#3d-modeling
1 messages · Page 104 of 1
hey smart people i need help
How it would look with longer eyebrows? Like if you first move those more closer and then make them littlebit longer, and maybe ad some stereotypical eyebrows curve to it?
I don’t know your character, but the shape right now makes it look littlebit sad, but if that’s the idea then go for it ^^
@thorny ivy just idea to try, maybe littlebit shorter, 3D to 2D is hard 😄
Yeah, ones in that model look too short. Plus the eyes look really small
how do I fix this
You need to UV unwrap
TY
Im glad I could help! Im not the best at 3D modeling, and only know the basics. But i love to be helpful
there is no legal way to get avatars out of vrchat so the only way you would be doing face rig is if you had the source files
i have a thing called vseeface
Same answer. Can only do that if you have the source files.
VRoid Studio can be used to easily generate vrm files if you wanted to make a unique Avatar
I have a curved rectangular shape that I'm trying to unwrap in Blender, but I don't see a way to keep the edges of the rectangle connected on the UV map. Why does Blender seperate the faces of the rectangle when I unwrap it?
ooh nice
working on new face topology for my avatar
Could be how your seams are marked
It's definitely the seams
anyone know where i can get my hands on some monkey chimp models that i could mess with?
can someone help me figure out whats up with a model? I imported it to blender as a pmx, fixed the textures and model, exported as an fbx, then putting it into unity crashes it. Another model does the same but it was fine until I made it into a vrm model. Whats up with it? Ironicallly, both were mmd models from deviantart. Why was I getting models from there? Bored and felt like messing around with em while waiting for sumn
...why convert a model (back) to VRM or the like?
CATS exports things as as FBX so that's what I've used.
I personally avoid using Vroid-related stuff and formatting due to how wonky it can be trying to convert that system to conventional ones.
Bone ghost!
Thats just cute :3 ❤️
Could anyone recommend some good softwares to use to make an avatar?
That are free...
Thank you @cinder cradle
i have been able to fix all other options, but the thing that keeps crashing me is join meshes
is there a way to allow it to do this slowly so it doesnt crash?
Ctrl + J
that looks awesome
Thanks
Indeed
I'm not sure how many polys that model has, but the limit for quest is 10k
But I've never met an intimidating challenge
That's what I first wanted to ask about
Or not
Just figured out the problem -_-
I was gonna manually degenerate the geometry since it all added up to 97k polygons
yea there are decimation tools in blender and in the CATS blender plugin
So just to make sure, does this game use normal maps at all for pc or quest?
PC supports a ton of shaders, so stuff like normals, AO, height maps, etc all work. Dunno about quests shaders
Anyone know why my model keeps exporting from Blender like this? I can't find any solution online that works.
export using the CATS plugin
is that available for Blender 2.9?
I do believe so yes
thanks, I'll give it a shot.
So I exported the FBX file and imported it into unity, but the material that I have doesn't seem to work
Small note, I've barely touched Unity and don't have much experience with exporting files to other programs
That does look a lot better! I wasn't sure how to make it look since it was going purely from head to 3D model.
Just a note, that unity version is too new for VRChat, you have to use 2018.4.20f1 exactly or else the upload won’t appear in-game
Ah, thanks
anyone know why all of my imports to blender looks broken like this and/or has lots of pink missing texture/shader parts?
its just imports from fbx files that looks broken in material viewport
Hello! somebody is here?
Can somebody please explain to me how this one has LESS polys
Than this one 🤔
And yes I know I could do better and I will do better its just that right now im just confused...
I still havent done the edge dissolve thingy and ill get there eventually since I want to make this Quest friendly but im just confused in so many ways right now..
Click this and go into face orientation. If that is not the case then check the UV maps. If thats not the case id go to #avatars-mmd since isnt that an mmd model and ask for help there. If that doesnt work then id throw this import to the trash XD
yo ✌️
Anyone know how to download Atlas i cant seem to find user preferences or just preferences like it says to find in the file
Dont unzip. Import in blender in its own zip form
and its nothing i can download
Exactly like the cats plugin
Does anyone know how to reorder Materials in Blender and it match up in Unity?
I figured it out. In case anyone needs it (blender 2.8):
- Combine materials
- Reorder the materials how you want
- Click the mesh and go to edit mode
- Select all vertices (click one and hit 'a')
- Mesh -> Sort Elements -> Material
i cannot see that if that's really doesnt show up. try the search bar.
there should be a button "save atlas to..."
ight
k so i did that and none of the saves of my avatar show up so it just makes a png how would one stop that/
@thin shadow
that is exactly the purpose of the atlas and combiner. to save every material and texture into one material and texture.
Would it be possible to animate a mouth movement ?
Like instead of manipulating the mouth, draw one?
I mean for vrchat btw
I'm making a kid krillin for a test type thing
possible.
-make 3 meshes with texture of those 3 mouth shape.
-hide that mesh behind the mouth
-create blendshape from those meshes
is that the preferred way?
Not really.
The preferred way would be with moving the mesh itself to the shape of the mouth instead of using textures.
you could also have the face have its own material/texture, and then use a texture array
essentially putting all of the different textures it can be in a grid, and then using a shader like Poiyomi to interpret that as a series of frames, which you can then scrub through to show a specific frame
you can use animations to control which frame is shown
I think Sacred is talking about Avatar 3.0 though@naive helm
I mean yes, you will need to use some 3.0 stuff to make it work the way they want
but the actual texturing? no
Hello! I am planning on making fairycore avatars and don't know how to start, anyone have any tips to get myself out there?
I had to google that term 😄 but it’s good to start with pen and paper and draw some idea/ideas on paper that you can use as guidelines for your work in 3D, it can be really rough sketch! It helped me to get started with my first avatar ^^
It’s easier to start with blender when you have some idea in your mind and something on paper!
