#3d-modeling

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devout scroll
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bad topology causing weird normals causing bad shading, most likely

naive helm
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How would I phrase my issue into google?

spark patrol
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what do you mean exactly by bad topology?

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would that be just holes in the mesh?

devout scroll
spark patrol
silk silo
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are those ngons

devout scroll
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lookup quad topology and modelling a head tutorial

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because it matters how your stuff is connected

twilit condor
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Hello everyone, I want to make a custom avatar. I already made one before by using vroid but I would like a lil more customization. Are there any good blender avatar making videos for beginners?

left flicker
# twilit condor Hello everyone, I want to make a custom avatar. I already made one before by usi...

https://youtube.com/playlist?list=PL2EEbgwoJzdt5kFVDyY2lliNqf7cWJeD3

This is the tutorial I followed. But there are tons on YouTube if you search for them. If you're completely brand new to blender/3d modeling, I suggest following some tutorials for house hold objects first just to get acquainted with the UI and tools

tough plover
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@twilit condor you can try using an avatar base model which you can find on gumroad or booth.pm

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and then edit it in blender as you wish

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making a model from scratch takes a ton of work

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you can definitely go that route too if you want

weary nexus
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Can anyone lead me down the right direction for how to solve this? What kind of issue might this be?

valid sun
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It's a material transparency issue, most likely.

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Check your materials for a Render Queue setting, try changing the type to Transparency.

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Could be a backface culling issue as well, or in fact, it looks like every normal on your model is flipped inside out. Did you download this avatar or are you making it yourself?

quaint jasper
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Nah that's inverted normals

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Blender doesn't mess with transparency

valid sun
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Yeah I didn't look at the body I thought it was just the hat.

quaint jasper
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Recalculate normals via the search menu

iron terrace
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anyone know how to put something into blender form unity

gritty quarry
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go to import, then whatever type of file the model is in (most likely fbx) and go to documents, then find the name of your project, open it and go to assets then find the model's name or if the model is in a folder then just click open on the folder then find the models name and click import FBX

unborn acorn
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The shadman samurai model im making

spiral sigil
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am i right to say that 3d models don't have a defined scale for the model?

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unless it's STL

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and the scale is defined mainly where you import the model into, say, unity

quaint jasper
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The scale is set on export of whatever software it's made in

spiral sigil
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so it is saved then? even in formats like obj?
whats the point in STL files then?

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regardless, say a model is too big when imported into unity. you would scale it down in unity rather than blender, right?

quaint jasper
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I would set the scale in Blender and apply its transforms

ashen stag
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STL usually has a scale because its mainly used, or exported out of, CAD software. Which has actual scaling instead of blender and unities rough "yeah that's a meter"

spiral sigil
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Just got done texturing and 3d modeling a lowpoly truck xp

neat viper
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cool! o:

devout scroll
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nice!

languid fog
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still bad at 3d but trying to lvl up my skills each day

thin shadow
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but wouldn't it be nsfw-ish?

spiral sigil
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an avatar completely naked, you think it will be ?

languid fog
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similar to the leg and hands

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so you can say it will be more a "ecchi" type

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like 95% of the female avatars on vrchat

visual vigil
mystic lodge
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Stupid question here. How do I select only specific bones in object mode for parenting to a mesh? clicking just selects the whole skeleton

left flicker
mystic lodge
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ok, is there anyway to only parent specific bones to a mesh. Im modifying a model and don't want to interfere with the existing mesh parenting

left flicker
# mystic lodge ok, is there anyway to only parent specific bones to a mesh. Im modifying a mode...
mystic lodge
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Thanks for the reply! Still having trouble though. the highlighted bones aren't parented to the rig. the rest is properly rigged. I attempted the "child of" constraint method suggested in the link you sent but couldn't get it to work

tough plover
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@mystic lodge the mesh will NOT automatically follow nearby bones. you have to tell the vertices which bones can influence them, that process is called Weight painting

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when weight painting, you're not directly referencing the bones

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instead, you assign vertices to Vertex groups

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if a vertex group has the same name as a bone, then moving that bone will influence all of the vertices in that group by their vertex weight

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a weight of 0 means the vertex is unaffected

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weight 1 means that the vertex follows the bone 1:1

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and 0.5 is half way in between

merry vault
quaint jasper
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Use gradients !

mystic lodge
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weight painting seems to have solved it, Thanks!

fringe rock
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for weightpaint I prefer having white at 0 and black at 1. So the model is not all blue but it texture. easy to spot what is weight or not

languid fog
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^^ you can change these colors on blender preferences

mint ore
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one of my friends is having an issue with his model

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the lips are stuck sorta

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like dried gum

naive helm
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@visual vigil can you do timelapses of your models?

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I wanna see how you make them

visual vigil
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Hmmm

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Depends on what I make tbh

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A lot of work I get contracted is nsfw

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It's my personal projects that aren't

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progress since last post

naive helm
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but its so good ๐Ÿ˜ญ

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How are you doing that

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Its not a union- are those all shapes?

visual vigil
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It also matters a ton if I have 3d model references or if it's just schematics or if it's eyeballing

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Most of my work I have 3d references

naive helm
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Not 2D?

visual vigil
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Be it overhauling a former mmd kitbash into something proportional, original or just better

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Other stuff I have character sheets

naive helm
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What if its like my pfp?

visual vigil
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Yours looks straight forward so it could be eyeballd

naive helm
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I'm so much better in 2D than 3D

visual vigil
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Human proportions

naive helm
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I have another robot I did

visual vigil
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I like them

naive helm
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I have a 3D model can you critique it

visual vigil
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You got creativity

naive helm
visual vigil
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modelled from one side angle pic

naive helm
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its really good

visual vigil
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modelled from blueprints

visual vigil
naive helm
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The hands here kinda suck idk how you put those shapes together like that

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I did a boolean

visual vigil
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everything with me starts with a flat plane / cube

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and i just add some loops to it to make it round

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i do not use booleans at all

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theyre messy

naive helm
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They are but how else would I connect parts

visual vigil
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they dont have to all be joined like that

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let me show you what it looks like on my end

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if i seperated my model into seperate parts

naive helm
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๐Ÿฅบ tysm

visual vigil
naive helm
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Wow

visual vigil
unborn acorn
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its like legos but for 3d models

visual vigil
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yes

naive helm
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I saw that video! ๐Ÿ˜„

visual vigil
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3d models i think of, like kit models

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airplanes and tanks

unborn acorn
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that is a way better example

visual vigil
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i use those types of videos involving painting, to pick up tips on texturing

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Blending rusty washes over a winter camouflage can be a bit tricky, but not as much as me trying to paint my first piece of stowage!
Patreon: https://www.patreon.com/nightshiftmodeller
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Enjoying my content? Want to get inspired and learn new techniques? Subscribe and hit the little b...

