#3d-modeling

1 messages · Page 114 of 1

ashen stag
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Oh whoops didnt notice it was already answered smh

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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

floral raven
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Can someone tell me where I can find my pfp its my pfp on everything

radiant ridge
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Another question in Blender how can I make a Mirrored object two separate objects?

tough plover
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@radiant ridge you mean like, after applying the mirror modifier, take the mirrored half and separate it?

radiant ridge
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i got it just a little bit ago.

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sorry i forgot to say something

tough plover
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np

radiant ridge
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So when I tried baking my materials they just rendered black.

languid fog
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wtf is that hahaha

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weird

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maybe it is the solidify

small valve
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all assets are done

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time to T E X T U R E

azure rain
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that looks like a reasonable triangle count hope your texturing goes well

small valve
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thanky

worldly tangle
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Modelling the first "Automatic" Rifle(/Revolver) for my 12th avatar (Merhon and Hollingsworth M1855)

obsidian nova
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More-or-less done modelling the bones for this tiny hangout world. Thought I'd share.

worldly tangle
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The first ever 3d model of the "Automatic" M1855 Mershon & Hollingsworth Rifle (🇺🇸)

Verts: 885
Edges: 1,625
Faces: 764
Tris: 1,722

cobalt aurora
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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?

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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.

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and now that these "shapes" are there i can seperate the Body by loose shapes

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The main issue for me is, is that the edges mess with the weightpaint, which makes it unable for me to get smooth transitions

white moth
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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?

tough plover
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@white moth you can just set it to Nearest Face Interpolated

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rather than Nearest Vertex

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there are cases where one is preferable over the other

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jacket that you fit onto the model? face interpolated

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skintight fishnets that match the body topology? nearest vertex

white moth
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I tried that but the results were actually different from, and not as good as, subdivision spam

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For making clothes not clip with the underlying body

white moth
spiral sigil
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anyone got a protogen model for blender

devout scroll
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It's a paid model

quick egret
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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?

dreamy epoch
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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.

quick egret
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nope its still gives the same error for some reason.

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This is how it looks like atm

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@dreamy epoch

tough plover
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@quick egret what blender version are you using

quick egret
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Blender 2.83 @tough plover

feral veldt
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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.

quaint jasper
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You need specific UVs

feral veldt
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Can you please show me how?

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Btw I have ProBuilder

quaint jasper
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Ah, i don't think that's possible with probuilder

feral veldt
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Really? I'm watching a tutorial right now. It's possible with ProBuilder

quaint jasper
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To make custom UVs ? I've never heard of that, cool if possible though

feral veldt
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Hmm. What about you? Can you show me how to do it?

quaint jasper
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I don't know of any way to do that in Unity

feral veldt
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Ah, ok

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I guess I'll watch more tutorials and figure it out on my own

tough plover
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@feral veldt you should be doing that in blender

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if you want to have any control over how to texture it, you need to UV unwrap it

feral veldt
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I see. I'm new to Blender too XD

tough plover
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a tire is a simple enough starter project

feral veldt
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ah, i figured it out now.

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yeah, i used the UV editor on ProBuilder

spiral sigil
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is this a place to ask for help?

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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

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even my tech savvy bro doesn't know what's up

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I think it might be armature or something

quaint jasper
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screenshots ?

spiral sigil
quaint jasper
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Put your chest bone in

spiral sigil
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these are screenshots she took btw

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chest bone?

quaint jasper
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It's not in the unity mapping configuration, right side

spiral sigil
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(I am not very familiar with this process, hence why I sought out someone to do this haha

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oh my, I will ask if she could do that

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this is their response about it

small valve
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posting for gen chat

loud pivot
small valve
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whitty

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i like him

loud pivot
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whitt

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thanks

onyx berry
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Can we see the wireframe?

small valve
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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

onyx berry
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Wait, could you set the viewport settings like this, that's hard to see

small valve
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it is set like that

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i can just get closer

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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

onyx berry
small valve
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ah

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shoooooz

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hair

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i might actually go through and lower the across-detail of the backhair

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now that i look at it

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also, get ready for sketchy topology

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that i still need to adjust by the looks of it

onyx berry
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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.

tough plover
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baking it would not look nearly as good

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depth is important

small valve
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at some point im going to be messing with cloth in order to bake normals onto the coat and white button-up undershirt

tough plover
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not a bad idea

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don't forget about the Cloth brush in sculpting mode

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there isn't really a way to adjust the size of the creases apart from the mesh density

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so maybe subdivide 1x on a copy and use that

small valve
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okok

radiant ridge
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anyone know why my models shoulders are invisible for some reason?

