#3d-modeling

1 messages · Page 111 of 1

tough plover
#

perhaps when you duplicated it you accidentally duplicated every vertex in the same mesh

thorny ivy
#

Maybe? If there's any differences, they're probably pretty minor but enough to make Blender freak.

#

Manually lined up the two parts, perfect copy in structure at least.

#

So zero idea what's going on, honestly.

#

Guess I'll just copy the original and try to align things as best as possible.

mellow cloud
#

can someone help me

#

i need help making my cloths attach to my body of my base

thorny ivy
mellow cloud
#

they are cinna

thorny ivy
#

Alright, then should be easy to transfer the weight-paiting.

mellow cloud
#

where do i get weight painting

thorny ivy
#

Is the model pre-made or are you making it from scratch?

mellow cloud
#

pre-made

thorny ivy
#

Alright, then follow this tutorial.
https://www.youtube.com/watch?v=bR_Vke__voU

Never waste your time re-painting a new character ever again. In the next 60 seconds, you'll learn everything you need to transfer your Rig's weight painting from one character to another under a minute!!! Hope it helps :)

Free Female Base Rig Download:
https://www.youtube.com/watch?v=_XfvLpLyulI

Sayuri Artsy Weight Paint Transfer Video:
http...

▶ Play video
mellow cloud
#

pre-made base

thorny ivy
#

It'll show you how to transfer weight from a rigged body to clothing even if it's from a different one.

mellow cloud
#

how do i goto paint

thorny ivy
#

Click on the body and in the upper-left corner of the interface window, there should be something that says "Object View". Click on that little box and go down to Weight Paint.

#

Unrelated, have no idea how to UV a saw and not liking anything Blender spits out for it.

#

Lots of small faces and edges.

tough plover
#

may want to only have a single side selected at a time

#

with a seam around the edge of the blade

thorny ivy
#

Yeah, figured that'd be my best bet.

#

It's just a l o n g boi and trying to keep the UVs relatively same for dupe parts so might have to fiddle with the layout some.

mellow cloud
#

i still need to attach it

spiral sigil
#

why do the planes I make in blender cull on both sides but when imported into unity it only culls on one side?

#

or how do I make it so it culls on both sides in unity is a better question

tough plover
#

culling the back faces means not rendering the back faces

#

if you want both sides of something to be rendered in unity/vrchat, you need to use a shader that gives you that option, like Poiyomi

#

setting Cull to "off" will do the trick

#

do keep in mind that people with custom shaders disabled will only see one side

#

so it may be best to simply duplicate the faces and flip the normals using Alt + N > Flip in edit mode

spiral sigil
#

I will have to do the method of the latter since I can't use custom shaders

#

Thank you

tough plover
thorny ivy
#

Oooh, does look pretty useful.

thorny ivy
#

It's a saw-type design so there's 90-angles.

tough plover
#

all the way around the blade

#

and split it in two halves

#

you could also do it another way

#

one sec

#

that way you would have each side + a long strip for everything in between

#

which you could then straighten out

thorny ivy
#

Might do a combo, see how that looks.

thorny ivy
#

Well, after a lot of fiddling, this is what I came up with.

#

The handle loops and pins have uniform UVs across all three models, meaning none of them have to be altered for the individual textures, while the larger knives share the same UV for their handles + blade caps.

#

That wasn't really necessary but figured it'd make things easier when it comes time to give them proper textures.

tough plover
#

@thorny ivy very nice 👌

thorny ivy
#

Thanks! I'm learning a lot through these mini-projects and I'm actually having fun doing them.

#

Speaking of, did a quick revisit of those shoes I shared a while back; slapped some shaders on, did some minor mesh tweaks, and added crease edges instead of using sharp ones.

#

Besides the shaders, decided to give the boot-shoes hybrid some proper rubber soles vs instead of just having them be metal like the toe cap.

Makes them much lighter and far more pratical to wear since metal isn't really known for its grip.

winged jewel
#

Redesigned hips.

oblique gull
#

Getting closer, guys! If theres any animaiton-Based Modelling Tips, feel free to DM it to me, im trying to honor the original character design from 2004

oblique gull
#

I am, thank you for wishing on me

sand trout
#

I was having too much fun with that chimp avatar in game, started wondering what other animals i could find. doesn't seem like there's many options, and I specifically wanted to be a raccoon-- so I've been modeling and texturing this lil dude!!

#

pulled the model into mixamo to see how he looks in motion, i'm happy so far with it! i'll keep yall posted

quaint jasper
#

You did a great job !

hazy falcon
sand trout
#

Thanks y'all! Are there any good tutorials for getting the tail working once i've got it rigged? i assume i'll need to do some minor animations, but i'm not sure. i've never done an avatar for vr chat before

vital rune
#

Hello

#

I have a favor to ask

hazy falcon
vital rune
#

Can someone make me a kon model for vrchat

oblique gull
#

What nudge?

#

@hazy falcon

#

The bottom half of her head being extended outward?

#

Thats to match her character sheet, front facing has no impact, but from the sides, it is extended outwards in depth

vital rune
#

Hello

hazy falcon
hazy falcon
#

Yeah, forgot characters in 2D are seen from the side most of the time, and that's for the better sometimes XD

onyx juniper
#

I'm pretty sure that "nudge" is a highly stylized cheek.

hazy falcon
spiral sigil
sand trout
#

i don't think i'm doing anything too wacky like that but whenever it's done i'm just gonna release it free so you can make that if you want it 🙂

lapis pond
#

so, I have an object that has three separate UV maps on the same item, the item is in three pieces and every time I try to join the items with ALT J, I still have the three UV maps attached to the item but it throws my textures all out of order. Is there a way to join the three UV maps into one?

gritty zinc
quaint jasper
lapis pond
quaint jasper
#

You're welcome !

hollow siren
#

Hello. I tried to follow some blender avatar creation tutorials on youtube, but I got stuck and not a single one helped me to resolve my specific issue so far. Of course, I can ask someone to help me, but I got a feeling I will get stuck many times in the future.
Can you please recommend me a good course for character modeling and rigging in blender? So I will get stuck much less afterwards. It doesn't have to be related to vrchat.

foggy granite
merry vault
#

Is anyone here familiar with 3DS Max rigging/animation? I'm unable to extend bones beyond their original resting length and it's holding back progress on something I'm working on.

hollow ermine
#

Been working on this guy since morning

quaint jasper
#

Damn, dope design

azure rain
#

cool

hollow ermine
#

He's supposed to have a messenger bag, but that's a lot of potentially frustrating hours I can foresee

quaint jasper
#

If you manage to weight paint it all to the hip and the strap to the rest, that should hopefully not be too bad

hollow ermine
#

Now there's a thought. Alrighty, I'll give it a shot later

azure rain
quaint jasper
#
Gumroad

Addon for Blender 2.83 and 2.9 containing tools for simplifying workflow in blender weight paint mode. Useful for riggers, animators and character artist but not only.easy menu for applying weights to vertices - with properly working symmetry and auto normalizationcustom weights mirroring for all tools, works even if topology is not symmetrical....

