#3d-modeling
1 messages Ā· Page 110 of 1
though honestly, this issue is kind of a good thing. it made me look closer at all my shapekeys for the mouth
I got some really bad distortion happening in places
distortion as in polies going everywhere and it looking like a hay stack? 
Nah, there was a small group of polygons I added to fix some weird shading distortion I was getting on the upper chin
but I forgot to edit all the shapekeys to reflect it
WOO
okay
I just copied the skinned mesh renderer from the new mesh to the old one
and that just works
thank god
I could NOT handle sitting around for another half hour copy pasting components
Never mind
didn't actually work
welp, here we go again
that's why you use Pumkin's avatar tools to do it automatically
This is pretty much my vibe when remaking an avatar because of something I only noticed was an issue once I loaded the avatar into the game
Composed by fizzd
Vocals, vocal arrangement, and mixing by Yeo (https://soundcloud.com/snackswithyeo)
Lyrics by fizzd & Winston Lee
Intro sample by Picto (https://soundcloud.com/itspicto)
Lyrics inspiration from Leong Wai Yin (https://www.facebook.com/LWYart/photos/a.1649337965317495/2538633923054557)
Art by Daniel Wong (https://www.instagram...
Well, once again, it's a good thing
turns out, avatar wasn't in t-pose
and the jaw bone was down, which explains why her face was so long
can someone help me with creating vertex groups? I wanna decimate my avatar in blender but I dont wanna mess it up.
you press the plus in the vertex groups list, name it, then go into edit mode on the mesh, select the verts you wish to be in it and press assign with that vertex group selected
is it okay if i screen share and you tell me what to do?
can't do that right now, no
hmm
I need to decimate my avatar, but it always messes something up ... people told me its because it decimated seams. I dont know which part of my model seams are or what even seams are in general. I dont even know how to put them into vertex groups.
seams are lines marked on the edges of the avatar that determines the way the mesh gets "unfolded" for textures to work, decimation changes the mesh, it gets "unfolded" differently now, but the texture stays the same, and that's why it no longer looks right
how do I put them into vertex groups?
theyre marked as red lines on the mesh when you go into edit mode, you can select them and add them in like i described in the first message
I have no red lines
yea but where are the red lines?
there are none, means its not using any custom seams, but there are still default seams
where?
it doesn't look like the texture has much details, you could probably re-unwrap it after decimating
that would be easier
decimating the face and hands is not recommended, so that only leaves feet and hair after decimating the clothing, im not sure how well you can preserve those parts to work with the textures
i dont have much experience in decimating š
the clothing was attached to the model by default
um, okay
I need vrc_scenedescriptor or vrc_avatardescriptor but im not sure where to find those
Can anyone help me?
Assuming you already have the SDK package installed, go to your avatar in the inspector panel and hit "Add Component", then search "VRC Avatar Descriptor"
For the scene descriptor, add it to an empty gameobject
If you need the SDK, you can find it here:
https://docs.vrchat.com/docs/setting-up-the-sdk
Requirements We're going to need a couple things before we can get started. Current Version of Unity. We strongly recommend using Unity Hub, available on that page.VRChat SDK - See the Choosing your SDK page to see how to choose the correct SDK for your use. Step 0 - Installing Unity Check the Cur...
Oh ok ty i shall try that another time
retopo suuuuuuucks
There's a model I made a while back, first one I ever made
actually super proud of it
BUT
I didn't know edge creases were a thing at the time
so I just used loop cuts to define edges in subdiv
so so far, starting with the shoes, I've gone from this
to this
I'll need to fix UVs later
but it's going well
@tardy rapids after using subdiv, are you going to bake a normal map or try use it as-is?
I already use subdiv, this was the result
this model WAS done, but
It came out as a bit of a mess, as you can see by the topology comparison
I'll need to completely redo the UVs, too. Which is 100% for the best.
I didn't even use UV seams. I made every detail a different material
100% unusable for VRC
Around 78k tris
Thatās not a bad start
Just fixing the shoes has me at 68k now
I was hoping for some advice with texturing
When you all texture (anime-styled) models, how do you texture shading?
Where is it appropriate/where should it just be flat colors?
a flat colored avatar may not look appealing,
because in vr, it doesnt give that illusion of volume and space.
in my case, in vroid, the template they gave already has those creases and shadows on the texture, i just have to recolor or redesign it.
however, in other cases, it may be good to bake with ambient occlusion included in the baking
Kaman, a trick I've figured out for making slopes/anything that gradually gets smaller/larger in one direction is start with basic shape (IE: rectangle), get it to roughly the length you want, and then add cuts/loops to reach the desired curve.
Might not be the cleanest but a solid way to get uniform shaping.
vv much depends on the artstyle you're going for, i.e more realistic or toony - something like Poiyomi's shader or some other toon-like shader could def work with flat colors?
obv can work with a lot more than just flat colors too lol
send a screenshot of the viewport? o:
blender is not opening now
its litarly doing nothing
@neat viper i broke blender
litarly
Wait a bit, Blender can take a while to load
Close that tab, then launch Blender again
not super sure, sorry - check to make sure that Blender isn't open in the background already?
nope
someone must of slamed a slim jim into my laptop last night]
@neat viper accauly my laptops been acting up since this morning
so no suprise blender broke
Shut down, let it be for a bit, then restart.
Might help with whatever issues it's having right now. But if they persist, might wanna get it checked out.
