#3d-modeling

1 messages Β· Page 99 of 1

neat viper
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hold on lmao

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kk, deselect the mesh on the left, then go to the Material tab on the right and click "Select", with the pants material selected

cedar steppe
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this?

neat viper
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one more thing, sorry lol - deselect the mesh again, just so I can see what the actual texture looks like?

cedar steppe
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this is the hands one

neat viper
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oh well lol

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At the top again, click the image icon next to "Moonman_hands.bmp"

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in that dropdown, find the pants texture

cedar steppe
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ok

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want me to send a pic?

neat viper
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if you want lol

cedar steppe
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if you want to have a look at all the textues i can send them

neat viper
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The UVS look like they're properly applied, so that's weird

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sorry lol, can't really think of much else to help in that case

cedar steppe
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yeah i understand, its mind boggling

spiral sigil
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Can someone help me with that ? Please and thank you. It does it on every fingers of both hands

bright barn
tepid wagon
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Looks like you have it weight painted not only to the leg bones but also to something else that your legs mesh shouldn't be weighted to so you have to remove those weights @bright barn

bright barn
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okay

fossil rampart
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it might be easier to explain if i stream it

winter night
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hi guys! i plan on making a simple model involving mostly circle like shapes

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you guys know how i can add circles?

winter night
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ty

unborn acorn
median pike
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what do you guys think?

devout scroll
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spooky

gaunt abyss
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Awesome, reminds me of the old "Elite Metrocop" models from Garry's Mod back in the day

spiral sigil
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tuskan raider

quaint jasper
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Isn't it one of the masks from HL ? Looks neat

devout scroll
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looks like a modified metrocop

neat viper
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pick up that can

gaunt abyss
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Yeah the elite ones I was referencing were modified metrocop player models for Garry's mod

median pike
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@gaunt abyss it is exactly the Elite metrocop

gaunt abyss
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:D

median pike
gaunt abyss
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It looks great

median pike
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thank you

gaunt abyss
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Cool to see something like that modernized too

devout scroll
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never seen that metrocop type

neat viper
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Was a heckin' old model in GMod, nostalgic tho o:

thin bison
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That mask looks pretty cool, I really like the detailing on the fabric.

median pike
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@devout scroll to my knowledge it was cut content

devout scroll
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yeah looks like some beta stuff

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looks great either way

fervent light
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Unsure where else this question fits. I'm trying to texture paint a sort of bruising effect on a model, but the only two approaches I'm familiar with are failing.

Overlaying the texture itself in a pretty rudimentary way as a detail texture leads to a lot of hard lines since the texturing for the body is disconnected into chunks (pic 1). Makes sense, but it's annoying to deal with.

The alternative would be to texture paint in blender, but that leads to hard lines when the mesh normals are perpendicular to the view (pic 2), and I can't figure out a way to paint through (or soften around) a mesh. I'm using blender 2.79 for reference.

Is there a better way to approach this? Or maybe a step in the same direction that I'm missing? Any help would be great.

unborn acorn
fervent light
unborn acorn
fervent light
unborn acorn
fervent light
unborn acorn
quaint jasper
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export the uv layout and paint in a proper software ?

fervent light
quaint jasper
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I wouldn't recommend substance painter for painting over an existing texture, Gimp/Paint.net are free though

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Substance has trial version though

fervent light
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I've got krita for direct texture edits, but I'm not good at dealing with the sharp edges on seams (see example 1)

devout scroll
quaint jasper
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krita is great

fervent light
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It would be way better to have a direct alternative to blender texture painting

quaint jasper
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You're not really expected to do that once a model has been UVd and textured, so i'm not aware of good direct alternatives

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There might be blender addons that help with the painting process itself however

fervent light
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Blender texture painting alone is so close besides my inability to paint through and around the mesh from the viewpoint. Ah well

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Another question though, if I'm atlasing my materials, how do I indicate in the corresponding normal texture that a shader should use the vertex normals? I only have normals for some of my materials, but not all

unborn acorn
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also i just realised what you wanted to do before and I just realised you wanted to texture

fervent light
unborn acorn
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yep

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if that doesnt work then just fill the background as the light blue of the normal map

fervent light
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Yep, not quite working. It filled in the remainder with dark blue, looks like perpendicular normals or something

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That light is right in front of his face by the way

unborn acorn
unborn acorn
fervent light
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I just looked it up now. rgb(127, 127, 255) a.k.a. #7F7FFF, got that as the background, we'll see how it works

Yep, that worked. Crazy how unity transfers alpha transparency to dark blue. Maybe it doesn't take alpha into account?

merry vault
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It wasn't leaked until 2016. πŸ‘€

vocal anvil
twilit tapir
lament pond
vocal anvil
spiral sigil
obsidian nova
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@spiral sigil Could you be more specific about the problem?

marsh crypt
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Hello! can someone help me with a little problem( don't know if that's the right Chan for that),i have problem getting transparent material to unity i think,and when i left them out of the Atlas they won't appear on the fbx model (i'm quite new to uploading models)

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thanks in advance !

neat viper
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Does it have transparency in Blender, but not in Unity? o:

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if so, check to make sure that the shader you're using in Unity supports transparency (and also in the texture, make sure you're using Alpha as transparency, rather than black)

marsh crypt
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it is transparent,will look for the shader solution

ashen forge
neat viper
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after that, select a shader with transparency (alpha) support

marsh crypt
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i saw the checkbox,but cheking it give me this result,i'm looking for a good shader t the moment

marsh crypt
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if its not to much asking,what shaders are you people using?

spiral sigil
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generic stuff > usually standard unity shader
cartoonish / anime style > poiyomi

young vault
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For what you're doing you're looking for a cutout shader.

spiral sigil
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poiyomi got a cutout version if you need one

young vault
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I use Poiyomi for almost all my stuff personally, unless I'm porting something with color channel textures, then I do shaderforge.

marsh crypt
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thanks for the recomandation !

young vault
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Unity Chan is also a popular shader, mochie's, silent's shaders.

marsh crypt
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i'll look for these shaders and keep them ,in case i might need them

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almost done ,thanks all

onyx crane
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idk if i'll ever actually set this up to be a quad avatar but eyyy (made from scratch)

lament pond
onyx crane
spiral sigil
lament pond
onyx crane
midnight ledge
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Does any one have an idea what would be causing the mouth to be so cursed?
I've tried setting the edges to smooth, but it appears they already are set to that.

It's an issue this model has always had that I've worked around by basically turning off all shadows and lighting in VRC.. but I sort of want to fix it properly now so that I can add shadows and outlines to the avatar and make it a look a bit nicer overall.

