#3d-modeling

1 messages · Page 108 of 1

foggy granite
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I guess they baked the higher version onto the lower poly version

azure rain
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9,375 is the total for lod 2

foggy granite
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That makes sense

azure rain
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or they just took a decimate Hammer to it but a slightly less dumb one

foggy granite
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Probably a mixed of both

azure rain
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I would note it the exact same texture between the two lods

foggy granite
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Yeah I would say they just deci the crap out of the model

azure rain
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which works just fine as long as you leave the joints functional as there's no face articulation

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like the Gordon Freeman model has no lod as it's not going to be seeing far enough away for one to be useful

foggy granite
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Little optimization tricks

azure rain
gusty shard
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Baking and retopologizing is probably the way to go

azure rain
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oh most definitely if you're trying to make Quest avatars

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video game LOD models service slightly different function past LOD 1

median pike
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So is there a specific way to render hair cards in unity properly? Whenever I try to they cull each other and it all looks like shit

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I fear my only way to make good looking fur are hair cards but if I am stuck using cutout it's not gonna look much better

gusty shard
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I'm unsure if rendering changes anything, as I don't do that for my character

median pike
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@gusty shardwhat shader are you using? Anything that I have tried has a problem rendering hair cards

gusty shard
median pike
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😄

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thats not how that works

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by default youre using standard shader

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and correct me if I am wrong but by default standard should have transparency turned off so your haircards should be opaque

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even standard shader has issues rendering hair cards

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this is waht happens when I try to do hair cards

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as you can see the card above culls the card below it

gusty shard
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hmmm, must be how I'm using the hair cards. tbh this is my first character model and my tutors aren't a big help so I've just been fumbling my way though. I think I shaped the hair cardds to exactly fit my shape and then colored the whole thing in

median pike
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can I see?

gusty shard
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hmmmm that is odd. and sure!

median pike
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this is how it should look like

gusty shard
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here's how my cards are. I'm definitely not using it correctly/using transparency but it works for what I want

median pike
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wheres the texture?

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I mean thats where the problem occurs, at the shader part with texture transparency

gusty shard
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I add it in unity. I gotta redo it, just slapping color on

median pike
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well than yeah obviously you dont have the problem because youre not using transparency

gusty shard
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yeee I'm not sure why it would cull partially your cards though.

ashen stag
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You can't layer a transparent mesh on top of itself as the render queue is the same.

zealous pond
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using cutout is the answer for hair cards btw

white moth
white moth
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You can also do it even on standard if the tri ID’s are cleverly arranged in the order they need to be drawn without overlap conflict

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But that means a predictable order regardless of camera angle

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But you can get away with it on some models!

crimson gull
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Been working on a female base model for myself to use

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Not looking forward to building hands

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pain peko

terse junco
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good luck

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dont give up

crimson gull
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Yeah lol, not gonna be fun

merry vault
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Valve are crackheads and left in a shitload of junk animations that aren't even used in the model in gameplay lol.

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Most are mocap leftovers.

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But yeah they do use a lot of anims for the animgraph during gameplay.

azure rain
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yeah. I suppose that's the case of it doesn't really give them too much benefit to clear all of that out

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as it's not like animation files are huge on the file size

onyx juniper
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as if modern game devs care about saving disk space at all

azure rain
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yeah but I sincerely doubt a couple of seconds saved on the download time would make that much difference to anybody

onyx juniper
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I agree, but I'm saying they didn't do it because it's a negligible file size, I'm saying they did it because they're negligent with file sizes. They're right for the wrong reasons.

merry vault
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Valve are so inconsistant about what they do and don't scrub out of their games before release.

cold verge
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could you uh explain a bit? i want to make ones that look similar to these kind of avatars. a lot of the girl avatars in vrchat are different but still almost all seem to have a similar/same and i wanna know if there's like a thing that people use like a model and then edit it or something. like i wanna make similar ones

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kinda like these. i dont really know where to start and i dont really wanna like, start from the bottom if possible. i just wanna make an avatar or two for myself and thats it idk

azure rain
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personally if you're going with anime avatars I'd recommend VRoid Studio as that doesn't involve getting yourself into the copyright infringement problems of MMD https://vroid.com/en/studio

VRoid Studio is an application to create 3D models of humanoid avatars (characters). The app runs on Windows and Mac and can be used for free by anyone. 3D models created with VRoid Studio can be used as avatars on various VR/AR contents, both for commercial and non-commercial use.

kind nova
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Help please i dont know what i touched in Blender2.8 but now my model looks all cubic

neat viper
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in Object Mode select the mesh, then go up to the Object tab and choose "Shade Smooth" iirc

obsidian nova
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@kind nova This made me smile. Shade smooth/shade flat was literally the first roadblock I ran into when I started modelling.

kind nova
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Glad to give you a good time but this is an important model for me, i cant find that shade smooth option ?

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nevermind i found it

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thanks

lunar dome
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can anybody spare some time to screenshare some blender with me. having issues pairing glasses to face

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no more tutorials that make things worse thanks

median pike
compact mulch
median pike
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Stylized wood is always super fun to sculpt

fast belfry
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I never get board doing wood, but its not ingrained in me. I can still branch out into other design, but its a slow, lumbering process. Gonna go out on a limb here and say you've done this before?

sand pond
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So im busy changing body texture in blender but it keeps only wanting to use a surten type of body texture is there a way to change what kinda style of body texture it can use?

devout scroll
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That entirely depends on the uvs of your model

devout scroll
# cold verge kinda like these. i dont really know where to start and i dont really wanna like...

These are mish mashed from mmd, which is more and more frowned upon these days, mostly because in the past everyone used them while it was never technically allowed. As someone else above mentioned, you can use vroid avatars or look through booth.pm. There are some creators that also sell models that look close to those TDA ones used in your examples, but if you want free just look at editing vroid models to make them look like you want

zealous pond
devout scroll
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While not perfect it can actually give a pretty interesting effect, especially if you're making a horror style avatar ^

tardy rapids
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Why did I do this to myself

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why did I decide "you know what would be a good idea?"

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"Making an asymmetrical, complex hairstyle with absolutely no visual references except straight forward as part of your first original 3D model"

terse junco
tardy rapids
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Oh, also base model. That's fully custom too

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View in edit and wire mesh too, because UV seams and edge ceases are important

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Would you believe me if I said this model (with subdiv on the base model), hair included, is only around 40k?

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This is the last I'll post for now. Would love feedback, though.

tardy rapids
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tris

zealous pond
tardy rapids
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It's a miracle.

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Hair was a nightmare though, cause I did it in a number of parts

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The covered eyes, then the little side bits, all did it as a 2D outline with some single-poly extrusions

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then I filled them, shaping them around the head on the Y axis to keep the shape on the Z and X axis

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aaaaaaaand I'm just now realizing I forgot the long side-bangs

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But yeah

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connecting the front hair to the back hair was a nightmare

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This is where most of it happened

kind crag
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pain

devout scroll
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topology is a little wonky

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but it probably doesn't matter

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you shouldn't really try connecting everything imo, it's harder and isn't really noticeable

meager crag
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when i first got into making models ages ago i was told to make it from one part and that was hard and hellish

tardy rapids
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Plus it means that if someone decides my model is something they wanna rip and try to use my parts for a new model... Have fun with the hair, cause unlike 90% of VRChat models, which come from MMD or Koikatsu, this thing's custom made and in one piece

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No taking parts here unless you wanna learn how to take it apart. Which considering someone's ripping models instead of making their own... Yeah, not happening.