โ–ถ Play video
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i used this video for my BT SV texturing

naive helm
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I've only done like 1 texture on any model

visual vigil
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Substance painter, best texturing tool there is

naive helm
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I did that Jokes Texture

visual vigil
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For modelling a character, draw out a front angle

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A side angle

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A back angle

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These will help you so much

naive helm
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I also did a boolean for the pages in the book

visual vigil
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For something like that, a texture line could represent the pages

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Ifitdoesnt open

naive helm
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I had an idea for a game and that character is called the Jester

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He reads out jokes to distract enemies until he levels up enough to make enemies laugh to death

visual vigil
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keep at the quest for 3d modelling

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it pays off

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because its a skill

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a trade

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ask for feedback and questions often

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look up tutorials on youtube

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youtube is so helpful for new users

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i wish the resources were on it when i started

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that are available now

naive helm
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I try to ask questions here and on the blender discord and get ignored often

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I use google a lot too

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some things you cannot ask google

visual vigil
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this is true

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this server and blender discord are not the best for feedback

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as theyre too big

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you need a smaller community

naive helm
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I dont have many friends so

visual vigil
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and more servers

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im in....

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31 servers that i actively share my 3d works in

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Even with that, sometimes I don't get comments

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Keep on posting and someone will respond

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If you didn't ping me I would have never seen your comment

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As in a hour, there's be 200 new messages

naive helm
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yeah

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I just lose so much motivation when it takes hours for anyone to comment

visual vigil
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Same

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It sucks

frail light
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Do i ask for help here with something on the 3d model i got?

visual vigil
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You can

zinc jolt
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Question. Do you think porting 50k or 60k models are going to be a bit much?

spiral sigil
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no

zinc jolt
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Oh

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Alright

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As long as it's not 300k

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Then again it depends on the person's computer

quaint jasper
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Very poor limit is 70k

zinc jolt
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That's why you don't think it's wise to port a 300k vert model into VRChat?

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I originally wanted to

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But decided not to

zinc jolt
zinc jolt
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Anyone else?

quaint jasper
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Well yeah it'd be poor performance

zinc jolt
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True

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But don't you guys have 1 million polygons of avatars?

quaint jasper
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Never in hell

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My highest polygon avatar is 52.000

zinc jolt
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Oh okay then

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Are you sure about that?

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Nvm I'm just kidding

zenith nexus
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hello I've ran into an issue I think hehe. I tried connecting the tail bones to the hip but it was moving with my head so I'm trying to move the parent to the spine. It connects to the top of the spine. Is there any way to move the connection to the bottom or is there a better spot I.E. the base bone maybe? Heres a pic. I want to move orange line to green circle.

quaint jasper
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you can't

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you're already a child of the hip bone

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it shouldn't move with your head

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also your hip bone needs to be straight up

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Make sure the bone names are correct

zenith nexus
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Okay, thank you for the info. I shall give it a go. This is a Vroid model so yea I'm just trying to fix it up.

quaint jasper
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also connect your bones

zenith nexus
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I figured out my problem. I did do all the things you said as well, renamed a lot of bones and connected the tail to the hips. Although my issue was the tail was 'Hair' in Vroid and it weight painted it to the base mesh and my head bones.

quaint jasper
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That'd do it !

zinc jolt
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Want me to share some advice to people who have problems with dynamic bones? Just stretch out the bone to the end of the mesh and make it to where it maintains it's look

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But don't connect bones

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Cuz then it won't look proper

echo plume
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is there a way to get split normals out of a certain set of vertices?

quaint jasper
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split normals ?

echo plume
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normals that point in a different direction that they would naturally point in

zinc jolt
echo plume
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for example this pattern here uses split normals:

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the purple normals are not natural

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they have been artifically created#

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i have a model where i want to get rid of the purple ones and go "back" to using the natural, blue ones

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theres a way to do it for the whole object

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but i want to keep some of them (like around the eyes, i have split normals that save me from using more topology to represent the same thing)

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unity imports those split normals (they override the natural ones) and they make a piece of mesh look super effed up because of it (because of lighting)

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this is the piece of mesh rendered without split normals (you can tell blender to show the "regular" normals)

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and this is the same piece of mesh with the split normals doing their "thing"

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oh god i finally found it, F3, "set from faces" will set the custom normals to the face direction so they're basically where they would be naturally again

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(also i just realized thats actually not the case but it looks much better for now)

dreamy jungle
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Im looking for someone to comission to fully rig and viseme up a 3d model for me

frail light
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Hey I would like some help with my model. It seems that it has not found my shoulders and knees attached and i have no idea how to attach them

languid fog
frail light
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Basically

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When i import from cats

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the shoulders and knees are not attached

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and when i go into unity i cannot use the atlas i created as a texture

languid fog
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Hm

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For what i undertand the knees and the shoulders are different objects right?

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So you need to merge them

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With ctrl + j

frail light
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I don't know anything about blender

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that's the thing

languid fog
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Oof

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Like can you select the knees and shoulders

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?

frail light
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I think

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1 sec

languid fog
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Djksjsjsjs

frail light
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it's 11am for me

languid fog
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07:50am

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Here

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Wake up to work ,_,

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Well if you can select the knees and shoulders separately on object mode

frail light
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yes

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i think i can

languid fog
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Maybe they are different objects

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You need to merge them

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Pressing on the knees and body (main obj)

frail light
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these right

languid fog
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Your entire body are one single object?

frail light
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idk you tell me

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i got no idea

languid fog
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A

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You only have some weight paint issue probably

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Well idk how cats works bc i do my rig by hand

frail light
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damn

languid fog
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But i think you have a buttom

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To fix it

frail light
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I ve been trying to fix for 4 hours now

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im so desperate

languid fog
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Calm down sjhshwbjs

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Can you show me what is happening

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To your mesh?

