#3d-modeling

1 messages · Page 119 of 1

frank vine
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from what i can tell .. its JUST that one eye, and i already fixed another issue, it was a MESS in there.. the creator just slapped this thing together i swear x.x

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the back was worse...

obsidian nova
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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

frank vine
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this is a custom i had made that im altering lol

obsidian nova
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That’s rough. Who did the commission?

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I wouldn’t work with them again.

frank vine
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uuuh dang, im half asleep right now and it was months ago.. cant remember right now..

obsidian nova
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No stress

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Click on this (while in edit mode).

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You should see your shape keys. To fix the eye, you’re going to have to edit them.

frank vine
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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?

obsidian nova
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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.

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Click on the different shape keys in that panel (find all of the messed up ones).

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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.

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Blender is just weird & it doesn’t like transparencies.

frank vine
obsidian nova
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Ah

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Makes sense

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Any luck?

frank vine
obsidian nova
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You can see the scuff in blender too. You just need to have the eye selected in edit mode (sorry, you were right).

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I just didn’t understand what you were saying. lol

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So yeah, select the eye, tab into edit mode, and then click on another shapekey. You should see the mesh preview that shape key.

obsidian nova
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Do you have any visemes that change the eyeball?

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Like, swap it out for another mesh or make it small…anything like that?

frank vine
obsidian nova
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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”.

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If you’re not seeing any scuffed shape keys, then that means that it’s a weight painting issue.

obsidian nova
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Yup

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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.

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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.

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To see if any normals are flipped the wrong way, click this drop down arrow & then turn on the “face orientation” check box.

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Anything red is backwards…

frank vine
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yeah i know how to flip normals .. her face is split to match my makeup
My signature is this lil swirly dood-dad lol

obsidian nova
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Damn, that’s great.

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It’s a good look.

frank vine
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yeah shes fine

obsidian nova
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So yeah, the eye issue should be fixed.

frank vine
# obsidian nova It’s a good look.

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

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imma export and test her real quick

obsidian nova
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Kk

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I’m off to sleep. I might be able to help tommorow, but items like 4am here. I shouldn’t still be up. lol

indigo stirrup
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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?

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Nevermind, I figured out a way

devout scroll
indigo stirrup
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I just selected all the parts on each shoe and scaled them separately using bounding box center

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I knew it would work, but like, I was hoping there'd be a simpler way...

devout scroll
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I would scale them in then apply to basis to get a reverse shape key

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But then I realized shift + s > to cursor with offset unticked will collapse everything into the cursor into 1 vert

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in vertex mode obviously

indigo stirrup
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yeah, scaling to 0 makes it impossible to scale back up

devout scroll
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Do it with a shape key

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Then apply to basis

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It will give you a reverse shape key

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Or as someone once suggested, use bones and scale those to 0-1

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Depending on how you're optimizing, might be easier

indigo stirrup
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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.

spiral sigil
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how am i supposed to fix these two

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i've tried so much

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loops, reducing the counts

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yet every time i try, it just creates a tri in another place

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and it forever loops like that

vivid crater
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A tri here and there isn't the end of the world

obsidian nova
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You’re worrying way too much about tris. The idea is to minimize them, not eliminate completely.

calm goblet
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tris are absolutely fine, and actually very useful for guiding deformation in certain areas

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if you don't want unpredictable deformations put your "accidental" tris on areas that won't deform a whole lot

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tris there at the tip of the toe? absolutely no issues from them at all

obsidian nova
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All quads are tris anyways…lol

calm goblet
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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

obsidian nova
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I know, I know. 😅

calm goblet
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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

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combined with good weight painting anyway

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although i do hope unity and vrchat some day allow for setting up bone drivers so we can actually have corrective rigs

obsidian nova
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Hey @calm goblet Do you do commissions? You seem to really know what you’re talking about.

calm goblet
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i can do, yeah, i'm actually making my first vrc avatar right now for spookality lol

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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

obsidian nova
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That’s awesome. I already have a character made, I just need some adjustments done. Can I DM you to talk budget & requirements?

calm goblet
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sure

spiral sigil
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i wonder if you do a commission for removing a stupid triangle

calm goblet
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you don't need to remove that triangle, it's fine

spiral sigil
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no

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tri must go.

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to be fair

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if i can't find another way, then i'll have to do a triangle joint near the foot

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redo the whole thing and add the triangle to a joint instead

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making sure the rest of it connects nicely

calm goblet
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why do you hate tris?