My avatar is not ready yet, but you can see that I had some idea when I started doing my character and it looks so much better than my sketches ^^
There's a plug-in for this specifically. Unfortunately, don't have access to it atm as I'm away from home.
render of my black Ulala from scratch!
its flip polygons
She's certainly dressed like Ulala
I need some help with blender, I'm new to avatar making and this probably a one time thing but I wanna put some effort into my first and only avatar. Problem: I was optimizing stuff in vroid for quest so I put the eyeline and eyebrow textures onto the face texture via photoshop and I forgot to disable the default eyebrow texture. I exported it but then vroid crashed and I forgot to save to the correct file so that I can go back and edit but I'm stuck with a vrm file so I have to edit through either blender or unity. Also, I'm using the CATS addon for blender for avatar fixing if that was important at all. In short, how do I get rid of the extra eyebrows?
closeup eyes closed
closeup eyes opened
i might just start from scratch
@unreal moon select the vertex in the eyebrows when you have the blink shapekey selected. Search . Blendfromshape. Then in the corner left. Have the base set and untick the sqare
For the 3d one. Select the vertex of it then press delete
cool! o:
Less jump, more blow-y.
Jump pads can be fans too
omg it's pumkin, i'm a big fan
why
thank u
Who's that Pokemon?
Focused on the lower jaw this time. Extended it, brought the lips forward, and prepped for making an actual internal mouth.
Due to the abnormal facial structure though, not sure how to make the lips look like, well, actual lips.
As well as adjust the rest of the face to match the jaw's extended nature.
Cool
Thank you
I don't suppose anyone here knows how one might work around KeyErrors in import_fbx in Blender?
I'd recommend visiting one of the #community-servers-old, https://ask.vrchat.com/c/commissions/avatar-commissions/35, or looking for a commission offer in VRCTraders instead - this is a channel for helping/discussing 3D modelling c:
i suggest that you make the vroid avatar like normal,
but you can adjust the overdraw transparent texture in blender.
set the shader in blender to opaque.
adjust the eye liner and eyebrows accordingly.
i made a youtube tutorial video on how to handle these. check out my channel on my discord profile.
Good morning Cinna! ^^ I have some suggestions for you! I still don’t have any idea who your character is so I hope here is some tips you could use.
If I remember wrong and you tried to reduce masculinity last time? If you squeeze jaw/chin area you can get more feminine look. By rising brown bones you get also more feminine look.
Your character looks really young and it has some child like features, I think roundness makes that, if that’s your goal, good work!
I would bring lower chin forward, it’s up to you how much!
Nose area could use some reference how noses look like in real life, just to get general shape more right. Front view nose looks better and it’s going on right direction from that angle ! ^^
Lips are hard to deal with I think 😄 I just recommend to take some reference images or look from mirror! Add some shape to upper lip and then fill lower lip a little, try to get it look some how balanced! Try to put some mass to lower lip, but only for “upper area” of that lower lip and then drag it down. So it’s more meaty in front than on base, really hard to explain in English, 😄
You know when you push your your own lower lip out your mouth closed and it rolls down a little, that same thing, but in blender, I would use sculpting tools like grabbing and maybe some inflate or that was it snake hook tool? That you can get that nice “out and down “motion !
I hope this helps and gives you some advice how to improve your character ^^ these are just suggestions and you do you and decide what looks right for you ^_^
I love this cape! Looks really optional and user friendly ^^
Was just about to post a new update, I'll definitely take your suggestions into consideration when I do some more progress. Also, happy to provide more details but I'd rather not spam this since there's a lot to cover.
I forgot if i asked, but are you working off of a reference ?
I know the feeling! In one day you can improve so many small things that make huge difference. I want to upload new pictures every time I have made some improvement 😄 but I try to have some more progress before uploading ^^
Eyebrows look so much better now! 
Yeah, definitely think they came out better following the new design you suggested.
Talking about some progress... 😄 I changed now my shading to flat so I can see where I need to add some shadows!
It was so sad to see all details just disappear when shading goes flat 😄 now I just need to add some shadows to all textures! Fun times..
I will make better seaming for the jacket before I can add more shadows to that!
Face is going in right direction I think!
I love how this cheap shadow trick worked for the underskirt ! I just took screenshot from model of this undershirt/skirt and used those shadows to get shadows on texture file! And lower part is using same texture, but slightly different way!
( maybe this weekend I will try new, better looking snakes 🐍 and hope this will look even better!)
Also I just want to share picture of this scale texture what I made from zero! I haven’t never done this kind of pattern, so I’m really happy that I could make it ! Always learning something new ^^
The scales definitely look oversized for the snake heads themselves, the eyes being right in the middle of some so might wanna do some fine-tweaking there.
But overall, does look great!
For new snakes it looks better I think!
Yes 😄 and that’s why I had to remake sneks.... I was lazy and wanted some quick and dirty snakes, and well, I got some quick and dirty snakes... 😄 I learned a lesson here 😄
Oh yeah, notable improvement.
Though I still suggest making a bit more custom texture for the actual head portions. Give them "lips" around the mouth and have the eyes form around the eyes vs them just being on top.
Yess, I should do that, at the moment snakes and all hair is using same texture, but I might make it still work that way!
I just hate scales.. kind of 😄 maybe I just sculpt it in real life and take some photo of it and use that, 2D is still hard for me 😄 damn, I should really do that!
Could make said lip areas and skin around the eyes, not scales, based on the underbelly coloration too.
But blue and that shade of brown in an interesting combo...
Yesss! Also depends on a snakes... I was surprised how many different looking snakes there is! It’s just some danger noodle it can’t be that hard to make...! I was wrong! 😄 now I have learned some snake anatomy and I still need to improve this snake model before I can multiply it!