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The hard part here's gonna be texturing this hair

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Might grab some anime-styled hair textures to overlay on the UV instead of going 100% custom... Then again I'm planning to add this to a portfolio for 3D work, so I'd prefer to have it be 100% original

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we'll see.

devout scroll
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You'll have to cut it up with seams anyway so you're basically just making your life harder by not having different parts

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It's about efficiency here

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at least imo

tardy rapids
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Worst comes to worst I can just use flat colors. Best case scenario, I can get some very basic texturing working

median pike
zealous pond
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under alpha options-> enable dithering and then increase the dithering gradient and play with the alpha mod/cutoff to get the look you want

median pike
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thanks a lot

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that looks exactly how I needed it to

zealous pond
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no problem, dithering is great vrcEretNice

white moth
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good for hair shine

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If you learn blender’s shader nodes you never have to touch a traditional 2D art app

cold verge
azure rain
cold verge
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ouh. okay

devout scroll
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yeah you can do all the other fancy stuff in unity with shaders and animations

cold verge
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i see a lot of people with custom models nowadays

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im fine paying for one and stuff sortof i just kinda wanna make or edit my own cause i want a lot of customizability and to make it the way that i want to

azure rain
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this tool will let you take a vroid and Auto converted to 3.0 with all of the physics https://booth.pm/ja/items/1025226

Unityのエディタ拡張です。次の3つのツールが含まれています。 • VRMプレハブをVRChat用アバターへ変換 • VRChat用アバターをVRMへ変換 • メッシュ・サブメッシュの結合 Unity 2018.4.20f1 のプロジェクトに、あらかじめ VRChat SDK2、または SDK3-Avatars をインポートしておいてください。揺れ物の変換を行う場合は、Dynamic Boneアセットを購入する必要があります。 Unity 2018.4.20f1 unityhub://2018.4.20f1/008688490035 VRChat SDK2

cold verge
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ill uh look into that if i use vroid thanks

azure rain
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personally I'd recommend viroid over MMD kitbashing as it's less work for you and more legal

cold verge
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except its all in japanese

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i still dont know what mmd kitbashing or mmd is

azure rain
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Almost finished up with finals! Been neglecting my studies to keep getting content out, so please forgive me for not having full episodes out at this given moment! I hope this tutorial was helpful, as I know the process is a bit confusing.

Make sure to double check compatibility of the VRM Converter in it's description. This video is up-to-date...

▶ Play video
azure rain
cold verge
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uhhh

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yeah

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is vroid able to like do similar to the models i showed or would it be more simple avatars

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i have no clue about anything rn

azure rain
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would you mind reposting so I know what model you're talkin about

cold verge
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yeah

foggy granite
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Vroid is mainly hair

cold verge
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up there

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they all have basically the same body

azure rain
cold verge
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okay

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also a lot of people with high ranks but im still new user

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doesnt uploading models help

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or smth

foggy granite
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No it just time based

cold verge
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hm

azure rain
foggy granite
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Dam I mess up

cold verge
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well thanks for the help, ill look into vroid and the tool and try it out lol

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is there like a preset of sort for some 3.0 functions?

azure rain
foggy granite
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Vroid is super simple

cold verge
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since a lot of 3.0 avatars have springjoint and pen and stuff like that im assuming its either easy to do or easily accessible

azure rain
cold verge
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i think ive seen booth before

foggy granite
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It basically ark character creation for anime

azure rain
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yep which has a nice side effect of making it very easy to put on different clothing as everybody is using the same asset just with different textures

foggy granite
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Yeah and also a lot of free textures too on booth

azure rain
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yep and it's all perfectly legal so that's nice too

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and also it doesn't require you to touch Blender at all

cold verge
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hm..

azure rain
azure rain
foggy granite
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Honestly I perfer a mixture of vroid plus blender

azure rain
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of course but that's more of an intermediate users step then just VRoid + Unity

foggy granite
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Yeah

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I got more experience with blender so some things easy

azure rain
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and honestly with a bit of practice you could probably get your profile picture in VRoid katienbeaux

foggy granite
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But vroid is everything is hair

cold verge
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should i get vroid off steam?

azure rain
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yes that way you don't have to worry about updates

cold verge
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so for vroid do i use sample models or go to that site

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i think phia has a tutorial on this but idk

azure rain
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you could probably work with one of the base models to start as BOOTH is for grabbing textures and pre-made hair pieces

cold verge
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is there any way to make the vroid models look less like vroid though

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they all have like the same colour and exact same face

azure rain
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you can play around with the facial sliders and grab different textures off of BOOTH

cold verge
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bruh why is it in japanese lol

azure rain
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there is a English setting for the software

cold verge
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its already in english i think

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as simple as this looks compared to blender i feel like its gonna be a pain lmao i overthink a lot

azure rain
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you would be in a world of hurt if you're trying to do from scratch in blender

cold verge
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yeah for sure

foggy granite
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That’s because the creator is Japanese

cold verge
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my main concern is changing the face to look more like this or just changing the model to be more detailed

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is that even possible

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cause it looks like vroid's models / face all really just look the same

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i think i already decreased the brightness on my model a little bit but

foggy granite
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Yeah unfortunately that’s down side with vroid same face

cold verge
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yeah then im probably gonna have to

devout scroll
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ironically, all the egirls use the exact same face texture too lol

foggy granite
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Yeah

cold verge
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just not vroids

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no offense but vroids face looks hella ugly

terse junco
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pandas female head vrcFPaulSip

cold verge
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so if all the egirls use the same face texture is it something public or do they just model it the same

devout scroll
cold verge
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im probably not going to be able to learn blender anyway

azure rain
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they're using the same pre-existing texture

devout scroll
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it's some texture for a tda head

cold verge
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where from

devout scroll
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no idea

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at this point

cold verge
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sadge

devout scroll
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it's probably just stolen from one another

azure rain
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and that also gets quite the same face tda

cold verge
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tda?

azure rain
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basically where everybody steals their MMD models from that also breaks the terms of service of the model

cold verge
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i uh basically want the same base model but with different clothing and hair and a bunch of customization. ive got time to learn blender but im not very intelligent so

terse junco
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just use pandaabears female face

cold verge
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whats wrong with mmd

azure rain
cold verge
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oh. okay.

cold verge
terse junco
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dm

azure rain
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which is why I tend to recommend vroid because it's setup to actually be used for vrchat avatars not stealing from a bunch of folks who don't have any interest in their stuff being used in vrchat

cold verge
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how do all these avatar creators make their models then

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since again a lot of them look insanely similar

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do they all just steal

foggy granite
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Blender

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Some create their own some rip from others

azure rain
cold verge
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uhh

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isnt there like.. free exisiting models for blender that people use for vrchat

foggy granite
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Yes

devout scroll
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most people used to just glue mmd parts together whether the original creators liked it or not

azure rain
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mostly folks take random free to download MMD parts and use them in vrchat regardless of whether it would break the terms of service of the model

devout scroll
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then people would take those and smash them together a few more times

foggy granite
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Booth have some free assets to use just need to set up

devout scroll
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some are allowed, some are free on booth, some use parts ripped from other games, it's all a mess, really

azure rain
foggy granite
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Yeah

cold verge
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aren't like

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some mmd models fine though

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this one literally says free

azure rain
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which is why I tend to lean towards a vroids approach as that make sure you're not disrespecting the creators of assets

foggy granite
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It say free but is still got certain rights and conditions

azure rain
cold verge
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what

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so which tos does it break

molten zephyr
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honestly, vroid faces are okay if you change the textures.

azure rain
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because commonly they have a only use it in MMD requirement

azure rain
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This is a realistic skin texture pack for VRoid! People don't tend to like this very much when you use them for VRChat avatars, but you can try (just prepare for people to say you look odd). However, these are beautiful doll textures. You can do lots of things with this, like dress up avatars to

cold verge
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why are they posted then

azure rain
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for use in Mmd

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MikuMikuDance (commonly abbreviated to MMD) is a freeware animation program that lets users animate and create 3D animated movies, originally produced for the Vocaloid character Hatsune Miku. The MikuMikuDance program itself was programmed by Yu Higuchi (HiguchiM) and has gone through significant upgrades since its creation. Its production was m...

cold verge
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ohhh. thats what mmd is

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makes sense now.

azure rain
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yeah so we're basically stealing other people's game mods

cold verge
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i dont know then lmao

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nothing makes sense

foggy granite
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Well that’s fine as long as you learn

azure rain
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here's a list of all the free to download skins on vroid's to make the face more fun to look at

foggy granite
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Booth is find just use google translate which is also free

cold verge
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yeah idk. it just doesnt look the way i want to and i want more freedom to customization but i think im too dumb to learn blender or how to make models. though id like to.