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they won't hurt your model at all lol

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without putting tris all over the place i'd never have been able to get my current piece to move well lmao

spiral sigil
calm goblet
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you heard wrong

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triangles are useful

spiral sigil
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maybe in environmental or very low poly

calm goblet
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even in current-gen character art, triangles are useful

spiral sigil
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are you saying all my effort in retopologising a bloated 2014 model was a big waste of 3 days?

calm goblet
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if all you did was try to remove every single triangle you could find? yes

spiral sigil
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no, i rebuilt a thing from the ground up

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with optimisation in mind.

calm goblet
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if you made some good alterations to the mesh so it would deform better, then it wasn't a waste

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and yeah reducing pointless polys is a good thing

spiral sigil
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i don't know that till i get to weigh paint test it.

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i first need to get the dumb feet done

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it's the last thing before hands.

calm goblet
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you should know how things'll deform before you rig lol

spiral sigil
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but i can't tell if it's gonna meet my exact expectations.

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reducing polys comes with a cost

calm goblet
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i do my retopo specifically to guide the way things will deform so i can have more accurate anatomy and animations with less polygons

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wasn't 100% doable on my spookality model but it's 5k triangles in total, some stuff is gonna break there lol

spiral sigil
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i had to sacrifice

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made 2 triangles

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will prolly have a 3rd

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only 2 triangles

young vault
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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.

spiral sigil
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i may re-retopologize if necessary.

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idk

calm goblet
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just don't worry about the triangles, specially on the sole of a shoe lol

young vault
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There's people who only make 3D models in tris, and never make quads in the entire process.

calm goblet
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use them where it makes sense, avoid them where they'll actually cause issues

spiral sigil
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the rest is quads

young vault
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What part?

spiral sigil
calm goblet
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.....

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why?

young vault
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Sounds painful

calm goblet
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it does

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if it weren't for the fact that characters need to be rigged i'd never do retopo lol

spiral sigil
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dw about the lines. they're messy because i haven't bothered to polish it yet

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but that's where one of the tris is

calm goblet
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i'll certainly never retopo the same thing twice if i'm not making a mobile version and a PC version

quaint jasper
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it literally doesn't matter

quaint jasper
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If it doesn't bend/stretch/deform in that spot, triangles don't matter

spiral sigil
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i enjoy retopo as long as i don't get a dumb tri where i don't want it

young vault
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That tri doesn't look like it should deform, at least from the picture taken. Looks like the side of the foot?

spiral sigil
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not sure what human anatomy parts are called

quaint jasper
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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

spiral sigil
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this area

quaint jasper
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I have friends like that and now they don't make things anymore

spiral sigil
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because when i make something, i want it to be decent

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not half-assed

quaint jasper
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yeah but there's return on investment in your effort

young vault
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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

quaint jasper
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Is it worth spending dozens of hours to go from 95% to 100% ? Most likely not

calm goblet
spiral sigil
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there will never be 100. i try my best to get as far as possible

quaint jasper
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exactly, so you're trying to get perfect topology in a spot where it doesn't matter

young vault
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This would 100% be found on AAA models.

spiral sigil
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but as you all are saying, i probably need to retopologise the whole thing again after finishing this one

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subdivision and restart

quaint jasper
spiral sigil
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i'm not gonna be happy till i get my results.

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and i will spend as much time as i can redoing the thing over and over, till i get what i want.

quaint jasper
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I hope you get your results in the end i guess

spiral sigil
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it's also my first time retopo'ing

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so it's good practice.

young vault
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You sound like you're making a model for pixar.

spiral sigil
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what

young vault
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Pixar supposedly only allows pure quad meshes in production. At least that's what some of my animation friends told me.

quaint jasper
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I legit don't know anyone who did retopo twice on the same model

spiral sigil
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body once

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it's gonna be a 3/2 soon™️

quaint jasper
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are you looking at guides at all ? Once should be already good

spiral sigil
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but not a single guide that tells me tris

calm goblet
spiral sigil
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all quads

calm goblet
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pretty sure the pixar style joint caps are also using tris in places

young vault
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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.

calm goblet
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a lot of things i've learned have been from pixar papers lol

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a lot of what we use as standard was at least influenced by pixar as well

azure rain
obsidian nova
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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.

spiral sigil
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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™️)

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sadly the censors don't allow me to show the geometry behind them

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i also did some BTS (behind the screen/scene) polishing (not in the pic)

obsidian nova
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This is great. You're done. ✌️ Next step.

calm goblet
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yeah that'll work fine

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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

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but that's perfectly functional topology

spiral sigil
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practice

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lots of it.

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lots

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Lots! ™️

obsidian nova
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It's good to be passionate, but don't burn out. Work smart, not just hard, right?

devout scroll
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Yeah but try not to get stuck practicing™️ too much and not actually finishing anything

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That's a trap I fall into pretty often

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You can write off anything as practice but sometimes you burn out because of it

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Work smart indeed!

spiral sigil
ionic salmon
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Any idea how can i open it and know what exact ver

full ice
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If you created the project, you would know which version it was made with

frank vine
# spiral sigil and i will spend as much time as i can redoing the thing over and over, till i g...

