#3d-modeling
1 messages · Page 118 of 1
It's a Mac10, with a 3D printed receiver, that takes AR triggers and Glock mags
There's a folding stock version, too.
busted
HOW THE hell do those bullets go through the end of the barrel
it looks like its half the diameter
Gonna build out something like this as a PDW for my OielBot public model
Mac barrels are weird
Thin as hell
Really cool gun tho
There's like fourty iterations of the body, all are 3D printed
are bullets expensive
Yes
fuck
wait that doesnt seem that bad
But yeah, next model will be inspired by that and the stribog
With a dash of GHM9
Telescoping stock, roller delayed blowback 10mm PDW, since the handgun is also in 10mm, for the memes.
trying all shaders rn but no one sems to give proper transparency.. 😦
Standard can do transparency
for worlds, you should try to stick to standard if you can
Poiyomi is another very commonly used shader
ok thanks, well i'll keep on trying every option/alpha transparent, etc stuff
@forest garden I can call a bit later to look into your issue
img fail
Dam, this head took me more than it should, a big thx to Ruuubick for the tips
Oh dam that looks great NJ on the hair
Anyone remembers how to see what is affected by weightpaint…? It looks like heat camera
Select the Armature + Shift + the mesh/object -> change to Weight Paint tab -> click on each none with ctrl
Thanks
np!
while weight painting, what does the pink color mean
who can teach me some English
Here's somethin' ya'll don't see much in here: dishware. Figured I'd see I could translate design elements from the knives + equipment into somethin' more mundane largely as an experiment, though a matchin' set does look mighty nice when laid out.
wow sorry for late response but yes every single one
Did you edit the mesh at all before exporting ?
If the head is fine, you can select all vertices of the body while on the Basis shapekey and do "Shape Propagate"
I added clothes to a model and joined the meshes to the armature is all
I did that and now I can't export it. It says "Eyes not named Body"
Okay, I fixed that problem and the shape propagate thing fixed my issue, but now I don't know how to make the blink blendshape work again
Just to showcase what the hair is like when subdivided by 2x
Definitely not gonna use 2x for VRC lol
how do i round off the ends of my monitor stand like this?
ctrl + B
it's not rounding how i want it, notice what's wrong?
you're selecting the whole loop, you just want to select 2 or three edges
@quaint jasper what 2 or three edges? think i tried that before but not the rght way i guess
try left and right edges of the square end
@quaint jasper it worked!, now how do i make it perfectly round and choose how many faces i want it to have?
scroll wheel after ctrl + B
@quaint jasper it's not working, it's adding more faces but not making it rounder
i am not too sure why that's happening to you tbh
im 100% certain its this
Anyone have tips on UV unwrapping?
I'm trying to stack some UVs and keep them grouped on top of each other in blender, but when I do something like merge them, they shatter into parts.
My process was, uv unwrap by seams, then layer the similar geometry over each other, then merge by distance to get them aligned precisely.
I was then planning to group them (somehow, don't know how) and average scale and pack.
But I'm unable to.
If you can help, many thanks.
Hello, i have a question. So i know true 3.0 SDK it would be easier, but i wanted to try this true 2.0 SDK. To see if this actually works... : I am working on a avatar that has 2 bodies. One for example in a regular human skin and the other is a demon skin version, with horns. I used the toggle tool where i Unable the Demon body and disable the human body, so the unable button will be on the control panel. Which workt! Now, if i use the vrc- descriptor, i need to link one body. Wich i used the human body for. The body of the human mouth moves when i speak, but when the Demon is being toggled to reveal, it doesn't move the mouth when i speak. I tough of adding another vrc-descriptor but it doesn't seem to work.. Is it true tough that we can only use the vrc-descriptor just once? ( it might sound like a stupid question but just wanted to be sure ) If where able to use it twice, is there another way? Thankyou ^^ ❤️
I will fucking murder omega bot for deleting my long responses
You replied to my message? cause i saw a tag but it removed it when i checked
yeah omega bot deleted it
-z-
basically id just have them be 2 seperate avatars
OR
if you can switch from the normal to human and back with material/texture swaps and gameobject toggles do that
Hmm.. But it might make the avatar a bigger file to and harder to upload right?
you literally have 2 seperate avatars in one
thats more filesize
Oh god you're really not supposed to do that
If you want to stack similar but not exact copies of the same island then you need to U square them and even then it's not ideal
Why do you need to have them be the same on the uvmap if their geometry is different ?
Yeah ... i am just going to make 2 separate avatars. just making it otherwise to diffecault for myself lols
maybe someday we will have the abiltiy to switch between different avatars in a radical menu, for avatars with like a million outfits but yknow not all on one avatar
for your own avatars rather not public
Hey im looking for a pocky stick 3d model anyone know a good one
Absolutely insane.
i hope so
really nice 😮
WIP for Spookality, i am currently trying to think of better clothing for him
@spiral sigil still not working
noo? then i got no leads
so here's a question
how do I mirror a weight paint I've already done?
I forgot to check X-mirror on bender, and now I have one side of the model that has good weightpaints, and another that doesn't
how do i rig and export the model into vrchat
make skeleton, parent skeleton to mesh, fix weight paints because that's gonna fuck up, make the materials if you haven't already, export as an FBX, open Unity 2019.4.31f1, add VRChat SDK 3.0 avatar package, log in, import fbx, correct the materials, set up the blendshapes, hope you don't have a mental breakdown when it all fucks up eventually, keep saving, finish everything you need to finish, go to builder, build for windows and you have it uploaded in VRChat
I skipped a lot of steps because there's just too much
look up tutorials online, it helps a lot
i dont know if there is a way to do that natively, but someone has probably written a script for it
name the bones properly, if it is at the left side of your model named it with a ".l" at the end EX: (Feet.l)
after that use the Symmetrize option
You can duplicate and mirror vertex groups
or use a mirror modifier on your body mesh
@wicked iris dang what shader is that?
