#3d-modeling

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merry cedar
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well not directly

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im experimenting with different things

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and i dont want the hair to be like 50k polys xdd

surreal flame
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I'd say you can easily dissolve half of those edge loops and still end up with a good result. I suggest turning on smooth shading though, that way you get a better view of what it's going to look like in-game.

merry cedar
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This is without subdivision and smooth shading on

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Looks terrible af

surreal flame
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Either you can have high poly and good results or low poly and have to make some sacrifices. Or you can combine the two and use normal mapping.

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I wouldn't say that looks terrible.

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You could try turning on normal auto-smooth which should improve the looks in the viewport.

merry cedar
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ok

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Do you have a model?

surreal flame
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What do you mean?

merry cedar
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If you have a model how many polys you have in that hair?

surreal flame
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I do but no hair.

merry cedar
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aa ok maybe ill ask someone else

surreal flame
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Possibly there are some free avatars floating around you could look at.

quaint jasper
merry cedar
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i havent found any great tutorials

quaint jasper
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People have been making optimized hair for vrchat avatar for years now, no need to try and come up with your own solution

merry cedar
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they lay down the basics but not too much in-depth

quaint jasper
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What kind of in depth information are you looking for ?

merry cedar
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well something related to vrchat preferably

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Ive followed some other tutorials while making my model but then after ive had to fix my model because it was too high poly

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or some other problems

granite hornet
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Could someone help me with this? For some reason when I try to subtract an object from another object it doesn't do anything.

spiral sigil
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also try grid filling the face on top of the cylinder if that doesnt work

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and if that doesnt work then poke the face of the top of the cyllinder

granite hornet
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Oh there we go the fast solve button worked. Thanks man

spiral sigil
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np

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i have no clue why but woo funn

obtuse oasis
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Does anyone know why my bones in Blender are opaque? I'd like to see them in wireframe mode

hardy agate
obtuse oasis
spiral sigil
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Trying to texture this and for some reason even with a mask it paints on areas im not painting on. Also here are the UVs for this specific link in the chain

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it was just smart UV unwrapped I dont really care about the UVs although there probably is a much better way to have my UVs if I want to have this kinda look where I outline the edges with paint sloppily

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yeah wait im going to try something else for the UVs because im going to need to retexture it again like at least 5 times it needs to be easier to paint on

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and not waste so much space

calm goblet
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far too many cuts, cuts in dumb places, terrible blender packing made worse by the fact that you now have a bajillion islands, and every cut you make causes the engine to treat every vertex along the seam as 2 verts

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which leads back to the "too many cuts" part

languid fog
spiral sigil
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also why does texture paint just not work on some parts of the face at certain angles? its not like its being blocked

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dont mind the seems on every edge

timid barn
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uhm... if anyone could help me with this? this might be stupid to ask but I just... this is my first avatar im trying to do and im struggling pretty bad, the Youtube I find isn't helping me much since its all the same, im sorry if im just stupid haha

devout scroll
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cats doesn't work for blender 3.0 yet

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get 2.93

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if you installed it from steam, right click on blender > properties > betas > 2.93 LTS

timid barn
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thats weird,.... my model still isn't coming out when I try to bring it out

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thanks for telling me the right Blender though

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Python: Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\Blender\2.93\scripts\addons\io_scene_obj_init_.py", line 146, in execute
return import_obj.load(context, **keywords)
File "C:\Program Files (x86)\Steam\steamapps\common\Blender\2.93\scripts\addons\io_scene_obj\import_obj.py", line 976, in load
float_func = get_float_func(filepath)
File "C:\Program Files (x86)\Steam\steamapps\common\Blender\2.93\scripts\addons\io_scene_obj\import_obj.py", line 883, in get_float_func
file = open(filepath, 'rb')
FileNotFoundError: [Errno 2] No such file or directory: 'C:\Users\something\OneDrive\Pictures\VRChat\Squid girl\'

location: <unknown location>:-1

(((btw the reason why its under "Pictures" is because I couldnt find anywhere to put it to keep it sorted out without it being in VRchat folders)))

calm goblet
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what does cats actually do that's useful?

azure rain
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basically adata mates a heck of a lot of common operations folks do to avatars

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"Features
Optimizing model with one click!
Creating lip syncing
Creating eye tracking
Automatic decimation (while keeping shapekeys)
Creating custom models easily
Creating texture atlas
Creating root bones for Dynamic Bones
Optimizing materials
Translating shape keys, bones, materials and meshes
Merging bone groups to reduce overall bone count
Auto updater"

calm goblet
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so it does stuff you should've done when you made the avatar in the first place

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and some stuff you should never ever fucking do to a character model

azure rain
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it was built originally for fixing up MMD models

calm goblet
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decimation? on a character model?

azure rain
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yes as a lot of the MMD models was way too high poly for vrchat polygon limit a couple of years ago

calm goblet
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decimation

azure rain
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and also Quest avatars now

calm goblet
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you should never decimate a character model

timid barn
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I just clicked it for well....editing my first avatar...

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which I can't get working

calm goblet
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retopo the thing properly, don't decimate, your animations will thank you

azure rain
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dissolving Edge Loops tend to result in a lot cleaner topology

calm goblet
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retopo gives the best topology

azure rain
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but also like 90% the folks uploading avatars wouldn't even know how to do manual retopo

calm goblet
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and that's half the problem

azure rain
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and what's particularly wrong with the edge Loop dissolving approach

calm goblet
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people aren't learning how to do shit properly

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retopo isn't even hard to figure out lol

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and you can reproject your textures, transfer weights, all that stuff from the original high poly

azure rain
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yes but then they would have to figure out how to transfer the weight paints and bake textures

calm goblet
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none of that stuff is hard to figure out with a little help from youtube

azure rain
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most of these folks have never touched blender in their life before now

calm goblet
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good time to learn how to do things then

azure rain
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okay and I'm not quite sure how requiring folks to like spend several weeks before they can even upload is going to help much

calm goblet
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sense of achievement, learning skills they might want to develop into a more serious hobby or even job, better models being uploaded, people actually having a clue about what goes into making something that isn't a horribly unoptimized mess

azure rain
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I'm not saying soak shouldn't care about optimizing I'm just saying there's some less labor-intensive methods of optimizing then complete manual retopology

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especially since it's going to result in pretty similar topology anyway doing a proper Edge Loop dissolve if they're working on a not broken model

calm goblet
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not when you have a triangulated 200k polygon mess to deal with

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or a vroid

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vroid topology is horrible as well, and triangulated

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working on triangulated meshes is hell lol

azure rain
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yeah but it's not a terribly large Triangle count vroid and Alt-J works pretty well enough on a vroid

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question are there any anime models you like the topology of

calm goblet
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shonzo's stuff is good quality, and obviously any topology i end up making myself i'm gonna like cause it's suited to how i work

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as for pre-made anime basemeshes? not found any i particularly like

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but i make my own stuff so it's not like i've gone looking hard for anime generators

azure rain
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out of curiosity what do you tend to find bad about most of them

calm goblet
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awkward loops in the face, not a fan of the flat face style but that's more of an aesthetic preference, most of them don't account for any kind of anatomy in the mesh which makes the animations look like a bendy-straw person, and finding models that aren't either extremely low poly or far too dense is pretty hard

azure rain
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thanks for the answer

calm goblet
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just things i've found lacking in most basemeshes i've tried using since i started 3d and then gave up on premade bases and use my own lol

azure rain
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mostly I just tend to point folks towards vroid because it's relatively easy to get it to like medium or good rank on PC without having to touch blender as it has built-in Atlas tools

calm goblet
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yeah if they just want a prefab thing from vroid it's fine for what it is