#

This is also the best weight paint addon

#

The project weight feature makes stuff like this seamless

sand trout
hollow ermine
#

Later, I'll make his signals light up

quaint jasper
#

Keeping it flat shaded for now ?

hollow ermine
#

Yeah, I was just gonna use the stock toon shader.

quaint jasper
#

Ah not that kinda of shading, blender has smooth and flat shading

#

for the normals

hollow ermine
#

Ah- I forgot about that. It has been an all-day project.

#

Let me look at the smooth

#

Looks weird, to be honest.

#

Smooth, for sure

#

On the other hand, seeing every polgyon caaaan get unfun to look at

spiral sigil
#

Is anyone here for hire for sculpting an Avatar using blender custom made for my use that can put bones and face expressions for vrchat use

tough plover
#

@hollow ermine you can mark edges as sharp while still having the shading set to smooth

thorny ivy
zinc jolt
#

guys, I need help please

#

everytime I go into auto smooth, the shading appears flat

#

what should I do

#

any ideas?

zinc jolt
#

wait, nvm

#

turns out it was faces that have been overlaying everything

white moth
zinc jolt
edgy fog
zinc jolt
edgy fog
#

Oh I didn't notice your messages underneath!

#

Glad you're good! : )

spiral sigil
#

Almost done , just gotta do the neck.

and Yes i am the one working on this model. I gave Anomitra10 permit to post Atlas W.I.P images here. Lmao

tough plover
#

that's very cool, nice work

twin mortar
#

Hey, is there any tool in blender that functions like fill in texture paint, but only for the singular polygon that I click on? for example, I only want to click the individual squares in the center part with yellow so I can get a good straight line along the models pants so its like a lining

#

so paint bucket fill only singular faces

tough plover
#

free if you grab a student license

#

but if for some reason you want to stick to blender, you could just make a new material to assign to those specific polygons

#

then bake everything into one texture at the end

gritty zinc
tough plover
#

@gritty zinc scroll up lol

gritty zinc
#

yes

#

i resent pics

#

lmao

#

ok need to go prep for class :/

#

school sucks

twin mortar
#

@tough plover I have substance, i just figured it would be something included so I figured i'd ask

tough plover
#

I feel like it may be possible but I have 0 idea

twin mortar
#

I don't actually know how to use substance though :'}

tough plover
#

@twin mortar figured it out in blender though

#

do that in the right side of the Texture paint workspace

twin mortar
#

alright

tough plover
twin mortar
#

is there a way to do it in the image editor?

#

@tough plover

tough plover
#

you can just switch to the Texture paint workspace

twin mortar
#

I just manually create the layout, though its the same thing.

#

like so

#

I want to be able to apply the paint mask in the image editor if possible

#

@tough plover

tough plover
#

enable the face masking

#

switch to edit mode in the left panel

#

select the faces you want to edit

#

then switch back to Texture paint mode

twin mortar
#

No i understand how you are describing it, just the jacket and pants are a part of the same material, so it makes it difficult to actually select the faces

#

regardless, I figured it out

#

thanks though @tough plover , big help

tough plover
#

np

#

still recommend going the Substance route for texturing needs lol

quaint jasper
#

Blender texture painting is kinda neat tbh

#

Just wish it'd adapt to UV changes better KonCry

tardy rapids
#

Pushing off my procrastination to get started on these arms

foggy granite
#

neet

tardy rapids
#

Got more of a metallic brass texture going

tardy rapids
#

Added detailing to the upper arm

foggy granite
#

looking good so far

#

but you should download quixer mixer to make the texture a bit more complex for the arms

gloomy moat
#

I've made a piece of clothing for an avatar and I want to send it to my friend who has the same avatar. I've seen that most of the time when you download or buy avatar clothing for a specific base it comes with only the clothes and part of the armature for you to merge.
How do I do this? I guess just delete the body and unneeded bones?

tardy rapids
tough plover
#

1 - import clothes into main project
2 - delete armature that came with clothes
3 - parent clothes to main armature (hold shift and drag the clothes mesh to the armature in the hierarchy)
4 - click on clothes mesh, go to Modifiers tab, and select the main armature under Object

#

then test it out using Pose mode

#

as for how to prevent clipping with the body if it happens, simply make a new shape key on the body to shrink the parts that are clipping

gloomy moat
#

I made the clothing and want to set it up so I can send him just the clothing with an armature which he can merge. Because it's the same body, I can just use the existing armature, right? Maybe remove the legs and head from it because they're not used in the weight painting

#

@tough plover

tough plover
#

@gloomy moat vertex groups is what stores vertex weights. those are on the mesh, not the armature

#

you don't even need to include the armature

#

the reason why a mesh is able to follow bones at all is because of 3 things

#

1: mesh is parented to armature

gloomy moat
#

Ah ok. The clothing is weighted so I can just delete the armature, body and everything and send him just the clothing and, because his armature bones are named the same, it should just work?

tough plover
#

2: mesh has armature modifier on it unapplied

#

3: vertex group names match bone namew

#

since it's the same base model for you and your friend, the group names will match

#

the only reason you would need to include an armature would be if the clothes have extra bones for dynamics or if you plan on using it on other bases

gloomy moat
#

Thanks a ton!

ocean hatch
#

hi could anyone give me tips to not have a short skirt clip throught my legs i tried to put many colliders but the skin still pass
on unity

tough plover
ocean hatch
#

im rly not used to blender but ill look for it

still wadi
#

no matter how many colliders you put there if the weight painting is done incorectly nothing will help

#

it's not about colliders but rather what the bone does there

tardy rapids
#

Additional detailing, material colorization changes, starting the hands

tardy rapids
#

Redoing the hand connector. Going well

uneven canyon
#

question? for those of you who rig the models is there any recommendations for videos to watch for facial rigging?

tough plover
#

rest is done using blendshapes

#

called Shape keys in blender

tardy rapids
uneven canyon
worldly tangle
#

VRC-QBZ-95, part of my 5th avatar project (529 vertices)

Edit: Version 002 of QBZ 95 has less vertices, bringing the vertices count down to 463 (removed 66 redundant vertices)

(Low-Poly but, effective)

spiral sigil
#

looks great i cant manage to make a simple 1950's juke box

quaint jasper
#

Did you model any of it ? If not you might want to pose in #avatar-showcase instead

pallid gust
#

ah

radiant ridge
#

Hey I’m trying to make a ring. And I’m not sure how to give it two separate materials one for metal. One for the Gem. Can anyone help?

#

Picture is just to show what the ring I’m making looks like.

tough plover
#

that's what metallic maps are for

#

for specifying which parts are metallic and which aren't

radiant ridge
#

I was wanting to add the metal and transparency to the ring in unity after I imported. But when I did. It just becomes one pieces.

tough plover
#

you could use an alpha map to tell the shader which parts are transparent and which are not

radiant ridge
#

Like I wanna be able to texture them individual though

tough plover
#

you can do that yes

#

that's what UV mapping is for

quaint jasper
#

You don't need to though

#

Like sacred mentioned, there's masks for all those things

tough plover
#

do you have Substance painter?

