#3d-modeling
1 messages · Page 114 of 1
But you should look into texture baking so that your look isnt tied to just blender, once you have the textures it can work anywhere
Can someone tell me where I can find my pfp its my pfp on everything
Another question in Blender how can I make a Mirrored object two separate objects?
@radiant ridge you mean like, after applying the mirror modifier, take the mirrored half and separate it?
np
So when I tried baking my materials they just rendered black.
that looks like a reasonable triangle count hope your texturing goes well
thanky
Modelling the first "Automatic" Rifle(/Revolver) for my 12th avatar (Merhon and Hollingsworth M1855)
More-or-less done modelling the bones for this tiny hangout world. Thought I'd share.
The first ever 3d model of the "Automatic" M1855 Mershon & Hollingsworth Rifle (🇺🇸)
Verts: 885
Edges: 1,625
Faces: 764
Tris: 1,722
Sup guys, having a small issue, i cut this mesh apart some time ago, but had to stitch it back together using cats, tho now im running into the issue that eventhough i molded it back together it seems like these parts are still registering as seperate pieces, anyone a idea how to fix this?
I seperated it by using the bisect tool, tho a bit later i realized that i cut out too much, when i merged it back together using Cats this what it looks like now everytime i go into sculpt mode.
and now that these "shapes" are there i can seperate the Body by loose shapes
The main issue for me is, is that the edges mess with the weightpaint, which makes it unable for me to get smooth transitions
I discovered that "Transfer Weights" in blender works much better if you temporarily subdivide the model you're transfering from like 20x times, transfer weights, then revert the subdivision.
Is there any way to mimick this without the subdivision?
@white moth you can just set it to Nearest Face Interpolated
rather than Nearest Vertex
there are cases where one is preferable over the other
jacket that you fit onto the model? face interpolated
skintight fishnets that match the body topology? nearest vertex
I tried that but the results were actually different from, and not as good as, subdivision spam
For making clothes not clip with the underlying body
In vert mode, select all non-manifold and it should highlight the he hard edges. De-select any that are actually important and meant to be there, like lips or eye sockets. Then run merge by distance.
anyone got a protogen model for blender
It's a paid model
I need help. So in Blender ** i am merging my armature ( model ) with the top outfit ( wich becomes a toggle) so i unselect join meshes and select ** Merge all bones But when i do that i get this error suddenly. Does annyone know why its like this?
If you are in Edit mode then switch to Object mode and try again. At least this is what allows me to merge armatures most of the time.
nope its still gives the same error for some reason.
This is how it looks like atm
@dreamy epoch
@quick egret what blender version are you using
Blender 2.83 @tough plover
I'm not sure if this is a right place for the question. I'm sorry if it's a wrong place and please redirect me to the right place. So my question is that I'm trying to make a tire. But I don't know how to put on the multi textures on an object like this one. Tire treads on the sides and a rim on the front and back. I checked the internet and couldn't find anything helpful.
You need specific UVs
Ah, i don't think that's possible with probuilder
Really? I'm watching a tutorial right now. It's possible with ProBuilder
To make custom UVs ? I've never heard of that, cool if possible though
Hmm. What about you? Can you show me how to do it?
I don't know of any way to do that in Unity
@feral veldt you should be doing that in blender
if you want to have any control over how to texture it, you need to UV unwrap it
I see. I'm new to Blender too XD
a tire is a simple enough starter project
is this a place to ask for help?
I commissioned a model from someone but they don't know why the model imports in Unity/VRChat with parts of the body facing backwards
even my tech savvy bro doesn't know what's up
I think it might be armature or something
screenshots ?
Put your chest bone in
It's not in the unity mapping configuration, right side
(I am not very familiar with this process, hence why I sought out someone to do this haha
oh my, I will ask if she could do that
this is their response about it
posting for gen chat
Have you deleted the polygons that are hidden by the clothing? And you can definitely lower the resolution on the hair.
Can we see the wireframe?
done, done, the distance from the hair makes it hard to see how many triangles it is. if anything, i feel like it might be slightly under detailed for VR purposes, and im gonna try to hide it with shader magic
the assets all together are 25k triangles, and that combined with the base im using (Koyuki) brings this avatar to a total of 50k, and id rather it not get higher than that
Wait, could you set the viewport settings like this, that's hard to see
it is set like that
i can just get closer
yuuuuniform (the vest does not have triangles, the white shirt does have triangles because the entire uniform will be togglable with that being the only article of clothing left
Put it in solid mode
ah
shoooooz
hair
i might actually go through and lower the across-detail of the backhair
now that i look at it
also, get ready for sketchy topology
that i still need to adjust by the looks of it
You could get rid a lot of the loops on the hair and use prerendered cards for the thinner smaller strands.
And for the sweaters and vests you could bake that to the body mesh itself.
this. id rather not bake stuff like that. i already know what i plan to use as texture and what im going to add as normal
at some point im going to be messing with cloth in order to bake normals onto the coat and white button-up undershirt
not a bad idea
don't forget about the Cloth brush in sculpting mode
there isn't really a way to adjust the size of the creases apart from the mesh density
so maybe subdivide 1x on a copy and use that
okok
anyone know why my models shoulders are invisible for some reason?
Inverted normals
inveeeeeeerted nnnnnormals
Hey, can someone help me attach a amateur to a avatar
where is the assets file for unity located?
If you mean project assets, then: [Project folder]/Assets
aight in program files/unity?
What do you meant by "Assets", Unity engine files? Or assets used in a project?
im trying to add my 3d model into unity to put into the vrchat sdk and im not really sure
nvm i got it
oh wrong channel sorru
i made my first t-shirt
its not the most polished thing ever but im very proud of myself
I need some help
I cant figure out why its not letting me texture paint on my image
what resolution are you rendering it at
1080p
check the rendering options
1920x1080
I meant like, all of the other options
So I’m having an issue with my FBX models legs. The VRM models legs are fine. So why is it the models legs break when I import the same model in FBX form?
