#3d-modeling

1 messages Ā· Page 105 of 1

tough plover
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sometimes triangles are used to prevent a loop cut from going too far

frail hare
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that was correct, it somehow had inverted normals on the back, i had already flipped the normals once but i guess i must had undone it when i moved back too many steps or something but thank you for the help šŸ˜„

quick panther
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how can i make sonic eyes out of this?

quaint jasper
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Just before i explain that to you, i'm making sure you saw this https://gumroad.com/l/GQLVV

Gumroad

The model is free to download and use, though any support is always appreciated! I hope everyone gets good use out of it!Info document with credits, rules, and FAQs can be found here.This may see minor fixes and updates later, so here's a new changelog to follow along with!Features of the model/rig:Designed to be intuitive and easy to useOver 30...

quick panther
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never did

crystal bison
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Thanks! Gonna look at it once i get on my pc again

quaint jasper
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nope

hybrid copper
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does anyone know how to import a .mesh file into blender

fierce wind
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Soooo. I just tried to attach claws to a skin. In Object mode it looks the old way, but I edited the verts in edit mode, and they look different there?

tough plover
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you can reset the pose to fix it

quick panther
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how do i connect meshes?

fierce wind
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Thank you!

quick panther
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it doesn't let me mirror these 2 meshes, what can i do?

crystal bison
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taking a look at my hand again, really can't see how to fix the problem. idk how/if the knife works either

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can't make a cut loop through the middle idk why

floral crown
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Okay I'm not figuring this out right now > .< Does anybody have a clue what I've broken here? Doesn't seem to be unity - Left, broken, version uses the exact same materials as the right, working, one - There's a few small alterations on the left one, but nothing that should cause this > .<

Any pointers-?

quaint jasper
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Small alterations ? Like ?

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Looks like a fucked up atlas

crystal bison
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@quaint jasper could my problem be the fact that i don't have the face plates at the start of my hand where it connects to the wrist?

quaint jasper
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Nope, shouldn't matter

crystal bison
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hmmm

floral crown
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It's actually not atlassed at all.. That version wasn't meant for live. Alterations were basically a new collar and a fix to the armature I borked on the tail. (Also one horn wasn't in the correct position) so.. nothing interesting I think

crystal bison
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are lines like these the problem by any chance? sorry really just shooting in the dark here

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like the ones not alined together perfectly

violet charm
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I'm using vroid and noticed the avatars there are pretty tall when in vrchat. Do you guys think this is a good size?

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the base avatar

quaint jasper
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the legs seem 50% too long

neat viper
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so that's who the size 34/50 pants are for

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but yus lol, legs are a bit long

violet charm
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yeah was seeing if the top looked normal. Trying to shorten it so it looks better

bright perch
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how do I add more polygons to this so its easier to sculpt?

violet charm
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extrude?

tranquil saffron
obsidian ore
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what version of blender am I supposed to get for vrchat?

harsh dove
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I think the only important version is the one from unity, i believe blender version is not important and guess the newest one should be the better

onyx juniper
obsidian ore
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what do you recommend then?

uncut moss
uncut moss
crystal bison
obsidian ore
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What version does everyone use?

crystal bison
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Latest one, 3.0 if i'm not mistaken

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Just downloaded it less then a week ago

obsidian ore
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but there is no blender 3.0

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"Blender 3.0 in August 2021"

tough plover
obsidian ore
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LTS?

tough plover
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indeed

obsidian ore
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for steam?

tough plover
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I got it from the website, so that it doesn't automatically update, and to be able to pick a version

obsidian ore
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is there a difference?

tough plover
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steam will automatically update it iirc, but you can probably disable that

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it's the same program

obsidian ore
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ok thanks for the help

latent charm
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Best practice with blender is to download the .zip from the website, create a Blender folder somewhere and extract your versions into that. Then you can easily have multiple versions that won't cause problems but most importantly will never automatically update or do anything unwanted.

uncut moss
crystal bison
uncut moss
crystal bison
proper wyvern
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When you have no reference to go off of so you spend like 10 hours to get to this point.... It looks like šŸ’© but object making has never been something im good at... Gotta make anyway.

spiral sigil
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Hey, I'm new too 3d modeling, I'm using blender for the first time to make an avatar, would anyone be able to hop into a VC with me and help me out?

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I already have a base I imported and shaded, I just need help with clothes

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I'd really appreciate it

tough plover
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do you have the models for the clothes already?

spiral sigil
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Well I've only gotten the shirt so far but I'm downloading more off deviant art right now

proper wyvern
tough plover
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^ that is if the clothes are meant to be fit tightly

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and aren't meant for the model

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but in general, if you want to add clothes, this is how you do it

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on the model with just the outfit, delete all of the bones that are not relevant to the movement of the clothes. that means, arms, legs, head, etc. then, in object mode, select the mesh of the outfit, and then do CTRL C. in your other project with the main model, do CTRL V. it should copy over the mesh aswell as the cut down armature.

from there, you can reparent the outfit mesh to the main model's armature, and then merge the outfit's armature to the main one. now you should have all of the bones under the same armature, but with some duplicate ones, since you have the bones from your main model, and from the outfit one. to fix this, use CATS to merge each duplicate bones together.

last thing you need to do is click on the outfit mesh in object mode, then go to the modifiers tab, and then look for the Armature modifier. make sure that the Object slot has the main model's armature selected

proper wyvern
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sounds complicated but aint. easier than the usual way of doing it

spiral sigil
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i see, makes sense, also with the shirt, i cant get it to overlay on my base model, when i try and move it, it just snaps down to the legs, or above the head, how to i get it centered onto the body?

proper wyvern
spiral sigil
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yeah i can one second

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okay i just sent the screenshot

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thank you guys for the help i really appreciate it

tame sinew
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https://sketchfab.com/3d-models/star-wars-tiki-bar-da3d92f8d6504e458d2c33499d5cd4ac
Something weird is going on with this model, and I think it might be possessed. There are all of these weird lines everywhere.
It’s a dae file and I really want to put it in my world. I can’t f d anything else like it...

echo plume
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personally im feeling towards the bottom one

quaint jasper
chrome hare
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good boots

spiral sigil
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Anyone know if its possible for me to put a transparent image on a model without directly changing the texture to do so? Just want to slap this logo onto this shirt.

quaint jasper
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You should probably create front and side seams for that

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or you'll have to split your texture in half

spiral sigil
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what do you mean

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the texture is already split for sides but its left and right if thats what you meant

quaint jasper
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yeah, it shouldn't be

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your seams should go from your neck to shoulder, and armpit to waist

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Then you have two islands, front and back

spiral sigil
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yeah but the model came like this

quaint jasper
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You can redo it

spiral sigil
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what do you mean redo it

