#3d-modeling
1 messages · Page 120 of 1
Yeah.
no wait he has one
or does the color setting override?
alternatively you could just retexture your hair and then just have maps. probably no reflections on hair so your metallic setting could just be set to 0
laziest fix is just to turn off metallic
no point in having a normal map if normal intensity is 0. You could just delete it to save space otherwise you're loading in an extra texture map for no reason
but your hair will probably look really simple
you're using toon shader anyway so its a stylistic choice at that point
turn roughness up too. Metallic down roughness up
@quaint jasper is smoothness on the unity shader just the inverse of roughness?
i believe so
@keen tulip yeah so im confident these sliders will determine if you fix the issue
put metallic at 0 unless your hair is literally metal
personally I would try turning up the normal map and seeing how it looks. Otherwise the texture might look a bit flat.
if you're not going to use it at all then just delete it
I am extremely proud of my log I 1000% accidently made
incase anyone wants to also maek log
loggers

Not Sure If im in the right channel but could someone help me, i recently bought a model with blendshapes on it and i put it in blender to add an outline but everytime i export it the blendshapes are missing. Does anyone know how i can fix this
an outline how ?
The problem is that the blendshapes disappear everytime i export the model
is there a way i can fix this?
I use the solidify tool
Can't apply modifiers on meshes that have shapekeys
Make sure to read the instructions correctly
Okay Thank you very much
pewpew
Is there a way to save the pose position to the resting position?
Cats > Pose mode > Apply pose position as rest position
How long did it take you to learn to sculpt, texture and rig your own vrc model from scratch
I want to get into this hobby
I think with some YT tutorials you could start right away. Getting used to various quirks of Blender (if that's what you want to use) will take some time but practice is super important.
I wouldn't personally go straight into making humanoid models in blender, as you won't have fundamental understanding of Blender and why things are done which will probably cause you to rage and then hate 3d modelling
so id start off modelling simple random things in blender just think up of something and there probably is a blender tutorial for it
Yeah agreed, start simple or it may become too much at once. I personally hate doing things for the sake of practice so I usually just jump in at the cost of frustration but I get results sooner.
Might want to smooth shade that mask
yes of course i will
i figured people'd be able to tell its a wip
gonna start baking now
I made a Front and Right-side view of a quad-prong hook (which are exactly the same), and I'm wondering how I would make it actually 3 dimensional
i am seeing a video that can do exactly what I need but aaa its in old blender and i cant find anything about where the specific menu was taken
fill the faces, solidify, subdivide
that'll give you the shapes you want
after that you can just go over it with much lower resolution to trace the 3d shape
how do I fill I saw that in a video but the thingies wereNT there
the other option would've been to use single verts to trace the main hooks and use a skin modifier, then extrude out the barbs
I also recommend using the mirror modifier.
yeah make 1, mirror it, then duplicate and rotate 90
Even better, mirror in X and Y.
it isnt in the vertex tab
mirror in x and y wouldn't work
is fill a setting in the mirror modifier?
Right I didn't realize.
are there voice channels in here? it'd be so much easier for me to just screenshare making one of these things and answering any questions you have
no
hop in one of the ones in openvfx or vrctraders if you're in those?
just easier to show this kind of thing than explain it lol
yeah sure give me a moment
thank
learning to sculpt 3d models, this one is not meant for vrchat but more to learn myself how to add detail
how do i 1 add textures and 2 atlas textures
Why do you need atlases ?
i want to optimize it for quest
And the model can't fit on a single texture ?
its a model from modelers resources but for some reason it came in 3 separate textures for the model
this thing wont work to install for some reason too
You tried the manual install ?
yeah i can see how it's a bit much for you then, you should download the material combiner addon standalone from shotariya
link?
You're not on blender 3.0 right ?
how do i tell
bottom right corner usually
yeah, unsure it supports that specific version
is there any easy way to atlas them?
try the above first
sao im trying to finish sculpting my head by im unable to grab & pull in blender
mind showing your screen ?
yeah
using my tablet to sculpt as well
command screen as well or whatever its called
here
in object mode yes
Hey guys
how does one unhide armature when its not unhiding like normal
this rarely happens to me and when it does its so obnoxious
its not any of the layers, i checked
-.-
unhiding in Outliner view isnt working either
someone help plz
this is stumping me and im annoyed af LOL
make sure it's not hidden in pose mode
Not hidden!
this happened to me before a long time ago
i forgot what i did to fix this bug
mind showing your screen ?
use the bake tab instead
now show the rest of the window 
Franada had a good tutorial for the texture baking but youtube took it down, so unsure which to recommend
Is it showing in edit/pose mode ?
and what happens if you click . to focus on it
You have nothing in your other layers tho ?
not sure either but i think baking is supposed to just bake out an atlas
hasn't worked very well for me, but i've done it manually a bunch of times
Still need manual UV adjustment right ?
i don't think so? it's using uvpackmaster's free engine so it should pack itself pretty well
I don't feel confident leaving newbies doing their own uv unwrapping
i haven't had a successful bake in a while tho
oh no no, i don't think you're supposed to
let me see
i remember franada just moving the entire uv islands in corners and that was good enough
we found a bug with feilen that had to do with my usual setup so my bakes almost never worked
but let me try a new avatar
epic seem game you got there
noice i think i saw someone else a month ago work on it i forgot who it was
Yiss
I suggest you look at the gret addon for your tail !
Excellent
The gret addon?
I’m hoping to get the tail to function a bit like this
Like a chonky but very long gecko tail
You'll have to do a lot of animating 
Yup!
