#3d-modeling
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ok well nvm now it says requires author
Also this is the new Low poly arm
it looks not like arm ehem
imma go to sleep all this VRM confusing me
vrm files aren't from vroid?
like this. the bear and skull can be toggled, but it's all in one FBX
I'm trying my best with 3D moddeling I'm not the best at it lol
you're the best for being as fresh to the skill as you are. just keep at it
none started and knew everything
VRM's a community-made file format made for VR applications (VRChat avatars mostly, from what I've seen)
I'm actually starting off of what I'm learning in college so far
keep at it! c:
and lots of software for V tubing
ah o:
also several corporations are financially backing vrm https://vrm.dev/en/vrm_applications/
3D model submission platform The Seed Online Niconi Solid VRoid Hub Plug-in Application Platform UniVRM Unity editor extension, Unity library VRM_IMPORTER Blender add-on VRM4U UnrealEngine plug-in glTF-Maya-Exporter Maya script VRM Converter for VRChat Unity editor extension UniVRMExtensions Unity editor extension Character...
VRMใณใณใฝใผใทใขใ ใฏใใใฉใใใใฉใผใ ้ไพๅญใฎ3DใขใใฟใผใใกใคใซใใฉใผใใใใVRMใใฎๆฎๅใจ็ตฑไธ่ฆๆ ผใฎ็ญๅฎใ็ฎ็ใจใใๅฃไฝใงใใ
Yeah
I'm in game development actually .
Well learning it actually
so cool. i wish i had money for higher education. dumb education industry
Oh nah I'm only 17
I started college last year since it works a bit weird in the UK
Anyways back to UV mapping
i've never done it. I can suggest a beutiful tutorial using only a cube
UV unwrapping is not that hard once you understand what it's trying to achieve
i just realized why should I remove IK constraints in Blender if I can just NOT map it in Unity
๐ค
Makes it easier to simulate poses to for clipping
They was actually gonna teach us both We learnt unity first
But since The "Funny Virus TM" Happened we had to learn everything online and couldn't
yes online learning is not as good as classes
true. it's easy to fall though the cracks. I took a distant learning psych class and got teamed up with a bunch of lzy bums who only logged in a few hours prior to the deadline
right? and all the free services are on campus making it seem nearly pointless to do distant learning
nothing we can do it's their choice to be lazy
if you take classes thats only based off your own drive
you will be fine tbh
but thats just how university is
working with other students that are probably very lazy
i dont like dealing with others when it comes to education so i do courses that require me only and a teacher
anyone know how to prevent my mesh from being turned to ribbons when I use the sculpt tool?
ribbons ?
k. i'll look up a tutorial
i do not look forward to doing this with a mid level poly model /cry
UVs for my models are thankfully easy, since i make every part separately
then i can unwrap them all individually and place them in their own little squares
can someone please provide Blender assistance?
I need to combine textures, reparent bones, and probably something else
The cats plugin does all that
it hasn't worked for me (also hi rubick)
I need my knees and elbows to be the first children of my upper arms and legs, but they're the last children for some reason
and it just will not combine my textures
to modify matarials, separate by material, click the mesh, clck material in toolbox (red ball), select the mesh on top, change the material, go down. you can also change the texture by clicking the circled folder
The fix button does nothing ? Also what's not working with the combiner ?
I'm legitimately uncertain. I'm so new to this, you have no idea
I couldn't even begin to tell you what's going on.
if you want, I can give you remote access to my computer
I don't have anything important on it, so I'm not worried about you fucking with much
plus, I trust you
although it'll be a second, as I'm about to go finish making coffee
what you're asking might not be possible, if you find out that your model is using more than 3 textures. (reducing down to 3 materials)
There's very extensive videos that show the steps, it's not very complex
you can always manually atlas your model. you must really hate life to do it tho. like, give up all will to live
give up all what? lmao
your will to live XD
I don't know what that means
/s
maybe it's an accent, like pop and soda
no I'm just being an idiot trying to make a joke
the point is I don't have a will to live
oh, jokes haha, i get jokes XD
clearly lol
I literally don't have the menu you're using btw
I have cats and everything, just not the Materials menu
and I have the Material Combiner plugin, too
nevermind I think I did it
is this any better
Make sure the atlas you generated doesn't have any duplicate either
You have the armature selected ?
show your window 
I'm gonna try to reparent the bones in Unity since that works
and see if the textures stick
it didn't fucking stay textured
I'm so angy
I got the bones reparented tho
In Unity, click on the FBX in the asset browser, go to Materials in the inspector, and use custom materials? o:
that just made it pink
that's likely a shader issue - check the materials folder it made and make sure that they're using a shader
odd then, and nah standard Unity shaders should be fine o:
Would you mind sending a screenshot of the inspector, with the material selected?
also, make sure that the material is applied to the model, too
Drag your atlas' texture file into the Albedo checkbox, then see if it shows up? o:
Just to make sure, the checkbox next to Albedo should have a tiny thumbnail of the texture you dragged into it, right? o:
it does when I select one from the library, but that's not what I want
sorry if I'm repeating myself lol, but drag the atlassed image (should be named something like Atlas_12345 by default) into the Asset Browser to make it a texture, then drag that texture from the Asset Browser into the checkbox next to Albedo
That should apply the texture to the material, and if doesn't then that's weird
can i maybe save just the atlas as a .png?
