#3d-modeling
1 messages · Page 112 of 1
Thanos
I pray you aren't planning on bringing that in-game
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
Did disabling any of the folders remove it ?
It appears to be something tied to the body folder.
Make sure to check the generators on the black masks as well
Looks like an empty fill layer in the body folder was the main cause.
I do have one more question, how do I apply random seeds to something like a height map?
Like here, for instance.
If the pattern already exists i'm not sure you can ?
Hmm, I'm just wondering how it was done here is all.
You can maybe do the height per a different alpha
Hmm..
might be baked lighting
Not a thing in substance 
Wouldn't that just be flourecent bulbs filled with weed gas?
I mean, if it's a pre-made base it could've been made in blender and been baked
hello all im am new to modeling is there a video i should watch before i search youtube ? thanks all ?
you may have answered befor but i fell sleep as i posted at 2 am
what does this look like to you, guys?
I can guarantee this is at least a million polys
stop subdividing so much
but it's so good to see it this detailed XD
of course I'm not going to get into "much" detail yet
like that's even too much for like sculpting for the high-poly
sure if you're doing rendering do whatever but that's not terribly relevant to vrchat
good point
like what does it look like with no subdivides
okay that looks more reasonable for a pc vrchat avatar
ye
and honestly you weren't gaining any more detail with those subdivides
you're not the first person to tell me that
so stop wasting triangles
alright
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
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
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
im using version 2021.1.15 of unity
You need 2018.4.20f1
You have the wrong version of unity 18.4.20 is currently support
The devs are moving to 2019, but that is in beta.
And that also doesn't look like a unitypackage, rather an exe.
Make sure you download it straight from: https://vrchat.com/home/download
Unless you just haven't set that as a default.
You should just be able to drag it into unity an double-click to extract.
https://media.discordapp.net/attachments/546021020537192480/865860972920176660/unknown.png
what is the best practice of exporting fbx in unity and importing them in blender in order to not have this problem
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
im very new so i have no idea but thats my guess
I think people usually use the betterfbx addon to import from unity
dunno where to put this so ill put it here
how do i export blender models with textures and materials attached to unity
Export the model in a format that supports it aka export it in FBX
Plus make sure to pack the external data into the blend file
thank you
@thin shadow you typically don't need to "export" anything from Unity.
assets in your unity project are literally just normal files in a folder
just locate where your model is and import that
i wanted to have all the 48 materials to be cohesive with the fbx
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
48 
Why do you have 48 materials
i didnt make it, i'm just trying to fix someone else's mistake
my friend paid for this avatar, he got the unity package, but it's all messed up
yeah that's the problem, everything is everywhere. there are 2 materials folder. there are also materials in the fbx folder.
importing fbx from the asset folder fixes the bone and armature problem but the material assignments are all messed up
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
Well i have to think about alternatives solution. This is like trying to dig a grave with a spoon.
Honestly, the best solution should come from contacting the modeler to fix it but I'm guessing your friend already tried that
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
There's lots of neat courses I see around but not quite fitting for vrchat stuff, be it character or world stuff
slowly tryina learn how to make avatars in blender ^^`
@devout scrolldo u want this type of textures ?https://i.imgur.com/Vor4OV2.png
😳
m-maybe
I've seen your vods a bunch of times shonzo, I'd definitely check it out for characters
lmao
You do good work but watching streams is really long 
I can't really model characters so I'm thinking more world stuff atm
gotcha
Since I can model alright
But characters are really spooky to me. Something I'm probably not gonna get into just yet
Besides, I'm way more likely to actually finish something smaller
i learn alot of tools and features by modeling props like weapons
its nice to simple props then work you way to more complex shapes as you learn
Yeah
I know my way around blender just fine but I struggle wrapping my head around some shapes sometimes then get stuck
it get better cause i understand where you coming from on that
but i found have a folder full of different refrence images help with that so you can see similarly areas in form
I think I just need some structured content to follow along and complete to build confidence
then really some of techniques can carry on to different parts on modeling an avatar
Theres alot tutorials you can watch i can drop some that show you general over of character creation thats can work for vrchat
I know a bunch myself like reinhet's but I really don't trust myself with following through with them
I'd be more interested in clothes for existing models and world props
why not post progession photos when you get certain part of avatar done here
and show off you slowly working you way to making a full fledge avatar
I guess I'm just not too confident in what I make
I've posted a bunch of things I made before, when I was satisfied with them, but even so most remained unfinished
And I kinda don't like posting things and then abandoning them
i honestly extremly relate to that
but it just a mental hurdle that you got to jump over since it just a self made blockade
https://youtube.com/playlist?list=PLL3OEv6vd5VA4owAPOI0QdCcEmvl1f3BT and also i like this dude playlist mainly because of the timestamps and he has some nice techniques that work in general for alot of characters
alright the only thing i dont like head sculpting part
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?