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thanks though

foggy granite
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Blender is the best option if want the custom

cold verge
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i'd like to learn it lol

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i jus don' know

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if i could, i'd make a few avatars for sure

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maybe even public ones

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but i'm not great with tutorials

foggy granite
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Then try it just gonna take bit

cold verge
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i tend to overthink and doubt myself a lot and that definitely doesn't help whatsoever lol

molten zephyr
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i was gonna say, rainhet's tutorial was the one that got me started, it was super useful.

foggy granite
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You can always ask here for help

cold verge
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i heard it's good to start with.. "the donut"

foggy granite
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I would learn the interface and tool frist

cold verge
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are there any good tutorials i can use that aren't hard to understand

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and if there's any way to start directly with modeling vrchat instead of simple things or do i have to

molten zephyr
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Rain sensei here, ask me as many questions as you need, we’re making a head out of a cube.
btw that cube was 2m by 2m I had a slip up don't fight me.
I'm using blender 2.9

I’m sure you’ve seen a lot of people who get perfect circles and start pulling here and pushing there, and in no time they’ve got a pretty face. That’s sculpting, if you want...

▶ Play video
cold verge
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thanks

azure rain
molten zephyr
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this one approaches it like you're new to blender iirc, so it's just a good launch point that will net you a useable avatar at the end.

cold verge
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ik its complicated

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idk lol

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ill try the vid thanks

spiral sigil
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why is the transform data colored for the armature but when i click the mesh it is not? when i try to go into edit mode in armature it changes the scale

devout scroll
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colored means animated

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there's keyframes for it somewhere

spiral sigil
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how do i get rid of it? and fix it from not changing scale when going into edit mode?

latent charm
spiral sigil
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gotit

zinc jolt
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I wanna do that

molten zephyr
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it's a super good tutorial i've been recommending to everyone interested in making an avatar, because it's what finally worked for me. she has another series alongside it that goes over everything a lot faster, so you can bounce back and forth between the two if you have a bad attention span.

zinc jolt
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Let me guess, it's by Kimi Chimera?

molten zephyr
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Rainhet Chaneru.

zinc jolt
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Sounds like she's a great modeler

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Where's her discord?

molten zephyr
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i think it's linked on one of the videos- i'm not a member, so i don't have the link on hand.

zinc jolt
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Oh alright then

jolly river
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Hey am i right here if i search Speacial Charaktaers for VrChat or 3D Models of Tonikaku Kawaii Tsukasa Tsukuyomi

tardy rapids
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pretty proud of this

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Just need to do boots and the overcoat

median harness
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Modeled some goons over the past three days
They're for a Risk of Rain 2 mod but I'm gonna port them over to VRC once my part on the project has wrapped up

terse junco
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👍

tardy rapids
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Oooo, Lobotomy corp

azure rain
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those look cool

median harness
# tardy rapids Oooo, Lobotomy corp

Heehee, yep! Making the Red Mist as a Risk of Rain 2 survivor. We made An Arbiter last week, really gonna flex with this character. Blue Reverberation is the mastery skin for Red Mist.

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Other dev sent me these this morning, she got the idle walk and run animations done and in game

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But this is straying from VRC-centric, haha. I'm just excited to easily port it over, I used my usual skeleton (minus a fourth finger) and such so should be cake

spiral sigil
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why does this happen it looks jagged

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im trying to edit a model i found but i need to make the muzzle shorter and make it a different shape

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but it keeps doing this! this is why i stopped modeling my own...it does this

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and smoothing makes the whole thing go away

neat viper
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Select the model in object mode, go to Edit mode and then press CTRL N to recalculate normals? o:

spiral sigil
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that just closed it out

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it made me choose an option and closed it on me

neat viper
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weird, make sure that there aren't any v intensive things running in the background?

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i.e make sure that your system's resources aren't being used up

spiral sigil
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they arent

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and now i cant move the model

neat viper
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that's..vv odd o:

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iirc there's a recover option in the File menu, if recalculating normals somehow broke the model

spiral sigil
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if someone doesnt mind spending a bit of time with me, i could screen share and they could try to help me because i dont know how to actually use blender, tutorials confused me more than i already was

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idk where anything is

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i tried to sculpt once and this happened so i gave up

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i looked on google and didnt really find a fix for it and no one knew why it was happening, and ive got to make some severe edits to this model

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yeah i cant move anything the whole axis is gone

neat viper
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try setting the transform pivot point to Bounding Box Center? o:

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also, make sure that you have the Move tool or some other tool selected, rather than the Select tool

spiral sigil
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why is this happening now

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it didnt last time

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i need to move it down because i cant see, theres no way i can see with it that high, ive tried adjusting my camera

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i cant get it to go up

neat viper
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in object mode, select the armature and move it rather than just the mesh? o:

spiral sigil
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and where did the tools go...

neat viper
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what tools? o:

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you're in Object mode, not Sculpt mode if that's what you mean

spiral sigil
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im on the sculpt tab

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how do i get their tools

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it wont leave object mode

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it did it automatically last time

pastel condor
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Do you have your object selected?

spiral sigil
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i did, i dont now

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i tried both ways

pastel condor
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It should work if you have the object selected I think? The drop down doesn't have sculpt as an option?

spiral sigil
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nope

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no clue why?

pastel condor
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Why is pose mode there?

spiral sigil
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got it, for some reason i had to go in the layout, and reclick it

pastel condor
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Oooh ok

spiral sigil
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idk i cant even use pose it wouldnt let me move the model

devout scroll
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pose is for armature

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object mode and edit mode is shared among multiple object types

winged yacht
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I want how can I to brawing a3D modelingʕ•ﻌ•ʔ!

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What just you guy to do a 3D modeling i want to now≧∇≦!

tough plover
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@winged yacht I'm not sure what you're trying to ask, are you asking how to make a model?

winged yacht
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Yesʕ•ﻌ•ʔ!i am sorry my english is not really great qqqq

devout scroll
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Use blender, watch YouTube tutorials

winged yacht
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This so cool! I will ture to make my 3D modelingʕ•ﻌ•ʔthank you !

devout scroll
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👍

spiral sigil
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Ok so i made new hair for a model but when i use one of the visemes it hides/messes up the hair how do i fix that?

clear geyser
languid fog
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ok so sometimes i find models like this ones, idk how i supose to do the hair tbh, the distance between the start of the hair and the shape of the head is around the same amount as the nose to the chin, can someone gimme a tip here? :/

quaint jasper
#

You should look for any tutorial on how to model anime hair, there's a few techniques

lament pond
quaint jasper
#

Do you never post these on twitter btw ?

thorny ivy
#

After my first attempt at making 100% scratch-made boots didn't go so well, decided to work smarter and not harder by starting with a subsurface division. From there, did a lot of tweaking and eventually got to where I am with it now.

#

Still need to refine the actual boot shape but pretty happy with how the sole and toe guard (which're both metal) turned out though.

#

Any advice for doing that?

fallow isle
#

Making footwear can be challenging. I've done it only a few times but I get better each time. Definitely a good start 🙂

#

Try to use edge creasing rather than extra edge loops where you need crisp edges. Adding extra edge loops just inflates the polycount.