It already should be? o:
When you combine the material with CATS, there should be a popup that asks you where you want to save the atlassed image
nope
also according to the thing in Unity I can't rig it as a human because I don't have a LeftLowerLeg
I've tried manually renaming the Knee to LeftLowerLeg, but that didn't work
v weird
You can save the image from Blender by going to the UV editor, selecting the atlassed image from the drop-down box at the top, and then going to Image > Save As
and in Unity if you go to the Rig tab in the FBX's import settings, you can fix the rig there
do you remember the scene from Cloudy with a chance of Meatballs where Flint is teaching his dad how to send an email?
that's how this feels right now, and it's making me angry, because I'm so used to knowing everything I need to know and more
keep in mind I'm not mad at you, I'm mad at myself for not knowing this shit
Can't know before you learn 
awh lol, and you're fine! Everybody learns somehow c:
u right but still
To get to the UV editor, click and drag the top corner of the 3D viewport to open a new workspace, then switch it to the UV editor
I did that
I kinda did it, too
the only issue now is the eyebrows and that it's not a humanoid rig
and that's all because of bone things
Select the material, and set it's shader to Standard/Alpha Cutout
might be misremembering the shader name but it's similar to that lol
and yus, bone stuff can be fixed in the Rig tab of the FBX's import settings in the inspector, assuming you have all the neccessary bones
I think I do
I've never gotten this far so I'm super scared of fucking it up
always make backups and Save As before doing big changes! c:
okay so I can't quite figure out everything, but I'm gonna try importing it to VRC
i wanna add, save as in a logical format such as 1.1, 1.2, 1.3 2.0, etc to track which files are which without paying too much attention
okay so the good thing is that it worked
the bad thing is that I'm stuck in a t-pose because I didn't finish rigging it to be humanoid (it was being a bitch)
yus! o:
and cool to see the model ingame! c:
agreed
my folders are a mess
i have like 6 blend files of every model because since i'm so new i try a bunch of different things
lmao my 'naming convention' is terrible
"model" "modeltex" "modeltexatlas" "modeltexreatlas" "modeltexreatlas final" "modeltexreatlas finaler" "modeltexreatlas finaler2" etc
hooray, Unity crashed while I was configuring my joints
:D
I fixed it, it doesn't have any errors anymore :O
guys I think i fucked it up
I changed the position of the view to the right spot, hopefully it'll work
hey @neat viper ? can I get your help with this please?
sorry for the ping, btw
the viewposition is in the right spot and everything
Are there any colliders in your avatar anywhere? and you're fine! c:
I'm 90% sure there are not
Make sure that there aren't any collider components, and make sure that there aren't any Unity cameras either? o:
"generate colliders" is off
I have a general understanding of what all this means, but I don't know how to fix it
try checking the "Import Messages" in your rig's import settings? o:
that's what the thing on the right is, mate ;w;
oh whoop sorry I'm blind lmao
lmao
In the Rig settings, make sure that the eye bones are mapped if you have them?
past that I'm not too sure unfortunately, though you could do a search on Discord for camera issues potentially o:
would recommend search tags such as "in:avatars-2-general camera" or similar for the Discord thing, without the quotes
and that's odd o:
Just wondering, how are you importing the model into Unity? (.FBX, .VRM, etc)
not only that, but there is a description
I'm using a .fbx btw
Is "Apply Modifiers" ticked under the Geometry tab while exporting? o:
where exactly is the Geometry tab?
oh wait "while exporting"
while exporting from where tho?
from Blender or Unity?
Exporting from Blender, sorry
actually wait, huh
Try disabling it and exporting, actually?
def no promises on it working lol, esp. considering the Armature thing but maybe?
alright, I did that and fixed everything, we're about to hit the moment of truth
o: cool!
earlier today i did everything perfectly and my model imploded because the hip was too low ๐
surprised it bends so well with how little faces it has really
i did make sure to split em up at the joints
yeah i can't figure out what I did wrong or how to fix it
yeah ;w;
Looks like there's some weight-painting issues on the shin/foot and hand? o:
weird bending is usually a sign of weights being off yeah
;w; I don't know how to fix that
I don't know how to do anything really
I just kinda do stuff
just like with everything else
Would recommend looking up weight-painting tutorials in Blender, the pants and hand look like they're weight-painted weirdly/not at all in the pant cuff's case o:
regarding weight painting? or what
well... the shaders you had in the original model did look better right? maybe you can copy the original model you had as a reference only, and apply the same shader and parameters to the new version
I wouldn't strictly say you're doing anything wrong, you're just learning c:
Past the weight-painting issue, I don't think I spotted any other issues
how does one alter weight-paintings?
