#3d-modeling
1 messages · Page 97 of 1
well seems like i am
it will paint everything but that probably a simple mistake im doing smth i forget huh?
do i need to create smth like a texture array or smth?
im a genius i fixed it
yet there seems to be a black leftover
since thats fixed, any advice on making the skin fit with the mat of the chest?
unwrap the new stuff and put it where the hole was in the uv
the existing texture already likely has stuff in there
Any tips for creating a ball of fire? Thought it'd be cool to do for a pair of eyes.
Or how to do multi-color gradiants?
Testing some dynamic bones with fortnite dances for a model that's for my god forsaken friend
If i draw out my 2 avatars can some one modle them for me i have no mony to pay for it iam sry
you are gonna have some tough friggin luck getting someone to do 2 custom models for entirely free. also you should really go to the VRC Traders discord server if you are really wanting to get someone to do that. good luck though xD
Nah bcz the texture was from the removed one but ill try some photoshop
I see, well you can probably do some stamp tool
i only have one problem, my texture has like a black shadow and idk why
screenshots
ill send them in dm probably cuz its starting to become nsfw
if thats fine ofc
but only if its bound to the base-
oh my
i am having trouble with unity and changing the colour of my avatar help would be nice because im a total newb
pls dm so i can voice chat
Can someone tell me why unity butchers my model this bad? I’m using Mochi’s Uber shader but compared to blender it looks really weird
What does the wireframe look like for that mesh? You may have a ton of ngons and unity is triangulating them automatically.
are your normals set to import or calculate ?
^
either that or none
Should I be using destructive or non destuctive modelling when building a map in blender?
I've tried replicating your issue here and while not as bad, do seem to be encountering shading problems, even with unity standard shader. Maybe with the right normal map these problems could be smoothed out. 🤔
maybe triangulate when export
custom normals would likely solve
If you're baking normals you must work with triangulated meshes because any unpredictable quad→tri will cause shading errors.
Idk if it would help but did you try poiyomis shaders? Got a lot of settings to play around with rendering aswell @spiral sigil
I’ll get triangulating the mesh tomorrow and see if that does anything. Thanks for the help and advice guys!
If it were up to me, I would try retopologizing it to make all the quads go in one direction rather than letting them circulate around the holes. I would make it look like a grid.
I dont think that would solve it
Either way its going to triangulate and act weird around the hole
I've been learning blender the last few days. Day 3 and I made this (stones and floor are free assets that I arranged, I modeled the sword following a tutorial).
lil quest avatar in progress
damn, i wanted a ready player one parzival avatar so bad
FYI triangulating before or after export does nothing, in fact apart from the normal map issue it should look identical to blender
it's all triangles anyway :V
While you are correct that it'll be all triangles either way you should still triangulate as a part of export. If you import a quad mesh into unity the edges can be flipped causing shading issues
ah yeah, im just optimistic that unity should be able to handle itself :V
Trust me, unity can be real stupid at times 
i can believe that, i've only been using it again recently for vrchat
Oh unquestionably triangulate in blender before putting it in unity. Unity doesn’t do any sort of logic at all. It just splits up quads based on which vertex ID was listed first in the file. No angle calculation or anything
Even when it’s very obvious which way a quad should split unity’s just 50/50
huh wow, im using blender direct import so the fbx exporter just takes care of it for me
that sucks though
it should by default though
nice
oop no it doesnt
Yeah unity is doing it lol
Hey, I don't know if this is the right channel to ask this, but I have a question.
https://media.discordapp.net/attachments/598560679862992906/782082556715466762/unknown.png?width=1202&height=676 does anyone know where i can get the cyborg/ robot arm?
this channel is for custom modelling. not tracking down a random mmd part. check deviantart or something. if not there then its probably not going to be an easy find, if its even public.
bruh
Traceback (most recent call last):
File "D:\blender\2.90\scripts\addons\io_scene_fbxinit.py", line 636, in execute
return export_fbx_bin.save(self, context, keywords)
File "D:\blender\2.90\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3198, in save
ret = save_single(operator, context.scene, depsgraph, filepath, kwargs_mod)
File "D:\blender\2.90\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3094, in save_single
fbx_objects_elements(root, scene_data)
File "D:\blender\2.90\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 2894, in fbx_objects_elements
fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
File "D:\blender\2.90\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in fbx_data_mesh_elements
elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
File "D:\blender\2.90\scripts\addons\io_scene_fbx\fbx_utils.py", line 504, in elem_data_single_int32_array
return _elem_data_single(elem, name, value, "add_int32_array")
File "D:\blender\2.90\scripts\addons\io_scene_fbx\fbx_utils.py", line 451, in _elem_data_single
getattr(sub_elem, func_name)(value)
File "D:\blender\2.90\scripts\addons\io_scene_fbx\encode_bin.py", line 161, in add_int32_array
data = array.array(data_types.ARRAY_INT32, data)
File "D:\blender\2.90\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in <genexpr>
elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
KeyError: ((nan, -1.2156770803613769e+33), 3152) what is this error? it won't let me export my model to fbx
hi I need help
dont we all? 😔
alright, so I made a model in blender and did all the shit that comes with that. But every time I try to convert my .FBX to a .VRM with univmr or anything of the sort, 99% of the time it kills my pc and the other 1% it gives me this after a good hour of bugging out. My knowledge of unity is extremely lacklustre, and I understand that it may be a ram issue, but help would be appreciated.
does anyone know what to do when you click to sculpt in blender and nothing happens?
are you in edit mode?
can anyone make a character for me?