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if you mean to imply I made the shirt myself its something I downloaded online

quaint jasper
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Go watch a simple tutorial on UV unwrapping and seams, then you'll have a proper UV map to use with your texture

still wadi
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You can stencil image

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From front

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Look up how to stencil in blender or something

uncut moss
quaint jasper
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On and off for a couple days, I'd say around 10 hours total maybe ? I'm not very fast lulw

sullen kettle
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1.2million

onyx juniper
proper wyvern
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One more to go.... I can do this... šŸ˜…

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Added some smaller details because why not

flint imp
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Is there a way to make it so that my avatars like base thing doesnt rotate when i turn around?

devout scroll
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Then you can probably figure something out in unity

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Made some junk

quaint jasper
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good looking junk !

chrome hare
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this junk looks awfully familiar

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and rather refined

neat viper
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i'll give you a stout shako for 2'a those

kind gorge
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Can anyone mentor me in a voice chat on preparing my model to be exported into vrchat? The tutorials I've looked up haven't helped me out that much

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Dm me if you're willing please

devout scroll
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fun fact, the backpack thumbnail texture's just called pile_of_junk_3 in the game files

spiral sigil
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so i can mess with my model’s skirt, shirt, and tail just fine in sculpt mode, but for some reason i can’t do anything to the actual body. no brushes work

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is there some sort of lock i could’ve accidentally activated that i should look for?

spiral sigil
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oh i also was wondering if there was a way to import material. like if you wanted to change the hair color and you make a custom image for it, if i could do that through blender or if i should wait until Unity for that?

quaint jasper
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For the sculpt part i'm not sure, make sure to apply all transforms first

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and yeah you can import an image in blender's materials

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@spiral sigil

spiral sigil
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oop

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thanks lol iris

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hmm the sculpt thing didn’t work and i can’t find anything ab it.

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i could sculpt it before and actually did a lot of work to it. but now it doesn’t like me ;;

steady merlin
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by any chance would anyone be willing to help me learn to make a 3d model by scratch?

quaint jasper
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There's already plenty tutorials out there, but you can ask for help on specific steps

still wadi
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@spiral sigil could be that your mesh is masked

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alt m to remove it

spiral sigil
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oo okie. i’ll check that in the morning ty iris

devout scroll
spiral sigil
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looks good

devout scroll
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made more tf2 metal

spiral sigil
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except the screws, too flat and "clean"

devout scroll
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that's how they originally looked

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everything that comes out of my substance just looks grimy and realistic

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while it's supposed to look like this

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I guess it'll depend on the shader

spiral sigil
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nice scrap

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good embed too

devout scroll
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i think discord doesn't like the image because it failed to upload like 5 times

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looks better in substance with some wear but I need it to look flat for what i'm doing

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usually multiplying the AO map with the texture makes it look a lot less flat

neat viper
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cool! o:

proper wyvern
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My avatar is turning into an adult. 🄲 šŸ’– Added breasts, changed the length of horns, changed ear size, hairstyle, added collarbones, made a bigger emblem on the horn and also gonna change the length of the avatar itself. Not a lot though since I kinda like the length of it right now. :3

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I love it that im slowly learning more and more so im able to make this look more and more like the drawing that its based on :3

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I swear though if this is going to drop me from excellent to good...

proper wyvern
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Size difference:

shut valve
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accidentally mashed some buttons in blender and now I cant rotate in bones in pose mode in blender, google is useless, any ideas?

languid fog
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I just dont like big eyes ,_,

proper wyvern
shut valve
smoky fox
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does anybody know how to set a skybox window as a material ?

tulip stag
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any tips or sources for learning the basics of blender, and or creating humanoids

languid fog
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After that explore the tools without a objetive, like just add loopcuts, extrude etc etc

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With that you will be able to learn fast and get easy to understand a tutorial

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If you wanna do humanoids stuff

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Study anatomy

devout scroll
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look at character tutorials

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there's tons on youtube

icy linden
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hey gues

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any idea why this happens when in sculpt mode?

naive helm
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Hey this isnt really a question but more of advice asking ? I've been converting a lot of my 2D drawings to 3D in blender and I'm not really sure how to go about translating some of them.. I thought someone here could give me some tips?

naive helm
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Here's an example of what I've translated

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to 3d

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But I'm unsure how to go about this

tough plover
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@naive helm that's a really cool model šŸ‘Œ

naive helm
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Wait really??

tough plover
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not many dare to make their own models from scratch, most start using base models

naive helm
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I've only started from scratch

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thats why my models arent the best

tough plover
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still

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šŸ‘

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did you do the rigging yet or is it simply the geometry

naive helm
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I did the rigging too šŸ˜…

tough plover
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epic

naive helm
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That actually makes me feel really good since I've always felt like I'm trying to keep up with people that are way better than me (I'm practically an extreme beginner that barely knows the program)

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My favorite part of his model was the book since he's a jester

tough plover
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lol

naive helm
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The whole book is a mix of boolean resized cubes

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And the letters are a texture I made

tough plover
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I would probably change a few things about the rig up here

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first off, you don't need the bones to be directly connected end to end to another bone

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you can set them as not connected

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the head bone should be straight

naive helm
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Yeah I know just a little dumb on my part

tough plover
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so you should make the two bones for the (hat?) be not connected to the head bone

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same goes for the shoulders, you probably want them separated from the chest bone

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you also don't want pelvis bones for a vrchat

naive helm
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Ohhh I wasnt doing vrchat models

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I just meant in general

tough plover
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I see

naive helm
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Yeah the people here are super good so I always go here for help

tough plover
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understandable

naive helm
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I've only made 1 vrchat model and it came out garbage so now I just dont bother

tough plover
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like i said, few rig things you might wanna fix first

naive helm
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Yeah but dont you need to do all the fingers for it to even crouch?

tough plover
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you do need a certain amount of finger bones

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preferably all 5

neat viper
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afaik you need three fingers (index, thumb and middle) on each hand to be rigged, though they don't have to be weight-painted to anything

tough plover
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but not all bones need to be weighed to the mesh

spiral sigil
molten zephyr
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is it normal for things to get moved around a little when going from blender to unity? my character has eyelashes and eyebrows very close to their face which show perfectly fine in blender, but are partially hidden in the head in unity.

hidden basin
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No that shouldn't happen. Check to make sure the normals are facing the right way

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It's hard to tell if the mesh itself actually moved, but the more likely thing is just flipped normals

spiral sigil
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What software is best to 3D model from scratch

neat viper
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probably Blender o:

hidden basin
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Blender isn't a bad choice but honestly if you want to get an avatar up quickly you can find many free assets on places like deviant art

neat viper
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don't know about/if there's a best modelling software, but Blender's def a good (and free!) starting point

molten zephyr
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you were right on the normals, thank you SO much!!

hidden basin
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np šŸ‘

thorny ivy
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Decided to model a sword based on an old PS2 series I love to bits. Due to its relative obscurity and lack of proper pictures with it though, not to mention the dated graphics, took some liberties with the design to make a high-poly version look good.

naive helm
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I like it a lot

neat viper
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cool! c:

thorny ivy
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And here's an angled view of the crossguard to show off its unique shape.

neat viper
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no idea where I'd start with a shape like that in my workflow lol, cool!

hidden basin
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I don't even know how to make a mesh in blender lol. I just know how to edit it and add faces using 'F'

thorny ivy
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Well, first I created the height curve and then narrowed the top's edges to create the length curve starting from the middle.

