#3d-modeling

1 messages · Page 97 of 1

ripe yacht
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hopefully im not too dumb to textirepaint it xD

ripe yacht
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well seems like i am

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it will paint everything but that probably a simple mistake im doing smth i forget huh?

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do i need to create smth like a texture array or smth?

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im a genius i fixed it

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yet there seems to be a black leftover

ripe yacht
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since thats fixed, any advice on making the skin fit with the mat of the chest?

devout scroll
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unwrap the new stuff and put it where the hole was in the uv

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the existing texture already likely has stuff in there

thorny ivy
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Any tips for creating a ball of fire? Thought it'd be cool to do for a pair of eyes.

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Or how to do multi-color gradiants?

ashen forge
foggy escarp
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If i draw out my 2 avatars can some one modle them for me i have no mony to pay for it iam sry

hardy agate
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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

ripe yacht
devout scroll
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I see, well you can probably do some stamp tool

ripe yacht
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i only have one problem, my texture has like a black shadow and idk why

devout scroll
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screenshots

ripe yacht
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ill send them in dm probably cuz its starting to become nsfw

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if thats fine ofc

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but only if its bound to the base-

warped merlin
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oh my

hard river
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i am having trouble with unity and changing the colour of my avatar help would be nice because im a total newb

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pls dm so i can voice chat

spiral sigil
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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

quaint bronze
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What does the wireframe look like for that mesh? You may have a ton of ngons and unity is triangulating them automatically.

spiral sigil
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@quaint bronze

quaint jasper
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are your normals set to import or calculate ?

glad steeple
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^

spiral sigil
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import

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@quaint jasper

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Should it be set to calculate?

quaint jasper
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either that or none

nova glade
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Should I be using destructive or non destuctive modelling when building a map in blender?

latent charm
fringe rock
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maybe triangulate when export

glad steeple
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custom normals would likely solve

fringe rock
latent charm
ripe yacht
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Idk if it would help but did you try poiyomis shaders? Got a lot of settings to play around with rendering aswell @spiral sigil

spiral sigil
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I’ll get triangulating the mesh tomorrow and see if that does anything. Thanks for the help and advice guys!

rare crystal
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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.

glad steeple
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I dont think that would solve it

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Either way its going to triangulate and act weird around the hole

junior flower
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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).

silent depot
pastel quest
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damn, i wanted a ready player one parzival avatar so bad

narrow forum
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FYI triangulating before or after export does nothing, in fact apart from the normal map issue it should look identical to blender

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it's all triangles anyway :V

thin bison
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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

narrow forum
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ah yeah, im just optimistic that unity should be able to handle itself :V

thin bison
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Trust me, unity can be real stupid at times vrcLike

narrow forum
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i can believe that, i've only been using it again recently for vrchat

white moth
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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

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Even when it’s very obvious which way a quad should split unity’s just 50/50

narrow forum
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huh wow, im using blender direct import so the fbx exporter just takes care of it for me

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that sucks though

white moth
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the fbx exporter does not triangulate your model

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Fbx can contain quads

narrow forum
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it should by default though

spring crescent
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nice

narrow forum
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oop no it doesnt

white moth
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Yeah unity is doing it lol

narrow forum
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in fact theres not even an option :V

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ill be adding triag modifers to my file then

full fulcrum
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Hey, I don't know if this is the right channel to ask this, but I have a question.

delicate sigil
hardy agate
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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.

civic ore
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bruh

tidal ore
rigid jackal
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Can I add a moving texture to a vrchat avatar?

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I want to add scanlines

glad steeple
bold zephyr
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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

clever bramble
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hi I need help

solar fossil
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dont we all? 😔

royal hamlet
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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.

clever bramble
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does anyone know what to do when you click to sculpt in blender and nothing happens?

royal hamlet
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are you in edit mode?

rustic smelt
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can anyone make a character for me?

atomic hamlet
next cloak
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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

clear geyser
next cloak
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Thanks

silent depot
# next cloak I am new to whole thing of making avatars and want to make my own from scratch (...

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...