that's something you can do in Blender
I'm aware of that much
I have blender open currently
I'm assuming you're using Blender 2.8 - go to Object mode and select your mesh (not the armature/skelton), then go to Weight Paint mode
Select vertex groups on the right to change what bones modify what vertices, and past that I'd def recommend some tutorials on weight-painting
also, keep the blur tool/brush in mind while in Weight Paint mode o:
the guy in the tutorial said to weigh down places with bones
so I did that
that's the result
You have the weights all applied to one vertex group it seems - go to the Vertex Groups (third icon from the bottom in the toolbar, green icon) and switch to a different vertex group
would recommend a CTRL+Z too preferably lol
Only the forearm should be painted to the forearm bone's vertex group, the head to the head bone's vertex group, etc
I don't know what any of that means
You have (almost) all of your model's vertices painted to one bone, in short lol
.... I'm going to fucking screm
Go here to check your vertex groups o:
whichever one is selected (empty in my image) will be whatever bone you're painting vertices to
To clear a vertex group of it's painted verts, go to Edit mode, select all with the A key, then click "Remove" in the Vertex Groups menu
Hey everyone new Blender 2.8 tutorial! In the 5 minutes you'll never have to wonder how to weight paint ever again! Hope it helps you guys and don't be afraid to leave comments and questions below if you have them!
Song: [Chill]aKu - Love Shine
https://soundcloud.com/akuofficial
If you enjoy...
(it's not gonna be 5 minutes so don't feel bad if you need a while that's normal)
yus! c:
that's the exact video I watched
where did you get your model from? I would have thought the weights were already set up tho
I made it in VRoid
VRoid does setup the weights as far as I'm aware
Select one of the shin/foot bones' vertex groups and see if the pantcuffs are painted to it? o:
look at my leg mapping, specifically
looks fine to me o:
I thought so
I checked off "optimize game objects" in Unity and now I'm trying to reupload it
if that doesn't work, I'll just.... idk
it didn't work..
In Weight Paint mode, click one of the shin's vertex groups ("Left knee" here for example) and sent a screenshot? o:
I can just send you the blender file if you want
If you want, sure o:

test do you want the link to it as well, just for shits and giggles?
I will believe in zuvali's wisdom (also am at work rn)
ah alright
Does anyone else have frequent Blender crashing? Especially in relation to CATS?
only when I ctrl z after importing. I think my issue is memory
in short the model was cursed imo lol
parts of the knee weren't moving with the knee bone, despite being fully weight-painted to the knee (and without being painted to any other bone), though clearing all the vertex groups and assigning the weights to new groups seemed to fix the issue? would require fully and manually re-painting the model legs, however
maybe there was a problem when importing the vrm?
potentially? o:
Could try importing the model into Blender as a VRM, then exporting as FBX
that's.. what i did
I have no idea then lol
you can import VRMs into Unity directly with a plugin, though I don't remember how well that worked
maybe try a reimport and check if the knees work properly this time
that's another thing I did, separately
I will make this character work
and if I can't do it myself, I'll get someone else to
Oh yeah? Lol
bad crop? shut up, it's beautiful. keep up the good work
it's really cool watching you progress. โค๏ธ
so if my Model is truly cursed ;w;
which I think it may well be
a billion dollars (not really, I'm poor) to whoever can lift the curse
nobody can figure out what's wrong with it, but it just doesn't bloody work
what's the issue exactly?
well
let's get the obvious out of the way first
only the leg bones are controlling that part, correct ?
and the wrists
apparently I've got someone tackling this lol
additionally, they seem to think that it's a Rigging issue, not a Weight Paint issue like the people here thought
but they're consulting someone who apparently makes models for VRC so idk for sure yet
i can see where they can see that
yeah, it really does make more sense
i just got here... going to bed. I'm just uber excited about (self promo) sp I'm kinda staying up for no reason
sleep tight!
I'll see how your model is doing tomorrow, and I can look at it as well if you'd like another set of eyes
I'd love that, if it's not working still ๐
did you try reimporting into blender to see if it magically solves it?
yes, yes I did
and it solved nothing
in fact, it caused more problems if i recall correctly
why would it cause more problems
if the wrist are controlling the legs
you just need to remove the weight pain
also be sure that all bone rolls are set to 0
bone rolls?
yes
I don't know what that is
I'm legitimately angry at this model tho
Svel if I send you the link to the .fbx file can you take a look at it?
bone rolls could be a problem I guess
if you don't know what that is, now is as good a time as any to look it up
I really wish I had money now so I could put a bounty on this damn model
I would honestly accept a knockoff at this point, too, as long as it looks decent and similar
if your problems are the bone rolls it is easy to fix
surprising how all fucked up it is in the first place when vroid exports are usually very painless
agreed
yeah! I don't get it lmao
I tried making another VRoid too, but had the same sorts of issues
did you do something really weird in vroid?