If your trying to sculpt a shapekey, you need to make sure the shapekey is set to 100%. Also a good chance that you might have had an inactive one selected by accident without knowing it.
I am new to whole thing of making avatars and want to make my own from scratch (will start learning stuff from next week)
can someone give me a youtube playlist link or something that shows all the basics of avatar/probs making and if possible can it simple enough for people who never used the sofware
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Thanks
Create Your Own Game Character at http://www.darrinlile.com
If you're new to Blender, watch this Blender Quick Start Guide first: https://youtu.be/lZe3tGWSy6s
Starting a new character today! I go over bringing reference images into Blender, the mirror modifier, and establishing good edge flow for facial animation. If you'd like to follow alo...
There is something wrong with a UV somewhere.
Hand built from the ground up, under 20k poly, fully optimized to 2 materials, VR and FBT friendly, hood and cape are all rigged to bones as well
Would someone be willingly to convert a file on 3DS Max with a script for me? I don't have a license and I only need to convert it to FBX, I can do the rest of the editing on Blender
The script is "GMD MaxScript" from GFD Studio, unluckly it requires 3DS Max
Hey im trying to make a cartoony style character and i like to know if there are good references for a similar style?
Thank you it wouod be helpful
Is there a way to move the camera while in repositioning selection mode (G)
how much RAM u have?
16 gb 3600mhz ddr4
yeah, it's a memory leak apparently
is your model really complicated? (lots of poly's/materials etc)
I believe it has one over the recommended amount of materials but lemme check my polygons
35,831 verts, 53,761 tris
Does anyone have some tips on how to make vroid characters actually look... good?
Another prop. I feel like I'm getting better at this. It took me way less time than the bed I made before.
:p
can anybody explain why half of the blender sculpting tools AREN'T useless? I'm new to it, but still.
Probably just a niche that you don't need at the moment. Doesn't mean they are useless.
Use it on a high poly mesh and you'll see they aren't useless
too high poly to use ingame. subdivide it a few times and you can sculpt
@devout scroll can you please save me from the fucking absolute nightmare that is trying to get bones assigned to objects? I've watched 5 tutorials and every single one has failed
i've assigned weight to my objects
made their names the same as the bones
i've tried giving child/parent assignments to my bones and corresponding models
best i can do is get child bones to follow parent bones
that's it. nothing connects to the model
Your mesh also needs to have a modifier called armature, with the armature assigned in it
stuff doesn't just magically move when it's weighted
armature modifier tells the mesh to use it's weights to move with the bones
"called" armature as in, called that in general or called "armature" in blender?
and how do i activate the armature modifier, and which objects do i assign it to?
it gets automatically added when you parent your mesh to your armature and select armature deform when asked how to parent
but if you don't have one you have to added it yourself
you go to the modifiers tab with your mesh selected and add "Armature"
Then inside it you have a box where you select which armature (also sometimes called skeleton) to use
But since you likely only have one skeleton you can only select that
should i select my whole mesh? or only groups at a time?
your mesh should all be one object
i thought it was better to keep it grouped for more freedom of movement?
if it's not you can either join it or if you want to keep it separate you can just add the modifier to each
ah
all it does is tells bones to use weights on your mesh
so do i select ONLY the mesh when doing this? or can i/do i select the bones as well?
only mesh
can't show the whole thing but where do i go from here?
is the eyedropper the thing i use to choose the skeleton?
and, speaking of which, my bones are in two different skeletons, and yet doing the join function didn't bring them together
so basically, I found a springtrap model here that is 644k polygons and is super accurate to the game
I didn't model this, it's by another user
are these guys for real tho?
?
?
that is absolutely made for renders and not for game use. me and the rest of the vrchat community would thank you greatly if you found a more optimized model of springtrap to upload xD
There's probably one that's better for performance in sfm that'll come on Christmas day
but I don't think unity is like valve
Does anybody have any Mandalorian helmet models? Specifically Nite Owl
Anyone have tips for me so that I can try and start modeling?
don't be afraid to look up tutorials (on sculpting or box modeling, whatever method you choose). i also find looking up how other people set up their topology very useful as well, especially when you start doing detailed faces
if you're specifically modeling for vrchat, try to keep the triangle count low to begin with as it will make your life so much easier later. also keep in mind that not every piece of the body has to be needlessly detailed, like the arms, legs, and feet as most people will be looking at the face, chest, and hands most of the time
Thanks for the tips and endorsement
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How do I makes holes in Blender now again? I've done it once and that was a looong time ago. It's something with Boolean
depends on what you need them for
booleans work but they cause more issues than they're worth if you don't know what you're doing as they create pretty ugly cuts sometimes
if you just want a door you can use the knife tool with K
then you can lock it to 45 degree angles with C
cut out the door outline then delete the face in the center
If I want to make a floorplan using blender and import that into unity, is there anything I should be conscious of for performance in game?
or can I build to my hearts content lol
Yo how do you swap the texture for a pre-made model in blender?