#

if so, this is dead easy

#

you can add an Opacity channel to make some parts transparent

#

for example, these fishnets

radiant ridge
#

I’m pretty new to blender so most my experience with the 3D modeling department has been fairly limited

tough plover
#

you're doing a good job so far

#

but there is still stuff to learn :p

radiant ridge
#

Sorry if I’m confusing.

manic comet
#

do you know where i can request avatars

tough plover
radiant ridge
#

like how do i do this the goggles are all one object. but i can select certain parts like "Sub-Objects"

tardy rapids
#

How far we've come

tough plover
#

you should really combine all of those

radiant ridge
#

I downloaded it and it came like that

tardy rapids
#

Then whoever made the avatar needs to be sit down and have it carefully explained to them what optimization is

quaint jasper
#

Anime tohrushrug

azure rain
#

you can have an Anime Avatar and still be optimized

radiant ridge
#

the avatar is mine. the goggles are an object on there own

quaint jasper
azure rain
#

of course just noting the art style doesn't prevent optimized more everybody rating mmds closet without permission causing trouble

#

or people doing Marvelous Designer without retopology

quaint jasper
#

The style is a good indicator

#

If you want things done well, do them yourself teehee

tough plover
#

^^

#

very true

azure rain
#

yeah you're less likely to bump into a completely dumpster fire furry avatar as they're all modeled for vrchat not a non real-time rendering app

#

and also less likely to have Dynamic Bones on individual hair strands

#

or poorly done Dynamic bones skirt

obsidian nova
#

I mean, I’ve found some absolutely stunning re-topo’ed MMD bases on Deviant Art. It’s not even that difficult. I think a lot of people just don’t know what to look for; or don’t care.

azure rain
#

that would require the person's be literate enough in 3d modeling to know what a good one looks like to download

obsidian nova
#

100%

azure rain
#

even I would probably would just take a look at the vrchat content ranking system to get a ballpark idea of what's too much

#

and honestly if you're looking for like anime stuff that's not going to be dumpster fire performance looking around booth. P.m. is probably a better idea as that stuff is actually modeled for vrchat

#

and doesn't involve so much flagrant disregard for terms of service

tardy rapids
#

Speaking of anime styled avatars being unoptimized

azure rain
#

finish the rest of your train of thought

tardy rapids
#

Currently at 92k tris

#

It's not looking good

quaint jasper
#

Why is it 92k

azure rain
#

show us the wire frame

tardy rapids
#

Mainly because of a subdiv I applied far too hastily

quaint jasper
#

can already tell your body has a ton of unnecessary loops

azure rain
#

yes don't apply subdivide modifier

quaint jasper
#

You can unsubdivide

azure rain
#

and if your face looks like a completely solid color in the wireframe you have too much

tardy rapids
#

Only 5k tris for the entire torso

#

at least, base torso

azure rain
#

you probably could have the boobs just look as good with like half the loops

tough plover
#

^

azure rain
#

like even with jiggle bones that's not going to deform enough to make that necessary the amount of loops

tardy rapids
#

Thing is, if I did that I'd need to 1: redo the UVs, and two, it would be like, a 2k difference at best

azure rain
#

you can dissolve Edge Loop without destroying the uvs

#

2k for both boobs or for each

tardy rapids
#

both

azure rain
#

still a lot for a pair of boobs but I guess it must be elsewhere the lots of triangles are hiding

tardy rapids
#

Okay wow so

#

I dissolved and

#

it was only like

#

600 tris

#

correction, 900

#

vs the original

azure rain
#

and I cannot tell the difference between them in the silhouette so yeah those were unnecessary

foggy granite
#

What’s the total poly of the hair

tardy rapids
#

20k tris because of course it is

#

hair's stupid

azure rain
#

yeah that's an entire Avatar in your hair

quaint jasper
#

lots of loops that can be dissolved here too

azure rain
#

especially on the top where it looks like a solid Mass

tardy rapids
#

To be fair

#

I haven't changed it from path to mesh yet

#

So I'll have the chance to mess with them later

quaint jasper
#

You can reduce path resolution no ?

azure rain
#

that'll be easy to change the settings

#

something that might be handy is looking at your avatar every once in awhile at like the distance you would be in during a average conversation to check for Loops that aren't doing anything

#

like with the boobs earlier you're likely to hit the Avatar clipping before you would even notice the difference between the two

tardy rapids
#

Path resolution, yeah, but lowering it any further makes it visibly blocky

#

which is why I'm gonna do that manually

#

and yeah, I'll check for loops that aren't needed

tardy rapids
#

Okay, last update of the night. Progress on the hand, and some pieces I made that I haven't added to the mesh yet

foggy granite
#

thats a good bit of progress

still wadi
#

still tracing ?

tardy rapids
#

Nope. For the very, very basic shape that the 10 polygon hands gave me, sure, but aside from the EXTREMELY basic shape, most of it has been judged by eye based off of a statue of the character

#

The original model was super outdated in comparison to current designs anyways, there's a lot I've needed to eyeball

tardy rapids
#

For reference, this is what I'm working with

#

(Slightly outdated wip in this tweet)

#

But yeah, outside of the extremely basic shape

#

All the detailing is done without using the original model

tardy rapids
#

Metalness, specular, roughness, alpha, all those masks are used to make one material have a number of different properties

white moth
#

Too many points around the circle

wanton umbra
#

is there a way to do the same thing as the boolean modifier in blender, ( to carve out a chunk of a mesh) but to turn that into a shapekey action instead

white moth
#

I don’t think that could be automated, Shapekeys can’t change the topology, they can only move it around. I’m assuming taking a chunk out of the model as a bunch of new verts that would somehow need to be mapped onto the original thing that doesn’t have a dent/hole in it. It’s not really a 1:1 thing, the UV has changed

#

I mean if what you’re doing is really simple or the object isn’t UV textured then yeah sure. But it couldn’t work in the general case

wanton umbra
#

well i mean "move it around" is fine, so long as the end result is the same, the object looking like a chunk was taken out of it.

#

guess ill just try sculpt tools and see what i can get going

white moth
#

The thing is when you move verts around you’re stretching the textures, so there’s no real way to move the verts around to look like the original undeformed thing, if it’s textured

#

Because when you Booleancut some thing you’re actually removing part of the image

#

You don’t get that back by moving verts around

tough plover
#

@wanton umbra if two objects share the same vertex count, you can use the "Join as shape" option

#

to join one mesh into another as a shape key

#

you could try cutting a hole in a copy of the mesh, and then adding cuts into the main one to keep the vertex count the same

tardy rapids
#

Overly complicated finger joint is overly complicated

#

By the way, before someone comments on the poly count for a finger joint

#

keep in mind

#

these things are nearly the same size as the head

#

bigger, even

#

Will optimizations be made? Yes

#

but the poly count will be BRUTAL on these fingers

azure rain
#

thanks for the clarification so you're probably not in danger of sub-pixel triangles

tardy rapids
#

This is how it looks on the hand

quaint jasper
#

That's a low poly version of it right ?