This isn't previewed on VRC btw, it's just the regular Principled BSDF shaders in Blender.
Ah, fair
The toon shader that people seem to favor washes out the colors on my avatar.
Will have to dig around for others
yep, it really hides out the mass polycounts imo.
Thinking of going for the more normal shading type, going for the semi real look
you have 2 options for anime shader:
1 - Use Poiyomi, Cubeds or some shader who do the job automatically (for vrc in unity).
2 - hand paint the texture.
might be doing the hand painting method mixed with a slight toon shader, then again, I'll be experimenting around with what's best
how can i solve this?
I already did the AA, OH and CH
but for some reason CATS don't recognise the mesh
Did you join your meshes ?
Does anyone have any good viseme picture references I can use ?
I'm making visemes
i need to join all the meshes in one?
That might help cats for finding those shapekeys, i think it looks for the mesh called Body
spooky default unity man
His name is Fred !
This channel is for 3d-modelling discussions, please move to #general-media for other discussions
/s
@languid fog in my experience you also have to make the armature first and pair it to the mesh
well, still the same
^^
did the 20 Shape keys and named it properly
did the shape of AA, OH and CH
to do the visemes
but still "No meshes found"
Are you sure your shapekeys are named correctly and you have a Basis at the top ?
Are the meshes weight painted to the main armature ?
yes
yes
where's the rest of your armature 
tbf it might be a Cats bug i'm unaware of https://discord.gg/zRd4m2Ev
it would be weird needing a entire Armature just for visemes
ok idk how i did it
but it worked
aosndoiadnoiand
idk what is happening, but the visemes worked
so yeah
Been a while since I've done any real renders in Blender but I was curious
Does Blender have multi-GPU rendering?
If so, how fast could I render with
4 RTX 2080 TIs
Nice!! Thank you!!
Are those cards good? I assume they are, but it's mostly used like a TPU so I'm not sure about its graphics capabilities.
2080 TIs are very good cards
Ooooh
I have no scale lol I've been rendering mostly on my gaming laptop which is on a single GTX 1060 (6GB)
And it takes a good like... ten minutes to do the renders I tend to do in Cycles
How much faster could I expect 4 2080 TIs to render that same kind of image?
this question is probably making the resident Gaming Rig builders and 3d modeling nerds scream lol but I am somewhat new to this
I don't actually know, but pretty much, a lot faster.
Because you're not only taking a much better card, but also 4 of them
interesting
I'll have to see if I have permission to use it for that
I'm using a server from own of my professors to do some PyTorch machine learning model training
The program is using over 40gb of VRAM lol
That machine do be learnin
Actually I misread that table, apparently that's the total avail memory and it's only using about 10gb of it which is weird
honestly I bet lol
I hope he'll give me permission to do it
He's doing VR research as well
so maybe if I ask for permission to "do my 3D and VRchat renders on your server" he'll give me permission lol
LOL
honestly I bet he will
he's doing VR security research
and I'm considering applying to him for grad school
so I don't really want to get in his bad graces
and honestly with 4 2080s sitting idle, I can't imagine it would be a burden
but I should definitely ask first
this ML experiment is actually somewhat VR related
I accidentally ran the model on only one GPU but it's still training at 2hz lol
so
so I can just let it run, it'll be trained mostly in like 12 hours enough to see if this is actually feasible
Essentially his research in the past has been significantly on like
physical device security
Some research he's discussed involves how it's possible to use smartwatch accelerometers or cell phone accelerometers to accurately predict users' typing using ML
which means that essentially with no permissions, you can snoop passwords
He's going to research that for VR next
So I have this Vrchat model that I made on a site
And I have no idea how to export it to unity, and get it into Vrchat
depends on where you made it
built myself a server with 3 5700xt cards in it and ran some blender rendering on it, sadly the speed increase wasn't as high as i was hoping for, so its either not scaling linearly by adding more gpus or i had something configured incorrectly, this was also dont on the old version of cycles since cycles X does not yet support amd cards. Do keep us updated with your results tho, pretty curios on how things are on nvidia side 👀
Yeah I’ve been trying to get this VRM file in, and it just won’t work (it’s labeled Cake2)
I even got a converter
Hey so is there an easy(er) way to put an existing texture on a mesh? I've got this so far in Unity, and right now I'm relying on Blender's UV editing feature. It's close to what I want to do but not quite; I'm trying to make these scales seamless and I'd like them to flow across the body nicely, and I'm trying to have it so that e.g. the main body has larger scales and the tip of the nose eases into smaller scales. For the record I'm using a texture that's been listed as completely free to use on the person's website
hey ! can someone please help me out with making a avatar please i got all the texture's ! but i have problem's with the program
is anyone willing to make a dog model from scratch for me? i'll dm you a referance and some things i do and dont want in the model! give me a little bit of time to put together the money.
oh yeah, please make it SFW [SAFE FOR WORK]
i cant acsess my vrchat account is broken at the moment.