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I moved the edges connecting the top and bottom parts of the crossgaurd so the curving angles would be similar before narrowing the top's vertices.

untold schooner
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made this guy from Final Space

languid fog
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Ofc you can use it to learn some stuff like UV map and texturing

hidden basin
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I mean I never claimed to be a 3d modeler. I am just saying if you want something quick, do that. Otherwise if you want to take the time, by all means go for it

languid fog
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A

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Well doing it just for having a avatar for vrchat

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Thats a good way to do it :v

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I mean

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How you said

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Quick way

hidden basin
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I mean what I said initially and what I said to you was effectively the same sentence just another way to go about it

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I stated a fact. I don't see the issue here

spiral sigil
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this is so weird

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idk why it won’t let me tweak my base model anymore

brazen roost
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ive had weirdness going on w something like that before, try alt h?

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no promises but worth a shot

spiral sigil
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ok so lemme write a giant post to explain:

basically i have my avatar’s body and clothes not joined yet. the clothes are perfectly able to be sculpted and such as the body had before. BUT suddenly after a bunch of working the body isnt able to be sculpted at all. I’ve tried a bunch of random stuff (Alt+H, Alt+M, Applying all Transforms) BUT i managed to kinda eliminate blender just being dumb. I just copied to my base avatar to another file to see if it was just my file and it’s not. it still doesn’t sculpt.

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so i’m thinking it’s a setting on the actual model. but i’m a total blender noob so i have no clue what said setting could be :(

quaint jasper
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Tried turning off symmetry maybe ? And applying transforms to the mesh ?

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Could also be a modifier or a shapekey ?

maiden folio
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lol

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you guys know anything that could cause blendshape lipsync to malfunction? one of my avatars has them and it works and the other doesnt have his mouth moving at all when in game

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but im pretty sure i followed the same steps

languid fog
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@quaint jasper aren't these links considered advertising? ^ Pepehm

spiral sigil
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got bored and started to work on some wings xp

thorny ivy
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Organization aside, those look pretty dope.

spiral sigil
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Thanks ^^ i've worked on it some more and here's what it looks like atm

harsh dove
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loool, and i m still trying to discover how to merge things kekw

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gj mate

thorny ivy
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Decided to narrow the blade + sheath some

languid fog
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Or "M"

harsh dove
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somehow ctrl + j does nothing and if it does when test it is not really merged

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but didnt know m works aswell so i will have to try

languid fog
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It is for different objects

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"M" Is the merge tool on edit mode

languid fog
harsh dove
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in my case what doesnt work is: base model, and a hair, to merge in head, are those, different kind of items somehow?

languid fog
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Depend

harsh dove
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i m beginner dont expect i m doing weapons haha

languid fog
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Like

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The hair is a object right?

harsh dove
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yes

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it has his bones aswell

languid fog
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And the head is a object too right?

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So

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Just select both

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And press

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Ctrl + J

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On object mode

warped crown
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How do I add bones in Unity?

harsh dove
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maybe i m so dumb that i forgot to choose both or i choosed something that its not what i want

warped crown
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I have a model with a hood and I want to put some bones along the hood so I can make it toggle up.

harsh dove
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i wouldnt be surprised

languid fog
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But it work?

harsh dove
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i m opening blender

languid fog
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Only on 3d modeling programs

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Like

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Blender, maya, Cinema4D, etc etc

harsh dove
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wait, when you merge something, does one item take priority over the other one?

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bc looks like insteadof the head have hair, the hair have a head on it, you know what i mean

languid fog
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Kinda

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Just select the head first

harsh dove
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ok the first selected takes priority

languid fog
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Yeah

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Same with modifiers

warped crown
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sorry i meant blender my bad

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didnt realize i typed unity

harsh dove
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sorry i dont know how to do that, btw i think i did it right but now i found another problem kekw

languid fog
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on youtube

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just for vrchat

spiral sigil
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i’m gonna mess around w it a bit later so i can test a bunch of other stuff. it’s so weird how blender just decides to be stinky

spiral sigil
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😳

languid fog
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No fckn way

hybrid crow
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Horrible

fringe rock
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Don't fist the robot

harsh dove
# languid fog what is it?

ok so my items has "body" and bones, i think the name is armature, am i supposed to merge the bones and the body differently with the same way, so when i move the head the hair move aswell or what, bc i move body bones and bones from hair move but the hair isnt 😭

devout scroll
languid fog
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You only need to merge the armature on it

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And weight paint over it

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But if they are different objects you need to put the same Armature on both objects at the Armature modifier

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And weight paint

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Srry for late answer i at work ;-;

devout scroll
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If the model had weight paint before you only need the armature modifier with the armature selected

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Weights are stored inside vertex groups on the mesh so even if you delete the bones and add the later (with the same names) it will work as long as you tell it what armature to use

narrow forum
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im having an interesting problem with blender cycles baking, being used indirectly through CATs. the inside of the mouth (black) is bleeding through the walls of the mesh:

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adjusting the distance between the walls of the face and the inside of the mouth does change the black area, but im not sure how to get rid of this

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im wondering if there was some kind of "wall thickness" or similar setting to make it ignore these small parts of the mesh that are thinner than the rest

devout scroll
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there should be a ray distance options somewhere when baking

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or a cage option

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i dunno about it being in cats

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you can also try separating the mouth to a different object before baking, don't know if it would change anything but i've had issues baking stuff in substance when objects were joined

narrow forum
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ooh i can try that

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but wait :-/ they're joined right before baking anyway

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ill try to see what options CATs sets when baking though

devout scroll
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I'd look into baking manually

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Tho it depends of course, if it's doing more than just bake it'll probably be a hassle

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You can try asking in the cats discord

narrow forum
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i didnt even know they had a discord, ill make sure to look there šŸ˜„

devout scroll
visual vigil
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rigged, weighted, uv mapped

spiral sigil
devout scroll
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alright vrcAevSlap

harsh dove
# languid fog Srry for late answer i at work ;-;

ah no dont worry about that, anyways i have been trying it changes the position when i do that, they merge in the right screen but doesnt work with pose mode, i think i m not good for these kind of things

languid fog
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Texting is kinda weird to explain

harsh dove
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ok for me

queen elbow
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I figured out the texture seams problem

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gotta change the bleed settings in texture paint

limber bronze
thorny ivy
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"We'Re ToTalLy LoYaL, wE sWeAr!"

spiral sigil
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im so good

languid fog
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ok wtf is that

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One piece characters be like:

harsh dove
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when your cat walks through the keyboard and blender is open

fossil sentinel
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guys help

quaint jasper
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Just read

fossil sentinel
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What should I do so that I can publish my model?