#

The further from the head an object is, the likelier it is that it doesn't need to be high res

azure rain
#

forward the finger versions you would probably want to make have less Edge loops for the circles

#

some spots where you can probably reduce Loop

tardy rapids
#

low poly dupe

tardy rapids
#

These red lines are attached to the flaring part on the bottom

#

It'd just become a jagged mess down there

azure rain
#

from you screenshots I can't see the point where they connect so it probably won't be noticeable?

#

as that just a funny cylinder

tardy rapids
#

Cylinder's a separate object

tardy rapids
#

All that work for a single joint to cause me that much trouble

thorny ivy
#

Okay, now show it being duplicated.

craggy lintel
#

Hello guys, im an intermediate blender user and I just keep having issues with mirroring.. how does one force the .L (or.R) vertex groups to be on the mirrored mesh?

#

Meaning

#

which is best deform option?? For some reason no matter how many times and diff options I try, it just doesnt work.. I've done this so many times in the past and figure it out without a clear solution.

#

I hate asking questions because usually my level is alot higher than ppl expect based on my questions.. its like being a black diamond skiier with an issue putting on boots

tardy rapids
tardy rapids
devout scroll
#

I'm not sure if it's entirely that but it's worth a try

#

when using mirrors and stuff

compact dock
#

how the flip do you make a cylinder???

hardy agate
#

Shift+a, cylinder

spiral sigil
#

ugh. does anyone know how to put a vrm into blender?

#

or just

#

turn a vrm into an fbx

foggy granite
white moth
#

Little things like being triangulated separately and having quad diagonals split differently between the two versions will prevent join as shape from working, even if the vert order is consistent, which it really is.

spiral sigil
#

Is there anyway to export models as FBXs with materials that let you change settings like the shader when its in unity instead of being just greyed out until you drag another texture on it? Asking in 3d modelling since its probably a setting in blender on export

white moth
#

But no an FBX alone can’t do it. Unity meta-data can’t be saved into a FBX file

spiral sigil
#

Alright thanks yeah I guess I was describing that lol

silent musk
#

I'm having a lot of trouble with the 3D modeling phase of making an avatar... Any recommendations for where to go to learn how to model characters?

white moth
#

Skillshare and Udemy both have excellent character creation video courses. They’re both paid though. But that’s how I got into it

clear geyser
foggy granite
spiral sigil
foggy granite
#

basicly where you can cleanly see detail of the character with both front and silde view

#

this a good example of one

silent musk
#

No I was using one for a different project and for this project I'd have to make one

foggy granite
#

alright

#

thats good

silent musk
foggy granite
#

okay i hope it can help

merry vault
#

<@&397642795457970181>

white moth
#

That looks so broken on mobile

ashen stag
#

Why would the bot pick #3d-modeling instead of a more popular channel lmao

white moth
#

Random. Or had the longest gap between messages

#

Meaning it will last the longest

dapper cobalt
#

dang....you can download nitro now? lol

mellow violet
#

how do I select vertices in UV mode?

#

like I have all my vertices selected, but I'm trying to select the vertices in a particular part of my atlas

quaint jasper
#

You switch to vertex selection in the UV window

mellow violet
#

(how do I do that?)

quaint jasper
mellow violet
#

I have done it

#

I was on that mode already, but I turned on Sync Selection

#

good riddance, shape keys

#

thank you

#

for you, Ruuubick

quaint jasper
tardy rapids
#

Massif

radiant ridge
#

anyone have advice on how i combine the Vertex's? to me it looks really unnecessary to have so many

quaint jasper
#

You can dissolve horizontal loops on the round parts like the tubes and circles you have

radiant ridge
#

do you have a youtube vid you could link? maybe? i think id understand that better if i knew what i was looking at

foggy granite
#

its a simple as select all of the edges you want gone and click x and look for dissolve edge

#

for merge you can click on 2 or more vertex the click m and click on one of ther methods

radiant ridge
#

Ok so I think I figured out another way to do it. On flat surfaces I didn’t know this. But i was able to delete edges. So instead of two long triangles making one rectangle. It’s not just one rectangle

thorny ivy
radiant ridge
#

Sorta. I thought about it like a weapon that hovers above the shoulder of its user. Like how they use the gravity defying weapons in Hundred or Infinite stratos. One of my favorite anime.

tight quartz
#

Im getting this whenever I am trying to import a PMX file.

radiant ridge
#

Dissolving a ton of the unnecessary edges really helps. itll be way easier to texture this thing soon. ....I Hope.

#

cause even as it is. the uv map is a nightmare to look at.

ember scaffold
#

Hey, does anyone here know how to make blush that I can toggle for VRChat? I made a seperate blush objects that hover above the face, but I don't really know how to fade it out to be transparent with the Blender nodes properly. I was hoping maybe I could make it with an image texture then fade that, but I haven't gotten that far yet. I feel like I almost have it, but my knowledge of Blender and Unity are so limited. No clue if I'm doing this right?

#

This is the furthest I've gotten. Also do texture keyframe animations transfer over to Unity? I haven't tried that strategy cause I feel like they won't. I hope this is the right channel for this.

tough plover
#

@radiant ridge you definitely want to re-unwrap that

#

add as many seams as you need

#

@ember scaffold you would typically just have it on a texture with a transparent background

#

materials do not carry over to unity

#

so if you can bake it to a texture, you're good

radiant ridge
#

how do i Re-unwrap it?

tough plover
#

@radiant ridge you should probably watch some videos on how to UV unwrap stuff

#

the gist of it is that you add seams in key places so that you can cut up the model into different UV islands

ember scaffold
tough plover
#

@ember scaffold it really doesnt matter how it looks in Blender, none of that carries over to Unity

#

in blender, you need to reduce the Alpha and set the material setting to Alpha blend

#

in unity, just use a shader like Poiyomi and set it to Transparent

#

or Fade

ember scaffold
#

oh hmm

#

I was also hoping to use this model for animation or other things... is there a way I can make it work in both blender and unity though?

#

oh wait... nevermind, you may have just explained that and I'm being dumb. Okay, I'll try what you say. Could maybe describe more of how I'd do the alpha blend thing? I'm not sure if that would have it more opague in the middle and fade out.

celest glade
#

Um, I have this happening to my model in blender after I separated the materials with cats, how do I get it to go back to the way it was?

#

I clicked to join meshes and it still did this

tardy rapids
#

Got my model down from 108k tris to 98k tris

#

not gonna get any lower than that, sadly

thorny ivy
tardy rapids
#

Without sharps:

#

With sharps

hollow ermine
#

Re-topo will be fun

dusky dirge
#

Prototyping some ideas, should be pretty cool if they actually work.

unborn acorn
worldly tangle
#

Burgundy purple FMP-9 [Folded-Machine-Pistol] (part of my 6th project)

722 verts (with solidify)

spiral sigil
#

is there a way to set origin to geometry in unity or something that does something similar?