▶ Play video
latent charm
heady musk
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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

broken zealot
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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

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The script is "GMD MaxScript" from GFD Studio, unluckly it requires 3DS Max

silent cargo
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Hey im trying to make a cartoony style character and i like to know if there are good references for a similar style?

next cloak
white moth
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Is there a way to move the camera while in repositioning selection mode (G)

royal hamlet
spiral sigil
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yeah, it's a memory leak apparently

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is your model really complicated? (lots of poly's/materials etc)

royal hamlet
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I believe it has one over the recommended amount of materials but lemme check my polygons

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35,831 verts, 53,761 tris

trim magnet
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Does anyone have some tips on how to make vroid characters actually look... good?

ripe tangle
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Another prop. I feel like I'm getting better at this. It took me way less time than the bed I made before.

coral current
opal night
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can anybody explain why half of the blender sculpting tools AREN'T useless? I'm new to it, but still.

ashen stag
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Probably just a niche that you don't need at the moment. Doesn't mean they are useless.

clear geyser
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Use it on a high poly mesh and you'll see they aren't useless

opal night
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how high poly we talking?

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i had 90k verts

devout scroll
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too high poly to use ingame. subdivide it a few times and you can sculpt

opal night
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@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

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i've assigned weight to my objects

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made their names the same as the bones

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i've tried giving child/parent assignments to my bones and corresponding models

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best i can do is get child bones to follow parent bones

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that's it. nothing connects to the model

devout scroll
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Your mesh also needs to have a modifier called armature, with the armature assigned in it

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stuff doesn't just magically move when it's weighted

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armature modifier tells the mesh to use it's weights to move with the bones

opal night
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"called" armature as in, called that in general or called "armature" in blender?

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and how do i activate the armature modifier, and which objects do i assign it to?

devout scroll
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it gets automatically added when you parent your mesh to your armature and select armature deform when asked how to parent

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but if you don't have one you have to added it yourself

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you go to the modifiers tab with your mesh selected and add "Armature"

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Then inside it you have a box where you select which armature (also sometimes called skeleton) to use

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But since you likely only have one skeleton you can only select that

opal night
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should i select my whole mesh? or only groups at a time?

devout scroll
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your mesh should all be one object

opal night
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i thought it was better to keep it grouped for more freedom of movement?

devout scroll
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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

opal night
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ah

devout scroll
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all it does is tells bones to use weights on your mesh

opal night
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so do i select ONLY the mesh when doing this? or can i/do i select the bones as well?

devout scroll
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only mesh

opal night
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can't show the whole thing but where do i go from here?

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is the eyedropper the thing i use to choose the skeleton?

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and, speaking of which, my bones are in two different skeletons, and yet doing the join function didn't bring them together

devout scroll
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you need to join them into one

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select all skeletons in object mode and ctrl+J

opal night
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Fuck

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i did it for one arm, but i can't seem to remember what i did differently

zinc jolt
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so basically, I found a springtrap model here that is 644k polygons and is super accurate to the game

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I didn't model this, it's by another user

zinc jolt
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are these guys for real tho?

median pike
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?

devout scroll
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?

hardy agate
zinc jolt
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There's probably one that's better for performance in sfm that'll come on Christmas day

zinc jolt
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but I don't think unity is like valve

tame sinew
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Does anybody have any Mandalorian helmet models? Specifically Nite Owl

gritty turtle
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Anyone have tips for me so that I can try and start modeling?

fringe rock
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some yt video

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keep modeling

narrow forum
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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

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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

gritty turtle
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Thanks for the tips and endorsement

azure rain
tight quartz
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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

devout scroll
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depends on what you need them for

tight quartz
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Me?

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I wanna make a door cutout

devout scroll
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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

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if you just want a door you can use the knife tool with K

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then you can lock it to 45 degree angles with C

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cut out the door outline then delete the face in the center

tight quartz
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oooh

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I forgot about the Knife tool. 😅

sweet berry
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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?

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or can I build to my hearts content lol

devout scroll
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or something

acoustic lichen
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Yo how do you swap the texture for a pre-made model in blender?

deep dirge
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Go to materials

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Change the texture

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You can easily look it up for your specific blender version

ripe tangle
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what are those

tepid wagon
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Looks like panzerfaust

acoustic lichen
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I need someone who can add some faces to my model for me since I have no clue what I'm doing

vital drift
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does anyone know how to convert a mdl file to a obj? im trying to get some cod cold war perk cola models

visual vigil
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Is there a 3d model of the Valve index HMD?
i found the controllers

spiral sigil
humble smelt
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what are the emotes called in unity? shapekeys?

spiral sigil
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shapekey is in blender

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in unity they are called blend shapes

humble smelt
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are those the ones that make emotes in vr chat?

spiral sigil
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emotes is a completely different system

humble smelt
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so what is it called in unity?

cerulean shoal
devout scroll
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animations

astral dew
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is there anyone who could add something to my avatar

vital drift
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like what? i could possible help, depending on what it is @astral dew

astral dew
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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

vital drift
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ok, well im not able to model :/ i thought it was a question about adding sound or something 😂

astral dew
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ok

barren sage
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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

white moth
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Someone else made it, not unity, so no options for it