I have started second guessing that under snake colour, but all colours can still change and I can make many different versions!
I would want to add some yellowish, brownish snake texture to scales so it would be more balanced, whole character is pretty turquoise at the moment!
But colour wheel has been nice help for me to get some harmony to most of the colours ^^
from scratch ❤️ now i have to figure out how to make a unity pack out of it from blender
Oh good work! What kind of character this gonna be?
what do you mean?
it's a female elf
but i want to see how it reacts with vrchat but idk how to do anything with unity Xd
I was just wondering what makes this character whole, l don’t know how other people think and make characters. I can see the ears, so elf was in my mind, but what elf race, where it lives, what motivates it, what makes it a character 😄 that’s was my question!
I know, really deep, but for me it’s part of modelling ^^
I need to learn unity too, so yeah.. 😄 I have used it with some YouTube guides half a year ago or something.. it can’t be that hard... !
none of that XD atm i just want to figure out how to make it work with in game first and i can do the rest of that stuff later
That’s smart! It might be more work, but it can also eliminate some flaws beforehand!
So you have done some basic rigging for it so you can get it working in unity?
yeah iv fully rigged it, i work as a 3d modeler as a job
but beyond rigging modeling scrulpting and texturing my knowledge stops
Okey super! I can’t wait to see your final work then! ^_^
Unity is not that hard, for just basics. I would just suggest YouTube and check some latest unity tutorial for vrchat, that’s how I made my first character work!
I would link some tutorials, but I haven’t checked any recent unity updates or anything so my knowledge needs some YouTube too 😄
Cats plug-in for blender helps in that progress for sure!
Thank you
Does anyone have a 3D model of a Star Wars themed landing pad? Not the legion one from thingiverse because you can’t make a texture with that
Hey guys. Quick question; what’s the best way to do foliage on trees? I’ve seen some people use additive particles (like in the 1001 temple world); others use a series of planes with alpha transparency; and some people just use straight up topology. I’m sure each technique has it’s benefits; but I’m looking for a workflow that can produce foliage that’s detailed AND optimized. Any tips would help. THANKS! 🌳 🌳 🌳
traditionally foliage is done using polygons with alpha clipping
unity has a built in tree making tool where you plug in branch models and leaf models and it creates trees procedurally
an argument could be made for topology-based leaves in vr since transparency is more expensive in vr than normal
And minimum specs for VR are high anyway
Hmmm, I’ve seen a lot of sparkly edges on foliage in VRChat (Quest)...It’s usually accompanied by a drop in frame rate & bad lag. Hard to describe what I’m talking about...but if you understand, do you have any idea what causes that?
Found this great tutorial for making low-poly foliage in blender; which I’m much more comfortable working with...Got to love that he actually uses the default cube. lol
Learn how to Create a Low Poly Tree in this Blender 2.8 Tutorial in 1 Minute! Perfect for Game Engine use. Download Tree Model on Patreon: https://www.patreon.com/cggeek
HELP US ACHIEVE OUR GOAL OF PLANTING 20,000,000 TREES!
PLEASE DONATE ! - https://teamtrees.org/
Low Poly Tree is perfect for use in Unity or Unreal Game Engines!
Free Bra...
For Quest, transparency is very expensive to render and VRChat doesn't allow it afaik (Z-testing's expensive, and having a tree made of hundreds of transparent quads would probably crash a Quest lmao), so I'd probably recommend cutting the mesh of the leaves to the texture
or alternatively, you could go for something like simple triangle-shaped leaves for the Quest version of the model? o:
You’re 100% right...transparency is really expensive on Quest. Sometimes you’re able to fake it using particles (additive or subtractive blending modes). I’ve used that technique to make water and grimy windows with stellar Quest performance, but the trees are tricky because of all of the over-lapping planes.
I think Topo is a good solution for anyone working in a painterly or low-poly style. The Quest seems to flip out when there are too many polygons in any given part of the screen though. It’s probably my best bet too, since I’m only making one (realistic) tree. But if I was making a forest, all of the overlapping meshes would definitely tank my performance.
ah o:
Going for a triangle-leaf option might work there to bring the poly count down, though how realistic that looks is another thing
You could kinda estimate a leaf-like shape with two triangles? (like an elongated 2d diamond shape)
Maybe eh? Well, that’s a lot to think about. I’m going to mess around with this a bit. Thanks for the insights! I’ll definitely post the results when I’m finished.
yw! hope everything works out o:
I still don't know what I'm doing in blender but here is a meowthachu
forgot the backside
you can hide the background hdri while still keeping reflections and lights from it
looks pretty good tho
I just found that out lol, the lighting looks weird with the hdri off, so I may need to readjust that for future screenshots
I'm thinking of removing the png of the mouth, nose, and eyes and actually model them
yeah you want an hdri, just tick transparent in the render tab, background, somewhere
Started painting my jump pad
I like the blue and white, but I'm really not sure about the cyan
I like that blue!
What would go well with it without being too contrasting like yellow
Top image is closer to game model for sure because I traced it
my new friend can help!
I finally re-made snakes!
i dont ever talkhere and for good reason but i do Lurk and this model? is so fucking cool Just want u to know that
oo, thanks
Oh really! Im very glad to hear that ^^
Its my original desing so it might pop out ! ❤️
Weight painting, becouse weekends are overrated !
This will take some time.... 😄
Anyone know why vroid exports hair as textureless when you dont combine hair meshes?
Does anybody have a collection of Star Wars furniture? Like chairs, bar stools, tables, etc.
anyone know why sculpting mode makes my mesh go white?
In general, transparency is very expensive on Android. Which i will have to assume is a driver thing. (Quest runs on heavily modified Android)
(alpha blending)
Oh yeah, huge improvement for the snakes. Great work!