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soon as you actually want to do some work on the model though.....they suck

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easier to rebuild than to edit

azure rain
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honestly most folks are just looking for different hairdos and clothing so vroid fine for that

calm goblet
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you can't actually make things in vroid though

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can you?

azure rain
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it has a built-in texture editor

spiral sigil
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Ive seen some black magic done with hair

calm goblet
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it just has you paint on premade things

calm goblet
spiral sigil
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card?

azure rain
calm goblet
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i do lol

azure rain
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then your avatars are never going to be Quest compatible

calm goblet
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except they can be made quest compatible

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quite easily

azure rain
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how there is no transparency shaders

spiral sigil
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im captivated do tell

calm goblet
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that actually makes it so you need less cards, doesn't look as good cause you're having to cram more strands per card but you can make it work

azure rain
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that doesn't answer our question how are you rendering the transparency for the hair cards

calm goblet
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you don't

azure rain
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so you have like Jagged as all heck hair because you have to cut out like the shape with the knife tool?

calm goblet
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fray the end of the card, taper it, you get your chunks and some breakup

azure rain
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do you have any screenshots of your like Quest compatible hair cards

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as like you're literally the first person I've heard who's try that

calm goblet
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i actually do, anime style but it works

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not like anyone actually wants realism in vrc anyway lmao

azure rain
calm goblet
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it takes some work for sure lol

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people certainly wouldn't be able to afford an avatar like that mostly

azure rain
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but I do wonder if somebody has tried exporting a metahuman and seeing if it runs

calm goblet
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if you take away the particle hair it'd run fine

azure rain
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the lower lods use hair cards

calm goblet
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only for some styles

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and they still have particle peachfuzz

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unless they updated that since i last played with them

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but yeah the meshes and textures are something you could use in vrc

azure rain
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would break a couple of terms of services though

calm goblet
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but then you'll have the real problem

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shitty lighting setups in vrc worlds

azure rain
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well nobody has the budget for a complicated real-time lighting setup in VR

calm goblet
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not being able to find many people that can create props and clothing up to a good enough standard

calm goblet
azure rain
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the go tool tool for photo-realistic clothing is $400

calm goblet
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nope it's $30/mo

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MD got rid of the perpetual license last year

azure rain
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okay so yeah nobody's ever going to have Marvelous Designer clothing in vrchat

calm goblet
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except i use it for my stylized clothing as well lol

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the more complicated stuff anyway

azure rain
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good for you having the budget for that

calm goblet
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i just pay a month of subscription when i need it for a paid piece and practice with trials lol

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same thing i do with anything that doesn't have a perpetual option

azure rain
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some of the various clothing folks made with the VRoid https://booth.pm/en/items/1896461

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<2021ๅนด11ๆœˆ13ๆ—ฅ> ๆญฃๅผ็‰ˆใซๅฏพๅฟœใ„ใŸใ—ใพใ—ใŸใ€‚ VRoidHubใงๅ…ฌ้–‹ใ—ใฆใ„ใ‚‹ใ‚ดใ‚น็”ทใ€ŒReneใ€ใฎ่กฃ่ฃ…ใƒ†ใ‚ฏใ‚นใƒใƒฃใ€Œใ‚ณใƒผใƒˆใƒปใƒ‘ใƒณใƒ„ใƒปใ‚ทใƒฅใƒผใ‚บใƒปๆ‰‹่ข‹ใƒปใƒใ‚คใƒซใ‚ขใƒผใƒˆใƒปใ‚คใƒณใƒŠใƒผใƒป่‚Œใƒžใ‚นใ‚ฏใ€ใฎ7็‚นใ‚ปใƒƒใƒˆใงใ™ใ€‚ ้‡ใญ็€ใ‚’ไฝฟ็”จใ—ใŸใ‚Šใ€ใƒ‘ใƒผใƒ„ๆฏŽใซใƒฌใ‚คใƒคใƒผๅˆ†ใ‘ใ‚’ใ—ใฆใ„ใ‚‹ใ‚‚ใฎใ‚‚ใ‚ใ‚Šใพใ™ใฎใงใ€ใƒฌใ‚คใƒคใƒผๆ•ฐใฏใใฎ้™ใ‚Šใงใฏใ‚ใ‚Šใพใ›ใ‚“ใ€‚ VRoidใงใ”ไฝฟ็”จใใ ใ•ใ„ใ€‚ ไฝฟ็”จใ—ใฆใ„ใ‚‹่กฃ่ฃ…ใฏ โ—†ใ‚ณใƒผใƒˆ - ไธŠๅŠ่บซใ€€ใƒญใƒณใ‚ฐใ‚ณใƒผใƒˆ๏ผˆใƒใ‚คใƒใƒƒใ‚ฏ๏ผ‰ โ—†ใƒ‘ใƒณใƒ„ - ไธ‹ๅŠ่บซใ€€ใ‚บใƒœใƒณ๏ผˆๆŠ˜ใ‚Š็›ฎใชใ—๏ผ‰ โ—†ใ‚ทใƒฅใƒผใ‚บ - ้ดใ€€ใƒใ‚คใ‚ซใƒƒใƒˆใ‚ทใƒฅใƒผใ‚บ ใจใชใฃใฆใ„ใพใ™ใ€‚ ใ€ŒReneใ€ใงไฝฟ็”จใ—ใŸใƒ‘ใƒฉใƒกใƒผใ‚ฟใฏใ€ๅ•†ๅ“็”ปๅƒใ‚’ใ”ๅ‚็…งใใ ใ•ใ„ใ€‚

calm goblet
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yeah those are some very nice handpainted textures

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but it's still just a texture on a piece of premade mesh

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unless vroid has added some mesh editing

azure rain
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what's particularly wrong with a hand-painted style considering it's going onto toon shaded avatars anyway

calm goblet
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i actually like it

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but they're still limited by the mesh that's available to them

azure rain
calm goblet
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yeah i saw the layering thing

azure rain
calm goblet
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anyone that can paint like that onto a completely flat mesh would benefit from spending a week learning to sculpt in blender and really getting their creativity unleashed

azure rain
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yes but then they would be less sellable

calm goblet
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nah

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just a different market

spiral sigil
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more lucrative

calm goblet
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and nothing to stop them baking down onto those vroid building blocks

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double market

azure rain
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because then you would have to use blender to put on the clothing whereas VRoid clothing you can just give someone the texture file plus some slider settings and they have the clothing now rig to your avatar

calm goblet
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like i said

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they could just bake it down, transfering textures isn't complicated

azure rain
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but would you want a high poly bake kind of look on the anime clothing

calm goblet
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then they have the super nice piece of clothing for the people who want more complex items, and they can sell the image for vroid people to use

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no you wouldn't

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you'd do it the way they do for wow and league

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sculpt your high poly, retopo, bake your normals, AO, bent normals, use that to make the painting easier

azure rain
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and also that's much more of a technical skill set requirement then people making most of the booth.pm VRoid clothing has

calm goblet
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those technical skills take a lot less time to learn than the artistic skills needed to just go and paint a coat like that onto a flat piece of cylinder lol

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that fancy coat tails one

azure rain
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that would require them to learn 3D modeling whereas one could get to that coat with mostly just good 2d art skills

calm goblet
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like i said, someone with those skills would do well spending the week adjusting to sculpting and having all those extra options