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They decided wireframe spheres were most useful 👀

barren sage
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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

tepid wagon
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Can you enable Mesh Renderer component in the Inspector @barren sage ?

bronze star
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is it possible to add clothing to avatar without blender only using unity?

barren sage
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it is enabled because its a component on the map's mesh, should it not be done that way?

tepid wagon
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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

barren sage
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ahhhhh I see

barren sage
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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

bronze star
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How do i make hair not go thru body?

gusty tide
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collision

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im guessing

vivid crater
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Delete the hair

devout scroll
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make the settings move it less

fluid umbra
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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?

devout scroll
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any transparency? are the normals flipped?

white moth
# bronze star is it possible to add clothing to avatar without blender only using unity?

Yes but it will be unoptimized unless you use something like this to combine them https://booth.pm/en/items/2517643

Unity上でSkinnedのメッシュを簡単に編集できるエディタです。 主に以下のような機能があります。 ・ひとつながりになったメッシュの削除 ・複数メッシュの結合 ・複数ボーンの結合 ・Transformの正規化 ・fbx形式での出力 Unity2018.4.20f1で作成しました。 MIT Licenseで提供されます。(つまりライセンス文を入れておけば再配布ができます) ご要望や不具合報告があればメッセージまたはTwitterなどでご連絡ください。より使いやすいツールを目指しています。

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Temporarily combines meshes into a single model just for the upload (then its back to separate afterwards)

coarse light
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is anyone able to help me add bones to a cape to make them dynamic bones

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i just dont know blender at all

deep dirge
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I can

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@coarse light

coarse light
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Thank you very much! Lol

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I’m horrible with blender

deep dirge
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You pretty much just need to add a bone to the armature

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so select it, go into edit mode

coarse light
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I dont think it has armature

deep dirge
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oh?

coarse light
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Its just a cape mesh

deep dirge
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You have the entire avatar right?

coarse light
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Yeah

deep dirge
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use that armature

coarse light
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Its a separate mesh tho

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Like the cape isnt on the hierarchy like you’d expect

deep dirge
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Youll neeed to parent the cape to the armature

coarse light
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For some reason its parented to the hips

deep dirge
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then its already part of the armature

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but weighted somewhere on the mesh

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select the armature, then the cape and go into weight paint mode

coarse light
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Or the hips is the root

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But in the hierarchy its not even in the armature

deep dirge
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May I saee a picture?

coarse light
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Ofcourse

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One sec

deep dirge
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can you show the armature in blender

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I also dont think the root bone is important to anything

coarse light
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of the cape?

deep dirge
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it will look like those grey bones

coarse light
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sorry for being a bit confused

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but idk how to get the armature to blender

deep dirge
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is it imported as an fbx?

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from the original model files

coarse light
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no it was an asset bundle

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or meta file

deep dirge
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unity project should have an fbx file in it

coarse light
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weirdly enough

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it doesnt

deep dirge
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hold on

coarse light
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there all .meta

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so strange

deep dirge
coarse light
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nope

deep dirge
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strange

coarse light
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i looked for that specifically

deep dirge
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Never heard of something like that

coarse light
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its all separated

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they are all .meta or .asset

deep dirge
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well first id try to add a dynamic bone component

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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

coarse light
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i searched but there is none

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and i tried the dynamic bone on the mesh but it needs bones

spiral sigil
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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.

deep dirge
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reload the textures that go black maybe?

spiral sigil
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Tried, nothing.

deep dirge
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damn

coarse light
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@deep dirge

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i think this is the fbx but it wont show as an fbx

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this is what i dragged into the scene

deep dirge
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Let me look at my unity project

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try and look up stuff about extracting fbx files from a prefab

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I dont know if you can though

coarse light
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its so strange

narrow forum
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that’s the cached prefab that vrchat generates

coarse light
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so where do i find the fbx?

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i cant find it anywhere

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i checked every single folder too

narrow forum
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do you still have the prefab in the scene?

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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

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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

coarse light
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i did that and i found the mesh but its not an fbx

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oddly enough

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@narrow forum

narrow forum
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That’s really strange hm

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Maybe it just doesn’t exist anymore?

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It looks like it’s looking inside of the vrchat archive or smth, I’ve never seen that before

coarse light
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so odd

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i need to find it within the prefab somehow

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does anyone know how to get an fbx from a prefab

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@deep dirge i did it!

