#3d-modeling
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wdym?
1 sec
ok
so say I move the leg over while in pose mode using the CATS blender plugin
then I tab out of it so that it look like this (your current state)
to fix it from this state, click the start pose mode button in CATS twice
I havent started using CATS
all I did was start making 1 half of the armature
this happens every time I make armature
can I see the file? (DMs)
I sent it
this is more of just a general unity thing but, is there a particular reason my FBX files always have sideways thumbnails in Unity?
they are rotated correctly when placed in scene, so it's odd
sideway thumbnails ?
Hey How can I mirror my vertex groups for weight painting
Like get this to the right leg
I think I got it? so nvm
Why is my model seethrough in unity?
Its not backfaced culling, and i've recalculated the inside in outside in blender
looks like this
when it should look like this
don't you have to apply all the materials again in unity tho?
no i dont think so
you need transparency shader
I'm not sure how to fix it
sorry if this has already been answered but how do i import a unity model into blender
I'm trying to Atlas a texture, but when I bake the Diffuse texture it comes out all black... anyone have any thoughts?
I have a question please, how do you export the FBX with texture from blender to Unity?
The original model was sculpt & textured on Zbrush before sending to Blender for rigging
Now when I tried to to export from Blender as FBX, I couldn't import the model with the texture to unity
Here are my Blender export setting
I mean, the texture file are present, I can open it using photoshop
But once trying to apply to Unity by Use External Materials (Legacy), the material folder appears to me a series of dark grey balls
hey guys I have a question
is it possible to bring in Veggietales avatars? I have a few theories
as long as they're in a model file that Unity supports yes, but using copyrighted characters/content from copyrighted work that isn't yours is against TOS
every Veggietales characters modeled by my friends are all custom made
Still, if they're based on a copyrighted character, that could still be against TOS
might want to contact #vrchat-support about that? o:
You need to be New User rank at a minimum to upload avatars with the SDK - ranks are affected by many things, like friends added, worlds visited, avatars/worlds uploaded (if the account has permission) active hours and etc, along with not getting muted/blocked/reported/banned, etc
It's completely different for everyone but I'd hazard a guess and say 10-50 hours with a decent amount of friends'd sound right to get to New User c:
Should I create another account?
also for the arm/leg bone parenting issues, I'd recommend using SilentTools: <#avatar-rigging message>
not at all! Just play the game with your VRChat account and you'll rank up in time
I'm new to this
I think I understood what the problem is.
I'll try thanks for the recommendations
you're fine! Making a new account would just make you start from 0 - in short though, just play the game normally, add friends, explore worlds and etc, and you'll get to New User rank before you know it c:
I'm from Latin America and I don't speak English but I translate and I think I understand
I understand very much thanks
Create another account but I still get the same thing
Very strange
You do not have to create a new account, that will not fix the issue
Have you created skin to vrchat?
a couple, yup!
In the game, you need to get to the New User trust rank before you can upload avatars
I must have a rank
You start out at Visitor rank when you make an account, New User is the one after that
Visitor > New User > User > Known User > Trusted User
You can get to the next rank by spending time ingame, adding people, exploring worlds, that kind of thing
I don't feel comfortable doing that, sorry - but ranking up doesn't really take that long! By the time you have roughly 10 to 50 hours of play time, you will likely have done enough to rank up to New User
you're welcome! c:
There is one thing
That I'm curious about
Can unity support Booleans and latices?
Or is that not possible to do?
Hello?
so pog jess
idek what that means lol
Unity doesn't support any such functions, no. Depending on your objective, however, you can apply a lattice as a shape key in Blender, and use that in Unity. That's what I did for my avatar to deform her waist when she has her corset on.
good point
Have so much to do, just had a little time today to do the head ,_,
I dont know what I did why is there just scattered static over my UV
I hit save and then it just did that
Hello all - we are looking for a VR 3D artist who is preferably proficient in Quill or another VR 3D modeling software. If you are interested please DM us here, or on our Instagram: @ moversandshakersnyc! Thanks all.
Rule 10 on advertisements - this isn't the place to be hiring people anyhow o:
lmao
problem: dynamic bones work in unity, not in vrchat. i have bone limit unchecked, it isnāt working. and, is there a way to import an avatar but keep everything the same ( bones, animations, etc )? i want to edit her hair but i donāt know if itāll mess up :/
pumkin tools does that
what
made this guy a while back and I'm currently turning him into a VRchat avatar
this used to be my avatar a few years ago.
That looks cool
cool! o:
@quaint jasper so this will let me edit her hair in unity or? iām lost.
You should probably try to figure out what isn't working in Unity before bringing it in Blender
the bones work when i assign them, they just arenāt transferring into vrchat for some reason
What does your upload window look like, with the performance stuff
hold on
performance: verypoor
and polygons: 70k
well 71k
but thatās it
it lets me upload it like normal
iām thinking i might just have to start over
@rare lanternhttps://ask.vrchat.com/c/commissions/avatar-commissions/35
not a request channel
Almost done. Face needs rigging and weights need final touches.
