#3d-modeling
1 messages · Page 133 of 1
you can just put your model into a T pose in blender, apply that as the rest pose
See, I tried that and it is still telling me the same thing
I don't know what the hell is going on
when you make armature changes and re-export to Unity, you need to go to your FBX's rig config and click Pose > Reset pose
Let me get back after my coffee break then i'll check
Yea that takes whatever pose it's in and moves it to tpose. Or so you mean actually adding the bones to the model you've made in blender?
Let me start from the top. I am trying to put in a very simple rig, doesn't sound hard. Except for some reason CATS doesn't wanna work on Mac now and all my simple and easy ways of fixing things are out the window. So now I am back in blender trying to manually convert a model to a T-pose in which I did not design it to go that way. I know you can use armatures to make it "pose" in blender but I haven't really done that without cats so now I am trying to relearn vanilla blender basically.
Have you put the armature on it and weighted everything to it first?
Right. So the way forward I see would be to create a base armature, I believe there's a few add-ons to add an empty armature or there might be on set up sepxifically for VRC that someone has made which would be great. Then you line that up with your model where the bones should be and apply that to the mesh
From there you can pose it into whatever pose you like
Well right so heres what I ended up doing
Right so I moved them back down
But when I port it over to unity, unity has a shit fit and tells me it is all wrong and that it isn't the right armature
Now it is telling me I have missing components
My whole right arm is now missing what the hell is going on
Imma just make a new armature at this point
Are the bones all named correctly?
did you even go through the Weight painting process?
Well no... my friend who taught me told me it was pointless as long as I use rigify
Weight painting is literally how you get your mesh to move with an armature. Rigify is a semi automated solution, but it's only to help you get started, not something you should use as an end product
I haven't used rigidy so can't comment on that
Yeah I know and I am paying for it right now lol
Dont you have to use this armature for VR chat?
its not a fbx its a prefab @tough plover
where did you get it from?
.-.
could you not just grab the drive from your old PC and slap it into your new one
But when I port it over to unity, unity has a shit fit and tells me it is all wrong and that it isn't the right armature
@mystic bridge you need to import models with CATS blender plugin for VRChat
And export with CATS too
Otherwise Unity has a seizure. And even then using CATS makes Unity spaz out too sometimes it is all bloated and counterintuitive
Two things:
- I passed out on my phone thanks for waking me up
- CATS is being strange on my Mac so imma try to fix it tomorrow
Actually it's just a few errors in the python script.
if you know coding you can manually fix the 2 errors the program works fine
it's just 2 bad only a small percentage actually know how to do that.
but using an older version is better.
yeah, I prefer to use tested and confirmed versions - CATS is tricky enough as it is. I don't want to deal with extra version incompatibilities.
So, after what happened several weeks ago I went on a little journey of self-discovery and self-improvement. Redrew and remade everything from scratch.
Here's my progress. I'm so freaking nervous. If only I could be more confident in my work, it would've probably taken just one week. (EDIT: Maybe even less than a week.)
How are 4 legged avatars rigged for full body?
@naive bolt there's a couple ways, depending on the look you're going for/amount of effort you want to put into it
- rotation constraints to copy movement of front legs
- custom animations based on Velocity parameters
- (best imo) procedurally animated using Final IK grounders and LimbIK
if the rear legs are digitigrade, you can also use Dragonskyrunner's guide to rig those
Final Ik is the best method, no I am not biased
Interesting, thanks!
wip!
That looks awesome!!!
proud of dis hair
https://cdn.discordapp.com/attachments/931698158927491172/969435275237421156/unknown.png
Been working on this model and happy with how it's turned out, but I'm wondering if there's a more efficient way to create the translucent effect with 2 layers I've got going on (the outer layer being slightly transparent)
Right now I've just duplicated and shrunk the mesh just to test it which does work but bumps it up to 44k polygons which is gross lol
Anyone have any ideas??
Glow is also temporary btw it looks kinda obnoxious as is
Just wanted to get a feel for it in blender
Poiyomi shader can do that 
Here's a base I tried to make for one of my friends avatars.
first pass on that poiyomi shader thing, not sure if i've replicated the transparent/second layer effect with the rim lighting enough but
Looks good !
thank
not sure if this is the right channel but i'm a bit stuck - my bounding boxes are/seem to be rotated, i've never come across this before
not really sure what to do about it
make sure all transforms are applied in blender before you export
click on your meshes and do ctrl + A > All transforms
i have done, didn't seem to do anything :(
then do the same for the armature
also, do you really need to have those 2 meshes separate?
Are the VRCEmote, VRCFaceBlendH, and VRCFaceBlendV used for anything?
I'm wondering why they are there and if used for important purposes
Working on a world made fully from scratch.
cute! but I hope the skybox is temporary, it seems to completely not fit the artstyle you are going for lol
It is
its perfect, i love that.
sum hair texturing
i have a model all sculpted up and everything in blender, but theres some stuff that needs to be done, im just not sure exactly what, is there anybody that would be available to walk me through it?
oh is this where i should have been asking my questions? not sure how i missed this channel...probably because i was already in help and it felt like a continuation from what i was discussing previously... >.<
https://www.youtube.com/watch?v=GtuVV2waX4M << so i linked this video in the other channel before realizing it wasn't quite the right one. i'm wondering how he does that sweep to select everything at 5:22.
Series playlist: https://www.youtube.com/playlist?list=PLhiuav2SCuvdEAbUzJxSqp61fNiPTFfwb
A beginner friendly video series that shows how to export a model from the game Koikatsu to Blender. This part shows mesh and armature fixes.
Chapters:
0:00 Small warning
0:23 Armature info and mods
4:46 Mesh info and fixes
C in edit mode
select mesh not armature
where is that selection?
you right click
well crap, it might be left click for you. i use old blender settings but the body in your scene for example
i am blind or doing it wrong. sorry
i might have to start over. at some point i made my character a wireframe and don't know how i did it.