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painting and drawing carries over pretty far into sculpting

spiral sigil
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id go as far as to say it is wasted potential if they never go past vroid

calm goblet
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sadly not as much the other way around lol

azure rain
spiral sigil
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yeah

calm goblet
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that's where the vroid market is

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that's not the only market

azure rain
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yes but if you go in the market of mesh clothing that's a lot harder of a user experience as there's no like stupid easy way to put clothing on any arbitrary humanoid Avatar

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like most of the 3D clothing I've seen has been like optional extra clothing for a particular Avatar where the user is not expected to do any rigging whatsoever to it just like combine two skinned mesh renderers together

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โ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆ โ—†ใ‚ตใƒณใƒ—ใƒซใ‚ขใƒใ‚ฟใƒผใฎ่ฉฆ็€ใฏใ“ใกใ‚‰โ—† https://vrchat.com/home/world/wrld_48ba3030-bc47-4a12-a95d-ca3cc7f3039e โ—†ๅ…ฌๅผ่กฃ่ฃ…SHOPโ—† https://sugary-boutique.booth.pm/ โ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆโ€ฆ ๆœฌใƒขใƒ‡ใƒซใฏUnityใฎHumanoidๅฝขๅผใซๅฏพๅฟœใ—ใŸ ใ‚ชใƒชใ‚ธใƒŠใƒซใƒขใƒ‡ใƒซใ€Žใƒฉใ‚นใ‚ฏใ€ใงใ™ใ€‚ ไธปใซVRChatใงใฎไฝฟ็”จใ‚’ๆƒณๅฎšใ—ใŸใƒขใƒ‡ใƒซใงใ™ใ€‚

calm goblet
#

i have my own plans for that lol

azure rain
#

ใƒฉใ‚นใ‚ฏ(Rusk)็”จใฎ่กฃ่ฃ…ใจใชใ‚Šใพใ™ใ€‚ https://booth.pm/en/items/2559783 ไปฅไธ‹ใฎๅฐŽๅ…ฅ่ฃœๅŠฉใ‚นใ‚ฏใƒชใƒ—ใƒˆใซๅฏพๅฟœใ—ใฆใ„ใพใ™ใ€‚ Auto Dresser | sentz-A็”Ÿๅ‘ฝ็ถญๆŒๆฉŸ้–ข https://sentz-a.booth.pm/items/1300847 -ๅˆฉ็”จ่ฆ็ด„- ไปฅไธ‹ใฎใ‚ˆใ†ใชไฝฟ็”จใ‚’็ฆๆญข่‡ดใ—ใพใ™ใ€‚ ใ€€-ๆœฌ่ฃฝๅ“ใ‚’ๅ–ใ‚Šๅ‡บใ›ใ‚‹ๅฝขใงใฎๅ†้…ๅธƒใƒปๅ†่ฒฉๅฃฒ ใ€€-่‡ชไฝœ็™บ่จ€็ญ‰ใ€่ฃฝไฝœ่€…ใ‚’้จ™ใ‚‹่จ€ๅ‹• -่ฃฝๅ“ๅ†…ๅฎน- Unitypackage FBX PSD 2021/06/02 ver1.0 English: It is a costume for Rusk.

azure rain
calm goblet
#

create my own little ecosystem lol

azure rain
#

so basically what everyone else is already doing on booth.pm

calm goblet
#

yes and no, having already had to convert outfits for multiple different creatures and characters i know the power of a lattice lol

azure rain
#

and also kind of why like MMD kitbash is so prevalent as like that's the only existing interoperable Avatar standard where you can mix and match Parts trivially

calm goblet
#

but eventually if i can carve out a space for myself i do plan on releasing some tools for easier conversion of assets from one base to another

spiral sigil
#

goodnight

azure rain
#

and on a slight tangent one aspect I do like about the VRoid clothing just being textures I only have to modify the clothing mesh ones for my Avatar and I can wear many clothing just by doing a texture swap

calm goblet
#

that's achievable by any standardized base

#

although personally i think it only really works with things that'd have the same silhouette

azure rain
#

yes but I'm wearing a non-standardized avatar so I rather only have to do the clothing modification ones then for each one

azure rain
calm goblet
#

yeah making a hoodie into a different hoodie works fine

#

but changing say.....slacks into cargos not so much

azure rain
#

and the sweater I have in the first picture is also a hoodie mesh

merry cedar
calm goblet
#

one thing i really have to figure out is how to fake dynamic bones on a quest avatar

azure rain
calm goblet
#

awesome

prime scarab
#

Hey guys, so I'm having some trouble with putting on a scarf I separated from another avatar. seem like the head on this avatar is too big for the scarf, so I try to sculpt it to fit the head, but for some reason this scarf has two layer, sculpt it will cause the inner layer Clipping though the outer layer, any way I can fix it?( or avoid it)

#

Also any suggestion on how to make the sculpting looks more natural? I try to sculpt the hood part multiple times, couldn't get the shape right, looks kinda edgy

#

Also the scarf is already rigged, is there anyway I can combine this rig with the avatar's bone?

calm goblet
timid barn
#

if anyone could possibly help me get the files to actually work in Blender, im on 2.93 like someone told me to do but the avatar I want isnt loading in

#

Python: Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\Blender\2.93\scripts\addons\io_scene_obj__init__.py", line 146, in execute
return import_obj.load(context, keywords)
File "C:\Program Files (x86)\Steam\steamapps\common\Blender\2.93\scripts\addons\io_scene_obj\import_obj.py", line 976, in load
float_func = get_float_func(filepath)
File "C:\Program Files (x86)\Steam\steamapps\common\Blender\2.93\scripts\addons\io_scene_obj\import_obj.py", line 883, in get_float_func
file = open(filepath, 'rb')
FileNotFoundError: [Errno 2] No such file or directory: 'C:\Users\something
\OneDrive\Pictures\VRChat\Squid girl'

location: <unknown location>:-1

I dont know why it's not working, and I was wondering if someone could help me possibly?

#

just DM me or ping me if you can help me please, I will be at school ๐Ÿ˜…

prime zenith
#

4th day of trying to rig pants, I cannot get it to work at all

#

No matter what I do lmao

languid fog
merry cedar
#

ok

surreal flame
quaint jasper
prime zenith
#

I watched like 4

#

It's either the mesh being messed up or me being dumb

#

Even if I start with fresh wp on a vertex group it paints it so badly it rips the whole mesh apart. I don't get it, on other meshes I can paint fine

#

Is it because the mesh is two sided ?

surreal flame
#

If there is no weight on a vertex and you have auto-normalize on it gets a weight of 1 automatically, yanking it out of the mesh if it is being deformed.

quaint jasper
#

Why is it two sided in this case ?

prime zenith
#

I don't have auto-normalise on anymore

#

I turned that off the last ime lol

#

The creator made the pants that way, it has outer and inner side (I hope am communicating this properly

quaint jasper
#

Is the inner side ever visible ?

prime zenith
#

Not really

azure rain
#

then it would be a waste of triangles and vram

surreal flame
#

Well that explains why it is such a pain to paint.

prime zenith
#

Yeah so is there a simpler way to remove the inner side, that to select the faces by hand ?

quaint jasper
#

Place your cursor on a vertex and press L

#

Assuming they're not connected

prime zenith
#

They are

#

But I can delete the connecting faces though

#

And then L

quaint jasper
#

Either that or select a loop and press V to disconnect

prime zenith
#

Cannot rip selected faces

quaint jasper
#

It's just for a single edge loop

#

But deleting the connecting faces is fine i guess

prime zenith
#

K

#

EXSGT ๐Ÿ‘

#

My thanks will be transfered to VRchat's bank account when my 1 year VRC+ expires

quaint jasper
merry cedar
#

how do you guys make hair for models?? I keep going back and forth between making the hair with curves or meshes. Both have problems and Ive been stuck here for 3 days :I

timid barn
modest berry
#

heya I'm interested in trying to make a quest avatar and idk where to start

#

I heard VRoid is good for beginners

azure rain
modest berry
#

And is it easy to reduce poly count and bones in Vroid

azure rain
#

yes

modest berry
#

alright

azure rain
#

it even as a tool that automatically combines all the textures

modest berry
#

because i know a character i want to have as a avatar and know how you can get the model

surreal flame
real isle
#

I am working on my Raphtalia model and need some outside perspectives, any ideas on how to improve it? Mine is the middle one.

quaint jasper
#

Would suggest focusing more on how the eye is shaped, as well as the mouth

real isle
#

Ah.

