#3d-modeling
1 messages · Page 96 of 1
there should be a bunch on the asset store and github
got it, thank you!
guys i need help with Video Player TV if anyone got a link or something dm me plz
@solemn blaze what do you need?
a smiple tv video player
.
i wanna add it on my world
what sdk?
wrong channel for it too
that is true
ask in #world-development
ok thanks
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?
ooh, inset faces looks like what I want
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 ;_;
I can't use any of catz pose mode tools pretty much ;_;
i'd suggest uninstalling everything and doing a clean install
going up and down in versions is only going to make it worse
also shapekeys are made in edit mode
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
pose to shapekey is in the armature modifier isn't it ?
Or just enter pose mode normally without using the button provided by cats which will give you no end of problems and confusion
Copy the armature modifier, click apply as shape
And yup, cats STILL clears all pose changes when exiting pose mode like that's something useful.
HINT: IT'S NOT 
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
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
(alt+transform key, so any one of r, g or s will clear the corresponding transform (scale, rotation, g-position)
Oh neat that's honestly really useful O.o ill do that next time too thanks again guys ❤️
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?
for some reason the symmetry isnt working when I try to edit the shape of this model. Does anyone know how I fix this?
does this look right? can it be improved? do tell https://cdn.discordapp.com/attachments/588136040817098885/781431471620620349/unknown.png
Are you asking for feedback on something specific ?
its easier to tell if something is wrong when its not orthographic
im asking how the face looks
its a human face morph
i wanna make sure it looks humany
Here are some wings i am working on xp
i prefer the non human face personally
well i got a bunch of shit for it
so now i have to make a human face morph for it so i dont get targetted
dont listen to rubick, hes weird
hes not entirely wrong, the model and the textures were made for the original
but this is something i have to do
You should hang out with better people instead 
both look alright tho
maybe the nose is a bit too wide in fish form but i feel like thats just me
its because its a snout
@quaint jasper sometimes the bad are in the good groups
its just how it is, cant always have a perfect safe space
He's making a catfish, they have the largest noses lmao
uh oh, a catfish
expect awful jokes coming your way
i mean
The model looks great, fuck em
im well aware of the jokes? If im talking about putting a girls face on it?
my profile picture is a catfish afterall
my discord username is Darling

Noone ever told me this, I will add that
is there anything else that could be improved?
i need help
dont we all
@visual vigil This avatar is fan-f*cking-tastic. The painting, the sculpting, the mesh, amazing job. Seriously.
Are you open for commissions? It would be great to get something like this done in the future.
@obsidian nova aha I paid someone else to make the mesh for me, I just did my own personalization changes and the textures
While I do make models, I'm not at this skill level yet
These are some of mine
Probably a little biased but the original looks natural and the change just looks like a squished model
Well the original model was made with the snout, and textured for it
I need to have a human version so
@white moth
@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
Don't have the two sets of wall faces sitting in the same space, either; space the faces so that the wall has thickness
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?
well i showed the model off whilei was working on it and got harrassed beccause its furry
so this is the comprimise, making a human face shapekey to switch on when around those people
i personally dont consider myself a furry
I'd say that it's because that seems more scalie, but I don't think all catfish have scales
Specific catfish have armor plates, but, I guess those are different from scales
one of the hardest fish to have a trophy / whatever it is when you kill one and mount it on a wall
because the skin will dry out
yeah nah my character was drawn by a friend
they based it on a few species of river catfish
no sturgeons
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
furries have their own gatekeeping, but its far less compared to non furries
theres a lot of creativity but also a lot of weirdity thats not too hard to find
which is why the stigmas of sexual deviants and repulsive degeneracy are around
That is what you were getting harassed about? I have interacted with actual humans with noses that wide
would suggest hanging out with better people again
these people are parts of every group Ruu
even if that means ditching good ones in bad groups
i don't have any in my groups 
the entire body is basically human
specifically because i dont want the sterotype furry digi legs or claw hands
The deviant stuff is easier to find (mostly) because of the reduced judgement compounded by furries clumping into close communities
I dont consider myself a furry due to that kind of acceptance to things i personally feel are unacceptable
Nah, dawg; give'em limbs like a mudskipper or batfish and really freak people out
alas though, I have commissioned artwork of a snoutted catfish
and a human face one
so i guess the people bitching just allow me to express my model in more ways
so thats a up side
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
Never done so, GW2 models eh? I'd be interested in some of those hehe.
