#3d-modeling
1 messages · Page 124 of 1
teaching good practices
if people don't at least want to learn the basics of how to do it properly i'm not gonna tell them how to do it badly
they can find plenty of that just googling "vrchat avatar tutorial"
Well that's fair
Read a book on anatomy, one on topology, one on rigging and one on animation for good measure
grant abbitt has some good character modelling and sculpting tutorials
on a serious note do you happen to know a good resource on human anatomy
read a book? nah you gotta practice
all I have found is whatever is on lobrary gensis
anatomy for sculptors ebook
and practice
ok swick
Read a book on how practice efficiently
always use photos of actual humans in your references
yes practice i dont want to be reliant on references after a while
always use references!!!!!!!!
ou
doesn't matter if you've been doing it 3 weeks 3 years or 3 centuaries
welcome to 2022 yey 😏
it's not 2022 for another 12 days
death
timezones: good evening
having problems with my lighting, tried removing ngons but it didn't work
What's the best way to do skirts in vrc? Is the cloth component the way to go or dynamic bones?
@dapper herald don't do advertising here buddy.
you mean doing a skirt or making the physic?
That's not true
the cloth component
You can use the cloth component
Just wondering which one do you guys prefer and why
I tried skirts with dynamic bones but even with colliders my legs still slip trough when sitting
Maybe a combination of constraints and dynamic bones?
I am guessing avatar dynamics will make this trivial but for the time being I need a solution
Shorter skirts can usually get away with weight paint on the legs and some dynamic bones
But constraints might be better if you don't want to ruin your skirt wrights
AhaHh human models are hard
half the work is telling myself its not going to be perfect first time around and not letting it slow me down
if I have an entire arm should I make the chest from where the arm starts or no because i feel like that would be really clunky especially for someone who never done this
where ideally would i start polymodelling the chest?
actually it took me 3-2 days or one to get to where i am today. ive obviously improved alot but it took 2-3 days for all this "skill"
you mean using a generator to create abominations 😛
if you're polymodelling i'd have started with the torso first, not the arm, but you can always start it as a block and fuse the arm later
personally i think polymodelling is the less efficient way to go for characters, even if you're going anime/stylized, but there's plenty of people who'd argue the other way lol
I say both is good in there own way but the true legends take advantage of both
for what they're suited to, sure
polymodelling is fine for making little hard surface bits, starting to block out some accessories maybe
I agree with that
But poly allow you block out shapes quickly then you can use sculpting to refine the shapes so you don’t have to retopo
ok got it, and I will eventually get to sculpting but for now im going to stick with polymoddeling
I say start using sculpting tool to refine some of shapes once you got a decently dense mesh to help speed up the process since you can edit multiple verts pretty fluidly
that is true since w polymoddeling im kinda stuck with whatever i can do with proportional editing
the problem with that is that when you polymodel and fix with sculpting after you're most likely gonna change the topology enough that you have to go back and fix your original topology anyway
you can always do both
i think multires allows for that but i never really tried using it
and specially when you subD model and you start adding creases and support loops to make shapes you're sompletely ruining the topology no matter what you do
multires is for when you sculpt a blockout, retopo it and then continue sculpting for detail
is there even difference between what subdivision surface and multires does
Yes
big difference
multires is just a subdivision level for your sculpting
it's real subdivisions
doesn't multires allow you to basically keep both low and high poly
Yeah
subdivision surface is dynamic subdivision, you can't edit the subdivided polygons only the original ones
so you can sculpt details
Then bake em
OH so you have to use multires if you want to sculpt the subdivided geometry
Yeah
and then you can roll it back to low poly
yeah, multires is so you can have subdivision levels while sculpting
you can do details on a high level, you can make proportional changes on lower levels
did I miss anything horribly obvious in terms of shape or am I ok on that front for now
last question for a bit
all this zigzagging uneven shit, serves no purpose at all, having the hand completely detached also serves no purpose
the thumb appeard to be very square from that screenshot, and the rest of the arm seems a bit flat as well
ideally you should be aiming for nice even topology and shapes that match the anatomy of the character you're making
another big problem probably has to do with me not having 1 single character im basing this off of
https://i.gyazo.com/3fb9f7777e22368836751d76bc73fed9.png also noticed you had lines that go nowhere even though you had like triangles to do a converting 2 into 1
then you would want to gather General anatomical reference
I copied that weird triangle thing from a model I was looking at and im not exactly sure its purpose
also download daz studio to study the topology of the genesis 8 models
it's good topology
not perfect but it's good
i will look at that then i like that idea
but perfect topology is defferent for everyone
like the way you have it currently the triangle is not serving its purpose
oooops
you don't even need the triangle there, you're using all the loops
like that might serve some purpose if you actually had your wrist and hand properly connected but you currently don't at the moment
like rain and i said, get some anatomy references, get daz studio and use those models as topology references
then you'll have a bit of an easier time putting together your base
im going to be doing that since I like looking at other models who already have it done
eventually you'll come up with your own methods as you get more used to rigging and animating
but you'll have the same base
the differences will be in how you account for muscles and bones in your topology
Something I feel people forget: You can be your own 100% realistic reference - why look online for hands when you have two of those?
do your hands have a wireframe?
that and im also skinny
maybe you want to make the hands of a north sea fisherman, or a dainty princess, you need hand refs suited to those types of characters
Not bad. But I'm referring to the shape.
on the upside, you learning as a kid you'll already have some solid skills by the time you wanna actually make some money
thats the plan
Use inflate, grab and etc
This tools will help you
A lot
You can do more organic shapes with it
okay
Thats a ngon 
I dont think you would like to have ngons there
its more than just a generator
i do alot to those "abominations"
https://gyazo.com/a9a0d429cd7830ecb85d8ed4371ae6a2
How do I fix these polys and make them all flat and regular?
can someone put my model in vrchat?