I have an issue
no, it should be in the upper right. something like this but itll be a little different for your set up
My 3d viewport is going fast when I use my mouse, how can I fix this???
yeah
also is there a reason your bra is separate?
oh, its a toggle
ohh so you can have bra or no bra? that makes sense.
yes
ok so i clicked on body, hit c then did the swipe and it still didn't select any of the mesh.
go into edit mode first
also figured out how to hide the bones which is nice.
if you mean this than i already am.
mmm only thing i can think of is hit 1 on your keyboard to go into vertex select or maybe seeing the model might jog something
gonna restart and get back to that point so i don't have something weird that might break stuff later like not knowing how i got into wireframe.
what's that do? (i already closed sadly)
its a shortcut for your shading mode
you can change it in the upper right corner too
oh shoot i bet i clicked those.
since i'm at this step again, how do you decide what meshes other than hair to separate out?
i've just been doing hair cause i don't know if something else like the headband or hte glasses would be worth separating out.
i guess it would depend on what you wanted to toggle in unity? thats what ive done so far
i know more about it with world building lol
ahh. so if i don't want her taking stuff off don't separate it? why do we separate the hair out then? never wanna toggle that.
separation makes things a lot easier to edit in blender
my model after cats 1a.
im not gonna lie, i only use cats for the viseme generation
as far as i know it's the only way to import my PMX files...
but when you want the hair to be on, you go out of edit mode, select the hair first and then the body, then ctrl+j
huh i tried selecting the headband here but the hair kept it's orange outline...hrm.
figured that bit out. i was being dumb there.
it's cause i had the hair selected in the upper right box. so kinda dumb. 😛
holy crap is this headband a pain to select with all the ripples...
oh wait wasn't there a way to click a vertice and have it show in the bottom right menu?
oh that's so much easier than the c thing. though the c thing would be cool on a flatter object. 😛
i think you might be looking for alt+z in edit mode
not sure about vertices showing up in the bottom right?
material viewer
when you click the vertice with material viewer open it highlights the material that is on apparently.
should glasses be on the head vertex group or is there a face one that is better?
ended up putting them on the head. we'll see if that borks it.
ok now to cull these superfluous bones. i'm guessing i do that from blender?
Indeed
So I am trying to get the half of the finger to be set on to the missing part of the hand so I can continue sizing., how would I reconnect the two?
how can i remove the shadow from those spots?
Something with your normals or geometry is screwed up
Have you got the normals set to smooth?
And what does the mesh itself look like
here
how can i do that?
There a big hole there, you can see the mesh on the other side through it
i see no hole...
i can't tell if its a hole or normals issue so recalculate the normals first
FIXED IT
There's still a whole bunch of edges that disappear off to the side and don't connect to anything else along the edge of it.
Everything else is very nice quads so I doubt this one little face would be full of ngons
Actually some of the other joins have ngons too so maybe 🤷♂️
i must be blinder than i thought i was lmao
Turn on face orientation and that'll show if it's the inside of the other side or not
So idk if this is the channel to post this but how do I apply a mesh collider to a map so I stop falling through and going through walls
I’ve watched tons of videos and I can’t figure it out
Don't use mesh colliders, use primitive planes and cubes, and remove their mesh renderer component in the inspector instead
Do VRChat weapons need to have a Amature or anything?
@nimble glade might help if your trying to make like a super complicated foldin animation
but otherwise not really
Ah, Thank you so much Xx
ive been working onthis scene for a while and dont really know what else I want to do with it anyone got any ideas?
Maybe adding a few other smaller rocks here and there around the grass?
actually yeh
that would help xD
i was an idiot and made high fidelity leafs for each tree so its 16m polys for the renders
Ouch, must be lagging like mad 💦
Not the best suggestion but maybe have it so they're injecting the heart with something? Like infected blue viens where the class are inserted?
i was gonna do that but animation would take too much time and turn in for the project is soon xD
Ah, well it looks really cool so far
W.I.P bon jovi thoughts?
Realtime VS Baked lights
to much bouncing light indirect intensity at chrome surface
another example of baked indirect bouncing lights and shadow
Hey guys, I've been trying to make my own 3d model in blender from scratch and add it to VR chat, I'm following this guide and basically it says to rig the model I need these parts.
but I'm really confused about how I'd rig the hips.
I've tried figuring it out in my head and I imagine there'd be two ways one being correct and the other not correct.
which one would be correct?
my model uses a cone for the body
it's super basic, I've never used blender before and I achieved most of what I've done by just going through the user manual.
not an ideal model, but idc if it looks goofy cuz I made it lol.
I guess the 3rd option would be, since the hips are already part of the "Hips,spine,chest" I don't actually need to make new ones for each leg
So I am wondering how long I should have my fingers for a female avatar? and the main finger shape is intended. (I am going to copy and paste the rest from the pointer)
an animeish female avatar in specific
That's really down to just whatever you think looks right and your preferences.
Maybe place a plane with an image of the outline of a hand behind it Aude use that as a guide?
does anyone know of any software like substance painter for free?
Someone actually mentioned something like that few days ago
@elfin sequoia
I havent tried it out myself though.
ill check it out thank you
there's 3 I can think of:
- armor paint
- quixel mixer
- Procreate (on ipad)
you can get substance for free for a year if you sign up as a student
not even sure if this is even the right channel for this but
this gives me the chills looking at. this very, very small open area on the inside of the eye, was noticable when i jump in vrchat. i think physbones is to blame because ive never seen this before on this fbx avatar
on the outside it doesnt appear material 19 makes it blend in with the eye, so i have no idea what caused it
just gonna replace the entire fbx and see if that work
You dont have physbones in your eye so i dont see how that would be related
unless you have some crewed up weight painting from something else affecting a stray vert in the eye
your issue aside, what is it with all of those materials? sheeesh
i have procreate i just dont know how to import my 3d model into it
Yo anyone here know how to do furry rex models well, i have someone that’s gonna make me an avatar and doesn’t know how to do rex models well, if someone knows how to do them professionally pls dm me, then I’ll make a group chat with us three so we can get this to work.