Nah Junos, it looks fine. Those models aren't my cup-o-tea but the time and effort put into them is impressive.
They are interesting; some of the solutions they came up with for reducing texture data are neat
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
Interesting, so are you exporting whatever character you have displayed basically?
Something like that. I was planning on skirting the details, but it seems that I have already caught a warning
not the first time ive heard the ALpha channel containing specular or AO or whatever else
Well, this wasn't and 'or' situation with the alpha channel; it contained both
seperate by xyz?
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
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
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
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
What issue are you have specifically ?
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?
yep
here's my blender window lmao
oh, i know this model!
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
see if i can get it into unity :)
i suppose i'll watch some basic blender tutorials
bc i can't even figure out how to like, "group" all of scout's bodyparts hehe
is cats an acronym? or is it literally an addon about cats
oop
found it
once i've installed an addon into blender can i delete the zip file? or do i need to keep it around
nah it's ok, just select a proper version
read some manuals ;D
Welcome to the club
there is two stages:
- god i have no idea what i'm doing...
- god i have no idea what i'm doing and it works!
i'm excited for stage 2
;D
ok i guess now it's time to... add textures..???
what the hell are vmt files?
materials
half the materials line up with files that don't have vtfs, only vmts
can i import vmts directly into blender?
i think they're like, generic gmod assets?
i got no clue where this is referencing
eyes are generally done with shaders and not textures in source
find the eye texture somewhere
it's a shader but it still has a texture somewhere in engine
it's probably just white with an iris on top
you can probably leave eyes to last
right, gotcha
i have his like, torso in
can't get it to show though
decided to restart bc i did a bunch of shit i couldn't undo properly by accident, lmao
should i just import all of this and turn the visibility of some of it off?
dunno
@cerulean chasm C.omputer A.vatar T.ool S.ystem
@visual vigil thaaaat makes sense
yes he wanted to know what CATS stands for
pretty good improv right?
It's official now 😂 😂
👀
Yeah since cats hasn't worked on it for ages :^)
VMTs contain material data that tells Source how to display textures.
VTF files are the actual textures themselves.
thank you!!
i still can't for the life of me figure out where models/shared is tbh
*models/player/shared
probably packed in one of the .vpk files
so difficult to figure out which smds to import 😭
WAIT if you import the .qc it just loads everything
omg
cannot for the life of me figure out what to do now though
how do i get this png to map onto the mesh...?
i cannot for the life of me figure out how
@cerulean chasm does it allign with the uv map?
yeah it certainly seems to
is the texture mapper under the hierarchy visible?
(the material doesn't use an image texture)
it's kool
someone explained how to add the image texture via Use Nodes :)
progress!!!
:)
i just need to figure out the hands now, the sfm_hands.jpg file i have won't map onto them
either nodes or just click the circle next to base color in the material and pick image trxture
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
I have a question, Does anyone have an .fbx, .obj, etc of the raw player model i can download (without any textures)?
Which model?
the VRChat player model
They’re all different though?
So any unity humanoid? I mean I think the SDK has Unity Chan in there
Or y bot. It has an example avatar in there
whats a humanoid
a creature with 2 legs and 2 arms and a head.... looks like a human
oh yeah I coul dprobably find unity chan and look at her eyelid blendshapes too huh
WIP avatar low poly. Just got my normal maps to bake https://gyazo.com/bdb7ac85db1eee690cb807c4ed94ef4b
Is there anywhere here I can go to grab unity chan or is getting it in the SDK the easiest way?
I believe the Unity chan models are provided by Unity themselves on their website ? Maybe the japanese one
Ohh, okay thanks
You can get them from https://unity-chan.com/
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?
is that a fire hydrant?
ok i can use a humanoid
yo, how do i check my avatar is the correct size in unity?
tutorial says less than 5x5x5
but i have no clue if my model is larger than that
Usually one meter in blender is one meter in unity be default, I think?