Watch these official VRChat videos on how to do it yourself: https://www.youtube.com/watch?v=xjS8rreIMos https://www.youtube.com/watch?v=rRAnDMUbWt8
Part 2: https://www.youtube.com/watch?v=rRAnDMUbWt8
0:00 - Intro
0:23 - What You'll Need
1:26 - Installing Software
2:26 - Get the VRChat SDK
2:53 - Make a Unity 3D Project
3:26 - Import the SDK
Link [1]: (Example Avatar Files) https://assets.vrchat.com/misc/Tutorial_Avatar_Robot_v1.zip
Link [2]: (How to merge Steam / Oculus / Viveport accoun...
Part 1: https://www.youtube.com/watch?v=xjS8rreIMos
00:00 - Intro
00:19 - Importing Your Avatar: UnityPackage Import
00:42 - Importing Your Avatar: FBX Import
01:20 - Importing Your Avatar: FBX Rig Configuration
02:23 - Importing Your Avatar: FBX Material Setup
03:56 - Avatar Descriptor
04:25 - Avatar Descriptor: View Position
04:45 - Avatar De...
if you are talking about the hard corners you are seeing, you can shade your object smooth instead of flat. So youd just right click on your mesh in edit mode and select shade smooth and then import to unity and it should be better
this is done in blender btw
That didn't work...
you should probably add some more geometry to it anyway
dont go overboard
just enough so that yknow its actually decently smooth
curious to see what its looks like in unity w smooth shading to make sure ye did it right
https://gyazo.com/1e9c69ef7c9bcf5b7d1dae93089d9151
Looks the exact same...
how are the normals on that thing? they look scuffed i think its the normals that cause that
Honestly I have no idea
I had to manipulate the normals and geometry on this so much. Originally the back there didn't exist
if it's just hard surface without bevels, could all be flat shaded in the first place
pog
https://gyazo.com/c7103e02e026ed35c316762f6e854629
Much better!
any specific reason they dont do the knuckle flow on the bend for the distal part of the finger (did I ask that right?)
I’m making a Marinette model for my avatar and having trouble finding a good outline node
heres how all my avis start. Im making tuv. a darkweb spooky youtuber
thats not sog
who else makes darkweb spooky videos
whatchu mean
some ordinary gamers
sog
his 200 part series on youtube on the dark web
ive already made a model of him
ooh
showing this, because I'm glad the underarm is poking out like a sharkteeth whenever the arms are out wide
i dont thonk elbows are supposed to be able to bend up like that uuhh
not when your arm is straight out at least
not sure what you mean, that looks normal to me
are you not able to bend your arm forward when you outstretch your arm?
or are you referring to the armor the character is wearing?
up not forward
without the prt of the arm closer to the shoulder dipping
or wait mahbe you can but you have to force it with your shoulder and it feels a little odd
but since their palm is facing the ground its har
perhaps im misunderstanding something but i can perform both forward and up at about the angle seen in the screencap
also its worth mentioning the angle of the armor probably exaggerates the direction of the bend
probably
you got an example of a finished one?
colors arnt 100% rn but heres an example
any better images? can't really see shit on such a tiny screenshot
or just screenshot close enough that the face isn't a minecraft skin
its discords shitty image compression. this is close enough
are you planning to do anything else with it? looks like a cardboard cutout atm
wdym
it looks like you took a photo and stuck it to a mesh
thats how the generator works
that's why i asked if you were gonna do anything with it
you know, something to make it look good
what is there to do to it
you don't see a problem with that as it is?
nope
your avatar is going to look very silly in any lighting because you have all the lighting built-in because you took a photo
it's not even the lighting
you don't have separate hair, clothes, eyes, interior of the mouth, no normal map, no specularity, no SSS, and the fact that you ran a generator on a clearly fairly low res image means you have zero details
interior?
i can make a normal map
from what
that isn't gonna help the fact that you have really blown out albedo and nothing else, you have no details you have no shapes in the mesh and nothing's separated out as it should be
and it's a shit map
i make these for fun g i aint tryna be the best 3d artist there is
you're not a 3d artist at all if that's all you're doing
clicking "generate" on an app doesn't make you an artist
and I'm wondering why the heck that tool generate a UV map with two faces in it
and that is also a lot of wasted space
you'd honestly be better off using something like daz or iclone
then learning how to reproject the textures so you can get them on a single UV map instead of having 8 tiles for just the body
can you show a wireframe view of the cloth ?
ic
wut
could you take a screenshot just showing the face in wireframe as it's so dense we can't see anything in that screenshot
like this?
question did you just photogrammetry your head
because that is a bunch of triangles soup that's not going to animate good
i have no idea what that means
how did you make the head in the first place
I'm surprised the tool generated topology like that
r u saying the shape keys wont be good?
i also decimated it
oh dear no wonder it's triangle soup
oh dear
heres what the normal unedited head looks like
the heck wow this tool does not generate good avatars
its for covid businesses i think something like that
i just use it for my shitty avatars
I might suggest trying a different tool next time
i use to use character creator 3
but its not that good imo
hopefully it doesn't generate Dreadful topology character creator 3
curious if anyone here knows much or could teach me about asset/cloth creation. I just watched a couple vids but when i try and play the animation it the cloth crumbles on the base in blender. would anyone be able to run me through sewing and cloth creation pleaseeeeee
oh dear they're using a gear VR in that screenshot

i just use what abyssalgod cyberchimp and lolathon etc use
not familiar with either of those people
Welcome to the worst channel on the YouTubes
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i think you should choose someone you really like to make a person, and make it a big project to somehow make it more realistic
I think it should be markiplier but yknow its your choice
@spiral sigil
8K isn't going to help if all it has is a smaller than 8K photo to work with
and does help that Markiplier's eyes don't look like he has a case of pink eye
you're seriously confused about why an online free tool that uses a single photo doesn't make a good model?
