#3d-modeling

1 messages · Page 113 of 1

urban valve
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2018.4.20

azure rain
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yes you're good to go

urban valve
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okay so you want me to

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move that file ur arrow is on

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onto my home scren

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???

azure rain
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you should be able to just double click it now that you got Unity open

urban valve
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how

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i open the file and double click it?

azure rain
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put the cursor over it and literally click twice

silent bane
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LOL

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yeah u don’t need to drag unity packs

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or unzip them

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just open the folder if there is a zip

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and double click when ur on the unity project page

urban valve
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i lost that file the arrow is pointing to it wont show up again

quaint jasper
silent bane
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what

urban valve
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it dissapeared

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it just went poof

silent bane
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did you delete it…

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orr

urban valve
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no i didnt

silent bane
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so grab another sdk

urban valve
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its just not showing up

silent bane
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so download another one

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lol

urban valve
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how do i do that

silent bane
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the same way you did it before

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lmfao

urban valve
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i just download it from where i bought the model again?

silent bane
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omg

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go to the vrchat website

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make sure you’re logged in

urban valve
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ok

azure rain
silent bane
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and download the sdk that’s compatible with ur avatar

urban valve
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i have that

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3.0

silent bane
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what

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you just said

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you-

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you just said it disappeared

urban valve
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i redid it

silent bane
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click import

urban valve
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now im here and i clicked import

silent bane
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good

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is there a tab at the top

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that says “Vrchat Sdk”?

urban valve
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now what

silent bane
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click the x

urban valve
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ok and yes there is

silent bane
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click on it

urban valve
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i clicked on it

silent bane
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and sign into your

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vrchat account

urban valve
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splash screen?

silent bane
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what

urban valve
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show utilites

silent bane
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what the fuck are you saying

urban valve
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show control panel

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and help

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is all it says

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there is no sign in option

silent bane
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there should be a login

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send a screenshot

urban valve
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on unity??

silent bane
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no on the sdk tab

urban valve
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oh

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i am signed in

silent bane
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which is in unity

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omg

urban valve
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no there is no loging option on unity

silent bane
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yes there is send a screenshot

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click on control panel

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there should be a login

urban valve
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ok im at the login i keep signing in but

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it wont sign me in

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the password box is blue

silent bane
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don’t use ur display name

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use ur email

urban valve
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i am

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i know its not the wrong password i JUST made it

silent bane
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well then that means you are either typing in the wrong email or the wrong password

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just wait a bit if you just changed it

urban valve
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i didnt change it

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ugh

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ima gonna chnage it rn

silent bane
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you said you just made it

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omg

urban valve
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yes i made my account yesterday

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i wrote the password on my computer

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its not working

azure rain
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then you probably wouldn't be able to upload avatars if your account is one day old?

urban valve
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i did the 10 hour thing

azure rain
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what does your current user rank say because it's not 10 hours

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that's the upload requirement

urban valve
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omfg.

azure rain
urban valve
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i just reset the password and its still not working

silent bane
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did you merge your account

urban valve
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merge?

silent bane
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don’t use ur username or display name

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yes

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with steam or oculus

urban valve
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im using the email

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steam

silent bane
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what’s your rank

urban valve
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i dont know?

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how do i see that

silent bane
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go to the socials tab

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or your profile

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either or

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what does it say? visitor, new user, user, etc

urban valve
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on vr chat?

silent bane
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no at Walmart

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of course on vrchat

urban valve
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there is no socials tab

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its just

silent bane
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…?

urban valve
silent bane
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click profile

urban valve
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i am on profile

silent bane
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oh oops

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ummmm i usually just check my rank in game

urban valve
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let me open the game then..

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just a min

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i csnt find it

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my pc is freaking out

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ok so im trying to sign into unity still

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its not working

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ok so

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my whole computer just shut the fuck down

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and everything is gone

azure rain
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oh dear

urban valve
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im like two steps away from crying lmfao.

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why does it have to be so fucking hard

azure rain
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I might suggest taking a break

urban valve
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a break from what?? i never got anywhere :/

azure rain
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yeah but it can be hard to work if you're like super frustrated

urban valve
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can you pay people to color in avatars you have bought??

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idk how that would work

azure rain
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yes you could but given what you described that would be pretty simple and wouldn't help that much as you would still need to upload yourself

urban valve
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im legit crying lol

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ive spent since 8 am trying to do this

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and got nowhereeee

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i feel like i spent $40 for nothing

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the youtube tutorials made it look so easy

azure rain
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the $40 haven't gone to waste as you'll still have the stuff later when you do figure out uploading

urban valve
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how can i ever figure it out if i dont understand it

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and even when people walk me through like you i still dont know what the fuck im doing

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ill stay up all night if i have to

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im gonna figure this out

azure rain
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not sure if make you feel better but most of the folks watching the tutorials have a lot more computer experience

urban valve
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i opened unity again

azure rain
urban valve
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and now im trying to log in'

azure rain
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you can skip the unity login as you just need that to download stuff off the asset store

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which isn't relevant for what we're doing

urban valve
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the other person said i needed to log in once impored the sdk in there

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it keeps saying my password is wrong

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and i know it isnt i just reset it a few minutes ago

azure rain
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oh yes you do need to login on this screen

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sorry for the confusion

urban valve
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OKAY

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it let me in finally

azure rain
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cool

urban valve
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it says i cant upload avatars

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yet

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so can i still color mine in the meantime or do i wait

azure rain
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yes you could but you've mentioned you've been at this for a while so I might suggest taking a break

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since we don't have any big rush

urban valve
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fair enough

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thanks for the help you have given so far

azure rain
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glad to be of help

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your avatar will still be there when you hit the upload rank hope you have a good rest of your day

south inlet
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did it work?

cyan plover
small valve
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wip

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there is nothing more satisfying than watching something come together for once

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im trying to be as on-model as possible

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and so far im doing a somewhat decent job i think

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the buns are somewhat larger than normal to account for 3d perspective

foggy granite
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are you gonna use curves to wrap around bun to give t a bit more detail

small valve
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wait

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god DAMMIT i cannot escape the ftd discord lol hi

foggy granite
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yeah i saw you in the other 3d modeling server too but i didnt know if i wanted to make a comment or not

small valve
foggy granite
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wait dont tell me it gonna be about the ship girls

silent bane
silent bane
dull gull
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last attempt was too complicated for me, so imma try a simpler setup with a chibi this time

small valve
dense pollen
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Does anyone know a good explanation for how to get a really clean gradient across an area while weight painting. I have seen it on models before, but can't seem to replicate it myself.

tough plover
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@dense pollen there's literally a gradient tool

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pretty sure you can also do alt + click drag

thorny ivy
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Trying to figure out the weight painting for this spine spike, any suggestions?