Think a dark black or steel color could work. Won't be as flashy but it does look like industrial equipment.
Flashy isn't really the point of such machinery unless the environment/world matches that kind of tone.
If it's going to be used in high-altitude areas, maybe look at aircraft coloration.
Good idea, will try that
Thanks!
Welcome!
Think I'll try a few different color schemes
How do I just slap a PNG on this glove? like a transparent PNG over the white?
Would be probably easy in substance painter
hello i m new in blender i have a question: i m trying to fit a dress in a female model, but the chest doesnt fit so i use grab tool and draw, but then weird corners apear in the place where i work, and if i use the smooth tool it goes to the start position, is there any intermediate tool or something like that?
change strength of that grab tool, take bigger brush.
Or you can use in edit mode proportional editing when moving stuff
Thanks a lot! I will check when i come back at home, probably i will be asking more things these days bc its the first time i use programs like this
@uncut moss forgot to mention :p
Hi! I'm trying to make it so my avatar's expression changes when two different gestures on each hand are made, but when I do it in the game the expression changing animation loops over and over again instead of stopping on the second expression
has anyone had any problems like this when using cats baking process for avatars? It doesnt seem like my avatar should be looking like this after a bake for a quest version
click this
still looking.. kinda broken? does quest bake not really work on higher poly avatars? the original had 70k exact and im using 2.83 lts if that makes any difference
i use 2.9 so idk, but decimate tends to work best when it doesn't have to go very far
you can try dissolving edge loops first to try and get closer and then try bake, btw i would increase the polygon limit on that from 5000 to 7500 since after the next update that will be excellent rank for quest
alright ill give that a try. thanks!
Does anyone know why my blur for weight painting doesn't work? Like it doesnt do anything when I attempt to use it, the draw tool seems to work fine. Im using Blender 2.91.
Okay, hear me out.
What if Metagross had 4 eyes?
https://cdn.discordapp.com/attachments/672464728668241929/823334159580659742/unknown.png
pretty cool tbh
does anyone know how to make vroid accessories for my character?
I am looking to make a jellyfish style hat but do not know how to add it to vroid or even know where to start. Any tips? How do I get vroid studio to accept it as a accessory?
what website can i find models on?
I was told I should ask this here so I'll just copy and paste it.
I am new to working with models and rigging. I’m using Blender and SDK3 andI have to make a new skeleton because auto riggers like mixamo don’t work with the model. My biggest problem is the thigh meshes on my Marina Liteyears model. They were already clipping into each other in the t-pose they were. I can still move the meshes apart when all the meshes are not joined together. When I joined all the meshes and connected the armature, the inner part of the thighs stuck together and stretched when I move the bones. I do not have that problem with the lower legs. I know that weight painting might help but still am wrapping my head around to how it works. I also have the cats plugin installed. Any way I can fix this?
Over the past two weeks I've been making this Whale Shark for @VRCFins upcoming world ! That was a great learning experience ! #b3d🐋 https://t.co/z3e7ml5N8S
Can you highlight those bones in weight paint mode ?
It's likely that some of the meshes don't have the necessary vertex group names or that they didn't merge properly and that the weight paint ends up being worse
I haven’t tried to weight paint the bones. I’ll have to try that once I can get to my pc tomorrow. And if you could, can you explain how vertex group work?
a vertex group just tells a bone what it can influence
it's like the muscle and skin attached to a bone
when you rotate your forearm, some part of your upper arm moves too, it's like that for meshes as well
Ok, thanks!
base colors
Doing this color scheme for now
But I think I'll have a few different ones to choose from
substance
this is in unity with standard shader
nothing special, just a metallic material with edge wear and some caution stripes and decals painted on
it's a little big so I might make it less tall
Looks good! You could add maybe one support colour for small details, just to get more depth to it! In colour theory there is some good rules what can help to pick extra colours! Here is first picture from google 😄 there is more to it if you just use more time than 5sec in google ^^
Oh and how big it looks when there is avatar next to it?
I only tested in unity but it probably fits 2 people
I was thinking but I don't know where i'd put more colors
I technically have black
@queen briar Continue here
I'm here
Before getting into baking, just redo hat button first
redo hat button?
Remove it and add a new sphere with lower polygon instead
No one will ever need that much polygon in that small area
Yes, maybe even lower polygon
There will be a menu at bottom left corner right after you click add
So remove that and add it again
That should be good
Now scale along Z axis to flatten it. Then move it to the position at top of your hat
Then assign material to it
done
Also apply all transform to it too
In object mode, hit Ctrl+A, select "all transform"
alright, done that
That should be alright now.
Yes, you can do that now
alright, done, now I have to attach it to the rig
so select it, then the rig, then press ctrl+p and with empty group
or
let me just try something else
Ok sure
ctrl+j it to the rest of the hat but that' won't attach to the rig, only the mesh
yeah, I'm just trying to attach it to the rig now
select the piece you want to attach in edit mode
you can just mouse over the sphere thing and press L to select all of it
then go to vertex groups on the right, select Head, set weight to 1 and press Assign
that's it
at least i'm assuming it's on your hat
in which case it goes to the head bone
well attach it to whatever bone the hat is attached to
the hat's attached to the head
by selecting the vertex group of it (same name as the bone) and assigning it to that while it's selected
@devout scroll May I have you guide them through texture baking process? Currently they're assigning material with color in BSDF node without using image texture. Starting from unwrapping UV. Only on clothing.
^
Well I think I will continue this
alrighty
Previously, I saw you have UV seam marked on your cloth. You did that yourself?
No, don't.
So if you still have them, select all your clothing object and try unwrapping
pffffff
Also the new hat button needs a new seam too.