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 🙂

vivid crater
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not sure who said to give up

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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

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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

calm goblet
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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

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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

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would you wanna carry on after that or wanna give up?

vapid egret
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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

desert crown
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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?

desert crown
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thank the heavens! that worked!

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🙏 thank you @thin shadow

obsidian nova
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@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...

▶ Play video
quaint jasper
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FYI that works well because it's unreal engine, Unity can't do most of that

obsidian nova
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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?

dusty heron
obsidian nova
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Good to know. Thanks!

quaint jasper
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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

dusty heron
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You can make Unity look really good, but it's hard to do without HDRP, which VRChat doesn't use.

obsidian nova
spiral sigil
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ouch

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whoever told me that perfectionist mindset gets you nowhere, ow.

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bullet right to my skull there.

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i can't help but correct every tiny imperfection i find

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it's a bad itch

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and an itch must be scratched

quaint jasper
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It gets you there, but just takes way too much time to get to it

obsidian nova
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Ha, I think most of us have been in your shoes & we know where it leads.

spiral sigil
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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

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which eventually made me worse, which lead me to discard my new WIP sketches a day or so after

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and draw less, and decay more, and then stop.

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hate it.

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wasted 10 years of my youth on something i stopped getting good at.

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👏

obsidian nova
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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.

spiral sigil
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i don't have ideas for something intentionally bad

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i had that in 2017 as random sketches during classes

obsidian nova
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The opposite of what you'd normally do.

spiral sigil
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math classes at that.

spiral sigil
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i don't do art anymore.

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i cba to try and get myself back where i was.

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my mind wants quick results. if those quick results don't happen, don't bother.

iron coral
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listen dawg

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i know exactly where u comin from cause i get in funks like that often

obsidian nova
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How old are you? Still in school or working?

spiral sigil
iron coral
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but think about it like this
you wanna do art
but you think you wont be satisfied
but you clearly still wanna do it

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the only thing stopping you is yourself

spiral sigil
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now i have an itch to keep retopo'ing my thing

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then start all over again

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and again

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....and again

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.......and AGAIN

iron coral
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oh yeah bro trust me i retopo'd a character model i had multiple times over the course of 2 years, but havent lately

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at some point you have to force yourself to show it off and call it finished

desert crown
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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.

spiral sigil
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real fun.

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that's what i do. when i feel like it's not good enough, i get guild trips whenever i use it.

iron coral
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publishing it to a platform will really help with not having that itch since its out, then you wont want to mess w it

iron coral
desert crown
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scene lights is off though

spiral sigil
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it will make me want to improve on it

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and it's gonna be an endless cycle of Vs

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V1 V1.1 V1.2 etc

iron coral
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WAIT

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no

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im dumb

spiral sigil
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i do wish i had a proper way to test the avatar's capabilities, though

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like FBT movements

obsidian nova
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Sounds like you've got your ego tied up in it. That's a mistake. 👏 vrcFire

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I did the same thing for a long time.

spiral sigil
iron coral
desert crown
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just the scene, the other preview works

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solid mode, thats right, solid mode works

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oh never mind i found the issue, it has something to do with alpha

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weird

iron coral
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ohhh did you have the alpha slider turned down to 0

desert crown
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yeah

iron coral
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oh yea thatll do it lmao

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god im still not used to principled shaders lmao

obsidian nova
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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.

iron coral
spiral sigil
iron coral
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it might be as simple as

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not doing that

obsidian nova
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Well said.

spiral sigil
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easy to say, hard to do

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it's like smoking. easy to get addicted to, hard to quit.

obsidian nova
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I have this framed on my wall "done is better than perfect; nothing is perfect unless it's done".

iron coral
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i can guarantee if u sent ur work to some ppl they'd be like "yo thats fire"

obsidian nova
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You have a profile picture like that & you're worried about perfectionism? 😅😉

spiral sigil
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at least to me

iron coral
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who cares if they dont know how to do it???

obsidian nova
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Well hopefully you're not making art for other artists. Art's for the masses. ✊ ✊ ✊

spiral sigil
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it's the same reason i help people in tech support for free.

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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.

obsidian nova
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It's funny, because I find myself having all of these same thoughts. It's uncanny.

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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.

spiral sigil
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i don't know how S&D is related to this.

obsidian nova
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Sorry, my finger slipped & I posted before I was ready. 👍

iron coral
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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

devout scroll
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also known as mid development hell™️

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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

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Get stuck on something or end on a bad note and you want to go back working on it less and less

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Mostly because new ideas start seeming more appealing

zinc jolt
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boom

obsidian nova
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Leggy boy

calm goblet
devout scroll
calm goblet
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oh it's perfectly normal, everyone gets bored when they're doing the stuff they don't enjoy

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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

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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"

glad steeple
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box model then you never have to retopo 🧠

calm goblet
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you also can't do the same things you can with a sculpt

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unless you're doing very low detail stuff sculpt and retopo is a faster workflow really

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even on low detail stuff sculpting is still an incredibly fast way to play with designs

glad steeple
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sure.

