#3d-modeling

1 messages · Page 132 of 1

hushed gyro
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the reason why the islands are so close together is because I was in the middle of trying some different baking settings

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I baked it using a cage and high poly object

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If there's a better way of baking this kind of texture onto a sphere I'm open to trying it

bitter sierra
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yeah the islands aren't the issue, it still follows the same principle as my cube.. with a texture that has a different top/bottom/sides it's just not possible for them to link up when folded up into a cube (or your sphere)

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I folded up two sides to create part of the cube

hushed gyro
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this is what i'm going for (high poly object)

bitter sierra
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while it it's seam with one side of the cube isn't interrupted, with the other side it doesn't work seamlessly

hushed gyro
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I understand the issues with unwrapping a cube, but I'm not sure how I should go about unwrapping something like this for baking

bitter sierra
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there is one thing you might be able to try.. but I'm not sure honestly

hushed gyro
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I'm not even sure normal mapping is the right way of doing this, I'm open to anything at this point

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...maybe there's a way I could use a height map as input for a normal map

bitter sierra
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hmmm, any chance you'd be okay with DM'ing me the file so I can take a look and try something?

haughty rock
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Have you set up smoothing groups yet? Might help

hushed gyro
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I found if I use a UV sphere the seam is a lot less noticeable. I'm going to continue messing with it. I might just hide the seam near the bottom of the sphere.

hushed gyro
loud turtle
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i dont think this is normal

safe marsh
loud turtle
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ok

hushed gyro
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23k poly to 900 poly

uncut imp
hushed gyro
uncut imp
hushed gyro
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I'm working in blender because substance costs $$$. I baked the normals detail to a sphere using a cage around the high detail object.

uncut imp
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Ah ok. I've heard good things about the blender plugin 'TexTools' for baking lots of different maps. Although havent had a chance to test it out.

hushed gyro
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Thanks, I'll look into it.

real sphinx
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how do i make avatars in vrchat

real sphinx
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what?

uncut imp
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For a dev i'd think youd be better at googling XD

real sphinx
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whatvrcThinking

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no i make computer games

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i recently discovered vrchat

uncut imp
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thats a VERY broad question. Do you know how to 3d model? if so do you want to make it from scratch?
If not, do you just want to buy one to upload?
Do you want to take premade parts and put them together? (You'd need to learn blender if you haven't)

uncut imp
real sphinx
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yeah i sometimes am cringy

hushed gyro
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Reading up on the vrchat documentation regarding your question is a good place to start.

real sphinx
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that was a complete lie

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except about vrchat i just started playing it

uncut imp
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lol fair.
But those are your options

  • Make something from scratch
  • Take premade parts and put them togeather
  • purchase one someone has made to upload yourself
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or of course just find a public one in game if you are just looking for one to use

hushed gyro
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Also the avatar stuff is two chat folders up.

real sphinx
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no I'm trying to make my own avatars

uncut imp
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Have you done 3d modeling before?

real sphinx
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no

uncut imp
# real sphinx no

This is a Tutorial for ABSOLUTE BEGINNERS on MODELLING in Blender. You will learn how to model a super basic human model. This tutorial just covers the bare basics and does not even come close to scratching the surface of what Blender can do, but it’s a good starting point for a bigger.

Get More►
Patreon: https://www.patreon.com/PIXXO3D
Skills...

▶ Play video
real sphinx
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thx

uncut imp
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time to start learning blender then, not much we can do for you until after that

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but if you have any more specific modeling questions about how to do stuff lots of people will happily answer.
It's just a super broad question like 'How do i make an avatar' most people dont know where to start with answering.

acoustic briar
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dm me If you make avatars

still wadi
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no

swift cypress
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How do you move the clothes or base models in blender

silent cargo
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Hi! Im trying to learn more about texturung inside blender, and i saw that shonzo use layers inside blender, doees anyone has a tutorial on how to do that?

frosty steeple
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I want to make models like this guy(warning suggestive) https://twitter.com/ViewerMink in blender, I have some experience in modeling and I know this guy uses skin modifier, Can any one dm me so that they may guide me through how to model like this guy? his work is amazing!

Suggestive 3D artist. He/Him. Coms are closed. No NSFW DMs Please. VRChat name is ViewerMink

Followers

1031

Tweets

712

frosty steeple
silent cargo
frosty steeple
silent cargo
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Look into "how to sculpt" and then "how to retopologize" (download retopoflow a free addon for blender) check put flipped normals for pro tutorials on those topics

devout scroll
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there's also regular box modelling with a subdivision modifier, it smooths things out a lot

spiral sigil
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I'm not exactly sure where to put this so I'll just ask in here.
So I'm in the middle of making my first avatar and I want to add some items I can toggle, like ears and a tail, would I attach them in blender and then port the model into unity to add the toggles or would I attach the models and make them toggleable in unity entirely. (the model is currently sitting in blender bc its being made from scratch).
any help is appreciated :)

hushed gyro
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depends on how many polys the togglable items are and what they are. Example: on my robot model I have some items I toggle with shape keys that go from 'shrunken object hidden in my hand' to 'expanded object moved outside my hand'

spiral sigil
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the avatar is abt 30k polys rn with no items attached

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not sure how much the attachments are though

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so what happens when an item is not toggled. it's inside the model?

hushed gyro
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upon reading your question a second time I think you'd want to place the objects on your model in whichever program you're more comfortable working in. I'd personally place the items where you want them in blender

spiral sigil
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gocha blender it is

hushed gyro
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you can either keep the objects as separate meshes in blender then toggle their visibility in unity or for low poly models set up a shape key to hide the item inside the model until it's needed for optimization purposes.

spiral sigil
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when you attach an accessory does it become part of the bass model or does it remain as seperate objects but just stuck together, I'm kinda new to blender too and following yt tutorials but they dont rly mention that part

spiral sigil
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ok I think I've got the groove of things now :)

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just added a few things, thanks for the help!

foggy cape
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Hey, is it okay if I ask for help on this model I'm working on? I want to lower the materials w/out affecting the textures if it's even possible

quaint jasper
foggy cape
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ah, alrighty, thanks

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I want to try cutting down on materials by making a big UV map and creating a texture that appeases the UV map in every section. Is that a good idea, or is there a better way around that?

tough plover
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it'll actually pack all of the UV islands, and bake the original textures onto a new texture

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the result will be 1 material

foggy cape
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ah thats amazing, thank you!

dapper tinsel
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If a blendshape moves also along with other blendshapes, but if I try to move this blendshape by itself, it doesn't move at all. What could be wrong?

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The value on the blendshape is set to 1.0 on Blender 2.79 and I'm using 3.1

zenith cloak
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Alright, people of the chat, please. Honest criticism. Does this look good? I've wasted 2 weeks of my life on this and am still anxious about finishing it.

still wadi
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no

untold schooner
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it's definitely a look

grim helm
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I'm trying to fix this arm from bending weirdly when the bone lifts any suggestions?

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I tried editing the vertex group and looking at the weights but they seemed fine

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I figured it out lol there was a seperate bone for that part of the arm twist

zenith cloak
# still wadi no

That is exactly the answer I expected from you. Didn't expect you of all people to respond though.

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Anyway, the reason this model looks so bad is because it's based on a poorly drawn ref sheet (because I just can't draw well on electronics, only trad art)

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Any hope that I could fix this?

still wadi
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it's very important to know what you're doing especially in 3d modeling

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get a good ref

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and excersize

zenith cloak
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That's the thing, I don't know what to do without the program crashing on me. Thanks for being supportive anyway, @still wadi.

tough plover
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@LegoKirbyMan#9086 you're literally on a bleeding edge version, crashes are to be expected

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I would recommend using the latest LTS version, 2.93.8

zenith cloak
tough plover
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I mean like, 3.1 is still extremely new

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there are all kinds of bugs and issues that still need to be worked out before it can be production ready

zenith cloak
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The only reason I use the 3.1 version, and not the LTS version as I probably should, is that there is a certain glitch involving multiresolution modifier fixed. I feel kinda dumb.

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As in it looks like a setup for a dumb joke.

foggy granite
devout scroll
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3.1 works okay for me despite some addons not supporting it yet

ornate sluice
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in blender, when combining meshes with the decimate modifier. is there a way to keep individual poly counts instead of it being applied to the whole thing?

swift jolt
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Making everything in blender feels alot easier than unity. Unity is stupid and i hate it

hushed gyro
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also looks nice

meager bolt
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I've been pretty hard at work, this is what my model now looks like after around 6-7ish days of actually working on it (took 3-4 off to work on exams for school), with this model being my first time ever modeling a character (Second Ever Time Actually Using The Program) I honestly didn't expect it to come out as good as it has so far, the skin texture below the elbows and neck is a little half assed cuz you'll never see it in the final product (Same with the nubs that are currently substituting ears LMAO), all I gotta do now is model/texture the tail, hair, clothes, and glasses until i'll finally have a completed model and can move onto rigging! I'm really looking forward to seeing the fruits of my labor! Still have a lot of work ahead tho so I won't get too carried away

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Here's the Reference I'm basing it off of also drawn by me, it's my OC/Persona Caffeine!

zenith cloak
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It just so happens that my perfection sense is in the way of me and I can't make no changes to save me.