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Disclaimer: I'm pleb at 3D modelling and I'm sort of just learning small things as I go. This is an imported MMD model.

onyx crane
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@midnight ledge Give Edit Mode -> Mesh -> Clean Up -> Merge by Distance a go and see if getting those vertices to merge together fixes it. It might bonk your shapekeys though so check on them after and see if your avatar explodes. If they explode undo it

midnight ledge
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Oooh that seems to have tidied it up a lot! I'll check out how it looks in VRC. Thank you!

onyx crane
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you're welcome, good luck!

twilit thistle
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trying to make this .pmd usable for the unity SDK how can I do that? simply converting it to an .obj is fucking it up

spiral sigil
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@twilit thistle neverexpott as obj unless u havea good reason. Use fbx instead

twilit thistle
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Okay thank you! By chance do you know anyone who is taking commission for avatars? I don't really know what I'm doing @spiral sigil

silent cloud
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its done and im gonna retoscopy over it anyway but ive seen this happen before and im really confused to what this is because i didnt do anything

maiden imp
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does anybody have any good resources for someone brand new to 3d-modeling? I started working in blender/unity about a week ago in an attempt to make my own custom avatar. I have been learning every day but I've been struggling with modeling a lot lately, especially when it comes to clothing. Watched plenty of tutorials etc but I wonder if there is a https://www.w3schools.com/ equivalent for blender and avatar creation. (sorry if this is in the wrong channel)

quaint jasper
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There's a lot of tutorials everywhere on youtube for that, but you need to know what you want to make because the process isn't the same for all types of models

maiden imp
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ok, i have a really solid idea of what im trying to make, just really struggling with pulling it off. Do you have any recommendations for methods for making clothing from scratch that you would recommend? I have mainly been trying to work with cloth simulation but theres probably a better way i could be going about this. also for reference its fairly easy what im trying to finish (pullover hoodie and some joggers)

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or at least i assume its fairly easy compared to some of the incredible work ive seen other players do

quaint jasper
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Most people duplicate the body mesh and then alt + S to scale it outward, then modify that mesh piece for whatever they need to make

maiden imp
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oh ok thats a great idea, ill mess around with that and see what i can do

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tyty ❀️

steady turtle
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im using this as an exampale for my model

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this will take me awile

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bc im gonna make modded emotes

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ill chack in, in about a week

clear geyser
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Good luck gamer

lethal trout
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Can anyone make me a custom avatar? My pc sucks and I don't have the skill to do so. I was also gonna pay for it as well

dusty heron
lethal trout
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Thanks!

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Are the commissions safe?

dusty heron
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It's one of the largest servers in there, and it's there so most likely.

clear geyser
# lethal trout Are the commissions safe?

People must be verified by the server owner or mod to take commissions in that server. So as long as you make sure the person contacting you is verified it should be safe

latent garden
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Hey! I'm not sure which channel is best for this, but I want to create a shape key that changes the eye colour when I speak so I can use it as a viseme ingame. Is this possible? If so, am I going about it the right way?

I presume making an animation would be the latter but I can't use my mic that way... right?

devout vault
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gosh everyone is so smart in here

devout scroll
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shape keys can only move vertices

gusty shard
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how do I make glass that you can see through please?

solar fossil
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use a transparent shader, or if you feel fancy find a glass shader

fiery dune
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Wanna know something funny

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Oh dang

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My mold got CORRUPTED

deep dirge
# latent garden Hey! I'm not sure which channel is best for this, but I want to create a shape k...

Shapekeys can only move vertices. Something you can do is create 2 eyes with different colors, say red and blue and you start with red, on the basis shapekey the blue eye is inside the red one and scaled down, and you make a shapekey to scale the blue one up and red down. This will only give you two color states though, and will look stupid if the shapekey is animated in any way but totally on or totally off. For making it change when you talk, you want to edit the FX animation layer, add a parameter named viseme (check vrchat docs for name to be sure), create a layer, add states that transition to the different eye animation when a viseme is set to a number other than 0 or 1, you can change that too so like only viseme 5 changes eyes. You could also do something with shaders, meshes, hue changing, blend trees and stuff to get better looking more dynamic results. This is more suited for #avatar-help though.

latent garden
deep dirge
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ia that from starwar?

neat viper
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cool!
also nerp, that's a model based on a beta Metrocop model from Half-Life 2

lofty crag
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thats nice af

quaint jasper
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Very clean, do you also plan on baking a bit of the emissive of the eye ?

median pike
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@quaint jasper I tried doing it, but it looked very fake, its probably my approach being at fault though, So I can attempt again

floral raven
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What is the application I use for custom avatars

merry vault
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Spinning HD Elite metrocop.

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Is it modified from the HLA model?

jagged eagle
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Sigh. Is there any particular reason lip sync would be "doubling" my default (silent) viseme/neutral face so that it's pursing my lips wayyy too much? It's like my character's making a warped kissy face.

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Been trying to troubleshoot it for a bit now with no luck.

quaint jasper
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What's your blendshape list ?

jagged eagle
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too long because it's an MMD i'm polishing for a friend, but yeah

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marked the ones i'm actually using for anything

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I can see the lip sync working in-game, but it's working from a basis that's "doubled" like I said, so the dumb kissy/pouty face is messing everything

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i've also tried disabling the eyelids moving with looking up/down in case those were accidentally affecting the mouth, but nope

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though i hate to bother you again rubick lmao, you helped me enough in sdk2 x_x;

quaint jasper
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wdym basis is doubled

jagged eagle
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i presume the kissy face she's making okay, you're right, doubling the basis wouldn't result in kissy face

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i guess something's affecting the basis and making it do that

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sooo i guess dig through animations

quaint jasper
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Nothing should be able to affect Basis

jagged eagle
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yeah, as soon as you asked that i realized what i was saying didn't make sense lol

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and sure enough proxy_stand_still is smushing her lips

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this was one of those "really confusing until i'm forced to spell it out for someone" problems, thank you lol

jagged eagle
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i forgot to unbind the jawbone
that's it

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😠

median pike
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@merry vault no, its just based off of it and the beta elite cp. I didnt use the original model at all

spring crescent
vernal lion
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OKAY GUYS how do you go around making shoulder vertex groups the just dont feel natural when making them i can do ar and legs and everything else but shoulders are like HARD ..... HELP

green ember
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okay

vernal lion
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nevermind solve it myslef

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but like still

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how you guys go around like rigging

fiery dune
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Can someone help me with making a head in blender I'm slowly dieing because of it

quaint jasper
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Are you watching any tutorial ?

fiery dune
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Yea :( I don't get it

quaint jasper
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What do you not get

fiery dune
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Everything but mainly how is it smooth and mirrored perfectly

zenith aspen
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hmm

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@fiery dune for the basic head shape you can use a mirror modifyer and apply it so thast you have both sides are seperate so they are perfectly the same and use knife cuts for the mouth if its unequal on the face

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and make the hair fit on the head

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I don't know much about character modelling, thats just all ive learned from making cars in blender for like a year

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ive made this model of an acura a few weeks ago and i'm wondering if I can make a driving car in vrchat using the model

quaint jasper
zenith aspen
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oh yeah

neat viper
zenith aspen
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try smooth shading

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or

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subsurf modifier

neat viper
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also, would recommend applying the modifer to properly mirror the vertices for exporting

zenith aspen
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actually

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try sculpt mode

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instead of moving vertexes like when you are hard surface modelling

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which is like

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non-living things

zenith aspen
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how to model characters

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lol

desert crown
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does anyone know how to change the Shift hold key for rotating scene in blender to Alt? can't find it in the preference input

zenith aspen
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i just press down my middle mouse button

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isnt that ho your supposed to move your camera with

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idk i use blender 2.8

daring trail
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Hey, so I'm currently working with a team, and we're making a horror map for VRChat. We are looking for an experienced World maker. If anyone is interested, DM me. If this is not the right place to post, I understand and will move it.

zenith aspen
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what kind of horror map? i am good at world making but i make car racetracks

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and roads in general

daring trail
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It all takes place in a mansion

gaunt abyss
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Haunted racetrack let's gooooo

daring trail
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Lol

twilit thistle
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@desert crown in blender go to move an object with the transform tool then click an object and right click to rotate around that object

desert crown
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yeah i know how to do that, its just i prefer to hold alt while doing so. Currently Shift key is doing that in blender 2.8 and i need to swap both Alt and Shift key.

