#3d-modeling
1 messages · Page 119 of 1
Yeah, no, this is like, horribly optimized as well. You have like 20 meshes & god knows how many materials. I’m not here to shame you though. We all start out making Avis like that. lol
this is a custom i had made that im altering lol
uuuh dang, im half asleep right now and it was months ago.. cant remember right now..
No stress
Click on this (while in edit mode).
You should see your shape keys. To fix the eye, you’re going to have to edit them.
kinda? is that the issue you think? i kept loosing my visemes and eye tracking ALOT in blender working on her.. i think it was mostly from using the "fix model" button.
.
So i click on the eye then edit mode?
No, I mean yes. In edit mode, click on the little triangle button (photo above), and then go to your shape keys. Visemes (and mouth tracking) are stored as shape keys.
Click on the different shape keys in that panel (find all of the messed up ones).
Btw, the all-black emote thing is just a blender problem. It should fix itself if you’re using a shader with transparencies in Unity.
Blender is just weird & it doesn’t like transparencies.
Nope that screenshot was from in game.. its because i made the "whites" of her eyes black and the material is linked to the emotes..
how do i KNOW which ones are messed up though? i can only see the scuff while testing in game 😦
You can see the scuff in blender too. You just need to have the eye selected in edit mode (sorry, you were right).
I just didn’t understand what you were saying. lol
So yeah, select the eye, tab into edit mode, and then click on another shapekey. You should see the mesh preview that shape key.
oooh okay lol gotcha
Do you have any visemes that change the eyeball?
Like, swap it out for another mesh or make it small…anything like that?
I dont think im doing this right... also i just noticed i have to fix her eye YET AGAIN because this is a roll back/ fall back save file i did oof
If not, you can fix all of the broken ones at once. With the “basis” shape key selected (in the right hand menu) select the eyeball meshes. Then in the vertex drop down (see pic), select “propogate to shape keys”.
If you’re not seeing any scuffed shape keys, then that means that it’s a weight painting issue.
This?
Yup
Btw, the split face is probably a backwards normal map, unless that’s like an effect that you’re going for, in which case, never mind.
Normal maps just basically tell unity & VRChat “this polygon is facing this way”. But it’s super common that they flip upside down while your editing things. When that happens, you need to fix them.
To see if any normals are flipped the wrong way, click this drop down arrow & then turn on the “face orientation” check box.
Anything red is backwards…
yeah i know how to flip normals .. her face is split to match my makeup
My signature is this lil swirly dood-dad lol
yeah shes fine
So yeah, the eye issue should be fixed.
heheh thanks :3 im a shape shifter :p tis why im always going to be miserable constantly changing my avatar to match my ever changing look x.x
imma export and test her real quick
Kk
I’m off to sleep. I might be able to help tommorow, but items like 4am here. I shouldn’t still be up. lol
Its 3 am here :3 thanks so much!
I want to scale these down into a tiny point inside the feet on the Basis shape key, and have them this size on a "shoes" shapekey, but when I scale down from individual origins, it turns out the white part, the pink part and each shoelace is a separate bit with no linked vertices. so they all scale on their own instead of each shoe turning into a tiny point. What would be the best way to go about this?
Nevermind, I figured out a way
Was it move to cursor?
I just selected all the parts on each shoe and scaled them separately using bounding box center
I knew it would work, but like, I was hoping there'd be a simpler way...
I would scale them in then apply to basis to get a reverse shape key
But then I realized shift + s > to cursor with offset unticked will collapse everything into the cursor into 1 vert
in vertex mode obviously
yeah, scaling to 0 makes it impossible to scale back up
Do it with a shape key
Then apply to basis
It will give you a reverse shape key
Or as someone once suggested, use bones and scale those to 0-1
Depending on how you're optimizing, might be easier
I realize that it would be better and easier to put the shoes as a separate mesh, but then I would have more than one skinned mesh and the perf rank would immediatly dip, and I'm at 24k polys, so imo it's fine like that.
how am i supposed to fix these two
i've tried so much
loops, reducing the counts
yet every time i try, it just creates a tri in another place
and it forever loops like that
A tri here and there isn't the end of the world
You’re worrying way too much about tris. The idea is to minimize them, not eliminate completely.
tris are absolutely fine, and actually very useful for guiding deformation in certain areas
if you don't want unpredictable deformations put your "accidental" tris on areas that won't deform a whole lot
tris there at the tip of the toe? absolutely no issues from them at all
All quads are tris anyways…lol
yeah it gets triangulated in-engine anyway, but for while you're working on the model and setting up your animations placing tris in the right places just makes things so much smoother
I know, I know. 😅
put them in the right placfes on a joint to guide the hinge motion and you can make your bog standard vrc rig look like it's actually a fancy corrective rig
combined with good weight painting anyway
although i do hope unity and vrchat some day allow for setting up bone drivers so we can actually have corrective rigs
Hey @calm goblet Do you do commissions? You seem to really know what you’re talking about.
i can do, yeah, i'm actually making my first vrc avatar right now for spookality lol
worked as a character artist for a year or so on an mmo in unreal though so most of what i'm learning new is just the unity side
That’s awesome. I already have a character made, I just need some adjustments done. Can I DM you to talk budget & requirements?
sure
i wonder if you do a commission for removing a stupid triangle
you don't need to remove that triangle, it's fine
no
tri must go.
to be fair
if i can't find another way, then i'll have to do a triangle joint near the foot
redo the whole thing and add the triangle to a joint instead
making sure the rest of it connects nicely
why do you hate tris?
they won't hurt your model at all lol
without putting tris all over the place i'd never have been able to get my current piece to move well lmao
because i've heard over the years that it's very bad to have them in meshes that are to be rigged and moved
maybe in environmental or very low poly
even in current-gen character art, triangles are useful
are you saying all my effort in retopologising a bloated 2014 model was a big waste of 3 days?
