#3d-modeling

1 messages · Page 112 of 1

still wadi
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why the fuck do u have 6 levels of subdivision

candid latch
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Thanos

tardy rapids
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I pray you aren't planning on bringing that in-game

copper parcel
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Anyone know what might be causing these polygons to appear on this texture in material view? The base that I purchased has a uhh, pretty cobbled together ssp file lol

quaint jasper
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Did disabling any of the folders remove it ?

copper parcel
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It appears to be something tied to the body folder.

quaint jasper
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Make sure to check the generators on the black masks as well

copper parcel
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Looks like an empty fill layer in the body folder was the main cause.

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I do have one more question, how do I apply random seeds to something like a height map?

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Like here, for instance.

quaint jasper
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If the pattern already exists i'm not sure you can ?

copper parcel
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Hmm, I'm just wondering how it was done here is all.

quaint jasper
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You can maybe do the height per a different alpha

copper parcel
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Hmm..

quaint jasper
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Not a thing in substance zucc

thorny ivy
tardy rapids
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I mean, if it's a pre-made base it could've been made in blender and been baked

wild forge
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hello all im am new to modeling is there a video i should watch before i search youtube ? thanks all ?

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you may have answered befor but i fell sleep as i posted at 2 am

zinc jolt
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what does this look like to you, guys?

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I can guarantee this is at least a million polys

azure rain
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stop subdividing so much

zinc jolt
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but it's so good to see it this detailed XD

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of course I'm not going to get into "much" detail yet

azure rain
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like that's even too much for like sculpting for the high-poly

zinc jolt
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I agree

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it's a dumb decision

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what about this?

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if it's used for rendering

azure rain
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sure if you're doing rendering do whatever but that's not terribly relevant to vrchat

zinc jolt
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good point

azure rain
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like what does it look like with no subdivides

zinc jolt
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give me a sec

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it looks like this

azure rain
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okay that looks more reasonable for a pc vrchat avatar

zinc jolt
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ye

azure rain
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and honestly you weren't gaining any more detail with those subdivides

zinc jolt
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you're not the first person to tell me that

azure rain
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so stop wasting triangles

zinc jolt
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alright

azure rain
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like at any distance that's not like inspecting the nose hairs of your character you're not going to notice the difference but your graphics card has to do more work

zinc jolt
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ah, I understand

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I made sure my PC can take it

azure rain
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yeah but if you have like a whole map you need to render for something that's going to add up if all of your characters have like subdivide 3 on

zinc jolt
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Which is why I'm glad to keep it that way

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Out of the way of subdividing it 3 times

ionic kettle
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i need some help i guess with the sdk platform i might be doing it wrong or importing it wrong if someone wants to help me out

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im using version 2021.1.15 of unity

dusty heron
foggy granite
dusty heron
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The devs are moving to 2019, but that is in beta.

foggy granite
dusty heron
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And that also doesn't look like a unitypackage, rather an exe.

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Unless you just haven't set that as a default.

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You should just be able to drag it into unity an double-click to extract.

thin shadow
peak narwhal
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im really new so take what i say with a grain of salt, my only thought is taking the fbx file without the rig or maybe fixing the armerture

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im very new so i have no idea but thats my guess

devout scroll
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I think people usually use the betterfbx addon to import from unity

spiral sigil
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dunno where to put this so ill put it here

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how do i export blender models with textures and materials attached to unity

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Export the model in a format that supports it aka export it in FBX

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Plus make sure to pack the external data into the blend file

spiral sigil
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thank you

tough plover
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@thin shadow you typically don't need to "export" anything from Unity.

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assets in your unity project are literally just normal files in a folder

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just locate where your model is and import that

thin shadow
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i wanted to have all the 48 materials to be cohesive with the fbx

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when i use the fbx file by itself without exporting, the materials and texture are missing because textures and materials are messed up and all over the place

tough plover
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48 vrpill

foggy granite
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Why do you have 48 materials

thin shadow
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i didnt make it, i'm just trying to fix someone else's mistake

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my friend paid for this avatar, he got the unity package, but it's all messed up

foggy granite
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Jeez

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So you probably can grab it from the package files in your computer

thin shadow
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yeah that's the problem, everything is everywhere. there are 2 materials folder. there are also materials in the fbx folder.

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importing fbx from the asset folder fixes the bone and armature problem but the material assignments are all messed up

foggy granite
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Yeah you gonna have to manual set up the material in a blender once you figure out where they are all at but it shouldn't take too long once you know the location

thin shadow
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Well i have to think about alternatives solution. This is like trying to dig a grave with a spoon.

foggy granite
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Honestly, the best solution should come from contacting the modeler to fix it but I'm guessing your friend already tried that

devout scroll
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Anyone got any good courses to recommend? I'm considering getting the stylized station's 3d artist coloring book because i'm really bad at textures

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There's lots of neat courses I see around but not quite fitting for vrchat stuff, be it character or world stuff

velvet magnet
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slowly tryina learn how to make avatars in blender ^^`

still wadi
devout scroll
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😳

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m-maybe

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I've seen your vods a bunch of times shonzo, I'd definitely check it out for characters

still wadi
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lmao

devout scroll
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You do good work but watching streams is really long vrcChicken

still wadi
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idk my gf watches them to get references

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for texturing

devout scroll
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I can't really model characters so I'm thinking more world stuff atm

still wadi
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gotcha

devout scroll
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Since I can model alright

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But characters are really spooky to me. Something I'm probably not gonna get into just yet

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Besides, I'm way more likely to actually finish something smaller

foggy granite
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i learn alot of tools and features by modeling props like weapons

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its nice to simple props then work you way to more complex shapes as you learn

devout scroll
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Yeah

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I know my way around blender just fine but I struggle wrapping my head around some shapes sometimes then get stuck

foggy granite
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it get better cause i understand where you coming from on that

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but i found have a folder full of different refrence images help with that so you can see similarly areas in form

devout scroll
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I think I just need some structured content to follow along and complete to build confidence

foggy granite
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then really some of techniques can carry on to different parts on modeling an avatar

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Theres alot tutorials you can watch i can drop some that show you general over of character creation thats can work for vrchat

devout scroll
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I know a bunch myself like reinhet's but I really don't trust myself with following through with them

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I'd be more interested in clothes for existing models and world props

foggy granite
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why not post progession photos when you get certain part of avatar done here

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and show off you slowly working you way to making a full fledge avatar

devout scroll
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I guess I'm just not too confident in what I make

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I've posted a bunch of things I made before, when I was satisfied with them, but even so most remained unfinished

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And I kinda don't like posting things and then abandoning them

foggy granite
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i honestly extremly relate to that

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but it just a mental hurdle that you got to jump over since it just a self made blockade

devout scroll
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I'll check it out tomorrow, thanks

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Haven't seen this channel before

foggy granite
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alright the only thing i dont like head sculpting part

tame sinew
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I’m trying to make a model for an avatar in blender but whenever I create a new face the polygons in the UV editor go crazy. Is there a way to align them to already existing polygons?

devout scroll
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How are you creating faces?