Yes but it depends on your export settings
When exporting if you set your units to FBX All then it will be 1 unit = 1 meter
yeah but i didn't really bother scaling my model before i exported it
i was told i should do that in unity instead
Yes and no
If you scale it in unity all your values will be multiplied for stuff
Which doesn't change anything but it makes it harder to change values for stuff like dynamic bones or whatever
In unity you can compare size with a cube, which is 1x1x1
Or download pumkin's avatar tools and use the scale avatar tool to see a ruler
But ideally you want to get it to a decent size in blender so you dont have to change much in unity
But you can totally just do it in unity if you don't want to
Self advertising you sly dog you
Alright then how about
oh my god these are great, thanks dude
how do i make that cube to compare to?
completely new to unity btw
"Download the tools pinned in the #avatars-2-general channel™️"
Right click in hierarchy, create, 3d object, cube
or something like that
but as I said if you just use my tools you can see a lineup wall behind your avatar to compare
how do i go about fixing this?
i have a couple problems i need to get in order but i'm gonna deal with em one by one
to think i thought i was near being able to upload D:
also: when i try to switch to android as my build target i get told "Switching to Android:AndroidPlayer is disabled"?
don't switch to android if you're not making a quest avatar
oh yeah no, i do want to get this working on quest too.
my polygon count is within the limits afaik
i recommend doing that at the very end
okey dokey
if that was an option i might have unticked it
i guess i could change things in blender and reimport relatively easily
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?
edit: nvm i found one! https://blender.stackexchange.com/questions/116195/how-to-create-a-vinyl-plastic-toy-shader
How can I make one of the vinyl toy plastic material like this?
Video: https://www.youtube.com/watch?v=8Njl5hLmGs0
hey so
i just used CATS and texture atlasing to combine the materials on my model into 3 different ones before bringing into unity
as i'm trying to optimize for quest
(i originally had 7 materials)
however once i export and bring it into unity, it doesn't have any materials on it...??
are they not supposed to be embedded into the .fbx?
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
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
@cerulean chasm ^
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
Then you'll have to do the dragging mats from the project view materials
i did that, so now i have these 3 materials- should they not be like, not blank, though?
i am completely lost lmao
click material, assign texture
into albedo slot
realize it looks ugly
look up a toon shader
change material to said toon shader
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?
they can be in the fbx if you enable that in cats settings
otherwise just drag ans drop them into unity
they should be in the blender file folder
try this shader for the tf2 look, put in the values from the vmt
thanks!! would that shader work on quest by any chance? i know some don't
by blender file folder do u literally mean the blender install directory? or the project folder
ah! the project folder
found em
only two though, strange
no, only default vrc quest shaders work on quest
i recommend making a copy of your project for quest avatars
yes, but if you upload them to the same id they will be the same avatar
but the quest one will load only for quest users
are my unity packages supposed to like, disappear every time i restart the program?
i've had to install the vrchat sdk 3 times now lmao
unless they're hidden somewhere?
...are you opening up a new project or going to the old project?
ihni how to answer that lol
@cerulean chasm yeah, each project is a "save file" of all the work done on that project, which includes all files and everything
A new project is a completely new slate, a separate folder on your drive that houses a separate set of files and everything
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
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
o/ there's significantly more to Unity than that but that's all you need to know in terms of VRC's SDK
i still cannot for the life of me figure out how to get my model into unity with textures on it 😭
i even reexported my model with textures embedded and nothing!!!
it's all grey!!
Maybe when I actually finish this blend shape bullshit I'll do it and re-teach myself so I can show you
Just remember that you don't want to do embedded textures unless someone else said something different...I've never used texture embedding
gotcha
some of the textures i combined with texture atlasing don't have pngs in my project folder though bizarrely
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
i've actually managed to get my model into the game now!
however my visemes are fucked so i need to go back to blender and adjust it all
okay my visemes are seeeeriously fucked lmao
could rly appreciate some help from anyone with experience porting source models to vrchat! or just visemes in general tbh
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 ><
modded a @yotsu_ashi #VRChat Avatar to match my fursona and have clothing from #VRoid so I could wear lots of outfits https://t.co/o259IhFxr9
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
@gleaming tinsel
cat
@azure rain have you bought some clothes in booth for it? owo
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
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? ;;
@azure rain
you export avatars from VRoid and then import the vrm files and delete everything but the clothing and Armature
oooh i see i see! thank you so much!
and if you have an avatar with non-human proportions you can play around with Sliders in vroid to get a closer fit
@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
I have successfully put together a mostly okay blink but I still can't for the life of me process how to line the thick eyelashes up with the seam https://streamable.com/9sn1w7
This is a Chongyun model but it has no bones nor blend shapes
And literally the blinks are all I have left
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.
