#3d-modeling
1 messages · Page 127 of 1
Welcome to the Blender 2.8 beginner tutorial series. In this video I give you a quick summery about Blender 2.8 and what we will create in this tutorial series.
⇨ Blender 2.8 Hotkey PDF and Project Files (email required): https://cgboost.com/resources/
⇨ Blender 2.8 Launch Pad course: https://bit.ly/blender-launch-pad-free-course-youtube
PLAYLI...
Question
When doing bases
boobs should be fully sculpted
and then you flatten them later with keys and then uno reverse card that key
right?
is this a good method I’m doing/made up or should I do something else
That's usually the method yes, but it should be bone scaling instead of shapekeys if you can, more performant
Hiya!
so hey uhh this might be a tricky question
so how do you put a character's model head into another model?
Will add better description soon just wait! :)
Great for teaching how to add, but there not one for how to remove it from the original model
Select the edge where you can to cut in edit mode, press V, then select the part you want to remove and delete the rest, then in edit mode for the armature you can delete all other bones than the neck/head/eyes and hair
Oh cool!! I can post it without discord yelling at me
First model I’ve done!! So I was hoping I could show the whole thing
how does one usually do lipsync and blinking? using shape keys? or bone?
shape keys
does unity able to recognize the shape keys?
yes
https://www.youtube.com/watch?v=IWKXbMQe3x4&list=PLRUlfYGZBxVeEAVXkaG1uydyzFZAMOuMd&index=3&t=9s official vrchat Avatar uploading tutorial which also shows setting up the lip sync
0:00 - Intro
0:16 - Unity
0:23 - Project
0:30 - Scene
0:44 - Hierarchy
1:07 - Inspector
1:16 - Armature
1:31 - Mesh
1:39 - Blend shapes / Shape keys
1:53 - Viseme
2:13 - Texture
2:24 - Shader
2:32 - Material
2:50 - SDK
3:10 - Wrap up
====
Thanks for Watching!
If you'd like to give feedback on our guides, visit our forums here: https://ask.vrch...
the two terms can be used interchangeably blend shapes/shape keys
blend keys/shape shapes
just started. after editing the texture for 15 minutes or 20. i so far present. Danny Torrance
great job
Thanks 👍
i need help with this, i dont know what channel this falls under, so i'll put it here
basically exported a model from blender to unity, and applied the same texture, yet it ends up being off. It's not blurry, already fixed that, but the texture itself is off from where it's meant to be. does anyone know how to fix this?
uhmm did you export it using fbx?
yup
oh right, i believe you need to apply the scale and the rotation first
i don't really know if it effect your exporting? but i always did that before exporting it into fbx
huh, good to know :D
didn't fix it
check uv map
yes i used this, and i've got no idea on how to do UVs or anything
go to edit mode of object open new work window in blender press a to select all vertices and select in second window uv map editor
oh this, yeah it is fine in blender but not in unity
does anyone happen to have a 3d model of the femboy hooters logo? or know what font to use in blender to make one
sorry not sure where to ask about this
what do i do?
Not sure
Can you change the viewport of the model you’re showing us?
Started working on a mech early this morning. This is the first of two "arm cannons".
The idea is that it acts like a mini gun, but instead of firing bullets, it fires a hyper focused beam.
The circular rods and rings spin just as a mini gun would, but instead of acting as ballistic barrels when they spin up, they act as a cooling system to prevent the mechanism from over heating.
Heat levels are indicated by the color of the rods and light strip
Will be adding more to this later.
Next update will be an animated example.
since i doont know which eye. i just made shapekeys for both of them ._. that was hard with the low poly eyes
it is left eye
I check this segment and that's the first thing I see
just watched the movie. understand that now.
define organics
human
just need someone to fix a commission i had done and the fix request being refused by the modeler, because he didn't want to do a 1x1 accuracy thing. (i had like tons of references)
i am willing to even pay what needs fixed
(all that needs fixing, is just a characters face)
wtf :I
i dont get people who dont complete their commissions 100%
someone comm'd me to add emotes and then i helped them fix materials even tho that wasnt what i was comm'd to do
send a picture
of the model
in dm's, or?
sure
okay! thank you ;;
i'll see if i can help, no promises tho bc i do anime style
GOOD actually
as long as people say from the start that they're not gonna do a clone job i don't see a problem with it, people might want to keep their style intact or whatever
yes but then also don't take that commission if that's not what the person paying wants :/
that's why you make it known at the start
then the commissioner can decide if they want your work or if they want a clone
Curious on how long this would take a complete 0 (like me) to make a character like the one below, using Blender + Photoshop (for textures).
I'm gonna estimate about a month or two. (Ping me if you're responding.)
I wanna say the base model can be thrown together real quick in VRoid, clothes can be modeled/textured over in Blender + [most 2d painting/image editing programs) or Substance Painter
the shorts and the top you could probably also do in viroid
👍
Honestly the biggest thing I'd have to model is the hoodie and that's about it. For the base I can just use Mishe since I purchased the Booth model and last I checked it's okay to use parts from it in other projects.
just at a glance, half the work can prob be done in VRoid
and if you really wanna cut down on the time, find clothing models that are free to be reused in other projects (remember to get permission from the artists/owners!!!)
yeah the hat is definitely the most custom part of the model
I probably recommend looking around booth.pm for kitbashing pieces as those have permission to use in vrchat
I wanna say maybe the hoodie can be done in VRoid?
Yup it's a pretty simple design, obviously I'm not going to copy it one for one. Just make something inspired by it... and hopefully it looks good!