Already got her unique lil feeties modeled at least
Working on her hands and then gonna shape up her tail a bit more
Probably could be animation state toggles where she could sit on her own tail and it moves like a snake’s body to move around
the setting it up won't be too difficult, it's the animating part that will
I’ve animated stuff before. I don’t think it would be too difficult
Just time consuming @quaint jasper
At least a lot of her regular locomotion can be easily based on aliens xenomorphs
At least you're enthusiastic about it 
Wow good job that’s actually really good keep up the good work
Yeah basically I can't really get it work. It's supposed to bake out an altas but I never had it work successfully so it's probably not worth recommending to newbies just yet
Defo enthusiastic
working on details for something I just got
Another plus is experience with working with poiyomi cel shading and stenciling
Stenciling for getting things like eyelashes and eyebrows to render through hair
Like the bottom panel
one of my friends, Mr. Trap X, made an edit of this Roux36 Springtrap model and gave it highly detailed PBR mats
of which I'm baking textures of currently
anime do be like that
I was originally going to port it to VRChat with the optimized SFM Version ported by Chrome (Aka Robotic Soft on Twitter) but I decided to wait on it until I felt ready before I could release it on Trap X's birthday coming in about a week
so I wouldn't feel as rushed
How good of an idea is it for multiple parts of a model to use the same base texture but different material?
I'm usin' the outline functionality of Poiyomi's shader but the avatar's claws get inverted when usin' the same settin's as the body.
Might have the normals inverted in Blender but hard to tell.
try to fix it
my grab tool isnt working at all
how do i do that?
figured out my issue
@quaint jasper so it was something called sample bias under texture in brush
it was set to 0 so i set it to 1
never heard of that one, glad you figured it out 
when i click it says no meshes found
Can you share the rest of your screen ?
how do i delete edges without it also (or just) deleting the face?, it happens so often in Blender and it's really pissing me of
Dissolve edges
Under the x or del menu
@foggy granite doesn't work
@quaint jasper here's my topology
Your edges aren't connected it seems, so that wouldn't work
@quaint jasper aren't connected? i used the snap tool
snap doesn't mean merged, just sharing the same physical space
tried to
why does using the knife tool to cut mesh always results in messing up the other blendshapes?
i already have the basis on active while using the knife tool
You shouldn't be creating any new topology in other blendshapes
do it in basis and move it in the shapekeys
Can someone create Lobo from DC and NightWolf from Mk11 please
that's exactly what i did
it keeps having those random vertices go into the origin when checking with other blendshapes
Did you shape propagate the new vertices ?
i dont know what is that yet. Im gonna do some experiment and check it out.
ok, now i know what that is and knows how it works.
Now it has become a dilemma
if i use the propogate, it will not follow like other blendshapes.
im trying to cut the eyelash mesh that has transparency
so using the propogate, it will not be "moving" like the other blendshape
ok so now i know how to sentence it in english:
how to cut a mesh while maintaining its blendshapes
Idk if this would be a good spot for this but could I commission someone to make a couple wedding dresses for a vrc wedding? 👉🏼👈🏼
not sure, cats needs to detect your avatar somehow, try importing with the cats import button
I have found the solution:
Cut the mesh in edge selection. Only manipulate in edge mode.
tried that and it didnt work
The inside of spring trap
Texture is, obviously, raw meatloaf
Nah
Eyes balls obviously a fogged up light bulb
Guess again
Jesus what were u typing a essay at first then deleted a lot
Nope... Meatloaf 😛
I think I've asked this before several months ago, but idly toying with it yet again so here it goes again in case anyone can help.
The model for the avatar I typically use comes with uvmaps and atlased textures. The textures are perfectly mapped and render properly in blender, unity, vrchat, etc. However, blender will not display (or allow me to edit) the UVMap in the UV Editor no matter what I do. I can Unwrap, which will create a new, persistently editable map, but lose the original mapping (and I can't position the new map as accurately as the original, so there's a considerable loss in quality if I do this).
Anyone have any idea why the original map won't show and/or how I can recover it for editing?
I think the original model was in XPS format.
Can you share your file?
That doesn't sound right at all
If it maps and displays, there's no way for it to not have a uvmap
It definitely has a UV map. There is a UV map listed, called "UVMap". I just can't see or edit it
The map itself does not display (the vertices) in the UV editor view, even though it functions properly
Give me a minute
pumkin has figured it out. For people who come here in the future searching for the answer to this problem that many people failed to solve since january: The UV map was far out in the distance, but functioned because UV maps repeat endlessly. You can find it by zooming out a lot until it shows up

Had an issue with an avatar's thumbs + fingers, last time I uploaded, they looked fine in a restin' pose (relaxed hands) but in a splayed pose (fingers off the buttons), they looked like bird talons with how they turned up at the ends with the thumb bendin' all kinds of weird.
I checked out the armature and noticed that the thumb bones started at 0 vs 1, would that cause the aforementioned?
Are they correctly assigned to the humanoid rig in unity?
I'm trying to fix some shading issues in my mirrored mesh. One thing I noticed was that the mirrored mesh, which is made of triangulated quads, is triangulated "the wrong way" after being mirrored (the mirrored diagonals do not match the direction of the diagonals) of the mesh it's attached to, but the original mesh's diagonals do). So I tried to fix this by using tris to quads and then triangulating again the right way. Mesh-wise this appears to work, however as soon as I convert tris to quads the shading breaks on all edges (loses continuity), even though the normals "appear" fine. I can use the weighted normals modifier to get smooth shading but it's a different result than the original shading. Any way to recover the original shading?
how would I go about sharing my knowledge on model optimization in an impromptu 30 minute meetup?
Meetup with who? im confused
you could cover all your knowledge on it in a Youtube video maybe
me! I want to share my knowledge in a live demo
thanks, I don't have time to put together a video though
Then id just stream it and upload raw footage for those who have the patience to watch it all
im not sure who you would be meeting with
I mean there is a community throughout the vrchat discords and moddeling stuffs but its not like we do meetings or anything
not that i know of at least
Well, if enough people were interested I could put up a doodle poll for people to pick some times that work for them
and then I would just do the event at whatever time that was
does this make sense?
ye
id like to join but if its today then i cant talk at all because im supposed to be pretty sick sooo
In a few hours sure i just have to make sure all my work is done for the day i missed
probably less
sure, PM me when youre ready 🙂
are those verts joined?
you can try smoothing the normals on that bit a bunch
of you can try overlapping the original mesh on top of it and transferring the normals
They should be joined
Have you tried to reset the normals? mirror and triangulate can both cause odd issues.
