#3d-modeling

1 messages · Page 107 of 1

modest shell
unkempt torrent
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What do the normals look like?

quaint jasper
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@modest shell Can you show the model in edit mode

modest shell
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you mean in blender ?

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can i dm you as its not a SFW model at the current moment.

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@quaint jasper

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well i guess not so ill just drop it here showing as little as i can

quaint jasper
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are there no doubles ?

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Feels like some edges are marked sharp

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You tried with another shader in Unity too ?

unkempt torrent
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Ruuubick, any idea what might be causing my model's eyes to squeeze into nothingness when I rotate their bones instead of just rotating? I haven't encountered this behavior before. I think their vertex group weights are a uniform 0.5

quaint jasper
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it means they're weighted to something else

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they need to be 1 weight on their bone

unkempt torrent
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When I tried that yesterday it didn't solve the problem, and I failed to find another vertex group they were in, but I will check again in a minute

quaint jasper
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You need to check in edit mode, with the item side panel

leaden ice
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So flat edges are caused by a few things, flat shading in blender change when in object mode, flat faces/edges/vertices in edit mode, select all "A" twice and make all smooth, another is in the object properties the cube tab on the right side uncheck "Auto-Smooth" and finally make sure your using the right import settings, if i recall, legacy blendshapes, the VRC SDK can auto fix those

unkempt torrent
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You were right Ruuubick, in the state I'd saved the model yesterday (I asked the same question last evening) Eye_L and Eye_R were already rotating the eyes properly, I have no idea why I was unable to ascertain it then. I must have done something wrong when testing.

unkempt torrent
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Welp, no, I was wrong, still smooshing the eyes after I create the lefteye and righteye bones with the cats plugin. Even though now everything's at 1.0 weight and not present in any other vertex groups, triple checked. No modifiers either other than armature

quaint jasper
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delete the previous bones

unkempt torrent
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I had already done so yesterday; they were not in the saved .blend I opened today

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The vertex groups were, though

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Let me try deleting those and redoing everything

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(was about to do so but also making dinner at the same time)

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After the cats plugin runs, are eye_l and eye_r supposed to have no weight on the eyes anymore?

quaint jasper
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I believe so

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Did you check in edit mode ?

unkempt torrent
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Yup

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They were not being cleared

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After clearing the weights on those bones, the bones created by the cats plugin function properly (at first glance)

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Exporting for unity now

naive helm
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Can I have help with this (I'm still at it after weeks lol)

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Ugh idk why the gif came out like that wtf

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but ignore the colors, the import is what I need help with

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I saved it as it is there and it comes out missing everything body related

quaint jasper
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Did you join your meshes ?

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Did you run the cats fix ?

unkempt torrent
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Ruuubick: Thanks for the guidance, I think it's fine now. I think the bones were broken to begin with and I just never noticed at the old scale, so I had to tweak all the fields in the avatar descriptor but otherwise no more issues after that.

naive helm
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@quaint jasper I have to import the mesh to use cats?

quaint jasper
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before exporting

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cats is for the whole model

naive helm
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I'm so confused

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I feel like a moron here

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@quaint jasper

quaint jasper
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Is your avatar weight painted and parented ?

naive helm
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no- I'm not really sure what that means

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and the origin is messed up in sculpt mode

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but its fine normally

naive helm
quaint jasper
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Ok, in that case i'm not sure what you're even trying to export for

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Your mesh needs to be parented to the armature

naive helm
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I just want to fix anything

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this is such a mess

quaint jasper
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are you watching any tutorial ?

naive helm
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no- theres no tutorial to fix this issue

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and its not like I can redo the entire model

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The addon I used to make the head costs money now

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Like I'm willing to pay money to get help with this

quaint jasper
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Merge your meshes, fill the wholes and throw it in Mixamo

naive helm
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@quaint jasper I merged everything, but I cant fix the holes here

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Thats what it looks like after importing

naive helm
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I'm going to scream

quaint jasper
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Yeah that's probably too difficult to fix for a newcomer, you should reach out to people who do basic avatar commissions, maybe even on fiverr

naive helm
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🥺

naive helm
quaint jasper
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I mean, you can keep trying, but if you don't know what you're doing or trying to do, it'll be too difficult yeah

naive helm
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I wish i new that when I started

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I see so many people doing amazing things and I feel like I can never get to that point

unkempt torrent
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Would anyone like to glance at "my" wrists and try to hazard a guess at what's going wrong? It's an issue I have left over from last week. In Blender the normals are fine, the lighting is smooth across them (despite minor texturing discontinuities) but they look like ass inside vrchat. Here they are in Blender:

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And vrchat:

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Could this be entirely inputable to the texture?

quaint jasper
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Could depend on the shader yeah

unkempt torrent
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I don't understand why the shader would create such a pronounced discontinuity at the base of the hand; they're part of the same mesh. But I guess it could have any reason

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Think I figured it out and yeah, this was a question for #shaders . I thought it might be another weird mesh attribute I didn't know of

white moth
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Also, edges marked as sharp.. but that falls under normals

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It’s also entirely possible that any given shader can opt to completely disregard some of the models data otherwise saying to make it smooth

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To a Shader, model data is just a suggestion

naive helm
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Why wont my addon appear when i open a different blender project?

white moth
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Add the addon to your start up project and then save the start up project

naive helm
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How?

white moth
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In the default empty blender file you get when opening blender, File -> Defaults -> Save Startup File

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Anything you do to that file will be how blender starts when opened

naive helm
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the addon is there when I make a new blender file

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its not when I open any others

white moth
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Those files don’t have the add-on

naive helm
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(sorry if im sounding rude i've been on the verge of a breakdown all day)

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How do I get the file to have the addon, sorry if im missing something

white moth
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You’ll have to add it the same way you add it yourself

naive helm
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I tried

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says its enabled

white moth
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Not familiar with that add on

naive helm
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its not there in this file

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when I make a new file

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Its there

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wait it just appeared wtf

unkempt torrent
trail relic
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Does anyone know why this avatar appears to be dark whenever I go into UV edit it

quaint jasper
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Which settings do you have enabled for that shading mode ?

valid sun
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Anyone know if there's a shortcut to separate a mesh into multiple meshes by shape key?

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Google just sort of gives generic results :/

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OR even better, I need to be able to retain shape keys when converting a mesh to a curve. (it deletes them all -_-)

low pulsar
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anyone have a youtuber or someone that can help me learn blender?

devout scroll
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what are you trying to do

valid sun
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I created mesh eyelashes by duplicating a string of edges just inside an avatar's eyelid, converting them to a curve and then assigning a "profile" mesh to the result. The duped edge carries it's shape keys with it, so this let me quickly control the shape and contour of the lashes without having to tweak them for each viseme.

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I was able to do the hard part by hand. I separated the duped edge into multiple meshes with each shape key as the basis then converted them to curves and joined the result.

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Back then I was wondering if there was a shortcut to do that...but I suppose I'll be the one to write a script for it sometime.

torpid jolt
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need help accessing CATS

kind dew
torpid jolt
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It worked, Is there a way to move the CATS Tab to the left side?

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Because I saw tutorials online showing CATS on the left side of the screen

thin shadow
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i dont know but it doesnt interfere with workflow, cats on the tutorial video is the same as cats on your blender

left lantern
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for some reason I want to reupload my two private avatars and it keeps saying error upload BUT I ALREADY UPLOADED IT how is that possible...

neat viper
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Have you updated them to the newest SDK version? o:

left lantern
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but i do know this is the latest version...

neat viper
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odd o:
would recommend asking in #avatars-2-general though - also note that avatars aren't strictly compatible/not compatible with either SDK, unless you mean SDK2 gesture/animation systems (which are made much more flexible in SDK3 anyhow)

left lantern
modest shell
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I merged armatures to create a new model and the material turns grey in blender ... i can't get it to show properly. any idea why?

rigid kindle
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I have question. If I have two models that have all the same verticies, but one of them I adjusted a lot. Is there any way I can copy the verticie information from the edited model, to a copy of the original?

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Basically I have a model where I edited it the way I like, but the shape keys got screwed up at a critical juncture.

rigid kindle
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ah this should be perfect

rigid kindle
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Okay so I tried it and maybe I did something wrong, but it reverts back when I switch to edit mode.

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so in edit mode. the original has conformed to the shape of my edit.

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but in edit mode it returns to its original shape

tough plover
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@rigid kindle uh.... is your edited one the one on the left?

