#3d-modeling

1 messages · Page 122 of 1

azure rain
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worlds might be a bit simpler to start with as that doesn't involve the complications of making a rigged character model

grim quail
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Hello I was wondering if anyone could help me with shrink-wrapping and baking for model detail on a low poly model.

quaint jasper
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Which step do you need help with ?

grim quail
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From first shrink wrapping a high poly to a low poly then baking a normals map for it. I tired before but I can't seem to get it to work. I have tried following tutorials but they are a year or 2 old and are not working for me.

quaint jasper
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You shouldn't have to shrinkwrap anything if it's the same model though

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what are you trying to bake ?

grim quail
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I thought I had to shrink wrap it since all the tutorials I followed had instructed to. I am trying to bake a high poly face and body to a low poly face and body.

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So basically trying to get a normals map with body detail for the low poly model.

quaint jasper
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yeah shrinkwrap isn't necessary

grim quail
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Ok thank you so much for the advice. I will look into this.

spiral sigil
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Is there a better way to have a very smooth dense geometry for the circle part, while keeping as low poly as possible elsewhere around the ball without this horrible effect around the area when seen under lighting? I plan to decimate the quad part around the ball but not where the button gadget part is, which I have done and will show. Is there a way to have like a gradual increasing in topo density (or whatever you would call where there are more verticies and faces and stuff for more detail) as the geometry flow approaches the part of the ball where the button is located, so that the entire ball doesn't need to be super high poly to combat this annoying lighting effect? Trying to keep this under like 5k tris

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I am probably asking for the impossible but I might as well try asking

quaint jasper
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you need to mark those edges as sharp

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or to unable normal auto smooth

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Might have to increase the angle though

spiral sigil
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Alright i'll try, hoping marking sharp works over in unity too

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well shite I overrided my blender save that had all of the backup balls including the one that was still quads and not decimated and now I only have my decimated one

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my subconcious control+s is killing me

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i swear I saved as something seperate before I deleted it all

quaint jasper
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Check the auto saves

spiral sigil
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AH lifesaver

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thank you

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marking sharp didnt make any difference w the decimated ball but hopefully it works wit the quad one

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unless I marked sharp incorrectly

quaint jasper
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There's probably already normal data, so do it manually like in the screenshot i posted above

spiral sigil
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Oh changing the autosmooth of normals has an effect in other programs besides Blender?

quaint jasper
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yes

spiral sigil
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That is amazing omg

devout scroll
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normals are a pretty important part of the mesh

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they often decide how stuff gets lit as well

spiral sigil
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now its amazing and I don't have to try to fix that by using emission

spiral sigil
devout scroll
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might wanna put a bevel on the sharp edges

spiral sigil
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The button is pretty harsh yea

devout scroll
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i'd put some on the edges of the white and red parts

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things irl are never that sharp so you want to add a little bevel to smooth out the overall look

spiral sigil
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true

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im only at 1.4k tris so I can afford it

spiral sigil
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Defintely looking better, both the same ball btw

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3.3k tri now but its a fair tradeoff

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also im not technically breaking the copyright with putting this in VRChat right? Nintendo copyright or whatever would only care if I started selling this for money right?

grim quail
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Might be a copy right infringement I personally would try to stay away from that.

tropic zenith
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Hello, the marked area used to be deleted and I tried to restore it. Does anyone know why it's a different color now?

grim quail
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Looks like the normals are messed up. Try going into edit mode and type Alt+N then use Recalculate Outside. Or you can try the other option smooth normals. This is what I do but there might be a better option.

calm goblet
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you should be able to just use a fairly low res sphere with a normal map if they're not the size of a full avatar

spiral sigil
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I couldn't follow Blender Guru's anvil normal map baking tutorial last time I tried but ill try again and then apply the same princible to this

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been a few months

devout scroll
spiral sigil
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okay noted

drifting ice
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im new to blender/3d modeling: is it better to try to keep the polycount as low as possible from the beginning or to just try and lower it later on?

foggy granite
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You can easily control geometry if you keep it low

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But some time you need a good bit high in certain areas for detail and deformations

drifting ice
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ty

spiral sigil
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just dont put anything into vrchat that has polygon count in the fookin sky yknow and yer good

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keep those models for making nice pictures

oak hatch
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Hm. YEs.

solemn elm
solemn elm
safe marsh
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anybody know a good software for upresing textures?

oak hatch
acoustic halo
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is there a way I can snap rotation to where highest points of a mesh on each side of the global X axis are equal?

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or even just a selected pair of vertices are equal heights?

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basically I want to level an object

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oh I think I found something, Edit -> Mesh -> Snap to Symmetry(-X to X)

safe marsh
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hey for some reason my model is flipped inside vrchat but in unity and blender its the right way

open scarab
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How does the bones look on that in blender

safe marsh
quaint jasper
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check the actual bone names

safe marsh
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how would the bones names mess it up?

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all the bone names look fine

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for some reason in vrchat the model is mirrored over to the other side

quaint jasper
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Clear bone rolls in edit mode with alt + R in that case

safe marsh
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this is what it does in desktop mode

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ok i did

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did not seem to do anything from what i can tell

quaint jasper
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it's not a visible change

safe marsh
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should i reupload it and test?

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nothing changed still broken

acoustic halo
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is there a way to select the other vertex that is on the same coordinate without moving the first one?

safe marsh
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who you talking to?

acoustic halo
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whoever knows the answer to my question I guess?

spiral sigil
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Can someone please make fnf sonic.exe lord X remastered avatar 2D and 3D

acoustic halo
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thanks!

devout scroll
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or select your vertex, hide it with h

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then select the other one

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and unhide your old one with alt+h

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stuff that gets unhidden gets added to your selection

spiral sigil
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Hey since you guys are good 3d model artists, I was wondering what you would suggest/use for reference, because I would like to get good at that while I practice in blender. Do you guys use 3d model reference drawings you've made, do it by scratch in the brain, or take a random photo and start from there? I would love to know!

oak hatch
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I even use literal physical objects, when I need to model guns or guitars or whatever.

devout scroll
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Yeah, always have references or inspiration handy

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People who don't use much references probably don't because they've spent hours staring at them already in the past

fresh rapids
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When learning i used reference images inside my 3d software, but once i started working i had to start using architectural blueprints to make models.

It all depends what you want to model, i got front/side/back reference images for inorganic objects like vehicles and items, especially for hard surface modeling. Humanoids and animals are harder to make because they dont look right unless you know your anatomy and how bones and muscles connect.

Cartoony characters are probably the easiest because you dont need to follow correct anatomical proportions, anime stuff... i dont know, never tried making one.