gotta do it manually i guess. you could paint them onto your mesh if you have proper uvs but I don't know if there's a easier way to do it
Done making @miyuki_05290's OC into a model
https://twitter.com/nikkytae/status/1447165120778407939?s=20
https://skfb.ly/o7ONQ
Finally done making model of @miyuki_05290's OC >__<
It’s my first time making variants of Japanese traditional clothing. It was pretty fun. https://t.co/WauMt4l8YA
Yeah. After a little research, apparently what I need to do is paint directly on the mesh indeed. Manually aligning the UVs to match definitely feels like it's going to take far too long
Doing it in Blender feels like it's going to be complicated so I've taken to finding another software to help with texturing. So far I've got Armorpaint to try out - if all else fails, I might consider Substance Painter but I'd love to use free software instead
quixel mixer is also free and pretty good
not so much for painting just yet i think, but it's good for procedural stuff
Tried using the github version of armorpaint since I can't buy anything right now while they offered the source code for free. Things... didn't go as planned lol
And these are actual glitches, i.e. I couldn't just paint over them
I just wanted to put on some naturally-flowing scales lol
You can try substance for 30 days
As far as I've seen, it's actually 7 days
At least according to the search results
They've apparently recently changed it from 30 days to 7

I mean I can definitely try it out still, lol. I might actually, considering that I haven't found another free or affordable alternative yet and 7 days is still better than nothing
Also thinking of seeing about blender add-ons too
You can get a student license for a year
Then another one next year
It doesn't matter what kind of student you are or if you are one
I actually am a student, the only question is how do I go about getting the student license and/or if my college is even qualified? (I'm not based in the US)
Also just installed the trial version and this is the first thing that shows up when it's opened. Rip lol
Oh hey, looks like it does actually give me 30 days
Seems the 7 day thing doesn't actually apply, at least not to substance painter
I don't think that info is being checked at all
You get a license emailed to you the second you click submit, and the picture of your student id doesn't matter either
Hmm. Suppose I'll need to see where I can access this sort of webpage, and I'll also need to wait a little anyway as I just recently re-enrolled college and I've to receive a new student id card
Seems I've found it, and it does appear that I'll actually be eligible for it. Sweet
cool
your style is immaculate
thanks
Damn that's sick!
In love with that design
That looks really good
Now I want a computer to make models like theses
So on the other end of the spectrum; I'm looking to make models look kind of... scuffed. Like near-intentionally bad. I think it's something that's done within Blender as some kind of optimization, but I'm not sure the entire process.
Step 1: Decimate
There is no step 2.
Excellent, that's the option I was looking for
Simplygon can get you a very similar look and you can choose to have it atlas all of the materials on your avatar while its doing the reduction. Blender integration is in preview mode but it’s still available on the free version. It has native Unity support available too
I'm honestly not looking for full perfecetion, but instead just looking for scuffed
flamungo
so cool
Just decimate the model alot
You can also mess with making cursed shapekeys for talking
But the most I've done with that is make a plush's head stretch a little when talking
can someone help me comprehend weight painting, no matter what i do it turns into this hot mess and I don't get what I am doing wrong
perhaps another bone is interfering
check the other vertex groups or go into edit mode and select one vertex of the knee and in the weight table see what affects it
Well, any modelling software has alternatives to these tools
Hey guys! I'm new to the community and I work in Blender and Unity, I wanted to start making VRchat worlds, where should I start?
About getting a vrc world up and running
Optimization
Scripts and stuff
Looking for some guideline ^^
found this one to be a decent text guide https://steamcommunity.com/sharedfiles/filedetails/?id=2507157026
Video version: https://youtube.com/playlist?list=PLPdWkxUSZ65Fp6ICrU7mIq1znAfPwMhNZ
This is the script of a work in progress video tutorial series about how to create your first VRChat World using
Thank you so much
and definitely ask around on the Discord if you have any questions
Yessss I sure will!
do you have some kind of identification card that you got when you started ur education?
you can use that to verify that you are a student
otherwise you can purchase a perpetual licence trough steam, its gonna set you back about 150 euro but its very much worth it for that price
I do but it's outdated, unless that doesn't matter
you can try it anyway
Actually now that I look at it, it doesn't actually show my current year on the front at all. Just the issue date on the back
i believe its being checked by AI so you might be able to fool it
it has been a while tho when i have had to get a student lisence, things might have changed since adobe is in charge now
Maybe. Think I'll wait for my new ID first just to be safe
For now I got the 30 days trial, and I can also see about getting the perpetual license depending on what happens
Would be cool if I got the students license so I wouldn't need to worry about the perpetual one immediately, considering my budget is pretty limited
tru, just see if you like it or not and give it a good spin. if you are serious about getting into 3D art its a BIG reccomendation to learn. fairly easy to pick up and speeds up workflow 10fold compared to photoshop texturing
alternatevely you can check out this, its a free substance alternative. a bit less in fatures tho but it will do the trick https://armorpaint.org/
Actually I did check that one. Had some difficulties unfortunately
Used the source code version (after compiling of course) so I could give it a try. Was a bit tough to get around and I also experienced some glitches
understandeble, i gave up after the compiling of source code part lmo
For me the compiling part was pretty easy, particularly since they had instructions and it went by smoothly. But they also left out a step which I had to find via a youtube video lol
After which I finally had a program that would successfully run
aye chill
if you can follow all that then you should be able to learn substance painter just fine
that is if you understand UV unwrapping ofc
but it has an auto uv unwrapping feature nowadays
Ya. UV unwrapping seemed pretty simple, at least as far as I was concerned lol
But something I've tried to do was attempt to adjust the UV islands to create scales that flowed nicely. Needless to say, I eventually gave up because it was far too difficult to actually make it look good lol
(for context - was using an existing, free texture)
aye i see
if you have trouble with UV unwrapping check out RizomUV, i have been personally using if for the last 2 years and have not used any other UV unwrapper since
I really like her Vtuber concept, so nice

I'm moving to the current version of the panda base, but I'd like to keep the current body texture I've been using. The new base has different UV mapping from the older style. Does anyone know a quick tool or tutorial to change either the UV mapping or the textures themselves without doing it all by hand.