low res photos don't give eny info to work from
and these tools aren't meant for quality anyway, they're gimmicks
8K doesn't matter if it looks like a PS2 game, should never go above 4K in general
8k because funny haha
even if you're doing a proper photoscan there's a lot of manual work that goes into cleaning it up and refining it, making the textures actually work, then getting it into a form you can use
that's part 1 of the cleanup 😛
poop
you also need to remove lighting from the skin so it's usable, you need to go in and add fine skin detail/remove glitches, gotta make the hair etc.
anything to make lord markiplier king of fnaf
markiplier is glamrock freddy secretly
thats the lore
cuz i make the eyes i got some "advice" from abyssalgod so
they were probably under the impression you wanted the character to be as uncanny as possible
i make mine just like theirs
using that generator? it's gonna be as uncanny as possible no matter what you do
he uses it and no one says anything
who?
no idea who that is
and lolathon
whats their socccials do they ever post their creations
VRChat Memer/Cursed Avi Maker | @Twitch Partner | Whiskateer Member
(YT) https://t.co/LoY1sfeU9b
(TTV) https://t.co/oS5Wr7MspZ
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4004
7672
but if they're using that, their models will also look uncanny as hell
Memer/Cursed Avi Maker
Twitch Partner and YouTuber with a main focus on Virtual reality http://youtube.com/VRlolathon
5047
48530
intentionally making bad avatars lol
***I make weird 3D models ***
yeah and abyssal does like funny moments vrchat videos so
it makes sense
they probably saw the generator and thought "holy crap this thing takes so much work out of making dodgy ass uncanny abominations!"
I think u should try taking serious time to learn how to make actual realistic huumans
im not doing this to become famous and be the best i just do it for fun
if its just for fun then you can do whatever buttt i think u should go some more in depth
just for funnn
just don't expect to make anything that looks good unless you're willing to put some effort in
Hey uhh
anyone willing to rig a model for me
I already have the .obj
hopefully with textures
i haven't unzipped it yet
yea
it's there
but I need someone to rig it
and pop it into VRChat itself
simply because my stinky intel celeron can't hold unity
Try mixamo
kk
Guys, hello everyone, I made a 3D motion style fan video for Quest 2 glasses here, please rate it!
- not advertising. I'm really interested to hear the opinion🙋♂️
https://www.instagram.com/ne.motion/tv/CXlwCpalzzk/?utm_medium=copy_link
Can someone let me know if this is possible, and if so, how? I downloaded this .glb and every single piece is separate. I have no problem taking the time to combine all the pieces to my liking, but what's annoying is that all the meshes are sub objects of these... coordinates? Is there a way to ditch the coordinates and leave the raw mesh behind?
ctrl + J all the pieces, you'll be left with a single mesh, then select one empty transform object Shift + G > Type, that should select all the empty objects, feel free to delete those, then you can select your mesh, switch to edit mode, select everything and do P > By Loose Parts
Thank you!
Is there any way to up the scale of an avatar in unity without affecting its size in game?
Start of my a e s t h e t i c quest world
very dark
BUT an opportunity to make a faint point light follow each player!
or hang up spoopy dim lights
Yeah this is like still super early blockout phase, once i start adding signs and more light sources ill brighten it
this is where you "land" the subway station
you then work your way through the underground metro through some super weird spots and then up into some other areas
etc etc
OHH you were the one who posted the subway station thing earlier
its all coming togetheR
wait is this a render or a reference?!?
reference!
oh ok i was about to be worried for the questies
i should be able get very close minus the reflections
yeah im a technical artist/environment artist by trade
ive heard reflection probes are good for this but i have literally never done much more than using a directional light for my obscrure worlds so
so im going to use trim sheets, and a lot of other optimization techniques to keep it very performant
that is very epic
very nice
can also keep it very low poly and combined for the most part too
super low batches, as opposed to kitbashing a bunch of assets in engine
nice
do you have any tips on the best practice on how to navigate and pan through closed space in blender? I know in unity you can hold right click on the game scene and use wasd + qe to move around which is very intuitive for navigating through closed spaces.
but in blender, the navigation style feels more orbit-around-the-object-oriented. Quite difficult to navigate through closed space.
Yeah that’s just how movement is in modeling packages, I’d say just embrace it and get used to it. There should be a focalization hot key like in unity or may (f key) that helps you get to where you want to be and use the navigation to adjust yourself
I take it you want to do this to get better perspective from a player and for that it’s important you use scale reference
I always model in centimeters
And I make several cube references, that are 180cm tall, like an average person
For stairs and rails, etc I always look up proper size references and model to scal
the focus key in Blender is the period ke on my numpad
and if u have num lock on or off it can affect it
idk if it works when its on or off i just toggle num lock till it works
Hello, does anyone here have the same character and different avatars for different clothes and haircuts? Do you use different blender projects? How are your things structured and is there a proper term so I can search it?
Can someone help me import a funny boy into vrchat
I would do it myself if intel celeron came with more than 10 gigs
DM me if you could do it 👉 😎 👉
(I do not have money)
Not sure if this is the correct channel or not, but I've made a texture for a model in blender, imported both the texture and model to unity, and am now having trouble applying the texture. It just simply won't let me. I'm super super new to blender and unity so please bare with me :')
are the materials greyed out and you cant change any of the settings for them?
Yup
Alright I have another question, was trying to optimize my avatar and now it's saying there's no "Animator" attached to a game object and a script is trying to access it, and my builder tab in the SDK is empty
put an animator component on the gameobject that holds ALL the contents of your avatar
its going to be the same gameobject that would have the Avatar Descriptor on it
asusming you put it on the right thing
ahh got it
uploaded it, and nothing works LOL
it is completely immobile, arms and legs dont move, no expressions or mouth movement
nope :')
ok
it means u didnt download the android target support module
unity tries to switch to it but u dont have it
do u have unity hub by chance
yep
ok so
go to the installs section
find your unity ver 2019.4.31
and click the 3 dots and do add module
and find the android module
np
making mr bean. textured the suit n stuff looks pretty cool ngl
mr bean is female?
nope
That's a pretty bad texture stretch on the shoulder.
when in doubt, blur slope
jooooeee BIDEEN
Hello, is it possible to use the move/rotate/scale tools with weight paint? As if there was a bone? I'm trying to make shape keys for mouth movements.