if all you did was try to remove every single triangle you could find? yes
if you made some good alterations to the mesh so it would deform better, then it wasn't a waste
and yeah reducing pointless polys is a good thing
i don't know that till i get to weigh paint test it.
i first need to get the dumb feet done
it's the last thing before hands.
you should know how things'll deform before you rig lol
i can imagine from the current
but i can't tell if it's gonna meet my exact expectations.
reducing polys comes with a cost
i do my retopo specifically to guide the way things will deform so i can have more accurate anatomy and animations with less polygons
wasn't 100% doable on my spookality model but it's 5k triangles in total, some stuff is gonna break there lol
i had to sacrifice
made 2 triangles
will prolly have a 3rd
ow
only 2 triangles
TBH, more or less it's a topological flow thing (makes it easier). And the deformation is in certain cases better, which has to do with the topology. Does sometimes cause weird smoothing issues. But, triangles are entirely fine and to be honest, in certain applications expected in a game.
If it looks good with triangles, it looks good with triangles.
just don't worry about the triangles, specially on the sole of a shoe lol
There's people who only make 3D models in tris, and never make quads in the entire process.
use them where it makes sense, avoid them where they'll actually cause issues
i made it somewhere else
the rest is quads
What part?
i'm prolly gonna subdivision the whole finished retopo and then re-retopo with less polys
Sounds painful
it does
if it weren't for the fact that characters need to be rigged i'd never do retopo lol
dw about the lines. they're messy because i haven't bothered to polish it yet
but that's where one of the tris is
i'll certainly never retopo the same thing twice if i'm not making a mobile version and a PC version
it literally doesn't matter
i don't mind a re-retopo
If it doesn't bend/stretch/deform in that spot, triangles don't matter
i enjoy retopo as long as i don't get a dumb tri where i don't want it
That tri doesn't look like it should deform, at least from the picture taken. Looks like the side of the foot?
the weird bone end of the foot
not sure what human anatomy parts are called
You're not doing a hero asset for an AAA game, so i really hope you're not putting way too much effort into something that will literally never be noticed
this area
I have friends like that and now they don't make things anymore
i try my best to put in effort
because when i make something, i want it to be decent
not half-assed
yeah but there's return on investment in your effort
That's the side of the foot by the ankle, yes. That part shouldn't deform (other than keeping up with the actual foot) the deform point should roughly be where the foot starts which looks to be 2 vertices above it. From what I see
Is it worth spending dozens of hours to go from 95% to 100% ? Most likely not
there is no 100%
you can find plenty of mistakes even on AAA hero assets
there will never be 100. i try my best to get as far as possible
exactly, so you're trying to get perfect topology in a spot where it doesn't matter
This would 100% be found on AAA models.
but as you all are saying, i probably need to retopologise the whole thing again after finishing this one
subdivision and restart

i'm not gonna be happy till i get my results.
and i will spend as much time as i can redoing the thing over and over, till i get what i want.
I hope you get your results in the end i guess
You sound like you're making a model for pixar.
what
Pixar supposedly only allows pure quad meshes in production. At least that's what some of my animation friends told me.
I legit don't know anyone who did retopo twice on the same model
i retopod the head twice
body once
it's gonna be a 3/2 soon™️
are you looking at guides at all ? Once should be already good
a bunch
but not a single guide that tells me tris
why do they use triangles on the face to get the nasolabial crease then?
all quads
pretty sure the pixar style joint caps are also using tris in places
Idk, that's just what they told me. But, might've been an earlier century standard?
...Just googled and found that pixar apparently have a subdivision guide that people can look at. Interesting.
a lot of things i've learned have been from pixar papers lol
a lot of what we use as standard was at least influenced by pixar as well
probably because a animated movie is going to use a subdivide modifier a lot more than a real-time game asset
I've never thought about that, but you're 100% right. The sub-div modifier must make things so much faster when it comes to rendering a feature film.
with all the censors in place because 'rules are rules. rules™️' how well is my WIP first retopo? (hands are not done. will get to them soon™️)
sadly the censors don't allow me to show the geometry behind them
i also did some BTS (behind the screen/scene) polishing (not in the pic)
This is great. You're done. ✌️ Next step.
yeah that'll work fine
as you learn to animate and/or start using downloaded animations you'll learn more about how you want your topology to be for the way you work
but that's perfectly functional topology
that's all about the progress
practice
lots of it.
lots
Lots! ™️
It's good to be passionate, but don't burn out. Work smart, not just hard, right?
Yeah but try not to get stuck practicing™️ too much and not actually finishing anything
That's a trap I fall into pretty often
You can write off anything as practice but sometimes you burn out because of it
Work smart indeed!
ah yes, like abandoning your projects you've planned to make but couldn't ?
If you created the project, you would know which version it was made with
I can relate, and i appreciate your passion, drive and attention to detail. If it's what YOU WANT, don't listen to anyone else telling you its a waste of time. You would THINK that this would be a place to find good support and motivation, and uplifting words to help you stay on your goals to make them a realty. To not give up.. smh anyway, just know i believe in ya and i think you're doing great 🙂
not sure who said to give up
and thats the thing, i think hes doing more than fine too
but the perfectionist in him is making him want to retopo it and go through the process again
pretty much any art help anything will tell you that being a perfectionist just leads you to be unsatisfied with your own work, more often than not its labeled as a bad thing for artists
there's a point with topology where you hit diminishing returns, you lay down crappy topology it doesn't take much effort to turn it into good topoology and the benefit is pretty huge, you wanna turn good topology into "perfect" topology you'll spend days extra working on it for no noticable difference
telling people not to waste time on things that don't actually yield any tangible benefit isn't telling them to give up, it's helping them to not give up
if you spent a day or two doing retopo on your character, it works, deforms nice, you can UV it clean, no nasty shading, clean bakes, then someone said "oh there's a triangle there and you can't have triangles cause triangles are bad, you go and spend another week figuring out how to go full quads without messing up your flow and find out that it actually doesn't look or perform any different at all
would you wanna carry on after that or wanna give up?