#

May want to delete the faces where the mouth of the shoe is, as well, so you can better mold that area

#

It helps if you have a foot and ankle already there to shape it around

#

When I made the boots for my current project, I actually split it into multiple parts so I could better mold the individual pieces of the boot.

spiral sigil
#

so i am making myself a model, and i modeled the head seperatly from the body, but im wondering would it cause any problems when i rig it? or would I just have to combine the two objects before rigging, or do i have to directly connect the vertices and such? there is this other model i have gotten that had a similar technquie done, but the head was a seperate object than the body, so i wanted to do something similar since it seemed like a better option for the avatar im making. thanks if anyone has any advice on it

fallow isle
#

It's fine either way, however rigging may become difficult if the head is not sewn onto the neck. E.g. you might have trouble with vertices on the edges of both meshes not staying together when deforming. The easiest way around that is, of course, sewing them together into one object.

#

If you absolutely must have the head separated from the body, you can separate it again after taking care of the rigging.

spiral sigil
#

ahhh okay, thanks for the info!

#

i was also trying to figure out, are there different techniuqes people use for modeling the joint areas (elbows knees etc for vrchat models) ?? the only two ways i have seen people do it is insetting more faces into the mesh area, or seperate the area of the vertices and make it into a gap they then fill (from a few speed modelings i have watched anyhow i noticed it was only around the leg areas)..

fallow isle
#

This is more a question of best practices regarding topology for animation

#

I'd advise looking up tutorials on topology for animation, and checking out other peoples' models to see how they've done it

#

Generally speaking, the area around joints like elbows and knees should have geometry to support clean deformations. In other words, not just a quad tube. 🙂 lol

#

In this regard, I'd advise against using MMD models for study, except for the original source models e.g. TDA's very own Miku Append, or Sour's very own models. Not stuff downloaded from deviantArt, as those oftentimes have been butchered and had their topology destroyed.

#

If you've ever purchased an avatar from Booth, those can be a good place to start looking to see how to go about the topology.

#

Here's the front-side of an elbow from a body I've purchased off Booth

#

And the elbow itself

spiral sigil
#

ohhh okay, thank you again for the advice!

thorny ivy
#

Well, thirteen iterations later, this is how the boot looks now.

fallow isle
#

Nice!

thorny ivy
#

Thanks! Think it turned out pretty well considering I didn't even look up any tutorials and my primary ref was an actual boot I own IRL.

Did take some inspiration from the Nike self-lacing shoe from Back To The Future though, thought the concept was neat.

fallow isle
#

Well it's a very good start! Keep going 😄

thorny ivy
#

Any tips for making it look less low-poly though?

spark horizon
#

maybe just throw on a subdivide modifier and see how it looks

azure rain
# spiral sigil i was also trying to figure out, are there different techniuqes people use for m...

アニメーションしたときの曲がり方を考慮した関節部分のトポロジー、パッチの種類解説動画(https://t.co/tys3yUKEnn)

素晴らしかったので画像にまとめてみました
Pixar Elbowで曲げた時に文字通り肘の骨の部分とかが表現できているのが素晴らしい

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fallow isle
# thorny ivy Any tips for making it look less low-poly though?

Change it to smooth shading rather than flat shading, that'll eliminate the faceted look. If you wanna keep some of the edges nice and crisp (e.g. the boundary between the shoe and the metal), you can either utilize the auto-smoothing normals (in the object data tab, the one that looks like a triangle with dots at each point) and adjust the angle to get the look you want, or you can set the angle to around 60 or so and manually mark edges as sharp that you want to keep nice and crisp. If you add a subdivision modifier, it will smooth it out at the cost of doubling (or more) the polygon count, so try not to subdivide unless you absolutely need to have that extra geometry.

fallow isle
# azure rain https://twitter.com/HigenekoArt/status/1365385979154980864?s=20

Good piece of info, thank you. I'd also like to share this Twitter, it's a great anatomy source and reference: https://twitter.com/kato_anatomy

加藤公太。関わった書籍:『リシェの美術解剖学』『ゴットフリード・バメスの美術解剖学コンプリート・ガイド』『エレンベルガーの動物解剖学』『美術解剖学とは何か』『スケッチで学ぶ美術解剖学』

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limpid quarry
#

Hey i have a problem i can look into a wall that i modeld in blender when i put it into unity is there a easy way to fix that without changing the shader ?

frozen dust
#

could also just select the whole thing and recalculate outside and see if it gets it right

limpid quarry
tardy rapids
#

My first attempt at laced boots

foggy granite
#

Looks good and pretty decent poly

tardy rapids
#

With subdiv applied, it's around 4k tris. Without it, it's around 500

foggy granite
#

That’s great

tardy rapids
#

Right now the full model's sitting around 70k. That said, I haven't done any optimization on the body yet, just the clothes.

#

I can get rid of pretty much the entire body aside from the upper chest, hands, and head

foggy granite
#

So it really might come done to 50k

#

If don’t mind can you show the wire frame

tardy rapids
#

Sure, I'll take one of each mesh

#

Subdiv hasn't been applied to anything yet, just added, but that shouldn't be an issue

foggy granite
#

Alright

tardy rapids
#

overshirt

#

undershirt (all removed except for the collar)

#

I do have a dupe of all the unoptimized parts lying around in this blender file though, so I can modify and reuse them as needed

foggy granite
#

That’s good to have backups

tardy rapids
#

and the body

foggy granite
#

All looks good

#

Quick question did you use curves for the shoe laces

tardy rapids
#

Nope, all polys

#

made a lace, duped it, and edited them slightly to alternate

foggy granite
#

Okay

#

I can’t wait till I get back into learning character modeling

#

Are you gonna model any props for her

tardy rapids
#

Probably gonna make her an Axe. She doesn't look like it (yet, I still really need to finish her overshirt and its uvs) but she's a Wyvern Rider. Think Fire Emblem. I'm pretty decent at making weapons. An example is the Murokumo, Es's sword from XBlaze (and BlazBlue, to a lesser extent)

foggy granite
#

Oh you like making weapons too

tardy rapids
#

it glows

foggy granite
#

I really need to get texture mines

tardy rapids
#

There's some minimal texture works needed on the Murokumo, but I don't see it as necessary right now

foggy granite
tardy rapids
#

There's also this that I made... God knows how long ago

#

Like

#

"so long ago that I don't even have the .blend"

#

long ago

foggy granite
#

Dam

tardy rapids
#

This was actually the first model I ever finished

#

I have a very distinct feeling that if I went back to look at it I'd be looking at many...

#

Less than pleasant pieces of topology

foggy granite
#

Yeah I agree with that

tardy rapids
#

That said, really happy with how it turned out

#

That was my first completed 3D model. My first completed character model, on the other hand

foggy granite
#

Seems pretty low poly but still fit the style of the character

#

Quick question when did you start blender

tardy rapids
#

I started doing it on and off as a hobby around 2 years back.

#

I only really started getting back into it around a month back when I made that Emi model. Also here's a better screenshot of that, without all the bones in the may and without the toon material

#

This was also my first attempt at UV work

#

Looking back... I made myself do way too much work

#

I did all kinds of stupid stuff like assigning materials to faces for the sake of UVs, and I didn't even know UV seams were a thing

foggy granite
#

Welp it helps to experiment sometimes

tardy rapids
#

Here's the wireframe

foggy granite
#

That’s pretty dense

tardy rapids
#

Yeah, not sure what subdiv I had it at. Also back view because I apparently never put that anywhere

#

Oh God I just remembered I used loop cuts instead of edge creases to define edges

#

Jeez I've come far in the span of...

#

Literally one model

foggy granite
#

Oh I was so happy when I learn about edge creases

#

Btw do you have the f2 addon enable

tardy rapids
#

I didn't even know that was a thing

foggy granite
#

It speed up things immensely

foggy granite
thorny ivy
#

So I'm trying to figure out how to do the UVs for the boots now that I'm satisfied with the model.

#

Any tips for that?

thorny ivy
#

Not sure how to mark this area up for UVs but doesn't feel like the best method.

#

There's four channels and not sure just how many seams there should be for each.

fallow isle
#

Doing the UVs is more or less just trial and error coupled with intuition/experience. Make seams where it makes the most sense, e.g. important boundaries like that between the body of the shoe and the sole, and the boundary between the metal and the shoe.

fallow isle
# thorny ivy Not sure how to mark this area up for UVs but doesn't feel like the best method.