You could just create a bone, make the shape keys then remove the bone
That's basically what you're describing
@tropic zenith
To move the bone I'd need to go into pose mode. When I go back to the mesh's edit mode, it snaps back to resting position.
Apply the armature modifier as a shape key
Or well, applying will create a shape key with your pose mode changes as the shape key essentially, but will also remove the modifier
so use save modifier as shape key instead which will do the same thing but keep the modifier
Your modifiers might look different since I have an addon but there should be a button for it
And also if you click this it will allow you to show your armature modifier (pose mode changes) in edit mode
That worked, thanks!
i didn't know that was even a thing, gonna have to use that in future for simple things like blinking
Yeah I've used it once to create lipsync and blinking visemes on some final fantasy character with no blendshapes but with face bones
There's a bunch of modifiers you can apply as shape keys I'm pretty sure
fair enough, for anything like lipsynch i think i'll still prefer to just do it in zbrush
unless the model already comes with a really good facial rig that allows for all the nice subtleties of facial movements to be captured
but for blinking, eyebrows, that kind of thing, bones would get it done nice and fast
You can use proportional editing
Bones are better than proportional because they're non destructive
Technically neither are shape keys but you don't want to have to start over if you messed up and can't undo
But you would need to split a bunch in order to avoid it grabbing what you don't need
lol no, it was just a bunch of bones for the face and a few for the lips and jaw
but my friend who asked me to do it for him didn't need it to be particularly realistic
I ended up making the 3 blendshapes that cats can use to generate the rest
But I made those as close as possible to reference mouth shapes so it looked pretty decent in the end
Making them all would have taken quite a long time
Still, it was a good learning experience
fair, but generally things that aren't "fix model" or the atlasser are pretty safe
How would I go about making it so that one of these lamps is all of them at the same time, so id only have to mark seems and unwrap one, instead of every single one of these 17 times
yknow what nevermind ill just do it first before I distribute the hangs
stack them on top of each other
then optionally move all except one by 1 uv space to the right or up
those uv look like they might need a few more seams tho
i just don't trust it to get things right when it's gonna be approximating visemes based on what polygons were moved for other visemes
Yeah it just blends
of course i wasnt going to leave it all in whatever the hell it was then lol
Does anyone here know of anyone who tried/had 3d sculpted their own body? curious
So, I'm trying to put on the finishing touches for my model yeah? Yet the issue is I'm running into a problem where the material ends up like the black blob in the picture. When in reality...
It's meant to look like this...
did you set your material to use transparency
Not 100% sure how to check..
basically you need to change the rendering mode setting at the top of the material to one of the transparent settings
Yeah, turns out the issue arrives with the arm itself rather than the glove...
then I suppose check the arm material?
Arm material is fine
Issue is the sleeve part here of the glove, is somehow meshed with the arm material
But deleting that removes the cuff of the lower half, and the rolled up sleeve portion...Yay...
then I suppose set the arm material transparent?
Oh...
Wait
<-<
I had Albedo and Specular fucked up
Skin texture issue, but that's easy to solve.
Just rub out the tattoo bit on the skin texture and boom. Problem solved
cool
Why do you have a separate transparent (=Quest incompatible) mesh for the tattoo if it is literally surface paint?
yeah that is a good question as you could apply it to the arm texture and use less vram
Isn't that super ugly to stack two different tattoos on top of each other though ?
True. May just clip the tattoo bit and just use the stuff I got on the skin material
Makes it look more natural as well as it blends on the chest/legs/neck area
(Now I get to learn how to separate the thing! YAY)
layers layers layers
Looks way better
agree
Too so many attempts to get the outfit to cooperate with everything XD
khaby lame
thats the most accurate face yet
i found a different way of doing pupils
Still not how eyes look 
close enough
For the most important part of someone's face, i'd say not really but ultimately up to you 
sheesh you really used all the space you could get
very efficient UV layout
Now I have REDO the baking again
So i have to give it anti-aliasing using a stone age technique
Why tf does Blender have to be like this in it's default feature
What I'm doing is baking it as an 8K texture, then scale it down so the downscaling gives it the Poor Man's AA look
are you talking about getting screwed over by mipmapping because you dont have color outside your seems
No, the black parts are the unused areas
yea but doesnt the black bleed over onto the color its ajacent to when mipmapping does its thing
something something like that
Baking with Cycles doesn't give texture any AA
oh nveermind iread wrong
Make sure you give yourself enough padding for mipmaps
yep
how do these stitches look?
there's some space outside the UVs
so potential for mipmaps not looking like garbage
I went through mental hell doing this
might wanna increase it slightly more just for safety
yep, checked it at 128-256 res, will be painting the background on these parts to prevent these lines
Sooo just realised you can texture paint with a gradient that acts like a color ramp node
kinda epic
just curious if anyone's found a tutorial for blender stuff for vrchat that's up to date for version 2.92 of blender?