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 ?
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
thank you !
make sure to save your texture manually
as blender texture paint loves to make you lose your work
2.8+ prompts you to save images before closing 🕺
yeah, especially when blender crashes
spam that alt+s as often as you can in the paint window
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
ALT+B also is very useful for restricting your view to a small section you want to work on. ALT+B once to drag a view box, ALT+B to reset.
Are you using texture repeat in Blender? That will have to be re-entered in the shader in Unity.
um i dont think so?
Yeah you gotta remake the material in unity
You're using a mapping node in your blender setup
ah ok
Oh right material, not shader. Thanks =b
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
another thing is that i get uv overlap errors ever though in blender there isnt any over lapping i can see
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
how do you do that?
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
ok
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
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...
thank you
Yeah, his videos are pretty good
ok i baked it but it still says overlapping uvs
unwrap your meshes so they don't overlap
i did do that it didnt work
i've looked at everything but nothing works. ive baked the textures, merged blocks, pretty much everything
is there an easy way to texture atlas / a recommended guide?
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?
visemes don't use bones
visemes are like keyframes for vertices
but you can make one with the help of a bone
Does it matter what version of blender I use like it does with unity?
no
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
ive never had to use cats much, so ive been using 2.44 mainly
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
they all should work the same after 2.8
ok so then should i get 2.9?
id stick to a 2.8 version
except if you use 2.9 go to cats update panel and install dev version
but 2.83 should be more stable
what is the cats update
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
This tutorial first goes over my method for weight painting in Blender 2.8 (relevant to everyone, not just VRChat users) using a simple example of tweaking an arm's weights to leave a sharper elbow when it bends. It then proceeds to apply these techniques to create the weights between the head and neck bone (more advanced 3 rotation axis joint)....
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
if you're doing it manually you can just use 2.83
ok. 2.83.9 or .0?
all versions after 2.8 should be very similar
ok
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
my setup is usally to ignore that. but im sure theres some people that use that
well its the first thing i see when i open blender, so youre saying to leave it at default? blender / left / play?
click off of it and it should go away
oh whoops. i just hit next instead and it took my input lol.
well anyways, how do i upload a unity package into blender
no
?
im like 99% sure thats not the first thing you wanna do in blender lol
unless modded blender
what, accepting the unity / left / search option or importing a unity package to blender?
You take the FBX from the Unity package and put that into blender
thats new, but i use 2.4 so iw ouldnt know what 2.8 is like most of the time unless i needed cats
@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
I've never needed an exporter but okay
interesting
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.
Hi guys welcome
in this video i explained how to export from unity to blender...hope this video help...if it helps then like my video and subscribe for more videos
my patreon https://www.patreon.com/user?u=31203759&fan_landing=true
FBX Exporter https://www.mediafire.com/file/0qzedbc16b63x3f/UnityFBXExporter1_2_0.rar/file
if you still getting...
this video shows what i was talking about in the first 30 sec.
is he wrong
That's used for if you don't already have the FBX
oh ok
Like if you have a prefab or something
i dont know how to tell if i have the FBX. could you please tell me?
It tells you when you click on it in Unity
File > Import > fbx
You can right click the fbx in unity and show in explorer, it will open the folder it's in
then to go the other way, file, export?
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?
ok cool
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?
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
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
if you don't uncheck object lock you can't shift click multiple objects in different modes
Ok fair enough
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.
im looking to start trying to model with blender
does anyone know a good place to start learning? tutorials?
Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8x. New videos will be uploaded every other day to this channel.
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thanks!
I wonder how many more models I could make before finally getting a quest 2 ^^
i have never 3D modeled in my life until 2 days ago
(modeling my character in my pfp, if you're wondering
)
yes, but it's a #avatar-rigging problem, better to ask in that channel.
anyway, in short, move your neck bone up for a bit
also you need to re-paint it (i mean weight)
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 
Is it possible to safely edit the mesh of a model with shapekeys already created? I had an attempt but it went quite badly.
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
Ahh yeah i must've started editing on a shapekey on accident. Second time worked! Thank you!
Sleek base !
ive been wondering about that yeah! does rigging make a difference between sculpts and... however people do it normally?
like could i put it in an animation/vrchat? orr.. 