The kitbashing idea is a pretty good one and probably worth looking into when it comes to designing the hoodie.
However I don't think it'd be that hard to make one from scratch either.
and probably wouldn't be too hard to kitbash the regular VRoid hoodie and replacing the top of the hood with something custom that goes over the head
The above image has enough information to sorta extrapolate a back view, front view, and side view. As well.
Not sure about the glow in the hoodie, an emitter inside the hoodie?
Shader.
also might be a good idea to get a couple of more images that are different to mix-and-match Inspirations so you end up with a bit more of original design
But that's where I'm gonna take some creative liberties as well. Instead of the glow going to do a pair of red glowing eyes that emote based on gestures.
Yeah I already have a more original design in my head, the image above is just what inspired it. Plus I don't wanna give it away.
Since this is a public server and you'll never know when someone can swoop in and steal an idea.
Learn how to use Blender’s cloth sewing feature in Blender 2.92. We will be making a 60’s style dress in this tutorial.
Free Animated Model:
https://free3d.com/3d-model/rigged-and-animated-_-female-145763.html
Patreon► https://www.patreon.com/PIXXO3D
Discord ► https://discord.gg/PFn9YQqUmz
Thank you for watching my tutorials
_________________...
That video was actually recently recommended to me. Proof that Google is watching. xD
you probably have to do some retopology with this method but figured I'd give the link if you wanted to try to make it look cloth the hoodie top
Honestly I was just going to make a bunch of sketches "until it looks good" and then take the best looking sketch and do a 9, 10, 12, 6. (Rotating based on clock face.)
Then trying to trace it in Blender or something.
nice
I recommend starting with just a character silhouette, if the silhouette reads well, then the rest should follow
silhouettes are super useful for make super quick adjustments without committing to any detail
Thanks I'll try it out. Tbh I'm just musing still need to finish my other projects (not related at all).
depends if you wanna do a good job of it or not, you could do it in a day or a week and it'd be shit, or you could spend a few months to a year learning how to do it properly and it'd be good
are there any gud tutorials for hands, i haven't made a hand in a while and got a little rusty
Hello ! Does anyone know why does this happen and how to fix it ? ;-;
you have two planes that overlap
delete the selected one and remake the face by selecting the edges and hit f
Select a vertex, hide it and see if there’s a vertex hiding under it
is this video allowed here?
I created a Pumpkin Hat in Maya and recorded the entire process. Some of you might find it interesting.
https://www.youtube.com/watch?v=Ob1hDQjJ51M&ab_channel=BananaBeans
Sound is coming soon, YouTube music library needs to be applied and it takes a while
Thanks for checking this out!
This is a timelaps of a pumpkin hat done in Maya and Substance Painter.
Check out this item on Gumroad and use it in your next project. It's perfect for VRChat or for the game dev out there who needs a cute and spooky Jack-O-Lantern.
Get it here:
https://zubbeans.gumroad.com/l/EduqX
Total time was about 4 and a...
Erased the legs for more low poly count. It's no longer necessary.
Does anyone know why my character's texture turned out like this? With these flaws. In paint mode they don't appear, they only appear in observation mode. I use Blender 2.82.7
They only appear where I made the splits to open the mesh.
Those are seams
You need to have a “bleed/margin” around the UV map you’ve painted in or it’ll do this.
This is awesome.
Liminal vibes
I’d love to see someone paint these, on like giant canvasses
?
What do I do with it?
Change the bleed to 4 or 6
It's against the TOS
awww dang it
could get you and someone banned
Depends if it's pc specs problem or windows problem than reinstall windows
my java broke
Ty, planning on using it for a CTF map
Question: Is this A pose viable for animation and other things? or i should make the hand horizontal instead?
Better go with t-pose
not yet
rig it first
wait... so i can't make it t pose without rigging it? xD
i mean you can but why make it hard
i see
can someone help me? i just got a model from someone tho im not sure how to get dynamic bones working (unity)
i think you need to have the asset for that?
https://www.youtube.com/watch?v=6AjpkOlRWPI&t=864s @spiral sigil i am not sure what is your detailed problem... so i will link a video that i watched
Ever wanted to make your VRChat avatar have flowy hair and jiggle's like in one of those animes? In this tutorial we'll be covering how to make that happen with Dynamic Bones in Unity.
#VRChat #avatar #tutorial #dynamicbones #unity #beginner #hairphysics #2020 #collider
If you found this helpful, please consider coming a Patron.
https://www.pa...
tho i see how to do it now with the video but seems like im gunna uninstall unity and never touch it again and now i have thrown away 80$ :D
wait before doing that
ask the person that made the model
its not their fault i blame unity
does he have dynamic bone already attached in it?
no
i installed all my versions of unity and they all gave errors, tried restarting my pc, redownloading, everything
nothing is working
and now i cant add dynamic bones etc bcc of this
i hate unity
hmm, what ver are you using?
2019 one bc thats the one i needed to use the person told me
try reinstalling the package
i have tried multiple times.
weird...
i just cannot add dynamic bones bc of the fact i cant install the stupid unity thing without errors
and i have enough space i have like 2T available
can you ask the person you commission to add the dynamic bones?
xD
if he/she is kind enough
or ask the person to guide you ;)
their dms are closed and none in their server is helping me.
what do u need me to stream?
hmm the trouble you're dealing with currently
this is the only trouble
the fact i cant do it bc of the errors i have with the installing unity.
can i see that yellow error?