not really I don't think

Ruubick how did you fuck up the game this bad?? (I am, of course, joking)
whenever I try to publish the avatar it says there was an error saving the blueprint, now
at first, a few hours ago, I assumed that was my internet since I was having issues
but now I doubt it
You likely have missing dynamic bone scripts on your avatar
do I fix that in Blender or Unity
Unity
type t:script in the hierarchy search bar and look through the filtered objects
if you have any Script components with a warning on them in the right side inspector window, right click and remove those scripts
I do not
it's a vroid model
exported into blender, and from there to unity
I don't think dynamic bones are at cause here
me, standing on the sideline with no idea what any of this means:
a lot of people buy models that have jiggly bits, but for the jiggly bits to work you need a unity plugin called dynamic bones, which is not free
so if you don-t have it, you'll get errors when importing the model
Or joints, but who uses those?
yeah I definitely haven't bought anything
as a note, there were no results when searching t:script in the hierarchy
test are you still at work mate?
gottverdammt
I have not
nothing came up when I searched "unity bone rolls" on youtube
ohhh okay
Can I put collider on the objects in Blender so I don't have to do it in Unity?
no
trying to figure out how to hook up my ambient occlusion map
here's the actual map
not really sure how to go about this
I guess I share this here
Still massive wip
But when it's done I plan to release it
Been taking quite awhile for the proper normal editing
And additional add-ons to model for the character
ok cool
but
how do i pipe in the ambient occlusion map
if i try it just goes pale
Multiply it over the base color map
Using a Mix rgb node
Or go into Photoshop and combine it to the base color via multiplication
Or whatever photo editing software you use
Hope that helps
It should help lol
k thanks
Mhm
so i mix it with the albedo?
Yes ma'am / sir
with colour or AO?
Set the AO to non color first on the image texture node
Since it's not using color
Only black and white
right
Then just multiply it over your albedo
so
With a mix RGB node
i don't feed it through the ambient occlusion node?
You can but I prefer it to be mixed via multiplication with your albedo map
And all goes into 1 output
Base color
how can i feed it through the ao node though
Let me create a node setup for you
Node in the middle is a Mix RGB node
yellow node
Make sure you set the Mix RGB node from Mix to Multiply
will it still function properly as ao?
yes you are just literally
overlaying the black areas
on your albedo map
or base color
so it'll still interact with lighting
oh
Doing all this hook up wont even transfer to Unity
you are just doing this for it to look right in Blender
Look into the different texture maps and what they do
for starters
xD
i know what they do
i just don't know how to use them
i haven't even touched the sdk yet
i just want to make sure everything works rihgt
well the ao will work
if want to simplify it
multiply it in photoshop or something
so you have one map with your albedo and AO on it
in one image
so u can just plug right into base color
and has your AO with it
if the ao won't work as an actual ao i'll plug it through unity instead
thanks for the help though
though i don't understand why it would be seperate anyway if it's just applied over the albedo
I was under the impression that the point of AO was it stops effecting in direct light
my Z axis does this and my Y axis makes objects move up + down instead of fwd + aft. The X axis still works fine though.
Any ideas how to fix it?
Not sure you needed to show a picture of your model for this question but okay... Either way I cant help ya boi so get used to everything being fucked on your end. In the meantime I shall enjoy your suffering! X3
Actually... Im most likely going to regret helping you because I wanted to enjoy your crying a bit longer but how about you copy paste this sculpt to another project? @knotty hawk
OK so currently
on my AO map
what would be transparency on a regular map is instead represented by white
how can i change that
What character are you making?
Octotrooper
trying to get all the textures hooked up
i'm porting a model
the issue is there's a lot of textures with normally engine specifc names
so i have no idea what to hook them up to
Trying to assign textures you don't understand the function of is a fucking nightmare
do you really need all them though?
i'm not sure if vrchat even uses all those maps
it looks fine as it is honestly
You could use all of those maps depending on your shader.
Dynamic wrinkle maps & skin slide test in Blender. More info: https://blenderartists.org/t/human-progress/1143224/891?u=chrisjones
https://www.chrisj.com.au/
https://twitter.com/cjones3D
https://gumroad.com/cjones?sort=page_layout
Thanks for the comments!
thanks I hate it
that's pretty cool
Here are some very useful videos for anyone who needs a hand with avatars: https://www.youtube.com/channel/UCwj-o3b5QnkX4ARQnBe3tRA
I mostly have an idea to narrow down on digital art including VRC avatar content creations.
this image is currently being developed and is in it's early days. Let's see if we can get to 100 subs for a custom url :3
If you need help or have questions in general about VRChat avatar upload, discord will be your best bet
Helpful links: ...
I wouldn't recommend that shirt editing video lol, suggesting to destroy UVs to customize a shirt isn't the best 
question
does having multiple meshes in a model add more material slots
or are they unrelated
unrelated afaik but you should still preferably only have one mesh for your model
@shell wharf Yep
having multiple meshes will tick the sdk off in its own right
If you have two meshes sharing the same material, it still counts as a material instance, but can be GPU instanced
Yes, always
is it possible to make a uv map from several materials?
like lets say we have a model with several materials
Separating the head mesh is usually good for perf, but depends on the model
is it possible to make a uv map off of it so it only uses one material
That'd be called atlassing
You can, that's called texture atlasing
CATS Blender Plugin/Material Combiner (which is included in CATS) can do it mostly automatically c:
i've never had things go well with the cats thingy
Always worked really well for me, but it needs quite a bit to make sure it's setup nicely
how do you atlas
There's a few ways, the cats addon has an automated tool to do it, or you can do it manually https://youtu.be/lqe8JRiYuu0
If your bake miss texture. Be sure to double click the texture node we add on each material.