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if so, you fucked up

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you should not just move the vertices if you're changing proportions

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you should be scaling the bones in Pose mode

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use the CATS plugin to start pose mode, then do your changes, then do "Apply as rest pose"

rigid kindle
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Thankyou.

tough plover
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@rigid kindle don't forget that S is the key to scale, and that you can hit X Y or Z to lock the scaling to an axis

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G is the key to move stuff

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same axis shortcuts apply

rigid kindle
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I did a bit more to the model than just make it shorter, but I'll keep the bone thing in mind for next time. when I'm handling parts related to height or the distance betwen bones.

naive helm
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is there a google docs with images to help with my idiot-self on avatar creation? like armature and unity setup

civic harness
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Hey, I've looked everywhere for this but I'm trying to figure out how to atlas certain objects, while leaving the objects that have normal maps. I want to optimize but the avatar I'm using looks horrible without the normals, any advice? All I've ever read on texture atlasing assumes you're trying to combine all materials into one.

neat viper
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Could try making two atlasses? i.e make a duplicate of the .blend and atlas just the base color, and then atlas it again but set the normal maps as the base color

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not sure if that'd work lol, but if it did you'd have a color atlas and a normal atlas

civic harness
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See this is why I wished I knew more about modeling. I've done tons of mmd models and I've texture atlas loads, but I still have little understanding of how the process works or how to change it. I'm gonna be honest here and say I have no idea how to set the normal maps as the base color, just specifically selecting them as the image textures under my diffuse bsdf? Also, I come back and blender has a big update so I'm almost as lost trying to re-learn blender lol

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atlasing seems a billion times more complicated with 2.8+

neat viper
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Just setting the normal's image texture as your base color should work for what I'm saying yeah, though I don't know if what I'm saying will work lmao

mighty bramble
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guy here familiar with basic 3d modeling but not with unity or probuilder. Is there a simple way to delete this quarter section and leave the rest of the object? I tried to extrude backwards (?) but it just leaves this mess of meshes

neat viper
neat viper
mighty bramble
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oof I hope not, probuilder seems perfect for what I'm trying to do, I just learned about it the other day dont really know how to use it yet

civic harness
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Well thats the issue, I'm using a model format that cats doesnt work with. Specifically a .glb model from "ready player me"

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I've done everything manually up to this point, and I even got my un-atlased avatar into vrchat and it works fine, I'm just hoping I can optimize it, though technically it comes out with 7 materials putting me at medium while I see tonnes of poorly optimized avatars around

neat viper
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Model format shouldn't strictly matter to CATS once it's in blender - could try exporting it as .FBX and re-importing it if it does matter, somehow o:

civic harness
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Ah, I wouldn't know, I was strictly just going by the supported files listed on the plugin. It has allowed me to merge meshes and set up eye tracking and such, automatic atlasing failed horribly though lmao

neat viper
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ah lmao - not really sure with how Ready Player Me exports it's files but make sure that the textures are in the same directory as the model file? o:

civic harness
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Well to explain that one gotta say I downloaded the full model file in glb format. The "vrchat creator" exports a super low res horrible looking avatar compared to their creator program, so I figured I would just take their full export and try to fix it up for import, and it worked, i just can't figure out how to optimize it. At this point though I'm not sure it's worth the effort. I'm still at medium is seas of poor avatars most of the time.

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And the files are self-contained the glb file as I understand it, I had to individually download them from blender to use them in unity

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or, save rather than download, you get what I mean.

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and for reference, the normal ready player me avatar export is 19k tris, while the vrchat export is less than 4k tris. Its kinda sad

neat viper
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bit low lol, but p good for optimization - I'll mess with a RPM avatar for a bit and see if I can find something maybe o:

civic harness
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You're good man, no need to put time into this issue, it was more for optimization and being considerate, but most people dont even worry about that in game, and its not like im rocking 10+ materials. It runs fine so far on other people's sessions so I may leave it as is until I learn more about the process

neat viper
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it's fine lol!
also real quick, unpacking the texture files seems to make the atlas progress a bit better - click the dropdown to the left of the image texture and hit unpack, which is to the immediate left of the X button in my image

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will be a different icon than my image though

civic harness
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cool, 'preciate the help

neat viper
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The arm UVs for whatever reason are tiny and so might have a weird hole in the arm - either select the arm UVs in the UV editor and scale them down, or set the image texture's interpolation from Linear to Closest (probably not preferable in this instance though, as it will make everything look pixelated)

civic harness
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While you're here, mind if I ask if you know of any shaders or settings that work for a less toony avatar? The one im working with looses all detail with toon shaders and is way too dark with normal unity shaders

muted raven
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Making Robo Fortune from Skull girls

neat viper
civic harness
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ah, yeah that would be a good idea, thanks

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@neat viper Yeah I found the basic emission setting in poiyomi and it seems to be what im looking for, thanks again.

neat viper
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yw! c:

civic harness
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actually, it still seems to be flattening out my normals

neat viper
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odd - if you unpack the normals the same way you unpack the base color texture, then put the normal texture into the base color texture's slot, does it make an atlas of just the normals? o:

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If so, do that and save the image it makes, then atlas it normally - you should have a base color atlas and a normal atlas if that works

civic harness
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@neat viper Oh no, my bad, I was talking about the shaders in unity. I think it may be a lighting issue, as the hair becomes completely flat with directional lightning with poiyomis shader, but when using a spot light it shows more detail

neat viper
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ah - yus, Poiyomi flattens out some stuff, though that def might be tweakable in it's settings

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haven't looked at Poiyomi's settings in a while though, sorry o:

civic harness
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@neat viper Yeah I ended up going with standard unity shaders with emission, which seems to show the normals much butter than poiyomi with emission, hopefully it helps with dark areas.

spiral sigil
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does anyone know of a good oversized hoodie or where i can find one
i keep searching for 3d models but cant find any

native wharf
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I also need a head for a human! I've tried Deviantart, but it always shows me everything -except- what I am looking for. If anyone knows of anything that doesn't look like an anime character (or even someone I could commission for a highly specific injury to said character), please let me know.

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I don't know what channel to ask in for this, but my other message got deleted without any indication

spiral sigil
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need a furry husky head

thorny ivy
thorny ivy
# spiral sigil need a furry husky head

Same thing I just said to Wubwub but if you're looking for something more specific/ready-to-use, might have to commission someone or use a pre-existing base.

spiral sigil
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I making my own

thorny ivy
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Anyways, I popped in here once more to ask for some tips regardin' how to smooth round cheeks for an avatar I'm makin'.

spiral sigil
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watch her

thorny ivy
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The model itself isn't low-poly or anything but due to "inflating" the cheeks, they don't look very smooth at some angles.

spiral sigil
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she can help

graceful herald
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If I wanted to start making models, where would I start?

spiral sigil
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You first need to be a users on vrchat and beable to upload avators

graceful herald
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Is that available to all users?

neat viper
# graceful herald Is that available to all users?

All VRChat accounts can create avatars, yup! You need to be New User rank ingame at a minimum - you'll need Unity 2018.4.20f1 and the most recent version of the VRChat SDK (preferably SDK3, though the older and more dilapidated SDK2 will work as well) along with some modelling software of some kind, likely Blender c:
I'd also recommend getting CATS Blender plugin, as it can help automate some stuff (like shapekey making, atlassing, decimation, etc)

native wharf
graceful herald
neat viper
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yw! If you need any further help, don't hesitate to ask in the #avatar-help channel for SDK3, or the #avatars-2-general channel for SDK2 - if you need help with modelling, this channel or #avatar-rigging (for rigging, i.e adding an armature and bones to your model) would be the places c:

neat viper
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awh lol, ty! c:

spiral sigil
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I only know as far as the blender donut tutorial and some hours in messing with stuff, I'd like to think I made a pretty neat critter though? Rigging genuinely scares me though

quaint jasper
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very cool silhouette !

spiral sigil
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Thank you!

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I posed her sitting a while ago hold on

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What the dog doing

neat viper
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that's heckin cool! o:

ashen stag
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Yeah thats a very good start to keep working on or polish as is 👍

graceful herald
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Ok let's bounce some ideas around. What do you think nickelodeon left out that could have made handsome squidward more handsome?