Not really for VRChat (for now) but wanted to share
so im wanting to append this head to the body in blender but when i go to do that it comes up with all this and im not sure what to do 😓 if i just select it all it comes up with
this and then nothing happens
would someone be willing to attach the head to the body for me? i can send u all the files this is just stumping me
@dreamy falcon "Append" probably isn't what you want to do here. that is how you grab a certain resource from another blender file
ohhh i was just going off what google said
you want to delete the head from your current body, aswell as the bones for it. then, import the FBX for your new model, remove everything but the head, then align it.
you'll also need to merge the armature of the new head to the main armature, and fix the bone hierarchy (parent neck bone of new head to chest bone). then, parent the new head to your armature, and join the mesh to your main body mesh
ill try and work that out
this is the first time ive done something like this so its all new
this is a stupid question probably but where tf is this button in the latest Blender version? I can't find it
it's literally just not there for me
enter edit mode
anyone here good at 3d modeling stuff? :3 I was thinking of making in a theme of 1800s
like steam trains etc with underground civilisation
but dwarven industrial age
but the model estque looks like skyrim vibe
Blender <-
I had the mirror on but the new cuts weren't copied on the other thigh and I'm malding so hard what did I do wrong
does it not take effect in edit mode or sm??
ok I still don't know why it didn't mirror but I figured out how to to symmetrize the edits
Cuts don't mirror no, mirror is for displacing geometry, you would want to use a mirror modifier for other types of edits
ah okay
mh'. I'm looking for someone to do a professional scaly avatar from scratch. I'm willing to pay. Does anyone know any good avatar developers?
check out the vrc traders discord
I don't have any 3d development experience
vrc traders discord in #community-servers-old
easily a few hundred dollars for a model from scratch
oh jeez as soon as I tried to join I got auto banned
I went to type ;verify but I think I clicked "Join" instead and got auto-banned just now 😦
not sure. their bots are weird as hell
might be because your account is new
they have an extreme amount of security l0l
it is... it's mostly to preserve anonymity
but I'm 100% serious, I do need an avatar and I have money to spend.
screenshotted my message in a diff server because I'm too lazy to retype ✨
You could probably remesh now or later, probably more of a preference thing; however, you wanna make sure you don't increase the poly count too much before re-meshing because it becomes a lot more work.
alright
how do I fix this arm nipple
remesh/smooth or fix in edit mode
ok ty
1.7 meters is a good avatar height?
Depends. That's very subjective.
Is it easy to add a backface to surfaces in blender?
This should be a shader thing, unless you are trying to make something "thick," in which case you could use the solidify modifier
what if i wanted to use shaders that dont support that tho
but oki ill try the solid thingie
uhh... it is pretty easy to add it in iirc,
but if it doesn't and you don't wanna edit the shader, the solidify would prolly work
yeah id love to have it work without showing my trusted rank and also for ppl on quest / using custom safeties to hide shaders
ohh, so you are using the unity standard shader then?
yip yip
fps go nyooom
i hate bloat and extra work for different platforms and safety groups
xD, I mean, I respect not wanting to constantly change shaders to make quest, but in reality, adding a lot of polygons is going to be worse on performance than a changing the cull mode of a shader, although I understand the quest cause they don't allow it
also i dont wanna lag myself out more than i need to or rely on potentially outdated shaders, those always break after a few weeks, months or years and in some maps or situation setups
Fair, but I mean, something like poiyomi isn't going to be any more out of date than the mobile shaders for very simple stuff like what you seem to be doing
id need to do at least 3 material setups then and check each of them in a ton of situations
no thx
¯_(ツ)_/¯
and theyd still look, react and behave different
you can likely tweak them to look identical, but idk how bad the standard shader murders the look of stuff as fallback cause I don't use it xD
i use a modified matcaplit setup with custom properties and a shading fix
standard is not supported on quest
but I believe pc falls back to standard, yes?
I really need to look into matcaps soon
mayhaps
also, I checked and adding Cull Off to the pass of the shader enables backfaces (just to be informational)
might actually work on matcaplit idk
it can process some material keywords or what they are
f
Maybe they will update the quest shaders at some point, changing cull mode shouldn't hurt performance terribly much
can transparency be done in blender btw
bc transparency isnt supported on quest by vrc
you just have to cut out the mesh you want to be transparent.........
not really a great option but also not much you can do about it. Another workaround that eats into the benefits of the restrictions
not sure how much extra polys vs transparency affects performance on quest though, so I won't comment any more on that
so, I have begun my own little journey into blender, with the hope of eventually 3-d modeling characters I already have, and possibly porting them into vr-chat.
Just wanted to know if anybody had some advice for somebody starting out from literal scratch with no experience.
I already know of a couple tutorials i want to take a peek at immediately but other than that lol
Yes just select the faces you want to be double sided, duplicate them and flip the normals
:o
Who's that pokemon?
Earthworm Jim
Tbh I can barley tell what the picture is.
The same as what you've made but just longer and a little curved?
so i got a hat on a model and i want to use physbones to grab the hat and take it off like you would, i also have hair and a tail that needs to stretch when pulled and not just moved using physbones how do i do that?
Not exactly, i just want to have it scaled to what it looks like in the second image
does anyone know how to fix this in blender like
can anyone provide me a resource
im using a vroid model and it has clipping issues
i want to fix this and i think it may be possible in blender but
i have no idea how to
looks like a weight paint issue
gonna wanna research tutorials for that, as many of us hate weight painting
Would it be expensive to pay someone to fix it?
Might have to import the jacket as a separate asset and then fix it accordingly like that like when people buy clothing assets and then fit them to their models but im sure that involves weight painting too
you could use the inflate or grab sculpting brush to move the jacket a little bit forward
Would i have to import that asset separate from the layers under?
cause i think if i pull or use the grab brush itll affect my model itself if i export into blender but im not sure ive just started using blender more this year
you could separate them in blender
A short tutorial on how to separate a mesh in Blender.
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Thank you ill try that and see if it works, its only 1 layer so it hopefully should
hmst
idrk where to post this but what do yall think?
should I have stuff like tails and other things extruding from the body separate from the main body mesh?
It really depends on the type, like, it would make more sense to have a thick tail be actually attached to the body, would be easier to work on it while separate and than merge it back with the body later, just make sure you have the right amount of loops for easy merging
omg that 10 pack tho
Daym that boi is jacked
The tail in question is going to be a rounded tube
shape
Using some references ?
Yes I have a few
The only issue I have is knowing how to apply clothing that doesn't clip
i think i have inverted normals how do i fix these?
In blender, use Alt+N to bring up the option to flip normals.
it isnt doing anything even when i have the model selected
anyone know why it keeps freezing at this point while importing the latest sdk?
you can use a data transfer modifier set to vertex groups with nearest face interpolated to hackily steal the weight painting of the base model. Then manual tweaking till it looks good. You can also use a blendshape to make the parts that clip small and toggle that with clothing (or just delete the unecessary faces if it is not going to be toggled.)
Eevee can be kinda cool sometimes
Sometimes when you import the game asset mesh from Blender to Unity, it looks like the mesh normals are flipped inside-out. Follow this video tutorial to learn why it happens and how to fix it!
Tutorial post on my website:
https://www.lmhpoly.com/tutorials/how-to-fix-flipped-normals-in-blender-unity
👉Subscribe to my channel: https://bit.ly/32a...