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Wish I could make more and care less...

meager bolt
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Well you gotta understand the basics before the advanced, kinda hypocritical of me to say but I highly recommend you start with some more basic tutorials to try and break ya outta that habit for making blender models at least

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but a lot of knowledge from all forms of art can translate to other forms aswell

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it just takes patience, time, and persistence!

zenith cloak
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I'm already tired of making the damn doughnuts!

meager bolt
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Oh no I mean watching some tutorials on making more basic characters or trying to find a more well fleshed out refsheet to use as a learning experience

zenith cloak
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I've already made a very basic character a long time ago, but it was just a bunch of cubes on a humanoid rig.

meager bolt
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well then, try doing it again, but adding to it, using the sculpting tools, some different kinds of modifiers, learning how to use parts of the programs to aid you, mesh the cube into something more head shaped or torso shaped, either using a ref you drew on paper and imported, or a ref sheet off the internet to use as a learning experience

zenith cloak
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Thanks for trying to help me, but it doesn't seem that you can do much in my situation. Also your persona is pretty cute.

meager bolt
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Thank you very much! and I try my best, hopefully you'll find the resources that help you understand the program and aid you in making a 3d model in the future if not the one you're currently working on!

zenith cloak
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Thanks for the kind words. I know that not many people can understand my situation, because I intentionally left minimal footprint on the Internet.

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No, seriously, there is so little data on me that I barely even exist.

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Oh, tarnation, I wasn't supposed to say that out here...

meager bolt
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Lmao well still, I wish you well in your future endeavors, may that be digital or traditional works, and goodluck keepin ur internet footprint as small as possible

indigo sapphire
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I can't seem to form a question what I want to accomplish to find on Google - as far as I understand, each polygon is assigned to a specific bone, and a bone can have many polygons.
How do I make it so Blender selects all polygons belonging to a specific bone?

meager bolt
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Are you wanting to select all the verts the bone is moving?

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(Verts being the corners of polygons)

indigo sapphire
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yes, I probably meant verts, I am pretty new to this

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maybe that was why my google searches were without proper results lmao

meager bolt
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Ah nah ur good, from my own pretty hazy knowledge on blenders tools since i'm pretty new to this aswell you may just have to select it all manually by shift clicking them all

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an easy way of doing that is by pressing 3 in edit mode

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turns on face selecting

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May take a little bit but it's a definitely a way to do it

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Knowing blender there's definitely an easier way

indigo sapphire
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come one, a 3d modelling program MilkShape 3D from 2007 had this option, and you are telling me it doesn't exist in blender?

cinder cradle
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in edit mode

indigo sapphire
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OK thanks, I think I figured it out!

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omg this is so good, I can remove polygons from useless parts to optimize further for my fallback

zenith cloak
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After yesterday's conversation I feel kinda guilty for leaving my VRChat friends hanging in anticipation of my avatar, because I couldn't explain to them how it actually looks like, but I would need to train for another 100 years to actually make it. On what thread can I upload a photo of a pencil drawing I made of it?

cinder cradle
zenith cloak
frosty steeple
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I want to give my character a jumper, how am I meant to model it? I am new to blender

devout scroll
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copy the body parts that would be covered by it to get a general shape

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then scale along normals using alt+s in edit mode

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or use a solidify modifier on it

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that will add thickness

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and give you something to work modify further once you apply

frosty steeple
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How to fix creases on my character?

glossy belfry
foggy granite
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you can record you movements with fbt but have to clean up afterwards to smooth it out

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But their also software that tranlate movement form videos and able to that into an animation

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Now that you've seen cheap motion capture, let's take a look at the the opposite. If you're considering purchasing 'Full Body' MoCap, then this next series is for you-!!!

ROKOKO Studio Download:
https://www.rokoko.com/studio

Free Female Base Rig Download:
https://www.youtube.com/watch?v=_XfvLpLyulI

Animation Speed Tutorials:
https://www.yout...

▶ Play video
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i reccomd taking a look at his playlist on motion capture to learn more about it

glossy belfry
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thank you! ive wanted to see if i can do something like this to make movements look a bit smoother but i shouldve figured it was just animation

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she pumps them out so fast that i didnt think it could posisbly be animated

grim helm
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Is their a way to get weight paint into hard to paint areas? I keep trying to get it onto some eyelashes and they wont paint.

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Weight painting drives me crazy lol

tough plover
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select the eyelashes in edit mode, go to Weight painting mode, select the Head vertex group, and do Shift + K

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Shift + K sets the weight of all selected vertices to whatever your weight slider is set to

grim helm
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cool Ill try this thanks

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couldn't get the hotkey to work

tough plover
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make sure your cursor is within the viewport

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the location of your cursor is important in blender

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hotkeys do different things depending on which panel you're hovering over

grim helm
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I needed to have vertex selection on instead of paint mask

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sorry Im still new to this

tough plover
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all good

grim helm
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thanks for the help

worthy sparrow
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(not sure where else to ask this but) I want to make a character that's just a sphere, how would I make that work with the required skeleton?

uncut imp
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(Im assuming here) just have the sphere parented to a specific bone of a skeleton and the rest of the bones just exist with nothing on them.

hollow blaze
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I can't seem to be able to get the clothes I'm putting on my avatar to fit correctly, I might just be bad at sculpting but I could really use help

uncut imp
hollow blaze
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I have not, how would I use that?

spiral sigil
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I want to modify some pokemon characters to make them look older, can someone help me

uncut imp
humble thorn
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hey i have question i need help

quaint jasper
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Good luck thumbsup

vagrant tulip
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Blender Problem here. For some reason when I apply the subdivision surface modification it all works except one line of vertexes, it doesn't apply for that for some reason resulting in a spike to those points, if I delete them it just jumps to the next row

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Das the corners

untold schooner
vagrant tulip
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Already did but didn't solve it

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Kinda made it less visa le with smooth by now

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But it's still there

unborn acorn
still wadi
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Face direction

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Do shift n or alt n

indigo sapphire
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ok I am having some avatar issues, that I think could be solved by making the bone scale 6 times smaller

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NOT THE MODEL 6 times smaller, but only the bone structure 6 times smaller
how do I scale bones only in Blender?

pliant sable
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Can you buy Booth items made for specific characters (e.g. Rusk, Karin) and modify them to a different base?

devout scroll
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yeah if you know what you're doing

grim helm
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When I import my model with my lipsinc the lips look jagged in vrchat but in blender and unity they look fine. Any suggestions?

quaint jasper
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jagged ?

grim helm
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like pointy mouth, parts of the lips are pointed or joined wrong

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I did the mouth with proportional editing in blender it looked okay there.

thin shadow
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could be "legacy blendshape normals" on fbx import setting turn off or normal itself on the mesh or both

quaint jasper
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If the actual mesh is the issue, make sure you're not exporting with modifiers, as well as without/without the cats plugin export

grim helm
thin shadow
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not an expert on normals yet, but somewhere around edit mode > mesh > normals

grim helm
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alright thanks ill try to fix the normals and see what happens

spice pewter
devout scroll
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clean

alpine merlin
wicked hearth
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Quick and possibly easy question. When I create a simple model in Blender and export it to Unity via FBX, then place it in a VRChat level, the model has no collision. Other than adding block collision in Unity itself, is there something I can do to export collision with the Blender model? (It's dirt simple, just a building).

tough plover
wicked hearth
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That makes sense. I have used box colliders before and wasn't sure what was more efficient.

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In Unity, when you add a mesh collider, it calculates collision based on the mesh, right? It's been awhile since I worked with Unity, but I recall that now.

azure rain
hushed gyro
unreal gyro
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ah yes, transformative sword perrito

lofty canopy
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No idea how I'm gonna fix this one, lol

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Blender isn't my forte, so if anyone knows the best way to fill these gaps, please lmk

plucky night
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can someone send me a patrick bateman 3d model

onyx shale
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If you select the two blue highlighted verts and then select the two red highlighted ones and press F it should fill in the space

pearl swan
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Is there a way to render both back and front faces without a shader?

tough plover
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you can duplicate the faces and flip the normals

pearl swan
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Been looking it up but can only find stuff on hiding back faces.

tough plover
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otherwise, only other way is to disable culling via the shader

pearl swan
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@tough plover Thanks for the quick response btw!

tough plover
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👍

sterile mantle
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

warped pond
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made my own version of the cat avatar

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All made from scratch

quaint jasper
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Nice texturing !

warped pond
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Thank you!!!