Yeah
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
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)
- 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.
- I think squids may be slippery due to some mucus that covers them - that could cause light scattering but again, research's your friend.
makes sense
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?"
that's actually very impressive
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.
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.
Two hours later (shy of just 4 minutes) and this is what I have to show
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.
And last angle shot, found some more wonky geo so I took a few mins to fix it up.
i found an alternative, but different problem this time.
What is the best practice on how to solve this? this is an mmd model.
the problem is when using the mat combiner, uv wrap does not match with the texture
Did the parts have the same UVMap name ?
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?
In practice it doesn't matter, uvs repeat forever unless told to clamp
so, the thing is, when using the mat combiner, the cloth becomes white, and the i looked up to the uv and it's not where it's supposed to be
oh wait, the uv's not even there
maybe cats ignores uvs outside the first uv space?
the option "crop outside uv" already turned off. But i found where the uv is here in this few pixels.
This is what you basically have
if your uvs are on top of the main uv
then your uvs are basically starting at x0, y1
you need to move them down by 1 uv space on the Y
so for that just select everything that's on top
untick pixel coordinates
and then g, y -1
i see, alright. i'll try.
in the meantime, i take it that this uv before combine confirms your theory?
Basically you just want everything in first uv space
Also that's some bad packing
You should consider doing it manually, or at least edit the results
And don't pack everything together, pack normals together, pack base colors together and so on
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
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.
Well you can use mesh renderers for things that don't deform, other than that I think you gotta use skinned meshes
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
Tho perf ranks will not complain, actual performance will probably be worse
I put each piece of clothing on a different material
and I give them a completely transparent material
just delete them? i dunno
You could use an empty shader yeah, but then you're still dealing with lots of polygons
suck an egg
it really wont be "lots of polygons"
So I guess it depends on what you're looking to optimize
with all pieces of clothing, the entire thing will probably be under 40k
people respond to questions they know answers to
why don’t you just put them all on same mesh and then have them on separate materials and do invisible material swaps for each one you want gone
so keep them all on invisible materials and then just use toggles to enable one material per cloth
@devout scroll why didn’t you suggest this hun
They mentioned it, and so did I
Just considering the options
Optimized according to performance ranks
Unoptimized according to real performance
They’re not terrible
lots of ppl use em
but doing a biiiiig shapekey like a whole outfit shapekey could cost yes
but try it, why not haha
wait, so vrchat's avatar performance rank are not actually realistically applicable? is it kind of a low-key placebo effect?
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.
exactly, the person who made this has really bad workflow and practice. That's why im trying to fix this.
select the ball in edit mode, mouse over it and press L to select linked, then press P and selection
Also you might want to right click in object mode and shade smooth, then in the mesh tab on the right normals > auto smooth
👍
I built them to the same. becuse I merged them.
I wanna be able to cut them and make then 2 seperate objects.
and i told you how to do it
you just have to do 2 steps
select the ball in edit mode, all the faces of it, then press P > selection to separate to a different object
👍
I got another question. In avatar there is like ARMATURE -> Spine -> Leg etc. How do these "folders" or whatever
Oh I need one first?
Yeah
Ah makes sense.
I'm going to make Miss Minutes
Can I remove this
@tight quartz no, that is the object's origin point
But that is making so all of the arms are moving if I move one of them.
I want them all to move with this.