quaint jasper
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Inverted normals

small valve
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inveeeeeeerted nnnnnormals

sterile swan
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Hey, can someone help me attach a amateur to a avatar

civic depot
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where is the assets file for unity located?

dusty heron
civic depot
dusty heron
civic depot
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nvm i got it

lament pond
spice pewter
broken whale
spiral sigil
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oh wrong channel sorru

bold oar
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iris i made my first t-shirt

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its not the most polished thing ever but im very proud of myself

spiral sigil
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I need some help

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I cant figure out why its not letting me texture paint on my image

spiral sigil
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why does it take 3 hours to render :/

tough plover
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what resolution are you rendering it at

spiral sigil
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1080p

tough plover
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check the rendering options

spiral sigil
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1920x1080

tough plover
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I meant like, all of the other options

radiant ridge
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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?

tough plover
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@radiant ridge click Configure under the rig tab, and reset the pose at the bottom under Pose

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the issue is most likely that the leg is bent the wrong way

radiant ridge
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Ah ok then. I’ll try it.

spiral sigil
radiant ridge
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so what am i looking at? @tough plover

tough plover
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oh tf

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it's almost like the legs are also weighed to another bone they shouldn't

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go to blender

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go to edit mode

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click one of the vertices on the leg

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in the N sidebar, go to the Item tab

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you should see a list of which vertex groups that vertex belongs to

radiant ridge
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like this ?

quaint jasper
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you selected a face

radiant ridge
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this is what is looks like weight painted

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im confused what the N sidebar is

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also how do i get the upper chest bone and right shoulder bone back. for some reason the bones arent there

devout scroll
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N sidebar is the sidebar that pops up/gets hidden when you press N

radiant ridge
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thanks pumkin

tough plover
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@radiant ridge be in vertex selection, not face selection

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hit the 1 key

radiant ridge
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like this @tough plover ?

tough plover
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@radiant ridge in edit mode, click on any one vertex

radiant ridge
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alright then whats next?

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just check every one of the vertexs till i find one that isnt group to the lower right leg

tough plover
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@radiant ridge no, you look in the Item tab to see what groups it's part of

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you can clearly see that it's not just one vertex that's messed up, it's the whole lower leg

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so you can just check any one of those

radiant ridge
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right here is where im looking right?

tough plover
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yes

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I suggest using Weights > Clean

radiant ridge
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how do i do that then? clean them i mean

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just erase all the weight painting and start over?

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sorry if im not understand much of this. its all very new and confusing

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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?

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i did it but it doesnt look like anything changed

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@tough plover should it look like somethings changed after i hit clean?

tough plover
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@radiant ridge the other group should be gone

radiant ridge
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oh the group here

tough plover
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ye

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also make sure to select everything before using the clean function

radiant ridge
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select the whole model?

tough plover
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ye

radiant ridge
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alright

radiant ridge
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ok so i cleaned everything but now its saying i have no leg bones when i change the type from generic to Humanoid

dim shard
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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

radiant ridge
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whyd this happen now?

last chasm
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dumb question, but how do i color my models and keep the color there? (models done but NEEDS coloring)

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this is in blender fyi

tough plover
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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.

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sidenote, I like your name. sausage mcgriddles are great

last chasm
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thank you, that helps, and yeah my names pretty good

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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

tough plover
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a very good program to texture stuff is Substance painter

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yet another thing to learn I know, but substance is very powerful

last chasm
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i dont mind having to learn stuff, as long as its functional and doesnt take a month to understand, im good

tough plover
last chasm
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oh that looks good

tough plover
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indeed

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I learnt substance just by looking at other substance projects and seeing how those were done

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but there's good tutorials too

last chasm
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do i have to make the model into one solid model before painting it?

tough plover
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you mean join the meshes?

last chasm
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yeah

tough plover
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you dont have to, but you should for when you actually export your model as an fbx

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substance has "Texture sets", which is essentially its own stack of layers per material on your model

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any mesh sharing the same material will be using the same texture set

last chasm
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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

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i can show it real quick

tough plover
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you don't need to try to paint on the whole model directly

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like

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what I recommend doing is duplicating your blender project

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in your 2nd one, duplicate the model, and put the copy above the main one

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then, "explode" that copy

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separate each part so that you can easily texture each one

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because both models are using the same UV map, you can paint on any of the copies of the model

last chasm
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oh thats a good idea, thank you

tough plover
last chasm
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i see, alright

tough plover
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anyways, what does your model look like in blender rn

last chasm
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that

tough plover
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so it seems to me like you took a base model, and added stuff to it, right?