Biggest tip i can give is to not bite off more than you can chew, start something small and complete it from start to finish(and i mean, sketch, model, texture, rig and animate) rather than just starting a complex model and giving up midway because something isnt working out and you got a ton of polys to fix before you can even get to texturing part.

spiral sigil
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Yus don't dive into the hard stuff first or else ye gonna hate moddeling

tropic zenith
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Hello, at some point while building the armature this random dot appeared and it's always orange. Any idea what it is and how to delete it? The VRChat tutorial robot doesn't have it.

foggy granite
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You suppose to have it all the way at the lowest level of your mesh

tropic zenith
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I can't click on it to do anything with it and the robot doesn't have it though.

unkempt torrent
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They mean edit the whole avatar up, then move the object back down

devout scroll
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You can just move the origin

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Either to cursor or enabling origins in the top right options menu, which will allow you to just move it

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Every object has an origin and you generally want it at 0,0,0

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The tutorial robot probably has it down there

surreal flame
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Ideally select the mesh, shift - select the armature, Ctrl-P and select Armature Deform. Envelope Groups may be useful for quick auto weighting but it will be messy. Otherwise just YouTube search "Blender weight painting" for some videos. There are tons of them around.

unkempt torrent
prime zenith
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Why can't a Armature modifier be applied to a mesh with shape keys ?

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(In Blender)

surreal flame
prime zenith
surreal flame
prime zenith
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They don't work in Unity, it gets stuck, I move the sliders on the skinned mesh rendered and nothing happens

surreal flame
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And they work without the modifier?

prime zenith
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Yeah

surreal flame
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That's weird.

prime zenith
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Wait what

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Now it works after saving like twice and changing some things

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Oh well

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Nevermind then lmao

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Thanks for your time lol

surreal flame
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As long as it works.

spiral sigil
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Is there a way to use an object (grey rectangle here) to block the painting I do to another object's texture (black square here)?

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Like artists masking tape or whatever

surreal flame
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Texture painting has an "Occlude" option if I recall, @spiral sigil

spiral sigil
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Im surprised i can't find anything online about this

surreal flame
spiral sigil
devout scroll
spiral sigil
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Still goes right through because I selected the top face of the black square and hit 'm'

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or wait do I have occlusion enabled

devout scroll
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oh that's not gonna stop it

spiral sigil
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nvm doesnt change

devout scroll
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but you can add edge loops to where you want and deselect that part

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then you can dissolve them if you don't need them anymore

spiral sigil
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Thats the problem I don't want to actually add geometry

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still good to know how to use the mask though I didn't realise abt it

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Oh wait

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Occlude doesn't work how id expect, I have to position my camera, then select an image map, and then apply the occlude from that perspective and then it somehow bakes the images onto the map?

devout scroll
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i don't think that's occlude

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i think that's for the quick edit feature

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which essentially takes a screenshot and opens it up in an external image editor that you can edit then project back onto your object

spiral sigil
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That is very weird

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It might be because im on a release canidate for 3.0.0 still maybe it just happens to be a bug

devout scroll
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i don't think so , it seems to work the same

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occlude works fine for me if they're both same object

spiral sigil
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yea these are both the same obj

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im just going to install a different version of blender i think they released 3.0 stable yesterday or somthing

devout scroll
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go ahead but i'm pretty sure they haven't touched texture painting in forever

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which is sad because blender's painting capabilities are very much behind everything else

spiral sigil
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maybe it was because I was on the wrong render engine

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my default startup scene is Eeeve still not Cycles

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I have no clue how you guys can get this to work i cant make it function for the life of me

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The material with an image texture that im painting on is connected to the BC, and the object thats supposed to be blocking the paint just has some random material

spiral sigil
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can someone record from the very start to the end doing this I must be missing something fundamental but there is literally nothing on the internet, and the Blender docs tell me almost nothing but the definition of what Occlude does

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I find fourm pages of people having the opposite problem of me, where its NOT painting through things and they want it to paint through everything

devout scroll
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what are you trying to do in the end

spiral sigil
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im trying to paint really smooth edged shapes, like for example here I made a 2d ellipse thing that I shrinkwrap modifered to the ball and I would ideally be able to paint using it like masking tape

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the geometry on the ball is decimated and uh very very bad

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for the shell part

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I have tried using texture masks but there is still a little bit of wonkage like its not very cleanly painted near the edges of the brush it can get shakey and wibbly for lack of better words

devout scroll
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lol uh

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that's an interesting idea i guess

spiral sigil
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yes but Occlude no work

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can you reocrd exactly what u did when you tested it because i have to be missing something

devout scroll
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it seems that in order for what you want to work you need a few things

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both your things need to be the same object

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your masking object needs to have thickness so extrude along normals a bit

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your masking object needs to have a material and a texture

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(a different one so it doesn't interfere)

spiral sigil
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Okay im trying that all

devout scroll
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texture painting projection kinda sucks tho

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especially when painting spheres

spiral sigil
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oh

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is there a specific material I need to have selected too? I know blender can be picky with that

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im gonna select the material that has the texture on the ball

devout scroll
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you're painting on a texture

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the material itself doesn't matter

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actually i'm wondering if they fixed this

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because i remember when painting a sphere or cylinder you'd end up with a really nasty stretchy smear if you touched the edge of the cylinder/sphere

spiral sigil
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Finally worked

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im going to try with a much more detailed thingy to shrinkwrap onto it

devout scroll
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you could also try painting with a stencil

spiral sigil
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I have

devout scroll
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but i think for this use case a mesh occluding it seems better

spiral sigil
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in orthographic views even too

devout scroll
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actually not a bad idea at all, blender's just picky

spiral sigil
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The stencil works really well wit the repeat ball I did

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its an ok idea

devout scroll
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i mean mesh occluding is not a bad idea

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i would have probably just use cuts or extra edge loops and then use the M mask

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then dissolve because it seems faster, but i guess with a mesh mask you can keep it in case you want to change something again later

spiral sigil
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There we go okay perfect

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still its not perfect but i mean it cant be because its painting onto a sphere so its a weird angle

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Thank you alot

devout scroll
steady shale
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how would i go about finding clients that i can do 3D modelling work for in this community? I've had about 2 and a half years of game oriented development experience and freelance 3D modelling.

spiral sigil
steady shale
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oh thanks dude

spiral sigil
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You can go DM TheLuck0Not on there, and then ask to get verified for x thing. So like avatar creation or Quest optimization or prop moddeler or particle effects etc. Those are listed in the bot channel i think

steady shale
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oh that's actually really cool, i have experience working in HiddenDevs and indie game studios so this really helps

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thanks

spiral sigil
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no problem man

wise mirage
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Does anybody know how to edit one eye in Unity? I want to repaint the eyes colour being one blue and the other one yellow, but I don't know how to do it separately since both eyes' texture is the same one. Anyone that could possibly know how to?

devout scroll
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Gonna have to take it to blender

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And depends on if you have space in your texture to copy paste the eye into some free spot

devout scroll
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I wouldn't suggest a new material for that, it's a bit of a waste despite being slightly easier

languid fog
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You dont need a new material

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Just edit the uv and paint the new eye

devout scroll
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It's actually pretty easy to do manually

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Auto atlas sucks

quaint jasper
merry cedar
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Omfg my guy already has that many triangles... He doesnt even have hair, eyes or clothes

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head adds like 50k

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fkkkkkkkkkkk

spiral sigil
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I cannot possibly understand where the 50k tris in the head come from

foggy granite
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Why the head i so dense

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I can look near the back of it

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But the head can easily be optimized

merry cedar
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ok so the head actually adds like 35 i had an extra object ther

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but still the body is like 55k i dont understand

foggy granite
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Still a shit ton

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I recommend just remaking the head since the topology don’t looks the greats and also of the polygons are redundant

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You can really get the same result for 4-8k faces

merry cedar
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so topology bad 😦?