May or may not have gotten cheeky with the posing today.
would thigh jiggle be possible?
im not the most experienced so i thought id ask, im sleep deprived rn lmao
depend on placement of bones but most likely yes
well i tried to work with the legs as roots and it isnt working
its either knee or calf jiggle
noooo
so small
maybe you have something wrong configured
you proved that its position within unity or any 3d model you use, you have put 0 in the vertical, horizontal and "z" position
aaaa i know now
you know the position of the viewperson
It is like a bubble that allows you to visualize your character in the first person
let me search a video
okay
SDK3 / Avatar 3.0 is here~! In this video we're going to do 2 things: Get your avatar ready for Avatar 3.0 and show how to buy an avatar from booth. This video will go through step by step on how to go from Unity Package to Avatar 3.0 for VRChat.
I also stream on Twitch: https://www.twitch.tv/fofamit
Mentions:
Special thanks to Arkanit for rec...
minute 4:11
you can see what I'm talking about
I hope that helps you
then create a new one
create a new what
view position
how?
also could this be it
i cant delete the camera
in the hierchy
idk how to spell lmao
no wey
aaaa
I studied unity in my second year of high school
up to here I can help you
oo noice
Hi can someone help me with something with unity
okay, so i learn by making mistakes and this is my first avatar where ive made it wth separate assets. whats the first things you notice when you watch this? id love to know so i can watch tutorials and make this avatar better (: [https://kapwi.ng/c/wPH3FH4p]
so very well
ty! any noticeable mistakes like clipping, weight painting, etc pls let me know!
@cursive jay i have a video to help you with the clipping
pls send!
Top 10 VRoid Tips and Tricks that Iāve discovered after using VRoid for over a year. There are so many tiny things that will make your life sooooo much easier! Whether thatās optimizing for VRChat or removing clipping, youāre sure to come out of this video as a VRoid pro :)
*7:43 I put the wrong header!
=TIME STAMPS=
0:00 - Intro
0:29 - Skin C...
This video help me she does alot of videos and toutrals you should check them out @cursive jay
Your welcome, and so do i using her video help me alot making my avatars but i am having one problem though when switching from pc to quest my avatar dont look the same and i dont know how to fix it
oooofies i just started importing. iāve been using blender and unity for a bit but iām not a genius
Ooff ive been using vroid studio and unity, just now got the hang on how to import to both pc and quest but for quest the shading makes the character look weird and i have no idea how to turn it to look like the character it supposed to be
i made video tutorial on a way to adjust vroid avatar to make it quest compatible
it's not bulletproof method, but it's one of the ways
Links:
VRChat Documentation - https://docs.vrchat.com/docs/current-unity-version
Unity Hub - https://unity3d.com/get-unity/download
CATS Blender Plugin - https://github.com/GiveMeAllYourCats/cats-blender-plugin
VRM Blender Plugin - https://github.com/saturday06/VRM_Addon_for_Blender
Poiyomi Shader - https://github.com/poiyomi/PoiyomiToonShader
...
there are a few things that i found more efficient today but this is what my knowledge was when i made this video
also it's in another language, but eng sub is there @jade kettle
does anyone know how to unwrap an atlas in blender lmao. i accidentally made an atlas of the materials and now theyāre all in a sphere and my model is purple
Thank you @thin shadow
welcomed
What version of blender should I use to create avatars.
the one you want
recent tutorials would be in tutorials would be in 2.8 or 2.9
any version should be fine but I'd recommend the most recent, 2.9
So situation: tryna UV Map my tank top. I had UV mapped it when I sculpted it, but for some reason Blender doesn't like me IG. So, the verts are TINY little dots on the botton left. Scaling does not work, tried that.... in Channel0 everything is mapped, but its just screwed up in UV MAP channel and I cannot for the life of me get the verts to scale up. Idk what the hell is wrong.
Its so small, you can't even see it in the photo
what's channel 0 ?
so i modelled this avatar for myself
and i have made a procedural hair material for it
Looks great
i already baked it into textures but im wondering if theres a good shader for vrchat to use for this type of material
since most vrchat avatars use basic cell shading
but i dont think it looks that good
Ur name is smart sounding
what??
ĀÆ\_(ć)_/ĀÆ
Ok
I'd recommend asking in #avatar-search-old instead c:
I did
How?
In that case, keep rule 7 on spamming in mind
there are literally tons of channels that answer that question
Download Unity 2018.4.20f1 and the most recent version of the VRChat SDK, preferably SDK3 - you'll also need some modelling software of some kind, likely Blender c:
I'd also recommend getting CATS Blender plugin since it can help automate some stuff (shapekey making, atlassing, decimation, etc)
also keep in mind that modified clients are against TOS and are bannable, and posting evidence of you using one to the official VRChat discord probably isn't the greatest idea
Poiyomi's shader looks fine to me imo but there's also Rero or ToonyStandard? o:
yeah i just realized that after i sent it
figured it was too late to delete it
ill try those two though thanks!