Is there like a quick and easy way to map the UV from the first pic to the second?
I know I can do it by re-adding seams and unwrapping things front to back, but I'd rather just like quick and dirty copy past the textures from the first image onto the second image.
I would say no. Since the setup looks completely different between the two. Just take the time and remark the UV seems.
NPR gun. Planning to release as a full unity package, including anims and the like.
around 2k tris, 2k texture. will include working RDS.
I still have to smack it with a planar decimate to clear any extra Tris, and figure out how to get outlines on poi with split normals, but the animations are mostly done, and the textures only need some tweaking to look more "cartoon"
Any tips for avatar modeling? I haven't made humanoids before
Alright
Kinda wondering if starting out with the basic shape then subdividing a few times followed by sculpt smooth tool will work...
Might at least give me something to work with
How do most models look so smooth
Like is there a specific program that people use?
basically most folks on here use blender to do their modeling
Ok I already use Blender so I got that checked off
cool
But all these models are so smooth it's kinda impressive
mostly it's folks having a better grasp on how to use the tools
Yeah
I'm sure
Could be the shader
You're probably right that it's the shader
But shade smooth never looks good when I enable it
Maybe it's cause my models are never complex enough?
Ok
Yeah
So that is done without shader?
I guess the tools alone are good enough...
I'll get it all figured out
Yeah shade smooth I think
Unless that's not a shader
I'm basically self taught in blender so idk
Ah
like are you referring to the specular highlights if you're talking about Princibled BSDF
No just that the models surfaces always look like very smooth. No jagged edges or anything
No noticable verts
Usually low vert count
I'd have to dig up some images
Yeah
Well I'll see what I can do
Pushing my limits a bit
Proffesional
thanks, I'm really happy that I got into this hobby
Not bad
Beginner question: (I'm trying to learn everything I can) how is it curved without having a ton of pollies?
that has a subdivide modifier on it
Ok...
Don't exactly know what that means cause I'm guessing it's not the same as normal subdivide
basically that just means it's not permanently on the model until you tell it so
Ok
But it curves without making a ton of verts?
I really need to learn how to use it
it actually makes more vertices it's just not rendering them in editor mode
yes
yep as it's literally using like four times the amount of vertices so it's definitely smoother
I hope you're looking at tutorials and references !
idk
maybe try checking the the face orientations?
how do i do that?
they show fine in the render but not the solid
that's actually pretty weird
is this a model that you grabbed off the internet? just curious...
all the parts are mhm
need an idea of how much experience you have
oh so you're taking parts and dragging em in?
mhm
ok...
but i checked a couple videos and tutorial and got help in the past
alt + N > recalculate outside
so idk how experienced i can call myself but i know the hoodie isnt supposed to be called head
yeah try that
lol
do know that if there are internal faces, the recalculation could get messed up
it works!
wdym?
luckily its only the skirt
that skirts has so many problems
anyway, tysm!
rq how do i select all the bones attached to a specific bone?
No worries
So I’m on quest 2 is it possible to make my own avatars
Yes but you need a pc to upload
Speaking of, ran into trouble with Blender after porting my files over to my new rig.
Blender's showing the proper icons for the materials and everything else seems intact but the model itself is purple.
Ok I got that but where would I do the actual making of the avatar at
combination of blender and unity
Ok
Before getting started ensure you have a Unity project with the SDK set up. Step 1 - Find a model Arguably the most important part, you must find a 3D model to be used as your avatar. As this is your first avatar we recommend getting one from the Unity Asset Store as they usually come fully rigged m...
You can use the File > External Data> Find Missing Files
Many thanks, just saved me a lot of headache.
Double click on the name or in the bone panel directly
anyone knows how to add texture to something that has no texture?... I dont know how to explain but im basically trying to draw the nails
i use blender and CATS plugin
Make a new material, UV unwrap those nails, assign the new material to those nails, use an existing texture or paint them yourself
hey anyone elses sdk not showing up at the top if unity?
I remember when it happened to me i was using the wrong version of unity, maybe thats what it is?
Could be. They did update the version of unity it uses now. The current build of unity should be 2019.4.31
o cause i use 5.6.3p1 what should i use
You should use 2019.4.31f1, Unity 5 is over 4 years old now.
Modeling feet in class
This is a power move
Honestly this isn't going half bad
I have the calves planned out
Anyone know where I can learn modeling for non-humanoid avatars?
Want to make this guy
Anyone know why the modifier isn't applying symmetrically?
is your object's origin in between?
the mirror modifier gets applied from the origin point
here's the different ways of setting the origin
make sure the mesh is near the origin point
Understandable
nice 👍
DAX is coming along,
yeah I didn't consider just how sexy this would be when I came up with this idea
So ive been having Alot of problems trying to unhide the Gray Mesh shown in the scene here however it says its not hidden and its invisable either way.. how do i fix this???
enable more of the filter toggle restriction things
thanks 
Any of ya'll got tips for makin' monster-style teeth or just teeth/mouths as a whole?