last chasm
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yeah, i cant model anything on my own, i had to modify the clothes to fit on the body though

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i made sure i was allowed to use it for vrchat

tough plover
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did you make sure the weight painting is fine?

last chasm
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im not sure what that means

tough plover
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weight painting is how you specify which parts of the mesh move with which bones

last chasm
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ohhhhh

tough plover
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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

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when a vertex is assigned to a group, it also gets a weight, from 0 to 1

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0 means it's essentially not part of it

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1 means it's 100% part of it

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a weight of 0.5 would mean that it would move 50% of the way when you move the associated bone

last chasm
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makes sense, ill check sometime later, since im not on blender or anything right now

tough plover
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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

last chasm
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alright

tough plover
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to make your life easier, you can "project" the vertex groups from one mesh to another

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using the Transfer Weights function

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useful for clothes

last chasm
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will do

spiral sigil
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Here's a render i did of a Helmet xp

spiral sigil
vocal dune
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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

timber shale
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more blendshapes onto one of my vrc models vrcAevSlap

grizzled timber
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cute! :3

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omg so cute! good job! 😄

grizzled timber
timber shale
quick egret
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( 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?

devout scroll
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Drag the spine object into the anchor override box of all your skinned mesh renderers

quaint jasper
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None of these should be separate meshes, they should be weight painted to bones and scaled...

still wadi
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as long as the poly count is low tho

quick egret
devout scroll
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But what ruuubick said it also true. Join your meshes if they there's no good reason to keep them separate

white moth
desert wedge
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Is there a way to uv unwrap this so it takes the shape of the object?

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The UVs are all just squares taking up the entire texture

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And it obviously does not work like it does in probuilder

glad mortar
azure rain
desert wedge
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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

tough plover
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@desert wedge no, that's not how UV unwrapping works lol

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put the seams in the same way rainbow showed you

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the bevels have no effect here

azure rain
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and that would look weird having the wood be one solid piece like that

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as you did not make a window out of a solid piece of wood windows are made out of multiple pieces of wood

desert wedge
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Kind of

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Probuilder did it automatically and it was fine

spiral sigil
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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

desert wedge
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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

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I have not mapped it or unwrapped it properly yet I would imagine

devout scroll
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make sure your scale is applied in object mode before you unwrap

desert wedge
devout scroll
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Yes

desert wedge
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Good work, I use them often

devout scroll
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Thank you! vrcAevSlap

spiral sigil
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do people sell services for 3d modeling and rigging avatars (idk if its the same thing correct me

vague parrot
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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.

thorny ivy
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s u s

split aspen
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elf ear sketch

craggy lintel
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Not bad

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At all

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Do you want your chin that complexion?

craggy lintel
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The sharpness of the chin

atomic hamlet
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That's really good for a first avatar from scratch, don't beat yourself up and call it trash like that.

foggy granite
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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

foggy granite
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Head looks small

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The body looks stretch mainly around the torso and arms

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Elongated

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Shape in general topology looks fine

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Are you using q reference

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And also yes

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Yeah

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And also I recommend using sketchfab to observe the edge of other models to make areas like the pecs more define

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Alright and one more thing don't go too far above the poly limit

spiral sigil
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^If you are going over 125k polys on a regular human avatar then you still have some room to improve in the geometry

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The looks of it are great though

atomic hamlet
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Well, not all anime style human characters have completely accurate proportions anyways, so i think it looks fine.

azure rain
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cool

foggy granite
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Nice that’s a good start

foggy granite
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Okay that’s a good improvement

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I would say to increase the size of abs and lower them a bit

tough plover
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that looks really good actually

foggy granite
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If you looks at photos abs reach the groin

tough plover
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I feel like the pelvis bones could be more defined

foggy granite
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And also the hips need a tad bit of work

tough plover
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^

foggy granite
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I would like to see a side profile

tough plover
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that's some really good anatomy though

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well done

foggy granite
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Calf need to be longer and shoulder need to be inflated so it looks more bold and define

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One thing knee look a too low

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Should push it up so it’s a bit below the center where the thigh and calf connect

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Calves mainly looks short because of the position of the knee

tough plover
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discord is on crack

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or more like, lack thereof

foggy granite
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The body looking good

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Do he even have nips

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Wow

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I would say just refine the legs a bit and it’s ready to go

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Np happy it turn out well what’s the outfit you got plan for him

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Theirs a lot option

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You can got for a simple Hawaii shirt and shorts to show off the body

tough plover
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||playboy bunny||