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And you should kinda be dealing with UVs at the end

foggy granite
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Yeah

glacial estuary
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anyone I can commission a full custom avatar from? I'm looking for someone who can use blender and is good with textures and unity. Am obviously willing to pay you for your work. Please DM me if you have an offer

uneven dagger
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So, I'm importing a model from a game, but I'm not sure what to do with the failed mess of bones it comes with ot make it compatible in VRChat, or at least recognizable as humaoid. I tried deleting the existing bones and starting from scratch, but I dont know what parts of the model are which in order to bind the bones to the mesh. Soooo... Kinda stuck, any suggestions? (new to the blender shpiel)

quaint jasper
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import fbx > automatic bone orientation

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and then use the cats plugin

zinc jolt
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hey guys, realism advice please

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do squid have skin and use subsurface scattering?

thorny ivy
# zinc jolt hey guys, realism advice please
  1. Squids have a membrane of some sort to keep all their internal stuff where it should be but for actual details, do some research; scientists love delving into this kind of stuff.
  2. I think squids may be slippery due to some mucus that covers them - that could cause light scattering but again, research's your friend.
zinc jolt
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makes sense

thorny ivy
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On a semi-related note, looking into retractable claws + monster girls as my avatar sports some. However, trying to strike a balance between unique look, functional, and having them not cause people to go "wow, how does she do anything with those?"

zinc jolt
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that's actually very impressive

thorny ivy
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Thanks, the claws are scratch-made while the hand's a modified mesh. Unfortunately, I messed with the original version way back and none of the properly-sized ones were unaltered.

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I spent a good bit just trying to un-ugly the hands since initially, I didn't know what to shape to go for so they ended up looking weird more then anything else.

thorny ivy
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Two hours later (shy of just 4 minutes) and this is what I have to show

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Fingers have a more natural shape now and the claws actually meld with the mesh, making the two look cohesive rather then just stuck-together like before.

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And last angle shot, found some more wonky geo so I took a few mins to fix it up.

thin shadow
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i found an alternative, but different problem this time.
What is the best practice on how to solve this? this is an mmd model.

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the problem is when using the mat combiner, uv wrap does not match with the texture

quaint jasper
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Did the parts have the same UVMap name ?

spiral sigil
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Hey my main avatar has been floating which I have only noticed and I think the person who made it they just moved the whole avatar up a little bit can somebody help with this?

lament pond
still wadi
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i raise the stakes of your hair @lament pond with my hair

devout scroll
thin shadow
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oh wait, the uv's not even there

devout scroll
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maybe cats ignores uvs outside the first uv space?

thin shadow
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the option "crop outside uv" already turned off. But i found where the uv is here in this few pixels.

devout scroll
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This is what you basically have

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if your uvs are on top of the main uv

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then your uvs are basically starting at x0, y1

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you need to move them down by 1 uv space on the Y

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so for that just select everything that's on top

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untick pixel coordinates

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and then g, y -1

thin shadow
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i see, alright. i'll try.

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in the meantime, i take it that this uv before combine confirms your theory?

devout scroll
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Basically you just want everything in first uv space

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Also that's some bad packing

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You should consider doing it manually, or at least edit the results

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And don't pack everything together, pack normals together, pack base colors together and so on

vocal stirrup
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im trying to work on an avatar and it has 2 sets of arms, one being hideable in the collection and one just attached to the body mesh, i wanna get rid of the arms attached to the mesh how would i do that

indigo stirrup
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Currently building another funny booth kitbash. And I was wondering, what's the recommended way of implementing toggleable clothes? I don't wanna have like 7 skinned meshes.

devout scroll
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Well you can use mesh renderers for things that don't deform, other than that I think you gotta use skinned meshes

indigo stirrup
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I mean, I was thinking about having a blendshape that makes a piece of clothing turn into the size of an ant inside the avatar

devout scroll
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You can but that sounds clunky

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And probably not great for performance

indigo stirrup
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yea...

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OR

devout scroll
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Tho perf ranks will not complain, actual performance will probably be worse

indigo stirrup
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I put each piece of clothing on a different material

devout scroll
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I'd just split into multiple avatars

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If you want super optimized

vocal stirrup
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man nobody ever answers my fuggin questions in here

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;-;

indigo stirrup
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and I give them a completely transparent material

devout scroll
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You could use an empty shader yeah, but then you're still dealing with lots of polygons

vocal stirrup
indigo stirrup
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it really wont be "lots of polygons"

devout scroll
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So I guess it depends on what you're looking to optimize

indigo stirrup
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with all pieces of clothing, the entire thing will probably be under 40k

devout scroll
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people respond to questions they know answers to

craggy lintel
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so keep them all on invisible materials and then just use toggles to enable one material per cloth

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@devout scroll why didn’t you suggest this hun

devout scroll
craggy lintel
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There’s lots of options for their question too

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Oh

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Why didn’t they just listen?

devout scroll
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Just considering the options

craggy lintel
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Hmmm

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I see

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Oh fuck

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What about

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Shapekey per each cloth

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Even more optimized

devout scroll
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Optimized according to performance ranks

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Unoptimized according to real performance

craggy lintel
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Yeaaaa

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But why not it’s a flex lol

devout scroll
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afaik active shape key'd verts are expensive

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i'd rather have fps

craggy lintel
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They’re not terrible

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lots of ppl use em

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but doing a biiiiig shapekey like a whole outfit shapekey could cost yes

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but try it, why not haha

thin shadow
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wait, so vrchat's avatar performance rank are not actually realistically applicable? is it kind of a low-key placebo effect?

tight quartz
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Can I seperate this? This stand and ball is one object but I wanna cut from the ball and make the ball seperated from the stand.