Wym blender stuff for vrchat
if you are new to avatar/world/content creation you should really learn the fundamentals of blender via tutorials for random things before getting into avatars or worlds
if u go straight into avatars your going to frustrate yourself because you won't understand and will have a hard time learning without knowing other fundamentals prior
i remember following the tupper tutorial for setting the stuff up a while back and that got me on the right track, but it seems like blender's changed since then
i was able to make a few avatars back in an older version of blender so it's just a matter of finding where everything is again
just follow some beginner blender tutorial, i bet there is one specifically for people used to old blender to learn new blender
youtube has alot of videos who knows
obviously you know the stuff already but going through the basic stuff in new blender will show u where the stuff is
i'm actually looking for only a few specific things actually lmao, where do you find the shapekeys and materials in this new version of blender?
quick question, VRC supports detail maps, correct? (plssayyes x10)
thank goodness
detail maps? you mean normal maps?
weird way of doing it
i just put the pores in the main normal map
why bother having a whole extra set of images when you could put everything into your first texture set?
this method let's use lower-resolution maps
but more of them
yes but that's less vram overall
it's a way making blurry textures look bearable to look at up close
if you're repeating the same detail over the whole thing though you're not gonna have as good a look as if you just used 2k instead of 1k, or 4k instead of 2k
i doubt anyone that isn't on quest is gonna be screwed over by using higher res textures, considering they're way more screwed by multiple materials
looks like it honestly might be more handy for environment art where it would be a waste to like use high-res textures when you only need them when you're sticking your nose at it
like I've heard it used quite a bit on like tiling wall textures & like rocks
that's what LODs are for
okay but why would you want like a 4K Rock texture when you could get the same look with like a 2K and a detailed map?
cause you can't
tiling details will never look as good
and if the rock is important enough that you're gonna get that close, why wouldn't you just make it really nice in the first place?
depends how good you actually want it to look
games have the texture memory budget to worry about so if that can shave a bunch off developers would use it
there are some map that are Quest compatible that outright crash the quest-1 from running out of RAM so yeah it's quite possible for there to be too much textures for the quest
you're replying to me saying andyone that isn't on quest is unlikely to have vram issues by saying that old quest models can have vram issues 😛
But yeah basically this is wrong because that's not what detail map is for, Miner's use of it will definitely look good
^
I feel like detail textures and normals are a good idea when doing stuff like skin and other things with fairly low detail
Having a huge texture for some gradients and blurry shadows or whatever skin shading usually looks like isn't practical if you expect the normals will be detailed when you get point blank to your mesh in vr
I abuse detail normals in my worlds now, it's like a superpower
skin is one place detail maps doesn't make sense for, cause the type of pores you have on your nose are different to your forehead, different to your chin, cheeks, neck, hands etc.
either embrace the toon look and keep it smooth, or get in there with some alphas and make a proper normal map
Detail maps are actually OP. They add a lot of nice close-up detail but while being relatively low res themselves.
Love them
For clothes and stuff mostly
that's one area where detail maps would shine, fabric texture
as long as you could get it to actually follow the flow of the cloth
Just gotta make sure those UVs are good
gotta make sure it projects properly as well
Of course yeah
some things just don't project that well
and you can't always make your UVs completely square and lined up, cause that just begs for stretching
that's cool as heck

Well done. I couldn't tell if that was really good 2D or really good 3D.
Thank you ❤️
Just one step closer to bringing it into VRC
OMG HOW do u people texture paint stuff this good you fricking wizards
No texture painting, just substance generators and a couple stencils
WHAT
I wish I could texture paint lmao, but substance is dogshit for that
i thought it was meant for that i am confusion
That's how they get you
although when i tried it i didnt really get used to it the only good stuff was the procedural materials
they failed lol
Yeah having to bring your textures to a proper image editing software to use a blur brush is mind-blowing
blender blur brush SUCKS and is so slow
literallt everywhere else its so good and fsst
At least it has one lol
i supposeeee
i really want to make a smol candle in a little itty bitty bowl with that color scheme now
I'll probably make another model tomorrow, should be easier to model but harder to texture 
The hardest part for me is the texture one ;-:
Blender texture paint sucks in general
But there's one thing you can do in blender that's not too bad
As long as you don't need layers
Just essentially take a screenshot of your viewport
Then open it in an image editor like photoshop
Make your changes and project then back onto your texture in blender
why would you edit a screenshot of your viewport
Quick Edit is a really artist-friendly tool for texture painting that combines Blender with your favorite 2D painting app. It sends a screengrab of your viewport to the painting app so you can add a layer to it, and send that layer back to the textured model in Blender. How awesome is that?
Get the FREE Blender Secrets sample PDF: https://mailc...
blender texture painting sucks
it's not great if you're doing pbr and need normals and other maps
but for purely diffuse it's nice
not the best way to do it given the resolution but it's nice for little details here and there
i guess for terrain making a node setup that projects a texture based on vertex color would be nicer, then bake it to a texture
that is if you're not using substance painter
photoshop is just a lot more versatile
well damn i didnt realise clone tool is good for that
as long as the hardness is low you can blend pretty decently
but maybe a rock texture wasn't a good example
It is sucks but some ppl do amazing stuff with it
Like Shonzo
very nice looking Miner out of curiosity the triangle count
That realistic rugged armor looks vs. the super smooth stylized anime face bothers me a bit.
It's just very limited, with no layer support or material painting
You can do perfectly fine with it it just takes longer
I'm just waiting for them to improve it so I don't have to use substance
if you want a great texture painting tool, 3d coat is the way to go
they have a texturing only version called textura that's cheaper
but personally i'd recommend full 3d coat cause that'll do all your sculpting, retopo, UVs, and texturing way better than blender ever will
i havent tried the trial period since you last mentioned it so ill have to download it today
it's an unlimited trial, just no exports
Kinda expensive
Textura itself is reasonable
But the full one is pretty expensive
cheap as shit considering the only way to get beter tools is to buy rizom, marmoset, topogun, and zbrush
Yeah but as hobbyists might be too much
who says im staying a hobbyist
for a serious hobbyist it's not expensive at all
Well if you wanna get serious and can afford it, sure
i spent more on my first guitar, spent more on my first guqin, spent more on weights
and neither the wieghts nor guqin will ever make me money lmao
Well I could afford it now but a year or two ago would have been too much and I'd consider pirating
But I'd rather use open source than pirate
Just nothing is good enough yet
there's a problem with open source, blender is the best open source 3d tool
and blender sucks in a lot of ways
it's also great in a lot of ways
but it really does suck in a lot of ways lol
Blender is great compared to other open source software
cant i just free trial spoof until i can afford expensive stuff
In other fields
that's called piracy 😛
currently around 64k
Image editors are pretty much all kinda bad
frick
will go lower
64k and mostly in the hair and gun i'd guess?
