#3d-modeling

1 messages · Page 117 of 1

snow fern
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is there a way to transfer weights from one chain of bones to a new chain? like let's say I make a new spine. can I just copy the weights (proportionally sampled along the old bone chain) to the new bone chain?

steel skiff
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is there any way to import animated mesh into VRChat like alembic?

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I tried VAT and it doesn't support that much polygons

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and this is the model I'm trying

sturdy nebula
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is any way i s can combind thoses to blink shape key

open scarab
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Set both to 1 , create new from mix

sturdy nebula
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how to make new mix optoin to pop?

open scarab
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v small icon near

sturdy nebula
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ok i did that

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thanks for help

ocean fulcrum
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Hey, sorry, I'm sure this has been already asked a lot, but if I want to learn Blender from step 0, anyone got a good site/free online course for that? I have experience in coding and some Fusion 360 skills to design 3D printed parts (with no texture/animation/physics/anything), but actual 3D modeling seems to be a completely different beast. Obviously my goal would be to then move on to Unity and create some VRChat content but I suppose I must start with Blender first. (I already found some kind of courses/tutorials but they don't really go into the basics. It's just "click there, and there, do this, BAM it's done" and don't really explain anything, so that's not really helpful)

unkempt torrent
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I'd say Blender can do several distinct things, so you should probably pick a reference goal first and learn through that

still wadi
thin shadow
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is there a reason why sometimes the material combiner doesn't includes some materials, despite having the same shading graph as other materials

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when adding a item (fbx) into the avatar, weight painted, joined mesh and everything, when using the material combiner, there's always some mysterious reason why that texture doesnt get included into the atlas

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it becomes white

quaint jasper
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It's extremely fucking big in file size though, so be prepared

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you might be looking at 100-200mb just for that effect

small valve
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finally got around to adding glasses

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took me like 0 seconds to model dont know why i didnt do this earlier

quaint jasper
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Might wanna throw a subdiv on it

small valve
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maybe though it already has a lot of detail

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still, wouldnt hurt

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PC avatar^tm

quaint jasper
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There's no detail if it's completely black lulw

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Where are these triangles coming from HEYMOONA

small valve
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im reyling on my subsurf maps to do...something

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you know what

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i might just make these glasses red

small valve
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i am not good at making curves with the least amount of geometry as possible

quaint jasper
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Get the EdgeFlow addon

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Really helps for that

small valve
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noted 0u0

ocean fulcrum
spice pewter
radiant ridge
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hey i cant separate these two bars from one another. can anyone help? i cant move one up without the other. id like to be able to put the animate bar back at the back hidden from view. but i cant.

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having a slight Blender issue.

quaint jasper
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Right click on the edge of the window for the options

thin shadow
# thin shadow it becomes white

I have found the solution. For some reason, the texture created when making my own props has the file extension fbm.
So unpack the texture (it will show as xyz.fbm), rename it as xyz.png or whatever file format supported by the mat combiner.
Replace it with the png, repack it again.

radiant ridge
quaint jasper
radiant ridge
quaint jasper
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alright, explain what you mean by "back at the back hidden from view" then

radiant ridge
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nevermind i just got rid of it. thanks for the help

spiral sigil
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Is there any commonly used license for selling avatars? Would be for selling them in a web like itch.io or similars. (I'm a programmer and maybe I'm mistaking drawing parallels with the importance of the licenses)

quaint jasper
# spiral sigil Is there any commonly used license for selling avatars? Would be for selling the...
TLX

In this Dec 2020 TLX session, Redhound provides an overview of Creative Commons and other open source licenses as they apply to VRChat creators

Check out other talks from the TLX December 2020 event at https://www.youtube.com/playlist?list=PLTgqlzYxsEMwKQ_6yzbOgjwp4P3kKX3To

Learn more about Prefabs TLX at https://tlx.dev

Follow TLX on Twitter...

▶ Play video
hazy falcon
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Hey guys, I am having a problem with Blender.

I am trying to apply textures and in the tutorial video it shows that if I go into the shading panel, the objects should still look like if I were in layout, however in shading it is all dark with no edges to distinguish each object apart.

When I move it becomes distorted a bit, by this I mean that the previous location of the object stays visible when I move it. Hard to say and capture.

However here is an image of the problem right now.

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I am new to Blender and all of the whole 3D arts thing, sorry if this was just a basic problem.

hazy falcon
fresh isle
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Now to post what I was going to

hushed acorn
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Nice

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I have a model where a little detail has the backface on the wrong side. Anyway to fix that easily?

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I'm at school so I got no pictures of it rn

hazy falcon
# fresh isle You need to make a UV Map.

Hey there, so I've done a UV map of the object by simply using the smart UV object thing, however still it won't work and I've gone through two tutorials now on how to do it and have followed it but it still just won't display the texture.

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Actually this might be a different question, sorry for that ping

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Figured it out

I've had to change the color in the viewport thingy to texture, now it loads ❤️

hushed acorn
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How do I 3D model from scratch?

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I've only done it using a base

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Like using a 2D reference

tough plover
hushed acorn
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No I meant how do I do it like that

tough plover
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ah, I see

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if you search up "Blender character modeling" on youtube, you should find some useful videos

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that one is showing you "Box modeling"

hushed acorn
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Like where people do it like this

tough plover
hushed acorn
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I use Blender 2.8 but I think that will probably work

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I'll look into it

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I'm still at school lmao

tough plover
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2.93.3 has been pretty good for me so far

hushed acorn
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I usually use 2.8 cause I've had issues with CATS when I used it on 2.9

open scarab
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2.93.3 is the LTS, cats had issues with 2.9 but not anymore

craggy lintel
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Hey guys does anyone know a good Patreon to buy crazy particle animations? I learn about things via dissection, would love some leads!

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Ping me if you have an answer!!! vrcAevSlap vrcAevSlap vrcAevSlap vrcAevSlap vrcAevSlap vrcAevSlap

craggy lintel
hushed acorn
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I remember when starting out, I had a issue that was caused by using CATS on 2.9

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So I haven't used 2.9 except for like one or two things.

hazy falcon
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I don't have a base color, it this what I am supposed to do with ambient occlusion?

Also I have no idea how to actually check the final result, clicking on the last node does not work or maybe I am just not in game to test it, but the texture changes when I click on the image source nodes.

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Or in this case would my base color simply be the diffuse?

tough plover
tough plover
# hazy falcon sharetextures

alright. can you send a screenshot of all the textures that were included with the package? (with the file names visible)

hazy falcon
tough plover
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diffuse is the base color. you should also definitely consider using the normal and specular maps

hazy falcon
tough plover
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you can use AO if you want, but it's not required

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could probably just use a math node and multiply it with the diffuse

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the displacement map can be useful, but it requires the model to be high poly enough so that parts can be displaced

hazy falcon
tough plover
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no, you plug Color directly into Specular

hazy falcon
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Oh okay cool then

tough plover
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also, consider setting the Color Space to "Non color"

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do this for everything that is not your diffuse texture

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because they should not be read as color data

hazy falcon
hazy falcon
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Hey guys,

I am having troubles with some of the nodes again.

The texture just isn't working anymore, I've made sure that I didn't make the mistake as the first one and that I am actually able to view textures and other textures. However for some reason my principle bsdf isn't updating the material output node, basically final changes are not being applied, all of the textures that I currently see are from me double clicking on the texture source.

Is there some sort of thing that I need to update?