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do it no balls

foggy granite
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Toggle

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What about this one

tough plover
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oh god

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not exactly what I had in mind

winged anchor
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Thats a giant tail

tough plover
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but I mean

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lmfao

foggy granite
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Got to make them teeth

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I make more props then anything but Im trying to get into avatar scene but it hard to get thing how I like them

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But I know enough about avatar to fix issue and refine point but making them from scratch nope

split aspen
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Judy Hopps sketch

spiral sigil
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guewd

small valve
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improved it to be specifically for shirts

tough plover
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very nice

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breasts look a little odd though

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very pointy

tough plover
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shouldn't be but could always fix that

small valve
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good fucking clothes for once???

quaint jasper
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can't recall seeing this topology on a shirt before

small valve
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i hung my real life white button-up shirt to refer to when making this

quaint jasper
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yeah as long as it deforms correctly it doesn't matter

small valve
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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

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not ideal

quaint jasper
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that's worse than triangles

small valve
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i like how i just massively leveld up my topology

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this is so much better than my first set of clothes

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though there are a couple of curiosities

small valve
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yeah bitch

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i saved some triangles too, which means that i can add more detail on some parts that really need it

unborn lark
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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

spiral sigil
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i would love to figure out how model my own characters, cuz all these look amazing

spiral sigil
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The number is the 32 bit integer limit

small valve
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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

spiral sigil
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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

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if that doesnt work then something else is def going fucky wucky

unborn lark
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there's no red error button >~<

spiral sigil
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or whatever other model type you have

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You should set it ON

unborn lark
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I didn't even know you could turn that off .-.

spiral sigil
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I wasn't aware how to change this manually until now so thank you

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is it working?

unborn lark
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that fixed it, thank you ^~^

spiral sigil
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perfect

quaint jasper
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You just need to enable read/write on the mesh asset

ashen trail
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I have a question. The viewpoint ball on the avatar discriptor is nowhere to be found. I tried almost everything. Any suggestions?

slow hound
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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.

ashen trail
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Still won't show up weirdly enough

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I scaled down the avatar to .3, and I clicked edit

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I figured it out I think

small valve
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me when i almost forget this avatar's fucking collar

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now i can do the ribbons, bows, hairties, and socks

lament pond
hardy turret
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anyone got good resource for texturing models from scratch?

tough plover
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@hardy turret you should definitely consider using Substance Painter

hardy turret
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no

small valve
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im practicing blender renders since i also like doing those now i guess, but trying to mak e a good toon shader is difficult

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me when i forget the outlines on the HAIR

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it is O.K.

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right now im doing a generic toon shader

still wadi
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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

small valve
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and then im gonna try some really stupid shit to see if i can get that manga look

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yeah ill hand paint stuff

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eventualy

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eventually

still wadi
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it's almost the most important part to actually make model look good with any shader

mild bluff
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Anyone know why some imported models have this messed up shading effect on the mesh? Normals and quads look good otherwise

foggy granite
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change normals angle

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and face looks flip

mild bluff
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cool thanks

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Although Normals look good...

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Flipping and recalculating normals has no effect

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Clearing sharp also had no effect

tough plover
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@mild bluff alt + N > reset vectors

mild bluff
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Hey wow that worked!

tough plover
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there is more to normals than if they're just pointing inside or outside

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the angle matters a lot

mild bluff
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Roger that... I'll go research that

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Thanks so much for the help

tough plover
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in that same menu where you found Face orientations, you can enable the normals at the bottom

mild bluff
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I see that...

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Chaos incarnate

tough plover
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lol

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make the lines shorter

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and maybe don't enable all 3 at once lol

mild bluff
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haha yup

languid fog
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One piece anatomy goes brrrr

quaint jasper
#

Nice poles !

languid fog
#

thx m8

ashen trail
full ice
ashen trail
full ice
ashen trail
full ice
#

you'll need to enable that object again for anything to show if that did work

ashen trail
full ice
#

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

ashen trail
#

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?

full ice
#

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

ashen trail
#

Thank you!

craggy lintel
#

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

azure rain
#

Unity is what would be actually displaying in vrchat

craggy lintel
#

Why tf is it so wrong

#

Why is blender showing me what I intended to do but unity is fucking things up for me?

azure rain
#

no clue

craggy lintel
#

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

tough plover
#

^ got it figured out

quaint jasper
#

What was the issue ?

tough plover
#

normal import settings

azure rain
#

maybe take a screenshot of what they should look like the normal import settings

oak hatch
#

1k tris, 2k texture, we out here ballin.