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but i have subdivision on

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its supposed to be on? right?

foggy granite
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The face is pretty basic topology but from other angles yes

merry cedar
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no i dont think so

devout scroll
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topology looks fine to me

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if you have subdiv on of course you'll get more polygons

merry cedar
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but its supposed to be on when its finised?

foggy granite
merry cedar
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or did i misunderstand something

devout scroll
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subdiv divides every polygon into 4

merry cedar
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i know it adds more

devout scroll
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generally for games you don't need it when your mesh is already kinda dense

foggy granite
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Yeah

devout scroll
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for animations and renders usually people keep it on because it smooth things out

foggy granite
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Yeah

merry cedar
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the head looks quite clean with the smoothed surface

foggy granite
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Textures and normal smoothing does a good enough job

merry cedar
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so this is good enough?

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Ok

foggy granite
merry cedar
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ok thanks guys

foggy granite
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But yeah it honestly just a beginner mistake

merry cedar
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is it even possible to have some parts of the same body subdivided but not others?

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the eyelashes are a separate mesh so when i join them will they remain subdivided?

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because they look kinda trash without it

spiral sigil
foggy granite
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Yeah if you Separate it into a different Into object

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But I recommend using loopcuts and the knife tool more often

spiral sigil
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yknow how you can decimate a speicifc selection, without having to seperate it into a new mesh first to apply the decimation modifier. Is there a way to do that but for subdivision

merry cedar
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The scalp started looking this

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for some reason

foggy granite
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Probably some faces overlapping

spiral sigil
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welp we know where the geometry is now

merry cedar
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wtffff

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it had duplicated my body and head mesh at some point

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if i merge verticies by disctance will it also remove the extra layer

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idk how it formed

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also lil kitty was right no wonder it had so many

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eee

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its not actually duped idk whats going on

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when i hide or delete it still shows the faces but theyre not actually there

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yeah idk either

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its also causing these problems

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trying to ask some blender experts for help

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mirror modifier was messing it up somehow

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it like

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duplicated my whole head instead of just the half

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anyway that decreased my verticies from 86k to 43k while i have subdivision on

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phew

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i mean triangles

foggy granite
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That’s better

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But still not great

merry cedar
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well yeah.. im not really experienced

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anyway thanks for helping

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ill probably end up redoing the head :I, well goodbye many hours of useless work

visual vigil
spiral sigil
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Reminids me of va11

spiral sigil
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I made my Viseme Blendshapes only affect the Viemies vertex group, because they were moving other parts of the face that I didn't want. When I try to test the models in unity, the sliders are broke and if I make the number any value but 1 the entire body goes invisible in the viewport.

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How would I make the blendshapes permanently only affect the mesh in the Vertex Group specificed

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because it seems like as it is right now Unity doesnt know how to deal with it

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Do I have to go through e v e r y s i n g l e blendshape and make a new one from mix? it seems like its the only thing I can do but its going to be painstaking

oak hatch
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@spiral sigil you can script that as an action, theoretically.

spiral sigil
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heh scripting welp ill just do it manually then

bold urchin
spiral sigil
# bold urchin Can you describe more about your issue?

Basically my Vieme shapekeys moved my mouth properly. But they also enlarged my eyeballs on my face for some reason. So I made every viseme shapekey only affect a vertex group that I specially made for this, that only is around the mouth region

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that works in Blender but apparently Unity doesn't like it. So I indivdually set each blendshape to 1, created a new mix, and then had to use that new set I made onebyone for visemies

bold urchin
# spiral sigil Basically my Vieme shapekeys moved my mouth properly. But they also enlarged my...

https://blender.stackexchange.com/questions/2941/revert-vertex-position-to-basis-shape-key
Do this next time on the shape keys that are being bad and affecting more than necessary, it’ll reset the selected vertices to the basis and will no longer be affected by that shape key

spiral sigil
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oh alright ill try that next time thank you

devout scroll
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yeah just select your eyes, select basis and propagate to shapes

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that will essentially remove selected verts from all surprised keys

upbeat bay
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Learning blender

shut echo
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umm anyone here familiar with vrm plugin in unity?

spiral sigil
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This is more for like Blender and similar apps, the Unity part is usually dealt wit there

shut echo
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aight thanks

oak hatch
merry cedar
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I managed to reduce 15k polys by redoing the head!! you think the topology is good enough? i had to cut down on it

calm zodiac
merry cedar
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and i added extra one just in case :/

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damn

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well ill make it better tomorrow

foggy granite
spiral sigil
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how do i use the knife to cutout parts that the cutout shader would usually do

obsidian nova
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@merry cedar You’re working with a subdivision surface modifier, right? This is going to look pretty lo-res in game.

spiral sigil
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it will be hard to notice assuming they use toon shaders

prime scarab
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Any suggestion on making a 3d model less lumpy?

surreal flame
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Got an example?

thin shadow
prime scarab
surreal flame
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What do you mean by lumpy?

prime scarab
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edgy, I guess thats what I mean. I'm trying to get rid of those edge to make it looks smoother

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I tried subdivision and that didn't go well

surreal flame
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Well, just use smooth shading instead of flat.

prime scarab
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That didn't go well either, for some reason it mess up the faces at lower side

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the shade on this face looks kinda weird, will that be a problem if I export it?

surreal flame
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You probably have flipped normals on the weird faces.

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Or they're disconnected.

prime scarab
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let me check

surreal flame
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When smooth shading or subdiv makes a mess it's usually something wrong inside the mesh.

prime scarab
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I just checked, normal is good, also connected to all other faces around it.

surreal flame
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Have you tried setting it to shade flat and then to shade smooth again?

prime scarab
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shade flat? let me try it

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Nope, still the same

surreal flame
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Check if there are any inside faces. Or switch to edit mode, vertex selection and do Select by Trait -> Non-manifold and see what gets selected.

prime scarab
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nothing is selected

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tho, come to think of it, the bottom face didn't bevel, could that be the case?

surreal flame
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Not sure. Could also try selecting everything and joining near vertices, M and By Distance.

prime scarab
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hmm, not sure whats going on, so I just use bevel on the bottom faces and now shade smooth looks normal

surreal flame
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The top bevel looks off for some reason.

prime scarab
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Oh, I didn't select that, I just randomly select some faces to see if shade smooth works

surreal flame
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Shade smooth should work per object though.

prime scarab
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there are some places I want to keep edgy so I didn't apply this to the whole thing

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wait, so I shouldn't able to apply them to individual face?