I have 3D modeler friends in the professional industry and what Tieguaili is saying is on the dime.
They only spend the extra time on topology when there’s an actually noticeable difference in the mesh. Often it’s around the joints, as how the geometry is folded can effect how the weights move it. Especially when bare skin is present around the pelvis, thighs and shoulders.
Don’t work harder for no reason, work smarter.
I’d look into what professionals put their effort into and what they don’t, as well as what tools they use to save time. If you spend more than 3 hours on it (after practiced ofc) then you’re wasting money
Is there a way to extract Texture files from a Blend.file? The Blend.file comes with textures when previewing it in the scene, but the texture files are no where to be seen along with the Blend.file outside of blender. Assuming that its somehow in blender itself, how do you extract it?
or
@vapid egret 100%; like I just finished watching this VFX tutorial from Pwnisher...It's a dark club scene, so all he needed were good silhouettes. He literally just dropped in some default cubes/characters and then spent 98% of his time on the lighting. Put in the effort where it counts; forget the rest. https://www.youtube.com/watch?v=FdtTthV_sXI
Download Unreal Engine and go make something incredible! Getting started is easy -- You can download the latest version for free here: https://www.unrealengine.com/en-US/solutions/film-television?utm_source=video&utm_medium=influencer&utm_campaign=pwnisher&utm_content=ue4_internal
Consider becoming a Patreon: https://patreon.com/pwnisher
After...
FYI that works well because it's unreal engine, Unity can't do most of that
I know 🥲 Unreal is UNREAL. I'm really tempted to swap over. Although, I've heard that it's much more difficult to build for VRC (or VR in general) using UE. Is that true?
It's impossible to build for VRChat (a Unity-based game) in Unreal Engine
Good to know. Thanks!
Well you can since you can export it out, but it won't look or function the same at all, so that's be a lot of wasted time and effort
You can make Unity look really good, but it's hard to do without HDRP, which VRChat doesn't use.
I feel like Ian Hubert is the best example of "only work on what counts, f*ck the rest." He has some great modelling/rigging tutorials. https://www.youtube.com/watch?v=bgfJIZEDY44
Lots of additional tutorials/assets over on the patreon! Huge thanks to everyone already over there :D
www.patreon.com/IanHubert
Extended/Realtime Version Here:
https://youtu.be/SHJxdrRNkN0
ouch
whoever told me that perfectionist mindset gets you nowhere, ow.
bullet right to my skull there.
i can't help but correct every tiny imperfection i find
it's a bad itch
and an itch must be scratched
It gets you there, but just takes way too much time to get to it
Ha, I think most of us have been in your shoes & we know where it leads.
that's a reason i quit art
i spent 10y making art, then i stopped because i hit my peak performance in 2017 before starting to get very picky with my details
which eventually made me worse, which lead me to discard my new WIP sketches a day or so after
and draw less, and decay more, and then stop.
hate it.
wasted 10 years of my youth on something i stopped getting good at.
👏
You could try making something intentionally bad (call it ironic if you'd like). That usually helps me to get un-stuck when I'm in that "perfectionism" spiral.
i don't have ideas for something intentionally bad
i had that in 2017 as random sketches during classes
The opposite of what you'd normally do.
math classes at that.
so.....nothing ?
i don't do art anymore.
i cba to try and get myself back where i was.
my mind wants quick results. if those quick results don't happen, don't bother.
How old are you? Still in school or working?
trying to find a job for 2 years
but think about it like this
you wanna do art
but you think you wont be satisfied
but you clearly still wanna do it
the only thing stopping you is yourself
i stopped wanting to do art
now i have an itch to keep retopo'ing my thing
then start all over again
and again
....and again
.......and AGAIN
oh yeah bro trust me i retopo'd a character model i had multiple times over the course of 2 years, but havent lately
at some point you have to force yourself to show it off and call it finished
Any of you guys know how to fix black shade error in viewport shading? I checked google and this is what it says about the strength, but its not it.
and then it's gonna bother me, make me feel guilty of using it, and dump it
real fun.
that's what i do. when i feel like it's not good enough, i get guild trips whenever i use it.
publishing it to a platform will really help with not having that itch since its out, then you wont want to mess w it
i think you have to check off scene lights
scene lights is off though
but what if the given model i find not good enough when around others?
it will make me want to improve on it
and it's gonna be an endless cycle of Vs
V1 V1.1 V1.2 etc
oh no i meant like enable it
WAIT
no
im dumb
i do wish i had a proper way to test the avatar's capabilities, though
like FBT movements
Sounds like you've got your ego tied up in it. That's a mistake. 👏 
I did the same thing for a long time.
i have no idea what ego is in this context
Is it an issue with the material or the scene do you know?
just the scene, the other preview works
solid mode, thats right, solid mode works
oh never mind i found the issue, it has something to do with alpha
weird
ohhh did you have the alpha slider turned down to 0
yeah
Well ego like, I used to care more about being an "artist" than I did about making art. My personal identity was wrapped up in my work. I thought that if people saw errors in my work, they would think less of me.
you're setting unrealistic standards for yourself because you're trying to hold up an image of your work that you might not yet be able to achieve
that's what i've done for the past 7 years
Well said.
having the mentality to not do it is tough
easy to say, hard to do
it's like smoking. easy to get addicted to, hard to quit.
I have this framed on my wall "done is better than perfect; nothing is perfect unless it's done".
unless you have people to help you quit it
i can guarantee if u sent ur work to some ppl they'd be like "yo thats fire"
You have a profile picture like that & you're worried about perfectionism? 😅😉
usually the people who say that either don't know how to do such things, or are just trying to lighten the mood without lying.
at least to me
who cares if they dont know how to do it???