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@quaint jasper

quaint jasper
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It's the second line of text

spiral sigil
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im downloading blender to try make a charictor

thorn inlet
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Has anyone ever experienced an issue importing FBX into unity where the import process causes Unity to crash? Just started happening to me recently

spiral sigil
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no

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im currently on the set up for blender

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its done pog

thorny ivy
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Speaking of models, more-or-less finished that sword I shared the other day.

steady merlin
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would anyone be willing to help me with some reedits for the wicker beast im trying to make a stygian zinogre

quaint jasper
steady merlin
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i see ty very much

modest shell
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Hello, I need some help with a custom shape i was making.
In blender it looks like like this

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but in unity its all squished and appears like this in my particle system.

quaint jasper
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applied transforms ?

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any shapekeys ?

modest shell
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no shapekey. and i applied transforms

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what i found is that the scal it way off in blender. and it puts it back to 1:1 in untiy... apply visual transform and apply object transform did not fix this

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Found the solution , Ctrl+A --> Scale

little depot
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anyone know where I can find Pokeball models or textures to use in unity

supple glen
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help i haven't made an avatar in so long, and i thought i might give it a try again... unity hates me

frozen dust
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what version of unity is this?

supple glen
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2021.1.1f1

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sorry was eating dinner

devout scroll
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you need 2018.4.20f1

supple glen
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SHITE

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sorry

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for the new one i thought i needed 2021

devout scroll
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also wrong channel

supple glen
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oh, sorry just joined the disc

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thanks

naive helm
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How do you unparent all bones?

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(in blender)

spiral sigil
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select armature
edit mode
press A to select all bones
alt + p > clear parent

naive helm
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Tysm

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You are the real svel

spiral sigil
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the only one

spiral sigil
#

anyone know how to use .material files for textures in blender?

devout scroll
#

you can't as materials just have settings

#

but it depends where they come from too, maybe they can be imported

#

if from unity then not

limber bronze
neat viper
#

cool! o:

limber bronze
#

25,000 tris combined for the space marine and his gun.

vernal spire
#

I need someone to help me figure out how to apply textures to an avatar. It’s from gmod and I had to assemble it from multiple custom parts from the add on and I think I have them all parented though the skeleton. I just need to know how to make my png texture apply to the whole body and I’ll be good. Using Blender 2.92 and a complete noob

celest yarrow
#

Ok, So I can import my work from 3d max to unity?

celest yarrow
#

duuuuuuuuuuude

#

Yes!!! ā¤ļø

#

Avatars also, I am guessing?

onyx juniper
#

I have 4 legs on my model, but I only want to vertex edit, weight paint, and pose 1. How do I go about that?

quaint jasper
#

Can you phrase your question a different way ?

#

Not sure i understand

#

Symmetrize ?

#

I don't think you can use the same technique, but you can at least duplicate the front leg bones for the back legs, and use automatic weight paint ?

#

So you'd only need to do two legs

young vault
#

You do one side

#

Then mirror

#

Same shtick, more shtuff

quaint jasper
#

Well i want a PS5 but we can't have it all can we

#

Exactly, you can commission someone

onyx juniper
#

Now imagine if professional riggers didn't create a meta rig for animators and basically said to them "well, sucks to suck"

languid fog
quaint jasper
#

A lot of animators end up making their own rigs out there for personal projects, it's not insurmountable

onyx juniper
#

That was a comparison. The "professional rigger" in this case is the Blender devs and the "animator" in this case is me

#

I'm calling them unprofessional

quaint jasper
#

You'd be done rigging by now tbh

onyx juniper
#

Well I already had that attitude last night when I gave up on autonaming left/right AND back/front and named them all manually.

But right now I'm watching the series finale of 2017 Ducktales

quaint jasper
#

Ok so actual progress, nice

thorny ivy
# limber bronze

Are you going for 100% lore-accurate design? If not, I have a few suggestions.

  1. Barrel and bolt don't line up, making how the weapon actually feeds a complete mystery.
  2. Cocking handle would be hard to grasp with it just being a stubby block (going off the perspective) for a regular person, much less anyone wearing power armor.
  3. Barrel is definitely oversized. I know Bolter rounds are basically mini-rockets/gyro-jets so the barrel itself doesn't need to be that thick or thick at all. Think shotgun barrel thickness.
  4. If the big tube on the end is indeed a muzzle brake, I'd punch a hole through the circle to actually make it somewhat functional.
  5. Mag release looks to be overlapping with the mag well. I'd reduce the width or just make it a button/lever instead.
  6. Move the rear optics further back. Given how strong recoil from such a weapon can be, you don't want your face that close to it when aiming down sights.

Also, could pass it off as a different/new pattern of Bolter if anyone complains about it not being 100% lore-accurate.

limber bronze
#

phobos pattern bolter

lament pond
languid fog
#

Ok i almost had a heart attack

thorny ivy
vital drift
quasi mural
#

Sex?

#

Oh

#

Sus

onyx juniper
#

Red looking pretty sex

onyx juniper
#

How do I update weights after mirroring them?

quaint jasper
#

same way you did before

#

and then mirror again

opal burrow
#

I need presets for VRoid can someone help?

stoic steeple
#

Hey, I'm having an issue with my 3d model. It looks completely fine in blender, but when I import it to unity it is missing a ton of faces. It opens in 3d viewer fine without the missing faces so I don't know what's gone wrong. I'm a beginner at this kinda stuff so help would be greatly appreciated.

#

This is how it looks in blender

#

And this is how it looks in Unity

quaint jasper
#

Recalculate your normals

devout scroll
#

blackface culling should be enabled by default like in, shudders 3ds max

stoic steeple
gleaming lava
#

I'm having this extremely weird issue where my Shape Keys/Blend Shapes/Visemes aren't showing up in Unity. I have no idea why, I'm not doing anything differently than I normally do for any other model.

