#3d-modeling
1 messages Ā· Page 105 of 1
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 š
how can i make sonic eyes out of this?
Just before i explain that to you, i'm making sure you saw this https://gumroad.com/l/GQLVV
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...
never did
Thanks! Gonna look at it once i get on my pc again
nope
does anyone know how to import a .mesh file into blender
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?
you probably moved something in Pose mode
you can reset the pose to fix it
how do i connect meshes?
it doesn't let me mirror these 2 meshes, what can i do?
taking a look at my hand again, really can't see how to fix the problem. idk how/if the knife works either
can't make a cut loop through the middle idk why
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 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?
Nope, shouldn't matter
hmmm
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
are lines like these the problem by any chance? sorry really just shooting in the dark here
like the ones not alined together perfectly
I'm using vroid and noticed the avatars there are pretty tall when in vrchat. Do you guys think this is a good size?
the base avatar
the legs seem 50% too long
yeah was seeing if the top looked normal. Trying to shorten it so it looks better
how do I add more polygons to this so its easier to sculpt?
extrude?
Do you mean like add more geometryļæ¼ to the centre of itļæ¼?
what version of blender am I supposed to get for vrchat?
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
Multiresolution modifier. It's Subdivision Surface with benefits
what do you recommend then?
Do you still have this problem?
Select all and merge by distance, hopefully you get rid of some duplicates, that might be one problem!
Where cut tool allows you to do cutting? I remember I had this similar problem with hands, check also face orientations, just in case!
I recommend the one you know how to use.
If you havenāt used it before then it wonāt matter that much
so they're vastly different?
Yuppš i tried merge by distance multiple times but did'nt work, maybe i have to do all the vertices bit by bit that's what i was planning on doing next once i get on my pc again. I don't really know how to use the cutting tool, did'nt really do anything for me
What version does everyone use?
I use 2.83, most stable I found. 2.91 was buggy, but I heard 2.92 was also pretty good
LTS?
indeed
for steam?
I got it from the website, so that it doesn't automatically update, and to be able to pick a version
is there a difference?
steam will automatically update it iirc, but you can probably disable that
it's the same program
ok thanks for the help
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.
Hmmh, are you doing some blendering today? I could try to help with screen sharing!
Atm i'm on my way to the skatepark but we could perhaps take a look later today if that's alright i'd highly appreciate the help!:)
Okey! Have a safe skating ^^ letās check later!
Thanks!:p
When you have no reference to go off of so you spend like 10 hours to get to this point.... It looks like š© but object making has never been something im good at... Gotta make anyway.
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?
I already have a base I imported and shaded, I just need help with clothes
I'd really appreciate it
do you have the models for the clothes already?
Well I've only gotten the shirt so far but I'm downloading more off deviant art right now
Shrinkwrap and merge by center. also if you want to be a badass B then go to sculpting after merging and smooth the clothes to body without dyntopo. Then just delete the mesh underneath.
^ that is if the clothes are meant to be fit tightly
and aren't meant for the model
but in general, if you want to add clothes, this is how you do it
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
sounds complicated but aint. easier than the usual way of doing it
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?
Can you move to #avatars-mmd and send pics there of the problem
yeah i can one second
okay i just sent the screenshot
thank you guys for the help i really appreciate it
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.
Itās a dae file and I really want to put it in my world. I canāt f d anything else like it...
I'm at a crossroads here
Old:
https://cdn.discordapp.com/attachments/365611146188947457/825158841482084402/unknown.png
Changes to the top of the legs mostly
personally im feeling towards the bottom one
good boots
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.
You should probably create front and side seams for that
or you'll have to split your texture in half
what do you mean
the texture is already split for sides but its left and right if thats what you meant
yeah, it shouldn't be
your seams should go from your neck to shoulder, and armpit to waist
Then you have two islands, front and back
yeah but the model came like this
You can redo it
what do you mean redo it
if you mean to imply I made the shirt myself its something I downloaded online
Go watch a simple tutorial on UV unwrapping and seams, then you'll have a proper UV map to use with your texture
Damn those are good looking boots you made! How long it took to make those?