Yes. If anything doesn't get unwrapped, it probably need a new seam.
Anyway, you should try Smart Unwrapping first
This doesn't need seam but result may not be as good.
Try using smart unwrapping first
Yes that one
look into UV editor panel and adjust angle limit until it get good result. Island Margin should be around 0.005, area weight at 0.5
nothing is changing when I adjust the angle
How is it look like?
That doesn't even get unwrapped
did I use it on the wrong thing?
Oh you have to click OK first
Ok now instead of doing only hat, select all the clothing object and unwrap
Not necessary, it will get overwriten anyway
Yes that's good
alrighty
Now it's time to bake texture
To prepare first, you will need to turn off any metallic parameter in your shader node
Because metallic doesn't get bake and turns black
done
the jeans aren't as dark as they should be, and neither are the hoodie strings
changing the specular helps tho
is that okay to do?
No. only base color that matter
Good. Then duplicate all your clothing objects and join them together. There will be 2 groups, separated cloth and joined cloth
so shift+d, then enter, then ctrl+j to join them
done
And for joined group, remove all meterial and create a new material for all the cloth
should I do that before I join them?
Shouldn't matter doing before or after. It's just assigning new material to all the cloth
ahh alright
Just make sure that you keep the same material in separated group
Is that the joined group
Did all your cloth already join from the start?
Okay. Just to clear up, all the clothing has been joined right from the start, so the duplicate also had all the clothing joined
is that okay?
Yes, that's ok too
Good. Now in shading menu for the new material
mmhm
Create a new Image Texture node, along with a new texture file, then link into base color of BSDF node
If you create a black texture then the new cloth will turns black, which indicate that it's correct
Assign image file to Image Texture node too
Maybe increase width and height to 2048 too
alright done
Then keep that Image Texture node selected
A new baked texture will go into that file
Next is get into Render Property tab in right side menu
It's time to bake
alright, I've got that tab
Select Render Engine to Cycle
Currently doesn't matter
Then new Bake Section will appear in the same tab
yep, got that
Expand it, select bake type to diffuse, UNcheck Lighting both Direct and Indirect, left only Color checked
Make sure that Output target is set to Image Textures
Set margin to 2 px
the direct and indirect here?
Oh yes, those two
Next is select the original clothing
yep
like this
Yes it is
then hit bake?
In Bake section that you set baking settings a few sec ago
Yes
Oh do this:
Add a material in original cloth and set it to the material in duplicated one
Go into Shading tab again and make sure that image texture node is selected
it's highlighted, so yes it is
Now Bake it again
Yes that's good. Hide the original and see if the duplicate have texture now
What material it has?
Ok, let see if the image has texture on it
there's one in that dropdown menu called Render Result
I assume that's what we just did
It will write render result to whatever image selected in that image node. So that probably wasn't it.
Do you have Image Viewer panel to the side?
this?
The left side
yeah. I'm on the duplicate clothing with the image node selected and it's blank
I tried it again and it's still blank
should we try it the other way around?
select the duplicate clothing and the image node and bake that?
that didn't do anything
Duplicate clothing doesn't have color output so that will be just black
nothing changed though
I tried that but the original layer didn't turn black
it stayed the same
do you need a light in the scene?
Baking diffuse only take account for surface base color. So light doesn't have any effect.
Oh right, every material must have an image node link to that image.
ahh
every single material on the original clothing had to have the same image node as the black material?
can I just copy the image node and paste it onto all the materials?
Do this in every material in original cloth
Yes copy works too
Also, ignore Vector input in my example
alrighjt
now to I connect the colour of the image node to the base colour of each of the original clothing materials?
And then go into each material and select the image node
Then select the object and bake
That can be ignored.
You will need to uncheck Clear Image too if it doesn't get written
What about the image?
No, that shouldn't be it
More thing, if you still have Material.001 in the original. Remove that too
nothing
I removed metarial.001 from the original clothing layer too
should there be a certain thing selected in the image view on the right
I'm thinking why your image texture is transparent instead of black
Ok, switch every image node to use that image and bake again
Ok now save the new image as a file
The button is hidden in the hamburger menu
Also save blend file as a new file too as a backup
Now merge the duplicate cloth into your body and delete the original
so select clothing first, then body
Usually yes. Point is to make the body as an active object
now we've got another problem
because for the clothing I had to remove all the fur
the facial keys bring it back
Is the fur a part of the cloth?
the way I made the fur was out of the original model
so that's probably why
I've tried fixing it over the past three days
shape keys store the position of every vertex on the mesh
by editing one, you didn't change the others
So you model the cloth using part of original body right?
you need to select the fur in Edit mode, and use the Propagate To Shapes button
to apply your changes to all of the shape keys
is that something I'm able to do now?
don't see why not
issue is the mesh of the original model underneath the clothing, I've removed, so it lowers the poly count
so would I have to select the clothing and use the Propagate to Shapes button?
Could just select everything below the neck
the hobkin has other shape keys that you wouldn't want to fuck with
like thighs, etc
that's why I'm saying to only selected the affected parts
I see
otherwise you will cause issues with the other shape keys
yes
okay, that should make life a little easier
when I put the model into unity on my first time doing it, none of the animations seemed compatible
like, for sad, the ears would fold so far they clipped through the body
I scaled the model down in blender though, so maybe that was why
there wasn't any shapekeys for the ears and stuff in blender
all the face ones did
no problem with them
yeah
did you export using Unity's exporter, or using CATS
cats
alright
changing the scale is most likely what messed it up
you can just redo the animations
does cats automatically resize your model so it's not ten meters tall
it does make sure the armature scale is correct
hmm. See, when I scaled it originally, I scaled everything, including the armature
I could just copy the original model from one session and paste it into this one and scale it that way
oh!
nevermind
there's no scale applied to this one
well, we can sort out the exportation and shit in a minute. You said I had to use something called a propagate to shapes button right?
yes
I've got all the fur selected
then go under Vertex > Propagate to shapes
okay
i pressed it
should I try combining them now
it worked!
there's only one part left to do, and that's the hoodie itself shrinks
would it be the same process but with the whole hoodie selected?
does anyone know how do I smudge texture? I'm painting a character and in some parts, I would like to make the texture a little blurry.
forgot to say, i use blender 2.8
I'm not too sure, sorry, I only started blender 4ish days ago
:/
@tough plover Alright, the clothing and the body are combined and the shape keys are no long effected by the fur
so it works
do I have to merge the blush with the body too or just leave that as a separate layer
never mind, i've already figured out how to do it.