Go to materials
Change the texture
You can easily look it up for your specific blender version
what are those
Looks like panzerfaust
I need someone who can add some faces to my model for me since I have no clue what I'm doing
does anyone know how to convert a mdl file to a obj? im trying to get some cod cold war perk cola models
Is there a 3d model of the Valve index HMD?
i found the controllers
Made this monstrosity
what are the emotes called in unity? shapekeys?
are those the ones that make emotes in vr chat?
emotes is a completely different system
so what is it called in unity?
yuh i don't know what this thing is but shout out to this thing
animations
is there anyone who could add something to my avatar
like what? i could possible help, depending on what it is @astral dew
basicly, i want a sword to match my skin. the skin is made by turbo and would i will ask him if i can edit it, but i rly like the skin and that is what i wnat
ok, well im not able to model :/ i thought it was a question about adding sound or something 😂
ok
is there a way in unity to make 3d colliders more visible while editing them? maybe shade the faces in? im having a really hard time telling the position of them with just the thin outline
Dynamic bone? If so that’s an external script. You can edit the script to make some solid spheres if you want, but it’s all code
Someone else made it, not unity, so no options for it
They decided wireframe spheres were most useful 👀
nah just like, the regular box colliders. getting something to line up with the floor and such. like for this image its hard for me to tell the height of the collider compared to the floor. i can use ortho view for this one because its on the outer edge of the map but its gonna get kinda complicated for the inner bits
Can you enable Mesh Renderer component in the Inspector @barren sage ?
is it possible to add clothing to avatar without blender only using unity?
it is enabled because its a component on the map's mesh, should it not be done that way?
When I was placing colliders in my world I enabled mesh renderers for them to see them and I mean on colliders themselves and not "map's mesh" like terrain or walls, not sure if its still possible. If they don't have mesh renderer you should be able to add it @barren sage
ahhhhh I see
lll def get in the habit of making empty's and unrendered meshes for the collission, learning my lesson with jamming 50 box colliders onto the mesh object
How do i make hair not go thru body?
Delete the hair
make the settings move it less
ive just edited a texture for a shirt on my model but the texture isnt being rendered in material preview mode for some reason any ideas?
any transparency? are the normals flipped?
Yes but it will be unoptimized unless you use something like this to combine them https://booth.pm/en/items/2517643
Temporarily combines meshes into a single model just for the upload (then its back to separate afterwards)
is anyone able to help me add bones to a cape to make them dynamic bones
i just dont know blender at all
You pretty much just need to add a bone to the armature
so select it, go into edit mode
I dont think it has armature
oh?
Its just a cape mesh
You have the entire avatar right?
Yeah
use that armature
Youll neeed to parent the cape to the armature
For some reason its parented to the hips
then its already part of the armature
but weighted somewhere on the mesh
select the armature, then the cape and go into weight paint mode
May I saee a picture?
can you show the armature in blender
I also dont think the root bone is important to anything
of the cape?
unity project should have an fbx file in it
hold on
nope
strange
i looked for that specifically
Never heard of something like that
well first id try to add a dynamic bone component
and then see if there are are bones for a cape in the armature, unless you already did so and thats why you are here
i searched but there is none
and i tried the dynamic bone on the mesh but it needs bones
Getting some behaviour with Blender that is confusing me. I'm working on joining some meshes, and I need to rename the UV Maps to be consistent with each other so the join doesn't break one of them.
The issue is that everytime I rename a UV Map the mesh becomes completely black like the UV mapping was lost or something. I checked in the UV editor and it does seem like the UV's are still there, but the mesh is just black.
I swear I was able to rename UV Maps earlier today with no issue and join meshes with them.
reload the textures that go black maybe?
Tried, nothing.
damn
@deep dirge
i think this is the fbx but it wont show as an fbx
this is what i dragged into the scene
Let me look at my unity project
try and look up stuff about extracting fbx files from a prefab
I dont know if you can though
its so strange
that’s the cached prefab that vrchat generates
so where do i find the fbx?
i cant find it anywhere
i checked every single folder too
do you still have the prefab in the scene?
if you do, then if you double click one of the meshes, or materials or any other asset you should be able to find it
or there might even be an option to trace back the prefab to the fbx file too, but I don’t have unity in front of me to check
That’s really strange hm
Maybe it just doesn’t exist anymore?
It looks like it’s looking inside of the vrchat archive or smth, I’ve never seen that before
so odd
i need to find it within the prefab somehow
does anyone know how to get an fbx from a prefab
@deep dirge i did it!
found a way to convert them from the prefab
what should i do next?
@coarse light Bruh I was destroying my brother with Sephiroth lol. You have the .fbx file? if so, do pic related.