What was taking up most of the poly count
Learned UV mapping and kinda how textures work in Blender, pogger champ?
nice! o:
They're just basic blocks but honestly I'd eat them
I'm gonna try to give something simple like a minecraft player armature
I watch these tutorials and it's either they start with using some human template and deleting 90% of the features while explaining nothing about why what's wherever, how to bones themselves work, and if they do take a slow manual approach it like, hardly works for some reason, probably because of there being different versions? I'll just wing it until I find a good solution on my own
Armature is funky finding tutorials
But if you looking for extremely simple rig you can use the rigfiy addon and spawn in the basic humanoid rig
Totally redid the blade's mesh, was not happy with how it turned out. Too round and just weirdly-shaped to look good up-close. Took a entirely-different approach with making this version, think the results are infinitely better + way less geo overall.
@foggy granite Did some edge creasing too, how does it look this time around?
Nice job it is looking more like common dark ages sword
is there a way to make mesh disappear in a shapekey?
Not that I know of, but you could always just add an āactiveā off animation to your animation once you import it into Unity.
doing that would still have it rendering the mesh
oof alright thanks
and it would also be having to run you blendshape calculations on your props every frame whereas using an animation to turn off the mesh render actually has it no longer rendering
planning to add more details later on
vv cool! o:
a sword
Sword and sheild combo would be nice
I was getting kinda dark knight vubr so yeah that make sense
But yeah Iām interested and seeing how the props turn out
What was the beginning and now is the end of the Emi retopo project is done; with the shoes completely finished and the UVs not just fixed, but completely improved.
Nice
Decided to bake AO maps on the model I remade
Final counts:
Polygons: 78k to 61k
Materials: 15+ to 4
Meshes: 8 to 1
Self-satisfaction: 3 to 9/10
I also added full blender IK in case I ever decide to use her for stuff in blender
i was making a blender edit and all my visemes are now exploding, do you guys know why this happened or how to fix it?
on your face ?
no on all the body
Do you guys know how to avoid that an object gets back to its original scale/position after I merge the armor with another one?
Also got some eyebrows hidden away. Gotta see if I can get them to render over the hair and hat
Hmm
Thanks, will try that!
if you changed some of the geometry, you most likely will fuck up the shape keys.
to fix issues of shape keys affecting parts of the mesh they should not, select the vertices that are moving but should not (like the body in this case), have the Basis shape key selected, and use Vertex > Propagate to Shapes
normally i would agree but this wasn't a light movement ... it just made the model fully explode. every verteces were getting pulled in a direction very hard. I redone the model and it's not occuring anymore.
If it was just the body then shape propagate would have solved it
It just means you edited the mesh that had shapekeys, and doing that is a nono
Hey guys
So basically I found something
It's 63,640 polygons total as well
Called Geist_max8
It's about $15 on sale
And it's by the creator of Five Nights at Freddy's, Scott Cawthon
What about it
Yes
I am looking to hire a 3d artist experienced in making avatar clothes.
It is a complicated design but will be well drawn in a formal character sheet.
Please DM me if interested.
When you make that change, thereās a small window on the bottom left corner of your screen (it will disappear if you click anywhere else so be careful of your movement) it will be a window that is specifically related to the most current change you did. It will have a box that says āapply transformationsā and you can change that, when you do, there will be an immediate visual change to know you did it correctly
Will check that as well, thanks!
may be best to head over to VRC Traders linked in #community-servers-old for commission work
Well, filling out my portfolio. I now need help deciding who I should start with of these four
https://twitter.com/Kamanira/status/1406980833156767745
Them arms look fun
Passionlip (Top left) will be a challenge due to the detailing on her hands (but much easier to weight)
BB (Top Right) should be relatively easy aside from her leggings
Meltryllis (Bottom Left) is the same as Passionlip, but her legs instead of the arms
Kingprotea (Bottom right) is just asymmetrical texture hell. Also really, REALLY big.
Like
Massive
Which I probably won't be able to translate into VRC, but still
Which one you planning on work on first
Top left seems to be the easy since you can just cut out the design of leggings or trace over it and put on top of leggings texture
Yeah, that's the plan
and I mean hey
I won't need to do too much crazy hand-drawn texture stuff
the original models had hand-drawn textures because it was on PSP
but now that I've realized normal maps baked from sculpts exist...
Should make things easier
Yep, gonna start with Passionlip
Also AO maps
This isn't the place to advertise services, I'd recommend looking into VRCTraders or https://ask.vrchat.com/c/commissions/world-commissions/34 instead c:
š
Hello, lads, I am creating my first avatar and am just about ready to die. Any one have any idea why when I weight paint on a bone, patches of weight will appear on different bones even though I didn't interact with them at all? Anyone had this issue? I swear I have it every time I attempt this
Unless you selected another bone, the weight should only be on the bone (which going by your screenshot, it's still weighted to that one bone)
Likely answer: your weight paint was slipping over to the other polygons by accident
I think the issue is that they have X mirroring on, and are accidentally drawing over the hand on the other side of the body
causing it to be mirrored to this side
solution: select the area you're trying to weight paint in Edit mode (xray helps), then switch back to weight paint mode and enable vertex/face selection
that will limit your ability to weight paint to the part that you selected
The hands are actually separate objects and aren't being selected at the same time. I'm isolating one hand at a time. They aren't mirrored and X-mirroring is off in the weight-paint options. Thanks for the suggestion though - this shit is mind-numbing.
So goddamn massive I had to pretty much take up the entire front of the chest and make unique topography. Goddamn.