Is there any place I could find a free base model for an anime avatar that is compatible with quest 2
;
vroid
Thanks a lot for the tip ^_^
mmhm!
Any recs for resources (tutorials or videos or courses or anything) to learn to model clothes and ears and tails and stuff? I'm pretty ok at more geometric modeling but I'd love to learn the more artistic side of things
Looks awesome! You could maybe add some depth with some normal maps on the gold, make it look engraved maybe?
Look at a lot of references and have a clear idea of what you are trying to make in your head (or draw it it out if you can). For tails and ears, you can use bezier curves for ears and tails as a starting point and then add sticking up hairs /splits later in edit or sculpt mode. For clothing, a lot of times you can duplicate your base mesh, move it around a bit, and then have clothes. This is not necessary though, as some clothes really cannot be done this way. Cloth simulations are another way to make clothes, you can look it up and find a bit of information online about how to do that. You say you are good at geometric modeling. Does that mean you haven't done much in sculpt mode? If not, sculpt mode is really helpful for moving around meshes. I am just learning that myself, but switching between the different modes when it works best is good practice and leads to better models. Really just playing around and figuring out what works best for what (pretty much learning the tools you are using). Another thing I like to do is look at other models and see how other people did what, although I find a lot of free models are kinda bad xD
One video I found informative on clothes was this one: https://www.youtube.com/watch?v=LFW6iq74WpA A lot of mapping information that I need to play around with one day
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#Blender #3Dmodeling, #modeling
Thank you for the wonderful thought out response and video reference friend~ ❤️ I found a neat tutorial for cat ears with bezier curves so I may give it a shot! I should try that move-it-around method for some simple clothes. I wonder about the cloth sim? I saw there's specialised programs meant to do that, I wonder if it's worth trying?
Geometric is perhaps the wrong way to word it - but I have very little skill (like negative skill lol) with painting, drawing, and sculpting - and I've not put enough practice into it. I want to get better at it! Hopefully I can improve 😄
Never tried the Marvelous Designer (the clothing program), but I expect it would be pretty good as I often hear about it when looking at resources. Personally I am going to stick to blender cause it is free and I like the program a lot, but if you make money off of 3D design, it would probably pay itself off (as it is not on a subscription iirc). Good luck on your modeling!
First time actually doing topology- .. I'll have to learn more about it because it still kinda unoptimized 😭
Not bad for a first go at it.
Does CATS have a T-Pose button? Or is there a way to T-Pose an armature in Blender?
Manually 
was just doing so🥲
one way to do it is to enable Auto IK and X mirror, setting the chain length to 3 (mousewheel), grabbing the wrist, and just pulling it in the X direction like 1000 meters
and then manually re-adding the elbow bend
so I turned those on, I just don't see how to get the chain length to more than one bone, also there's no wrist bone unfortunately...
you probably still want a wrist bone to be able to actually move your arms at all
if you don't do that, I don't think your model can be considered humanoid
Oh! I do have a Humanoid armature, I'm just trying to T-Pose this one before merging them together...
What I'm having issues with is when moving a bone, the parents of it do not follow
Oh, never-mind... I just had to check off this Connected option in edit mode
Does it matter if I leave it off? Or should be ON on a humanoid armature?
depends on the bones. the shoulder bones should not be connected to the chest
but the wrist, forearm and arm should be connected
I see, thanks
So I've got the basics down, but how do I link them together? (I know I'm not done with the model but I need to link some together right now)
Select them all and press J to make them into one object
Tyyy
np
My pc cant run blender I need someone to do something for me if anyone can
I need help with optimizing a avatar for quest since my pc cant handle blender otherwise I would have done it myself
It would kill me not to use Hannah-Barbera/Filmation eye coloring, but maybe it would be for the best
Making goku 😄
If you intended more anatomical structure and details in the face than the source material then I heartily approve
anyone know how to un solidify a tape wrap? i rather have it two d since it adds way too many poly gons
\
Select the inside or outside edge loop, ctrl + and delete
gotta love 60% keyboards
can't do + properly
yep sorry i can't do + without holding shift which changes the command
perhaps there is another alternative? other than remapping my keyboard
Damn I see what you mean. I've tried reducing the anatomical and structural detail to look less like average steve and more unrealistic. I'm not too sure about the nose and struggle with approaching the eyes. I'm trying to follow FighterZ's goku
Larger irises would go a long way
Nose is tough if you're not already planning for a toon shader
i appreciate it i had a save of the object prior to applying the solidify so i just copy and pasted :)!
from 8k polys
to 700
just from that
Finished this in Maya for my class
Guys, how do I please fix this so it looks like a flat surface with metallics ?
I tried :
- All faces are the same side, front
- recalculate outside
- shade flat
- weighted normal (keep sharps)
Talking about the weird effects on the dial
@prime zenith mark the outlines of the circles as sharp, same for the outer edge of the watch face, then select the whole thing and do alt + N > reset vectors
I do have the sharps, tried the reset vectors, it fixed a lot but not the lower part
are there any n-gons?
Yeah
that's your problem
triangulate them or make them quads
Did not help though. Not it's like this
can you show it in blender
can you show your FBX import settings
enable Read/Write, set Blend Shape normals to Import, and increase the smoothing angle to like 120
No change
can you select the whole white part in blender and do alt + N > Set from faces
also, that thing is 1 material right?
...right?
so you're telling me that every color is a separate material?
okay
The dial definitely be separate
it doesn't need to be though
if you wanted to easily have different designs, you could use Poiyomi decals
or a Flipbook
I am definitely not going to use mettalic material on the hands
Not important currently. I need to fix the dial
can you try doing a merge by distance?
Removed 0 vertices
If I apply the armature modifier it suddenly shades everything correctly
oh yea could have been a shape key issue aswell
applying the armature modifier fixes that
odd
try making that whole section disconnected
select that whole white part, separate the mesh, and join it back
you should apply that weighed normal modifier
Does not fix it
I have no shape keys on the mesh btw
This is obscure. I don't understand how an armature modifier messes up shading
I fixed it. I scaled my armature to 1,1,1 (it was bigger than that) and I did CTRL + A and Rotation & Scale
Hey
I need some help
I’m trying to make a model in blender
Uhh
Guys
Anyone?
Can someone help me pls. I am trying to build and test my world but it won't let me. Each time I try to it just load for a quick sec and stops and nothing happens. No red errors are in my console btw.
Which specific step ?
Are you following any tutorial ?
Find any for model creation and follow along with the steps
Does the console show anything at all ?