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my middle mouse is currently used to move horizontally and vertically

twilit thistle
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Oh I use 2.9 and I'm n00b as hell can't help you 😬

desert crown
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rip

spiral sigil
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@desert crown should be pan view

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keymao > 3d view > 3d view (global) > pan view

desert crown
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thank you svel <3

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uh...we don't talk about ripping game models in this discord sadly

ashen forge
visual vigil
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@desert crown why not, the entire game is pirated content

neat viper
visual vigil
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so its a "we do it, but dont talk about it" rule

neat viper
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more of a heavily discouraged thing that people still do

ashen forge
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Copyright and whatnot

tame sinew
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Would anybody be willing to help me with a small bit for a shield I’m making? I already have the base and the edges done, but there is one part that I’m struggling with. In this image, you can see the shield and the raised part in the middle for the arm to rest in.

verbal pebble
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Okay I could bother the model author but this is more of a general blender question so I'd prefer to not do that

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But I'm thinking of separating part of this mesh out onto it's own UV map but I'm terrible at Blender and dunno what I'm doing

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I wanna display things behind the visor as if it were a screen, and with my limited knowledge I figure that making the mesh of the "screen" it's own texture would let me put whatever I want there and easily swap between them without having a bunch of 4k textures

verbal pebble
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Kind of went down a rabbit hole, didn't work like I wanted

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so.. back to square one, kinda

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God Blender is such an unintuitive mess

quaint jasper
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It needs its own material

verbal pebble
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I figured that much, I'm just not sure if I can make a section of the main mesh use a diff UV map or if it has to be its own mesh. I'm basically a blender noob and the redesign of the UI is not helping matters lol

quaint jasper
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I'm a bit confused by what you're trying to do here

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If you want to make the visor transparent then you don't really need UVs, just a material with a transparent shader

verbal pebble
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The visor glass is already semi-transparent, but I want to be able to display a variety of expressions behind it on the black surface. The current eyes are a separate mesh and basically only really set up for a single eye shape and texture, and only support blinking. I want to be able to use the entire surface as a "screen" that I can apply various textures to using expressions

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This is a model I purchased, so I didn't create the meshes, I just redid the textures and such

barren meadow
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@verbal pebble You could duplicate some of the mesh of the face and transforming it just a bit above the original face. Then assign a different material in blender so that you could more efficiently handle material changes for animations with that small space. You could also just edit the part of the main texture where the face is for each expression you wanted and then just animating material changes with that.

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It depends on how in-depth you want to get. You could even use a flip-book like effect with a particle system.

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A lot of ways to accomplish that.

verbal pebble
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would duplicated a section of the mesh be superior to something like separating the section?

barren meadow
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Either works. Duplicating the section may look better. Just my opinion. You'd either use transparency or cutout for whatever expression you were using. A bit of emission.

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Up to you,

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Β―_(ツ)_/Β―

verbal pebble
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I'll see what I can manage

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I can't seem to get any edits to actually carry over properly

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Like.. the mesh is a diff size in object mode and edit mode

neat viper
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press ctrl + a, then apply all transforms in Object Mode? o:

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sorry, forgot combination for a sec lmao

verbal pebble
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yeah that didn't solve it

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must be something about the modifier attached to the mesh

neat viper
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Ah, right
Either apply the modifier (using image as ref) or click the Display in Edit Mode button, which is the non-blue button to the right of Remesh in my image

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should carry over to Edit Mode then o:

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probablyβ„’

verbal pebble
neat viper
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huh
Try applying it, maybe? o:

verbal pebble
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It doesn't apply

neat viper
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"Modifier is disabled, skipping apply"?

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also note, I don't know what the Armature modifier is properly supposed to do, but you could try adding a vertex group to that empty field, then applying

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have ctrl Z ready though lol

verbal pebble
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okay now it's behaving properly..

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Just a matter of getting it to display through the glass like the eyes do

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maybe

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oh god it gets weirder

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there's a separate armature that's for importing to unity

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So now I somehow have to get my new mesh onto that armature

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I didn't wanna bother ya but like.. I don't understand what the workflow even is for making any sort of modifications to this

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Besides the body textures, that was simple

verbal pebble
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So uh.. trying to figure out how to get this mesh duplicated to the rig that goes into unity, then i'll be at least somewhat further towards my goal

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Yeah I'm like.. super confused now

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Hopefully Lux can shed some light on what to do

vestal bloom
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Pun intended?

verbal pebble
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Hah, not really

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I do hope they're willing to offer advice tho

gray cave
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2nd day trying to do this, so I have this issue where my custom atlasing has a bunch of black textures. The model on the left is what it looks like once it's been imported and fixed by CATS, and the one on the right is when I turn shaderless on. As you can see, even with shaderless on my atlas still ends up mostly black, the only parts that are black are the parts that are black on the left model. Can anyone help me here? I'm really stumped and I'm trying to get my materials down

quaint jasper
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Question, why does it matter what it looks like in Blender

gray cave
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because when I make an atlas the textures end up black, which also is the same in unity

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if I don't make an atlas it works fine but then I have like 14 materials

desert crown
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think that has to do with the textures separately itself

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might want to convert each textures Before the atlas into png's rather than what file types they are currently whether they are bmp or some other stuff

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in other cases, you may or may not have multiple Materials here, uncheck all of them and use Only 1 before the atlas

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@quaint jasper oh yeah ruuubick i am finally starting to use blender 2.8, good bye 2.79!

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though the reason that forced me was because i reset my pc and everything got deleted

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so here i am starting fresh new, new stuff

gray cave
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thing is, there are 13 materials but only 7 textures are provided in the folder with the model, so I'm not sure how to access the rest

desert crown
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you gotta click on the black ones and apply the textures to it

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so for example

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Shirt and Skirt = clothes.png ?

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when you think about it = Yes it is clothes

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boots would also be clothes as well because there are no boots textures

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same with cape and probably vest, leather straps

gray cave
desert crown
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click on "shadeless" to update the preview in the scene

gray cave
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it all works anyways when I click shadeless, the problem is that once I create the atlas manually, the textures end up black anyway

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which is why I'm so confused

desert crown
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try it again, but this time go through every black Materials as you saw there and apply the textures

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hair to hair

gray cave
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alright, I'll try thanks!

desert crown
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yep just be sure to click on shadeless and then do the Atlas

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and always Ctrl + S, always save

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you never know when you'll crash unexpectedly or make a mistake

gray cave
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ok so I did that, and everything that was black before has just vanished in the atlas now, I took a look and all the materials that are black don't actually seem to have a texture and are just assigned a solid colour could that be messing something up?