Poiyomi is good to use for hair
none of those examples are anything like my mesh though
im asking for soemthing more realistic
i mean im using poiyomi on it already and i dont really like the result so
yeah
maybe what im asking for is a bit unreasonable
i just have a much better result in blender eevee than i do in vrchat is all
theres a lot of issues with alpha in vrchat that i dont actually know how to get around
what does it look like in unity?
who is palying
I see
cn some body add me
how did you end up in the 3d modelling channel asking stuff like that
anyway ill mess around with the settings a bit more to get a nicer look i suppose
i think i found the real reason why it doesnt look right to me
its the fact that blender has proper AO
yeah but i cant really set up an accurate AO map with a procedural material like this so this is just something ill have to deal with i guess
Anyone really good with blender? Iām stumped and could use some assistance lol I have this model pretty much done but some important fixes
@tropic lily i think i know the basics. i might not be able to help but i can try. dm?
oh god
@spiral sigil the fuck
What
look ma
no hands
Ok
Theres nothing behind it
Discord just wouldnt let me send it, so
Ah thank you for the suggestion.
Is there any plugins I will need to learn about or use within my time in blender.
Cats mainly
Ah alr
im just trying to parent headphones to the head
Could someone help me with UV layouts? I'm trying to commission some custom textures but don't think my UVs are suitable for texturing yet.
That looks about right.
If someone knows high-level texture painting; theyāll probably know how to adjust the UVs themselves. Itās nice of you to do it for them though.
@spiral sigil Great work! I love that this isnāt your typical anime boyo.
That's good news to me. Figured it was worth trying at least since one possible texture artist had 0 modeling knowledge and so I had to basically explain how texturing works for 3D model.
okay that looks a lot more usable your second layout to a artist painting 2D
Thanks heaps
Trying to make my own style
A mix of realism and anime
hi, does anyone have a hoodie model that I can download?
Or a website where such a thing goes
Pretty sick
cool
sloth claws all around. spent the night modeling it and got it down to under 1k poly so can load up a world with them.
In addition to tweaking a pair of boots/shoes I made a while back, decided to have a go at making a proper UV map for them.
I moved the edge to illustrate better. Is there a way to create a vert at the junction point?
Sadly I didn't have enough undos and the backup file is from awhile ago. https://cdn.discordapp.com/attachments/185590907947581440/852730099140526090/unknown.png
If recent enough you can use autosave to possible recover it
You can also use the bevel tool to create more vertex if that help
Well youāre fuckinā kicking ass at that.
Thanks heaps!
Heres an update to the face
Doing some proper texturing
Faces are hard
someone use leapmotion?
Where, in that image, do you want the vert exactly?
sloth pool float
Subdivide the line to create a new vert at its midpoint and then use vert slide to slide it on top of the other. The select both verts and pick merge.
Iām digging it. We need more of this.
Thanks a lot!
hey culd someone help me rq
whats the issue i might can provide some assistance
Woah hold up.
C L E A N body topology
How can you tell 
Well it's more like the anatomy is all there and it looks newt
Neat
It's a newt now.
It does look newt
Since I'm here I made a new thing myself, only took me a year to get more inspiration lol
I need to get the screenshot of the mans' topology tho
I can't find one with the clothes lol
Tho to be fair the topology of the clothes is just a duplicate of the body so
Too lazy to turn on my pc, have this wip screenshot lol
what program do you use
oh i fogot you can change the appearance of the background
I have my reasons for keeping it as my main install tho so I don't mind being behind
well you get nice results so that's not a problem in my book
I need to find a way to make my hips area not look so bad
Also the ngons on my clavicle area LOLZ
Why did it type q Z
I'm having a stroke
I hate the phone keyboard
I'm getting on my PC I've convinced myself
alright
A little less clean than I imagined but still all the anatomy detail is there
I should probably add the subd modifier so its cleaner
Since thats just the strange preview
it flows well though
Also my iris mesh has really cursed UVs but I didn't care lol
I made it with the intention of having a shader do the magic for me
how long have you been using blender
Uh since I started vrchat in 2018 but I only actually started really modeling stuff in 2020
hey can someone help me upload a avatar
@spiral sigil the entire avatar can be one mesh
you move the eyes using bones
oooh you mean for the dude above
hm
in that case idk lol
Not what i meant
Is there a seperate piece for the iris and pupil itself
Rather than that eyewhite plane with the eyeball texture on it
Yknow for eye tracking
i start in 2020 too just havent been to dedcate on making character instead i got some random props
I started off with minecraft stuff lol
i made alot of random things with really no purpose so far
i got some cool weapons though
hey @foggy granite
hello
hey i am trying to upload a avatar and i cant i have sdk and the window when i click it wont show uplaod avatar
hmm
let me gather some info
click show control panel
then the menu process for uploading should show up
You need to go to the model you're trying to upload, click on it, "Add Component" at the bottom of the inspector.