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You can always do automatic weight paint or use the recalculate buttom from cats

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Or do it by hand

frail light
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Um

languid fog
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And check if your bones are on the correct distribution

frail light
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i think it is correct like that

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im so lost rn

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I might explode

spiral sigil
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the middle pictures seems false to me

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legs are supposed to be straight as far as I know

frail light
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i can send you the thing

spiral sigil
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a lot of people encounter the issue with the "bow" legs when they crouch

quaint jasper
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slight outward knee is actually a bit better in some cases

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straight is fine

spiral sigil
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I've rarely seen it work being outward (or inward)

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it usually bends way too much in vrchat

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so from front view it's always straight bones but from side the lower leg bone is slightly bend back

frail light
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i mean

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here you go

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you can have a look

marble warren
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Is it possible to change UV mapping as part of a shapekey in Blender? (Wondering if I can do some fancy stuff without having to change materials during an animation in Unity.)

azure rain
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shapekey do not affect UV mapping they only affect the shape of the object

marble warren
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Ah well, I figured that was the case... I couldn't find a definitive answer online in my (shallow) searching, so thank you very much

quaint jasper
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you can move the UV offset with an animation tho

dusk lily
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Hello, everyone i would like to get more customizations for vroid, I heard you can use blender so are there any good tutorials?

spiral sigil
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tutorials for blender ? there is plenty on youtube yes

zinc jolt
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Self taught is actually pretty useful if you keep practicing

languid fog
spiral sigil
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@languid fog

languid fog
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Donuts tutorial go brrrr

naive helm
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hey is eye tracking simple?

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Can I just use a circle (2D) as the iris

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Like to make it seem cartoony

unkempt torrent
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Hey all. I'm trying to symmetrize a mesh in Blender. The symmetrical geometry seems to be created in the right place and with the right material, but it reflects light the wrong way around. Any easy fix for this?

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Should be smooth/continuous (as it is in the original)

unborn acorn
unkempt torrent
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"it"?

unborn acorn
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the other half of the model

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also check if it has sharp set on its edges

unkempt torrent
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Face > Shade smooth seems to fix the new half of the mesh

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Thanks

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Is there a tool for getting rid of the seam? Merge the edges and vertices at the edge of both meshes, which overlap (are in the same positions), into single edges and vertices

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I'm kind of a novice so I don't know the names of things

naive helm
unkempt torrent
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For the vrchat avatar eye movements, Gin?

naive helm
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yeah

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I'm making plankton

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his pupil is just a circle

unkempt torrent
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I think they rotate two bones, one for each eye

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You need to make it move with a bone

naive helm
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blegh i'll do it later

unkempt torrent
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Ok, this is really weird

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One half of the mesh looks way better with shade flat, but it breaks the lighting on the other half

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If I use shade smooth it looks bad at the seam

neat viper
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recalculate normals? o:

unkempt torrent
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No change

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Ok I found a point in the undo history where the meshes are merged and looking good enough so I'm leaving it at that

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For the record, I merged by selecting each set of overlapping vertices in edge mode (didn't let me select them both in vertex mode) and using M > by distance

storm wadi
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hey can i get someone to help me with some uv mapping stuff in blender?

valid sun
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Ask away

storm wadi
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so i got a model that i need to make the uv map for i need to make 2 meshes one for the front and back and set each one up

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im not sure how i go about doing it

quaint jasper
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Select the front, press 1 on numpad, press U > Project from View

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then ctrl i, press 9 on numpad, press U > project from view

storm wadi
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would you mind hopping in a discord call im still having problems

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that way i can share screen

quaint jasper
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am working sorry

storm wadi
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thats fine i think im getting it worked out

echo plume
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with flat shading that just works

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the iris is a floating plane kinda, a circle

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and the eyeball is nothing like an eyeball at all

naive helm
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wow wtf

languid fog
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Yep

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Just that triangles...i hate them ,_,

zinc jolt
languid fog
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With masochism

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:v

zinc jolt
thin shadow
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how do i use the material combiner addon in this skp model? it works fine on vroid avatars.

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it seems to discard other materials and only keep 1 texture

tough plover
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ah yes, petronas towers

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I think the issue is that some of the materials don't have a texture, and are simply a flat color

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a fix would be to just create a very small texture that is filled with the same color

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and then just putting it as an image texture on the material

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rather than just a color

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@thin shadow

visual vigil
unkempt torrent
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Any pointers for how to create a breathing in shape key?

quaint jasper
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proportional edit the chest out

thin shadow
tough plover
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there are a lot of materials on that

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some of those are single colored, not a texture it seems

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that can cause issues with the material combiner

unkempt torrent
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Thanks for the tip Ruuubick, was doing all the other blendshapes first but I will now look into what exactly that means

quaint jasper
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You wouldn't put it on the other shapekeys, it'd be its own

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and in 3.0 you'd have a specific animation for that shapekey

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in edit mode you can press O to enable proportional editing, move (G) on the y axis and expand the area of influence with middle mouse

unkempt torrent
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Normally I use the cats plugin to save shape keys, since when I looked up an alternative method all that came up was applying pose modifiers but that that destroys vertex weights. I never created one without using poses; would that be a destructive process?

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Based on what I (don't) know how to do I was thinking of creating a free standing bone, painting the chest on its group, posing it and using that

thin shadow
tough plover
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which blender version are you using

thin shadow
echo plume
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im having big issues with blender 2.91 and trying to weight paint while having other parts of the mesh hidden...

when i come from edit mode (while the parts are hidden) it unhides them right when entering weight paint mode. going back to edit mode they're still unhidden

if i hide them in weight paint mode, first the mesh still keeps being shown (only the wireframe), but when i try to paint anything, the hidden parts instantly reappear fully. when i use ctrl+z at some point, the wireframe also disappears but everything always reappears on click

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so friggin weird

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strongly wondering if this is some ugly bug

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going into sculpting mode (i havent even used it though) and hitting alt-h to unhide fixes that problem for some reason

quaint jasper
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I mean, that's kinda what the weight paint vertex masking is for ?

echo plume
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that really feels bugtastic

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huh?

quaint jasper
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Why do you need to hide mesh to weight paint ?

echo plume
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i first want to get some layer of clothing out of the way

quaint jasper
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Ah I see

echo plume
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dont necessarily want to split my mesh for it

quaint jasper
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Any reason you're not moving to 2.92 ?

echo plume
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oh, my bad, my version is actually 2.92

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i forgot i upgraded

quaint jasper
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I see, then that really sucks

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Hopefully fixed in the latest 2.93

echo plume
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the person on the stackexchange page had the same kinda bug in 2.90

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im gonna check their bugtracker, maybe it hasnt been actually documented... but i have no idea how to trigger it again