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I tried painting directly from Blender!Emmitt

thin shadow
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damn looks so nice. I gotta learn how to bake ambient occlusion.

tough plover
thin shadow
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But i can still achieve the same result with blender right?

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or is it just matter of different workflow

tough plover
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in substance it's actually insanely easy

thin shadow
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1st i just learned that it's adobe, now i also learned that it's not part of the license that i subbed to. So blender it is then.

cinder cradle
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you can buy it on steam too to have it forever but only 2022 version

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that's what i did

thin shadow
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i see . that's weird business model. I wish photoshop and illustrator can be bought on steam too.

cinder cradle
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it happened bcs adobe bought it out

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sadly

tough plover
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you're not accepting DM's + not accepting friend requests lol

thin shadow
haughty rock
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Also unlike other Adobe products, Substance is free for students

untold schooner
haughty rock
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so not gone yet

mystic bridge
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Ughhh.... can someone please help me. I am trying to make just a very basic model for a friend but I have no clue what I am doing nor do I know any of the terms he is talking about.

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He keeps saying to just import a model and see if I can edit it to his liking and I stupidly said yes. Now I am struggling to find out how blender and Unity work.

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Any tips/tricks cause I am having a head throbbing hard time getting around all of this

digital hound
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silly question, are empties in blender the same as unity? Does it matter which empty I use? Just trying to organize stuff in blender as well as unity since collections don't transfer.

cinder cradle
dry tendon
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My strongest portfolio piece WIP

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Model is actually done I just don’t have the picture of it yet, these are all the progress photos.

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If you were to 3D print this (which I plan too) everything would work, including screws. So far have spent a total of 10ish hours on it

raw egret
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does anyone know how to fix the shading issues

edgy pollen
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Any help I try making the atlas for my new quest avatar and it breaks my textures

tough plover
wicked hearth
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I hope this is an easy question, but I've had a devil of a time finding a tutorial that mentions it (I'm new to Blender). Once you've unwrapped an area of a model and assigned a texture to those specific faces, it is possible to tile that texture? For instance, say I have a 1024 texture that has four tiles, each 512x512, and I apply one of the 512x512 sections to a large square face of my model - but it's way too big. Can I do something so that the unwrap continues to only display the 512x512 section of the 1024 texture, but tiles it as seen in other tools like Unity?

I apologize if I'm explaining this poorly.

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My ideal end result would be that the 512x512 section I unwrap would be duplicated, say, 8 times on the square face to which I've unwrapped it, instead of once.

azure rain
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yes you can use tiling Textures in unity

wicked hearth
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Thanks! And yes, I've used tiled textures in Unity. I've curious if there's a way to do it in Blender... take 1/4 of a texture, map it to a surface, then tile that 1/4 the same way I would in Unity.

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I also might be explaining it poorly. Imagine I have a building and I've created this 1024x1024 texture. I want to use the portion with the red square around it for the roof, but due to the building's size, when I unwrap the red section to the roof, it's too low res. So ideally I'd like to use just the red section on the roof quad, but tile it so it's a 4x4 grid instead of 1 big blown up texture.

I did this manually in Blender by splitting the single roof quad into 16 quads and then unwrapped each of those 16 with the red section, but that seems horribly inefficient.

unborn acorn
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heres the node setup

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just make sure to make every part you want to tile seperate

wicked hearth
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You rock! I will try that, thank you.

unborn acorn
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no problem

unborn acorn
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also heres the post on it if you have any issues

wicked hearth
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I've never heard this called "tile in cycles" ha. Probably why my Google failed.

raw egret
devout scroll
azure rain
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as any fancy blender graph setups don't transfer into unity

wicked hearth
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In progress skyscraper interior!

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Still very much learning Blender and this is a good project to do it on.

thin shadow
azure rain
unreal gyro
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im going to absolutely suffer with that colourful mess that she's got on her head, any advice to help out or do i accept fate aScoutGrin

quaint jasper
unreal gyro
hushed gyro
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finally... a seamless normal map

gleaming quartz
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I was just bored and made a new sculpt model... however when the "crease" tool reaches the front of the muzzle, it adds material instead of taking it away, but switching to "add" subtracts material... I only have a mirror applied to X coordinate and my normals are perfectly blue and fine.... I don't get it

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the tools work perfectly fine on the sides of the face, just not the very front?

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ok... so applying scale, flipping normals, reapplying scale and flipping normals back seems to have worked for some reason... weird... did I just run into some weird bug?

atomic hamlet
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Non-uniform scale generally causes various weird problems.

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So that could have been your issue if applying scale fixed it.

gleaming quartz
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hm, I see...

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never had to play with it like that though, but I am sorta new to blender

devout scroll
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either never scale stuff in object mode on one axis or apply it every time

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scale is like a multiplier

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if it's not the same on all 3 axis it will cause issues

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sometimes recalculating normals can help too

safe sapphire
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25% done Creepy Half face reveal... For A VR Chat Avatar Race I'm working on.
Still can't find a 1 step menu to replace the eye texture with the real eye texture and simply realign and rescale the texture map>> In ether program.> couldn't replicate this model in Blenders menu system.
i found 13 million reviews stating blender's 3d Modeling program while great and highly advanced. its UI/ UX needs to be inclusive and more intuitive, its start-up menu system needs to be overhauled.. They only have 14 million downloads XD

still wadi
trail python
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oh god not this guy again

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"i am going to generalize the entire autistic and disabled community because ive learned 4 things in 15 years. every programmer hates autistic and disabled people. i can wave a magic wand and get legal immunity."

brave furnace
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This is an an array of 11 planes duplicated 10 times rotated at their base (x4). nothing is connected. it has 2 uv maps, the first having all overlapping squares on the same texture. the second uv map has each plane occupying a separate space. The problem happens when i look directly at the intersecting point my frames go from 72 to around 40 using a mobile toon lit shader down to 14 using an unlit shader with additive blending/backfaces enabled. sorry for the long question but I'm curious as to why this happens and how i can avoid it in the future while modeling. (all framerates were from quest standalone)

hasty rock
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@brave furnace there’s a technical reason this happens but it has to do with how mobile renderers are constructed

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the Quest GPU’s rendering system, regardless of API, is tile-based, split up into 8x8 tiles, and is designed around the assumption that there won’t be an excessive amount of tris fitting into a single tile

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(it’s also why MSAA is so cheap on Quest)

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now, the reason why this setup in the image lags is because it’s packing way too much geometry into a single tile, instead of spreading it out

#

even if it’s the same number of tris on-screen, or perhaps more than that, they’re not spread out enough

#

even in something like Pavlov VR, you still wouldn’t be fitting that much geometry into each tile, but 1,760 tris is way too much

brave furnace
#

thanks allot! ill try redoing it spacing them out more.

unreal gyro
ionic hare
#

can someone help me with a uv issue?

untold schooner
#

im sure someone can

grim helm
#

anyone have any guide vids or suggestions on decimation/baking to get less polys. I've found a few already but most do not help on models that are high poly to start like 50k to 100k polys. I want to have something on quest side as well.

#

Ive done things like individual part decimation but I can only guess at what I am doing.

#

I find vids going from 14k to 10k or something like that and most are kind of speculating on what to do as well.

worthy rampart
#

there is no magic trick
look into learning resources on retopology/retopologise

those retopologised models then may serve as proper target to bake the higher poly version to

automatic decimation can work at the cost of the nearly uncontrolled loss of topology, which lends itself poorly for further edits and poorly for deformation

grim helm
#

alright I will try to find information for it thanks

prisma yarrow
#

does someone know any good tutorials on how to create an avatar in blender? ive tried everyway to attach the body and the head or hair and every way that i got told failed and i feel like ive lost 10years of my lifespanvrcTupCry ive tried it 6 times and every attempt failed ... (already watched the berryvee tutorial)

#

i need someone that would help me go through it step by step or i will lose my mindvrcTupCry

azure rain
# grim helm anyone have any guide vids or suggestions on decimation/baking to get less polys...

something that can be a lot cleaner than the decimate modifier that's not retopology would be dissolving Edge loops https://www.youtube.com/watch?v=Z4OZfaPN69U

Here's how to delete every two edges in Blender.

A lot of times you want to quickly reduce the number of segments from a shape such as a cylinder, sphere or any other face. This is a quick way to do it.


Know any topology tricks like this? Make sure to share them in the comments, you never know when it can ma...