Then it's basically just typing in "VRC_Avatar_Descriptor" and adding it. Make sure you adjust the player view to match your head/eyes, but if you're unsure, leave it and upload and fix later.
@foggy granite i dont understand could you show pictures or somthing
2.0 Avatars are deprecated and will no longer receive support, Please watch my new 3.0 Avatar tutorials instead.
https://youtu.be/ZaIi9r7_KRo
https://youtu.be/ZaIi9r7_KRo
https://youtu.be/ZaIi9r7_KRo
Links used in tutorial:
Unity Hub Download: https://unity3d.com/get-unity/download
(Or download Unity version 2018.4.20 here: https://unity3d.com...
he did not show what you where talking about
no he did
he used the side menu to select his character which then pop up add component
its on your left you might need to open up a couple of drop down menu
this
where do i need to go
give me sec
These ears were pain to make
That mouth looks unnatural
yep yep
It's a good inspiration
Has anyone had issues with uploading a new texture but an old texture stays on?
Whenever you accidently weigh something on the opposite side of the model:
can someone help me? i cannot figure out whatās going on. both of my custom models do this and i canāt figure out. i tried weight painting and it didnāt fix, but maybe iām doing it wrong.
the hair moving ?
Hi so question. i made my model originally in vroid and have her a tail made of hair. I already have to figure out how to make the Wings in blender but is there anyway to connect the hair of the tail to the hips so i don't have to try and make it or no?
You can try join them together by merging vertex but it might take a bit
Honestly depends on the geometry of the tail if it's gonna be easy or not
this is what it looks like and the bones in it
the bones need to be in the tail
that idk how to do the bones are just straight down from vroid even though they should have followed the way the hair say but š¤·āāļø
sorry I'm extremely new and i'm not able to find proper tutorials everyone just assumes you know the basics and i couldn't even figure out how to turn properly
so how do i adjust the bones or do i need to start from scratch on the tail?
great!! any videos you could send or anyway you could possibly teach me?š
A lot has changed since I made this one last year. Thought now would be a good time to bring it up to speed. Learned a few new tricks this time too~ Hope it helps :)
Big thanks to all the amazing helpful comments from the last Rigging Video to help find shortcuts for this one~!
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyul...
that was fast
They're the go-to guy for this
I'm pretty sure my brain broke watching that XD
give me second
i need to open up blender
so to adjust your bones you click on the little out lines that looks like pyramids with sphere at the top and bottoms of it
it auto highlights all of them that where i'm running into an issue i can't move anything when they are all connnectiosn
connected
yeah you that suppose to happen since you selecting the whole rig in object mode
when that is selected click tab
okay
which should bring you into edit mode where you can adjust the bones individual
Okay so now the bones are in the tail what do i do now?
make sure the bones work
let me explain
now make sure the tail is select then go to your right side of screen and click the blue wrench click add modifier and select armature
like just the tail the orange thats already selected?
just the tail
okay tab is selected i clicked the blue wrench and i added a armature
click object on the armature modifier tab and click armature
oh then dont worry about new one you added
now click rig again but look at top left of you screen and look for object mode clicking on it should bring down a menu with pose mode click on that
okay
now hover over the tool on the left untill you go over rotate then select on the tails bones and rotate them a bit making sure the tail move with the bones
okay so part of it does the other part does not
mid showing a screen shot
like a screenshot of a tail bone rotated
If that's your hip bone, you're going to have a lot of trouble
Oh no. Do i Just need to delete the body bones and start over?
how
You select the bottom of the spine bone in edit mode
Shift + S > Snap cursor to selected
this is the basic look of it
so what i'm hearing is i'm basically screwed? why is this so hard X(
no your looks fine and can be fix
can you take a picture of the front of the model
If you have cats, use the apply pose as rest pose button while in pose mode
oh yeah i forgot about cats let me grab the link
that i do have every tutorial ive watched says you need it so i downloaded it
yeah it generaly speed up the process
okay now what?
Okay issue is the bones a not properly attach to the tail
so how do i attach
You start with click the bones and go I to edit mode
okieday done now what?
select all the bones and make sure the one closest to the body is yellow instead of orange
Aye aye captian Mission complete next step?
ctrl+p menu then keep offset
So how can I make this part inside to another color but still have the red on the outside?
extrude the inside faces or duplicate and alt + s
Could just make another material and apply it to the faces on the inside
A material for that ? 
I mean in terms of optimization that's not great lol
How
Theres a huge difference in 1 object, with 1 texture and 1 object with 2 different materials
Because materials contain those textures, and if that box isnt textured then materials is the way to go
Unless theyre texturing it, then they can use 1 map
But if it isnt then materials are very good and easy to use
using a texture is definitely better than two materials performance-wise
as you are incurring 2 draw calls with the 2 materials
Idk how it works in terms of VRchat but in blender it hardly matters
Well clearly lol
so it runs fine in blender is not acceptable metric for good performance in vrchat
Is that ring going to be used in vrchat?
presumably because otherwise this would be the wrong Discord
Oh well I think it would be fine to post something that isnt going in vrchat
does anyone know a website that makes a body for you like avatar sdk?