💀
idk how to get the 31FI one its not one of the options
oh ok, please wait, i will get the link @spiral sigil
it's not in the hub for the reason that i don't know
direct link
don't use wrong unity
it will always give you problems
the facct that the file is way to big and my pc refuses to download it
😭
i give up
how much of free space your disk have?
ouch
2tb?
Lol 2tb is ton of space
that's very odd? why won't your browser / pc download it
i moved it to my other disk which has 1tb and now it works fine
wht
a disk with 2tb free doesnt work and a disk with 1tb does?
🤔
the patience
its slower then usually
patience
almost there
ok its finished now what do i do
Check if earlier opened project in 34f1 will work if not make new
does the person who commission you give you the blend file? fbx? or unityPackage? @spiral sigil
in 31f1
unity package
ah ok
okay so now i do everything over again right
if you have unitypackage it won't take much time
why is it
going on my
wrong disk
what is this
im getting braindamage trying to read it
you might want to delete temporary files
search in windows "delete temporary files"
%temp%?
nope better do it through windows
ok than
that's the best option :)
having someone to guide you through is better
Congrats
congrats :3
ttps://www.amazon.com/dp/B08Y5Z1T1F/ref=cm_sw_r_apan_glt_i_7D68H7VP45GMV6CZE10K?_encoding=UTF8&psc=1
would this be a worth investment
i deleted the h because idk if im allowed to post links
does anyone know how to get rid of this line? not too sure whats it called
Relationship lines? You can hide them here. If you are using older Blender press "n" look for "display" and deselect "relationship lines"
thank you squall! i was more of asking how to fix it, but got the answer elsewhere. Its something to do with origin point and geometry. Thank you though! I will take your help as future references too in case these relationship lines gets annoying in the future.
ohh oops!
nvm it only works when i change it to geometry and not to cursor
Coming back just to say this, clicking fix model in cats plugin fixes the relationship lines/dotted lines. Although it shouldn't be like this, but i'll take it
Can someone tell me why the head looks fine in solid mode but in material mode looks like this for the veiwport shading?
this is in solid mode where it looks normal :
Try to go to material properties > viewport display > blend mode into opaque (if it's in alpha clip)
lol
While not related to avatars, decided to revisit some old props an' update them to match my current renderin' style. Long-term plan's to make an interactable showcase + explore the original settin' it takes place in.
Still need to figure out what shader'd work best for a line art-style look though, haven't had much luck so far.
Experimentin' with line rules. Ya'll think solid or partial lines look better for stuff like this?
Partial is better for organic objects
Solid is better for hard objects
I agree ^
is this from scratch or a base? looks so cute
Noooo Creator is sweaty#1214 !!!!!
i am unity dumb, i received a vrm from a seller on etsy. i usually get the vroid file also but they lost it. i managed to change the hair color and dress color, but i really want to change the clothes. i have a much sad that i cant do these things
You can still edit vrm files in blender
blender seems much harder to use. 😞
Quite the easy one compared to unity
for hopefully the last time. im making Another jack torrance. heres the jacket im texturing. looks pretty nice if i do say so my self.
https://sketchfab.com/3d-models/decorative-shop-board-1b39273ef9fa4da290e8af0678e304b9 made this some days ago
Can I use substance to bake normals into textures too?
I can’t figure it out rn
I keep on baking normal maps not normal’s shadows into my texture

looks like smth out of a creepypasta lmao
Bowl and cup
You'd put quite a bit more effort in that if you're going to sculpt it lol
Commission for a friend
Clean 
Hello is it here i ask for how i make glass matirial to work in vrchat?
ok, thanks!
starting to work on a model for a world, its basicly a IC with a couple legs, if i want to colour each leg seperately (highlights and stuff) and add wirting to the body itself, should each leg have its own material assigned and the body get a texture added or should i make different models for each of the ICs? (i guess using just one and doing the text stuff at "runtime" would keep the world size lower?)
Each leg doesn't need its own material to be able to do that
you can do texture scrolling to get different colors/text
ty, off to tutorials i go
so i kind of understanding UV editing but any good links about doing it to a 3d object so it fits all the pieces? IE. a DJ controller or midi controller
this is what i have but the texture is only on the square piece not any of the buttons or the slider
Unity-wise, not sure what kind of UV stuff can be done exactly but UV maps tell where textures go on an object.
In 3D modelin' programs like Blender, UVs can be made/edited based on object geometry.
So the UV maps for the buttons either don't exist for that particular texture or are messed up.
Hi, I have a question, can I have parts of my avatar as separate objects?
as ive tried joining them all together and fixing parts together, but i can't apply the finger claws to the fingers without having to completely redo my hand's topology
i mostly figure it out thanks!
What's preventing you from doing that ?
mostly from what ive heard its prefered if you have everything in one object?
One object doesn't mean connecting topology
ah ok
that
genuinely has saved me from just
imploding cause ive been working on my avatar for about a year now lol
im looking for a bath robe for this model. anyone got any ideas?
red bath robe
also, i'm confused?
it's pink (mising texture) in the solid shading, but it's fully textured in material preview?
🤔
oh wait maybe it's pink because of the line art material that i make
who here can design/create vr worlds? i have a tiktok with over 130,000 followers and want to create a nice hang out spot! lets work
downloaded some stuff to make an Octoling OC, anyone got the patience to teach me Blender?