But if I select them and rotate them seperately they will not follow with the others.
If you understand what I mean
if you want different parts of it to move, you should probably use bones
bones are simply a way to move parts of a mesh
Ik but it doesnt move. Or I am doing it wrong
I am probably doing it wrong since I am new to doing stuff with bones
yea that's fine
so if i understand this correctly
the big cube should be static, while everything else moves?
So mostly I want this to rotate and have the arms attached to it. BUT the arms should be able to rotate by themselves.
I am making a ride that is a Jumping Frog
So these arms are suppose to be able to go up and down
And yes this block is there just for the model
Wait... @tough plover I finally found out how to do the bones.
It works as I want it to now.
👍
I think the straps at the hottom should be tighter, at the moment they don't look like they are actually tying the end of the hair
As it is at the moment especially with the gaps it looks like it's just on top
Realism with that kind of stuff is something I'm always eyeing xD
Yes we are
Now that the mesh is about done I can start the texturing on her.
how would I find out which vertices aren't weighted? I cant really select while in pose mode
Select the vertex groups in edit mode and you'll see it
oh, right
actually, no
I, uhh
dont get it
everything looks assigned just fine on hip and spine
I might also just leave it
since I didnt notice it while in VR
so it must only happen under conditions that would never be met by IK
So I linked a mesh in one collection to another's armature but not sure how to fix the "ghost" effect
Storage is the original mesh, the one above has the "ghost" copy.
it's not a copy, it's the same object
the "ghost" one is where the object is actually parented to
but you currently have it as part of a collection
so it's organized in that collection, but actually belongs to something else
How do I make it so they're only in the other collection?
shift + click and drag
Ain't workin', just makes another copy.
And disabling/deleting one gets rid of the other.
If you figure it out please ping me, i've tried everything to no avail
So its a reoccurring problem, huh.
Never happened to me before 2.92, i feel like it's a bug/feature of their new hierarchy nesting and stuff
2.91 and 2.92 are not super stable
recommend using 2.93.1 LTS instead
@quaint jasper@thorny ivy
you could also just delete the collection
deleting a collection does not delete what is inside of it
if you really want the organization, you could re-make it afterwards
That seems to have done the trick, appreciate it.
np
Much easier to re-make them then finagling with hierarchy stuff.
it does that in 2.93 too, it shows the child under the parent even if its in another collection
Anyone here happen to have zbrush? I need someone to open some files and export whatever's inside as .objs.
that's perfectly normal
moving it into a collection doesn't remove it from what it was parented under before
you could for example have a bunch of different meshes under one armature
and organize those meshes into collections while still having them be part of the same armature
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
after messing around a bit I think I see the bug you're referring to
@quaint jasper @thorny ivy to fix it just right click on the object and hit Unlink
Yeah if i did that the object would just get deleted
Not sure how any of that ended up happening in the first place
if you do it to both yea
mmh
doing it to only one of the "copies" fixes it
i'll have to try again next time, i redid stuff from scratch twice
you can also see the number of users for that object changing to 2
F for the time spent doing that.
this should also be a reminder to crank up your Undo steps to 256 under Edit > Preferences > System
Definitely helpful when making a lot of fine-tuning moves.
making me own shoebill
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 😦
alongside the prefab you should have the actual FBX file it's referencing
right click on it and click Select prefab asset
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?
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
Vertex groups are how you make parts of the mesh deform with bones.
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
Ooooh...
this has NOTHING to do with materials
Goooot it.
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
I have MUCH to learn about Blender x.x
definitely has a learning curve to it lol
At least it feels more cohesive than unity >.> which I am shamefully better at by now.
@uneven dagger
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)
@uneven dagger the facial bones can be used to pose the face to then create shape keys for facial expressions
the CATS plugin has this handy button for that
which can then be set as visemes...?
Handy!
having X mirror enabled when posing the face bones is probably wise
okay
OKAY
No cap
Ready
Don’t get mad but hear me out
Shapekey organization alphabetical and numerical is LAMEEEEEEE
i'd rather have them organized by what they are for
Likewise.