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grim helm
#

Ill check this out thanks

azure rain
#

yeah it makes much less of a mess as you're still keeping everything a quad mesh

mortal aurora
#

How do I add my blender avatar to unity?

azure rain
#

export the model as a fbx

wispy cairn
#

Is there a way to delete blendshapes without resetting it to the default mesh? This model im working on has a bunch of blendshapes to change parts of the body and id like the values to just be the default, however i cant seem to find a way to delete them/apply them to the basis without them getting reset

tough plover
wispy cairn
#

ty!

pseudo knoll
#

happ proot ^^

glacial ore
#

anyone know any good humanoid/felinid sculpting bases or anything i could use as a base to sculpt my oc? i already sculpted a head, but i would much rather use a body base than sculpt one myself.

mortal aurora
#

Are there any bodys that look like rilakkuma?

#

Can someone make a better version of this?

#

can someone make a better avatar then this

vapid veldt
#

Ok genuine question

#

How do I make a flat polygon mesh

#

In blender

#

I'm specifically asking because I'm porting Simon Belmont from Castlevania Judgement and I want to add eye tracking

#

Therefore the most logical way would be to make a small mesh for each eye and it's texture

#

And blank out the normal eye texture

#

This is the absolute last thing I need to finish my rig

#

So that it looks decent in VRChat

#

Since I'm not adding blinking, nor mouth movements

#

Legit for the life of me can't figure out how to do them, and I don't want to when I've already tried to add mouth movements and failed

#

Miserably

#

Please

#

It's all I need for a decent final product

trail python
#

decimate a cylinder

#

and put everything into one sentence lol

vapid veldt
#

Cylinder ok

#

One

#

One sentence?

#

I'm sorry I legit just started yesterday

trail python
#

in discord, type what you need help with in one sentence

vapid veldt
#

Oh thanks I'm sorry I assumed it was technical blender stuff

#

Sounds like it too

#

I shall decimate a cylinder!

mystic bridge
#

Hey y'all so real simple question. I am trying to port a model into VR Chat and for some reason my mac decides to not let me port it. Unity has warped all my colors and assets and it has even taken away the SDK drop down menu.... Please, any help is needed.

thin shadow
#

that depends. that sounds too generic. could be anything. But sdk drop down missing can be diagnosed by checking the error console.

prisma yarrow
#

could someone help me and explain to me step by step how to attach a head to the body plus hair ,shorts and pants in blender? ive tried it 6 times with watching a tutorial and a lot of people trying to help me but something always goes wrong and i dont know what to do

devout scroll
#

depends if the hair and pants are made for that avatr

prisma yarrow
#

but now nothing works

devout scroll
#

Attaching hair is easy but pants entirely depends on if they were made for your avatar

prisma yarrow
prisma yarrow
devout scroll
prisma yarrow
devout scroll
#

can't really help now as I'm not home anyway

#

but it looks like the bones were not named the same when you merged stuff

prisma yarrow
devout scroll
#

Go into edit mode when selecting the armature and look at each bone for the shirt

#

rename it if doesn't match the body's bone nme

#

f2 to rename or right click rename in the outliner list thing top right

prisma yarrow
#

so if the bases bones says for example "left arm" and the shirts says "left arm plus something else i have to change it? did i understand it correctly^^?

devout scroll
#

yep

#

you have your shirt armature and your avatar's armature

#

if the names match they will be merged like you expect

#

if they don't match they'll just both be there but one one will move while the other one will stay in place

#

like you have in your second screenshot

prisma yarrow
#

ohh okay got it thank you!

#

quick last question^^

#

somehow if i merge the hair after i merged the head and body the hair wont stay attached and im not sure why

devout scroll
#

can't say without seeing how it looks like

#

but

#

hair usually comes with some bones, there's a head bone and the rest of the hair bones

#

you need to merge the hair's armature to your avatar so that the hair bones are parented to the head bone as before

#

either the head bone of the hair gets merges into your avatar's head bone

#

or you delete it, join armatures then set parent of hair bones to be head again

#

then it should work fine

#

but why the hair doesn't stay attached could be a few reasons

#

one could be that the hair bones aren't parented to anything so they just stay there, moving with your hips instead of head

prisma yarrow
#

bones look like this^^

devout scroll
#

hmm

#

is that a chest bone and shoulders?

prisma yarrow
#

just a sec!

#

yep

devout scroll
#

so those need to be merged with your avatar's

#

so names need to match again

prisma yarrow
#

ohh okay

#

ill try it out then^^ thank you!

devout scroll
#

names of shoulders, neck, chest, head and so on

#

not the hair bones only the shares ones

prisma yarrow
devout scroll
#

yeah

#

i think

prisma yarrow
# devout scroll i think

oh okay , there is now 2 heads in the armature , do i have to do "to active" or was it "to parent"?^^

devout scroll
#

select both and to active

#

it will merge selected to last selected

prisma yarrow
devout scroll
#

yeah but why do you have so many eye bones

#

merge the eye_R together with the other eye_R

#

and same for left

#

again by selecting both and to active

prisma yarrow
#

the eyebone is here is that normal?

devout scroll
#

dunno

#

might be a bit low

#

can change that later

prisma yarrow
devout scroll
#

yayvrcAevSlap

vapid veldt
#

hey so anybody have any idea on how to make a mesh for the pupil and iris that matches the mesh that currently has the eyes

#

here's a pic of the mesh Im trying to put an eye texture over

#

as well as my settings

trail python
#

if you already have a mesh for the eyes why do you need another one

safe sapphire
# vapid veldt hey so anybody have any idea on how to make a mesh for the pupil and iris that m...

https://www.youtube.com/watch?v=b8UH_WU23Io

2 many steps, and a menu to navigate thru, and
way too complicated for me in both versions of blenders core program.
But you maybe can follow along and complete what you want with this tutorial.

Create a Game Character Now at http://www.darrinlile.com

In this video we set-up the materials and texture for the character's eyes. We UV map the eye ball, apply the texture, and create the glass material for the outer eye.

Social Media Links:

Website: https://blender101.com
Google+: http://bit.ly/DarrinLileGooglePlus
Facebook Group: http:/...

▶ Play video
trail python
#

i wonder why you have trouble with a 7 year old tutorial
literally all this guy does in this server is whine and moan about blender+unity being inaccessible but also groups every autistic and disabled person together as if we all have the same issues christ

vapid veldt
#

Therefore if I were to move it you would be seeing inside the character's head

trail python
vapid veldt
#

Yeah it's only the part that you see

#

Not the entire eye

#

This model was made for a 14 year old fighting game on the wii

trail python
#

ooo wii model

vapid veldt
#

Castlevania Judgement Simon Belmont is a trip

azure rain
#

so basically you want to convert from painted-on eye to a proper eyeball?

vapid veldt
#

Yeah pretty much

#

I want to make the the eye still looks similar though

azure rain
#

you can reuse the original texture

vapid veldt
#

I was originally only gonna make a painted on pupil separate from the eye

#

That would move around

#

But... well... I'm not exactly sure how I would

#

Actually model the pupil and iris

azure rain
#

then yeah go with a eyeball

vapid veldt
#

Since I need them to match the mesh

#

So replacing it with an eyeball could work better

azure rain
#

so yeah you should be able to just take a uv sphere and unwrap it so it uses the original texture

vapid veldt
#

Yeah

#

Then I'll just make sure to line up the sphere with the original texture placement and boom

#

Eye bones 😎

trail python
#

dont forget smooth shade

vapid veldt
#

Yeah

#

Thanks for the tips!

trail python
#

you set up gloss etc in unity

#

blender is more of a preview of how you want materials to look in unity

vapid veldt
#

Gloss will probably ruin the original intent

#

I wanna keep it as close to the og as possible while also making a good eye rig

spiral sigil
#

How many blocks tall and wide should my doorway in unity be?

azure rain
#

spawn a capsule it the size of the collider in vrchat

azure rain
spiral sigil
#

Alright thanks

azure rain
#

and for General sizing reference a Unity cube is 1 meter tall

spiral sigil
#

Alright thanks for sharing this I'm new to modeling in Unity

hardy turret
#

anyone got a good resource how to properly texture and shade an avatar? even when i use realistic pyomi lighting, even in dark areas the nose is like barely visible

surreal lance
safe sapphire
# hardy turret anyone got a good resource how to properly texture and shade an avatar? even whe...

https://www.youtube.com/results?search_query=how+to+properly+texture+and+shade+and+avatar+in+blender&sp=EgIIBQ%253D%253D

fair warning though
some of the tutorials are overly-complex, and have 1 to many steps.
(So you will get frustrated. and i recommend having a revert save file. and only saving your work if you are 100% sure you like the final product.)