I haven't found anything at all yet on the internet, the closest thing being similar but just the problem was only because someone was connecting the green connection with the yellow as they put the bdsf into a diffuse node and then into the material output node.

Below is a screenshot of it.

Thanks for any help and I appreciate it ❤️

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Higher resolution screenshot of the nodes

It really is just the basic nodes but I had changed the colors around, such as the base colors.

tough plover
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@hazy falcon you're in Solid view

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not in material preview or rendered

hazy falcon
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If I go into the other ones:

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XD

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I've already done UV mapping as well, so I still have no idea why it is not being rendered.

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This is my current workspace

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Only with these settings am I able to view anything

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Woops, actually forgot to UV that one, just did the UV now, but still not solved and unable to render the actual texture thing inside of the principle bsdf node

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Actually it really might be because of a rendering issue and not something in the nodes, I'll take a look at it tomorrow then. Thanks Sacred!

tribal goblet
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Can someone help me

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I made socks but they dont move along with the body

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im in blender and using pose mode

azure rain
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Never waste your time re-painting a new character ever again. In the next 60 seconds, you'll learn everything you need to transfer your Rig's weight painting from one character to another under a minute!!! Hope it helps :)

Free Female Base Rig Download:
https://www.youtube.com/watch?v=_XfvLpLyulI

Sayuri Artsy Weight Paint Transfer Video:
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▶ Play video
tribal goblet
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i still need help

devout scroll
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they're not weighted to the bones

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so you don't have to manually weight paint them to the bones you can transfer weights from the legs to the socks

spiral sigil
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I have done absolutely nothing in the last 3 weeks

tough plover
# tribal goblet how..?

in object mode, click the body mesh, shift click the socks mesh, then switch to weight painting mode
then, do Weights >Transfer weights
set the mode to "Nearest Face Interpolated"
set Source layers to "By name"
set destination layers to "All layers"
then if you have CATS installed, hit "Delete: Zero weight groups" under Model options > More options

tribal goblet
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How do I switch to weight painting mode

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Also thanks

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also that

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didnt work

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wait

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wait

tough plover
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make sure the socks mesh is parented to your main armature (can hold shift and drag in the hierarchy onto the armature)

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and make sure the socks have an armature modifier on them, with "Object" set to your armature

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leave the modifier there, don't apply it

tribal goblet
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K

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If this doesnt work when im back on my pc ill tell you

tribal goblet
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@tough plover You're a lifesaver

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thanks

tough plover
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👍

tribal goblet
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got both socks working

snow fern
tribal goblet
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lol

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ok i need help with one more thing

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im using a shoes model but they wont move

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when i use move tool nothing happens

spiral sigil
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making vrchat avatars from scratch, whats better for making the body and head, sculpting or doing it the ol fashioned way?

snow fern
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you mean sculpting+retopo vs building with good topo from the beginning?

spiral sigil
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yea

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I think

tribal goblet
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my b i had transform snap on

snow fern
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another option is building a base mesh "the old fashioned way" with good topo and then using a multires modifier so you can sculpt on it at high res and then bake that onto your original lowres

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multires modifier is pretty neat

spiral sigil
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I am gonna look at demo videos for mr modif

snow fern
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if it helps, it's like the combination of a subdiv modifier plus a blendshape on the subdivided version

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but it remembers the modifications at every level, and you can push them up and down the hierarchy

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and baking from it is super easy

spiral sigil
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Oh ok I see what you mean now thats really useful wtf

tribal goblet
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@tough plover Alright so I got one shoe working with weights but not the other

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when i move the leg it was working with it moves both shoes

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nvm got it sorry

tribal goblet
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alright

spice pewter
spiral sigil
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may someone pls give me a Samurai shoulders for a avatars i cant find any

ashen forge
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who likes big fucker hands on their avatars to crumple people up into little recyclable balls?

foggy granite
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aw yes the rcycleable balls my favorite form of people

lapis herald
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How would you set up a skeleton if you wanted to make something ass tall as slender man full body

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Without having the arms and legs super bent to accommodate a users height

quaint jasper
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Constraints, but even then you'll run in some issues

spiral sigil
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Hey, im having a problem with my UV mapping. I scale it up but on the model it acts like the texture doesn't exist unless im in that one specific location. I am not sure why this is happening and its really annoying since im trying to fix it from being a 2048x4096 with like 90% empty space (I wasnt responsible for that horrible auto atlasting I didnt make the model and yes thats why its so low resolution)

quaint jasper
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Did you apply all the transforms first ?

spiral sigil
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I just applied the transforms on the mesh and it didnt seem to do anything

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also if I smart uv project it again onto the texture its doing the same thing

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also the texture im unwrapping too is the same one thats connected in the material

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i just double checked

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ill show ya just so you can be sure of it

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ok so I have absolutely no clue why this was happening but in blender, the material was still previewing the old texture despite me switching it

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and I had to change it to Toon BSDF from Princibled BSDF

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and now it acts normal again

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does anyone have any idea why

devout scroll
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i think it previews the texture that's selected in the shader workspace

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so if you have more than one, even if it's not connected to anything but selected, it will display that

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if your viewport settings are set to texture

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altho that shouldn't be a thing in material preview mode

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only in solid

spiral sigil
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yeah it might of been something weird in the shader nodes

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again this isnt my model so who knows what other fuckery they did

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like I didnt make it

tough plover
spiral sigil
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Why is CATS telling me this texture is 23x23? That material is just a Toon BSDF with a texture in the base color that for sure ISNT just 23x23

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I am certain this ties into my problem where when I atlas these all with CATS (its all on one mesh already) and only one texture is kept. Also all of the textures tell me its 23x23 but one

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and the one that yknow actually tells me the right values is kept in the atlas and everything else is essentially discarded

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I dont know if it matters but all the ones that dont work happen to be Toon BSDF where the one that works is a princibled BSDF

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I also checked the shader node graphs for each material and nothing seemed abnormal but im not very familiar with it so I might of missed something

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doesnt matter what the surface node is I just made one of the Toon BSDFs a Princibled BSDF and it still got its texture discarded in the atlas process

spiral sigil
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does anyone else even use cats to atlas or do they just do it manually or smth

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its still not atlasing correctly btw

full ice
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I have a few times. The times it has broke for me were when I had any material that was not using an image, only a color for the Base Color. It could also be that you are trying to atlas different image types, png, tga, jpg.

spiral sigil
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OHH it must be that different img types

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ill do the convert to png thing in cats

quaint jasper
spiral sigil
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froge

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poor thing doesnt blink

quaint jasper
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he's too busy being cool

idle obsidian
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because kameleon idk licks its eyeballs for example

spiral sigil
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I think some have those clear lids things for underwater and that kinda counts

unique sigil
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How to hide bones on an avatar so can weightpaint without seeing them?

hallow dove
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how do i fix these things on this model? (I want to use it as a fallback avatar)

azure rain
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combine your objects together

hallow dove
hallow dove
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ok

hallow dove
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I DID IT

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LETS GO

hallow dove
azure rain
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that should be covered by combining your objects together

hallow dove
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oh ok

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ill try to export it now

spiral sigil
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manual texture atlasing ftw

foggy granite
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18 materials bruh

hushed acorn
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I use CATS and maybe it's been improved (cause I been using an old version till now) but I've had it leave tons of empty space

median pike
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I haven't touched cats in over two years. Best decision I have ever made tbh

hushed acorn
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CATS can be useful. I just disable alot of things before doing fix model

median pike
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There's never a reason for me to press that button as I make my assets from scratch, the only real thing I found useful with cats is the set pose are rest pose feature

hushed acorn
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Understandable

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I use alot of the buttons it has

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I've had to flip normals a couple times and it's made it easy.