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I want it to move some with the neck but not a whole lot sense its just below the actual neck.

Fully weighted to the spine, partially to the chest.

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Well, figured it out. Just drastically lowered the neck weight painting and works like a charm.

devout scroll
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Projecting body weights usually works well

thorny ivy
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I knew that was an option but couldn't figure out how to without searching it up and didn't feel like opening my browser at the time.

tough plover
thorny ivy
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Bonzer, thanks for explaining that.

tough plover
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np

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useful for getting anything to be weighed the same as the body

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clothes, etc

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some other modes like "Nearest vertex" can also be useful

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for example, fishnets

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using a duplicate of the legs mesh

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due to how close it is to the body, you want the weights to be exactly the same

thorny ivy
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Speaking of, do need to model clothes still. Fine-tuning the body mesh + adjusting weight painting though, shoulder and thigh joints have some odd-looking deformations right now.

tough plover
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definitely try transfer weights

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and further tweak if needed

dense sluice
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Can you use the sculpting side of blender and still make a good/working avatar?

devout scroll
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You can but you'd need to retopolgize it to work ingame

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There's tools that do it automatically, with mixed results

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But generally sculpting alone isn't enough

thorny ivy
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If you don't wanna make a body/mesh from scratch, using a base and modifying it to your tastes w/ sculpting is an option.

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You'll have to adjust various aspects accordingly and unlikely to be as-good as a body/mesh custom-made for the asset but it's a start at least.

thorny ivy
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So, suddenly having a weird spike in the time it takes for updates to be reflected.

thorny ivy
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Backtracking some, appears that Blender didn't like that I replaced part of the body mesh with an older version due to botching the thighs (again) by accident.

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I don't know why since I've done similar retrofitting multiple times already, might've been the execution this time around.

thorny ivy
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...might have something to do with the hierarchy? Not sure why but the torso was in another collection and trying to add it back where it originally was causes Blender to suddenly start lagging.

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Solution found: delete collections. Was doing that weird ghost-link thing we talked about the other day, just happened to lagging Blender this time as well.

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Collections deleted, runs smooth as butter and no ghost-links.

thorny ivy
topaz reef
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aesthetic armor for now

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im still too new to make a actual one

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xD

thorny ivy
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If you're just going off refs though, actual armor wouldn't be that much different; just less cloth and more rigid pieces.

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Though the sexiness of it tends to be drastically lower.

thorny ivy
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So I suppose it depends on what your end-goal is + who the outfit is actually for (if you're gonna use it).

dusty heron
thorny ivy
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Okay, super-confused on what Blender is doing but basically, one vertex group seems to be influencing another.

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I match the weight paint in one group, it changes it in another so it's still sticking out like that.

tough plover
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@thorny ivy try turning off auto normalize temporarily

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also, use Weights > Clean

trail relic
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I'm optomizing one of my worlds, I took these 3 buckets, put them into one object, one material, and then decimated them, after I decimated the buckets, they are extra smooth and have this weird light / shinny to them, I ran into this problem before after decimatign an object, is there an explenation to why this happens? The shinny goes away if I shade flat the objects but I would still like them to be shade smooth, just not weird shinny on them

thorny ivy
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*Auto normalize

tough plover
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@thorny ivy under Options in the top right

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you should typically have it on

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makes it so that if you add weights to a group, it subtracts from the other ones affecting those vertices

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@trail relic try maybe resetting the normals

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select all vertices in edit mode, Alt + N > Reset vectors

trail relic
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Reset vectors did not work

thorny ivy
tough plover
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turn it on and use "Normalize all"

thorny ivy
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Do I go over the problematic area or the whole thing?

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...

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I had x-mirror editing on.

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Not the XYZ mirroring, the dedicated one at the bottom of Options for Tools.

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Man I feel dumb.

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Good 30 minutes of my life I'll never get back.

tough plover
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kek

foggy granite
thorny ivy
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Fine-tuning weight-paints now, any suggestions for making this look more organic?

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Arm up (t-pose)

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Clyde I swear.

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Arm down (a-pose)

craggy lintel
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Is there a way to do knife tool proportional with the mirror

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Like

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My inputs

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Can I use the mirror to get same inputs on other side

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Would I be using the mirror modifer?

devout scroll
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depends on what you're doing

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you could just trace out a shape with vertices, mirror those and then use knife project to cut out that shape on your object

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i'm not sure if you can use the mirror button to do it, you can try

formal trail
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what do yall use (that is free preferably)

full ice
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Blender is common for free

formal trail
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okie ty

thorny ivy
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More model-bashing fun tonight. Tonight's piece: torso section repurposed as a... tail base? Not the tail itself, just where it comes out of.