Well hopefully you're not making art for other artists. Art's for the masses. ✊ ✊ ✊
i never did.
it's the same reason i help people in tech support for free.
i don't qualify myself to having people pay me for something i'm not as good at as others, with more exp than them.
It's funny, because I find myself having all of these same thoughts. It's uncanny.
Supply & demand. Someone will always be better, but you can bet that if they're at the top, they're charging peak-prices and that they're too slammed to take on additional projects. Not everyone can afford the best and the best can't suck up all of the work, no matter how efficient they are.
i don't know how S&D is related to this.
Sorry, my finger slipped & I posted before I was ready. 👍
oh yup like i just learned tonight of an artist with commissions starting at $5K and always backed up like aint nobody gonna reach that level
starting new ones because you get stuck in the old ones or lose interest
also known as mid development hell™️
The novelty of starting working on a new idea is gone by this point but the end isn't close yet and you're often left with tedious stuff
Get stuck on something or end on a bad note and you want to go back working on it less and less
Mostly because new ideas start seeming more appealing
Leggy boy
happens to me every time i get to retopo stage lol
Well, it's good to know that everyone goes through this at least lol
oh it's perfectly normal, everyone gets bored when they're doing the stuff they don't enjoy
and while you're creating the fun parts during the design process you're coming up with new ideas while your brain is in that mode
then you get to the boring retopo stage and you're just like "maybe if i just pose the high poly, polypaint that and make a nice render, then i can go sculpt something new"
box model then you never have to retopo 🧠
you also can't do the same things you can with a sculpt
unless you're doing very low detail stuff sculpt and retopo is a faster workflow really
even on low detail stuff sculpting is still an incredibly fast way to play with designs
sure.
I dont necessarily agree with the low detail comment, i think you can get away with not sculpting for alot of things.
e.g: old model but, no sculpting on the fabric.
not the best example! https://www.artstation.com/artwork/xJAZyR
how do i know what's best amount of geometry detail to have for my world? it will only be the size of my room so i don't plan on having many people in it
Anyone has an idea how to fix this ? The model i guess was not made in blender so importing the FBX produces this.
Using CATS to fix the model makes the bones look a bit funky.
You need to enable correct bone orientation when importing the fbx
The settings were a bit hidden, but found it. Thanks
Although the intitial import is still all broken up.
Seems like animations that do bone rotation in unity will need to be remade
as it somehow screws up the rotations later in unity
so.. I'm new to vr chat development, I'm a 3d character artist working on games and animation projects, but I just recently started to get into vrchat. if anyone wanna team up to make avatars, i can model anything but Im no rigger. and since I dont know how to optimize for vrchat, I would like to learn haha.
I need some help, so i mqde a microphone part by part with a few meshes . It looks nice when the meshes arn't combined yet. But when i joined them together the mic's form goes to this.
How can i fix this issue or have i forgotten to do smth?
First image is before combining. Second image is after joining the meshes together.
why r the meshes separated in the first place?
well, I'm starting off. begginer and still learning slowly.
Rigging is pretty straight forward #avatar-rigging message
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
hmm thx, I will read it.
u can retopo the model and just keep it as single mesh. it's a very basic model so it should be easy to retopo.
I know that model and there's no chance at retopo unless you're leaving all the microphone mesh detail behind, since it's all geometry
texture + normal bake might be nice though
yeah but he said his model is built from separated meshes with no uniform topology, a retopo is needed then bake of course.
The subdivision modifier is causing your issue
anyway nice to meet u ruuubick, am still new to the server. so I plan to be active and try to help with anything character related since that's my forte.
glad to have you here ! Do you have a portfolio by any chance ?
yeah
So should i not use subdivi ? If so, what should i do instead?
I'm coming from the animation industry, but I plan to learn how to optimize and prepare models for vr
can we take a look at the wireframe of ur model?
Yea. Give me one moment.
If you want to use subdiv, you would need to generate crease edges for all sharp edges
yeah or support loops
That looks awesome ! Cool different styles too
That's true.
are you planning on normal baking that top tho homie
yeah the mic ball definitely needs optimizing. but at least u have a high poly ready for ur bake lol
Yea.
thx ruuubick
noice
while ur at it add a slight bevel to the square
not a big one just to give it a bit of curvature
sorta
I'll see what i can do about it.
very nice
this is very challenging
are you making the radio demon from hazbin
correct
so how's my topology? i know that it's important to have good topology and as a newby, i'd like some review.
Topology* and so far there's nothing to review since it's just a few quads
If you're looking a video tutorials, you'll probably be fine
The best thing to do is to use references.
Exactly
with references, it's best if you can get a clear front, side and back view.
you can then import the images on blender as physical flat objects
arrange them in a way you can see the '3d' from the images.
optimizing for vrc is no different to any other game engine, just gotta check the boxes for the performance guide if you wanna target a particular rating
oh alright, thank you.
That actually looks impressive
It's going to be incredibly cursed.
anyone ever run into this problem?
applying all transforms to this model squishes it
does not occur with other meshes
scaling the mesh in edit or object mode also results in squish if I apply all transforms
visual transforms might help
Banjo vibes
you have inspired me i completely forgot about making tiki thingies
update ur progress here when it all done
Oh we're gonna have fun.
what are your references?
wait could you just trace out a face from a reference and then knife project it onto a clyander
I drew a quick doodle a ways back, but otherwise just Google and nightmares.
I have some visemes up and running.
nice
Does anyone know what the next step is after a sculpting? Retopology? The mesh shape is simple but pretty messed up and uneven. Cant UV this.
First time sculpting something so I dont know the process well
Yup, retopo
Retopolgy is definitely need if you want that thing to be optimize then you should worry about texture
I'd highly highly suggest the QuadRemesh addon though
paid addon, but insanely worth it
Ya'll got any advice on how to align vertices to faces? Basically, tryin' to get the cylinder's end to line up with the front of this.