#

Is there any more details on those recommendations?

quaint jasper
#

Your eye is too tall, the side of it including the eyelid mesh doesn't rotate the same way down as the character does, your mouth is too long horizontally and is missing the curve from the smile

#

Depends what your default face will be though, you can use plenty of other references

real isle
#

Hm. I was going for a neutral expression.

quaint jasper
#

then the above image might help

#

you can see that your mouth is almost twice as long

real isle
#

Ah, I see.

#

That might be due to the fact that I worked on a lot of male models before, so one lesson I had to learn was not to make the mouth too small. Now it seems I got the opposite problem.

#

Did you see anything else, or was that all you could see for now. I do know the body itself needs some adjustment. I believe one problem was too broad of shoulders.

quaint jasper
#

it's tough to know before the proper toon shaders are in place tbh

real isle
#

Yea, and that blender, unity, and VR games have completely different perspectives. So it can be quite hard to see.

#

Also, anyone got any tips to improve hair design, I always have a hard time with hair.

languid fog
spiral sigil
#

woah i wanna see the visemies on that!

#

swick mouth

languid fog
#

thats a oni mask, it don't move

spiral sigil
#

o

#

i feel very uncultured ๐Ÿ˜ฟ

languid fog
#

kinda off

spiral sigil
#

we all make mistakes

#

trust me i'm also uncultured

dusty heron
#

I also didn't know but that explains why the mouth was filled

spiral sigil
#

again don't feel bad

#

it happens

#

and no one can get offended cause you didn't know about something

#

we dont actually feel bad

languid fog
#

but i will remove it

spiral sigil
#

i was just saying-

#

sorry

dusty heron
languid fog
#

thx!!

spiral sigil
#

give me all ur 2d art skills pls

#

neuromod when

languid fog
#

that moment you don't know anything about 2d

spiral sigil
#

o shit

languid fog
#

f

spiral sigil
#

very scary mask > has a very smol smirk

#

devious

languid fog
#

hahaha

spiral sigil
#

is it worth getting a drawing tablet for texturing

languid fog
#

if you know how to paint

#

by "hand"

#

it think it is

foggy granite
languid fog
calm goblet
#

some people do some good stuff with just a mouse, even handpainted style, but a tablet is more efficient and has more control

spiral sigil
#

alrigty

surreal flame
spiral sigil
#

good to know

spiral sigil
#

i wont be able to get a display tablet first ill just get one of those drawing pads but yeah

still wadi
calm goblet
spiral sigil
#

I found a Hunion Inspiroy H640P w the artist glove on amazon for 34usd and it seems like its got decent drawing space so ill test my luck on that thanks

#

the Wacon tablet that was reccomended under a texturing tutorial I half failed was 70usd so much cheaper

ripe night
#

Something I didn't realize was that a tablet makes smooth weight painting, one of the most annoying parts of model making to me, much easier to do as well

spiral sigil
#

wow so many pros

merry cedar
#

Do you guys think the front hair looks dumb? I will texture it later so it wont look so flat

foggy granite
oak hatch
#

aww ye

#

Only a few texture bits, then on to rigging

onyx kite
#

Anyone want to hire me ๐Ÿ™‚ I'm great at making monstrosities.

#

The hands are the best bits.

visual vigil
#

i think im finally done with this comm

#

phew

#

hope the client enjoys the work

languid fog
hushed acorn
#

Is this a bad way to do this?

#

I have no idea what I'm doing when it comes to trying to make a model using an image

remote osprey
oak hatch
# hushed acorn

Nah, you good. Use references, polybuild, apply creases and subdiv.

#

Unless oyu wanna get spicy with stuff like geometry nodes etcv

hushed acorn
oak hatch
#

Just remember, add depth to it.

hushed acorn
#

Yeah I know

remote osprey
hushed acorn
#

Blender

#

The reference is album art.

remote osprey
#

okay

#

ok thanks

#

And can you help me? i can create avatars of pictures?

remote osprey
#

hi guys so can you help me???

spiral sigil
#

Is there a way to select all bones that contain say "end" for example so i can delete them quicker

#

because this model im@working with fcking has end of end bones n now I have to remove them again because I didnt order my process right

full ice
spiral sigil
#

thanks lol

oak hatch
azure rain
#

I might suggest 2.9 as most of the vrchat particular add-ons haven't been updated yet

still wadi
thin shadow
#

let's say a pre-made model has overlapping uv because of symmetry, what is the best practice on splitting it apart to edit different left and right of it?

quaint jasper
#

Redoing the UV

devout scroll
#

or repacking the uv

#

but if you want to keep the textures you need to bake them to the new uv

#

so create a new uv so you keep both

#

plug a UVmap node into your existing textures and select the correct uv

#

then create an empty texture in every material slot, select it and plug in the other uvmap into it

#

then bake

#

it's a really finnicky process tho as there's little things here and there that need to be done right like for example you need to select the correct texture slot to bake to (your new texture) and you need to have the correct UV map selected in the uvmaps section and also you have to have the uv for render picked correctly

#

it's a bit of a pain and i haven't see a good tutorial on it but i have been messing with it not too long ago and gotten some good bakes

devout scroll
#

for example if you have a hoodie which is mirrored and you want to add a logo on one side

#

you could just copy a piece of the geometry there, move it slightly over your mesh and unwrap that one separately

thin shadow
#

Ah i see. So manual editing it is. I thought it's something that can be automated. Thanks anyway @devout scroll.

devout scroll
#

Guess so

spiral sigil
oak hatch
#

TFW your head has 11k tris and you're not even done T_T

oak hatch
#

Also, say hello to nightmare fuel

merry cedar
#

My curves are not working :/

devout scroll
#

increase the resolution

#

of the curve

merry cedar
#

i tried

#

its already 1500 tris

quaint jasper
#

that's because you have 2 million vertical loops lmao

merry cedar
#

It doesnt work like this either

devout scroll
#

what are you trying to do

#

if you want it to be a smooth curve you need to make it a smooth curve not a pointy thing

merry cedar
#

I have done hair this way previously but now its not working like a curve anymore

#

When its supposed to bend like a curve, it doesnt

devout scroll
#

use a path

merry cedar
#

same thing

#

I restarted and now it works somehow

spiral sigil
#

i dont think you were using a curve

#

idk what it was before but it was just a line of verticies

merry cedar
#

i converted it into a curve

devout scroll
#

you converted vertices to a curve?