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I dont necessarily agree with the low detail comment, i think you can get away with not sculpting for alot of things.

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e.g: old model but, no sculpting on the fabric.

rain fjord
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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

zinc jolt
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Still a work in progress

cedar quest
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Anyone has an idea how to fix this ? The model i guess was not made in blender so importing the FBX produces this.

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Using CATS to fix the model makes the bones look a bit funky.

quaint jasper
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You need to enable correct bone orientation when importing the fbx

cedar quest
cedar quest
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Although the intitial import is still all broken up.

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Seems like animations that do bone rotation in unity will need to be remade

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as it somehow screws up the rotations later in unity

zinc jolt
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working on Alastor

zinc jolt
zinc jolt
zinc jolt
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he looks unnerving

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uncanny looking I meant

wild root
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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.

unique sigil
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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.

wild root
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why r the meshes separated in the first place?

unique sigil
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well, I'm starting off. begginer and still learning slowly.

quaint jasper
wild root
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hmm thx, I will read it.

wild root
quaint jasper
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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

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texture + normal bake might be nice though

wild root
#

yeah but he said his model is built from separated meshes with no uniform topology, a retopo is needed then bake of course.

quaint jasper
wild root
#

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.

quaint jasper
#

waveyboy glad to have you here ! Do you have a portfolio by any chance ?

wild root
#

yeah

unique sigil
wild root
#

I'm coming from the animation industry, but I plan to learn how to optimize and prepare models for vr

wild root
unique sigil
quaint jasper
wild root
#

yeah or support loops

unique sigil
quaint jasper
nocturne shell
wild root
# unique sigil

yeah the mic ball definitely needs optimizing. but at least u have a high poly ready for ur bake lol

wild root
nocturne shell
#

noice

#

while ur at it add a slight bevel to the square

#

not a big one just to give it a bit of curvature

unique sigil
#

Still learning though.

#

So baking and beveling to the square.

nocturne shell
#

sorta

unique sigil
#

I'll see what i can do about it.

azure rain
zinc jolt
#

this is very challenging

foggy granite
zinc jolt
#

correct

spiral sigil
#

so how's my topology? i know that it's important to have good topology and as a newby, i'd like some review.

quaint jasper
#

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

spiral sigil
#

topology yeah

#

and that's a good point

obsidian nova
#

The best thing to do is to use references.

zinc jolt
#

Exactly

spiral sigil
#

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.

calm goblet
wild root
#

oh alright, thank you.

oak hatch
#

New tikki avatar in development.

zinc jolt
#

That actually looks impressive

oak hatch
#

It's going to be incredibly cursed.

plain spruce
#

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

quaint jasper
#

visual transforms might help

spiral sigil
spiral sigil
#

update ur progress here when it all done

oak hatch
#

Oh we're gonna have fun.

spiral sigil
#

what are your references?

#

wait could you just trace out a face from a reference and then knife project it onto a clyander

oak hatch
#

I drew a quick doodle a ways back, but otherwise just Google and nightmares.

#

I have some visemes up and running.

spiral sigil
#

nice

lilac crater
vapid egret
#

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

quaint jasper
#

Yup, retopo

foggy granite
quaint jasper
#

I'd highly highly suggest the QuadRemesh addon though

#

paid addon, but insanely worth it

thorny ivy
#

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.

vapid egret
#

Alright thank you :)

#

I appreciate the quad remesh advice, Ill check it out

quaint jasper
spiral sigil
#

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

quaint jasper
#

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

spiral sigil
#

well its a big WIP and im just posting it here rn for feedback

quaint jasper
#

It's a good start thumbsup

spiral sigil
oak hatch
#

Eekum Bokum

spiral sigil
#

i really like this

spiral sigil
# oak hatch

also, here it kinda looks like the tiki is wearing a Rune Med Helm

merry vault
spiral sigil
#

i luve the color scheme

#

how did u texture the leafs?

spiral sigil
#

i gotta be honest

#

that is really quality

#

i can't look away

chrome sierra
#

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)

spiral sigil
#

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

thorny ivy
#

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?

foggy granite
#

width tells your range

thorny ivy
#

I understand that but post-confirmation is what I'm after.