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maybe ill find out how to reliably trigger it, then i'll have a case to present

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but it fixes itself if you go to sculpt mode and hit alt+h once (for some reason)

quaint jasper
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works fine for me actually

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Or is that not the issue you're having ?

echo plume
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the issue is that they just came back visible

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they wouldn't stay invisible

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and yeah you didnt have that appear for you

languid fog
zinc jolt
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Excellent

junior hare
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got a problem - im trying to merge a pair of legs with a model thats already existing, but when i merge the two, the materials, or the UVs (dont know which it is) gets messed up and either the legs lose their mapping or part of the main model loses the main mesh

quaint jasper
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make sure both meshes have the same uv map names

junior hare
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where would i edit the UV map name? i dont know where blender stores UV data

fresh agate
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Pls help idk why my model is doing this when I try to pose it

junior hare
echo plume
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how do you accidentally paint a part of a mesh IN EVERY vertex group, i have no idea how i managed that but i have a few touches of blue that occur in every damn group, they're all weights 0.002 to 0.007??

echo plume
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ended up writing a script to get rid of these mini weights

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import bpy

mesh = bpy.context.selected_objects[0]

for vg in mesh.vertex_groups: 
    mod = mesh.modifiers.new("VertexWeightEdity", 'VERTEX_WEIGHT_EDIT')
    mod.vertex_group = vg.name
    mod.use_remove = True
    mod.remove_threshold = 0.008
    bpy.ops.object.modifier_apply(modifier=mod.name)
thin shadow
devout scroll
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with parameters

frail light
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Yo question

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I have input the eyes into cats to make a facial expression and tells me to rename them. After i rename them the cats still has the wrong name and basically has the name of something that doesn't exist. When i press to change it and look on the list of cats to find the renamed eyes they aren't renamed. Does any of you know what is going on?

unkempt torrent
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Genos, can you explain your problem more clearly? What are you trying to accomplish? What did you press? What are the names of your eye...bones (I assume)?

frail light
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It's right eye and left eye but cats told me to name them Eye_l and eye_r or something like taht

unkempt torrent
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What are you trying to accomplish? Eye movements?

frail light
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mhm

unkempt torrent
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Cats creates bones called LeftEye and RightEye for you that are correctly parametrized for plugging into the avatar descriptor

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It does so based on your actual eye bones

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If you already have bones called LeftEye and RightEye they might already be ready for eye movements

frail light
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no idea

unkempt torrent
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Either way, that's why after you ran the eye movement creation feature in the cats plugin, you found that the LeftEye and RightEye bones were still there - it created them again

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You should try the preview feature in the avatar descriptor in unity

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If the eyes work properly with those bones you don't need to do anything else

frail light
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honestly i don't know which layers are the eyes now

unkempt torrent
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Layers?

frail light
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i mean bones

unkempt torrent
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They're whichever ones work properly when assigned to the avatar descriptor in unity

frail light
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Idk which they are tho

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nothing works from what i ve tried

unkempt torrent
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Well I don't know either

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Maybe you accidentally broke your armature

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You can go into armature edit mode and try to locate bones that are positioned behind the eyes/inside the head and which have names that hint at them being the eye bones

frail light
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I did?

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LOl

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i wish i could see there

unkempt torrent
#

Then for each bone, go into mesh weight painting mode, locate the corresponding vertex group (same name as the bones), and check whether the eyes appear red instead of blue when it's selected

frail light
#

ill try

unkempt torrent
#

If there are too many bones for you to see properly in octahedral mode, you can change the way the bones look to something less dense

#

It's in the viewport display options when the armature is selected

#

Change octahedral to stick or something

#

(this is in those tabs in the bottom right in blender 2.8x or 2.9x)

#

You can also make it easier to zoom in closer by making the near clipping plane closer (I think this is in N > view, sorry I don't have blender open right now; change the 5cm default to maybe 1cm) and by enabling auto depth in preferences > navigation if you haven't done so yet

#

Someone can correct my vague recollections here if they have blender open or just know this better than I do

frail light
#

k

visual vigil
weary nexus
#

Oh no x.x

#

I made a mistake and I can't undo it

#

I merged the mesh so the vertices connected but I didn't realize the teeth connected too.

#

Can anyone help me fix this?

unkempt torrent
#

Can you undo?

weary nexus
#

nope x.x

valid sun
#

Try separating by materials?

#

Also try: select a face, CTRL+L to select linked, F9 to change the link delimiter, try normal, UV seam, etc.

#

Depends how your mesh is setup...

weary nexus
#

Ty! I'll give that a try!

#

Where do you weight paint for breasts? On the chest bone, the chest root bone, or on the individual left and then right breast bones? I keep having the "jiggle" result in the breast clipping out of the shirt. I don't want to remove the body mesh under the shirt bc I plan on having multiple "outfit" types using the 3.0 avatar system.

echo plume
#

i have a character where it works well:

#

on top of the clothes:

weary nexus
#

Which bone do you do that weight paint on?

echo plume
#

separate breast bone

#

under the spine

#

i have a blender file with a character that uses all sorts of systems like the metarig, visible controls that change bone and even mesh positions.. anyone have any hints on how to make stuff like this unity compatible? the armature has a million bones that all have some kind of meta functionality.

#

for example the visemes are bone movements, by that alone i would say i could just pose and shape key them, but they also move an entirely separate mesh that's the teeth (that has no vertex groups so it's moved entirely, not even through the armature??)

spiral sigil
#

?

devout scroll
#

I think those might be done through drivers and constraints

#

You can't have either translate to unity

#

So you'd probably need to get rid of them and see what you have left

void vale
#

Anyone know how to fix this shape key in Blender 2.9 ? it is sticking out

thin shadow
#

at basis, on edit, put the mesh back inside the head

void vale
#

@thin shadow 0 turns it off and puts it back inside but I was wondering how to make it look more clean and close to reality and not sticking out. Also what do you mean put the basis back inside? you mean the one in the shape keys and if yes how do I do it ?

thin shadow
#

i understood differently,
so in that case, you might want to use transparency shader that has cut out

#

see the black box outline? that's it

#

oh btw, how does the uv wrapping on the blush looks like

void vale
#

wait are you saying I have to edit the face texture to make it more transparent ?
also I see the black outline. When it comes to Shaders I think you mean on unity right ?
the wrap looks like the one in the picture like a box.I did not set it up btw

thin shadow
void vale
#

so the Shading tab ?

thin shadow
#

material tab

#

wait im gonna find some examples

#

for the cutout

thin shadow
void vale
#

Alpha Hashed did the trick, nice. But it's still sticking out. also what do you choose when UV warping? I use smart UV.