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
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
The new decimate function in cats 2.9 from fenlen (i think that's the username) is super smart for avatars
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!)
body proportions doesn't affect it that much but you probably should make something with proper Edge flow anyway
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
it'll function assuming there's enough triangles but it will look funky compared to a properly modeled for animation model
hmmm i see
like here's an example of a low poly base mesh for a human that's designed for animation
ohh sick!! i have., no idea how to do that though.. yet
no problem you're still learning
edge flow is 👌
looks like its time to get into edge flow videos!
i had no idea where to start with blender tutorial videos lmfaodofir
In this tutorial I'm going to show you my workflow in order to model a character base mesh in Blender. It could be used later on as a starting point for a sculpt. We are going to see how to arrange a good topology and how to make optimal decisions when needed during this process.
Round cube not working ?: https://www.youtube.com/watch?v=IarL30...
grant abbitt is a good start for blender tutorials
very basic stuff
to a bit more advanced stuff
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...
thank yall! :)_ _
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
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
A popular workflow is to sculpt then do retopology
oooh! interesting!
Which is just modelling on top of the sculpt
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
okay
so you see the ears/fins
i want to be able to change their colour without wipeing the texture away
@leaden mountain
damn
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.
Custom normals also on the low poly ?
Yes.
How many poly are you at currently ?
About 163 000 triangles.
Do you have substance ?
No, sry I don't since I'm more of a hobbyist.
You could definitely bake a normal map to keep the detail. you'd likely have to be a little more careful overall to make sure the mesh normals and normal map properly work together once in unity to recreate the original normal vectors.
@latent charm @quaint jasper Ok. I'll just have to give it try and see where it takes me. Thanks a lot. :3
Box is neat, but now the metal needs to get dirty as hell too !
It's a WIP!
today I just worked on the box, tomorrow will probably be the metal grunge
screws and rivets make all models look better
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.
How do I fix this if it's on a ball that I've subdivided?
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

am I gonna have to retopology or something dumb like that
nope
Also check if auto-normals are on.
o yeah, auto smooth
That's the name of it. I was forgetting it
its in the object data properties (green triangle where you find shape keys and vertex groups)
under "Normals"
auto-smooth is off
i just added a simple sphere, no matter with autosmooth on or off it looks fine, how did you scuff yours
Well, last thing it could be is the texture not being procedural
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.
did you select a vert and move it
ye alright
select everything
press M and then select by distance
i hope it didnt have shape keys :^)
good, there you go
thank you ghosto!!! sorry for not knowing nearly enough about blender
and thank you for your time, both of you!
youre learning, dont be sorry, punk
A sphere that looks like a rock with shape keys 
i mean
aaah, its this guy
Ok, big rock. Sorry. lul
yeh
whatchu doin with it
you got some weird looking rocks
gonna make it a replacement head
But, don't worry about asking. Everyone's been inexperienced before.
ahem ahem

"outsourced"
"locally grown"
mhm
worst part about this was my hazy memory and vaguely remembering it was a simple solution but not knowing what it was
np
trying to create cute little fox forest for vrc. we shall see how this will go ✨
Looks good!
Anyone know how to fix this type of uv? Not sure whats happening ;-;
Sorry,what exactly do you mean? Sould I add more seam?
What does it look like atm?
I found this today and thought of your post. Not sure if it would help you but it has a lot of free .anims you can use as well https://assetstore.unity.com/packages/3d/characters/animals/toon-fox-183005
the mesh?
Yes
the highlighted green part is what the uv is
ignore the awful topology, gonna fix it soon 😅
Should fix topology before unwrap it'll be easier
thanks. the rigs might be helpful in learning
Otherwise, I'd do diagonal seams on the crosssections or make a 4cut seam (split into north, south, west, east)
Ah I see, thank you :D
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.
Currently a minecraft bed 
LUL
you should try using blender 2.83
Yeah, just haven't gotten around to updating it yet, so I make do with what I've got
can anyone tell me how this looks, i'm trying to improve on making models
mind you it's not finished yet and i will add a body and accessories
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?
could somebody help me understand why substance painter is ruining my bake? trying to bake high poly to low poly
it was the intended design of the jaw, indeed. and the eyelids are supposed to look like that but ill work on the ears, thanks for the advice
The high poly to low poly function is pretty finicky in my experience. Try messing around with the settings you have under "Common Parameters" (same place you go to choose your hp mesh) -- maybe your other parameters too like the settings for curvature, etc... if that doesn't get you good results maybe try baking in Blender instead and then reimporting your new bakes to SP
Oh, very nice umbrella you got out there buddy
finally, some progress - it's relatively smoother now
also had to remake it from scratch because it wasn't working properly before
@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"
Thank you, that helped!