#

Basically, a way to see what the modifier value was.

foggy granite
#

I don’t think you can once the modifier is applied that data is gone

thorny ivy
#

Damn.

languid fog
foggy granite
#

mind showing her tail

devout scroll
#

👉 👈

spiral sigil
#

maybe it's just the clothing being in the way with its own topo

#

but DAMN it's clean

thorny ivy
#

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.

oak hatch
#

Selection order maybe?

thorny ivy
#

Just tried it both ways, outer-inner and inner-outer, same results.

languid fog
foggy granite
#

alright up date me then

languid fog
spiral sigil
#

cba when i can't even get my OC's design finalised, which has been in alpha stage since 2014

languid fog
spiral sigil
#

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

languid fog
spiral sigil
#

but

languid fog
#

and choose my favourite colours haha

spiral sigil
#

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.

spice pewter
languid fog
#

Gj

bright perch
#

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

spiral sigil
#

2.0 First Model, Bonzi Buddy, Front

#

is this good at all?

quaint jasper
#

For a beginner, sure, but really use references and existing 3d models of the character to know what you're going for

quaint jasper
#

front and side ?

#

Also i would still recommend symmetrizing your mesh in edit mode so you can use symmetry in sculpting

spiral sigil
quaint jasper
#

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

spiral sigil
#

alr thanks

quaint jasper
#

Also start with big shapes first, then do detail

#

Proportion is too important to do it last

spiral sigil
#

seeing as i went from this

#

To this

#

i think ive done good 🙂

plain spruce
spiral sigil
#

hows this look?

thorny ivy
#

Got a weird bug. Can't find the head armature's origin or even move it.

#

Body's works just fine though.

spiral sigil
#

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

quaint jasper
# thorny ivy

You can do Shift + S to easily move the 3D Cursor around and then set object's origins

#

then snap back to something else

spiral sigil
zinc jolt
wintry gale
#

working on a cool avatar idea

#

doing like an xray cyborg type thing

foggy granite
#

Thats an actually pretty cool idea

wintry gale
#

this is how it's coming so far

#

using godfalls "godprince" as the base model

spiral sigil
#

noice i think

#

how did you carve into the chest?

wintry gale
#

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

dusty heron
#

That looks sick!

thorny ivy
#

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...

▶ Play video
spiral sigil
#

Ok should I make this tail protruding straight out and deform it with bones?

wintry gale
subtle mirage
#

the things that yall are doing make me feel stupid lol

#

keep up the fantastic work 🙂

spiral sigil
#

ahk this is pain

#

apparently the main body is difficult

wintry gale
spiral sigil
#

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...

quaint jasper
#

Are you still not using a tutorial ? You're making this super hard on yourself, the process is well documented at this point

spiral sigil
#

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

azure rain
#

then check for how to make a person blender

spiral sigil
#

i will tomorrow

spiral sigil
#

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

obsidian nova
#

Just look up a tutorial, it'll save you some time.

wintry gale
#

little update

outer pawn
#

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

spiral sigil
obsidian nova
#

It looks fine to me. It’s part of the look.

spiral sigil
#

going good so far..

#

i've been messing with the chest shape all day

#

finally getting better

devout scroll
#

make sure to look at some references

spiral sigil
#

yep

oblique wagon
#

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.

stark radish
calm goblet
#

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

stark radish
#

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

calm goblet
#

or just wanting to make your model actually interesting

#

symmetry only goes so far, you wanna do something cooler you gotta break symmetry

stark radish
#

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

calm goblet
#

yeah you could add more draw calls for literally no reason

stark radish
#

Yep which so many people have done and I hate it

#

but I understand why

calm goblet
#

i don't

#

it's not that hard to repack your UVs

stark radish
#

It is if you're just starting out and are scared by how much UI there is in Blender already

calm goblet
#

if you're just starting out it's better to learn how to do things right

stark radish
#

I agree

calm goblet
#

rather than learning how to do them wrong and having to unlearn that later

stark radish
#

but there's laziness and misinformation to take into account

calm goblet
#

yup, which is why i try to shove people in the direction of good info when i can lol

stark radish
#

Same

calm goblet
#

already made plenty of stupid mistakes and learned plenty of shitty workflows, no reason everyone should have to suffer the same

stark radish
#

Mhm

#

I've mainly focused on learning Blender as that's where most people seemingly haven't

#

optimization is really important to me

calm goblet
#

optimization and quality are my main things lol

stark radish
#

Mhm

rain fjord
#

why is this connector flickering?

radiant vortex
#

Master chief

rain fjord
#

yeah?

full ice
rain fjord
#

@full ice that other connector is far away from it, it's not z fighting

full ice
rain fjord
#

@full ice only flickers when the monitor's stand is visible

full ice
#

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.

rain fjord
#

@full ice didn't work

full ice
#

did you select everything before doing the merge?

rain fjord
#

@full ice yup, still didn't work, do i need to mess with the settings in the little window that shows up?

full ice
#

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

desert crown
#

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.

subtle mirage
#

u guys make blender look easy

hasty abyss
#

blender and unity suxxx

dusty heron
dawn anchor
#

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

quaint jasper
#

Good start yeah thumbsup

#

Might want to prepare knee topology ahead of time if you care how it'll bend

dawn anchor
#

yeh, was gonna put the bending faces (i forgot what it's called) later after I model the whole body

#

thanks!

spiral sigil
#

Oh there are special faces for armatures to manipulate?