Oh thats interesting
ok
imagine getting vrchat to run at 90 in vr wild
FairPoint but it's less likely to happen if you're using separate materials just to do solid colors
i need something
lmao I have to sculpt eyebrows while attached to the face because the blendshapes cause the model to explode if I separate them
Any advice for making the lens of an eye transparent? The UV itself has a transparent spot but it's just rendering pitch-black.
I'd also like to make the scalera and lens glossy.
So I need a separate one for each then?
No, just for anything transparent
So I have a really weird problem with a VRChat avatar I've been working on in Blender, and I can't figure out how it's even... possible?
So basically I'm stitching the head of one model onto another, and I wanted to keep the shapekeys for the head so I could use them for expressions, and I've done so.
But now the shapekeys are doing something they don't do on the original model
When they're used, they move the head backwards
And it's additive too, so the more shapekeys you use, the further back it gets moved.
interesting
usually whenever I mess with the mesh, the only thing the shapekeys do are explode the avatar
like this
Did you rotate the head at any point before the stitching back part ?
Not that I recall, no. Even if I had done so, that would cause it to rotate in the opposite direction. Instead it's moving backwards.
You tried making a new Basis ?
You applied transforms to your head mesh ?
how do u easily join 2 items together in blender?
ctrl + J
i tried that but then when i clicked on it to move it it was still seperate
Make sure you have both selected then crtl+j
u press shift, click on both items then ctrl J
but it still didnt work
not sure whats up
Thatās odd
you don't press shift for the first one
i mean u hold shift
You can still hold shift to select both

how do u reset the position to the middle again
position of ?
The orgin?
thanks! all i have to do is export this as a fbx file for unity to read?
Are you gonna put a solidify on it to thicken it up a bit
Damnnnn, this is looking ā¤ļøāš„ F I R E . Thanks for all the process shots. It's been fun to follow along.
If you're adding dynamic bones to that hair, it's going to look kind of skuffed though. Maybe you should add a few more horizontal edge loops along the length of the back...If you're looking to limit your poly count, maybe merge some of the vertical edge loops (with smooth shading, it should be pretty indistinguishable).
There's a good chance that you're already thinking about this; but I thought I'd chime in.
Yeah, whenever I think "This needs more geometry to deform properly" my brain defaults to "ctrl-r"
And of course, always happy to share progress
As for dynamic bones, I'm torn
part of me wants to add them asap once I drop her in unity
another part wants to wait and see what the VRChat physics bones are like, since they'll be infinitely better on performance
pretty sure one of VRChat's biggest issues was that dynamics ran exclusively on one CPU core
which uh
wasn't ideal
Hopefully the next sdk should help with that
I don't think so? How would I do that?
Nope, still not doing anything. Unless that was something I needed to do before joining the objects?
But if that's the case then I just gotta redo all this because that was a very early step and there was a lot of work put in afterwards
Mostly because CATS didn't want to translate the vertex groups
Can you show your window ?
You mean like, take a screenshot? Or screenshare?
a screenshot
Alright what specifically are you wanting to look at in it?
Because I feel like if I just take a random screenshot it might not show what it needs to
Well here's a basic look at my window, and if there's something specific you gotta see we can get to that.
You'll see some vertex groups are still untranslated, those are ones that have weights that won't look right assigned to any bone. Really I can probably just delete those.
Is your sil shapekey also doing that ?
What are we looking at ?
The sil shapekey isn't, but all of the other mouth viseme shapekeys are
sil doesn't really seem to do anything, actually
Yeah that's the point, in that case, can you select the Sil and chose the option to make it into Basis ?
and see if that fixes your issue
How would I do that?
Alright I have a possible idea
Is it possible to automatically select all the vertices a specific shapekey affects?
Not to my knowledge
There might be an addon for that
another way you could fix it would be to solve the offset for the head mesh
I don't know what that means or how to do it
I'm running off of a baseline knowledge gained originally by screwing around trying to do stuff to mod Fable when I was a teenager, added to with specific skills as needed for specific tasks
So I just have a weird patchwork of knowledge where Blender is concerned
Can you maybe drop the fbx of the head here for a second so that i can look for myself ?
thanks
This also has the armature just in case that's relevant
Its an image texture that for some reason is appearing in a weird shape. It does this with all of the images
So it's not just movement, the neck also deforms
so something else even weirder happened
all that could be fixed manually i guess, i can't remember what the issue actually is
I'll be honest I thought I was seeing things on that one. These shapekeys are only supposed to affect specific regions, like the pupils, eyelids, eyebrows, and mouth, so I don't understand how it's happening.
Do you have a very old version of the file to go back to ?