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?
i have ryzen 2700 and a gtx 1080 by the way
baking
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…
You could try chaning in performance the tile size to something larger like there maybe, it might reduce time it takes Blender to bake textures
@thin shadow try setting the tile size to the same size as the image
as for it not using your GPU, make sure you set it to GPU compute
on top of just selecting CUDA in your settings
might also want to enable denoising
I don't think that denoising works for baking though
it does in the compositor
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?
it selects what is connected
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?
can be done in anything really, blender is what most people use
mainly since it's free
ah ok ok ty!
and the workflow from blender to unity is nice
as long as your rig is standard enough you'll be fine
tysm!!!
not looking forward to the hair, but i'm really happy with how the face turned out.
Is there a way to prevent CATS from squishing your UVs down to a wayy smaller square than it should be on an atlas?
Wdym by should be
its so small that you can see the pixels
and there is way more free space on the atlas visibly
having a hard time explaining it
What was the original texture size vs what it is on your atlas ?
yea
it crunches some down incredibly small that its making the quality of the textures pixly
@spiral sigil try using the actual Matcombiner rather than the version of it built into CATS
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
this is how it should look
Keep us updated! I wanna see this as it develops
thanks man, can do!
boober
That got past VRC filters? Wow.
he is the choosen one
I looks pretty food mind showing different angles
Looks good just a bit basic do you have a reference that you use
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
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
Oke, what about bent surfaces?
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
I see
I uh... Need to flip the normals in blender right?
Since they are invisible in Unity
And how do I do that exactly?
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
also you can mark those spheres as "smooth shade" and they will not look that polygon-y anymore
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
you can easily edit that into every shader by opening the code in an editor and adding "Cull Off" before the CGPROGAM
That's extremely useful, I never knew that!
Shader magic remains magic to me
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
bit sussy
why?
you edit the quest shaders?
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
If it uploads and it doesn't break TOS it's fair game baybeeeeee
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
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
#shaders message hmm
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
well ngl dont care that much, because im not using it to crash or lower performance
mines more about optimizing the quest version to run better and not look like shite
@gray hornet literally render it with a camera in orthographic view
with transparency enabled in render
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?
C# is easy compared to C++
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
Sweet, I'll give it a try
That was my wild guess about doing it but result is not greatest
I guess I just need to give myself time with it, maybe I'll come up with something I like eventually
Ok, I'll try a bunch of things, thanks!
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
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
do that in blender
Yeah but like... how?
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
Thank you, Sacred
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)
low poly shuriken
neato
That doesn't look low poly that just looks optimized
I forgot what those are called
Shurikens I think.
Looks good but the center piece's edges don't match with the top/bottom color, gives it an odd look.
i dont know either how to make it look better
You're asking someone to try and spend dozens of hours in blender to recreate this for no reason ?
^
Sure, after you pay me.
Actually, no. its a hefty order and I'm not there yet (skill wise). Sorry.
Good, fast, cheap, pick two.
boobers have been covered
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
you can select the chest plat and press Alt+S to scale it down a bit, then just select it move its uvs to where the chest would be on the base texture
When scaling, by the time one edge lines up, the rest are off. So maybe it wasnt just a simple base mesh extrude when it was made? Or maybe I need to change the location to cursor and set the cursor at the center of the chest
you have to go into edit mode select the plate and then press ALT+S
it shouldnt miss align
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
No problem blender has alot of cool tricks
You can also smooth in sculpt mode
Another study day, i need tips and critiques pls
What's your ref ?
Looks good so far but I think that the mouth might be a bit too low?
Yeah, i thinking about that 2 tbh
Are you taking the side view into consideration for the face shape ?
Seems like that's the issue
I not considering 100% of the side view bc it dont follow the topoly, i mean the nose part
Thats was 4 days ago
But still the same shape
I shall once again ask if anyone here has zbrush.
In the end I ended up with this
That’s incredible; god damn…
Blender is a full-featured (and completely free) suite of 3d rendering, modeling, sculpting, video editing, animation, VFX, etc etc. tools all wrapped up in a single piece of software.
this video is based on an inside joke among blender users where seemingly every single blender tutorial on youtube starts with delet...