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If I make a model, do I have to worry about it bugging for full body suits

neat viper
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If the rig is a standard Humanoid rig, it should work with FBT - there are some considerations though (namely keep the elbows and knees ever so slightly bend, and don't hate the hip and thigh bones be too close together)

graceful herald
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Which devices should the model be compatible with? PC vr or quest vr

neat viper
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You can make a model compatible with either - if you make your avatar PC only, only people on PC/PCVR will be able to see it, wheras making it Quest-only will only allow standalone Quests users to see it

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Uploading a Quest model on top of a PC model's blueprint ID makes it Quest Compatible, which means both can see the model

graceful herald
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What about gadgets and interactables on the model

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How would that work?

neat viper
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Those are controlled by gestures and radial menu emotes - SDK3 is more flexible and complex in that regard, and SDK2 is a bit simpler, yet it's dilapidated and a bit more convoluted if that makes sense imo?

graceful herald
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I'm so nervous to get started

neat viper
graceful herald
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Ah geez nervousness continues

neat viper
graceful herald
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Once I get a pc I will see

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So what's cats?

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I'm actually curious

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Oh I got it

neat viper
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sorry for the delay lol, going to sleep - CATS is the developer of the plugin though c:

graceful herald
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Lol

devout scroll
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cats hasn't touched in years afaik

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it's hotox doing all the development

languid fog
unkempt torrent
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Experiencing a really odd issue when trying to fix the weights of the vertices in a mesh. The ones at the corner/tip of the mesh remain disproportionately affected by the bone, even though they have been set to the same weight as the adjacent ones

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Weight is 0.1

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Bone rotated 30 degrees (the darker yellow is the backside of the same mesh depicted in the previous picture; the corner vertex is off the top)

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What might be causing this?

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I checked and the adjacent bones do not seem to have any weight for these vertices

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Hm, nevermind, I think I got it. A bone higher in the hierarchy was weighing less heavily on the corners, so the effect of the bone on the rest of the mesh was dampened

spiral sigil
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i need a little help wen i'm changing the blendshapes in Unity all the material change they're colors to but in blender its fine can someone help me fix this please.

knotty panther
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has anyone else ever encountered this issue? whenever i export an FBX from blender into unity, the shape keys get borked and this strange pinching appears whenever a shape key is activated (you can see it most on the bridge of the nose). on the left is the normal FBX i exported yesterday, on the right is the new one i exported today. the only thing that has changed with my setup or the models is i installed the CATS addon for blender so i can atlas textures.

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the issue compounds on itself and gets worse when more than one shape key is activated

quaint jasper
knotty panther
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you are a life saver

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thank you so much

cold verge
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If i want to make my own avatar for the first time, and I want it to be 3.0 where would I start or go about it? Do i start out with a free unity asset? I want to make somewhat of an anime girl with a broad range of tools and customization.
if someone could point me in the right direction to starting out it'd be much appreciated.
like some good tutorials that aren't unnecessarily overcomplicated or hard to follow at least.

cold verge
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i also dont wanna do anything aside from avatar making really, like i just wanna make an avatar or two and then that's it. some rather detailed ones. ik that my first 'project' wouldnt be like top notch stuff but i wanna try to make it that and improve it as much as i can and stuff. idk

zinc jolt
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hey guys, guess how many polygons Nightmare Fredbear has

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86.7 million verts apparently

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here

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sheesh, talk about a lot

young vault
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You have lights

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Also, vert count doesn't matter (much) except in extreme cases. Tris matter more

zinc jolt
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8.9 million tris tho

young vault
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Lights multiply

zinc jolt
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oh, fair point

young vault
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You got 4 sun lights meaning x16

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If I don't remember wrong

zinc jolt
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688.4 K tris

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yikes

unkempt torrent
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Is there any way to lock tools like push/pull along one or more specific axes?

devout scroll
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what do you mean

unkempt torrent
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Ah, literally just press X, Y or Z while doing the needful

devout scroll
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any tool can be usually locked with mouse wheel click and drag to select axis or xyz

unkempt torrent
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I had never done it before 😄

devout scroll
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or shift x if you want to lock to z and y

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shift y if you want xz and shift z if you want xy

merry vault
zinc jolt
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It's a fix of the model

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That looks official because well, it was designed to look like that

wintry gale
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Alright so I'm fairly new to blender and was looking for help with fitting this jacket on this model, if anyone can help that would be awesome!

spiral sigil
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@wintry gale bring the jackets armature into cats drop down menu and bring it into pose mode and pose the arms and set as rest pose

spiral sigil
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you could either pose the jacket sleeves to the arms or move the arms into the sleeves ( the start pose button in the cats menu)

mellow cloud
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i need help with blender

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and avatars

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i still need to get polygons down

languid fog
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Or some adon

mellow cloud
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jaaku i dont have this

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i want someone who can do it

languid fog
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Just use blender

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You have a modifier named decimate

mellow cloud
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ok

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how do i use it

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jaaku i never used it before

languid fog
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Oof

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Search for some yt tutorials

mellow cloud
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so i lost

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the model with 20k

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by mistake

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so i will just upload my model with 10k

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instand

spiral sigil
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You’re crying over 20k poly’s?

languid fog
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Quest avatars mate

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The max is 20k

neat viper
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Max that's shown by default is 20k granted, but should def try to stay under that

languid fog
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I really fckn bad at this but today was productive

sturdy flare
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o0o0o0o0oo

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i tried to make my own oc once and it did not go well

languid fog
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I already did my OC but i not going to put it on vrc

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i afraid of someone steals my 1 month work

spiral sigil
neat viper
spiral sigil
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oof

spiral sigil
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can someone help?
im following this tutorial rn
https://youtu.be/o34v2leOlkw?list=PLg4CwqB8Dpf0MjNPMmM4rtqV55ucsorMe&t=824
the link should take you to the point im on
when i merge it, it doesnt move the sleve with the arm

Don't feel like doing it yourself?
Hire avatar artists on Fiverr to create your own custom VRChat avatar: http://bit.ly/VRChatAvatars

Part One of a tutorial series where i'll show you how to create your very own custom avatar for VRChat and VRM use for VTubers. In the First lesson we'll be focusing on Blender.

Leave a comment if you want to se...

▶ Play video
spiral sigil
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Did you do a data transfer then fix model twice? @spiral sigil

spiral sigil
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can someone help me make this model full body compatible?

meager crag
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I wonder how big can the texture file be? I started doing it in 4k size and i already made so many adjustments to it

thin shadow
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8192 x 8192 px

meager crag
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ok!

quaint jasper
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You should never use 8k for anything

meager crag
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it seems really big

spiral sigil
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sorry

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i had to

meager crag
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😂

spiral sigil
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anyways, can anyone give me a good top hat model?
i tried making one myself but i failed miserably. and i tried searching one but most of them have broken textures or dont work for what im trynna do

quaint jasper
#

how did you fail at making a top hat ?

neat viper
#

Make a circle and press F to make a face, extrude it upwards slightly, extrude it again without moving it and scale it down a bit, then extrude a new face and go up once again o:

spiral sigil
spiral sigil
spiral sigil
neat viper
#

you're fine! in Object Mode, go up to the Add menu, then to Mesh and then Circle

spiral sigil
#

thanks

#

nothing happens when i press f

neat viper
#

Select the circle mesh and go to Edit Mode first c:

spiral sigil
#

oooooh

#

oh ok there it is

#

how do i give the bottom part a curve

neat viper
#

depends on what you mean by a curve o:

#

If you mean something like this, that'd be called a bevel/chamfer - select the bottom edges and press CTRL P, or go up to Edge, and then Bevel Edge

coral sorrel
#

Not sure if this is the right place to post but-

Hello, I’m looking for some straightforward tutorials on how to swap clothes/accessories/hair assets without stuff breaking.