I have it in Maya controls
Guys, how do I fix these creases on my mesh ?
select all the faces causing the issue then use alt+n then click recalculate
Did not do anything
Faces are on the same side
cheack if they any overlapping vertex
I did merge by distance, removed 30 vertices but still no change
hmm no clue then
👀
u could delete the bad ones. then fill it in
I tried that
Is that with your normal map plugged in?
oh god, does anyone know how to rig something that has solidify modifier already applied?
i wanted to weight paint it but it only added the weight on the outside and not the inside part 😂
R u making that urself
Does it not copy the weight paint inside when applying the modifier ?
well... i apply the modifier first before even putting the weight >.<
the weight?, no that was the automatic one, currently i'm filling the weight manually
Why did you put another solidifier modifier on it then ?
In that case you probably will have to redo the weight paint, unless you can delete the faces generated by the first solidify modifier and then reapply a new one
i think weight paint it manually is better than deleting the generated faces xD less painful
but thanks tho
Gradients are your friends 
So, I'm trying to make loop cuts and they aren't playing nice, and are only trying to cut one vert at a tip in a UV sphere.
Hey, if I export my avatar from the unity project into blender, change some things and then put it back will things break like animations and such?
If you change anything regarding the armature, yes
I didn't touch the armature no
I also checked if it changed any names and such
I just did some sculpting on one of the clothing items and didn't touch the rest.
Oh I see what you mean now. I got my answer thanks
nope, if you're only sculpting, shouldn't broke anything
unless you're generating more geometry or vertex, that new vertex must be adjusted
I asked if you were making the model LOL
Anyone know how to fix separations in a model
Merge by distance in edit mode, increase range if you need to
I have an outfit with biiiiig dangly sleeves I've resized to fit a model. However, when merging the armatures through CATS, the weights of the bottom of the sleeves disappears. Is there a better way to resolve this when this happens?
Any screenshot ?
It depends on what you use and are trying to accomplish, a simple vroid avatar could be done and uploaded in a few minutes, but an avatar made completely from scratch could take multiple days, and even months in some cases
Nice
Thanks guuys im hoping to grt a drawing tablet soon so i can do stuff like that
drawing tablet not required tbh!
what's your process?
Generating the Head. Editing the texture giving it more skin etc. Finding clothes, fitting the head onto the clothes. Cutting out unnecessary vertices. Adding those teeth. Shape keys. Rigging. And boom
thanks:)
oh yes i am xD
i'm not sure how to make the shader looks like anime-like with texture images
cause i need to have the texture images
go into solid view mode and set it to flat then pick texture below it
the top right balls, solid is the second one and the rest of the options are in the dropdown
I... fell asleep before then. I found out how to do it manually, and it wasn't even as much effort as I'd expected.
My model is transparent again! Recalculate doesn't work, I requre help from anyone
what shading mode are you on (top right balls)
Uhm
We need more info
Click on the drop down arrow next to those little balls and check “show back faces” or “show face orientation”; I’m away from my desk atm, and forget what they call it.
Your normals might be flipped. Blue is good, red is flipped.
sometimes, checking the face orientation will help
Ight
used the metarig in the rigify addon
dunno if thats a good basis to go off from
or what else i need to add in terms of bones
well fuck
cause my model definitely aint in that position at all
you don't actually have to rig it in t-pose
but you do have to build the rig so it'll t-pose that way, otherwise it ruins your model as soon as it goes vr mode
as i found out not too long ago lol
Yep that's correct
same with the legs?
cause i had to angle it a tad bit to fit the body
That's completely fine 
nice, guess its time to weight pain
yknow i forgot the t there but honestly its way better that way lmao
made this over the past few hours, thoughts?
supposed to be a combination of an axe and a gun
Is the axe head meant to have those very sharp edges ? Other than that it looks great
i just forgot to bevel those
that is such a dope design ngl
Looks great
for my next trick I will make an avatar
Hah... I'm running into more transfer issues with CATS.
I wonder if it's a 3.0 issue. I'll try reupdating the dev version.
It's nice when it works because of how hectic certain armatures can be.
cats doesnt work with 3.0 yet
Yeah. Some things do, but not all of it.
It's a good time to learn to manually do a lot of this.
are you still having issues with the long sleeves?
Nah, I got that figured out by...
1: Renaming every common bone to be the same between the two.
2: Deleting them.
3: Merging the armatures with Control J, and manually parenting the orphaned bones to their new homes.
It sucks that it doesn't work, 3.0 is really slick and fast.
I especially like the fact that my blend files (one of which is over 600 megs on 2.9) are half the size or less.
I actually used this method to fix avatars I had problems with... for a while. Even before switching.
It helps that I shift+D duplicate the armature and hide it, so I have a hierarchy reference when I rebuild it.
You modeled everything in a day?
3 days total
Just pure poly modeling?
Yeah, I find it easier
Dang that looks pretty nice
Thanks 
looks great, you got the shininess on the helmet just right
is this all in blender?