I show how to bake multiple textures so you will run better in game. VRChat player and you will have better performance if everybody have fewer materials.
Here a VRchat world with super optimize Quest compatible Avatar with asset like this one.
https:...
hey Ruuubick do you have a patreon?
and, additionally, can I transfer funds from one patreon account directly to another
Nope, i make my money from vrchat in the form of a salary 
well idk, maybe you have a side hustle for all I know
I was gonna pay you to help with my model ;w;
I'm not that good of an artist for that lmao
I don't need a good artist lmao
Have you looked at Phiabunny's tutorials ?
they make a lot of stuff specifically for vroid
I may take a look, thanks for the recommendation!
@quaint jasper what is the cats addon
a blender add-on that has a lot of tools for avatar making
how do you do it manually for comparison
It's in the video I posted above
Lol "salary." Crazy Ruuubick and his get-rich-quick schemes
I watched the tutorial for vivace I mean sure it's cool but destroying the UVs to edit the shirt is not okay. Even the Texel Density is destroyed because of it. Alot of basic controls he used were also not addressed to someone who probably has no experience in the software what so ever. Example he said "go into x-ray mode to see through the model to select the vertices" what you should of said was "Go into wireframe mode and press Z" you only said x-ray mode but did not say the key
Alot of the importing process was sped up also so was a bit unclear.
i'm not sure if i should redo my model with cats or just go ahead and sort everything within the sdk
Anybody know a relatively easy way to smooth out the whole surface of these fingers? They aren't human fingers fyi
But they're generally very rough around the edges and when using shade maps on it it looks pretty bad on the hands
Use the smoothing tool in sculpting.
@fossil dust You could also Smooth your weight painting , or if its just the mesh that needs smoothing , you can sperate the hand from the body, and then apply a subdivision modifier as you please
I can mess with that then
Make sure your transform orientation is on "global".
how would I go about importing something into blender, from unity, that isn't just one object?
like, it's meant to be 2 objects merged but probuilder won't let me union them
There's Export to FBX, though I'm not super sure on the specifics o:
should be a thing in Unity itself, though I also found https://github.com/KellanHiggins/UnityFBXExporter
def might be a better way to do it though, not personally sure
is there a good unit scale for blender where the models won't be the size of a barge when i import them
@neat viper ty โค๏ธ
how do i select a specific bone in blender
@prime zenith alt+z for xray to see bones
i was told to go into pose mode i need to click the bluish green man
which works on the video
but for me does nothing
you need to click any bone and than go to pose mode
right
well, on the drop down menu pose mode isn't there
i don't
alright, i have no idea what i did, but it works now
Yeah for some reason i'm locked out of entering pose mode or selecting parts of the model
i'm horribly late but you need to click the skeleton to enter pose mode
Is there an easy way to reduce the poly's and tri'd from a 3d scanned model. i mean REALLY high
retopo
@lunar dome you need to do retopologizing in blender
how many polys is that
i don't know how to tell, but that is in blender
but it's 3d scan i doubt decimate will work on it you need to remake it using this 3d scan
think thats the blender version?
if it helps, i'm using blender without any additions or alterations, default layout
go figure ๐
so where do i find the info tab ^^; sorry completely new to blender and just tackling obstacles as i come to them
you need to right click on blender version at bottom right and mark scene statistics
well 6 milion
wait, verts too i guess?
3 milion verts oof
but i would assume this really needs to come down ๐
even zbrush isn't that bad
You could try using the quadriflow remesher. It's in the mesh tab (green triangle button) and the section called remesh and the mode set to Quad
Tweak your number of faces to what you'd consider a reasonable level of detail for the model.
whats the max allowed?
There's no limit, but going over 70k tris will put you into very poor.
best to be at 10k max
hmm... for moderate then?
Also consider what else you want on the avatar
but i doubt you can do that
well i saved it ahead of time so worth a shot
You could but then you'd need to be doing some more stuff to keep the detail.
true
you lose detail it's normal.
the left and right calf have different level of detail
you pressed a?
Oh, I'd undo and redo it with preserve sharp enabled
yeah theres intentional indents for where they'd be on the real deal
weird though, that one calf is still uneffected
the whole thing is one mesh?
it's 24 meshes actually ^^;
each part of the doll is assembled by me moving and rotating them till they fitted properly
i won't go image spamming but you get the idea
you should watch some tutorials for quadflow remesh to make it best
i noticed i can't unselect one of the parts though. might have something to do with it
and when i select everything, one is always brighter outline than the others
you select all by pressing a
yes
so i shouldn't be concerned by the top left here
it shows you what you have selected now or what was selected last
you should do retopology
it should be not hard with model already
watch some tutorials
what i was able to find out about that is remaking the model from scratch using the original as a guide
that sounds a lot harder
it does but you could make it with much less polygons
I was thinking using the merge tool might do the same but without as much experience needed
I had trouble even finding how to make spheres
yo this snivy has drip
you could say i'm.... winging it.