tough plover
#

fancy

oak hatch
#

I went crazy trying to stay below the tri limit.

azure rain
#

you did a good job with that

#

like heck even a quest user could use it

oak hatch
#

It's set up for standard shaders, too

quaint jasper
#

1k tris before or after triangulation ?

atomic hamlet
zenith cloak
#

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.

thorn moth
zenith cloak
#

By the way, here's how my model looks like in Blender

thorn moth
#

Double checked that the shape keys are still there in blender?

zenith cloak
#

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

thorn moth
#

How long ago did ya delete em?

zenith cloak
#

2 Days ago

thorn moth
#

Ah, guess not any undo history to get back to em now

zenith cloak
#

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

oak hatch
#

@quaint jasper after.

thorn moth
zenith cloak
#

I actually accomplished the shape like this by using subdivision surface on a slightly deformed plane

lone forge
#

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

devout scroll
#

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

spiral sigil
#

lol

devout scroll
#

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

lone forge
#

well thats what i did and i ended up with this

devout scroll
#

hm

#

is the armature actually attached to the mesh

#

or mesh attached to the armature rather

#

not sure why it wouldn't match

lone forge
#

it is

oak hatch
#

Speaking of clothes. Does anyone have suggestions on how to model/weight folded or wrinkled clothes?

valid magnet
#

So i parented the face to the rig but my facial expressions refuse to follow even though they are part of the face. ???

oak hatch
valid magnet
lone forge
#

believe i'll just re-import the hoodie, thank you tho

oak hatch
# zenith cloak Any Ideas how to make a new one?

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.

oak hatch
white moth
#

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.

ashen stag
#

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

spiral sigil
#

hey guys do you have a sample VRChat model file my friend could analyze to fix their model?

devout scroll
#

depends what's broken, if it's the rig (weird leg position, animation etc) then you can check the example image in #avatar-rigging

craggy lintel
#

Hey guys

#

Before a base is released

#

How do you guarantee customer satisfaction? Do you have someone test it?

quaint jasper
#

Friend of mine goes to public instances and asks people in FBT to clone in and use it to know what they think

oak hatch
#

Sensible

zenith horizon
#

how do you weightpaint shoulders so they dont look really janky when you lift your arms up?

wispy verge
#

bend your own arm and watch how it moves,

#

the shoulder specifically

zenith horizon
#

hm

#

maybe im bending the arm too far up

wispy verge
#

maybe, show a screenshot

zenith horizon
#

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

oak hatch
#

There's a shader for that

#

Some testing worlds have it

zenith horizon
#

do you know which ones?

obsidian nova
#

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.

spiral sigil
#

spine and feet import backwards

stray thistle
#

guys I wanna buy these

#

how?

ashen stag
#

Probably from who made them

small valve
#

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 🙃

oak hatch
oak hatch
#

Wait no

#

It's smooth shading issue.

#

Pick an edge loop around the flat surface and sharpen the edge.

oak hatch
abstract knoll
#

how long do i have to wait to publish models?

oak hatch
#

It's based on trust level.

#

IIRC, as soon as you're a new user (aka have an account) you can upload avatars.

tough plover
#

Visitor is the default rank

#

new user is the one after that

#

just having an account doesn't get you to new user

dull gull
#

Finally got started on my second modelling attempt
I'll keep this low fidelity, since I want this to work for quest anyway

hybrid stag
#

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.

obsidian nova
#

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.

dull gull
#

Base model finished
Next I will attempt to do texture

cyan plover
#

Hey I have a question, is a transparency like this posible in Unity/Vrchat?

cyan plover
#

fak- ok thanks

tough plover
#

can't do transparency of any kind on quest

cyan plover
#

guess I'll have to figure out a work arround for quest, thanks for letting me know!

solemn quail
#

where do you make 3D models???

inland carbon
solemn quail
#

k thanks

unique sigil
#

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

quaint jasper
#

Did you apply your transforms ?

onyx juniper
#

They have to pop out to go over his shoulders

fallow isle
#

I wish there was a real Drifloon backpack like this, I'd buy one just to have it.

spiral sigil
#

how does one use blender properly please dm me so i can learn this stuff

#

or so someone can teach me

devout scroll
#

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

spiral sigil
#

i didnt...?