Don't like what most anime-esque models use an' figured it'd just be easier to create some from scratch then hunt down a model with a decent set.
Goal's somethin' like this.
okay loosing my mind here... i feel like ive tried ALL vertex groups like 3 or 4 times... (theres ALOT) but i still cant get rid of these "dents" in both of her thighs.. As you can see this avatar never had actual legs past the thigh, (white thigh leg is where that cuts off) it only does this when the leg is raised forward or backwards.. im ON the "leg" layer and its ALL red.. so what gives?
I think anime's usually flat, sometimes a long and bent cube with fangs sticking out.
I'd look at sculpting animal teeth but you may also get away with just find simple box modelling with subdivisions
I'd get the basic principles of modelling a humanoid avatar done first so you learn about topology, weight painting, and using the least amount of polygons possible. You're still modelling an anthro character, so most of those tips will carry over. The main difference would just be the proportions.
Your answer: Modeling humanoid avatars on youtube
Okay thank you so much!
cool
Here's an early version of a model I'm working on
I plan to improve and replace some textures at some point but I think I did pretty good for just like 4 hours of working on it
Cloth clothing simulation is so cool, but so jank. Random topology everywhere around the seams. Ughhhh 💀
Hell yeah!
You could always rip from a furry base; or try to find a vampire base, or model yourself using animal skulls/teeth as reference. I love this look though. Good luck!
Hey guys ^^ i was just wondering, does anyone have 3d model ready for use - bracelets for couples? Perhaps something like black leather or pearls like accesories which can have some space of silver metal to have name written on it later on?
Im not sure if this is the group chat to ask, as im not looking for an avi either.. though
Go check out websites like gumroad, booth, sketchfab, etc
Just in general 3d assets stores would help you out
Okay i will try and have a look :). Thank you!
Stoplight Head lives again.
With more enforcing power
stopping traffic with his bare hands
I feel like a stop sign made into a battle ax would be a suitable weapon for him.
Not a bad idea
working on swatchling from deltarune :0
making already
What I finished yesterday
@plush mulch I'm trying but 3d modeling harder than people like this ^ make it look
um, the character i'm using and you want to do is a literal humanoid, i dont see why you cant do it
also
non-humanoids characters are not compatable
i think
Check your other bones, sounds like you have the legs also weighted to the hips or spine
They are, just gotta be bit more creative an' do some trickery.
(the bot is not allowing me to post the other view bc it is "sexually explicit content" lmao)
Real nice work on the clothin'.
How complicated was it to make? Some bits look complex to pull off.
Looks like a lot of self intersecting geometry
Also maybe wrong, but i'd assume starting with shrinkwrap and extruding from there
some yeah, i tried to use less faces possible and the belt at the upper part of the boobs would need a lot of faces to look decent, so i just did it on a way to enter the mesh without looking that bad
ik that's not the better way to do it, but yk, still learning haha
Looks good mind telling me the tri count
with the body or just the cloth?
Both
Cloth = 14.932
Both = 44.312
Intersecting geometry is totally legit, i wish i did it when i started instead of trying to make everything part of the same topology...
Yeah having things separate is great for a modeling standpoint and also help thing be a bit more optimized
44k is quite much tbh, i think i could do some optimization with it
i like how this is going
True but what subdivision level do you have on the mesh
even though they aren't even full feet
Oh good I like to work with 1 as well
i dont recommend using sub lvl 3 at the viewport
i like to do the most optimized possible
ok :/
it looks too angular at 1
But I haven't work on any base mesh in a while mainly props
And also this
Still got a lot of work
You need proper topology in the first place, otherwise it will be hell for you
Highly suggest looking at any modelling body tutorial, you're pushing yourself into a corner here
ok...
Easy way to model a foot In blender 2.9 and blender 2.8 to get both realistic and stylized foot without sculpting .This is my very simple foot modelling workflow using just box modelling and simple polygon tools in blender 2.8. This tutorial is for beginners, intermediates and even pro users inspired by maya tutorials.
yo i cant do mech stuff
That's alright, you picked up skills on the way, just want to make sure you're making something usable in the end
alright
Well this is my closest finish one compare to all the human projects I start then stop
i'll make another project i guess
Yeah i know how you feel sometime it just batter to stop the project and retry
Jesus I just remembered how horrific the first face I made
I got to find a photo
yall've stopped me in my tracks lol
so i might avoid that
previous to this i'm basically self taught
made these kamas for example
Oh weapons
look like a bird
honestly looks like a bird mask of some sort
ikr
it's a smooth model and you could probably repurpose it
thats a nice spear
niice
sub 1?
thats cool
The big toe
ok that's weird. why are there 2 edges here?
it seems like the extruded faces got copied...
fixed it by merging them
hopefully that is the recommended solution
I say yes because sometime blender make the overlapping vertex
yeh
i got a ripped model from WipEout HD/Fury once. it had a horrendous amount of overlapped vertexes
is talking about having ripped models allowed here?
Hmm I haven’t seen anyone ban for it
Yeah but ripped models are generally very diverse in quality wise
yeah
anyways back to my model...
i think that the feet and hands are probably gonna be the most difficult part of this
Yeah I generally agree
But usually I don’t try to model feet because you can just cover them with shoes
i have a plan for the calves, should only use like 8 manually placed verts at most
that's true
If you just practicing it good to model the feet for who know why
Maybe you want sandals
what should the eyebrows be attached to?