Well, in this case I converted tris to quads and the shading broke; no triangulation took place yet
What do you mean by reseting the normals?
Here's a more zoomed out view
I got similar issues when I had rogue verts/edges/faces in the mesh.
Ok, give me a minute
Adding a weld modifier doesn't help
There are no visible non-overlapping vertices or edges
Selecting non-manifold verts could reveal some weird geometry as well.
What do you mean, only the edge loops?
Right. Well personally I'm out of ideas.
Unless you post the blend file or something I guess.
I'm only trying to fix minute shading discontinuities that appear at the point where this portion is adjacent to the rest of the arm
Majorly breaking everything seems like a bad way to do it
(It was not normals)
I would recommend sorting this out if possible because these things may come back to bite you later.
This has been there for months. In certain specific worlds with bad(?) lighting, the discontinuities are very visible, in others pretty much invisible
I thought it was going to be a UV problem (read above) but for these edge loops specifically they seem to match
I've recently set a common anchor for the light probes of all meshes but it didn't fix the problem, at least not entirely, and the normals had previously been averaged
That is, across meshes
Also not mipmapping, that would show as gaps, which is not the case...
smooth the normals on that area
or use something like abnormal (never used it) to manually rotate the normals
😄
Are you recommending smoothing the normals on the discontinuity with the original problem or to keep trying to do the triangulation thing and then smooth them?
you can try either
That's the thing, I'd already done that
since it's a flat piece (relatively) smoothing should just literally smooth it out
you can clear split normals
but that might not be desirable over the whole mesh
what i'd do is separate to new object, clear split normals, then join back if nothing else works
that seems to reset them
Wait, ok
I could have sworn that was not the case but showing split normals, they are indeed different on this seam
can try merging normals too
Let me try normal things
does that mean there are 2 vertices that are almost in the same exact location?
not necessarily, normals can be split despite verticies being joined
but you can merge normals the same way you can merge verticies
It's because the normal can be different for each face even if blender is representing the vertices as merged I think
This is taking a while because I'm having to do a bunch of seam related stuff on the rest of the mesh so everything will actually look coherent at the end
How to I take a already setup unity project with an avatar, and open the model and texture up in blender? I want to start using blenders 3D paint tool,
You import the fbx avatar file from your files
Looks like someone had already answered you before, make sure to pay attention before posting in multiple channels
They did?
I never got pinged.
not sure why anyone would need to ping you if you didn't ask 
By default people normally ping me. And then I search for the ping in the search bar.
I have a model in ZBrush that i'd like to bring over to blender. does anyone know how to export said model? it already has a texture map but the uv map seems to be missing?
what file type are you exporting as ?
.ztl
ive never used zbrush before so im assuming the reason why the uv maps are missing is because they have to be assigned in zbrush first?
No clue, but probably should try exporting as .fbx instead
ok. ill try it out
yeah blender doesn't have support for .ztl w/o addons at least
oof
Is there a hassle-fee way to average normals from vertices in different meshes? I remember the last time I did that I temporarily copied a chunk from one mesh into the other, but that's the opposite of hassle-free
Data transfer modifier
you don't have to use a modifier
you can just use an operator to transfer data
so then you don't have to deal with shape key issues etc
Operator?
Fortunately I don't have shape keys in the target mesh and the modifier did do the job properly, but if you'd like to explain the operator method I might as well learn
huh
usually by buttons either in the ui or the menu
ignore the name, just search for average normals
or transfer data
or transfer normals
Yes, it seems to have the same functionality under transfer mesh data
generally there's operators that do the same things as their modifier counterparts
That's another thing that never came up all these months when people suggested modifiers for things 😄
modifiers are great if you want to keep them on
Right
but awful if you need to start applying them
Obviously we want to apply them for vrchat
yeah, in which case it's easier to use the operator
Cool matcap !
modeling a map in maya for my community. One of smaller details I just finished was a railing on the balcony area. Having a blast making it so far :D
Haven't made materials for it yet, just base colors so far to start creating a color palette
If anyone might be able to help with a weight painting problem im having I posted it in avatar-rigging.
Looks pretty darn good, keep up the good work!
Looks good buts that’s not low poly its closer to mid poly
That looks like it's gonna be hella cool when it's done !
The art for it is cool too
Impressive job 👍
Naw nowadays that's low poly
Yeah
oh god
who thought that was a good idea
Whiles it still a head but in the long run it be mid poly
For people who work in Blender but aren't having their file preview images being used by Windows (to make life easier when searching through folders), here's a fix I just found.
https://blenderartists.org/t/blend-files-not-using-preview-thumbnails-in-windows-explorer/643180/7
Can also find an equivalent idea here>
https://www.youtube.com/watch?v=Smc37pXUWZg
I've never had file previews in my 4 years working in Blender and my brain is just expanded from not knowing it was because this was a bug.
THIS IS THE FIX This appears to be a bug in the Blender installer, but the fix is fairly simple. Open the Windows icon in the bottom left corner of your computer display and search for “command prompt” Right click on the result and select “run as administrator.” There will be a small window with a black background and a blinking cursor. Typ...
Thanks! Really appreciate the compliment
I don’t know it’s model from a rounded cube primitive, no kitbash here so I learn the concept of good topology without having to go back later and retopo a sculpted model
what i recently learned in blender is that,
if you want to cut the mesh transparency, while maintaining blendshapes, cut it straight from edge to edge, no middle points.
the vertex in the middle will not have any blendshape data and it will go straight to origin point when testing with other blendshapes
what if you connect it to other edges?
you can press e to start cutting a new line before confirming your old ones
in general you want to connect your verts to edges
but i thought e is extrude, k is knife ( i like to use default keybinds)
and the verts already connected to edges
while in knife mode sometimes keys do other things, you can see that at the bottom of the screen
e starts a new cut while already cutting i think
cutception
curious how the tail is going to end up getting connected and how its gonna do things in vrchat
is it just going to be a long chain of colliders and dynamic bones?