Is that a display in unity?
So that normals are facing inside, and you will need to have it flipped back
in blender it's fine
Yes because blender render both side of triangle face. But in unity, it has to save rendering by not render the backside of triangles
In technical term is "culling"
Did you solve the hoodie string before?
try pressing A, then Alt and N together while in Edit mode o:
I'm almost done with my best model :3
AWESOME
I'll give that a go
this is it no
all modelling problems are fixed after this
alt and N gives me options to make a new file
Better check normals facing first
Select the mesh in Object mode and go to Edit mode, then press a and alt N
I can't because the little bean is part of the entire model
Press A will select all vertices including your cloth which isn't what you want
also, shift + n will recalculate normals outwards
actually bleh wait sorry lol, alt + n flips normals
shift + n is what I mean, yeah
Better check it in blender
I'm in blender
in the shading tab it looks fine too
After you show normals, take a look around your model and see if blue lines are pointing outward.
Ok good
@weak rune this is me after getting this model to this point
Is that a meme?lol
you should probably scale the avatar in Blender o:
but I wanna know what it is in meters
I was going to, but this model comes with animations and they were broken on the ears when I fdid that
they're meant to fold back against his back
but they properly bust
also the default Unity cube is 1 meter I believe, so 1.79 of those would be the average US height
There's also avatar testing world that have a measuring bar. You can try confirm using that too.
there is?
For scaling avatar height i use a plane and set its y position to my desired height in meters, then i scale my avatar until the head just barely clips it
Well yes, unity unit length is 1 meter.
okay
so now all I have to do is get the animations to work
okay
they're still broken
but I'm just previewing them
I haven't like, mapped them to the current model
or whatever you're meant to do
Have you check that if ear bone doesn't get assigned to something else in model rig?
no they're not
they're meant to be floppy
like the hair
and they react with the anger, sadness e.c.t expressions
Are they controlled by ear bones or blendshape?
As in, are they supposed to be floppy but they're not?
if so, you're likely missing the Dynamic Bones package in your project
I've got them here
I'm fixing up all the animations right now
but once that's done I'll figure out these
I finished my avatar, now I just need to add the skeleton, I hope nothing goes wrong when I put it on.
question, maybe the kind community in here can help me: I have a model that needs some editing (removing a nosering). it's literally just ~20 triangles that I need to delete. attempting to import to blender / export it out results in a file that unity no longer can read (literally: import fbx, then export fbx, and it doesn't show up in unity at all). question: is there any simple tool that can edit fbx directly, to delete those 20 triangles, without any of the import/export pain?
this removes which duplicate thing in your project.
at least for me it solves.
you're doing something wrong, likely export settings are different
replacing the fbx in your assets generally doesn't break
but you can just import it again and use pumkin's avatar tools to copy your settings from the old avatar to the new one you imported and dragged into the scene
Decided to have a go at the nose this time around, trying to making it draconic/monstery vs just having it be a regular human one.
I want it to be slitted by having trouble finding a good structure shape.
You could put some colour maybe to those small triangles, center or maybe change propeller colour!
green might work, lime green, or some fuxia/pink or something like that
Blade could be grey..
But Orange looks pretty nice too, maybe add different tones on orange/yellow?
Oo, I like your aproach here!
Hmm, that's an interesting idea
I'll see what I can do. I'll leave it like this for now and try to find a good particle effect and finalize the scripts
I'm planning on making this a prefab so i'll probably just provide a few different color schemes
I like that idea! ^^ it can look good with so many colours!
Different colours could indicate different wind power... Hmmm!
Yep
Currently there's 2 different modes, one that just adds up movement and one that reflects your current movement (so falling from heights will push you harder)
Might need to make an alternate model for that too
Problem is how to do a dragon-style nose on a humanoid face...
Not a very common combo.
Well I might have some ideas in my monster sleeve!
Go ahead and share if you'd like then!
I will! let me grab my pencil 😄
Yorshka is half human half dragon and her nose looks good
I mean its human nose but if you want something diferent let me google to be sure
I dont find pic for what i try to say, but we are lucky to have maddusa im sure he can draw better choices
Here is just random ideas what pop out in my mind!
*she
I had to stop drawing 😄 I wanted to make one page, but then it went to two.. And it keeps going if i wont stop 😄 I have no idea what kind of nose you are looking for, so there is different aproaches, it goes horror so fast 😄
I'm almost definitely sure the fbx file I'm working with was not created originally by blender. For models coming from booth, what's the most common app they've been originally made in?
oh sorry i tried luck with that 50/50 i didnt know
Definitely some interesting designs! Might steal a few elements from them while I'm experimenting.