But photoshop is just better
in ur mom
clip studio 😛
maybe time for a wire frame
i'd love to see someone make a 3d painting plugin for clip actually
Yeah my brother likes clip studio, never tried it myself
CSP brush engine for painting 3d models....
I like Photoshop because it's general purpose but i hate adobe
clip has a lot of the techy tools you get in PS
I tried krita for painting but I'm not good enough at it to really comment on it
not all of them though
krita is decent but it gets laggy as balls as soon as you try to make an expressive brush
since I now baked the textures, I will be dissolving a lot of the linework
you start layering things up to make a nice natural feeling brush in krita and it chugs
The gun i'm holding will be remade, as that's a placeholder
krita has a cute mascot uwu
you could retopo that down much much lower, no need for any of the panel lines to be geo if you use a normal map
I'll probably pick up csp soon
wait for a sale, they run them often and it's always 50% off lol
yeah that's when my brother got his as well
yep, next time i'm up, will check out that
i bought it 4 days before a sale lol

it's still well worth the money
was just a bit annoying that 4 days after i bought it a sale came up
i have it installed on my surface and my PC
never tried running it on both at once cause why would i be painting on 2 machines at once?
Yeah that's fine
Some licenses are one machine only, some are one machine at a time
yeah pretty sure clip is one at a time
How much it cost for anyone to make me a avatar
a lot of money
Im just saying what is the price
Varies from person to person
Huge variance.
Depends on what you're asking for.
Can go from $50 to $5000 easily.
I recommend checking out commission sheets first and see the information artists asks for and what skills they'll apply to figure out what you want done.
Thanks for your help guys
and if you want an avatar that looks kind of like you on the cheap https://readyplayer.me/vrchat
Thanks bro
it also lets you download a fbx file of the Avatar if you want to do modifications to it later
One thing you can do is learn to do basic avatar ports of models you like and do basic retextures and model edits
That's how I learned and still am.
If you want help learning, DM me. But keep in mind I'm also learning some.
Thats a good way to start with 3d, editing stuff
bruh 3dcoat makes me have to rebind my keys by hitting the end key over the gizmo
problem is my end key AINT working wih num lock on and off, its like split hetween the home key its in one key
nevermind i got it to sense my home key but it isnt registering my mouse when I click it for a hotkey
omg its so iffy when i paint on the edges this is hell for low low poly
the brush tries to face the opposite way of the face its under which makes sense but its annoying on brush with low radius
i thought i was pixel painting
does me making the height 0% affect anything
no it just removes height from the paint channels
Thanks dog
How do fix? Plz help lol
So your normals (backfaces) are flipped on those weird sections, you can solve this by recalculating normals in blender and putting the model back in, or using a shader that has a setting that lets you not cull the backfaces
i tried to do a cool weird render of vanny.
so I'm attempting to add custom clothes to my model in blender using the proportional editing tool, however it seems like when I try to scroll to decrease the effective range of the movement, I just zoom in instead, is there something else I should be doing?
You need to activate any type of transform like a rotate (R), translate (G) or scale (S)
Hit any of the hotkeys I put in parenthesis
ahh, that makes sense, it works now, thanks!
I'm looking to make things easier on myself. I'm working on things for VRC and a personal project, and I'm looking for a way to turn 20 material slots into 1. I'm having problems finding the tools to do this. I know the texture quality will suffer as a result, but if anyone knows of a blender plugin that combines materials, and creates texture atlases, @ me or DM me. I've been looking to speed up the process of making worlds for a game, and for VRC potentially if I ever work up the courage to do it again. There's a link in CATS to a page that supposedly has this tool, but it leads to a dead site.
it also seems like the when i import clothes for a base, it seems like when I try to position the clothes on the model, it moves the base even though I don't have the base selected, how do I move the clothes without moving the base properly?
Oh! I saw this, and wasn't sure if it was legit. I count this as confirmation that it's the real deal. Thanks 😄
if a prerequisite to have that installed for cats to do the material combining
Have any questions ask away
In this video I will be going over how to install addons like cats/material combiner then going over how to make a atlas for your avatar.
blender 2.91.2
LINKS:
blender https://www.blender.org/download/
cats-blender-plugin https://github.com/GiveMeAllYourCats/cats-blender-plugin
material-combiner-addon http...
wait is the material combining the atlas maker thing?
Yeah, I need it for avatars, and for a game I'm working on.
I want it to pretty much be able to run on any system from 2010 onward.
gl on that
It will look like a PS1 game intentionally.
So, more software rendering than OpenGL.
OH!
Not OpenGL, Good Luck! 🤣
this isnt cursed at all
Add a bit of emotion to the sourpuss rabbit.
u do realize thats a girl in a suit right? from fnaf security breach. its a like a fursuit head im tryna make it look natural talking for whatever reason
theres the original thing
Yeah, I know. They did the same thing to the Pyro from TF2.
Nothing wrong with that. Trust me, I made all my avatars even further beyond thicc.
like this? but thiccer?
- belly and the rest of the body. Sumo body.
I won't post here, last time I did, there was an outbreak of hell trolls.
o no
The Bake tool in CATS is very powerful
But UVPackmaster is also an incredible asset as well. https://uvpackmaster.com/uvpackmaster-for-blender/
SCROLL THE SLIDE SHOW TO LEARN ABOUT UVPackmaster FEATURES FOR BLENDER Previous Next https://youtu.be/-uunwDLWn7Ahttps://youtu.be/j9mDki-OsiU UVPackmaster 2 is an efficient UV packing engine available as a command line tool. The engine can be used in Blender with the UVPackmaster add-on (for Blender 2.8x – 3.x). IMPORTANT: in order to run the en...