What is this object? Certainly not a shoe 😛 lol
I wouldn't make more seams in those channels. You'll end up with a lot of long, thin strips in your UV map and it can be difficult to work with like that, depending how you texture, etc. Depending on the object and the importance of this particular area, I'm not sure I'd even have that first seam there on the left. It depends what the object is, really.

fallow isle
#

Nice

thorny ivy
#

Decided to remove the seams for the channels and just leave have them at the ends of the blade mount.

fallow isle
#

That'll probably work out best. Like I said, that way you'll avoid having several long, thin strips in the UV map. I'd personally keep the entirety of the handle one piece in the UV map, save for the p iece at the very end of the handle. The handle shape is fairly uniform and so should unwrap quite nicely.

#

How long have you been using Blender/making 3D models?

thorny ivy
#

Not very long, honestly.

#

First model I ever made from scratch is from April of last year. Never did anything with it though.

#

And before that, I messed with avatars some but very minimal stuff.

foggy granite
#

Dropping this for any who need it

fallow isle
#

Always good to have wireframes around for reference!

fallow isle
#

Know what? Let's keep it going. Great video showing a process entirely from scratch, start to finish, with what I have to admit is a really bangin music track. https://www.youtube.com/watch?v=5aSaXiXq3T4

#blender #anime #modeling

[Wonder Egg] Ai Ohto Modeling - Blender 3D

Character: Ai Ohto
Anime: Wonder Egg Priority

Song: SWAGGER - 圈妹 & 莹酱

Blender Boy Modeling Series: https://youtu.be/VZZuS1ucPAE
Blender Girl Modeling Series: https://youtu.be/fQZ7TEdFdMU
Blender Simple Body Anime Timelapse: https://youtu.be/pDZQnyy0f8k

Link reference: htt...

▶ Play video
foggy granite
#

I like the videos I seen it a couple of weeks ago but that music

#

It will drive me insane I can listen only that song for a complete hour

thorny ivy
#

Using the first knife I made as a basis, decided to make another. This one's for cutting bread and made sure to adjust the design accordingly.

#

Size and design comparison

spiral sigil
#

oo nice!

neat viper
#

cool! o:

thorny ivy
#

Making the serrated edge took way longer then I would've liked due to just how long the blade is but surprisingly, seems like it'll be performance-friendly with 572 verts and 1.1k tris.

spiral sigil
#

well it defeintly looks like a bread cutting knife

thorny ivy
#

Combined, the knives come in 2.7k verts and 4.8 tris (which I think is important for VRC) total.

#

I've tried optimizing both knives the best I can but relatively inexperienced in that regard.

#

And glad it looks the part - took inspiration from several models while using my own as a template.

foggy granite
#

I would just use vertex to make a triangle then just use the array modifier

young vault
#

Looks like inverted normals

tight quartz
#

How is it I fix this? I am new to doing armature stuff. 🤔

thorny ivy
atomic quartz
#

uh, i was working around in blender's shader editor, cuz i wanted to add some of my textures as bumpmaps

#

how do i find the texture that's refferenced as "Normal"?

devout scroll
#

you want a normal map

#

it's a blue and purple texture

atomic quartz
#

yea, it's in there but

#

i can't "right click and open location" or something

#

i wanna find it somehow in the project to save it for later

fallow isle
#

It looks like that texture is packed into the blend file. One of those buttons there will let you unpack it. I don't remember which one. Hover your cursor over each of those buttons next to the texture name and it'll tell you what each one does. Use the unpack button and it'll let you pick somewhere to unpack the texture.

atomic quartz
#

that's a pretty good explaination, thank you

#

the button to unpack is the one to the left of the X, but i thought unpacking would just remove the file from the project (remove from assets pack, or something)

fallow isle
#

Yeah, that's the one. 🙂

atomic quartz
#

also, with a camera above an ovea, trying to create interesting stuff i made this

#

set a camera to render something as "bump" and try with other models, could look nice.

devout scroll
#

You can always just save as in the image viewer

#

generated textures are not saved and will be lost when you restart so you gotta do that

wicked lichen
#

When i upload an avatar to unity it always says missing monoscript what should i do
pls help

devout scroll
#

remove the missing scripts from your avatar

#

it should tell you where they are in the error

lament pond
thorny ivy
#

Cute gal!

#

Also meant to share this yesterday but didn't get around to it

#

Serrations were a pain to do but think it turned out pretty crisp.

lethal arch
#

Looks cool! Is that 572 on one or on all? Look at the wireframe, that gives a better idea of what you can still optimize. On 3ds max you can get the lines on top of the texture and optimise the lines, it's just hard to tell without it. Usually with mesh smoothing and a few mesh points you can get round ish, but still it's a matter of how far do you need to go.

narrow kestrel
#

(I'm a complete newbie so pardon me if I sound stupid)

I've been trying to export a model using the CATS plugin but I'm stuck at atlassing, every time I try to save an atlas, the image I posted happens.

I'm guessing this could be a common problem so I went here. Any help, leads, advice, anything, will go a long way. Thank you!

devout scroll
#

From my experience atlassing with cats never worked properly, or it did but hit the resolution too hard

#

I'd just skip the atlassing step

narrow kestrel
#

Will I still be able to import it into unity to use on VRChat?

#

without any hiccups of course

neat viper
#

Atlassing isn't required to upload a model to VRChat, but I definitely wouldn't recommend skipping atlassing entirely

#

v much depends on how many materials the avatar has to begin with as well, imo

open scarab
#

'matcombiner' instead of the cats, does the same but sems to do it less wonky (will end up with a wierd not 1024 x Y tho) exsample same avatar cats vs matcombiner

open scarab
#

Should also check if you have multiple uv's if it goes really wierd

narrow kestrel
#

ah

#

I think I do

open scarab
#

It only use the first one for atlas, sometime refreshing the material texture location also make it not go white/blank

narrow kestrel
#

That seems to have fixed it holy shit

#

thank you so much

wicked lichen
thorny ivy
#

Combined vert count for all three knifes: 4,741. Seems like a good number considering there's three seperate props and two have pretty detailed blade edges.

thin shadow
narrow kestrel
tardy rapids
#

Another day another model update

spiral sigil
#

wow

#

your so creative!

neat viper
lament pond
#

Wip of my new Haida model

winged yacht
valid sun
#

Tired of "Projected Face Interpolated" creating massive holes where rays never intersected your target mesh?
Ever wanted to project vertex weights out from your body instead of in from your clothing?
I cooked up a method to do that using shrinkwrap, data transfer and proxy meshes.

#

Results are completely non-destructive and tweakable on the fly.

#

Note the shoulder strap and neck cowl don't have any hard, glitchy stretching artifacts from poor projection results. No manual cleanup was required.

#

Try it out sometime!