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Also I use the atlas thing cause idk how to do it myself yet.

inner lake
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A

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can someone make this into an avatar for me?

hushed acorn
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You could see if theirs a port of it from a game.

fresh isle
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I never made an update post when I finished it did I?

hushed acorn
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epic

spiral sigil
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ay something unique dont see that often

crisp crater
crisp crater
fresh isle
thin shadow
fresh isle
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I need to post a higher quality screenshot of the test of the body but I have a close up of the face

tough plover
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interesting

median pike
hushed acorn
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Didn't know that

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Thx

devout scroll
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Actually shift N is recalculate which doesn't flip them but you can check the box to do it

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There is a dedicated flip button in the normals menu

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Generally you can F3 and search for anything

tough plover
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alt + N > Flip

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redotix is right that a lot of the things CATS does are already part of blender, the point is that in a lot of cases it can help do things faster

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and that remaining 10% are things that blender can't really do normally

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merging bones and their associated weights is something that CATS makes a lot easier to do

devout scroll
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yeah and even if you make your own stuff sometimes you might want to reduce bones

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also armature merge is nice for when you get two close but one might have extra bones like twist bones and you don't want to just delete them and hope the vert groups match up fine

tough plover
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mhm

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and then there's Bake

devout scroll
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bake and atlas never worked that well for me so i don't use them

tough plover
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atlas was meh

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Bake worked super well for me

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just need to tweak a couple of the settings and you get something really good

real isle
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I am getting the criticism that the model I made here looks rather masculine. Any tips to fix that?

tough plover
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like

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apart from the long hairs, it looks like a bowl cut

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you should add asymmetrical strands of hair

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on the top of the head, sides, and some in the front

real isle
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Ah.

tough plover
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using toon shading would probably help too

obsidian nova
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Dead serious advice, look up facial feminization surgery…I never understood how to draw women properly until I fell down that particular rabbit hole.

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It’s a messed up process, but learning about it was hugely helpful in figuring out what makes a face masculine or feminine.

real isle
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For the shader bit, I use Poiymi's.

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As for the surgery bit. Wow.

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Though I do see the logic.

obsidian nova
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Weird little things, like, women generally have a lower hairline than men, higher eyebrows, smaller/flatter noses, and less room between their nose & upper lip.

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This wiki page was a good starting point…luckily, there are no images and you can just skim past the parts about actual surgery… 💀 https://en.m.wikipedia.org/wiki/Facial_feminization_surgery

Facial feminization surgery (FFS) is a set of cosmetic surgical procedures that alter typically male facial features to bring them closer in shape and size to typical female facial features. FFS can include various bony and soft tissue procedures such as brow lift, rhinoplasty, cheek implantation, and lip augmentation.
Faces contain secondary se...

real isle
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Ah. Intreasting insight. Grim reality of the stuff though, but that's a topic for another time.

craggy lintel
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Hey guys

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Does the Max VRC lens mod have Diff focal lengths, shutter speed, iris control, DB gain, and full frame?

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I want to use my cinematography profession in game lol

spiral sigil
craggy lintel
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Yea

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I think so

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Cine cam on VRC would be so cool

spiral sigil
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can you link it to me

craggy lintel
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And if I could shoot LOG would be sick

spiral sigil
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probably can gather good info from the source

craggy lintel
#

VirtualLensはVRChat用アバターに組み込んで利用するVRカメラ拡張ツールです。後処理による画質劣化を伴わない視野角調整などが手軽に実現できるようになります。 また、別売となりますが被写界深度シミュレーション拡張も用意されており、より写真的な表現を取り入れることも可能となります。 https://logilabo.booth.pm/items/1926188

spiral sigil
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ig u can translate the stuff and the subpages they link u to on that page for the prefab while u wait for someone who knows alot about it

craggy lintel
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Oh yes

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True

craggy lintel
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Hey all

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I want to ADVISE against UV stacking.

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It is completely not called for unless you have a specific plan to do it. I would not recommend doing this action unless you're ready for hard painting. Or if you want two parts to be painted exactly the same.

inland skiff
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What's UV stacking?

white moth
craggy lintel
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It’s sorta like telling two meshes in the texturing process to act as one and it can be a big mistake

azure rain
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and I would honestly say that would be more like to cut down on vram usage by not having to uniquely texture the whole model

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or like increasing perceived texture density

tough plover
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I used UV stacking for the belt loops on the ZPD outfit

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worked fine

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and looks fine

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definitely helped clean up the UV map

azure rain
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like I'm not particularly sure what's the big problem with UV stacking if you do it properly?

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like I could probably find lots of games still doing it

tough plover
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it's just that it can make painting some parts of the model harder

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because painting on one part would paint on all of them

azure rain
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of course which is why you'd only be wanting to stack symmetrical things not stuff that's going to be textured differently from each other

craggy lintel
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It’s not good for things you want to paint asymmetrically at all

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Just wanted to point it out because ppl don’t

frank vine
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So im having an issue with backface culling... i want to NOT see through my tent as if the inside doesnt exist. i have multiple objects that do this. ive followed youtube tutorials but after flipping normals i now have the same problem only now i can see into the tent as if the outside isnt there.. Ive tried selecting all the panels that i flipped in edit mode to maybe duplicate and flip to see if that fixes it.. but i cant seem to figure out how? besides clicking on mesh for "duplicate and move" that doesnt work out.. how do i fix this?

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Heres after i clicked "face orientation"

devout scroll
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if you're gonna paint either uniquely unwrap or paint only half then mirror

tough plover
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then do shift + D to duplicate, and while you still have them selected, do alt + N > Flip

frank vine
severe jungle
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I suck at blender and I have a hard time even with yt vids

silent cargo
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Has anyone here used Google Blocks vr??

quaint jasper
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Or disable backface culling in blender when making stuff

craggy lintel
spiral sigil
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thank you catmill clark for somehow making my blocky couch curveeyyy

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ignore the 52k tris thats irrelevant

hallow dove
crisp crater
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yes but how

cobalt aurora
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Hey party people, I have been looking into doing a body and face texture from scratch using substance painter, tho one attempt just looks worst then the next, does anyone know any good tutorial video that might help me in that direction or maybe if someone is feeling extra generous give me a Lil tutorial themselves? 👉 👈
Thanks in advance!

frank vine
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Ayyy so is it safe to delete a "normal map" from my textures without issues? i hear they AREN'T necessary... but they are taking up SO MUCH SPACE, even after compressing ..

small valve
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which i will also explain:

frank vine
small valve
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alright then

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do a before/after of your model and see if it satisfies you

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if you would rather keep your model's normal map, compress it better

frank vine
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The person i get prefab from on patreon makes EVERYTHING high rez like 2k-4k- with like 4 or 5 texture images PER ITEM ... and each image/texture is like 2-5.7 mbs a piece aaand mostly like 0.5- 0.9 AFTER compressing and i simply CANNOT deal with that.. im building for cross compatibility here sobs why there no "lite" version? D:

frank vine
frank vine
small valve
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you should probably just delete the normal map on quest. if crunch compression isnt working out i would reccommend changing the acutal resolution of the texture in unity. also, mess with the compression presets (if its set to high quality it is always going to be really large no matter what, try normal. low tends to not be good for normal maps)

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this is for the single 5.3mb texture atlas for my main avatar's normal map

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ah, you cant change the compression quality on android, only on pc. but you can still change the resolution of the normal map

frank vine
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same file

small valve
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though it may have less than ideal results depending on the material as in the actual texture of what you're going for (gentle gradients such as clothing folds tend to fare better than sharp details like hair strands or engravings)

frank vine
frank vine
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ahhh thought you meant the slider.. i thought that carried over though?

small valve
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i...dont actually know. id assume it does, try it

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50% on low quality

frank vine
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from what ive seen i thought it did

small valve
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90% on normal quality at half res

frank vine
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squints i cant teeeelll lol

small valve
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0.5mb vs 0.209kb

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2k high quality 50%*

frank vine
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OH! sorry im sleep deprived lmao

small valve
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1k normal quality 90%

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2k low quality 50%

#

(for reference, 2k high quality at 50% is 5.3mb)

frank vine
#

i cant tell much of a difference in the avatar.. but maybe thats just me??