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the parts that use actual textures work but the ones that use flat colours seem not to work

desert crown
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you need to make sure its check marked in the atlas generated materials

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but to use atlas properly You also have to combine all mesh in the scene

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so press A and then Ctrl + J

gray cave
desert crown
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try again just to be sure

gray cave
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I did, nothing changed

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again it's only the solid colour materials that turn out black or invisible

desert crown
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Okay then in your atlas feature thing, once you click on update generated materials you'll see what can be thrown together in an atlas

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If its the solid colours that turns out to be black or invisible

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then you simply need to remove and then make a new material and apply the textures

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it doesn't even have to be separate materials

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for example Clothes are used for skirt and shirt right? Remove the black materials from both skirt and shirt and make a new Material on either one, name it something like Outfit and apply the Clothes textures to Material Outfit

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forgot to mention that make sure you click on Seperate all materials before doing this in Cats plugin so that all of your mesh are separated

gray cave
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I'm atlasing it manually cause CATS messes it up worse, also, only shirt uses at texture, and it uses it's own "shirt.png" skirt seems to just be a red colour material

desert crown
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As a decently expert blender user, never ever use blank material solid colours for atlasing

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so make sure you give Skirt Clothes texture and then UV map it into the red parts from what i am seeing

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clothes.png does have some red parts

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its complicated i know

gray cave
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ah, I'm completely new to this, this is what came with the model >.< I gave skirt and the rest of the clothing clothes texture last time which is when it ended up invisible after I baked it manually

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I clicked the separate by material and now my hierarchy looks like this, am I getting somewhere?

desert crown
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yes so

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this means that every parts of the model are now separated by materials in Your material folder or having their own materials of course

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you can click each parts in the blender scene

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anyway, What you wanna do is click on Each of those parts and Click the small X to delete the Black Materials

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once that is done Your black meshes or model parts Should be gray, this is good

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Now go through every gray mesh parts again and click the + sign on the top right in the Materials tab of course you know this.

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rename it something like Outfit or Clothes

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then apply the clothes textures

#

Once that is done, click on each of the parts that Relates to clothes for example...Shirt and Skirt

#

then choose Outfit material for both shirt and skirt

gray cave
#

Alright I'll give this a shot thanks so much

gray cave
#

ok, I did all of that to the letter, deleted all the black, made my own materials with the textures and it still ends up invisible

#

I think that the textures just don't apply right

crude basin
#

Anyone know how to make the text not so "blurry"? I want crisp text

#

does the mesh need to be subdivided?

desert crown
#

@gray cave correct, which implies that there is something wrong with the textures

#

which i assumed it in the first place, to fix it you have to convert them into other transparent image file type and back to png

#

@crude basin click on the textures image files in unity and then to your right side you'll see something that says quality along with crunch or something

#

just change it to 4kx4k instead of 2kx2k

#

i highly recommended atlasing your textures though

gray cave
#

so I should convert the clothes and other textures to another format and then back? any specific format?

desert crown
#

i am unsure, but maybe bmp

#

you will have to find Which image file type that Supports transparent

#

png-32, png-24, png-8, webp

gray cave
#

so any of them and then back to png?

desert crown
#

yes

#

but png-32, png-24, png-8 are already png's, high chances are 1 of these three will work

#

its not .png to .png-32, the numbers behind it implies that there are certain type format for them like 32bit, 24bit or 8bit

#

usually programs like paint.net will allow you to "save as" to multiple types of format

gray cave
#

nope, still ends up black, I think I'll just have to give u p

#

this might be beyond me

desert crown
#

anyone know how to disable this in blender UV mapping? when i select a vertex, it keeps on selecting an extra vertex

ember prairie
#

Does anyone know how to create nodes that allow for paintable layers like PS in blender?

#

@desert crown do you see a button that has two arrows pointing diagonally in opposite directions turned off/on? It's in the upper left corner of the UV editor

desert crown
#

oh is it because of that? yeah i have that turned on

ember prairie
#

it allows you to view which vertex is selected in the scene and the UV at the same time

#

turn that off and then select your whole model and try whatever you're doing again

visual vigil
#

@desert crown select in face mode

#

thats how i get around that

desert crown
#

thank you both β™₯️

prime zenith
#

brand new to blender so i don't know how to move them back or anything

#

can anyone help?

desert crown
fallen current
#

I'm having trouble with textures. Trying to make a transparent window. It's transparent in Blender, but when it goes to Unity, it's opaque. Tried creating a transparent material in Unity, and it's see-through in the preview, but not VRChat.

winter plinth
#

@fallen current thats still opaque. you need to go to the color and change the alpha to a lower value

fallen current
#

OH SNAP

#

thank you ❀️

zenith aspen
#

help

#

first time character modelling

#

the hand looks like its detached from the body

#

its subsurf btw

obsidian nova
#

Not bad at all for your first time...

zenith aspen
#

Ive been doing cars for a year in blender

#

so I know basics

#

but i don't know characters or animals for that matter

obsidian nova
#

Oh well, you should probably combine the hand & the wrist...

zenith aspen
#

uhh

#

its a skin modifier for the body

#

i don't think i can

#

actually

#

might just make the arms seperate

#

but then that wil just happen for the arm to the body

obsidian nova
#

It’a a cool look ✨

zenith aspen
#

this is funny because my mom needed character models in 3d for a cartoon or something and she told me to do them and she would pay me so im trying to build a character

obsidian nova
#

I would just modify a sketch fab model if I I were you, but I applaud your bravery, trying to model it all from scratch. πŸ’«

zenith aspen
#

lol

#

she said it would be a high pay and i desperately need a better pc for vr and more graphically intense games

#

so

#

but its not that high

#

she said it would be like 50 bucks if it's good and she likes it

#

and if I know how to make these i can make a ton of money

#

lol

#

so thats why i want to build it from scratch

#

because its also a personal challenge that i did that was to do it all from scratch

slim tundra
#

Hey guys

#

I'm making a 3D Model of a character for VRchat

#

But I have an issue. Should I model in the inside of the eye sockets or not?

zenith aspen
#

you probably don't need to

#

you can just make the eyeball a sphere and make it rotate

#

or

slim tundra
#

huh.

#

I've been noticing that in VRchat a lot of avatars use some standard green eyeballs

#

Is it possible to use some custom eyeballs?

slim tundra
#

Sorry if my questions are a bit... silly

zenith aspen
#

hmm

umbral niche
#

is there a way to lock a shape key's position? i'm trying to get a smooth transition between two states, but tired of having to readjust the shape key if i alter the basis

desert crown
#

basis is always blank and must not be touch, with that said. In order to lock a shapekey's position, simply enter the value 1 for That shapekey and then click on the drop down arrow somewhere on the right hand corner then click to "Add shape key mix" or something like that

ashen forge
#

Nearly done

prime zenith
prime zenith
ashen forge
#

I dunno, my video editor has been on the fritz lately

spiral sigil
#

or moreso the mesh being built up out of squares

dusty heron
#

You should do both because unity doesn’t like quads that much.

spiral sigil
spiral sigil
#

That may be the issue, there are a lot of blue lines over the faces

hallow bough
#

Those might be sharpened edges

dusty heron
#

Or separated edges

#

likely the former

spiral sigil
devout scroll
#

why are all your edges marked as sharp (cyan)

spiral sigil
#

because the model was pulled from unreal engine w/ umodel

devout scroll
#

select everything and clear sharp then

hallow bough
#

Clear sharp edges, ditto.

devout scroll
#

you wouldn't really need to triangulate it as it does that on export anyway

#

triangulating just makes it more annoying to select things

spiral sigil
#

oh

#

oh my god why is it so simple to fix

hallow bough
#

The more you know :)

spiral sigil
#

@hallow bough @devout scroll thank you very much lmfao I feel so dumb

devout scroll
#

blender is a big toolbox

spiral sigil
hallow bough
#

Not dumb just a beginner XD You learn as you go!

devout scroll
#

stuff's fairly straightforward if you know what to use and you learn that with time

#

when in doubt, F3 and search

spiral sigil
#

still weird that it extracts everything all marked as sharp but hey it works

#

so thank you again for your time and your help

devout scroll
#

πŸ‘

hallow bough
ashen sequoia
#

ok, so apparently unity doesn't want to work with me, can i get some help?