This character
Damn my girls gonna have some back problems haha
rule 3
Would you really count that as NSFW? It's just the topology of the model
I don't see anything NSFW here.
I definitely would count it as NSFW, the rule itself states that If you have to ask, it is probably NSFW.
Eh, it's model topology. If I'd done something actually NSFW like having nipples slapped on, then yeah, 100%
š¤ Reason for it to be doing this in Unity?
your normals are flipped
edit mode, alt + N

Ty. :3
Is there any way I can ask someone who is extremely knowledgeable in blender to help me understand issues I'm having with a model I have in blender? I really could use the help if anyone would like to be in a call
Well, that depends on what said issues are. Different people know different things so giving us some basic info would help figure out who can actually give you a hand.
ok so I commissioned for a model which is finished. the only thing I need to do is set up for bones and facial tracking I'll be using for it. The issue is when I open the FBX file on blender, all the textures come out black, except for the skin and eyes. I don't really know how to fix texture issues. I was viewing it in viewport shading mode. and I tried to maybe adjust the alphas or whatever. but I noticed the material ball is black also.
it looks like this
Hrm, that makes me think the textures might just be missing. Depending on how the maker set things up, Blender might not know where the textures are but know they do exist; hence the black.
Alternatively, the viewport color for the afflicted material might be set to black; seems to be an issue with imported models.
oii... how can I apply them? the material balls are blank. and I try to do the open new image texture I dont think worked for me
the viewport color? ok lemme see
is that this area?
Honestly, I'd contact the maker and see if they can actually send you a proper package. Seems bad practice to make you go through all this effort for something you paid for.
ok ok thank you, I will try contacting them. Thank you cinna
Welcome! My knowledge is fairly limited when it comes to material-based stuff but yeah, just seems like bad form to send a semi-functional model.
yeah, hopefully they can help fix the issue because I'm confident in rigging the rest of everything in unity and stuff. Learning blender and unity is just alot for me ;-;
oh ok it says I'm missing some of those textures... I am gussing they didn't send me the texture files for the FBX file and only for the unity file
thank you, I'll ask them if they can send the missing files
Don't know if here is a better spot to ask this. Trying to export my model and rig from Blender using CATS but it's throwing this error. Not sure how to resolve.
if you are using blender 2.93, don't
either use 2.92 (will need to grab it from the archive) or use 2.83
wip of big booba lady from Fate
@lime vector sorry but seems like u got ripped off
@lime vector no proper modeler would give u an unfinished model or u just ordered something u had no idea about
Hello
Wondering if anyone can help me
Does anyone know where to get the VCR_Avatar Descriptor? I want to add like weapons onto my avatar
Or is there some other type of way to do it?
the avatar descriptor is required for uploading any avatar. you just need to have the VRChat SDK imported
for weapons, you would just drag them onto the hand in the hierarchy, and enable/disable the gameobject using animations
The VRChat SDK importer has the VCR_Avatar Descriptor?
the avatar descriptor component comes with the SDK, yes
Thereās like so much videos on YouTube and in their menu they have VCR_Avatar Descriptor
it's VRC, not VCR...
Where can I get the SDK Importer
Hm
Right sorry
that's not what I said, I just said "VRChat SDK"
you get that from the vrchat website after logging in, in the "Downloads" section
SDK2?
make sure to download the 3.0 SDK for avatars
This avatar uses SDK2
there is nothing specific about a model that makes it SDK2 or SDK3
So I download the 3 then
first though, do you already have the 2.0 SDK in your project?
No
alright, then yes, download the 3.0
Ok
Iāll see what happens, for now thank you
@tough plover this is what Iām looking for
I have a small question in material viewer this occures in blender any reason this happens?
@spiral sigil also, move to #avatar-help
They responded and told me its because since it was on another blender program the textures will blacken and I have to manually load the textures but I don't think I've had that issue with other models before when using blender :c
Did they send it to you as fbx
Or obj
Because when you import those the textures automatically apply
@lime vector even besides that is it rigged ? does it have facial emotes ?
it has emotes, I picked their non rigged option because I'm confident I can rig and add dynamic bones myself. They gave me the full unity package along with the FBX file with textures but I think I'm missing textures. I was just going to export it as a humanoid VRM and just throw it back into blender to make the facial keyshapes for my iphone tracker but I couldn't because they didn't add any bones so I can't change the rig type to humanoid. I assumed the package atleast came with bones and not rigged but I suppose that's a part of the rigged option.
They live in a different time zone for me so I have to wait 12 hours for responses unfortunately. I've been trying to figure out the texturing but I really just cant lol
i see
So itās a scenario where youāre hands are tie for now
si si
I would so another scan of the model and note any other issues so we you get in contact with the commissioner he can fix it
Yes thank you for the advice I appreciate it š
Current plan is to pretty much just model the straps, shorts, and heels, and then just texture everything else onto the body, since most of it's a skin suit
Actually, might model the black parts of the clothes as part of the straps
Honestly, would it be better to have the hands as a toggle
And just activate it on and off when need
I don't think I understand that shading, where is the light meant to come from ?
i say its a decent start but been a while since made head
@quaint jasper oh here https://i.imgur.com/4obhmtI.png
Ah, that was just to show the ass, got it
u can delete if it's toomuch
u do it
no u
thx
u just needed some time to save it
i understand
wanna see whole model ?