I could use knife intersect but that makes thin's real messy.
Could shrinkwrap the cylinder and extrude ?
First 3D Model, Zero Tutorials. im tryna remake bonzi buddy cause i have nothing else better to do. and as my first 3d model. im just wondering if this is good at all
I would really recommend looking at tutorials to learn the tools properly first, as to not miss out on important things when setting up
your model isn't symmetrical for example
well its a big WIP and im just posting it here rn for feedback
It's a good start 
alr thanks 🙂
The stank of it being a first attempt will add to the suitability of Bonzibuddy.
ah yes
i luve the color scheme
how did u texture the leafs?
i have a question, how long i need to play vrchat for put a 3D model on the game. i was playing with my steam account but recently i create a vrchat account for create new 3D Avatars and always i open my model unity shows me this message (sorry for the bad english im new at it)
Good, you already made a VRC account. So all you need to do now is play on the account until its New User
right now its a Visitor, and those dont get upload permissions
you can check what rank you are by opening the quickmenu ingame, and looking straight up above you. It displays ur rank somewhere under the nameplate
How do ya find out the variable value used when editin' stuff post-use?
IE: Bevelin' an edge, confirmin' it, and then wantin' to use the same value for bevelin' somethin' else?
Like this menu
width tells your range
I understand that but post-confirmation is what I'm after.
Basically, a way to see what the modifier value was.
I don’t think you can once the modifier is applied that data is gone
Damn.
mind showing her tail
👉 👈
breast topology looks really weird
maybe it's just the clothing being in the way with its own topo
but DAMN it's clean
Anyone know what's up with my bridge loops?
It was workin' fine a bit ago but now it's doin' this for some reason.
Selection order maybe?
Just tried it both ways, outer-inner and inner-outer, same results.
The tail is looking really bad right now tbh, i just did a sketch
alright up date me then
Thx, noted
i'd love to make a model from scratch at some point
cba when i can't even get my OC's design finalised, which has been in alpha stage since 2014
dam, you can always do a commission with some 2D artists and get a really nice design (I did it)
it's not that
i've been trying to figure out my OC's design for the past 7 years
so far, i still don't know what's best
it always changes
and since i have no idea how color theory works (ain't an artist), i can't tell if my colour choices fit or not
well for me i just blend everything that i like, Mitology, Animals; Anime and etc
the design is mostly based on japanese cartoons
but
and choose my favourite colours haha
i'm talking outfit, respective colours, hairstyle, eyes, etc
the small details
if i told an artist i commission to finalise my OC, it wouldn't be mine anymore, would it?
that means they take the credit for the last bit of work, which finalises the whole thing.
thanks
is there a way to sculpt multiple meshes at once? if not, is there a way to apply the same sculpt work you did on one mesh to another?
for example I'm trying to physically alter a human body with clothes on it but the clothes are on a separate mesh
For a beginner, sure, but really use references and existing 3d models of the character to know what you're going for
i am using a reference
front and side ?
Also i would still recommend symmetrizing your mesh in edit mode so you can use symmetry in sculpting
mirror it?
theres no side view of bonzi buddy
other people have made models of him, you should use that as a target
the more references you'll have, the better it will go
alr thanks
Also start with big shapes first, then do detail
Proportion is too important to do it last
tanks
hows this look?
Got a weird bug. Can't find the head armature's origin or even move it.
Body's works just fine though.
Yeah I dont understand why sometimes I cant use grab to move around armatures, but if I press N to open that menu and go edit the transforms there by the sliders for the XYZ axises it moves then
You can do Shift + S to easily move the 3D Cursor around and then set object's origins
then snap back to something else
SO CLEAN
Looks nice 👍
Thats an actually pretty cool idea
a lot of steps lol
I selected the vertices and removed them from the rest of the mesh, after that I then brought them back and extruded the edges to fit the body
and with a few other magic steps I got it to fit perfectly!
also here's a render of the heart/valve in his chest I modeled from scratch
That looks sick!
This might be a boon to anyone who finds visemes nonfunctional/distorted.
The add-on
https://app.gumroad.com/d/e6155aa997a5019a1ecb00f45d9789b3
Quick tutorial
https://www.youtube.com/watch?v=KLr6YdJIQxw
Allow me to introduce the absolute FINEST tool in your Blender arsenal for transferring Shape Key's between objects with different number of vertices or topology. Here's everything you need to master shape key transfers in the next 60 seconds!!! Hope it helps :)
Mesh Data Transfer Download:
https://gumroad.com/l/tOKEh
Free Female Base Rig Dow...
Ok should I make this tail protruding straight out and deform it with bones?
the things that yall are doing make me feel stupid lol
keep up the fantastic work 🙂
Thank you!!
at what point do you say "maybe i should restart" a specific part of a model?
i can't really figure out how to shape this body very well
with the other parts turned on...
Are you still not using a tutorial ? You're making this super hard on yourself, the process is well documented at this point
i know
i don't really know what to search
how to make a person in blender maybe?
obviously "how to make a vrchat avatar in blender" videos always start with "find and use a premade base" but i want every part including the base to be made by myself
then check for how to make a person blender
i will tomorrow
took a stab at redoing it. and i seem to have done better this time. stuck closer to the techniques that i learned from the foot tutorial
Just look up a tutorial, it'll save you some time.
it's time to google for reference sheets
like this one here
so it wont let me post the full body in here for some reason but do the eyes and jaw have to be merged with the body for riging it with skeleton
for some reason, this part bothers me
It looks fine to me. It’s part of the look.
going good so far..
i've been messing with the chest shape all day
finally getting better
make sure to look at some references
yep
Y DO people MAKE mirrored UV's!@!#? when there making models for vrc none of us painters want them when texturing your models what drives me nuts is when some one makes two sets of textures for mirrored and non mirrored uv's and doesn't give you the second mesh for the other uv set.