#

probably needed to change handle type

#

with v i think

calm goblet
oak hatch
calm goblet
#

doesn't need 11k

oak hatch
#

correction, 10k

calm goblet
#

yeah you don't need that many for that

#

half would be plenty

#

less than half cause the teeth don't need to be more than a cube

oak hatch
#

You say that, but the detail/curvature does help

calm goblet
#

normal map

oak hatch
#

I'll clean it up some, but I should be able to squeak by below 70k

calm goblet
#

you have no detail on that model lol

#

and you can keep the smoothness with a normal map easily

oak hatch
#

Not for the outline/side

#

Which is what I need it for

calm goblet
#

yeah normal maps can't do anything for the silhouette, but unless you're planning that model to be huge or expecting people to be examining it from 6in away you could easily halve the polycount with no loss of quality

#

this is vrchat, not a AAA game lol

oak hatch
#

Counterpoint, I'm not just using it for VRC

#

I've still gotta do an infacing removal pass, too, so I should be gucci

calm goblet
#

so keep the higher poly one for the situations where you can reasonably use a higher poly one and use a properly optimized one for the situation where you should be optimizing

oak hatch
#

As long as it is within the limit, and I'm not doing anything horrendous, I'ms till better off than everyone.

#

[Stares with homicidal intent at Poor Perf Rating Avis]

calm goblet
#

"better than shit" isn't exactly a high bar you're setting for yourself

oak hatch
#

You realize this is going to hit good rating, right?

#

It'll probably be aorund 50-60ktris, give or take.

#

I could go more optimized, but if I can squeeze a bit more fidelity out of it, might as well

calm goblet
#

i'm willing to bet you could go to 20-30k without any loss of quality

oak hatch
#

considering the way the body is laid out? unlikely.

calm goblet
#

let's see

oak hatch
#

lemme grab an older variant

calm goblet
#

one that isn't a wireframe would be good too

oak hatch
calm goblet
#

yeah i'm pretty sure you could go lower

#

a lot lower

oak hatch
#

Could isn't will

calm goblet
#

no, could is could, and when you're making assets for a multiplayer vr game you should be trying to optimize things properly

oak hatch
#

I am. The model is within the acceptable parameters.

#

Better than probably 90% of users.

#

If the parameters are incorrect, they should be changed.

#

If we want to maximize opto, might as well make it 256tri 256 single texture.

calm goblet
#

just cause they accept it doesn't mean it's optimal, and jumping to 256 is just taking things to ridiculous extremes

oak hatch
#

Yes, that is what we call "within parameters."

#

I'm not oing to make an Exc avatar, unless I'm making a fallback, or doing a challenge. All things being the same, 70ktri with only around 6k being shapekeyed and a single dynbone with no colloder is far above spec.

azure rain
#

yes and you could be spending those triangles Elsewhere on your model that would actually contribute to the silhouette

oak hatch
#

Head and hands are always the most important, fidelity-wise.

#

and I already have hand topo that's acceptable, so my only worry is the muscle system

#

Based on the old model I'll probably float around 50-55k, give or take.

calm goblet
#

you could half that head and quarter the teeth and no one would notice

oak hatch
#

But -I- would.

#

and that's what matters.

calm goblet
#

i notice the difference between my 50mil sculpts and my game-rez, does that mean i should just try to upload the raw sculpt?

oak hatch
#

See, 256tri256pixel

calm goblet
#

or should i do what any decent game artist does and make a properly optimized game asset?

oak hatch
#

You can't use an argument you disregard yourself.

calm goblet
#

i don't disregard my argument, i'm not dropping in a raw sculpt lmao

oak hatch
#

and I'm not compromising what I see as important to save 5k tris.

oak hatch
#

57kTri, Flatshaded.

#

Texture space could be better, but it's not horrendous.

#

Need to add a few details and tidy stuff up a bit

spiral sigil
#

I think its pretty solid

#

texturing and the model itself

oak hatch
#

Definitely could be improved, but I'm not to fussed. Getting the rig nice and tidy is next.

spiral sigil
#

there is always more improvement to be had its a neverending game

azure rain
oak hatch
#

Oh, not just mirroring. This is advanced insanity.

#

That's the dress. lmfao

azure rain
#

that very nice some proper game Dev stuff

#

and if you ever consider a quest build that's going to be very efficient vram usage

oak hatch
#

Blame @lament pond , he got me doing this sort of jiggerypokery.

spiral sigil
#

a whatawhosa?

languid fog
#

Using 100% of the texture

#

Efficient

quaint jasper
#

Kinda hell for anyone looking to customize though sweat

lament pond
#

๐Ÿ‘€

spiral sigil
#

why is there an orange rock at her feet tho

#

whats the lore fill me in

oak hatch
#

Oh

#

It's a chimkin numgit.

spiral sigil
#

o

#

good lore

azure rain
oak hatch
#

ye, and this will be coming with a full PSd that's laid out to help

#

But still, this is -cursed-

#

The frills are still my fav thing, they're -evil-

quaint jasper
#

Even if that means inefficient TD

oak hatch
#

Generally I agree.

#

Especially for gumroad stuff

quaint jasper
#

There's an entire economy of people doing recolors for models which is insane lulw

oak hatch
#

It's why my OielBot is laid out the way it is, it's not maximum efficient, but it's easily understood

#

This is somewhat laid out sanely, just most of the frilly stuff uses the same tex space.

feral quarry
#

How do I get approved? XwX

azure rain
hushed acorn
#

Just play VRChat and you'll unlock the ability

feral quarry
#

I have already for about a few hours. XwX

full ice
feral quarry
#

How do I check my rank?

full ice
#

you can figure it out based on the outline of your profile box on the website, or the outline of your thumbnail in game

#

I could check for you on the website if you share what your username is, but this should all be in #user-support-old instead of here

feral quarry
#

cloudywintr

full ice
#

still visitor, you will need to play more. Try giving it 10 hours of active time, or buy vrc+

#

?upload

split graniteBOT
#

You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.

As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.

Source: https://docs.vrchat.com/docs/frequently-asked-questions

spiral sigil
#

remeshing is pretty zen ngl

spiral sigil
#

should I be seperating my avatar into pieces for retopo instead of just doing it all in one big chunk

quaint jasper
#

All at once is more convenient

calm goblet
spiral sigil
#

ok noted

inland plover
#

quick question, what was the poly limit again

open scarab
#

There isnt one, but recommended quest <20k poly, <70k on pc

inland plover
#

PC value was what i was looking for, cheers mate

tender kestrel
spiral sigil
#

ok old timer

thin shadow
#

i wish both has material count hard cap

oak hatch
#

Reasons why I medium perf block

#

Reminds me, need to fix the rigging/constraints on my mikubob avatar, and make a cursed fallback avatar.

dense crown
#

I'm a bit of a blender noob so could someone tell me how to make it so that bones in the spine/head/neck don't effect the tail?
the tail is parented to the hips but it gets effected by all of those

spiral sigil
#

so just check each bone for influence there and erase it when u see it

dense crown
spiral sigil
dense crown
#

Okay! Thank you!

spiral sigil
#

basic info should be enouh for this

#

np

devout scroll
#

If you click a vertex on the problem part you can see all the weight vertex groups of that vertex

#

So what I'd do is:

  • click one tail vertex and find the problem vertex group
  • rotate the neck or whatever so the tail stretches
  • go into edit mode and select the stretched parts
  • go to vertex groups, select the problem one
  • click remove with the stuff that you want remove selected
#