Blender doesn't support that format
ASCII FBX not supported
what the
Try using the autodesk fbx converter
Oh yeah a smart person has arrived
Me ? 
yea
Can the auto desk converter convert a prefab into an fbx?
no, it's for different types of the same fbx
Binary
it's the first google result
windows 64 bit most likely
It’ll be fine il add it to the hierarchy in unity @deep dirge
You should probably combine all the meshes into a single file anyways
The textures are separated tho
easy fix though
But what if u need different shaders on different parts of the body
Different materials assigned to specific tris on the mesh I believe
That sounds difficult
not really
I have no clue how to do it
Im guessing that it works like this, havent actually tried it in unity, but I did accidentally use two materials on a model once and in unity the avatar had two sepereate material slots
This is all to just make the avatar run better
I think then its actually separated meshes tho
well, do you have the armature of the avatar in blender?
Pretty sure you need it to create bones for the avatars armature to act as bones for the cape...
I mean items can have bones
And u can attach them by throwing them into ur hierarchy
Can they?
hm
well
if you can do that, create an armature in blender
shift a
youll have a bone, press tab on it to go into edit mode, and grab the thick end of it and drag it to the top of the cape, and the thin to the bottom
then you can subdivide it as many times as you want for dynamic bones
How many times should i subdivide
the message is still there? is it not
Nope
Oh lmao
just depends
ok
do that and exit edit mode and enter object mode, then shift right click the bones, enter weight paint mode
oh also make sure you have enough tris to bend at the bone joints
you want the left
How do i tell
go into edit mode on the cape to see the wirefram or turn on the overlay
yes
it doesnt let me move the bone in edit mode tho
click a tip and press g
after you press g, press z to lock it to the z axis (up and down)
or press 3 on the numpad to enter orthographic side view
also the cape look high enough poly to not really worry about the joints thing I said
yes
press 3 and show me
f3?
bottom of the screen has a window that says number of cuts
yes
what do u think i should do
up to you
exit edit mode
tab?
yes
done
shift right click the mesh, then armature in order, and switch to pose mode, ctrl p, auto weights
then see how the bones bend by selecting one and pressing r
if they look terrible, do it manually
I dont see autoweights
That is so weird...
well, youll have to do it manually unless you want to find a fix online, probably is one
how do i manually do it
select empty groups
where is that
then exit pose mode, select the armature, then mesh in order, enter weight paint mode
exit by hitting tab?
that goes into edit mode
you have left click select dont you
i believe so
I do right click because I got used to it in 2.7... use the left click if thats what selects things
so was i supposed to shift left click the mesh
dont think it makes a difference to click with the opposite side
okay so what mode do i go into
select the armature, then mesh in order, then weight paint mode
then you need to change 2 settings
advanced tab, turn off front faces only,
wheres the advanced tab located?
yeah
noice
something that was literally a single fucking click in 2.7 without stupid names like that
soooo
and for the top bone, dont paint anything above the hilt
how should i paint it
weight 1 strength 1
radius depends
also every time you change a setting, press tab twice, it saves it so when you undo it doesnt undo the settings you changed
also save the blender file
I dont trust undoing in 2.8
done
you could also watch a normal blender weight paint tutorial
those might be better than me
also turn on wireframe in overlay, it helps
set it to 1 too
you want to weight paint only from top to end of each bone
afterwards you can blur the weights
yes
how do u select the bone
exit weight paint mode
shift select the armature first, then the mesh, and enter weight paint
another thing that wasnt like this in 2.7 yet was changed for absolutely no reason
how do i select the specific bone
can you still not select individual bones?
yeah i cant
does anyone know why when i put on the x mirror modifier it doesnt align correctly?
please help
Are the center piece's transforms applied ?
yes
but I just noticed
that this whole project is on the Y axis
i don't know how would i fix these issues on the mirroring acting up, not sure if being on the wrong axis matters
You need to either mirror on Y axis or rotate the model
I did mirror on y, its still seperated. I guess i can do a rotation
Can't you just connect the limbs to the rest of the body?
why the mesh disappear whenever i press ctrl + j
Anyone able to help me weight paint a cape mesh
Anyone know how to fix this issue? I'm trying to remove an ear but when I extrude the faces and join them up I get these weird lines.
@wraith tangle Try to shade flat and then smooth again, recalculate normals on that area or if its a mess just delete this fragment and use grid fill
Thank You I'll try that
use automatic weights
@devout scroll
hm
you can see straight through the thing at times, is that bad? it shows fine in material preview and render preview mode but in solid mode its almost like it has backface culling but the "back" is inside out
though i didnt retoscopy it inside out, its kinda a problem cause if this is messed up the bandana and the body are now joined
(also yea sorry it isnt shown with textures so its harder to see)
incorrect textures but here
im starting to wonder if the parts being fused is gonna be a problem texturally hh
nvm i seperated it
For some reason it won't let me paint to breast bones in blender
does anyone know a good quad remesher for blender to buy?