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found a way to convert them from the prefab

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what should i do next?

deep dirge
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@coarse light Bruh I was destroying my brother with Sephiroth lol. You have the .fbx file? if so, do pic related.

coarse light
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For some reason when i did that it said

quaint jasper
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Blender doesn't support that format

coarse light
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ASCII FBX not supported

deep dirge
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what the

quaint jasper
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Try using the autodesk fbx converter

deep dirge
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Oh yeah a smart person has arrived

quaint jasper
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Me ? lulw

deep dirge
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yea

coarse light
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Can the auto desk converter convert a prefab into an fbx?

deep dirge
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Dont think so

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prefabs are a unity thing

quaint jasper
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no, it's for different types of the same fbx

coarse light
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I guess il convert the convert

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What type of fbx do i convert it to? @quaint jasper

quaint jasper
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Binary

coarse light
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Do u know where to download this

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Most the youtube videos are like 10 years old

quaint jasper
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it's the first google result

coarse light
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Which download?

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Theres like 30

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On the website

quaint jasper
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windows 64 bit most likely

coarse light
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thank u!

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It worked thank you

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Finally

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@deep dirge whats next chief

deep dirge
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I think you want all the meshes in there

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the entire avatar

coarse light
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It’ll be fine il add it to the hierarchy in unity @deep dirge

deep dirge
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You should probably combine all the meshes into a single file anyways

coarse light
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The textures are separated tho

deep dirge
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easy fix though

coarse light
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But what if u need different shaders on different parts of the body

deep dirge
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Different materials assigned to specific tris on the mesh I believe

coarse light
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That sounds difficult

deep dirge
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not really

coarse light
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I have no clue how to do it

deep dirge
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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

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This is all to just make the avatar run better

coarse light
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I think then its actually separated meshes tho

deep dirge
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well, do you have the armature of the avatar in blender?

coarse light
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No that might be a nightmare

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Converting the cape alone was a pain

deep dirge
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Pretty sure you need it to create bones for the avatars armature to act as bones for the cape...

coarse light
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I mean items can have bones

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And u can attach them by throwing them into ur hierarchy

deep dirge
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Can they?

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hm

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well

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if you can do that, create an armature in blender

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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

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then you can subdivide it as many times as you want for dynamic bones

coarse light
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Good idea

#

But wont i have to weight paint it?

deep dirge
#

Yes

#

that comes after youve placed the bones

coarse light
#

How many times should i subdivide

deep dirge
#

depends on how many segments you want to bend

#

1 for just a static moving cape

coarse light
#

Oof

#

That bot is annoying

deep dirge
#

the message is still there? is it not

coarse light
#

Nope

deep dirge
coarse light
#

Oh lmao

deep dirge
#

just depends

coarse light
#

Hmm

#

Il probably do 6 or 7

deep dirge
#

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

coarse light
#

How do i tell

deep dirge
#

go into edit mode on the cape to see the wirefram or turn on the overlay

coarse light
#

is this bone upsidedown

deep dirge
#

yes

coarse light
#

it doesnt let me move the bone in edit mode tho

deep dirge
#

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

coarse light
#

hows this?

deep dirge
#

yes

coarse light
#

should it be behind the cape

#

or inside

deep dirge
#

press 3 and show me

coarse light
deep dirge
#

little more in

#

get the bone inside pretty much

coarse light
#

better?

deep dirge
#

yea

#

press space, type subdivide

coarse light
#

space makes the bar at the bottom move

#

with the numbers

deep dirge
#

damn wrong keybinds

#

idk what search menu is for you

coarse light
#

default

#

not sure what the default is

deep dirge
#

f3?

coarse light
#

yep

#

thats it

deep dirge
#

bottom of the screen has a window that says number of cuts

coarse light
deep dirge
#

you presses enter

#

undo

#

search for subdivide again nad edit the number of cuts

coarse light
deep dirge
#

yes

coarse light
#

what do u think i should do

deep dirge
#

up to you

coarse light
#

7

#

okay we are all good on the division

#

what next?

deep dirge
#

exit edit mode

coarse light
#

tab?

deep dirge
#

yes

coarse light
#

done

deep dirge
#

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

coarse light
#

I dont see autoweights

deep dirge
#

you are in pose mode?

coarse light
#

Thats not an option for me

#

I have every option except that one

#

Yes i am in pose

deep dirge
#

how in the fuck

#

may I see

coarse light
deep dirge
#

That is so weird...

#

well, youll have to do it manually unless you want to find a fix online, probably is one

coarse light
#

how do i manually do it

deep dirge
#

select empty groups

coarse light
#

where?