@radiant ridge click Configure under the rig tab, and reset the pose at the bottom under Pose
the issue is most likely that the leg is bent the wrong way
Ah ok then. I’ll try it.
so what am i looking at? @tough plover
oh tf
it's almost like the legs are also weighed to another bone they shouldn't
go to blender
go to edit mode
click one of the vertices on the leg
in the N sidebar, go to the Item tab
you should see a list of which vertex groups that vertex belongs to
like this ?
you selected a face
this is what is looks like weight painted
im confused what the N sidebar is
also how do i get the upper chest bone and right shoulder bone back. for some reason the bones arent there
N sidebar is the sidebar that pops up/gets hidden when you press N
thanks pumkin
@radiant ridge in edit mode, click on any one vertex
alright then whats next?
just check every one of the vertexs till i find one that isnt group to the lower right leg
@radiant ridge no, you look in the Item tab to see what groups it's part of
you can clearly see that it's not just one vertex that's messed up, it's the whole lower leg
so you can just check any one of those
right here is where im looking right?
how do i do that then? clean them i mean
just erase all the weight painting and start over?
sorry if im not understand much of this. its all very new and confusing
wait i think i got it. the clean up is in mesh in edit mode. but what do i just hit clean and thats it?
i did it but it doesnt look like anything changed
@tough plover should it look like somethings changed after i hit clean?
@radiant ridge the other group should be gone
oh the group here
select the whole model?
ye
alright
ok so i cleaned everything but now its saying i have no leg bones when i change the type from generic to Humanoid
drag the bones you want to use as the leg bones into the assigning field. In this case the legs are assigned properly just the foot bones have not been
whyd this happen now?
dumb question, but how do i color my models and keep the color there? (models done but NEEDS coloring)
this is in blender fyi
if you want to be able to properly texture a model, you need to UV unwrap it. think of it like cutting up your model with scissors and laying it out flat.
if you just want simple colors, then you can create materials for each color, assign them to whatever faces you want. this is fine if you only have a couple of colors, but if you have more than 4 materials, you should definitely unwrap the model and either texture it manually, or alternatively, still assign colored materials to parts of the model, but then bake a texture using that.
sidenote, I like your name. sausage mcgriddles are great
thank you, that helps, and yeah my names pretty good
since im creating a persona with a lot of colors (itll be a means of self expression and putting myself into the digital world with who i am written all over me), itll be a bit harder for me
a very good program to texture stuff is Substance painter
yet another thing to learn I know, but substance is very powerful
i dont mind having to learn stuff, as long as its functional and doesnt take a month to understand, im good
oh that looks good
indeed
I learnt substance just by looking at other substance projects and seeing how those were done
but there's good tutorials too
do i have to make the model into one solid model before painting it?
you mean join the meshes?
yeah
you dont have to, but you should for when you actually export your model as an fbx
substance has "Texture sets", which is essentially its own stack of layers per material on your model
any mesh sharing the same material will be using the same texture set
alright, the pants my model has are ripped jeans and i want to make sure i dont miss anything or color the wrong things, so its good i can keep them seperate
i can show it real quick
you don't need to try to paint on the whole model directly
like
what I recommend doing is duplicating your blender project
in your 2nd one, duplicate the model, and put the copy above the main one
then, "explode" that copy
separate each part so that you can easily texture each one
because both models are using the same UV map, you can paint on any of the copies of the model
oh thats a good idea, thank you
i see, alright
anyways, what does your model look like in blender rn
so it seems to me like you took a base model, and added stuff to it, right?
yeah, i cant model anything on my own, i had to modify the clothes to fit on the body though
i made sure i was allowed to use it for vrchat
did you make sure the weight painting is fine?
im not sure what that means
weight painting is how you specify which parts of the mesh move with which bones
ohhhhh
each vertex gets assigned to one or more vertex groups. if a group shares its name with a bone, then moving said bone influences every vertex which is part of that group
when a vertex is assigned to a group, it also gets a weight, from 0 to 1
0 means it's essentially not part of it
1 means it's 100% part of it
a weight of 0.5 would mean that it would move 50% of the way when you move the associated bone
makes sense, ill check sometime later, since im not on blender or anything right now
if you don't make sure the weights are fine, then you'll go in game and see the legs moving, but the pants staying completely stiff as one solid piece
alright
to make your life easier, you can "project" the vertex groups from one mesh to another
using the Transfer Weights function
useful for clothes
will do
Here's a render i did of a Helmet xp
i am working with a traditional model for the first time rather than my lowpoly style and I am really happy with how this is turning out :-)!!!!!! I just have texturing and then rigging left ! I am considering making a version for vrchat too if I manage to learn how to set up dynamic bones
praiseeee

( THIS IS A NUDITY PICTURE OF A AVATAR I AM WORKING ON FOR SOMEONE MY APOLOGIZE ) So i am still working on my avatar with toggles. however this avatar needed 8 toggles for a reason. ( choker 2 toggles) ( xxxx 2 toggles ) and then we have bottom ( 2 toggles ) and top (2 toggles)= 8 . The person wanted this avatar to become nude. So i had to cut the avatar skin to make it work and it did! Only one problem i just have now. In unity, the skins are all the same material. But when i try it in worlds. the bottom part is either lighter or darker. Does annyone maybe have a solution for this?