#

The Shape Keys are on the model, and I'm exporting everything, but they just don't show up in Unity for some reason

#

Okay, I think I solved it

#

There was some weird buggery going on with the Modifiers. Apparently there were some modifiers that weren't being applied correctly, and for some reason that was breaking the visemes somehow. Either it was causing errors during the export so the visemes weren't included, or Unity was having issues parsing broken modifiers (which I don't think modifiers exist in FBX files, so I'm leaning towards the former)

devout scroll
#

But probably not all of them

#

stuff like armature modifier likely gets converted to a bone weight table or something

#

Also, your export settings look default

#

But you should change Apply Scaling to Fbx All to avoid your armature scale being 100, which makes all the other values for colliders, dynamic bones etc be divided by 100

spiral sigil
#

got this big gap in my wrist and ive been wondering how I could fix it? I used fill to fill it before but now that I merged by distance it broke and now it looks like this

devout scroll
#

bridge edge loops

#

or just select each vertex on either side and F

#

one by one

winter ivy
#

Idk if I should post this here but, I need help with the axe moving with Barney

#

Please ping me

quaint jasper
#

it doesn't after you moved it below the write bone ?

winter ivy
#

nope

#

it just floats but not in his arm

quaint jasper
#

oh

#

you have an armature in your body mesh

#

that's not gonna work

winter ivy
#

yeah I just realized that

#

I need to look at that more lol

#

hopefully that will fix it

visual vigil
#

its doneeeee

neat viper
#

cool!

scarlet bane
#

looks awesome

little ravine
#

Ngl thats sick

uncut moss
#

Looks really good!

naive helm
#

is it possible to copy materials over to another model?

#

nvm I got it šŸ˜„

spiral sigil
#

yo where do you guys get the good sweatshirts and shoes of off what website??

thorny ivy
cursive jay
#

how do i put the shirt back on the avatar where it combines with the whole body?

#

i’m lost as fuck

spiral sigil
#

Hey is there a way to cover or do something about these seams?

cursive jay
#

i need to put them togetherreeerrrre

spiral sigil
cursive jay
#

idk how to do that. never worked with blender before z

spiral sigil
#

click the object you want to be the parent then the object you want to be the child and ctrl + j

cursive jay
#

how do i make it a child

#

i appreciate the help but i literally don’t know

spiral sigil
#

Hold shift while clicking?

cursive jay
#

i’m so fucking lost its crazy

#

it’s just highlighting everything.

#

OKAY

#

thank god it worked

#

now for the hardest part.

#

how do i get this model into unity without having to redo all of the animations and emotes

quaint jasper
#

You can save on top of the existing FBX in your unity project

spiral sigil
#

did you put the bones back?

quaint jasper
#

make sure to duplicate the one you have in unity in case it breaks something

cursive jay
#

ahhhhhh wait

#

that?

quaint jasper
#

oh wait yeah wtf, the armature moved completely

cursive jay
#

yeah it did that when i clicked the empty group thing

#

on the twitter video

quaint jasper
#

Might be worth starting over and doing ctrl + A with everything selected first, so that this doesn't happen

cursive jay
#

okay so

#

just exit out

#

and try again

#

started over. this is what i need to delete, correct?

spiral sigil
#

What are ya trying to do in the first place?

cursive jay
#

when she dances, look at her top. something inside of it comes out

spiral sigil
#

That might need weight painting I dunno

cursive jay
#

i mean, i can’t just delete it? what happens if i do?

spiral sigil
#

It'll delete a part of the top

cursive jay
#

ughhh, well idk how to weight paint.

cursive jay
#

@quaint jasper sorry for the ping, is there anything i can do?

quaint jasper
#

Yeah, the method I suggested should work fine, you just need to not touch the armature or move any object

cursive jay
#

do you mean the twitter video?

#

that’s what made the bones move.

#

or whatever that was

#

i’m literally lost.

#

i just don’t really understand why i can’t just delete that part. in the dancing vid, it looks like it’s separate from the top.

uncut moss
#

@cursive jay I will take small brake from my own problems and I can try to help you !
I go for quick smoke and I will be back to your top mesh problem!

cursive jay
#

oh thank you, i appreciate it

severe turret
#

Mucking about as I slowly attempt to learn blender. Used curves to make a shape and converted it to a mesh then removed most of what I had. Now I notice this point in edit mode. Doesn't seem to be a vertex, cant seem to delete it. From the position I believe it was once the endpoint of the original curve. Is anyone able to tell me what's going on there?

devout scroll
#

it's either a vertex or the origin but i don't think the origin would be black

#

also if it's supposed to be a bullet you gotta consider how small it would be and reduce some of those edges as it's too detailed for the size

devout scroll
#

Found this little old cats atlas somewhere

deep dirge
#

😳

lament pond
#

I'm having an issue with the newer version of blender. Does anyone know what might be causing this? I have subdiv on my model but for some reason the lower lip is entirely not affected.

quaint jasper
#

Did you create loops in edit mode after adding the subdiv ?

lament pond
#

In the prior 2.79 version I have it divides properly

quaint jasper
#

I assume you tried a few things in the advanced options ?

thin shadow
#

so about this ready player me avatar, why is the cats material combiner doesn't work?

silk silo
#

hey really quick question (blender, ping me with any answers! :3):
I have a mesh with shape keys, and it has an armature. Currently the armature is posed, and I need to set this pose as the rest pose. normally this is done as so -> apply armature modifier on mesh -> apply pose as rest pose -> re-add armature modifier to mesh
however I obviously cannot apply the modifier because the mesh has shape keys, so;
what is the way to do this? Ive been thinking some ways to force blender to apply the modifier, such as by exporting to another format and then re-importing, but what way is correct?

last ember
#

Anyone know how to rearrange materials in either unity or blender? Need a material to be primary for a certain shader, but currently its element one and theres another material thats element 0

#

Or maybe its not materials thats the issue. I don't really understand elements xD

devout scroll
#

just click the up and down arrows by materials in blender

last ember
#

Tried that. Unity still lists them the same

silk silo
#

@last ember not sure if this will help but near the bottom of the Skinned Mesh Renderer Component you can rearrange materials here:

last ember
#

Doesn't allow me to move the element around

#

Its not the material selection itself, its the data that the materials go into. if that makes sense.
Basically, on glasses for example. I want to move the material that changes the glass, beneath the material that changes the rim colour. But right now the glass is above the rim colour. thats the best way i can explain it

silk silo
#

so you essentially want to stack the materials? Im not sure how to do this :s

last ember
#

Switch em basically lol

silk silo
#

then replace the materials

#

for eg in my screenshot drag Glasses Blue into the slot at Element 0 and Frames into the slot at Element 1

last ember
#

But that just moves the material into the wrong slot. So the glass will be rim coloured, and the rims will be glass coloured lmao

silk silo
#

yeahh then your only option is blender and figuring why unity lists the elements the same when you re-import

last ember
#

Thanks for trying anyway :3

silk silo
#

well im banging my head against the wall too

#

so šŸ¤·ā€ā™€ļø I hope you fix your problem

young vault
opaque berry
#

Happy Easter everyone! 🄚 So for some reason the mesh/legs are going trough the pants. Only a little bit. I cant resize the legs, because the torso, arms, legs etc are one mesh. So how can i just "cut"them off? or invisible. More like invisible so its still working with the rig

quaint jasper
#

yeah

cedar steppe
#

how do i add some polys onto a model to patch up a hole?