On and off for a couple days, I'd say around 10 hours total maybe ? I'm not very fast 
1.2million
Oof Ruuubick posting relatable content
One more to go.... I can do this... š
Added some smaller details because why not
Is there a way to make it so that my avatars like base thing doesnt rotate when i turn around?
Have it be a separate object
Then you can probably figure something out in unity
Made some junk
good looking junk !
i'll give you a stout shako for 2'a those
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
Dm me if you're willing please
thanks!
fun fact, the backpack thumbnail texture's just called pile_of_junk_3 in the game files
so i can mess with my modelās skirt, shirt, and tail just fine in sculpt mode, but for some reason i canāt do anything to the actual body. no brushes work
is there some sort of lock i couldāve accidentally activated that i should look for?
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?
For the sculpt part i'm not sure, make sure to apply all transforms first
and yeah you can import an image in blender's materials
@spiral sigil
oop
thanks lol 
hmm the sculpt thing didnāt work and i canāt find anything ab it.
i could sculpt it before and actually did a lot of work to it. but now it doesnāt like me ;;
by any chance would anyone be willing to help me learn to make a 3d model by scratch?
There's already plenty tutorials out there, but you can ask for help on specific steps
oo okie. iāll check that in the morning ty 
looks good
made more tf2 metal
except the screws, too flat and "clean"
that's how they originally looked
everything that comes out of my substance just looks grimy and realistic
while it's supposed to look like this
I guess it'll depend on the shader
Also made scrap metal https://puu.sh/Hthxj/94eb6256dd.png
i think discord doesn't like the image because it failed to upload like 5 times
looks better in substance with some wear but I need it to look flat for what i'm doing
usually multiplying the AO map with the texture makes it look a lot less flat
cool! o:
My avatar is turning into an adult. š„² š 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
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
I swear though if this is going to drop me from excellent to good...
Size difference:
accidentally mashed some buttons in blender and now I cant rotate in bones in pose mode in blender, google is useless, any ideas?
I just dont like big eyes ,_,
Either you restart the program or recover old files. Easier done that way.
its fine it was just a tick box that got checked
does anybody know how to set a skybox window as a material ?
any tips or sources for learning the basics of blender, and or creating humanoids
First of all, learn the hotkeys and how to navigate on blender, get familiar with the program
After that explore the tools without a objetive, like just add loopcuts, extrude etc etc
With that you will be able to learn fast and get easy to understand a tutorial
If you wanna do humanoids stuff
Study anatomy
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?
Here's an example of what I've translated
to 3d
But I'm unsure how to go about this
@naive helm that's a really cool model š
Wait really??
not many dare to make their own models from scratch, most start using base models
I did the rigging too š
epic
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)
My favorite part of his model was the book since he's a jester
lol
The whole book is a mix of boolean resized cubes
And the letters are a texture I made
I would probably change a few things about the rig up here
first off, you don't need the bones to be directly connected end to end to another bone
you can set them as not connected
the head bone should be straight
Yeah I know just a little dumb on my part
so you should make the two bones for the (hat?) be not connected to the head bone
same goes for the shoulders, you probably want them separated from the chest bone
you also don't want pelvis bones for a vrchat
Yeah the people here are super good so I always go here for help
understandable
I've only made 1 vrchat model and it came out garbage so now I just dont bother
you should try to get that purple model into vrchat
like i said, few rig things you might wanna fix first
Yeah but dont you need to do all the fingers for it to even crouch?
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
but not all bones need to be weighed to the mesh
Just made this for a game show I'm making
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.
No that shouldn't happen. Check to make sure the normals are facing the right way
It's hard to tell if the mesh itself actually moved, but the more likely thing is just flipped normals
What software is best to 3D model from scratch
probably Blender o:
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
don't know about/if there's a best modelling software, but Blender's def a good (and free!) starting point
you were right on the normals, thank you SO much!!
np š
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.
I like it a lot
cool! c:
And here's an angled view of the crossguard to show off its unique shape.
no idea where I'd start with a shape like that in my workflow lol, cool!