  1. Duplicate your body meshes and clothing and remove any unnecessary vertex groups. Remove armature modifier from the duped body mesh.
  2. Add Shrinkwrap and Data Transfer modifiers to the proxies.
  3. Add Data Transfer and Armature modifiers to the originals.
  4. Tweak proxy meshes to fit troublesome areas using shape keys (pulled the shoulder straps in to fix the armpit area) or project onto a modified base mesh. (removed the head and the cowl proxy stopped projecting upward to the chin)
  5. Hide proxy meshes and pose your armature to view the results.
fallow isle
#

Seems about like the same amount of work as if I just use nearest face interpolated data transfer and manually clean up lol

#

Data transfer is honestly a freaking godsend though. It saves SO much time in rigging clothing and accessories.

valid sun
#

It's really not the same tho', I'll get a comparison later today. Tweaking a proxy mesh to get the correct weights is much faster than manual cleanup and also non-destructive.

dark portal
#

Just started working on an 80s inspired mall world vrcAevSip I'm trying to keep things low-poly, but probably not Quest optimized. I'm not a 3D model artist so this will take a while lol

valid sun
#

A followup to my above post: Here's an example of using two proxys with a mask to smoothly mix between weights in the armpit.
One proxy projects to a copy of the body with just the arms, the other to just the torso. The results are mixed 50-50 and masked by a vertex group.

quaint jasper
#

Looks like a job for any kind of retopo algo KonCry

valid sun
#

-facepalm- not the point, we're talking about weights here not polycount.

quaint jasper
#

Yeah i guess i'm not seeing the point in using a completely broken mesh and turning it into a slightly less broken mesh ?

valid sun
#

Whatever, not even going to bother.

floral current
#

Doing things well takes a lot of effort. Like my very first avatar: every color on it is a separate material 'cause I thought doing that was easier than making a texture. LOL. I put a lot of effort into improving my avatars and formulating some kind of workflow and pipeline for making new outfits and whatnot.

compact mulch
#

Thinking of making a tavern like this

median pike
#

@valid sun he's got a point though. You wouldn't have the problems if your mesh wasn't you know. Ass. A normal data transfer would work just fine with proper topology

valid sun
#

Omg forget the topology. Yes I would still have that large discontinuality in the armpit whether I performed a retopo yet or not.

valid sun
#

That gap is a common artifact OF the plain old data transfer, and it's a pain to have to correct again if you need to re-project later down the road.

naive flame
#

oh i see this may be the place i need to check to find out what tool i should use to make a custom avatar

devout scroll
#

Blender

foggy granite
#

If you want a more simple program vroid

tardy rapids
#

Decided to take a break from my original project (asymmetry on an outfit is a pain)

#

So here's a little wip of something that came from listening to a certain song for way too long on loop

#

I feel like most people should be able to recognize this

foggy granite
#

Yeah

foggy granite
#

ik it from a bit older song

devout scroll
#

looks good

tardy rapids
#

I am speed

#

Also adjusted her chest size to be more accurate

quaint jasper
#

pls fix the toe socks

tough plover
#

xD

#

agreed

tardy rapids
#

Ah right, just kinda duped the legs

#

I'll do that

tough plover
#

pro tip: try selecting the toes on the socks using Xray mode, and then use the smoothing tool in edit mode (in the list on the left)

#

should be able to easily eliminate the creases

tardy rapids
#

I just did some retopo on the socks to merge them like actual socks

quaint jasper
#

Some smoothing and it's perfect

foggy granite
#

yeah

tardy rapids
quaint jasper
#

Could be rounder but that's still much better than toes

foggy granite
#

some more adjusting and subdivision can help

tardy rapids
#

The hardest part by far will be the head

#

without a straight-on reference for the head, shaping it properly will be brutal

wispy orbit
#

Maybe grab an anime head base and sculpt from there?

tardy rapids
#

I don't really do sculpting, never have

foggy granite
#

you should be able to find a refrence

tardy rapids
#

A reference, sure. The hard part is finding one for that character specifically

#

The studio that made the animation didn't seem to care for perspective in the concept art

foggy granite
#

yeah true

#

i would take one just from the video it self then work from there

#

like this

#

its decent but not the greatest

vital drift
#

its a start

foggy granite
#

yeah

#

but can you tell me what creature is that

vital drift
foggy granite
#

hmm

tardy rapids
#

Any thoughts on doing this kind of thing for mouths?

#

This is the official model of Dizzy from Guilty Gear Xrd Rev

#

It allows the mouth to distort in ways that would normally be impossible for a mesh with normal topology

foggy granite
#

I say it works fine

#

Just looks odd

tardy rapids
#

Also, decided to use this frame as a reference

#

It's like the only one with near perfect facial symmetry

foggy granite
#

yeah but gonna adjust the chin abit

lament pond
white moth
spiral sigil
#

how do you import a avatar into substance painter? its my first time using substance painter

spiral sigil
#

thanks

#

its not letting me put in unity files

#

gimme a sec

#

nothing is showing up for substance painter

#

nevermind got it

#

lol

#

nevermind substance painter doesnt work for me

#

i'll just stick to asking for colors

#

thanks for trying take care

terse junco
#

just edit texture?

spiral sigil
#

yea how?

terse junco
#

photshop gimp ?

spiral sigil
#

no

#

substancepainter

#

something that doesnt cost me money

#

for something i already have

quaint jasper
#

gimp is free

spiral sigil
#

it is

terse junco
#

ye

spiral sigil
#

lemme go check it out

#

just in case can you send me the website to make sure im getting the correct one?

terse junco
#
spiral sigil
#

okay phew thanks

#

how do i import the texture?

terse junco
#

cant u just kinda drag it in

#

from ur files

spiral sigil
#

nope

#

apparently not just tried

terse junco
#

let me download gimp and see

#

i use photoshop so

vital drift
terse junco
spiral sigil
#

how do i make it do that polygon thing?

#

where you fill in the areas and it colors on the avatar

terse junco
#

elaborate i dont quite understand

spiral sigil
#

in substance painter it uses triangle like things and when you pick a color and fill it in you can see the model change color too

terse junco
#

oh ye well when u are changing 2d texture u cant rly see the result in 3d space until u apply that texture

#

in unity

spiral sigil
#

idk how to do that

terse junco
#

u save the texture and assign it to the model in unity

spiral sigil
#

in substance painter you can import the model and change its colors easier

terse junco
#

ye substance painter is better ofc

#

than my method

#

because u see changes in real time

tough plover
#

@spiral sigil what are you trying to import into substance

#

it should be a 3d model

#

like a .fbx

spiral sigil
#

been trying my awetter

spiral sigil
tough plover
#

most models already come in FBX format

#

what are you trying to import

spiral sigil
#

my awetter

tough plover
#

what format is it in

spiral sigil
#

fbx

#

but it isnt working

tough plover
#

what is the error

#

did you even bother reading it

#

or did you just go "damn it's not working"

spiral sigil
#

how do i find the errors?

tough plover
#

you're saying that it's not working when you try to import the model in substance

#

there must be an error message somewhere

spiral sigil
#

okay so one: it can import just fine the only thing im confused as to why is that the texture 2d page that it comes with doesnt work

azure rain
#

that's because it's just importing the model not the texture

tough plover
#

textures are not part of the files

#

you import those seperately

spiral sigil
azure rain
#

typically you use it for painting models that don't have textures yet

tough plover
#

if you have textures you want to use, you add a new Fill layer and add your texture as the base coloe

#

color*

spiral sigil
#

okay i'll come back if anything else happens

tough plover
#

but substance is mainly meant to texture stuff that isn't textured

azure rain
#

also see if your avatar comes with a substance painter file

spiral sigil
#

thats gonna take a me a long time

#

but i'll try

azure rain
#

I'm not sure how that would take a long time either the zip file you got it from has one or it doesn't

#

okay I just checked it doesn't just the Photoshop files as I recognize that model

spiral sigil
#

i got it from the creators website

#

so idk really

azure rain
#
Gumroad

What is the Awtter ?Just a cute furry otter model for VRC (VRChat) and CVR (Chillout VR) ! The package is full ready to use (very easy) and comes with tutorials ! It gets a lot of free updates and improvements overtime, stay in touch in Discord <3I live out of my creations, it's my full time job ! You can support me through Patreon : https://www...

spiral sigil
#

yea but he has his own website

#

when you buy it

azure rain
spiral sigil
#

how do i find it?

#

found it

azure rain
#

so yeah you want to open up that substance file that way it makes it easy to change stuff

spiral sigil
#

thank you so much

copper marsh
#

Is it possible to use MTL files in Unity?

dawn rose
#

furry

pastel condor
#

Started a new project~

lament pond
cloud spear
#

anyone know if blender has plugin to create stuff in vr

cloud spear
quaint jasper
#

It displays the normals

#

Also Blender has a VR mode but doesn't really allow for creation in it

cloud spear
#

oof i tried some of the programs offered in oculus store and they are ... um not good or not intuitive

#

gravity sketch and masterpeice

#

neither seemed good

#

i wanted to try adobe but

#

my pc wont support running it through steam vr

quaint jasper
#

I know someone who makes beautiful models in gravity sketch https://www.youtube.com/watch?v=-uTAueGck2w&feature=youtu.be

I did a really bad job of documenting it, but didn't want to just delete all the footage I had.