@dense crown

dense crown
#

Yup works perfectly now, thanks again for the help ๐Ÿ˜ƒ

inland plover
#

at this point i am convinced that this is just nergigante

oak kayak
#

guys when i want to translate my model bones in model options it said it looks like you got banned from google translate temporaily how to fix this?

devout scroll
oak kayak
#

oh ok pure pain ahh

devout scroll
#

i know it stores a local copy of translated things somewhere

#

so translating again should work

oak kayak
devout scroll
#

i think so but i'm not sure if it comes with local translations or if you need to translate successfully for it to cache them

oak kayak
#

oh ok thx for information

inland plover
#

hey uh quick question, what do i do if trying to pick the mirror modifier with what i currently have crashes the program

spiral sigil
inland plover
#

uh... 1 wing is currently at close to 60 million xD

spiral sigil
#

I think you need to uh find a way to get that down

#

by half

#

cuz mirror yknow double

inland plover
#

but how

#

i already didnt make them as detailed as i wanted

#

i mean it does the real time preview, it just crashes when i try to apply the modifier

spiral sigil
#

im not actually sure what the process is for super high poly sculpts, surely it cant just be decimating it?

quaint jasper
#

you're not really meant to do super high poly sculpting in blender

spiral sigil
#

what programs do u know are good for that

#

is zbrush one

quaint jasper
#

ZBrush is the one

spiral sigil
#

ah ok

novel abyss
foggy granite
spiral sigil
#

do u happen to know why geometry isnt getting occluded/blocked by my object in RetopoFlow

#

because I see like an xray of the gemoetry on the other side of my model and its annoying

#

I cant find anything on google or in settings to make it basically not xray

#

some of it gets blcoked but not all

#

its not a mess i swear lol

foggy granite
#

Not sure what can be causing that.

spiral sigil
#

why meEeE

#

oh well

foggy granite
#

Hopefully, you can figure it out

spiral sigil
#

TIEGUAILI

south raven
#

say I wanted to make a doc ock avatar, and I wanted to be so that when I move my arms not only do my avatars arms move, but the mechanical arms on doc ock move with me, how would I do that

quaint jasper
#

Rotation constraints

spiral sigil
#

uh wait so I just retopoed this model now do I have to manually mark seems and uv unwrap and fit it to the textures I have with the new geometry?

#

thankfully a lot of it is solid colors but is there a better way

quaint jasper
#

texture baking

spiral sigil
#

this is so weird why does this work

cunning lance
#

Oh, maybe my question was for here? (i see blender at the top)

I edited an avatar fbx in blender and re-imported the new version (changed attire, separated the mesh a bit more for ease). This broke the prefab. The issue is that when I try to add all bones/colliders in and even replace all position/rotation/scale for every single part of the armature, the bones are broken. I would prefer if i could use the original armature with the new fbx, but is that even possible? Thanks!

spiral sigil
#

youd probably use the same materials as the old model but im not sure what you are doing with the bone transforms

#

and are you using the Pumpkin tools addon to transfer the dyn bone scripts

cunning lance
spiral sigil
#

omg its so annoying when I control z after baking and it makes me have to bake it again

cunning lance
cunning lance
#

i meant like paste

spiral sigil
#

hm

#

i dont ge t it

cunning lance
#

i found copy from but i dont know hwo to paste oops

spiral sigil
#

control+V

cunning lance
#

just on top of the armature???

spiral sigil
#

wht

#

oh you dont know how to copy the dynamic bones w the tool

cunning lance
#

yes

#

sorry T-T

spiral sigil
#

so you go into the tool mennu

#

the first gameobject u select is the newest version of ur avatar that u want

#

and then u go to the copy components section

#

and then somewhere should be another gameobject seelect thing, u put your old model that you want to get the dyn bones scripts FROM

#

and then uncheck everything but dynamic bone and dynamic bone colliders

#

dont copy over mesh renders thats gross

cunning lance
#

omg you're so right

#

im pretty sure you just fixed everything lemme try it one more time

spiral sigil
#

i hope

cunning lance
#

i have had this problem for WEEKS and no one has ever given me that explanation, not even av creators i asked lmfao

#

thank you so much

spiral sigil
#

no problem

cunning lance
#

I put the puffy things on their each lil mesh on blender but when i upload them they are "stuck together"

#

does anyone know how to fix this? do i need to make sure the bounds don't overlap?

slow hound
#

Did you weight each puffy to their corresponding leg? Left puff to left leg, right puff to right leg?

cunning lance
#

oh no! i didn't!

#

in blender?

slow hound
#

yes

#

Should be quick since you only have to weight it to 1 bone.

cunning lance
#

are there tutorials online? i havent messed with blender like that in so long

#

other than sculpting/edit/object interface

slow hound
#

Should be quick. On edit mode, select the mesh. Then on the little menu on the right look for "Vertex weights" There you will see what bone the mesh is attached to. On my picture, the mesh is attached to the "Right Wrist" ( red square) If I want to attach it to the Right Knee for example, I go into "Vertex Group" Select the right knee and click "Assign" It will add the weight to that bone.

#

After that dont forget to remove the weight of the other bone by clicking the X button

solar axle
#

that only works for one vertex at a time as far as i know

#

you should click remove in vertex groups instead with the mesh you want to remove and the bone you want to remove from selected

cunning lance
#

where is the vertex weights? you said little menu but i don't see any :(

slow hound
devout scroll
#

the active vertex

slow hound
devout scroll
#

but it's useful to see the weights of that area at a glance anyway

cunning lance
cunning lance
devout scroll
#

here is something i recorded yesterday for someone

#

You would also need to click on the other leg's vertex group and click assign

cunning lance
#

it doesn't look like that for me at all

#

i have no idea what the hell is going on with it either

cunning lance
#

also how do you see the armature through the body/

devout scroll
#

there's two settings you need for that usually

#

in the viewport display tab set the display to wire and in front

#

in the armature tab set the uhh i forget

#

I'm talking about the vertical square tabs

#

or just use the search box in the settings on the right

cunning lance
#

and how do i get to see the vertex weight tab?

devout scroll
#

vertex weight is in the N panel under the item tab

#

you have to be in edit mode and vertex mode

cunning lance
devout scroll
#

yeah if you want the menu table to appear, you select a vertex and it shows you the info for that vertex

#

but as I said, you can only remove weights from one vertex at a time in there

#

so only use it to see what weights are affecting that area

#

@cunning lance

cunning lance
#

oh shit

#

so i rlly do gotta do that one by one?

#

nvm got it LOOOL

#

i was so scared

#

so i just need to remove all of them except the leg in this case?

#

@devout scroll

devout scroll
#

no not one by one

#

look at the video i linked

#

there's another place you can remove them all if you know what to remove

cunning lance
#

but you see the screenshot i posted?