#

imma T R Y removing the normal map from this dang bean bag chair .. paws crossed AAAAAAA

#

Thanks so much for the input!

small valve
#

but in VR all of the differences will be come immediately more apparent

#

thats why for visual quality its best to test in VR and not just in the editor

small valve
#

which im about to find out

frank vine
#

niiice :3 good experiment i hope

small valve
#

also ive seen that beanbag asset reused so many times

#

im convinced that either people are using cubed's unity shaders for some reason, everyone else is removing normal maps, or that normal map on there does next to nothing

#

you can definitely get away with removing the normal map on quest

#

because i ddi not know it came with one until this point

frank vine
small valve
#

very coOl

frank vine
#

Im getting rid of and compressing stuff to make room for CAMP UNUS ANNUS right outside ! lol i NEED this to work!

latent raptor
#

Working on my personal avatar! Not sure if this is the right channel to post this WIP hah

quaint jasper
#

Looks cool !

dusty heron
#

That’s amazing, even for a WIP

digital hound
#

progress

molten sail
#

so its been awhile since i used blender and cats but im trying to somewhat "optimize" my avi but i cant figure out how to properly join armature but leave the meshes and materials separated, i just want to combine the bones into one not the meshes. can anyone tell me what to do? please @ me if anyone has any help since i don't get notifications, thanks alot!

full ice
molten sail
#

hm ok, i tried that before but i guess i messed somthing up, will do thank you alot!

full ice
#

If the Bones are all named the same, they will all be merged, if any aren't named the same in the Armature being merged into the one you want to keep, those bones will stay. Join meshes just does the same thing as selecting more than one mesh and Ctrl+J, making them a single mesh, which is what you asked about. Materials don't get changed in any of this

molten sail
#

hm alright thank you!

random whale
#

Can I get some help if anyone is free? ;v ; I'm new to this stuff but I'm tryna export a model from blender to unity and for some reason the skirt gets all messed up in unity

quaint jasper
#

are your arms straight ?

#

I feel like there's some weight paint fuckery going on

random whale
#

i think their straight? I'll look if the weight paint is on them

#

there isn't any weight paint on the skirt connected to the arms

past stump
#

hihi i need help lol
i wanna do cartoony eyes but everything ive tried just doesnt look right

small valve
#

some sort of drawing or anything

#

as wel as details about what makes these eyes "not look right"

past stump
#

yea i have 2 refs

#

heres the sketch itself

#

and heres what im wanting to do

#

i tried to make the eyelashes and they ended up being messed up due to the curves of the face
then i tried to put the eyes caved inside the head but it looked really uncanny and unexpresive

#

i would send an image of these attempts but for some reason discord really doesnt like it when my model is in grey

small valve
#

first id like to say that you should revisit inset eyes since they are most common for stylized avatars if you want pupil movements, next to just using planes for eyes. judging from the look on that toriel model it looks like those eyes folllow the same format. its really difficult to nail but when you get it right, it works. example: https://cdn.discordapp.com/attachments/869828593688117288/892471144454701136/VRChat_1920x1080_2021-09-28_01-13-03.692.png

using sharp edges helps a lot. you also want to try and hide as much of the eye contour as you can with the eyelash itself to hide the fact that its inset. a smooth edge like this is probably whats giving her that uncanny chuck-e-cheese vibe:
https://pbs.twimg.com/media/FAh4ELHWEAQOMqD?format=jpg&name=900x900

past stump
#

the model i was wanting to refrence actually did the eyes like this which slightly confused me

#

but that could just be they cheated a little since the base color was already white

#

but even then i still really dont know how to do the eyelashes to cover the uncanny look

quaint jasper
#

that's just a mesh on top of the head base

past stump
#

im really new to modeling aha- ;;

quaint jasper
#

just create a new shape out of a new vertex or shape

#

same way you did your eyes

small valve
#

second, try your best to simplify the planes of the face. undertale characters are definitely more on the toon side of stylized, which swings them further from say, beastars, which although is very stylized is still very much rooted in realistic design choices:
https://i.ytimg.com/vi/5WuH99G7bqg/maxresdefault.jpg

someone like louis for example has really realistic deer eyes, which are heavily cantered (there is a dramatic angle between them) as a result. it can be tempting to do the same thing since in 2d side profiles of toon characters and even anime characters, a lot of work is done to make the eyes still visible:
https://images-na.ssl-images-amazon.com/images/I/81u8kc88fnS.jpg

but the reality is that this side profile needs to be sacrificed a little in 3d. your reference may lead you towards making sure that there is a canter in anime characters, and especially in a lot of animal type characters, but the reality is that it also ends up making the overall face look a little uncanny, kind of like you are looking at it through a fisheye lens.
https://pbs.twimg.com/media/EjQr01vVcAEXEnd.jpg
https://cdn.discordapp.com/attachments/577999283916111885/893301475403501568/unknown.png

that's the first ever from scratch base i ever made. next time i do something like this, i would massively simplify the planes of the face so that way the angle between the eyes was close to 0 as it is on most professional 3d models, maybe at most a canter of 2-5.

small valve
# past stump but that could just be they cheated a little since the base color was already wh...

likely. you could try creating white circles matching the topology of the face underneath, though you still need room for your pupils to move around without clipping. at that point you may want to make them a little more convex, but for that you would need extra room... its likely whoever made that toriel model is either an expert in topology, is not using pupil movements at all (which circumvents the entire issue), or that the normals have been so heavily edited that they have effectively rendered the inset invisible.

small valve
past stump
#

Hm
alright

small valve
past stump
#

ack hold on its blocking my image again for some reason

past stump
small valve
#

here's an exampl eo fwhat i mean when i say simplify the planes of the face:

#

of course the rules, muscle structure, and anatomy of animal faces is different from human faces

past stump
#

ooh

small valve
#

but the idea of trying to break everything down as much as possible stays the same

#

especially the idea that most of the face should be a flat or curved / cantered plane facing the same angle (the white part in that image)

#

this face, while a lot smoother, does follow the same rules

past stump
#

well then i should be fine? as besides the mouth the face is almost flat (as ive adjusted it to be alot flatter inbetween my eye attempts)

small valve
#

yeah it looks fine

#

oh yeah, i also wanted to show you this

past stump
small valve
#

yeah that should just kind of work out. the canter is more dramatic but like, she's a deer. so it should work out