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I'd provide a better view but Clyde probably wouldn't be happy about it due to the lack of clothes still.

thorny ivy
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Made some adjustments, gave more room for the tail to actually be. It'll probably be decently big due to my avatar being considerably larger then most in both stature and body shape.

small valve
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strange tentacle monster

craggy lintel
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Try utilizing more strokes with the hair

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Meaning

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Play with the bevel, you can actually simulate more strands while still maintaining low poly

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Otherwise really nice job ❤️

compact mulch
spiral sigil
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heres tommyinnit, to memify

topaz reef
spiral sigil
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spent 6 hours in blender with no breaks, program crashed and lost everything

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Smoge

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gonna start setting a timer on my phone to save every 15 minutes

spiral sigil
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is that an option

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fug

topaz reef
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yes

spiral sigil
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i am stupid as hell to say the least

topaz reef
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it should have your last save

languid fog
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the mesh seems good, i going to be stuck on the texture paint part ;-;

last yoke
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what should I do from here?

visual vigil
spiral sigil
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coryxkenshin in all his glory

dry vector
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Anyone have any ideas for making the top part of this mesh and bottom part the same color? Yes I know the sides look like shit and need to be sculpted slightly, that's super easy. The avi creator sold it like that, I'll sculpt it later. Just talking about the conflicting color of the two separate meshes (upper thigh/body mesh, and the leg mesh) despite having the same color. They are separate for toggles so I can't really join and blend them

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Slightly noticeable there but extremely noticeable in game

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The normals are fine, they're all how they should be and both the meshes are quads and low poly

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and here's the view in blender with the same mat..... ??

quaint jasper
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Join the meshes, then blend the textures in an image editing software

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as in connect the vertices

tough plover
quaint jasper
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eww never use shapekeys for that, if you have clipping mesh, either delete it or get better weight paint

tough plover
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it really depends on what you're doing

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typically I would go for the perfect weight paint solution

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but in some cases you just have to do that

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you can't always just delete it because toggles are a thing

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separating it to its own mesh would have the downside of adding draw calls and material slots

quaint jasper
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Constantly active shapekey seems worse than all the other suggestions

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In this case it's frankenstein modelling, so fixing it properly is necessary

dreamy epoch
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I think they may want to also set anchor overrides for all the meshes on that avatar to the same object, preferably an empty gameobject put outside of the armature at around the height of the neck.

dry vector
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So this is super cool

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I'm using nodes in my UV editor right now to blend them

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Separate meshes

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brb store need energy drink

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🥵

quaint jasper
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For avatars there's no way this is necessary lulw

dry vector
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LULW indeed but it is working

quaint jasper
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No surprise, terrain blending is super important everywhere

dry vector
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The toggles would be all messed up that the creator made and I might as well learn

quaint jasper
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I hope you're learning useful things though sweat

dry vector
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This is one of the coolest things I've learned so far outside of retopology

devout osprey
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hey

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how can i put Tommy Vercetti on Unity

dire drum
white moth
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But they will need to be part of the same texture first before that tool works

dry vector
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That’s what I could find online but the googling provided surprisingly sparse results

tough plover
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try selecting the area and doing alt + n > reset vectors

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and/or alt + n > smooth vectors

dry vector
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Aren’t funky normals a symptom of non-manifold geometry?

white moth
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Merging the verts can skip over parts of the texture. I believe merging verts has a “fix UVs” checkbox so that the new vert’s UVs are also the midpoint of the ones it replaced

dry vector
lavish bough
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can someone help me i wanna make my gacha club oc into a 3d avatar because i like my gacha club oc

quaint jasper
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What do you need help with ?

foggy granite
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if you trying to make a avatar check out vroid its pretty easy to figure out

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or if you have some blender you can download a base and accessorize and work from there

craggy lintel
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Constantly active shape-keys aren’t bad.

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How else can users have variations and change their facial features of the avi with 3.0?

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Most bases have a few shapekeys that are at 100 for default

craggy lintel
quaint jasper
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It's continuous skinned mesh deformation, it's bad

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No one should be using shapekeys to fix something on their avatars

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If bases do that, they're bad

oak hatch
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Nearly done with the base body. Next is the clothes and UV maps. Hoo boyo.

quaint jasper
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That a matcap ?

oak hatch
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Edit, wait, yes, it's using the toonshader mat cap, lmao

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I'm going to lose my mind trying to set up these UVs, I can feel it.

craggy lintel
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I know who you are and right now; that doesn't matter. The fact is that countless people are indeed more than able to get flawless performance using shapekeys/blendshapes at 100% value. I disagree with your proposition negating the usage of shape keys for body shapes, emotes, etc

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If it were to be an performance issue, then I would not see any bases use such forms.

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I think what you are trying to say is, fixing a broken feature using a shapekey is bad, and that I can see most, if not everyone, agreeing on.

oak hatch
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If skinned meshes were a bit more forgiving, using shape key tricks wouldn't be necessary.

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Which is a bummer, but hey, it be how it do.

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[Stares at several outfits that need to be shapekeyed or dissolved]

quaint jasper
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That's why it's heavily suggested to separate your head from your body mesh, because the more vertices are affected by your shapekey, the worse the performance, so if your entire body is a single mesh, and you're constantly activating shapekeys, then yeah, it's not good

craggy lintel
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so thats why most devs n stuff dont have expressions

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i swear i watch videos of them and their models never make faces

quaint jasper
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Expressions are fine, because they're not always on

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We're talking about constantly active shapekeys

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I have facial gestures, i barely use them tohrushrug

craggy lintel
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How are you going to have facial tracking in your game lol

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If you cant use shapekeys at 100% or any percentage

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the human face is constantly moving

quaint jasper
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I don't think you've read my messages

oak hatch
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There's likely a misunderstanding.

craggy lintel
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Probably

oak hatch
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The issue is the amount of verts effected by a shapekey, not it's level. Shape keys address all verts in a mesh, not just the ones you move.

quaint jasper
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"Expressions are fine, because they're not always on
We're talking about constantly active shapekeys"

ashen stag
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Whats bad is when you have a "thigh squish" blendshape that is always at 100 or the like

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Instead of just applying it

craggy lintel
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Facial tracking is 100% active..

quaint jasper
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If you're constantly opening your mouth, sure

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Not sure who does that though

oak hatch
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Or have any level of mic noise

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Best practice is to separate the head mesh, and leave no shape keys on the body, but that isn't always possible, or preferred for various reasons. While having shapekey on a VPoor (70k tris or more) model can cause issues, I haven't seen much performance change on models that fall below the 70k threshold, in my personal experience.

craggy lintel
ashen stag
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Just set a new anchor point

oak hatch
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That's only an issue if you also have two materials and the materials are different, generally.

craggy lintel
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Nope

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If you have two seperate meshes, some crappy worlds will expose you

oak hatch
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I'm tempted to test this, because I can't think of a reason that would do that.