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'
Well, first I created the height curve and then narrowed the top's edges to create the length curve starting from the middle.
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.
made this guy from Final Space
Doing that you will limit your skills with 3d, you cant say "i do 3d modeling" if you uses free bases on the internet, you're more like a "modifier" of models
Ofc you can use it to learn some stuff like UV map and texturing
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
A
Well doing it just for having a avatar for vrchat
Thats a good way to do it :v
I mean
How you said
Quick way
I mean what I said initially and what I said to you was effectively the same sentence just another way to go about it
I stated a fact. I don't see the issue here
aaa iām sorry for such a late reply but even this didnāt work ._.
this is so weird
idk why it wonāt let me tweak my base model anymore
ive had weirdness going on w something like that before, try alt h?
no promises but worth a shot
ok so lemme write a giant post to explain:
basically i have my avatarās 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. Iāve 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 itās not. it still doesnāt sculpt.
so iām thinking itās a setting on the actual model. but iām a total blender noob so i have no clue what said setting could be :(
Tried turning off symmetry maybe ? And applying transforms to the mesh ?
Could also be a modifier or a shapekey ?
lol
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
but im pretty sure i followed the same steps
@quaint jasper aren't these links considered advertising? ^ Pepehm
got bored and started to work on some wings xp
All those unnamed objects...
Organization aside, those look pretty dope.
Thanks ^^ i've worked on it some more and here's what it looks like atm
Ctrl + j?
Or "M"
somehow ctrl + j does nothing and if it does when test it is not really merged
but didnt know m works aswell so i will have to try
If you select 2 different objects and press ctrl + J they will merge
in my case what doesnt work is: base model, and a hair, to merge in head, are those, different kind of items somehow?
Depend
i m beginner dont expect i m doing weapons haha
And the head is a object too right?
So
Just select both
And press
Ctrl + J
On object mode
How do I add bones in Unity?
maybe i m so dumb that i forgot to choose both or i choosed something that its not what i want
I have a model with a hood and I want to put some bones along the hood so I can make it toggle up.
i wouldnt be surprised
But it work?
i m opening blender
I dont think you can add bones on unity
Only on 3d modeling programs
Like
Blender, maya, Cinema4D, etc etc
wait, when you merge something, does one item take priority over the other one?
bc looks like insteadof the head have hair, the hair have a head on it, you know what i mean
ok the first selected takes priority
sorry i dont know how to do that, btw i think i did it right but now i found another problem kekw
you can watch some rig tutorials
on youtube
just for vrchat
what is it?
there arenāt any shapekeys. and the only modifiers r just the one that makes the mesh follow itās armature š§āāļø
iām gonna mess around w it a bit later so i can test a bunch of other stuff. itās so weird how blender just decides to be stinky
No fckn way
Horrible
Don't fist the robot
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 š
you could dm me your file and I could take a look
If your hair and body are the same object
You only need to merge the armature on it
And weight paint over it
But if they are different objects you need to put the same Armature on both objects at the Armature modifier
And weight paint
Srry for late answer i at work ;-;
If the model had weight paint before you only need the armature modifier with the armature selected
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
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:
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
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
there should be a ray distance options somewhere when baking
or a cage option
i dunno about it being in cats
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
ooh i can try that
but wait :-/ they're joined right before baking anyway
ill try to see what options CATs sets when baking though
I'd look into baking manually
Tho it depends of course, if it's doing more than just bake it'll probably be a hassle
You can try asking in the cats discord
i didnt even know they had a discord, ill make sure to look there š
it should be in #community-servers-old
aaa iām kinda starting over and reimporting the body with a whole new file. i kinda decided last night cuz some stuff is weird w the design
ty tho
alright 
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
I can help you on some voice chat if you want
Texting is kinda weird to explain
ok for me
I figured out the texture seams problem
gotta change the bleed settings in texture paint
"We'Re ToTalLy LoYaL, wE sWeAr!"
when your cat walks through the keyboard and blender is open
Just read
It's the second line of text
im downloading blender to try make a charictor
Has anyone ever experienced an issue importing FBX into unity where the import process causes Unity to crash? Just started happening to me recently
would anyone be willing to help me with some reedits for the wicker beast im trying to make a stygian zinogre
You can commission people on https://ask.vrchat.com/c/commissions/avatar-commissions/35
i see ty very much
Hello, I need some help with a custom shape i was making.