Thanks, helmet was hard to get right, had to test a ton of HDRIs and ended up using a screencap from the movie
texturing in substance and render in marmoset
couldve used a hdri of the same scene from the battlefront games but still for 2 days its really well done
hmm.... how does one usually rig faces?
shape keys? or bones
i'm not sure which one should i do
oh... i mean like which technique should i use? to rigging a face
i would recommend rigging face with bones bcs you can add as many bones for everything you want
I have a model made
but I just need to merge all the parts into a single mesh
I got some sections to do it by using the boolean tool with the union option
but trying to do this to some sections removes parts in their entirety
two images, 1st is main body, 2nd is the hands at the end of the limbs
the main body has all the parts unified into a single mesh
but the hands are still made of individual parts that have some vertices overlapping and inside the parts
which from what I have heard really messes up UV mapping for texture painting
if anyone knows how I can fix this or where I might be able to find out then please let me know
is there a place for HDRI's other than HDRI heaven?
at this rate I've found better success with making my own matcaps than using other people's hdri's
hdri?
basically imagine cubemaps but instead its two spheres instead of six squares from what I can remember
ah
still you wouldn't happen to know anything about my current predicament would you
mostly I am trying to make the model better so I can make a UV map and paint it
when I tried before random sections seem to get painted over while I was trying to do others
from what I can tell this is because sections of the UV map overlap
I manualy fixed the head's UV map and it fixed the problem
but I may be better off making a new one with all the parts unified into a single mesh
if you're trying to preserve color layouts or base color maps while changing UV's, you'll find it quite tough.
You can make UV unwrapping easier by marking seams to unwrap everything into managable regions, but that takes a bit of practice to perfect
heck
I don't need it to be that good
I just need things not to overlap
and make other parts get colored randomly
oh just select everything and do smart UV unwrap if you're impatient, but it will cause issues with normal seams with specific shaders in Unity.
wherever there is a UV seam certain shaders will have seams in the normals, just takes some fixing
ngl
the blendshapes are gonna be pain to make on my model
cause i didnt rig it to make it easier
also
fuck upper leg bones in terms of autoweight and weight painting in general
turn on mirror weights and tinker the weight paints while its in a pose for the desired result
Google images can be surprisingly good lol
tysm
been trying to fix what's in the pic above
and ngl it is
kinda impossible to fix
making vanoss
ay banoss
looks fine in Eevee, but suddenly it looks weird in cycles, why?? (top one is eevee, bottom is cycle)
oh wait... is it because cycles doesn't ignore invis texture from flipped normal?
nice odokawa too homie
Heya, i have never attempted adding clothing in blender before, and am pretty intimidated by the process. Cause I know the process differs depending on if clothing is already weiggt painted, rigged, etc. Been watching tutorials but feel overwhelmed and unsure what tutorial to follow. For reference, I want to add clothing rigged for panda female base, to a panda female base. Since they are for same base, do i just plop it on and call it a day? Or how is the process different?
One of the cats dev made a one click feature for that
Oh yah!? Thank you! I will repost my question in that channel ^-^
start out with grant abbitt's character art tutorials
I asked in the other channel but my question got lost in a sea of other messages. Could you potentially link me? ^-^
You just need to rely on the development version of the cats addon for blender
@spare crater Do you happen to have a direct link to your latest version ?
i made whiteface from imscared
Hey does anyone know how to like connect things so it doesn't do this?
you mean like make them do 180? just type in rotation on X 180
can i set a camera to spawn in my viewpoint?
suffering
legit im tempted just to ask around and see if anyone wants to help me with the weight paints
cause god this shit is janky af rn
fuck weight painting all my homies hate weight painting
@night trout is it from scratch?
yeah!
what are u tryna weight paint rn? just the body?
yeah, doing clothes once ive gotten it all textured and ready
though i still need my new user rank tbf
can i see ur progress :0
im way too lazy to make bodies from scratch tbh
i use vroid bodies then edit them a bunch
had to Clyde-Protect it
but yeah, here's what ive done so far
nice!
but on the bright side once u get the body weight painted u can transfer it to the clothes
and yeah, thats true
And then there's some parts where the vertex normals are totally different or are far away from the source mesh lol
that's why you make template clothing that's already weighted and wrap it onto your high poly
Discord's filter is a little TOO sensitive lol.
that is awsome
Thanks !
ik this is an old message but how can i do this
hi
I am thinking about making ve chat avatars as a part time job,, do you guys think its doable?
I just mean do the people of this awsome community want to buy models, or do they just get free ones?
lots of baking to do lol
really well done, great job on the shading. i especially like how the animation is a an actual blendshape
question
how the fuck do I texture paint
Because I have the model done but just need to color it.
this is the character I am trying to make
I think the model is good enough but for some reason texture painting seems way harder than modelling from scratch
any texture painting tips?
could try the free trial of Substance Painter
you could try https://quixel.com/mixer its free~
actually I think long term I might be better off keeping the model to just blender
pluss it seems I fixed the UV mapping
texture painting support is pretty bad in blender
it's tragic
not the worst
the only thing i use in tex painting is just smear. cuz the normal stuff is just laggy and bad
hope blender gonna improve texturing
maybe one day.
apparently texturing improvements are on the roadmap for this year but no specifics
yes i heard that too
Hello there! I am still looking for a blender artist to assist in creating the base for my club. I have unity knowledge but I know nothing about blender! I am willing to pay! Please contact me if you or someone you know may be able to assist me in this project! ❤️ Thank you! ❤️
tried adding real hair. again. looks a bit weird but it shall do.
it doesn't fit the face lol but looks pretty good
that's what happens when you forget to make a low poly
yep
I'm curious how you manage to do that
First piece of Clothes iv made for Vrchat 
I do commissions to 🦋
So, for Blender, what are some absolutely essential addons?