#

in crtl p?

deep dirge
#

wait

#

do f3 again and search for with automatic weights

coarse light
#

where is that

deep dirge
coarse light
deep dirge
#

pain

#

so do with empty groups in ctrl p menu

coarse light
deep dirge
#

then exit pose mode, select the armature, then mesh in order, enter weight paint mode

coarse light
#

exit by hitting tab?

deep dirge
#

that goes into edit mode

coarse light
#

select armature by left clicking

#

or right

deep dirge
#

you have left click select dont you

coarse light
#

i believe so

deep dirge
#

I do right click because I got used to it in 2.7... use the left click if thats what selects things

coarse light
#

so was i supposed to shift left click the mesh

deep dirge
#

dont think it makes a difference to click with the opposite side

coarse light
#

okay so what mode do i go into

deep dirge
#

select the armature, then mesh in order, then weight paint mode

#

then you need to change 2 settings

coarse light
#

correct so far?

deep dirge
#

yes

coarse light
#

wheres the advanced tab located?

deep dirge
#

uh

#

press n

coarse light
deep dirge
#

yeah

coarse light
deep dirge
#

yes

#

this is so you can paint through the mesh

coarse light
#

noice

deep dirge
#

something that was literally a single fucking click in 2.7 without stupid names like that

coarse light
#

genius for the creases

#

lol gotta love updates

#

what now boss

deep dirge
#

now uh weight paint

#

try and make it even

coarse light
#

soooo

deep dirge
#

and for the top bone, dont paint anything above the hilt

coarse light
#

how should i paint it

deep dirge
#

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

coarse light
#

done

deep dirge
#

you could also watch a normal blender weight paint tutorial

#

those might be better than me

#

you want to weight paint only from top to end of each bone

#

afterwards you can blur the weights

coarse light
#

dont u have to select the bone

#

then the weigh

deep dirge
#

yes

coarse light
#

how do u select the bone

deep dirge
#

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

coarse light
#

how do i select the specific bone

deep dirge
#

can you still not select individual bones?

coarse light
#

yeah i cant

deep dirge
#

oh god my upload speed is terrible

#

give it a few minutes

coarse light
#

sure thing

#

btw thanks for all ur help

bold zephyr
#

does anyone know why when i put on the x mirror modifier it doesnt align correctly?

#

please help

quaint jasper
#

Are the center piece's transforms applied ?

bold zephyr
#

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

tepid wagon
#

You need to either mirror on Y axis or rotate the model

bold zephyr
#

I did mirror on y, its still seperated. I guess i can do a rotation

tepid wagon
#

Can't you just connect the limbs to the rest of the body?

bold zephyr
#

Yeah or that

#

I was thinking just connect it when im finished with a part

twilit tapir
coarse light
#

Anyone able to help me weight paint a cape mesh

wraith tangle
#

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.

tepid wagon
#

@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

wraith tangle
#

Thank You I'll try that

coarse light
#

im so bad at weight painting

#

Could anyone help paint this?

devout scroll
#

use automatic weights

coarse light
#

@devout scroll

devout scroll
#

hm

deep dirge
#

I could probably weight paint it for you

#

If you want to send me the .blend

coarse light
#

THANK U

silent cloud
#

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)

#

im starting to wonder if the parts being fused is gonna be a problem texturally hh

#

nvm i seperated it

toxic tide
#

For some reason it won't let me paint to breast bones in blender

onyx shale
bold zephyr
#

does anyone know a good quad remesher for blender to buy?

devout scroll
#

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?

bold zephyr
#

not sure

#

are there any good free solutions?

devout scroll
#

well there's the one i mentioned

#

look through some blender youtubers

fervent sluice
#

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

fervent sluice
#

im not the best at blender but im trying to get used to it so i can make my own models

rigid garden
#

does anyone know how if i can turn a 3d builder model in to a model on unity??

winter plinth
#

what? @rigid garden

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

winter plinth
#

most likely, if you can export as a obj, fbx, or dae from it, itll work fr unity

rigid garden
#

how i see which one of those i have

#

@winter plinth it says 3d object

winter plinth
#

check its file name

rigid garden
#

scene

#

is the file name

winter plinth
#

try opening them up in the windows 3d viewer and export them accordingly

rigid garden
#

ok

#

what do i export it as

#

png??

winter plinth
#

as obj, fbx, or other file

rigid garden
#

there is only png, jpeg, bitmap, and tiff

winter plinth
#

hmm, maybe you cant, i suggest model in non windows programs

rigid garden
#

blender??