In blender it looks like like this
but in unity its all squished and appears like this in my particle system.
no shapekey. and i applied transforms
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
Found the solution , Ctrl+A --> Scale
anyone know where I can find Pokeball models or textures to use in unity
help i haven't made an avatar in so long, and i thought i might give it a try again... unity hates me
what version of unity is this?
you need 2018.4.20f1
also wrong channel
select armature
edit mode
press A to select all bones
alt + p > clear parent
the only one
anyone know how to use .material files for textures in blender?
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
cool! o:
25,000 tris combined for the space marine and his gun.
I need someone to help me figure out how to apply textures to an avatar. Itās 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 Iāll be good. Using Blender 2.92 and a complete noob
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?

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
Well i want a PS5 but we can't have it all can we
Exactly, you can commission someone
Now imagine if professional riggers didn't create a meta rig for animators and basically said to them "well, sucks to suck"
and i want my dignity back....
A lot of animators end up making their own rigs out there for personal projects, it's not insurmountable
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
You'd be done rigging by now tbh
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
Ok so actual progress, nice
Are you going for 100% lore-accurate design? If not, I have a few suggestions.
- Barrel and bolt don't line up, making how the weapon actually feeds a complete mystery.
- 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.
- 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.
- 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.
- Mag release looks to be overlapping with the mag well. I'd reduce the width or just make it a button/lever instead.
- 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.
it's modeled off this pic.
phobos pattern bolter
Ok i almost had a heart attack
Gotcha. Still, I'd recommend at least making actual holes in the muzzle brake like in the ref. Otherwise, it's just an extended barrel.
dont make me say the three letter word
Red looking pretty sex
How do I update weights after mirroring them?
I need presets for VRoid can someone help?
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
Recalculate your normals
blackface culling should be enabled by default like in, shudders 3ds max
That fixed it, thanks!
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)
Pretty sure modifiers get applied and exported
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
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
Idk if I should post this here but, I need help with the axe moving with Barney
Please ping me
it doesn't after you moved it below the write bone ?
yeah I just realized that
I need to look at that more lol
hopefully that will fix it
cool!
looks awesome
Ngl thats sick
Looks really good!
yo where do you guys get the good sweatshirts and shoes of off what website??
That's pretty vague, you'll have to be more specific. Pictures would help too.
how do i put the shirt back on the avatar where it combines with the whole body?
iām lost as fuck
Hey is there a way to cover or do something about these seams?
Can't you just join it?
idk how to do that. never worked with blender before z
click the object you want to be the parent then the object you want to be the child and ctrl + j
Hold shift while clicking?
iām so fucking lost its crazy
itās 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
You can save on top of the existing FBX in your unity project
did you put the bones back?
make sure to duplicate the one you have in unity in case it breaks something
oh wait yeah wtf, the armature moved completely
Might be worth starting over and doing ctrl + A with everything selected first, so that this doesn't happen
okay so
just exit out
and try again
started over. this is what i need to delete, correct?
What are ya trying to do in the first place?
That might need weight painting I dunno
i mean, i canāt just delete it? what happens if i do?
It'll delete a part of the top
@quaint jasper sorry for the ping, is there anything i can do?
Yeah, the method I suggested should work fine, you just need to not touch the armature or move any object
do you mean the twitter video?
thatās what made the bones move.
or whatever that was
iām literally lost.
i just donāt really understand why i canāt just delete that part. in the dancing vid, it looks like itās separate from the top.
@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!
oh thank you, i appreciate it
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?
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
š³
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.
Did you create loops in edit mode after adding the subdiv ?
I have not
In the prior 2.79 version I have it divides properly
I assume you tried a few things in the advanced options ?
so about this ready player me avatar, why is the cats material combiner doesn't work?
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?