I heard about instant meshes , but it's separate from blender, tho it's free
Have you looked at the free solutions yet that you want to buy one?
can some one help me please every time i click fix model to fix my textures the model goes invisible
also it wont let me apply any textures to the avatar
im not the best at blender but im trying to get used to it so i can make my own models
does anyone know how if i can turn a 3d builder model in to a model on unity??
what? @rigid garden
on windows there is an app called 3d builder and i was wondering if i could turn a model from it into a model for unity
most likely, if you can export as a obj, fbx, or dae from it, itll work fr unity
check its file name
try opening them up in the windows 3d viewer and export them accordingly
as obj, fbx, or other file
there is only png, jpeg, bitmap, and tiff
hmm, maybe you cant, i suggest model in non windows programs
blender??
yes
never heard of that file
still no idea
It's a file for 3d printing.
https://github.com/Ghostkeeper/Blender3mfFormat this addon allows blender to import them to then export them as FBX, or other formats. You'll have to rig it to work in VRC though. And you can export as OBJ in windows 3d builder.
Finished texture for her avatar. Some of them are hand-painted
Used Substance Painter
Some issues to draw hair, but I will do it later
May or may not make this a vrchat world, doing The Library from one of my favorite games Library of Ruina.
Not the exact concept art but here it is from another angle
https://twitter.com/ProjMoonStudio/status/1141607445170491393?s=20
cool project !
HOW FURRY!
Can someone make my avatar have a head please? The body is there and the face is there but it's just a floating face with no head. Is anyone willing to help out?
That's not what I meant by asking here... 👀
Try asking how to do it, not ask for someone to do it for you.
Lmao, Artemus your so thoughtful to suggest work being shoved into others
I thought it'd be obvious. 
Never expect the obvious from people
I can try and help you out but I haven't used blender in a while so I'm a bit rusty. I've done my fair share of modelling before though. I'm not gunna make the model for you either
can some one help me please every time i click fix model to fix my textures the model goes invisible
I'm still trying to figure out the issue
Any help would be much apreciated 👍
Did you try fiddling with these two options? try removing the alpha itself.
That or your normals might have been flipped or something, not sure but that's all that comes to mind.
Sometimes the materials might glitch out too, so if it's only 1 material on your avatar try removing the material and putting a new one in its place (using the same texture of course)
Also UV map names for the meshes may not match, this might not be the problem here but just in case
Mmk. I might take you up on your offer in a few minutes.
@onyx mason thanks I will try that tomorrow
which version of unity should i install? please gib link 
they are all listed in the vrchat documentation
not sure if this is the right place but I have an issue with a model in blender, the mouth is visible in edit mode but not in object mode. Tried flipping normals and recalculating but nothing happens :c
check the shapekeys ?
Havent made any shapekeys
did you enable face orientation visualization ?
or different types of shading modes
what are the emotes in vrchat called in unity?
still nuthin
what does it look like in edit mode ?
animations
Here's it in edit mode
ty so much!
that looks very odd
is it really a sjngle mesh without shapekeys ?
does it have correct uvs ?
yep and yep, it happens when i connected the mesh to the armature. Forgot to mention that my b
already did that too ;-; Honestly stumped
here?
yeah, just enough to get the issue
Where would be a good place to start learning?
Saw that, just need to have the time to do it
I hope I haven't just skipped something super basic :A;
I've experienced with other types of 3D modeling software
Shows fine for me
Cool
@nimble sigil Are you using 2.9.1 ?
I'm not using the newest blender but I guess I should update if its causing problems
Think im using the one before the newest update
Thanks for the help tho dude c:
Thanks to me realizing I already bought a unity asset.
A hero forge, tabletop Sim compatible figure. I just need to edit the file and then rig it
Or I could use hero Forge to model and then buy another to rig
personally i'm using 2.83
Hm i'm using 2.78, guess ill just update to 2.83 and see if it works
Keep in mind that the jump from 2.7 to 2.8 is pretty big
just when i got used to 2.7 :c
@nimble sigil it's a very good change! power through it for a little bit and it will be great in the long run
I'm in bed
?
Can you open unity I want to check something out
You can't do that yourself ?
Nope, don't have access to a computer
I would like someone to download the simple model from hero forge that is a unity file
you could just wait br0ther
I won't be at my computer for another three-ish days
And do not currently have unity installed, let alone know how to start rigging
sounds like you have three days worth of documentation and tutorials to sit through then
Work takes up eight hours a day, will be a good tutorial I can do without needing the software in front of me
you can also just learn the process without the software
Can someone please help me make a head? I have a body and a floating face but I have no idea how to navigate blender and can't figure out how to make a functioning head. I'll do the bone stuff later, I only need help with that small aspect of the model itself.
I'm having an issue of attempting to add clothing and accessories to an avatar, as it's my first time trying. I got the shirt on fine, but when I attempt to add the bracelets to the armature, the shirt shifts off the body. I don't know what's causing this or how to stop it from happening.
ctrl + A > apply all transforms
It did nothing still
make sure there's no animation keyframes then
welp, updated to 2.83 and still hecks up, guess i'll redo the model and see if anything changes
@fervent sluice Do you have an AMD GPU?