#

@thin shadow I don't know if you can see it

thin shadow
void vale
#

I don't need to unwrap it to see how it was made but you can see it here

thin shadow
void vale
#

this is the one

thin shadow
void vale
#

So make it a cutout in unity ?

#

@thin shadow also I managed to sculpt the blush it was way faster and I made sure it is perfect

thin shadow
void vale
#

@thin shadow I hate my OCD , it hurts my head so bad and my jaw . I know it looks fine but I also know I will have to work more on it

thin shadow
#

looks fine from this angle

void vale
#

I know I will come back for it later but for now it looks ok even though the right blush is facing the same way as the left if you look closer and harder. Sorry O.C.D kicking in lol. I need to take a break been working on this for 5 hours fixing tiny things here and there. Thank you so much for the help, you were great ๐Ÿ™‚

naive helm
#

just did the lipsync for my model

#

How would I go about eye tracking?

spiral sigil
naive helm
#

This has 1 eye

#

how would I move just the one eye

devout scroll
#

One eye bone weighted to the eye

#

One eye bone not weighted to anything

naive helm
#

Oh so I have to chose left or right?

devout scroll
#

Yeah but it doesn't matter

#

Since you'll have both, in the middle

naive helm
#

Oh

devout scroll
#

But only one will do anything

naive helm
#

Idk if I should have dynamic bones for the attenae

#

And Idk if I have to keep that seperate from the model

#

I'm scared to mess everything up lol

#

Also is there a way to test my lipsync in vrchat as is, without armature?

#

dunno if anyone is still helping out but I have a few other questions

#

For my model, I have the mouth separate from the body like this

#

Which means the body isnt a closed shape, will that matter at all?

azure rain
#

you would want to have them be the same object even if they're not physically connected

naive helm
#

ok

#

but does it have to be a closed shape

azure rain
#

no not really as all it cares about is driving blendshapes

onyx juniper
devout scroll
naive helm
#

I dont mind since he's small I just wanted teeth and not a complete black surface

#

But I added arms and this happened :l

#

@devout scroll sorry for the @ idk how it works here

devout scroll
#

i dunno why that might happen

naive helm
#

me neither and its pretty frustrating

devout scroll
#

is that a sculpt

naive helm
#

Wdym?

devout scroll
#

the mesh

naive helm
#

I did sculpt it

#

I removed the arms and it works fine

devout scroll
#

might want to box model it

naive helm
#

Box model- ?

devout scroll
#

hard surface model? i dunno, basically not sculpt it

#

it's a simple enough shape to work fine

naive helm
#

Can I just make the arms separately?

devout scroll
#

things also don't need to connect. arms and legs can be separare objects

naive helm
#

and then join it

#

I also wanted cel shading- is that done in unity?

devout scroll
#

yes

naive helm
#

Ok

#

Is there a tutorial for it?

#

@azure rain I thought you said it has to be the same object

azure rain
#

was mostly just referring to the face and the mouth

naive helm
#

oh

azure rain
#

basically he had the mouth and the mouth bag as separate objects only one of them would be moving when you talked

naive helm
#

So how can I have this separate but connected still

azure rain
#

whether or not a object is joined together like in the object hierarchy is completely separate from are the vertices connected

weary nexus
#

Generating mipmaps enabled without streaming mipmaps enabled error when uploading. Should I disable generating mipmaps or enable streaming mipmaps?

desert crown
#

anyone know why filling faces doesn't work in blender 2.8 anymore?

#

back in 2.79 it would just do it automatically, but the face uv is broken

#

i already selected the correct vertices requirement and ctrl + f still doesn't work

quaint jasper
#

Just f ?

#

@desert crown

desert crown
#

oh F forces my camera scene for front ortho view

#

must be another key?

#

is it one of these perhaps?

neat viper
#

CTRL + F makes a new face iirc just F makes a new face, nevermind

desert crown
#

yes with a messed up uv which is what i am looking for, but its not working in blender 2.8

#

sometimes its perfect uv

neat viper
#

I'd image you'd just make the faces you want and then just shift + n to recalculate normals o:

desert crown
#

well thats nice that i can fix uv's with shift + n, but i'm looking for a fix on filling faces, which is not working

neat viper
#

def half asleep, 2.9 is a thing but 2.8 got a LTS release so I'm confused lmao

desert crown
neat viper
#

Assuming you have more than one edge selected, F should make a new face o:

#

not sure on what's bugging out, sorry

desert crown
#

i tried, but i changed the f to front ortho view instead

#

whats the f key normally called? i can look into that instead?

neat viper
#

in 2.9 the operation's called "New Edge/Face from Vertices"

#

hotkey's just F

quaint jasper
#

Can you go to Edit > Preferences > Keymap > Blender 27X at the top

desert crown
#

what am i looking for

devout scroll
#

It might depend on how the face gets filled

#

the uv doesn't mess up if the face is surrounded by other geometry

#

it just fills the hole in the uv

lunar dome
#

can anybody tell me how to remove leftover textures from an import that i wanna remove in blender?

#

leftover vroid asset that i think was baked in?

devout scroll
#

you can go to file > cleanup

lunar dome
#

still there afterwards

devout scroll
#

then you can switch the outliner from view layer to blender file, then in images find it and delete it

lunar dome
#

okay might need to break that down for me ^^;

devout scroll
#

top right the list of stuff is the outliner

lunar dome
#

oh, thought that was the hireachy

devout scroll
#

there's a button on it with a picture stack

#

it's called hierachy in unity and outliner in blender

#

but same thing i guess

lunar dome
#

ohhhh okay

devout scroll
#

expand images, find the one you don't want and delete it

lunar dome
#

perfect, thanks a bunch

devout scroll
lunar dome
#

now to remake these eyeballs into actual eyeballs

#

not creepy pancake egg things

devout scroll
#

eyes are almost never eye balls for anime models

lunar dome
#

yeah i know, kinda bugs me that part

devout scroll
#

it's easier not to do eyeballs

#

but you can if you use avatar 3.0

spiral sigil
#

Hey is there like a tutorial to do toon-hair? Or maybe a tool? Iโ€™m working on a model and tried the bevel tool but it doesnโ€™t seem to be doing the job that Iโ€™d like it to

#

can try to use curves

devout scroll
#

easiest technique

#

the thumbnail is pretty ugly but the workflow is good

spiral sigil
#

Thank you!!!

deep dirge
#

Hey guys, please make fun of the left image.