Maybe the model has the other UV map and you just have to select it in Blender?
yeah if you have 2 uv sets on a model you can just selevt the other one and use that
you don't need 2 separate models
Also for mirrored stuff in general it can be more convenient for stuff that's the same on both sides
but yeah it's a pain when you want to change one side
like heterochromia or tattoos
or just wanting to make your model actually interesting
symmetry only goes so far, you wanna do something cooler you gotta break symmetry
Luckily with some marked seams and new UV projection it's not always a pain to unmirror stuff
or you can be lazy and just make an extra material
yeah you could add more draw calls for literally no reason
It is if you're just starting out and are scared by how much UI there is in Blender already
if you're just starting out it's better to learn how to do things right
I agree
rather than learning how to do them wrong and having to unlearn that later
but there's laziness and misinformation to take into account
yup, which is why i try to shove people in the direction of good info when i can lol
Same
already made plenty of stupid mistakes and learned plenty of shitty workflows, no reason everyone should have to suffer the same
Mhm
I've mainly focused on learning Blender as that's where most people seemingly haven't
optimization is really important to me
optimization and quality are my main things lol
Mhm
why is this connector flickering?
Master chief
yeah?
Probably Z fighting, you have two meshes in the same spot so as you move the camera they "fight" for rendering, at least that is what I have known it to be called, might have another proper name. You should check that you don't have 2 meshes there, or that the cylinder for the connector isn't very thin with 2 sides https://en.wikipedia.org/wiki/Z-fighting
@full ice that other connector is far away from it, it's not z fighting
is the other connector even enabled for visibility in that image? Check that mesh that is flickering with nothing else enabled, if it still flickers then you have some faces that are occupying similar space in that object, if not, enable one by one other things
@full ice only flickers when the monitor's stand is visible
Then the issue is with that object. You can try to merge by distance and see if that clears it, if so you have faces occupying the same space and need to delete, after undoing the merge, that's up to you to figure out how to select. You can do this in edit mode.
@full ice didn't work
did you select everything before doing the merge?
@full ice yup, still didn't work, do i need to mess with the settings in the little window that shows up?
no, the default should work, especially if you are getting z-fighting. If it wasn't time for bed I would continue to help but I can't, good luck with that
Does anyone know how to apply png textures in blender 2.8 or 2.9 adding Alpha? I saw some videos of it, but then they are doing it the "nodes" way and its hella confusing.
u guys make blender look easy
blender and unity suxxx
Says the person on the VRChat Discord server... the game... made with Unity
this is my first time modelling somethin, is the topology/edge flow okay? (there is a subdivision modifier, i just turned it off)
hole is where a tail would be
Good start yeah 
Might want to prepare knee topology ahead of time if you care how it'll bend
yeh, was gonna put the bending faces (i forgot what it's called) later after I model the whole body
thanks!
Oh there are special faces for armatures to manipulate?
I guess I need to look more into rigging than I have so far
No, it's all a matter of edge flow
Oh
Learning edge flow allows you to get smoother and cleaner deformation/bends
Alright
Very nice
Anyone know how to fix missin' origins for Armatures? Recent issue, origins show for non-armatures + have 'em on as a global option.
speaking of your model
how do you know where to accurately place creases for the sleeves?
you using clothing sim?
Would I be able to get an assist? I'm trying to make a model quest-compatable, but when i go to change the textures to toon lit, it turns them black
Might want to share your unity screen
Where would I do that at? Just curious
Here, with a screenshot
FYI quest does not support custom shaders
It says so in the error at the top of the SDK, on the left
I know, I was seeing if there was a workaround to get it to where it does toon lit with the proper textures
That's the skin material, what about the other materials ?
That's the killer, the others are already on toon lit!
it's only two textures that have the bizarre custom one
I'm going to be honest and say I have n o clue
Yeah, i don't think this model will work on quest still, it's already very poorly optimized for PC in the first place
Alright...well thank you for the help though
It would take a huge amount of effort to make that good enough for quest
I’ve gotten unity and it just runs very slowly all my clicks are delayed, does anyone know what may be causing it? This happened before I tried loading a avatar file in it aswell.
whats it lookin like in task manager?
is it getting like 0-1% CPU usage
lookup threads about super laggy unity and very low cpu usage
make sure the executable running as unity has affinity on all of your cpu cores
also id try doing a clean boot https://support.microsoft.com/en-us/topic/how-to-perform-a-clean-boot-in-windows-da2f9573-6eec-00ad-2f8a-a97a1807f3dd
Describes how to use the clean boot process to troubleshoot a problem in Windows 8.1, Windows 8, Windows 7, or Windows Vista.
ngl kinda unsure what the second sentence means but i understand the first one
for thr affinity part just scroll till u see pictures to get to the tutorial http://simpleitpro.com/index.php/2020/07/06/how-to-set-cpu-affinity-in-windows-10-with-task-manager-or-system-properties/
So I did the steps aswell as restart my computer like it said, but there is no change. there are alot of background tasks running and im not sure if i should end some of them.
disable all startup items
in taskmgr
not sure if google crash handler is a normal background process if you have google chrome installed
hello, i'm having a serious flickering problem, there's no z fighting and i've tried both increasing clip start and merging by distance but still no luck
That avatar look sick
Trying my best to keep the low poly counts possible
Still alright without the subdiv ?
Hey does anybody know how I fix the origin point to be in the center of my model? I imported it in, and it went wack
dunno if this is the right channel for this, my apologies.
aight nvm I found out what to do. I just had to find the individual origins, and then just put it to my 3d cursor! Thanks for the help though!