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Or if I do this there will be problem with the model?

surreal flame
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Oh no, I just wasn't aware of this feature.

prime scarab
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Oh, now you know XD

devout scroll
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enable auto smooth

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and/or mark some edges as sharp or crease them

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and smooth shading will look fine

surreal flame
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Where is the auto-smooth toggle?

devout scroll
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in the mesh tab

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where the shape keys are

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normals > auto smooth

prime scarab
devout scroll
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works in smooth shading only

prime scarab
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oh

surreal flame
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Well that's kind of nifty, no more Sharp edges, Edge split and messy subdiv.

prime scarab
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Thanks for the help Broken, Pumkin

devout scroll
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you can mark edges as sharp as well and it also only works with auto smooth on i believe

surreal flame
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Yeah sharp edges do nothing on their own.

devout scroll
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No worries, that's why we're here vrcAevSlap

prime scarab
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Whats the use of sharp edge?

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prevent an edge got smoothed?

surreal flame
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It tells Blender not to smooth over it, yes.

prime scarab
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Oh, Nice

foggy granite
spiral sigil
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Hello please help I made an avatar but the mouth is open on it how do it close it

scenic owl
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Is there a way somebody could dm me a base model that doesn’t have hair? I can’t find one and I need one for blender, or tell me how to remove hair

surreal flame
spiral sigil
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Yeah

surreal flame
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Try unsetting the jaw bone in Unity, when you set up the rig.

spiral sigil
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Alright

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Thanks 😊

surreal flame
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I'm assuming you use visemes for talking, or nothing at all. There's a section where you can define open/closed jaw angles if you want to use jaw bone flap.

calm goblet
red sleet
#

What is the fastest way to get a Blender scene into Unity for VRChat?

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When I've tried using FBX, the materials from Blender don't get imported automatically into Unity (not correctly, at least; textures are missing, etc) forcing me to recreate them all manually in Unity. A huge pain. Is there anyway to bring materials from Blender into Unity automatically?

spiral sigil
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Hello I have a question what do you do if your model came out all black how do you fix that

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I put the textures on everything looked good until I uploaded it and it was all black

white heath
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Hey guys, how can I layer clothes on my avatar?
Im using Vroid Studio and i tried to layer a t shirt on top of a long sleeve that i made but it's just clipping

keen trench
#

hi does anyone know how to make a watch for an avatar

spiral sigil
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or just dont know how to in general

white heath
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if you guys know of any piece of software that could help or any technique feel free to share

#

it's all that's missing for my outfit and it's kind of annoying

keen trench
#

more of the general thing

#

apparently i'm supposed to use the paiyomi text overlay

#

but it don't seem to work

spiral sigil
#

why do you need to layer shirts? neiza

keen trench
#

do i need to use a front array?

white heath
#

im fiddling around with vroid parameters

#

it looks like this so far

#

not quite done yet

#

the upper body is the issue

#

(my base is a long coat for the long sleeve)

spiral sigil
#

id probably just delete the clipping undershirt in post once its in blender

#

or you can draw a overshirt onto the texture of the undershirt

white heath
#

or i can just delete it in vrudio right?

#

the problematic part

#

would that work?

#

if i just delete it

spiral sigil
#

i dont remember vroid adding a way to delete specific parts of the mesh

white heath
#

there's an eraser

spiral sigil
#

that just erases the texture

#

if you were to try to make the avatar work on quest, youd see the parts you thought you deleted again because Quest doesnt support transparency

manic ledge
#

Created this in Houdini 19, I cant get this noise effect on thee imported geometry 😦 it kills my memory and crashes the simulation. Is there a workaround? should i reduce the poly count?

quaint jasper
#

It's likely millions of polys once exported, so yeah

white heath
#

oh god so it wouldn't work on quest?

#

:(

#

im actually pissed, it's my only vr device

manic ledge
white heath
#

so wait @spiral sigil

#

you're saying that me erasing textures to make my long sleeve is not going to work on the quest?

spiral sigil
white heath
#

oh fuck me

#

so if i wanna make avatars for the quest i would have better luck just using blender right

#

instead of making them in vroid

spiral sigil
#

If you are getting into avatar creation you need to learn to be competent in some kinda 3d model program yonow

white heath
#

gotcha

spiral sigil
#

just import the vroid stuff into blender

#

dont have to do just one or the other

white heath
#

can i import the vrm?

spiral sigil
#

there are youtube tutorials for this

white heath
#

okie

spiral sigil
#

UniVRM

white heath
#

oh god this is way more work than i thought it would be

#

i feel like im about to dive down into a rabbit hole

white heath
#

Okay I just got my model imported into Blender

#

I can't figure out how to add the provided textures though...

#

I can't find anything online :(

surreal flame
#

You have to use Cycles Nodes.

white heath
#

For some reason apparently the texture is selected but my model is still grey

#

Is that normal...?

#

it still looks like this

surreal flame
#

What do you mean "selected"?

white heath
#

it's selected in the texture options

#

under the mmd texture

#

they're all nicely setup but it still shows up as gray, any idea why?

#

i tried reselecting it manually

surreal flame
#

I have no experience with MMD but I believe you need to set the texture up in Cycles proper.

white heath
#

oh nevermind, it works now for some reason...

#

i'm extremely confused

surreal flame
#

First time in Blender?

white heath
#

yeah pretty much haha

surreal flame
#

It's not always intuitive. Some beginner tutorials could come in handy.

spiral sigil
#

@surreal flame is there any way of fixing an avatar if it came out all black it looked good in unity everything was fine until the avatar came out all black

surreal flame
#

No idea why it would do this. You have only one material?

spiral sigil
#

Yeah

#

Here's a picture

surreal flame
#

Any warnings/interesting messages in VRC control panel?

spiral sigil
#

Yeah

#

There was

surreal flame
#

Let's see them.

spiral sigil
#

Alright

#

Sorry for taking long just setting up my pc

#

Here they are

steady shale
#

if u wanna get rid of some poly use the decimate modifier on the mesh in blender

#

then re export it

surreal flame
#

What the? 2 million polygons? I don't think this is causing the texture problem but you'll have to fix that before you show up anywhere in VRC.

steady shale
#

oh wait what the fuck i didn't even register how many that had wtf

#

2 billion it seems

surreal flame
#

Oh right holy shit.

spiral sigil
#

So that's why it wasn't working

steady shale
#

yeah maybe decimate modifier isn't the answer then

#

yes

#

a 2 billion polygon mesh would incinerate a quest

#

and most pcs

#

how did you even make something with that many faces

spiral sigil
#

Tbh I have no idea

surreal flame
#

I'm thinking perhaps the uploader is freaking out and telling a bogus number.

steady shale
#

wait are u having a problem getting ur unity textures in blender or ur blender textures in unity

spiral sigil
#

No everything was good I put the textures in unity it came out looking good it's when I got to vrchat it was all black

surreal flame
#

Also you have 2 materials, not just one.

#

Check what each of those are.

spiral sigil
#

Alright

#

Here they are

#

I added two cause I thought it would fix the avatar at first

surreal flame
#

So I'm guessing you extracted the materials in Unity?

spiral sigil
#

Yeah

surreal flame
#

Why though?

spiral sigil
#

Oh wait no I didn't extract the materials in unity I extracted them in my files then I went to blender and put fix model

#

Imma restart the model 👍 and try to get rid of the polys like what @steady shale said and see if that works but how do I use the decimate modifier sorry still new to this

steady shale
#

one second i'll dm u a basic rundown

white heath
#

That might be a dumb question and im sorry in advance, but I can't seem to move models grabbing them by the bones? Why can't I do that?