I literally didn't explain anything, but just DM me if you want to have any questions. Twitter is @MMMaellon

Apps used:
Gravity Sketch VR (Becomes Free on Jan 25th)
Blender
Clip Studio Paint

Songs used:
Glacier - Vantage
senzawa - kiss yo homies

▶ Play video
cloud spear
#

i can run it through link but my gfx card doesnt support link or airlink yet

#

ah thats neat how they playing videos on the side lol

#

that would make working on stuff so much less daunting

pastel condor
dark portal
spiral sigil
#

im just trying to edit this nkd protogen base to have a "demon tail" i made in blender its a very simple thing but now the ears are acting wierd and the mouth isnt moving why?

devout scroll
#

you messed up the blendshapes

#

probably

spiral sigil
#

how? i never touched them

#

ever

#

the ears keep like not moving with my head properly

devout scroll
#

o then they're probably just not weighted to the head

#

or the bones are not parented to the head bone

spiral sigil
#

dynamic bones or just bones? which they should be i used a fully made base

#

and just changed out the tail in blendre

devout scroll
#

can't say without seeing the issue

spiral sigil
#

@devout scroll can i stream it to you then?

spiral sigil
#

ok fixxed it by changing the rig to another base XD

#

oki doki now the mouth isnt moving when i speak how do i fix that >w>

sullen maple
#

any of you guys ever had blendshapes not export with fbx?

#

even when i reimport my model back into blender its not there 🤔

#

im on 2.91.0 and exporting like this if it helps

quaint jasper
#

Try exporting with Cats ?

sullen maple
#

works perfectly in blender now, however changing the value of the blend shape to anything other than 0 in unity makes the model disappear 😦

#

...okay, never mind, guess it decided to work all of the sudden

#

(is it possible it's related to the fbx export scale? thats the only thing i changed since the last export)

quaint jasper
#

You should apply your scale in object mode with ctrl + A

sullen maple
#

yeah, that did seem to fix it

#

wonder why that fucks it up big time though 🤔

quaint jasper
#

scale + scale + scale

spiral sigil
#

Hello, i was wondering if anyone could tell me sites to model 3D VRChat avatars.

foggy granite
spiral sigil
#

make them

foggy granite
#

theres not sites more programs

#

but you gonna need unity 18.4.20

spiral sigil
#

Ok thank you

foggy granite
#

blender if you want to make a fully custom model but also got a steep learning curve

spiral sigil
#

Oki

foggy granite
#

vroid is good since they have alot of free templetes people post for free and also extremly simple and quick to learn if know how to draw it be great but got limate selection with sliders and clothing options

#

i recommend learn vroid to start of with then work on adding custom assest (such as close and props) in blender till you figure out how to make an avatar completely from scratch

spiral sigil
#

Okay, thank you for the ideas

foggy granite
#

np other should also help if needed with any issue along the way

dark portal
#

Honestly, just hire someone off of fiverr to create a model for you. Getting into Blender and Unity just for the sake of a custom vrc avatar is just not worth it if you've never worked with 3D before

foggy granite
#

if you dont have the time sure this an option but nothing wrong with learning how to do it your self

neat viper
#

I wouldn't discourage someone from getting into blender/unity just because of VRChat, 3D modelling and Unity work is a valuable skill to have

#

not having the time or computer power to do it is one thing, but discouraging it just because it's hard/being done for one purpose doesn't make sense imo - nonetheless, VRoid makes relatively unoptimized models from what I've seen, and they won't be Quest-compatible by default (transparency), but it's an option

foggy granite
#

I agree with this 3D modeling is just nice hobby to have in general but for vroid it use a lot of transparent mesh to make detail like hair,eyelash, and clothes so if you want to have it work you might as well model that stuff in blender

tough plover
#

@spiral sigil Blender is a general purpose 3D modeling program, which is what most people use when making models for VRChat

#

it's not only useful for VRchat stuff though, you can make anything with it

#

and it's not just for models

#

the learning curve is steep though, just as a heads up

#

especially if you don't know anything about game design at first

gusty bloom
#

hi! i know nothing about game design, or at least off the top of my head and im looking to get into blender and unity to create avatars

#

well, i know a bit but im hoping to learn a lot more from doing my own project like this

#

in future i might use the skills for something else but i still think it would be worth learning

snow estuary
#

cool, you can start from doing sketches of your avatar

gusty bloom
#

i have a model from heroforge,com that ive made, can i use that as a reference?

dark portal
#

It's a nice skill to have for sure, but this is clearly someone completely unfamiliar with 3D, thinking there's a quick and easy way to do custom avatars. Telling them to pick up Blender and Unity is not the answer they're looking for

gusty bloom
#

im not expecting it to be easy, but im willing to talk to people who know a lot more than me, search through tutorials and learn from experience

thorny ivy
still wadi
thorny ivy
#

Seriously impressive work.

still wadi
#

just handpainted

spiral sigil
candid copper
#

looks good tho xD

thorny ivy
#

Does it look that good from every angle? Working on an avatar with a similar visual appearance so curious how it looks from other perspectives.

still wadi
candid copper
#

thats the face I'd make if I see/hear drama about to happen

spiral sigil
thorny ivy
#

Stream? Where?

spiral sigil
#

check his discord profile

thorny ivy
#

Ah.

#

Thanks!

plain hamlet
#

Does anyone know how to merge the skirt with the legs so they don’t clip through in blender?

spiral sigil
gusty bloom
#

Question about character modelling, do you make each part individually then put them together? Like make the head, make accessories, make the body parts; then attach hand to arm, head to torso etc? Or is it all made together?

quaint jasper
#

Up to you, doesn't really make a difference

#

It's probably easier to keep it in different pieces when starting out so that you can focus on one thing at a time and hide the rest

neat viper
#

^ also at the end I'd definitely recommend joining your model to be one mesh o:

tough plover
#

you just weight paint parts of the skirt to the legs so that the leg bones have an influence on it

#

does not have to be part of the same mesh, they can be separate meshes

vital drift
#

my milk i modled

gusty bloom
#

beautiful

grizzled timber
#

Hello 3D modellers

oak notch
#

Yello

oak notch
#

Something I've been cooking up lately

foggy granite
#

Looks great but I fear them nots on the arm and leg

oak notch
#

they're fake knots no worries

#

true there are alot of polys

grizzled timber
#

Hello everyone, I am looking for some help from any avatar creator or editor of any level of experience. It is for a project assignment and I need to interview people as a simulation of field research just to understand your process of editing models and what problems do you face. This is just a mock project and I came up with this idea for the 3D modelers.

Is anyone willing to help?

spiral sigil
still wadi
oak notch
#

Triangle are oki in places that don't bend right?

tough plover
#

that's an N-gon

#

there are 5 vertices

spiral sigil
#

is there a reason why so many models I find and use just have like 5 layers of hidden vertices over other vertices

#

depending on the spot more or less

quaint jasper
#

Cause the people making them are not good at what they do ?

spiral sigil
#

How does that not bother people

#

nevermind

quaint jasper
#

They don't know any better lulw

foggy granite
#

or just lazy

quaint jasper
#

I don't know anyone who knows how to do it but is lazy enough not to do it, generally it's not something you're fine with just letting stay terrible, if you have self respect that is

merry tapir
#

Ummm in unity (which I believe is the easiest avatar maker to use though I’m likely wrong) is it easy to make things like robots or is there another program that would be better for that? I’ve never done this type of thing before.