Is that a insanely thick tv
holy shite
bro such technical talk and im too dumb for it
ez avatar just a single ball i approve 👏
im questioning weather i should try and fix this
Yes
Also what happened here? How did it happen?
exported from the forest, fixing it up
now the next part is these textures
UV map is correct, idk whats the problem
oh
blend mode was wrong on the material
now im gonna go do what i can with it
Oh you can easily fix this transparency view by going to the model’s materials! Click the material, scroll down to settings, and change it from alpha blended to opaque. But it seems like you already know what you’re doing, so great job!
Select all and then put zero for each value
so like
“a” and then press G, Z and then press 0
Then do the rest
Then do for the other values
I guess that could work as well! Thanks, I actually didn’t know that! : D
Nice
It also helps for flattening objects fast
can someone help me with an avatar in blender
how is your geometry so smooth here?
Learning to be a game developer does that to you, thanks!
Im guessing Object view, object, shade smooth
not that
the wireframe is so curvy and smooth

nope
I only have sub lvl 1
If you subdivide too much youll just end in a tube
Yeah the 1 sub makes it so much easier to clean topology. Cleaning dyntopo sculpts makes me 🤮
yo i need some quick help fdhkljgn
Nah thats good imo, I only use sculpting for a fancy proportional editing really. I cant sculpt from nothing worth shit
how the FUCK do i fix this
for some reason their eyes shoot forward when i pose them to bend down
theyre literally connected to no other vertexes
I'd hope so...money was involved 😶
When you weight the eye to the eye bone, make sure you are using auto-normalize to prevent them from being weighted to anything else
without sub + shade flat
Shade smooth
without the sub the tris count is 4.324 (+Solidify)
with sub the tris goes to 16.584
weight paint?
just need some optimisation
If you clear custom normals data and set the normal threshold for sharp a bit higher, it would look pretty nice
I mean if anybody's ever bored, I have the unity package for it if like you're really bored
You can try the Cats bake function
you mean like this?
ps1 vibes
yeah that does look very nice
those shoes have more triangles than entire PS1 character even un subdivided
and like reminder that view is not going to occur like 95 percent of the time you're actually playing vrchat
noted
like most people are going to be seeing your shoes at like this size
yeah i understood that
that's my issue tbh, i keep trying to make the minimum details when it is not necessary
hidden avatar with the drip
yeah when your game modeling it's important to consider like how big your stuff is actually going to be on screen
like you wouldn't need to put nearly as much detail into an SimCity Building compared to the like one in Spider-Man
tikki brikki
pls tell me the eyes spin and the neon stripes waver in emission strength
YESS
The visemes are cursed, too
The emission will be toggleable on a hand gesture (left fist+left trigger)
This is a collab project with some really cool dudes, they're making the limbs and body r/n, whatever is done is gonna get a final polish on thurs/fri and then I'mma wear it for Halloween
looking for someone to 3dmodel a simple character for me
I could definitely envision a wooden tiki frame
im just wondering how the proportions work out
OOOOO
Those heads -should- spin with the main one
Not asure if they're modelled to do that, but I offered it to them
it really works
I'm stoked tbh
It's fun to do collabs like this, we basically pick random themes and mash them together and each get a random part
It's all practice, lmao
Best part, this is gonna be a public avii
Muehehehehe
If I have time, I might give him a EEKUM BOKUM staff
normal maps are your friend, you can have a super low res mesh that looks incredibly high res that way
where does the punk part come from? planning to add some patches and spikes to the jaket?
Speaking of shoes
Done with this for now
Like 2 million polys if I remember correctly
Need to learn how to do that
This is the first part of a multi part series covering a baking workflow and then comparing normal map outputs inside each target engine.
just retopo your high poly mesh, UV it, bake your map in handplane (it's free and way better than blender's baking) and you're good to go
How well does it compare with marmoset and substance?
Got it
handplane just roflstomps blender's garbage baking lol
Yeah you can't do much worse than that
Was just hoping it to have a better workflow
Building cages is annoying
as an upgrade to blender though i'd definitely recommend 3d coat, sculpting, retopo, UVing, baking, texturing, all massively better
and relatively cheap, considering what you're getting, and considering the price of getting a specialist tool for each task lol
and personally i still think coat's texturing is the best if you want to do any kind of painting
I got lucky. My schools adobe license includes substance products
i don't like substance personally
Than again substance is pretty cheap in the grand scheme of things
only if you go perpetual with no lts
if you want continued support you gotta sub
another reason i prefer coat lol
Well at least the option is there unlike other software
true
but marmoset and 3d coat both offer good perpetuals and cheaper upgrade options
Yeah hopefully in the texturing phase!
ahh fair enough, spikes i'd probably add as geo if they're gonna be more than those small pyramid studs, either way should look pretty nice
The studs were kinda supposed to be a replacement for spikes.
She's a space punk in the sense that it's more of a polished pilot just doing whatever she wants in space, though that will probably change if I actually write stuff about her.
Anyone got any tips for modelling a braid at low poly?
Or more like medium poly, caus ea tube witha texture isn't gonna cut it
use curves
make the braid
job done
if you wanna be fancy you can duplicate your curves, have a hig hand low poly, do a bit of sculpting on the high poly to get some of that hair texture with how it crosses over itself and whatnot, bake that onto your low
Noted thx
np
Warden.
thats cool
ok this is embarrassing but i somehow removed the orbit controller from my viewport
orbit controller ?
the thing at the top right that controls the veiwport camera
Edit > Preferences > Viewport > 3D Viewport Axis
That is if I'm understanding correctly and you're talking about this?
🙂
oop
this guy?
thats an F
Would still suggest highly using references 
one of the only excuses you have to look at boobs on the job 👍
Beautiful
agreed
what have i made
Looks on point !
Are asking about importing file to exit you can use any blended past 2.7x but the currently should use 2.9 or 2.83
Struggling to weight this dress, it seems to just be and issue with this mesh. Any solutions to either this error or the weighting in general?
What happened here ?