#

I looked it up and I couldn't find anything on it

#

I can only move the model itself and not when i grab it by the bones

white heath
#

yup

surreal flame
#

Possibly the mesh object isn't parented to your armature via armature deform..

steady shale
#

go into pose mode

#

not object or edit mode

white heath
#

yup

#

i can select singular bones and move arms and what not

#

like that works

#

but in object mode apparently you can grab the bones and move the model around

#

but it's not working for me. it's not moving at all

surreal flame
#

Not object mode. You need to select Pose Mode while having the armature selected in Object Mode.

white heath
#

Nevermind. I didn't fix model

#

...

#

I'm sorry.

#

You were right, it wasn't parented to my model

steady shale
#

lmao dw bout it

white heath
#

Now my eye texture disappeared

#

:(

#

It's so unintuitive to use at first, you were right

#

I clicked fix model and now no more eyes bleh

surreal flame
#

It would be better to not rely on CATS for everything, because while doing things manually may involve more steps it's also less prone to hard-to-troubleshoot issues that CATS may produce.

#

And yes, what you just encountered is one of those issues.

tropic zenith
#

Hello, is it fine to use vertex groups to divide articles of clothing in case I want to change something later, because VRChat doesn't like it when there are many meshes, or is there a more proper way to do it?

white heath
surreal flame
#

You don't need anything, Blender is equipped for that on its own.

#

You may need to combine meshes and/or materials though.

#

Not for testing but for later optimization.

white heath
#

yeah that plugin is slightly broken i think

manic ledge
#

@quaint jasper I made it happen in low poly :'''''(

merry cedar
#

I just brushed my teeth only on one side because i thought i had mirror modifier on

white heath
#

Why can't I use proportional editing?

#

When I'm trying to move the dot it just moves the entire model

#

Am I missing something?

open scarab
#

Gotto zoom in alot, it start out gigantic

white heath
#

this is what i have

#

and it doesn't move the dot, it just moves the entire shirt

surreal flame
#

Yeah you should see another circle around the vertex. Just use the mouse wheel to change the influence radius. Alternatively you can zoom out to see where it's at.

white heath
#

my mouse wheel zooms out though

#

it doesn't change the circle at all

surreal flame
#

You need to be moving the vertex.

#

Press G then use the wheel.

white heath
#

Scrolling doesn't do anything when doing that

#

:(

#

im gonna lose it

open scarab
#

s , scroll away until you see the radius

surreal flame
#

Proportional size is the value you want to get lower.

white heath
#

I have no idea why my mouse scrolling doesn't work

#

I tried Scaling it and moving it with G

#

and scrolling

#

no circle comes up

#

i feel like im doing something wrong

#

thanks for trying to help me guys though i really appreciate, again those are the dumbest questions but i couldn't figure it out with tutorials

leaden ice
#

the circle might be universe size

white heath
#

should i try restarting blender?

leaden ice
#

scroll down i think to make it smaller

#

also, thats proportional sizing, are you using that?

white heath
#

yup

#

okay so i figured out it changes the number top right

#

from 300 to 0

#

but i don't see any circle and when i move it just moves the entire model

leaden ice
#

right, your circle is massive then

surreal flame
#

Does it move the entire model when the value is at, say, 0.1?

white heath
#

you were right

#

my circle was massive

#

oh my god...

#

thank you so much

#

you guys are awesome

leaden ice
#

no worries, glad to help

#

happened to me too, blender be strange lol

dreamy epoch
# spiral sigil

You REALLY need to update your VRCSDK. It would give you an autofix for "2 billion polygons" issue.

spiral sigil
#

Really

#

Hell yeah imma do that right now

spiral sigil
#

Does anyone know how to put hats on avatars

#

I wanted to put a Santa hat on mine

candid latch
#

need help
when i try to box trim a 3d model with

the whole model broke

tropic zenith
#

Hello, so I tried using mixamo to rig a blender model, but it turned out the armature that mixamo made wasn't symmetric. So I deleted half of it, fixed the other half, then symmetrized the armature.
Now I'm trying to weight paint manually and can't make it paint symmetrically. The new half doesn't have vertex groups, that's probably part of the reason, but aren't these supposed to be automatically generated?

tropic zenith
#

OK, I figured it out. Except it still doesn't paint completely symmetrically. I'd think it's because the arms aren't absolutely symmetrical, if I hadn't literally copied one arm and flipped it earlier.

#

This is still for 3d-modeling and not #avatar-rigging , right? Because it's blender functionality I don't get.

surreal flame
#

Can you use the Mirror modifier?

tropic zenith
# surreal flame Can you use the Mirror modifier?

Just watched a tutorial and that doesn't seem to be it. The location is the same. By not completely symmetrical I meant that if I paint one half completely red, the other half will have blue spots left and vice versa.

surreal flame
#

Do the troublesome vertices work in X-mirror in Edit mode? If not, the mesh is not symmetrical.

tropic zenith
#

Nope. I even tried deleting the arm again and duplicating, mirroring, and flipping its normals, and the troublesome vertices are still there.

surreal flame
#

If you're going to be duplicating the mesh anyway just use the mirror. This way you're just needlessly troubleshooting things. You can always apply it later.

tropic zenith
#

I separated the arm in a different object and used the mirror. Now the weight paint applies properly, but I'd eventually need to join all meshes and then the mirrored arm would disappear.

surreal flame
#

Not if you apply the modifier first.

#

Also make sure to do it before creating shape keys.

#

You do realize modifiers can be made permanent by applying them, right?

tropic zenith
#

No, I barely know how anything works. Applying the modifier turns it into troublesome vertices again, guess I should only do it when I'm sure I will not edit the avatar again.

surreal flame
#

Make sure to check that those vertices don't have weights in another weight group.

#

Auto-normalize may interfere with painting at times.

tropic zenith
#

Deleting all the vertex groups removes all weights, right? I deleted everything, the armature too, and when I move one arm the other still gets messed up.

surreal flame
#

"Messed up"?

tropic zenith
#

I thought this is what you meant by X-mirror in Edit mode.

surreal flame
#

No, not really.

#

There are different types of mirrors. In Edit mode, in armature Pose mode, in Weight painting.

#

And the modifier.

tropic zenith
#

This picture makes it look like the left arm's vertices are merged to the vest. But if I do the same to the left arm, it will separate cleanly and the right one will look like melted cheese.

surreal flame
#

Most likely there isn't perfect symmetry and the x mirror is picking up only part of the other mesh.

tropic zenith
#

Even after applying a mirror modifier?

surreal flame
#

It should be fine after applying but there has to be something else at work.

#

It's messed up but I'm out of ideas as to why.

#

Perhaps a dumb question, but are you sure you have all of the vertices of one side selected?