But thats not the instructor's fault
blenders UI is 10 years (unity is 8years) out of date compared to modern 3D creation software which costs money. or other less comprehensive free 3d creation software,
Even free trial software UI's have surpassed their UI in simplicity, intuitiveness & inclusiveness.
Fact: Over, 40 million content creators are forced to use free software (or illegal download ripped software) because they simply do not have the funds to pay for suites and software
HAHA.

trail python
trail python
hardy turret
#

the lack of actual usable content and tutorials which doesnt suck is disturbing

trail python
#

they're out there. thats just the perspective from someone whos learned 4 things in 15 years then feels the need to shit on blender/unity programmers

#

it just depends on what you're trying to figure out

devout scroll
#

there are a few things you can do to influence shading (how your stuff is lit) including editing your normals

#

but it's hard to give a blanket recommendation

#

but in terms of texturing it's harder to say. depends on if you want realistic pbr stuff or stylized stuff. if you want stylized look up shonzo's streams

sharp grove
#

Oddly specific question, has anyone here painted fur on a 3D model that they wouldn't mind sharing some pics of/telling me their process?

I have a model that I'm really happy with but I'm not great at texture painting, I've contacted a few people for a commission but no one is interested in doing it

#

Which is understandable, hence why I'm asking if anyone has any examples I could look at

#

I've googled stuff but Google insists on showing me sculpt painting which is not what I want

obsidian nova
#

Do you mean painting, like, on the albedo map/normal map? You’re going to have to be more specific.

sharp grove
#

Yeah, that's it, just purely the albedo map

#

Sorry

untold schooner
open scarab
#

That guy? yeh he's on a rant about that

thin shadow
#

i guess bforartist still doesnt work out for him

#

the search for inclusive UI continues.....

azure rain
#

I'm not sure they're going to find a UI that satisfying for them because 3D modeling is quite complicated

thin shadow
#

Either that, or make your own 3D modelling software. Blender is open source anyway, so at least it's an opportunity to modify it at the source. Or perhaps continue talking about it instead.

tough plover
#

I mean, do you really need to do that if you can just have the eyes actually move?

#

increase the smoothness value on the material for the eyes

#

that's a shader thing, not a texturing thing

trail python
safe sapphire
# sharp grove Oddly specific question, has anyone here painted fur on a 3D model that they wou...

https://www.youtube.com/results?search_query=hair+card+in+blender&sp=EgIIBQ%253D%253D

This is the best way to do it for Vr chat, a furry on twitch recommended this method since blenders particle system isn't the greatest.... and can create a very unoptimized avatar.

I personally can't follow the tutorials but i love the method...

also texture paint.

https://www.youtube.com/results?search_query=How+to+weight+paint+in+blender&sp=EgIIBQ%253D%253D

Basic- texture painting
https://www.youtube.com/watch?v=k4sMnJsVaxc

Here's a quick tutorial on just the basics of texture painting in Blender 3.0 Eevee! Hope you enjoy!

If you'd like to help support my channel, please consider making a donation! It helps more than you know : https://www.paypal.me/2kai

IMPORTANT LINKS :
💖 YouTube : https://youtube.com/tutsbykai
🐦 Twitter : https://twitter.com/tutsbykai
💸 Donati...

▶ Play video
languid fog
median lantern
#

Wow, that's really good!

drowsy goblet
#

Would it work to use this to make my rec room avatar for VRchat?

#

I guess as a model base, then followed along by this tutorial?

#

Or would rec room files not cooperate with VRchat?

tough plover
#

but honestly, I'm not sure why you would want to use recroom models in VRC

#

they are plain, cookie-cutter models that all look the same. they don't even have legs lol

drowsy goblet
#

thats the fun thing I like about lol

tough plover
#

¯_(ツ)_/¯

drowsy goblet
#

its just for the sake of messing around, I'm not really into the very humanoid looking avatars

tough plover
#

neither am I, which is why I use furry models lol

#

can see in my pfp and banner

drowsy goblet
#

lol

#

just realized, no legs = less work

#

i think

tough plover
#

eh

#

you still need all of the leg bones

#

you don't need them to be used for anything, but Unity requires them to be there

drowsy goblet
#

I know ;_;

hasty rock
#

how do I fix this

quaint jasper
#

"This" whatthe

hushed gyro
#

Added some RCS thrusters to my backpack, thinking about adding a door to expose the RTG

languid fog
quaint jasper
#

Is the first image from Unity ?

hasty rock
#

oh wait nvm

#

it was a triangulation issue in Blender, ctrl+t fixed it

grim helm
#

any easy ways to fix darkening spots from decimation?

quaint jasper
#

Any pictures ?

obsidian nova
#

1️⃣ It’s most likely that your normals got messed up during the retopology process. Try selecting the affected portions of your mesh, then to mesh>normals>average>face area.

#

2️⃣ If that doesn’t fix your problem, you might have inverted normals. Click the drop down arrow next to the overlays icon (the little icon with 2 overlapping circles top right); and check “face orientation”. Make sure you’re in viewport shading mode with X-Ray turned off. If you see any red, those are faces with flipped normals.

#

You can correct that by selecting the affected faces and then going to mesh>normals>flip.

#

3️⃣ If THAT still doesn’t solve your issue you might have fucked up your UV’s while decimating your mesh. Head over to your UV Editing panel and check to see if anything is stretched weirdly or sitting out of place. Reposition things accordingly if you find something wrong.

#

Good luck!

obsidian nova
grim helm
lean bridge
#

Hello~ Any ideas on how to fix that pixelated material?
I know that taking it like that to unity and applying some shaders does fix it, however I noticed that if someone sees my avatar with shaders off (safety mode) it will show pixelated version, which is not ideal since I had that in a shirt and avatar was basically naked when shaders were off.

cinder cradle
lean bridge
#

sorry? I dont understand

lean bridge
#

how would it cause lag

cinder cradle
lean bridge
#

you're focusing on the wrong part of the question. I just need help on how to fix the blender issue.

lean bridge
# cinder cradle

when I click it, it selects everything as blue/red except the problematic mesh

cinder cradle
#

screenshot?

lean bridge
cinder cradle
#

the one on right looks fine

#

blue means it's facing outside

lean bridge
#

how do I make it face outside? Cause it happened before with some pieces of clothing I added

#

I believe its a mesh problem, not material?

cinder cradle
#

you select faces and press shift + n

#

also check if you have opaque mode in viewpoint display when ur in materials tab

grim helm
#

Is it a problem with inverted normals? Im still new so im only guessing

cinder cradle
#

also if it's pc only avatar use backface culling

lean bridge
#

none of that worked for this avatar specifically but I'll try it next time I have this problem y-y thank you~

cinder cradle
#

remember that you need to set it for each one of them

lean bridge
#

only 1

#

also my blender does not have that settings tab under viewport display

cinder cradle
#

really?

#

can you screenshot what you have there

#

since it's important to have that settings

lean bridge
cinder cradle
#

ok what type of texture you use?

#

image texture or something else

lean bridge
#

image. So, I changed the material to the same as the other avatar that is working fine and it fixed it. So it was something in the material after all (?)

cinder cradle
#

yes

#

i suspected so

lean bridge
#

not the texture tho

#

just tried using the same image (png) and didnt work

cinder cradle
#

could be bcs of material settings

lean bridge
#

I found the settings tab, it was somewhere else in the materials tab.

#

unchecking "show backface" seems to have fixed the issue

#

although the good material didnt even have that option to begin with as I was comparing the two of them to find a solution

#

intriguing

cinder cradle
#

blend mode is in opaque

#

on good one

#

which is good

lean bridge
#

ohhh you're right

cinder cradle
#

opaque is quest mode

lean bridge
#

that fixed the problem and got rid of the show backface box

cinder cradle
#

when you work on avatar turn it on

lean bridge
#

I always make avis with the intention of making it quest compatible so thats a good thing to know

#

thank you very much for your time really

cinder cradle
#

opaque also gonna show black spots on transparent things so it will be easy to cut out

#

that's useful for vroid creators

upper canyon
#

I've hit a major roadblock trying to help someone, is there anyone here that knows someone that has autodesk maya? Issues with an avatar made in maya and I'm outsourcing help right now

devout scroll
#

Autodesk products

#

my condolences

storm sentinel
#

hey (: im a bit new to vrchat & have found a lil passion for making avatars & wanna start making worlds and other 3d things as well. i was finally given the ability to test & upload them just last night so im very excited lol

so im curious if anyone has any good resources for me to start learning more about 3d modeling in blender? cus i know you can basically create your own items in there and add onto your model as well, so i wanna learn more about that. i get overwhelmed with all my options so i figured id ask in here to see if anyone knows of good resources to start out

azure rain
storm sentinel
azure rain
#

it also include links for blender modeling tutorials

obsidian nova
#

@storm sentinel You should check out this tutorial series: https://m.youtube.com/watch?v=nIoXOplUvAw It’s not specific to avatar making, but is by far one of the best introduction courses for modelling in blender.