thin shadow
devout scroll
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Also you might want to right click in object mode and shade smooth, then in the mesh tab on the right normals > auto smooth

tight quartz
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👍

tight quartz
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I wanna be able to cut them and make then 2 seperate objects.

devout scroll
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and i told you how to do it

tight quartz
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If thats possible? 🤔

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It didnt work.

devout scroll
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you just have to do 2 steps

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select the ball in edit mode, all the faces of it, then press P > selection to separate to a different object

tight quartz
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Oooh

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woopsi

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Thank you. ❤️

devout scroll
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👍

tight quartz
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I got another question. In avatar there is like ARMATURE -> Spine -> Leg etc. How do these "folders" or whatever

devout scroll
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That's an armature

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It's made out of bones

tight quartz
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Oh I need one first?

devout scroll
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Yeah

tight quartz
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Ah makes sense.

zinc jolt
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I'm going to make Miss Minutes

tight quartz
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Can I remove this

tough plover
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@tight quartz no, that is the object's origin point

tight quartz
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But that is making so all of the arms are moving if I move one of them.

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I want them all to move with this.

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But if I select them and rotate them seperately they will not follow with the others.

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If you understand what I mean

tough plover
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bones are simply a way to move parts of a mesh

tight quartz
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Ik but it doesnt move. Or I am doing it wrong

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I am probably doing it wrong since I am new to doing stuff with bones

tough plover
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I mean I don't see any armatures in the Hierarchy

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unless you removed it

tight quartz
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I removed it.

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I added it back now

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Like this or?

tough plover
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yea that's fine

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so if i understand this correctly

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the big cube should be static, while everything else moves?

tight quartz
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So mostly I want this to rotate and have the arms attached to it. BUT the arms should be able to rotate by themselves.

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I am making a ride that is a Jumping Frog

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So these arms are suppose to be able to go up and down

tight quartz
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Wait... @tough plover I finally found out how to do the bones.

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It works as I want it to now.

tough plover
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👍

lament pond
still wadi
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didn't know we were criticizing each others work

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but thanks

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point taken

lament pond
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As it is at the moment especially with the gaps it looks like it's just on top

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Realism with that kind of stuff is something I'm always eyeing xD

still wadi
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mhm

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yet we're both doing anime models

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more or less

lament pond
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Yes we are

lament pond
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Now that the mesh is about done I can start the texturing on her.

indigo stirrup
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how would I find out which vertices aren't weighted? I cant really select while in pose mode

quaint jasper
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Select the vertex groups in edit mode and you'll see it

indigo stirrup
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oh, right

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actually, no

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I, uhh

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dont get it

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everything looks assigned just fine on hip and spine

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I might also just leave it

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since I didnt notice it while in VR

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so it must only happen under conditions that would never be met by IK

thorny ivy
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So I linked a mesh in one collection to another's armature but not sure how to fix the "ghost" effect

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Storage is the original mesh, the one above has the "ghost" copy.

tough plover
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it's not a copy, it's the same object

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the "ghost" one is where the object is actually parented to

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but you currently have it as part of a collection

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so it's organized in that collection, but actually belongs to something else

thorny ivy
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How do I make it so they're only in the other collection?

tough plover
thorny ivy
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Ain't workin', just makes another copy.

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And disabling/deleting one gets rid of the other.

quaint jasper
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If you figure it out please ping me, i've tried everything to no avail

thorny ivy
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So its a reoccurring problem, huh.

quaint jasper
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Never happened to me before 2.92, i feel like it's a bug/feature of their new hierarchy nesting and stuff

tough plover
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2.91 and 2.92 are not super stable

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recommend using 2.93.1 LTS instead

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@quaint jasper@thorny ivy

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you could also just delete the collection

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deleting a collection does not delete what is inside of it

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if you really want the organization, you could re-make it afterwards

thorny ivy
tough plover
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np

thorny ivy
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Much easier to re-make them then finagling with hierarchy stuff.

vivid crater
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it does that in 2.93 too, it shows the child under the parent even if its in another collection

merry vault
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Anyone here happen to have zbrush? I need someone to open some files and export whatever's inside as .objs.

tough plover
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moving it into a collection doesn't remove it from what it was parented under before

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you could for example have a bunch of different meshes under one armature

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and organize those meshes into collections while still having them be part of the same armature

vivid crater
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ok yea, we still want it to be parented like normal, no we dont want it to appear in both collections if we specifically move it to another one

tough plover
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after messing around a bit I think I see the bug you're referring to

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@quaint jasper @thorny ivy to fix it just right click on the object and hit Unlink

quaint jasper
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Yeah if i did that the object would just get deleted

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Not sure how any of that ended up happening in the first place

tough plover
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if you do it to both yea

quaint jasper
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mmh

tough plover
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doing it to only one of the "copies" fixes it

quaint jasper
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i'll have to try again next time, i redid stuff from scratch twice

tough plover
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you can also see the number of users for that object changing to 2

thorny ivy
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F for the time spent doing that.

tough plover
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this should also be a reminder to crank up your Undo steps to 256 under Edit > Preferences > System

thorny ivy
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Definitely helpful when making a lot of fine-tuning moves.

unborn acorn
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making me own shoebill

uneven dagger
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Is it possible to unpack just a prefab from Unity into Blender? The base model has a thingy I can't get rid of without screwing up the model's blendshapes 😦

tough plover
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right click on it and click Select prefab asset

uneven dagger
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So, I have a stupid long list of vertex groups that prevents a single material texture from being applied to everything as a whole. Is there a way to clump these together as one vertex group?

quaint jasper
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Your question doesn't really make sense, these either are attached to a bone, or they're not, if they're not then they can be automatically cleared. materials don't have anything to do with weight paint

tough plover
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a bone will have an influence on the mesh if vertices in the mesh belong to a vertex group which shares the same name as the bone

uneven dagger
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Ooooh...

tough plover
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this has NOTHING to do with materials

uneven dagger
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Goooot it.

tough plover
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if you want a texture to be used as the base color for a specific material, click on the particular material in the list of materials on your mesh. go to Base color, click the circle next to it, set it to Image texture, and then specify your texture

uneven dagger
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I have MUCH to learn about Blender x.x

tough plover
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definitely has a learning curve to it lol

uneven dagger
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At least it feels more cohesive than unity >.> which I am shamefully better at by now.

tough plover
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@uneven dagger

uneven dagger
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gotcha. ive still gotta go in and play around with it, but at least now I know why the model has an obscene amount of vertex groups (to match the stupid amount of facial bones)

tough plover
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@uneven dagger the facial bones can be used to pose the face to then create shape keys for facial expressions

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the CATS plugin has this handy button for that

uneven dagger
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which can then be set as visemes...?

tough plover
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yes

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or for any other facial expressions

uneven dagger
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Handy!

tough plover
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having X mirror enabled when posing the face bones is probably wise

craggy lintel
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okay

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OKAY

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No cap

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Ready

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Don’t get mad but hear me out

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Shapekey organization alphabetical and numerical is LAMEEEEEEE

tough plover
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i'd rather have them organized by what they are for

thorny ivy
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Likewise.

thin shadow
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So in blender, i have already set to CUDA and GPU compute in the cycles rendering option.
But when it's baking, it's using 100% cpu usage and 5% gpu.
Are there any way to minimize cpu usage and fully utilize gpu?