#

You can use L to select all connected.

tropic zenith
#

Yes. I use X-Ray, select almost the entire arm, then press ctrl+L.
Currently I separated the right arm into its own mesh, deleted the main mesh, made sure there are not any vertex groups or shape keys, added a mirror modifier and applied it and I still get cheese.

white heath
#

Having big issues with CATS right now

#

when trying to fix the hair of my avatar

#

is that because the version of blender i use is too recent?

#

anyone has that issue too?

#

it does that only with hair

tropic zenith
#

So according to the Blender server this melted cheese thing is normal behaviour and I'm supposed to only apply the modifier when everything is ready. This isn't mentioned in any of the tutorials though. Does anyone here also just keep half of their avatar and hit "Fix Model" every time you want to test how it behaves in-game, then try to remember to undo it before you continue work?

surreal flame
#

Blender server? Link? @tropic zenith

tropic zenith
surreal flame
#

Oh, huh, nevermind. I don't think this is normal behavior but fair enough.

oak hatch
#

aww ye

#

cute af

spiral sigil
#

lucious locks

crimson forge
#

for blendshape purposes, is it considered good practice to separate the head from the body to limit the affected polygons like in other stuff?

#

trade a slight neck seam for lighter blend shapes?

devout scroll
#

Opinions are kinda split on this but I think yes

#

You'll get a worse performance rank but I think it will perform better

azure rain
devout scroll
#

Well yeah but I feel like that's rare nowadays with all the toggles and stuff

azure rain
#

myself I haven't really done much object toggling

quaint jasper
#

also i know someone's working on a solution to separate only the vertices that are affected by the blendshapes, was it feilen ?

azure rain
#

yes feilen and it's in the current build of cats

formal rune
#

That feature has been in CATS for like a year

quaint jasper
#

but it's attached to the bake option no ? or is it a standalone thing

azure rain
#

yeah it's under the baking menu

quaint jasper
#

TIL teehee

azure rain
#

feilen pokes me every once in awhile to beta test cats features

quaint jasper
#

Ah, so it is part of the bake, but not standalone

azure rain
#

yep but you could set it to where the bake only just separates the two of them

quaint jasper
#

oh god

#

my eyes are the state of Texas somehow

formal rune
#

This is in 0.16

azure rain
#

good to know

quaint jasper
#

Seems slightly innacurate

oak hatch
#

Some texture on her.

astral cloak
#

I this suitable I wanna know before i make the leg, hair, and hands

quaint jasper
#

shade smooth the head, but yeah thumbsup

cosmic merlin
#

Can you guys combine 2 completely separate meshes? I just link it inside the armature.

quaint jasper
#

You need to select the two objects but yes

devout summit
languid fog
solar fossil
foggy granite
# languid fog

Look good, I recommend using creases to sharpen up the blade

misty valley
quaint jasper
#

Doesn't really seem that convenient sweat

#

maybe for hard surface animated models

still wadi
#

it has same system as face sets

#

and face sets is way more convinient than going through vertex groups

brisk surge
#

Hello! So I've kinda got an issue. My model's hair is a separate piece, but every time that I configure it, the hair moves back down to the feet each time, regardless on if I apply the changes. Does anyone know what I'm doing wrong? If so, I'd love to know.

quaint jasper
#

Also need their transforms applied in blender before export

devout scroll
still wadi
#

u can switch back and forth very easily

#

better than side tab where you have to individually click

#

idk as far as efficiency goes face sets does exactly that with less setup

#

remind me on stream and i'll show

brisk surge
thorny ivy
devout summit
#

currently it's giving me... issues

quaint jasper
#

i mean, it's constraints RuuuThunk

devout summit
#

sort of.

#

mostly constraints tend to work, i use it for stuff like arm twist and such

#

the script just doesn't wanna work in vrc, so i'm gonna have to figure out a workaround

devout scroll
#

Maybe try finalIK

spare crater
lunar dove
#

Need some help here. In object mode, this cylinder's X axis is proper. But in edit mode, it changes. Why is that and how to fix?

quaint jasper
#

shapekey ?

devout scroll
#

If it's just a cylinder, unlikely

#

Probably the transform orientation is not set to global

foggy granite
lunar dove
foggy granite
#

Oh my bad

devout scroll
#

Look it, some are super useful, such as normal

#

But not all of them do stuff in object mode

devout scroll
craggy lintel
#

This rarely happens

#

But when it does

#

I get stuck

#

What’s happens when FBX doesn’t want to import to unity

craggy lintel
#

Nvm just restarted computer

thorny ivy
#

Been experimentin' with toon shaders an' the new Line Art modifier for grease pencil. So far, likin' the results.

cedar portal
#

I need to create a simple cube that I can draw a texture on. It should look like this Windows XP camera icon. Is it possible to do that only with Unity? Will this downrank my avatar's performance if I don't use Blender instead?

azure rain
#

I suppose technically you could try like probuilder to build it as Unity doesn't have any built-in modeling tools which you would kinda need to like unwrap the cube so you don't end up put the same texture on all six sides

cedar portal
azure rain
#

I forgot how the UV tools work on like probuilder as I haven't used it much because I do stuff in blender

#

but like Unity without any add-ons you wouldn't be able to do anything to the cube uvs as it's not modeling software

cedar portal
#

Alright. So, how would it go in Blender? I'm avoiding Blender because I don't want to press a button that would wreck something. Not sure if I'm exaggerating, but Unity is a very touchy tool. Import one wrong thing and everything explodes.

azure rain
#

most stuff in blender you should be able to click Ctrl Z to undo

devout scroll
spiral sigil
#

yeah ^ pls use blender brother

cedar portal
#

Arrite

devout scroll
#

Only thing it doesn't show is that you gotta spin the mousewheel to make bevels have more segments

#

But other than that that's all you need to do to get that shape @cedar portal

#

You might want to add more seams to the strip going around so the unwrap uses more texture space

cedar portal
#

Wow. Thank you so much!

#

Personalized rapid tutorial video

#

This is the future of helping

#

You deserve a medal

devout scroll
#

lol it's a pretty simple shape

spare vector
#

How do I fix this? It's under the chin and supposed to be smooth but it appears jagged

#

looks like this in blender, I assume this is the right channel for this

devout scroll
#

your normals are messed up

#

select that area and smooth normals a heck ton

#

in edit mode face select or something

spare vector
#

thank you!!

safe marsh
#

hey i just made some bones for earings on a model im working on and i weighted them and for some reason they shrink and dont line up if i rotate the bones

devout scroll
#

that means they're probably weighted to more than just your bones

#

probably the head

#

and both your bone and the head have 100% weights

#

but also your bones are weird

safe marsh
#

idk i have never done this before

devout scroll
#

because the bones pivot at the top of the bone

#

i think it's called the head

#

so you want your bone to start where the weights start and end where the weights end

safe marsh
#

okay

devout scroll
#

something like this

#

but your bones look fine if you wanted the second bone to move the whole ball

#

and the first bone to only move the ring

#

but in that case you would want to weight the whole ball to the second bone

safe marsh
#

well i was just going to do one bone

#

but i just decided to do 2 just incase of problems

#

but yeah i fixed it

#

the head was still weighted to the bottom half

#

thanks for the help

devout scroll
languid fog
#

simple and optimized

devout scroll
#

smooth!