#

do i remove all but the leg

hushed acorn
#

Going to bed but hopefully I'm doing good

#

First time really doing a tree and such

cunning lance
devout scroll
#

you have weights on both left and right as you can see

#

but it's your right leg

#

so you should remove all the left leg groups

#

you need to go to vertex groups, find these 3 and click remove on them

#

that will remove selectd stuff from those groups

cunning lance
devout scroll
#

no, you should just remove them

cunning lance
devout scroll
#

weight doesn't matter you just want to remove the ones that don't belong to the right leg

cunning lance
#

okay, thanks so much! you're so helpful

cunning lance
devout scroll
#

i dunno

golden thunder
#

hello im new to blender and i have a problem with the model i made

#

this is my model

#

the problem is that the arm shrinks in size when i move it

#

this could be a weight paint problem but i swear its not becuz the body of the model comes from a totally working model

surreal flame
#

Have you actually checked the weights though?

golden thunder
#

I didnt touch the weight

golden thunder
#

thee weight paint of the original and the one i made is the same

#

this problem arised after i use 'create eye tracking'

#

from cats bledner plugin

surreal flame
#

Oh man, another CATS issue.

golden thunder
#

oh no

#

is it solvable?

surreal flame
#

Perhaps, but I don't know how personally, other than undo before that point or an earlier backup.

golden thunder
#

ah fuck me

surreal flame
#

I'd avoid CATS if possible because it has a tendency of creating problems new users can't fix on their own, whereas standard Blender issues are a bit more predictable.

#

And it's actually buggier for new versions of Blender.

golden thunder
#

and i thought i was only dumb not knowing how to solve it

#

thank you very much

surreal flame
#

Perhaps someone else has an idea but it's not me, sorry.

golden thunder
#

its fine

surreal flame
#

Wait, is your body mesh still parented to the armature? I can't see that in the Outliner.

golden thunder
#

yep

#

the model is moving

#

so its parented

surreal flame
#

Check one of the arm bones, does it have an Influence of 1?

golden thunder
surreal flame
#

Yes. Bone icon and at the bottom.

#

No sorry, wrong parameter.

golden thunder
#

here?

surreal flame
#

I mistook it for something else, nevermind.

#

Let me see weights of one of the arm bones.

golden thunder
surreal flame
#

I mean vertex weights. Select a vertex on that arm and show me its weight groups.

golden thunder
#

no vertex weights on any of the vertex groups

surreal flame
#

It's actually in mesh edit mode.

golden thunder
#

i figured that the problem should be only in the arms but its the whole body thats acting weird

golden thunder
surreal flame
#

It should look like this.

golden thunder
#

idk that wait

surreal flame
#

That's Texture paint mode.

golden thunder
#

i have no such plugin

surreal flame
#

"Item" on the right, the N-menu. You need to be in "Edit Mode".

golden thunder
#

item in edit mode

#

nothing is showing up

#

does that mean that theres none?

surreal flame
#

On and you need to have Vertex selection mode, and have a vertex selected. It's the three buttons next to the mode selection thing, just push the first one.

golden thunder
#

i selected a vertex group in vertex mode in edit mode

#

lemme check if theres any vertex paint in other vertex group

#

none

surreal flame
#

Are you using Blender 2.9 or 3?

golden thunder
#

2.91

surreal flame
#

In the screenshot you have more than one vertex selected though. Select just one.

golden thunder
#

ever since i installed blender i never updated it

#

its showing

#

sorry i dont know how vertex paint works

#

i just assume that every vertex group has it

surreal flame
#

Okay, try deleting that last entry using the cross. Go into Pose mode and see if that vertex moves normally now.

golden thunder
#

i found that the values of vertex change when i select diff vetices

surreal flame
#

Maybe use one on the forearm to make it clearer.

golden thunder
surreal flame
#

Yes.

golden thunder
#

do you want me to remove the hips entry on every vertex?

surreal flame
#

Just one to test it now.

#

You'd be here for a month doing it manually.

golden thunder
#

what does this mean?

surreal flame
#

The one vertex seems to move normally now.

#

Let's see the weights of a vertex on the hips.

golden thunder
#

i did and i cant see any changes cuz shes too thicc

#

should we be expecting a result like the one b4?

surreal flame
#

I wanted to see the weights, not do any changes yet.

surreal flame
#

Okay so basically CATS messed up the hips weight group by spreading it all over.

golden thunder
#

so thats the problem

surreal flame
#

If you delete the whole group, the model should start to behave normally EXCEPT the parts that were originally affected by the hips. You'll have to repaint that.

surreal flame
golden thunder
#

this problem sucked my soul out for days

surreal flame
#

See if that helps and avoid most buttons on CATS. You can actually set up eye tracking in the Unity SDK later.

golden thunder
#

im that dedicated in making my model

spiral sigil
inland plover
#

quick question, what are you all using for retopo?

spiral sigil
#

RetopoFlow but i am very new to retopo in general

inland plover
#

so am i so i wanted to ask others

#

any tips on how to deal with this?

calm goblet
#

it's easier to add loops if needed than to try removing them

merry cedar
#

Too many polygons in this hair curve?

languid fog
#

Yes

#

25% of that is enough

azure rain
#

when modeling it's also helpful to consider like your average viewing distance you're going to see the model for figuring out do I need these Edge Loops or not

merry cedar
#

how how do i reduce it more?

languid fog
languid fog
#

I think by default it is 12

#

Reduce to like 2 or 1

merry cedar
#

so this kind of deformation is ok?

azure rain
#

could you try adjusting the settings so there's a little more Loops but it uses less triangles to make up the circumference as most of those aren't contributing to the silhouette

merry cedar
#

Where could i adjust these settings?

azure rain
#

what type of curve are using for your hair

merry cedar
#

path

merry cedar
#

ill look into that

#

thanks

azure rain
#

and question do you have a head model at this point

merry cedar
#

yea

azure rain
#

because it's easier to eyeball the hair if you know what looks like next to the rest of the model

merry cedar
#

ik

#

my modeling struck a brick wall when i started doing hair

#

curves had too many polys and meshes were harder to work with

azure rain
#

hopefully that helps with the brick wall knowing how to reduce the polys

merry cedar
#

much better thanks

#

uhhh

#

When i try to move the hair it flips around

#

Its only the two upper ones

tulip condor
#

hi

can someone give me a hand
and help me remove or hide annoying pointer in blender 3
please help me this really annoys me

spiral sigil
#

why does your blender look like that?

#

what the

#

I have a feeling it has to do what all that customization you did to Blender

tulip condor
#

@spiral sigil
sorry @spiral sigil
i have only 45% of eye sight vision
and this custom color scheme are helps me allot to see things more clearly

btw
i enable all plugins that come's with that blender

spiral sigil
#

oh

tulip condor
#

maybe some of those are causing that

#

but idk what plugin doing it

spiral sigil
#

yeah try from the very start again and as you change things, watch for that little annoying dot

tulip condor
#

ye

#

i did default blender themes and turn off every blender plugin but i still have that DOT ๐Ÿ˜ฆ

#

i even enable/disable every blender settings but no luck

dapper tinsel
#

I have a small, well kind of large problem that needs some work done on it, I would like to change the blendshapes: vrc.v_oh / _ou
Since the current ones I am using do not really look like they should, the vrc.v_aa is copied instead over all three blendshapes, how would I change this?

spiral sigil
#

hey so... does anyone have a good pleat texture? I'm making a model based on the fumo version of yuyuko, and I don't want to model the pleat on her coat, that would be wasting tris

#

the original

#

what I have

#

(I know the hair isn't accurate yet, I'm reusing it from Cirno)

tulip condor
#

@surreal flame
it works thank you so much for this
vrcLike๐Ÿ’Ž

spiral sigil
#

Hello! My name is Xscapism, and I would like to get into vrchat model creation! I've tried my hand in doing this sort of thing before, and I wanted to see if I could make something out of it! Here is one of my latest projects!