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i have ryzen 2700 and a gtx 1080 by the way

still wadi
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use eve

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ez

devout scroll
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baking in eevee

still wadi
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baking

tame sinew
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Something weird is happening to blender. Whenever I go select the third sphere to see the textures, the mesh gets messed up and I can see through the polygons. This is the first time I’ve seen it…

gray hornet
tough plover
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@thin shadow try setting the tile size to the same size as the image

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as for it not using your GPU, make sure you set it to GPU compute

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on top of just selecting CUDA in your settings

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might also want to enable denoising

gray hornet
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I don't think that denoising works for baking though

quaint jasper
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it does in the compositor

spiral sigil
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when you hit L on some complex geometry in a model and it selects a given portion of it in edit mode, is it selecting everything that waspart of that vertex group?

quaint jasper
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it selects what is connected

cyan plover
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guess here's a better place to ask, so anyone know if I can do an avatar rigging in Maya or does it have to be done in blender?

tough plover
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mainly since it's free

cyan plover
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ah ok ok ty!

tough plover
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and the workflow from blender to unity is nice

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as long as your rig is standard enough you'll be fine

cyan plover
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tysm!!!

molten zephyr
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not looking forward to the hair, but i'm really happy with how the face turned out.

spiral sigil
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Is there a way to prevent CATS from squishing your UVs down to a wayy smaller square than it should be on an atlas?

quaint jasper
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Wdym by should be

spiral sigil
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its so small that you can see the pixels

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and there is way more free space on the atlas visibly

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having a hard time explaining it

quaint jasper
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What was the original texture size vs what it is on your atlas ?

spiral sigil
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yea

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it crunches some down incredibly small that its making the quality of the textures pixly

tough plover
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@spiral sigil try using the actual Matcombiner rather than the version of it built into CATS

spiral sigil
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I should learn how to do it the old way yeah

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I will look into that

safe marsh
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hey i found a model of lelouchs burai from code geass and i was wondering how much it would cost to have someone texture/rig it

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this is how it should look

hollow ermine
molten zephyr
unborn acorn
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boober

thorny ivy
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That got past VRC filters? Wow.

foggy granite
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he is the choosen one

worldly tangle
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(4,977 tris [not seen in the img])

For one side of the model*

foggy granite
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I looks pretty food mind showing different angles

broken whale
foggy granite
# broken whale

Looks good just a bit basic do you have a reference that you use

compact mulch
gray hornet
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How would you go about projecting multiple shapes with transparency on them onto a single plane? Baking it with diffuse leaves black borders art transparent areas

spiral sigil
#

I would just put an orthographic camera that renders it from the desired perspective and then use the render output as texture for a plane there

gray hornet
#

Oke, what about bent surfaces?

spiral sigil
#

just set is a texture for whatever and use global coordinates for texture projection

#

if you have an orthographic render it can be put onto mostly anything

gray hornet
#

I see

tight quartz
#

I uh... Need to flip the normals in blender right?

#

Since they are invisible in Unity

#

And how do I do that exactly?

glad hornet
#

If you want to flip them in blender, iirc you open the viewport dropdown and there will be an option to make them visible

#

Then you can select all the flipped normals and use the mesh>normals>flip normals option to flip them the right way round again

spiral sigil
#

also you can mark those spheres as "smooth shade" and they will not look that polygon-y anymore

glad hornet
#

Also, some shaders in Unity have the option of making faces visible from both sides

#

If you want a shortcut at the expense of rendering more faces

spiral sigil
glad hornet
#

Shader magic remains magic to me

spiral sigil
#

I do that on quest so my hair doesnt need double the polygons

#

its a great way to actually optimize if you know what you are doing

spiral sigil
#

why?

hardy agate
#

you edit the quest shaders?

spiral sigil
#

jep, they dont check for the file hash of the official shaders haha

#

so i can just write whatever in ther

#

just needs to be something the Android Unity can handle in terms of instructions

glad hornet
#

If it uploads and it doesn't break TOS it's fair game baybeeeeee

spiral sigil
#

I actually just reused parts of my Beat Saber Anime shader haha

#

thats one I wrote from scratch, because Beat Saber doesnt work with Poiyomi

glad hornet
#

People really out here just

#

Writing shaders

spiral sigil
#

shader language isnt that hard if you get your head around it

#

its quite a nice language in terms of programming languages tbh

#

I have seen worse, far worse

glad hornet
#

I uuuuh

#

I know some c++

#

lmao

spiral sigil
#

then it should work

#

shaders are C# like

glad hornet
#

:0

#

Woah

hardy agate
glad hornet
#

I've never looked into it tbh, unity gives me enough hassle as it is that I sort of just assumed shader language would be a pain

spiral sigil
#

mines more about optimizing the quest version to run better and not look like shite

still wadi
#

@gray hornet literally render it with a camera in orthographic view

#

with transparency enabled in render

gray hornet
#

The only problem is that

#

it wraps around the model

glad hornet
#

I haven't done this personally, but wouldn't the process be to render it to texture orthographically and then curve the mesh using it as a texture however you like?

white moth
#

C# is just C++ except it doesn’t feel like they made everything up as they created different parts of it, it’s all self-consistent and easier to follow. No random legacy C thrown it

#

Shader scripting isnt C# either but it’s perfectly readable if you know it

glad hornet
#

Sweet, I'll give it a try

gray hornet
#

I guess I just need to give myself time with it, maybe I'll come up with something I like eventually

still wadi
#

lay it out flat

#

render it

#

put it on a cilinder like mesh

#

as a texture

gray hornet
#

Ok, I'll try a bunch of things, thanks!