Most likely not or a combination
@spiral sigil probably animation state toggles
ahhh okay
id love to see a video of you doing that once you finally get to that point
Yiss
looking nice, gl with that
My goodness, didn't see this until now. Thanks very much, and my apologies. Don't get notified unless tagged

How long is that tail but also nice norms
Thank u ser! been a bit distracted, getting back to it soon, so much more to do yet this one...
That's alright
What're some good resources for someone that wants to learn how to make their own avatar? ( youtube channels)
YouTube and google
If you looking for tutorials or program that’s a different story
Also gonna make her tongue be puppetable
Tail length
3 to 4 meters according to the measurements. So I’m making it just under 4 meters in length
luv it
Jeez that’s ridiculous
If the tail doesn't use FIK to be controlled I'm going to be so disappointed 😔
Oh it’ll absolutely be using that
@ashen stag however since the character herself is mute I might end up not putting lip syncing visemes on her at all, or end up making a mute version and a talking version
However, a talking version might not be a good idea because… well
Honestly you should have the visemes because of the mouth yeah
Or at least be able to yawn emote or sonething
A yawn emote would be fantastic
Physically she’s basically a moe xenomorph
Lmao
How do I check the size of my avatar body in blender?
Drag out this arrow
And it should be at the bottoms saying some like x,y,z dimensions
You should be looking at y
Anyone know why applying the cloth modifier in blender would make my mesh go crazy:
Up very late just shaping the face, dissolved some edges in the back and added cuts a few other places. It’s not easy to see so keep moving around rotating pan in and out perspective and orthographic views, also toggling smooth shading with different materials and matcaps to get a better idea. Almost happy with it I guess, then it’s going to be the trick of extruding eyelid folds, inner eye, inside mouth and teeth. Will be happy if I finish just the eyes over the weekend.
I need to figure out how booth does their head and hair
I can't capture their style yet
my sculpting tool on blender randomly stopped working. It lets me use the tool, but no changes are made as i click on the screen with any of the sculpting tools
Booth like the website or you referencing a creator on the website
web
it's a large multitude of individual creators
who probably all have slightly different techniques even if they're going for a anime style
Yeah I thought so
That's why I was confused with just straight up booth instead of a name of some creator
technically Booth owners also own vroid so I suppose there's a couple of employees making avatars but not selling them
How does this look for the base thumb bone weight paintin'?
Had to redo it and the rest of the thumb due to the original weight paintin' gettin' messed-up at some point.
Ain't sure how much the base bone moves in VRC so dunno if I need to adjust it much if at all.
my sculpting tool on blender randomly stopped working. It lets me use the tool, but no changes are made as i click on the screen with any of the sculpting tools
anyone know a fix? I don't velieve i made any changes, maybe an accidental shortcut?
A lot of booths are heavily modified vroids, yes.
apparently vroids also has its own category in the store now
ive been tryna figure this out for 2 hours, tweaking different settings and looking for shortcuts, googling people with similar issues from 5 years ago
literally nothing is working
restarting the program, my pc didnt work either
why cant i use the sculpt tools??
show your screen ?
do you have a blenshape selected
Looks like you may have some modifiers causing this ?
be good im mute like art work
Does anyone know how make shana character
hey, does anybody know that how these eboy avatars are created? i think its vroid, but the clothes and other models are not.
how could i make clothes like that?
like this
Plenty of tutorials for either poly modelling, marvelous designer, sculpting and then texturing in blender/substance painter on youtube for beginners
This exact particular avatar is not vroid, but it’s possible using vroid
I know only that sculpt tools don’t work on the edge of mirrored objects, what would appear as the center line,
those u have to adjust manually in edit mode.
Yes agree, I’m following a tutorial for this, and many times the author leads me somewhere that only changes later as they change their mind I have to follow and redo a lot of things… I’m learning to be more familiar with Blender regardless so not complaining no one is perfect and overall it’s a really great tut I think. Will be adding more details, eyelid folds, inside lips, even a partial throat and tongue all part of the tutorial.
This kinda of avatars are done by "Frankenstein" style, ppl who download free stuff (like cloths, hair and etc) and then merge everthing
where do they find assets like these?
Steel, ripp avatars, free assets on Internet or you can buy some
85% of the avatars are done with this style, you have a lot on deviant art for example
Sketchfab is one site. Deviantart is another but never used it for model resources myself. Some asset/avatar creators release stuff for free so if you can find where they've posted, another good place to look.
Stealin' and rippin' is not suggested due to possible repercussions. On top of that, ain't allowed to be promoted here from what I remember.
Theft is theft, plain as that.
Now, usin' a third-party model as a guide or template isn't uncommon. It helps when accuracy is a concern or ya wanna figure out how various aspects were done.
its not mirrored, and it was working until it randomly stopped working
thats why one of the things is mostly adjusted properly and the other one is wonky
i now have no modifiers and its still busted
the problem seems to be in the tool itself, because nothing is adjustable
i made a new sculpting project and everything works fine there, if that helps at all
i see no differences in my settings between the projects
im just hopign i dont have to restart
HI - does anyone know if you can use the depthkit plug in from unity to VRchat?
that's probably the easiest style to do cause the shader is doing all the work. some very minimal handpainting for some exaggerated folds and stuff
Ik it, i just saying that 85% of the avatars in game are made with it
And ofc it is not suggest, it is a commom sence
I dont even need to say it
Can't you import your meshes in the new blender file ?
Yeah I don’t know, I had a problem with an add-on ZenUV just turning it on or off (checking or unchecking box in preferences) where it got stuck. It was a python incompatibility issue between versions so to use it I have to delete and reinstall from zip file every time.
yea i just restarted
importing my edited meshes gave me the same issue
so I just restarted
Blender has useful sculpt tools but really for sculpting I think Z-brush is best, there’s a free version Z-brush Core Mini too.