#

This is a commission that I am doing for someone on Twitter who reached out to me not too long ago

#

I am having a lot of fun doing this project, and I hope to do more stuff like this!

devout scroll
#

Nice

spiral sigil
#

thx!

hexed kayak
#

hello, am new to avatar developing for VRChat avatar and i want to ask some tips to how add bones for my avatar i create.

hexed kayak
mystic seal
#

anyone here knows how i can equip my idle armature animation to my avatar?

finite yacht
#

Hello. Long time i asked about random shape keys import. I still have this problem.
First screen is how every fbx model looks like when i import it. Second after i use cats.
Importing by blender importer/cats fbx importer gives the same result.

quaint jasper
#

You can sort them manually if you care

finite yacht
#

Thanks for answer.
Yes but there is thousands of it. I did it few times on few models, but this is annoying.
I think i need to ask somebody to check cats script and cut it to only that one thing...

quaint jasper
#

The issue is your model having thousands of shapekeys lulw

finite yacht
#

Yep XD

spiral sigil
#

I'm having difficulty making this nail part of the finger and look right, anyone see what im seeing and know what to do here?

#

nvm

devout scroll
#

look at how other models did it

spiral sigil
#

thats exactly what i decided to do lol

#

thank u tho

#

ended up with this

#

ill probably just go with that for now

#

does anyone else frantically dupe the items in their scene and put them into a new collection like a save or is it just me

copper oak
#

Haha yes, yes. It's like a jank form of version control so that I feel free to experiment without losing a baseline that I know I was happy with. I've often wondered if there's a better method, though.

quaint jasper
#

Nope, i usually have two collections max, having to deal with too much gives me anxiety and slows me down tbh

spiral sigil
#

i want to colorcode my collections and see how many rainbows I can make

#

I have 2.666666 rainbows currently

#

it looks so pretty

copper oak
#

Now that's what I call making lemonade

spiral sigil
#

does that mean making something good out of something bad

copper oak
#

Yes, haha

#

If it has to clutter up the window, at least it can look pretty

spiral sigil
#

my first attempt Manually drawing some neck skin. looks pretty cool ngl

devout scroll
spiral sigil
spiral sigil
#

ay one day

#

one day ill have an entire character but now I have but one hand

#

i would send good photo but i cant cuz pc have no wifi

#

one day ill be able to just 3d model soemthing from scratch.

#

i tell my self one i learn a bit of something ill master it. i have zero motivation to upload my avatars. or even make them i wonder if ill learn to 3d model one day..

#

you need the motivation

#

i have no one to motivate me

#

I mean your future hypothetical vrchat troll community would love ur avatars bro

#

i actually have no one to show my creations to.

#

just go make a super memey vrchat world, put a bunch of ur avatars on pedestals and boom

#

i use to rip the avatars of those people. i cant really contact them they wotn ever trust me

#

of who

#

i dont rip anymore but

#

abyssalgod cyberchimp lolathon

#

me and these 3 people

#

long story

#

no clue who dey r

#

look them up

#

ok

#

anyway. I have retexured the hoodie WOO

#

its dream

#

is it good that i learned to do all this in like 2 weeks or less?

spiral sigil
#

idk how u get ppls faces

#

avatarsdk

#

huh

#

does that account for textures and facial structure

#

yep

#

oh wow

#

i edit the textures alot

#

but

#

other than that

#

its good for these purposes

#

i finna do me

#

like i turned this

#

see what demon it makes

#

with the teeth as the lip

#

an error

#

into dis

#

its not really that perfect but its pretty nice

#

not terrible

#

looking at the image i just sent. and my model rn. i see how high quality i make these. and not even realize it

#

bro just make an avatar world already

#

dumdumi

#

i would

#

but i have no motivation to upload my avis

#

nope

#

do it

#

ive uploaded one

#

do it again

#

imm new user also

#

thats why i dont do it

#

cause i cant showcase my stuff to people

#

oh right ok no public

#

makes sense

#

i also got no friends to show my avatars to. they wouldnt understand the work i put into these. and they just. dont understand them period

#

my irl friends have literally no concept lol

#

its like talking to boomers

#

id get a better conversation about this art with a boomer im sure they could talk about some artist they knew for an hour

#

another high quality thing about my models. is that the chin moves with the mouth and keeps its shape not alot of models do that.

languid fog
#

And idk why

devout scroll
#

avatars of real people are kinda uncanny

still wadi
#

this fucking guy

calm goblet
idle pelican
#

Yo I wanna start 3D modeling where do I start and which program to use?

idle pelican
#

Thank you

spiral sigil
#

get ready to dedicate ur life to this

calm goblet
#

it's a lot of fun lol

idle pelican
#

aight imma start now

idle pelican
dawn flame
idle pelican
#

thank you

spiral sigil
idle pelican
#

oh damn

#

thats cool

#

oh god this is fun but really hard too

spiral sigil
#

yes but if u learn it successfully it is really rewarding

devout scroll
#

And I know cats doesn't support 3.0 just yet (i think?) but I'd recommend recommending the latest one regardless

calm goblet
#

cats isn't an essential plugin

devout scroll
#

I know, but people usually gauge by that

#

And i'm pretty sure that by the time someone gets comfortable enough with blender cats (and other addons people often use) will be updated

calm goblet
#

the plugins that'll actually benefit you are already mostly available for 3.0

#

cats doesn't actually do anything you need really, you should be setting up your own visemes based on the model you've made, you should be making the topology properly and never decimating an avatar, atlassing textures is much more efficient when done manually

devout scroll
#

Ideally, yes, practically 80% of the people starting out aren't, or don't even plan to, get that far in

#

so training wheels are okay

calm goblet
tulip condor
#

๐Ÿ˜”

devout scroll
#

I know it's a popular opinion to dunk on it among people who make their own stuff

#

But I disagree

spiral sigil
#

i will forever trash on its autoatlasing

idle pelican
devout scroll
idle pelican
devout scroll
#

And hitting autofix when you don't know what it does is also bad

spiral sigil
#

if ye got like 10 textures or so on a model, and each has 10 materials, its not the most optimized

#

so people would atlas their textures so that say you could get it down to 1 material and 1 big texture

calm goblet
spiral sigil
#

usually youd seperate it more than just one, but you dont want to many seperate textures/materials in post for ur final product

calm goblet
#

that setup is extremely easy to learn on the unity side, not hard to learn on the blender side either, and if you're just kitbashing you need to know it

devout scroll
#

That's fair

#

But most tutorials would still recommended it because it's something most people use

#

If you're kitbashing you'd at least want the translation

calm goblet
#

what translation?

devout scroll
#

Translating from japanese to english for materials, meshes, shape keys, vertex groups and so on

calm goblet
#

you're assuming the only kits people bash are japanese

devout scroll
#

With most booth avatars being japanese and lots of japanese ones being too

#

Most older tutorials focus on mmd

calm goblet
#

this is why i never tell people to look for avatar tutorials, i tell them to look at real character art tutorials

devout scroll
#

I think it's a fair assumption

calm goblet
#

vrc tutorials are great for the setup, bone hierarchy, giving you a checklist etc.

#

the stuff that's vrc specific

devout scroll
#

Well you also gotta consider if the people who ask want to be good at character modelling or making vrc avatars

calm goblet
#

vrc avatars are character models

devout scroll
#

Most probably don't care about it and would just want their avatar exported to unity because they're allergic to blender

calm goblet
#

and half the reason there's a load of garbage avatars as far as optimization goes is that these people never learn how to do it properly

devout scroll
#

I agree

#

But you gotta consider the audience

spiral sigil
#

audience is full of goofy goobers

#

ansty teenagers