It's mentioned in rule 9.
in what ? bones ?
mhm It was previously attached to my eyes bone, so it would disappear if i looked arround
but now its not attached to anything and it doesnt work
well the eyebrows still have animations working, but it doesnt follow the head correctly
That should be the head bone
if they're not following it means they're weight painted to something else
thanks!
yeah i figured it out when they disappeared in my head XD
How can I weight paint the eyebrows only?
found it
neat
If you're using ripped models to any degree, I would only recommend doing so as a reference/template for more original content.
Depending on their complexity/age, there's a good chance you could also recreate them almost entirely or even make something of higher quality.
yep
On top of that, many models experience some level of optimization/decimation to make them more computation-friendly but there's plenty which were questionably-made in the first place. Plus, the software used for making them was likely not on-par with current ones today and/or made with certain hardware limitations in mind.
yeah that's true
boyo im working on. any tips?
(I am still working on the textures for the shoes and pants)
Tips to do what ?
Ayyy my model is finally getting somewhere 😄
just gonna have to fix the white eyes but i think i know where the problem comes from
eh nope idk why my eyes are weird
XD
is it possible to give a different atlas to my unity texture?
Would anyone be able to tell me the best way I can add new shoes to my avatar? I have used blender before, trying to add skates to my current avatar for the new skating world coming out tmrw and no matter what I do when I try walking with it or testing a animation in unity the shoes just go off the feet
how are they weight painted ?
well that's the thing, I have changed clothes before but never shoes, these skates also don't have a armature so what would be my best bet?
to weight paint them to your feet bones
is there something with cats to do that?
not really, join your meshes, in edit mode select the left roller skate, assign 1 to the left foot vertex group, repeat for the other side
how do I assign it?
By clicking on Assign
did that, double check it assigned it and still
this
me just testing a dance emote and the white part is the legs
make sure they're not assigned to any other vertex group
yeah idk still does the same thing
Perhaps
Knee
How do I merge 2 objects?
Make them into 1
I've done it before
But can't figure it out now
Oh got it
Finished the rough draft of the upper jaw, haven't applied the subsurface modifiers yet but I'll wait to do that until after I get the bottom done + into position.
so if I have my current avatar with a armature and I am trying to add shoes that don't come with a armature what would be the easiest way to do so?
parent the shoes to the feet bone and transfer the weight
how do I transfer the weight?
and parent it
idk if this question can be make here, but do I need to export my model on a specific way to come with my visemes?
Make sure it's targeting the correct body mesh
yep, still the same
Fresh import
if i want my ears to be interactive, should they have bone collider?
Are the shapekeys not visible in the blendshape dropdown list on the skinned mesh renderer component ?
interactive for yourself yes
just say "none"
Click on the skinned mesh above
oh, what about if someone else touch them? ive seen on public avatar the ears were "touchable" (sorry for my english), i wonder if i have to do something special for that
top of the component has a lit
No that would be a modified client, which is against vrchat's TOS
Avatar interactivity across player is coming soon
thanks for the clarification
yeah then they definitely are not getting exported
are you using blender's export or cats ?
Blender Export
Mind giving cats a try ?
Save, close blender and restart, could just be fucky
Same...
oh, when i try to "import" the model on a another blender project the Shape keys arent there 2
so it is smth with blender
what about any other model ?
Could also be unity import settings
Or you need to run the auto fix for legacy blendshapes ?
like, at the main project the shape keys are there and working, but after exporting the model and importing it on a New Project in blender the shape keys are gone
i dont think it is smth with unity
yes
like, do i need to aply every modifier before doing shape keys?
bc i think thats the issue
what modifiers do you have ?
Sub and Armature
Can't apply modified to meshes with shapekeys
It should tell you when trying to apply manually ?
Nah no need
If your shapekeys are good, this addon should work perfectly

second time you saved me, thx m8 haha
no worries, make sure to save a version before applying modifiers though, since the addon is destructive
ok 
4ish hours of tweaking and polishing later, this is how the teeth look now.
Smooth shaded + an outline "shader" done with solidify, something I learned just to make them look a li'l better.
so, will colliders keep my hair from entering my body?
If set up in conjunction with dynamic bones, I believe so.
do i add a collider component or does the dynamic bone work?
You need to have both.
so do i put the collider component on both the hair bone and body bones?
Dynamic bones allows interactions + gravity, colliders are the interaction point.
If I'm rememberin' correctly.
Most people just have the colliders on hands with dynamic bones on anything that they want interactable or movable. IE: hair, accessories, etc.
if i put a collider on the spine, will it keep the hair from going there?
like an invisible wall
I haven't touched that part of Unity in a while so you'll have to do some searchin' for definite answers.
This may help though.
https://www.reddit.com/r/VRchat/comments/7n0jsu/any_tips_on_making_it_so_my_avatars_skirt_cant/
6 votes and 5 comments so far on Reddit
oh thanks!!!!
Do you guys have any idea of How I enable the black outlines? Something like this
Wireframe ?
I'm new at blender so yeah.
You have display options at the top right corner of the viewport, you can enable that there
if you mean the selection modes, shortcut keys 1, 2 and 3 for vertex, edge, face selection modes @cosmic merlin
actual selection buttons on the top left corner of the viewport in edit mode
how do i fix this chin area (retopology)
i'm trying so many things but it just looks awful
So I found this model from vrmodels and I noticed that there's a blend file but when I open it in Blender the model looks like this?
Is there a fix for this?