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I've never had that issue cause I merge everything, shapekeys be damned.

craggy lintel
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No wait I think it happens with two meshes parented together in unity

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nvm my bad

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like ears on a head at the same color will not be same color in some worlds

ashen stag
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With toon lighting, the mesh grabs the closest lightprobe and just applies the lighting to the whole mesh, you should be able to set the meshes anchor point to the same spot to avoid this but I havent tested that thoroughly

craggy lintel
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one mesh > better

ashen stag
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It depends, just like everything with optimization

oak hatch
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That said, the issue with shapekeys is the amount of verts being effected by a shapekey. Since unity is kinda...dumb, it will apply a shapekey to all verts in a mesh, it doesn't perform a relative transform IIRC.

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So, it will list any vert not moved by the shapekey in question as (move 0,0,0) per frame.

ashen stag
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Blender does that too IIRC

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Should be able to see it via file size bloat

oak hatch
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Which, if you have 20 jillion verts? May cause issues.

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Ye

ashen stag
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80k poly model with 100 blendshapes is like 20-30mb Where without the shapes is like 5-10

oak hatch
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Yep.

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It makes lipsync on quest really annoying.

craggy lintel
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okay real talk

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unity needs to change "blendshape" to "shapekey" LOL

oak hatch
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Lmao

craggy lintel
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or blender to "blendshape"

oak hatch
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It'll never happen

craggy lintel
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blendshape would make so much more sense lol

oak hatch
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But you could maybe mod Blender

craggy lintel
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becasue blender and blendshape

oak hatch
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"Blender-Unity language interoperability Plugin" or something.

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Lmao

craggy lintel
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But btw guys i do have one last thing to say

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i have a friend who is playing vrc without a graphics card

oak hatch
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Wut

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Haiw

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*how

craggy lintel
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idk but she always sets her model's face to be at 100% on one of my public models

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and she never has issues

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idk how she is playing anything without one but she isnt lying when she says she doesnt have one lol

oak hatch
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Weird.

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But again, it's not the the "level" that's the optimization crunch, it's the verts included.

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If you have 2 verts on a model at 100, it doesn't do hardly anything. But 120k verts, even on 0.01 causes non-negligible issues, if it's being rendered.

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It's not as bad as other stuff (DYNAMIC BONES) but it's still going to cause a small dent.

craggy lintel
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it seems most ppl on this game have crazy computers anyways

oak hatch
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IMHO, if you're below 70k Tris and not doing weird stuff like a shattered avatar that has 3x the verts as a standard one, generally should be fine. Not the best idea, but fine.

craggy lintel
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all my latest stuff under 65K

oak hatch
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Mood.

craggy lintel
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Yeee but i keep having to retopo or deal with stuff that i make being low poly

oak hatch
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My base body looks to be hitting 46k, so I still have 20 for clothes.

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Abusing non manifold meshes and other horrible tricks, lmao.

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I'm terrified of having to UV map this thing, especially when it comes to adding details and trying to reduce the filesize.

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Anything I can do to drive down the load time and make it a better experience for others, within reason, yanno?

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[Laughs in using the same particle for 4 different effects]

still wadi
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Poly count is not as important then lets say amount of materials and tex sizes

white moth
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There’s nothing wrong with non-manifold meshes in videogames. It’s actually preferable.

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Non-manifold is only a problem for 3D printing or hard surface modeling. Air-tight models are wasteful in games

oak hatch
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Ye, I'm just so used to solid modelling that it's breaking my brain.

dusty heron
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wot.

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Is this a UV map?

foggy granite
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I have the same question

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Why not stack them

small valve
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i shipped these UVs onto an actual world

dusty heron
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No. Please don't.

small valve
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:> its FINE

cerulean shoal
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😳

small valve
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the best part is that my UVs are usually immaculate

#

i just had a deadline of 0 hours

azure rain
#

from the looks of it you could probably fit that you in like 1/4 the space if it was stacked

tough plover
#

@small valve pro tip, if you are using UVPackmaster2, you can make it keep stacked UV's together as one

small valve
#

noted 0u0

craggy lintel
#

Now that ruubic told me about shapekey stuff

#

im combining keys and applying to basis

#

Is there any penalty that I don’t know about for applying keys to basis?

quaint jasper
#

Aside from losing them, not really, but your default model should be the basis

worldly tangle
#

PKP Pecheneg (9th avatar project)

w/ mirror modifier

quaint jasper
#

Now triangulate zucc

agile plank
#

does anyone know how to save edit paint texture of avatar in blender

#

after i edit or recolor texture of hair in blender i dont find anyway to save it

zinc jolt
#

Hey you guys got any ideas for an accurate Aang from Avatar the Last Airbender?

#

The TV show not the movie

gaunt abyss
zinc jolt
#

That doesn't help me out much buddy

#

No offense

#

But thanks for the basics

thorny ivy
#

Besides make things into triangles.

quaint jasper
#

Ngons into triangles

#

In the screenshot of the weapon, it looks like it's been limited dissolved, which makes the poly count very low, but it's also missing a lot of geometry you'd expect

mellow cloud
#

hi

craggy lintel
#

Would using knife tool break shapekeys or do the new Verts just behave?

#

Would like to know rq- I feel like it’s fine but would like second opinion rq before I get home and find out

zinc jolt
#

what about Omni Man?