#

spam

#

but ok

fallow isle
unique sigil
tough plover
unique sigil
uncut scarab
#

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.

young vault
#

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...

spiral sigil
tough plover
#

sdk doesn't let you upload it

spiral sigil
#

Yes it does

small valve
#

texturing phase is finally done, i can now get on to weighting all of these

tough plover
#

@small valve well done 👍 looks great

small valve
tough plover
#

45k not bad all things considered

#

that's model + all clothing?

small valve
#

yes

tough plover
#

nice

small valve
#

taking into account that clothing will be removed (coat, vest, and skirt+bow+shoes+socks can be removed in stages)

tough plover
#

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

small valve
#

gonna try the funny silent shader trick

tough plover
#

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

azure rain
#

I guess that would depend if you would look silly or not with all of your clothing toggled on

tough plover
#

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

hollow ermine
tough plover
#

fancy

hollow ermine
#

I simplified a few things and added a few curves here and there.

quaint jasper
#

Personally preferred the previous outfit, but the new one is cool too

thorny ivy
#

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.

spiral sigil
thorny ivy
#

[Curse successful]

spiral sigil
#

Maybe its intended

thorny ivy
#

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?

spiral sigil
#

.

vivid crater
#

yea thats what i was thinking, kinda looks like wrestling undies and knee pads

small valve
#

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

foggy granite
#

What type of props

small valve
foggy granite
#

A canvas holder?

small valve
#

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

foggy granite
#

Alright I feel like a smartphone would fit nice

small valve
#

she needs the easel because uh

#

reasons

foggy granite
#

plot reasons

onyx juniper
#

I guess this guy is coming along. I need to remake the back shell

small valve
#

v epic

hollow ermine
hollow ermine
#

In short

#

Bodysuit yes?

#

Intentional also yes

tough fulcrum
#

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.

quaint jasper
#

Good start !

thorny ivy
hollow ermine
thorny ivy
# hollow ermine 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.

hollow ermine
#

Will consider it

thorny ivy
#

In the end, it's your design + character, a visually distinct one for sure, but there's always room for improvement.

stable acorn
#

I wonder how i should texture this though

onyx juniper
#

kewl sward

foggy granite
#

It remands me steampunk/dieselpunk so their colors would look nice

paper trail
#

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?

stable acorn
foggy granite
#

you done a great job

stable acorn
#

tyty

foggy granite
#

whats the poly count it looks pretty detail and smooth

hollow ermine
#

@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

tough plover
#

@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

spiral sigil
#

Hypothetically would I be able to play as this just sliding around everywhere

hollow ermine
tough plover
#

👍

wispy verge
#

@spiral sigil yes

hollow ermine
#

Proof of concept

#

Given it some thought, not bad

#

Gonna sleep on it

thorny ivy
#

And digging the cable-neck, looks pretty cool!

hollow ermine
#

Butter my biscuit

thorny ivy
#

To give a bit more structure, maybe have a large, central cable the other three, smaller ones wrap around?

tough plover
#

hey not bad

hollow ermine
#

I dunno, I dunno

tough plover
#

kinda like it

hollow ermine
#

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

tough plover
#

for sure

#

could maybe have like a corrugated rubber pipe

drifting depot
#

cries
my model is 600k polygons and I have no idea how to reduce it

tough plover
#

the clean way is to dissolve edge loops

#

the dirty way is to decimate

#

fast way to reduce poly count, but ruins the topology

stable acorn
drifting depot
#

YES! the decimate thing is working!

tough plover
#

@drifting depot definitely keep an original copy of the model. working on a decimated mesh is horrible

drifting depot
#

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?

drifting depot
#

I've brought it down from 600k to 70k

small valve
# drifting depot 70k triangles is too much right?

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

drifting depot
#

well its 67,065 to be precise

small valve
#

yeah youre fine, just bring it down to one mesh, or preferably two as i mentioned above, and itll be fine

drifting depot
#

hmmm

#

what channel can I ask for advice on rigging?

small valve
valid magnet
#

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?

steady zealot
#

Vertex group mask I imagine

tough plover
#

@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

tough plover
#

the above

dusty kiln
#

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

quaint jasper
#

export as fbx from blender ?

dusty kiln
#

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

thorny ivy
#

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.

ashen stag
#

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

craggy lintel
tough plover
#

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

ruby cypress
#

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.

tough plover
#

should definitely start by learning the basics of blender for sure

ruby cypress
#

Alrighty. Yeah, I’ve only ever modeled in something suuuper basic called Sculptris lmao.

tough plover
#

should consider following some Blender guru tutorials

tough fulcrum
#

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.

quaint jasper
#

What does the addon do exactly ?

tough fulcrum
#

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.

quaint jasper
#

oh gret, yeah definitely

solemn quail
#

where do you make 3D models???