A lot of tutorials I have found go on and on about stuff that I really don’t need at all, so if anyone has some short(ish) and to the point tutorials that would be a lifesaver! Feel free to Dm me or send them here(if that’s allowed)

worn umbra
#

Idk

spiral sigil
#

@spiral sigil press A in edit mode then press U and unwrap it. Select the Principled BDSF shader, add a new image texture, name it, and make a new one. if you wanna make things easier press on the Y axis and press U and set the UV from view then go to the texture paint tab and go into edit mode on the right, press A then paint! If this didn’t help then I dunno vrcTupCry

spiral sigil
#

tnksha

edit:
thanks* (idk how fast i had to type to get that wrong)

languid fog
#

You can always do seams to help

spiral sigil
#

k

spiral sigil
#

i am still super confused

#

i did the seams but what do i do now

ashen sable
#

This is the product of boredom and insomnia

spiral sigil
#

@ashen sable are you somehow hesitant to teach one nerdy guy into vrchat avatar creation?

ashen sable
#

No but really don't know how myself. I just know how to 3D model, uv unwrap and texture right now. The armature is given to you in blender under the plugin rigify. Idk if it'll work, but Im bored enough to learn.

meager crag
#

i havent made bones yet, it will be my first time too

#

also i will have issue with the eyes. i kind of want to animate them as a texture

ashen sable
#

Cute snail

#

Love the trans heart ❤️

meager crag
#

i want to add more stickers later too

ashen sable
#

Reminds me of frogger

meager crag
#

frogger is cute too

ashen sable
#

Until car make frogger go smoosh

meager crag
#

xDD

ashen sable
#

I dont want to add another 1-2 hours onto your model but a red phany pack would look amazing

meager crag
#

😮

#

omg

#

sounds like a cute idea

ashen sable
#

Think of all the cookies you could carry in it

meager crag
#

:3 so cute

#

i was thinking earlier that as soon as im done with this, i will make alternate outfit

ashen sable
#

I really like how the eyes loop over the headphones

meager crag
#

i've mostly seen snail Oc's with eyes that are not stalks or if they're stalks, usually theyre really tiny

#

so maybe the eyes are so topheavy its easier to rest them :DD

#

before this model i had another idea, but had to scrap it due to it being too hard to model

#

like a giant eye monster that swaps into a mouth, hard to explain

ashen sable
#

My lazy butt was like.. character model?.. nah. Cylinder with limbs. Yes.

meager crag
#

xD

#

everything is just... shapes

ashen sable
#

Troof

#

Everything is snail

meager crag
#

🐌

meager crag
#

i love that one

ashen sable
#

Imagining what that would sound like.

exotic obsidian
#

Is it possible to create a 2D face rig for VRChat?

#

Or at least a mouth/eye rig that gives the illusion of 2D? Because I wanted to make one of my cartoon characters

meager crag
#

im thinking of that too

#

i know animating textures is possible

devout scroll
#

you can do that with unity animation clips

#

and avatar 3.0 sdk

#

you have to make your own animator and handle the animation transitions however you want

meager crag
#

https://www.youtube.com/watch?t=65&v=-GtAFAfe5tU&feature=youtu.be does this video help at all? like, im thinking of animating my eyes this way too

There's an updated version of this video! Which you can watch here: https://youtu.be/nmzAbeUDPUQ

In this Tutorial, we cover 3 different ways to animate face textures. These methods can be used to animate any texture, and the third example can be used to animate pretty much anything! These methods don't require Rigging or Armatures, and are pret...

▶ Play video
#

(lol linked to a cat video, thus edit)

sterile sky
#

I was told this is outdated but I can't find anything that gives even half as much explenation as this that isn't a slow-ass youtuber

meager crag
#

this seems old

sterile sky
#

I been through their and it's pretty terrible. Even the mouth references are terrible with the bad lighting, and nowhere does it explain the eyes, nor does anywhere seem to explain viseme naming that works for vrchat(Like do I just name it oo? v_oo? vrc.v_oo?) and so far nowhere does it explain that. And it fails to even show tongue movement

#

And it only gives a half assed explenation of jaw flap

ashen stag
#

Blendshape naming does not matter in AV3, they can be named anything. Also its all blendshapes, so tongue movement is no different from lip movement

sterile sky
#

That doesn't sound like that makes sense. If they weren't needed then what is VRchat looking at to know what shapes are what?

#

And why does this guideline even bother with names at all?

ashen stag
#

You manually designate the blendshapes you want to use in the avatar descriptor, naming them something normal like vrc.v_oh probably helps it automatically find and slot in the correct viseme per slot so you dont have to. Naming was much more important in AV2, blinking needed them to be named correctly and at the top of the blendshape list. This is no longer true.

sterile sky
#

Alright, that's all I needed

#

Thanks ya

onyx juniper
#

@sterile sky But if your visemes are rapidly changing textures, you might want to select viseme parameter only and set up an animation layer for your lip sync instead

#

Oh wait, that was @exotic obsidian

teal sierra
#

okay, i'm completely new to blender and i have a fbx model that opens fine in Windows 3D viewer, but when I import the fbx into blender and fix it with cats I get this, which looks like a mess. the face is not showing and these black lines everywhere do not look right. do i need to do something else to the model before importing it in blender?

#

for context, if i just straight up open the fbx model in Windows 3d viewer it looks fine, appears like this

unkempt torrent
#

In blender what happens if you hide the armature?

floral current
#

Then you can't select it.

unkempt torrent
#

I was talking to @teal sierra

teal sierra
#

Oh, all the junk went away, but it still doesn't show the face properly.

unkempt torrent
#

Maybe there's a texture it didn't load or apply properly, you should select the object that contains the face and go through the materials

#

It's the tab with the red spherical icon

#

In the bottom right on the default layout

teal sierra
#

Is it these black textures that are the problem? How can I correct it?

unkempt torrent
#

Depends on how the shading is set up

#

Is there a shading graph?

#

Which shader is the material set to use?

teal sierra
#

Not sure how to check that D:

worn hawk
#

hello

unkempt torrent
#

Just below

#

You could click the little circle next to 'base color' and set it to an 'image texture'

timid kernel
#

my partner is attempting to bake a normal map onto their model, they used a multires modifier in blender to model in a bunch of little bumps at a high resolution and they want the normal map to only consist of those bumps, but it also bakes in the actual shape of the mesh that's already present so the normal map is weird and it's like, doubling up the shadows i think?

#

basically, shouldn't all the rest of this be the standard purple color, and only those bumps stand out against it?

#

there's a "bake from multires" checkbox but when they enable it and try to bake it says "multires data baking requires multiresolution object" even though the multires object is selected

#

does anyone know how to actually do this?

teal sierra
timid kernel
#

nvm we figured it out, apparently we have to have levels set to 0 and disable all other modifiers

spiral sigil
#

can someone tell me how to add textures to my model? someone told me to something with seams but i got lost at that part and when i asked again for help no one answered

unkempt torrent
#

The way I know to do it, you make a UV map, which maps vertices to points on the texture, then assign a material with one or more textures or other attributes (per mesh)

#

Use the UV map and shading tabs; to get started on the UV map select the mesh you want to map and press U, then open your texture on the left and drag the orange projection of the mesh to the right places using the provided tools

#

What you do in the shading tab is largely irrelevant outside blender

#

It's just for preview purposes, although some formats like fbx can include the base texture bundled within

spiral sigil
#

sounds complicated.

unkempt torrent
#

Well, it's not that complicated, just a massive pain in the ass

#

😄

spiral sigil
#

idk man my ass is already red enough. i dont want more pain

unkempt torrent
#

I don't use texture paint. Did you assign a material to the mesh?

#

Do this in the materials tab, using the assign button (create a new material if necessary and set the base color to the desired texture using the little circle button)

spiral sigil
#

ok

#

no i didnt

#

ok i assigned it and still same error

north mortar
#

What could be causing some of the polygons to be so stretched out on this UV map? those exact polygons are what i have added to an existing model but ive tried checking if they are all properly connected to neighbouring polygons and also that their normals are facing outwards, like every other polygon face on this model. If i move the model around in blender and try bending it via armature bones, it seems fine.

quaint jasper
#

Edits to the mesh can do that, merging vertices usually

floral current
#

I do this any time I change vertices in any way and it seems to work out.

north mortar
#

shouldnt blender make a blank UV mesh if i select all vertices with A and tell it to unwrap UV?

#

or does it keep a UV file saved somewhere that it keeps pulling up?

floral current
#

When you pin the UVs they stay in place when you unwrap

quaint jasper
#

You can also select specific faces on your mesh, press U and select follow active quads i think

#

it should unwrap based on the geometry unwrap around

north mortar
#

ok i think i solved it, thanks.

quaint jasper
north mortar
#

well it turned out that i kept opening the same old UV map and as soon as i tried unwrapping it with the new added polygons, it generated a completely different UV layout for some reason. thatswhy i thought the new polygons broke something, but seems im just dumb.

north mortar
#

so im back again 😄

how can i tell blender to unwrap selected mesh onto an older UV map that has pinned meshes already set in place? currently it flat out ignores the pinned islands and dumps the new mesh islands as if the old ones didnt exist.

quaint jasper
#

I think this is a case where you can't manually do that. You'd be better off mirroring the other side of the mesh, and flipping the UVs to the other side

floral current
#

You have to select all verts of the mesh.

north mortar
#

im currently only editing this one hand to learn what the proper steps are to modifying an existing model by adding 1 more finger. the red parts are what the mesh looked like with 4 fingers, so i cant really just mirror it and call it a day at the moment.