I’m trying to model my own thing
Yeah that doesn't matter, the steps are the same for all models
srry to join and be that guy but
Hm
Nice
rigs a little fucked but looks fine on mixamo ig
Is that on blender
Smoothing some of it and enabling the auto smooth for normals would help a lot
So I need help mr djuan
just need help texturing and fixing the rig
Texture paint works fine, you just need to set it up correctly
im learning myself too
How do I add
add...
oh a light?? I havent messed w any of that
What are you asking?
Rain sensei here, ask me as many questions as you need, we’re making a head out of a cube.
btw that cube was 2m by 2m I had a slip up don't fight me.
I'm using blender 2.9
I’m sure you’ve seen a lot of people who get perfect circles and start pulling here and pushing there, and in no time they’ve got a pretty face. That’s sculpting, if you want...
Start with that
You're not gonna go anywhere by trying random stuff
In this Blender 2.92 Tutorial I'll show you how to take a 2D drawing and make it into a 3D model!
This is Part 1/2 of this video. In this one I show you some quick basics and how to model your character. In the next part I'll teach you how to UV unwrap, texture, light and render your character.
✷MORE TUTORIALS✷
2D Drawing to 3D Model Tutorial ...
I used this, it helps alot
Few tips
makes sure the reference you use, the arms are out, and the hands, they face palm down
helps later w rigging
Ok
Not that I know anything about that w how much its messing up for me
weight paint the sticking out bit to the bone it should belong to
looks like it needs to be weighted to the upper arm
Full weight?
yeah
alrighty
if it looks weird you can weight a bit of it to the wrist
i'll try it out
it's currently weight painted as such but idk what's goin on
whenever it's weight painted the sleeves will go backwards instead of where i want it to be
I’m doing pretty good!
I finished modeling how do I rig
Ok but is it done I gave it megarig
if you can't follow one you can try another
I started to make a hatsune miku avatar, first with the base and yeh
blender is so hard to usee
Much easier with tutorials !
if I were to have an electrical cable that is going to be moving along with two hard surfaces should I have the cable be separated from the base and object that will be "powered", like how would I go about it?
specifically for an avatar
gonna need to see what you're working on
okay give me a sec
there and with an example of the "cable"
theres an included addon for that if you still havent done it
i think its in the extra objects for curves if i recall
Hey, does anyone know any good resources on modelling clothing on top of a base model? Mostly on transferring weight paints, since I hear that's a good method of helping with it tremendously - since I don't really know how I'd go about doing custom clothing efficiently. (FYI: I use Blender, like most people here)
A similar question, is there a good, simple model to look at for modeling/weight painting around the hips? I can't seem to figure out what the edge flow and weighting should look like
I can put bones into the curve so they can flop around and move along with the moving objects?
yeah i don’t see why not
How do I add something to appear on my avatar when i mute my mic
add the MuteSelf parameter in your FX controller as a Bool, and make a toggle using it
Do you mean putting an asset onto an already rigged base model? Like a gumroad asset someone made to something like Pandaabase? Renipuff has a recent tutorial for doing so! If you don't have CATS already I definitely suggest it for merging armatures. There's a "cheap" auto weight painting method for after the armatures/objects are parented. You can use the data transfer modifier to do most of the weight paint work after parenting the piece of clothing to the main armature.
explain more please i have brain damage
oh god I have a shirt I really like but its not weight painted, is anyone able to help maybe?
so you see, what you want to do here is weight paint it
should fix your problems
Hello, i am redoing my model from scrach. this model has been made by a friend of mine some time ago. And when i click on the head collider it shows the "hitbox?" of it.
But since i made a new project, ia cant see that view when i click to edit the collider. any idea what could be wrong ?
this is what i see on the new project(nothing)
idk if this is even possible but is there a way i can export everything from blender into a unity project because it dosnt take image files with it
xD
that is good, you do not want the images to come along
you should be importing those into unity separately
if the images were to be packed with the FBX, it would blow up the file size for no reason
ah
working on different model atm this is just my template do you guys know if there are any good resources on how I would go about rigging this to work in vrchat, any videos or reading would be nice.
A lot has changed since I made this one last year. Thought now would be a good time to bring it up to speed. Learned a few new tricks this time too~ Hope it helps :)
Big thanks to all the amazing helpful comments from the last Rigging Video to help find shortcuts for this one~!
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyul...
Hoi there, Rain sensei here, this video is a recap of my 3D modelling series Parts 12 to 13, covering rigging your model.
if at any point you feel as if you need a more thorough explaination, seek out the relevant episode and scrub through it to find what you are looking for, I will slowly explain things in those videos, so please check the ori...
Actually the other is bettee
well, you can just watch both, the first one is 1:30 minutes
there's also the common bone names and hierarchy you can find pinned in #avatar-rigging
I have a rig already made. Sorry I should've specified just wondering if if there is anything I should change to make it compatible with vrchat or some way to test that it would work
you want hips, spine and a chest bone
so just subdivide your big body bone into 3
also the thigh diagonal bones aren't needed
would anybody who's experienced w modeling want to take a look at my models edgeflow n stuff sometime soon? kinda dont wanna post it publicly and could use some advice for things like the elbows and knees
also it is an anthro with hind legs so
does anyone know what type of lines are this in the edges?
they are not seams lines or sharp edge lines or crease lines
hmm
looks like there are doubles
might wanna select all, do ctrl m and merge by distance .0001 or .001
somethin like that
weird color
there's seams, sharps, bevel weights, creases
not sure about what else colors edges
also ping if ur interested
hoooh teach me....
thanks it was an automaticaly genereted bevel weight using the solidify modifier
so i make a bool toggle and name it muteself?
make new layer in FX controller, make 2 states, have transitions between them use the MuteSelf condition
I think you guys should discuss this in the correct channel 
why did I not know about this
Thank you I got it to work
can someone give me tips on how to make the eyes?
so this is tangentially related to 3d modeling, but I want to model a log cabin for a world but I'm too lazy to come up with my own floor plan, but most of the floor plans for them online I'm finding are thousands of dollars, which is a little out of my budget...
does anyone know where I can find good public domain floor plans for log cabins/housing in general that I could use to make models out of?
nvm, found one
@crystal steppe if you still need another one of the floor plan creator, there a site called floorplancreator.net which allow you to make a floor plan and see it in 3D and export it as a model.
oo that looks nice, thank you. I just started the process in blender and that looks like it'll be much less tedious
I believe you get one free plan at the start, but then it like $11 per 10 plans, but if you just trying to make a simple room all you need is a ruler and piece of paper and blender, good luck
thanks!