Also, in the scene make sure the primitive is selectable, and then in object mode try selecting the object.
See where collection is checked, click the funnel shape icon above to add selectable to the object, what looks like material or socks in your scene. If the object isn’t selectable nothing will affect it when unselected
This was the early part of the tutorial I’m following, it’s to prevent selecting the reference images after alignment, also to prevent inadvertently changing other objects that are added later such as the eyes 👀 that are scaled down uv spheres in my tut
See in the top right corner my project follow from tutorial I have templates unselected so nothing happens when I click on them
How much is 20 thousand polygons?
Good performance on PC
Good
well, the hardest part begins... ;-;
Textures?
details like shadows, i so bad at it haha
what do you mean?
Sorry for late reply
I think you could use a gradient texture from white (top) to black (bottom) as a MatCap for a shader n that will automatically do shadow work in Unity
bleed
Alright
yeah i could do it too, but i wanna learn how to do it by hand ik it is hard (and i suck at it) but eventually i will get it
still a thx btw
np
I broke my blender
whenever i sculpt
i can only see it
If i go into edit mode
Then go back
how i fix
Ok, after a few more hours of fiddling I think I’m finally happy with the basic geometry. Adjusted the position of the eyes, and while refining the shape of the face also moving vertices as best I could (for minimal stretching).
Ready for the next without feeling I may have neglected anything before proceeding
what about eye holes? need eyelids n stuff
If you wanna go deep in fighting stretching, enable Mesh Analysis > Distortion in this menu
Yeah I did that, the random selection for distortion showed the most info I thought, basically coloring the faces between selected range 5 to 45 degrees (adjustable…), but what really helped was just looking at it with smooth shading turned on, then the shadows could be seen any pulling around vertices
You can also manually tweak normals per vertex if it still somehow doesn't look as good as you'd expect
I just wanted a reasonable balance what’s there so far, I’m comfortable moving ahead with the tutorial now. I know there’ll be more geometry added as I go, some very small areas inside eye and mouth openings, and a few more Control R cuts around the edges of the eyes/lips so that will def help and I can always go back to the face itself and edit more later (which I probably will…). It’s taken longer getting all of what I have tinkered into place a bit better than any step of the tut thus far so really ready to go to the next, eyelid folds. Tomorrow, I’m going to sleep now 
What helped also were a few additional references I found online, and even just feeling my own face while I was working. The orthographic front and side view templates don’t match up exactly and maybe I was trying to make them work a bit too much. The front view shows the jaw very squared and that just didn’t look right and was making it harder to match with the side view so I let it taper into the chin just a bit more than the front view and I think it’s a whole lot better. The height of the eyes, mouth, and chin also are a bit off from the templates and the author even mentions this several times and makes adjustments on the fly, I think I just went a bit further with the jaw line taper that looks more like an anime character to me anyway. Thanks 🙏 and Gn
ven has a nub tail!
I have a gift for y'all.
hey i don’t know if this is the right place to ask but does someone know a (free) frog model that looks like the picture below? (the colors dont matter)
Thanks, I hate it.
It's going to be worse. The nose has dynbones, and the visemes are...
Burn it with fire
Please it’s so cursed
It’s too well made
It's from Top Dylan, they do Miku art, and it's all about as cursed
Added more cut lines through mouth/lips and extruded nostril opening, closed the hole with another face. And a bit more shaping…
Setting up for next, template in place for modeling the ear…
That looks dope, love the crayon shading
Did it mostly via matcap, but I may have to do something w/ the shading mask as well.
im very new to 3d modeling and im coming up with ideas for my avatar
here im making a space girl with horns and tail
i want to animate the tail but i would like the planet to stick to the curve at the end, kind of like she is holding it
i want most of the tail to move freely but i want the end part to stay the same position holding the globe, is that possible (and would it look decent) or should i change the idea?
hmm it's probably gonna look funky..
That is possible but I wouldn't worry too much since that would be don't in unity
I came up with an alternative idea that would make it less awkward. But im not sure if i will add it
I want to make one the same texture as like a devil tail, but at the end i could make a line of small planets in the shape of the tail. That way i can also add dynamics to the planets part as well.
I have an avatar that has a robe that goes around 360, anyone know how to dynamic bone rig that?
so im in the process of making this avatar, and i want there to be a projection like image projecting the head, is there a shader anyone would reccomend?
That's just transparency
standard shader can do that, also works with opacity on the texture alpha
thank you!
Uh?
I would put this in VRC since it's not even that high poly but I have the feeling that shaders would suck in game. So I'm just gonna stylize the one for VRC instead.
Anyone got any actual recommendations? I've tried using the high def render pipeline but its a mess to work with. Never got any actual explanations.
Just gonna stick to UE4 as seen in the boot below since that's real time.
also boot
Sick ! Marvelous or raw sculpting ? Or a mix of both ?
million dollar question because this doesn't exist in google nor youtube: does blender have a blade tool so I can cut the hand and create fingers?
you can slice between vertices yeah
i can't ever remember how to do it, but you can
Keyboard shortcut “K”, select cuts with left mouse button, then press return to cut.
and do you know how to fix this crap? i been stuck on it all day
its not red or anything in weight paint so i dont get it
I don’t know what your trying to do? “k” cut only works in edit mode I think.
Looks like you have a lot going on there with the rigging visible. Maybe something was selected other than what you thought whatever you did last? I switch to wireframe often to see what I’m doing and make sure I’m not inadvertently selecting vertices. I didn’t intend.
If you want fingers, why not just make a new hand?
does this only happens when previewing blendshapes? when using knife tool, don't make new vertices in the middle of faces. cut straight from edge to edge.
Nope this only happened when i went into object mode/pose mode in general
also, your 3d cursor is not on the origin point
shift + c
nothing happens when i press K
@obsidian jungle you have to press k while in edit mode
or click on the knife icon on the left (2.8 and above)
do i not need to worry about optimizing my world as much as possible as long as my geometry and textures aren't to detailed?