#

if i select all of the vertices on this model, i end up with a gibberish UV map, unlike this one, which looks really good for some reason (original creator seems to know what he was doing)

floral current
#

Select all vertices and unwrap. The pinned verts will stay in place, and anything that's not pinned should conform.

north mortar
#

mmmm tried selecting all just now, still ignores the pinned vertices

floral current
#

Right, it's supposed to.

lone forge
#

alright so i got a model and textures imported into blender and when i try to match textures to the model all i get is pink, is there something im doing wrong?

#

could i have settings wrong?

quaint jasper
#

what does the shading tab look like ?

lone forge
quaint jasper
#

And that's pink in all shading modes ?

lone forge
#

so im not so used to blender, where can i find shader modes?

quaint jasper
#

top right corner

lone forge
#

yeah stays pink through the options i choose

quaint jasper
#

In that case go File > External Data > Find missing files and chose your folder where the textures are

lone forge
#

i have and the files are in the project

#

I've found an fbx file with working textures buried in the model folder, thanks for the help anyway!

teal sierra
#

My model's eyes and eyebrows seem to be broken in blender, i have an eye texture but im unsure how to use it on the eyes. as for the eyebrows, i'm not sure why they aren't looking how they're supposed to. anyone might know how i can fix this problem?

last kite
#

never 3d modeled before but im in a design class and we had to make an animal so uh yuh

#

blender? no, sculptgl 😻

floral current
#

Cute!

austere bolt
meager crag
#

@teal sierra are you sure your uv's are the right size/placed right? It looks like the eyes might have moved in the map? ( Just a guess)

teal sierra
devout scroll
#

yeah your eyes and eyebrows are using the wrong texture

#

or the uvs are messed up but if you don't know what that is chances are they aren't

meager crag
#

you need to choose the model part in the object mode, go to uv mapping and in edit mode you can resize them and move the planes

#

im not sure how your model works, so its hard to give much advice. i hope someone else will help you more (im a n00b too)

#

like, the model i made uses only one uv map rn and i have everything on it like so

#

(sorry, horrid topology)

devout scroll
#

topology looks fine

#

but uvs could be packed a bit tighter to squeeze some more resolution out of them vrcAevSlap

#

if you're hand painting you could look into uv packing addons that will squeeze things together well

meager crag
#

can you recommend any?

devout scroll
#

i use uvpackmaster but it's paid

#

and a lot of the cool features are pro, which i don't have

#

but there was a good looking free one that I forgot the name of

#

generally it's good to have an understanding of uvs tho so doing it manually is good!

#

but if you're hand painting there isn't much reason to do it manually unless you want to practice

#

you will still need to know how to place seams and unwrap on your own, these addons just pack them

#

it's also sometimes a better idea to optimize manually (like with mirrored uvs and reuse)

meager crag
#

yeah

devout scroll
#

but what I would do in your case is just scale up the uvs that are visible the most and scale down the ones that are not really seen

#

try to minimize blank space, while keeping a little bit of gap around your uvs so they don't bleed into each other

#

also, you want to have some bleed around your uv islands

#

if your islands end exactly where your textured pixels do when you go further away from your models and lower mip maps are displayed for your textures, you'll see ugly lines where your seams are (that will be the color of your empty space)

meager crag
#

it already happens on this one kinda

devout scroll
#

just draw outside the lines a little with the same color

meager crag
#

have you used armorpaint?

devout scroll
#

nope, only substance painter and blender texture painting

meager crag
#

i have it but i cant use it much at all. I used it do draw the shapes i wanted to paint and did the rest in ps

#

ok

#

i would love substance painted but its really expensive

devout scroll
#

you can try quixel mixer

#

i hear it's pretty good for beginners

meager crag
#

ok

devout scroll
#

but it lacks the baking substance painter has

meager crag
#

i dont even know how to bake

devout scroll
#

you can get a free student license for painter

#

it's industry standard, but much like photoshop, has a really dumb price model

meager crag
#

how does the sudent license work?

#

like how would i use it

devout scroll
#

you get it for free for 1 year to use non commercially

#

and can renew it whenever

#

they don't really check the info you give them very well I think

#

but you can just try quixel for a start if you don't want to commit to painter

#

i haven't tried it myself but i'm considering

meager crag
#

ive seen my friend's friend use it and it looks good.

#

she does professional game models with it

#

she got it before the whole subscription model, me thinks

devout scroll
#

painter is the photoshop of texture painting

#

can't go wrong with it, but i'd prefer to not have to rely on student licenses/pirating so i'm hoping quixel can catch up

#

considering they're now owned by epic game so they should have enough money to develop it quickly

#

that said you can still buy substance painter on steam for a one time fee

#

but it's still expensive

meager crag
#

yeah

#

i might try the quixel!

devout scroll
#

painter excels in baking and procedural stuff

#

but i feel like it's a lot better for realistic stuff out of the box

teal sierra
devout scroll
#

depends

#

can you check the materials your object has

#

if there's one for the eye already then you just need to assign the texture

teal sierra
#

This is what it looks like normally when I import it and fix it with cats

#

Normally theres these black textures

#

I forget what I did to the other ones to make them not black, but I did something

#

And that made the face work, but the eyes and eyebrows still looked wonky

quaint jasper
#

alpha at max in material ?

devout scroll
#

cats fix probably does some thing that causes it

teal sierra
#

any work around or way to fix it then?

covert jetty
#

good start is what Ruuubick mentioned

devout scroll
#

can't really say without trouble shooting

wintry gale
#

new avatar I'm working on!

wintry gale
#

done!

spiral sigil
#

how do get rid of theese ?

glacial ingot
#

Get rid of the normal maps

fierce coral
#

I made my Avatar's eye with Plane Circle (No thickness), But when I load Avatar FBX, Eye just gone.

#

like this.

#

How can i fix this weird error?

still wadi
#

Face orientation

obsidian nova
#

Go into the “mesh” toolbar drop down, scroll down to “normals” & click flip normals.

spiral sigil
#

😳

open notch
wintry gale
open notch
#

🍉

spiral sigil
#

how do i fix this

quaint jasper
#

You know you can just create a vertex right ?

spiral sigil
#

no i did not know that since i have 0 iq

quaint jasper
#

Always google stuff before trying smart

wintry gale
#

why is it doing this ):

spiral sigil
#

Where do you go to post commissions?

devout scroll
languid fog
lament pond
zinc jolt
#

Found this on a Twitter of Fnaf models that are accurate

#

The poly count might be higher but I'm not sure

hardy plover
#

need some serious help, whenever I join meshes as shapekeys to my main model, my model literally grows in size every time the shapekey is played

final coyote
#

Cannot figure out how to get this associated with my right shoulder correctly - The flamingo's head does not move with the body - could someone give me a tip on this

final coyote
quaint jasper
#

weight paint it only to that bone

scenic summit
#

Can wavefront (.obj) clothing items be converted in such a way that i could use them for clothing items in blender?

quaint jasper
#

obj doesn't have vertex groups, so you'd have to weight paint them yourself

scenic summit
#

is there a good reference/tutorial you or anyone recommends for weight painting in this scenario? I wonder if ill even be able to due to the position of the sleeves of the shirt i want to use

#

I think the sleeves are going to be a problem....the model is in an A-pose and the shirts is more relaxed..arms straight down...not sure how to get the weight painting to be on just the sleeves not not grab the torso material. Im unable to move the shirt as there is no armature for it..just a ridiculously complex mesh

quaint jasper
#

what's the vertex count ?

devout scroll
#

might want to retopologize if it's complex

scenic summit
zinc jolt
quaint jasper
#

wtf is springtrap

zinc jolt
#

Springtrap is a character from Five Nights at Freddy's

#

3 to be exact

#

Five Nights at Freddy's 3

zinc jolt
arctic pagoda
#

Does anyone know why beveling the top face doesn't work but the sides of the cube works?
Please @arctic pagoda or reply if you know the answer. Thank you!

quaint jasper
#

is that a new cube ?