#

nv found it

unkempt nova
#

Blender or get custom from Vroid Studio

#

I am new in ..Vr avatar and Vr Home making..still trying

lament pond
languid fog
#

The egg head

limber walrus
#

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

foggy granite
#

You can't use shape key to change materials you should be able to have toggle-able material in unity though

limber walrus
#

how

#

@foggy granite

foggy granite
# limber walrus how

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...

▶ Play video
limber walrus
#

thanks

rigid cosmos
#

Nearly finished with the main sculpt for my avatar build

#

just need to do rigging and texturing

oak hatch
#

Buggy boy.

spiral sigil
#

I want that as a pet

#

crawlin around

languid fog
#

This fanart is taking a lot of work

oak hatch
#

End result will be a public avatar.

rigid cosmos
#

Got my model ready for testing

quaint jasper
#

probably want to smooth shade it first ?

rigid cosmos
#

Ah, good point

unkempt bear
#

Can somebody make me an avatar id rlly appreciate it

languid fog
#

Thats not how it works m8

unkempt bear
#

I was only askin

bright hollow
#

I mean if they didn’t really care what kind ready player me could make ya one quickly for free on their website

hollow ermine
#

I love being a traffic light.

#

Stickers on my head, let's go

spiral sigil
#

You NEED a fancy S Superman symbol sticker

#

Idk what its called but if you know you know

fallow isle
#

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

quaint jasper
#

That looks pretty sweet, did you use refs from a single bike or used multiple and pieces stuff together ?

fallow isle
#

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 😛

quaint jasper
#

Might be worth using a big bevel on the main armature piece, other than that it's pretty spot on

fallow isle
#

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

azure rain
#

out of curiosity any plans porting the bike into vrchat

pearl quiver
#

what to do if my vrchat sdk wonts show up there

#

i missed something?

azure rain
#

is your console showing any errors

quaint jasper
azure rain
#

also that's the wrong Unity version

#

as I see unity2020 in the screenshot

pearl quiver
#

yeah i didnt update it

#

is that the reason?

azure rain
#

vrchat doesn't support unity2020

pearl quiver
#

oh okay thank you

azure rain
pearl quiver
#

i watched a video on how to make avatar i searched for dynamic bone on component but it shows nothing-

tough plover
azure rain
#

that's because that's a paid add-on you have to install separately

pearl quiver
#

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?

tough plover
#

which is piracy

pearl quiver
#

Oh i see

fallow isle
azure rain
#

would be good practice for high poly to low-poly normal map baking

fallow isle
#

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

small valve
#

finally getting around to adding funny props

snow fern
#

❤️ ian hubert's instinct for cutting corners

small valve
#

or rather, i prove myself wrong every time

small valve
lament pond
#

Legs wip

zenith cloak
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Hello? Can I ask a Question? How do you make eyes? No, seriously, what in VRChat qualifies as eyes?

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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.

quaint jasper
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It just needs bones

zenith cloak
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Really? Just bones?

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But what if it's a 2D eye?

quaint jasper
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Also bones

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There's eye shaders out there, but there's a lot less control

zenith cloak
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Ok, I see. Thanks.

tough plover
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like, on a TV head avatar for example?

zenith cloak
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Oh, good question, because I have a TV-headed robot that's in a dire need of a face

tough plover
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that is possible to do yes, but it does require some fancy rigging

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rather than using one bone per eye, you'd be using 3

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alongside unity constraints

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once you understand how it works it's actually pretty straightforward

zenith cloak
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Well, that's the problem: I don't quite understand it

tough plover
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so this is the basic setup

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the one in the bottom right is the head bone

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we can ignore that one for now

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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

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so by itself, it would not move

zenith cloak
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I see

tough plover
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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

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and lastly, the remaining bone is parented to the bone on the right

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when the eye bone rotates, that one moves with it

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the fun part is in unity

zenith cloak
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And what is the bone parented to the head?

tough plover
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the one highlighted blue in the last pic?

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or the one on the left

zenith cloak
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No, the other one

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The one that didn't move

tough plover
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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

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now, the way to make this work is in Unity, using a Position contraint

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a Position constraint will make the transform of object it's on copy the transform of the object set as the source

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the key is that you can specify which axis(s) it should copy

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in Unity, X is side to side, Y is up/down, Z is forward/back

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you would keep X and Y checked, but uncheck Z

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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

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and not in/out

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thus, you get an eye moving in a 2D plane

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used on this model

zenith cloak
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Okay, but how do I pull this off on my model?