CATS is a big one
do what?
end up with a 2GB avatar 👀
easy
too many high res textures, too many bones, never learning how to use normal maps to get their details so instead they make a 1mil polygon model with every single detail in actual geo with 50 outfits all in the same model all with way too many polygons cause no one knows what a normal map is
wew
what's also fun is loading your high poly into unity, when your high poly is like 200mil polys cause you have a whole bunch of duplicated objects from when you were still settling on the design and wanted to have a backup there
spoiler alert, unity dies
that works take 10 hours to import
you get bored afte a few mins though lol
The meshes probably also get split up multiple times at that point
at least in Unity 2017.2 and earlier
yeh not anymore tho there could be a new limit
The new limit is >4 billion
But there's more two settings for it, 16 bit and 32, and if it surpasses the 16 bit limit it just switches to 32, which is more than enough
The sky computer hardware's the limit!
Separating into parts and retopology would be a good next step
Working on my first vrchat model
aint made a monster in a while. so heres a new one!
lookin nice imo
awww yeah we UVing
Ah yes, the second most annoying part right after rigging.
The fun part lol
haha funny let me in guy
hello, im trying to use a motion in VMD type, how do i use it?
why does this happen?
lack of knowledge
Perhaps the uv map name is mismatched when joining meshes
wdym by uv map?
my friend did the same thing with the same model and he doesnt get any errors x3 but if i uncheck "combine same materials" i get that weird thing
this part
wait a minute, this happens when combining materials? then check for each texture to have its path defined.
man
getting the uvs to look right is gonna be a pain
epic
just add some more cuts
if you're painting in substance it doesn't even matter that much
that you have more seams
i dont have substance painter
but i'd assume that blender's built in texture painter is fine?
It's actually pretty bad
it has built in texture painter yes but it's not as good as in substance painter
But there are other options too
without graphic tablet texturing in blender is hell
Not necessarily, it's more like it's hell because of flat projection
You draw around a corner and you get an awful smudge
https://quixel.com/mixer apparently this one is free to download
No layers either without node fuckery
Mixer is fine but it's better for procedural stuff
yes that's true layers are super important
Last I checked you couldn't have masks on paint layers in mixer
Which is kind of a deal breaker
Or maybe you couldn't have hand painted masks
It's shaping up to be great but isn't quite there yet
i mean tbf my sona does not need much in terms of detail lol
oh yeah than blender is fine
well if you want flat colors sure but eh
probably wouldn't be too much of a pain in the butt to bake some ambient occlusion to overlay on top of the flat color
when i was doing textures in blender i always was ending up remaking them in 2d program
still, i'll give that Mixer program a try tbh
gave it a try and
it kinda feels clunky to use ngl
also
anyone know what the best texture sheet size is?
a bigger texture sheet is going to give you more detail but will also require more graphical memory. for that character you can probably get away with 1024x1024
this a good eye UV?
I'd personally scale it on the X axis so that the shape is the same, but it depends on your texturing process
aight
mouth UVs
think this might be good for UVs
already everything mapped?
there are some spots left
you can make something bigger
i guess i could make the torso bigger
this better?
yeah better
managed to make it alot better
so thoughts
is this good enough for me to get started with my textures?
yeah it looks decent
hmm yes it's fine
coolio
like if you were making a model to sell it could potentially be better organized for ease of two-dimensional painting but just a personal Avatar that you're going to 3d paint that's fine
yeah, this is just for personal stuff
then yeah you're good to go as everything looks evenly scaled and uses up most of the the space
i feel like i should go for 2k textures
just because it looks a bit too pixel-ly
yeah a single 2K color would be fine for pc
Hey guys there's this spider bot I'm trying to rig up. I just recently started and what I learned was thanks to YouTube XD
got the base colours set up
just gotta line out the markings
nvm because texture paint is just
buggy
fuck me i am
struggling
that's good, you are only learning when it hurts
You're almost there!
yee!!
Only thing that'll be left to do after that is making shapekeys for expressions and lip-sync. But that is entirely optional if you don't mind the eyes not blinking and jaw-flap looks decent enough to you.
yeah!
plus i have the jaw bone rigged up so making expressions and what not should be easier
also are emmissive textures fine to have on an avatar?
you can have paint masks in mixer, you have been able to for ages
the thing i'm not keen on with mixer is the brush engine, it's not good
Yes. Just be careful with the HDR values, you can easily blind someone in worlds that have bloom.
oh trust me, i have it set to 1
You might need to have the eyes be emissive as well depending on what shader you are going to use in-game, or your fake eyetracking might become obvious under certain lighting conditions.
im probably gonna use a toon shader, but yeah i'll keep that in mind
this meant to be for vrc?
wrong server lol thought this was blender
if you're going for that flatshade thing and using poiyomi to do all the shading you probably should use some emission so you don't get natural shadows trhough
i just realized the lines was going down. well fuck my life
👀 Is Grease Pencil a viable approach to making avatars? (since you can convert it to mesh)
Not really, if you have 2d skills you'd much rather make proper tracing sheet for the model
Not the right channel for this, try #user-support-old
Oh Sorry...
it's a very viable tool for making some parts, like if you wanna make belts, hair, sashes, things like that you can draw it on with grease pencil, convert to curve, give it some thickness and convert to geo
makes it almost work like an IMM curve brush in zbrush
I hope you decimate that 😄
decided to change the eyes a bit, mostly making them a bit smoother
also
dunno if i should keep the current eye UV's since i smoothed them a bit
actually
unsubdivved it to keep the model consistant
some other changes
eyes are now emmissive
also made the model alot less shiny
80% of the avatars in vrc be like:
I'd also make the eye sockets a bit smoother as well if you can, they look too low-poly compared to the eyes now.
oh, thats why i unsubdivided the eyes
Oh, I didn't see that message lol.