craggy lintel
#

hey guys whats the most common reason behind a normal map coming out blank? My friend is trying to bake one and I can't figure out what they are doing wrong lol

spiral sigil
#

So I'm trying to add goggles to my avatar cuz I know headgear/hair is the easiers to add cuz you just drag it onto the head bone but like... I wanna take the goggle model from another fbx file, how so I do that

spiral sigil
#

Yeah but like... how?

tough plover
#

open the model with the goggles in blender first,

#

if the goggles are already a separate mesh, then you can just copy paste that into your avatar project

#

if not, then you need to switch to edit mode, select them (you can use ctrl + L to select all connected vertices after selecting just one, makes it way easier)

#

then, hit P > Selection to separate the selection to its own mesh

#

then you can copy paste that into your project

spiral sigil
#

Thank you, Sacred

tough plover
#

you'll also need to make sure that the goggles are properly weighed to the head bone, otherwise they will not move

#

(just to be clear, I'm saying you should add the goggles to your avatar through blender, not through unity)

topaz reef
#

low poly shuriken

tough plover
#

neato

topaz reef
whole comet
#

That doesn't look low poly that just looks optimized

topaz reef
spiral sigil
#

I forgot what those are called

thorny ivy
#

Shurikens I think.

thorny ivy
# topaz reef

Looks good but the center piece's edges don't match with the top/bottom color, gives it an odd look.

topaz reef
#

i dont know either how to make it look better

zinc jolt
#

Can someone try to make this?

#

In blender that is

quaint jasper
#

You're asking someone to try and spend dozens of hours in blender to recreate this for no reason ?

tough plover
#

^

spiral sigil
#

Actually, no. its a hefty order and I'm not there yet (skill wise). Sorry.

white moth
unborn acorn
#

boobers have been covered

fringe thicket
#

Anyone have any suggestions for how to recreate a body mesh? The model I have has a chest plate I want to remove to make way for other outfits but there's no skin under it. Wondering I'm willing to bet the chest plate was the base mesh extruded. Wondering if there's an easier method to undo that instead of eyeballing it

unborn acorn
fringe thicket
unborn acorn
#

it shouldnt miss align

fringe thicket
#

Oh, my bad. Alt+S isn't scale. I was trying to scale on y and x. Thanks! There's a lot of tools I've still got to learn

unborn acorn
devout scroll
#

You can also smooth in sculpt mode

languid fog
#

Another study day, i need tips and critiques pls

quaint jasper
#

What's your ref ?

gray hornet
languid fog
languid fog
quaint jasper
#

Are you taking the side view into consideration for the face shape ?

#

Seems like that's the issue

languid fog
#

Thats was 4 days ago

#

But still the same shape

merry vault
#

I shall once again ask if anyone here has zbrush.

gray hornet
#

In the end I ended up with this

hollow ermine
#

G r e e n

#

G r a s s

#

G r o w s

obsidian nova
#

That’s incredible; god damn…

thorny ivy
#

Joking aside, that is quite a nice model.

cyan plover
#

Hey guys, so if I have a model with only three fingers, Do I have to do the rig with all 5 fingers and just leave 2 of teh fingers not skinned, or can I just make the rig with 2 fingers?

tough plover
gray hornet
#

Personally I'd keep all 5 fingers because some UDON worlds might require more but I wouldn't weight anything to them. So they just exist.

#

as an example what I mean

tardy rapids
zinc jolt
#

I'm trying to get there to become the best of the best

tardy rapids
#

It'll take a while if you're aiming to make that. Focus on what you can do first.

#

Comparing yourself to something like that, which appears to be a movie-quality model, which requires multiple professional artists working on the model, materials, and rigging is not only unrealistic, but also demoralizing

zinc jolt
#

I take it you have a gift for that, right?

#

You're a professional 3d artist right?

tardy rapids
#

Professional? I make money off of it, so legally, sure. But I could never even start to make something at that level

zinc jolt
#

Oh

#

Fair enough

quaint jasper
#

Do that every day for a couple years and you'll get it i'm sure

zinc jolt
#

That's the idea

thorny ivy
#

So, not sure what's going on but my model's doing some where ghosting with posing

#

Basically, it seems like there's another mesh which moves inversely to the direction I go with the armature.

quaint jasper
#

Is the body duplicate painted to the same armature ?

thorny ivy
#

I mean, there's no vertice tearing or anything

#

...I had a mirror modifer on the body itself for some reason.

#

Think I selected the wrong object just before and that's why I suddenly had this issue.

tame sinew
#

In blender 2.9, how do I make a polygon two sided? I downloaded a space ship from sketchfab and I want to use it so I can walk inside of it, but you can’t see any of the polygons from inside

tough plover
#

there is typically no need to render the backside of a polygon (in other terms, the side opposite to the face's normal direction)

#

if this is not an option however, or you want people with custom shaders disabled to still be able to see it, then you can use the Solidify modifier to give "thickness" to everything

#

which will essentially just duplicate all of the faces and connect them at the edges

#

a more "controlled" version of this is using the "Extrude along normals" tool

tame sinew
#

Um. In blender I can see the inside of the ship just fine. In unity, it’s disappeared…

tough plover
#

in unity, the default is to have backface culling enabled

#

that's also the default for like, everything

#

you don't want to render both sides of each face if you don't have to

#

you should actually just enable backface culling in blender so you can see where you need to make the inside visible

#

to avoid adding unnecessary geometry

#

don't forget that "culling" means "to remove"

tame sinew
#

It is enabled. I literally just said that

tough plover
#

culling enabled > can see through backfaces

tame sinew
#

In blender I can see inside perfectly fine.

tough plover
#

tick the box

tame sinew
#

I want to be able to look inside in unity, so I can use the inside of the ship as a place for people to walk though.

tough plover
#

yes, I know that

#

like I said, the Solidify modifier can help with that. but that would also extrude every face on the model

#

which you may not want to do

#

you only really want the areas that people will walk through to be rendered on the inside

#

for that reason, it's preferable to enable backface culling to see which parts of the ship need to be visible from the inside, and which don't matter

hazy valley
#

wa

tough plover
#

from there, there are multiple ways you could do the inside

#

one of those ways would be to select all of the surfaces which should be made visible, using Shift + D to duplicate them, Alt + N > Flip to flip the normals, and then Alt + S to shrink the selection down a bit (optional)