#

What happens if you rotate the cub in object/edit mode ?

midnight valley
#

hello, does anybody know why my models uv normals are all messed up around the mouth area? even when i turn off auto-smooth it is still like this

quaint jasper
#

Raise auto smooth to above 60 ?

midnight valley
#

seems to not be doing anything 😦

quaint jasper
#

what does the mesh look like ?

midnight valley
#

nothing seems to be out of the ordinary for me on the mesh

thorny ivy
#

Does anyone know how to unmirror weight paint?

For some strange reason, several weights have been mirrored. No idea when or how this happened, but it did.

midnight valley
#

there might be a better way of doing it than this way but its always been reliable to me

quaint jasper
thorny ivy
#

I'm trying to figure out when this started but even going back a-ways, problem is still present.

#

So now I'm wondering if I just messed with a setting which is auto-mirroring the weight paint or something.

#

The strangest part is I've barely touched weight painting at all.

midnight valley
quaint jasper
#

increase the normal threshold above 60 ?

midnight valley
thorny ivy
#

Okay, does anyone have experience using the Transfer Weight tool?

#

I'm trying to copy the weight painting from an older (but very identical) version of the mesh but can't make heads-or-tails of how to actually use it.

thorny ivy
#

I think it was the fact I had the models some distance apart which was making it screwy btw so if ya'll ever have a similar issue, might be what's wrong.

austere bolt
arctic pagoda
lament pond
quaint jasper
devout scroll
#

is scale applied?

quaint jasper
#

Doesn't seem to matter

#

i'm pretty sure it's a setting they have

drifting helm
#

Is there any way to modify [vroid] to [3ds max] additionally?

#

vroid -> 3ds max object make -> unity -> vr_chat

spiral sigil
# scenic summit is there a good reference/tutorial you or anyone recommends for weight painting ...

To find out how many verts there are, look at the numbers at the bottom right of the blender window. The number is the total for all object in scene. To show just that object, select it and go into edit mode (tab key) . It will change to show how many selected verts out of how many total for that object.

If it has lots of verts, you can reduce by applying decimate modifier in object mode or dyntopo detail flood fill in sculpt mode.

Far as moving the arms into the A pose, maybe start by rigging the shirt to it's own armature first, weight paint the arms to that , pose it into the same position as your body mesh, then apply that pose as the rest pose and then rig the shirt again to the body mesh's armature.

devout scroll
#

But you can try vroid -> unity -> export fbx -> 3ds max

drifting helm
#

thanks

cobalt aurora
#

am having issues with weight painting some pants i put on my avatar in blender, everytime i try to transfer the weight paint from the body to the pants it does this

ashen stag
#

If the auto doesn't work then just weight it manually

bright barn
#

Does anyone know why this is happening

#

And how do it fix it?

#

I tried smoothing it out but nothing changed

#

And it looks like that in unity as well

#

I mean it looks cool but I don't want that rn

ancient palm
#

Does the SDK3 not include the tutorial avatar anymore?

languid fog
zinc adder
#

Hey, does anyone know what version of Unity I should use to develop VRChat avatars on a MAC (OSX)?

bright barn
#

nvm i fixed it

spiral sigil
#

les go baybee

thorny ivy
#

Any tips for making psuedo-monster hands? They don't need to be gnarly or anything, just clearly non-human.

median pike
#

Elongate them

spiral sigil
#

I'm trying to learn blenfer is there a way I can use a shape to cutout of another shape a bit like the shape builder tool from Adobe illustrator?

languid fog
# spiral sigil I'm trying to learn blenfer is there a way I can use a shape to cutout of anothe...

In this video we are going to take a look at the Boolean Modifier in Blender 2.83. This is a beginner friendly tutorial.

Instagram ►https://www.instagram.com/pinkpockettv/

Download All Project Files: https://www.patreon.com/pinkpockettv/

#Blender3D
#3D
#B3D

▶ Play video
#

like that?

devout scroll
#

Be careful tho because it leaves ugly artifacts

#

You need to clean up the area if you use a boolean

plucky vapor
#

Question I wanna make like a little loaf to sit on my head but I have no idea where to start is there like a good video y’all would recommend orrrrr dm or reply with answer please

devout scroll
#

Look for some "how to model anything in blender" videos

languid fog
# plucky vapor Question I wanna make like a little loaf to sit on my head but I have no idea wh...

CG Cookie http://bit.ly/cgc-learn-blender, Chris Bailey ( @CBaileyFilm ) takes us through the top 5 Blender beginner modelling tools you need to model ANYTHING in Blender! Start with nothing but a cube and use these tools to take your model in any direction. If you want to start 3D modelling or want to sharpen your existing skills as a CG arti...

▶ Play video
#

both are good

plucky vapor
#

Ah thank you thank you

languid fog
#

np

languid fog
#

🟦キャラクターモデリングの方法を解説を交えながらご紹介させて頂きます。

You can find the reference image by google search with Shirogane Kei or 白銀圭.

<目次>
■#1 下絵配置&パーツ輪郭(ベーストポロジー)作成 -Add the reference image and create outlines.
▶:https://youtu.be/BBtgjTiL1XQ
■#2 キャラクターの頭のトポロジー作成 -Creating the base topology of character's head.
▶:https://youtu.be/CwCw0QIUJ3A
■#3 キャラクターの上半身のトポロジー作...

▶ Play video
plucky vapor
#

God Damb mans setting me up for life here

languid fog
#

trying to help

plucky vapor
#

It’s working thanks brosif

#

Ill @ u in the final project

languid fog
#

key

arctic pagoda
#

Hmm, I know you can have multiple UV maps in blender, but when imported to Unity, does it keep all those UV maps? It only seems to register the first one in the UV map array.

quaint jasper
#

What is the order of your UVMaps ?

arctic pagoda
#

Theres's 2 UV maps, first one is floor, 2nd one is rails

quaint jasper
#

So you're using a shader in Unity that uses different UVs for different textures ? Is there a reason why you need a whole UVMap for the rails ?

arctic pagoda
#

oh, it's just when I UVMap everything at once, everything becomes crunched into one UVMap and it was too hard to work with. So i thought of doing separate UVs for each 3D part

#

Hmm... What if I separate each 3D part by selection, then UV each of them separately before I combine all of them back together. I wonder if that works.

quaint jasper
#

You'll end up with overlapping UVs if they have the same UVMap name

arctic pagoda
#

Oh, then I guess ill keep them as separate and upload them that way.
Arigatou Ruuubick sensei ^^

quaint jasper
#

If you ever want to combine stuff easily, i highly suggest getting the paid addon UVPackmaster 2

#

Texture baking is also an option in Blender

arctic pagoda
#

Thanks I'll look into it!

unreal forge
#

yo are there any blender artists that would be willing to be my mentor?

#

i have a month 1.5 and a half in blender

craggy lintel
#

Hey guys

#

I need some help

#

My mirror does this now to an object I made

#

(When I move it)

#

I need the other half to act accordingly to the right

#

Plz lmk if anyone can help, I’d love a ping

uneven lion
# craggy lintel

hmm I can't see from the picture but are you by chance using this instead of a mirror modifier? If so turn that off, delete one side and use a mirror modifier instead.

median pike
#

^^ the mirror "tool" works off of vertex order which can get all sorts of messed up when you modify anything about the mesh

halcyon shell
#

Hi
Me and my friend was editing mine avatar thats dont have arms but it had sleeves and we have a problem. When we create arm from sleeves and start testing blendshape the left arm start using blendshapes for face and we dont know why. The right arm works corectly. Can somebody please help? Basic blendshape works corectly only others blendshapes start messing with the left arm. We create a new vertex called face (in polish twarz thats why on screenshots you have twarz) and add to all blendshapes . In blender it works but in unity it doesn't

ps: sleeves from blouse don't used blendshapes before

here are some screenshots https://imgur.com/gallery/jI0hGhF

quaint jasper
spiral sigil
#

Hey my 3.0 animation for this gesture wont turn on and I can't figure out why

devout scroll
twilit condor
#

Hello, I am currently trying to make my first avatar from blender with the help of a tutorial video. I would like to know your opinions on the hand part. Also if there is anything I should do to improve it.

quaint jasper
#

you should be using 3D model references, not human ones

#

you're not sculpting, you're modelling

twilit condor
#

ok thx

#

ohhh so this would help me much more

quaint jasper
#

it would

winged jewel
#

Or using both types. you can sculpt and retopologize and bake normal map of sculpt.

gusty shard
spiral sigil
#

ello

tough plover
#

@craggy lintel select everything, and do Mesh > Snap to symmetry

spiral sigil
#

What's a good way to texture stuff I made this which is my first time using blender

tough plover
#

essentially just taking the 3d model, cutting it and laying it flat

#

then you can either texture in an image editor, or in programs like Substance Painter or Quixel Mixer

spiral sigil
#

Aight I'll try do it when I get home im brand new to blender xD

craggy lintel
#

That doesn’t work

#

trust me; I’ve done allllmost everything.