#

annoying when the move thingy is not at all where its supposed to be

tough plover
#

@spiral sigil you could just do it in blender

#

otherwise, just create an empty object and put your object as a child of it

#

then move the object in question

tough plover
#

@spiral sigil also, mess with these to control where the transform gizmo is

#

top left of unity

spiral sigil
#

pivot is much more accurate yeah

foggy granite
worldly tangle
#

Eh, I didn't do any of that, and I made the FMP-9 one single object for the sake of performance

#

I did the same thing for the QBZ-95 for the same reason

carmine bloom
#

does anyone here know how to grab that one white axis on the bust and delete it in unity, I want it gone, and i cannot find it in the heigharchy

thorny ivy
#

The mouth itself more warm-red while the tongue is almost molten in color.

atomic hamlet
tough plover
#

@thorny ivy that is the dynamic bone for the boob. all of those yellow spheres are dynamic bone colliders

#

if you're deleting the dynamic bones, you should also delete the colliders

tough plover
#

ah sorry, am on phone

#

@carmine bloom

carmine bloom
tough plover
#

@carmine bloom the script doesn't have to be on the actual bone

#

it can be anywhere

carmine bloom
#

Okay, I'm gonna be home soon, do you mind keeping in touch and showing me? I literally started doing this yesterday

#

@tough plover

tough plover
#

I'm at work, can't do that lol

carmine bloom
#

Fair

tough plover
#

@carmine bloom use the SDK window

#

there is a Select button where it says dynamic bones

#

make sure to have "show all avatar performance stats" enabled under the SDK settings tab

carmine bloom
#

Okay I'll be home soon and I'll post updates

copper parcel
#

Anyone here use substance painter? My symmetry refuses to work.

carmine bloom
#

@tough plover are you still on? im home and have it open

tough plover
#

@carmine bloom at work still

untold arrow
#

so this is kinda my first time i been watching tutorials on how to add vrm models to vrchat and tbh i am kinda new to this

copper parcel
#

So, I tried joining two armatures, one of the models associated with one of the armature kinda turned huge, any reason for that?

tough plover
#

@copper parcel you didn't apply all transforms before you did that

#

Ctrl a > all transforms

lament pond
#

You should un-parent it first

#

Otherwise when it's separate from the other armature it could still try to change scale.

copper parcel
#

This is my first time messing with blender, so I'm still figuring this stuff out really.

#

I've messed with it before, but only when it comes to posing pre-made models for store art x.x

lament pond
#

Select the mesh and do alt-p, clear and keep transformation, then ctrl-a to the scale

copper parcel
#

That worked out, thank you.

#

Also, assuming anyone here works with Substance Painter, does symmetry not working have to do with UV maps?

tough plover
#

@copper parcel should not

lament pond
copper parcel
#

Hmm... ;'cause I can't figure it out at all. It works on another model just fine, but for some reason it just refuses to work properly on a new one.

tough plover
#

@copper parcel are you drawing on the UV or the model

copper parcel
#

I've tried both.

tough plover
#

also make sure that the wrap mode is set to Tangent wrap or planar wrap

copper parcel
#

Yup, tried that too.

#

Still no dice.

tough plover
#

check to make sure the correct axis of symmetry is enable

#

enabled

copper parcel
#

Yup, x-axis

tough plover
#

and that your model is oriented the correct way

#

Y forward

#

Z up

#

check in blender

copper parcel
#

It is.

#

It doesn't even show the symmetry cursor

tardy rapids
#

rigged

thorny ivy
copper parcel
#

Got the symmetry issue fixed. Apparently the program was just being dumb and needed me to re-open it. :v

#

Take out the plug and plug it back in fix kek

thorny ivy
#

Noice

#

As part of my avatar mock-up, finagled a pair of horns into something that at least partially resembles a trio of trees merging together.

#

Original textures are unchanged but passable for the time-being.

onyx juniper
#

furthermore, you have chosen the perfect subject

hollow ermine
#

Yes.

vital drift
copper parcel
#

Does anyone know why this might be happening to my armature? Anything that might end up breaking if I keep going?

#

For some reason the icon has turned into a lock of hair that is a completely separate model, and I have no clue as to why.

lime vector
#

How do you separate materials individually with the cats plugin? For some reason I can't have them all separate, and instead it makes me click on 2 materials before saving as an atlas. It gives me this message error.

sacred field
#

anyone ever have a weird issue where you cant select the mesh in edit mode?

devout scroll
zinc jolt
#

okay so good news guys, Freddy's going to be at least 50 to 70k polygons for his release next month

#

is that appropriate for you guys?

mellow prairie
#

How do I flip the texture without moving the mesh? Forgot how to do it lol

devout scroll
#

flip normals

#

alt+N

thorny ivy
#

Any advice for making the left horn's texture (tree) look less-faded compared to the original (scales)?

spiral sigil
#

hmm i guess open the texture in an image-editing software and play around with contrast and brightness until it looks more like what you want

copper parcel
#

I put some armor on an avatar and when I tested it in vrc, the armor was very... bendy. It kept contorting along with my arms and such. Is there a reason for this?

devout scroll
#

That means 2 or more bones have 100% influence on your mesh

#

So it does a weird mix between them and averages them

copper parcel
#

So am I supposed to parent each piece to a specific bone or something?

devout scroll
#

Yeah

copper parcel
#

Ahhh okay, that

#

That makes sense.

#

I only started this stuff yesterday, I figured that's what the issue was but I wanted to be sure.

#

And just so I remember... first object selected is the parent, second object is the child?

#

I always forget that bit, my brain is clumsy.

tough plover
#

@copper parcel typically armor plating is made of metal, and should not be bendy. weight painting wise, that means that pieces should be uniformly weighed to specifc bones

#

without gradients or anything

copper parcel
#

Yeah, this is my first time using Blender to actually make an avatar rather than importing a premade one to unity. So I'm figuring a lot of this out through trial and error

craggy lintel
#

You know whats sad?

#

LIKE

#

really sad

#

the amount of users here who dont understand that their knowledge goes WAY outside of VRC if youre a fluent blender user

#

rn im using my knowledge in the field and like im way ahead

thorny ivy
copper parcel
#

Well yeah, I've used Blender before, but only when it came to posing pre-made models I made for store art in an online game XD

#

Even that small amount of experience helped a lot when it came to me working on this model in particular.

thorny ivy
#

I added in the normal maps + played around with the settings some, this is what the results look like

#

Not as dark but at least they don't look faded anymore.

craggy lintel
#

It's funny because I bet over half the users in here who know how to model dont know that they could get a job doing it

#

@copper parcel

copper parcel
#

XD

tough plover
#

@craggy lintel I've thought about that yea

#

but not exactly sure what to look for lol

copper parcel
#

Also another question, I bound a piece of armor to a bone but now it's even more bendy. I saw something mentioning gradients, where do I find this so I can see if that's the issue?

tough plover
#

are you in Weight painting mode?

copper parcel
#

I don't even know what that is so I wouldn't know lol

#

I'm in pose mode

tough plover
#

Weight painting is how you determine which parts of the mesh move with which bone

copper parcel
#

Alright, how do I go into this mode then?