Haha! its just for getting your imagination running ^^
@quaint jasper I was making this for my self because I forget hotkeys/basics all the time, but this could help some beginners too!
holy moly indeed that helps a lot, i started with blender 2 days ago and i still didnt know how to merge xd
english is harder when you doing things that would not understand even with your main language
English is not my first language so yeah.. 😄
I had small post it notes where was some basic hotkeys, but I think this looks better 😄
idk who you are but i m fan number 1 for sure, thats impressive
strawberry pimp
i have the angel dust tommy gun too but it's just a tex repaint w very minor mesh editing
Nice 
Realized i never posted this here. but i did a new avatar recently, highest poly model i have done yet, also the highest quality model. Thought i'd share the topo in a pose
Using 2D Viseme setup as in AV3 it's way nicer and more reliable than AV2.
The hair was the most fun part of modeling this model. I used 2 Lattices, 2 empties, and many curve modifiers to model the hair flat and to make UV's much more clean
you can learn how to do that here https://youtu.be/lo_FxdSe_F8
boop
Ok, so i came across this hurdle where I cant seem to figure out what's the best practice and best workflow
of how to make this magnifying glass toggle as
blendshape. I know how to do it in unity but i want to
try to make all my object toggles in blenshapes and
combine to only a single material, single skinned mesh.
my current flow:
- make the magnifying glasses small and hidden in the wrist
- set as basis shape key
- create new blendshape
- resize the object to desired positon and size
- save as blenshape
the problem is that it's difficult to select and resize the magnifying glasses between both position
You shouldn't use blendshapes but use bones instead, they're much more performant and reliable
i did weight paint the object onto the wrist bone. does that count?
Hey there I'm hoping someone can help me with this predicament.
So I got this model from Booth.pm and I wanted to make the head a little smaller because it was wider than the shoulders. I imported the FBX to Blender, resized the head and the affected parts of the armature, and used CATS to re import to unity.
This is how it looks in Blender before exporting
And this is how it looks in unity....
As you can see the right ear, sock, and boot are gone. Everything else is fine
You should weight paint it to a new child bone of the wrist bone, so that you can scale this bone on its own for a toggle
We're you using a modifier ?
do you use material combiner?
No, I simply scaled the mesh in object mode and adjusted the head bone and it's children in edit mode. Also, I didn't make any changes to the materials and the missing parts in unity aren't invisible they're gone entirely. Even the 2 bones for the right ear are gone!
did you import it as a new model in unity or replace the existing fbx of the original model?
I always import the FBX as a new asset
Did you apply your transforms at any point ?
Nah just scaling and adjusting the mesh/armature. I thought maybe the problem was something weird that I myself did in blender so I tried exporting the original .blend file as an FBX using CATS and got the same problem so I thought it was a problem with export settings
did you use fix model in cats? if so, was it actually successful or did it have errors? its pretty common for models on booth because they might use non-standard bone names that cats doesnt recognize.
Oh I forgot about that I'll see if that works
Using CATS to fix the model took the weight painting off the right ear and put it on the left. This is why I usually don't use CATS fix model function
How do I mass rename bones in a model?
I have a model with every bone prefixed with "mixamorig:"
Oh there's a mirror modifier that hasn't been applied on the model
I think I got it now. The original artist used mirror on some parts of the model and those parts are separate meshes. I guess I gotta go through and apply/join those meshes
guys i have a question, maybe its easy to do but its my first time, i saw this eye texture on deviantart and i would like to use this on the base model i m testing with
how to do that
you can maybe just replace your old eye texture with new one with image editor of your choise!
image editor? does blender has a tool for that, or maybe i should download a program for that?
Just check your face texture, see where eyes are , put the one you want on it (gimp/photoshop/ect)
Well im using photoshop and blender when making textures, Gimp is free program what works fine. If your texture layout is simple, you might even use paint for it 😄 Or have just seperete texture file for eyes, which is not optimal, but then you can see how it look.
in blender uv editor is where you can put that eye on right place
i want to cry
i have never used any program related to this kind of things, i m just semi truck driver
that wanted to study for these things
so now i try to learn myself
okey! becouse you like trucks I might help you this time! 😄 i will send DM
You could just go into texture paint mode and replace the current face texture.
Thats an mmd so its pretty much all the same textures
Like you dont need gimp or anything to do that and its easy to just replace the texture in Blender
As long as the texture is the same as the one youre going to put it on 😛
You go into this thing here, find the texture you want to change and then you
Click this and replace. Then you find the texture you want to put on the face instead.
In my case I have two faces because the face is split in two so id need to replace each face separately
Oh yea and basically usually in mmd models the face has the eye texture in it
Sometimes not but that is rare
Then gimp is needed
or whatever program
@harsh dove
You can use https://www.photopea.com/
Photopea Online Photo Editor lets you edit photos, apply effects, filters, add text, crop or resize pictures. Do Online Photo Editing in your browser for free!
It's a online photoshop clone
Pumkiiiiin ❤️ hugs
@proper wyvern oh we learned how to use gimp today! ^^ its good to know how to use some image editor when making textures!
Understandable and of course ❤️
Gimp normal map plugin is also pretty nice
Although unity is also capable of generating a normal map from a copy of your diffuse texture
thank you so much @proper wyvern btw i like your name, and dont worry i will have more problems bc i m learning blender unity etc at the same time i m learning english so... yeah
another test render of my avatar model rework (weird color noise caused by blender denoising, do not mind it)
Thank you 🙂
why would reflections be like this?
the normals are all straight
the normal map does cause it (it's a uniform one with just a grain kinda thing)
ignore what i said, im looking at the uv mappings... oof
i remapped it and
nice.jpg
my galaxy brain saw a trampoline lmao
vv cool though! o:
thanks
first image is an ironing board
second image is a trampoline
third image is a blade
whats the polygon limit again?
it use to be really low
like
20k
didnt they update it
for PC? below 70k recommended
for quest, 20k hard limit
thanks!