If it's clothed yeah
tuft shadows ?
the tiny hair spikes
oh yea
Neat
Yeah i've seen those on your twitter, looks great, surprised you didn't get a lot more attention for that
yeah, i feel like you even posted it here
hmm
yee thanks
I'm guessing you have no plan on making the MC as well ?
ye ye
At least it's not overly sized eyes
someone say oversized eyes?
Oh no
Joke, the real update
I managed to update an old model but due to the long time it took for me to update this model (was originally for sfm) I kinda want to try and get this in vrchat though i need to relearn bones and a small error i need to fix on the hair but im happy with the progress.
well idk tbh i use a quest but run off PC vrchat. if i can get help fixing the problem in relearning the weights for the dress to go with the legs and the weird jank in the hair when i mirrored it. once i get it done for my personal use i may consider getting it working for quest. but not sure how much extra work that will require.
Made eye generator in substance š
Looks good should look even better once you get the texture on
And also I think some straps would be a nice addition
Yeah, might add a strap at the top
The current state
Sometimes, the head is so fckn big that you cant even think on a way to do the hair properly
More often than not for me, it's a case of there being too much hair and not being able to tell where the head ends
Yeah
Looking good, just the hip is kinda weird
Dunno if it is the perspective
Yeah, the hip is weird. Really flat.
Doesn't matter now though, it was just a placeholder until I did this.
slight shape change
Whereās the change
Bottom of the pants turn inwards a bit more sharply towards the center so there's less clipping
Oh I see it
original model vs mine without the hands (with obviously super wip textures)
Sus Index
You're remaking an existing model side by side ?
Yep
I'm pretty much just treating it as a reference like you would any reference art
Well, you're not wrong.
But just for reference, I don't usually do this kind of '3D tracing'
It just comes down to there being 0 decent concept art of the character. Almost all concept art of Passionlip has different proportions
That said, I have done work without any proper references
The Emi model I did, and the Me!Me!Me! model I made were mostly interpretation
The Me!Me!Me! model was made using official concept art from Japan Animator Expo
The Emi model was made using screenshots from the 30 second animation TwistedGrim put out using the design
Of course I can't post either of these, because Me!Me!Me! is very much borderline NSFW, and the Emi video had its moments
Ran into some issues with my avatar's chest geo.
She's well-endowed but the median looks... off with how it is currently.
Not sure how to make it feel natural.
I'll be honest-- sometimes it looks more natural (if you're not looking too closely) if you make them clip into each other. Helps give them a more natural "squished together" look for clothing. At least in my experience.
I was wondering if someone could make me a avatar for free, should be simple
unlikely to happen as Avatar making is pretty complicated and there's a couple of tools I can generate unique avatars easily you could use https://readyplayer.me/vrchat
nothing simple about avatar creation lol
only gets "simple" once you've been doing it for a long time
and that gets more in the ballpark of just having lots of stuff you can glue together as far as "simple" avatars
Head over to the VRCTraders discord and ask in the free avatar requests channel
The odds of someone taking the request if it has any level of complexity is low, but its better than nothing
After all, most people are there to make a living
very nice as always š
question, how are you doing the creasing? baked a normal map from a higher poly version with the details sculpted in? or are you using a brush/generator in substance
Baking yes
alrighty, nice
How many poly does the low end up being ?
on the low 12k
neato
yeah for this much curve that's awesome
did this with just a generator in substance, but I've also done baking before aswell
it's a bit harder to control this way though
so I may try to actually do it in blender and then import the normal map in substance
It's more difficult to paint the normal ?
it's not painted
it's like a noise texture projected in 3D
controlling the height
Ok, so why not paint the normal directly in substance ?
because I didn't know how to do that xD but now just thinking it through I think I got it figured out
I am still very new to substance
this is like my 4th project using it
I learn quickly
I could probably just create a new fill layer, disable all but height, and just use a soft brush to paint over a black mask
what are you using for these "renders"?
is this just in substance or?
blender
ah alright
idk how to use sb for that xD
That's one large head
I think it's just that the neck is short
š egg head
yeah it looks great
Where the sharp edges at
any tips on how to change that?
to make it smoother, try putting bevels on the top and bottom edges
Anyone know how to create textures from scratch?
image editing program, or something better like Substance painter
make sure the thing you want to texture is already UV unwrapped though
no, it's very expensive, but it's free if you are a student
or even if you are not, you can just say you are a student
Ah.
š
I swear, these belts make everything look better
Just need to add to bit to the buckle
done
Oh god what have I done
the unwrap is boob shaped
A bit of strap detailing
NSFW filter
Most SFW one so far
o
k
I change the angle and show MORE BOOB
and its fine I guess
Discord filters am I right
anyways yeah
giving itmore of that "String attached to a strap" look
They secretly store her organs.
So much of the chest was enveloped, no other place to go.
On the other pole of the body, l e g g
I'll admit the base isn't mine, used Panda's, but I've put in a lot of work in altering it.
Haven't done a proper comparison in a long while though.
These pics alone should show just how much time and effort I've put in.
hmm
The calves definitely had the most work done, can't look at any Panda avatar below the thighs because of how wrong the lower half looks to me now that I've noticed.
Used a combination of sculpting and bone rotating to align the leg more proper + give it a more natural shape as well.
Making significant changes to the toes as well. Making them larger, prepping them for claws, and also look more natural too. None of them even touched near the balls of the feet and looks just... disproportionately small.
Original model's toes.