tough plover
#

you should probably look up some tutorials about weight painting lol

spiral sigil
#

that gives you the most accurate look of just the texture itself with no shaders or other maps applied

tardy rapids
spiral sigil
craggy lintel
#

try to look into the film field, largest corporation for this 👍

#

Sacred and Nini, The film field is the largest industry for anything animation, 3d, etc

#

Film is much larger than gaming

#

Because just almost literally every human right now sees images and videos from this industry lol

spiral sigil
#

oh yea i know, but i dont want to work in that field for the same reasons, unless its something i have personal interest in i cant see myself modelling for someone else, and if i want to do it this way the closest thing would be working as an independent contractor or freelancer on specific commissions or projects

craggy lintel
#

Contracting is probably best

#

I was seeing how many things were animated using blender

#

And then I see the breakdowns and i understand all of and I can do all of it so it’s sorta eye opening

#

I work film and media- not much 3D other than as a big hobby- so I may actually add this into my professions

#

@tough plover but yea Sacred try looking into film industry

tough plover
#

will do

spiral sigil
#

yea i feel like contracting would work best too~ tho for now i still have a lot to learn before i can actually do this as my career, but that is the ultimate goal if possible :3

tough plover
#

if you have any links in particular that'd be cool

craggy lintel
#

Hmm I mean, what do you specialize in?

#

So using keyframe knowledge rn i am doing something for a real estate company for example

#

Like little parts of what you do everyday go a long way, it's almost like the process from poly modeling to final rendering, each step to making an avi can actually turn into it's own job- LOL forget going to school for this

#

vrc avi creation = School itself

#

Idk i just wanted to share my opinion because I feel like it's a shame for people 'wanting to look cool/better in game' missing out on their own opportunities

spiral sigil
spiral sigil
copper parcel
#

Figured out weight painting, looks like the armor is no longer bendy. Thanks :)

spiral sigil
#

i started my journey into 3D modelling by learning 3D animation first, i like the aspect of making models come to life, it gives them personality and character

craggy lintel
#

Oh awesome :3

#

I mean I’m just about the same

#

Except I like texturing the most lol

#

I do stuff like this lol

spiral sigil
#

aww :3 may i ask what you use for texturing or how your process for it is? blender texturing does seem a bit limited xD

craggy lintel
#

Dang discord marking stuff as nsfw -.-

#

I use substance

#

My process is a secret because I have a method of texturing that is very revolutionary and I’m not ready to give it out just yet

#

I had to leave a certain server because people started to try to copy my techniques (but they failed at it lol)

#

I basically use 3 programs to texture and one of them is over 10 years old

spiral sigil
#

oh damn xD sounds like me with animation, i use MMD for it cause i learned to animate in it as a teen and i'm too used to it, but i'm now realising how limited it is and want to also learn blender animation, it's just hard getting used to blender, the entry into the different areas of it is probably the biggest hurdle of it

spiral sigil
#

thanks for answering btw :3 and dw, its okay if you want to keep your process secret

craggy lintel
#

It's allll abbout them keyframes

#

Right now i'm best at animating 2D mesh but i can do unity anims no problem

tough plover
#

@craggy lintel I specialize in making assets in blender and can texture using substance

#

but I can also do rigging, shape keys, and unity work

spiral sigil
quaint jasper
#

There is honestly no reason to animate in Unity unless you can't export something out of it

craggy lintel
#

yeaaaa unless you’re doing VRC stuff

#

but like the creation of those anims carries over platforms for sure

fair scarab
#

Im having a problem rn with an avatar, can someone help me?

quaint jasper
#

If it's a modelling issue yeah

quaint jasper
craggy lintel
#

Oh for anim yea

fair scarab
#

more like upgrading unitys version issue

quaint jasper
craggy lintel
#

I may pick up C4D though when I get to the point to where I want to animate 3D film stuff

#

Maxon unfortunately is way superior

fair scarab
#

ok thanks!

white moth
#

after getting familiar with blender I’m straining to think what paying a subscription for paid modeling software gives that blender doesn’t give for free. Admittedly, Ive never used any because it’s all too rich for my blood

craggy lintel
#

Cinema 4D is free I think?

#

No wait it isn’t

white moth
#

It’s about $3500.00 usd if you don’t want to pay a subscription. That gets you the current version without any updates

#

Maybe i have bad info

#

Subscription is more affordable - but it’s never paid off

#

Or just download blender for free lol

craggy lintel
#

Jeeeez

#

Yeaaa

#

Idk

white moth
#

Blender is the industry standard in the circles I’ve seen

craggy lintel
#

Maya or C4D would be the question

white moth
craggy lintel
#

Nahhh blender isn’t unfortunately for big studios, etc

quaint jasper
#

If you're a hobbyist then Blender is the only option

#

Studios are trying to move to Blender, but they rely way too much on specific Maya addons that Blender doesn't have

craggy lintel
#

Yea

quaint jasper
#

It also means hiring new people entirely, and dropping the ones you had

craggy lintel
#

Maya and C4D sorta seem to compete with eachother

#

Lots of the big Instagram people follow using C4D

#

Like beeple

#

Beeple crap is amazing at what he does

white moth
#

I see see learning expensive paid 3D software as a waste at this point, places are trying to get rid of it

quaint jasper
#

Zbrush is the only thing that i find compelling, but i still think they'd benefit a lot from better/cheaper subscription models

craggy lintel
#

This is insane

white moth
#

I feel like most people who use it as a hobby just have a license from their company

#

or pirated it

craggy lintel
#

They ate substance and all of it’s programs

white moth
quaint jasper
#

imagine disabling backface culling or disabling xray painting KEK

white moth
#

Yeah I’ve been chopping up models just to make them easier to paint in substance which is ridiculous

#

I really need to learn how to paint in blender

#

It’s defaults are just so empty

#

They really make you do everything yourself

quaint jasper
#

I paint on the UV window for that reason most often

#

cant make mistakes there

tough plover
#

just make a version of your model with a duplicate above it which you then explode to paint more easily

quaint jasper
#

Well that's just a bit insane

white moth
#

Insane is me thinking oh my god that’s genius

tough plover
#

both share a UV map, so you can paint on either one

#

you can also make as many copies as you want exploded in different ways

craggy lintel
#

if youre in substance

white moth
#

I only use substance to paint directly on the model

#

That’s my only use for it. I should just be in blender, but it’s default brushes suck

#

I need to learn it better. So far I only manage to use a really blurry brush

tardy rapids
#

texture

#

flipped version cause I think it looks better

thorny ivy
#

Looks mighty nice.

lime vector
#

why is outlining objects so hard on unity😭

tardy rapids
#

WHOA

#

the difference photoshop's normal map generator can make

lime vector
#

oh I see it

#

nice mango

thorny ivy
#

I probably should look into normals, I've barely touched them.

tough plover
thorny ivy
#

Good to know, thanks.