dusty heron
#

I know practically nothing about modelling but that's nice

languid fog
#

Thx

steady zealot
languid fog
short wyvern
#

Since its standing still?

steady zealot
languid fog
#

I will do the uv map and texturing then selling it probably

short wyvern
#

Woah that's cool

languid fog
steady zealot
#

Sorry, I meant hella as in "nice"

languid fog
#

Ah ok hahaha

languid fog
#

Just adjust it to the body, some weight paint and gg

dawn shadow
#

I'm working on an udon world, but I've come across a weird issue with my model. In unity the uvs look fine:

#

but in vrchat, they seem to be all stretched and jumbled. my only guess was something wrong with importing it as a fbx instead of a blender file, but changing that didn't help. Anyone have any ideas what I might be missing?

quaint jasper
dawn shadow
#

these mesh settings?
also, I'm using a mix of poiyomi, standard and autodesk interactive. the metal and see-through boarder (the two most obviously wrong ones) are autodesk and poi respectively

#

@quaint jasper

quaint jasper
#

Are you using height maps ?

#

And is the issue also visible when those meshes aren't baked ?

dawn shadow
#

The metal does use a heightmap, but nothing else does. The main boarder mat still is broke though

#

as for if the meshes aren't baked... are you referring to baking in the lighting?

#

here's the boarder mat messing up

#

compared to it in unity

quaint jasper
#

Yeah, i've seen this issue before, but never heard of the person fixing it

#

Have you tried with other shaders on these specific parts ?

dawn shadow
#

hmmm... dunno why i didn't, but no. let me see

#

changed all of them to standard. doesn't seem to help

quaint jasper
#

Mind showing the renderer component of the object ?

dawn shadow
quaint jasper
#

ok, the object is scaled up by 20 in the object settings, i wonder if it's too much by unity's standards if it's then far from origin or something RuuuThunk

#

Make sure it's only set to static for contribute to GI/reflection probe

dawn shadow
#

went into blender and increased it's size by 20 times there

#

as for the second question, mind elaborating? im a little lost

quaint jasper
#

You applied your transforms before exporting ?

#

You set the static flag in the top right corner, you can click the downward arrow to only select some of the sub static flags

dawn shadow
#

yup, everything is zeroed out and all the scales are one. everything is fully set to static too

quaint jasper
#

yeah, only keep GI and reflection probe

dawn shadow
#

?

dawn shadow
quaint jasper
#

yep

dawn shadow
#

nope, still broke. should i redo my baked in lighting?

#

also, dunno if it will help, but some small bits of the mesh do seem to have their uvs right

#

also tried seperating all the objects to see if less mats on each helped. it didn't

quaint jasper
#

Are there any difference between the materials that are fucked and those that aren't ?

dawn shadow
#

okay, so I'm now suspicious of the model. I imported it into another one of my worlds, pasted the same texture over it (a different basic wood texture and titled it) and it seems to be broken there too. If it would help in problem solving this, I don't mind posting the model or anything

#

this (unity):

dawn shadow
quaint jasper
#

yeah the mesh seems fucky

young vault
#

I got one question, on the texture. What wrap mode is on?

dawn shadow
# quaint jasper yeah the mesh seems fucky

Found the issue! for some reason, my uv's were in the middle of nowhere. when I brought them back to the main area, it fixed it. Seems like it was something like a floating point accuracy error, as now that i think about it, it was points close together that were messing up

#

dunno why that only showed up in vrchat and not in unity though... perhaps some kinda optimization?

quaint jasper
#

There might be performance specific optimizations done at runtime yeah

dawn shadow
#

welp, now I know what not to do ^^. Thanks for the help!

young vault
#

"Out of bound" uvs are treated as repeats in blender and unity by default. (due to texture wrap mode in unity) The reason I asked the texture question is because you can change the wrapping behavior so that you clamp it to 0-1 in XY coordinates of the UV.

dawn shadow
#

given that I already was tiling the textures in the material itself, if it's wraping wasn't set to tile, most of the field would be a stretched mess even in unity. The weirdness was how it was different in vrchat compared to unity. Good to know stuff though

young vault
#

True

obsidian jungle
#

I want to add an image above a character in blender, how do I do that?

spiral sigil
obsidian jungle
#

thank you! also how did you get that mouse displaying thing lol I seen it in youtube videos and it's very unique

spiral sigil
#

Screencast keys

#

its a addon you can dl on githuub for free

#

i think screencast keys missed when I applied scale with Control+A

#

and whenever I move something on an axis, I press x y or z respectively to lock it to the axis

#

z in blender is up and down, in unity its y

#

and when your scaling the UVs Y is up and down and X is left right

obsidian jungle
#

for some reason it wont scale down to a rectangle, its always a square lol

spiral sigil
#

The UVs or the plane itself

#

with ye avatar it is easy to make an atlas for this, you have a small img and empty space on the texture

spiral sigil
obsidian nova
#

New avi in progress

obsidian jungle
languid fog
#

without and with sub 1

#

@steady zealot

merry cedar
#

should the head be a separate object when i texture and rig??

quaint jasper
#

not necessarily

merry cedar
#

so its ok if the head and the body are attached?

#

does it make it any harder

languid fog
#

if you have yours seams right, it should be fine

merry cedar
#

You think these seams are ok?

spiral sigil
#

what the heck happened with the lighting here I have been stuck with this problem when I ported it to unity

surreal flame
spiral sigil
#

so remove the light source from blender before or after porting the model to fix it?

surreal flame
#

When you export to FBX just select the objects you want to export (armature, meshes) and tick "Limit To Selected Objects". Or just delete the extras.

spiral sigil
#

thx I have been stuck with this issue for so long now

#

and it was such a simple fix

timber goblet
#

Find and install the CATS plugin for blender, it can help with that sort of stuff when exporting to Unity.

surreal flame
#

Personally I would advise about relying on CATS because it has a tendency to create problems inexperienced users can't fix and is actually kinda broken for current Blender versions.

#

If you follow guidelines for creating avatars you shouldn't even need it.

spiral sigil
#

I run into alot of ppl who had fcked texture atlases because of it

quaint jasper
merry cedar
icy jungle
#

I would have seams on the inner parts of the body, not outer. but its a good start

#

inner leg etc

merry cedar
#

ahh thats actually a good point

#

so they wont be so visible?

foggy granite
#

So yes

quaint jasper
#

if you texture properly that shouldn't matter too much tbh

spiral sigil
#

thanks for the advice guys

spiral sigil
languid fog
spiral sigil
languid fog
#

yes sir

stone viper
#

soooo I am just getting started with making a custom avatar skin for this. Any hot tips? This is way more difficult than just uploading a blender file LOL

#

I have done it on IMVU but never VR Chat

calm goblet
#

you're not just making skins for a pre-made thing with VRchat, you're making game assets now

spiral sigil
#

how do I make this not look like a dolphin and a brine shrimp at the same time i have been going about this wrong for the past some hours and the reference doesnt help

stone viper
#

Wish me luck haha

calm goblet
#

and some pain when you hit the retopology stage

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retopo sucks

quaint jasper
spiral sigil
#

alright

stone viper
calm goblet
#

avatar? prop? world? hairstyle? and what complexity and level of detail are we talking? what features?

stone viper
calm goblet
#

depending on complexity? anything from 6hrs to a year

calm goblet
#

this one was a few weeks, but it has some custom animations and a lot more detail

dark tendon
tame sinew
#

I’m having a problem when it comes to double sided polygons. I downloaded a file from sketchfab to have in my world. The problem is that in unity all of the polys inside the model are missing while the polys on the outside are fine. How do I make it so that both sides are rendered?