(These are both 100% my models, pics taken months apart)

rancid topaz
#

it looks good?

deep dirge
#

You would be very incorrect on that statement but sure

flat fossil
#

(Nvm, got it lol.)

spiral sigil
#

It looks awesome

deep dirge
#

The left doesn't, bro what

ashen stag
#

Trying to get people to trash talk something with no context ain't it

deep dirge
#

It's my model lol

spiral sigil
#

is it ? absolute garbage
I hope to never see those models ever again

deep dirge
#

Owned

weary nexus
#

How do I merge 2 bones so the weights carries over into 1 bone

spiral ether
#

do any of you know how to add your own particles to unity?

devout scroll
#

There's merge weights to active and to parent

#

To active will merge all selected bones into active (last one selected)

#

To parents will merge all selected bones to their respective parents

weary nexus
#

In CATS?

#

Oh!

#

No way! I just found it

#

wow

gentle loom
#

Need some help with something

#

my full body is pretty jank as it sorta sags, I need some help with getting it working properly

#

is this rig okay?

#

or is something amiss?

quaint jasper
#

your shoulders should be flat in t-pose

#

you also have two spine bones

#

your leg bones aren't aligned

#

and you need to clear your bone rolls

#

other than that it's fine

gentle loom
#

Alright.

#

accidently triggered xray on wrong rendering mode and oh my god why is this so funny

#

Does that look better?

quaint jasper
#

still need to clear rolls

#

but yeah

gentle loom
#

rolls are cleared

#

i'm thinking i just need to redo the leg rigging and keep the weights because that's their default position

quaint jasper
#

In that case do this in edit mode

#

with all the bones

gentle loom
#

tried it but they are still tilted

#

i did a jank fix and alligned them all with the global y axis

#

OH! I found what the problem was, legs were not completely straight

zinc jolt
#

boom

languid fog
#

Magnifique ๐ŸคŒ

prime zenith
#

Why can't I see the bones ?

devout scroll
#

they're probably inside the mesh

#

in viewport display and object display somewhere you gotta set thr render mode to wire and the display mode yo in front

prime zenith
#

Did it, did not help really, I see only this

devout scroll
#

bones look like they might be tiny

ornate bough
#

how do i fix this?

true bane
spiral sigil
#

can someone render a blender file for me dm me

fringe rock
#

That's some sticky pants

ornate bough
#

yeah man

#

i made them tighter so that theres a gap between the 2 legs and it works

craggy lintel
#

Hey guys question

#

What was the hotkey for scaling in place

#

I canโ€™t find this online rn

#

I forgot it, I did it not long ago

#

scaling without moving itโ€™s position or playing with pivot point

#

just scaling in place. Itโ€™s a simple answer please donโ€™t over complicate it. I just canโ€™t find this hotkey rn and Iโ€™m very frustrated :/

neat viper
#

Are you trying to scale something in object mode or edit mode? o:

craggy lintel
#

okay so imagine a circle, I make a dupe of that circle, and I want a smaller circle inside the one I already have

#

but I donโ€™t want to change all the settings or whatever, I just want a smaller circle

neat viper
#

yes, but are you trying to scale it in object mode or edit mode? o:
In object mode, select whatever you're trying to scale and press S - in edit mode, select whatever you want to scale and set your pivot to Bounding Box Center, and then press S

#

note that you def don't have to set your pivot every time you want to scale something in edit mode, I'm assuming that your pivot is set to something else other than Bounding Box Center o:

naive helm
#

Why is my model like this?

#

recalculated etc idk why its like this

naive helm
#

This is so weird

#

help please

#

Anything just any suggestion

young vault
#

Check face orientation. They look inverted.

naive helm
#

@young vault Nope its every model for some reason

#

nvm I still have no idea I recalculated so many times

#

Its normal like this

young vault
#

Face orientation on the bottom. Turn it on.

#

If it's red they're inverted.

naive helm
young vault
#

At the bottom. Face orientation.

naive helm
#

Ye I check it?

young vault
#

Yes.

naive helm
young vault
#

Invert everything that is red.

naive helm
#

Its not a part of the face itself tho

#

I didnt do anything to the fbx file, it was working before

young vault
#

Face might be transparent shader

naive helm
#

how do I tell?

young vault
#

Material tab

#

The red/black sphere on the right hand side in the properties window.

naive helm
young vault
#

Assuming you have the default blender view

naive helm
#

Ye

young vault
#

Then "Surface" if it's not "Principled" or "emission" turn it to one of those.

naive helm
#

its all set

young vault
#

Do you have backface culling on in the material?

naive helm
#

nope

#

when i turn it on it fixes it slightly tho

#

which shouldnt happen

young vault
#

Then you have inverted normals on the face. Just click a vertice on the face, ctrl + l, alt + n, flip.

naive helm
#

nope, I've tried inverting them too before no avail

#

should I just reinstall blender

young vault
#

I mean, if anything. If it's shader related it shouldn't matter unless you're atlasing

#

It could be UV, but, not for the teeth being seen. Those you have to invert probably.

neat viper
#

Try selecting all the faces in edit mode, and then pressing Shift N to recalculate normals? o:

young vault
#

That's another thing, it could be mis-matched normals, so one normal is facing us and the other not.

languid fog
#

:v

visual vigil
limpid talon
#

thats epik-

#

woa

unkempt torrent
#

Question. In Blender, by default, the model I got is correctly textured, but no matter what I do it won't let me edit the UVs in UV Editing mode. If I unwrap, the UVs show up and I can edit them, but it won't project them correctly onto the texture, even though it clearly has that information somewhere. Is there a way to edit the UVs that came with the fbx without losing everything?

devout scroll
#

yeah you should be able to edit them just fine

#

try edit mode

#

with everything selected

unkempt torrent
#

Nothing

unkempt torrent
#

In addition to the above question, which I still need help with, I have a noob one: I have a hollow tube made of a mesh of triangles. Is there any way in Blender I can grab the circular edge of the tube and lengthen it by adding another "ring" of triangles?

devout scroll
#

not sure what you mean

quaint jasper
#

You just that to extrude the outer most edge

tough plover
#

you can specify an axis to extrude on by hitting X Y or Z after beginning the extrude

unkempt torrent
#

Hm, unfortunately that extrudes from the whole seam of the tube, including the side seam