If so, there is a bug with AMD's drivers that breaks the Eevee renderer (which Cats switches to automatically when you fix a model). Downgrade your drivers.
yes i have a amd gpu i will try downgrading my drivers
Is this type of hair compatible with vrchat?
you need to convert it to meshes
make a copy of all your hair and hide it in a collection in case you want to edit it later
then just select it, press F3 and type in convert to mesh
oh ty
careful with the polycount tho
you can change the resolution of the curves
to reduce it
How do I understand why the save file weighs so much? I just merged meshes and after that the file weighs three times as much. Also this model in unity is imported more than 15 minutes help
it's not because of the images inside by the way
Go to file > purge
it will remove all the unused data from the file
there's often textures and other stuff making the file biiig
did not help I made purge and even deleted a texture, but the file weighs 110 mb instead of 150, although before it was 57
nope. I don't understand, shouldn't it weigh less
Are you exporting as FBX? Avoid importing the entire blend project into unity.
Save the blend to modify later but only export to unity as fbx
Does having a lot of vertex groups cause problems with performance? or is it just Meshes
just meshes, vertex groups have no performance impact
thanks.
Meshes and bone counts... lots of vertex groups with no bones associated with them will just pump up your download size
Unity might not even import them if they don’t have a bone actually, not sure
I know people opt for assigning vert groups a unique vert color instead so shaders can read them
yo any 1 know a place where i can actually get in contact with people that want to build worlds in teams instead of solo? discord of meetup worlds will do
wish there was
Many worlds tend to be joint efforts between friends. But they don’t usually go out recruiting for people
Quick Blender question
If you have a shape key that's already combined between two sides, say Wink, which is the combination of WinkL and WinkR. But we don't have a WinkL and WinkR anymore.
Is there a way to easily generate those symmetrical type shape keys based off of the shape key that contains both of them?
I've poked around and it seems that there isn't much information out there for this specific case, since most people just make one side shape keys, then duplicate the shape key and mirror it for most of their shapes. And then create a mix from the two to make the combined one.
This case I kinda want to go backwards from it.
You can a copy of it, then select half of the face, blend from shape > Basis
same for the other side
AH, that's what I was missing. I had to uncheck "Add"
Alright, thank you! This is perfect
While I'm here, is there a bit of an easier way to reorganize shape keys instead of just clicking them up and down one step at a time?
you can click on the button below and "move to top"
but afaik there isn't an option to click and drag
that would be too convenient
and blender doesn't do convenience
Feelsbad.
You'd think a nice UI for that would be good.
can anyone get in a call with me and help me with an avatar
I am trying to learn how avatars work too
I have gotten the SDK and unity with the correct version. I am just trying to learn how to use unity
Look up some tutorials
I did
I also figured some things out myself
I modeled a minecraft like figure that was really basic and I got all of the rigging and such
I think
but like I cant test it because I dont have enough hours on the game
*continuously headpatting Pumkin with no reason*
helping is nice. Thank all of you guys for helping each other :в
does anyone know how to make all the parts to 1 materail
so I can get better stats
yeah why is it doing this?
normally it you can see the other side normally
why is it all see thru?
Newest AMD drivers have been causing people issues like that including myself
so its my drive ahh
Does it only show half when you're in Object Mode aswell?
yeah
Are you using Mirror modifier?
yes
Might be a button there unticked that ends in just showing half
Well. There is a button there that does that.
Might be the issue.
Catt from Wonderlab
A bit better view
okay so I found this out. this version of deadpool isn't really that great considering how he looks here
ew
bruh
I want a meme of Randy from South Park saying "I'm sorry, I thought this was America," but instead of "America," it's "VRChat," and instead of him being arrested, it's 100,000 polygons and 40 fps
I have a noob question
Is it common practice at all for VRChat builders/modelers to use some VR-based 3D modeling app? Like, not Blender?
I know at least one exists, I forget what it's called. But you can so a somewhat rough job of sketching out a 3D model, and then you can export it and do whatever you need
hmm, seems like professional software
I don't know how to model 😛 what I'm asking about is modeling using six-degree-of-freedom controllers, in VR
The flow I'm considering is
- sketch something in such an app
- export it
- import into Blender and work with it some more
- export and import into Unity for use in VRC worlds
Is that something people do? Is it not really feasible, and if so, why?
Man Autodesk is still way up there in price. It was nice when you could just outright buy it and not have to have a subscription.
I'll ask this way: does anybody use Gravity Sketch for making stuff for VRChat?
https://store.steampowered.com/app/551370/Gravity_Sketch/
Worth it? Not worth it? Recommend something else?
Hmm, looks like GS is going to be free starting January 25 🤔 https://www.gravitysketch.com/blog/
Why use maya when you can use blender for free 
Does stuff about bones in blender go in #avatar-rigging or does it go here?
doesn't really matter, but rigging is probably better
https://i.imgur.com/6YNbWul.png Idk why, but my vertices are missing 🤔
You're in edge select. Change it there
lmao np
If you honestly think this you need to have a much harder look at how game engines and rendering work. Polygons still have a performance impact, and they definitely have a performance impact on animated models. Modern GPUs can draw millions of them, yes, but that's just the drawing. Each polygon has multiple additional operations that need to be performed, especially with characters. Each time you move, all those polygons have associated vertices that have to be calculated for deformations. You have to run depth and occlusion tests on each of them for culling or for alpha sorting, etc. Please do not spread incorrect information to people, and always keep your polys to a minimum.