#

continuing, idk if you have viewed this model with flat shading but you could remove a lot of the uncanny "sunken in" eye look with flat shading and sharp edges around the eye sockets, as seen here:

#

how on earth was that image explicit

#

whatever lol

past stump
#

i would do flat shading but then it kinda
screws with the rest of the model
id add a subdivide but it removes alot of detail from the body

small valve
small valve
past stump
#

oH

#

sorry my apologizes as i said im really new to this aha

small valve
#

thats flat normals, but flat shading is what i just sent, where there isnt any shadows at all that would tell detail about your avatar's shape, so all you have to go off of is occlusion and silouette

#

ur good

#

everything except for some low poly hard surface objects should be using smooth normals even if youre going for flat shading

past stump
#

alright ty ill try this stuff out :]

small valve
#

yeyeyeye

#

its likely you will be using flat shading, or hard-edge toon shading, which can circumvent that problem entirely. you can also use normal smoothing on the head and eye sockets as a whole, though it is a little more advanced albeit accessible and achievable enough if you are already modeling

past stump
#

i do plan on using a toon shader, if it works for quest that is

#

i know shaders are kinda fucky with quest sometimes

small valve
#

quest's toon shader is only flat lit so you'

#

re good

past stump
#

OK cool ty

spiral sigil
#

does anyone have an absolutely amazing tips to combat lack of inspiration or motivation, or hitting a roadblock on what to learn next and what to go more indepth into

craggy lintel
#

Tbh

craggy lintel
#

Curves look way better!

small valve
#

o yea u right u can do some low poly curves and get some neater lookin hair

quaint jasper
spiral sigil
#

I probably need to start learning sculpting but not sure where to learn to apply that

#

probably searching the wrong things on youtube

#

lots of probablys

#

I have basic familiarity with it and dyn topo I just have no skill for turning it into anything i intend it to for worlds or avatars

quaint jasper
#

You should find one thing you know you want to make and start from there

#

you acquire the skills for things you actually work on, pointless to learn how to do things that you won't do

#

Doesn't matter if it's a piece of a world or an avatar, start small, acquire knowledge over time

#

you'll be there faster than you think

spiral sigil
#

yeah cant let myself be impatient

#

thank you

past stump
wicked iris
#

Working on an avatar for myself, planning on doing VTuber stuff.
Don't have any good experience in VRC/Unity, so I'll be patient on some feedback for rigging, etc.

quaint jasper
#

Looks great !

wicked iris
#

thank you ❤️

#

proud of it, feels good transitioning my ocs from drawn to 3D

#

Just recently joined this server, so I hope I get along here well

median pike
#

I just hope you're keeping the polycount at bay

#

It is a VR game afterall

wicked iris
#

What's a safe amount of polycount for a model

#

for vrc?

#

Will be deleting polys that are unseen

median pike
#

Under 70k

#

Around 25k is recommended if possible

wicked iris
#

Ok, my model is currently around 44k, but it's not in optimization phase yet, so could be at a more safer count later on

quaint jasper
#

44k is absolutely fine

median pike
#

Yea

wicked iris
#

another question, does VRC support lods for characters

quaint jasper
#

Nope

median pike
#

The image looked very high poly to me for some reason. But than again I have no idea if you will be baking it down or no

#

Yeah no lods sadly

wicked iris
#

Ah i see, would be cool if they end up being supported

quaint jasper
#

Might be a bit too intensive

median pike
#

Probably never will as 90% of the creators would never make use of them

#

Most people are completely content with avatars that are 500k polys and have 45 materials

#

So the game runs like crap :D

wicked iris
#

to me, kinda a shame, I like optimizing stuff
There are ways are limiting players from entering with overly detailed avatars, correct?

median pike
#

Yes

wicked iris
#

cool

median pike
#

Basically avatars get a performance rank depending on what is on the avatar

#

Toy can choose to block avatars above a certain performance rank

wicked iris
#

I see 👌
Also, to clarify, don't have VRC right now, but am looking forward to getting my mind used to it

median pike
#

Though again 90% of the players, at least on pc are "very poor" which is the worst performance rank. So if you choose to block them you won't be able to see most peoples avatars

wicked iris
#

ok, understood.

#

how my wireframe looks so far

quaint jasper
wicked iris
#

Might do multiple versions of my avatar to pick, with different levels of detail

quaint jasper
#

Did you triangulate it already or is that with a triangulate modifer/shaded view with wireframe ?

wicked iris
#

modifier with shaded view

#

wireframe enabled in view

median pike
#

Topology lookin good

quaint jasper
#

So pretty

wicked iris
#

thanks ❤️ Been fooling around with Blender for a while

#

Mindset of mine is making sure it all flows nicely with lots of quads

#

also, am a sucker for detail

median pike
#

Finally someone that knows how to cut holes properly in to a mesh

wicked iris
#

yep lol, boolean modifier

#

Can't stand it when I see odd normals on the surface

latent raptor
#

Very clean. Heres mine so far

devout scroll
#

Well we technically got one LOD

#

Performance blocked sends your avatar straight to the fallback brush avatar

#

Or if you used cats to decimate it to good quest rank

dapper cobalt
#

yesss new fallback system is pog

thin shadow
devout scroll
#

is your scale applied?

#

and also you have a giant ngon

#

you might want to connect some edges into quads and triangles

thin shadow
#

i think i have skipped a few steps

#

i might think of different approaches, like separating the segments into smaller pieces

devout scroll
thin shadow
#

yeap the topology in this thing needs more workaround

idle obsidian
#

True optimization

devout scroll
#

poggers

maiden phoenix
#

any blender gods in here?

#

that can help a degenerate like me lol

idle obsidian
#

True optimization

maiden phoenix
#

i dont want it optimized i'm just trying to figure out how to bind clothing to stuff ;3;

maiden phoenix
#

auto dresser? O-o

idle obsidian
#

Japanese magic

maiden phoenix
#

is.. that a plugin?

idle obsidian
#

Ye

#

For unity

maiden phoenix
#

oh uhhh okay

idle obsidian
#

You want to bind clothing to you r character right?

maiden phoenix
#

yes

#

i already have the clothing i want

tough plover
#

would recommend doing it in blender, not unity

#

there is most likely more tweaking needed than just putting the clothes on

idle obsidian
#

People often sell additional costumes

tough plover
#

that's expecting that the clothes are already made to fit a specific model

#

perfectly

maiden phoenix
#

so i'll need blender

tough plover
#

but that is typically not the case

idle obsidian
#

Still good tool

tough plover
#

any kind of model edits like that should be done in an actual 3d modeling program

#

like Blender

#

definitely a valuable skill to learn

maiden phoenix
#

thats what i'm trying to do lol

#

but.. so many things are on the screen it makes me dizzy ;-;

tough plover
#

I know exactly what you mean

#

the more time you spend in it though, the more sense everything starts to make

idle obsidian
#

I would rather never leave unity because I always break models in blender and it's billion times slower

tough plover
#

...what lol

#

Unity is a game engine, not a modeling program

idle obsidian
#

You can do lots of stuff in unity like mesh edit or texture edit in real-time lol

#

It's just convenient

tough plover
#

that doesn't make it better than dedicated programs

maiden phoenix
#

;3;

#

i just need someone to help me through it lmao

#

kinda.. stuck at one part and i tried watching countless tutorials on YT

tough plover
#

I could but I'm at work right now

#

and after work I need to texture a tiki hut roof for cnlohr's ballpit world

oak hatch
#

Slooowly, new public bot avatar.