When its 12 am and you decide to make one more outfit to your collection only to realize its suddenly 4 am : D
The more outfits, the better
they look very nice, sleep is overrated
Does anyone know how to make it so in VRC two seperate meshes have the same light value so one isn't darker than the other?
Setting the anchor override from one to the other, or both to a certain point should fix that IIRC
I'm a beginner is the SDK3 for avatar creation the best place to start?
It doesn't seem to work sadly @ashen stag
I put the body as the anchor point for the other mesh and it seems to still be giving me that lighting issue
Read the rules, you aren't allowed to post NSFW here.
<@&397642795457970181> The message i replied to above needs to be deleted, nude avatar.
I would say yes, even though it is a bit more complicated there's not much reason for most users to know both SDK2 and SDK3. There is more control over what you can build in SDK3.
How tall is the blue "Fred" template avatar in the sdk
Oh wow!
I have started correctly right?
Looks like okey start, just littlebit unevenly dense
Would subdividing it make it less low poly?
Low poly is good! You just have that dense area going on there, so you might want to get rid of some edge loops or add more to get it look more even. In sculpt menu, smooth tool might even that a littlebit, you might need to fix it littlebit with grab tool or something after that!
Ah ok, Its my first model and a gift to someone
screenshots are diifficult
Trying a new method my friend said I should try not sure how efficient I can be with polygons
I'm in-between houses atm my actual computer is in a another part of town no internet at home uploading this from my phone
How did you make this weird wrinkle effect on your dress btw?
Also yes I am considering to change the color of the dress a bit since some world shaders make it look like im not wearing anything 😂
The wrinkle effect is actually just a repeating texture, I can give you more details in DMs if you want
How would I make this less square
how many loopcuts you are having on side?
sculp tools are pretty okey, like smooth and grab tools, dont use too high strength so you can do little by little
Can always do the subsurface modifier if you want to keep box modeling too
My computer locked up it doesn't like bevels hold on
uncheck dyntopo when using sculpting tools so you dont get anything extra and you can keep your squares ^^
Ight pc lives
Dyntopo?
@spiral sigil
Its just an option when sculpting. It stands for dynamic topology. It will increase the poly count of what you are sculpting to give you a cleaner surface to manipulate. Can result in quite high polycounts if you are not careful
If its off, you can just use sculp tools to your model pretty safe way, smooth tool can make your life easier when you want to have clean topology ^^
If its on and you do some really highpoly super detail stuff then you need to retopo your character! if you are going to do that anyways then it doesnt matter, but you can use sculptools for lowpoly stuff too when its off
My blender keeps dying
hey. I dont really know if my uv unwrapping is going to be good at all. I have this issue where i try to put them to the same image and the parts go all over the uv.
Pretty please Broodmother 💖
@meager crag you can change the order manually if you want it to be more organised
no i dont yet
then its good time to move those
and you can fit them easily to same picture if you give your UVs some sorting " like this is face and I want to give it more value" = more resolution bigger uv.
but if its just some basic onecoloured thing, it can be really small!
also UV squares is good blender blugin if you want to maximise your texture area ! It works best for simple square/long line like shapes
is there a way to change the default face expression of the model in blender so it doesnt look like he is on drugs? like moving eyebrows or mouth
Why does the atlas I make keep doing this? Is there any way I can fix this?
is there a way to connect the pieces in the uv mapper? It wanted to seperate perfectly places uvs
Do you have all edges pinned ?
Pressing U from front orthographic camera and "Project from view" should give you the best result
just move them close with vertex snapping turned on/selected while holding ctrl
when i try to select the other edge both of them get highlighted and move
im not exactly sure what edge pinning is
Which selection mode are you in ? top left corner
Didn't follow any particular design but think the sketches did help somewhat at least!
In addition to the nose redesign, I resculpted the eyebrows, trimmed the cheeks, and adjusted the bridge/brow connecting area.
I'll work on the nose some more for sure but think it's already at a pretty good spot right now.
Don't wanna make it too monstery/beastial though as the character is intended for virtual entertainment (dancing, streaming, socializing) and rather not spook people away because of that.
Is there a list of the names for what the bones should be on my model?
Or does it not matter
When you have some reference and stuff it can help! At least you know what you don’t like 😄
I like side profile of that nose ^^ good work!
Check pinned messages on #avatar-rigging there is some
looks like yoda
the ears
looks cool
I do have a small problem with my mouth shape keys. When my 3D model opens their mouth, one single verticle from the lower teeth is moving up with the upper teeth. I am able to drag the point back to the correct spot.. is there a way to edit the 3 main shape keys for CATS easily? I've tried choosing a shapekey and just dragging it at the correct spot, but it didnt seem to save it.
Thanks. I'll try that when I get home
Feelin' proud. Thought to share.
Obviously very WIP.
Never modeled off of a reference before.
Had the need to create a 3D genderfluid symbol, and figured others might like it too. Free to nab and use however you like ~ ❤️
Blender files for a 3D genderfluid symbol.A flat UV version is provided for easy texturing, and a standard UV layout for more customization.- You may use this however you like, so long as it's not used for hateful purposes.- No credit to the author is required.This is entirely free to download, but if you'd like to pay a little something for it ...
im currently making a dress and when ever i use the sub modifier, i get this weird line even though they are not the same edge, anyone that know how or what can cause this?
It's probably creating that edge, you'd have to manually adjust it
hey y'all! i can't seem to put a loop cut around my hand model, can anyone explain why?
You can do orthographic view and knife through it if you can't
how do i do that??
sorry i'm very new to all this, i've never even thought about 3D modeling before
numbpad 5 i see, does'nt seem to work
@frail hare This looks like inverted normals to me.
You can also use the gizmo to go into other modes, knife is key K, enabling cutting through is Z
don't forget that you can't put loop cuts through triangles (tris), only though quads