tough plover
#

make a copy of the mesh, subdivide it 3x

#

use sculpt mode to carve in the details

#

then, bake a normal map from the high poly one to the original

#

and those details will now be faked with the normal map in the original

tardy rapids
#

alternatively, if you just need engravings or some light details that can be grabbed from the texture you made

#

Photoshop's 3D Normal map generator filter works VERY well

tough plover
#

@thorny ivy

#

detailing using normals

thorny ivy
#

Noice.

tough plover
#

👌

#

without

sacred field
clear geyser
#

MIB Worm

onyx juniper
#

I remember their vestigial hands being bigger though

clear geyser
craggy lintel
#

Now I got a reaaaallll question

#

one I haven’t seen an answer to yet

#

So has anyone ever managed to make things look really good without showing that they are trying make things look good

#

Clothing wise

#

Cause I always see/use subsurface scattering/normals/etc type stuff and like

#

It always looks like it’s trying too hard lol- I think I’ve seen something like this oneeeee time but the person works serious business with 3D IRL so he was perfect at what he did

quaint jasper
#

It's still Unity at the end of the day

#

But yeah there's amazing stuff in vrc

craggy lintel
#

Yeaaa

#

True

#

My friend and I agreed that PBR’s can only get you so far lol

quaint jasper
#

The rest is with complex shaders

#

And then it's Unity's render pipeline, and then there's vrchat's world lighting quality

#

It's hard to look good consistently

craggy lintel
#

This is sorta what I mean

#

the clothing in this from marvelous is marvelous

quaint jasper
#

Making the clothing is easy, it's controlling is that isn't

#

dynamic bones and constraints don't cut it

craggy lintel
#

Yeaaa

#

My friend and I came up with a very decent solution for dresses though

#

Come to think of it

thorny ivy
#

Speaking of models...

#

I made a custom ear for my avatar. Mix of goblin, elf, and just some creativity.

obsidian nova
#

That’s really lovely.

thorny ivy
#

Thanks! No proper texture/material for it yet though, even putting a placeholder on just makes it hard to tell the inner shape.

#

Size comparison for the rest of the head (which is a prototype atm).

#

Gave her ear-lobes since that was something many ear designs for fantasy-esque races seem to lack as a whole.

copper parcel
#

Hmm... I tried importing my avatar to vrchat but for some reason the body texture is missing... looks fine in unity x.x

polar marlin
#

Well that sucks

obsidian nova
#

@thorny ivy Do you usually hand-paint the skin textures or do it procedurally with a material bake?

thorny ivy
#

Actual texturing is new territory for me.

obsidian nova
#

Ohhhhh, if you want, I’ll give you a crash course sometime. I’m no pro, but I’ve picked up a few really helpful tricks.

#

Just add me.

spiral sigil
#

Completed the Alternate Arm.

Sksksksksksk-

thorny ivy
spiral sigil
thorny ivy
#

Pacific Rim VR

fallow isle
# tough plover <@!781969501297049640>

May consider checking out Substance Painter. It's pretty much the centerpiece of my texture workflow. Sculpt details in ZBrush, ship out high poly to bake normals/AO/curvature/thickness to low poly in Substance Painter, do texturing in Substance Painter, export material maps for Poiyomi. Get the workflow down and you can have your materials looking more or less identical across SP, Blender, and Unity.

tough plover
#

that's pretty much my exact workflow

#

just minus Zbrush

fallow isle
#

I love substance painter, can't live without it

digital hound
#

If I have 1 floor object and 1 wall object. Is there a way to merge the 2 where the wall faces cutout into the floor faces?

thorny ivy
digital hound
#

how would that cut the wall shape into the floor

thorny ivy
#

Oh, you want the wall to cut into the floor.

digital hound
#

yeah

thorny ivy
#

Edit Mode -> Face - > Insersect (Knife)

#

Not sure if both parts have to be in the same object though.

digital hound
#

I assume that after I make it I can ctrl+join them

thorny ivy
#

Make sure to have one of the objects highlighted, dunno if it's the cutter or the cuttee though.

digital hound
#

then do that

#

alright

thorny ivy
#

I've been in avatar-creation mode so haven't messed around with any actual things in a while.

foggy granite
spiral sigil
#

: )

spiral sigil
#

when it was just the two similar arms.

#

and Edge split kinda made it higher.

foggy granite
#

Alright

azure rain
foggy granite
#

Go to it before me

azure rain
#

like that exceeding the triangle budget for the entire frame of a AAA video game by like an order of magnitude

foggy granite
#

But honestly that’s fine for animation or show piece

azure rain
#

yeah but probably wouldn't show well on a profolio for gamedev

foggy granite
#

Your right about that

spiral sigil
foggy granite
#

But i can see a lot of detail can be replace by norm maps if it need to be lower

azure rain
#

yes it definitely needs to be lower as a VR Avatar

#

like that triangle count probably exceeds like how much someone is rendering in a given frame of vrchat on PC

spiral sigil
#

Sadly i think the lowest i can do is 120,000.

#

or else its just a bunch of ungodly weird shapes.

foggy granite
#

Can you show the wireframe

spiral sigil
#

As Much as the Chest says it looks like a lot , its not , its 1,090 Vertices.

azure rain
#

if it's helpful you can use triangles for that to deal with the shapes

spiral sigil
#

I'll try.

azure rain
#

and probably a lot of that could be on the normal map

#

as far as the loops that are mostly for like Edge highlights

spiral sigil
#

I see.

thorny ivy
# thorny ivy

This ear used to have a lot more polys before I decimated it but made sure the overall shape/structure remained the same.

#

I set it to around .20 or so I think? Definitely on the lower end but went as low as I could go before it had any real impact on the mesh profile.

#

If an ear can turn out that well, sure the program can work its make and really reduce the overall vertices count for a mesh like that.

#

I know ear =/= giant robot but still, programs tend to be pretty good at simplifying things when we don't they can be much further.

radiant ridge
#

Alright after fixing it up for about two days. This giant cannon is nearly ready for all its little detailed bits

tardy rapids
#

It's amazing how much eye shines can change the feel of a picture

#

Ayyy, cute

#

oh shit

#

Y'all better get running cause those claws ain't just for show

quaint jasper
#

the space between the mouth/nose is still very odd to me

spiral sigil
#

i had an issue that was caused by something being connected to the armature but the issue is... how do i connect stuff to the model? i usually just do retextures so adding stuff to models is new to me

spiral sigil
spiral sigil
#

ok, question

#

let's say I have this here vine on the arm of my avatar

#

I only want to have the vine active with a toggle

#

is there any preparations I should make when rigging?

#

Should I not have the vine there when rigging?

#

Like, should the vine be a separate object?

devout scroll
#

There are different ways

#

You can make it a separate object then toggle it with an animation

spiral sigil
devout scroll
#

You can make it the the same object and use a shape key to show and hide it

#

You can make it the same object but a different object and hide it by toggling it's material between the real one and an empty one

#

You still have to weight paint it to the same bones the arm has

spiral sigil
devout scroll
#

That's why I gave you 3 options

spiral sigil
devout scroll
#

If you make it gradual then yes, if you make it snap to 100% then not

spiral sigil
#

oh, ok

#

thanks^^

devout scroll
#

You create an animation that sets the shape key to whatever value you want

#

In unity

spiral sigil
#

I see

#

How do I make a shape key that changes its UV map?