#

has anyone made an Omni Man avatar in here?

tough plover
#

you can apply the key to basis later on

craggy lintel
#

way way way past you

#

Thank you though haha

#

I’m bout to release a base

#

I just asked that earlier because I didn’t ever hear about the shapekey 100% value optimization problem

#

Nor did lots of ppl I told

quaint jasper
#

All it took was asking zucc

#

Which people don't like to do

craggy lintel
#

Yeaaaa thanks for you info though

#

I’m changing some things up a bit

#

Ever ask questions to ppl you know the answers to?

quaint jasper
#

I don't, why ?

craggy lintel
#

Just wondering lol because I end up doing it so much to get other opinions

quaint jasper
#

Good thing to do if you're unsure definitely, i only consider knowing something after i've learned it from multiple sources

wintry cape
#

Not quite sure if this is the right place, but I have a normal map that seems to be in the wrong format

#

instead of the usual purple-blue colour, it's red and transparent

#

I read somewhere that it's a result of compression, but I'm not sure how to undo it.

quaint jasper
#

Where was it before the compression ?

wintry cape
#

It's a model from models-resource, so I assume it was compressed when the game was published

wintry cape
#

I could've sworn there's a way to convert these by moving a bunch of channels around, but I can't remember

quaint jasper
#

Looks like it has the alpha channel with it ?

wintry cape
#

I found it

#

Had to follow a tutorial in chinese

#

but I found it

#

for anyone else with this issue:
Make a new photoshop project with 32 bit RGBA
Copy the green channel into the green channel of the new project
Copy the alpha channel into the red channel of the new project
Make the blue channel in the new project white

tough plover
#

you sure it should be white?

wintry cape
#

yeah

tough plover
#

typically the blue channel ranges values 128 to 255

#

so it should be mid gray

wintry cape
#

Let me see what it's like with mid grey

#

the guide I was following said to go with full white

wintry cape
#

whoops, copied the layer itself

tough plover
#

kek

wintry cape
tough plover
#

hm

#

perhaps I was mistaken

#

or maybe there's something up with the other channels, idk

#

maybe they're inverted?

wintry cape
#

If I apply a brightness filter to the whole thing, I get this

#

Which looks more like it

tough plover
#

hm

#

that does look better

wintry cape
#

That looks like a normal normal map to me

tough plover
#

normal normals

wintry cape
#

yeah, that's just a 50% brightness adjustment on the whole thing

tough plover
#

yea that makes sense

small valve
unborn acorn
#

could use this

wintry cape
#

unity has that feature built in

unborn acorn
#

welp worth a try

granite mural
#

sorry if this isn't the right channel
why do you need to install blender 2.8 for vrc, why can't you use 2.9 or 3.0 beta?

#

aren't you just going to be importing meshing from blender to unity

quaint jasper
#

Who said you couldn't ?

thin shadow
#

as long as the version of blender support the desired plugins

foggy granite
#

Exactly

#

Even then you can't download multiple version of blender

#

For free

#

Like some people prefer 2.79 or older for weight painting

thin shadow
#

or use steam to switch to any version you want using the beta function

foggy granite
#

Yep

#

You should really only care about the unity version

granite mural
#

every single vrchat avatar tutorial I've ever seen says to use blender 2.8 and I was always really confused about that

foggy granite
#

2.8x have plenty of tutorials but you can still follow them with different blender version since much hasn't changed to the tool or interface so don't worry about your blender version

#

Heck I still use the tutorials from 2014

granite mural
#

okay thank you :)

foggy granite
#

Np

quaint jasper
#

2.83 is stable and is still the most popular, makes sense to use it, but not necessary

foggy granite
#

Yeap

small valve
#

id personally use 2.93 especially the more you get into 3d

#

its so good

#

has all the fun stuff

#

even if it isnt stable stable

visual vigil
topaz reef
raw hearth
# small valve

Oh i watched this anime it was great also your job is great too!

limpid wren
#

does anyone here use zbrush?

north mortar
#

if i use subdivide modifier in blender, is there a way to permanently set my model to that shape and later modify each polygon by hand or is there no way to do that? if i google it, it tells me that you can modify it but only in sculpt mode, which isnt really what im looking for.

tough plover
#

but typically you should keep your model fairly low poly

#

so if you're modeling with subsurf, the base mesh should be very low poly

#

you can also adjust the Mean crease if you want a specific bend to be tighter

north mortar
#

im just starting out iwth my fdirst fully modelled char and i just want to make sure im doing it right and not delete it all later on since some very specific option isnt possible 😄

#

i guess i'll try the subdivision method then, thanks

#

doing it all manually would destroy my mental health more likely

tough plover
#

if you're making the model from scratch by box modeling rather than sculpting, then it would be helpful to have subsurf + mirror (with Clipping checked to join vertices at the seam)

#

and like I said earlier, when using subsurf, you can adjust the "crease" amount to make bends tighter

#

like an armpit for example

#

or under buttcheeks lol

north mortar
#

one thing i noticed is that if i use the mirror modifier, it doesnt let me actually select the mirrored part, rather its just... there, unclickable. so say i want to edit only one hand later on, i couldnt do that, right?

tough plover
#

you would do that after applying the mirror modifier

#

you could also just have the hand on a separate mesh while you're still working on it

north mortar
#

i was thinking about just making one side of my body (arm+leg that is) and use symmetrize on x axis

tough plover
#

for most of the model you can do it on one side using mirror yes

tough plover
#

one of the square buttons at the top of it

north mortar
#

oh, ty

foggy granite
vital drift
topaz reef
#

it done woowee 😁

tough plover
#

very nice 👍

quaint jasper
#

Looks fantastic !