quaint jasper
#

what kind of whole ?

cedar steppe
#

i got it now

dusty heron
mild meadow
#

hey, i have a question, i made this model in blender, and this is what it looks like there

#

but when i export as .fbx and import to unity, it looks like this

#

anyone know what could be going on here

quaint jasper
#

Your normals are flipped

mild meadow
#

how do i fix that

quaint jasper
#

Flip normals in blender

mild meadow
#

..i got that much

#

how do i do that

silk silo
#

edit mode -> select faces -> mesh -> normals -> flip

quaint jasper
#

Or type "Flip normals" in the command search

silk silo
#

also @dusty heron thanks, Ill try that tomorrow!

mild meadow
#

that made everything worse

quaint jasper
#

Well, you were supposed to do that on the material that was wrong in unity

#

so now do it again, but on everything

mild meadow
#

i did do it on everything

#

i selected the entire thing and flipped normals

quaint jasper
mild meadow
quaint jasper
#

ok so the scarf is wrong

#

what kind of material are you using in Unity ?

mild meadow
#

i didn't know there's different kinds?

#

the materials came with the fbx file

quaint jasper
#

With a custom shader ?

mild meadow
#

not as far as i know

quaint jasper
#

Is the material just set to transparent ?

#

Without proper shaders i'm not sure you're going to get anything good

mild meadow
#

slime is, clothes isn't

quaint jasper
#

ok, then you had it correct in the beginning

#

If there's no textures then you'll need to make them

mild meadow
#

there were textures in the blender file, i guess they didn't get into the fbx

quaint jasper
#

You can export those manually to unity

mild meadow
#

sec, fixing the normals on the hood

#

okay, making new materials and getting the textures in manually worked but 2 new problems
-the hair and rest of the exposed body are supposed to be 2 different colors, but everything's the same color as the hair
-i can't figure out how to make the material transparent

quaint jasper
#

Set the material to transparent instead of opaque at the top

#

for the colors you'd need a texture

mild meadow
#

i do have a texture

#

setting it to transparent worked but wow this does not look like i thought it would

quaint jasper
#

Yeah without a proper shader this is the best you can get

mild meadow
#

gonna have to redo that hair maybe

#

how would one go about getting a better shader

quaint jasper
mild meadow
#

i'll check there but i need to figure out how to fix the color issue

#

i really can't figure out why it's doing that

#

i applied the same texture that worked in blender

cedar steppe
#

Im using a model and when im looking at it in blender the textures are fine but in unity when i apply them then the leg textures are messed up for no reason

young vault
#

Picture?

naive helm
#

Can anyone help me as to why this is hppening?

#

Since this isnt a skinned mesh, I want to move specific parts of the body to make it easier for animation

idle widget
#

I modified the Phoenix Wright spirit of justice model, and now it's classic Phoenix from the original trilogy.

quaint jasper
#

Please set the standard shader smoothness to 0 !

left flicker
#

I can't get highlighted object to follow highlighted bone when I tilt the torso right and left. I don't want it to transform the mesh of the object, but just to follow the rest of the torso when tilting.

quaint jasper
#

Is there a reason why this object isn't part of the main mesh ?

left flicker
#

It does the same thing when I merge it with the shirt

quaint jasper
#

Is it weight painted to something else ?

left flicker
quaint jasper
#

Is the vertex group named the same as the bone ?

left flicker
#

Think I found the issue, but I have to remodel it

echo plume
#

when weight painting, is there a way to just NO QUESTIONS ASKED select a whole area and weight paint it to 1? I keep drawing over an area and it keeps having these little spiky vertexes that are left over

#

i did deselect front faces only, set the weight to 1.0, strength to 1.0

#

i can draw and draw until my mouse pad runs through and it just wont do these stray fucks

frozen dust
#

select the vertices in edit mode and assign them 1.0 weights under vertex groups directly

echo plume
#

i mean, isn't the weight per bone?

#

ah forget it, the vertex group is the bone

frozen dust
#

the weight is per vertex group, ie. bone, and you can select it there yeah

echo plume
#

it's too late

#

yeah, that would do it

frozen dust
#

I weight paint using this more than the weight paint tool lol

#

easier for finer adjustments

echo plume
#

yeah i can see why...

#

the weight paint too is pissing me off every time i use it heh

maiden folio
#

i wonder if there's a way to have the selected vertices set to a certain weight

#

i have the same problem as sin

frozen dust
#

yeah, you can assign weights to selected vertices from 0 to 1

maiden folio
#

sweet

quaint jasper
neat viper
#

o: cool!

thin shadow
#

the rise of omnics

devout scroll
#

oh no

echo plume
#

what are your tricks to join something like this?

#

im sure there is some blender trick that will make the yellow part of the mesh somehow magnetize to the dark part

#

the magnet "snap" option is definitely trying but it's sooo jittery

quaint jasper
#

bridge edge loops

echo plume
#

the edge loops dont have the same amount of vertices around

#

i know how to fix that though

#

much better prerequisites

#

ant it worked perfectly now :)

soft goblet
#

I am trying to make a VRChat Avatar, however, when I imported my fbx file into blender, the skeleton isnt in the body, and the head isnt attached.. How can I fix this? (super new to blender)

languid fog
#

You can merge it by hand

#

Using the navigations tools

#

Rotate, Move, Scale

valid sun
#

Are you exporting using CATS exporter or are you going through Blender's file menu?

tulip kraken
#

I just started a small tutorial series on how to make VR avatars from scratch for Blender Beginners in case anyone wants to check it out.
PT 1
https://youtu.be/9j0uJZk5IA0

Let's make a VR Avatar from scratch! This is a bit of my hand painted workflow with some adjustments to make it simpler for beginners using Blender 3D. You will learn the basics needed to model, rig, texture, set up blend-shapes and prepare for export in this series on How to make VR AVATARS with BLENDER 2.8+

Timecodes
00:00 Intro
01:00 Pure ...

ā–¶ Play video
round grotto
#

Just imported a 3D model into unity for the first time, and it just appears to fall through everything and respawn repeatedly. I'm thinking there's probably something wrong with how it was exported/imported. Anyone know of a good beginner guide that might help figure out what's going wrong?

languid fog
#

And i dont think this is the right channel for that

tough plover
#

not sure if it would respawn if you did that though

gaunt abyss
#

Sounds like the object doesn't have colliders

vital drift
#

this better work and not come out all messed up, makin a trashcan model for practice before I model my Dr.PickleCheese model šŸ˜„

spiral sigil
#

do all blender versions work with vr chat?

neat viper
#

yes afaik, though you need Unity 2018.4.20f1

vital drift
#

updated, gave him a hollow body and lid and those cups are his shoulders šŸ™‚

naive helm
#

what the hell- how do I fix this?