Are you looking at topology guides already ? Unsure if your question is technical or visual
yes, i am browsing through multiple guides
it's more visual than technical
how does it look in object mode ?
Probably only worth worrying after you can see it then 
Isn't good topology important for optimization, though?
I want the avatar to be rated at least Good (or Medium at worst) whilst having support for Quest users.
No, topology is irrelevant for optimization, topology is for good deformation with bends
polycount is what matters for optimization, but the topology doesn't matter
good topology is also easier to work with and decimate
dissolving a handfull of edgeloops to reduce polycount is quite easy if you have good quad topology
That's why I wanna get that bottom chin fixed up in a way it doesn't have problems later on.
I'm in bed now and will wake up in approx. 9h to find more reference pictures and whatnot, or look at the way the OG model did it to somewhat impove on it.
one triangle is probably not gonna be a big deal
but if you want to fix it, go ahead. either lookup more topology reference or add another cut towards the neck
does anyone know how to avoid updating FBX files where it suddenly makes all the dynamic bone radius huge by a factor of 100?
For me it is
I always hear the golden rule; don't mix Tris with Quads.
I always ensure to export from Blender with this setting set:
It all gets converted to tris in the end anyway
You want stuff to triangulate well
I need help please!
I have been playing with shape keys, and for some reason when I use the rotate tool it "scales" the object on that same axis during the movement.
I thought it was maybe something else in my project file causing it, but it even does it when I make a new file and simply apply a shape key to a simple sphere. I took a screen recording to show what I'm talking about.
https://drive.google.com/file/d/1mRTgJPwtdiYOYJDk3UIvxL5d8D4laFAx/view?usp=sharing
i played around an hour ago and figured out my way
Shape keys store verticies and their offsets from the basis shape key
Then their position is interpolated from 0 - 1 (basis - key)
Nothing in between is stored
So it kinda makes sense you're getting this result
then how would I rotate the object without it distorting?
I don't think you should use a shape key for that
Use a bone and animate that rotating in unity
also tip u can just rename a .mkv file to .mp4 in windows explorer and it will convert fine
useful if you want it to embt in discord so ppl dont need to dl it
thank you
np
Im trying to set sliders to his eyelids. But even though I only use a simple rotate motion for the shape key, it changes the size of the object in the middle. so I can't do half shut eyes and such because it pulls behind the eye.
can someone please give me some insight?
What am I doing wrong?
VRModels is a website where stolen/leaked/ripped avatars or assets are uploaded
Probably shouldn't use it 🤷♂️
But the reason it looks like that in blender is because there are things overlapping on your avatar, either separate meshes or unmerged doubles.
You might also have to setup your materials again.
it looks like it is so high poly lol
The eyelids?
no like
it looks like if I subdivided something amillion times and all the dots just become a black coat
Ahh, sometimes shaders look like that in Blender too when there's nothing in the output
interesting
You would probably have to figure out some Unity stuff to make it work, shapekeys will just take the fastest route to get to where you set them to be and won't take the route that you edited it as
I'm not sure, but you can use bones as I mentioned earlier. Both for eye movements and blinking
@devout bison Bone rotations will physically rotate the mesh around the center axis; shape-key transforms will just hop from state A to state B in a straight line, which is why it's cutting through in weird ways.
okay, thank you.
what steps do you need to get it to work with vrchat then?
Like Pumpkin said. Bone rotations are your best bet.
You can weight paint the eyelid to its own bone & then animate in Unity.
So a friend of mine is trying to upload a avatar true unity, but the moment he uploads it..he should get the panel for giving the avatar a name and a profile pic. For him everything becomes black. does annyone know why?
not sure what you mean by 'true' but the Unity version rn is 2019.4.31, also when that happens look at the bottom of unity for a red black error bar, click it to open the console and fix the errors its mentioning
He is using 2019 unity, And i mean a simple upload of a avatar he found, it was already unity
There is no error
Just a black screen
ok, i was in a wrong channel, so i have to repost
is it possible to somehow 'correct' roundness on a rounded loop ?
or am i to manually adjust by hand in hopes to get it right?
NVM
found the solution: Mesh > Transform > To sphere
Is there any way to quickly stack these UV quads on top of eachother without having to do it manually? So that they fill the whole UV map (as squares). It's been hell to do this manually.
Super confused. I feel like this should be simpler.
UVPackmaster has tools to do that, but paid add-on
Thanks! Its only 12$, that's super affordable.
he do be a long boy
wig
I don't want to weight paint this...
You can weight paint transfer from a cage mesh tbh
Hi guys, this is a character from my first Blender tutorial.
This tutorial is only for people who already have a basic knowledge of Blender. Through this tutorial, I will try to provide you the most basic knowledge I have to create a character like this. Maybe the character I make isn't perfect, but I believe that the knowledge and tips that I ...
Thats nice to know
really considering switching Anne's face to use 2d textures instead of 3d eyes and mouth
Still gotta make the low-poly version so Quest users can see them, but...
Bru how
I hate making hair so much, a lot of modeling projects I've started ended on me giving up on the hair bc I just can never do it
yooo thatd be nice to scare people
hopefully will be able to finish him before spooky month ends
share it once you make it public please
dont think ill make it public since its not my character, its from a show i like that just ended
ahh damn
time to retopologise
but anyway, i do recommend the show, its called "interface" by umami
epic
(Old screenshot, his pants and shoes have a little bit more detail now.)
I spent awhile trying to make the freckles look good but you can't really see them tbh
Found a picture of the updated shoes
Why is it that in Edit mode this bone move to the correct position but in pose or object mode it goes back?