Well I know from retracing some of my steps that it doesn't become a problem when I detach the head, when I delete one vertex from the bottom front to even the neck out, or when I extrude the neck. So it must be a conflict that occurs sometime when I actually join the objects
Yeah I saved .blend files throughout the process, so I have a few different stages to start from
Going back and retrying might be much easier in that case then
What kind of mesh are you applying that on ?
And does it have a UVMap
What I think I'm going to do to try and minimize the amount of work I gotta do is apply a freshly detached head to the maid mesh I've already done all this work on, so I don't have to go back through recombining vertex groups and such since CATS wants to be a pain about those.
I don't know what you mean by what kind, but yes it has a UV map
You tried zooming ?
Yes
Always looks distorted ?
You tried selecting everything in the UV window and pressing . on your numpad to zoom in ?
I figured out what caused the issue. I moved things around in edit mode, and those movements didn't apply to the shapekeys. So they were reverting to the original position of the object when they were applied.
Or rather they specifically applied to the basis, because that was the active shapekey at the time
how do i fix the mip map texture thing?
if i click autofix it'll make the eyebrows white because the original texture in the model was broken
Probably fix the texture 
How does it break ?
What do the eyebrows look like on the texture ?
It just started looking distorted and I don't know what I did
hold on this is 3d modeling chat im sry oof
The key to adding life to any face:
eyebrows
and eyelashes but those are a nuisance and are wip
aside from some skin detailing, just about done
Big boobs
Imo the head should be shrunk down vertically
Yeah, it was originally smaller but I was trying to stay on model
also, did a sneaky little thing. You can't see it from straight on, buuut
artiifical outline
Another little thing I picked up from GG Xrd's models
But honestly, if I wasn't such a stickler for staying on model
the head would 100% be smaller vertically
Which is better, would you say?
also, here's the current rig I've made. Still gotta add some details like the eye bones, jaw bones, and possibly rigging for the mouth
not sure if I'll do rigging or just shapekeys
I'll leave it at that for the night, but if there's any feedback to be given, feel free to share it. I'll get to work on weight painting the rig tomorrow
Only 50k tris, too
not bad
@tardy rapids turn off that filmic filter
And here I was wondering why my colors were washed out. Big thanks. Can't believe I've been using Blender for years and never realized this was a thing
Yw
Gonna need to do some edits to the hair
Made the classic mistake of not connecting it in the back of the head
Done
Hello, since Blender 2.93.0 the Cats plugin doesn't work for me on most operations, like the material atlas merger or bone merger, and I get errors like:
`Python: Traceback (most recent call last):
File "C:\Users\MyComputer\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\cats-blender-plugin-0-18-0\ui\armature.py", line 119, in draw
row.operator(Importer.ExportModel.bl_idname, icon='ARMATURE_DATA').action = 'CHECK'
AttributeError: 'CATS_IMPORTER_OT_export_model' object has no attribute 'action'
location: <unknown location>:-1`
Anyone having the same issue and knows how to resolve it without retrograding my blender version?
Ah yes, better texture work than I could ever hope for
my solution is to stay at 2.92 in the meantime
unless written in cats github themselves
More outline magic, though when it comes to larger body parts like this, might be better to just rely on shaders to keep poly count down
backface culling magic
Hello! I recently bought a model off of booth to use for my avatar, and I have it loaded up in Unity so I can add it to my account. I've got the prefab for the model in the scene but the VRC SDK is saying 'needs VRC_Avatardescriptor' in order to build
When I search for that in the assets I can't seem to be able to drag anything named that into the hierarchy
Ok, I'll download 2.92 in the meantime on another hard drive, thank you!
Where do I put it/add it so the SDK sees it?
What you are looking for is a script, do the following:
-Go to your avatar in your hierarchy
-On the right side, on the inspector click on "Add component"
-Search from there Avatar Descriptor!
Ahh perfect! Thanks
i suggest using steam to manage going back and forth between versions would be snappier
Hmm, not sure if I'm missing something or if it just takes a while. Avatar's all ready (I think), clicked on 'Build & Publish for Windows' but nothing seems to happen. Is something supposed to appear?
Ah nvm I see the problem I was using the version with dynamic bones which I don't have
When modeling out a neck and collar, do i go for the neck first or collar ? and would i just make a line to extrude out the collar and then neck or how would i go about that
how would i then go about the collar?
make a thin face around neck and then extrude?
yeah just use the neck and extrude out something generally resembling a collar and work it from there
for the neck itself is it better to keep the top of the chest flat or slanted when extruding the neck?
Typically when I do any clothing, I start with a circle mesh and go from there
just a faceless circle, scaled to fit around the body part I'm working with
Speaking of models, Here's mine. Got IK working in blender
neet
are you gonna add any blend shapes
The mouth is fully rigged
And yeah, I'm gonna use the rigging to make the shapes and apply the armature as a shapekey each time
which is just blenderspeak for blendshapes
yeah i understand
I love Nila
You really went and made a 3D model of one of Telepurte's characters, huh?