#

that is probably the way I would go about it

#

it gives you the most control

glad hornet
#

Or you could just find a shader that lets you turn off backface culling in unity

#

If you want to do it the fast way

median pike
#

I made a thing. 10k polys. Not sure if that's considered good for this sort of thing

glad hornet
#

You could probably lower the poly count quite a bit with a normal map but that looks really good

median pike
#

It's already using a baked normal map

#

The high poly is like 5 mil polys

quaint jasper
#

Looks great ! Dark wood is an odd choice though, but it works

median pike
#

It's what the client wanted

#

Based off a real product

quaint jasper
#

AH, customer is king !

tough plover
#

dang, now I want to model a guitar/bass lol

#

already made a shit drumset in like 20 mins before

median pike
#

It was quite fun

tough plover
#

is the wood texture just a material in substance?

median pike
#

It was made in substance but it's not like a premade material

#

I think like 3 layers in total I used

tough plover
#

hm alright

#

so many things I want to model but so many other things I need to finish first

median pike
#

Same

#
  • commissions
#

I feel like I never have time for anything

#

But I only have willingness to make something when I have shit to do already

tough plover
#

lmao right

devout scroll
#

Productive procrastination

tough plover
#

xD

devout scroll
#

I also made a lot of progress on my projects when I was at work and had other stuff to do

#

Procrastination can good

thorny ivy
#

So I've got a rigging question: I've got bones for a specific asset of my avatar but they're not moving anything despite the mesh having vertex group + weight painting for said bones.

#

Everything seems to be named right too.

unborn acorn
thorny ivy
#

Looks good!

#

Also, turns out said bones are twist ones. Might be why.

tough plover
#

if so, go to the modifiers tab and make sure it has an unapplied Armature modifier, with Object set to your armature

cyan plover
#

another question! Do I need to have a single mesh for my avatar? Or for example scince I'm doing a robot can I have a bunch of separete meshes?

tough plover
#

every mesh will have its own material slot(s)

azure rain
#

it's better as far as what actually goes into the engine to have it be as few meshes as possible as basically each one is a draw call

tough plover
#

each material slot is a draw call, aka a whole pass your GPU has to do to render your model

cyan plover
#

oh shot, ok ty ty

tough plover
#

20 meshes = 20 draw calls

#

20 meshes with 2 materials each = 40 draw calls

#

joining meshes has no impact on the weight painting

azure rain
#

real-time Shadow casting light pointing at it 80 draw calls

lament pond
zinc jolt
#

optical illusions

thorny ivy
#

Decided to try something out just because for my avatar, think the results are pretty decent.

#

Wood spine spikes!

#

Since my avatar already has branch horns, which are bone growths in most cases, thought I'd extend that to her spine. Know the spacing and number are way-off, adult humans have 24 or so, but this was mostly an experiment to see how it'd turn out fist.

devout scroll
#

neat

topaz reef
tough plover
#

fancy

#

mildly terrified to know how many polys the handle is

topaz reef
tough plover
#

figured

foggy granite
#

That's amazing

tough plover
topaz reef
#

😅

foggy granite
#

What are you gonna do with that cheese

cedar steppe
#

Anyone know where i can learn to model outfits for a base?

#

instead of videos where the model is created all together with clothes etc

worldly tangle
#

👀

thorny ivy
# cedar steppe Anyone know where i can learn to model outfits for a base?

Modeling cloth for blender 2.8 is out. LINKS BELOW!!! Discord: https://discord.gg/h98XtJv
My addons are supported by donation so If you want to help me keep making them please donate: https://www.patreon.com/The_3D_Advantage
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4T4WNFQXGS99A
We have lots of new features and ongoi...

▶ Play video
cedar steppe
#

Not clothing

thorny ivy
#

In that case, you could get away with having most of it being relatively rigid (100% red) for the hard parts and then lighter for the webbing (the cloth parts that cover the joints).

topaz reef
#

test bake look good so far

spiral sigil
#

tell us what the poly count goes down 2 after its all done

median pike
#

thats already the low poly

#

unwrapping a high poly would be suicide lol

#

looks fucking sick

#

assuming the poly count is somewhere around 500 or lower

thorny ivy
#

Tried my hand at adding some freckles to my custom avatar, found some online and been messing around with positioning + color to make something suitable.

#

There's some obvious UV stretching around the nose area but done my best to minimize that.

Any thoughts/suggestions?

foggy granite
#

looks great some lipstick would look good

brittle sinew
#

Okay, so I'm completely new to unity in general. Could someone please explain to me the difference between textures and materials. I would also like to know how to make textures. Can I make textures out of materials?

foggy granite
#

okay one thing meterials are textures, and texture are images you can use

#

and also you dont use unity to make textures

#

frist explain what you want to do

#

@brittle sinew

brittle sinew
#

Okay, I want to simply recolor an avatar, but also make it quest compatible.

#

Problem is, when I use the shaders that the quest allows they usually turned white (except for standard lite).

#

So I'm not really sure how to use any of the other ones.

#

@foggy granite

foggy granite
#

you can bring the avatar into blender to recolor it

#

and do you know the name or owner of shaders being use

glad hornet
#

If you want a recolor, then all you have to edit is the texture

#

You can do that in blender, where the texture editor is pretty bad but you can see your changes in real time

#

Or you can do it in something like photoshop or krita, where the image editing tools are great but you can't see your results until after you finish

foggy granite
#

Depend on the type of texture

glad hornet
#

The best of both worlds is substance painter, but depending on your situation that can be expensive

foggy granite
#

Quiver mixer is nice because it's free but you can draw in it to get certain details

glad hornet
#

There should be a slot where you can apply it, iirc in most shaders it'll be labeled 'albedo', 'base', or maybe just 'texture'

brittle sinew
#

Thank you both very much! @foggy granite @glad hornet

#

Oh! One last question if you have the time.

#

How do I make certain images transparent on quest?

#

The model I'm working with has wings, that are just flat images. They have large white boxes around them.

#

How would I remove those?

foggy granite
#

im pretty sure quest dont allow transparency sharers

thorny ivy
#

Doesn't help the model's lips are practically non-existent but don't wanna mess with the shape keys either.

foggy granite
#

Yeah that's understandable

thorny ivy
#

So should I keep the lipstick or remove it for now?