You forgot boolean spam
tried to texture my own jacket
the sussy man him self.
oh don't forget all the people thinking it's fine to decimate a character model
Tris goes brrrr
Did any one make a phottogramatry thing of their own head for use on an avatar?
the only time i decimated a full on character is for the halloween contest because i couldnt be bothered retopping it just to be excellent on quest
lol i did the retopo for my one
when you're doing a full character in 5k tris you just can't let RNG place your edgeflow, how the fuck are you gonna get good deformations without doing it properly
for higher polygon limits i've used zremesher on simple bits, cause i wasn't being paid enough to spend the extra hours on retopo though lol
i simply didnt care because back then nobody played on quest
now i either use the multires modifier before i even add detail or i just use quad remesher
you don't retopo properly at all? lol
well if i use multires i have no need to
quad remesher though 😛
i use quad remesher for static objects that wont bend in any way
it sometimes can get it right but usually doesnt
usually it does a pretty good job as long as you're using the controls properly lol
but even with it being very good, it isn't final topo
great for mid-flow cleanup so you can work easier, and good for when someone juist isn't paying you enough to do a proper job
i havent done a hand retop in months since i usually make one-offs in a few hours and dont care enough/dont have time
a few hours?
and/or also hard surface stuff that isnt sculpted and isnt high poly
not a lot to show for but this is the last character model i made which was around 5/6 hours
If you're doing retopo with core blender tools then its understandable lol
yeah dunno which channel to post this in. but my dumbass accidently clicked X on the thing that lets you change everything. anyone know how to reopen it?
in substance painter
alright
yeah uh where is that? im pretty new to substance
uh at the very top like next to file and edit and stuff, theres a window one
damn thanks!
i close that damn thing on accident all the time
this a good blink?
it looks ok but you could make a eyelid so it shows in shapekey
would look even more natural
but that blink is ok so you don't have to
i mean i can try and make an eye lid
although idk what the best way to go about that would be since ive already done the model and all
like i said if you don't want to bother with it than don't
aight
decided to add an extra loop to kind of help create the effect of an eyelid
yes that looks more natural
2 more loops would help a bit with transitions
where would i put those?
Around the eyes
So like above the loop that represents the edge of the eyelid
Then when it moves you'll retain curvature of the eyeball a bit
Even out the spacing a bit of those loops
Select an edgeloop then use edge slide to evenly space them
Double press G for that
Ah much cleaner
wtf
for some reason my shape keys just decided to fuck up alot of things on my model
anyone know how to fix it?
check if something on uv isn't inside something else
nope, nothin
ok, managed to fix it
and i guess it might be because i added loops for the eyes
@night trout yeah if you edit the mesh shapekeys break
Making shapekeys should be the very last thing to do
Imma ask here,
How can i convert .fbx to .vrm ive done the whole unity proccess multipule times never worked, also the kitsune vrm export addon for blender is broken so yeah.
Making my first model, all was well until after I finished the ears, then I turned the model and found a massive spike going through her head 😭😭 I see that the points are messed up but it won’t let me move them when I select, any way to solve this or will she just have some holes?
thats an F
thats why i sculpt
depends on what's going on. you should be able to move it but it looks like you might have joined some verts.
your model is simple enough that you could just delete that vertex and fill up the new holes
after deleting use E to extrude and move the new vertex into the mirror point in the center so it gets joined
or just fill
in blender some faces of my object are showing up in the render, how do i fix that?
you need to select two edges to fill and if you select perpendicular edges it will fill a triangle between them
can you post a screenshot
you mean the sharp edge look?
right click and shade smooth
then go to mesh tab (upside down triangle) and under normals enable auto smooth
it is shaded smooth
do it again
might help
altho the way you can only see half makes me think there's maybe double geometry in there or something
can you post an edit mode screenshot
yeh should be good once you enable auto smooth and play with the angle value
nope, faces still showing
try to select everything, M and merge by distance with a really low value in case you have overpaying geometry
it might also just be bad normals
try recalculating normals
what would u choose for the merge by distance value?
if that doesn't work try selecting the parts that look sharp and normals > set from faces
just type 0
it will set to lowest value
didn't work
i might be missing something simple then, i dunno
first time 3d modeling
attempting to make a human head
tryna to improve my skills by modelling a human head. using ZERO references
you'll not improve at all if you don't use refs
well. i dont like using refs if its something like this. or those monsters. i only use refs if its something like snotty boy. and im not going to post it cause its embarrassing. but i have improved alot from my last human model.
if you don't use refs how are you gonna know what you fucked up?
you have nothing to compare to
and as a beginner you don't have the visual library built up to compare to anything in your own head (which is likely to be a bit off anyway)
the fact that you don't have any of the structure of the skull there, the mouth and nose look drawn on, and you're only showing an ortho view instead of showing the whole thing in a few angles so you're probably missing a whole load of other things that're just hidden
wdym drawn on
Gotta use refs my dude
i mean you took the clay brush and just drew a mouth on
you didn't build the forms of the mouth, you don't have any of the base structures that make up the head, nothing you actually need to build to make a good looking human head
thats incorrect but
that's how it looks
Hey, I am 3D student, not using references is doing nothing for you, this video by two industry veterans will explain why.