#

I want to make the skin be able to be toggled between two different colours, both in the same material

#

Is there a way to tell unity to shift the UV for the face from one part of the texture to another?

devout scroll
#

You can pan the texture in some shaders

#

But you could also just make a new material and make an animation that swaps them

#

@spiral sigil

mellow violet
#

my obj looks like this is Metasqeuoia

#

but it looks like this once converted to mmd

spiral sigil
mellow violet
#

my guess is that the invisible texture is doing an oopsie

devout scroll
spiral sigil
#

Alright, thanks ;w;

mellow violet
#

hmmm

#

I think I got it

#

wat

#

texture look like this

#

but actually this?

craggy lintel
#

Hey guys

#

I have a weird issue

#

my armature disappeared

#

but it's still there

#

and when I try unhiding it with the hotkeys, and with every other normal option it does not reappear

#

but it's still there

devout scroll
#

Screenshot?

spiral sigil
#

what's the best way of rigging a skirt/dress for VRChat?

#

should I make a separate bone for it? Should I use the regular body bones?

#

I don't want to mess with dynamic bones, though, since they are not supported for quest

thorny ivy
#

I've learned ya can rig a skirt with about two-four bones, depending on the actual length, with half on each side.

Weight-paint accordingly though.

spiral sigil
#

so like... where should I put them, in this case?

thorny ivy
#

But clothing physics is an option supported by VRC's Unity engine. Don't know how to really use it though.

spiral sigil
spiral sigil
thorny ivy
#

I'd say for that particular model, between the dress' outter edges and the actual skeleton.

#

So sandwiched between the two.

spiral sigil
#

also, what should I parent those bones to?

#

the shoulders? the hips? the neck?

devout scroll
#

Use the body bones

#

auto rig it then fix issues if they arrise

visual vigil
spiral sigil
mellow violet
#

pretty

foggy granite
#

looks cool what poly count and how the wireframe looks

tardy rapids
#

With Passionlip done:

#

le render

thorny ivy
#

Damn those hands are big.

#

Know what they say 'bout big hands...

worldly tangle
#

lots of polygons

tardy rapids
tardy rapids
#

Verified on VRCTraders

#

hell yeah

worldly tangle
#

My FX-05 Xiucoatl (🇲🇽)

tardy rapids
#

Now that is optimization

worldly tangle
#

yep

foggy granite
#

how many is that now

tardy rapids
#

it says on the image

#

1337 tris

quaint jasper
#

Yeah, that's before the triangulation

white moth
#

I fear non-coplanar n-gons

foggy granite
worldly tangle
foggy granite
#

nice

worldly tangle
#

I finally finished UV editing the model so. . . . that's one hurdle over with

thorny ivy
#

Decided to finally model somethin' I've been kickin' 'round for a while now: a "modernized" pavise with extendable energy projectors. Very rough concept still but got the general shape worked out at least.

#

Blue = body (likely metal)
Grey = metal (sharpened at the bottom)
Yellow = energy (may change to red)

#

On a related note, I'd like the center (the diamond shape) to have a pattern like this. However, actually figuring out the geo for it has led to some mixed results.

#

The spacing isn't uniform so it ends up looking wonky.

craggy lintel
#

Hey guys

#

Is there a way to edit existing mesh in blender with curves

#

I heard there’s a plug-in for it but idk which one

paper idol
#

i need some help uploading my Avatar i made to Vr chat from unity i have the trusted role and stuff

devout scroll
still wadi
#

booba

spiral sigil
craggy lintel
#

with beziers

devout scroll
#

You can try using a lattice

tardy rapids
#

Jokes aside though, looks good

#

Should probably do more sculpting with my work

spiral sigil
foggy granite
#

You can have a mesh follow curves using an array and curve modifiers

craggy lintel
#

I want to edit existing mesh with a curve

#

I’m a veteran with curves I’ve been working with them for 10 years

#

It’s my job.

#

I just want to edit existing weighted, shapekeyed mesh with a curve

devout scroll
#

Still doesn't explain what you want, move verticies around?

#

Deform the whole thing with a curve?

#

Give a practical example

#

And weighted or shapekeyed doesn't matter as you can still apply modifiers to them with some work

tough plover
#

@craggy lintel add this modifier

craggy lintel
#

Yeaaaa not what im looking for

#

the curve modifer doesnt do what im wanting

#

lmao

#

Yeaa i dont think what i want is possible without the plugin

devout scroll
#

Yeah well it would be helpful if you actually explained what you want..

tough plover
#

but I think that proportional editing or the grab sculpting tool could get you most of the way there

#

and the modifier I showed too

devout scroll
#

There's ways but you need a bit more info

#

You can use verticies with hooks

#

You can use a lattice

#

You can use deform

tough plover
#

oh yea a lattice

#

good call

craggy lintel
craggy lintel
#

Lattice probably closest to what I’m talking about

#

but lattice isn’t necessarily what it is

craggy lintel
#

Literally everyday lol

#

If I could get a lattice to behave the way I want it, I’m set but there isn’t a way

quaint jasper
#

i've never heard of a plugin to do that, did you really not find anything ?

craggy lintel
#

Unfortunately not haha

#

you know how beziers work? Basically like

#

I want to draw a bezier around an object

#

Be able to edit it as you would edit a bezier

#

and manipulate the selected areas

#

just would be more efficient to me using the O tool

#

Would be epic

white moth
#

That’s curves/nurbs . Yes you can model that way, though at some point you will need to convert it into triangles.

craggy lintel
white moth
#

I mean proportional editing is close to what you describe

#

you may be able to get something closer to your defintion but i'm not the master of all things blender

quaint jasper
#

Yeah that'd be proportional editing

craggy lintel
#

Yea I mean I’ve been okay with doing proportional editing

#

I just wish I had curves to edit with sometimes because curves behavior is a bonus in any program

#

I have a cool plugin on substance for curves on mesh for designs

thorny ivy
#

Starting sometime yesterday, I began working on a custom shield and more-or-less finished just a bit ago. Going in, I had a rudimentary idea of how it'd work from a technical aspect but was pleasantly surprised to find it was relatively easy to implement.

#

Still need to do some clean-up and the UVs but it's properly rigged! Deployment is controlled via shapekeys though still have bones for controlling the moving parts, not sure if I need to keep those.

tough plover
thorny ivy
cerulean shoal
#

forgot to post here lol

hollow ermine
thorny ivy
wild forge
#

Hello i am looking to make my own avatar i am a beginner befor i look up videos on youtube is there any specific ones you think i should watch first thanks 🙂

azure musk
#

Does anyone know, any good blender course? I make avatars, but mostly kitbash.. usually I can scratch for example hair and small stuff, but I would like to learn how to make clothing and stuff.. :)

still wadi
#

you should check my stream 🙂