devout scroll
lament pond
#

Wip

hallow bough
#

Is there other techniques to doing 2D Visemes? I have done the usual shapekey method of pulling the shape forward from inside the head, however there is always too much of a delay of the shape coming out of the face. Any links/advice are appreciated πŸ€—

quaint jasper
#

You can do material swapping or animate the UVs in 3.0

hallow bough
#

Ah great! I'll be looking into 3.0 further then! Thank you Ruuubick πŸ‘

slim tundra
sonic frost
prime zenith
#

gecks

spiral sigil
gusty shard
unreal bramble
#

i made a lilo and stitch stitch model if anyone wants it

merry vault
#

Had to give myself a constraint of only using cubes and then this happened.

unborn acorn
gritty turtle
neat viper
#

@gritty turtle I'd recommend going to #community-servers-old or VRCTraders for commissions, though do note that prices easily start in the hundreds

gritty turtle
#

Oh ok

unreal bramble
#

@gritty turtle usually for a 3d model like that i doubt you will get it for under 100$ tbh

#

but vr chat has a commissions page on their site

#

check pinned

echo anvil
#

i'm probably doing something horrendously wrong here πŸ˜“ how do you apply textures to models?

gusty shard
visual vigil
#

Node editor!

gusty shard
#

Also is the model uved?

visual vigil
#

@echo anvil

#

if you want a video tutorial, i have one too

regal flicker
#

Interesting

spiral wind
#

phishe

regal flicker
#

Cats like fish)

spiral wind
#

yes

white moth
# gritty turtle Oh ok

I doubt you’d find someone willing to do it for that cheap, but you might get lucky and find someone who places no value in their time or work - good luck!

unborn acorn
solar fossil
#

eyyy noice

slim pawn
#

So when I export this from 3dsmax

#

I get this in Unity

#

Anyone know what may be going on here

neat viper
#

Are the green materials imported into the project? o:

#

you can also go to the mesh in the Asset Browser, into the material tab and use custom materials there

#

which should dump the materials into the asset browser

slim pawn
#

I have it set to export the Materials from 3DSMax

#

When I export the textures, they all have the wrong Albedo

#

Looking at the materials in 3DSMax, they all have the wrong albedo, tiling, and offset

#

If I correct those the model looks fine

unborn cedar
#

if i have multiple UV maps in blender and i want to copy the position of some vertices on one map to another, how would i do that?

latent mesa
unborn cedar
#

i have 1 main mesh and i added something to it and i wanted to include that on the main texture for my model

latent mesa
#

Possibly change the texture from within the material and move the vertices in UV map to where you want them on the new texture

unborn cedar
#

ill try around

latent mesa
unborn cedar
#

i got it working

#

i had to split the mesh again

#

and then rename the uvmap of the thing i wanted to join to be the same as my main mesh

#

and then i was able to just merge it

#

but thanks for checking in

unborn acorn
spiral sigil
warm mango
#

Hey can anyone help me? i have this model i made and i cant get him out of zbrush in a useable way. Its my first time with zbrush so im certain hes got mistakes but im trying to make it work. Hes about 3mil poly and he literally wont unwrap in one piece without crashing or ruining the textures. I've tried unwrapping the parts separately but then im lost as how to compile them for baking in marmoset later.

#

hes like all done and perfect in zbrush and im happy with him and yet i cannot free him from this prison

#

i managed so far to get him from 8mil polys but any further and he loses things like his glasses and shirt buttons

quaint jasper
#

Time to learn retopology !

#

The vrchat "limit" to be under very poor and not be hidden by default is 70.000

#

So yeah, buttons will have to go down in quality

#

as well as the rest

#

also learn about normal baking

meager trail
# quaint jasper The vrchat "limit" to be under very poor and not be hidden by default is 70.000

You're hidden by default if you're over 70k tris? The documentation says "On PC, the default Minimum Displayed Performance Rank level is set to "Very Poor". Currently, no avatars will be blocked by default due to performance ranking on PC, unless you've enabled the Minimum Displayed Performance Rank system." I thought if you're over 70k you're just automatically marked very poor but not hidden? Am I misinterpreting this?

spiral sigil
#

most people that use the safety settings

#

are blocking "very poor" avatars by default

warm mango
#

i thought the limit was 7k wait hold up

#

i planned on baking but i cant get him to export right aaa

spiral sigil
#

recommended 5k for quest

#

up to 10k max

meager trail
warm mango
#

gotcha

warm mango
# quaint jasper Time to learn retopology !

i actually did a little retopology on him to get him down from 8mil to 3mil, but the buttons literally disappear when i remove any more. maybe im doing it wrong idk. but the plan was to get the high poly out so i could bake it onto a low poly one i have which i already settled for not having any buttons. but i cannot get him to unwrap or export right.

#

idk man my head is fried at this point

quaint jasper
#

Yeah definitely can still retopo a ton and key glasses/buttons

devout scroll
#

If you're doing it automatically, details might disappear

#

If you do it manually or find a way to optimize your settings or whatever, you can easily go down to around 20k with a model like that

warm mango
#

Manually like with the remesher guides brush? or is there a better system? because at this point ill take the time to work on it, ive already sunk days into this and im too stubborn to leave emptyhanded

warm mango
quaint jasper
#

you should be using zremesher and guides yes, manually will always be better though obviously

warm mango
#

my one concern with doing it manually is i have no clue what im doing and im worried ill end up making the topology worse if it all relies on me lmfao

#

but yeah manually doing it ill try, i found a tutorial and ill do my best. Thanks

spiral sigil
#

Does anyone have tips on something like making socks into the shape of the model’s legs? I’ve downloaded some thigh highs from MMD and put them into blender. I’ve been trying to shape them for a while manually and it’s driving me insane tororo if it’s not possible, that’s fine. But I’d REALLY love to not have to do this manually lol

devout scroll
#

try the shrink wrap modifer

#

or use snap to face with project individual toggled

#

and move vertices manually

#

but the best way is just copy the legs and scale them out a bit, then unwrap them onto your sock texture

#

it's a bit harder tho

warped merlin
#

I got this new avatar idea. Basically there's this basic e-girl except shes got huge boobs. I mean some serious honkers. A real set of badonkers. Packin some dobonhonkeros. Massive dohoonkabhankoloos. Big old tonhongerekoogers

azure rain
#

that's probably already been trying a kajillion times

warped merlin
#

nah, it's brand new

azure rain
#

you just haven't seen the big booby avatars because they're against terms of service to wander around public rooms like that

devout scroll
#

still happens

azure rain
#

& easily googleable

spiral sigil
#

Some of the big booby avatars I see in public are so cursed

spiral sigil
devout scroll
#

cuts up the mesh and makes it flat so you can tell it where it is on the texture

#

but if you don't know what that means it's probably a bit advanced

spiral sigil
#

Very much so tororo I’m still very new to this

#

Maybe I’ll find a guide on it. I’ll see what I can do

devout scroll
#

you could try, it can get a little complicated but you already have the sock texture so you know where you want stuff to go on it

spiral sigil
#

yeah. I have exactly where I want it. It’s just the.. doing it part lol

gusty shard
#

@warm mango have you tried decimating the mesh? And tbh it might be easier to make lowpoly buttons and glasses on the low poly of the model, since baking high to low will just make things that stick out on the high poly go flat on the low. That's how baking works

warped merlin
warm mango
#

Yeah i tried decimating as much as I could without destroying in zbrush, and blender won't even work once he's imported

#

I'm gonna try like manually making it lower poly. But I really don't know how to keep the hi res textures. Even in the 3mil version the textures are starting to tank and get real pixilated.

still wadi
#

U can defo get him low enough just need to manualy retopo

warm mango
#

Its just ugghh

#

Its like you get the model exactly how you want it to be and then you find you did everything wrong and basically now have to work backwards and do everything 8 times it sucks so bad.