Geometry and textures are rarely what causes performance issues
So yes, absolutely
I would worry more about the size of your textures than how detail they are
getting somewhere with this avatar finally! will be my first
So I’m making a joke model in the meantime while I make Ada
gotta reduce my vertices now :3
This is the model I’m making
The joke model though, is that someone made a xenomorph version of her
So I thought, why not?
Oh nice model
Are you scuplting?
I'm just worried about that shoulder deformation
im not worreid about it @foggy granite yea, im gonna make it look good with the clothing, its a cyborg'
not aiming for it to be perfect too
Alright
not even in edit mode, doesnt show up at all. theres nowhere to find it as an option too
i set up the eyes, but for some reason it moves the head too
and whenever i do set up the eye test, this message shows up
oooooh noice
Ya'll got any tips for modelin' clothes? Usin' standard Blender features for the time bein' but results are wonky so far.
Main issue is the bust size, it eats up a lot of material and creates a notable gap around the sleeve area.
I've somewhat managed to fix it but geo ain't happy.
looks like you have the collision size set too high, try turning down self collision and or try simulating the cloth without self collision
I'd just select & duplicate the body mesh (portions that you want to be the clothes) into a new object, Alt-S to scale it along normals and edit away. That way you keep weights and shape.
@spiral sigil
Getting more one sec
This is all I have saved on my phone.
ooi
id like to see the UV and textures on dis
I don’t have them on me rn as I’m about to head to a class. But when I can get back I can hop on my pc and get them. I know the katana and mask were textured in photoshop, and the sword was textured in z brush (that was my first time using z brush)
yeee
ok so i did a target weld, and im trying to sculpt, but the vertices on the two objects keep moving, im trying to make it be the hips, anyone able to help me out?
is there a channel for weigh paint
Avatar rigging
can agree there.
Do any of y'all use blender?
The majority of people here do
Even tho I saved the edit to my mesh in edit mode, it reverts to its original form in object mode
I edited the mesh earlier today tho & it didn't give me this problem
You may have been editing a shape key.
Thx
@past drum it sounds to me like it’s not welding a couple of vertices right? Make sure the polygons are facing the right way. They don’t like to weld if they’re not facing the same way. That solved the same issue for me 99% of the time
@spiral sigil here’s the textures
I don’t have the wire frame anymore for the sword, but the rest I do
I definitely could of done the katanas better but eh
Oh wow did you manually draw these yourself?
For the mask yes, the katanas I used other textures to make it look real, and the sword I did in zbrush
yeah thats ALOT of geometry for a katana
Yea, I over thought the wrap
I made it much harder on myself
now u know
Yep. I’m currently working on a baby centaur model. (Cause it’s funny) It’s going to be the first one I put in vr chat, so far that’s going much better
That inspires me to work on making my unicorn rigged to humanoid n like stand up
like bojac horseman or smth but not
Do it
do you have a picture showing off the wire frames
cool
the cables are less dense on the lower ones for obvious reasons
Finally learning the basis of doing the shadows by hand, i having a lot of fun with it
here i am trying to merge this so i can sculpt hips and butt :3
It’s my first 3d model attempt. I used i to shape the mouth but now i got a huge space here i cant merge with the mirror for some reason
heres the correct one hahaha
Do you have clipping enabled on the modifier
Np
Looking good so far
how can i merge objects? i snaped vertices together but when i sculpt it moves off of the object
does this
ctrl + J
Then remesh them
i hit remesh and my model collapsed on itself :3
hello people, how my gonna import Roblox Studio OBJ to Unity without lossing it's texture or adding the texture back?
I believe there's an import textures option in Unity but I've only used FBX files myself. However, it may look different in terms of visuals so expect to experiment with shaders at least a little.
i know but i had no idea to import the textures, when importing the obj file that is located on folder with texture's, and it won't load the textures and try playing around and it won't work.
Have you searched up any Unity/VRChat tutorials at all? I and the others don't mind helping but knowledge of the basics goes a long way.
first model
this is so much fun tbh i've been hooked on learning for days xD
cant wait to finish my very own avatar
yes 43 times and i was in pain.
Kingdom Key R (all my own mesh)
Paw print teeth instead of crown, and fishe keychain
Hey guys. I'm not great at modelling but I really enjoy splicing different models together to make unique new models. Where can I find a good (male) base model, please?
https://www.deviantart.com/kurusou/art/TDA-Male-base-511793162
This would have been ideal but the download link has been removed a long time ago apparently.
Artstation has a lot of good model bases
Awesome, I'll give it a look. Thanks 👍
Derivative modelling is definitely a good thing to learn as you'll end up doing that from your own bases someday and it's easier
Nice place to get started, make sure to double check it allows you to make edits in the terms or w/e
For sure. Right now I'm also using Deviant Art for a good chunk and a lot of stuff from there is free usage. Hella fun. Can't wait to be walking around in my own avatar
Theirs a lot of shops but so far booth and gumroad got a good bit of assets and sketchfab is generally good for finding models to learn from
Trying to do my first model at zero cost so mostly using free assets (and it's craaazy tough to find well-made free assets)
i’ve made a time ago, this has been usefull to me in some ways and can be usefull to you.
here you have 5 male basemeshes that I use for sculpting, but you can use for anything
If you like it or feel like this have helped you in any way consider subscribing to my patreon in https://www.patreon.com/gostbento
if you are interested in commission...
Wait are you looking for something mores anime
Yoink! Grabbing that. Thank you!
Np
Yeah I was going in the direction of anime, but now I know where to look
I see if I can find any
https://sketchfab.com/3d-models/bam-63ce7df4ad2b46a283da1b09ae0cfcb3 this an interesting one and more optimize
BAM_ Base Anime Male:
Made on request of others asking for a simpler model to work with. It is UV unwrapped so you can do you own texturing and uploaded in FBX format. Check out the partner model listed as BAF_Base Anime Female. Enjoy.