I'm having alittle issue with my model i have it converted to an FBX file for unity but now it removed my textures. I went to place textures back on it and not all of it goes back on the model not sure what happened here
It's been a very long time since I last 3D modeled. I've been considering on getting back into it and wanted to give a try on anime-esque style! Any tips and critique anybody could provide me? Anything would be appreciated at this point, I'm struggling with the hair currently and can't seem to find a semi-decent technique for doing them.
Sup guys, need a lil blender help
I got both my face and body from deviant art. I uploaded a few versions to vrchat and everything works fine.
Tho now that i try to merge the face and body mesh it messes up the textures (Applying eye texture to body or applying body texture to the face)
At first i though that this was a Blender bug so i tried it in unity and it doesnt apply the texture there correctly aswell.
If anyone knows what going on here, please send me a DM.
Thanks in advance!
You probably had two materials that were named the same, one on each mesh
When you merged the meshes, one overwrite the other
There is a story reason for her boobs being the size of a small planet, even if it is a bit weird. She's an AI. Her boobs are her recycling bin.
If that not some funky anime logic I don't know what is
Her entire thing is kinda the destruction of data
She has an ability called "Trash and Crash"
Yeah that's fine it just gives me a quick chuckle every time I see them
Where if she closes her hands together, everything in her field of view between her hands, regardless of size, strength, or distance, is compacted into a tiny cube
Think of it like crushing someone's head with your fingers, but it actually works
So she legit a combat recycling plant
The ideas people come up with never cease to amaze me
Fate/Extra CCC was a particularly weird game
But don't seem dull if they coming up with them type of characters
Kamanira are gonna start working hands today
Alright
Though, I'd really like to make Trash and Crash a thing using a shader
I've seen shaders do crazy things
Doubt it'd work though
Plus, I have no idea how to code shaders
Shaders are good looking but I have no clue about them ether
Maybe if it was possible to make a shader affect everything only the user using it sees, and scales it down to a cube, it'd work. Not actually scaling though, just visually
Sounds like that would work a lot better in unity
Well yeah, I mean for like
a VRC animation
If I wanted to do trash and crash in blender, I'd physically scale everything down
Yeah I see a mix of blendshapes and a lot of effects to get that to work
But besides that any shaders planned for body
Okay
Doing some sculpting for normals
very nice š
Okay, pretty much done the body. Just gotta do the upper straps, the pants textures, and some texture painting
then I'll finish up the head, do the hair, and then...
Hands
You're making progress, but don't beat yourself up whether you have to redo the face a few time
texture paint in blender is alright but substance is miles better lol
I've always hand made UVs in an art program
substance?
yeah, I can see that
can do stuff like fabric textures in a few clicks
yea that's not gonna happen lol
their verification system is so bad, they like don't even check anything
you can send in a picture of a potato as your proof of enrollment and they will accept it
I've heard of a few people doing that
now if Adobe actually made Substance part of Creative Cloud the package might be kinda worth it if you use it every day
Oh god why would you do that to yourself. Blender is good for sketching things out, substance painter if you want a full layered photoshop/gimp level toolset to paint directly on models
Hi, I'm very new to avatar creation and I'm working on my first kitbash model. I had to cut every piece in half to edit them in Blender, and now I'm at the point where I need to deal with some UVs that got messed up and mirroring to make it full, etc. I have no clue how to do this and would appreciate some guidance.
This is what I need help with. I really have no clue how to deal with UVs, and I'm very lost.
Why is half of the body missing ?
Because I had to edit it and it needs to get mirrored.
FYI there is a mirror edits toggle on edit mode to edit both sides of a model without needing to use a mirror modifier
I might know what you're talking about, but it didn't seem to do anything when I used it, so this is what I ended up doing. This is just how it is now, and I'd appreciate some one-on-one help since google and youtube tutorials haven't given me the information I need or understand.
Anyone experienced with blender please give me a call or a message. Been trying to figure out how to change some shapes to put on a avatar but can't find out how it works.
Got a model from sketch fab and tried to make it fit in Unity but it breaks it and I have no clue on what to do when attaching it to my avatar actually
Just learned how to do clothes but this is way far out of my leage
Yeah it can be finicky if the model is already slightly misaligned the mirror edit stops working as it does not find verts at the exact opposite location
Oh a choker
I made subway train model for world
Neat !
Final update for now. Taking a break because Burnout's starting to set in
Could anyone point me to start making things from scratch? A decent a tutorial video or tips?
https://youtu.be/TPrnSACiTJ4 this is how I learned
Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8x. New videos will be uploaded every other day to this channel.
Get the shortcut pdf: https://mailchi.mp/ef5b15a32043/subscribe-to-the-newsletter
Follow me:
Twitter: https://...
Thanks, I was shown this a few times before, I'm looking for more of character making.
Gotta start to walk before you get running
@river tulip
Thanks
np
Nice!!
Atlas destroyer?
I cancelled my Substance subscription, @Adobe you fuck up everything you touch š¤
i though this was channel for 3d modeling
not for some priviledged kids crying on twitter
holy shite this is good is it for sale?
i gonna put it for sell later i think
idk it yet
š
you could probably make some decent money selling your assets
Its quality for sure trust me you can make some decent money if lots of your work is like that ^
@spiral sigil+ in the discord search bar, type in "from: Q. has: image"
very dapper

Eh, I just like piling on hate for Adobe
I'm not the person that wrote the tweet, I'd never spend a dime on Adobe in this day and age
I just remembered people talking about Substance yesterday, so I thought I'd drop this here to add to my reasons I wouldn't use it
š¤”
So I am very new to changing things on my own but are there any alternatives to substance painter or am I basically just stuck with that as my best option
Dude...why did you delete my posts again?