Joking aside, that is quite a nice model.
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?
a humanoid vrchat rig only requires thumb, index and middle fingers
oh ok ty!
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
If you want that made, you'll probably be looking at a couple thousand dollars and a professional 3D artist.
I'm trying to get there to become the best of the best
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
Professional? I make money off of it, so legally, sure. But I could never even start to make something at that level
Do that every day for a couple years and you'll get it i'm sure
That's the idea
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.
Is the body duplicate painted to the same armature ?
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.
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
if you want to render both sides of a polygon, you need to tell the shader to turn off backface Culling
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
Um. In blender I can see the inside of the ship just fine. In unity, it’s disappeared…
because blender has its own Backface culling setting
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"
It is enabled. I literally just said that
culling enabled > can see through backfaces
In blender I can see inside perfectly fine.
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.
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
wa
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
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
I made a thing. 10k polys. Not sure if that's considered good for this sort of thing

You could probably lower the poly count quite a bit with a normal map but that looks really good
Looks great ! Dark wood is an odd choice though, but it works
AH, customer is king !
dang, now I want to model a guitar/bass lol
already made a shit drumset in like 20 mins before
It was quite fun
is the wood texture just a material in substance?
It was made in substance but it's not like a premade material
I think like 3 layers in total I used
hm alright
so many things I want to model but so many other things I need to finish first
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
lmao right
xD
I also made a lot of progress on my projects when I was at work and had other stuff to do
Procrastination can good
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.
is it a separate mesh?
if so, go to the modifiers tab and make sure it has an unapplied Armature modifier, with Object set to your armature
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?
you should really reduce the amount of total meshes you have
every mesh will have its own material slot(s)
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
each material slot is a draw call, aka a whole pass your GPU has to do to render your model
oh shot, ok ty ty
20 meshes = 20 draw calls
20 meshes with 2 materials each = 40 draw calls
joining meshes has no impact on the weight painting
real-time Shadow casting light pointing at it 80 draw calls
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.
neat
is for baking
figured
That's amazing
also
😅
What are you gonna do with that cheese
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
👀
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
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We have lots of new features and ongoi...
Not so much cloth but a suit , I’m trying to make a HEV suit
Not clothing
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).
tell us what the poly count goes down 2 after its all done
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
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?
looks great some lipstick would look good
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?
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
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
you can bring the avatar into blender to recolor it
and do you know the name or owner of shaders being use
Materials determine the look of a mesh depending on the shader you use with them, and shaders hold textures
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
Depend on the type of texture
The best of both worlds is substance painter, but depending on your situation that can be expensive
Quiver mixer is nice because it's free but you can draw in it to get certain details
As far as this issue goes, just make sure your chosen shader/material has your texture applied
There should be a slot where you can apply it, iirc in most shaders it'll be labeled 'albedo', 'base', or maybe just 'texture'
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?
im pretty sure quest dont allow transparency sharers
Added some but due to my minimal digital art skills, feel like they're kinda flat/lackluster.
Doesn't help the model's lips are practically non-existent but don't wanna mess with the shape keys either.
Yeah that's understandable
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.
I would shy remove it or try a brown ish color to match the skin more
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.
That's some interesting lore but remove the lipstick for how until you get the lips more developed
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.
Heads are hard
But I found a nice reference to use that show the topology of the head to use
Oh?
Always forget just how massive anime foreheads are.
They look absurd without hair.
Yea no just make it normal looking
That’s what I do
Any base I would use or use I make the forehead smaller
Yeah if you have any concern for normal human proportions that reference is kind of a nightmare lol
depends on charcter larger foreheads help with hair
only thing is the ears
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.
Probably for posing the statue
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.
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
are you gonna have some clothes where the back espose to show the spikes
Something like that or have a reinforced area for the spine area. I do want them to have some visible influence on the clothes, just not sure what I'll actually go with yet.
im not sure if im doing it wrong but nothing of the sort is working
Which step ?
none of it brings the model to the centre
So the last step ?
the dot and the 3d cursor is centred but the model just wont go
Did you select the model before doing the last step ?
Can you record your screen while doing the steps ?