Drag the spine object into the anchor override box of all your skinned mesh renderers
None of these should be separate meshes, they should be weight painted to bones and scaled...
as long as the poly count is low tho
This actually fixed it! The skin is normal now again! Thank you @devout scroll ^-^
But what ruuubick said it also true. Join your meshes if they there's no good reason to keep them separate
What program? Noticed the face capture
Is there a way to uv unwrap this so it takes the shape of the object?
The UVs are all just squares taking up the entire texture
And it obviously does not work like it does in probuilder
Probably cube projection?
where you would probably want your UV seams if you're doing it manually https://i.gyazo.com/7f8ca2d030df177d18e52ef268752a24.png
Thats what would make sense but fist there are bevels everywhere so a lot of faces. I wanted to know if it could automatically do it like this
@desert wedge no, that's not how UV unwrapping works lol
put the seams in the same way rainbow showed you
the bevels have no effect here
and that would look weird having the wood be one solid piece like that
as you did not make a window out of a solid piece of wood windows are made out of multiple pieces of wood
seeing how the UV is wrapped exactly would be nice too, just go into edit mode on the left panel or the panel that currently isnt in the UV Editor
I know how to do that, when I do it is just every face is either some weird shape or some square taking up the entire image for some reason
I have not mapped it or unwrapped it properly yet I would imagine
make sure your scale is applied in object mode before you unwrap
Noted. By the way, did you make the avatar tools?
Yes
Good work, I use them often
Thank you! 
do people sell services for 3d modeling and rigging avatars (idk if its the same thing correct me
People do, but more in VRCTraders in #community-servers-old
I've been following a tutorial for making heads, and i had to use a other persons model because their isn't really any reference thing i could use and i couldn't remove the hair ;-; but here's my best so far still more to do though.
ooh
s u s
The sharpness of the chin
That's really good for a first avatar from scratch, don't beat yourself up and call it trash like that.
Looks good but the nose looks a bit too wide should thin the bridge a tad bit but it looks good once you start texturing it should be even better
Head looks small
The body looks stretch mainly around the torso and arms
Elongated
Shape in general topology looks fine
Are you using q reference
And also yes
Yeah
And also I recommend using sketchfab to observe the edge of other models to make areas like the pecs more define
Alright and one more thing don't go too far above the poly limit
^If you are going over 125k polys on a regular human avatar then you still have some room to improve in the geometry
The looks of it are great though
Well, not all anime style human characters have completely accurate proportions anyways, so i think it looks fine.
cool
Nice that’s a good start
Okay that’s a good improvement
I would say to increase the size of abs and lower them a bit
that looks really good actually
If you looks at photos abs reach the groin
I feel like the pelvis bones could be more defined
And also the hips need a tad bit of work
^
I would like to see a side profile
Calf need to be longer and shoulder need to be inflated so it looks more bold and define
One thing knee look a too low
Should push it up so it’s a bit below the center where the thigh and calf connect
Calves mainly looks short because of the position of the knee
The body looking good
Do he even have nips
Wow
I would say just refine the legs a bit and it’s ready to go
Np happy it turn out well what’s the outfit you got plan for him
Theirs a lot option
You can got for a simple Hawaii shirt and shorts to show off the body
Thats a giant tail
Got to make them teeth
I make more props then anything but Im trying to get into avatar scene but it hard to get thing how I like them
But I know enough about avatar to fix issue and refine point but making them from scratch nope
guewd
improved it to be specifically for shirts
shouldn't be but could always fix that
can't recall seeing this topology on a shirt before
trying to go for good shoulder deformation while also having it look more like the way a shirt would deform, which meant moving seams around until they lined up with real life seams
i hung my real life white button-up shirt to refer to when making this
yeah as long as it deforms correctly it doesn't matter
i could get rid of them but i dont plan on bringing it higher than this, theyre so small that any subdiv shouldnt fuck it up in case i want to bake n ormals from cloth or somth, and my current solution for converting the middle to quads is uh
not ideal
that's worse than triangles
i like how i just massively leveld up my topology
this is so much better than my first set of clothes
though there are a couple of curiosities
so good
yeah bitch
i saved some triangles too, which means that i can add more detail on some parts that really need it
I just imported and added this shield I made to my avatar and somehow even though it's only 16K tris it makes the poly count jump from 136K polys to whatever this number is
i would love to figure out how model my own characters, cuz all these look amazing
Odd, there should be a red error coming up in the builder tab for you to auto fix talking about mesh read/write.
The number is the 32 bit integer limit
which basically means something has gone horribly wrong, and thats not an actual measure of triangle count but an indication that something fucky wucky is going on
Can you try seperating the shield from that avatar, adding a vrchat avatar descriptor to it, and then go select that one in the builder tab to see if you can get some big red error button to show up so you can auto fix it
if that doesnt work then something else is def going fucky wucky
there's no red error button >~<
can you toggle "Read/Write Enabled" for me when you click on the fbx of your shield and look in the right panel in the inspector tab
or whatever other model type you have
You should set it ON
I didn't even know you could turn that off .-.
that fixed it, thank you ^~^
perfect
You just need to enable read/write on the mesh asset
I have a question. The viewpoint ball on the avatar discriptor is nowhere to be found. I tried almost everything. Any suggestions?
Is possible that your avatar is either very small or giant. You can test this by creating a cube, which is 1m tall. Place it next to your avatar to compare their sizes. The view ball will always be about 1.5m (1.5 cubes) tall regardless of your avatar size.
Still won't show up weirdly enough
I scaled down the avatar to .3, and I clicked edit
I figured it out I think
me when i almost forget this avatar's fucking collar
now i can do the ribbons, bows, hairties, and socks
Wip
anyone got good resource for texturing models from scratch?