can I get someone to help me with mapping my vertices in blender? I can send a dropbox link to the file, and depending on how Patreon works, i may be able to pay as well
if i'm making a character with wings where should the feathers point in t-pose so it looks best in vrchat
down
the second "knee" is actually the same as a human ankle
I use that guide when drawing them
well yah but how do i get that into vrc
that may be a bit more difficult
i've learned that playing with rig proportions doesn't end well
select them all and ctrl+J
hard to get legs i'm happy with, also if i try to scale it to the armature proportions vrchat likes it looks off
eh, we'll see where this goes
well, going nicely i suppose
now here's the kicker: rigging it in a way that doesn't end with me burrowing underground in fullbody because vrchat does not like it when the arms are very long and bones do not work well when distant from the piece they influence
https://cdn.discordapp.com/attachments/447433083000455200/813398323171033098/unknown.png
progresss
mostly to back of the hips, hands and thighs
it's the brass man
you tried pressing ctr+j? after you marked them
i think they want to physically connect the meshes
You could do dummy bones. 1 for the IK and the 2nd one to follow to keep proper deformations. Should work
thank you
now in stunning eyeburn
Keeping it flat shaded ?
quest users finally got their saviour
im using poiyomi shaders ingame
i don't know much about blender beyond making a model
Select the mesh and search for smooth shade
and mark sharp edges if you want to keep harsh angles. You can also use automatic smooth shading in the normals tab
Made a crown of light and coin pouch today.
https://i.gyazo.com/a2de2a4bcda9719eae418d89de027212.mp4
https://i.gyazo.com/495f8871809a7fc90c4a0facccf13370.mp4
So you're Viego in disguise. 
very nice
hi hello! does anyone know where i can find an avatar software? to make one as such
Blender is a common free choice, though there's also Maya and 3DS Studio Max o:
VRoid is a common choice too, which afaik is more of an 'avatar maker' and not general modelling software
Blender's def compatible with Linux, can't speak for the others though (afaik Maya is compatible with Linux, not sure about 3DS Studio Max)
would also recommend looking into CATS blender plugin! c:
aah cool! thanks so much :]
yw! Good luck with the modelling c:
People kept saying I look like Viego so I just went ahead and made a similar sword too. lmao
jesus christ dude can I commission you sometime???
now the real question is how the hell do i open it
does anyone know how i open this???
pretty sure you can download Blender straight from Steam o:
I downloaded it from the site
oh??
works for Windows through Steam, should work for linux o:
same here mate, now im just confused
im gonna try the steam ver
oh dude i have a wacom one tablet i maybe able to use it with blender
WOOO IT WORKS!
now how the hell do i use it
now how
how the hell does it work
would recommend watching blender 2.9 tutorials on character/humanoid making c:
On another note, i feel like respect should be mutual, asking for how stuff works is completely fine, demanding for it seems kinda forceful c:
@wary whale For sure.
I suppose I'll be adding you for later
So my vrm converter isn't installing into unity?
How do I fix that
I'm using a Mac so that could be the issue
could also try importing it with CATS in blender, then exporting as FBX? o:
Lemme try that- it won't let me import the converter as a package for some reason?
I have sixty eight materials on my avatar ;w;
This may be the worst screenshot ever posted here, please use windows capture tool or install ShareX
I guess the head is clipping through the hair? I'm not too sure this is my first time making avatars jfjxjfbx
How did you set up the materials ?
UVs could be flipped too
can i not have this happen
.> screen splitting my brain
decimating polys by hand because it's too much to do automatically i think. and it's hell
or i just suck at it
no?
why ?
i'm not gonna be able to remake this thing
i have this tablet too
I'm trying to recreate my room in vrchat but I can't get the scale right in unity. I've created a fusion360 file that has all the correct measurements but from fusion>blender(for texturing)>unity the scale messes up. Does anyone have any experience with this?
check the import settings of the model in unity, might have some weird scale set
also check your export settings when exporting the file
so i edited a bit of a model AFTER making shapekeys, and obviously the edit didn't apply to all shapekeys
is there a quick way to make this happen
nvm just found it
propagate to shapes, take notes
Love it when my models look good
@quaint jasper Im sorry i didnt use normal map for freckles, i just like the way this looks alot more!
It still looks great !!
should I fix these quads with 180ยฐ angles? IS there a way to fix them?
What's the consensus about which Blender to use? I heard here before that some version(s) in the 2.9 range were buggy/crashy, and that 2.83 was the way to go at the time that I read that which was November 2020. Has much changed? ::)))) Currently using 2.79 while finishing a project but looking to update for future projects.
It's best to fix them because if they were to be deformed past 180 degree angles then some fucky wucky might occur.
If you do it in blender you'll see how it looks. May look different if that were to happen in Unityโข๏ธ or in VRChatโข๏ธ.
any tips how to do that, or is it fine for non-deform object?
Ah no. actually easy
You just manually triangulate them
Best to do it manually coz Unity, when importing it, may auto triangulate them badly.