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Which looks like this

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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.

tough plover
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I see

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is the screen actually curved?

zenith cloak
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Yes

tough plover
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hm, that might complicate things

zenith cloak
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it's a plane that I deformed while following a tutorial

tough plover
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so it's not actually 2D here

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because it's curved, you could probably just rig it normally

zenith cloak
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The space behind it is flat. so it might work

tough plover
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but have the bone really far away from the head

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so that the actual "radius" of the curve matches that of the screen

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if you took a cross section of the screen, you would get a curve

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now imagine you extend that curve to form a circle

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the bone should be placed at the center of the circle

zenith cloak
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Here it is again with the glass hidden

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I know that it isn't perfect, but it's because I made it years ago, when I was just getting used to Blender

tough plover
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I see

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also you probably want to set it to smooth shading lol

zenith cloak
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Oops! I forgot!

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Oh no, It looks broken...

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Like I said, it's one of my first models

tough plover
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probably because of that weird topology in the corners

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that whole "cross" should be gone

zenith cloak
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How do I fix this?

tough plover
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you can just go to vertex selection, and dissolve the vertices in the middle of those crosses

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to dissolve, X > Dissolve vertices

zenith cloak
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It looks better now, but those polygons bother me...

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Dissolving those vertices resulted in weird N-gons

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Also, how do you fix normals in Blender again? I hit auto-smooth, but it doesn't seem to stay that way.

tough plover
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alt + n > reset vectors

zenith cloak
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Much better

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Now what?

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There are now those blue edges

tough plover
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blue edges mean sharp edges

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you can add/remove those to make specific edges sharp

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when using smooth shading

zenith cloak
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I actually know that, I just am not sure that function assigned them properly

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NvM, I just cleared the unneeded sharps

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Now I'm guessing I need to add those bones you've mentioned, some planes for eyes and voila, am I right?

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But how do I make that glass transparent, or rather semi-see-through?

tough plover
zenith cloak
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Will Poiyomi Toon shader do?

tough plover
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yes

zenith cloak
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I just change the "alpha" of the material

tough plover
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also fyi, quest does not support custom shaders, transparency or constraints

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ye

zenith cloak
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BTW, what do I do if I want Quest support then?

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I just want everyone to see what I made

ashen stag
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You need to upload your model while your project is built for android support

zenith cloak
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Now, I wonder, how those avatars with eyes AND Quest support work.

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@ashen stag I know, it's just the requirements are strict

ashen stag
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Yeah its the main reason I dont do it 😔

zenith cloak
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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.

ashen stag
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Kind of a misconception, quads dont actually exist in 3d rendering. Blender is just faking it for you

zenith cloak
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Oh, figures.

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But for real though, is there a way to check in Blender how many tris there will be before importing to fbx?

ashen stag
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The Tris value is always the triangulated result of your model, where Faces is the non triangulated value AFAIK

zenith cloak
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Thanks, I was just wondering, because the process of retopology is often irreversible.

ashen stag
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Thats why you have a bunch of saved versions, should always save before destructive edits

zenith cloak
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I have at least 5 backups for my Sadboi model, and there will probably be more once I finally learn how to make clothing.

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Just letting you know.

oak hatch
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HEADS UP, sharp shading breaks outlines in Poiyomi.

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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.

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It sucks, I know.

weak ermine
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So I want to make this face curved, but don't know how to make it look good

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What would you all recommend I do to curve this?

oak hatch
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Oh, I can actually help here.

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Step one, remove your subdivisions

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Step two, add a single loop cut at the center. Stretch to the corner.

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Step 3, bevel edge.

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I'll post a pic, moment.

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The corner is going to always be """past""" the curve you want.

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IIRC, you want to set the bevel to "Percent" and the Percent to 100. Then merge by distance to clean up orphan verts.

weak ermine
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How do you bevel?

small valve
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in which i actually uv unwrap my hair instead of abusing project from view* because i need anisotropic reflections to work right

oak hatch
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Oh that pain, I know it.

hollow ermine
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I am become the monster

tough plover
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that's awesome lol

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it's like siren head, but traffic light head

hollow ermine
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That's the idea, oh yeah 👍

tough plover
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will it be a jumpscare avatar?

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would be funny lol

hollow ermine
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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?

tough plover
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Poiyomi allows you to make something only visible in the mirror

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or not visible in mirrors

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or both

hollow ermine
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Terrifying

tough plover
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you could have the lights be visible in both

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but the body not visible in the mirror

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someone looking at the mirror would only see floating lights

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until they turn around

hollow ermine
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I like that

tough plover
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if you need sound effects, I started replaying bioshock infinite yesterday