I was merely nice and ask you a question which is up for discussion with this topic and I'm willing to wait longer if anyone answer my question and quickly, you delete my post which none of you do not answer my question...Just stop deleting my post without answering will you?
š thank you
np
does anyone know if you can export blender greasepencil to unity for a vrchat model?
anyone have any idea why using 'fix model' or 'join meshes' in the CATS plugin causes my character's hair, ears, and other extra parts to disappear?
also for some reason throws the avi's tail up in the air
it appears pressing 'apply transformations' does the same thing
You'd have to transform it into a mesh
Why does applying transforms make them fly away like that is the question 
Can you screenshot the hierarchy ?
its an absolute mess, thats probably why
So last time I posted I didn't get any help. Trying again. I'd like to talk to someone one-on-one for guidance because google and youtube have not been helping. UVs are extremely confusing to me.
Did you apply a mirror modifier ?
I'm not doing that yet because the I want to fix what's broken before I make it worse. Also, when mirror modifier was mentioned no one explained how to do it
Mirror modifier automatically copies what you do on the side that exists
You go to the modifier tab, select mirror, done
What is the modifier tab
A great thing to google !
Wow, real help
That'll help you a lot to learn the blender basics
Trying to make a custom model without know the most basic menus is going to be a severe handicap
It'll also make people not want to help you, which you seemed to struggle with
Thanks, i'll look how to do it
We can provide help but don't think anyone here wants to hold your hand for the whole process.
But you really should at least have basic knowledge before attempting to make something as big as an avatar.
Some anime anatomy study for today, still a lot of practice yet but a least it is the best topology i already have done tbh
credits to @taco1704, he have a lot of topology help study content, recommend taking a look on his twitter
Yep
@foggy granite more progress
@quaint jasper how dare u not helping all this people
You know more than me lmao
sorry was meant to be sarcastic

should've exaggerated it more
Nice
can anyone please help me, i went to sleep and my cats plugin was fine, i wake up and it looks like this, ive restarted bledner and nothing, i restarted my pc and nothing
just enable the add-on again?
like you would enable any blender addon?
enable it? do i do that in preferences
yes
key maps?
i tried to reinstall the cats plugin and got this
make sure you are using the latest version of the CATS plugin
also, which version of blender are you using?
i was doing it wrong i was using keymaps not add ons, but i installed it and it went through but at the slider arrow there isnt all that is supposed to eb there
2.83
back to work for me
Got the sleeves to work out
Nice
Someone has a tutorial or something on anime hair texturing? I'd like to learn a little~
Sup guys, having a small issue, i cut this mesh apart some time ago, but had to stitch it back together using cats, tho now im running into the issue that eventhough i molded it back together it seems like these parts are still registering as seperate pieces, anyone a idea how to fix this?
what does your hierarchy look like? did you just slam it in and click "fix model?" ....need more data
can someone just tell me how to use avatar skin replace
Looks real good
dear God, I just loaded up the original model's arms
this is gonna be
hoo boy
Rigging? No problem, it's all mechanical joints
Actually modelling/texturing?
Oh boy
Just realized I had Filmic on. Should really set that to default standard. Filmic vs standard
Face is pretty much done
Tiny update, but did some slight reshaping to the mouth and added the shines to the eyes
I second that
no hair?
Eye shine makes it look so much better.
working on it
Kamanira didn't like hair at first but hey, it grew on them.
Really
Wireframe of the model so far
That's a lot of loops
She does, in fact, have knees
Yeah you should make that more define
Any tracer mains ?
I used to play Tracer back when I played OW
I'm starting to re-topo a frankenstein base model I made early last year. I still can't believe how awful my topology was...
Before:
After:
That's a huge improvement
Thanks, Instant Meshes did most of the work for me; but the clean up job is still pretty time consuming.
What the poly count
On the hand? 2015 polygons
Not bad
Right now, I'm working on Passionlip's hair
It's got asymmetrical bangs, so I'll need to do some cleanup after I'm done to make them
Quick question why not try using curves to make hair
Because I've never even once worked with them
Well always time to experiment I can tell you how to set them up
And also edit them
You should definitely be using the time to learn better workflows
You'll end up with better looking results
Well, was doing the hair with curves, and it looked fine until...
I turned sideways
Bezier curves in 3D are gonna be a pain, huh
im gonna tell you one thing you doing that completely wrong
ahhhhhhh
okay, one, I completely forgot to turn them into Vector curves
two, how wrong am I doing this
so spawn a path and a bezier curve
So basically, when it becomes a mesh
it pretty much extrudes along that path to make the mesh, yeah?
as if the path was to be extruded into a mesh, kinda
you know what I mean
click on the path then to the tab that look like a rope and 2 squares which also is green
yep
click on the geometry tab then bevel under object you should see bezier curve
click on it
okay, added
then you should be able to change the shape of circle to modify how the stands look
and if you click on the path you can use alt+s to scale the hair up and down
Okay, that's working
neat
alrighty, i have a tricky one here but its the last issue i can see on my avi's clothes
let me upload a gif
i cant turn my character's arm to have her hands upwards (a normal movement) without her clothes twisting and deforming like this
its most noticable at the wrists
yes, ive weight painted
I don't think you weight painted correctly
Looks like it's affected by too many bones
maybe? i can check
one second
what bones would be affecting it too much? should the arm not effect the elbow at all
so this is Left Elbow painting
Left Arm painting
i should move that gradient up on the left arm?
when i separated them both a bit this is what i get
Yeah that arm is too low strength and forearm is too high
would .8 be a more suitable strength for the forearm?