Did that do the trick, @summer moth? ๐
did it do what? there were no problems, I was asking if it would cause problems in the future possibly
Well the point is that those quads are going to be converted into tris anyway, but you can do it manually to avoid any potential issues.
https://cdn.discordapp.com/attachments/721965082459766814/814075137108082688/unknown.png
https://cdn.discordapp.com/attachments/721965082459766814/814074997583904818/unknown.png https://cdn.discordapp.com/attachments/721965082459766814/814075675304001546/unknown.png
600k tri v 33k tri photoscan retopology comm wip
seems discords in the 'wont embed' mode
why is triangulation a thing anyways
what makes triangles so much better for games
A quad is really just two triangles in the end
ah
always nice to learn something new
swear i learn more, and more valuable things just by talking to strangers
but that won't pay the bills sadly
welcome to the club
i cant create avatars yet but whatacha thinking
Let's hope you never get the ability.
that aint right ๐
just banter
it's law to make fun of brushes
It's a complicated subject eh, on the one hand, it's really cool for the avatar author of the brush to have become so popular. On the other hand, that avatar has become associated with 8-10 year olds who shouldn't be in the game
bruh
can anybody explain what retopology is, definitions i find are varied
and usually very expensive
basically it's using tools to edit/recreate the topology (vert/edge/polygon layout) of a model to better suit your target use case
often taking a super high res sculpture or photoscanned object and making it a suitable polycount for realtime rendering and have good topology for animation & texturing
I have these uvs for a knob on a mesh I've made. Like in the split window on the right, theyre all overlapping for space reasons. Is there a way I can repack my uvs so it will preserve the way the uvs overlap?
also is this fine in the long run? Will it ruin things like baking if I have overlapping uvs like this?
There are addons that can do it but I'd do it manually I guess
baking will be ruined yeah but you can easily work around it
by keeping only 1 in your main uv space
then offset the rest by 1 u or 1 v
(the uv repeats forever)
go to view and untick pixel coordinates (in the N menu)
then you'll be able to just G, x 1 enter
to move everything 1 uv space to the right
everything outside the main uv gets ignored when baking
oh so pretty much basically what youre saying is sort of just tile the uvs instead of overlapping it, so it stays out of the uv
yeah
uvs tile forever into every direction
shaders can clamp (ignore) those tiles but I think by default it's set to repeat instead of clamp
Hey So I bought an avatar and was hoping to add some additional custom facial Blendshape animations, but the FBX file is in ASCII so I can't easily import to Blender
Does anyone know how I should work with something like this?
Well ladies and gentlemen, Monke man is being released to the wild
This concludes todays 1 hour model
when i paint the hand it also paints the arm
what can i do?
more then likely there the same material so you have to set one as a different one
ive been working on some Photogrammetry for a project im undertaking
might need some more pictures to avoid the artifacts between fingers
how
do i do that
Evenin', ya'll. I'd like some feedback on a custom head I've been working on, semi-realistic in design and intentionally avoiding making it anime-esque like most humanoid models I've seen thus far.
Found a base online (no rigging) and went from there, changing the ears from regular to more pointed and rounding the face some among other tweaks. Haven't added eyelids yet, not sure how to do that, but going for an overall more mature facial structure.
Feel like the area around the ears is too pronounced and/or the ears stick out too far from the head.
Are you working off of a visual reference ? If not i'd highly suggest that
It helps with proportions and shapes, it's very difficult to look at it objectively the longer you spend on it, so it'll seem normal to you while very odd to others
A couple of them but mostly just eyeballing things.
Your eyes are crossed, ears too far out; heads are usually flat on the sides. You need a more defined brow, nostrils & chin.
Has anyone got a tiara prefab
Or a masquerade ball mask
I'm unable to pay at this time
think i might fire up blender again today
i should probably make it from one mesh instead of joining multiple so it doesn't look like a doll this time, but not sure whether to extrude or try sculpt
my own work in progress model im making its going but i kinda wonkily put on the shirt and underwear to cover the naughty bits to show it its a long process but its getting there slowly ๐
Miku inspired ?
uhm not rly
i did notice how it looked like loli miku as well tho
dumm discord
won't load
The feet look a bit too tiny no ?
perspective
the thighs seem to get smaller very fast, so the whole leg proportion seems off, but could be the angle
i guess it's a classic case of "those socks are three sizes smaller than they should be" 
Those sides metal pieces are screaming for a solidify modifier tho
they are solid
oh wow yeah, that's like a millimetre of thickness
Female armor be like
i assume you'll be making a metallic map for that least ? it'll look nice
making this cool dude
oh nice
realm was a personal favorite, even if i can't be bothered to play it anymore
might go whip up a mystic here
now i've got myself thinking how i could recreate the orb ๐
what the cinnamon toast fuck
pretty much the reaction I aim for yeah
fuckin ๐
haha thank you
You will become a serial killer one day. Nice.
time flies when you're having fun, eh
ok so what do i do with my eye bones to ensure they aren't rotated 90 degrees in unity
it is done
I am stuck in the weight paint of the left shoulder bone
And i want to go to the left one
Help
stuck?