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Basically you can't know the ins and outs of a shape all the time
any good artist can tell you why not using refernces is a dumb idea lol
Yeah, all it does is literally making you a worse artist
No reference is fine if you've made the exact same thing for 20 years
i mean if you’re freestyling something off the top of your head i guess it’s fine!
but for something that is supposed to look like something specific yeah you need reference if you want to be accurate
why would you not want references to give you ideas?
there is one time i can agree with not using refs though
2 times actually
if you're trying to test yourself, see where you're really weakest and just wanna sculpt/draw/paint something from memory
or if you just wanna come up with a bit of a freeform base to then refine into something proper with refs later
tbh i only use refs if im 3d modelling characters and if i actually wanna draw something cool
otherwise i just freeform stuff
then you're not gonna improve much, but if that's not a problem for you go ahead lol
Oh well, it works for me tbh ¯_(ツ)_/¯
btw pureref is real handy for managing/arranging reference boards, especially on projects that take days/weeks - https://www.pureref.com/
PureRef, the simple reference image viewer.
Even the great Kim Jung Gi uses reference, using references isn't cheating, plagiarism is cheating.
I have a question that hasnt been answered yet. a.
how do stop faces from showing in the render, shade smooth isn't working
im not too sure how imma make mouth shapekeys with the jaw bone i made
makning some weird angry old guy
managed to figure it out
nvm because it just
breaks my weight painting
it breaks it bcs probably you have headbone weightpainted to jaw
and it fights with jaw bone
make jaw bone parented to head and weightpaint jaw to it only
i mean like
it breaks all the weight paints
wdym 😮
what was happening was that when i rotated a bone slightly, more mesh would move when the weight paint should be allowing?
but somehow its now fixed?
now its happening again???
it happens when you add jaw bone?
nope, making shapekeys using the rig
Disable all your shapekeys to make sure none of them are causing that. And next time ensure that all bones are in the rest position before making shapekeys from bone deformations (select all bones with A, then Alt + R, Alt + G, and Alt + S to reset all of the transforms).
any help?
is there blue lines when u go in edit mode?
nope
Do you have auto smooth enabled ?
yes
what is it set to
50
didn't work
No idea then, probably worth duplicating the tube in your image that doesn't have the issue and use that instead
i created a new one and got the same problem
man my shoulder weight paints kinda suck ass lmao
haha funny squid game guy
In Blender, is there a way to copy a mesh's vertex coordinates to paste into another project? Basically, I used the CATS addon and it scrambled all my faces when importing to unity. I have no idea how to fix it but one submesh in it I want to note the dimensions to paste to a clean copy. Basically, I moved around faces and vertices on this piece of clothing and i cant do it again the same lol.
so i need to basically copy the coordinates of the verticies to apply it to the unedited version on the other project
if it's messed up in unity your export settings are likely just different
if you're replacing the fbx of your old mesh in unity
if anyone might have some idea... i'm trying to export a rigged mesh and it's giving me this error. please ping
not sure what to do here
so
bascially
I did everthing to fix ghost weights
but somehow there are verts still tracking even though ive normalized, normalized all, deleted, renamed, did everthing to the groups
wtf
I think my blender is broke
im on 2.83 so it's old now
It isn't great
any help with faces showing? shade and auto smooth isn't working
Rawdog, you probably have to add more seams
To make it look smoother
Even if you use the smooth shade option, it might look like that if you don’t have a lot of seams
You can also add a subdivision modifier
And increase it
It will however increase your polygon count I think
Can you tell me more what specifically
I know it sucks dude Lmao
@subtle scroll yeah i don't want any more poly's, and why seams if it isn't textured yet?
Not those kinda of seams
Like more seams of vertices
That’s going to be challenging making it smooth
Try the smooth tool ? Did you try that
Out of curiosity
make sure you remove custom split normals if it's coming from an internet models
i did
also try right click shade smooth and uncheck auto smooth, if not working then it's custom split normal or hard edges
to remove any sharp edges go edit mode click a then CTRL+E then hit clear sharp
by hard edges do u mean marked sharp edges? if so there isn't any
make sure nothing is in here, if there is click clear
dude i just said i already did that
what can you do
@spiral sigil i also have autosmooth off too
it just looks like a cylinder, just recreate a new one?
o - o
tried that too, same problem
which shading mode are you in?
try to restart blender too, this isn't an ormal behaviour
a freshly created cylinder should be able to be smoothed
the pic i showed is in render
people can critique the work of other people even if they can't do better ? what matters is improving in the end, not the ego
if you can't detach yourself from what you create as an artist you're fooked basically
this isnt what im talking about
everyone thinks they're a genius. everyone thinks they're the best and everyone else is shit.
then they go critique to talk down to others.
i have everything anyone could wish for.
I never never NEVER talk down to people. it sickens me.
you should just take a break dood and let it flow honestly
I am okay with honest criticism but I need more specifics lmao
I supposed in a way you have to take the good and the bad together
I’m not mad I am going to ignore the trolls
criticism doesnt = talking down
As one should
criticism = help
here's a great tip, just scale on X axis and make buttons larger
Scale down
this will fix the look 100%
okay i'll give the feedback
the geometry is too apparent , it would need more poly!
I think it is very flat, you maybe modeled it in front view mostly ? The shading looks incorrect so my guess would be that the curves aren't very smooth
you would need to learn about smoothing group in addition to subdivide your geometry properly to get a nice end render !
however IMO this isn't a terrible try, you're probably beginning i'd say! just do some more and you'll get it better and better each time! 😄
Thank you good
Try sculpting with dyntopo, make it perfect with a ref, and then remesh via quad remesh
okay smartass
were they asking for a joke?
it isn't great
no
funny
so stfu
please get out of this channel you two it's about getting better not debating for your egos
troll
sheesh