#

Limited dissolve doesnt work, merge by distance wont work without making holes everywhere, etc

quaint jasper
#

Select all outer faces, hide them, and then delete what's left over in the middle

naive helm
#

How do you select outer faces? in the select menu?

quaint jasper
#

by hand

naive helm
#

Wdym?

#

hide this?

quaint jasper
#

Well that's the stuff you want to delete

naive helm
#

Theres a whole other thing-

#

I just want the boot

quaint jasper
#

That mesh wasn't meant to be used outside of 3D printing though, so the amount of manual cleanup is probably hours worths

naive helm
#

Retopology?

quaint jasper
#

worth trying Instant Meshes tool

naive helm
#

Oooh how-

quaint jasper
#

yeah, manually or automatically

naive helm
#

is that an addon?

#

Pog tysm

#

wait this is the only addon i'm not sure how to install @quaint jasper ?

#

omf, i'm so dumb its not an addon

#

Uh oh

#

wtf

#

its not like that in blender

quaint jasper
#

If you just want the boots, delete the rest beforehand

naive helm
#

Oh should I do it one part at a time

quaint jasper
#

yeah i'm not sure, idk how that model was made

naive helm
valid sun
#

Perhaps the face orientation is flipped for the seemingly missing faces?

quaint jasper
#

Nah my model's pretty shit

valid sun
#

It looks like more of a point cloud than a mesh.

ashen stag
spiral sigil
#

how would one go about fixing this? clearly out of line but im not sure how to bridge the gap I guess?

quaint jasper
#

you merge the vertices

spiral sigil
#

yeahh how do you do that?

quaint jasper
#

you select two vertices and you press M, or alt + M

spiral sigil
#

Sweet thanks I didn't think it would be that easy

naive helm
#

Why is this happening?

quaint jasper
#

Usually overlapping vertices

naive helm
#

not really sure how to fix that

quaint jasper
#

I don't think automatic weight will work on that model, it's too fucked up

naive helm
#

I have to get the hands unclenched before retopoflo

#

any thoughts?

naive helm
#

Retopoflow is the best

naive helm
#

Ok I've been working on this for so long haha, but whats happening here?

languid fog
#

Thats why you dont use models likr that

#

You need to retopology it

naive helm
#

I'm using retopoflow

#

yeah

#

I need the hand to not be like that tho?

languid fog
#

Probably

naive helm
#

how can I retopologize it

languid fog
#

Kinda hard to explain by txt

#

Search on yt

#

Isnt hard at all

azure rain
#

and those fingers are in the wrong position to be the base pose

languid fog
#

Yap

naive helm
#

I know how to retopologize

#

I'm asking how when its like that

#

and I know rainwolf

languid fog
#

Probably bc the bones

naive helm
#

there are no bones

languid fog
#

Wtf

#

Some modifier?

naive helm
#

no modifier

languid fog
#

Hmm

#

Thats weird

naive helm
#

I retopologized the top part of the gauntlet

#

should I just straight up make a new hand

languid fog
#

Yeah

#

And if you want a base hand it shouldnt be like that

naive helm
#

It isnt for vrchat

#

its for a fighting game i wanted to challenge myself with

languid fog
#

Oh

azure rain
#

like look at the screenshot above nothing is in the right body posture

#

that doesn't change anything as that's still not a proper rigged character model posture

naive helm
#

Yeah I know- that wasnt the problem

#

I know

languid fog
#

He only want de hand part

#

And the gaunglet

#

Tlet*

#

Well idk why it do that

#

Normaly it is bc of weird weight paint shit

naive helm
#

I'm gonna make a new hand shouldnt be hard

languid fog
naive helm
#

yeah ik dw

languid fog
#

But if you want to rig it

#

For a game

#

Right?

#

It would be better if you make him on T-pose

#

Easy to rig, animate and texturing

#

Etc etc

naive helm
#

I know

#

I'm working on it like I said šŸ˜…

azure rain
#

pretty much any game engines going to have the same animation rig requirements as vrchat

naive helm
#

Yes

#

I know

languid fog
#

Vrchat dont require face rig

azure rain
#

yeah but I doubt they're going to deviate much from T pose or a pose

#

with fingers spread out

languid fog
#

Yah

#

They only do that bc it is easy to do the rest of it

#

And symmetry stuff

#

Tips? Pls

naive helm
#

I think tiddies hang a little lower (not sure if thats allowed to say)

languid fog
#

Jsjeudbsjjw

#

Physics

naive helm
#

boom

wooden forum
#

I'm fairly new to blender and unity, does anyone know how to add a png to a model. Trying to add my character's face paint from ffxiv, but if I modify the face texture it will duplicate to both sides of the face which I don't want.

velvet furnace
#

If you select the part of the mesh of the model you want to change with edit mode after selecting the part of the mesh hit ā€œassignā€ in the material menu and if the texture look a bit odd click the UV Editing tab while you have the mesh still selected to change how the texture is mapped.

languid fog
#

Or you can use stencil

spiral sigil
#

How would I make a fur tuft

round grotto
#

I'm trying to make a model of a cup with liquid in it, both of which are transparent. The liquid part seems to be rendering differently depending on how you view it though. Anyone have any idea why this is happening? This is looking at it from one position

#

Then this is a tiny movement from there

#

And when the two are fully separated, showing the correct rendering

still wadi
#

make liquid double sided as well

round grotto
#

Do you mean enable "Double Sided Global Illumination"?

weary nexus
#

Could someone help me with a blender issue?

#

I can't get my heart and star shape keys to attach to their correct mesh. I think. I UV mapped it on the texture but it is showing up as white.

quaint jasper
#

make sure it's the correct material assigned ?

weary nexus
#

For the mesh I have the proper material assigned, but could it not be assigned in the UV map?

#

How do I check that?

#

I guess the right question would be "Once you are done UV mapping and have all the vertices where you want them how do I "save" the texture onto the UV map?"

#

or is that not a thing?

#

Oh yeah I have the same question!

quaint jasper
#

Then you have to add you texture in your material, and assign the material to your mesh

#

clear custom normals split data in search menu ?

#

you literally just have to type that in the search menu with your mesh selected in edit mode

#

Ok, you might want to watch a basic tutorial at some point

spiral sigil
#

"tiny exception"

quaint jasper
#

That's a pretty big exception lmao

spiral sigil
#

f3

still wadi
#

@quaint jasper how dare you

quaint jasper
weary nexus
#

There?

quaint jasper
#

If there were multiple yeah

weary nexus
#

Ah

#

Okay

#

Woo! I am glad I got that XD

#

So it isn't because of multiple UV maps?