I’m not sure if it matters but I tried using backface culling but it just shows where the polys are missing.

spiral sigil
#

will double the tri count tho

devout scroll
#

no

#

i mean, while it works it's probably gonna create unecessary geometry

spiral sigil
#

well we dont have any idea what the poly count is yet loll

#

but yea not the best way

devout scroll
#

select the faces you want to make double sided and solidify

#

with a small value

#

it will also give it a bit of thickness

spiral sigil
#

wouldn't the thickness create unessessary geometry?

devout scroll
#

compared to duplicate and flip normals yes, it would create a lip

#

but usually not much and may look better because things are generally not flat

#

but if you're doing something flat you can duplicate and flip, just don't do that to the whole mesh

worthy rampart
indigo stirrup
#

What would be the best way to make the outfit not mirrored UV-wise? I'm not a huge fan of symmetry

#

I could extend out the atlas and have a second copy of the outfit tex on there, but I don't know how to do that without the UVs keeping their aspect ratio

foggy granite
languid fog
#

Use some program that you can edit images, like photoshop and duplicate the texture

#

You will need to adjust the uv in blender ofc

merry cedar
#

how do you guys do hair? I tried it with the curves thing and then transformed into a mesh. Turns out my 1 hair thing is like 1000 triangles which is way too much...

merry cedar
#

Should i just start with a simple mesh and start working that up?

foggy granite
merry cedar
#

Aa ok

spiral sigil
#

how do I import textures from blender to unity it is the last step at this point to import my avatar

languid fog
#

and the resolution to 2 or 3

spiral sigil
#

am assuming I asked a really stupid and basic question here

spiral sigil
#

there probably is a better way but idk

#

I edited the textures I prolly need to find a decent tutorial

languid fog
#

save the images

#

and export the model with "Copy" in the "Path mode"

#

to save the textures just click on "image" and "save as"

spiral sigil
#

what does exporting the model w Copy in Path Mode do

#

huh that was oddly simple thank you

devout scroll
languid fog
spiral sigil
#

it didnt work for me when I tested it w a cube w some images as basecolors

#

assigned to different faces on a cube

indigo stirrup
#

I moved the UVs I wanted different onto an unused part of the atlas

languid fog
spiral sigil
#

wym I just made the textures in blender

#

I didnt save them to a directory

#

oh so thats the problem?

languid fog
languid fog
spiral sigil
#

let me try again

indigo stirrup
#

The model is already in VRChat

#

I'm long done

#

The bake method is tempting though

languid fog
#

ic

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btw your pfp is so creepy wtf

spiral sigil
#

ones a doll ones looks like its from gacha life

#

same difference

languid fog
#

wdym

spiral sigil
#

idk how yall get the textures to come w the fbx

indigo stirrup
#

My last like 50 discord avatars have all been dolls

#

Check the CATS settings

spiral sigil
#

im not exporting w cats

#

just normal exp .fbx

indigo stirrup
#

I do know cats has a setting to pack textures

spiral sigil
#

i gave the block an mmd armature and automatic weight painted it to the single bone, exported via cats and stil the same

languid fog
#

ik what is happening

indigo stirrup
#

and you checked the embed textures box?

languid fog
#

the folder

#

at the right

#

you need to turn it on

spiral sigil
#

dont see the embed textures thing

#

oh cmon cats

#

it was path copy

#

let me try again

languid fog
#

lmao

spiral sigil
#

nope

languid fog
#

didnt work?

spiral sigil
#

oh ok in cats I didnt have embed textures on export

#

i try that now

languid fog
spiral sigil
#

nope still desnt work

languid fog
#

in unity you extracted the textures?

spiral sigil
#

i didnt extract no

#

o

#

well thanks lol i forgot about that button

languid fog
#

bruh

#

hahaha

#

We are going to see how to export a model in FBX format with the textures included and then extract them in Unity.
In the Blender FBX export options you have to change the "Path Mode" to "Copy" and then press the "Embed Textures" button located to the right of that option. This will create an FBX file in which the textures will be included, some...

▶ Play video
spiral sigil
#

oh there is a button next to path you nede to hit

#

thank

languid fog
#

...

#

np m8

spiral sigil
#

oh woops

devout scroll
#

i use uvpackmaster to pack

#

you bake diffuse with no light settings and then if you have transparency you plug your texture alpha into emission and bake emissive to bake out an alpha channel

#

then combine

molten hazel
#

having a problem where the texture colors dont match up

spiral sigil
#

smthing like that?

#

whenever that happens for me I just make a new material and remake the exact same settings n stuf, then select the assigned verticies for the old material and assign them to the new material, then delete old material

#

ive had issues with a texture in BC clearly being different than what it was thinking it was and that fixed it for me

molten hazel
runic mesa
#

Hello, have you ever thought about model your VRChat world in Unity?
With UModeler it'll be possible.
This is the UModeler demo video. If you are more interested in it, please visit the asset store page - https://assetstore.unity.com/packages/tools/modeling/umodeler-model-your-world-80868
https://youtu.be/z14t9LW3doQ

Get the UModeler - Model your World package from TRIPOLYGON, Inc. and speed up your game development process. Find this & other Modeling options on the Unity Asset Store.

Moonglow village with UModeler in Unity.

UModeler is Unity Plugin for 3D Modeling & Prototyping

UModeler features are as follows.

  • Export & Import processes are not necessary to create your world anymore.
  • Sketch-based 3D modeling technique
  • Powerful and solid 3D modeling tools and UV Editor
  • Compatibility : Neat conversion of ProBuilder ...
▶ Play video
calm goblet
hardy agate
#

one less program to have in your workflow i guess. besides that i dont really get it.

#

like its cool to be able to just go straight to unity for world creation but also i would just rather start out in blender any day.

devout scroll
#

unity's ux is pretty bad compared to blender

calm goblet
#

removing zbrush, or 3d coat, or rizom from my workflow wouldn't save me time by removing a couple of export/import steps, it'd cost me time cause i'd then have to use blender for sculpting, UVs and texuring instead of those much more efficient tools

merry cedar
#

This is like 2k polys how can i make it way less?

#

i tried reducing the resolution but it isnt working. Probably changed the wrong one

quaint jasper
#

Are you looking at a hair tutorial ?