@hardy turret you should definitely consider using Substance Painter
no
im practicing blender renders since i also like doing those now i guess, but trying to mak e a good toon shader is difficult
me when i forget the outlines on the HAIR
it is O.K.
right now im doing a generic toon shader
you need to handpaint at least some stuff to make it look good for this type of stiye, only depending on it will always look weird
and then im gonna try some really stupid shit to see if i can get that manga look
yeah ill hand paint stuff
eventualy
eventually
it's almost the most important part to actually make model look good with any shader
Anyone know why some imported models have this messed up shading effect on the mesh? Normals and quads look good otherwise
cool thanks
Although Normals look good...
Flipping and recalculating normals has no effect
Clearing sharp also had no effect
@mild bluff alt + N > reset vectors
Hey wow that worked!
there is more to normals than if they're just pointing inside or outside
the angle matters a lot
in that same menu where you found Face orientations, you can enable the normals at the bottom
haha yup
One piece anatomy goes brrrr
Nice poles !
thx m8
Anyone know what might of caused this with the eyes?
https://cdn.discordapp.com/attachments/545084902639534082/874398642369339412/4cb626fb31fca6b3de827941a50a0991.png
possibly needs transparency on some parts of the eye that are clipping with the iris?
Apparently it's this. When I uncheck it, it goes back to normal
I think that is still a transparency problem, some of the textures probably have alpha channels and whatever shader you are using for them should be set to cutout
How would I go about fixing that? My apologies. I have no experience with Unity
Based on your first screenshot you have already extracted the materials, and are in the material folder, find the one from your second screenshot, NihonKawausu2 and change to Cutout like
you'll need to enable that object again for anything to show if that did work
I feel like such an idiot. You're a saint. Thank you!
you will probably want to change off of the standard shader to something that looks better, or is at least more customizable, but if you are going to stay on Standard for now, check if changing any other material to Cutout makes a difference, there might be more that need to be
I already use Sunao Shaders for this one
Now, one more question, to change colours, do I simply put the 2d textures into a photo editing program and save as the same name as the original?
if you are just wanting to modify the textures and not change them dynamically with controllers and stuff in vrchat, yes, just modify the texture in some program and overwrite the old one, when when you switch to unity, it should automatically refresh and load that change
Thank you!
Hey guys do i trust the light for normals in blender or in unity
Because in blender my normals are great but in unity it's displaying opposite shadows
Blender
Tbh I feel like I should trust blender
unity is usually garbage
Def a higher level question
Unity is what would be actually displaying in vrchat
Why tf is it so wrong
Why is blender showing me what I intended to do but unity is fucking things up for me?
no clue
Higher level question i knew it
base making has to be one of the hardest things to do
really close to giving up
like gonna cry type rn
^ got it figured out
What was the issue ?
normal import settings
maybe take a screenshot of what they should look like the normal import settings
fancy
I went crazy trying to stay below the tri limit.
It's set up for standard shaders, too
1k tris before or after triangulation ?
Is that what i think it is...?
Hello, can I ask for some avatar modeling help?
3 days ago I have created this and I feel like I've botched it in several places.
Looks alright from the outside, what's wrong with the mouth?
Well, it was supposed to have a shape key to switch it to a smile, but now it's not
By the way, here's how my model looks like in Blender
Double checked that the shape keys are still there in blender?
There's only one shape key, other that the "Basic" and it's the one that changes the eyes to "Angry"
I've deleted those that were there before, because Unity broke them
But now I don't know how to deform the mouth to a smile without ruining it
How long ago did ya delete em?
2 Days ago
Ah, guess not any undo history to get back to em now
I was in a rush and didn't save it
Any Ideas how to make a new one?
I'm just confused because proportional editing is being unhelpful and turning the mesh upside-down just looks weird when animating
@quaint jasper after.
Worse case could redo the mouth piece in a more neutral pose
I actually accomplished the shape like this by using subdivision surface on a slightly deformed plane
I'm trying to get the hoodie to match its armature pose
so i had it t-posed, but when i set as rest pose it made the hoodie A-pose and now wont go back
Pose the armature in edit mode to match the hoodie
If you want to pose something you should use cats' apply pose as rest pose button
lol
Applying rest pose in blender usually takes more steps like applying the armature modifier, applying rest pose and then attaching it back, but if you got shape keys it takes even more steps so just use cats' button for it
well thats what i did and i ended up with this
hm
is the armature actually attached to the mesh
or mesh attached to the armature rather
not sure why it wouldn't match
Speaking of clothes. Does anyone have suggestions on how to model/weight folded or wrinkled clothes?
So i parented the face to the rig but my facial expressions refuse to follow even though they are part of the face. ???
Can you show the weight paint?
If you can revert to before you set the pose, that may at least help a bit. It's possible that the pose mode is messed up, or that there are keyframes being made; that can cause weird bone issues.
As soon as you said that, i forgot to redo weight paint after assigning the bone
believe i'll just re-import the hoodie, thank you tho
Decimate the mouth, make the shapes needed, set your creases (edge mode, select sharp edges, crease) subdivide. You won't be able to apply the modifier because shape keys, but it should export correctly.
Lmao, big mood.
That works. Watch out for CATS, it's a jackhammer. Useful sometimes, but it tends to break things.
My avatar has tennis shoes so I’m not going to give it articulated toe bones. But I’m told I should still make dummy toe bones so that the walk circles can have better IK.
Where is the most ideal spot to place the root of the toe bone? At the shoe tip? At zero height? I’m never sure.
If the toes are fake, I usually put them at the tip of the foot, if the toes have weight, I usually put them at the first knuckle of the middle toe
hey guys do you have a sample VRChat model file my friend could analyze to fix their model?
depends what's broken, if it's the rig (weird leg position, animation etc) then you can check the example image in #avatar-rigging
Hey guys
Before a base is released
How do you guarantee customer satisfaction? Do you have someone test it?