#

Okay, so maybe this is it. I click on the heartstar mesh and then to go the material properties tab (the red circle thing on the bottom right) and there I see this

#

Could there be 2 materials assigned to the 1 mesh? both eyes and blush?

quaint jasper
#

Nope, but are you sure it has the correct material applied ?

weary nexus
#

Aaaaaaahhhh

#

Thats right

#

I had 2 materials on 1 mesh

#

So those verts were on the old eye material and when I joined that mesh to the face mesh it stayed attached to that material.

#

I thought it followed the UV map texture completely. Gah! Wow I learned a lot from this :D!

#

Thank you so much!!!!!

weary nexus
#

Okay new problem

#

I am guessing there is something going on with transparency but I have no clue what it may be.

weary nexus
#

Can anyone help me fix this demon?

wooden forum
#

can anyone help me get this chocobo png onto my model without it duplicating to both sides?

wooden forum
#

i can also add it as a material and apply is to a certain area but that results in the area being transparent

quaint jasper
#

Since your texture and uv are symmetrical, you can't

wooden forum
#

Damn, wish i could drag and drop the png onto the model

#

also need to find out how to adjust the ears to not be pointy like my in game character, though my attempts just resulted in a mess

spiral sigil
#

how would i put on the white cloak like this

velvet furnace
#

There are two ways I know can add a cloak

#

In blender you can make the mesh of the cloak and attach it to the head bone and extrude the hood down and model the rest from there

#

Or you can made the cloak model separately and add it in unity by rigging the cloak with a couple of bones and dropping the hierarchy to the head and simply drag and drop the parts of the cloak to the right bones you wish to attach it to.

velvet furnace
#

If you go into ā€œObject Modeā€ select the mesh, go into editing mode, and click a button labeled ā€œWeight paint and remove or add weight on the mesh which can be tedious but it crucial to modeling

weary nexus
unborn acorn
#

making the samurai from a shadman post

valid sun
#

Any recommendations for creating clothing for avatars?

#

I have some experience with Marvelous Designer in the past...but wanted to see if there was something else?

naive helm
#

@quaint jasper I redid the entire model

#

what do you think?

naive helm
#

Also that is my face and hair lol

#

I wanna make an black outline around it to seem cartoony, any ideas/tutorials on how to go about that?

#

is it really hard-

neat viper
#

that'd probably be done in Unity with a shader, like Poiyomi's toon shader

#

specific term you might be looking for is a Cel shader/cel shading though, which Poiyomi does o:

naive helm
#

Do I need to know C#?

neat viper
#

nope!

naive helm
#

poggerssss

#

Also

#

I keep getting this error

#

I'm not sure how to fix it- google wasnt much help

neat viper
#

not super sure on that either, sorry o:

naive helm
#

😦

#

I cant make the armature

devout idol
#

Sorry to interrupt...I would appreciate any help here. This is how my avatar looks like in blender's material preview. But in solid view and in unity it looks like this....anyone know what's happening here?

naive helm
#

@devout idol I would try importing it into vrchat as is to see if its just a unity issue

devout idol
#

I'm trying that thanks

naive helm
#

how do I close my model btw? like make sure theres no open parts

devout idol
#

what do you mean by open? also like this didn't work...

naive helm
#

No open vertices

#

like theyre all connected

#

and idk about that mist 😦

#

Ok I fixed it

#

just uh

#

really frustrating

#

wtf why are there duplicate bones ugh i wanna scream

#

smfh

regal beacon
#

what do you guys use to do these?

naive helm
#

blender

naive helm
naive helm
#

is anyone able to help with the bone duplication? Or should I go back and literally redo the entire armature

velvet furnace
# naive helm

This issue can be fixed the weight paint is meant for when the bones are later added

naive helm
#

huh?

velvet furnace
#

If there are bones you are going to then

#

Attach them to the mesh

#

By selecting the mesh after that select the armature

#

In object mode

#

Then hit ctrl-p

#

After that there will be a menu that will have an option

#

Automatic weights and enveloped weights

naive helm
#

Ye

velvet furnace
#

Automatic weight is self explanatory but might not make s decent bend and usually wont be symmetrical

#

However

#

You can modify what the automatic weights does with the model

#

Enveloped weight just attaches the bones to the mesh and leaves the weight paint to you

#

And the duplicated bones were added when you had x-symmetry on and added that duplicate

velvet furnace
#

Click the preview button that allows you to see or not see the poly work but click the down arrow and find a button labeled ā€œFace Orientationā€ this button allows you to see your avatar in blue but the parts that are see through will be red blue=visible. Red=Non visible

#

After selecting all the red that shows the next step is to then select mesh then after that hit a button listed as normals in the mini menu that pops up click ā€œflip normalsā€ and it will fix this issue

devout idol
#

Oh thank you I actually went with a workaround by just taking off the culling for the hair but I appreciate your help!

thorny ivy
#

How would one go about sculpting a head shape similar to this?

#

It's almost peach-shaped.

austere bolt
spiral sigil
#

Help needed
Seeking: Someone with Blender experience who can combine objects while keeping the UV maps separate (combined model with multiple material slots)

quaint jasper
#

Just name the UV maps different ?

spiral sigil
#

I literally don't know how.

naive helm
#

why is my model doing this in unity?

#

looks like this in blender

naive helm
#

thats me

devout scroll
#

you have to recreate the materials in unity

spiral sigil
#

Can anyone help? Here's what I'm doing
Import both 2 meshes
Go into edit mode, select, delete the vertices of the overlapping parts from the 2nd mesh so the two are together without z-fighting
Leave edit mode
Select both objects, Ctrl+J to join them both
Export as .fbx

I open it in Unity and........ the 2nd parts UV maps are broken.
I got it to work before, but now it's not working. Why? Am I missing a step? Kinda tired so feel like I messed something up but idk what

devout scroll
#

Can you show a screenshot

#

Your normals could be flipped

visual vigil
naive helm
#

@devout scroll Why do I have to recreate the materials in unity?

#

also love your work lol

devout scroll
naive helm
#

Ah ok, was this new?

devout scroll
#

It's always been like this

naive helm
#

The last model I made worked fine tho?

devout scroll
#

It does look like you have your textures assigned already tho

naive helm
#

is it a hit or miss type thing?

devout scroll
#

They get embedded into the fbx if you export with cats

naive helm
#

ohh

#

omg

#

I'm so dumb I used cats last time

devout scroll
#

And appear assigned, but you still can't change much in terms of settngs

#

It's no different, really

naive helm
#

Also it wont center for some reason

#

and every time I reopen it this happens

#

is it something I did?

#

sorry for all the questions I've been so frustrated with this

#

Like no matter how many times I recenter it it still f's up like this when I reopen the blender file

naive helm
spark patrol
#

hey so im trying to model up my own head model but i seem to be running into some weird shading issues when setting the mesh to shade smooth.

devout scroll
spark patrol
#

there apear strange dark spots which i managed to remove by enabling auto smooth but there is are still harsh changes in lighting around those parts

naive helm
#

Ok