@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,
How to explode and bake the normal textures in Substance Painter
hope this helps
Got it, thank you :)
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
Something like this
same way as you'd model anything else but considering you don't know 3d it's way too ambitious for you
What do you mean?
Can you bring me to a video or a channel that will teach me how to 3d model in blender
Or no
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 -...
Thanks
Seconding Grant's course ^ Taught me a ton
Does anyone know how set up mouth tracking even though it's in japanese?
cats plugin has translation
clean the edges and make it loop
do it in whatever way you can without making it look bad
obama prism helping with modeling now, nice
hallo i a 13 year old vrchat modeler and the model isn't working?? can i get some help?
Is that a tau construction drone?
@warped merlin It is just a fallout themed bot I came up with, but I can see the similarities.
@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.
Personally, I'd do a redesign using the following concept art as reference with the offical Mister Handy one for how the arms would be laid out more or less.
https://www.flickr.com/photos/47857688@N08/6877196071/in/album-72157629320774861/
https://www.flickr.com/photos/47857688@N08/6877195779/in/album-72157629320774861/
https://www.flickr.com/photos/47857688@N08/6877239981/in/album-72157629320774861/
https://www.flickr.com/photos/47857688@N08/6877236025/in/album-72157629320774861/
https://www.flickr.com/photos/47857688@N08/6877233903/in/album-72157629320774861/
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)
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
I made this video to thank my friends
https://www.youtube.com/watch?v=41-UvnGIw3w
This is a thank you letter to some of my friendships. They are all very creative and cool people.
https://twitter.com/Lironhero/status/1335273440840970241
https://www.instagram.com/p/CIbHjwwjgY4/
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.
how do I make the visor a separate material so I can put a different texture on it
Mark seams then unwrap
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.
why is this an ngon?
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.
...
that model should not be 2k polygons
I haven't modelled in over 6 years. I cut corners with modifiers. Cut me some slack.
Ok, but its still super busted, and over done in areas.
just dissolve some edges
and refill faces, and it will be better
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.
Can blender select all quads that aren’t planes?
Unity keeps triangulating them along the wrong diagonal
Select the faces you want to change, then apply a different material to them.
the back of my models head is gone- how can i fix this?? (i fixed the face)
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?
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.
smooth option in edit mode
this is part of making 3d printable balljointed Kanna starting from a vrchat avatar for reference btw
gonna have a look that that, thanks 🙂
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
@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.
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.
Yeah, i've seen it recommended for making meshes manifold even outside of 3d printing
wow you guys are so good
how do i put a .mesh file into blender?
You can't without exporting it into a usable format
is there a way to make it a .blend file in any way?
or any file that works with blender
depends on what it is
If it can be used in the scene then it can be exported, if not then you can't do anything with it
how do i put it in the scene
you're talking about unity?
meshes can likely be stuck into mesh renderers but you'd need fbx exporter or something
try newer then i dunno
ok
but to upload anything to vrchat you must use 2018.4.20f1 in the end
alright
also what do i do with the file after i put it in the newer unity?
export it as another?
so, I'm using blender, and I don't even know how to explain what is happening here, any way to fix it?
your normals are facing the wrong way
select all in edit mode and Flip Normals in action menu
hmm, I just tried that and it changed nothing
i'm using the latest
i found an addon that lets me put XNALARA files into blender, maybe that'll work
it doesn't let me move the mouth in unity, does anyone know why?
how can i move
move the bone
where can i move the bone
in the armature


blue ones are normal maps, adds extra detail to model, most shaders have it
the black n white one named body_... looks like occlusion maps, adds extra lighting detail
if a shader supports it, you slot them into appropriate slots in the materials
where
what's a mat
material
hi, im having a issue with uploading an avatar... it goes to play mode and doesn't upload, what can i do?
you gotta name it and press upload in the "game" window
unless you removed it, it should be there
I will defend him at all costs 
@spiral sigil in the future, .mesh files can be imported into blender with xps tools
normals look completely messed up
or the texture is wrong
go to the mesh tab and try enabling/disabling auto smooth
it's the upside down triangle tab on the right side
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?