#

I've never used zbrush before tho. Maybe next time I won't be so clownlike. But damn I also cannot be bothered with this again lmfao

gusty shard
#

you're meant to texture separately. in zbrush, maya, blender ect you should only really be concerning yourself with the model itself

#

then you UV it, and you put the texture on the UVs

#

also might be coming out pixellated because your edges are hard, you need to pop it in maya or blender and make the edges soft, otherwise you'll see all the squares and triangles

high ferry
#

Hye Being

#

@gusty shard

warm mango
#

if yall want an update i managed to decimate it down to only a few 160k polys without much loss and im gonna try and bake it onto something lower for vrchat? i assume thats the move, but any idea what sort of poly count the lower poly should be aiming for for decent performance and not a shitty looking result?

gusty shard
# warm mango if yall want an update i managed to decimate it down to only a few 160k polys wi...

nice work! I've seen people say you should aim for 70k and under, and that's a fairly good shout. you could port your high poly into maya or blender, make the high poly 'live' (unsure if this is a thing for blender. basically makes the high poly unselectable, so you can draw the lowpoly on top), then you quad draw your lowpoly mesh over the high poly. export both out (make sure the pivot point for both models are the same, its a huge help) then bring them into whatever baking tool you're using- popular ones I can think of off the top of my head are marmoset and substance painter, unsure if blender does it natively tho. and voila! high poly to low poly c:

#

then here's the lowpoly baked version with textures ( bad UVs just ignore those xD)

warm mango
#

i have marmoset that i plan to use omg, ill take it into blender, this is a lot of help thank you!

gusty shard
#

np! marmoset baking is pretty neat!

warm mango
#

any idea why marmo cant write the file?

#

i keep getting this issue, its previewing fine but no matter where i tell it to save the file it fails

#

(its not just albedo its the normals too)

#

it just will not save anything lmfao

#

google has literally nothing on this so im lost again. hhrn things were so much more simple when i just used blender fbadjskbf

gusty shard
#

idk maybe you can bake in blender?

#

is there space?

#

and have you baked? I don't have marmoset on my pc to check a bake process for ya ;3;

warm mango
#

there should be plenty of space hh

gusty shard
#

have you UVd the low poly mesh?

warm mango
#

i click bake and get that error but everything else working fine, like it gives a preview and it looks exactly how i want, but it just wont save it

#

i might be able to do it in blender actually let me try

gusty shard
#

do you have the bake set up?

#

and or show me the left bit of marmoset with the lights and such cx

warm mango
#

i just closed it sbcjkadsn sorry

#

im gonna try blender and if that doesnt work ill be back with marmo

gusty shard
#

np! probably google if you can do it in blender haha

warm mango
#

i did already thats why im trying it aaa

gusty shard
#

ah good!

median pike
#

@gusty shard yes, blender can do retopology and baking

#

I would even argue that the results are better than in substance

#

nowhere near marmoset though

gusty shard
#

fair enough!

coral current
#

Manual Retopology is a pain lol

#

Pays off though. Looks way better than to decimate it

#

A lot of times not all though

worn grail
#

what do you think guys

#

trying to make an alien with muscles

#

btw I have a question

#

How can I get here

#

I never knew how to get that mode

#

like how may I get that color

neat viper
#

That image is taken in ZBrush, it looks like

#

which is a vastly different modelling program lol

#

either that or the material looks very, very similar to ZBrush's default material

worn grail
#

I see and what do you think about my alien

neat viper
#

pretty cool! I don't personally do much sculpt-mode stuff so pfft

calm hatch
#

Is ther anyone who could lend a hand with cloth simulations in blender? im having an issue with some clothing i want to make

latent charm
silent cloud
#

the face also appears to be slightly shiny for some reason but all shader settings are at 0

unborn acorn
snow silo
#

hello everyone!
i'm requesting aid from people who have more knowledge onto 3d modeling about editing models themselves
i have some base knowledge onto 3d modeling and i'm briefly a programmer of various types of languages
tho, i'm having a really REALLY annoying problem with the head-elbows-waist-knees connection when applied from the Mixamo site, which is the one that gave me a great help onto making my model being "alive"
the problem stands from a tiny and brief part of the scarfs of the shoes being collided from the file itself, making believe from Mixamo that they are connected, so that part becomes stretched
second problem is that when the file is put into unity instead, it becomes a litteral megazord size from the power rangers (if not bigger) and i can't really help but use Mixamo to resize it (somehow it manages to resize it in whatever way it can)
my point is: any editor program that can fix that scarf colliding with the other and then i'm all good
lemme put a prenote here:
i can send the zip file with the model in because the model comes from a very old ps2 game, it has it's stuff that works on, it just need to be connected, plus among the errors i've seen in unity is that it missed it's waist
if anybody is willing to edit this thing and make it work i'd be litterally praising you from that day on and ever, i tried making this model work properly before, but i didn't wanted to bang my head like i did now.
thanks everyone for reading this.

unborn acorn
spiral sigil
#

how long do I need to play to be allowed to upload my own avatars?

tepid wagon
#

@spiral sigil Till you get to New User rank, gotta hang out with other ppl though and visit different worlds, just having game open won't get you anywhere. Usually it will take 5-20 hours of gameplay and you need to be sign in with your vrc account

spiral sigil
#

I already posted this in another chat sorry but my VRM won't work like- I try to import it but it won't show up and says it's already there??
I made my own models in Vroid and I'm following a guide to make models rn but they don't discuss this problem..

devout scroll
#

post a screenshot

spiral sigil
#

When you wanna make an avatar but you use quest and are too scared and confused

worn grail
#

I prefer green one but I think it's too bright

spiral sigil
#

nice

#

wish I had this talent lol

unborn acorn
thin bison
#

Truly majestic, though it looks like it's been caught in a press πŸ˜† @worn grail

worn grail
#

🀣

#

Before was better

#

but

#

I didn't want to kill someones pc with all those treases

#

🀣

#

This is the base

solar fossil
#

yo wtf is that buff ron?

#

hooly dude got some gains

wintry vector
#

how come I can't select verticies on the face of my avatar anymore in sculpt mode? xD Its the same mesh, but I can only select certrain verts and not all of them

#

damnit blender

#

okay I noticed in solid view mode it only displays like this square area of the avatar

quaint jasper
#

Alt + H ?

wintry vector
#

doesn't do anything

quaint jasper
#

Do you need that camera for something ?

wintry vector
#

no

#

but in material preview mode it shows the whole avatar

quaint jasper
#

delete it in that case

#

you're doing camera selection cuts

wintry vector
#

I don't see the camera in the heirarchy

quaint jasper
wintry vector
#

I don't even remember creating a camera or enabling this

quaint jasper
#

alt + B ?

wintry vector
#

okay

#

I can create a new one with Alt + B

#

but how do I just get rid of the camera entirely

#

as a workaround I can create one in view of the entire avatar, but I'd rather just turn it off

quaint jasper
#

if it's not alt + h i have no idea

wintry vector
#

oh I guess hitting alt B again turned it off

#

thanks!

misty tapir
#

has option 3 shirts

#

13k tri

spiral sigil
#

@quaint jasper Hey, can I dm you? It'll only be a minute

quaint jasper
#

If it's about modelling you can post here

spiral sigil
quaint jasper
#

Ah then it'd go to the support/moderation inbox

spiral sigil
fervent light
#

Definitely seems like an appropriate thing to discuss in a development channel for 3d modeling

worn grail
#

@misty tapir that's sweet

#

could you help me with rigging?

near crown
#

personal project I been workin on! Look at the man!

verbal pebble
#

I'm a dumb idiot when it comes to blender but I have a texture I'd like to select the alpha channel from to use as roughness, is that possible?