I respect it
Holy
Dope
wow wasnt expecting to see that today but i approve
I've made a cardinal mistake
I saved after applying a subdivision modified instead of before
kill me
see if you can revert to last session or if you got a autosave before it
Telepurte's King, yo
I tried
Also ouch, yo
Autosave decided to save literally the action after applying
But there is a way to revert a subd modifier, tho it's not always accurate
this why i hate to apply sub unless exporting
seeing as that would put me back hours of work
I just wanted to apply subdiv to check deformations once I added it
buuuut I guess Blender had other plans
this is gonna make weight painting even harder on the part I'd purposefully been avoiding
the hands
Have yuu tried right-clicking and un-subdividing? Sometimes works
i dont trust my self with applying subd i usally make a dup of the mesh
and use the clone
Yeh it ain't perfect unfortunately ;_;
Hopefully making fixes doesn't eat up too much time
honestly considering the number of UV fixes I'd need
It's probably just best to settle for this
the subdivision applied, I mean
It's fixable. The mesh was pretty much finished, anyways
Which thank god it was
If it wasn't I'd need to start from scratch
If thatās was a case retop should help instead of just starting over again
skull again
Wicked
so
nice teeth
I made a arm hole and then used the circle tool and then made an arm but now that entire shoudler area looks out of shape and messed up
uh so if I have a model in blender with materials and such, how would I get the image of it and download it
as in, get the texture image files out of Blender? o:
yes
Switch to the image editor workspace and click this button at the top to bring up your textures. Select one, then go to Image > Save As
perfecto thanks
I just did it from the uv
oh ye, forgot you could do it from there lmao
An important detail
Aw yes you cant forget that
rigging aside from fingers done
arms IK because I'm doing everything I can to avoid the fingers cause god I hate rigging fingers
Made the heels steeper, too
I have three fingers left to rig
then the model is 100% finished
after that it just comes down to making shapekeys for VRChat use
Is there a certain software you have to use to make avatars
@spice wharf to make models, you need a 3d modeling program, like Blender. to set it up for vrchat and upload it, you need Unity, the game engine which VRChat runs on
Thx
Btw I have an Idea you should put her dance in expressions
you also don't technically need to make your own model completely from scratch, you can buy avatar bases and edit them as you please
yeah
Cool
there also sites like ready player me for more realistic style
Iām either gonna find some type of yo Kai watch avatars or just make it myself cause not everyone knows about
vroid is another one but you can find some of the features to be limiting
Hey when I was trying to use rotate constraints for my extra arms, the blend shapes disappeared and I cannot add any new blend shape clips. I don't know when this happened. Is there any way to restore this?
This error appears when I click on the blend shapes
@placid sandal uh what version of unity are you using
2019.4.16
that's bad
Unity is a game engine, you can only use the exact version which the game is running on if you want to be able to upload anything
currently, that's 2018.4.20f1
if you have unity hub installed, put this in your browser
unityhub://2018.4.20f1/008688490035
The problem is that I'm also using poiyomi shader and vsavatar which require 2019.4.16
It doesn't? Also vsavatar lets you export the model to also be used in vseeface with poiyomi shaders
for that, you should make a copy of your project afterwards.
So do I need to start over with the model? Or will it be restored when I install the other version?
after installing the correct version, you can specify which version the project should be using in Unity hub
downgrading projects is hit and miss
nice. in that case, make a new project, and copy over the assets from the old one
@placid sandal
Alright, thank you!
Could probably weight the skirt to her legs
niceee š
I've got it fully rigged for physics. I'll just need to add colliders
aaaaaaaaaaaghh
Why is rigging eyelids so hard
Okay, I'm gonna take some advice from a friend and re-model the eyes with them closed
I just decided to drop it and go for shapekeys
Okay, finished aside from mouth and brow shapekeys
Final opinion, cause I've heard shit elsewhere: The arms
too skinny?
Also, the mouth
The advantages of high poly density exclusively around the lips
Also, for the future (and potentially updates to this model) could someone give me some tips on setting up a normal map?
Every guide I see just says "put the png in a normal map generator"
since you're making a vrchat avatar, i recommend CATs bake - which takes care of the manual cycles baking stuff you'd normally do for you
First time I made something using sculpt though, baking is as follows. Select hi poly and low poly,
go to scene tab,
select cycles,
select bake normal map
press bake.
If you've ever wondered how to bake detail from a complex object to a simple object, there's an easy way to do it. And, in the next 40 seconds, it'll all be yours! Hope it helps!!!
If you enjoyed this video, please don't forget to like and subscribe!
You can find my entire Blender 2.8 Speed Tutorial series here:
https://www.youtube.com/watch?v...
When I wanna do some sculpting for a detail map but multires crashes my Blender
On today's episode of What Do I Feel Like Modeling?, I decided to revisit an old design from about 3 month's back and revamp it. Totally-new blade and hilt design, modified everything else from the original to fit it's new role as a one-handed weapon. Even tossed on some glossy shaders to make it look less basic/flat.
Original design as reference
Looks great but I would use shade smooth for the hilt so smooth out the look
And also edge crease can help with making the blade look sharper
How do I use it?