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
just click the up and down arrows by materials in blender
Tried that. Unity still lists them the same
@last ember not sure if this will help but near the bottom of the Skinned Mesh Renderer Component you can rearrange materials here:
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
so you essentially want to stack the materials? Im not sure how to do this :s
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
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
yeahh then your only option is blender and figuring why unity lists the elements the same when you re-import
Thanks for trying anyway :3
well im banging my head against the wall too
so š¤·āāļø I hope you fix your problem
This might help https://answers.unity.com/questions/1406554/how-to-reorder-materials-on-mesh-sort-elements-by.html
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
Happy Easter everyone! š„ 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
yeah
how do i add some polys onto a model to patch up a hole?
what kind of whole ?
i got it now
I remember doing this a while ago, I think you have to apply the modifier as a shape key and then in edit mode you use propagate to shapes to pretty much apply the shape key to all other shape keys, then you re add the armature defrom. I canāt remember if thatās it exactly, as it was a few months ago when I last did this, but Iām pretty sure that this works.
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
Your normals are flipped
how do i fix that
Flip normals in blender
edit mode -> select faces -> mesh -> normals -> flip
Or type "Flip normals" in the command search
also @dusty heron thanks, Ill try that tomorrow!
that made everything worse
Well, you were supposed to do that on the material that was wrong in unity
so now do it again, but on everything
With a custom shader ?
Is the material just set to transparent ?
Without proper shaders i'm not sure you're going to get anything good
slime is, clothes isn't
ok, then you had it correct in the beginning
If there's no textures then you'll need to make them
there were textures in the blender file, i guess they didn't get into the fbx
You can export those manually to unity
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
Set the material to transparent instead of opaque at the top
for the colors you'd need a texture
i do have a texture
setting it to transparent worked but wow this does not look like i thought it would
Yeah without a proper shader this is the best you can get
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
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
Picture?
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
I modified the Phoenix Wright spirit of justice model, and now it's classic Phoenix from the original trilogy.
Please set the standard shader smoothness to 0 !
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.
Is there a reason why this object isn't part of the main mesh ?
It does the same thing when I merge it with the shirt
Is it weight painted to something else ?
Not from what I can tell
Is the vertex group named the same as the bone ?
Think I found the issue, but I have to remodel it
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
select the vertices in edit mode and assign them 1.0 weights under vertex groups directly
the weight is per vertex group, ie. bone, and you can select it there yeah
I weight paint using this more than the weight paint tool lol
easier for finer adjustments
i wonder if there's a way to have the selected vertices set to a certain weight
i have the same problem as sin
yeah, you can assign weights to selected vertices from 0 to 1
sweet
o: cool!
the rise of omnics
oh no
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
bridge edge loops
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 :)
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)
Are you exporting using CATS exporter or are you going through Blender's file menu?
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 ...
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?
Yt helps a lot
And i dont think this is the right channel for that
not sure what you're trying to do, but it almost sounds like you put a rigidbody component with gravity enabled on that object
not sure if it would respawn if you did that though
Sounds like the object doesn't have colliders
this better work and not come out all messed up, makin a trashcan model for practice before I model my Dr.PickleCheese model š
do all blender versions work with vr chat?
yes afaik, though you need Unity 2018.4.20f1
updated, gave him a hollow body and lid and those cups are his shoulders š
what the hell- how do I fix this?
Limited dissolve doesnt work, merge by distance wont work without making holes everywhere, etc
Select all outer faces, hide them, and then delete what's left over in the middle
How do you select outer faces? in the select menu?
by hand
Well that's the stuff you want to delete
That mesh wasn't meant to be used outside of 3D printing though, so the amount of manual cleanup is probably hours worths
Retopology?
worth trying Instant Meshes tool
Oooh how-
yeah, manually or automatically
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
If you just want the boots, delete the rest beforehand
Oh should I do it one part at a time
yeah i'm not sure, idk how that model was made
completely off topic but can I see your models? Youre the one always helping me so I imagine theyre god teir
Perhaps the face orientation is flipped for the seemingly missing faces?