Blender tutorial series showing you how to use the most common features, like modelling, lighting, materials, geometry nodes and rendering - whilst making a donut.

Download the Blender Shortcut Hotkey PDF: https://www.dropbox.com/s/jg4fs4i8zw5bxt7/Blender 3.0 Shortcuts v1.2.pdf?dl=0
Google Doc version: https://docs.google.com/document/d/1...

▶ Play video
storm sentinel
#

ooo thank u very much

obsidian nova
#

This explains how to make hair from scratch if that’s something you’re interested in. https://m.youtube.com/watch?v=BqWYgrXw7Jk

A tutorial on how to make hair in Blender 2.8 with curves, a method that is very simple and effective that I have been using for my character sculpts.

▼ Sculpting Uraraka Ochako:
Re-Sculpting My Old Art | Uraraka Ochako in 3D [My Hero Academia] | Can You Improve In Only 1 Year?!: https://www.youtube.com/watch?v=iYNdfef1Uog

▼ My Gumroad Store (...

▶ Play video
#

For clothing, I would highly, highly, highly recommend you get a free 1 month trial of marvellous designer instead of trying to do it in blender.

#

Marvellous designer’s one and only purpose is to make clothing & fabric simulations. Here’s a good tutorial to get you started.

next minnow
#

Guys I think I messed up just a hunch though

nimble valve
#

v is for vrchat and ur just showing ur spirit <3

maiden bane
#

Cant decide if i want to make this a world or not. Annotations are how i plan it to look

#

@storm sentinel I started 2 weeks ago and fell in love with 3d modeling. If you go to my youtube Milkman910 and check out my playlist blender tutorials, I put every video I have used so far to help me.

austere rune
#

For some reason my materials dont show up in unity- even though they do in blender?? its just all grey and selecting the "use embedded materials/ legacy materials hasnt been looking for some reason

#

Also aswell- the model doesnt show up with textures in the 3D viewer when double clicking the models file.

#

I followed tutorials though- did copy mode on the materials and embedded materials but it doesnt show up still

#

Is there any way too export materials from blender by themselves and put them into unity or?

hexed wagon
#

help i cant make a neck in blender

pseudo knoll
fresh isle
#

Just extrude up?

hexed wagon
pseudo knoll
#

what are you attempting to 3d model?

hexed wagon
#

uhhh my pfp

#

and its mass pain bc its my first time making a avatar from scratch

fresh isle
#

Since I'm here btw, I make new model

hexed wagon
fresh isle
#

(Discord thinks this image is explicit so I can't upload it directly to this channel)

fresh isle
#

Here's a different one

fleet tinsel
#

Hey any help I can get to make an avatar with the model only on the hand?? This is my first time really rigging or making anything. Help would be appreciated

trail python
#

parent the little creature to your armature and weight paint it onto the hands

hexed wagon
fresh isle
#

So you know what I'd say

#

I don't know what your intended art style is, but what I'd say is just say screw it to properly connecting the neck to the head

hexed wagon
#

mk ill try

fresh isle
#

And just shove a tube into the bottom of the head

spiral sigil
#

beginner modeler here ig. trying to figure out how to model a character. any help would be appreciated!

#

trying to model my sona if anyone is wondering

quaint jasper
#

If you want to get started, having a front/side view of the design would help you out a lot

#

From there, you can watch any beginner modelling tutorial on youtube and learn the basics

spiral sigil
#

Ah

#

I was gonna used subdivided shapes and stuff but idk how to it properly?

#

Anyone with free time who could help?

cinder cradle
#

so you wanted to sculpt after? better do poly modelling

#

making avatar with subdivided shapes and sculpting them gonna give you very unoptimized avatar

spiral sigil
#

Oh

#

This is why need someone to tutor me. Those YouTube tutorials can’t be trusted

cinder cradle
#

depends on video

quaint jasper
#

They can, just need to go with something you can do

cinder cradle
#

if you know nothing about blender and you have goal in mind and you do then start with donut tutorial to learn shortcuts

#

and logic

#

then find tutorial where someone does model from scratch

spiral sigil
#

Ok

#

I’m just Lookin for someone to help instead of a video.

azure rain
#

people are unlikely to put in the labor to do a mentorship for free

spiral sigil
#

ah i thought so

fresh isle
#

I mean, I use subdivision while I work and my models come out fine

safe sapphire
# spiral sigil Ok

I use B for Artists Just because Blender is so not optimized for certain people.
And their developers seem to act very classist toward the 18 million
( file cloned from 1 Offical download) people who have tried it, love the core program,
but hate the UI and lack of intuitiveness

I'm More than willing to teach what I learned so far in that program.
But I do use modern methods of teaching.

with blender,
They have a policy, (note sarcastic comedy)
A) Create your own application UI, or code your own UI,
B) Manual optimize your workspace, memorize 200 keyboards shortcuts.
C) you have to program in display colors yourself & modify tool icons yourself.
D) our target audience is professionals only coders/ animators,
not you, not architects, engineers, not disabled content creators, not expert model engineers who can build an entire model IRL in 3 hours but want to go digital and 3d print instead.

and it's also a fact you will see that same classism on modeling forums about blender

and you can always delete sub-divides manually later,
sumtimes you have to subdivide to get sculpt to re-mesh properly.

trail python
#

when is this guy gonna stop lmao

#

so insanely unhelpful

#

"i am law enforcement so instead of using that im going to whine in a discord"

haughty rock
untold schooner
#

every time he posts a new paragraph he adds more bad takes to it

obsidian nova
#

It's going pretty well so far, I've lost a few details, but that's fine. Here's the original AI generated reference.

obsidian nova
# spiral sigil trying to model my sona if anyone is wondering

Follow along with this tutorial series, but instead of using his reference, just use your own. Its a little long, but super thourough. https://www.youtube.com/watch?v=Bnbkhf3QHew&list=PL5F48bE3OZbuaotqwyqWDI1UZvUTEiJSX&index=1

Making Link from Link's Awakening in Blender! Part one will cover modeling his body!
This is the model from this time lapse: https://youtu.be/uLjFNY5mLbg
We've updated a substantial quantity of the model and textures for this tutorial series! As well as updated the reference available! We will leave the old reference on the time lapse for now,...

▶ Play video
austere rune
#

For some reasons my visemes arent showing up in unity?

#

I made them all in blender the different shape keys but when I go to unity they dont show up in the descriptor?

trail python
#

ive had that happen before, i just fixed it by deleting every shapekey besides the 3 you need to generate, then regenerate all of them with cats

austere rune
trail python
#

yeah, unfortunately

austere rune
unborn pivot
#

Does anyone here love to weight paint? I'm not used to this blender version and im struggling just to select bones lol

#

was trying to see if i could hand this girl off for someone to fix the paint

trail python
dire cloak
#

anyone here good in blender that can help me with a few questions?

pine raft
#

Progress

untold schooner
#

really coming along isn’t it

spice pewter
devout scroll
upper canyon
#

Quick question, where can I view polycount in Blender?

pine raft
upper canyon
#

OH I don't have that turned on, can I find this in the menu?

devout scroll
#

or click overlays and statistics

#

overlays is the button top right of your 3d view

#

the two overlapping circles

upper canyon
#

Thanks pum, found it! take a cookie for helping me 🍪

devout scroll
pine raft
#

Retopo time fuck yeah

upper canyon
#

Nice topology

urban bison
#

every time i see a cool model vrchat i feel even more stupid due to the fact i can't do anything to contribute to the wonder that is vrchat lol

azure rain
#

I suppose you could always try to learn how to model

upper canyon
#

I was saying I use cats and optimising models, I don't know what triggered the bot lol

small valve
#

practicing

arctic valve
#

I'm rebuilding my RC tank model in Blender 2.79 and I've made a shape key to get the treads moving but the shape keys don't show up in Unity. The treads are made with an array and curve modifier. I know I can't just make the shape keys and then Apply the modifier for obvious reasons (it won't let you apply a modifier on a mesh with shape keys) so is there something I'm missing here?

devout scroll
#

you need an addon to apply modifiers to a mesh with shape keys

arctic valve
#

Can you recommend one?

devout scroll
#

can try this one but dunno about blender 2.7

#

you could also do it manually but it takes some time

arctic valve
#

Looks like there's a branch for 2.79 surprisingly, so I'll give that a try. Thanks!

shut mountain
#

made this, Free to use vrcLove

spiral sigil
#

so I am using blender and I am never with the program, How would I make a finger perfectly symmetrical from both sides?

spiral sigil
cinder cradle
#

you can also use these but they aren't perfect

#

you can try using just X

#

it will mirror all things you do on model on x axis

spiral sigil
#

alright

solar fossil
#

The x/y/z mirror options require your model to already be symmetrical and won't guarantee that it will remain so.
Mirror modifier can be applied at any time as long as you don't have shape keys yet, so would recommend that

#

Also check bisect in the modifier should automagically remove half of the model so that the mesh does not overlap after applying

abstract scroll
#

anyone know what tf is going on here?

the black areas arent supposed to be there and cause lighting and shading issues, I used a glass shader here to show where the problem is

no matter what texture or shader I use it looks like this

tough plover
#

looks to be either bad normals or bad UV's

abstract scroll
#

screwed with both with no change

tough plover
abstract scroll
#

just did that with no change

#

I honestly dont even know what I did, I just kept on resetting, recalculating, etc etc on everything

tough plover
#

could be disjoined vertices

abstract scroll
#

disjointed vertices?