Friend of mine goes to public instances and asks people in FBT to clone in and use it to know what they think
Sensible
how do you weightpaint shoulders so they dont look really janky when you lift your arms up?
maybe, show a screenshot
got it looking better
I wish I could view the skeleton in game to see what the bones are doing exactly, I always try to recreate the poses in blender but they never look how they do in game
do you know which ones?
Does anyone have a clue what's going on here? I'm trying to tile my flooring, and it’s doing this weird banking in the corner (along the topology). I don't think it's my normals (I’ve tried flipping & averaging them). Any advice is appreciated, I feel like I'm going insane over this. Might be caused by smooth shading & pinching in the bevel of the wall? Not sure how to fix that though.
yea a LOT of it is broken
spine and feet import backwards
Probably from who made them
me when i find out about averaging face normals and thinking about how every other avatar ive ever made could have looked as clean as this one 🙃
Not offhand. Any avatar testing world aught to, tho.
I have one saved as my home world, but I'm out of office so I can't check it.
Check the UVs. It may have some weird bending/splitting, or your texture isn't perfectly tiling due to the image not being perfect. If you have Photoshop, you can offset filter the image 50% and it'll show you.
Wait no
It's smooth shading issue.
Pick an edge loop around the flat surface and sharpen the edge.
If you have the name of them, check CGtrader, Gumroad, Booth, and Sketchfab.
how long do i have to wait to publish models?
It's based on trust level.
The VRChat Trust and Safety system is a new extension of the currently-implemented VRChat Trust system. It is designed to keep users safe from nuisance users using things like screen-space shaders, loud sounds or microphones, visually noisy or malicious particle effects, and other methods that some...
IIRC, as soon as you're a new user (aka have an account) you can upload avatars.
Visitor is the default rank
new user is the one after that
just having an account doesn't get you to new user
Finally got started on my second modelling attempt
I'll keep this low fidelity, since I want this to work for quest anyway
I'm not sure if this is exactly the correct place to ask this question but does anyone know how to fix this issue I've been having? I learned how to add accessories to my models and it works fine but it completely destroys the dynamic bones and makes the avatars stiff. I have to create a completely new unity project to fix it.
Thanks @oak hatch For some reason, when I flip the UV (scale x: -1) it fixes the issue, but only like half of the time...
Otherwise it seems like it's just a matter of fiddling with the vertices on the UV map.
Then it suddenly clicks into place.
Base model finished
Next I will attempt to do texture
yes, but not on quest
fak- ok thanks
can't do transparency of any kind on quest
guess I'll have to figure out a work arround for quest, thanks for letting me know!
where do you make 3D models???
Blender
k thanks
Im not sure if i did smth wrong on this but i wanted to ask if anyone knows why the leaves are not on hte stem when i click offset object, object empty and do G Z to line it up on the stem
Like the leaves on the bottom are not attatched like i want them to be and also sjowed up on the bottom not even attatched to the stem
Did you apply your transforms ?
As much as I hate the big ugly square shell hatches on the offical current Blastoise's design...
https://cdn.discordapp.com/attachments/799591881922052116/875518981887361054/Spr_6x_009.png
They might be an elegant and purposeful solution to the problem I'm facing now:
https://cdn.discordapp.com/attachments/799591881922052116/875519218219647006/unknown.png
They have to pop out to go over his shoulders
I wish there was a real Drifloon backpack like this, I'd buy one just to have it.
how does one use blender properly please dm me so i can learn this stuff
or so someone can teach me
look up YouTube tutorials, there are so many for anything
can't just teach you, you gotta look it up yourself and ask questions if you're stuck
that's a very cute backpack
Thanks 🙂
I have not
If there is an apply button i did not see it
ctrl + a > all transforms
Oh ok ty
Ill try that next time
so i have textures in blender from MMD that are .bmp. I need to convert them so they work in unity. theres a button in cats that says convert all textures to png, but when i press it it says converted 0 textures. can anyone tell me how to get it to work?
help! these .bmps have special channel properties too them so i need this tool to work because i assume it knows what to do to convert them correctly. i cant just open it export it as PNG
either that or somebody please walk me through gimp because these textures have like alpha, but not in the alpha channel, like if i just convert this to png it will erase the data.
That sounds like you need to change color channels around
And then export as png
Although, I'm not certain mmd has any bitmaps that have alpha in color channels other than the alpha channel
But, it is model dependent so...
You can if you use vrchat particles additive
sdk doesn't let you upload it
Yes it does
@small valve well done 👍 looks great
yes
nice
taking into account that clothing will be removed (coat, vest, and skirt+bow+shoes+socks can be removed in stages)
neat
wondering what would be best performance wise for all those toggles
stuff like the jacket and skirt could be their own meshes
I'm still not sure about the exact performance impact of shape keys, but last I heard it's actually not as bad as people make it out to be
gonna try the funny silent shader trick
the issue with that though is that it won't work for people without custom shaders
I think
maybe the shader fallback system will work with it
I guess that would depend if you would look silly or not with all of your clothing toggled on
kek
for that reason I have my clothing toggles as separate meshes, with the default state of how I want it to look as the default
so hoodie + shorts + socks enabled, everything else disabled
I use parameter drivers to turn off other toggles when you activate one
for example, if you enable the sports top, it'll disable the hoodie
if you enable the thigh highs, it disables the short socks
so you never have stuff that overlaps
unless, of course, you want it to
you can also do this kind of stuff one way
like if I enable some outfit, it can disable the hoodie
but it won't stop me from re-enabling the hoodie afterwards
since parameter drivers run once
fancy
I simplified a few things and added a few curves here and there.
Personally preferred the previous outfit, but the new one is cool too
New pants look like spandex/body suit but then... tuck into boots, which is honestly a bit upsetting as you try to figure out what's actually what..