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?
isn't it same as 2.83?
The UI is a little different in 2.90, I can't find where it is or if it's been changed
2.91; steam
Cheers, I thought I tried that, I must have missed the projected button
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.
I hope you dont want them to be a separate material
Well, in the prototyping stage atm so they might be for a while.
bad excuse
if its a "prototype" whatever that means
than why care about resolution at all?
just make it right the first time because I can guarantee you wont ever get out of the "prototype" stage
They're suppose to resemble cinnamon but if the texture's blurry, hard to tell what it's suppose to be.
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.
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
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.
Slapping on some generic horn texture wouldn't have looked right.
well here
make a new material and put ALLL of the stuff you want to add in to it
a single texture will me more than enough for everything
720x500(ish) vs 1k.
I didn't upscale, just copy-pasted the original into a seamless texture.
I mean
if you want my opinion
the texture looks pretty bad
its very flat
AO bake would probably help a lot with that, and doesnt really remind me of cinnamon
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
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.
make your own
I'm half-decent at 3D modeling but barely know how to do textures.
Learn procedural texturing and have all the work done for you
Any special programs for that or would GIMP suffice?
Blender.
Only blender :p
Blender can procedurally generate materials with nodes and bake them to the models as textures
Substance painter is also a specialized program for creating good materials
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
@thorny ivy also substance designer is super powerful for procedural textures
Is it free?
Yeeeah
Do it with blender
It’s nodes aren’t as user friendly but you can do the same stuff
Tho 200 bucks for the software isn’t that bad of a deal if it’s a one time payment 
Most art programs these days don’t even let you buy them
Depends on your needs
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.
Answered this in the other channel you asked it in
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.
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)
hmm... idk maya unfortunately, i’d suggest blender
@nimble sigil Try using spheres, remove the bottom half and them use proportional editing to shape it
anyone able to help me out?
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
root error ?
hummm nvm seems i solved it, apparently i wasn't highlighting it right.
sorry to bother, i mean hopefully i didn't mess up attaching the horn
ok apparently i still messed it up...and it shows up in luppet like this
what you want is the mesh
not the bone
take the horn mesh in the armature and drop it below the head bone of the main armature
and delete whatever bone the horn used
@storm hound
yes
yeah, i guess
this sort of thing should be done in blender to minimise mesh count but that works too
hummm ok i will export and give it a try, also i made the horn in blender and already decimated it
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!
many of the things were telling me i need special compiler scripts...
on behalf of rubick ill say youre welcome
hugs

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?
try grid fill
well then its just flat
extrooode a ring, pull outwards, repeat
You smooth it out after filling it in
Can't polish a piece of iron that hasn't been made yet.
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.
How do i smooth that out?
Smoothing only bugs it out like idk what
it seems to roughen it up nothing more
oh unsmooth is even worse that already was the smooth one
with unsmooth i mean flat or however its called
and smooth tool doesnt work..
How did you even do it
even triangulating doesnt fix it
...show the mesh that you made?
thats the side
sculpt it, go over it with smooth brush and inflate
if it's still ugly just subdivide the area you created once
is this blender?
yes
easiest way is extrude, and modify the shape using proportional editing
don't even need to touch the sculpting tools if you want
sculpting is easier, but you can do proportional if you want yeah
For some people sculpting is easier.
im still not sure whats the best endcap, keeping it as a ngon or reducing it to a single vertex
single vertex will likely look sharp
and if you want ||nipples|| you gotta do a quad
you're right :V
alright, hang tight, I'll record a short video for you soon
dont mean to push or anything but just so that i know, when will that be? around today or later?
in a few minutes
will you dm it to me or upload it and send a link?
That looks like collapsed triangles
if i knew how to fix that
Actually i'm having some trouble figuring out the best way to do it atm
But what I generally do is what I described above
You can do tris to quads then grid fill, then inflate and smooth in sculpt mode
You can select everything that looks weird and merge by distance as well just in case
The topology kinda sucks because there's a split down the middle, but it should still look okay
ill try it later bcz im trying to spend some time with my gf rn little more than 1hour
yet howd i add yknow
||nipples||
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
except here you want to use normal orientation (open menu with ,) and pivot point set to normal (open menu with .)
alt+click to select edge loop
maybe autosmooth was my problem