Again, I highly suggest you have a sit-down sometime and look into what goes into drawing a polygon on screen. It will be very enlightening. I'm not saying you should agonize over each triangle but to suggest what is clearly a multi-million-poly avatar would be fine to upload and not impact performance is outright incorrect, especially if you multiply this cost by the number of avatars on screen. VRChat has limitations for a very good reason, it's not just to ruin your day.
howdy folks, im desperately looking for the BD-1 model used in this avatar, its one of my favorites and I'm wanting to make one of my own, I tried getting a hold of the guy that made this avatar but didn't have any luck, if anyone has this model or knows where I can get it please dm me ^-^
Is there anyone fluent with blender who I can talk to for support about a bunch of stuff? Primarily bone stuff, navigation of the app, and dealing with new clothes. I've seen a few tutorials but they're not all too helpful
This is supposed to make it so i don't actually need to find the materials and drag them into unity right? I should just be able to extract the materials from the the fbx?
https://cdn.discordapp.com/attachments/702711858934579332/791479394870099968/unknown.png
how do i fix this someone please help me
it keeps turning my avatar into generic even though it's suppose to be humanoid
and it's driving me nuts
can someone help me attach a tv to the head of this player model im trying to make
i dont think you can attach video players to avatars if thats what you mean
nah just a tv or monitor like this
here is another picture ignore the hat clipping through
https://cdn.discordapp.com/attachments/361742235525709825/791498546837848074/unknown.png here is the model i want to add the tv head to
@unborn peak oh you can probs put that on the head in the hierarchy and itd fit fine
in unity i mean
thing is i suck with unity so i have no idea what any of that is thats why im trying to get some help lol
i wouldnt know how to attach it if i got a tv/ monitor from the asset store
oh lol, does this avatarwork for vrc at least?
oh no, you using a steam account then friend?
no i made an account
might be a stubborn rank you got, i can show you how to add stuff real quick via screenshare if ya like
so in the mean time i want to put a tv on this playermodel im trying to make it for my friend because hes getting a vr soon also if you can show me how to add the tv through screen share that would be great
sure lad
just call
/
VRoid Studio (beta)
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New blender/3d software user here, do I make the body then add the clothing later on or straight up model the body merged with the clothing at one go
better way is create body -> save it as dummy -> create clothes -> delete body under clothes
and you still got body dummy for future projects
You just have to find the right bone to attach it to and it'll work. Of course making sure you resize the tv to hide the head. 👍
Noice 
thanks
Out of curiosity when you guys model a world do you start in blender and move to unity, or do you just start-finish in unity? Curious about other users workflow process since I'm pretty new
Anyone know why my Blendshapes are coming in to unity incorrectly? I'll attach a picture of the mouth in Blender, and in Unity. I tried reimporting the model already and have apply modifiers disabled.
is it rigged?
The model itself is rigged, but there are no bones associated with the mouth
It's only on some shapes too
thats strage in unity it tweaks with the rigged model maybe its that
I applied all transforms again in blender, and made a fresh new import. Seems to be alright now
Thanks @spring crescent
yourwelcome
@turbid willow elab plz
for blender or unity?
blender then unity
ah, sorry, cant help there
dam
ah i have been attempting to head-swap two models and having a hard time, as I am very new to blender... is anyone experienced with head-swapping?
i can get in a voice chat and screenshare if someone could help me xD
almost done with my model :/
Dope 👍
my model so far
Looks like someone ran merge by distance / remove doubles at some point. Breaks shape keys,
this is something I'm working on
here's another screenshot
since the model isn't coming until January 10th, I'm going to practice on making the endoskeleton
Everything was fine in Blender or I'd think so too! It was something to do with how Unity was calculating the normals. I played with those settings and it resolved
Is it better to model a jacket on a A pose or T pose?
Got to start from here! 😉
yeah
actually gyazo does on my pc
Gyazo?
X3
That’s So Cute
yo that's adorable
smol cutie
thanks!
Beautiful.
Saw your pictures from earlier, turned out looking really good!
in the vr chat sdk in the builder tab I get the message "AVRCSceneDescriptor or a VRCAvatarDescriptor is required to build VRChat SDK Content
Were do I get that?
so while I'm waiting to get the "new user" role in VR chat
might as well show off what I'm wanting to port to VR chat
in this case it's Gibby from Hylics 2 that I made 2 days ago
is there a way to move portions of something without distorting it too much? I'm trying to move hair pieces so they don't clip into the body at rest
(although this is how I was wanting my textures to look like given how that's how I made the mats originally)
@cyan parcel I think proportional editing is what you need, enable "Connected Only" to work on a single strand of hair
(in case they don't know where that's located)
proportional editing wasn't working very well for me (it would just move the entire piece rather that the selection i wanted) so i'm just going with the ole rotate, move and it's working fine xD thank you though
you can select "Only connected" on just Hide what you don't want to be moving
that doesn't work when the entire material moves https://puu.sh/H19Xx/2c2fde5852.mp4
mouse wheel just zooms in and out for me
idk how i did it but i finally got it to stop zooming, thank you
Ruuub wtf is that mesh
subdiv
I’ve never seen that. At first, I was like, sweet mother of tris...but then I realized that these are all technically Quads...I don’t know how to feel. Definitely not well versed enough in topology to make comments on this...