What does it do though?
allow you to have harder lines with sub divsion with out adding an edge loop
thats how i go the sharper lines for this model
at no expense of extra polygons
Oh you using bevel modifier?
Yeah it highlights the area effected
It should be creases instead of bevel
But itās a slight improvement
i model cute girl
not entirely sure if im gonna make an avatar out of this yet but its fun
That's a very cool style
thank youu
i dont usually like the mmd looking vibe most vrchat avatars have so i figure i wouldnt be satisfied unless i started making some myself
once i figure out how to properly translate it into unity i might start doing commissions for them because i enjoy modelling cute girls a lot
Ah I see, nicely well made for a Non-MMD model
Yeah, not a fan that 90% of VRChat models are just
MMD
It's why I started making mine from scratch. Something I can really call my own, outside of the design in the case of non-original work
Shapekeys are pretty much done
feels like it could use some normal editing
Where do you guys get your body references from? Looking for some anime male references but can't find any good ones.
I just use google to find a base that vaguely resembles what I want
then I modify the proportions as I go
May I ask in here about 3d modeling in Unity?
I'm finding a roadblock in a process I'm following but I'm unaware if this is the best place to do so
what are you modelling in unity?
An avatar
how
Creating a project with a fbx
Am I not supposed to use Unity to create a new avatar from an fbx?
thats not modelling then, youre working with an existing avatar
I'm sorry, I didn't think of it that way
if you have questions regarding getting your model ready for vrchat and uploading there are a few avatar help channels
pick one accordingly as ask away
Heās being needlessly pedentic but it is true. Unless you have purchased some third party unity plug-ins, unity cannot model anything. Itās important to use correct terminology in technology settings.
Sorry, I'm gonna ask the mods to ban me cos I only worsen the mood of the discord
What is the best course of action to do so?
Contacting the mods isnāt needed it for that but you can leave the server
I don't wanna leave the server, I will eventually forget and come back, and I don't think I deserve that, that's why I ask
Good luck
wha
I was being pedentic, I think I deserve to be banned for it, I wanna ask the mods so that I'm unable to come back, even if I forget about it
This is a hilarious
Are you okay, dude?
What is it?
I'm trying to follow the rules
Yes I am, I'm just sorry for the questions I made
1.) Iām not sure you know what pedentic means.
2.) I was calling Ghosto pedentic.
Isn't it like the "umm actually" type of person that is always trying to one up everyone?
How is it not me for what I said?
You didn't say anything worth saying sorry for, you're missreading the situation
I don't see anything wrong with what you said. You're fine.
I'm sorry for the misunderstanding, I thought I was breaking the rules based on what I was saying
Thank you for the confirmation
i was just directing you to a more appropriate channel for help, i didn't mean you commited several war crimes
Youāre fine PCubiles. Sorry if my message was hard to parse. My message was meant to be āGhosto is being picky about terminology, but they are right. Unity canāt model things.ā
I was at least able to add the fbx, apply the texture, and not build it because the character didn't have a few elements required to build, I'm getting a slightly different model and will be able to build and have it, thanks for the help

lol asking that wasn't even remotely ban-worthy, don't worry! Here's the rules channel if you want to look over them: #rules
She is finished
Interested to see what she'll look like with proper shaders
Unrelated to my normals pain
When only 3 days after finishing your model, Telepurte makes a comic with color
https://twitter.com/Telepeturtle/status/1405645273062416386/photo/1
anyways uhhhh
any ideas on how to fix this normal hiccup?
For reference, Blender says the normals are fine
if there were flipped normals
they'd be red
like this
fixed
just had to add these to the bottom of the chin
But now I'm having the issue where all the whites are more of a skin color
instead of, y'know
white
oh wait
I'm stupid
for some reason those polygons on the chin are
part of the eye material..?
Check your UVs.
I checked in Blender, selected the material
nada
weird shit but it doesn't really matter
The fact the face is the same color as the eye whites mean they blend well enough
typing at 1:30 AM, am I right?
yeh and as i was working on it, he first drew her super high quality with color ;_;
also sorry i didn't see notif
i got here late, but whenever i have issues with normals, i like to 'reset' by going to mesh >normals > set from faces
I'm also on my phone, but yuu can check the normal direction in the viewport overlays (the 2 overlapping circles at the top right of the viewport)
what do I do?
name your meshes body
Okay, question
I made a mistake and forgot to reset the new vertices as the basis
so now those little chin polys go backwards into the face and causes some nasty distortion
can you copy blendshapes between meshes if the meshes are near identical? Or do I need to do all this stuff in unity all over again?
For the third time
it needs to have an identical poly count
but different topology wont really transfer well either
Well, it'd still be the exact same mesh
just with the shapekeys edited to have the distortion fixed
if it broke certain shape keys you can use the mix shapes (dont remember exact name) on broken verticies to revert them back to basis on specific shape keys as oppose to using shape key propagate which clears the verts from all shape keys