#

I’m trying to make this guy

ashen stag
#

Unity is not for modeling, its just the final step to get in VRC. If you dont have an existing model, then you need to use something like blender to create it

foggy granite
#

^

tough plover
#

@merry tapir Unity is a game engine which many games use, including VRChat. the Unity editor is what you use to take the assets you have, such as a rigged 3D model and textures, and put them together to make an avatar which you can upload to VRChat using VRChat SDK for unity.

#

Unity is NOT a 3D modeling program, or a substitute for one. for that duty, you would use something like Blender

merry tapir
quaint jasper
#

Blender can make pretty much anything

azure rain
#

except file your taxes

fallow isle
#

I dunno, you could probably write a python script to do that in Blender tbh

quaint jasper
merry tapir
thorny ivy
#

What if you recreated Blender in Blender?

foggy granite
#

what if you recreate yourself in blender making blender?

merry tapir
#

What if you recreate yourself in a blender in blender making blender?

rose atlas
#

Blender has spreadsheets now

#

Geometry node taxes

spiral sigil
#

Does anyone know how to fix this?

vital drift
#

I hope these lips turn out alright

cedar steppe
#

Anyone know how to plan good loop lines ? all the tutorials i have found use very curvy character references while mine is very broad

languid fog
#

👉 👈

spiral sigil
#

Avatar for my friend

foggy granite
#

looks good whats the poly count

spiral sigil
#

@foggy granite

foggy granite
#

That's extremely high for vrchat

spiral sigil
#

Sorry wrong one

foggy granite
#

Okay now that's fairly reasonable

gusty bloom
#

How do you check that stuff?

neat viper
#

At the top-right, click this:

vocal lichen
#

Can someone please make an elon musk skin ill pay pal or venmo or cash app o

neat viper
vocal lichen
#

Thanks

thin shadow
#

we will watch your career with great interest

solar fossil
# languid fog 👉 👈

Ah, finally someone has stepped up and took the matters into their own hands. I wish you great success in your quest fellow modeller.

obsidian nova
#

Sure.

#

DM me.

tardy rapids
#

Back to work

#

Also, heels

tardy rapids
#

Head done. Aside from the unique mouth I'm going for

wintry gale
#

I need help, I can't figure out how to make the legs move with the armature, can anyone help me out?

lament pond
tardy rapids
vestal mural
#

Hello, I'm wondering if anyone could please help me with Blender... I am making a Quest avatar and I would like to cut away these transparent portions of the mesh (And other meshes with transparent parts) I'm a blender beginnner so I'm not even sure what term to search for to find tutorials? I can cut them away with the Knife tool but it's painstakingly slow and rough. Is there a way to do it automatically? What is the process called so I can look it up? Thanks in advance for any help 🙂

tough plover
#

however, going through those hoops would take way longer than just cutting it manually

#

one thing to note aswell: because you are changing the geometry here, the shape keys will be fucked up. some of the vertices will move like normal, but a lot (the newly created ones from the cuts) will not, and thus the eyebrows will be super fucked

#

the fix is to go to edit mode, select the eyebrows, and do Vertex > Propagate to shapes

#

this will update all of the shape keys with the new positions for all of the eyebrow vertices

#

you may also want to manually fix some of the other shape keys to make them look right, primarily the blinking

vital drift
#

If anyone knows how to make a model look like it was molded from clay please let me know, I want to make some avatars look like that

tough plover
#

getting the look of clay might be a little tricky, but should be perfectly doable with the Poiyomi shader

vital drift
#

Not really wet clay, but just a clay look

#

I’ll prob just have to model it to look like clay and use a clay texture then prob use the shader to make it look cooler

spiral sigil
# wintry gale

Could do it the lazy way and parent the mesh to the armature with "automatic weights"

zinc jolt
#

Here's something I've been trying to do for my portfolio

#

Feedback is appreciated

#

Personally I think it should be a bit more saturated

thin shadow
# zinc jolt

are those automated with blender tools or manually by hand?

#

the topology part

zinc jolt
#

Oh those? I used loop cuts and re meshing tools including short cuts to make it cleaner

#

Those are done by both blender tools and by hand

zinc jolt
#

Who here is good with remeshing and retopology? More specifically, how do I make something low poly look realistic?

obsidian nova
#

In Blender, the Subdivision surface modifier is a good place to start. It’ll add more polygons & smooth things out.

#

Don’t go too wild with it though, because it can get out of hand fast. Also, remember to “apply” the modifier afterwards.

#

Use “Shade Smooth”, not “shade flat” on all curved surfaces.

#

And it’s not re-topo, but I find ambient occlusion baking (with Cycles) will make any model look 10x more realistic.

spiral sigil
zinc jolt
#

That'll work

spiral sigil
#

@zinc jolt at home i have a few shading matcaps, ill send them to you. U can add me if ya want

zinc jolt
#

Alright then

winter palm
#

Hey everyone. I am making a personal avatar for myself, and I am having trouble figuring out on how I may be able to model the hair piece of the head. any ideas on how I may do it?

spare crater
#

okay cool it works

#

Ever completely trash your shapekeys and not notice until way after the fact?

#

I came up with an algorithm to fix them

spiral sigil
#

they aint mergin

quaint jasper
spare crater
#

Except in this case, we do a quick scan of all the messed up shapekeys to figure out what the messed up basis would look like based on what didn't move

spiral sigil
vestal mural
tough plover
#

did you read my 2nd message below lol

spare crater
#

actually if you get a SVG, it's super easy to import it to blender

#

but at that point you might as well just do it in blender

quaint jasper
spiral sigil
#

game object?

quaint jasper
#

"headphone low"

#

that's an empty

spiral sigil
#

oh ok

#

still nothing

#

and it dissapeared

quaint jasper
#

scale it down

spiral sigil
#

k so i scaled it down and put it in the position i had it in but i still cant merge

spare crater
#

Are you just trying to join two meshes?

spiral sigil
#

i guess thats what they are

#

yes

spare crater
#

Just shift-click first the headphones, then the character, and hit 'Ctrl+J'

spiral sigil
#

ight

spare crater
#

But you'll also want to make sure they're weight-painted to the neck or something, so they don't float off

spiral sigil
#

nope

#

also weight painting?

spare crater
#

yeah, how much a peice is bound to each bone. For something simple like that, you can just select the headphones, go to the 'Neck' vertex group in object properties and hit 'assign' in edit mode

spiral sigil
#

ooooh

#

yeah but i stil cant merge

#

i try t hit ctrl j but nothing
(this is how i have the stuff setup btw)

quaint jasper
#

Are you even selecting two object ?

spiral sigil
#

yes

quaint jasper
#

how ?

spiral sigil
#

click the nari ultmate and then shift click Body

#

i did it

#

i ended up using cats plugin ti do it

#

ok so iexported and opened it here to check but the texture for the headste isnt working

#

its fine in blender tho

#

also wtf happened to the eyebrows

obtuse dome
#

I need help with the blender stage of importing my model. i'm trying to follow a guide, and it's adding poses for blinking and lip movement, and i need to find the modifier tab to apply the changes as a shape key, but i don't see that anywhere in this version of blender.

#

if it helps, this is the video i'm trying to follow

neat viper
#

Assuming you're using Blender 2.9, it should be the blue wrench icon here, with an object selected:

obtuse dome
#

ahh i got it. thanks.

spiral sigil
mellow violet
#

I'm kinda dumb and every shape key makes the avatar explode. How do I not turn my avatar into a bomb?

#

The last time I worked on it, I just deleted shit and it worked, but now everything implodes it

naive helm
#

Why does my armature not symmetrize right?

#

look at the foot, its a bit off

wicked storm
# naive helm

is the mesh symmetric/not off center?
make sure to apply transforms to the armature
also check the the symmetry of both is about the origin (or that the 3D cursor is at (0,0,0) before symmetrizing it)

naive helm
#

how do you apply transforms

wicked storm
naive helm
naive helm
wicked storm
naive helm
wicked storm
#

did you check the other things I said already?