Think the design might be more clear if the pants followed a similar pattern as the gloves.
Also hard to tell what's suppose to be "skin" and what's cloth since the two are both black + relatively close in shade too.
Now that you mention it I cannot unsee it
[Curse successful]
Maybe its intended
Only one way to find out: @hollow ermine, was it intentional to make the pants look like a bodysuit/form-fitting only to tuck into the boots like regular pants?
.
yea thats what i was thinking, kinda looks like wrestling undies and knee pads
model is finally unified, after a quick texture atlas she can go to Unity
empty space is going to be for all the props and tools and fun stuff i will put on this avatar in the future
What type of props
for this character specifically, a knife, a taser, a giant duffle bag, and a large easel
A canvas holder?
mhm
and then maybe a cute smartphone
thats discounting personal items which i plan on having on all of my avatars which is just
a few signs
Alright I feel like a smartphone would fit nice
plot reasons
I guess this guy is coming along. I need to remake the back shell
v epic
I will say the only clothes my character is actually intended to wear is a jacket, scarf, and a pair of boots. Those gloves are hands. Think astroboy or megaman
Forgive the spam, but I want to show a sneak of a project I'm working on
Making a Vintage Aesthetic Diner basically
It's bare bones but I'm gradually working on it from time to time.
Good start !
Gotcha. You'll definitely need to adjust the design then to actually communicate what's worn and what's part of the body since multiple people (including me) expressed confusion as to what's suppose to be what.
You think if I make the knees silver on v2, that ought to fix things?
No, don't think it will. If anything, it'll make the design even more ambiguous. This is what I suggest:
Strip everything away until it's just the body itself. Decide what color it is and have that color be exclusive to the body itself. Most people will assume the character's some sort of robot by the head alone so you'll wanna figure out what color fits your intended vision + communicates that best.
For the limbs (feet + hands), go with a different color. This'll help designate them as such and not blend in with the rest of design or get confused as another piece of apparel.
As for the hands and feet themselves, they look 100% like clothing. The hands' terminate like gloves along the arms + extend well past the wrist. The feet, well, just come off as boots with pants tucked into them.
Since you mentioned Mega Man, that's what I used as a loose design basis for my suggestion.
Will consider it
In the end, it's your design + character, a visually distinct one for sure, but there's always room for improvement.
I wonder how i should texture this though
kewl sward
It remands me steampunk/dieselpunk so their colors would look nice
So I've been meaning to either make or commission a personal avatar, and it would need to be mostly from scratch, but I've never modeled anything before and was thinking of starting in Blender. Does anyone have recommendations for me on a good video to watch to start learning, or where to find good assets to download, etc?
yeah I took inspiration from one of those kinds of swords
you done a great job
tyty
whats the poly count it looks pretty detail and smooth
@thorny ivy I took a bit of your advice and decided to dial back for the time being while I consider my options.
In the meantime, the boots are getting attention
I plan on giving the old model this design change as well
@hollow ermine have you considered adding cables going from the torso to the traffic light?
as the "neck"
could do like 4 really fat cables lol
4 because 3 for the lights and one common ground
Hypothetically would I be able to play as this just sliding around everywhere
I like this reason, honestly. I'll keep it in mind. Not sure if I'd do it, but I will keep. it. in. mind.
👍
@spiral sigil yes
Proof of concept
Given it some thought, not bad
Gonna sleep on it
Pants and boots do look better!
And digging the cable-neck, looks pretty cool!
Butter my biscuit
To give a bit more structure, maybe have a large, central cable the other three, smaller ones wrap around?
hey not bad
I dunno, I dunno
kinda like it
I like the way it looks but I'm still into my floating head design
Maybe I'll try the wrap idea next
I'm of the opinion that assymmetry Makes It in some cases
cries
my model is 600k polygons and I have no idea how to reduce it
the clean way is to dissolve edge loops
the dirty way is to decimate
fast way to reduce poly count, but ruins the topology
yes, you could even make the legs move but that's a bit more complex
YES! the decimate thing is working!
@drifting depot definitely keep an original copy of the model. working on a decimated mesh is horrible
oh no I am keeping the original seperate for renders and animations I make
cause I spent a lot of time on it
70k triangles is too much right?
I've brought it down from 600k to 70k
70k triangles can be kind of hefty but you can still get away with it if you separate your face+head from the rest of your body, since thats the part that has blendshapes or shapekeys, which control your mouth movements and what not, which takes more time to render than the rest of your mesh
if its going to be a high poly model at the least get it to below 70k even if its like 69k something so that way you dont automatically get blocked by people who are blocking very poor avatars by default
well its 67,065 to be precise
yeah youre fine, just bring it down to one mesh, or preferably two as i mentioned above, and itll be fine
i guess #animation @drifting depot
So i have a character in blender and i add fur to it but the fur also going into its mouth and teeth. How do i get the fur to not spawn in its mouth?
Vertex group mask I imagine
@valid magnet be very careful doing that, you could easily bring the poly count extremely high
typically fur is either done through texturing, texturing + modeled out fluffs, or using shaders
Any alternate suggestions?
the above
is there a way i can export or make my avatar hierarchy into an fbx? id like to put some avatars in blender for rendering but that would mean reassembling everything, which is not something i want to do
export as fbx from blender ?
no, like i built my avatar in unity, and ive added hair, clothing and other stuff like that, im hoping theres a way to export that in an fbx or some other way so i dont have to worry about setting everything up again
Don't think there is as far as I know.
Unity isn't designed with proper avatar work in mind.
It's useful for making some adjustments/simple changes but anything more complex, you wanna do in a program like Blender.