#

This is suppose to be a prototype though, a way to test out how everything may look + what I might wanna change/ditch, so not really worried about more minute stuff.

foggy granite
#

I would shy remove it or try a brown ish color to match the skin more

thorny ivy
#

Well, to delve into character design for a moment, her lips are bright like that due to her insides being magic. The lip membrane is thin which is why its color varies in people + is influenced by body temp.

#

However, I'm no digital artist and wouldn't mind waiting until the lips actually look decent to include them and/or their proper coloration.

foggy granite
#

That's some interesting lore but remove the lipstick for how until you get the lips more developed

thorny ivy
#

Glad ya think so, she's actually got a lot + her actual design shows it, but yeah, was thinking the same.

#

Face/head mesh is actually the most troublesome part so far due to shapekeys + my inexperience with them.

#

That and the custom head I was working on wasn't turning out too well.

foggy granite
#

Heads are hard

#

But I found a nice reference to use that show the topology of the head to use

thorny ivy
#

Oh?

foggy granite
thorny ivy
#

Always forget just how massive anime foreheads are.

craggy lintel
#

Anyone have zoidbergs contact

#

I’m about to put out a heavily edited zoichi

thorny ivy
#

They look absurd without hair.

craggy lintel
#

Yea no just make it normal looking

#

That’s what I do

#

Any base I would use or use I make the forehead smaller

glad hornet
#

Yeah if you have any concern for normal human proportions that reference is kind of a nightmare lol

foggy granite
#

depends on charcter larger foreheads help with hair

glad hornet
#

Topo is good tho

#

Better than I have on my character lol

foggy granite
#

only thing is the ears

thorny ivy
#

Pro-tip: if importing stuff, be it as reference material or kit-bashing, make sure to remove animations from it if the new use is static.

#

I'm having to redo an element for the second time because the original model came with an animation part despite being a statue.

#

All transformations (including scaling) were reverted back as well as their positioning upon loading the file again.

foggy granite
#

Probably for posing the statue

thorny ivy
#

Prob'ly.

#

But yeah, not fun having to redo something twice.

#

Here's redo #2 by the way

#

Made them smaller and less pronounced this time around, bit more realistic that way.

cedar steppe
#

Anyone know how i can move the model to 0,0,0

quaint jasper
# cedar steppe Anyone know how i can move the model to 0,0,0

Select the most bottom of your vertex on either side of your feet (symmetrical), then Shift + S > Cursor to Selected then Open the search menu > Set origin to 3D cursor with your model selected then Shift + S again > Cursor to world Origin, another Ctrl + S > Selection to cursor

foggy granite
thorny ivy
cedar steppe
quaint jasper
#

Which step ?

cedar steppe
#

none of it brings the model to the centre

quaint jasper
#

So the last step ?

cedar steppe
#

the dot and the 3d cursor is centred but the model just wont go

quaint jasper
#

Did you select the model before doing the last step ?

cedar steppe
#

illl try all the steps again to make sure

#

yeah nothing happens fo rme

quaint jasper
#

Can you record your screen while doing the steps ?

cedar steppe
#

i just end up with this

#

ill send you a video if of me doing the steps if you like

#

oh wait it while doing it to record it , it moved but it didnt centre it

#

its like this now

#

centered on the vertice rather than centering the whole piece

quaint jasper
#

yeah. that's because you didn't select a vertex on the other side

#

You need a vertex on each foot, so that the 3D cursor is halfway in between

#

the same vertex on both side if possible

cedar steppe
#

ohhhh i missed that , my bad

quaint jasper
#

no worries, lmk if it ends up working

cedar steppe
#

yeah i think it worked , thanks alot

quaint jasper
#

On everything

#

or whichever key combo does that for you

onyx juniper
languid fog
#

First time doing smth like this

obsidian nova
#

That’s actually really good!

worldly tangle
#

👀

#

polys man

obsidian nova
#

They be sculptin’ 👋 chill. 👍🥳

glad hornet
#

retopo

white moth
thorny ivy
#

Speaking of sculpted bodies, here's a sweet one.

#

Added the same sugar + cinnamon "freckles" from the face to her shoulders.

#

I'd provide a front view but she's lacking any clothes atm.

foggy granite
#

can you show the whole body right now

thorny ivy
#

Not in a SFW server.

#

Like I said, no clothes.

foggy granite
#

Mind dm a pic I just want to see the over of it

thorny ivy
#

Sure thing

vivid crater
#

😳

craggy lintel
#

Uhhhh

#

blender now doesnt want to export vertex groups

#

any idea why?

#

been using blender for about a year now and never had this weird shit happen and forums arent sayin much lolol

#

ghh i have to export the object with an armature on it to get it to work

#

Nothing LOL

#

X doubt my procedure for this is right lol

languid fog
languid fog
#

And btw i using blender for almost a 1 year now hahaha

craggy lintel
#

Send me dat video vrcThinking

#

I wanna get better at poly modeling

#

i am so so

verbal palm
#

I need an example model

#

any model

#

I'm so confused

dreamy epoch
languid fog
# craggy lintel I wanna get better at poly modeling

for diy, see:

https://youtu.be/a_2hN0_zHvA

check out these for more reference:

https://www.models-resource.com/xbox_360/marvelvscapcom3/model/9406/
https://www.models-resource.com/xbox_360/marvelvscapcom3/model/2682/

you can also accomplish the abs in the texture if you're on the lower mid-poly range

topaz reef
#

sword done

thorny ivy
#

Damn that looks nice.

white moth
craggy lintel
#

but I guess hair just comes with art experience so it doesn’t count

white moth
#

It’s not really about time

#

It’s knowing the right workflow

molten zephyr
#

hair's still one of the hardest parts for me, haha

craggy lintel
#

@white moth do you know a good fire shader

white moth
ashen stag
#

Reject organics, embrace robotics

cyan plover
#

But ye robotics > Organics

ashen stag
#

Oh yeah anatomy is always important regardless of what you are creating, hell I have tons of references of arthropodal anatomy for spiders and millipedes

white moth
ashen stag
#

Yeah the boolean variant of weightpainting is so easy lol

languid fog
#

never tried robotics yet

#

and i dont think i will get the way to do it

urban valve
#

can someone PLEASE help me, im willing to pay someone to walk me through it, none of the tutorials im watching are helping me

#

i cant figure out how to color and import this into vr, i DO NOT want it this color, its the base color, please dm if you can help me

white moth
#

You don’t need a 3D editor to edit textures you need a 2D editor.

azure rain
#

if it has a Photoshop file you would open it up and image editing software and paint on the fur pattern after disabling a couple of layers

urban valve
#

doesnt photo shop cost money?