I may check that out later. I want to test one plugin at a time.
Mashing all materials into one material with an atlas.
light map baking or normal/reflection/glossy/diffuse baking
atlasing is considering baking now?
interesting
CATS can do it quick but ive had problems with it just straight up not working or breaking materials or leave too much empty space on atlas
manual atlasing is the best way since you can manage it yourself and cram stuff yourself if you are willing to learn it
I'm not sure how to do it. Do I make all the materials, then move the textures onto an atlas in an image editor, then take each UV map, and throw it onto the atlas somewhere? I'm not sure how to do it honestly.
what the hell does that sentence mean?
you gor the right idea yea, youd atlas a bunch of textures via photoshop. put it back in Blender and then transform the UV mapping to fit the new atlas
there is a little bit of math to do but its just ratios for scaling
so like say
Oh... Why am I now scared?
you have x4 1024 textures you want to atlas
you put them in photoshop and make 1 atlas thats 2048x2048 now
give me a moment i always forget whoch way to divide
I personally let CATS start for me, export out the texture and uv mapping - then pare down the result in an image editing program, move pieces better and remove all excess, readjust the UVs to fit after back in Blender now that it's smaller with less waste.
OOAY BACK
so because the new resolution is 2048, you would divide 1024/2048 and you would get .5 and thats how much you scale your UV half on X and half on Y
it sounds complicated but it becomes easy to do quick once u actually understand
if you atlased x2 1024 textures ONTO A 2048x1024 then you would need to only scale the UVs of each by .5 on the X axis not Y
you wouldnt on the Y because the Height stays the same
for that one person that cares about the stuff i make. i will start upload my avis now. cuz i finally got fullbody tracking
swag pog
so basically. i redrawed all the skin on the face for an avatar i prob wont even upload
https://sketchfab.com/3d-models/hexagon-wall-decoration-no-texture-sadly-d220ac4634484bee851d5bdc9c8b9226 i made a hexagon wall decoration for vrchat worlds, you can download it for free on sketchfab. The only problem is that the shader and texture for it are in progress.
Can someone PLEASE walk me through HOW to properly merge this jacket with my avatar ? i did a data transfer and a bunch of other things.. but i keep failing.. the biggest thing is that i cant get the jacket sleeves to STAY aligned with her arms. when i fix model it resets the jacket placement OR makes the sleeves go into her chest.
the jacket has an armature as well.. i tried merging that. didnt make a difference. i deleted the jacket armature and merged with body.. also didnt work
Ah yes, the Cyberpunk rigs
??? this is a jacket made from scratch ... its not ripped from the game
you need to rig it
aka weight paint it
it has an armature ... and i DID transfer weightpaint over via data transfer
still not working
That's fine lol, it's still the similar design.
I'm just gonna guess your bone names (vertex groups) are not named the same so your weights aren't merging to the same bone.
bones must be named different, it you modeled them shouldnt be too hard to redo
no im working with prefabs
interesting.. care to tell me more about how to fix that?
like what do you mean exactly?
If you want Merge Armatures to work, your bones need to be named the same so that the left arm parts move with left arm parts.
As you can see here, my left arms are named differently and won't merge the bones together when I try to combine them.
The reason why people religiously hit Fix Model is because it automates a lot of the process of renaming bones to be closer to Unity standard rigs.
Completely stripped down example, take as demonstration - not practice
ahhh i gotcha.. ill work on that, thanks
And the reason your jacket is returning to place despite moving it is probably because you're posing the model, but not applying your new pose as the default.
So hit Apply Rest Pose.
Again - assuming you're using pose mode.
i did actually
i hate blender
Neat, apply your transformations as well too
??
I've got an issue in Blender when texture painting, I have to click and drag to paint, I can't just click and paint a single dot.
I can't figure out how or why this happens, has anyone else ran into something like this?
Make sure you don't have stabilize stroke enabled
It's off, first thing I checked
Fall off is just the shape/size of the brush, doesn't change anything switching between different profiles either
Press E to change the method of drawing your strokes in UV paint mode.
Space is the normal one we use, you currently have Line enabled.
Any strength or pressure settings enabled?
Pen pressure settings don't change much either, and it's the same with a mouse and pen tablet
is 3d modelling like say clothes hard?
Depends on how complicated the clothes are. The only hard part in my opinion is rigging and weight painting clothes
something like doc ocks coat
ive never 3d modelled anything and im trying to start with clothes and im just asking if its hard
I think that wouldn’t be too bad! It’s just weight painting and adding bones and such to the cloak would be tricky. Also, clothes aren’t the easiest things to start with modeling in blender and such.
what should i start with?
I’d say just start with simple character models
should i start with sculting? or what
You should always start with modeling, then sculpting to make it look nice 👍🏻
mk thanks 👍🏻
No problem :3
Never been much for art, or modeling or design, never really touched any of it, but now this game has me wanting to make my own avatar and I dont even know where to start, im on the quest 2, and am wondering where to start and if my idea is even possible
i got bored. and made this weird thing of snotty boy in like 15-25 minutes
getting there
sorta
I'm wanting to make an avatar with some draconic features and wings that floats slightly off the ground at all times
my 2nd from scratch 3d model lookin good ngl.
Normals are inverted, head is missing its texture
I wouldn't say good but it's definitely a start 
and it's somewhat recognizable as the character so definitely a start
i guess im tryna aim for realism in a cartoon model. when im done with this i gotta make the body from scratch. that will be tricky
again. for my 2nd 3d model from scratch i did pretty good
made some bad lips
good start is always some YouTube tutorials
@spiral sigil looks like shit, keep up good work
i just want to appreciate the people who make these avatars such an amazing talent
In Blender how would I make my view look at a specific face I select in a perfect orthographic way if that makes sense
similar to how i would be looking at a Plane i instanced into blender and went into Ortho mode and looked in top-down view
i know how to enable orthographic mode just not the locking the view perfectly onto a face
i cant describe this right and because of that google isnt helping me much
i believe align view to face is like shift + numpad 7
you wanted something like that?