winter plinth
#

yes

rigid garden
#

ok i will try that

#

ohhh it says 3.mf file

winter plinth
#

never heard of that file

rigid garden
#

3mf

#

didn't mean to put the period

winter plinth
#

still no idea

young vault
#

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.

indigo heron
#

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

ashen forge
#

May or may not make this a vrchat world, doing The Library from one of my favorite games Library of Ruina.

quaint jasper
#

cool project !

split aspen
carmine plover
#

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?

mystic kiln
#

That's not what I meant by asking here... 👀

#

Try asking how to do it, not ask for someone to do it for you.

wet ingot
mystic kiln
#

I thought it'd be obvious. lul

wet ingot
#

Never expect the obvious from people

wet ingot
fervent sluice
#

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 👍

onyx mason
#

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

carmine plover
fervent sluice
#

@onyx mason thanks I will try that tomorrow

humble smelt
#

which version of unity should i install? please gib link iris

quaint jasper
#

they are all listed in the vrchat documentation

nimble sigil
#

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

quaint jasper
#

check the shapekeys ?

nimble sigil
#

Havent made any shapekeys

quaint jasper
#

did you enable face orientation visualization ?

#

or different types of shading modes

humble smelt
#

what are the emotes in vrchat called in unity?

nimble sigil
#

still nuthin

quaint jasper
#

what does it look like in edit mode ?

quaint jasper
nimble sigil
humble smelt
#

ty so much!

quaint jasper
#

that looks very odd

#

is it really a sjngle mesh without shapekeys ?

#

does it have correct uvs ?

nimble sigil
#

yep and yep, it happens when i connected the mesh to the armature. Forgot to mention that my b

quaint jasper
#

is it weight painted ?

#

try applying transforms maybe

nimble sigil
#

already did that too ;-; Honestly stumped

quaint jasper
#

mind sending just part of the face mesh in fbx ?

#

seems all very high poly

nimble sigil
#

here?

quaint jasper
#

yeah, just enough to get the issue

fierce plover
#

Where would be a good place to start learning?

quaint jasper
#

youtube

#

donut tutorial

fierce plover
#

Saw that, just need to have the time to do it

nimble sigil
fierce plover
#

I've experienced with other types of 3D modeling software

nimble sigil
#

what the heck

#

Blender must just hate me I guess ;-;

fierce plover
#

Cool

quaint jasper
#

@nimble sigil Are you using 2.9.1 ?

nimble sigil
#

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:

fierce plover
#

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

quaint jasper
nimble sigil
#

Hm i'm using 2.78, guess ill just update to 2.83 and see if it works

devout scroll
#

Keep in mind that the jump from 2.7 to 2.8 is pretty big

nimble sigil
#

just when i got used to 2.7 :c

fierce plover
#

Who here can open up unity?

#

@devout scroll boop?

devout scroll
#

@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

fierce plover
#

I would have guessed, seeing that you're on your phone

#

@quaint jasper boop?

quaint jasper
#

?

fierce plover
#

Can you open unity I want to check something out

quaint jasper
#

You can't do that yourself ?

fierce plover
#

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

nimble sigil
#

you could just wait br0ther

fierce plover
#

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

quaint jasper
#

sounds like you have three days worth of documentation and tutorials to sit through then

fierce plover
#

Work takes up eight hours a day, will be a good tutorial I can do without needing the software in front of me

quaint jasper
#

you can also just learn the process without the software

fierce plover
#

True

#

I could still send you the link to the thing

carmine plover
#

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.

weak ridge
#

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.

quaint jasper
#

ctrl + A > apply all transforms

weak ridge
#

It did nothing still

quaint jasper
#

make sure there's no animation keyframes then

nimble sigil
#

welp, updated to 2.83 and still hecks up, guess i'll redo the model and see if anything changes

atomic hamlet
#

@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.

fervent sluice
twilit tapir
devout scroll
#

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

twilit tapir
#

oh ty

devout scroll
#

careful with the polycount tho

#

you can change the resolution of the curves

#

to reduce it

sterile bluff
#

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

devout scroll
#

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

sterile bluff
#

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

devout scroll
#

yeah something's up

#

maybe you have hidden stuff?

sterile bluff
#

nope. I don't understand, shouldn't it weigh less

white moth
#

Save the blend to modify later but only export to unity as fbx

sterile bluff
#

i mean blend file

#

in unity im importing fbx

ivory charm
#

Does having a lot of vertex groups cause problems with performance? or is it just Meshes

narrow forum
#

just meshes, vertex groups have no performance impact

ivory charm
#

thanks.