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
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
ohhhh i missed that , my bad
no worries, lmk if it ends up working
yeah i think it worked , thanks alot
Make sure to ctrl + A afterwards to apply all transforms
On everything
or whichever key combo does that for you
Late but they're basically children, but with big tits and thicc thighs
First time doing smth like this
That’s actually really good!
They be sculptin’ 👋 chill. 👍🥳
No I refuse. how do people just pop up in blender and start making organics like it’s nothing the first time
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.
can you show the whole body right now
Mind dm a pic I just want to see the over of it
Sure thing
😳
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
100% poly modeling m8
I watched a video and used a image reference to help
And btw i using blender for almost a 1 year now hahaha
for diy, see:
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
Damn that looks nice.
Doesn’t really help, since I’ve been using it for three. Could you send me the video you were using?
I mean I’m making hairs better than most ppl and I’ve been doing blender for 10 months
but I guess hair just comes with art experience so it doesn’t count
hair's still one of the hardest parts for me, haha
@white moth do you know a good fire shader
Reject organics, embrace robotics
Actually to know how to draw or model robotics you really gotta understand anatomy
But ye robotics > Organics
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
Laughs in rigging via “assign to vert group”
Yeah the boolean variant of weightpainting is so easy lol
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
You don’t need a 3D editor to edit textures you need a 2D editor.
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
krita
how to add a bone for a duck that can be toggled?
wireframe mode
so i cant color it in blender?
hold z and select material preview
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
you can color it in blender but for more complex texturing swap to a drawing program
yes
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
im trying to color
a model
for vr chat
okau
i downloaded kirta @azure rain now what
kirta would be for later after you paint in blender
so lets start from the beginning your trying to change the color of the fur right
any pattern to the fur or just solid white
okay thats because you painted over the original fur pattern
then in that case we'd probably don't need blender
oh okay
as you can probably just turn off layers and use the change Hue tool in krita
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?
ive never used krita
how much experience do you have with image editing software in general
none
add bones and parent them before unity
i do digital art
then that will help
thanks!
you just need to find where the layers is
how do i import the model tho?
you don't you just open a Photoshop file with the texture
how do i do that
im so sorry im really dumb at this
im here
how to i open the photo shop fie
file
i dont own photoshop
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
how do i add bones
i seriously am so confused
ok how do i get the white one?
it always loads in as the dark gray
go to texture templates and select the correct resultion scale
yeah
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
you might want to take a break then if it's stressing you out that much
everything stresses me out this much
like i said im really slow
everything doesnt make sense to me
im at the files in krita
how do i find the photo shop file
you would like click open the file and go to the directory where you have your stuff stored
PSD is the file extension
well you probably unzip the cat somewhere given that you were able to open it in blender
the only other place i have it is in unity
okay then go look in those folders
that's a zip file for a blender plugin
then maybe go download the cat again if you have no clue where it is
okay but when i do that it just says zip file
then unzip it
you should be able to right click it in file explorer to unzip
that looks to be the blender plugin
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
click download
okay
and then click on the file at the bottom of your browser when it's done downloading
oh its not for the whole avatar its just for a prop that can be toggled.
double-click on it
okay
ohhh, hm
I'd love to tell you but I use maya and I guess you're on blender so it's a bit different
drag the unity package out and then double-click it
drag it to where
anywhere will do
ok i did it didnt do anyhting
I suppose you would you need Unity open first
oh alright if I attach the rubber duck to a bone and then make a toggle for the bone in unity would that work?
yknow I'm actually on the process of figuring that out with some ears I made XD
But I think so yeah
alirght tell me if it works
will do
i forgot my fucking password aint i bright.
you can click skip for now as you don't need to sign into Unity just to open up a Unity package
drag the unity file into the bottom
you need to drag it out of the zip file first on to like your desktop
like a bookmark on my home screen?
yes
you'd probably want to import the vrchat SDK before you bring in the Avatar
what the hell is that-
and i havent colored it yet
or done anythign yet
to it
where do i get the SDK
download the sdk
ye
nvm
and you want to import it first so that the vrchat file for the Avatar doesn't break
its the uh