Also your twist bone may be making it worse
You can't have the same strength on the whole arm, but most of it should be red yes
maybe i should delete those given i removed the base on the arm
does this look a bit more correct?
oh wow thats much better
the twist bones definitely shouldnt be there given i removed the base's arms (mostly)
im not sure if you'd know how to mirror this onto the other arm?
You would select that vertex group in the list, duplicate it and mirror, it's all options in the ^ symbol below the + and -
Assuming the mesh on the other side is symmetrical obviously
Any idea why this pinching is happening?
thanks for all the help. i think its all fixed up now :)
Can you show me the curve
It might be one of the sides one make it a tad bit bigger so it can unloop itself
Wait go into edit mode and rotate it on the z axis by 90 degrees
See if that helps
mine geometry looks more uniform
rotate how. Doesn't let me rotate individual control points
Actually I donāt think thatās the issue Iām currently trying to replicate your geometry
What you thinking?
No clue beside just remaking the hair again
ctrl T will let you rotate individual control points
similarly control s will let you scale a single control point
why it's ctrl T instead of ctrl R: idk
is ctrl r even use for anything
I prefer using path curves
For hair
I think you can have more "freedom"
With them
A tutorial on how to make hair in Blender 2.8 with curves, a method that is very simple and effective that I have been using for my character sculpts.
ā¼ Sculpting Uraraka Ochako:
Re-Sculpting My Old Art | Uraraka Ochako in 3D [My Hero Academia] | Can You Improve In Only 1 Year?!: https://www.youtube.com/watch?v=iYNdfef1Uog
ā¼ My Gumroad Store (...
6 minute blender hair tutorial, works great for VRChat. I swear anyone can do it
ive been having a hard time with weight painting in blender and im just thinking of starting over bc its not turning out the way i want does anyone have any tips on what i should do and shouldnt? also how do i clear my previous weight paint lmao
Oh you got it to work nice
Still unsure why her head shape needs to be like that though
feels like you didn't take perspective and hair into account when looking at the shape of the other model
Eh, I'm just going as close to the existing model as I can. That said, I will probably make some small changed
namely, the size of that forehead
Now, how do I lower the poly count on these paths?
Cause uh
curve settings i'm pretty sure
you can delete some of hair vertex to low it
Main issue is that there's WAY TOO MANY horizontal polys in the hair
With the hair, I'm at 74k
Without it, I'm at 38k
It's worth saying that this is the final mesh, for the body. Subdiv's already been applied at this point, hence the number of loops
Change the resolution on both the path and the bezier circle you used for the hair shape
For lower poly count
Thank you, that worked
coming along well
Go to the VRCTraders Discord and post in the avatar commissions channel
It's the 1st server in #community-servers-old
You need to have a verified phone number connected to your Discord account iirc in order to join it
Go into edit mode, select all verts, highlight the vert group you want to clear weights on, and pick āremoveā button below the list of vert groups. It will not vanish from the list but that group is now empty and fully blue again in weight paint mode
@novel sonnet
I'll send the model for free, but a model isn't much without texturing lol
if you want textures done too, then I'll have to charge you a bit since that takes a bit longer
Heya guys! I'm trying to commission someone to make me an avatar capable of doing ASL! I have a pretty decent amount of money I'm willing to spend on this as well! It just need to be able to do most gestures and be quest compatible! If anyone is able to, please send me a dm!
for commission work like that, you may want to head over to VRC Traders in #community-servers-old
heck if anyone else wants that hat above ^ lemme know lol
help
Thatās some good progess
Do I need a certain version of blender for VRChat?
no
blender is a modeling program but cats addon works better with 2.83 if you planning on using it
Ok, thank you!
it got updated for 2.93 yesterday
Oh nice thx for the info
im trying to find a 3d model for the valve index but all there are, are paid models ($35-50 CAD). Does anyone know where i can get any free valve index models?
Blender
Shrink wrap'ed current body to test in full body
Unity scene of captured full-body
MMD animation
Nice hair
Started work on something for shits and giggles
Wait why are her THUMBS censored? Should I be concerned?
Also my GOD them hips
I have nothing to do with this conversation but I've been thinking about this for the last half hour.
We need answers, @winged jewel
Just wanted to try my WIP in VR, but I messed up the thumb on shrinkwrap that badly.
bahaha, ok
I was like "I know Japan has weird censor laws, but this one's new to me."
Ahhh, that makes sense.
I was working on one a year ago but I didn't finish it.
The thing is that Valve didn't release any official model of the full Index headset.
hair
snazzy fedora anyone? https://gumroad.com/l/mVzLt
i feel like it's missing the top crease
it's there but it's not as pronounced
any tips on how to actually connect this to the head?
Gonna add the tied-back hair after I've figured that hair
m'thanks
Dang, no advice to be seen
Bit too tall of a forehead? Unless itās a stylistic choice.
With a bit more knowledge this time around, decided to revisit one of the knives I've shared here before.
so good news
Slapped on a toon shader for the handle, glossy for the metal, and added Crease lines instead of Sharp. Definitely think it looks a lot better now but not sure how to get rid of the odd shadow near the hilt + blade base.