That's what happens when you subdiv a triangulated mesh
never
NEVER subdiv a tri mesh
it's usually gonna screw up the UV's
that topology can actually be good for some usecases
can't imagine weight painting it like that though, dear god
for baking and mastricturing, that looks terrifying, for every other case for uvs, seems fine sinces its an avatar assumingly
I'd like to know the use cases.
I can't really see topo that bad ever being useful
anyone good with making blender models could use some assistance with somethin
more like alot of assistance, and yes ive watched tutorials but models are having issues
Question... anyone knows how to fix these normals? I just reimported the model after doing some rig fixes in Maya and suddently the normals look like this...
Well this turned out cooler than I thought it would
Hallo, I’m interested in getting a customer avatar. Is anyone open for coms with example of their work? ^^
so how exactly do I make this not happen?
I dont want it to be black and purple, I have the textures in a folder in the same folder with the fbx
I looked at a youtube tutorial and as far as I can tell I did nothing different
@stray tulip average normals, or disable auto smooth, or try recalculating normals
F3 to search for either of these
oh yeah I forgot to mention the UVs are god awful due to the head mesh so that's not happenin anytime soon
**Blender 2.9 weight paint question: **So in 2.8 I usually used "x mirror" in weight paint options to keep weights mirrored - now after some updates, whenever I toggle the "x" in options it also toggles x symmetry which either does nothing or screws over weight mirroring between left and right bones...
Am I just missing something or like how are people doing weights now?
or just use the mirror modifier and weight paint one side?
the X mirror isn't used for weights, the mirror modifier + naming your bones with ".L" and ".R" should have the same effect though
at least that's how I'd go about it to this day
https://cdn.discordapp.com/attachments/499962476272680971/792848803149512704/Crimson_Night_miniboss_1_render_1.png
just got done makin this
not sure if I can port it to VRChat due to it's shape, but so god help me I'm gonna try
@outer ginkgo you can make it a generic rigged avatar
though you will have to animate it all
Is there documentation on what animations are required for it to work?
because I can animate, but idk if there's a limit
I'd definitely use that
vrc does not really give us the rundown on how generics work, i had to figure it out myself. you need .anim files and av3 trickery
only supplied us the proper info on av3 humanoid :/
Damn
damnf
one day i'll have to make a quick tutorial on how to get generics to work on AV3
if it's as easy as just making the animations in blender and setting up blend states in Unity (probably not lmao) I'd be down to learn somethin like that
but if it requires physically coding the constraints then MMMnope
you don't need coding
i made a walking flowerpot as a generic model. you just need to make anim files for them, some locomotion graphs and then a weird setup if you want custom emotes
generics get set up differently than humanoids and the layers are treated differently for some reason
P unity weirdness
or maybe because VRChat doesn't expect people to make a 4 legged flesh thing work in game
@outer ginkgo just check out tutorials online for spider or centaur avatars. There’s a way to do it.
ight
yeah that works for most geometric models, however it doesn't work when your head mesh is a indented cilinder with parts poking out, there's clear UV seams if you were to do that
for a cell shaded character that's supposed to have a clay look?
mmmnothanks
helloo, where would i ask for someone who does avatar commissions?
vrc traders discord
is that a separate server?
check #community-servers-old, and yes it's a separate server
ah alright tyy
Wait, does mirroring clothing UV's break the normalmaps?
Yes. Normal maps are very strongly tied to the geometry and the UVs.
So if hypothetically I cut pants in half, and mirrored the remainder (so that the texture is now used symmetrically, and only half of the texture space is used) the normalmap on half of it is now busted and bouncing light wrong?
It looks fine but with normalmaps I just don't know, they're hard to tell
Actually, no I think it might be okay.
maybe
The best way to check is to find an area that you know how it should be correctly shaded, grab a point light and move it around the area. If it's always lit as expected then it is probably okay.
If you're baking your own normal maps, the best thing to do with identical UV islands is to just move them one whole UV space to the right (or left, or any direction really) so they'll be ignored by the bake but will still get the texture because UV space repeats by default.
I'm tryuing to add clothing from an mmd i found to a custom model. When I try to get a clean edge on the sleeves, it still shows lines
Do I need to join the meshes and erase the mesh under the shorts and shirt or can I leaves them as is?
Yes, join all meshes
That's clean !
X3
What I do is delete one side of the mesh; duplicate the remaining side; scale the duplicate on the X axis (-1); select the reversed duplicate; click mesh > normals > flip normals; drag the two sides together so that the central seam is touching; click mesh > clean > merge by distance; fiddle with the “merge distance” parameter until the vertices in the centre merge. Voilà, you have a perfectly symmetrical mesh with the normals set up as they should be.
Oh, my bad sorry. 🤦♂️ It’s late.