Nah my model's pretty shit
It looks like more of a point cloud than a mesh.
Not with those high heels on at least
how would one go about fixing this? clearly out of line but im not sure how to bridge the gap I guess?
you merge the vertices
yeahh how do you do that?
you select two vertices and you press M, or alt + M
Sweet thanks I didn't think it would be that easy
Usually overlapping vertices
not really sure how to fix that
I don't think automatic weight will work on that model, it's too fucked up
Retopoflow is the best
Probably
how can I retopologize it
and those fingers are in the wrong position to be the base pose
Yap
Probably bc the bones
there are no bones
no modifier
I retopologized the top part of the gauntlet
should I just straight up make a new hand
Oh
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
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
I'm gonna make a new hand shouldnt be hard
Really easy tbh
yeah ik dw
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
pretty much any game engines going to have the same animation rig requirements as vrchat
It depends tbh
Vrchat dont require face rig
yeah but I doubt they're going to deviate much from T pose or a pose
with fingers spread out
Yah
They only do that bc it is easy to do the rest of it
And symmetry stuff
Tips? Pls
I think tiddies hang a little lower (not sure if thats allowed to say)
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.
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 āassignā 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.
Or you can use stencil
How would I make a fur tuft
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
make liquid double sided as well
Do you mean enable "Double Sided Global Illumination"?
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.
make sure it's the correct material assigned ?
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!
Check if you have multiple UVMaps in that case
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
"tiny exception"
f3
@quaint jasper how dare you

Where would I see multiply UV maps?
There?
If there were multiple yeah
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?
Nope, but are you sure it has the correct material applied ?
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!!!!!
Okay new problem
I am guessing there is something going on with transparency but I have no clue what it may be.
Can anyone help me fix this demon?
can anyone help me get this chocobo png onto my model without it duplicating to both sides?
i can also add it as a material and apply is to a certain area but that results in the area being transparent
Since your texture and uv are symmetrical, you can't
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
how would i put on the white cloak like this
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.
The issue does not seem to be the texture but rather the weight paint on the mesh
If you go into āObject Modeā select the mesh, go into editing mode, and click a button labeled āWeight paint and remove or add weight on the mesh which can be tedious but it crucial to modeling
Thank you! I will attack google to gain knowledge on weight painting in blender :)!!!
making the samurai from a shadman post
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?
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-
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:
Do I need to know C#?
nope!
poggerssss
Also
I keep getting this error
I'm not sure how to fix it- google wasnt much help
not super sure on that either, sorry o:
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?
@devout idol I would try importing it into vrchat as is to see if its just a unity issue
I'm trying that thanks
how do I close my model btw? like make sure theres no open parts
No open vertices
like theyre all connected
and idk about that mist š¦
Ok I fixed it
just uh
really frustrating
wtf why are there duplicate bones ugh i wanna scream
smfh
what do you guys use to do these?
blender
sorry forgot to @ you
is anyone able to help with the bone duplication? Or should I go back and literally redo the entire armature
This issue can be fixed the weight paint is meant for when the bones are later added
huh?
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
Ye
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
The issue is a simple ffix
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 āFace 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 āflip normalsā and it will fix this issue
Oh thank you I actually went with a workaround by just taking off the culling for the hair but I appreciate your help!
How would one go about sculpting a head shape similar to this?
It's almost peach-shaped.
Help needed
Seeking: Someone with Blender experience who can combine objects while keeping the UV maps separate (combined model with multiple material slots)
Just name the UV maps different ?
I literally don't know how.
nice trim sheet
you have to recreate the materials in unity
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 Why do I have to recreate the materials in unity?
also love your work lol
Because blender materials and unity materials are different, they don't get carried over.
You'll have empty materials in unity that you can extract and edit or you can create your own and assign them
Ah ok, was this new?
It's always been like this
The last model I made worked fine tho?
It does look like you have your textures assigned already tho
is it a hit or miss type thing?
They get embedded into the fbx if you export with cats
And appear assigned, but you still can't change much in terms of settngs
It's no different, really
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
also you mean in terms of materials right?
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.
yes
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
Ok