I could send the blend file if it helps, I've been using blender for quite a while but gave up on tutorials as they've not once ever worked, theres a lot of things I dont know

tough plover
#

then Alt + N > Reset vectors

abstract scroll
#

M > By distance merged nothing

#

and ive already done alt + n

#

when showing mesh analysis for shading I see this, showing everywhere the mesh has the weird shading

the shading is almost metalic

tough plover
#

can you show what the UV's look like in blender, with your texture in the background

abstract scroll
#

texture is just a black material

#

it doesnt even have UVs

#

or isnt unwrapped

#

ive never done that and have never had this issue

#

again, I can send the file so you can see for yourself

tough plover
#

UV's can still affect shading

abstract scroll
#

ive reset the uvs, deleted them, unwrapped it in multiple ways, and its always the same

#

now it isnt even unwrapped and it isnt working

#

the model is completely fine in blender

jovial turret
#

So it looks bad in unity? Is recalculate the normals active on the fbx in unity?

safe marsh
obsidian nova
#

New world coming out soonish. There’s a scrappy version in community labs currently.

#

Reference image (used for most of the textures

untold schooner
#

looks good

#

is it just reference for the textures or actually used in the textures

shrewd horizon
#

i have an issue .. im trying to merge duplicate vertices yet when i do, several of the faces are deleted and i cant add them back in, is there a solution or did i do something wrong?

quaint jasper
#

Your UVs probably don't enjoy that process

spiral sigil
#

I am having an issue with attempting to mirror this half of the finger across its local center as when trying to mirror it ends up in the wrong places (blender)

#

how can I mirror it properly?

#

I separated the finger from the body and made it it's own collection

limber bronze
uncut imp
#

Does anyone ever have objects in blender disappear from certain angles?
It's not a camera clipping issue as the camera isnt even that close, and at the same distance from a different angle it shows up

limber bronze
#

check the scale of your object

uncut imp
#

The scale was fine. Centering on it with . didnt do anything, but apparently using muddle click on it reset the camera somehow and it stopped? Weird

alpine merlin
fallow isle
#

There’s not a proper channel for this but I came across this yesterday. It’s multi-platform, open source, and free if you want to compile it yourself! It’s an alternative to Substance Painter and Designer. If you don’t want to compile it yourself, it’s very affordable. I’m probably going to buy it and give it a go once I’m out of the hospital!

https://armorpaint.org/

ArmorPaint is a software designed for physically-based texture painting.

fallow isle
# spice pewter

OOo very cute! Is this private or can it be purchased and used privately? Particularly her face and maybe the body? 😮

haughty rock
#

💀

hushed gyro
#

I think car paint is my new favorite matcap

tough isle
#

Is there a way to make a model invisible from the inside?

#

(Inside)

cinder cradle
hushed gyro
#

*enable backface culling

tough isle
#

ok I tried that but i think it is modelled on both sides

#

i need people to be able to see out of it otherwise it blocks their entire view

cinder cradle
#

you need to edit it in blender then

#

so it only have one face

#

that points at one direction outside

pseudo knoll
#

you can hue shift it using some image editing tools

tough isle
cinder cradle
#

remove faces other then those that you want to have

#

then have backface culling enabled in materials tab for it's texture

tough isle
#

ok i'm currently in face view mode what do i do?

cinder cradle
#

depends how it looks

tough isle
cinder cradle
#

hide faces you want to be seen with h and remove others

tough isle
#

tried it but it just hid it on both sides

cinder cradle
#

do you have texture for it?

tough isle
#

no i'm using materials in unity

blissful current
#

Could you use unity with a macbook?-

cinder cradle
blissful current
#

scary

cinder cradle
#

2019.4.31f1 is only working with intel processors

#

on macbooks

blissful current
#

okay thank you so much

glad ember
#

i have no idea what's causing this, but everything i export from blender into unity is rotated 90 degrees. guessing it's coz blender uses Z for vertical and unity uses Y, but no clue how to work around that

#

dont want to make models pre-rotated, that feels stupid. and manually rotating in unity doesnt appear to do anything to the model in-game

dapper cobalt
#

if you export with CATS it should auto-fix that

#

i think there is some other funkiness that happens if you don't use CATs export as well

cinder cradle
#

you can fix it with cats bcs it sets forward cord for unity

#

u can also do it in export settings

#

apply scale to fbx all and apply transforms is also good

#

cats does it for you

glad ember
#

not seeing an export option in cats

cinder cradle
#

hmm if you cant see it cats cant see your avi .. do you have only import button?

glad ember
#

yea.

cinder cradle
#

u use blender 2.93 or something close to it?

glad ember
#

2019.4.31f1

cinder cradle
#

blender i meant

glad ember
#

no idea. latest one.

dapper cobalt
#

cats doesn't work on the latest version of blender..3.01 is the latest i think

glad ember
#

figures

cinder cradle
#

install 2.93

uncut imp
cinder cradle
#

its buggy in latest

glad ember
#

okay so failing cats, it seems like changing export options for fwd/up dont have any effect in unity. there a workaround?

uncut imp
#

Hmm maybe I haven't used the feature that was buggy since it's been working fine

uncut imp
cinder cradle
#

ctr+a

#

and then export

glad ember
cinder cradle
#

yes you had probably unapplied transforms

uncut imp
#

It seems there's also a forward and up selection in the fbx export dialogue which you can set the axis for those

glad ember
#

okay yea that definitely solved it woo 🥳

glad ember
#

or at least, changing them didnt appear to have any effect at all. at a point i even threw random values in those boxes to see what's what, and the unity model was just like lolwhatever

uncut imp
#

Lol fair. Yea I used to have that issue but it hasn't been an issue for a while so maybe a newer version of blender fixed it, or I've just been better at making sure to apply my object rotations on things

cinder cradle
#

ye whatever now you need face unity gl

glad ember
#

unity i wasnt worried about, testing/importing models is the easy part lol

cinder cradle
#

ur making something from scratch or just reupload updated version?

glad ember
#

huh...now the view isnt updating. ffs unity dead

#

nah, scratch

lone blaze
#

Making a 2.0 version of my avatar this time making the body from scratch instead of using VRoid Studio. I love vroid but I want to make it from complete scratch and I can have better shaders without having texture issues once it’s converted to quest

lapis smelt
#

how the fuck can i make those big faces have lots of meshes?

tough plover
#

you mean this? @lapis smelt

lapis smelt
#

yes

#

and the ones on top

#

beside the tail

tough plover
#

delete those faces, select the whole loop around it, and do ctrl + F > Grid fill

#

and tweak the options in the box that pops up

lapis smelt
#

might have to make a copy of this file

lapis smelt
tough plover
#

the vertices around the hole after deleting the faces

lapis smelt
safe sapphire
# lapis smelt how the fuck can i make those big faces have lots of meshes?

There is 2 ways to do it both involve a lot of extra work and memorizing alot of keystrokes.
The first way is using the vertices tool to manually connect.
then moving them around till they look the way you want.

The second is sacred's method
than going in manually and deleting edges. to make the square plains.

both of which is about 4 hours of work.

Blender hasn't fixed that in 15 years.
Also, note that some mesh types do need triangles and pivot type polygons to move correctly.
which you are going to have to put in manually>

I use b for artists now...
more intuitive user interface...

lapis smelt
safe sapphire
# lapis smelt Is having triangle meshes necessary?