tough plover
#

looks great

maiden phoenix
#

dang

craggy lintel
#

Hey guys

#

Complicated software question

#

Does Blender/unity create big Cache files?

quaint jasper
#

Lighting GI cache can be very large over time if you bake lightmaps/lightprobes often in Unity, other than that no

#

But even if it was that, it's not invisible files, so it's something else on your computer

thin shadow
dapper cobalt
#

linux is also a solid choice if it's an option for you

maiden phoenix
#

In blender right, you go to your cats plug-in thingy and click fix avatar to yknow fix everything. But for me it's like turning the model into a silhouette or something?

dreamy epoch
#

Fix model should mostly be used on specific types of models, most commonly MMD. In other cases it might break stuff if you don't check what it is supposed to do.

spiral sigil
#

Is there anyway that I can make an ocean work once I get it into unity that moves via a displacement modifier on a subdivided plane and its coordinates are controlled by an empty game object

#

because when I import it to unity and move the empty it doesnt affect the plane at all which I guess makes sense since it doesnt support blender modifiers

#

nevermind

quaint jasper
#

a specific shader could do that but you'd need to find/commission one

spiral sigil
#

yeah I dont want to make a shader with like idk a flipbook of 100 states

spiral sigil
#

no water needed but it kinda is bland :{

quaint jasper
#

could be clouds

spiral sigil
#

YES good idea

tough plover
spiral sigil
#

i will try mochie soon

lilac crater
#

I'm actually pretty proud of this chair

wicked iris
#

the sketches I used for reference

errant furnace
#

let's say you have a chain on an avatar that you just want to move around. what is the best you can do with it to make it move?

jovial pebble
#

Can anyone tell me why using data transfer to make custom normals completely break/remove shape keys?

tough plover
#

@jovial pebble it's a modifier isn't it

#

you can't normally apply a modifier to meshes with shape keys

#

so when you export, blender discards the shape keys and applies the modifiers

#

the fix is to use ApplyModifierForMeshWithShapeKeys

#

a Python script add-on to do just what it says

jovial pebble
#

Is it an addon for Blender?

#

If yes can you give a link to it?

devout scroll
#

You can do data transfer as an operator

#

It doesn't have to be a modifier

#

Just F3 and search for it

#

@jovial pebble

craggy monolith
#

hello I have a question because when I play vr chat I get robots you must of people

oak notch
#

what's going on with the nose, it's visible in unity aswell under the correct lighting

quaint jasper
#

using a mirror modifier ?

#

Might have to assign your normal manually for that vertex if not

past cloak
#

made all the polys connect so it's one object

foggy granite
#

What’s the poly count

past cloak
past stump
#

im so terified to rig but this is what i got so far

warm fox
#

is there anyone who has free time to set me in the right track to making a avatar

warm fox
#

ty

small valve
#

rigging is either going to be a small or large pain in the ass for stylized avatars but for someone like her it should be somewhat okay. hands are the most tedious, shoulders are the most frustrating. everything else is managable, with each joint having unique challenges but ones you can figure out. except for shoulders because shoulders are fucking stupid but, its f i n e

past stump
#

im just super worried about the face

#

i might just have someone else do the rigging for me because its just
not clicking in my brain :(

small valve
#

rigging the face is the last tricky bit actually. your main issues more than getting the bones down is doing it without the normals messing up under deformation. had that problem last time and because i did not look up actual face rigging tutorials i put up with it and was like "welp guess im going to have sketchy shadows every time i close my eyes 😔 "

#

be smarter than me. learn how to rig faces, adn dont just assume you can do it because Oh I Can Rig An Entire Body Myself except for shoulders Without Mixamo

merry vault
#

To me the rigging diffcultly depends on how the actual model's verts are set up, like if there's a lot of verts at joints for the kness and elbows etc.

small valve
#

the secret to good rigging honestly is its synergestic with good topology. if your topology is not good, no amount of rigging will save it.

past stump
#

ive never rigged anything before

#

this is like
my first model

merry vault
#

I could help rig but I only like doing my own stuff in my own time.

small valve
#

also depends a little on being smart about bone placement but thats the easier part

past stump
#

id like to say my topology is decent

#

but idk

#

the hood is where it gets a bit messy but eh

small valve
#

youll be fine. id say try to make the loops on her sleeve align more with her arm (forgot the exact keys you need to push) but everything else should be fine.

#

you can just weigh the entire hood to your chest

#

or thats what i would do 0u0

merry vault
#

Doesn't look too hard. The hardest part might be the elbows/shoulders.

past stump
#

yeaaa thats where i got a bit lost

small valve
#

what i meant when i said align the loops to the arms* a little more

past stump
#

id fix it
but it might fuck with my uvs
and i really dont wanna remake the textures

quaint jasper
#

If you edge slide, the UVs will be fine

merry vault
#

What's an edge slide?

quaint jasper
#

Pressing G twice

merry vault
#

🤔

quaint jasper
#

wait nvm, not edge slide, i'm thinking of another method that's non destructive

small valve
#

g twice. if you hit E it will match the shape to the adjacent edge loop, you can choose which one to align to with F. i believe what you would want to do is start by using even on the loop to the very edge of the sleeve and working up from there to realign every loop. clamp (alt or C) may also help

#

worse case scnario depending on the texture you can always rebake her coat

past stump
#

good enough for now ig

#

i just really wanted to get this done today fr
i thought id be able to grasp rigging just fine but it honestly has me extremely stressed

#

been workin on this shit for 20 days now 😔

small valve
#

should prob take a breather. rigging is one of the trickier parts, and also one of the less interesting parts for most people unless theyre like. animators. or me, because i like rigging 0u0

past stump
#

yeaa
ive literally enjoyed everything else but this

#

cos im more creative then technical

merry vault
#

I don't really find rigging hard. Just time consuming.

small valve
#

the good news is that if youre doing the bare minimum for vrchat, vrchat does not ask you to do much. you really only need to get creative with rigging if youre going to have stuff like eye blinking and mouth movements, but thats about it. me personally, im an idiot, so i did my first facial animations completely with proportional editing and not with an actual rig. why? who fuckin knows 0u0

past stump
#

i wanna mimic some of the sprites of this character tbh

small valve
#

i did want to learn how to rig faces really well the next time i modeled anatomy however after finding some very interesting black magic from twitter artists

merry vault
#

The thing that pisses me off is making face flexes it just takes SO LONG.

small valve
#

this for example is something i would adore to add onto koyuki or one of my future avatars

past stump
#

suffering pain pain suffering

merry vault
#

The funny deer.

past stump
#

i also wanted to do (ch 2 spoilers) her ||snowgrave|| animation as a toggle but i feel
like if i cant even get the rig done doing that will be impossible lol

spiral sigil
#

oh no i need to leave i havent watched jackspedieceys playthrough yet

#

no spoil pls

small valve
#

i dont know what that is but if its like a prop or something thats actually much easier to do than rigging

past stump
#

its an attack animation

small valve
#

once you get into unity things very quickly become a breeze

past stump
#

i can send a video of it if youd like

small valve
#

perhaps

#

if you like already animate then you just need to learn how unity works on a technical level, a little bit about sdk3, and then go from there

#

but that is in the f u t u r e

merry vault
#

Reminds me how I want to make a low poly Spamton model but I'm lazy and haven't started it yet.