#

It's textured so it has a seam on the side

#

That is indeed the idea though

#

I guess I could just select the loop manually each time and still use E

#

Thanks

quaint jasper
#

If you do it once, press Shift + R to redo the action

#

@unkempt torrent

unkempt torrent
#

Thanks for the information

devout scroll
#

You could convert to quads so loops are selectable

unkempt torrent
#

This UV thing is driving me nuts. No matter what I do I can't get the stupid map to show in the UV editor in blender 2.8 . Plenty of people with the same problem if I google it, the solution was different every time, and none apply to my situation...

devout scroll
#

try unhiding with alt h

#

it was a solution to some other bug but worth a shot

#

you could also share your blend file and i could take a look

unkempt torrent
#

Not unhiding, it seems. Also not unpinning. Not syncing. I'm not trying to create a new map. Blender 2.9 doesn't show anything either so it could be something related to this project, but it's weird

thin shadow
#

1 thing i learned from uv wrapping is that, it is easier to seperate meshes first and isolate what you are doing

#

and then combine it back later

languid fog
#

You can always use vertex groups too

tough plover
#

wtf did I just read...

unkempt torrent
#

Blender 2.8x sure gobbles up RAM quickly when you remove shape keys for some reason

young vault
#

Undo

#

Undo takes memor.

#

Removing shape keys can be undone. I.E, takes memory

unkempt torrent
#

That makes perfect sense, but I hadn't encountered any other (series of) operations that crash it so quickly

#

Is there an easy way for me to merge all vertices in a mesh or selection that share a location and average their normals?

quaint jasper
#

M > merge by distance

unkempt torrent
#

Just found it

#

Everybody in my google results said alt+m or ctrl+m which I imagine is outdated information

quaint jasper
#

yeah, another layout

tough plover
unkempt torrent
#

Ah, makes sense

#

Well now I know what to look for if it changes again

#

I'm trying to make a reference mesh I can use as a data transfer source for custom normals in order to fix the lighting on my boundaries between meshes

#

Hm, so I found out I need the reference object to include a full copy of one of the meshes whose boundary I want to fix or the data transfer modifier will take data from far away vertices instead of ignoring them. But even with a full copy, while it does fix the vertices at the boundary and keeps most of the mesh intact it still messes up some far away, unchanged normals for some reason

#

This is hard

zinc jolt
#

Has anyone ever seen this pennywise model anywhere?

#

I've been looking around for it

unkempt torrent
#

Isn't there a way to just copy the normals from a set of vertices to another by distance as custom normals?

#

Not so far, sir nightwolf

zinc jolt
#

Darn

quaint jasper
#

If it doesn't work with the data transfer modifier then i'm not aware of another way

unkempt torrent
#

I suspect what's happening is that for some overlapping vertices at that end that are not part of the seam (that are exactly the same in the reference mesh and the target mesh) the data transfer operation is mixing up the normals that it picks

#

Well, connected

#

I tried all selection modes and they always mess that up

#

Hmm, I wonder if I further separate, fix only the part near the boundary and rejoin it will at some point recalculate and lose the fixed boundary normals

quaint jasper
#

wdym by boundary normal ?

unkempt torrent
#

I only need to fix the normals at a single edge where the two complicated meshes meet. It's only like 20 vertices

#

I want the lighting to be smooth there

quaint jasper
#

then select those vertices and clear custom normal split data

#

or manually average the normal orientation

unkempt torrent
#

Can I manually average across meshes?

#

*objects

quaint jasper
#

it's in edit mode so yeah

unkempt torrent
#

Or, well, I could add the neighbors to the target mesh directly

#

Anyway, how do I manually average?

#

This is all a first to me, didn't expect to be doing anything remotely like this ๐Ÿ˜„ I guess I'm learning a lot though

quaint jasper
unkempt torrent
#

Thanks! I'll try that in a minute

onyx juniper
tall cobalt
#

Anyone know what would cause this. Materials are the same and Textures are the same but they are appearing different and I canโ€™t seem to pin down what the cause is. I have exported the version of the model on the left as a different name and it is showing up as the right as well.

#

Disregard just found the issue it using the wrong UV

languid fog
zinc jolt
#

I have a question for everyone here

#

does 27,000 polygons work for VRChat?

#

or is that a bit much?

spiral sigil
#

it's fine if it's not for quest

zinc jolt
#

it's not for quest

spiral sigil
#

then it's fine

zinc jolt
#

excellent

zinc jolt
#

does anyone know Super Mario Odyssey?

spiral sigil
#

anyone has any clue about what is this "objects" thing in blender ?
got a project from a friend and it was already in it when he got it
I can't find any info on this thing
it prevents any object under it to be moved to a collection
I can't rename, I can't delete it and I can't remove the objects under it either

tough plover
spiral sigil
#

I can drag it under other elements but only if it's inside the "objects"

devout scroll
#

Looks like it's a collection instance

#

so the objects inside it aren't real

#

real ones are probably in another collection, but hidden

#

you can probably make them real but i forget how

spiral sigil
devout scroll
#

but i mean, to instance a collection there has to be the original in the same file

spiral sigil
#

a friend figured it out

#

gotta go into "scenes" view and not "view layers"

devout scroll
#

was the original in another scene

spiral sigil
#

nope

quaint jasper
#

You should be able to just delete it no ?

visual vigil
spiral sigil
rapid adder
#

I made this awhile ago on blender and I'm thinking if it's possible to add this into VRChat without having missing textures.

quaint jasper
#

If it's made with nodes then yeah you can export that to actual textures

rapid adder
#

All of them are made with nodes so this is a great start. Do you know any good tutorials on how to export?

quaint jasper
#

not really, i've seen one but never had to do it myself, just know it's possible

#

maybe made by royalskiesllc

devout scroll
#

Depends

#

If you're using pbr materials it's better to just remake the materials in unity

#

If you're using procedural stuff then you can look into baking to texures

tender sierra
#

Hey, does anyone here know how to make a decent avatar? I need help with an avatar that I want

valid sun
#

When I decimate this torus shape it fucks up the surface for some reason.

#

This is the decimate modifier using Un-Subdivide, but the same thing happens in Collapse mode.

#

I tried applying the modifier and then recalculating normals, doesn't help.

#

This is no material either, so it's not a UV issue.

#

Anyone have any ideas?

neat viper
#

try selecting all the verts of the derped torus and doing a merge-by-distance maybe? not sure o:

valid sun
#

Hmm good idea but it wasn't it, neither of them have any duplicate vertices to merge.

winged jewel
#

alt+nใ€€๏ฝ“moothใฎrmal

valid sun
#

Uhhh? That helped a little bit...