It depends on the model, id have to seen a full model picture to tell which needs triangly or poly joint mesh types. for example this type of model need several.
ps don't mind the notes those are for blenders core coding team

lapis smelt
#

i did a method where i extruded edges and then merged the vertices.

safe sapphire
lapis smelt
#

I'm just making a model, doesn't matter if I make it in weeks or months

#

I've been making this model since 2 weeks.

trail python
#

man he won't give up lmao

tough plover
#

lol

uncut imp
thin shadow
#

if only the effort is channeled towards practice through trial and error instead of talking about it, it would've be easier to learn from that

mystic bridge
#

Ok so I messed up... is there a way to salvage this and all the colors without having to restart? I wanted to have this ported to Unity by tonight but that isn't happening. Any responses would be nice :3 I am wooped from meds so I am off to sleep.

#

To answer, yes I was using texture paint

lone blaze
#

Can someone help me out. I am having difficulty with the mouth. It doesn’t look right. I’m not really new to modeling but this is the first time modeling a person so bare with me

uncut imp
#

Has anyone that uses the blender auto import feature of unity (just put the blend file in your project and it auto converts it to fbx so you can use it as is) had it just stop working randomly?
I'd been using it for ages, brand new fresh pc last month, it'd been working perfectly and yesterday it just stopped working and now it freezes unity when i try import with it

safe sapphire
# mystic bridge Ok so I messed up... is there a way to salvage this and all the colors without h...

Saving alot with any art program can be annoying:
With a blender, you have to have back constant backups.
You also have to set the undo to about 1000+ back steps.
(thats thanks to its nonintuitive mesh & texture build system,
Layers are a thing in the digital art world)
save when you love something if you don't love something 100% save it as a backup.
if you saved the color when you loved it, you can do a reverted file.

But if you didn't create a texture map or save files at 25%- 75% done or if you luv the work 100%
yes, you will have to start over...

rigid hornet
#

Oh I seemed to have posted this in the wrong section, lemme delete and post it in the user support section

uncut imp
#

You can click this little icon up the top and select the correct image

#

or go open and open it up if it isnt there

devout scroll
#

look at some character modelling tutorials as well

lone blaze
#

I am watching a tutorial on how to make a model and I’ll look for some references. Thank you

muted raven
#

Made a new face back in January and wasn't happy with how it came out

#

But then took a few month break and...

#

I think this looks sooooo much better

muted raven
#

Yay Ruuubick :3

hushed gyro
sand nimbus
#

does anyone have resorces for vr clothing? i wanta start messing with avi dynmaics on clothing

surreal lance
#

guys help
why is the bra is partially dissapearing

uncut imp
surreal lance
uncut imp
surreal lance
#

looks like all the normals are wrong

uncut imp
#

👍no worries

surreal lance
#

I have to ask that do i have to scale my model to the unity cube?
I heard that 1 unity cube = 1 meter

uncut imp
trail python
uncut imp
#

Pumpkin tools can also just add a height scale behind your Avi so you can make it however tall you want

hidden aurora
#

Hey, I don't understand how this works. This didn't happen before.

But why does this doesn't show as the regular texture I assign it to and is overlayed with white? The model in the BG is what it looks like regularly. Then this happens to another similar model of it.

gray narwhal
#

Are you able to create a new uv for a model? The uv I have for one really sucks

mystic bridge
fickle nymph
#

Is there a blender equivalent to unity's "empty game object" for an armature? Something I can use as a parent for bones without being a bone itself.

wild vortex
fickle nymph
tough plover
mystic bridge
#

Good lord ok hi I am back

#

So when I am trying to upload this model into VR Chat there is a error message telling me to switch the shaders from standard to something VR Chat supported

#

I tried this on all my materials and it keeps saying I need to do so

tough plover
#

are you trying to upload for quest?

mystic bridge
#

Yes

tough plover
#

right, then yes all of your material must use one of the supported shader for quest avatars

mystic bridge
#

Correct which I am doing yet I am being met with this error message

tough plover
#

the only ones you should really consider using are:

  • standard lite
  • toon lit
  • matcap lit
mystic bridge
#

Right, I use toon lit

tough plover
#

if a single material isn't changed, the error will still show up

#

is there a "Select" button in the SDK besides that warning?

mystic bridge
#

yes

tough plover
#

if so, click it and it should highlight every mesh whos materials are not using a supported shader

mystic bridge
#

Ok... what now? I don't see a problem.

tough plover
#

do you have any other avatars enabled in the scene?

mystic bridge
#

Not that I am aware of or should have

#

This is what I have

subtle axle
#

who is an avatar creator here? dm me

tough plover
#

check the material on that

#

and what is that light? why is it part of your avatar lol

mystic bridge
#

I have no clue man

#

I tried getting rid of it in blender and it just wouldn't go away

mystic bridge
tough plover
#

okay, click on that mesh, and screenshot the inspector window

mystic bridge
#

Oh I think I found it

#

Wait no... sorry

#

I think it is reading these others as the actual part of the body for some reason

tough plover
#

those materials all exist on the mesh

#

you have 3 materials

#

if the other ones are unused, you should remove them from the mesh in blender

mystic bridge
#

Right but whenever I went to delete them it says i cannot

tough plover
#

you can't do that in Unity

#

need to go back to blender, and remove the materials from the material list on the mesh

#

while you're at it, should also delete that light

#

since lights do not work on quest

mystic bridge
#

Right

#

Ill BRB hopefully it works

#

Oh I know what happened

#

I ported the horns and it brought textures lmao

#

Smooth brain moment

muted raven
uncut imp
azure rain
#

like uv unwrapping and weight painting. don't have much to do with each other

uncut imp
#

You model and weight paint the Avi, export the fbx and then texture it in substance, and export the texture for it, then take the fbx and textures to unity

muted raven
#

Usually when i reimport a fbx from substance it removes the armature and i don't know why

uncut imp
#

Don't export the fbx from substance

#

You just need to export the textures

muted raven
#

but I usually use Substance to create a better Uv map

uncut imp
#

Ah. Well you gotta get the uv map laid out right first in blender

azure rain
#

your UV unwrapping happens in blender

muted raven
#

Yeah i wish i could use Substances uv's on my models, they seem to work alot better than any uv maps i've made myself

cinder cradle
#

you can always customize uv's if they suck at unwrap

#

always worth to spend some time on it

uncut imp
#

Yea. That and getting all your seams nicely laid out will always help a lot.

tough plover
#

@muted raven what? you don't make the UV map in substance, you do all of that in blender

#

Substance is purely for texturing

#

UV unwrapping, rigging and weight painting is all done in blender

muted raven
tough plover
#

I wouldn't rely on the UVs substances creates, you're better off learning to properly unwrap things in Blender

#

it's possible to use the UV map substance makes, but it's such a roundabout way to go about things. it's one of those bad habits that will come back to bite you in the ass

muted raven
#

Gotcha

#

Guess its about time to optimize my UV skills

azure rain
tough plover
#

the way you unwrap things strongly affects how the texturing process goes

#

and how easy it is to achieve certain effects

spiral sigil
#

Could someone help test to see if my model is okay to import to a quest compatible avatar?

#

Ill send the info in DM only but it was made in gravity sketch, is only 5mb and might need adjustments for import

cinder cradle
spiral sigil
mystic bridge
#

Back again for the third damn time today

#

So apparently just found out that models cannot be rigged unless they are in a T-pose

#

Is there a way around this to make it in A pose

#

I really don't feel like remaking another freaking model man

uncut imp
#

It's one of these two buttons. Don't remember which

haughty rock
#

iirc it also automatically forces a t-pose once you set the models rig to humanoid and start configuring, hadn't had any issues with modelling/rigging in an a-pose so far

#

prefer it personally over a t-pose tbh

devout scroll
muted raven
#

Experiencing a rare issue, no matter if I flip Normals or recalculate from outside ( I don't do both at the same time I have just tried both separately ) my mesh is showing up incorrectly in unity.

#

Press Alt + H

#

to unhide it in edit mode

#

You might be in a shape key that has moved that patch of hair possibly?

uncut imp
#

Doesn't look like a normals issue

muted raven
uncut imp
#

Do you have any shape keys or something changing the pose or shape of it that could be on in unity?

muted raven
#

I shouldn't but let me delete all the old shape keys and see

quaint jasper
#

Could just be unity precision, make sure the model is scaled correctly

muted raven
#

I tried Shape Keys and that didn't change anything, additionally this is all one mesh so im not sure how I would check for scale differences

#

I know the previous picture was from a distance so it might have been difficult to see, but from personal experience I would have thought this to be a normals issue

#

Oop i got it , I just tried flipping the normals again and this time it worked! yay me, but also yay you guys too

uncut imp
#

You can turn on viewing the normal direction in unity to always be sure your faces are facing the right way

#

Yo looking smooth. Nice work.

warm gyro
#

nice stuff

mystic bridge
#

Ugh

mystic bridge