#

I guess I need to look more into rigging than I have so far

foggy granite
spiral sigil
#

Oh

foggy granite
#

Learning edge flow allows you to get smoother and cleaner deformation/bends

spiral sigil
#

Alright

spice pewter
spiral sigil
#

Very nice

thorny ivy
#

Anyone know how to fix missin' origins for Armatures? Recent issue, origins show for non-armatures + have 'em on as a global option.

spiral sigil
#

how do you know where to accurately place creases for the sleeves?

#

you using clothing sim?

celest onyx
#

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

quaint jasper
#

Might want to share your unity screen

celest onyx
#

Where would I do that at? Just curious

quaint jasper
#

Here, with a screenshot

celest onyx
#

Ok!

#

and the next image is with the Toon lit ON

quaint jasper
#

FYI quest does not support custom shaders

#

It says so in the error at the top of the SDK, on the left

celest onyx
#

I know, I was seeing if there was a workaround to get it to where it does toon lit with the proper textures

quaint jasper
#

That's the skin material, what about the other materials ?

celest onyx
#

That's the killer, the others are already on toon lit!

#

it's only two textures that have the bizarre custom one

quaint jasper
#

What are the texture settings ?

#

Does the model have vertex color ?

celest onyx
#

I'm going to be honest and say I have n o clue

quaint jasper
#

Yeah, i don't think this model will work on quest still, it's already very poorly optimized for PC in the first place

celest onyx
#

Alright...well thank you for the help though

quaint jasper
#

It would take a huge amount of effort to make that good enough for quest

honest heart
#

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.

spiral sigil
#

is it getting like 0-1% CPU usage

honest heart
#

im unsure give me a moment

#

yea it goes from like 0 to like 0.3%

spiral sigil
#

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

honest heart
#

ngl kinda unsure what the second sentence means but i understand the first one

spiral sigil
honest heart
#

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.

spiral sigil
#

disable all startup items

#

in taskmgr

#

not sure if google crash handler is a normal background process if you have google chrome installed

honest heart
#

the bar is greyed out so i cant disable them

rain fjord
#

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

languid fog
#

Trying my best to keep the low poly counts possible

quaint jasper
#

Still alright without the subdiv ?

spiral sigil
#

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!

spiral sigil
#

holy shite

teal trout
#

bro such technical talk and im too dumb for it

dense crescent
#

me who started 3d modelling 5 seconds ago

#

I’m just here staring at ball

teal trout
#

ez avatar just a single ball i approve 👏

gloomy cipher
#

im questioning weather i should try and fix this

spiral sigil
spiral sigil
gloomy cipher
#

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

spiral sigil
#

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!

craggy lintel
#

so like

#

“a” and then press G, Z and then press 0

#

Then do the rest

#

Then do for the other values

spiral sigil
#

I guess that could work as well! Thanks, I actually didn’t know that! : D

craggy lintel
#

That’s faster

#

It’s how I do it

spiral sigil
#

Nice

craggy lintel
#

It also helps for flattening objects fast

dim bloom
#

can someone help me with an avatar in blender

spiral sigil
gloomy cipher
gloomy cipher
spiral sigil
#

the wireframe is so curvy and smooth

gloomy cipher
#

oh

#

subdivide

#
  • subdivide
  • subdivide
  • subdivide
  • subdivide
  • subdivide
  • subdivide
ashen stag
languid fog
#

I only have sub lvl 1

ashen stag
#

If you subdivide too much youll just end in a tube

languid fog
#

ik

#

I trying to use the less polys possible

#

thats why i make the topology smooth

ashen stag
#

Yeah the 1 sub makes it so much easier to clean topology. Cleaning dyntopo sculpts makes me 🤮

languid fog
#

idk how to sculpt

#

i do poly modeling

#

:c

past stump
#

yo i need some quick help fdhkljgn

ashen stag
#

Nah thats good imo, I only use sculpting for a fancy proportional editing really. I cant sculpt from nothing worth shit

past stump
#

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

celest onyx
ashen stag
languid fog
#

Shade smooth

#

without the sub the tris count is 4.324 (+Solidify)
with sub the tris goes to 16.584

languid fog
languid fog
quaint jasper
# languid fog Shade smooth

If you clear custom normals data and set the normal threshold for sharp a bit higher, it would look pretty nice

celest onyx
#

I mean if anybody's ever bored, I have the unity package for it if like you're really bored

quaint jasper
#

You can try the Cats bake function

quaint jasper
#

Yeah !