#

I know there's separate RGB, but that doesn't include the alpha channel

spiral sigil
#

I was wondering if anyone had any video recommendations on avatar modeling

#

Or if there were any "classes" covering the basics

#

@ me if you have any recommendations please

#

If that's not against any rules I missed

devout vault
#

which blender version do i need?

#

?

silent cloud
misty tapir
verbal pebble
#

It was just to test out my textures in blender

#

Unity standard shader handles the textures just fine

#

Well, Standard Lite cuz I was optimizing for quest

#

Also in this case, roughness was not the color channels

#

The metalness was the RGB channels and the roughness was on the alpha channel

misty tapir
#

Then the white one is the roughness

verbal pebble
#

I uh.. think we're talking about different formats

misty tapir
#

Hmmm

verbal pebble
#

I'm referring to the Unity Univeral Render Pipeline format for metallic standard

#

which has an albedo texture, a combined metalic and smoothness texture, and then normal and emission textures

#

Both metallic and smoothness are grayscale but the former is on the RGB channels and the latter on the alpha channel

maiden folio
#

im doing an avatar and i just need to set up a blink for my avatar. Can i do this using only maya and unity?

devout scroll
#

yes

maiden folio
#

do i have to do a blendshape where both eyes are closed or a shape for each eye?

devout scroll
#

depends on if you're doing avatar 3.0

#

or 2.0

#

2.0 you need 4 blendshapes and they need to be the first 4 blendshapes in your list

maiden folio
#

the simplest

#

my head really spins with unity stuff...

devout scroll
#

blink left, blink right, lower lid left, lowerlid right

#

lowerlids can be empty but they have to be there

maiden folio
#

ok

devout scroll
#

or your avatar will use speaking blendshapes when blinking

#

i kinda forget the order but I think that's it

maiden folio
#

thanks! i wish there was some guide around for maya users but it's always super bad

devout scroll
#

blender has the overwhelming majority of tutorials

#

which is why it continues to

maiden folio
#

there's also the eye blendshapes, i think you're meant to do one for the eyes looking left and right now?

devout scroll
#

nah

#

just blinking left and blinking right

#

or you can also have one that blinks both eyes and an empty one for the other eye

#

lower lid is a viseme that plays when you look down

#

it's supposed to be a light squint type thing?

#

i dunno, i've never seen anyone use it and it only caused trouble because av2 uses the first 4 blendshapes no matter what they are. clunky

maiden folio
#

i just wonder how you can have your character look around

#

not just a straight dead look all the time

#

i should look at a list of the visemes you can assign to your avatar

#

maybe the one im looking for is in there

devout scroll
#

you'd need a custom animation controller, which you can only do with av3

maiden folio
#

oof

#

alright, ill keep that for later

#

thanks so much for clearing up the eye thing

#

;-; now i need a user account to actually upload and test my thing

devout scroll
#

good luck!

zinc jolt
#

so basically I've been working on realism

#

here's the idea; realistic human flesh for an uncanny character

proper wyvern
#

Umm... Can someone explain why im able to see green trees with leaves on them and a pale blue sky with a few lines of airplane mist in my hair when I added a simple hair texture?

devout scroll
#

That's a hdri texture, it's like the skybox that gets reflected onto shiny things

#

You can choose a different one or ignore it as it's just a preview

#

It's not gonna carry over to unity

proper wyvern
#

Why is it working on half of the hair but not the other half? It makes no sense...

devout scroll
#

no idea, maybe normals are flipped or something

#

what happens if you go inside the head

#

or it's just a different material

proper wyvern
#

Should I flip it the blue or the red way? I like the red side but if its then going to be see through...

devout scroll
#

o, good thing you know about overlays because i didn't want to explain on phone vrcHappy

#

you always want blue

proper wyvern
#

I have a good teacher πŸ™‚

devout scroll
#

red means inside out

#

slide down the metallic of the material to 0

#

it will stop being shiny

proper wyvern
devout scroll
#

select it then recalculate normals

#

if it doesn't work then flip them

#

f3 to search for either

#

in edit mode

proper wyvern
#

It gives me the handles option but not normals

devout scroll
#

oh it's a curve

#

umm

proper wyvern
#

yes

devout scroll
#

i dunno how to flip curves ;w;

proper wyvern
#

Damn it... I guess I must go cry to my senpai XD

devout scroll
#

check the curve options

#

but in the end when you convert to mesh you'll be able to flip anyway

proper wyvern
#

Ah... I see. Thanks again Pumkin :3 ❀️

devout scroll
#

but be careful because once you convert, you can't go back

spiral sigil
#

'course you can

#

let me introduce you to ctrl + z

devout scroll
#

just make a backup of the curve before converting

proper wyvern
devout scroll
#

if you wanna change it dunno

proper wyvern
#

Well in that case no worries. ^_^ Its already good enough. I wouldnt be trying to add textures if I didnt think it was good enough :3

devout scroll
#

okie!

zinc jolt
white moth
#

It is not part of your model. Your model just has super reflective, polished hair. If that were set up in VRChat, you'd reflect the world's skybox (or nearest reflection probe)

deep dirge
#

How can I save the scale of a bone, or make it the normal scale or whatever?

devout scroll
#

What are you trying to do

deep dirge
#

scale a bone to change proportions of an avatar

devout scroll
#

Do it in pose mode

deep dirge
#

I know that

devout scroll
#

You can select child bones and set inherit scale to none as well

deep dirge
#

yeah

#

how do I save the scale though?

devout scroll
#

Then use cats to apply pose as rest pose

deep dirge
#

fuck

#

I tried to download it but the sites offline right now

devout scroll
#

You can do it without cats as well but it's a few steps

deep dirge
#

How without?

devout scroll
#

You can just try selecting all bones and f3 for apply pose as rest pose

#

but if it doesn't work right then

deep dirge
#

That resets the scale

devout scroll
#

I don't remember but it's quite annoying because you have to apply the Armature modifier, then set rest pose then add the modifier again, but you can't apply modifiers if you have shape keys so you have to apply it as a shape key I think, then set that as your basis and replace the reference viseme to be your new basis on all other visemes

#

basically, get cats

deep dirge
#

do you have a 2.9 or 2.8 version you can send me

#

wait I might be able to get it off github

devout scroll
#

yeah it's on github

#

then you can update from inside cats

#

if you need to

deep dirge
#

alright

#

thank you

devout scroll
#

πŸ‘

maiden folio
#

nice, i can already hear the dubstep

fiery dune
quaint jasper
#

drop it in your assets

fiery dune
#

?

west snow
#

actually i should ask this in worlds

lament pond
gray peak
#

quick question, is it possible to turn a GLB avatar (from readyplayerme) into a functional vrchat avatar? if so is there any tutorial? im trying to pass it trought cats on blender, but im not sure if im doing things right

weary slate
#

I imported a .pmx with mmd editor to have as an avatar but the textures are gone

#

what do i do

warped merlin
#

try to import it with blander and cats plugin

weary slate
#

ok thankss

#

i already installed cats but i'm not sure if i imported with it

#

wlso what's blander

warped merlin
weary slate
#

thanks

gray peak
#

another dumb question, at some poitn in the whole handling of my avatar, for some reason it is lying down on the floor, instead of standing up, is there any way of spinning it to stand up on unity? or do i have to go back to blender to see what happened there?