Your normals might be flipped? Tho I'm not sure
That or it could possibly be a rigging/weight painting issue of some sort, detaching the feet from the shoes
It did the thing even just when I imported it. I don't understand what happened at all
Are the faces that make up those parts of the shoes still there?
normals seem ok
Hm that's odd
Weight painting is also ok for the whole thing
Hm
All I could really reccomend is removing the feet, as I'm not the most well versed with importing things into blender..
Normally what I do to prevent clipping issues with clothing, is delete all the faces that the clothing hides
The thing is it is a toggle, so I need to have both 😄
Aah
Ok it's some kind of material setting, I just copied from the origial using Pumkin tools and it works ok
No idea what exactly it is thiough lmao, I guess culling
It was actually blendshapes, there was an animation that makes the feet smaller to fit them into the shoes. Lol
Was juust boutta say
godzilla but fish
yee
i made them look so fluffy oh my god
why is it so damn clean
Good normals 
i'm gonna have to take some more lessons on topology and subdivision modelling
hi!! can anyone help me pls? i just need a dress and shoes thrown on an avatar. dm me if u can !! tyty
Explain what you mean by mat
IF you intend to make it into a normal map, I have a tutorial that can help
like put this on adobe
so i use it for like this
like spider man suit with hexagon were blue is
ok, so yeah, you can just use a hexagon pattern in photoshop, you don't have to make it in blender
You only really need to make a hexpattern like that in blender if you are making normal map stuff, IMHO
Woudl you like a repeating hexagon pattern for photoshop? I can give you one
oh
ok
I sent you a DM with the image pattern, lmk if you need help setting it up.
You can use it as a mask, if you are unsure how, look into "Photoshop image masking" on youtube.
I'm pretty sure substance has a few hexagon patterns already
So I've put myself in a bit of a corner, not quite sure how to get out of it.
I set a pose earlier to make it easier to model some custom clothes but I swapped to tweakin' the body some. I made a shapekey for the pose versus a, well, actual pose and now I don't know how to align the mesh + armature.
couldn't you just activate the shape key and set it as basis?
Only the mesh was affected by the shape key and I've already set it to the new base in an attempt to fix this.
Fairly certain it gives you an undo shapekey when you do that
Maybe, I'm familiarly new to even messing with shapekeys and posin' in the first place though might've overlooked that.
A solution, far from ideal, but still one nonetheless.
- Disable deform on target bones.
- Reposition bones to where the mesh currently is
- Apply as rest pose.
Know profile views ain't all that stellar for showcasin' but I am tryin' to get the face to look more natural/" "realistic" ". The nose and chin are what I've been tweakin' recently, feel like they're decent right now.
Here's a more proper 3/4th's view.
Which "brows"? The smaller, bean-shaped ones or what's suppose to be lashes from the original model?
the longer lashes
I'll see what I can do about reducin' 'em any. Don't wanna mess with the pre-existin' shapekeys any more then I have to.
why my blender doing this (there is a strange vetex not being properly affected when i grab the hands with mirroring, I am trying to space my hands)
mesh isn't symmetrical most likely
Or maybe an overlapping vertex
can you elaborate?
about to start rigging :]
I hope you don't get problems with the A pose because in all of my two attempts at creating an avatar an A pose ended up with messed up shoulders in Unity (and consequently VRC) and had to redo them in a T pose.
I've made 2 other characters in a pose and they seemingly turned out fine
That's fair. For me the shoulders always ended up lower than they should have been.
could also make a shape key that switches from A to T
That's true, but personally I don't see any reason why not to do everything in T right off the bat.
same
And I can't tell if it's my weight painting or a general issue but reposing the model requires some repainting as well, which is something blend shapes don't really help with.
are you making a museum??
That's not required. You can just put the model into a T-pose from the humanoid configuration menu in Unity after importing.
No
This sounds pretty dumb but uh, how do I get the materials to load onto the FBX model on blender?
the left and right side of your mesh are either different topologically or your mesh isn't centered correctly. So when you use x-mirror to move the vertices in edit mode, one or more of your verticies isn't actually mirrored. For example left it might be x = 1.241 and right is might be x = -1.235
that's my best guess
I think it has something to do with finding the materials on the file directory or something like that?
press z
and select the material preview
also make sure viewport shading is on
you're on solid
Ack, I might have to manually put em back on.
LOL
uhh by the way it looks like you have a lot of separate materials. Please atlas them so you get more than 30 frames in game
its easy to atlas materials with CATS
Not planning to do that actually.
why not
it takes 5 minutes or less
just leave separate materials for whatever togglables you have. nvm in 3.0 you dont even need to
Well heres the thing...
I already have him ready in vrchat I'm just going back Just separate the hair by materials in blender and delete the copies
Hence why I'm on blender, just fixing up a hair issue.
yeah and atlassing your textures changes none of that, its just a courtesy to the people around you and yourself as you'll see better frames. And in VR better frames means better immersion
Oh no I get that, I'm just trying to remove materials that have metal like textures because in some worlds the hair gets shiny.
But once I'm finished with him, I'll be doing some optimization.
(He won't be a public avatar, just a private avatar. I only put it on to do some testing purposes)
sounds like its something with roughness and metallic maps
Yep, it's the metallic maps.
or if you're not using PBR maps then its the shader in unity
roughness will make it glossy
metallic is actual reflectiveness
Wait.
this isn't Rav the League of Legends Youtuber right?
normal maps define the bumps of a surface along with height maps
shouldn't affect reflectiveness as far as I know
you'll lose detail without a normal map
I should probably show what my shader settings are on actually haha, one sec.
Maybe I don't have to do blender to fix the problem.
depends on if you're using shader sliders or using your maps to define the reflections
also sometimes VRC lighting can seem inconsistent
let me see shader
you said the issue has to do with reflections?
Why are your normal and AO set to 0 ?
also his metallic on 1
His hair in some worlds are shiny.
Yeah you're not using any texture and you set the value to max for metallic
wdialdkslfgkj, input error fudge.