#

even without the subdiv it should look nice

languid fog
azure rain
#

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

languid fog
#

noted

azure rain
#

like most people are going to be seeing your shoes at like this size

languid fog
#

yeah i understood that

#

that's my issue tbh, i keep trying to make the minimum details when it is not necessary

vivid crater
azure rain
#

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

spiral sigil
#

PS1 couldn't even handle this much

oak hatch
#

tikki brikki

spiral sigil
oak hatch
#

Oh, ye of little faith, it's so much worse

#

So, SO much worse.

spiral sigil
#

YESS

oak hatch
#

The visemes are cursed, too

spiral sigil
#

the transition is so smoth

#

show

oak hatch
#

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

surreal steeple
#

looking for someone to 3dmodel a simple character for me

spiral sigil
#

im just wondering how the proportions work out

oak hatch
#

The body and arms are mostly done

spiral sigil
#

OOOOO

oak hatch
#

Those heads -should- spin with the main one

#

Not asure if they're modelled to do that, but I offered it to them

spiral sigil
#

it really works

oak hatch
#

I'm stoked tbh

spiral sigil
#

how professional are you an your friends

#

you seem like demigods

oak hatch
#

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

grave aurora
#

Character I’m making for VRChat. Nothing is finalized here, just blockout sculpts

calm goblet
calm goblet
# grave aurora

where does the punk part come from? planning to add some patches and spikes to the jaket?

median pike
#

Speaking of shoes

#

Done with this for now

#

Like 2 million polys if I remember correctly

calm goblet
#

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

median pike
#

Oo

#

Gotta try handplane out

median pike
calm goblet
#

it doesn't

#

marmoset is still the king of baking, substance a decent 2nd place

median pike
#

Got it

calm goblet
#

handplane just roflstomps blender's garbage baking lol

median pike
#

Yeah you can't do much worse than that

#

Was just hoping it to have a better workflow

#

Building cages is annoying

calm goblet
#

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

median pike
#

I got lucky. My schools adobe license includes substance products

calm goblet
#

i don't like substance personally

median pike
#

Than again substance is pretty cheap in the grand scheme of things

calm goblet
#

only if you go perpetual with no lts

#

if you want continued support you gotta sub

#

another reason i prefer coat lol

median pike
#

Well at least the option is there unlike other software

calm goblet
#

true

#

but marmoset and 3d coat both offer good perpetuals and cheaper upgrade options

grave aurora
calm goblet
grave aurora
#

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.

oak hatch
#

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

calm goblet
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use curves

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make the braid

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job done

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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

languid fog
calm goblet
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np

exotic obsidian
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Warden.

languid fog
spiral sigil
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ok this is embarrassing but i somehow removed the orbit controller from my viewport

quaint jasper
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orbit controller ?

spiral sigil
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the thing at the top right that controls the veiwport camera

edgy fog
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Edit > Preferences > Viewport > 3D Viewport Axis

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That is if I'm understanding correctly and you're talking about this?

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🙂

spiral sigil
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yep that's what i'm talking about

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toggling the setting didn't fix it though

edgy fog
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oop

vivid crater
spiral sigil
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thats an F

spiral sigil
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thanks

spiral sigil
quaint jasper
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Would still suggest highly using references sweat

glad steeple
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one of the only excuses you have to look at boobs on the job 👍

spiral sigil
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why boobs so squished

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what r u doing m8

spiral sigil
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what blender do i need to see fbx folder that I need to edit avators

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Heres Johnny

spiral sigil
spiral sigil
spiral sigil
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what have i made

past stump
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I just like how this topology looks.

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Makes my brain happy dksgskab

quaint jasper
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Looks on point !

lilac crater
foggy granite
opaque linden
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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?

prime zenith
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What happened here ?

past stump
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Your normals might be flipped? Tho I'm not sure

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That or it could possibly be a rigging/weight painting issue of some sort, detaching the feet from the shoes

prime zenith
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It did the thing even just when I imported it. I don't understand what happened at all

past stump
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Are the faces that make up those parts of the shoes still there?

prime zenith
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normals seem ok

past stump
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Hm that's odd

prime zenith
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Weight painting is also ok for the whole thing

past stump
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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

prime zenith
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The thing is it is a toggle, so I need to have both 😄

past stump
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Aah

prime zenith
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Ok it's some kind of material setting, I just copied from the origial using Pumkin tools and it works ok

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No idea what exactly it is thiough lmao, I guess culling

prime zenith
# past stump Aah

It was actually blendshapes, there was an animation that makes the feet smaller to fit them into the shoes. Lol

past stump
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Ooooh

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Ok that makes sense

oak hatch
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Was juust boutta say

visual vigil
quaint jasper
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godzilla but fish

visual vigil
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yee

past stump
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i made them look so fluffy oh my god

spiral sigil
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why is it so damn clean

quaint jasper
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Good normals smart

spiral sigil
gaunt pendant
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hi!! can anyone help me pls? i just need a dress and shoes thrown on an avatar. dm me if u can !! tyty

oak hatch
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IF you intend to make it into a normal map, I have a tutorial that can help

fallen lichen
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like put this on adobe