#

You got a portfolio of your stuff ?

topaz reef
#

also i dont want one since im still a noob to blender only 800h in xD

quaint jasper
#

You should really put your stuff up on artstation HEYMOONA

#

Time spent is irrelevant, your result look great

tough plover
#

considering how good your stuff comes out

#

at first I thought of you as some mysterious, barely talkative 3D design master

topaz reef
#

lol no xD

#

im just a 3d hobbits

tough plover
#

I see

#

you have ~70 total messages in this server

#

the first few were images of your beautiful work, with no comments

topaz reef
#

im not that talkative that all

#

im just doing blender and post my progress 😄

quaint jasper
#

You should be on artstation

topaz reef
#

idk xD ppl on artstation are completely on a different levels

quaint jasper
#

That's just those you see at the top

#

There are a ton of hobbyists

#

They just don't pay to show up on the front pages teehee

#

And it's not just for others, it's for you to have all your work in context and to see your progress over time

#

Highly recommend it

topaz reef
#

noted

foggy granite
#

I agree with ruuubrick you're got a great style and the armor/clothes look clean

craggy lintel
#

base making do be harddd

#

Lol broke my mirror earlier and had to redo lots of stuff

#

Shapekeys are so interesting to work with- after months of doing them i notice there is a very complex mathematic algorithm

quaint jasper
#

It's literally linear interpolation

tough plover
#

pretty much

#

every vertex just moves from its basis position in a straight line to the target position

#

overdriving the shape key just makes it go further than the target, again in a straight line

craggy lintel
#

It’s dominoes really

#

But like each domino likes to add up to diff values when multiple applied

#

Whoever invented them is pretty awesome ngl

devout scroll
#

Shape keys can also use other shape keys as base

#

But yeah, just linear vertex offsets

oak hatch
#

Wait, that works for Unity?

devout scroll
#

Shape keys/blendshapes yes. Other interpolation methods/other base shapes not sure

white moth
craggy lintel
#

but have y’all ever had to do shapekey surgery

#

So imagine having to have eyelashes work for 295 different facial combinations

#

And only two left to fix and one of them is literally impossible to fix meaning the topology isn’t showing the error but there’s an error in unity

#

So what I’m doing is trying to find that ghost vertex and figuring out wtf happened

#

I think the vertex is from the eye so when I get home I’m going to try edge selecting each line in the eye to check

still wadi
#

Or just .... delete

craggy lintel
#

I’m not deleting

#

Thats comprising I would never

#

I’m just bewildered because the topo is 100% fine for that specific shapekey blend but in unity it’s breaking

#

X doubt anyone here can simply figure it out

#

They’d have to dig deep into it like I am rn lol

tough plover
#

so you're saying that one random vertex is shooting away?

craggy lintel
#

not at all lol

#

It’s hard to explain

#

I’ll send screenshots later

#

It’s way more complex than you think

#

God I wish it was just that tho lol

white moth
#

It could be a result of splitting quads differently, if you have quads

craggy lintel
#

Tried that, not the problem

#

The problem literally is that there isn’t a problem

#

It only shows in unity and no everything is set up right before anyone asks

quaint jasper
#

Errors don't appear out of nowhere tohrushrug

craggy lintel
#

Then why is everything correct across the board

quaint jasper
#

Can't tell until i've seen videos/screenshot

craggy lintel
#

I’ll just send it later

white moth
#

Unity will also discard part of shape keys if it determines the vert movement is too subtle

#

For tiny avatars, This can be made more lenient if needed by increasing the import size and then scaling root back down

oak hatch
#

Does anyone know how to bake sharp edges? Pictured here in white. I need that as texture data.

quaint jasper
#

Substance painter > Edge generator

oak hatch
#

Exactly what I needed

#

Substance edges always does weird stuff for me, dunno why.

devout scroll
#

Should just be curvature

craggy lintel
#

I know what the problem is but the problem is the problem isn’t showing up in blender

granite nest
#

does anybody know why my upper chest and regular chest bones dont appear in unity?

#

(in the humanoid rig's config screen)

lone forge
#

ok so how would i go about adding and replacing assets on a model, I want to add glasses and change the shoes of a model

covert rose
#

Blendee

#

*blender

#

Literally just drag ur fbx onto ur desktop

lone forge
#

well yeah i got that much

covert rose
#

Along with the textures

lone forge
#

do i just import the models for the shoes and glasses into the models blender project and link them to a spot or is there a process for replacing already existing assets

craggy lintel
#

Sooo

#

if you look here

#

perfectly fine topo, no hole

#

And when I hop into unity

#

Hole

#

Thats why im lost

#

(and yes the topo pic, right corner is off due to camera angle)

quaint jasper
#

is the white part supposed to be the hole ?

craggy lintel
#

Yea thats the hole

#

Like im completely clueless on what to do tbh

quaint jasper
#

what's behind it ? Feels like it could be another face showing up on top

#

Dunno if you have backface culling or not

#

Could be texture too

craggy lintel
#

Nope and nope hahaa

#

I wish it was those

#

The problem is that it seems like it’s a vertex that’s just flying

#

But I don’t see any strays anywhere

#

or see any missing back down on the eye itself

quaint jasper
#

You enabled legacy blendshape normal ?

obsidian nova
#

@craggy lintel Delete Loose? You've probably already tried this though. Best of luck. I hate when stuff like this happens.

quaint jasper
#

I'd personally use mesh analysis in blender on the model to look for odd stuff

craggy lintel
#

I mean I did before I uploaded the previous version

#

For each update into unity does that reset? I haven’t check the legacy blendshape normals because I did the that for prior testing on the same FBX

craggy lintel
quaint jasper
#

Is that a piece of geometry you can see in wireframe in blender ?

craggy lintel
#

nope!

quaint jasper
#

Does it only happen on a specific shapekey ?

craggy lintel
#

Ive tried finding it and Yes only one

#

It's the final issue with the base before release hahaha

quaint jasper
#

If it can't be seen in blender then i don't have many ideas

craggy lintel
#

Me neither haha

#

Thanks for the help though everyone, I'll probably just get rid of this key or just leave the glitch

craggy lintel
#

Okay so after about an hour of nonstop vertex poking, i think i fixed it by pulling other verts to cover up the area where i saw the issue

spiral sigil
#

another weird wakidate for my helmet, blender noob here

north mortar
#

What could be causing my test avatar to show up as completely invisible in vrchat? i can see it fine in unity and i even tried adding 2 basic cubes to see if any of them show up if i move them around in the hierarchy but i still end up with nothing in-game. I havent added any custom shaders or such to the avatar, just the basic unity material/coloring.