white moth
#

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

teal token
#

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

winter plinth
#

wish there was

white moth
#

Many worlds tend to be joint efforts between friends. But they don’t usually go out recruiting for people

spiral sigil
#

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.

quaint jasper
#

You can a copy of it, then select half of the face, blend from shape > Basis

#

same for the other side

spiral sigil
#

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?

quaint jasper
#

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

spiral sigil
#

Feelsbad.
You'd think a nice UI for that would be good.

obsidian gulch
#

can anyone get in a call with me and help me with an avatar

desert brook
#

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

devout scroll
#

Look up some tutorials

desert brook
#

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

warped merlin
#

*continuously headpatting Pumkin with no reason*

#

helping is nice. Thank all of you guys for helping each other :в

spring crescent
#

does anyone know how to make all the parts to 1 materail

#

so I can get better stats

opaque hearth
#

yeah why is it doing this?

#

normally it you can see the other side normally

#

why is it all see thru?

clear geyser
# opaque hearth

Newest AMD drivers have been causing people issues like that including myself

opaque hearth
#

so its my drive ahh

edgy fog
#

Does it only show half when you're in Object Mode aswell?

opaque hearth
#

yeah

edgy fog
#

Are you using Mirror modifier?

opaque hearth
#

yes

edgy fog
#

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.

ashen forge
ashen forge
zinc jolt
#

okay so I found this out. this version of deadpool isn't really that great considering how he looks here

#

ew

zinc jolt
#

this for sure will not go into vrchat

#

cuz it'd be extremely high poly

tight socket
#

bruh

fiery hound
#

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

  1. sketch something in such an app
  2. export it
  3. import into Blender and work with it some more
  4. export and import into Unity for use in VRC worlds
#

Is that something people do? Is it not really feasible, and if so, why?

gaunt abyss
#

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.

fiery hound
tight socket
#

imagine paying for maya

#

all my homies have array modifiers unity_chan_dab

nimble sigil
#

Why use maya when you can use blender for free vrcAevSip

carmine plover
devout scroll
#

doesn't really matter, but rigging is probably better

dapper spear
clear geyser
dapper spear
#

pffft O

#

Ty lol

clear geyser
#

lmao np

subtle jackal
#

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.

obsidian wagon
#

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 ^-^

carmine plover
#

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

fierce plover
#

Where do I find the link to unity?

#

nvm i found it

dapper spear
#

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?

bright barn
#

it keeps turning my avatar into generic even though it's suppose to be humanoid

#

and it's driving me nuts

unborn peak
#

can someone help me attach a tv to the head of this player model im trying to make

winter plinth
#

i dont think you can attach video players to avatars if thats what you mean

unborn peak
#

nah just a tv or monitor like this

winter plinth
#

@unborn peak oh you can probs put that on the head in the hierarchy and itd fit fine

#

in unity i mean

unborn peak
#

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

winter plinth
#

oh lol, does this avatarwork for vrc at least?

unborn peak
#

yes

#

it should

#

but cant really check since im a visitor with 40 hours lol

winter plinth
#

oh no, you using a steam account then friend?

unborn peak
#

no i made an account

winter plinth
#

might be a stubborn rank you got, i can show you how to add stuff real quick via screenshare if ya like

unborn peak
#

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

winter plinth
#

sure lad

unborn peak
#

just call

lament pond
azure rain
floral gazelle
#

though anyone want to try it out to see how it goes

viral meadow
#

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

warped merlin
#

and you still got body dummy for future projects

still coyote
spring crescent
clear geyser
#

Noice vrcHappy

spring crescent
#

thanks

nocturne tiger
#

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

spring crescent
#

yes

#

you export the FBX

lofty crag
#

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.

spring crescent
#

is it rigged?

lofty crag
#

The model itself is rigged, but there are no bones associated with the mouth

#

It's only on some shapes too

spring crescent
#

thats strage in unity it tweaks with the rigged model maybe its that

lofty crag
#

I applied all transforms again in blender, and made a fresh new import. Seems to be alright now

#

Thanks @spring crescent

spring crescent
#

yourwelcome

winter plinth
#

@turbid willow elab plz

turbid willow
#

rig

#

it no working

#

arms do be fine

winter plinth
#

for blender or unity?

turbid willow
#

blender then unity

winter plinth
#

ah, sorry, cant help there

turbid willow
#

dam

stark yarrow
#

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

spring crescent
nocturne tiger
lament pond
narrow forum
split aspen
#

Working

split aspen
#

x3

viral meadow
split aspen
white moth
spring crescent
#

nice

#

is that a base model?