#

nvm , added 90 to x rotation and it seems to have worked

#

ok, so it animates fine in vrchat, but even thought i added in materials its all grey, does anyone have experience using GLB avatars?

foggy stratus
#

mk so, i have a problem, and my dum brain is new to blender

desert crown
#

you have to explain what the issue is

#

from what i am guessing you are wondering why the arms suddenly folded in right? use cats plugin to fix that via "a" rest pose.

maiden folio
#

if you want it to be a vr chat avatar i assume, you need to rig it

#

off you go google the tutorials man

#

i used mixamo and it's usually enough to make it a basic avatar that can move its hands plus some tweaks you have to do in unity. you find the tutorials for that

plush gate
#

Hello,
I have been trying to avoid using "Fix model" after importing an .fbx that is already rigged and functional on Unity because I feel like it messed up some of my stuff in the past;
but if I don't use it my model stays in this gray-state (pic related), I've been using Visibility and Viewport Display to get the bones to show through and wired but if I try to apply a texture it doesn't change the "gray".
Any advices?

clear geyser
plush gate
foggy stratus
desert crown
#

cats plugin is an addon, you can find it from github

foggy stratus
#

right, why did u do "a"

spiral sigil
#

For some reason my weight painting is weird on one hand? I successfully painted one hand and it doesn’t break at all. But on the other hand, it’s a bit wonky. Lets say the ok hand is A and the broken is B. When I move A, B breaks?

#

So I went through each bone to check if I may have accidentally drew on the other side, but there’s no painting that could make this the case

spiral sigil
#

how can i make this a seperate material

delicate rover
#

Create another material, in the bottom Material Tab, then click "assign" with all verts selected on that material.

tiny garnet
#

does anyone have an eren yeager 3d model from season 4? ive made blade and sorcery mods before so i think i might be able to make a vrchat skin using unity again

vernal lion
#

sadly no attack on titan 3 game so no season 4 eren to be ripped

#

i just google it and well there is one on devianrt

eternal slate
#

hey there, I'm fairly new to vrchat and blender and unity in general, and i've run into a bit of a road-bump in trying to more deeply edit an avatar, whenever I try to import it into blender, the textures/materials come out black, I'm unsure if this is due to the strange way the model is packed, but it does have multiple of the same mesh, which I've deleted all but one of them in unity, and it was able to assemble fine with the materials, but not in blender I suppose?

eternal slate
#

I've been looking up possible solutions but the model is just way different from something more standard than mmd or even one that doesnt have 6 different meshes initially for some reason, most i can tell is that the different meshes are just for optimization, as they get more simple and blockier as they go on, it'd even be good if I could find a way to manually insert the materials/textures after importing it back into unity, if thats possible.

devout scroll
#

those are LODs

#

lower detail models that are used when the model is a distance

#

the higher the distance the higher the lod model and the lower the res

#

keep lod0 and delete the rest

eternal slate
#

yeah, thats what i've been doing mostly, problem is the textures still dont import correctly or something, thats the major problem.

#

when done on unity the materials apply without any issue

#

i've been trying to use cats if that helps, but i believe it loads the materials even before it does any, "fixing"

#

not entirely sure if i should be using it since i think its mainly only for mmd based avatars?

warm trout
eternal slate
#

i dont know much but i gotta assume theres a bone over-extending from the hair or something

#

probably not the best way of going about it but you could seperate by mesh and remove the hair and put it back on, just so its not connecting?

#

seperate by material i mean

#

bleh

spiral sigil
#

Can some body 3D model this

#

Oh it’s not the pic

#

Is the link for pic oops

eternal slate
#

uhh

#

i think theres a model on gmod for that

spiral sigil
#

It I somebody’s recreation of majora

#

I play in quest 2 tho

warm trout
#

yeah i tried that it didnt work at all :c

eternal slate
#

you checked to see if its connected to the head not the hair?

frozen grail
#

I need some assistance for a world related modeling question. If anyone knows anything about Substance Painter pls hmu ❀️

eternal slate
#

okay I may have an idea of why the model is all block even with the materials being in, I don't think the textures are importing into blender? The package I got them in had them buried away in a directory 5 files down, so I brought them to the surface, it didnt work even when it was buried either, do I have to copy the contents of the texture folder to the material folder?

#

I've checked the node texture editor and noticed that there were no nodes or anything, and I'm just wrapping it up and calling it a day for now, any help would be appreciated!

devout scroll
#

you can assign textures yourself

#

in the node editor add a image texture, plug it into a shader, principled bsdf by default but you can also use diffuse bsdf as it's easier, then plug that into material output

#

if either of those is missing just shift+a and search for it

plush gate
#

Hello!
I have a little problem the piercings on my avatar are considered visemes so if I don't put them into the FaceMesh under LipSync they're completely frozen.
Which I can't do because my ACTUAL FACE is already there.
What would be the best thing to do to fix that?
||Sorry if I'm posting in the wrong section but if I need to do any merging or re-exporting I'll have to use Blender so this felt like the right place πŸ‘€||

echo plume
#

i want to dissolve a bone using CTRL+C or DEL -> Dissolve bones

It doesn't do absolutely anything though and it is driving me mad

#

no matter what i choose, choose the end of the bone, choose both ends, choose both bones

quaint jasper
#

You're not selecting the entirety of the bone

#

also it's not connected to is parent

#

so it can't dissolve into nothing afaik

echo plume
#

"connected"?

#

they're in a hierarchy at least

#

oh that actually was the key hint

#

i had to define them as connected

#

thank you

#

egh the result is not what i want though, it doesnt seem to paint what the outer bone had to the inner bone

neat viper
#

don't know if it's the exact issue you're facing, but it sounds like it to me

echo plume
#

hmm now i am really curious how CATS is doing it

#

because it has a bone merging technique, but you need to give it some chain that it actually detects

#

which it doesnt in my case

#

time to read source code

#

okay, CATS actually applies the VertexWeightMix modifier like the guide that you posted

neat viper
#

interesting o:

echo plume
#

ive made a script that probably only works if theres only one mesh inside an armature

#

it merges the selected bone into the direct parent

#

i dont know if it works if the selected bone also has children
it does work

onyx juniper
#

How can I scale the position of a group of bones and objects instead of the size in Blender?

echo plume
#

of you select points scaling them will move them towards or away from their center

#

anyway, i have a script now that can merge adjacent bones into each other

#

good for skirts with too many adjacent parts

echo plume
#

Uh

worn grail
#

Guys does someone have a tutorial or something to can rig and avatar?

eternal slate
#

hollly, shoot. I'm an idiot.

#

the problem i've been having was with the texture being unassigned, and the shader not linking the alpha not being linked to it

eternal slate
#

@devout scroll sorry for the late reply, thanks for the explanation!

devout scroll
#

πŸ‘

#

glad you got it sorted

indigo stirrup
#

is there a way to make a model that's got two UV maps laying out the same vertices differently? say have a map that's a normal unwrap, and one that's a projection from view for crazy shader effects

neat viper
#

I don't know how you'd handle that in Unity for shaders and such but still o:

quaint jasper
#

@indigo stirrup Sure, but it's up to the shader whether or not it can use another UV map for specific effects

devout scroll
#

Yeah, in poi you can select which uv to use for certain effects

indigo stirrup
#

cool, good to know

visual vigil