Like, i can't weigh paint the other bone
if you mean what i think you do, click the tab that looks like an upside down triangle on the right menu to see your vertex groups
hat
owo
bruh
Noted.
I've mainly been using the clay strip and smoothing to make changes to the face. Would other tools be more suitable?
To squash the head, use the grab brush, you'll have to re-do some finer detailing on the ears. And grab it from facing the front on the side. For the eyes, I'd say re-do and center them. For brow and chin, just do clay strips or normal sculpting, then smooth a bit, rinse and repeat until satisfied. Have a low strength on smoothing so that you get fine control over it. For the nostrils, it's the opposite you have to go in from the bottom of the nose and do smooth, then go in, smooth, go in, smooth. You'll probably have to increase poly count for this since usually nostrils are hard to get good with mid-poly sculpting. High to mid retopo it becomes better though. And, since you'll have to retopo later, it's probably a good idea.
Although, a lot of people do a lot of these things a bit differently.
I think you could just flatten the temples by selecting the ears & moving them closer together with proportional editing on (in modelling mode)...Other than that, Iโd say follow Elpheaโs tips.
I'd say if it's not too high poly that's an option that I would recommend. If it's too high poly then edit mode sometimes slugs
gonna be honest most of my avatars are variants of different avatars i made already
Im making simplistic cartoon-style hair for my character model, Ive been making the hair 3d but I am worried about all the extra geometry. I dont know if the hair would look nearly as good If I made the hair 2d
M9 Berreta empty clip
anybody know how to fix this?
The Normals are the right way around, auto smooth is set to 180 degrees, edges are marked sharp, there are no doubles, and recalculating normals from faces produces this
when I set object to shade smooth, it seems to ignore my sharp edges
you have baked normal split data
How do I erase it
nevermind
found it
๐
That's been driving me nuts on a few models
I'd like opinions
Just blocked out simple colours before modelling the feet and proper texturing
Opinions on what ? It looks great, cool shapes, proportions and colors
you just make it and export it
how?
just make it
export it in vr chat?
in blender?
then?
ok
also
do u know how to poop as nutter butter?
idk how
no one replys to me tho
alr bi
Just on it in general, I guess if there aint much issues with it then I'm good to go. Thanks btw
Cool model
Thanks man
yeah..no problem
This is the first proper character model I am making. Just finished the hair and the hat. Im pretty happy with how the hat turned out
Hair is tricky.. at least they way I did it, but its not too bad I think
i've always liked that style of hair, has a very comfy clay-esque feel to it. is cute!
been working on this for the last week:
https://photos.app.goo.gl/EYHfJcmSXfhLzuZFA
100% from scratch recreation of an MMO player character from Phantasy Star Online 2. This is her in-game, for reference.
https://i.gyazo.com/420744844c49894772fe0fe531ab64be.jpg
Think she came out pretty alright~
when i try to paint his hand it doesn't let me and when i paint the start of his arm it paints the whole thing, what can i do to paint the hand and the arm separately
Is it unwrapped properly?
what do you mean?
Did you go into edit mode, press "U" and unwrap the model?
let me go try it out
i unwrapped the model but it still doesn't let me
paint the hand
Try smart uv unwrapping
what's that
Go into edit mode, press "U" and select smart uv unwrap
No problem
@quick panther remember to always check the UV mapping before Painting the textures!
Not sure if these textures are final, though they are finished for now
Its eevee
how do i save textures
oh nice
How do people make hair, like im looking at tutorials and everything but I just cant, need to make some messy hair
Use curves
A tutorial on how to make hair in Blender 2.8 with curves, a method that is very simple and effective that I have been using for my character sculpts.
โผ Sculpting Uraraka Ochako:
Re-Sculpting My Old Art | Uraraka Ochako in 3D [My Hero Academia] | Can You Improve In Only 1 Year?!: https://www.youtube.com/watch?v=iYNdfef1Uog
โผ My Gumroad Store (...
how do u make a avatar with unity
tough thing is the top of the hair, really cant find a tutorial of it, trying to make something similar to my pfp
@jolly verge blender is for that not unity.
how do i use blender for it?
you are clearly thinking it's easy to do but watch some tutorials on yt to see how it is done.
I use simple plane and add a grid on it
interesting, might have to try that because im at a loss for most things lmao
Yeah you can see it on YouTube too, there's a lot of way how to create a hair
all i can do is just modelling guns and Interriors
haven't try to make a vehicles, no...not yet ๐
i cant gb
i cant get unity
it says this short cut doesnt work
there
what is wrong?
Check the license@jolly verge
Settings > Preferences > License:
-
Activate New Codes
โ Unity Plus / Pro
โ Unity Personal! -
Manual Activation
||{You can choose which method did you like to active it!}||
If this methods doesn't work, try re-install your unity !
Check^
off brand version of one of my friends avatars
DNA
yee
he makes amazing dna avatars so Im gonna make a off brand dna, like a mutated or under developed dna strand
Lol
This page will help you get started with VRChat. You'll be up and running in a jiffy!
@jolly verge i'll let you know later okay