#

This is a system error (maybe)

#

I’ve made hundreds of assets; first time this shit happened to me

#

I’m going to try merging by distance now to see if that works; it’s my last resort

#

Okay that worked

#

It was definitely a system error

little bramble
#

Root bones shouldnt have weights of course.

#

Been working on this mad lad from helluva boss. I nor ally poly model but I've been enjoying sculpting. Not going to enjoy retopo.

gusty shard
craggy lintel
cold verge
#

Since i have not received any replies at all. I'd like to make my own avatar like one of the many e-girl / anime girl avatars out there.. are there any base plates cause a lot of them look very similar and I'd like to make one myself.

devout scroll
#

They're usually made from mmd model parts, which you can get in places like deviant art. You're usually not really allowed to use those in vrchat but people often ignore that

thin shadow
#

or vroid

unique galleon
#

Yeah lots of people use vroid too

zinc jolt
bleak canyon
#

how are u guys so skilled holy

quaint jasper
#

Continuous practice and learning ?

mild meadow
#

i uhh

#

am having a most unusual issue

#

so in blender, this model looks perfectly fine

#

but when i export as .fbx using CATS blender plugin, this... happens..

#

the legs.. do That

#

would anyone happen to know what the hell could be going on here?

mild meadow
#

so, turns out, i don't know why, but the FBX export i was using was being wonky

#

i was able to export as VRM and then convert VRM to something else, which then worked

terse junco
mild meadow
#

a lot of hassle for an avatar but if the fbx doesn't work then what's a gal to do lol

small cloud
#

@mild meadowpossibly messed up right with left naming

mild meadow
#

i double checked, everything was right there

small cloud
#

make screenshot with bones included from front and side views in blender (numpad5+1/3)

mild meadow
#

sec

#

wdym bones included?

small cloud
#

so you have couple issues I can see

#

i have no clue what is that bone at origin doing, you don't need it

mild meadow
#

all of my other avatars have that, and they always worked

small cloud
#

2nd, your hip bone is too low, bottom of the bone needs to be above legs

#

3rd, bend your knees slightly from side view

#

and 4th, your chest bone might be too big, so you can increase spine while decreasing chest

mild meadow
#

alright, so..

small cloud
#

move bottom of hip slightly, slightly higher

mild meadow
small cloud
#

yea should be good

mild meadow
#

alright, lemme test

#

that worked, thank you very much

#

i'm really very confused as to why it worked, because i never had to do this for my other avatars, but i am not complaining

#

tyvm

small cloud
#

hip being so low was the biggest issue

mild meadow
#

noted

#

will keep that in mind if anything like this happens again

small cloud
mild meadow
#

alright, thank you

modest shell
#

I need some help with UV mapping. i think. Im doin this shape here

#

but in unity the texture is getting warped at the edge between the dome and the disc

#

the texture doesn't flow like in the top part

merry vault
#

Demoman real.

#

I want it.

mellow violet
#

what is causing these dark spots? They remain even after removing the texture.

devout scroll
#

Bad normals

#

Try turning on auto smooth and playing with the angle

#

Try smoothing normals or recalculating

#

Start marking edges as sharp where they should be

#

Maybe it will look better

prime nexus
#

does anyone know how to change the material slot order for unity?

meager crag
#

like, bevel it more?

winged nest
#

Did dynamicbones get removed from the latest sdk 2 n 3?

neat viper
#

Dynamic bones were never included with the SDK, but support for them hasn't dropped no o:

#

some downloaded models illegally redistribute dynamic bones in their project files, though

winged nest
#

Ok

mild meadow
#

i wish i had dynamic bones

zinc jolt
#

He's coming

zinc jolt
#

Can you handle a 100k poly count avatar?

quaint goblet
#

Ya don't really need more than 70k unless you're doing some crazy animations. General rule of thumb is between 30k and 70k for a base model (not including any clothing swaps you may want, but I recommend just making a separate avatar to spare people from loading lag). For reference, Kratos - the main character and likely most detailed - from the most recent God of War was ~100k polygons and that's a single character with his weapons and clothing in a AAA game.

devout scroll
#

How the heck is that game still relevant

#

talking about fnaf

quaint goblet
#

I don't think it is lmao, people just be clinging onto whatever makes them happy and refuse to find new stuff

#

A lot of kids like it for whatever reason too...

dreamy epoch
zinc jolt
#

guess that works

zinc jolt
neat viper
#

an avatar likely shouldn't be 100k unless it's a render-quality model, i.e not to be used in a game lol

zinc jolt
#

I won't apologize for art

barren meadow
#

They have projectiles that are over 70k a piece and they render dozens of said projectiles at a time, PLUS the character models and enemies.

#

Not really a poly issue.

#

Said projectiles also explode into mesh particle projectiles on impact as well. That game has multiplayer networking and IK as well. All must be efficient. It's the whole shebang. Not any one metric.

neat viper
#

ik lol, but you should still aim to optimize your model as much as you can

#

if you don't need 100k polygons when you can get the same detail out of some good texture/normal map work, go for less polys

#

especially when you're making content for a game who's playerbase's hardware varies very drastically, in VR as well o:

azure rain
#

also you need to run at a higher framerate on vrchat then Code Vein

thin shadow
#

makes a lag inducing avatar
”why is vrchat so laggy”

mellow violet
#

lmao

#

watch it be the 11 materials some dude has

still wadi
#

problem is, not everything is polycount, ya'll are talking about polycount and then have models with 4k uncompressed textures with normal and metalic maps that weight 60mb each for each part of clothing. we're not in the age where you have to model low poly cuz textures will do the rest.

neat viper
#

def not talking about just polycount, uncompressed textures, materials, and drawcalls def count towards performance much more - every factor's good to keep in mind though

still wadi
#

and i talked about polygons as well as mentioning other factors that contribute to lag. lol 🙂 Xd

neat viper
#

didn't mean for my post to sound a-holey, sorry o:

onyx juniper
#

I disagree we can get the same detail out of good normal/texture map work as 100k polygons. When 100k becomes the standard, we'll all look back on everything that came before and see PS1 era graphics

neat viper
#

If you actually need 100k polygons for a model sure, but otherwise it's just needlessly using processing power that you could spend somewhere else in the scene

dapper forge
#

Well, industry standard is to mesh out the details, then use that high-poly detail and bake it into the Normals/AO/etc.

neat viper
#

^

dapper forge
#

I'm sure many of us absolutely could make something that's 100K+ polys and looks amazing. But why not make something easier to view with lower-end hardware so more people can enjoy it?

mild meadow
#

lol my latest model is 2.7k polygons

onyx juniper
#

What file size is a 100k mesh without textures? under a megabyte?

harsh apex
#

question

mellow violet
craggy lintel
#

(NOT AN ISSUE, JUST A REPORT IN CASE THIS CAN HELP SOMEONE WITH THIS BUG) In some situations whenever people edit shapekeys and successfully do so, everything breaks only after export. Everything works according in project. We did a solution by just remaking our basis key from one of the other keys in the mix, this was the solution I found to that problem. It was nothing on my side. It’s a rare issue with latest blender version and happens to only a handful of people. But I wanted to share solution in case anyone using blender on iMac with the latest OS has this issue.

#

If anyone goes through this and has questions pm me, I can help fix it.

#

Oh yea another note; I recreated the scenario a few times and sent a bug report to blender after checking if it was reported, using latest version, etc.