#

ooook and now it magically fixed itself, nevermind.

grizzled timber
#

hello everyone 😄

tough plover
#

@grizzled timber sure, count me in

#

currently at work so responses may take longer

thorny ivy
#

Sounds pretty neat, I'm interested in checking it out.

still wadi
#

Sus

worldly tangle
#

Landfall Base model (Totally Accurate Base Model)

Started with a few vertices, and applied the magic of the skin modifier

torn ember
#

So I'm having an issue where this part of the boot wont move with the leg while posing. Any ideas?

quaint jasper
#

weight paint it ?

torn ember
#

Yeah, I tried that. Didn’t do anything.

#

It’s like it was connected to the wrong bone but I’m not exactly sure what I should do here.

quaint jasper
#

In edit mode you can select a vertex and in the intem or view menu you can see the vertex group it's assigned to

lament pond
quaint jasper
#

Top right corner, it's the N tab

torn ember
#

Thanks!

worldly tangle
#

Rigged TABM Base model

limber anvil
#

Anyone have any experience making a balaclava / ninja mask by deforming an existing face?

#

I can't really see how I need to change the topology, and I'm too afraid to just delete a bunch and fill it back in

#

pretty happy with how I got the eye hole, but that's because it almost perfectly lined up with the existing loops in that region

#

making a smooth but organic cover for the mouth, though, is a different story

small valve
#

uniform collars give me trouble

small valve
#

so

limber anvil
#

looks pretty good for something that's giving you trouble 🙂

azure rain
#

like what exactly is the problem as it looks fine to me

limber anvil
#

not the WORST topology...

spiral sigil
#

is there a way to scale a mesh like for Kadachii's mask for example up from not just a point but every vertex outward so it maintains shape perfectly?? Having a hard time explaining it

#

not that it wasnt maintaining shape before exactly but if you used the base mesh and duplicated a part of it and scaled it up sometimes things still clip

split aspen
#

optimizing hair

#

x3

hollow ermine
#

That’s pretty cool, I’d say

split aspen
#

😄

craggy lintel
#

Is there a server for blender stuff only

#

I keep on encountering issues with my blender

#

For example; vertex groups not showing in modifiers, ghost vertices, etc

#

My issue is I’m beginning to need help from like higher sources and it’s beginning to be hard to find answers on the web

quaint jasper
#

Nope, you'd have to ask in the public discussion channels

late rock
#

ahh okay, ty

solid echo
devout scroll
#

The bigger blender discords I tried were much worse than this channel

keen quarry
#

Can someone give me a good header where to begin for 3d modeling and world creation. I want to use this skill and take it forth into my study next year for designing stuff.

craggy lintel
#

Does anyone here know normal transfer techniques

cerulean kiln
#

umm...... i occasionally get this stuff in blender once i "fix model" and then switch to solid viewport. doesnt do it for every pmx/pmd model but some of them. what is this? why is it there? and how fix?

copper parcel
#

Heyo everyone, would anyone be able to help me with this issue? When applying the normal map to this model in Substance, I have this weird split down the middle. What might be causing this?

#

Not showing the full model since this is part of an NSFW comm

quaint jasper
#

You sure that's not caused by something else ?

#

any invisible mesh when doing your bake ?

#

is the line still there in normal map view mode

copper parcel
#

Yes.

quaint jasper
#

how big is the split

copper parcel
#

This is normal view mode, dunno why things are like that

#

Pretty much all the way down the middle on one side.

quaint jasper
#

Did you bake your texture maps ?

copper parcel
#

Well, I've tried baking them, but for some reason it completely removes the other normal map I have.

quaint jasper
#

why do you have another normal map ?

copper parcel
#

It came with the model asset

quaint jasper
#

alright, then why do you care what the normal map generated in substance looks like RuuuThunk

copper parcel
#

Because it's completely removing depth from the model.

#

It's replacing it with an empty normal map.

quaint jasper
#

maybe that's the issue ?

copper parcel
#

What do you mean?

quaint jasper
#

if it's not using the normal map that came with the model, maybe that's why it has those issues

copper parcel
#

I don't get what you're trying to say, but alright. Thanks for trying to help, at least.

azure rain
#

substance painter doesn't know about your normal map

copper parcel
#

I'm still trying to figure out how this is creating that split though.

#

Or how I can make Substance "know" about my normal map.

#

I've imported it, it's there, it just has that insane split down the middle.

quaint jasper
copper parcel
#

Uhh.

#

This is exactly what I did.

#

I know how to import normals lol

quaint jasper
#

tohrushrug Hard to know what else you may have changed or missed without knowing all the things you did since import

#

Might want to try contacting the base maker

copper parcel
#

I've done literally nothing other than import the fbx, and import the normal.

#

That's all I've done.

quaint jasper
#

definitely ask the base maker then

copper parcel
#

Unfortunately that's out of the question considering it's a company lol

quaint jasper
#

Companies are ran by real people RuuuThunk

copper parcel
#

Yes, real people that are unlikely to offer me advice when it comes to things completely unrelated to what the company does, unfortunately for me lol

#

It's a "toy" company. Not likely the kind to help me with an issue like this.

quaint jasper
#

They're the one who care most about their product, but up to you

azure rain
#

so is the problem is the model is not intended for real-time game usage so they're unlikely to provide support questions for using it that way Nixyro?

copper parcel
#

Exactly.

#

It's meant for the production of real-life products.

#

I would imagine there is definitely a way to fix this.

#

Just gotta find the right person to help, I suppose.

#

Because doing what Ruuubick is saying is, and I don't mean to sound rude when I say this, is like asking EA how to make a football because they make Madden.

quaint jasper
#

They made the fbx no ?

tough plover
#

hm, had a similar issue at one point

#

make sure your texture set resolution matches the normal map resolution

quaint jasper
#

In the project settings ?

#

pls tell me it wasn't 512

tough plover
#

under Texture set settings

#

and when baking mesh maps, also make sure that the resolution is the same

#

default for that is 512

quaint jasper
#

facepalm welp, i assumed they checked at least that before asking, hopefully that's the issue

tough plover
#

kek

#

@copper parcel ^

copper parcel
#

I'll take a look when I get home after my shift :P

lament pond
copper parcel
#

Alrighty, I'm back home. I made sure that the project was at the correct resolution (1024) however I still get this crazy seam down the middle of the mesh.