I got something cool
"Large Menace"
indeed
Different angle.
spooky lad has some progress
funni
How do I obtain the numerical values of the color of a vertex associated with a painted face in Blender? If I use the eyedropper in vertex paint mode the result is affected by lighting, which is silly
Ok, I can work around this by changing the lighting to flat in the shading menu
Top right corner
Indeed, Ruubick, thankfully I had found it
I'm trying to figure out why importing and exporting the meshes from error's hud shader results in a broken (non funcioning) mesh and apparently that wasn't it
Exporting without any modifications, I should say
Ah, the reimported mesh seems to be projected into the "ceiling" of the camera perspective, which is never visible since wherever the camera is looking is "forward"
Somewhere the axis must be getting messed up
wdym by non functioning mesh ?
It wasn't showing up as a replacement for the original mesh in the unity scene when using it with the shader it was intended for
I want to modify this mesh so I want to be able to import into blender and then export without making changes and get something that's exactly the same, as a baseline
I had to export it with -y forward instead of -z forward
If you are intending to use questās vertex color shaders be aware the shaders expect SRGB color space and blender saves in linear colorspce. Colors will come in faded in unity
I have not found a good work around for this
I mean I found a solution, just not a good one
Error's HUD shader but it's probably a similar concept
I think the colors are going through properly
join our twich stream if you wanna learn how to make dope avatars
š½š½š½š½š½š½š½š½š½
https://t.co/yKABbB2T2P
#NFTs
āØ
Itās wild how easy texture painting looks here vs. in Blender. I really need to expand my horizons.
Also fantastic work.
Traced my latest shader troubles back to the vertex colors (again). Everything looks perfectly flat in blender, but the shader thinks they have different colors somehow
Infuriating
Think I fixed it. I set each color from hexadecimal in the "draw" tool of the vertex painting mode, then I didn't actually paint anything. Instead I switched to the Select tool, selected all the vertices I wanted to change, then went to the menu Paint > Set Vertex Colors (Shift+K in 2.8).
Interesting solution. When you say the colors were off, do you mean they were faded in unity?
The shader interprets the colors as masks and some (but not all) of the vertices in each mesh were apparently off in unity, although everything looked ok in blender
You can see my screenshot in #shaders
To be clear, after using set vertex colors nothing changed visually in blender. It sure did fix everything though
Unrelated question:
Blender has a series of light emitters that you can use to light scenes when rendering, but how would one make a material on a mesh emit light? Follow-up question, how could I set something up to turn this light on and off via gesture controls?
Emmision shader; crank it to 4000 percentā¦not sure if it works in Eevee though.
So it is a shader thing. Got it
Tbh though, thatās not the kind of thing you should be doing in Blender though. First, you should draw the emission map (stencil out the parts youād like to glow) in Blender (or just likeā¦photoshop); using your base UV layer as a guide.
Then, in Unity, choose a shader like Poyomi Toon or Standard Lite that supports emission. Drag the texture you created into the appropriate field. Good to go.
To toggle it on & off with a gesture is a whole other thing.
Follow this tutorial, but instead of animating the āActiveā state; animate the shader emission slider (should be found alongside the shapekeys).
READ THE DOCUMENTATION: https://docs.vrchat.com/docs/avatars-30
This tutorial goes over how to create a toggle for your avatar that enables and disables an object.
Music used: https://www.youtube.com/watch?v=hzGmbwS_Drs
Posted in avatar 2.0 but figured to post here too
I have both substance painter and blender
You just need to make an emission map
@quaint jasper I also wanted to add an effect where the yellow of the eye leave like a trail, sort of like so
That's way more complicated
Would that be possible with emissions as well, or is that also requiring shaders
Probably a very specific particle system
oh I looked it up and there appears to be a trail effect built into unity, im gonna test if vrchat has support for it
theres another way to do it with particles actually called trails
thanks for the help
does anyone have a rigged cape model? i cant find any at all
I'm not actually sure if trail renderers work on avatars, but particles can have trails. You can attach a particle system to the eye with an invisible particle, and give the particle system trails. You only need one particle at a time, so set lifetime to something with decent length (30 seconds would probably be fine) and limit particle count to 1. You can explore this option further and play with it; this is just a short explanation and suggestion.
Played the Little Witch In The Woods demo during Steam Next Fest, loved it, decided to make the hat and start making a witch/mage version of my personal avatar.
Very WIP. Plan to take it into ZBrush for sculpting. Will have visemes/blinking.
Is anyone makes custom avatars plz dm me
Not the server for that if you're looking for custom avatars
Go to VRC Traders for commissions, #community-servers-old
Oh ok thx bro
ok a little new can someone help me?
getting some weird things when i trying to use loose parts through the cats plugin it breaks the avatar in some places but not others and its getting confusing
XJ9! ā¤ļø
Nice model, haven't seen anybody with XJ9 in all my time playing.
Can't wait to see it finished!
Good luck and have fun! š
Select the object in object mode, go to Edit mode with all faces you want to flip selected and press ALT and N, then Flip
Okay that worked. Thanks!
What shaders did you use to achieve the psuedo-animated look?
Alright, thanks.
Looking to achieve a similar effect so seems like that'd be a solid place to start.
I'm trying to copy the UV layout from one object to another for specific parts since they're suppose to be the exact same but Blender shoots me a weird message when I try to transfer UV layouts.
Unselected is the base I want to copy, selected is the current UV layout for the second object.
This is the error I get.
I don't know why it's expecting over double the current faces.
they need to have the exact same amount of vertices
I literally cloned the original though for the second object.
did you make any changes to it?