#

is there a free alterntiave?

foggy granite
#

krita

south inlet
#

how to add a bone for a duck that can be toggled?

urban valve
#

not sure what i did here but

#

it somehow ended up like this

foggy granite
#

wireframe mode

urban valve
#

so i cant color it in blender?

foggy granite
#

hold z and select material preview

urban valve
#

now what

azure rain
#

even if you did paint in blender you'd probably want to use image editing software to Overlay the colors on top of the model shading so the colors don't look flat

foggy granite
#

you can color it in blender but for more complex texturing swap to a drawing program

urban valve
#

eek.. im so confused

#

okay so download krita?

azure rain
#

yes

foggy granite
#

but frist explain what you trying to do and also you in the wrong mode

#

you in soild mode you need to select material preview by holding z and move your mouse down to select material preview

urban valve
#

im trying to color

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a model

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for vr chat

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okau

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i downloaded kirta @azure rain now what

azure rain
#

kirta would be for later after you paint in blender

urban valve
#

im confused

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sorry- im really slow

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like mentally

foggy granite
#

so lets start from the beginning your trying to change the color of the fur right

urban valve
#

yeah

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i want white fur

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but now its all flat looking

azure rain
#

any pattern to the fur or just solid white

foggy granite
#

okay thats because you painted over the original fur pattern

urban valve
#

crap

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i accidentally closed out

foggy granite
#

your can ctrl+z and go back

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oh

urban valve
#

and no fur pattern

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just white cat

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with pink eyes

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and grey thigh highs

azure rain
#

then in that case we'd probably don't need blender

urban valve
#

oh okay

azure rain
#

as you can probably just turn off layers and use the change Hue tool in krita

cyan plover
#

hey guys question, if I wanna add ears that wiggle with dynamic bones to an already rigged avatar, do I have to add the bones separetly to the ear models and then parent them in unity? Or must I rig it before inserting it into unity?

urban valve
#

ive never used krita

azure rain
#

how much experience do you have with image editing software in general

urban valve
#

none

foggy granite
urban valve
#

i do digital art

foggy granite
#

then that will help

cyan plover
urban valve
#

okay but i dont use krita at al

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all

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ive opened krita

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is really cluttered

azure rain
#

you just need to find where the layers is

urban valve
#

how do i import the model tho?

azure rain
#

you don't you just open a Photoshop file with the texture

urban valve
#

how do i do that

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im so sorry im really dumb at this

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im here

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how to i open the photo shop fie

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file

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i dont own photoshop

azure rain
#

I just noticed looking at the page for it it has a blank white version with shading

#

basically you would just go open file and click on the Photoshop file as you can open that in more than just Photoshop

south inlet
#

how do i add bones

urban valve
#

i seriously am so confused

#

ok how do i get the white one?

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it always loads in as the dark gray

foggy granite
# urban valve

go to texture templates and select the correct resultion scale

urban valve
#

i dont know how to do that???

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in which program? im still in krita

foggy granite
#

yeah

urban valve
#

please if anyone can voice or watch my screen to direct me i have no clue what im doing im freaking out

#

ill pay anyone who can

azure rain
#

you might want to take a break then if it's stressing you out that much

urban valve
#

everything stresses me out this much

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like i said im really slow

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everything doesnt make sense to me

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im at the files in krita

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how do i find the photo shop file

azure rain
#

you would like click open the file and go to the directory where you have your stuff stored

urban valve
#

okay but

#

nowhere says photo shop file

azure rain
#

PSD is the file extension

urban valve
#

its called

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cat.zip

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how do i get it into psd?!

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oh boy

azure rain
#

well you probably unzip the cat somewhere given that you were able to open it in blender

urban valve
#

the only other place i have it is in unity

azure rain
#

okay then go look in those folders

urban valve
#

this is the only other thing i had saved

azure rain
#

that's a zip file for a blender plugin

urban valve
#

okay

#

thats the only two files i have

azure rain
#

then maybe go download the cat again if you have no clue where it is

urban valve
#

okay but when i do that it just says zip file

azure rain
#

then unzip it

urban valve
#

how do i download the psd file of it

#

i dont know how to do that

azure rain
#

you should be able to right click it in file explorer to unzip

urban valve
azure rain
#

that looks to be the blender plugin

urban valve
#

this is the page

#

now what

cyan plover
# south inlet how do i add bones

it can't really be awnsered in a aquestion, nut my advice is go to a page called mixamino or something like that, there an AI can generate a Rig for you

azure rain
urban valve
#

okay

azure rain
#

and then click on the file at the bottom of your browser when it's done downloading

south inlet
urban valve
#

now what

azure rain
#

double-click on it

urban valve
#

okay

cyan plover
urban valve
#

i see this now

azure rain
#

drag the unity package out and then double-click it

urban valve
#

drag it to where

azure rain
#

anywhere will do

urban valve
#

ok i did it didnt do anyhting

azure rain
#

I suppose you would you need Unity open first

south inlet
urban valve
cyan plover
urban valve
#

it signed me out of unity since i did that.

#

hold on

cyan plover
urban valve
#

i forgot my fucking password aint i bright.

azure rain
#

you can click skip for now as you don't need to sign into Unity just to open up a Unity package

urban valve
#

now im here

#

@azure rain

azure rain
#

drag the unity file into the bottom

urban valve
#

ok'

#

it wont let me

#

it does the circle with cross in middle

#

when i try to

azure rain
#

you need to drag it out of the zip file first on to like your desktop

urban valve
#

like a bookmark on my home screen?

azure rain
#

yes

urban valve
#

okay now what

#

v

azure rain
#

you'd probably want to import the vrchat SDK before you bring in the Avatar

urban valve
#

what the hell is that-

#

and i havent colored it yet

#

or done anythign yet

#

to it

#

where do i get the SDK

silent bane
#

download the sdk

silent bane
#

yup

#

that one

#

wait

#

are you using the correct unity version

urban valve
#

ye

silent bane
#

nvm

azure rain
#

and you want to import it first so that the vrchat file for the Avatar doesn't break

urban valve
#

its the uh