Working on a huge pack of Low Poly Prop Models for Worlds/Avatars! My Progress so far!
currently experimenting with just subdividing my model (minus horns n stuff) completely because why not
Performance
i mean
it is just an experiment lol
besides
here's the tris before subdivving
also going back to the unsubdivved one and trying to improve the shapekeys
Firts time trying modeling with blender. Takes some time to learn but it´s really fun! Still so much to learn!
I finished modelling my avatar, but I want to seperate my head and put it on a different base mesh for clothes. Is it possible to just seperate the head and the body to be two different objects, or do I have to merge the head vertices onto the new base mesh?
Depends on how clean you want it. You can have them be two separate Meshes that don't match perfectly, but if the neck is visible, it might not look great unless the vertices are aligned.
Alright, gotcha. I have been trying to attach the head that has a 96 vertice edge on it with a body mesh that is way less than that. Are there any tips or tricks on how I could attach merge vertices without having the neck look jagged?
(This is what the head looks like btw)
you need to uh.. step down (?) the topology flow
dunno how good of a resource it is but i remember looking at this one from somewhere else
referring to this piece of advice should I separate my chest piece into multiple parts for the bones
@devout scroll sorry to ping u directly but youve been very helpful need your advice on this
not necessarily but you could add some more loop cuts around where the bones would bend
thanks
So on my cats plugin, I can't use the atlas texture optimatzation. and when I click to the linked site, it doesn't exist. I use 2.8a Blender
Hello, how can I make a horizontal edge loop like in this picture? to make windows, they always come out vertical for me.
Oh dam it's been a while since I used probuilder.
Does it let you select two edges and creat an adge between them? You could put them on manually that way
is probuilder like an ancient thing?
ok I will try that, I somehow accidently closed my work without saving
it looks like it did create it but when I try to move it, it extends the wall itself.
it cuts based on what you have selected i think
if you select a perpendicular edge and press loop cut it might do what you want
loop cut? where can I find that options
or whatever the setting that adds a loop is
alright
The standard way people make models is generally in blender, and then import it to unity.
alright, I might have to try that way
Not that there is anything wrong with probuilder. It's good for creating simple things but blender just has a much larger toolset and allows you to make much more complicated things more efficiently.
I see, thanks for the help
Np
thoughts on the model?
Topology looks clean enough.
The shape is ... Interesting XD
There's way too much thigh gap for that thichness
And? You can still make the thigh gap smaller with the mirror
Just if your trying to look semi realistic for the thickness ofc. You can make it look however you like 😊
Can't do that rn, just closed blender, the head is supposed to look a bit like an anthro shark
Bruh why are all the sharks I see so thicc. Hahaha
And that hole u see in the mouth is supposed to be a metal jaw
Where's the petite sharks
Is it worth making separate meshes for the details in the base model.
Hi! I'm new here and I'm not sure if this is the place to ask but I've been searching for someone to import a model from Koikatsu to Blender and rigging the model as well.
Hmmm. Depends on the details I guess. Night make it easier to work with them if they're seperate
But can u also merge them?
Yup once your done just merge them at the end
Looks like there's a plugin called KK Blender porter pack that does most of the work of exporting / importing to blender and rigging all for you
What are the collection things supposed to be called??
Where u have the cube, lamp and camera.
Depends what sort of collection I guess
The default stuff? You can just delete all that.
But those folders of things in the outliner are actually just called collections
You are correct. However, I cannot seem to get it to work. I've spent about almost a week figuring out what the issue could be and I'm not sure what I've been doing wrong I just can't get my model export correctly. The file will appear to after I had export it but it won't open in Blender it has literally been hell working on this and I had already given up. So I am asking for help if someone can do it for me.
Does blender give you an error when you try import?
They normally display on the bottom bar
Nothing happens
The file is there for me to select when I am on Blender and nothing happens. I thought maybe a file was corrupted in Blender I've uninstalled it and reinstalled Blender and nothing changes.
It is literally the most confusing processes of moving a model.
Blender errors aren't displayed super obvious. When you import the fbx check along the bottom bar to see if there's a little yellow or red error message
I'm not super savvy about this so my knowledge is pretty limited
I don't remember if there was anything down there. Recently, I have to wipe my whole computer and I don't have enough time to go through the whole process. I would have to reinstall a couple mods for exporting.
Ahk
I'm just looking for someone to export it for me if that's possible. From there I'll use model in VR chat.
Fair. Maybe you'll find someone kind enough to give ya a hand with it. Might be more likely to get someone if you offer a few $$ for their time.
Not I to I'm am too low on spare time as it is 😅
Well
The process isn't hard. I just couldn't figure out what the issue was is all. I've uninstalled and reinstalled everything and I still run in to the same issue. I just need the model exported and rigged or whatever and that's it. I'll move my avatar to my quest 2 on my own.
If you got time to do it for me I'll happily throw some green paper at ya 
I have everything installed back and this time I got an error
What should I be looking at
?
Screenshot and post it. Or Google search it first and there an answer for it already
it gave me a box
The error that is
Tbh google searching your error message before posting it should be a requirement XD
It solves so many issue
I'm using Blender version 3.0 btw
I could google it but I don't wanna. I would rather get a direct answer from someone
kind of wasting peoples time if you don't want to bother even looking it up lol
cats plugin has a discord server so you could check there and look at the faq
Yeah looks like a cat's error. Idk any more without googling it so that's up to you 😋
Alright
have you tried blender 2.93.x? Cats plugin page does not have any indication of supporting 3.x. yet
I was able to import my model in but it seems like cats isn't importing everything on my model so right now I am trying to find my way around it. If the problem persists then I will use 2.93 version if anything changes.
i usually don't ask for help with blender since i have.. thousands of hours of experience, but something's not behaving right.
i wanna do a 360° turntable animation, so i set the first keyframe to 0 and the second to 360.
When i keyframe the second rotation, it stays orange and doesnt get set. it's as if it sets keyframes based on the visual appearance of the model, not the coordinates/rotation
if i set it to 359° it rotates -1°
if i click the lil diamond to set a keyframe it stays unset
ok so i may be fucking stupid
the object was parented to an armature
you learn something new every day. damn.
does the model look better in an A pose?
how can i fix this?
thats not really an a pose thats more of i pose
since the arms are directly parallel to the body
a pose is more releaxed
something like this
OH OK
better?
can you show the front view
lemme dm u it
alright
Everyone says to model in t-pose, but you don't HAVE to if you prefer a different workflow. You can configure it into a t-pose manually in Unity when you are setting it up as a humanoid.
ive never had a single issue with using A pose lol
I typically recommend using a T pose since it's easier to account for the arms going straight up over the head, and since you can simply move stuff along the X axis to move it along the length of the arm
Model in a pose so the shoulders don't look weird, rig then pose into tpose
So t pose is recommended if it's for rigging purposes?