There is probably some software on the store to export a scene somehow, but yeah should be done in blender in the first place. Doing it backwards otherwise
Yeaaa don’t work with decimated topo!! it’s a nightmare
no, you should really have been doing that in blender from the very start lol
Unity is not a 3D modeling program, it is a game engine. you're meant to import assets into it to create a game/assetbundles
adding stuff to a model in blender is not that hard
can be done within seconds/minutes
Is there a really good tutorial on 3D modeling an anthro avatar?? I’m gonna try to model and rig my fursona in Blender, though I have little to no experience with Blender.
not that I know of, but it might exist. you could also look at other models in blender to get a better idea of how they are done
should definitely start by learning the basics of blender for sure
Alrighty. Yeah, I’ve only ever modeled in something suuuper basic called Sculptris lmao.
should consider following some Blender guru tutorials
Okay this is something small but it makes it so much better using a tool called 'Graft' to help seamlessly merge objects together, like man, this would have taken me a good hour to figure out how to smooth this out seamlessly between three objects, this cut that time to just 10 minutes, adding in finer work to make it look nice.
Man I love this tool for so many reasons.
The Wireframe
Excessive for rounding on a small object I know but I will edit that later in optimization.
What does the addon do exactly ?
better to just show the github
its a load of multiple tools in one
I primarily enjoy Graft most
from the Github
But pretty much a good slice of everything to make modeling way less tedious.
oh gret, yeah definitely
Blender or get custom from Vroid Studio
I am new in ..Vr avatar and Vr Home making..still trying
I've seen that before, it's like magic.
Wip
The egg head
is there a way i can have a shape key on this hand where i can have two mats one hand where its just this texture,another where its another texture
You can't use shape key to change materials you should be able to have toggle-able material in unity though
Don't feel like doing it yourself?
Hire avatar artists on Fiverr to create your own custom VRChat avatar: https://bit.ly/3nZyJhV
Part 5 of our VRChat 3.0 Avatar Tutorial focuses on giving your avatar Toggles for props, items and materials.
If you found this helpful and entertaining, please consider coming a Patron.
https://www.patreon.com/Aggr...
thanks
Nearly finished with the main sculpt for my avatar build
just need to do rigging and texturing
Buggy boy.
This fanart is taking a lot of work
It's part of a collab, I'm making the torso, three others making the arms, legs and head.
End result will be a public avatar.
Got my model ready for testing
probably want to smooth shade it first ?
Ah, good point
Can somebody make me an avatar id rlly appreciate it
You want to someone spent 2 weeks to do a entire custom model from scratch, mesh, texture, rig and unity stuff for free?
Thats not how it works m8
I was only askin
I mean if they didn’t really care what kind ready player me could make ya one quickly for free on their website
You NEED a fancy S Superman symbol sticker
Idk what its called but if you know you know
This is like 50 miles outside my comfort zone, and it took me around 4-5 hours yesterday. Did it for a personal project. Forgive the lack of gears and chain, I forgot about them completely and then couldn't figure out how to shoehorn them in so I forewent them and now this Acro Bike is just Ghost- or Rotom-operated. 🙃
Literally first time making anything even remotely like this.
I did NOT take the time to UV map. Didn't need it for the project. Don't know if I will take the time to UV map. Material nodes work fine for purpose for which I built it. lol
That looks pretty sweet, did you use refs from a single bike or used multiple and pieces stuff together ?
It's based on the Acro Bike from Pokemon, so I used some refs. Two were official (I think?) artworks of the bike, and the other is just a thumbnail of the actual 3D model from the 3DS games.
Took some liberties with some of the design 😛
Might be worth using a big bevel on the main armature piece, other than that it's pretty spot on
Thanks!
The geometry of the main frame piece didn't support an edge bevel very well due to the density of the mesh, so I unsubdivided that piece and beveled the edge then reapplied the subdivision. Looks much better now!
Dunno why I didn't bevel it to begin with. The other rectangular piece is beveled, so I should've beveled the main piece as well. lol
out of curiosity any plans porting the bike into vrchat
is your console showing any errors
vrchat doesn't support unity2020
oh okay thank you
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.29f1. Ensure you are using this precise versio...
i watched a video on how to make avatar i searched for dynamic bone on component but it shows nothing-
"Dynamic bone" is a paid, third party asset you have to buy on the Unity asset store
that's because that's a paid add-on you have to install separately
wait its paid? i had unity back in 2018 and i used dynamic bones on avatar i just messed with. Or am i just mixing it up?
yes, if you downloaded a model from somewhere, there is a chance that they included dynamic bones
which is piracy
Oh i see
Not at the moment, no. It's not even UV mapped, and it's over 300,000 tris. I made it specifically for a personal project in Blender. I'd have to UV map and significantly reduce the poly count if I wanted to use it for anything in VRChat.
would be good practice for high poly to low-poly normal map baking
No normal map baking needed. Don't need practice with that, either. There are no fine details to the mesh whatsoever, just subdivisions.
Reducing the polycount and UV mapping aren't necessarily difficult, just time consuming and tedious with all the individual parts and pieces. There's no point in doing any further work on it atm, given it was created specifically to be a background prop in another project. Maybe someday, but certainly not anytime particularly soon lol
finally getting around to adding funny props
https://cdn.discordapp.com/attachments/740683034281508968/876986047391735808/unknown.png also did you know that every time i thought that i couldnt pull an ian hubert on a particular model i have been proven wrong every time
❤️ ian hubert's instinct for cutting corners
or rather, i prove myself wrong every time
ian hubert is on another fuckin level
Legs wip
Hello? Can I ask a Question? How do you make eyes? No, seriously, what in VRChat qualifies as eyes?
I'm asking because I have seen avatars with differently designed eyes (including those in all the wrong places) and I wonder how it's done so I can implement it in my own avatar I'm making.
