil
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I guess i'm going to restart, but is there a good method of creating your own model from scratch, like I want to create a humanoid fox that resembles as a beast or some sort, if anyone is willing to help me please do so.

nimble sigil
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Hi, Im super new to 3d modelling. I've been trying to model a robot bird for an assignment but I've hit a hurdle, i'm not quite sure how to model the head? I've been using a cylinder for the neck and body and its worked out well but i can't seem to figure out how to get the shape I need for the head, any help would be appreciated c: (using maya btw)

zenith kettle
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hmm... idk maya unfortunately, i’d suggest blender

quaint jasper
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@nimble sigil Try using spheres, remove the bottom half and them use proportional editing to shape it

storm hound
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anyone able to help me out?

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i am trying to connect an object made in blender that i imported to a model in unity. but i can't seem to export it due to a root error i don't really know how to solve

quaint jasper
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root error ?

storm hound
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hummm nvm seems i solved it, apparently i wasn't highlighting it right.

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sorry to bother, i mean hopefully i didn't mess up attaching the horn

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ok apparently i still messed it up...and it shows up in luppet like this

quaint jasper
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what you want is the mesh

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not the bone

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take the horn mesh in the armature and drop it below the head bone of the main armature

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and delete whatever bone the horn used

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@storm hound

storm hound
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i don't think i attached it to a bone >.>...

quaint jasper
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No, expand the root bone

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Find the head bone

storm hound
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oh humm ok

runic nymph
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yes

storm hound
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so is that all i do?

runic nymph
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yeah, i guess

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this sort of thing should be done in blender to minimise mesh count but that works too

storm hound
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hummm ok i will export and give it a try, also i made the horn in blender and already decimated it

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i want to thank you all so much. most of the people who i asked basically were telling me to start from unity 101...this was SO much more simpler i greatly appreciate it so much!

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many of the things were telling me i need special compiler scripts...

runic nymph
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on behalf of rubick ill say youre welcome

storm hound
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hugs

runic nymph
ripe yacht
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Can someone here help me with a problem?
I want to create a chest for a model, but idk how to make it the best way.
It has holes can someone explain that to me, how to create it?

devout scroll
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try grid fill

ripe yacht
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well then its just flat

devout scroll
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sculpt it to be less flat then

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you still need to fill it somehow first

runic nymph
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extrooode a ring, pull outwards, repeat

ripe yacht
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but then its edgy

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idk its striped

young vault
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You smooth it out after filling it in

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Can't polish a piece of iron that hasn't been made yet.

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I guess you can polish the air that it's meant to be in, but, that doesn't really fix the problem of having an ugly piece of iron.

ripe yacht
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How do i smooth that out?

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Smoothing only bugs it out like idk what

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it seems to roughen it up nothing more

devout scroll
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right click > shade smooth

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maybe in object mode

ripe yacht
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oh unsmooth is even worse that already was the smooth one

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with unsmooth i mean flat or however its called

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and smooth tool doesnt work..

young vault
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How did you even do it

ripe yacht
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huh?

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do what

ripe yacht
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even triangulating doesnt fix it

young vault
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...show the mesh that you made?

ripe yacht
devout scroll
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sculpt it, go over it with smooth brush and inflate

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if it's still ugly just subdivide the area you created once

narrow forum
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is this blender?

devout scroll
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yes

narrow forum
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easiest way is extrude, and modify the shape using proportional editing

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don't even need to touch the sculpting tools if you want

devout scroll
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sculpting is easier, but you can do proportional if you want yeah

young vault
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For some people sculpting is easier.

narrow forum
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im still not sure whats the best endcap, keeping it as a ngon or reducing it to a single vertex

devout scroll
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single vertex will likely look sharp

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and if you want ||nipples|| you gotta do a quad

narrow forum
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you're right :V

ripe yacht
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what do you mean with singlevertex?

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and with what settings should i smooth?

devout scroll
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alright, hang tight, I'll record a short video for you soon

ripe yacht
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dont mean to push or anything but just so that i know, when will that be? around today or later?

devout scroll
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in a few minutes

ripe yacht
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will you dm it to me or upload it and send a link?

white moth
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That looks like collapsed triangles

ripe yacht
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if i knew how to fix that

devout scroll
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Actually i'm having some trouble figuring out the best way to do it atm

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But what I generally do is what I described above

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You can do tris to quads then grid fill, then inflate and smooth in sculpt mode

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You can select everything that looks weird and merge by distance as well just in case

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The topology kinda sucks because there's a split down the middle, but it should still look okay

ripe yacht
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ill try it later bcz im trying to spend some time with my gf rn little more than 1hour

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yet howd i add yknow

devout scroll
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what

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also you open search with F3

ripe yacht
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||nipples||

devout scroll
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same thing except you select the edge loop with alt click, extrude, cancel with right click then scale in, repeat until you got what you want

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except here you want to use normal orientation (open menu with ,) and pivot point set to normal (open menu with .)

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alt+click to select edge loop

ripe yacht
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maybe autosmooth was my problem