Update:
Do to limited uploads, I was able to create an updated slightly modified version as BAM 2 if anyone is ...
Thank you kindly! 😁 These are great
Np happy to help
vroid
she textured now
appears then leaves
Ya'll got any tips for makin' this look more natural? Good amount of muscle and fat but don't look right to me.
Arm lowered, looks fine this way.
It looks to me like you have too much of the shoulder weighted to the arm bone. I would redistribute weights so that the shoulder is mostly on the shoulder bone; keep in mind that the shoulder bone will move together with the arm in VRC using IK. Hard to say more without seeing the armature as well.
Good point, probably goin' into overkill territory by tryin' to fix up every last thin' I find at this point.
Looks like there might be too li'l weight paintin' though.
I think the shoulder/arm joint should be further into the actual shoulder.
So move it inward and/or lower?
With reference to the picture, to the right. Kind of like real shoulders work.
Ah, that makes more sense.
Alternatively you can just test it in VRC to see how it behaves to get a clearer idea.
omg i decided to use a base i found, and im trying to scale a cone and its not wanting to scale
I press S and its not moving at all
That looks a hell of a lot like the key in this picture of Tyler Ninja Blevins
Hypotheitcally, if I were ever to make this version of Tyler, may I have the Key?
also if you had insight on what the name of the suit he is wearing, since I have no clue; but you may know because you know where your key is from
I love that I want I want !!!!
can I have?
it looks like stardust
was contemplating uploading it to sketchfab
https://sketchfab.com/3d-models/star-lantern-098d775b197f44fe91f8c6d3ab98c47c make sure to send me any screenshots what you do with the lantern
and if you wanted in different colors just Hue shift the texture in like image editing software
yeee
Hey, can anyone link me to the Avatars 3.0 download page?
Oh thanks, I assumed it was gonna be in the documentation and it didn't tell you where to actually download it
Looking for a second opinion I'm making a zombie stuffed animal avatar, and am wondering if this blob shape makes for convincing stuffing sticking out.
is that just supposed to be a weird meaty tumor?
I couldn't really say how convincing it is unless its all textures n stuff but it seems ok
by no means do I have experience in making gore tho
Yeah lol, I feel like it's either gonna come together when it's textured or be very ugly. Thinking about just for dropping the idea and sticking to patches and stitches they seem alot easier
I think it would be better if you were to make gushes INTO the skin
the area around the gash can be more exaggerated outwards becuz yknow but I think that would be better
trying to do hair, is it ok like this? I want to add bones later for it to move a little. didn't want to do hair cards/planes
You won't really know until it's shaded, but it will probably look nice
yeah using meshes is fine, but i'd suggest learning the curve method instead
That's a relief. Curve method? Is that drawing a line then extruding along it?
It's an automatic process, all you need to do is make the curve line, and the hair shape is created around it, it's a lot more procedural and customizable
and a lot less destructive workflow
A tutorial on how to make hair in Blender 2.8 with curves, a method that is very simple and effective that I have been using for my character sculpts.
▼ Sculpting Uraraka Ochako:
Re-Sculpting My Old Art | Uraraka Ochako in 3D [My Hero Academia] | Can You Improve In Only 1 Year?!: https://www.youtube.com/watch?v=iYNdfef1Uog
▼ My Gumroad Store (...
like this method I just posted is how like basically all hair works on the vast majority of anime and furry avatars
Dakka Dakka Babeyyy
what does "skin" do on object modifiers
the snack that smiles back
never heard of it
ohh ok
Hi all
i'm having some blendshape hell at the moment
i'm using maya, i've set everything up including the 50+ blendshapes, i'm now working with the unity FBX directly
however it stores every blendshape as a model, so if i make any tweaks, i need to update every blendshape as well apparently!?
is there a way to avoid this
ah nice! now to try and convert this into maya terminology/functions
Create all styles of hair and fur by instancing spline primitives on your character mesh. For example, use spline curves for long or short hair, eyebrows, mustaches, and beards. You can also use spline curves to create grass, ropes, and other objects for landscapes. Select the character mesh or the faces of the mesh you want create hair or fur o...
thanks!
hopefully that does the trick
bascislly.
you can make trees with it by extruding verts around
also crashed my blender a bunch of time because i never intended on adding it
i think if you add it to literally any regular model it will just freeze up because it creates a lot of geometry probably
good to know thanks
Because he's holding the kingdom key and I made Kingdom key RH (Rusk and Heart) like Kingdom Key D(arkness), it has keyblade of heart color theme, I used KK as the basis and gave it keyblade of heart color scheme, rusk fishe keychain and rusk pawprint cutout for teeth and then some other stylizations
His "suit" is the outfit from Kingdom Hearts 3
ahh okay
that makes much more sense thank you
I didnt texture it like that but I did have it colored like KK and KK D for prototyping https://cdn.discordapp.com/attachments/891034691552026636/907619185465622538/unknown.png https://cdn.discordapp.com/attachments/891034691552026636/907618977587535912/unknown.png
To know if I captured the orignal aesthetic properly or not
with my own changes
i like my bolts
it also limited my color selection so i wouldnt add too many new colors if any
too many colors ruins things
oh their necklace thing is supposed to go into the key
Nope its just thematic design
sora's a king, but we havent really seen what of we theorize of kingdom hearts
so he gets crowns
lots of crowns
Hey, im a little new to this vrchat stuff but am i naming the bones correctly?
This shows the naming guild lines
Just don’t worry about the chat_ethan part
thx
You concern should be on the full circles the dotted circles are extra bones you can if you want. But they are not needed
i thought the dots were there to illustrate where the joins of the bones they are next to should be
Probably but i avatars work fine with out some of the dotted
But I think it’s better to have all the bones
yo can anyone help me rig a model
Use mixamo 
ik there is a way to do this "tears" parts using texture but i dont know how to do it, do i need to use masks or alpha?
Either or would work, personally I find using alphas are easier to handle and less destructive, rather than editing the alpha right on the texture.