It just needs bones
Ok, I see. Thanks.
2D in what way?
like, on a TV head avatar for example?
Oh, good question, because I have a TV-headed robot that's in a dire need of a face
that is possible to do yes, but it does require some fancy rigging
rather than using one bone per eye, you'd be using 3
alongside unity constraints
once you understand how it works it's actually pretty straightforward
Well, that's the problem: I don't quite understand it
so this is the basic setup
the one in the bottom right is the head bone
we can ignore that one for now
the one on the very left is the one that the eye is actually weighed to, notice how it's also parented to the head
so by itself, it would not move
I see
the bone in the top right is the one you actually specify in the avatar descriptor and the rig config, that one is the actual pivot point
and lastly, the remaining bone is parented to the bone on the right
when the eye bone rotates, that one moves with it
the fun part is in unity
And what is the bone parented to the head?
that one is the one the eye mesh itself is weighed to. it's parented to the head because you don't want it to directly move with the eye bone that is controlled by the vrchat eye tracking stuff
now, the way to make this work is in Unity, using a Position contraint
a Position constraint will make the transform of object it's on copy the transform of the object set as the source
the key is that you can specify which axis(s) it should copy
in Unity, X is side to side, Y is up/down, Z is forward/back
you would keep X and Y checked, but uncheck Z
which means that when the bone rotate and drags the other one with it, the bone the eye is weighed to will move aswell, but only up/down/left/right
and not in/out
thus, you get an eye moving in a 2D plane
used on this model
Okay, but how do I pull this off on my model?
Which looks like this
Note: the screen is actually separate form the head and is supposed to be transparent, I just don't quite know how to pull this off.
Yes
hm, that might complicate things
it's a plane that I deformed while following a tutorial
so it's not actually 2D here
because it's curved, you could probably just rig it normally
The space behind it is flat. so it might work
but have the bone really far away from the head
so that the actual "radius" of the curve matches that of the screen
if you took a cross section of the screen, you would get a curve
now imagine you extend that curve to form a circle
the bone should be placed at the center of the circle
Here it is again with the glass hidden
I know that it isn't perfect, but it's because I made it years ago, when I was just getting used to Blender
Oops! I forgot!
Oh no, It looks broken...
Like I said, it's one of my first models
probably because of that weird topology in the corners
that whole "cross" should be gone
How do I fix this?
you can just go to vertex selection, and dissolve the vertices in the middle of those crosses
to dissolve, X > Dissolve vertices
It looks better now, but those polygons bother me...
Dissolving those vertices resulted in weird N-gons
Also, how do you fix normals in Blender again? I hit auto-smooth, but it doesn't seem to stay that way.
alt + n > reset vectors
blue edges mean sharp edges
you can add/remove those to make specific edges sharp
when using smooth shading
I actually know that, I just am not sure that function assigned them properly
NvM, I just cleared the unneeded sharps
Now I'm guessing I need to add those bones you've mentioned, some planes for eyes and voila, am I right?
But how do I make that glass transparent, or rather semi-see-through?
you change the shader settings for that, but the way it's done in unity and blender is completely different
Will Poiyomi Toon shader do?
yes
I just change the "alpha" of the material
BTW, what do I do if I want Quest support then?
I just want everyone to see what I made
You need to upload your model while your project is built for android support
Now, I wonder, how those avatars with eyes AND Quest support work.
@ashen stag I know, it's just the requirements are strict
Yeah its the main reason I dont do it 😔
One thing I noticed, is that Unity doesn't support quads and will convert them to tris on import, basically doubling the amount of vertices on my model.
Kind of a misconception, quads dont actually exist in 3d rendering. Blender is just faking it for you
Oh, figures.
But for real though, is there a way to check in Blender how many tris there will be before importing to fbx?
The Tris value is always the triangulated result of your model, where Faces is the non triangulated value AFAIK
Thanks, I was just wondering, because the process of retopology is often irreversible.
Thats why you have a bunch of saved versions, should always save before destructive edits
I have at least 5 backups for my Sadboi model, and there will probably be more once I finally learn how to make clothing.
Just letting you know.
HEADS UP, sharp shading breaks outlines in Poiyomi.
It may be wise to select all sharps, and apply a bevel modifier, then full-smooth the model. This will fix the problem, at the cost of Tris.
It sucks, I know.
So I want to make this face curved, but don't know how to make it look good
What would you all recommend I do to curve this?
Oh, I can actually help here.
Step one, remove your subdivisions
Step two, add a single loop cut at the center. Stretch to the corner.
Step 3, bevel edge.
I'll post a pic, moment.
The corner is going to always be """past""" the curve you want.
IIRC, you want to set the bevel to "Percent" and the Percent to 100. Then merge by distance to clean up orphan verts.
How do you bevel?
select an edge and control b
in which i actually uv unwrap my hair instead of abusing project from view* because i need anisotropic reflections to work right
Oh that pain, I know it.
I am become the monster
That's the idea, oh yeah 👍
I had the idea this morning before I slept. I learned my buddy is a bit easy to scare. I wonder if this is his cup of tea?
Poiyomi allows you to make something only visible in the mirror
or not visible in mirrors
or both
Terrifying
you could have the lights be visible in both
but the body not visible in the mirror
someone looking at the mirror would only see floating lights
until they turn around
I like that
if you need sound effects, I started replaying bioshock infinite yesterday
Ambience from the Lighthouse. Extracted with the help of this thread: http://forums.2kgames.com/showthread.php?223506-Audio-Extraction ; I do not claim any content as mine. Bioshock Infnite and it's sounds belong to their respective owners.
I really like ambient sounds in games, and especially in Bioshock so I've decided to make short movies...