#

And I bet someone's already done that in 5 seconds of the game's release.

past stump
#

just the first battle

merry vault
#

But my friend made a model of Queen so that's cool.

#

[[not mine]]

past stump
#

i also wanted to make a toggle for her to have like
white finger trails to look like ice powers i dunno

small valve
#

yeah if you ||want to fly around like a scary bitch youd have to know how to animate characters. but literally everything else, the fx, the snow, the ice box - all of that can be done really easily with particles. the only thing im unfamiliar with is how to collide with player capsules as an avatar - if thats even possible - which if it isnt, its going to be very easily possible in t he very next major update whcih should be coming before the end of this year. but other than trapping people in ice, you can very easily do the snow n shit after learning unity particle systems for like an hour, and then figure out how to synergize everythign after messing with sdk3 for another hour||

#

deltarune spoilers

past stump
#

oh i didnt want the ||ice capsule||, just everything else lol

merry vault
#

I can make Unity particles but probably not really crazy shit.

past stump
#

i can probably figure out the unity stuff fine
seems straight forward enough

#

and ive animated in sfm
so i know how to animate

#

i just cant rig lol

merry vault
#

Have you tried compiling models for sfm?

past stump
#

nope

merry vault
#

Good.

#

So that means you're sane.

past stump
#

hjbjdfnkdn

merry vault
#

But if anyone by some rare chance needs to compile a model for Source then tell me about it.

past stump
#

lmao

wicked iris
#

definitely will be lowering the detail for multiplayer lol

craggy lintel
#

Does anyone know the solution to gravity hair but not the hair being pulled down?

craggy lintel
#

Would like some help with this..

#

please lmk!

ashen stag
# craggy lintel please lmk!

How are you trying to get the hair to be pulled down? The gravity parameter of dynamic bones only works if rotated from its rest position where as the force parameter is always active

craggy lintel
#

Gravity parameter never renders for me in playmode..

#

@ashen stag

#

And I’m one of the rare ppl who actually bought dynamicbones

ashen stag
#

Just stop using gravity, I always just use force

spiral sigil
#

Hey I wanna commission someone but the only way I can pay is through steam items

craggy lintel
#

It just deforms my sculpted hairs

#

as I sent previously

#

Left is force applied and right is no force applied

ashen stag
#

What do the bones look like? If they are already pointed downwards then nothing is going to happen if you dont move the model

brazen depot
#

is this where i can ask help about why my avatar body and head is messed up....? I never used blender before

quaint jasper
#

messed up how ?

brazen depot
quaint jasper
#

Did you try to join two different things together ?

brazen depot
#

mhm the head wasn't from the body at the first place (sorry for my english)

quaint jasper
#

In that case you need to use Cats armature merge, the head should have its own bone

brazen depot
#

mhm i merged it with Cats

quaint jasper
#

what does the armature list look like ?

brazen depot
#

like this (btw thank you so much for helping me)

quaint jasper
#

Try opening spine and check if there's chest > neck > head

#

also how many meshes you're left with after

brazen depot
quaint jasper
#

Is the head one of these meshes ?

brazen depot
#

material8 is the whole body (without any clothes)

quaint jasper
#

Join all those you want, and rename that to Body

brazen depot
#

like this?

quaint jasper
#

Yep, now try rotating the spine bone again

brazen depot
#

same probleme :(

quaint jasper
#

Alright, in that case, select the body in edit mode, select a single vertex on the face, and select Item in the side panel you open with the N key, it should show you what vertex groups those vertices are under

brazen depot
quaint jasper
#

Ah, do you have a vertex group called head in your vertex group list ?

#

the upside down green triangle on the side menu

brazen depot
#

mhm

#

oh wait

#

I do

quaint jasper
#

what happens when you press "Select" at the bottom of that menu ?

brazen depot
quaint jasper
#

Oh boy sweat

#

In that case i'd suggest going back to where you were earlier with everything not combined

foggy granite
#

why is the skirt so dense

quaint jasper
#

running the translation with Cats on everything first

brazen depot
quaint jasper
#

Probably disable the checkbox and then translate all

brazen depot
#

it says i got ban by google translate...?

quaint jasper
#

HEYMOONA ?

spiral sigil
#

oh because CATS uses google translate

#

did you spam the button?

#

google translate might of got mad at you for that

#

rate limiting and all that

brazen depot
#

i clicked it once

quaint jasper
#

I wonder if it thought there was a bad word in there

brazen depot
#

mhm

quaint jasper
#

Fixing the head would be easy, but as we saw, your chest is also weight painted to your head, so its a whole big mess

#

Where was the head before btw ?

#

Did it have an armature ?

brazen depot
#

In all honesty, should i redo everything?

#

i can try to work with the body only, i saved it in another file

quaint jasper
#

Yeah it would be good to make sure everything is correct first before trying to merge other parts in

#

from the names being translated and the vertex groups being correct

brazen depot
#

thank you so much

quaint jasper
#

np, lmk if you eventually figure it out !

dense nova
#

How do I get rid of this weird darkspot at the tip of the beak?

brazen depot
#

is there something I shouldn't check?

quaint jasper
#

Worth saving and trying again if it doesn't work, but that seems correct, merging all bones might help if it doesn't work like that

brazen depot
#

damnit same probleme

#

is there a way i can make it so my head is considered the head?

foggy granite
# dense nova

It won’t affect the texture but it would affect how modifier interact with the mesh I reccomd just start with a cube subdivided a couple times

craggy lintel
#

It’s just my rigging style

#

To have bones not physically touching hair, I just hate the process for it

coral island
brazen depot
#

i think the problem came from wrong names so i renamed some but i still got problems

quaint jasper
#

glad you're solving it ! That's why merging multiple items from different places is difficult, because they are often built differently

brazen depot
#

im ready to give up-

drowsy rune
#

so this happened when I was previewing blendshapes in unity and I'm certain its an issue in blender.
How can I fix this?

craggy lintel
#

Kiteman

quaint jasper
devout scroll
dense nova
#

Thanks!

grave forum
#

Make a great meme avatar

wicked iris
#

This is why I don't take my sketches up for granted, final look always tend to be slightly different proportion wise

spiral sigil
#

Guys I wanna get into blender modeling how do I start?

devout scroll
#

Watch a bunch, find someone you like the teaching style of and get a basic understanding of blender

spiral sigil
#

Ok thanks

thin shadow
gloomy cipher
#

I have found something and i must make it a reality

gloomy cipher
#

sus

rough lintel
#

Nasus

gloomy cipher
#

Ah, susman, we've been expecting you in the reactoooor....

wicked iris
#

might've nailed the shape of the legs

main gull
#

Someone able to create this for me? Darker brown hair

lyric nimbus
#

Anyone open?