It's preference, but if you're modelling the body I hear A pose is more natural
You can always switch from one to another anyway after you're done righing
I did the t pose instead, late reply anyway
I would like to fix a spiderman suit to the mesh of my body. how do i go about doing this without it looking weird?
thoughts?
What is your reference/goal ?
what creature is this based off
looks good, my main sugesstion is working on the collarbone, feetm and the rib cage if you plan of have those area expose
what is it that i missed in weight painting that i cannot reproduce the same result twice
in the 1st part, that's the 2nd time i weight painted the hair buns, it's squished when rotated.
in the 2nd part, that's the 1st time i did that and i want to achieve that. No squishes. Just rotation of the buns.
It's based off a character I have, mind if I can show you?
if stuff squashes then you got weights on more bones that add up to more than 100%
so 100% head, 100% bun
you can check by going into edit mode and selecting a vertex on the bun
then in the item panel top right you can see the weights table
for that vertex
when weight painting enable auto normalize. it will prevent this from happening. if you're assigning weights through the vertex groups then you'll need to either remove it manually from the other group (head i this case i'm guessing), or go to weights > normalize
hey im looking for someone that can make me a vr chat skin (dm me)
collarbone?
the collarbone is one of those more sudile features to add for a more detail body it makes a nice noticeable transitions sepreating the torso from the neck
Would have taken you on that, but than seen that the socks have to be toggleable, so no can do
Is there a way to have smooth normals on a face mesh without it breaking with shapekeys?
shapekey without applying the modifier, what I wish would happen
what happens when you apply the modifier first
basically, can you set normals per shapekey? and can you automate it?
no but you can the edges around the mouth sharp and that would solve it
some stuff for the head
Could someone teach me how to use blender? I’m starting to get really stressed out with practicing and it’s really confusing for me
Thanks for the input. I found out that with this modifier i can subtract the weight data of that particular bone from the head.
so manual unpainting works, but this modifier is much more accurate and free from human error
still need to do the full outfit but it's looking promising so far
I made this dress for the rex avatar and added some starry textures to it
can any blender folk help a blender noob with whats prob a pretty simple issue
Nevermind, wasnt workin no matter what i tried so i made a new file and it worked, cant explain it but i wont question it
sometimes thats how it be
Does anyone know how I could fix it?
move the UV maps
How might I do that?
"uv editing" at the top
it will open two windows split vertically, one side is your model and the other side is the uv map
yours will look different from mine ofc but entering edit mode and then using L on a hair part will highlight its UVs
That hair model is ❤️🔥
Super pretty !
Thank you 
gobbo
Really nice shading !
make the scarf use a new bone parented to neck instead of directly using neck
then in unity create an animation that scales the new bone to 0
then create a new layer in your FX controller and use the IsLocal parameter to transition to that new animation
can i get some general help on how to even model in blender? i only really know how to resize and adjust stuff (i use it to visualize splatoon outfits lol and that's it)
if you're down, dming me would be super
alternatively, delete the inside mesh, leave the outside. Then in the shader setting, turn on backface culling.
@thin shadow is it ok if i dm you? i've been needing some help with making a vrc avatar as me the big dumb and doesn't know how to 3d model
sorry if this is sounding needy... (kind of is)
no
👍
There are hundreds of tutorials online you can watch
then i'll do exactly that
one advice that i can tell from watching the videos is that,
don't follow the tutorials as it is, instead, absorb the knowledge of each videos, shape them into your own need
making an avatar is decently advanced, just a general Blender tutorial (like the classic donut tutorial) should be a big step in the right direction of understanding the controls. If you only want to use Blender for VRChat you can skip the later stuff on rendering and whatnot
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...
oh, there's actually 2
attaboy
time to learn
sniff snoff
I usually use grease pencil or just uv paint tho
Hello, in blender, if I want to mirror an object but the mirror is not landing where I want it to be, how can I fix it?
Apply your transforms with Ctrl+A
Anyone know how I can import animations (actions) from a blend directly into Unity? I've got 2 actions but only one animation shows up in Unity.
I'd rather avoid exporting as FBX if I can
3 hours of my avatar creation speedrun. I'll maybe do the rest Tues or Wednesday.
Goal is good-rated/fallback quest avii.
Pain.peko
progress on my first attempt at a furry-ish avatar o__o
expressions so far :V
https://twitter.com/AlfonsoHegao/status/1528586684312571904?s=20&t=mIQXSpej-pfdUUs2sAtTtA
Speedrun video.
This is phenomenal stuff. Do you take modelling commisions?
i don't ;w; my quality of work isn't good enough to consider selling anything or doing comms yet i think, but thank you sm !!!
I disagree, but I understand how you feel! Dm me if ever you’re interested in starting!
e
Hey , i really dont know where else to ask
While trying to export and avatar from blender with cats plugin i run into this error:
I have tried using all sorts of blender versions already but im kinda clueless by now
Does cats support 3.2 ?
I have previously used older versions like 2.93 but after getting this error updated to see if that fixes it
sadly it did not
cats discord has a help channel and faq about the versions, might have better luck in there
can find the invite link on the github page
so could someone tlel me what i'm doing wrong in my attempts to merge bones? i've tried selecting the two bones and hitting altM and ctrlX and neither seemed to do anything.
you need to use CATS
hrm why's google say those two key combos work then? i'm very confused...anyway. ok what part of cats...i saw bone parenting but no button to merge...
i should be able to eliminate 28 bones if i make every chain of skirt bust and hair into just the base bone, so should be able to make a skirted fallback actually.
oh merge weight deletes the bone...is that it? the bone doesn't grow any though.
it will delete the bone and add the weights to another group
if you hit To parents, it'll add the weights to the group of the parent bone
if you hit To active, it'll add the weight(s) to the active bone
erm...on the last 2 chains it stopped working...
also, make sure you have X mirror disabled
where is that?
top right of viewport
yeah it's off..
still can't merge those bones though.
oh somehow keep merged bones got enabled.
ok i got it down to 79 bones. which is good enough for good.
guess i'll target good anyway since that'll allow me to have physbones and that's apparently good enough for fallback.
if i'm targeting good is it worth targeting 10k polys in bake?