#

Hopefully they see this lol!

opaque berry
#

Maybe someone knows how to solve this in blender. My 3d model (human body) has his left arm (its out of metal) extra from the rest of the body. i know how to delete the left arm. in edit mode i selected the right arm and made a mirror modifier. Looks good! Texture is also mirror in the center. I dont care. Maybe there is a easy solution. Now the big problem is that in Unity, the arm is not on the left side, were the arm should be

#

i dont want an arm as genital 😆

gaunt abyss
#

Why not? Could be useful

craggy lintel
#

Did you apply all transforms

#

Before muring

#

Mirroring

#

And did you set origin to whereever you need to set it

#

I suggest 3D cursor

opaque berry
#

I never used Blender for this type of stuff. So yeah. i dont know which cursor 😩 😆 just made a video so you understand my steps. Also it mirror the whole body instead the selected parts

#

If anyone could help, that would help so so so much

quaint jasper
#

That's how mirror modifier works

#

symmetrize is what you're looking for

craggy lintel
#

Thought he was just mirroring mesh

#

If you symmetrize make sure you name bones .L and .R for whatever side @opaque berry

quaint jasper
#

you can just symmetrize the armature

opaque berry
#

It worked, but now it kinda looks strange. And it is still looking like in the first picture. Maybe i need to change some export setting or i dont know.

devout scroll
#

Recalculate normals/turn on auto smooth in mesh normals tab

cyan blaze
#

Can I get some help with some basic blender stuff through a voice chat or??
i just wanna move some vertices around to at least make it believable

quaint jasper
#

Did you look for a tutorial first ?

cyan blaze
#

I've looked and theres so many I dont even know which is applicable

#

ill see if i can make it work

barren meadow
# onyx juniper I disagree we can get the same detail out of good normal/texture map work as 100...

problem is, not everything is polycount, ya'll are talking about polycount and then have models with 4k uncompressed textures with normal and metalic maps that weight 60mb each for each part of clothing. we're not in the age where you have to model low poly cuz textures will do the rest.

This. I'd rather use 100k polygons and skin it with flattened low-res textures for a fraction of the cost of having a low poly model that potentially needs multiple higher res textures to achieve the same look.

#

If we're talking about a game and its characters, they can build everything to work around everything else. We don't have the luxury.

#

Also pretty debatable that just because a game isn't in VR it must be less costly to run in its ideal quality.

quaint jasper
#

What can you do with 100k that you can't do with 70k ?

barren meadow
#

Robots have lowest floor with the highest ceiling. It honestly depends on the design.

#

Saying everything must be this is kinda silly if we're talking about creativity.

azure rain
#

I would point out there is ways to achieve higher detail looks that don't use super hi res textures as you can multiply textures on top of each other

barren meadow
azure rain
#

if you want to make the most highest detail robot ever you're welcome to do some renders

barren meadow
#

Why do you think most games have a minimum spec requirement?

#

Instead of just lowering it then raising it.

#

Like VRC does.

azure rain
#

yeah but you have tighter requirements to work with because not making people puke in VR Hardware

#

and it doesn't do you any good if nobody sees your robot because it's too heavy

barren meadow
#

The problem isn't the people strategically going a tad over on a metric or 2. It's the people that just don't care at all.

#

Or don't know.

azure rain
#

yeah but if you're blocking all the very poor avatars there'd probably not going to care to check to see that yours is only barely over the limit

barren meadow
#

You go into an instance and complain about an extra 30k or an extra 3 million? I dunno.

onyx juniper
#

I'm not necessarily trying to justify anything, I just didn't like the comment I (indirectly) responded to

azure rain
barren meadow
#

That's your loss, and that's what you're enabled to do. That's perfectly fine.

azure rain
#

as it's not worth my time to go check the stats of every very poor Avatar

barren meadow
#

I only ever hide custom animations.

azure rain
#

and that's on you for not making sure your model fits the technical requirements of the game

barren meadow
#

I like seeing what everyone creates.

quaint jasper
#

My friends work within those limits, so they don't go over tohrushrug

barren meadow
#

That's the way VRC is built currently.

azure rain
#

I guess I'm trying to say don't complain if everybody blocked you because you decided to not go along with the technical recommendations

barren meadow
#

Models going over has always existed and VRC admits that it's better for you to have a choice in what you see.

#

I never get blocked, so that's okay. Having a higher poly model has never had me blocked. Because I'm not doing it carelessly.

azure rain
#

well you wouldn't know if folks are performance blocking you automatically

barren meadow
#

I think 4 years and the last time I checked before VRC disabled the ability to ping the api, I was at 10 people.

#

Lmao no. You could see.

azure rain
#

okay perhaps that's something I wasn't aware of as I never run around with very poor avatars

barren meadow
#

Not anymore though.

#

No, I mean you could see who has you blocked.

azure rain
#

then again I suppose a second from a slightly different angle as I hang out with a lot of folks who sell avatars so they have to be very concerned with the performance stuff because that's no good selling a model that would be blocked by anybody disabling very poor

barren meadow
#

VRCTraders even sold models that were outside the VRChat official limits.

#

¯\_(ツ)_/¯

#

I got banned for pointing that out.

#

From VRC Traders, that is.

azure rain
#

then that is foolish of them

barren meadow
#

Gunter went in and made a statement or something. But they kept doing it.

atomic hamlet
#

Well, that's the buyers decision if they want to purchase a model that very few people will actually see.

azure rain
#

yeah but that's bad business sense to make a model that nobody can see

atomic hamlet
#

People have much worse avatars for sale anyways, like ones that actually violate the community guidelines.

azure rain
#

yes like all those ones that mashed-up MMD models

atomic hamlet
#

50% of the avatars on Gumroad have nudity toggles.

#

I'd like to try making my own avatar from scratch one day, but i don't have VR yet.

#

I've got a bit of experience with Blender, and i know the Unity Editor like the back of my hand, considering I've been using Unity for 3-4 years now.

azure rain
#

are you looking to make like an anime human or something else

atomic hamlet
#

Probably something like a sci-fi'ish human wearing a suit of armor (think Samus or Master Chief in terms of design).

azure rain
#

yeah sounds like you would be wanting to do a decent amount of hard surface modeling

zealous pond
#

There's whole communities of people that have very poor avatars for normal use (tons of 3.0 features) and then a slimmed down/optimized version for events. I very rarely run into people who performance block avatars in these communities....

atomic hamlet
#

My GPU isn't the best, so i kinda have to at the very least block very poor avatars. And that's just configured in my performance settings.

azure rain
zealous pond
#

Yes, what sucks though is right now you can optimize every aspect of an avatar and keep a lot of those features, but if you're just a single poly over the limit you're automatically very poor. For some avatars it can be very hard to get them under that limit

azure rain
#

yes I guess it awkward because it basically calculates as if everything was turned on to measure worst case scenario

atomic hamlet
#

That's my thing, the SDK needs a better way to calculate the performance rating, so many stats that could be changed to reduce the unnecessary amount of avatars being flagged as very poor. AudioSource components mainly, we need a way to play different sounds based on parameters without having to use multiple AudioSource components.

median pike
#

Take models from something like half life alyx. Most are around 50k. Barely any of them get even close to 70k and they all look better than 90% of the models in vrc

foggy granite
#

Textures and baking are magical

foggy granite
#

The face where a lot of poly goes

azure rain
#

Gordon Freeman would be a medium rank avatar on vrchat with a bit of texture combining

foggy granite
#

The soldiers should be med too

azure rain
#

a vortigon is good ranked

foggy granite
#

Can you show a pic of the wireframe

foggy granite
#

Yeah that’s some nice geometry

azure rain
#

so yeah you can definitely make very realistic avatars with medium ranked avatars on vrchat

foggy granite
#

Just need a couple of years of professional experience

azure rain
#

and I just checked on the combine Soldier and wow that's a lot of animations

#

this is only about half

foggy granite
#

Most of them are just minor edits

#

Or just quick animation

#

Motion capture suits are another god send for animators

azure rain
#

yup

foggy granite
#

Now I’m wondering what part of vrchat avatar cost it to just ascend to new heights

azure rain
#

not quite sure what you mean by that

foggy granite
#

I want to know what part of avatar have the densest poly count besides the head

#

It really just an observation thing I want to do

azure rain
#

typically it's the head & hands

foggy granite
#

Im pretty sure the hair can be included onto that list

azure rain
#

I was counting that in the head area

foggy granite
#

Alright

azure rain
foggy granite
#

Hmm

#

What’s the tris

foggy granite
#

Neet

#

Wait

#

772

#

How did they achieve that

azure rain
#

the answer looks a little bit beat up because you don't normally see LOD 2 close by

foggy granite
#

I didn’t not it say tank

azure rain
#

the 700 was on the tank

#

it says the name of what matches selected on the top left