MURDER muahahahaa
some of my divots are more curvy than id like because in real life they would have rigid edges
weird wip syndrome model thing
its better than my organic sculpting ill give you that much
look at some sculpting tutorials, there's a bunch of things you might want to know about dyntopo and stuff
sculpting with lots of detail or variable details
since some of your mesh looks less and more detailed
dynamic topo is op
and maybe you should learn how to sculpt other things besides human stuff first
or at least like arms and limbs because its alot less complex than a face
by the time you master those you will have a much better sense of sculpting so your trial and error working on hard organic shapes like a face will take you less time
if u see what i mean
anyone know what i could improve lighting wise for the renders
ok thanks
dyntopo is shit
voxel remesh gives you much more control
there's only 2 reasons to use dyntopo, you just wanna do a really quick rough sketch and have no idea what you're making, or you wanna do some fine engraving on a couple areas
yeah i'm not sure when to use it myself
sometimes i use it then remesh
but i've mostly been sculpting rocks
the 2 times it's useful are the ones i just listed lol
but for the main suclpt it lags way too fast and doesn't give you as much control over your surface
oh yeah i forgot you can use voxel
im going to lose my mind Occlude isnt functioning again
literally trying to save polygons here and it just paints straight through the plane with specially cut out holes I put in front/top of it
with the plane joined to the mesh im trying to paint on and not joined, with bacefaces facing me and facing against me
i even gave the plane its own material with an image texture i just made for it and it still doesnt work
the plane has thickness too its not just a plane anymore its a rectange with specially cut holes
I think I realise why i keep getting this problem
its because im masking to texture paint on specific faces, and I guess Occlude ignores the faces that are "masked"
fricking heck this should be in documentation
now it works
yeah i just decided to restart, nose isnt the best rn. but we gettin there hopefully
just curious, but where's the model importing options in cats? the options like mesh, armature, physics, operator presets, etc aren't showing up on my screen
those are export options i think
Pretty happy that I got baking down
Going from a few textures to an atlas takes a few minutes
Baking emission for an alpha mask
Using uvpackmaster to pack but not entirely satisfied with how it packs
Sometimes you can get a prettier pack and leave a bit of space for whatever little details you might need later
Also just noticed
Glad that's dead for me now lmao
obviously not textured by me
just atlassed an existing outfit
ohh
went from 4 textures to one atlas
btw why are you feeding uv nodes into the img texture vectors
isnt they using the most recent uvs anyway like the new uv packed one
for baking
the bake uv is a uv with all the uvs in one unpack
and i'm baking from that to a new texture using the new uv
maybe I need to get UVpackmaster
i packed it manually but yeah you can
oh nvm then
i mean I packed with uvpackamster first but then i changed it
you can simply bake them in blender though
it did normalize the islands for me
aaa
you can normalize manually with TexTools
what does normalize mean
in this sense
make the image not get stretched
wouldnt apply scale fix that
eh... yeah but not really
it really depends on the model
ig sometimes the islands you want small are actually big on the model or vice versa?
something like that
uh?
nevermind its the morning
yes, get even texel density
since some textures might be for small details and if you would just pack you would get your small details to take a lot of space on the texture
texel density just means how much space it takes on the texture
a texel is a texture unit, kinda like a pixel is a image unit
except uvs aren't calculated in pixels because they're relative
This video isn't a fully comprehensive look into texel density but you should get a good understanding of what it is and why you need to consider texel density as you layout your UV tiles.
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might be getting it
i watch now
is it not common sense to pack your UVs to fill the maxiumum amount of space and have the more detailed bigger elements take more space than simple small ones?
bro obv im@not gonnna unpack one leg take half the UV space and make the next one like super smol or somethin
you want them to be have consistent density so that one thing isn't blurrier than the other
yea
but it's not a rule of thumb, sometimes you want to give something more resolution
so you make it take more space
for example if you have a backface on something that's probably not gonna be seen much
you can make it smaller
if you're map maker it's a lot more important to actively think about Texel density outside of just making sure everything is scaled proportionately to each other in one texture
ive been thinking about it in pixels lol
oh yeah texel density is usually important for your scene as a whole so things are similarly detailed
if it's something you can get really up and personal with, you'll want it to have as many pixels as possible, and therefore be as big in the texture map as it can
it's not about the texture map, it's about how much of that texture what takes
texel are functionally pixels there just a different term to distinguish between the textures pixels & the pixels that make up the final image on your screen
what happens to texels if your texture isnt a power of 2 tho or a square
do they stay square shape or warp
not quite sure off the top of my head but it's recommended to be a power of 2 because the graphics card likes that better but the power of two can also be a rectangle
512 x 1024 is a fine and dandy texture resolution
if im making a texture for a sword I usually make it disproportionately more height than width for example
is that bad for performance even if the w and length are powers of 2
like a 1024x4096
yes that should be fine
okay good
https://www.artstation.com/marketplace/p/nVn7/texel-density-and-other-bits-of-texture-theory a free 90 page PDF that goes into more detail into Texel Density
oh fun theroy ill stash it
but for now i need to brute force learn how to make epic swords!! I will get it one day
hope your sword goes okay and that's definitely a object where you would probably want even scaling on everything as you're going to be rotating it around constantly so you would see all of the sides pretty often
yee i plan to make both sides identical so I just snap the UVs onto each other
cool
So fricking hard to texture im trying to mess around with procedural textures and make my own scratched metal but holy hell its hard
and definitely would recommend the pdf later if you get around to making a vrcmap
ive made a few but i didnt really keep that in mind much then heh
https://i.gyazo.com/353df9c29d2523d7dbe441219bde02aa.jpg example of something where Texel density isn't paid much attention to