#

It still doesn't make any sense though. Like that one face on the right side has white in each corner, but a black dot in the center?

#

Again, no material, no texture or nothing, so it's not a UV issue. It's like the normals are being averaged incorrectly.

#

NICE, I got it. ALT+N and select Reset Vectors does the trick.

#

No idea why Recalculate doesn't do the same thing. Figures.

quaint jasper
#

Feels like recalculate changed in 2.9+ in a bad way

fringe rock
#

doubt

lament pond
left lantern
#

can someone pls help me?
i cant get as close to my character like i use to before

quaint jasper
#

it's 10 centimeters tall so yeah

spiral sigil
#

Click his name and press F @left lantern

spiral sigil
#

Hey guys, ive been working on my first model in blender and when i try to translate the models objects and materials, they wont translate.

languid fog
#

Btw, can someone give tips for Texture Paint? I really bad at that and i not feeling progress with what i doing...

lament pond
tough plover
languid fog
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Like doing shadows and coloring

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Like i enjoy more rigging than painting dude

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I not a normal person pepehands

spiral sigil
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anyone offering help?

unborn acorn
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shadman samurai im making

spiral sigil
languid fog
spiral sigil
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yo anyone know how to fix the camera

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like i made a tiny avvatar and the camera is like way upp like its original size

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or like defautl height or what ever\

devout scroll
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you need to move the viewball in the avatar descriptor down to your avatar's face

molten zephyr
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learning 3d is pretty fun

blazing plinth
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What are you guys using for editing your avatars?

tough plover
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Blender

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free, open source 3D modeling program

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useful for anything 3d really

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it's pretty much what everyone uses

neat viper
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Blender - I'd recommend getting CATS Blender plugin too, as it can help automate/make some stuff easier (shapekey making, atlassing, decimation, etc) c:

onyx juniper
molten zephyr
unique jetty
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Hey I am new to 3d modeling so uhh sorry if this is a dumb question, I been looking at many guides and such on how to fit clothes onto an model but idk

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I lined up the feet right, but every technique i see been used, butchers the jeans like it went into the razor fan
when I try and make the top bit fit

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like when I see others just positioning the clothes, its almost perfect just needs some small adjustment, but for whatever reason, my legs be curvy lmao and pants never line up so easily

devout scroll
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use proportional editing to fit it

arctic valve
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How do I get rid of the gray smears on meshes caused by blendshapes in Unity? I know there's a setting to toggle somewhere, but I can't remember it for the life of me

frozen dust
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legacy blend shape normals?

arctic valve
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I thought that'd be it, but no dice.

lunar dove
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i seem to be having an issue where blender dissolves an edge that isnt even selected

unkempt torrent
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Are you using modifiers?

lunar dove
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nay

unkempt torrent
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You need to explain your problem better. When did blender dissolve the edge? While you were asleep, under the cover of night? ๐Ÿ˜‰

lunar dove
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I have one edge selected and when I go to dissolve, an additional 2 edges will also be dissolved, that arent selected

proper shadow
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I followed kung's video.. and did this

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but in unity it comes out the same scale

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and thus my feet are not moved any lower...

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maybe i wonder if kung could tell me why..

open scarab
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Avoid doing this if its a 3.0 avatar, you want it 1.1.1

proper shadow
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well that scale is the height i want..

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about 5 foot 6

open scarab
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scale factor it instead

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this will crunch the current in scene

proper shadow
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oh, alright

open scarab
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you want to copy the settings/component/dynamic bones ect to a new one you place in scene after scale factor

proper shadow
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luckily i hadn't put the bones on it yet

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so you think it was scaling it via scale that messed up the foot position?

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cuz i did what kung said and moved the feet up to where my orbs were

open scarab
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Just had wierdness with 3.0 avatars if they are scaled, so now they are all 1.1.1, tiny bit in ground

proper shadow
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well that's fine, OVR-A fixes that

open scarab
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If you use an animation and tranform scale isnt 1, it tend to look off for others

unkempt torrent
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I'm trying to scale a head but this appears to break the eyes associated with the head. Normally the eyes are in the vertex groups of bones called Eye_L and Eye_R that are direct children of the head, but only with partial weight (using full weight doesn't help either). After scaling, rotating the eye bones or bones generated by CATS "pulls" the eyes out of the sockets and, if tested in VRChat, it somehow contrives to push the eyes slightly in front of the face. Any common wisdom for what you should do to eyes when you need to resize a head?

regal beacon
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How do you guys import a model or a pack to your blender?

tough plover
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or whatever format your 3D model is in

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typically fbx

regal beacon
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i tried to import it but it popped up the sign

lament pond
naive helm
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@lament pond how do you do cell shading like that?

lament pond
naive helm
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ah

lament pond
naive helm
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Could I have help toon shading my model ?

lament pond
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The key in my mind for successful celshading is to be very selective on your colors and to have areas pretty clearly defined and separated into simple colors.

naive helm
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i

lament pond
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With some subtle gradients and toning to keep it from being actually solid colors.

naive helm
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i'm not sure where to begin*

lament pond
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Flat colors without and gradients would be the first step.

naive helm
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This is my model rn

gritty zinc
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cool

lament pond
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Another key part of proper celshading, is for the model to be built for it.

gritty zinc
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its not bad at all

lament pond
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A more realistic styled character in most cases won't look as well.

naive helm
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Yeah- I wanted to try an outline still tho

lament pond
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Outlines are simple, you'll just need a shader like poiyomi that support outlines.

naive helm
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Oh wait I had a question first

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bruh

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Nothing was explicit

lament pond
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?

naive helm
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it wouldnt let me send for a sec

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but this is in sculpt mode

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and the symmetry is ever so slightly off

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More noticable here

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How would I fix that, its not an origin point issue

lament pond
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You can select a middle part of the model and create a new origin.

naive helm
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wait wtf it was an origin point issue

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i swear i did that so many times oml

lament pond
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subscribe to my youtube for more helpful tutorials

naive helm
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ah its still a tad off

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im not really sure-

lament pond
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If the model is in multiple parts you'll have to do it for each part

naive helm
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I did

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I've been working on this to the point where i'd pay money to fix this

brazen ember
modest shell
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im trying to get a model to look smooth but using Shade smooth in bledner doesnt work. it still results in the faces showing like this on the model in unity .