zinc jolt
#

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

lofty crag
cinder wraith
#

Is it better to model a jacket on a A pose or T pose?

zinc jolt
#

sometimes I feel like this is a bit too accurate

split aspen
#

Got to start from here! 😉

zinc jolt
#

yeah

split aspen
#

Oh it doesn't show the images x3

#

Maybe i can try one more time

zinc jolt
#

actually gyazo does on my pc

split aspen
#

Gyazo?

zinc jolt
#

it's a program

#

hold on

split aspen
#

Got to do it from here today

#

😉

devout scroll
split aspen
#

X3

steep sinew
#

That’s So Cute

nocturne tiger
#

yo that's adorable

viral meadow
#

smol cutie

devout scroll
#

thanks!

obsidian nova
#

Beautiful.

nocturne tiger
tacit vault
#

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?

outer ginkgo
#

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

cyan parcel
#

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

outer ginkgo
#

(although this is how I was wanting my textures to look like given how that's how I made the mats originally)

tepid wagon
#

@cyan parcel I think proportional editing is what you need, enable "Connected Only" to work on a single strand of hair

outer ginkgo
cyan parcel
#

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

quaint jasper
#

you can select "Only connected" on just Hide what you don't want to be moving

cyan parcel
quaint jasper
#

That's because you didn't adjust your radius

#

mousewheel

cyan parcel
#

mouse wheel just zooms in and out for me

quaint jasper
cyan parcel
#

idk how i did it but i finally got it to stop zooming, thank you

glad steeple
#

Ruuub wtf is that mesh

quaint jasper
#

subdiv

obsidian nova
#

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...

thin bison
#

That's what happens when you subdiv a triangulated mesh

young vault
#

^

#

It looks funny

outer ginkgo
#

never
NEVER subdiv a tri mesh
it's usually gonna screw up the UV's

median pike
#

that topology can actually be good for some usecases

outer ginkgo
#

can't imagine weight painting it like that though, dear god

winter plinth
#

for baking and mastricturing, that looks terrifying, for every other case for uvs, seems fine sinces its an avatar assumingly

glad steeple
#

I can't really see topo that bad ever being useful

split aspen
#

before and after!

tranquil basin
#

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

stray tulip
#

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...

nocturne tiger
mild jewel
#

Hallo, I’m interested in getting a customer avatar. Is anyone open for coms with example of their work? ^^

frozen mural
#

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

devout scroll
#

@stray tulip average normals, or disable auto smooth, or try recalculating normals

#

F3 to search for either of these

outer ginkgo
#

oh yeah I forgot to mention the UVs are god awful due to the head mesh so that's not happenin anytime soon

neat ocean
#

**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?

outer ginkgo
#

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

obsidian nova
#

Wtf 😂

#

Love it

stark ore
#

@outer ginkgo you can make it a generic rigged avatar

#

though you will have to animate it all

outer ginkgo
#

Is there documentation on what animations are required for it to work?

#

because I can animate, but idk if there's a limit

willow sphinx
#

I'd definitely use that

stark ore
#

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 :/

willow sphinx
#

Damn

outer ginkgo
#

damnf

stark ore
#

one day i'll have to make a quick tutorial on how to get generics to work on AV3

outer ginkgo
#

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

stark ore
#

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

outer ginkgo
#

P unity weirdness
or maybe because VRChat doesn't expect people to make a 4 legged flesh thing work in game

obsidian nova
#

@outer ginkgo just check out tutorials online for spider or centaur avatars. There’s a way to do it.

outer ginkgo
#

ight

outer ginkgo
#

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

glad canopy
#

helloo, where would i ask for someone who does avatar commissions?

hardy agate
#

vrc traders discord

glad canopy
#

is that a separate server?

spiral sigil
glad canopy
#

ah alright tyy

white moth
#

Wait, does mirroring clothing UV's break the normalmaps?

latent charm
#

Yes. Normal maps are very strongly tied to the geometry and the UVs.

white moth
#

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

latent charm
#

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.

worldly dawn
#

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?

quaint jasper
#

Yes, join all meshes

split aspen
#

Unwrapped!

quaint jasper
#

That's clean !

split aspen
#

X3

obsidian nova
# white moth So if hypothetically I cut pants in half, and mirrored the remainder (so that th...

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.

white moth
#

oh yes i mean in the case of a normalmap

#

not vert normals

obsidian nova
#

Oh, my bad sorry. 🤦‍♂️ It’s late.