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so i use it for like this

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like spider man suit with hexagon were blue is

oak hatch
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ok, so yeah, you can just use a hexagon pattern in photoshop, you don't have to make it in blender

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You only really need to make a hexpattern like that in blender if you are making normal map stuff, IMHO

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Woudl you like a repeating hexagon pattern for photoshop? I can give you one

fallen lichen
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oh

oak hatch
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I sent you a DM with the image pattern, lmk if you need help setting it up.

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You can use it as a mask, if you are unsure how, look into "Photoshop image masking" on youtube.

quaint jasper
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I'm pretty sure substance has a few hexagon patterns already

fallen lichen
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not good for spider man

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i use them

thorny ivy
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So I've put myself in a bit of a corner, not quite sure how to get out of it.

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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.

full ice
thorny ivy
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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.

full ice
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Fairly certain it gives you an undo shapekey when you do that

thorny ivy
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Maybe, I'm familiarly new to even messing with shapekeys and posin' in the first place though might've overlooked that.

thorny ivy
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A solution, far from ideal, but still one nonetheless.

  1. Disable deform on target bones.
  2. Reposition bones to where the mesh currently is
  3. Apply as rest pose.
thorny ivy
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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.

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Here's a more proper 3/4th's view.

quaint jasper
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it's a good profile thumbsup

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Eyebrows seem way too thick though

thorny ivy
quaint jasper
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the longer lashes

thorny ivy
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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.

serene spruce
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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)

quaint jasper
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mesh isn't symmetrical most likely

foggy granite
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Or maybe an overlapping vertex

serene spruce
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can you elaborate?

past stump
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about to start rigging :]

surreal flame
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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.

past stump
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I've made 2 other characters in a pose and they seemingly turned out fine

surreal flame
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That's fair. For me the shoulders always ended up lower than they should have been.

spiral sigil
surreal flame
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That's true, but personally I don't see any reason why not to do everything in T right off the bat.

spiral sigil
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same

surreal flame
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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.

spiral sigil
atomic hamlet
visual vigil
spiral sigil
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that would be amazin

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u can take the idea 100%

keen tulip
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This sounds pretty dumb but uh, how do I get the materials to load onto the FBX model on blender?

wintry vector
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that's my best guess

keen tulip
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I think it has something to do with finding the materials on the file directory or something like that?

wintry vector
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press z

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and select the material preview

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also make sure viewport shading is on

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you're on solid

keen tulip
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Ack, I might have to manually put em back on.

wintry vector
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need to be on material preview

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yeah your materials are messed up

keen tulip
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LOL

wintry vector
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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

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its easy to atlas materials with CATS

keen tulip
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Not planning to do that actually.

wintry vector
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why not

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it takes 5 minutes or less

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just leave separate materials for whatever togglables you have. nvm in 3.0 you dont even need to

keen tulip
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Well heres the thing...

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I already have him ready in vrchat I'm just going back Just separate the hair by materials in blender and delete the copies

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Hence why I'm on blender, just fixing up a hair issue.

wintry vector
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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

keen tulip
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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.

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But once I'm finished with him, I'll be doing some optimization.

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(He won't be a public avatar, just a private avatar. I only put it on to do some testing purposes)

wintry vector
keen tulip
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Yep, it's the metallic maps.

wintry vector
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or if you're not using PBR maps then its the shader in unity

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roughness will make it glossy

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metallic is actual reflectiveness

keen tulip
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Wait.

wintry vector
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this isn't Rav the League of Legends Youtuber right?

keen tulip
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Could I just remove the normal maps on unity and that would solve it?

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LOL NO

wintry vector
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normal maps define the bumps of a surface along with height maps

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shouldn't affect reflectiveness as far as I know

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you'll lose detail without a normal map

keen tulip
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I should probably show what my shader settings are on actually haha, one sec.

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Maybe I don't have to do blender to fix the problem.

wintry vector
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depends on if you're using shader sliders or using your maps to define the reflections

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also sometimes VRC lighting can seem inconsistent

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let me see shader

keen tulip
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I use Poiyomi Pro shader

wintry vector
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you said the issue has to do with reflections?

quaint jasper
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Why are your normal and AO set to 0 ?

wintry vector
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also his metallic on 1

keen tulip
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His hair in some worlds are shiny.

quaint jasper
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Yeah you're not using any texture and you set the value to max for metallic

keen tulip
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wdialdkslfgkj, input error fudge.