AFAIK alpha does not work on Quest though.
True.
So i need to use a mask for quest?
Sorry, what is this mask you're referring to?
Sorry, I got confused, I was studying about materials and modifiers recently hahahaha
There is a way to do transparency for quest?
I have asked this question before and there doesn't seem to be. Due to the way Quest handles rendering it makes it very expensive apparently.
Yeah, I have made a bird avatar using tons of transparent cards and I can't port that to Quest now.
nope
one of the reasons why my avatar looks so shit on quest
f
Yeah time to redo the entire avatar for Quest huh?
yeah probably
but like
I use haircards so much
so IDK if I want to sacrifice them
Quest does that for you so it's a moot point.
so I am honestly doubting if I even want to make a quest version
like sure I can have normal map fur
but that will never look as good as haircards
Might as well get rid of them altogether and just have flat colors. I mean Quest can't handle much of anything, people will be used to seeing cut down versions of everything.
Personally I'd rather have a flat but personalized avatar than show up as some unrelated random fallback.
🔪 tool all the things
You could probably grab and extrude some triangles to give some impression of fluffiness.
I could
but the original reason why I used haircards was to avoid doing exactly that
because making fur equivalent to haircards with actual geo will more than triple the polycount
Not if you don't go overboard with definition.
You can still use cards but you'll have to use them more sparsely. And without alpha.
but
using cards without alpha just looks like shti
defeats the whole point of them in my opinion
at that point I can make something like this
with geometry
and normal maps
and it will look a million times better
Normal mapping this kind of pattern on a flat surface could produce some neat results.
wait a minute
I thought Vrchat increaset the limits for quest
I thought under 20K would be poor and not very poor
It's poor according to the docs.
Maybe something else is in there? More than one mesh object?
Is that the current SDK?
its 2018
Could've been revised since then.
but this change was already in place when 2018 was current SDK
I will try to upload it and see what the rating is actually in game
if its very poor this is bullshit and I am probably never making a quest avatar again lmao, I am not having fun
One of the few things I like about devices with limited power is that it makes people do things in a more smart and efficient way. Many people just throw polygons and dynamic bones at everything; I've already been to a room where someone's avatar made my headset lose tracking every five seconds and I was definitely NOT having fun. I'm definitely not running a potato computer either.
I understand that
I try my best to optimize avatars as much as I can. But the limitations for quest are just too much for me
its to the point where my creativity is completely limited
if I want something moderately complex I can forget about outlines, any longer tails or hair because they are just stiff, no transparency, ffs WOW in 2004 used transparency everywhere, its one of the main reasons why it aged so well graphically
Yeah personally I'm very glad I didn't give Facebook my money and went for a higher shelf.
upgrade to 2019 and latest sdk you boomer
@surreal flame thx!!
Those wings look very reminicent of Rare Dragon Wings in Animal Jam
kinda yeah
gud vibe
it is Zentreya wings
ahh
For outlines you can get a similar effect using matcap lit.
For longer tails or hair you "just" need to animate it. In 3.0 you can use AngularY and blendtrees to animate based on head movement (left to right) and 2 other parameters to animate when you artificially move forward/backward or strafe
video 2 of making fake dynamics for quest
this time, i didnt struggle as much~
Join my Discord for premade fake dynamics for models:
https://discord.gg/JRhjx8d2Wt
The premade packages also include helpful tips and links for making your own.
ok! question, anyone know how to make sharp corners more smooth? ive tried using all the tools i know off and none of them are doing what i need
oh! alright one sec, ill try!
uhh, where is edge selection?
i figured it out, but its kinda janky
theres no way to sand something down to a smooth edge, is there?
You can choose how many faces bevel makes. The higher the number, the smoother the bevel.
ohhhh, i see now
You may have to open up the little menu in either the top or bottom-left corner with the tool select to fine-tune.
I say a very a small few a lot of us here is self taught and pick up as an hobby or to make some money
for me I never went to school for it; just a hobby and if it turns into more in time that would be pog
these days a large portion of the games industry is self taught, at least on the art side, there's no point in shcool when you have better resources for free/cheap
well what resorces did you all use to teach yourselves? im having a hard time learning how to use unity/blender. i have the basics, but its just really overwhelming and idk where to start
currently the best blender resource would be grant abbitt for beginner stuff
then if you wanna get into doing characters you'll need to learn some anatomy, learning sculpting will help a lot, and either learning PBR texturing or handpainting or both
for anatomy there's "anatomy for sculptors" ebook and plenty of zbrush and traditional sculptors showing how things work
as for sculpting, grant abbitt will show you the tools in blender, then use zbrush and traditional sculptors for how to actually sculpt
retopo, just look into topology for animation and figure stuff out from that lol
stylized station has a lot of good handpainting videos, and watching how 2d painters work is useful as well
Tieguaili actually went to gnomon
Tried searching in search for an answer but didn't find anything, do you guys think Combining meshes like outfits instead of having like 5 different meshes for 1 outfit is better performance wise but have blendshapes to hide each part instead?
like 1 outfit 5 meshes, or 1 mesh 5 blendshapes to hide stuff
i can't afford 300k/yr or whatever it is there for that
studio? i'm freelance, bish
oh yeah i forgot about them
they have some actual good blender vids
too used to blender not having many properly good resources lmao
grant shows it as well
Jesus Christ
I’ve been working on this for 7 hours straight now
I can’t figure out how to render the skin?
Every time I put body png (for the body) onto him and then click back on the shirt
It swaps textures
How do I lock them to specific layers
are you trying to use multiple UV sets on a single material or something?
question, im new to blender and when i try to import a model its says invalid header. ;-; how would i go about not having this happen haha
what file type are you trying to import ?
fbx
Any idea if it came from maya ?
idk who that is i got it from sketchfab
that maybe the difference between fbx binary and fbx ASCII. Im not sure which one, but blender can only open one of them.
am i able to change it?
You'd have to download the official fbx converter from autodesk and run your file through it
I love not knowing how to use blender