First photo is object mode
You can also see that the clothing also seems kinda scuffed
In edit mode you'd be looking at the current Rest Pose. In Object or Pose mode, you'll be seeing the current "active" pose.
Never bothered much with scaling my proportions for FBT but i was bored and finally decided to. Any way to scale the bones in post mode in blender, then apply the armature? Blender doesn't want to allow it because I have shape keys on my mesh
I'd suggest using https://github.com/triazo/immersive_scaler
@languid surge What's the purpose of scaling your proportions? Just curious.
Also, Ruuubick, I'm not going to ping you, but christ, thanks for the tip. UVPackMaster is a real gem. Well worth the 12.50$
It really is !
I was spending hours, literally like 5+ hours manually aligning UV quads by hand. 💀 In hindsight, it's insane.
so that it matches your IRL body proportions better so it's more immersive
If you're doing anything manually for more than 10 minutes, there's likely a tool someone already made that does it for you
Good to know.
some tools of that description
There are also plenty of free assets in 3d model shops which you can slap together
Anyone know how to fix a cursed tongue? it has 3 bones, NO CLUE how to select "tongue" to check for weight paint ... uuuh halp? Also it stretches out of my body like nightmare fuel if i crouch or especially when i go prone... (neck is stretched on purpose)
in game test.. its stretched out D:
@sharp sorrel If VRoid isn’t your style, you could try ReadyPlayerMe or Tafi. They’re character creators (albeit stylized) that allow you to download your model & customize further in blender or the 3D modelling app of your choice.
lol, yeahhhhh
It looks like this…
yes, ive done weight painting, but im starting to think the dynamic bones are parented incorrectly.. what SHOULD the tongue bones be parented to?
Oh, cool, well that makes things easier.
I mean, shouldn’t it just be like hair bones? You parent them to an arbitrary “root” bone that’s then patented to the head.
lol nooo clue .. this is my first avatar edit lol ive been learning as i go
I mean, check your layers. It should show what bones are parented to which. If there’s no obvious problem, I would un-parent all of your tongue bones & then re-parent them again.
Can you take a screenshot where we can see which bones are parented to which (in the layers panel)?
its a M E S S
So were my first Avis. No stress.
no really im having issues FINDING said parent bone D:
Can you unfold this (Armature 001) and all subsequent groups.
And then take a screenshot of just that?
Damn
Ooooh okay, im looking at those drop downs now, thank ya
I just noticed, it looks like someone stretched the neck, but didn’t adjust the tongue bone accordingly. The tongue bone should be in or near the tongue. Right now it’s in your collarbone. That’s going to cause issues.
Like, everything can be weighted correctly, but if your bones are in the wrong places, it’ll still whack out.
i stretched the neck up so i could actually SEE the tongue lol i needed to see what it was doing
If you click on your armature & go into edit mode, there should be a little black line that runs from the tongue bone to it’s parent.
Its actually not though??
Omg, those layers…😅
Umm, honestly, it’ll be hard for me to offer any meaningful advice via Discord. I feel like I’d be able to fix this quickly by myself, but like, I suck at explaining things.
The fact that your tongue stretches like that makes me think that it’s partially weighed to those 3 bones there & partially weighted to something else (a root bone, or something in the head).
What on earth is that parented to though, like where does the line go?
Yeah, unparent that…
so what SHOULD i parent it to? .. she looks cursed but im desperate to fix her! shes sooo pretty, ive dumped over a full week of ALL my waking hours into her.. im nearly mentally DEAD
And then re-parent to the head bone (or whatever bone your hair/ears is parented to).
I mean, have you tried the CATS fix avatar button? Save another version of your file first before doing it, but it can be a lifesaver sometimes…
i ABSOLUTELY ABUSE that button lmao
she purrty tho hehe im dying to finally use her ❤️
I’d guess either of these.
Or whatever all of your other dynamic bones are parented to (hair, ears etc).
uuuuh H O W do i do that exactly? im going full potato over here .. pretty sure its not working
In edit mode, right click on your tongue bone (the tiny one furthest back). In the drop-down menu, select “parent” & then “unparent”.
I think. Honestly, I’m not at a computer, so this is all from memory. 😂
wait i think... hmm i donno i might have. oh i unparented it yeah
Great!
all three now have the small black lines to that "parent" but should it be just the root one?
Yeah, the tongue bones should be parented to each other (like a chain).
The bots killing me. 💀🤣 Damn sassy.
lol i "yelled" no more stretchy tongue! chatbot got angy
soo it should look like this then?
Looks better! Try rotating the head/spine in pose mode. See what happens.
You might still have weight painting issues.
does this look right?
That looks great. The order of Tongue 1, 2 & then tongue seems sus though…Click on them to make sure that they’re not parented in the wrong order.
If it’s parented properly, Tongue1 should be the furthest back, followed by tongue 2 in the middle & tongue at the tip.
Lol im pretty sure thats how it always was though
Tongue 2 is the middle one?
It’s probably fine, it’s just the names that are messing with me.
yesh it is ^.^
I DO have another issue thats bad too.. maybe you could help ? D,:
Sure. The tongue should be good! Just test it in pose mode by wiggling things around.
What’s the other thing?
"Normal face" shhh ignore the constant derp blep and the split face is another issue entirely lol
her emotes (all black, yet another issue im getting to..) BUT her eye is following the emotes that come out of her face..
its SO cursed halp cries
Do you know where to find your shape keys?