This is my first avatar design. I just started the game a couple days ago and really liked the idea of making my own creation. So I'm learning a little bit by bit. Am going for a demon with one arm bitten off, will add torn wings, and more. What are your thoughts so far? I have a lot more detailing to do on these bits, but I'm going to finish up the body before going into full detail.
i want to make a uv map that doesn't cause all this distortion and cutting of the texture. does anyone know how to do that?
You'd probably want to have the sole of the foot be its own uv island
You'll most likely still have some stretching though
It's good to learn as you're going but I'd still recommend watching any of the model tutorials on youtube to get accustomed to the tools, as well as using references where you can
gotcha! thanks
Can u send me this if this still exist?
is there a reason that blender should be showing less bones than unity?
oh end bones...welp that might explain it. i can't safely get rid of those can i?
so in blender i've got 14 hair bones and 2 bust bones plus a root for each...which should give me 18 phys bones...that's still 2 over what is allowed but unity says i've got 30 i guess because of the end bones? so what's the best way to cut that number in half and still have descent physbones?
uncheck Add leaf bones in your export settings
where's that at. and what are leaf bones?
i feel blind for not seeing it. doesn't help that my eyes are totally out of focus looking at such tiny text.
found it and it's already unchecked? weird
wow exporting again fixxed it. how odd.
ok now i have to get rid of 2...how bad would it be to just merge some of the bones on the bangs?
ok got it down to good by just ignoring 2 bones. this should be enough to shut up the questies.
idk if it's just me but the face is like silco from arcane lol
Ooooo I can see that hahaha
Brain really said "hey so you've never made a vrchat model from scratch right? Make your Transformers OC then"
literally took a break from making furry models because I decided I wanted to suffer more i guess LOL
this is the dude in question for a point of reference
i don't suppose anyone knows what i should be setting this first line to to target the active material?
probably object.materials[object.active_material_index]
depends on what your object is
actually no, you can just do object.active_material
provided that your object is an object from bpy.context.active_object or is from bpy.context.selected_objects[]
How can I blend that in? or fix it?
delete it, the bottom piece's neck clearly doesn't need to go that far
trying to export my model with textures, except the textures arent working properly.
It SHOULD look like this \/
it comes out as this instead^
what am i doing wrong here?
I'm learning blender for the sake of a creative outlet and making my own models for VRchat. Are there any specific modifiers, tools, or workflows that complicate porting to unity/VRchat? I want to figure out the best way to go about modeling without blasting my polygons over 90000, or breaking everything when porting.
I ported my donut from the donut tutorial to see what happens, and the sprinkles disappeared. it worries me that my hard work/learned skills won't apply to vrchat.
you can skip the shaders and rendering part of the donut tutorial since those are ported differently in unity. cats plugin can automate a few things, although manual interventions are sometimes needed in some cases.
Materials don't export. even if the textures get packed in the fbx and show up you'll still need to change shader settings
shading is done on unity end, other than that, in blender
So just import the the textures separately, select the fbx and extract materials from the inspector
also tried that and it still came out weird
you have to do that if you want to edit the materials
and you will need to because nothing really carries over from blender
question then
how would i export a procedural material in blender as a texture?
you'll have to bake it to a texture
it's a fairly simple process but a bit tedious to setup
there should be videos on it on youtube tho
In this Blender tutorial, I will show you how to texture bake Procedural Materials.
Procedural Material Packs: https://ryankingart.gumroad.com/?query=procedural material pack&sort=newest
Procedural Material Tutorial Playlist: https://youtube.com/playlist?list=PLsGl9GczcgBs6TtApKKK-L_0Nm6fovNPk
Other Tutorials I Mentioned:
How to Bake Metall...
thanks
this chat is already more valuable for learning than google.
ok so i baked it and imported it to unity
what and why does it look like that
on the right is semi-normal but on the left its just stretched to hell
maybe the uv wrapping does not look like what you wanted it to be
yea im messing around with the uv wrapping rn but idk what could be wrong with it
looks
good ig
so when baking the texture, why does the baked texture not match the scale of the texture on the object?
see what i mean?
cant you adjust the tiling on the material properties
i could, but its a little weird
theres a black border on the material and i cant figure out why
plus if i use tiling, it doesnt look right
so i want to make the baked image scale match the one on the floor in blender
you bake it to a texture but the uvs and tiling still need to be adjusted
how should i adjust them? I already baked the texture
and why is it when i bake the texture, it generates a black border?
i don't know
odd
nvm about it
i got it working
i had to do some weird downsizing of the image size, move the uvs around, and tile it weirdly in unity but it looks good now
i have an issue that when i subdivide the meshes, some meshes dont subdivide.
for something that looks smoother, try using the Subdivision surface modifier. also, try to always work with quads whenever possible. those shapes have more than 4 vertices
does someone know how I could fit some underwear to a model?
Wait, how does the subdivision surface modif have to do with this?
try it and you'll see
it subdivides each face, and basically averages out the position of the new vertices to be smoother
what did you want exactly? because if you're going to have large flat surfaces, I don't see the point of subdividing
do you already know about loop cuts?
bro what am i doing wrong here
i cant for the life of me figure out what is going on with these floors
nothing is wrong with the uvs, shapes or anything else
How are you baking the textures?
you can't put loop cuts through anything that is not a quad
tri's don't work, and n-gon's don't work either
you'll only be able to cut one edge into 2
consider re-working your topology to use all quads
https://www.youtube.com/watch?v=AioskAgcU2U
this link was sent to me
In this Blender tutorial, I will show you how to texture bake Procedural Materials.
Procedural Material Packs: https://ryankingart.gumroad.com/?query=procedural material pack&sort=newest
Procedural Material Tutorial Playlist: https://youtube.com/playlist?list=PLsGl9GczcgBs6TtApKKK-L_0Nm6fovNPk
Other Tutorials I Mentioned:
How to Bake Metall...
Ah so soley in blender. Ok.
yea
thoughts on the amount of polygons?
A lot more than you'll need in some areas id think. Depending on how you want things to bend? That is if you are keeping the faces flat like that.
Limited dissolve would probably remove 90% of the geometry
Where is limited dissolve?
In the command menu
Imma do it tomorrow
Whenever you don't know where something is hit F3 to bring out search and call it from there
WIP WIP
Its uvs are prob not unwrapped