#

Baked the mesh maps again, and once more it deletes the old normal map I had to make a completely empty one which erases all of the depth I had.

#

It doesn't have the seam, but that's not exactly an acceptable outcome when the model just looks like clay.

#

For anyone who might be able to help. my model has this odd issue where it doesn't correctly uhh... wrap? And I end up getting this seam straight down the middle of my mesh.

#

It has something to do with my normal map, but I have no idea as to what is causing this.

vivid crater
#

is your model mirrored or symmetrized

copper parcel
#

I don't know, it's a model I received from a friend, is there any way I can find out if it is?

vivid crater
#

just check if one sides uvs is perfectly overlapping the other, substance doesnt like perfect overlap like that, if that even is the problem

#

if it is tho you can just move them over by 1

copper parcel
#

How would I go about doing that? Or checking for that matter

vivid crater
#

in blender or another 3d program

copper parcel
#

Haven't had to mess with UVs much

#

Ahh, in that case, the uvs don't overlap.

#

The reason I believe that it has something to do with the normal map is because, if I just place an empty normal map it looks fine.

#

But when I use the one that comes with the model, it gets all screwy.

quaint jasper
#

Could also be that the other side oft he mesh has inverted normals

copper parcel
#

Nope, just checked.

lament pond
#

Headless wip

topaz reef
tough plover
#

fancy

split aspen
#

wip1

tough plover
#

some nice looking topology there

#

tad high poly on the palm but not bad

#

is it 2x subdivided or 1x?

split aspen
#

111

grizzled timber
#

Is there anyone that could help me out with an assignment regarding 3D modeling? I need feedbacks about it.

craggy lintel
#

Wait is it true some people can wiggle toes in vrc

#

If it is- should the feet I’m making have toes?

ashen stag
#

The only way to fake it is to animate them or use constraints, there is no tracking for that kind of thing

craggy lintel
#

So it’s bs lolol

#

the kid yesterday said “I have toe tracking”

tough plover
#

probably puppet control

#

I have that on my model

#

fairly convincing

#

2 axis puppet, up down for pointing up and curled, and left right for spread and together

craggy lintel
#

@tough plover wym you just use a coppouchi, no?

tough plover
#

not anymore

craggy lintel
#

those toes are legos lol

tough plover
#

kitabunny

craggy lintel
#

oh good good

#

coppouchi was poopoo base tbh

#

I never liked the concept

#

poor Lexi

tough plover
#

i liked the look but it needed a bit of work

#

too many materials

craggy lintel
#

oh god that too yea

tough plover
#

the eye sockets don't need their own mat

craggy lintel
#

that was euGh

tough plover
#

neither do the teeth

#

or mouth

#

or ears

craggy lintel
#

Yea I was so irritated by it

#

I made a single mat one instantly

tough plover
#

also surprised you remembered me lol

#

lancer introduced me to you like once

#

and then mentioned you a few times after

craggy lintel
#

Ohhh so you know my work?

tough plover
#

a little

#

seen one or two avis

craggy lintel
#

Oh my publics are not to judge Hahahaha

tough plover
#

na you were wearing them

craggy lintel
#

those are usually just fast ones until recent

tough plover
#

it was in like that one barbie doll looking world

craggy lintel
#

ohhhhhhhhh

#

That was a while ago

tough plover
#

yep

craggy lintel
#

yeeee since then I make my own stuff lol

tough plover
#

kek

#

my work has improved a lot since then aswell

craggy lintel
#

I like hate seeing previously used assets

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I stopped using premade stuff in October lol

tough plover
#

nice

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I was always one to make stuff myself when I needed it

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apart from model bases

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though I have an idea for one and will get working on that once other stuff is out of the way

craggy lintel
#

I mean I understand ppl not making hairs tho- it is pretty tough for avg ppl to do it

tough plover
#

fancy

craggy lintel
#

I’ve been making/drawing hair for years though so that’s why I was able to get good fast

craggy lintel
tough plover
#

the hair on my model is something I've been wanting to redo for a long time

#

never got around to it

craggy lintel
#

tbh tutorials for making hair don’t help, best way is to study real life hair and have an artist friend to critique at first

#

imo at least lol

tough plover
#

I was probably just gonna wing it lol

#

maybe look at a reference or two

craggy lintel
#

I’d def suggest that yes yes

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just know like

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Roots

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really

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And how roots work on ppl

tough plover
#

will note that

craggy lintel
#

Yeee

#

It’s fun once you get good at it

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they do take a while tho

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The one I sent was my fastest one and it took me one and a half days

tough plover
#

nice

#

prob my favorite work so far

craggy lintel
#

Marvelous?

tough plover
#

substance

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and blender

craggy lintel
#

Oh nice nice

#

I ray is great just wish it was faster

tough plover
#

yeaaa

#

I got a 3900x because of that lmao

craggy lintel
#

Also I wish i-ray could do video

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Lololol

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Mbn

thorny ivy
craggy lintel
#

almost done fixing normals

radiant ridge
#

so im having an issue in Unity where i cant see my Blender Materials. anyone got any idea why?

dense eagle
#

I'm having a similar problem where some of my materials exported from blender aren't showing up

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the body's materials are just straight up missing

craggy lintel
#

Just make some new mats

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and then throw your textures in

coarse zodiac
#

@dense eagle this is a constant issue for me too - sometimes they dont come over , sometimes reimporting the individual material works... in other cases, I have to create a new material and plug in the textures like @craggy lintel said

radiant ridge
#

the thing is for me im not making a avatar for VRchat. its a vrm meant for VSeeFace

worldly tangle
#

Skin modifier boogaloo (wip, and yes, one of the methods I used as a major component for base models)

Jellal but TABG

atomic hamlet
radiant ridge
#

Damn Alright. 😢@atomic hamlet well thanks for the info. I’m just gonna have to try to find a way to get my model out of Blender and into VSeeFace another way.

lament pond
craggy lintel
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Thicccc

zinc jolt
coarse zodiac
zinc jolt
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thanks

coarse zodiac
ashen stag