#

I have a request

quaint jasper
spiral sigil
#

pain machine 🙃

idle obsidian
quaint jasper
#

That's a lot of material HEYMOONA

spiral sigil
#

must be all those wires

spiral sigil
#

but w h y

devout scroll
#

nice 3d printer

spiral sigil
exotic obsidian
tame sinew
#

I have a model of a skull, but there’s this weird bump on the bottom that I can’t take off. Can anybody help?..

brazen depot
#

i was wondering if anyone know how to merge a skirt with physics on my body

tough plover
#

if your skirt has an armature and you are trying to merge it to your main model's armature, that can easily be done in blender

#

some more context and screenshots would be helpful

brazen depot
#

mhm give me a second

#

so im basically wondering how to merge this skirt on my body. The skirt have bones and when i merge and fix the character, the bones disapear

tough plover
#

oh jesus fuck the amount of bones

brazen depot
#

TuT should i abandon the bones?

tough plover
#

no, you should reduce the amount of bones

brazen depot
#

oo

tough plover
#

by for example, merging every other one into the one above it

brazen depot
#

i- idk how to do that

#

is it this?

tough plover
#

hm

#

not what I was thinking of but maybe that could work, I was not aware of that option

#

let me test it

brazen depot
#

tyvm

#

is this a good result?

merry vault
tough plover
#

that does look a lot better

#

however

brazen depot
#

awesome, i dont need much physics on my body

tough plover
#

it seems to have only reduced the amount of bones in each chain

brazen depot
#

skirt*

tough plover
#

not the amount of chains in total

#

3-4 bones per chain and like 5-6 chains would be optimal I think

brazen depot
#

should i erase some manually?

tough plover
#

I would probably go the manual way

brazen depot
#

thanks

tough plover
#

I can call and show you an example

brazen depot
#

ill try and then see if a call would be useful

#

im not verbally comfy in general

tough plover
#

blender is still a complex piece of a software and trying to explain where everything is over text is not always easy

brazen depot
tough plover
#

seems a lot better

#

did you delete the bones or did you merge them

#

deleting them is an issue

brazen depot
#

oh

#

lemme spam ctrl z XD

tough plover
#

because there are still vertex groups on the skirt's mesh that are referencing those bones

#

merging with CATS also assigns the vertex weights to the bone you're merging with

brazen depot
#

i think i will look for a new skirt

tough plover
#

why?

#

that one will be fine after some optimization

#

can't expect everyone online to be putting out top quality work for free

brazen depot
#

im scared to mess up

#

i know

tough plover
#

the worst that can happen is you need to go back to an earlier point

#

blender keeps autosaves

brazen depot
#

o

tough plover
brazen depot
#

O_O

#

i didnt know this-

#

thanks

#

well if you really dont mind i would appreciate the call and the guidance, but i dont wanna be of any trouble

tough plover
#

I already whipped up a demo scene

tawny pond
wintry vector
#

do you know how to weight paint a model that occludes itself in the viewport?

#

does anyone know?

#

like if one part of the mesh blocks another part of the mesh that needs to be weight painted

#

and its all kinda clustered

tough plover
wintry vector
#

@tough plover Thank you. I've been doing blender for over a year and this was a major roadblock for me which is why I avoided weightpainting

tough plover
#

you can then manipulate the bones using R to test the weights

wintry vector
#

yep

tough plover
#

note that it doesn't work if you have either face selection or vertex selection enabled

#

I recommend creating shortcuts to enable/disable those, I have mine on the keys 1 and 2

wintry vector
#

is there any way to hide the rest of the mesh while you weight paint only selected verticies?

tough plover
#

you could enable X ray mode while still in edit mode

#

you could also do ctrl + I to invert the selection, H to hide them, then A to select everything before going back into weight paint mode

wintry vector
#

@tough plover how do we unhide them when we're done

tough plover
#

alt + H

wintry vector
#

these two tricks are going to make this so much easier lol

gloomy cipher
ripe escarp
#

first time 3d modelling, following dikkos series and its going pretty well

forest garden
#

Hi guys, just asking kind of noob question here, sorry 😄

#

I'm trying to put some 3D models into unity, those models we ripped from Xenogears by people much more klnowledgeable than me

#

The issue I have is that for some models, transparency is not rendered properly, while it should work.

#

When putting an asset into unity, is there something particular to do to force transparency ?

#

I wonder if i made a mistake importing it.

#

The only thing i'm making is 1) drag and drop the file into the scene / rotating this / select all and put a mesh collide so that the player does not fall of.

#

i end up with this :

#

while it should be this :

#

Also, as you can see, the textures are a bit blurry, could this be because of the scaling?

spiral sigil
wicked iris
#

I barely have any Unity experience, but I can say, the textures should be fine, it's just the texture blur filter is enabled by default.
Best I could say is find the shader/texture settings that enables the alpha transparency and filter

forest garden
#

Oh there are shaders, i did not see

#

i'll disable anything then, let's try. thanks guys ❤️

wicked iris
#

once it's all done, I'll remove all the polygons that are hidden underneath

spiral sigil
#

the hair do be like that

wicked iris
#

how it looks on the character

#

still adding some extra strands to improve the shape to how I want it

forest garden
#

beautiful, congratz 🙂

wicked iris
#

thx ❤️

#

here's a full shot of him so far

forest garden
#

Ok

#

so I was able to go to the shader thing

#

I'm pretty sure the "opaque" rendering is the issue, but I cannot change it

#

doesnt do anything when i try to change optinos... Any clue?

#

with 'edit shader' i get this

#

which does not seem to lead anywhere, 0 option again :/

#

(ok found how to remove filter from textrue, going forward)

#

stioll strugling with transparency

tough plover
#

as for transparency, you either need to use the alpha of the texture itself as transparency, or use an alpha map (depending on how the game was made)

forest garden
#

Yep for the no shader thing i edited the texture input

#

here by putting 'no filter' in Filter mode in stead of bilinear

#

I tried "alpha is transparency" but it does give anything yet, and i don't know how to edit this alpha

tough plover
#

careful, "material" is not the same thing as "texture"

#

a texture is an image, a material is something applied to a mesh which takes as input textures and other values and is governed by a shader to determine how an object is rendered

forest garden
#

Ok yes, this way diff alpha can be defined for diff objects i guess

#

then my issue remains that for materials, i cannot edit them

tough plover
#

that's because it's trying to use materials included with the FBX

forest garden
#

would like to change in these options, for instance opaque > transparency, but i can do anything

tough plover
#

you either need to create new materials and assign them, or you can click "Extract materials" in the model's import settings

#

when you click that, it'll prompt you to select a folder. make a new one called "Materials"

#

it'll then create new materials for every material slot on the mesh(es), assign them, and dump them into the folder.

forest garden
#

Oh ok, and if I have a "level" made up of materials placed in good places, with right textures etc

#

( . dae file)

#

will there be also a new dae in this new folder with all the new materials ?

tough plover
#

no, it'll assign the materials to the original .dae

forest garden
#

Or will i have to swap themm all manually?

#

oh ok, even better

#

well, thanks a lots 🙂 trying to get this done asap (good that we did not made too much worlds already, sincewe now have almost to restart from begining)

#

thanks a lot

#

hope it'll work 🙂

oak hatch
#

Taking an old gun model I made and cleaning it up for use w/ an avatar. Sub 2k tris.

#

Need to make a holster, and redo the UV mapping

spiral sigil
#

is there a resource with lots of gun schems?

oak hatch
#

Yessss. But also a bit of CZ

#

Yes, my workshop, lmao

spiral sigil
#

giv

#

me your guns

oak hatch
#

Melon Lobe! Cold dead hands! Reee 🤣

#

But yeah, having them makes doing some of this stuff so much easier.

#

And since they are currently gathering dust, because ammo prices; might as well use them to design some cool stuff.

spiral sigil
#

Yeaaaa

oak hatch
#

Next model will be a MacDaddy sorta thing with a little AFG. Basically a SciFi tec9

spiral sigil
#

Mac10v

#

?

oak hatch
spiral sigil
#

what the

#

hell

oak hatch
#

Yes

spiral sigil
#

are those all practical attachments???

#

geez